1 (* Copyright (C) DooM 2D:Forever Developers
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, either version 3 of the License, or
6 * (at your option) any later version.
8 * This program is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 * GNU General Public License for more details.
13 * You should have received a copy of the GNU General Public License
14 * along with this program. If not, see <http://www.gnu.org/licenses/>.
16 {$INCLUDE ../shared/a_modes.inc}
23 e_graphics
, g_playermodel
, g_basic
, g_textures
,
24 g_weapons
, g_phys
, g_sound
, g_saveload
, MAPDEF
,
57 AmmoLimits
: Array [0..1] of Array [A_BULLETS
..A_HIGH
] of Word =
58 ((200, 50, 50, 300, 100),
59 (400, 100, 100, 600, 200));
80 ANGLE_NONE
= Low(SmallInt);
82 CORPSE_STATE_REMOVEME
= 0;
83 CORPSE_STATE_NORMAL
= 1;
84 CORPSE_STATE_MESS
= 2;
86 PLAYER_RECT
: TRectWH
= (X
:15; Y
:12; Width
:34; Height
:52);
87 PLAYER_RECT_CX
= 15+(34 div 2);
88 PLAYER_RECT_CY
= 12+(52 div 2);
89 PLAYER_CORPSERECT
: TRectWH
= (X
:15; Y
:48; Width
:34; Height
:16);
92 PLAYER_HP_LIMIT
= 200;
94 PLAYER_AP_LIMIT
= 200;
97 PLAYER1_DEF_COLOR
: TRGB
= (R
:64; G
:175; B
:48);
98 PLAYER2_DEF_COLOR
: TRGB
= (R
:96; G
:96; B
:96);
114 TPlayerStatArray
= Array of TPlayerStat
;
116 TPlayerSavedState
= record
124 Ammo
: Array [A_BULLETS
..A_HIGH
] of Word;
125 MaxAmmo
: Array [A_BULLETS
..A_HIGH
] of Word;
126 Weapon
: Array [WP_FIRST
..WP_LAST
] of Boolean;
127 Rulez
: Set of R_ITEM_BACKPACK
..R_BERSERK
;
136 TPlayer
= class (TObject
)
144 FDirection
: TDirection
;
152 FMonsterKills
: Integer;
158 FCanJetpack
: Boolean;
164 FNextWeapDelay
: Byte; // frames
165 FBFGFireCounter
: SmallInt;
166 FLastSpawnerUID
: Word;
170 FSpectatePlayer
: Integer;
171 FFirePainTime
: Integer;
174 FSavedState
: TPlayerSavedState
;
176 FModel
: TPlayerModel
;
179 FActionForce
: Boolean;
180 FActionChanged
: Boolean;
182 FFireAngle
: SmallInt;
184 FShellTimer
: Integer;
186 FSawSound
: TPlayableSound
;
187 FSawSoundIdle
: TPlayableSound
;
188 FSawSoundHit
: TPlayableSound
;
189 FSawSoundSelect
: TPlayableSound
;
190 FJetSoundOn
: TPlayableSound
;
191 FJetSoundOff
: TPlayableSound
;
192 FJetSoundFly
: TPlayableSound
;
196 FJustTeleported
: Boolean;
198 mEDamageType
: Integer;
201 function CollideLevel(XInc
, YInc
: Integer): Boolean;
202 function StayOnStep(XInc
, YInc
: Integer): Boolean;
203 function HeadInLiquid(XInc
, YInc
: Integer): Boolean;
204 function BodyInLiquid(XInc
, YInc
: Integer): Boolean;
205 function BodyInAcid(XInc
, YInc
: Integer): Boolean;
206 function FullInLift(XInc
, YInc
: Integer): Integer;
207 {procedure CollideItem();}
208 procedure FlySmoke(Times
: DWORD
= 1);
209 procedure OnFireFlame(Times
: DWORD
= 1);
210 function GetAmmoByWeapon(Weapon
: Byte): Word;
211 procedure SetAction(Action
: Byte; Force
: Boolean = False);
212 procedure OnDamage(Angle
: SmallInt); virtual;
213 function firediry(): Integer;
215 procedure Run(Direction
: TDirection
);
216 procedure NextWeapon();
217 procedure PrevWeapon();
224 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
225 procedure resetWeaponQueue ();
226 function hasAmmoForWeapon (weapon
: Byte): Boolean;
228 procedure doDamage (v
: Integer);
231 FDamageBuffer
: Integer;
233 FAmmo
: Array [A_BULLETS
..A_HIGH
] of Word;
234 FMaxAmmo
: Array [A_BULLETS
..A_HIGH
] of Word;
235 FWeapon
: Array [WP_FIRST
..WP_LAST
] of Boolean;
236 FRulez
: Set of R_ITEM_BACKPACK
..R_BERSERK
;
238 FMegaRulez
: Array [MR_SUIT
..MR_MAX
] of DWORD
;
239 FReloading
: Array [WP_FIRST
..WP_LAST
] of Word;
240 FTime
: Array [T_RESPAWN
..T_FLAGCAP
] of DWORD
;
241 FKeys
: Array [KEY_LEFT
..KEY_CHAT
] of TKeyState
;
243 FPreferredTeam
: Byte;
246 FWantsInGame
: Boolean;
250 FActualModelName
: string;
257 // debug: viewport offset
258 viewPortX
, viewPortY
, viewPortW
, viewPortH
: Integer;
260 function isValidViewPort (): Boolean; inline;
262 constructor Create(); virtual;
263 destructor Destroy(); override;
264 procedure Respawn(Silent
: Boolean; Force
: Boolean = False); virtual;
265 function GetRespawnPoint(): Byte;
266 procedure PressKey(Key
: Byte; Time
: Word = 1);
267 procedure ReleaseKeys();
268 procedure SetModel(ModelName
: String);
269 procedure SetColor(Color
: TRGB
);
270 procedure SetWeapon(W
: Byte);
271 function IsKeyPressed(K
: Byte): Boolean;
272 function GetKeys(): Byte;
273 function PickItem(ItemType
: Byte; arespawn
: Boolean; var remove
: Boolean): Boolean; virtual;
274 function Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean; overload
;
275 function Collide(Panel
: TPanel
): Boolean; overload
;
276 function Collide(X
, Y
: Integer): Boolean; overload
;
277 procedure SetDirection(Direction
: TDirection
);
278 procedure GetSecret();
279 function TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
281 procedure Push(vx
, vy
: Integer);
282 procedure ChangeModel(ModelName
: String);
283 procedure SwitchTeam
;
284 procedure ChangeTeam(Team
: Byte);
286 function GetFlag(Flag
: Byte): Boolean;
287 procedure SetFlag(Flag
: Byte);
288 function DropFlag(): Boolean;
289 procedure AllRulez(Health
: Boolean);
290 procedure RestoreHealthArmor();
291 procedure FragCombo();
292 procedure GiveItem(ItemType
: Byte);
293 procedure Damage(value
: Word; SpawnerUID
: Word; vx
, vy
: Integer; t
: Byte); virtual;
294 function Heal(value
: Word; Soft
: Boolean): Boolean; virtual;
295 procedure MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
296 procedure MakeBloodSimple(Count
: Word);
297 procedure Kill(KillType
: Byte; SpawnerUID
: Word; t
: Byte);
298 procedure Reset(Force
: Boolean);
299 procedure Spectate(NoMove
: Boolean = False);
300 procedure SwitchNoClip
;
301 procedure SoftReset();
302 procedure Draw(); virtual;
303 procedure DrawPain();
304 procedure DrawPickup();
305 procedure DrawRulez();
307 procedure DrawBubble();
309 procedure Update(); virtual;
310 procedure RememberState();
311 procedure RecallState();
312 procedure SaveState(var Mem
: TBinMemoryWriter
); virtual;
313 procedure LoadState(var Mem
: TBinMemoryReader
); virtual;
314 procedure PauseSounds(Enable
: Boolean);
315 procedure NetFire(Wpn
: Byte; X
, Y
, AX
, AY
: Integer; WID
: Integer = -1);
316 procedure DoLerp(Level
: Integer = 2);
317 procedure SetLerp(XTo
, YTo
: Integer);
318 procedure QueueWeaponSwitch(Weapon
: Byte);
319 procedure RealizeCurrentWeapon();
321 procedure JetpackOff
;
322 procedure CatchFire(Attacker
: Word);
324 //WARNING! this does nothing for now, but still call it!
325 procedure positionChanged (); //WARNING! call this after entity position was changed, or coldet will not work right!
327 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
328 procedure moveBy (dx
, dy
: Integer); inline;
331 property Vel
: TPoint2i read FObj
.Vel
;
332 property Obj
: TObj read FObj
;
334 property Name
: String read FName write FName
;
335 property Model
: TPlayerModel read FModel
;
336 property Health
: Integer read FHealth write FHealth
;
337 property Lives
: Byte read FLives write FLives
;
338 property Armor
: Integer read FArmor write FArmor
;
339 property Air
: Integer read FAir write FAir
;
340 property JetFuel
: Integer read FJetFuel write FJetFuel
;
341 property Frags
: Integer read FFrags write FFrags
;
342 property Death
: Integer read FDeath write FDeath
;
343 property Kills
: Integer read FKills write FKills
;
344 property CurrWeap
: Byte read FCurrWeap write FCurrWeap
;
345 property MonsterKills
: Integer read FMonsterKills write FMonsterKills
;
346 property Secrets
: Integer read FSecrets
;
347 property GodMode
: Boolean read FGodMode write FGodMode
;
348 property NoTarget
: Boolean read FNoTarget write FNoTarget
;
349 property NoReload
: Boolean read FNoReload write FNoReload
;
350 property alive
: Boolean read FAlive write FAlive
;
351 property Flag
: Byte read FFlag
;
352 property Team
: Byte read FTeam write FTeam
;
353 property Direction
: TDirection read FDirection
;
354 property GameX
: Integer read FObj
.X write FObj
.X
;
355 property GameY
: Integer read FObj
.Y write FObj
.Y
;
356 property GameVelX
: Integer read FObj
.Vel
.X write FObj
.Vel
.X
;
357 property GameVelY
: Integer read FObj
.Vel
.Y write FObj
.Vel
.Y
;
358 property GameAccelX
: Integer read FObj
.Accel
.X write FObj
.Accel
.X
;
359 property GameAccelY
: Integer read FObj
.Accel
.Y write FObj
.Accel
.Y
;
360 property IncCam
: Integer read FIncCam write FIncCam
;
361 property UID
: Word read FUID write FUID
;
362 property JustTeleported
: Boolean read FJustTeleported write FJustTeleported
;
363 property NetTime
: LongWord read FNetTime write FNetTime
;
366 property eName
: String read FName write FName
;
367 property eHealth
: Integer read FHealth write FHealth
;
368 property eLives
: Byte read FLives write FLives
;
369 property eArmor
: Integer read FArmor write FArmor
;
370 property eAir
: Integer read FAir write FAir
;
371 property eJetFuel
: Integer read FJetFuel write FJetFuel
;
372 property eFrags
: Integer read FFrags write FFrags
;
373 property eDeath
: Integer read FDeath write FDeath
;
374 property eKills
: Integer read FKills write FKills
;
375 property eCurrWeap
: Byte read FCurrWeap write FCurrWeap
;
376 property eMonsterKills
: Integer read FMonsterKills write FMonsterKills
;
377 property eSecrets
: Integer read FSecrets write FSecrets
;
378 property eGodMode
: Boolean read FGodMode write FGodMode
;
379 property eNoTarget
: Boolean read FNoTarget write FNoTarget
;
380 property eNoReload
: Boolean read FNoReload write FNoReload
;
381 property eAlive
: Boolean read FAlive write FAlive
;
382 property eFlag
: Byte read FFlag
;
383 property eTeam
: Byte read FTeam write FTeam
;
384 property eDirection
: TDirection read FDirection
;
385 property eGameX
: Integer read FObj
.X write FObj
.X
;
386 property eGameY
: Integer read FObj
.Y write FObj
.Y
;
387 property eGameVelX
: Integer read FObj
.Vel
.X write FObj
.Vel
.X
;
388 property eGameVelY
: Integer read FObj
.Vel
.Y write FObj
.Vel
.Y
;
389 property eGameAccelX
: Integer read FObj
.Accel
.X write FObj
.Accel
.X
;
390 property eGameAccelY
: Integer read FObj
.Accel
.Y write FObj
.Accel
.Y
;
391 property eIncCam
: Integer read FIncCam write FIncCam
;
392 property eUID
: Word read FUID
;
393 property eJustTeleported
: Boolean read FJustTeleported
;
394 property eNetTime
: LongWord read FNetTime
;
396 // set this before assigning something to `eDamage`
397 property eDamageType
: Integer read mEDamageType write mEDamageType
;
398 property eDamage
: Integer write doDamage
;
408 WeaponPrior
: Array [WP_FIRST
..WP_LAST
] of Byte;
409 CloseWeaponPrior
: Array [WP_FIRST
..WP_LAST
] of Byte;
410 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
418 TBot
= class (TPlayer
)
420 FSelectedWeapon
: Byte;
423 FAIFlags
: Array of TAIFlag
;
424 FDifficult
: TDifficult
;
426 function GetRnd(a
: Byte): Boolean;
427 function GetInterval(a
: Byte; radius
: SmallInt): SmallInt;
428 function RunDirection(): TDirection
;
429 function FullInStep(XInc
, YInc
: Integer): Boolean;
430 //function NeedItem(Item: Byte): Byte;
431 procedure SelectWeapon(Dist
: Integer);
432 procedure SetAIFlag(aName
, fValue
: String20
);
433 function GetAIFlag(aName
: String20
): String20
;
434 procedure RemoveAIFlag(aName
: String20
);
435 function Healthy(): Byte;
436 procedure UpdateMove();
437 procedure UpdateCombat();
438 function KeyPressed(Key
: Word): Boolean;
439 procedure ReleaseKey(Key
: Byte);
440 function TargetOnScreen(TX
, TY
: Integer): Boolean;
441 procedure OnDamage(Angle
: SmallInt); override;
444 procedure Respawn(Silent
: Boolean; Force
: Boolean = False); override;
445 constructor Create(); override;
446 destructor Destroy(); override;
447 procedure Draw(); override;
448 function PickItem(ItemType
: Byte; force
: Boolean; var remove
: Boolean): Boolean; override;
449 function Heal(value
: Word; Soft
: Boolean): Boolean; override;
450 procedure Update(); override;
451 procedure SaveState(var Mem
: TBinMemoryWriter
); override;
452 procedure LoadState(var Mem
: TBinMemoryReader
); override;
464 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
465 procedure moveBy (dx
, dy
: Integer); inline;
467 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
481 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
482 procedure moveBy (dx
, dy
: Integer); inline;
484 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
487 TCorpse
= class (TObject
)
495 FAnimation
: TAnimation
;
496 FAnimationMask
: TAnimation
;
499 constructor Create(X
, Y
: Integer; ModelName
: String; aMess
: Boolean);
500 destructor Destroy(); override;
501 procedure Damage(Value
: Word; vx
, vy
: Integer);
504 procedure SaveState(var Mem
: TBinMemoryWriter
);
505 procedure LoadState(var Mem
: TBinMemoryReader
);
507 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
508 procedure moveBy (dx
, dy
: Integer); inline;
510 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
512 function ObjPtr (): PObj
; inline;
514 property Obj
: TObj read FObj
; // copies object
515 property State
: Byte read FState
;
516 property Mess
: Boolean read FMess
;
519 TTeamStat
= Array [TEAM_RED
..TEAM_BLUE
] of
525 gPlayers
: Array of TPlayer
;
526 gCorpses
: Array of TCorpse
;
527 gGibs
: Array of TGib
;
528 gShells
: Array of TShell
;
529 gTeamStat
: TTeamStat
;
530 gFly
: Boolean = False;
531 gAimLine
: Boolean = False;
532 gChatBubble
: Byte = 0;
536 MAX_RUNVEL
: Integer = 8;
537 VEL_JUMP
: Integer = 10;
538 SHELL_TIMEOUT
: Cardinal = 60000;
540 function Lerp(X
, Y
, Factor
: Integer): Integer;
542 procedure g_Gibs_SetMax(Count
: Word);
543 function g_Gibs_GetMax(): Word;
544 procedure g_Corpses_SetMax(Count
: Word);
545 function g_Corpses_GetMax(): Word;
546 procedure g_Shells_SetMax(Count
: Word);
547 function g_Shells_GetMax(): Word;
549 procedure g_Player_Init();
550 procedure g_Player_Free();
551 function g_Player_Create(ModelName
: String; Color
: TRGB
; Team
: Byte; Bot
: Boolean): Word;
552 function g_Player_CreateFromState(var Mem
: TBinMemoryReader
): Word;
553 procedure g_Player_Remove(UID
: Word);
554 procedure g_Player_ResetTeams();
555 procedure g_Player_UpdateAll();
556 procedure g_Player_DrawAll();
557 procedure g_Player_DrawDebug(p
: TPlayer
);
558 procedure g_Player_DrawHealth();
559 procedure g_Player_RememberAll();
560 procedure g_Player_ResetAll(Force
, Silent
: Boolean);
561 function g_Player_Get(UID
: Word): TPlayer
;
562 function g_Player_GetCount(): Byte;
563 function g_Player_GetStats(): TPlayerStatArray
;
564 function g_Player_ValidName(Name
: String): Boolean;
565 procedure g_Player_CreateCorpse(Player
: TPlayer
);
566 procedure g_Player_CreateGibs(fX
, fY
: Integer; ModelName
: String; fColor
: TRGB
);
567 procedure g_Player_CreateShell(fX
, fY
, dX
, dY
: Integer; T
: Byte);
568 procedure g_Player_UpdatePhysicalObjects();
569 procedure g_Player_DrawCorpses();
570 procedure g_Player_DrawShells();
571 procedure g_Player_RemoveAllCorpses();
572 procedure g_Player_Corpses_SaveState(var Mem
: TBinMemoryWriter
);
573 procedure g_Player_Corpses_LoadState(var Mem
: TBinMemoryReader
);
574 procedure g_Bot_Add(Team
, Difficult
: Byte);
575 procedure g_Bot_AddList(Team
: Byte; lname
: ShortString; num
: Integer = -1);
576 procedure g_Bot_MixNames();
577 procedure g_Bot_RemoveAll();
582 e_log
, g_map
, g_items
, g_console
, SysUtils
, g_gfx
, Math
,
583 g_options
, g_triggers
, g_menu
, g_game
, g_grid
,
584 wadreader
, g_main
, g_monsters
, CONFIG
, g_language
,
585 g_net
, g_netmsg
, g_window
, GL
, g_holmes
;
595 diag_precision
: Byte;
599 w_prior1
: Array [WP_FIRST
..WP_LAST
] of Byte;
600 w_prior2
: Array [WP_FIRST
..WP_LAST
] of Byte;
601 w_prior3
: Array [WP_FIRST
..WP_LAST
] of Byte;
605 TIME_RESPAWN1
= 1500;
606 TIME_RESPAWN2
= 2000;
607 TIME_RESPAWN3
= 3000;
610 JET_MAX
= 540; // ~30 sec
611 PLAYER_SUIT_TIME
= 30000;
612 PLAYER_INVUL_TIME
= 30000;
613 PLAYER_INVIS_TIME
= 35000;
614 FRAG_COMBO_TIME
= 3000;
618 ANGLE_RIGHTDOWN
= -35;
620 ANGLE_LEFTDOWN
= -145;
621 PLAYER_HEADRECT
: TRectWH
= (X
:24; Y
:12; Width
:20; Height
:12);
622 WEAPONPOINT
: Array [TDirection
] of TDFPoint
= ((X
:16; Y
:32), (X
:47; Y
:32));
625 BOT_UNSAFEDIST
= 128;
626 TEAMCOLOR
: Array [TEAM_RED
..TEAM_BLUE
] of TRGB
= ((R
:255; G
:0; B
:0),
628 DIFFICULT_EASY
: TDifficult
= (DiagFire
: 32; InvisFire
: 32; DiagPrecision
: 32;
629 FlyPrecision
: 32; Cover
: 32; CloseJump
: 32;
630 WeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0));
631 DIFFICULT_MEDIUM
: TDifficult
= (DiagFire
: 127; InvisFire
: 127; DiagPrecision
: 127;
632 FlyPrecision
: 127; Cover
: 127; CloseJump
: 127;
633 WeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0));
634 DIFFICULT_HARD
: TDifficult
= (DiagFire
: 255; InvisFire
: 255; DiagPrecision
: 255;
635 FlyPrecision
: 255; Cover
: 255; CloseJump
: 255;
636 WeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0));
637 WEAPON_PRIOR1
: Array [WP_FIRST
..WP_LAST
] of Byte =
638 (WEAPON_FLAMETHROWER
, WEAPON_SUPERPULEMET
,
639 WEAPON_SHOTGUN2
, WEAPON_SHOTGUN1
,
640 WEAPON_CHAINGUN
, WEAPON_PLASMA
, WEAPON_ROCKETLAUNCHER
,
641 WEAPON_BFG
, WEAPON_PISTOL
, WEAPON_SAW
, WEAPON_KASTET
);
642 WEAPON_PRIOR2
: Array [WP_FIRST
..WP_LAST
] of Byte =
643 (WEAPON_FLAMETHROWER
, WEAPON_SUPERPULEMET
,
644 WEAPON_BFG
, WEAPON_ROCKETLAUNCHER
,
645 WEAPON_SHOTGUN2
, WEAPON_PLASMA
, WEAPON_SHOTGUN1
,
646 WEAPON_CHAINGUN
, WEAPON_PISTOL
, WEAPON_SAW
, WEAPON_KASTET
);
647 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
648 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
649 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
650 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
651 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
652 WEAPON_RELOAD
: Array [WP_FIRST
..WP_LAST
] of Byte =
653 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
655 PLAYER_SIGNATURE
= $52594C50; // 'PLYR'
656 CORPSE_SIGNATURE
= $50524F43; // 'CORP'
658 BOTNAMES_FILENAME
= 'botnames.txt';
659 BOTLIST_FILENAME
= 'botlist.txt';
663 MaxCorpses
: Word = 20;
664 MaxShells
: Word = 300;
665 CurrentGib
: Integer = 0;
666 CurrentShell
: Integer = 0;
667 BotNames
: Array of String;
668 BotList
: Array of TBotProfile
;
671 function Lerp(X
, Y
, Factor
: Integer): Integer;
673 Result
:= X
+ ((Y
- X
) div Factor
);
676 function SameTeam(UID1
, UID2
: Word): Boolean;
680 if (UID1
> UID_MAX_PLAYER
) or (UID1
<= UID_MAX_GAME
) or
681 (UID2
> UID_MAX_PLAYER
) or (UID2
<= UID_MAX_GAME
) then Exit
;
683 if (g_Player_Get(UID1
) = nil) or (g_Player_Get(UID2
) = nil) then Exit
;
685 if ((g_Player_Get(UID1
).Team
= TEAM_NONE
) or
686 (g_Player_Get(UID2
).Team
= TEAM_NONE
)) then Exit
;
688 Result
:= g_Player_Get(UID1
).FTeam
= g_Player_Get(UID2
).FTeam
;
691 procedure g_Gibs_SetMax(Count
: Word);
694 SetLength(gGibs
, Count
);
696 if CurrentGib
>= Count
then
700 function g_Gibs_GetMax(): Word;
705 procedure g_Shells_SetMax(Count
: Word);
708 SetLength(gShells
, Count
);
710 if CurrentShell
>= Count
then
714 function g_Shells_GetMax(): Word;
720 procedure g_Corpses_SetMax(Count
: Word);
723 SetLength(gCorpses
, Count
);
726 function g_Corpses_GetMax(): Word;
728 Result
:= MaxCorpses
;
731 function g_Player_Create(ModelName
: String; Color
: TRGB
; Team
: Byte; Bot
: Boolean): Word;
741 // Åñòü ëè ìåñòî â gPlayers:
742 if gPlayers
<> nil then
743 for a
:= 0 to High(gPlayers
) do
744 if gPlayers
[a
] = nil then
750 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
753 SetLength(gPlayers
, Length(gPlayers
)+1);
757 // Ñîçäàåì îáúåêò èãðîêà:
759 gPlayers
[a
] := TBot
.Create()
761 gPlayers
[a
] := TPlayer
.Create();
764 gPlayers
[a
].FActualModelName
:= ModelName
;
765 gPlayers
[a
].SetModel(ModelName
);
767 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
768 if gPlayers
[a
].FModel
= nil then
772 g_FatalError(Format(_lc
[I_GAME_ERROR_MODEL
], [ModelName
]));
776 if not (Team
in [TEAM_RED
, TEAM_BLUE
]) then
777 if Random(2) = 0 then
781 gPlayers
[a
].FPreferredTeam
:= Team
;
783 case gGameSettings
.GameMode
of
784 GM_DM
: gPlayers
[a
].FTeam
:= TEAM_NONE
;
786 GM_CTF
: gPlayers
[a
].FTeam
:= gPlayers
[a
].FPreferredTeam
;
788 GM_COOP
: gPlayers
[a
].FTeam
:= TEAM_COOP
;
791 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
792 gPlayers
[a
].FColor
:= Color
;
793 if gPlayers
[a
].FTeam
in [TEAM_RED
, TEAM_BLUE
] then
794 gPlayers
[a
].FModel
.Color
:= TEAMCOLOR
[gPlayers
[a
].FTeam
]
796 gPlayers
[a
].FModel
.Color
:= Color
;
798 gPlayers
[a
].FUID
:= g_CreateUID(UID_PLAYER
);
799 gPlayers
[a
].FAlive
:= False;
801 Result
:= gPlayers
[a
].FUID
;
804 function g_Player_CreateFromState(var Mem
: TBinMemoryReader
): Word;
817 if sig
<> PLAYER_SIGNATURE
then // 'PLYR'
819 raise EBinSizeError
.Create('g_Player_CreateFromState: Wrong Player Signature');
823 Mem
.ReadBoolean(Bot
);
828 // Åñòü ëè ìåñòî â gPlayers:
829 if gPlayers
<> nil then
830 for a
:= 0 to High(gPlayers
) do
831 if gPlayers
[a
] = nil then
837 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
840 SetLength(gPlayers
, Length(gPlayers
)+1);
844 // Ñîçäàåì îáúåêò èãðîêà:
846 gPlayers
[a
] := TBot
.Create()
848 gPlayers
[a
] := TPlayer
.Create();
849 gPlayers
[a
].FIamBot
:= Bot
;
850 gPlayers
[a
].FPhysics
:= True;
853 Mem
.ReadWord(gPlayers
[a
].FUID
);
855 Mem
.ReadString(gPlayers
[a
].FName
);
857 Mem
.ReadByte(gPlayers
[a
].FTeam
);
858 gPlayers
[a
].FPreferredTeam
:= gPlayers
[a
].FTeam
;
860 Mem
.ReadBoolean(gPlayers
[a
].FAlive
);
861 // Èçðàñõîäîâàë ëè âñå æèçíè:
862 Mem
.ReadBoolean(gPlayers
[a
].FNoRespawn
);
866 gPlayers
[a
].FDirection
:= D_LEFT
868 gPlayers
[a
].FDirection
:= D_RIGHT
;
870 Mem
.ReadInt(gPlayers
[a
].FHealth
);
872 Mem
.ReadByte(gPlayers
[a
].FLives
);
874 Mem
.ReadInt(gPlayers
[a
].FArmor
);
876 Mem
.ReadInt(gPlayers
[a
].FAir
);
878 Mem
.ReadInt(gPlayers
[a
].FJetFuel
);
880 Mem
.ReadInt(gPlayers
[a
].FPain
);
882 Mem
.ReadInt(gPlayers
[a
].FKills
);
884 Mem
.ReadInt(gPlayers
[a
].FMonsterKills
);
886 Mem
.ReadInt(gPlayers
[a
].FFrags
);
888 Mem
.ReadByte(gPlayers
[a
].FFragCombo
);
889 // Âðåìÿ ïîñëåäíåãî ôðàãà:
890 Mem
.ReadDWORD(gPlayers
[a
].FLastFrag
);
892 Mem
.ReadInt(gPlayers
[a
].FDeath
);
894 Mem
.ReadByte(gPlayers
[a
].FFlag
);
896 Mem
.ReadInt(gPlayers
[a
].FSecrets
);
898 Mem
.ReadByte(gPlayers
[a
].FCurrWeap
);
899 // Ñëåäóþùåå æåëàåìîå îðóæèå:
900 Mem
.ReadWord(gPlayers
[a
].FNextWeap
);
902 Mem
.ReadByte(gPlayers
[a
].FNextWeapDelay
);
903 // Âðåìÿ çàðÿäêè BFG:
904 Mem
.ReadSmallInt(gPlayers
[a
].FBFGFireCounter
);
906 Mem
.ReadInt(gPlayers
[a
].FDamageBuffer
);
907 // Ïîñëåäíèé óäàðèâøèé:
908 Mem
.ReadWord(gPlayers
[a
].FLastSpawnerUID
);
909 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
910 Mem
.ReadByte(gPlayers
[a
].FLastHit
);
912 Obj_LoadState(@gPlayers
[a
].FObj
, Mem
);
913 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
914 for i
:= A_BULLETS
to A_HIGH
do
915 Mem
.ReadWord(gPlayers
[a
].FAmmo
[i
]);
916 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
917 for i
:= A_BULLETS
to A_HIGH
do
918 Mem
.ReadWord(gPlayers
[a
].FMaxAmmo
[i
]);
920 for i
:= WP_FIRST
to WP_LAST
do
921 Mem
.ReadBoolean(gPlayers
[a
].FWeapon
[i
]);
922 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
923 for i
:= WP_FIRST
to WP_LAST
do
924 Mem
.ReadWord(gPlayers
[a
].FReloading
[i
]);
928 Include(gPlayers
[a
].FRulez
, R_ITEM_BACKPACK
);
929 // Íàëè÷èå êðàñíîãî êëþ÷à:
932 Include(gPlayers
[a
].FRulez
, R_KEY_RED
);
933 // Íàëè÷èå çåëåíîãî êëþ÷à:
936 Include(gPlayers
[a
].FRulez
, R_KEY_GREEN
);
937 // Íàëè÷èå ñèíåãî êëþ÷à:
940 Include(gPlayers
[a
].FRulez
, R_KEY_BLUE
);
944 Include(gPlayers
[a
].FRulez
, R_BERSERK
);
945 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
946 for i
:= MR_SUIT
to MR_MAX
do
947 Mem
.ReadDWORD(gPlayers
[a
].FMegaRulez
[i
]);
948 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
949 for i
:= T_RESPAWN
to T_FLAGCAP
do
950 Mem
.ReadDWORD(gPlayers
[a
].FTime
[i
]);
953 Mem
.ReadString(gPlayers
[a
].FActualModelName
);
955 Mem
.ReadByte(gPlayers
[a
].FColor
.R
);
956 Mem
.ReadByte(gPlayers
[a
].FColor
.G
);
957 Mem
.ReadByte(gPlayers
[a
].FColor
.B
);
958 // Îáíîâëÿåì ìîäåëü èãðîêà:
959 gPlayers
[a
].SetModel(gPlayers
[a
].FActualModelName
);
961 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
962 if gPlayers
[a
].FModel
= nil then
966 g_FatalError(Format(_lc
[I_GAME_ERROR_MODEL
], [gPlayers
[a
].FActualModelName
]));
970 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
971 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
972 gPlayers
[a
].FModel
.Color
:= TEAMCOLOR
[gPlayers
[a
].FTeam
]
974 gPlayers
[a
].FModel
.Color
:= gPlayers
[a
].FColor
;
976 Result
:= gPlayers
[a
].FUID
;
979 procedure g_Player_ResetTeams();
983 if g_Game_IsClient
then
985 if gPlayers
= nil then
987 for a
:= Low(gPlayers
) to High(gPlayers
) do
988 if gPlayers
[a
] <> nil then
989 case gGameSettings
.GameMode
of
991 gPlayers
[a
].ChangeTeam(TEAM_NONE
);
993 if not (gPlayers
[a
].Team
in [TEAM_RED
, TEAM_BLUE
]) then
994 if gPlayers
[a
].FPreferredTeam
in [TEAM_RED
, TEAM_BLUE
] then
995 gPlayers
[a
].ChangeTeam(gPlayers
[a
].FPreferredTeam
)
998 gPlayers
[a
].ChangeTeam(TEAM_RED
)
1000 gPlayers
[a
].ChangeTeam(TEAM_BLUE
);
1003 gPlayers
[a
].ChangeTeam(TEAM_COOP
);
1007 procedure g_Bot_Add(Team
, Difficult
: Byte);
1010 _name
, _model
: String;
1013 if not g_Game_IsServer
then Exit
;
1015 // Ñïèñîê íàçâàíèé ìîäåëåé:
1016 m
:= g_PlayerModel_GetNames();
1021 if (gGameSettings
.GameType
= GT_SINGLE
) or (gGameSettings
.GameMode
= GM_COOP
) then
1022 Team
:= TEAM_COOP
// COOP
1024 if gGameSettings
.GameMode
= GM_DM
then
1025 Team
:= TEAM_NONE
// DM
1027 if Team
= TEAM_NONE
then // CTF / TDM
1029 // Àâòîáàëàíñ êîìàíä:
1033 for a
:= 0 to High(gPlayers
) do
1034 if gPlayers
[a
] <> nil then
1036 if gPlayers
[a
].Team
= TEAM_RED
then
1039 if gPlayers
[a
].Team
= TEAM_BLUE
then
1049 if Random(2) = 0 then
1055 // Âûáèðàåì áîòó èìÿ:
1057 if BotNames
<> nil then
1058 for a
:= 0 to High(BotNames
) do
1059 if g_Player_ValidName(BotNames
[a
]) then
1061 _name
:= BotNames
[a
];
1065 // Èìåíè íåò, çàäàåì ñëó÷àéíîå:
1068 _name
:= Format('DFBOT%.2d', [Random(100)]);
1069 until g_Player_ValidName(_name
);
1071 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
1072 _model
:= m
[Random(Length(m
))];
1075 with g_Player_Get(g_Player_Create(_model
,
1076 _RGB(Min(Random(9)*32, 255),
1077 Min(Random(9)*32, 255),
1078 Min(Random(9)*32, 255)),
1079 Team
, True)) as TBot
do
1084 1: FDifficult
:= DIFFICULT_EASY
;
1085 2: FDifficult
:= DIFFICULT_MEDIUM
;
1086 else FDifficult
:= DIFFICULT_HARD
;
1089 for a
:= WP_FIRST
to WP_LAST
do
1091 FDifficult
.WeaponPrior
[a
] := WEAPON_PRIOR1
[a
];
1092 FDifficult
.CloseWeaponPrior
[a
] := WEAPON_PRIOR2
[a
];
1093 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1096 g_Console_Add(Format(_lc
[I_PLAYER_JOIN
], [Name
]), True);
1098 if g_Game_IsNet
then MH_SEND_PlayerCreate(UID
);
1099 if g_Game_IsServer
and (gGameSettings
.MaxLives
> 0) then
1104 procedure g_Bot_AddList(Team
: Byte; lName
: ShortString; num
: Integer = -1);
1107 _name
, _model
: String;
1110 if not g_Game_IsServer
then Exit
;
1112 // Ñïèñîê íàçâàíèé ìîäåëåé:
1113 m
:= g_PlayerModel_GetNames();
1118 if (gGameSettings
.GameType
= GT_SINGLE
) or (gGameSettings
.GameMode
= GM_COOP
) then
1119 Team
:= TEAM_COOP
// COOP
1121 if gGameSettings
.GameMode
= GM_DM
then
1122 Team
:= TEAM_NONE
// DM
1124 if Team
= TEAM_NONE
then
1125 Team
:= BotList
[num
].team
; // CTF / TDM
1127 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1128 lName
:= AnsiLowerCase(lName
);
1129 if (num
< 0) or (num
> Length(BotList
)-1) then
1131 if (num
= -1) and (lName
<> '') and (BotList
<> nil) then
1132 for a
:= 0 to High(BotList
) do
1133 if AnsiLowerCase(BotList
[a
].name
) = lName
then
1142 _name
:= BotList
[num
].name
;
1143 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1144 if not g_Player_ValidName(_name
) then
1146 _name
:= Format('DFBOT%.2d', [Random(100)]);
1147 until g_Player_ValidName(_name
);
1150 _model
:= BotList
[num
].model
;
1151 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1152 if not InSArray(_model
, m
) then
1153 _model
:= m
[Random(Length(m
))];
1156 with g_Player_Get(g_Player_Create(_model
, BotList
[num
].color
, Team
, True)) as TBot
do
1160 FDifficult
.DiagFire
:= BotList
[num
].diag_fire
;
1161 FDifficult
.InvisFire
:= BotList
[num
].invis_fire
;
1162 FDifficult
.DiagPrecision
:= BotList
[num
].diag_precision
;
1163 FDifficult
.FlyPrecision
:= BotList
[num
].fly_precision
;
1164 FDifficult
.Cover
:= BotList
[num
].cover
;
1165 FDifficult
.CloseJump
:= BotList
[num
].close_jump
;
1167 for a
:= WP_FIRST
to WP_LAST
do
1169 FDifficult
.WeaponPrior
[a
] := BotList
[num
].w_prior1
[a
];
1170 FDifficult
.CloseWeaponPrior
[a
] := BotList
[num
].w_prior2
[a
];
1171 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1174 g_Console_Add(Format(_lc
[I_PLAYER_JOIN
], [Name
]), True);
1176 if g_Game_IsNet
then MH_SEND_PlayerCreate(UID
);
1180 procedure g_Bot_RemoveAll();
1184 if not g_Game_IsServer
then Exit
;
1185 if gPlayers
= nil then Exit
;
1187 for a
:= 0 to High(gPlayers
) do
1188 if gPlayers
[a
] <> nil then
1189 if gPlayers
[a
] is TBot
then
1191 gPlayers
[a
].Lives
:= 0;
1192 gPlayers
[a
].Kill(K_SIMPLEKILL
, 0, HIT_DISCON
);
1193 g_Console_Add(Format(_lc
[I_PLAYER_LEAVE
], [gPlayers
[a
].Name
]), True);
1194 g_Player_Remove(gPlayers
[a
].FUID
);
1200 procedure g_Bot_MixNames();
1205 if BotNames
<> nil then
1206 for a
:= 0 to High(BotNames
) do
1208 b
:= Random(Length(BotNames
));
1210 Botnames
[a
] := BotNames
[b
];
1215 procedure g_Player_Remove(UID
: Word);
1219 if gPlayers
= nil then Exit
;
1221 if g_Game_IsServer
and g_Game_IsNet
then
1222 MH_SEND_PlayerDelete(UID
);
1224 for i
:= 0 to High(gPlayers
) do
1225 if gPlayers
[i
] <> nil then
1226 if gPlayers
[i
].FUID
= UID
then
1228 if gPlayers
[i
] is TPlayer
then
1229 TPlayer(gPlayers
[i
]).Free()
1231 TBot(gPlayers
[i
]).Free();
1237 procedure g_Player_Init();
1247 if not FileExists(DataDir
+ BOTNAMES_FILENAME
) then
1250 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1251 AssignFile(F
, DataDir
+ BOTNAMES_FILENAME
);
1262 SetLength(BotNames
, Length(BotNames
)+1);
1263 BotNames
[High(BotNames
)] := s
;
1271 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1272 config
:= TConfig
.CreateFile(DataDir
+ BOTLIST_FILENAME
);
1276 while config
.SectionExists(IntToStr(a
)) do
1278 SetLength(BotList
, Length(BotList
)+1);
1280 with BotList
[High(BotList
)] do
1283 name
:= config
.ReadStr(IntToStr(a
), 'name', '');
1285 model
:= config
.ReadStr(IntToStr(a
), 'model', '');
1287 if config
.ReadStr(IntToStr(a
), 'team', 'red') = 'red' then
1292 sa
:= parse(config
.ReadStr(IntToStr(a
), 'color', ''));
1293 color
.R
:= StrToIntDef(sa
[0], 0);
1294 color
.G
:= StrToIntDef(sa
[1], 0);
1295 color
.B
:= StrToIntDef(sa
[2], 0);
1296 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1297 diag_fire
:= config
.ReadInt(IntToStr(a
), 'diag_fire', 0);
1298 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1299 invis_fire
:= config
.ReadInt(IntToStr(a
), 'invis_fire', 0);
1300 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1301 diag_precision
:= config
.ReadInt(IntToStr(a
), 'diag_precision', 0);
1302 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1303 fly_precision
:= config
.ReadInt(IntToStr(a
), 'fly_precision', 0);
1304 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1305 cover
:= config
.ReadInt(IntToStr(a
), 'cover', 0);
1306 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1307 close_jump
:= config
.ReadInt(IntToStr(a
), 'close_jump', 0);
1308 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1309 sa
:= parse(config
.ReadStr(IntToStr(a
), 'w_prior1', ''));
1310 if Length(sa
) = 10 then
1312 w_prior1
[b
] := EnsureRange(StrToInt(sa
[b
]), 0, 9);
1313 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1314 sa
:= parse(config
.ReadStr(IntToStr(a
), 'w_prior2', ''));
1315 if Length(sa
) = 10 then
1317 w_prior2
[b
] := EnsureRange(StrToInt(sa
[b
]), 0, 9);
1319 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1320 if Length(sa) = 10 then
1322 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1331 procedure g_Player_Free();
1335 if gPlayers
<> nil then
1337 for i
:= 0 to High(gPlayers
) do
1338 if gPlayers
[i
] <> nil then
1340 if gPlayers
[i
] is TPlayer
then
1341 TPlayer(gPlayers
[i
]).Free()
1343 TBot(gPlayers
[i
]).Free();
1354 procedure g_Player_UpdateAll();
1358 if gPlayers
= nil then Exit
;
1360 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1361 for i
:= 0 to High(gPlayers
) do
1363 if gPlayers
[i
] <> nil then
1365 if gPlayers
[i
] is TPlayer
then
1367 gPlayers
[i
].Update();
1368 gPlayers
[i
].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1372 // bot updates weapons in `UpdateCombat()`
1373 TBot(gPlayers
[i
]).Update();
1377 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1380 procedure g_Player_DrawAll();
1384 if gPlayers
= nil then Exit
;
1386 for i
:= 0 to High(gPlayers
) do
1387 if gPlayers
[i
] <> nil then
1388 if gPlayers
[i
] is TPlayer
then gPlayers
[i
].Draw()
1389 else TBot(gPlayers
[i
]).Draw();
1392 procedure g_Player_DrawDebug(p
: TPlayer
);
1396 if p
= nil then Exit
;
1397 if (@p
.FObj
) = nil then Exit
;
1399 e_TextureFontGetSize(gStdFont
, fW
, fH
);
1401 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p
.FObj
.X
), gStdFont
);
1402 e_TextureFontPrint(0, fH
, 'Pos Y: ' + IntToStr(p
.FObj
.Y
), gStdFont
);
1403 e_TextureFontPrint(0, fH
* 2, 'Vel X: ' + IntToStr(p
.FObj
.Vel
.X
), gStdFont
);
1404 e_TextureFontPrint(0, fH
* 3, 'Vel Y: ' + IntToStr(p
.FObj
.Vel
.Y
), gStdFont
);
1405 e_TextureFontPrint(0, fH
* 4, 'Acc X: ' + IntToStr(p
.FObj
.Accel
.X
), gStdFont
);
1406 e_TextureFontPrint(0, fH
* 5, 'Acc Y: ' + IntToStr(p
.FObj
.Accel
.Y
), gStdFont
);
1409 procedure g_Player_DrawHealth();
1414 if gPlayers
= nil then Exit
;
1415 e_TextureFontGetSize(gStdFont
, fW
, fH
);
1417 for i
:= 0 to High(gPlayers
) do
1418 if gPlayers
[i
] <> nil then
1420 e_TextureFontPrint(gPlayers
[i
].FObj
.X
+ gPlayers
[i
].FObj
.Rect
.X
,
1421 gPlayers
[i
].FObj
.Y
+ gPlayers
[i
].FObj
.Rect
.Y
+ gPlayers
[i
].FObj
.Rect
.Height
- fH
* 2,
1422 IntToStr(gPlayers
[i
].FHealth
), gStdFont
);
1423 e_TextureFontPrint(gPlayers
[i
].FObj
.X
+ gPlayers
[i
].FObj
.Rect
.X
,
1424 gPlayers
[i
].FObj
.Y
+ gPlayers
[i
].FObj
.Rect
.Y
+ gPlayers
[i
].FObj
.Rect
.Height
- fH
,
1425 IntToStr(gPlayers
[i
].FArmor
), gStdFont
);
1429 function g_Player_Get(UID
: Word): TPlayer
;
1435 if gPlayers
= nil then
1438 for a
:= 0 to High(gPlayers
) do
1439 if gPlayers
[a
] <> nil then
1440 if gPlayers
[a
].FUID
= UID
then
1442 Result
:= gPlayers
[a
];
1447 function g_Player_GetCount(): Byte;
1453 if gPlayers
= nil then
1456 for a
:= 0 to High(gPlayers
) do
1457 if gPlayers
[a
] <> nil then
1458 Result
:= Result
+ 1;
1461 function g_Player_GetStats(): TPlayerStatArray
;
1467 if gPlayers
= nil then Exit
;
1469 for a
:= 0 to High(gPlayers
) do
1470 if gPlayers
[a
] <> nil then
1472 SetLength(Result
, Length(Result
)+1);
1473 with Result
[High(Result
)] do
1475 Ping
:= gPlayers
[a
].FPing
;
1476 Loss
:= gPlayers
[a
].FLoss
;
1477 Name
:= gPlayers
[a
].FName
;
1478 Team
:= gPlayers
[a
].FTeam
;
1479 Frags
:= gPlayers
[a
].FFrags
;
1480 Deaths
:= gPlayers
[a
].FDeath
;
1481 Kills
:= gPlayers
[a
].FKills
;
1482 Color
:= gPlayers
[a
].FModel
.Color
;
1483 Lives
:= gPlayers
[a
].FLives
;
1484 Spectator
:= gPlayers
[a
].FSpectator
;
1489 procedure g_Player_RememberAll
;
1493 for i
:= Low(gPlayers
) to High(gPlayers
) do
1494 if (gPlayers
[i
] <> nil) and gPlayers
[i
].alive
then
1495 gPlayers
[i
].RememberState
;
1498 procedure g_Player_ResetAll(Force
, Silent
: Boolean);
1502 gTeamStat
[TEAM_RED
].Goals
:= 0;
1503 gTeamStat
[TEAM_BLUE
].Goals
:= 0;
1505 if gPlayers
<> nil then
1506 for i
:= 0 to High(gPlayers
) do
1507 if gPlayers
[i
] <> nil then
1509 gPlayers
[i
].Reset(Force
);
1511 if gPlayers
[i
] is TPlayer
then
1513 if (not gPlayers
[i
].FSpectator
) or gPlayers
[i
].FWantsInGame
then
1514 gPlayers
[i
].Respawn(Silent
)
1516 gPlayers
[i
].Spectate();
1519 TBot(gPlayers
[i
]).Respawn(Silent
);
1523 procedure g_Player_CreateCorpse(Player
: TPlayer
);
1528 if Player
.alive
then
1530 if Player
.FObj
.Y
>= gMapInfo
.Height
+128 then
1535 if (FHealth
>= -50) or (gGibsCount
= 0) then
1537 if (gCorpses
= nil) or (Length(gCorpses
) = 0) then
1541 for find_id
:= 0 to High(gCorpses
) do
1542 if gCorpses
[find_id
] = nil then
1549 find_id
:= Random(Length(gCorpses
));
1551 gCorpses
[find_id
] := TCorpse
.Create(FObj
.X
, FObj
.Y
, FModel
.Name
, FHealth
< -20);
1552 gCorpses
[find_id
].FColor
:= FModel
.Color
;
1553 gCorpses
[find_id
].FObj
.Vel
:= FObj
.Vel
;
1554 gCorpses
[find_id
].FObj
.Accel
:= FObj
.Accel
;
1557 g_Player_CreateGibs(FObj
.X
+ PLAYER_RECT_CX
,
1558 FObj
.Y
+ PLAYER_RECT_CY
,
1559 FModel
.Name
, FModel
.Color
);
1563 procedure g_Player_CreateShell(fX
, fY
, dX
, dY
: Integer; T
: Byte);
1567 if (gShells
= nil) or (Length(gShells
) = 0) then
1570 with gShells
[CurrentShell
] do
1576 if T
= SHELL_BULLET
then
1578 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID
) then
1582 Obj
.Rect
.Width
:= 4;
1583 Obj
.Rect
.Height
:= 2;
1587 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID
) then
1591 Obj
.Rect
.Width
:= 7;
1592 Obj
.Rect
.Height
:= 3;
1598 g_Obj_Push(@Obj
, dX
+ Random(4)-Random(4), dY
-Random(4));
1599 positionChanged(); // this updates spatial accelerators
1600 RAngle
:= Random(360);
1601 Timeout
:= gTime
+ SHELL_TIMEOUT
;
1603 if CurrentShell
>= High(gShells
) then
1610 procedure g_Player_CreateGibs(fX
, fY
: Integer; ModelName
: string; fColor
: TRGB
);
1613 GibsArray
: TGibsArray
;
1615 if (gGibs
= nil) or (Length(gGibs
) = 0) then
1617 if not g_PlayerModel_GetGibs(ModelName
, GibsArray
) then
1620 for a
:= 0 to High(GibsArray
) do
1621 with gGibs
[CurrentGib
] do
1624 ID
:= GibsArray
[a
].ID
;
1625 MaskID
:= GibsArray
[a
].MaskID
;
1628 Obj
.Rect
:= GibsArray
[a
].Rect
;
1629 Obj
.X
:= fX
-GibsArray
[a
].Rect
.X
-(GibsArray
[a
].Rect
.Width
div 2);
1630 Obj
.Y
:= fY
-GibsArray
[a
].Rect
.Y
-(GibsArray
[a
].Rect
.Height
div 2);
1631 g_Obj_PushA(@Obj
, 25 + Random(10), Random(361));
1632 positionChanged(); // this updates spatial accelerators
1633 RAngle
:= Random(360);
1635 if gBloodCount
> 0 then
1636 g_GFX_Blood(fX
, fY
, 16*gBloodCount
+Random(5*gBloodCount
), -16+Random(33), -16+Random(33),
1637 Random(48), Random(48), 150, 0, 0);
1639 if CurrentGib
>= High(gGibs
) then
1646 procedure g_Player_UpdatePhysicalObjects();
1652 procedure ShellSound_Bounce(X
, Y
: Integer; T
: Byte);
1657 if T
= SHELL_BULLET
then
1658 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k
), X
, Y
)
1660 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k
), X
, Y
);
1665 if gGibs
<> nil then
1666 for i
:= 0 to High(gGibs
) do
1667 if gGibs
[i
].alive
then
1671 mr
:= g_Obj_Move(@Obj
, True, False, True);
1672 positionChanged(); // this updates spatial accelerators
1674 if WordBool(mr
and MOVE_FALLOUT
) then
1680 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1681 if WordBool(mr
and MOVE_HITWALL
) then
1682 Obj
.Vel
.X
:= -(vel
.X
div 2);
1683 if WordBool(mr
and (MOVE_HITCEIL
or MOVE_HITLAND
)) then
1684 Obj
.Vel
.Y
:= -(vel
.Y
div 2);
1686 if (Obj
.Vel
.X
>= 0) then
1688 RAngle
:= RAngle
+ Abs(Obj
.Vel
.X
)*6 + Abs(Obj
.Vel
.Y
);
1689 if RAngle
>= 360 then
1690 RAngle
:= RAngle
mod 360;
1691 end else begin // Counter-clockwise
1692 RAngle
:= RAngle
- Abs(Obj
.Vel
.X
)*6 - Abs(Obj
.Vel
.Y
);
1694 RAngle
:= (360 - (Abs(RAngle
) mod 360)) mod 360;
1697 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1698 if gTime
mod (GAME_TICK
*3) = 0 then
1699 Obj
.Vel
.X
:= z_dec(Obj
.Vel
.X
, 1);
1703 if gCorpses
<> nil then
1704 for i
:= 0 to High(gCorpses
) do
1705 if gCorpses
[i
] <> nil then
1706 if gCorpses
[i
].State
= CORPSE_STATE_REMOVEME
then
1712 gCorpses
[i
].Update();
1715 if gShells
<> nil then
1716 for i
:= 0 to High(gShells
) do
1717 if gShells
[i
].alive
then
1721 mr
:= g_Obj_Move(@Obj
, True, False, True);
1722 positionChanged(); // this updates spatial accelerators
1724 if WordBool(mr
and MOVE_FALLOUT
) or (gShells
[i
].Timeout
< gTime
) then
1730 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1731 if WordBool(mr
and MOVE_HITWALL
) then
1733 Obj
.Vel
.X
:= -(vel
.X
div 2);
1734 if not WordBool(mr
and MOVE_INWATER
) then
1735 ShellSound_Bounce(Obj
.X
, Obj
.Y
, SType
);
1737 if WordBool(mr
and (MOVE_HITCEIL
or MOVE_HITLAND
)) then
1739 Obj
.Vel
.Y
:= -(vel
.Y
div 2);
1740 if Obj
.Vel
.X
<> 0 then Obj
.Vel
.X
:= Obj
.Vel
.X
div 2;
1741 if (Obj
.Vel
.X
= 0) and (Obj
.Vel
.Y
= 0) then
1743 if RAngle
mod 90 <> 0 then
1744 RAngle
:= (RAngle
div 90) * 90;
1746 else if not WordBool(mr
and MOVE_INWATER
) then
1747 ShellSound_Bounce(Obj
.X
, Obj
.Y
, SType
);
1750 if (Obj
.Vel
.X
>= 0) then
1752 RAngle
:= RAngle
+ Abs(Obj
.Vel
.X
)*8 + Abs(Obj
.Vel
.Y
);
1753 if RAngle
>= 360 then
1754 RAngle
:= RAngle
mod 360;
1755 end else begin // Counter-clockwise
1756 RAngle
:= RAngle
- Abs(Obj
.Vel
.X
)*8 - Abs(Obj
.Vel
.Y
);
1758 RAngle
:= (360 - (Abs(RAngle
) mod 360)) mod 360;
1764 procedure TGib
.getMapBox (out x
, y
, w
, h
: Integer); inline;
1766 x
:= Obj
.X
+Obj
.Rect
.X
;
1767 y
:= Obj
.Y
+Obj
.Rect
.Y
;
1768 w
:= Obj
.Rect
.Width
;
1769 h
:= Obj
.Rect
.Height
;
1772 procedure TGib
.moveBy (dx
, dy
: Integer); inline;
1774 if (dx
<> 0) or (dy
<> 0) then
1783 procedure TShell
.getMapBox (out x
, y
, w
, h
: Integer); inline;
1787 w
:= Obj
.Rect
.Width
;
1788 h
:= Obj
.Rect
.Height
;
1791 procedure TShell
.moveBy (dx
, dy
: Integer); inline;
1793 if (dx
<> 0) or (dy
<> 0) then
1802 procedure TGib
.positionChanged (); inline; begin end;
1803 procedure TShell
.positionChanged (); inline; begin end;
1806 procedure g_Player_DrawCorpses();
1811 if gGibs
<> nil then
1812 for i
:= 0 to High(gGibs
) do
1813 if gGibs
[i
].alive
then
1816 if not g_Obj_Collide(sX
, sY
, sWidth
, sHeight
, @Obj
) then
1819 a
.X
:= Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2);
1820 a
.y
:= Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2);
1822 e_DrawAdv(ID
, Obj
.X
, Obj
.Y
, 0, True, False, RAngle
, @a
, M_NONE
);
1825 e_DrawAdv(MaskID
, Obj
.X
, Obj
.Y
, 0, True, False, RAngle
, @a
, M_NONE
);
1831 if gCorpses
<> nil then
1832 for i
:= 0 to High(gCorpses
) do
1833 if gCorpses
[i
] <> nil then
1837 procedure g_Player_DrawShells();
1842 if gShells
<> nil then
1843 for i
:= 0 to High(gShells
) do
1844 if gShells
[i
].alive
then
1847 if not g_Obj_Collide(sX
, sY
, sWidth
, sHeight
, @Obj
) then
1853 e_DrawAdv(SpriteID
, Obj
.X
, Obj
.Y
, 0, True, False, RAngle
, @a
, M_NONE
);
1857 procedure g_Player_RemoveAllCorpses();
1863 SetLength(gGibs
, MaxGibs
);
1864 SetLength(gShells
, MaxGibs
);
1868 if gCorpses
<> nil then
1869 for i
:= 0 to High(gCorpses
) do
1873 SetLength(gCorpses
, MaxCorpses
);
1876 procedure g_Player_Corpses_SaveState(var Mem
: TBinMemoryWriter
);
1881 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ:
1883 if gCorpses
<> nil then
1884 for i
:= 0 to High(gCorpses
) do
1885 if gCorpses
[i
] <> nil then
1888 Mem
:= TBinMemoryWriter
.Create((count
+1) * 128);
1890 // Êîëè÷åñòâî òðóïîâ:
1891 Mem
.WriteInt(count
);
1897 for i
:= 0 to High(gCorpses
) do
1898 if gCorpses
[i
] <> nil then
1901 Mem
.WriteString(gCorpses
[i
].FModelName
);
1903 b
:= gCorpses
[i
].Mess
;
1904 Mem
.WriteBoolean(b
);
1905 // Ñîõðàíÿåì äàííûå òðóïà:
1906 gCorpses
[i
].SaveState(Mem
);
1910 procedure g_Player_Corpses_LoadState(var Mem
: TBinMemoryReader
);
1919 g_Player_RemoveAllCorpses();
1921 // Êîëè÷åñòâî òðóïîâ:
1924 if count
> Length(gCorpses
) then
1926 raise EBinSizeError
.Create('g_Player_Corpses_LoadState: Too Many Corpses');
1933 for i
:= 0 to count
-1 do
1936 Mem
.ReadString(str
);
1940 gCorpses
[i
] := TCorpse
.Create(0, 0, str
, b
);
1941 // Çàãðóæàåì äàííûå òðóïà:
1942 gCorpses
[i
].LoadState(Mem
);
1948 function TPlayer
.isValidViewPort (): Boolean; inline; begin result
:= (viewPortW
> 0) and (viewPortH
> 0); end;
1950 procedure TPlayer
.BFGHit();
1952 g_Weapon_BFGHit(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1953 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
1954 if g_Game_IsServer
and g_Game_IsNet
then
1955 MH_SEND_Effect(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1956 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
1960 procedure TPlayer
.ChangeModel(ModelName
: string);
1962 locModel
: TPlayerModel
;
1964 locModel
:= g_PlayerModel_Get(ModelName
);
1965 if locModel
= nil then Exit
;
1971 procedure TPlayer
.SetModel(ModelName
: string);
1975 m
:= g_PlayerModel_Get(ModelName
);
1978 g_SimpleError(Format(_lc
[I_GAME_ERROR_MODEL_FALLBACK
], [ModelName
]));
1979 m
:= g_PlayerModel_Get('doomer');
1982 g_FatalError(Format(_lc
[I_GAME_ERROR_MODEL
], ['doomer']));
1987 if FModel
<> nil then
1992 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
1993 FModel
.Color
:= FColor
1995 FModel
.Color
:= TEAMCOLOR
[FTeam
];
1996 FModel
.SetWeapon(FCurrWeap
);
1997 FModel
.SetFlag(FFlag
);
1998 SetDirection(FDirection
);
2001 procedure TPlayer
.SetColor(Color
: TRGB
);
2004 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
2005 if FModel
<> nil then FModel
.Color
:= Color
;
2008 procedure TPlayer
.SwitchTeam
;
2010 if g_Game_IsClient
then
2012 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then Exit
;
2014 if gGameOn
and FAlive
then
2015 Kill(K_SIMPLEKILL
, FUID
, HIT_SELF
);
2017 if FTeam
= TEAM_RED
then
2019 ChangeTeam(TEAM_BLUE
);
2020 g_Console_Add(Format(_lc
[I_PLAYER_CHTEAM_BLUE
], [FName
]), True);
2021 if g_Game_IsNet
then
2022 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM
, TEAM_BLUE
, FName
);
2026 ChangeTeam(TEAM_RED
);
2027 g_Console_Add(Format(_lc
[I_PLAYER_CHTEAM_RED
], [FName
]), True);
2028 if g_Game_IsNet
then
2029 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM
, TEAM_RED
, FName
);
2031 FPreferredTeam
:= FTeam
;
2034 procedure TPlayer
.ChangeTeam(Team
: Byte);
2041 TEAM_RED
, TEAM_BLUE
:
2042 FModel
.Color
:= TEAMCOLOR
[Team
];
2044 FModel
.Color
:= FColor
;
2046 if (FTeam
<> OldTeam
) and g_Game_IsNet
and g_Game_IsServer
then
2047 MH_SEND_PlayerStats(FUID
);
2051 procedure TPlayer.CollideItem();
2056 if gItems = nil then Exit;
2057 if not FAlive then Exit;
2059 for i := 0 to High(gItems) do
2062 if (ItemType <> ITEM_NONE) and alive then
2063 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
2064 PLAYER_RECT.Height, @Obj) then
2066 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
2068 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
2069 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
2070 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
2071 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
2072 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
2074 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
2075 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
2076 (gGameSettings.GameType = GT_SINGLE) and
2077 (g_Player_GetCount() > 1)) then
2078 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
2084 function TPlayer
.CollideLevel(XInc
, YInc
: Integer): Boolean;
2086 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
2087 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
, PANEL_WALL
,
2091 constructor TPlayer
.Create();
2097 mEDamageType
:= HIT_SOME
;
2103 FSawSound
:= TPlayableSound
.Create();
2104 FSawSoundIdle
:= TPlayableSound
.Create();
2105 FSawSoundHit
:= TPlayableSound
.Create();
2106 FSawSoundSelect
:= TPlayableSound
.Create();
2107 FJetSoundFly
:= TPlayableSound
.Create();
2108 FJetSoundOn
:= TPlayableSound
.Create();
2109 FJetSoundOff
:= TPlayableSound
.Create();
2111 FSawSound
.SetByName('SOUND_WEAPON_FIRESAW');
2112 FSawSoundIdle
.SetByName('SOUND_WEAPON_IDLESAW');
2113 FSawSoundHit
.SetByName('SOUND_WEAPON_HITSAW');
2114 FSawSoundSelect
.SetByName('SOUND_WEAPON_SELECTSAW');
2115 FJetSoundFly
.SetByName('SOUND_PLAYER_JETFLY');
2116 FJetSoundOn
.SetByName('SOUND_PLAYER_JETON');
2117 FJetSoundOff
.SetByName('SOUND_PLAYER_JETOFF');
2119 FSpectatePlayer
:= -1;
2123 FSavedState
.WaitRecall
:= False;
2129 FActualModelName
:= 'doomer';
2132 FObj
.Rect
:= PLAYER_RECT
;
2134 FBFGFireCounter
:= -1;
2135 FJustTeleported
:= False;
2141 procedure TPlayer
.positionChanged (); inline;
2145 procedure TPlayer
.doDamage (v
: Integer);
2147 if (v
<= 0) then exit
;
2148 if (v
> 32767) then v
:= 32767;
2149 Damage(v
, 0, 0, 0, mEDamageType
);
2152 procedure TPlayer
.Damage(value
: Word; SpawnerUID
: Word; vx
, vy
: Integer; t
: Byte);
2156 if (not g_Game_IsClient
) and (not FAlive
) then
2161 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2162 if ((t
= HIT_TRAP
) or (t
= HIT_SELF
)) and (not FGodMode
) then
2164 if not g_Game_IsClient
then
2167 if t
= HIT_TRAP
then
2169 // Ëîâóøêà óáèâàåò ñðàçó:
2171 Kill(K_EXTRAHARDKILL
, SpawnerUID
, t
);
2173 if t
= HIT_SELF
then
2177 Kill(K_SIMPLEKILL
, SpawnerUID
, t
);
2180 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2181 FMegaRulez
[MR_SUIT
] := 0;
2182 FMegaRulez
[MR_INVUL
] := 0;
2183 FMegaRulez
[MR_INVIS
] := 0;
2187 // Íî îò îñòàëüíîãî ñïàñàåò:
2188 if FMegaRulez
[MR_INVUL
] >= gTime
then
2195 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2196 if LongBool(gGameSettings
.Options
and GAME_OPTION_TEAMDAMAGE
) or
2197 (SpawnerUID
= FUID
) or
2198 (not SameTeam(FUID
, SpawnerUID
)) then
2200 FLastSpawnerUID
:= SpawnerUID
;
2202 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2203 if gBloodCount
> 0 then
2205 c
:= Min(value
, 200)*gBloodCount
+ Random(Min(value
, 200) div 2);
2206 if value
div 4 <= c
then
2207 c
:= c
- (value
div 4)
2211 if (t
= HIT_SOME
) and (vx
= 0) and (vy
= 0) then
2215 HIT_TRAP
, HIT_ACID
, HIT_FLAME
, HIT_SELF
: MakeBloodSimple(c
);
2216 HIT_BFG
, HIT_ROCKET
, HIT_SOME
: MakeBloodVector(c
, vx
, vy
);
2219 if t
= HIT_WATER
then
2220 g_GFX_Bubbles(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2),
2221 FObj
.Y
+PLAYER_RECT
.Y
-4, value
div 2, 8, 4);
2226 Inc(FDamageBuffer
, value
);
2230 FPain
:= FPain
+ value
;
2233 if g_Game_IsServer
and g_Game_IsNet
then
2235 MH_SEND_PlayerDamage(FUID
, t
, SpawnerUID
, value
, vx
, vy
);
2236 MH_SEND_PlayerStats(FUID
);
2237 MH_SEND_PlayerPos(False, FUID
);
2241 function TPlayer
.Heal(value
: Word; Soft
: Boolean): Boolean;
2244 if g_Game_IsClient
then
2249 if Soft
and (FHealth
< PLAYER_HP_SOFT
) then
2251 IncMax(FHealth
, value
, PLAYER_HP_SOFT
);
2254 if (not Soft
) and (FHealth
< PLAYER_HP_LIMIT
) then
2256 IncMax(FHealth
, value
, PLAYER_HP_LIMIT
);
2260 if Result
and g_Game_IsServer
and g_Game_IsNet
then
2261 MH_SEND_PlayerStats(FUID
);
2264 destructor TPlayer
.Destroy();
2266 if (gPlayer1
<> nil) and (gPlayer1
.FUID
= FUID
) then
2268 if (gPlayer2
<> nil) and (gPlayer2
.FUID
= FUID
) then
2272 FSawSoundIdle
.Free();
2273 FSawSoundHit
.Free();
2274 FJetSoundFly
.Free();
2276 FJetSoundOff
.Free();
2282 procedure TPlayer
.DrawBubble();
2284 bubX
, bubY
: Integer;
2287 Rw
, Gw
, Bw
: SmallInt;
2290 bubX
:= FObj
.X
+FObj
.Rect
.X
+ IfThen(FDirection
= D_LEFT
, -4, 18);
2291 bubY
:= FObj
.Y
+FObj
.Rect
.Y
- 18;
2299 1: // simple textual non-bubble
2301 bubX
:= FObj
.X
+FObj
.Rect
.X
- 11;
2302 bubY
:= FObj
.Y
+FObj
.Rect
.Y
- 17;
2303 e_TextureFontPrint(bubX
, bubY
, '[...]', gStdFont
);
2306 2: // advanced pixel-perfect bubble
2308 if FTeam
= TEAM_RED
then
2311 if FTeam
= TEAM_BLUE
then
2314 3: // colored bubble
2316 Rb
:= FModel
.Color
.R
;
2317 Gb
:= FModel
.Color
.G
;
2318 Bb
:= FModel
.Color
.B
;
2319 Rw
:= Min(Rb
* 2 + 64, 255);
2320 Gw
:= Min(Gb
* 2 + 64, 255);
2321 Bw
:= Min(Bb
* 2 + 64, 255);
2322 if (Abs(Rw
- Rb
) < 32)
2323 or (Abs(Gw
- Gb
) < 32)
2324 or (Abs(Bw
- Bb
) < 32) then
2326 Rb
:= Max(Rw
div 2 - 16, 0);
2327 Gb
:= Max(Gw
div 2 - 16, 0);
2328 Bb
:= Max(Bw
div 2 - 16, 0);
2331 4: // custom textured bubble
2333 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID
) then
2334 if FDirection
= D_RIGHT
then
2335 e_Draw(ID
, bubX
- 6, bubY
- 7, 0, True, False)
2337 e_Draw(ID
, bubX
- 6, bubY
- 7, 0, True, False, M_HORIZONTAL
);
2343 e_DrawQuad(bubX
+ 1, bubY
, bubX
+ 18, bubY
+ 13, Rb
, Gb
, Bb
);
2344 e_DrawQuad(bubX
, bubY
+ 1, bubX
+ 19, bubY
+ 12, Rb
, Gb
, Bb
);
2346 e_DrawFillQuad(bubX
+ 1, bubY
+ 1, bubX
+ 18, bubY
+ 12, Rw
, Gw
, Bw
, 0);
2349 Dot
:= IfThen(FDirection
= D_LEFT
, 14, 5);
2350 e_DrawLine(1, bubX
+ Dot
, bubY
+ 14, bubX
+ Dot
, bubY
+ 16, Rb
, Gb
, Bb
);
2351 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
);
2352 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
);
2353 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
);
2354 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
);
2358 e_DrawFillQuad(bubX
+ Dot
, bubY
+ 8, bubX
+ Dot
+ 1, bubY
+ 9, Rb
, Gb
, Bb
, 0);
2359 e_DrawFillQuad(bubX
+ Dot
+ 3, bubY
+ 8, bubX
+ Dot
+ 4, bubY
+ 9, Rb
, Gb
, Bb
, 0);
2360 e_DrawFillQuad(bubX
+ Dot
+ 6, bubY
+ 8, bubX
+ Dot
+ 7, bubY
+ 9, Rb
, Gb
, Bb
, 0);
2363 procedure TPlayer
.Draw();
2371 if (FMegaRulez
[MR_INVUL
] > gTime
) and (gPlayerDrawn
<> Self
) then
2372 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID
) then
2374 e_GetTextureSize(ID
, @w
, @h
);
2375 if FDirection
= D_LEFT
then
2376 e_Draw(ID
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-(w
div 2)+4,
2377 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-(h
div 2)-7+FObj
.slopeUpLeft
, 0, True, False)
2379 e_Draw(ID
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-(w
div 2)-2,
2380 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-(h
div 2)-7+FObj
.slopeUpLeft
, 0, True, False);
2383 if FMegaRulez
[MR_INVIS
] > gTime
then
2385 if (gPlayerDrawn
<> nil) and ((Self
= gPlayerDrawn
) or
2386 ((FTeam
= gPlayerDrawn
.Team
) and (gGameSettings
.GameMode
<> GM_DM
))) then
2388 if (FMegaRulez
[MR_INVIS
] - gTime
) <= 2100 then
2389 dr
:= not Odd((FMegaRulez
[MR_INVIS
] - gTime
) div 300)
2393 FModel
.Draw(FObj
.X
, FObj
.Y
+FObj
.slopeUpLeft
, 200)
2395 FModel
.Draw(FObj
.X
, FObj
.Y
+FObj
.slopeUpLeft
);
2398 FModel
.Draw(FObj
.X
, FObj
.Y
+FObj
.slopeUpLeft
, 254);
2401 FModel
.Draw(FObj
.X
, FObj
.Y
+FObj
.slopeUpLeft
);
2404 if g_debug_Frames
then
2406 e_DrawQuad(FObj
.X
+FObj
.Rect
.X
,
2408 FObj
.X
+FObj
.Rect
.X
+FObj
.Rect
.Width
-1,
2409 FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-1,
2413 if (gChatBubble
> 0) and (FKeys
[KEY_CHAT
].Pressed
) and not FGhost
then
2415 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2416 if gAimLine
and alive
and
2417 ((Self
= gPlayer1
) or (Self
= gPlayer2
)) then
2422 procedure TPlayer
.DrawAim();
2423 procedure drawCast (sz
: Integer; ax0
, ay0
, ax1
, ay1
: Integer);
2427 if isValidViewPort
and (self
= gPlayer1
) then
2429 g_Holmes_plrLaser(ax0
, ay0
, ax1
, ay1
);
2432 e_DrawLine(sz
, ax0
, ay0
, ax1
, ay1
, 255, 0, 0, 96);
2433 if (g_Map_traceToNearestWall(ax0
, ay0
, ax1
, ay1
, @ex
, @ey
) <> nil) then
2435 e_DrawLine(sz
, ax0
, ay0
, ex
, ey
, 0, 255, 0, 96);
2439 e_DrawLine(sz
, ax0
, ay0
, ex
, ey
, 0, 0, 255, 96);
2444 wx
, wy
, xx
, yy
: Integer;
2448 wx
:= FObj
.X
+ WEAPONPOINT
[FDirection
].X
+ IfThen(FDirection
= D_LEFT
, 7, -7);
2449 wy
:= FObj
.Y
+ WEAPONPOINT
[FDirection
].Y
;
2458 1: begin // Chainsaw
2465 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2466 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2467 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2468 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2473 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2474 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2475 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2476 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2478 4: begin // Double Shotgun
2481 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2482 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2483 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2484 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2486 5: begin // Chaingun
2489 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2490 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2491 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2492 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2494 6: begin // Rocket Launcher
2497 if angle
= ANGLE_RIGHTUP
then Inc(angle
, 2);
2498 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2499 if angle
= ANGLE_LEFTUP
then Dec(angle
, 2);
2500 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2502 7: begin // Plasmagun
2505 if angle
= ANGLE_RIGHTUP
then Inc(angle
);
2506 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 3);
2507 if angle
= ANGLE_LEFTUP
then Dec(angle
);
2508 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 3);
2513 if angle
= ANGLE_RIGHTUP
then Inc(angle
, 1);
2514 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 2);
2515 if angle
= ANGLE_LEFTUP
then Dec(angle
, 1);
2516 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 2);
2518 9: begin // Super Chaingun
2521 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2522 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2523 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2524 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2527 xx
:= Trunc(Cos(-DegToRad(angle
)) * len
) + wx
;
2528 yy
:= Trunc(Sin(-DegToRad(angle
)) * len
) + wy
;
2529 {$IF DEFINED(D2F_DEBUG)}
2530 drawCast(sz
, wx
, wy
, xx
, yy
);
2532 e_DrawLine(sz
, wx
, wy
, xx
, yy
, 255, 0, 0, 96);
2536 procedure TPlayer
.DrawGUI();
2539 X
, Y
, SY
, a
, p
, m
: Integer;
2543 stat
: TPlayerStatArray
;
2545 X
:= gPlayerScreenSize
.X
;
2546 SY
:= gPlayerScreenSize
.Y
;
2549 if gShowGoals
and (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
2551 if gGameSettings
.GameMode
= GM_CTF
then
2555 if gGameSettings
.GameMode
= GM_CTF
then
2557 s
:= 'TEXTURE_PLAYER_REDFLAG';
2558 if gFlags
[FLAG_RED
].State
= FLAG_STATE_CAPTURED
then
2559 s
:= 'TEXTURE_PLAYER_REDFLAG_S';
2560 if gFlags
[FLAG_RED
].State
= FLAG_STATE_DROPPED
then
2561 s
:= 'TEXTURE_PLAYER_REDFLAG_D';
2562 if g_Texture_Get(s
, ID
) then
2563 e_Draw(ID
, X
-16-32, 240-72-4, 0, True, False);
2566 s
:= IntToStr(gTeamStat
[TEAM_RED
].Goals
);
2567 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2568 e_CharFont_PrintEx(gMenuFont
, X
-16-a
-tw
, 240-72-4, s
, TEAMCOLOR
[TEAM_RED
]);
2570 if gGameSettings
.GameMode
= GM_CTF
then
2572 s
:= 'TEXTURE_PLAYER_BLUEFLAG';
2573 if gFlags
[FLAG_BLUE
].State
= FLAG_STATE_CAPTURED
then
2574 s
:= 'TEXTURE_PLAYER_BLUEFLAG_S';
2575 if gFlags
[FLAG_BLUE
].State
= FLAG_STATE_DROPPED
then
2576 s
:= 'TEXTURE_PLAYER_BLUEFLAG_D';
2577 if g_Texture_Get(s
, ID
) then
2578 e_Draw(ID
, X
-16-32, 240-32-4, 0, True, False);
2581 s
:= IntToStr(gTeamStat
[TEAM_BLUE
].Goals
);
2582 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2583 e_CharFont_PrintEx(gMenuFont
, X
-16-a
-tw
, 240-32-4, s
, TEAMCOLOR
[TEAM_BLUE
]);
2586 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID
) then
2587 e_DrawFill(ID
, X
, 0, 1, (gPlayerScreenSize
.Y
div 256)+IfThen(gPlayerScreenSize
.Y
mod 256 > 0, 1, 0),
2590 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID
) then
2591 e_Draw(ID
, X
+2, Y
, 0, True, False);
2593 if gGameSettings
.GameType
in [GT_CUSTOM
, GT_SERVER
, GT_CLIENT
] then
2597 s
:= IntToStr(Frags
);
2598 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2599 e_CharFont_PrintEx(gMenuFont
, X
-16-tw
, Y
, s
, _RGB(255, 0, 0));
2604 stat
:= g_Player_GetStats();
2609 for a
:= 0 to High(stat
) do
2610 if stat
[a
].Name
<> Name
then
2612 if stat
[a
].Frags
> m
then m
:= stat
[a
].Frags
;
2613 if stat
[a
].Frags
> Frags
then p
:= p
+1;
2617 s
:= IntToStr(p
)+' / '+IntToStr(Length(stat
))+' ';
2618 if Frags
>= m
then s
:= s
+'+' else s
:= s
+'-';
2619 s
:= s
+IntToStr(Abs(Frags
-m
));
2621 e_CharFont_GetSize(gMenuSmallFont
, s
, tw
, th
);
2622 e_CharFont_PrintEx(gMenuSmallFont
, X
-16-tw
, Y
+32, s
, _RGB(255, 0, 0));
2625 if gShowLives
and (gGameSettings
.MaxLives
> 0) then
2627 s
:= IntToStr(Lives
);
2628 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2629 e_CharFont_PrintEx(gMenuFont
, X
-16-tw
, SY
-32, s
, _RGB(0, 255, 0));
2633 e_CharFont_GetSize(gMenuSmallFont
, FName
, tw
, th
);
2634 e_CharFont_PrintEx(gMenuSmallFont
, X
+98-(tw
div 2), Y
+8, FName
, _RGB(255, 0, 0));
2636 if R_BERSERK
in FRulez
then
2637 e_Draw(gItemsTexturesID
[ITEM_MEDKIT_BLACK
], X
+37, Y
+45, 0, True, False)
2639 e_Draw(gItemsTexturesID
[ITEM_MEDKIT_LARGE
], X
+37, Y
+45, 0, True, False);
2641 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID
) then
2642 e_Draw(ID
, X
+36, Y
+77, 0, True, False);
2644 s
:= IntToStr(IfThen(FHealth
> 0, FHealth
, 0));
2645 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2646 e_CharFont_PrintEx(gMenuFont
, X
+178-tw
, Y
+40, s
, _RGB(255, 0, 0));
2648 s
:= IntToStr(FArmor
);
2649 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2650 e_CharFont_PrintEx(gMenuFont
, X
+178-tw
, Y
+68, s
, _RGB(255, 0, 0));
2652 s
:= IntToStr(GetAmmoByWeapon(FCurrWeap
));
2658 ID
:= gItemsTexturesID
[ITEM_WEAPON_KASTET
];
2663 ID
:= gItemsTexturesID
[ITEM_WEAPON_SAW
];
2665 WEAPON_PISTOL
: ID
:= gItemsTexturesID
[ITEM_WEAPON_PISTOL
];
2666 WEAPON_CHAINGUN
: ID
:= gItemsTexturesID
[ITEM_WEAPON_CHAINGUN
];
2667 WEAPON_SHOTGUN1
: ID
:= gItemsTexturesID
[ITEM_WEAPON_SHOTGUN1
];
2668 WEAPON_SHOTGUN2
: ID
:= gItemsTexturesID
[ITEM_WEAPON_SHOTGUN2
];
2669 WEAPON_SUPERPULEMET
: ID
:= gItemsTexturesID
[ITEM_WEAPON_SUPERPULEMET
];
2670 WEAPON_ROCKETLAUNCHER
: ID
:= gItemsTexturesID
[ITEM_WEAPON_ROCKETLAUNCHER
];
2671 WEAPON_PLASMA
: ID
:= gItemsTexturesID
[ITEM_WEAPON_PLASMA
];
2672 WEAPON_BFG
: ID
:= gItemsTexturesID
[ITEM_WEAPON_BFG
];
2673 WEAPON_FLAMETHROWER
: ID
:= gItemsTexturesID
[ITEM_WEAPON_FLAMETHROWER
];
2676 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2677 e_CharFont_PrintEx(gMenuFont
, X
+178-tw
, Y
+158, s
, _RGB(255, 0, 0));
2678 e_Draw(ID
, X
+20, Y
+160, 0, True, False);
2680 if R_KEY_RED
in FRulez
then
2681 e_Draw(gItemsTexturesID
[ITEM_KEY_RED
], X
+78, Y
+214, 0, True, False);
2683 if R_KEY_GREEN
in FRulez
then
2684 e_Draw(gItemsTexturesID
[ITEM_KEY_GREEN
], X
+95, Y
+214, 0, True, False);
2686 if R_KEY_BLUE
in FRulez
then
2687 e_Draw(gItemsTexturesID
[ITEM_KEY_BLUE
], X
+112, Y
+214, 0, True, False);
2689 if FJetFuel
> 0 then
2691 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID
) then
2692 e_Draw(ID
, X
+2, Y
+116, 0, True, False);
2693 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID
) then
2694 e_Draw(ID
, X
+2, Y
+126, 0, True, False);
2695 e_DrawLine(4, X
+16, Y
+122, X
+16+Trunc(168*IfThen(FAir
> 0, FAir
, 0)/AIR_MAX
), Y
+122, 0, 0, 196);
2696 e_DrawLine(4, X
+16, Y
+132, X
+16+Trunc(168*FJetFuel
/JET_MAX
), Y
+132, 208, 0, 0);
2700 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID
) then
2701 e_Draw(ID
, X
+2, Y
+124, 0, True, False);
2702 e_DrawLine(4, X
+16, Y
+130, X
+16+Trunc(168*IfThen(FAir
> 0, FAir
, 0)/AIR_MAX
), Y
+130, 0, 0, 196);
2705 if gShowPing
and g_Game_IsClient
then
2707 s
:= _lc
[I_GAME_PING_HUD
] + IntToStr(NetPeer
.lastRoundTripTime
) + _lc
[I_NET_SLIST_PING_MS
];
2708 e_TextureFontPrint(X
+ 4, Y
+ 242, s
, gStdFont
);
2714 e_TextureFontPrint(X
+ 4, Y
+ 242, _lc
[I_PLAYER_SPECT
], gStdFont
);
2715 e_TextureFontPrint(X
+ 4, Y
+ 258, _lc
[I_PLAYER_SPECT2
], gStdFont
);
2716 e_TextureFontPrint(X
+ 4, Y
+ 274, _lc
[I_PLAYER_SPECT1
], gStdFont
);
2719 e_TextureFontGetSize(gStdFont
, cw
, ch
);
2720 s
:= _lc
[I_PLAYER_SPECT4
];
2721 e_TextureFontPrintEx(gScreenWidth
div 2 - cw
*(Length(s
) div 2),
2722 gScreenHeight
-4-ch
, s
, gStdFont
, 255, 255, 255, 1, True);
2723 e_TextureFontPrint(X
+ 4, Y
+ 290, _lc
[I_PLAYER_SPECT1S
], gStdFont
);
2729 procedure TPlayer
.DrawRulez();
2733 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2734 if FMegaRulez
[MR_INVUL
] >= gTime
then
2736 if (FMegaRulez
[MR_INVUL
]-gTime
) <= 2100 then
2737 dr
:= not Odd((FMegaRulez
[MR_INVUL
]-gTime
) div 300)
2742 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1,
2743 191, 191, 191, 0, B_INVERT
);
2746 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2747 if FMegaRulez
[MR_SUIT
] >= gTime
then
2749 if (FMegaRulez
[MR_SUIT
]-gTime
) <= 2100 then
2750 dr
:= not Odd((FMegaRulez
[MR_SUIT
]-gTime
) div 300)
2755 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1,
2756 0, 96, 0, 200, B_NONE
);
2759 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2760 if (FBerserk
>= 0) and (LongWord(FBerserk
) >= gTime
) and (gFlash
= 2) then
2762 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1,
2763 255, 0, 0, 200, B_NONE
);
2767 procedure TPlayer
.DrawPain();
2771 if FPain
= 0 then Exit
;
2775 if a
< 15 then h
:= 0
2776 else if a
< 35 then h
:= 1
2777 else if a
< 55 then h
:= 2
2778 else if a
< 75 then h
:= 3
2779 else if a
< 95 then h
:= 4
2782 //if a > 255 then a := 255;
2784 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1, 255, 0, 0, 255-h
*50);
2785 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2788 procedure TPlayer
.DrawPickup();
2792 if FPickup
= 0 then Exit
;
2796 if a
< 15 then h
:= 1
2797 else if a
< 35 then h
:= 2
2798 else if a
< 55 then h
:= 3
2799 else if a
< 75 then h
:= 4
2802 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1, 150, 200, 150, 255-h
*50);
2805 procedure TPlayer
.Fire();
2807 f
, DidFire
: Boolean;
2808 wx
, wy
, xd
, yd
: Integer;
2811 if g_Game_IsClient
then Exit
;
2812 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2813 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2821 if FReloading
[FCurrWeap
] <> 0 then Exit
;
2826 wx
:= FObj
.X
+WEAPONPOINT
[FDirection
].X
;
2827 wy
:= FObj
.Y
+WEAPONPOINT
[FDirection
].Y
;
2828 xd
:= wx
+IfThen(FDirection
= D_LEFT
, -30, 30);
2829 yd
:= wy
+firediry();
2834 if R_BERSERK
in FRulez
then
2836 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2837 locobj
.X
:= FObj
.X
+FObj
.Rect
.X
;
2838 locobj
.Y
:= FObj
.Y
+FObj
.Rect
.Y
;
2841 locobj
.rect
.Width
:= 39;
2842 locobj
.rect
.Height
:= 52;
2843 locobj
.Vel
.X
:= (xd
-wx
) div 2;
2844 locobj
.Vel
.Y
:= (yd
-wy
) div 2;
2845 locobj
.Accel
.X
:= xd
-wx
;
2846 locobj
.Accel
.y
:= yd
-wy
;
2848 if g_Weapon_Hit(@locobj
, 50, FUID
, HIT_SOME
) <> 0 then
2849 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj
.X
, FObj
.Y
)
2851 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj
.X
, FObj
.Y
);
2855 FPain
:= min(FPain
+ 25, 50);
2856 end else g_Weapon_punch(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, 3, FUID
);
2859 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2864 if g_Weapon_chainsaw(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
2865 IfThen(gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
], 9, 3), FUID
) <> 0 then
2867 FSawSoundSelect
.Stop();
2869 FSawSoundHit
.PlayAt(FObj
.X
, FObj
.Y
);
2871 else if not FSawSoundHit
.IsPlaying() then
2873 FSawSoundSelect
.Stop();
2874 FSawSound
.PlayAt(FObj
.X
, FObj
.Y
);
2877 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2883 if FAmmo
[A_BULLETS
] > 0 then
2885 g_Weapon_pistol(wx
, wy
, xd
, yd
, FUID
);
2886 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2887 Dec(FAmmo
[A_BULLETS
]);
2888 FFireAngle
:= FAngle
;
2891 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
2892 GameVelX
, GameVelY
-2, SHELL_BULLET
);
2896 if FAmmo
[A_SHELLS
] > 0 then
2898 g_Weapon_shotgun(wx
, wy
, xd
, yd
, FUID
);
2899 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx
, wy
);
2900 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2901 Dec(FAmmo
[A_SHELLS
]);
2902 FFireAngle
:= FAngle
;
2906 FShellType
:= SHELL_SHELL
;
2910 if FAmmo
[A_SHELLS
] >= 2 then
2912 g_Weapon_dshotgun(wx
, wy
, xd
, yd
, FUID
);
2913 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2914 Dec(FAmmo
[A_SHELLS
], 2);
2915 FFireAngle
:= FAngle
;
2919 FShellType
:= SHELL_DBLSHELL
;
2923 if FAmmo
[A_BULLETS
] > 0 then
2925 g_Weapon_mgun(wx
, wy
, xd
, yd
, FUID
);
2926 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx
, wy
);
2927 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2928 Dec(FAmmo
[A_BULLETS
]);
2929 FFireAngle
:= FAngle
;
2932 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
2933 GameVelX
, GameVelY
-2, SHELL_BULLET
);
2936 WEAPON_ROCKETLAUNCHER
:
2937 if FAmmo
[A_ROCKETS
] > 0 then
2939 g_Weapon_rocket(wx
, wy
, xd
, yd
, FUID
);
2940 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2941 Dec(FAmmo
[A_ROCKETS
]);
2942 FFireAngle
:= FAngle
;
2948 if FAmmo
[A_CELLS
] > 0 then
2950 g_Weapon_plasma(wx
, wy
, xd
, yd
, FUID
);
2951 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2952 Dec(FAmmo
[A_CELLS
]);
2953 FFireAngle
:= FAngle
;
2959 if (FAmmo
[A_CELLS
] >= 40) and (FBFGFireCounter
= -1) then
2961 FBFGFireCounter
:= 17;
2962 if not FNoReload
then
2963 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj
.X
, FObj
.Y
);
2964 Dec(FAmmo
[A_CELLS
], 40);
2968 WEAPON_SUPERPULEMET
:
2969 if FAmmo
[A_SHELLS
] > 0 then
2971 g_Weapon_shotgun(wx
, wy
, xd
, yd
, FUID
);
2972 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
2973 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2974 Dec(FAmmo
[A_SHELLS
]);
2975 FFireAngle
:= FAngle
;
2978 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
2979 GameVelX
, GameVelY
-2, SHELL_SHELL
);
2982 WEAPON_FLAMETHROWER
:
2983 if FAmmo
[A_FUEL
] > 0 then
2985 g_Weapon_flame(wx
, wy
, xd
, yd
, FUID
);
2986 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2988 FFireAngle
:= FAngle
;
2994 if g_Game_IsNet
then
2998 if FCurrWeap
<> WEAPON_BFG
then
2999 MH_SEND_PlayerFire(FUID
, FCurrWeap
, wx
, wy
, xd
, yd
, LastShotID
)
3001 if not FNoReload
then
3002 MH_SEND_Sound(FObj
.X
, FObj
.Y
, 'SOUND_WEAPON_STARTFIREBFG');
3005 MH_SEND_PlayerStats(FUID
);
3010 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
3011 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
3012 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
3015 function TPlayer
.GetAmmoByWeapon(Weapon
: Byte): Word;
3018 WEAPON_PISTOL
, WEAPON_CHAINGUN
: Result
:= FAmmo
[A_BULLETS
];
3019 WEAPON_SHOTGUN1
, WEAPON_SHOTGUN2
, WEAPON_SUPERPULEMET
: Result
:= FAmmo
[A_SHELLS
];
3020 WEAPON_ROCKETLAUNCHER
: Result
:= FAmmo
[A_ROCKETS
];
3021 WEAPON_PLASMA
, WEAPON_BFG
: Result
:= FAmmo
[A_CELLS
];
3022 WEAPON_FLAMETHROWER
: Result
:= FAmmo
[A_FUEL
];
3027 function TPlayer
.HeadInLiquid(XInc
, YInc
: Integer): Boolean;
3029 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_HEADRECT
.X
+XInc
, FObj
.Y
+PLAYER_HEADRECT
.Y
+YInc
,
3030 PLAYER_HEADRECT
.Width
, PLAYER_HEADRECT
.Height
,
3031 PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
, True);
3034 procedure TPlayer
.JetpackOn
;
3038 FJetSoundOn
.SetPosition(0);
3039 FJetSoundOn
.PlayAt(FObj
.X
, FObj
.Y
);
3043 procedure TPlayer
.JetpackOff
;
3047 FJetSoundOff
.SetPosition(0);
3048 FJetSoundOff
.PlayAt(FObj
.X
, FObj
.Y
);
3051 procedure TPlayer
.CatchFire(Attacker
: Word);
3054 FFireAttacker
:= Attacker
;
3055 if g_Game_IsNet
and g_Game_IsServer
then
3056 MH_SEND_PlayerStats(FUID
);
3059 procedure TPlayer
.Jump();
3061 if gFly
or FJetpack
then
3063 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
3064 if FObj
.Vel
.Y
> -VEL_FLY
then
3065 FObj
.Vel
.Y
:= FObj
.Vel
.Y
- 3;
3068 if FJetFuel
> 0 then
3070 if (FJetFuel
< 1) and g_Game_IsServer
then
3074 if g_Game_IsNet
then
3075 MH_SEND_PlayerStats(FUID
);
3081 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
3083 FCanJetpack
:= False;
3085 // Ïðûãàåì èëè âñïëûâàåì:
3086 if (CollideLevel(0, 1) or
3087 g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
+36, PLAYER_RECT
.Width
,
3088 PLAYER_RECT
.Height
-33, PANEL_STEP
, False)
3089 ) and (FObj
.Accel
.Y
= 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
3091 FObj
.Vel
.Y
:= -VEL_JUMP
;
3092 FCanJetpack
:= False;
3096 if BodyInLiquid(0, 0) then
3097 FObj
.Vel
.Y
:= -VEL_SW
3098 else if (FJetFuel
> 0) and FCanJetpack
and
3099 g_Game_IsServer
and (not g_Obj_CollideLiquid(@FObj
, 0, 0)) then
3103 if g_Game_IsNet
then
3104 MH_SEND_PlayerStats(FUID
);
3109 procedure TPlayer
.Kill(KillType
: Byte; SpawnerUID
: Word; t
: Byte);
3111 a
, i
, k
, ab
, ar
: Byte;
3115 srv
, netsrv
: Boolean;
3121 procedure PushItem(t
: Byte);
3125 id
:= g_Items_Create(FObj
.X
, FObj
.Y
, t
, True, False);
3126 it
:= g_Items_ByIdx(id
);
3127 if KillType
= K_EXTRAHARDKILL
then // -7..+7; -8..0
3129 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-7+Random(15),
3130 (FObj
.Vel
.Y
div 2)-Random(9));
3131 it
.positionChanged(); // this updates spatial accelerators
3135 if KillType
= K_HARDKILL
then // -5..+5; -5..0
3137 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-5+Random(11),
3138 (FObj
.Vel
.Y
div 2)-Random(6));
3140 else // -3..+3; -3..0
3142 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-3+Random(7),
3143 (FObj
.Vel
.Y
div 2)-Random(4));
3145 it
.positionChanged(); // this updates spatial accelerators
3148 if g_Game_IsNet
and g_Game_IsServer
then
3149 MH_SEND_ItemSpawn(True, id
);
3153 DoFrags
:= (gGameSettings
.MaxLives
= 0) or (gGameSettings
.GameMode
= GM_COOP
);
3154 Srv
:= g_Game_IsServer
;
3155 Netsrv
:= g_Game_IsServer
and g_Game_IsNet
;
3156 if Srv
then FDeath
:= FDeath
+ 1;
3161 if not FPhysics
then
3167 if (gGameSettings
.MaxLives
> 0) and Srv
and (gLMSRespawn
= LMS_RESPAWN_NONE
) then
3169 if FLives
> 0 then FLives
:= FLives
- 1;
3170 if FLives
= 0 then FNoRespawn
:= True;
3173 // Íîìåð òèïà ñìåðòè:
3176 K_SIMPLEKILL
: a
:= 1;
3178 K_EXTRAHARDKILL
: a
:= 3;
3183 if not FModel
.PlaySound(MODELSOUND_DIE
, a
, FObj
.X
, FObj
.Y
) then
3185 if FModel
.PlaySound(MODELSOUND_DIE
, i
, FObj
.X
, FObj
.Y
) then
3192 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN1
;
3194 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN2
;
3195 K_EXTRAHARDKILL
, K_FALLKILL
:
3196 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN3
;
3199 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3203 K_HARDKILL
, K_EXTRAHARDKILL
:
3207 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3208 if (KillType
<> K_FALLKILL
) and (Srv
) then
3209 g_Monsters_killedp();
3211 if SpawnerUID
= FUID
then
3213 if Srv
and (DoFrags
or (gGameSettings
.GameMode
= GM_TDM
)) then
3218 g_Console_Add(Format(_lc
[I_PLAYER_KILL_SELF
], [FName
]), True);
3221 if g_GetUIDType(SpawnerUID
) = UID_PLAYER
then
3222 begin // Óáèò äðóãèì èãðîêîì
3223 KP
:= g_Player_Get(SpawnerUID
);
3224 if (KP
<> nil) and Srv
then
3226 if (DoFrags
or (gGameSettings
.GameMode
= GM_TDM
)) then
3227 if SameTeam(FUID
, SpawnerUID
) then
3237 if (gGameSettings
.GameMode
= GM_TDM
) and DoFrags
then
3238 Inc(gTeamStat
[KP
.Team
].Goals
,
3239 IfThen(SameTeam(FUID
, SpawnerUID
), -1, 1));
3241 if netsrv
then MH_SEND_PlayerStats(SpawnerUID
);
3244 plr
:= g_Player_Get(SpawnerUID
);
3252 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_2
],
3256 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_1
],
3260 g_Console_Add(Format(_lc
[I_PLAYER_KILL
],
3265 else if g_GetUIDType(SpawnerUID
) = UID_MONSTER
then
3266 begin // Óáèò ìîíñòðîì
3267 mon
:= g_Monsters_ByUID(SpawnerUID
);
3271 s
:= g_Mons_GetKilledByTypeId(mon
.MonsterType
);
3275 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_2
],
3279 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_1
],
3283 g_Console_Add(Format(_lc
[I_PLAYER_KILL
],
3288 else // Îñîáûå òèïû ñìåðòè
3291 HIT_SELF
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_SELF
], [FName
]), True);
3292 HIT_FALL
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_FALL
], [FName
]), True);
3293 HIT_WATER
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_WATER
], [FName
]), True);
3294 HIT_ACID
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_ACID
], [FName
]), True);
3295 HIT_TRAP
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_TRAP
], [FName
]), True);
3296 else g_Console_Add(Format(_lc
[I_PLAYER_DIED
], [FName
]), True);
3302 for a
:= WP_FIRST
to WP_LAST
do
3306 WEAPON_SAW
: i
:= ITEM_WEAPON_SAW
;
3307 WEAPON_SHOTGUN1
: i
:= ITEM_WEAPON_SHOTGUN1
;
3308 WEAPON_SHOTGUN2
: i
:= ITEM_WEAPON_SHOTGUN2
;
3309 WEAPON_CHAINGUN
: i
:= ITEM_WEAPON_CHAINGUN
;
3310 WEAPON_ROCKETLAUNCHER
: i
:= ITEM_WEAPON_ROCKETLAUNCHER
;
3311 WEAPON_PLASMA
: i
:= ITEM_WEAPON_PLASMA
;
3312 WEAPON_BFG
: i
:= ITEM_WEAPON_BFG
;
3313 WEAPON_SUPERPULEMET
: i
:= ITEM_WEAPON_SUPERPULEMET
;
3314 WEAPON_FLAMETHROWER
: i
:= ITEM_WEAPON_FLAMETHROWER
;
3323 if R_ITEM_BACKPACK
in FRulez
then
3324 PushItem(ITEM_AMMO_BACKPACK
);
3326 // Âûáðîñ ðàêåòíîãî ðàíöà:
3327 if FJetFuel
> 0 then
3328 PushItem(ITEM_JETPACK
);
3331 if not (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
]) then
3333 if R_KEY_RED
in FRulez
then
3334 PushItem(ITEM_KEY_RED
);
3336 if R_KEY_GREEN
in FRulez
then
3337 PushItem(ITEM_KEY_GREEN
);
3339 if R_KEY_BLUE
in FRulez
then
3340 PushItem(ITEM_KEY_BLUE
);
3347 g_Player_CreateCorpse(Self
);
3349 if Srv
and (gGameSettings
.MaxLives
> 0) and FNoRespawn
and
3350 (gLMSRespawn
= LMS_RESPAWN_NONE
) then
3356 for i
:= Low(gPlayers
) to High(gPlayers
) do
3358 if gPlayers
[i
] = nil then continue
;
3359 if (not gPlayers
[i
].FNoRespawn
) and (not gPlayers
[i
].FSpectator
) then
3362 if gPlayers
[i
].FTeam
= TEAM_RED
then Inc(ar
)
3363 else if gPlayers
[i
].FTeam
= TEAM_BLUE
then Inc(ab
);
3368 OldLR
:= gLMSRespawn
;
3369 if (gGameSettings
.GameMode
= GM_COOP
) then
3373 // everyone is dead, restart the map
3374 g_Game_Message(_lc
[I_MESSAGE_LMS_LOSE
], 144);
3376 MH_SEND_GameEvent(NET_EV_LMS_LOSE
);
3377 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3378 gLMSRespawnTime
:= gTime
+ 5000;
3380 else if (a
= 1) then
3382 if (gPlayers
[k
] <> nil) and not (gPlayers
[k
] is TBot
) then
3383 if (gPlayers
[k
] = gPlayer1
) or
3384 (gPlayers
[k
] = gPlayer2
) then
3385 g_Console_Add('*** ' + _lc
[I_MESSAGE_LMS_SURVIVOR
] + ' ***', True)
3386 else if Netsrv
and (gPlayers
[k
].FClientID
>= 0) then
3387 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR
, 0, 'N', gPlayers
[k
].FClientID
);
3390 else if (gGameSettings
.GameMode
= GM_TDM
) then
3392 if (ab
= 0) and (ar
<> 0) then
3395 g_Game_Message(Format(_lc
[I_MESSAGE_TLMS_WIN
], [AnsiUpperCase(_lc
[I_GAME_TEAM_RED
])]), 144);
3397 MH_SEND_GameEvent(NET_EV_TLMS_WIN
, TEAM_RED
);
3398 Inc(gTeamStat
[TEAM_RED
].Goals
);
3399 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3400 gLMSRespawnTime
:= gTime
+ 5000;
3402 else if (ar
= 0) and (ab
<> 0) then
3405 g_Game_Message(Format(_lc
[I_MESSAGE_TLMS_WIN
], [AnsiUpperCase(_lc
[I_GAME_TEAM_BLUE
])]), 144);
3407 MH_SEND_GameEvent(NET_EV_TLMS_WIN
, TEAM_BLUE
);
3408 Inc(gTeamStat
[TEAM_BLUE
].Goals
);
3409 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3410 gLMSRespawnTime
:= gTime
+ 5000;
3412 else if (ar
= 0) and (ab
= 0) then
3415 g_Game_Message(_lc
[I_GAME_WIN_DRAW
], 144);
3417 MH_SEND_GameEvent(NET_EV_LMS_DRAW
, 0, FName
);
3418 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3419 gLMSRespawnTime
:= gTime
+ 5000;
3422 else if (gGameSettings
.GameMode
= GM_DM
) then
3426 if gPlayers
[k
] <> nil then
3429 // survivor is the winner
3430 g_Game_Message(Format(_lc
[I_MESSAGE_LMS_WIN
], [AnsiUpperCase(FName
)]), 144);
3432 MH_SEND_GameEvent(NET_EV_LMS_WIN
, 0, FName
);
3435 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3436 gLMSRespawnTime
:= gTime
+ 5000;
3438 else if (a
= 0) then
3440 // everyone is dead, restart the map
3441 g_Game_Message(_lc
[I_GAME_WIN_DRAW
], 144);
3443 MH_SEND_GameEvent(NET_EV_LMS_DRAW
, 0, FName
);
3444 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3445 gLMSRespawnTime
:= gTime
+ 5000;
3448 if srv
and (OldLR
= LMS_RESPAWN_NONE
) and (gLMSRespawn
> LMS_RESPAWN_NONE
) then
3450 if NetMode
= NET_SERVER
then
3451 MH_SEND_GameEvent(NET_EV_LMS_WARMUP
, (gLMSRespawnTime
- gTime
) div 1000)
3453 g_Console_Add(Format(_lc
[I_MSG_WARMUP_START
], [(gLMSRespawnTime
- gTime
) div 1000]), True);
3459 MH_SEND_PlayerStats(FUID
);
3460 MH_SEND_PlayerDeath(FUID
, KillType
, t
, SpawnerUID
);
3461 if gGameSettings
.GameMode
= GM_TDM
then MH_SEND_GameStats
;
3464 if srv
and FNoRespawn
then Spectate(True);
3465 FWantsInGame
:= True;
3468 function TPlayer
.BodyInLiquid(XInc
, YInc
: Integer): Boolean;
3470 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
, PLAYER_RECT
.Width
,
3471 PLAYER_RECT
.Height
-20, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
, False);
3474 function TPlayer
.BodyInAcid(XInc
, YInc
: Integer): Boolean;
3476 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
, PLAYER_RECT
.Width
,
3477 PLAYER_RECT
.Height
-20, PANEL_ACID1
or PANEL_ACID2
, False);
3480 procedure TPlayer
.MakeBloodSimple(Count
: Word);
3482 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)+8,
3483 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3484 Count
div 2, 3, -1, 16, (PLAYER_RECT
.Height
*2 div 3),
3486 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-8,
3487 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3488 Count
div 2, -3, -1, 16, (PLAYER_RECT
.Height
*2) div 3,
3492 procedure TPlayer
.MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
3494 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2),
3495 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3496 Count
, VelX
, VelY
, 16, (PLAYER_RECT
.Height
*2) div 3,
3500 procedure TPlayer
.QueueWeaponSwitch(Weapon
: Byte);
3502 if g_Game_IsClient
then Exit
;
3503 if Weapon
> High(FWeapon
) then Exit
;
3504 FNextWeap
:= FNextWeap
or (1 shl Weapon
);
3507 procedure TPlayer
.resetWeaponQueue ();
3510 FNextWeapDelay
:= 0;
3513 function TPlayer
.hasAmmoForWeapon (weapon
: Byte): Boolean;
3517 WEAPON_KASTET
, WEAPON_SAW
: result
:= true;
3518 WEAPON_SHOTGUN1
, WEAPON_SHOTGUN2
: result
:= (FAmmo
[A_SHELLS
] > 0);
3519 WEAPON_PISTOL
, WEAPON_CHAINGUN
, WEAPON_SUPERPULEMET
: result
:= (FAmmo
[A_BULLETS
] > 0);
3520 WEAPON_ROCKETLAUNCHER
: result
:= (FAmmo
[A_ROCKETS
] > 0);
3521 WEAPON_PLASMA
, WEAPON_BFG
: result
:= (FAmmo
[A_CELLS
] > 0);
3522 WEAPON_FLAMETHROWER
: result
:= (FAmmo
[A_FUEL
] > 0);
3523 else result
:= (weapon
< length(FWeapon
));
3527 // return 255 for "no switch"
3528 function TPlayer
.getNextWeaponIndex (): Byte;
3531 wantThisWeapon
: array[0..64] of Boolean;
3532 wwc
: Integer = 0; //HACK!
3535 result
:= 255; // default result: "no switch"
3536 // had weapon cycling on previous frame? remove that flag
3537 if (FNextWeap
and $2000) <> 0 then
3539 FNextWeap
:= FNextWeap
and $1FFF;
3540 FNextWeapDelay
:= 0;
3542 // cycling has priority
3543 if (FNextWeap
and $C000) <> 0 then
3545 if (FNextWeap
and $8000) <> 0 then
3549 FNextWeap
:= FNextWeap
or $2000; // we need this
3550 if FNextWeapDelay
> 0 then
3551 exit
; // cooldown time
3553 for i
:= 0 to High(FWeapon
) do
3555 cwi
:= (cwi
+length(FWeapon
)+dir
) mod length(FWeapon
);
3556 if FWeapon
[cwi
] then
3558 //e_WriteLog(Format(' SWITCH: cur=%d; new=%d', [FCurrWeap, cwi]), MSG_WARNING);
3559 result
:= Byte(cwi
);
3560 FNextWeapDelay
:= 10;
3568 for i
:= 0 to High(wantThisWeapon
) do
3569 wantThisWeapon
[i
] := false;
3570 for i
:= 0 to High(FWeapon
) do
3571 if (FNextWeap
and (1 shl i
)) <> 0 then
3573 wantThisWeapon
[i
] := true;
3576 // exclude currently selected weapon from the set
3577 wantThisWeapon
[FCurrWeap
] := false;
3578 // slow down alterations a little
3581 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3582 // more than one weapon requested, assume "alteration" and check alteration delay
3583 if FNextWeapDelay
> 0 then
3589 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3590 // but clear all counters if no weapon should be switched
3596 //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
3597 // try weapons in descending order
3598 for i
:= High(FWeapon
) downto 0 do
3600 if wantThisWeapon
[i
] and FWeapon
[i
] and ((wwc
= 1) or hasAmmoForWeapon(i
)) then
3605 FNextWeapDelay
:= 10; // anyway, 'cause why not
3609 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3613 procedure TPlayer
.RealizeCurrentWeapon();
3614 function switchAllowed (): Boolean;
3619 if FBFGFireCounter
<> -1 then
3621 if FTime
[T_SWITCH
] > gTime
then
3623 for i
:= WP_FIRST
to WP_LAST
do
3624 if FReloading
[i
] > 0 then
3632 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3633 //FNextWeap := FNextWeap and $1FFF;
3634 if FNextWeapDelay
> 0 then Dec(FNextWeapDelay
); // "alteration delay"
3636 if not switchAllowed
then
3638 //HACK for weapon cycling
3639 if (FNextWeap
and $7000) <> 0 then FNextWeap
:= 0;
3643 nw
:= getNextWeaponIndex();
3644 if nw
= 255 then exit
; // don't reset anything here
3645 if nw
> High(FWeapon
) then
3647 // don't forget to reset queue here!
3648 //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
3656 FTime
[T_SWITCH
] := gTime
+156;
3657 if FCurrWeap
= WEAPON_SAW
then FSawSoundSelect
.PlayAt(FObj
.X
, FObj
.Y
);
3658 FModel
.SetWeapon(FCurrWeap
);
3659 if g_Game_IsNet
then MH_SEND_PlayerStats(FUID
);
3663 procedure TPlayer
.NextWeapon();
3665 if g_Game_IsClient
then Exit
;
3669 procedure TPlayer
.PrevWeapon();
3671 if g_Game_IsClient
then Exit
;
3675 procedure TPlayer
.SetWeapon(W
: Byte);
3677 if FCurrWeap
<> W
then
3678 if W
= WEAPON_SAW
then
3679 FSawSoundSelect
.PlayAt(FObj
.X
, FObj
.Y
);
3682 FModel
.SetWeapon(CurrWeap
);
3686 function TPlayer
.PickItem(ItemType
: Byte; arespawn
: Boolean; var remove
: Boolean): Boolean;
3688 function allowBerserkSwitching (): Boolean;
3690 if (FBFGFireCounter
<> -1) then begin result
:= false; exit
; end;
3692 if gBerserkAutoswitch
then exit
;
3693 if not (gDebugMode
or gCheats
) then exit
;
3701 if g_Game_IsClient
then Exit
;
3703 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3704 a
:= LongBool(gGameSettings
.Options
and GAME_OPTION_WEAPONSTAY
) and arespawn
;
3709 if FHealth
< PLAYER_HP_SOFT
then
3711 IncMax(FHealth
, 10, PLAYER_HP_SOFT
);
3715 if gFlash
= 2 then Inc(FPickup
, 5);
3719 if FHealth
< PLAYER_HP_SOFT
then
3721 IncMax(FHealth
, 25, PLAYER_HP_SOFT
);
3725 if gFlash
= 2 then Inc(FPickup
, 5);
3729 if FArmor
< PLAYER_AP_SOFT
then
3731 FArmor
:= PLAYER_AP_SOFT
;
3734 if gFlash
= 2 then Inc(FPickup
, 5);
3738 if FArmor
< PLAYER_AP_LIMIT
then
3740 FArmor
:= PLAYER_AP_LIMIT
;
3743 if gFlash
= 2 then Inc(FPickup
, 5);
3747 if FHealth
< PLAYER_HP_LIMIT
then
3749 IncMax(FHealth
, 100, PLAYER_HP_LIMIT
);
3753 if gFlash
= 2 then Inc(FPickup
, 5);
3757 if (FHealth
< PLAYER_HP_LIMIT
) or (FArmor
< PLAYER_AP_LIMIT
) then
3759 if FHealth
< PLAYER_HP_LIMIT
then
3760 FHealth
:= PLAYER_HP_LIMIT
;
3761 if FArmor
< PLAYER_AP_LIMIT
then
3762 FArmor
:= PLAYER_AP_LIMIT
;
3766 if gFlash
= 2 then Inc(FPickup
, 5);
3770 if (not FWeapon
[WEAPON_SAW
]) or ((not arespawn
) and (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
])) then
3772 FWeapon
[WEAPON_SAW
] := True;
3774 if gFlash
= 2 then Inc(FPickup
, 5);
3775 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3778 ITEM_WEAPON_SHOTGUN1
:
3779 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SHOTGUN1
] then
3781 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
3782 if a
and FWeapon
[WEAPON_SHOTGUN1
] then Exit
;
3784 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3785 FWeapon
[WEAPON_SHOTGUN1
] := True;
3787 if gFlash
= 2 then Inc(FPickup
, 5);
3788 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3791 ITEM_WEAPON_SHOTGUN2
:
3792 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SHOTGUN2
] then
3794 if a
and FWeapon
[WEAPON_SHOTGUN2
] then Exit
;
3796 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3797 FWeapon
[WEAPON_SHOTGUN2
] := True;
3799 if gFlash
= 2 then Inc(FPickup
, 5);
3800 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3803 ITEM_WEAPON_CHAINGUN
:
3804 if (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or not FWeapon
[WEAPON_CHAINGUN
] then
3806 if a
and FWeapon
[WEAPON_CHAINGUN
] then Exit
;
3808 IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
3809 FWeapon
[WEAPON_CHAINGUN
] := True;
3811 if gFlash
= 2 then Inc(FPickup
, 5);
3812 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3815 ITEM_WEAPON_ROCKETLAUNCHER
:
3816 if (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or not FWeapon
[WEAPON_ROCKETLAUNCHER
] then
3818 if a
and FWeapon
[WEAPON_ROCKETLAUNCHER
] then Exit
;
3820 IncMax(FAmmo
[A_ROCKETS
], 2, FMaxAmmo
[A_ROCKETS
]);
3821 FWeapon
[WEAPON_ROCKETLAUNCHER
] := True;
3823 if gFlash
= 2 then Inc(FPickup
, 5);
3824 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3828 if (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or not FWeapon
[WEAPON_PLASMA
] then
3830 if a
and FWeapon
[WEAPON_PLASMA
] then Exit
;
3832 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
3833 FWeapon
[WEAPON_PLASMA
] := True;
3835 if gFlash
= 2 then Inc(FPickup
, 5);
3836 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3840 if (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or not FWeapon
[WEAPON_BFG
] then
3842 if a
and FWeapon
[WEAPON_BFG
] then Exit
;
3844 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
3845 FWeapon
[WEAPON_BFG
] := True;
3847 if gFlash
= 2 then Inc(FPickup
, 5);
3848 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3851 ITEM_WEAPON_SUPERPULEMET
:
3852 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SUPERPULEMET
] then
3854 if a
and FWeapon
[WEAPON_SUPERPULEMET
] then Exit
;
3856 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3857 FWeapon
[WEAPON_SUPERPULEMET
] := True;
3859 if gFlash
= 2 then Inc(FPickup
, 5);
3860 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3863 ITEM_WEAPON_FLAMETHROWER
:
3864 if (FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
]) or not FWeapon
[WEAPON_FLAMETHROWER
] then
3866 if a
and FWeapon
[WEAPON_FLAMETHROWER
] then Exit
;
3868 IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
3869 FWeapon
[WEAPON_FLAMETHROWER
] := True;
3871 if gFlash
= 2 then Inc(FPickup
, 5);
3872 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3876 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
3878 IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
3881 if gFlash
= 2 then Inc(FPickup
, 5);
3884 ITEM_AMMO_BULLETS_BOX
:
3885 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
3887 IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
3890 if gFlash
= 2 then Inc(FPickup
, 5);
3894 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
3896 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3899 if gFlash
= 2 then Inc(FPickup
, 5);
3902 ITEM_AMMO_SHELLS_BOX
:
3903 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
3905 IncMax(FAmmo
[A_SHELLS
], 25, FMaxAmmo
[A_SHELLS
]);
3908 if gFlash
= 2 then Inc(FPickup
, 5);
3912 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
3914 IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
3917 if gFlash
= 2 then Inc(FPickup
, 5);
3920 ITEM_AMMO_ROCKET_BOX
:
3921 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
3923 IncMax(FAmmo
[A_ROCKETS
], 5, FMaxAmmo
[A_ROCKETS
]);
3926 if gFlash
= 2 then Inc(FPickup
, 5);
3930 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
3932 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
3935 if gFlash
= 2 then Inc(FPickup
, 5);
3939 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
3941 IncMax(FAmmo
[A_CELLS
], 100, FMaxAmmo
[A_CELLS
]);
3944 if gFlash
= 2 then Inc(FPickup
, 5);
3948 if FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
] then
3950 IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
3953 if gFlash
= 2 then Inc(FPickup
, 5);
3957 if not(R_ITEM_BACKPACK
in FRulez
) or
3958 (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or
3959 (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or
3960 (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or
3961 (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or
3962 (FMaxAmmo
[A_FUEL
] < AmmoLimits
[1, A_FUEL
]) then
3964 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[1, A_BULLETS
];
3965 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[1, A_SHELLS
];
3966 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[1, A_ROCKETS
];
3967 FMaxAmmo
[A_CELLS
] := AmmoLimits
[1, A_CELLS
];
3968 FMaxAmmo
[A_FUEL
] := AmmoLimits
[1, A_FUEL
];
3970 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
3971 IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
3972 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
3973 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3974 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
3975 IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
3976 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
3977 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
3979 FRulez
:= FRulez
+ [R_ITEM_BACKPACK
];
3982 if gFlash
= 2 then Inc(FPickup
, 5);
3986 if not(R_KEY_RED
in FRulez
) then
3988 Include(FRulez
, R_KEY_RED
);
3990 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
3991 if gFlash
= 2 then Inc(FPickup
, 5);
3992 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
3996 if not(R_KEY_GREEN
in FRulez
) then
3998 Include(FRulez
, R_KEY_GREEN
);
4000 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
4001 if gFlash
= 2 then Inc(FPickup
, 5);
4002 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
4006 if not(R_KEY_BLUE
in FRulez
) then
4008 Include(FRulez
, R_KEY_BLUE
);
4010 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
4011 if gFlash
= 2 then Inc(FPickup
, 5);
4012 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
4016 if FMegaRulez
[MR_SUIT
] < gTime
+PLAYER_SUIT_TIME
then
4018 FMegaRulez
[MR_SUIT
] := gTime
+PLAYER_SUIT_TIME
;
4022 if gFlash
= 2 then Inc(FPickup
, 5);
4026 if FAir
< AIR_MAX
then
4031 if gFlash
= 2 then Inc(FPickup
, 5);
4036 if not (R_BERSERK
in FRulez
) then
4038 Include(FRulez
, R_BERSERK
);
4039 if allowBerserkSwitching
then
4041 FCurrWeap
:= WEAPON_KASTET
;
4043 FModel
.SetWeapon(WEAPON_KASTET
);
4048 if gFlash
= 2 then Inc(FPickup
, 5);
4050 FBerserk
:= gTime
+30000;
4055 if FHealth
< PLAYER_HP_SOFT
then
4057 FHealth
:= PLAYER_HP_SOFT
;
4058 FBerserk
:= gTime
+30000;
4066 if FMegaRulez
[MR_INVUL
] < gTime
+PLAYER_INVUL_TIME
then
4068 FMegaRulez
[MR_INVUL
] := gTime
+PLAYER_INVUL_TIME
;
4071 if gFlash
= 2 then Inc(FPickup
, 5);
4075 if FHealth
< PLAYER_HP_LIMIT
then
4077 IncMax(FHealth
, 4, PLAYER_HP_LIMIT
);
4081 if gFlash
= 2 then Inc(FPickup
, 5);
4085 if FArmor
< PLAYER_AP_LIMIT
then
4087 IncMax(FArmor
, 5, PLAYER_AP_LIMIT
);
4090 if gFlash
= 2 then Inc(FPickup
, 5);
4094 if FJetFuel
< JET_MAX
then
4096 FJetFuel
:= JET_MAX
;
4099 if gFlash
= 2 then Inc(FPickup
, 5);
4103 if FMegaRulez
[MR_INVIS
] < gTime
+PLAYER_INVIS_TIME
then
4105 FMegaRulez
[MR_INVIS
] := gTime
+PLAYER_INVIS_TIME
;
4108 if gFlash
= 2 then Inc(FPickup
, 5);
4113 procedure TPlayer
.Touch();
4117 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
4120 // Áðîñèòü ôëàã òîâàðèùó:
4121 if gGameSettings
.GameMode
= GM_CTF
then
4126 procedure TPlayer
.Push(vx
, vy
: Integer);
4128 if (not FPhysics
) and FGhost
then
4130 FObj
.Accel
.X
:= FObj
.Accel
.X
+ vx
;
4131 FObj
.Accel
.Y
:= FObj
.Accel
.Y
+ vy
;
4132 if g_Game_IsNet
and g_Game_IsServer
then
4133 MH_SEND_PlayerPos(True, FUID
, NET_EVERYONE
);
4136 procedure TPlayer
.Reset(Force
: Boolean);
4142 FTime
[T_RESPAWN
] := 0;
4143 FTime
[T_FLAGCAP
] := 0;
4156 FSpectator
:= False;
4159 FSpectatePlayer
:= -1;
4160 FNoRespawn
:= False;
4162 FLives
:= gGameSettings
.MaxLives
;
4167 procedure TPlayer
.SoftReset();
4173 FBFGFireCounter
:= -1;
4181 SetAction(A_STAND
, True);
4184 function TPlayer
.GetRespawnPoint(): Byte;
4189 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4191 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4192 if gGameSettings
.GameMode
in [GM_COOP
, GM_SINGLE
] then
4194 if (Self
= gPlayer1
) or (Self
= gPlayer2
) then
4196 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
4197 if Self
= gPlayer1
then
4198 c
:= RESPAWNPOINT_PLAYER1
4200 c
:= RESPAWNPOINT_PLAYER2
;
4201 if g_Map_GetPointCount(c
) > 0 then
4207 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
4208 if Self
= gPlayer1
then
4209 c
:= RESPAWNPOINT_PLAYER2
4211 c
:= RESPAWNPOINT_PLAYER1
;
4212 if g_Map_GetPointCount(c
) > 0 then
4219 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
4220 if Random(2) = 0 then
4221 c
:= RESPAWNPOINT_PLAYER1
4223 c
:= RESPAWNPOINT_PLAYER2
;
4224 if g_Map_GetPointCount(c
) > 0 then
4231 // Òî÷êà ëþáîé èç êîìàíä
4232 if Random(2) = 0 then
4233 c
:= RESPAWNPOINT_RED
4235 c
:= RESPAWNPOINT_BLUE
;
4236 if g_Map_GetPointCount(c
) > 0 then
4243 c
:= RESPAWNPOINT_DM
;
4244 if g_Map_GetPointCount(c
) > 0 then
4252 if gGameSettings
.GameMode
= GM_DM
then
4255 c
:= RESPAWNPOINT_DM
;
4256 if g_Map_GetPointCount(c
) > 0 then
4262 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4263 if Random(2) = 0 then
4264 c
:= RESPAWNPOINT_PLAYER1
4266 c
:= RESPAWNPOINT_PLAYER2
;
4267 if g_Map_GetPointCount(c
) > 0 then
4273 // Òî÷êà ëþáîé èç êîìàíä
4274 if Random(2) = 0 then
4275 c
:= RESPAWNPOINT_RED
4277 c
:= RESPAWNPOINT_BLUE
;
4278 if g_Map_GetPointCount(c
) > 0 then
4286 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
4288 // Òî÷êà ñâîåé êîìàíäû
4289 c
:= RESPAWNPOINT_DM
;
4290 if FTeam
= TEAM_RED
then
4291 c
:= RESPAWNPOINT_RED
;
4292 if FTeam
= TEAM_BLUE
then
4293 c
:= RESPAWNPOINT_BLUE
;
4294 if g_Map_GetPointCount(c
) > 0 then
4301 c
:= RESPAWNPOINT_DM
;
4302 if g_Map_GetPointCount(c
) > 0 then
4308 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4309 if Random(2) = 0 then
4310 c
:= RESPAWNPOINT_PLAYER1
4312 c
:= RESPAWNPOINT_PLAYER2
;
4313 if g_Map_GetPointCount(c
) > 0 then
4319 // Òî÷êà äðóãîé êîìàíäû
4320 c
:= RESPAWNPOINT_DM
;
4321 if FTeam
= TEAM_RED
then
4322 c
:= RESPAWNPOINT_BLUE
;
4323 if FTeam
= TEAM_BLUE
then
4324 c
:= RESPAWNPOINT_RED
;
4325 if g_Map_GetPointCount(c
) > 0 then
4333 procedure TPlayer
.Respawn(Silent
: Boolean; Force
: Boolean = False);
4335 RespawnPoint
: TRespawnPoint
;
4340 if not g_Game_IsServer
then
4344 FWantsInGame
:= True;
4345 FJustTeleported
:= True;
4348 FTime
[T_RESPAWN
] := 0;
4352 // if server changes MaxLives we gotta be ready
4353 if gGameSettings
.MaxLives
= 0 then FNoRespawn
:= False;
4355 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4356 if FTime
[T_RESPAWN
] > gTime
then
4359 // Ïðîñðàë âñå æèçíè:
4362 if not FSpectator
then Spectate(True);
4363 FWantsInGame
:= True;
4367 if (gGameSettings
.GameType
<> GT_SINGLE
) and (gGameSettings
.GameMode
<> GM_COOP
) then
4368 begin // "Ñâîÿ èãðà"
4369 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4370 FRulez
:= FRulez
-[R_BERSERK
];
4372 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4374 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4375 FRulez
:= FRulez
-[R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
, R_BERSERK
];
4378 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4379 c
:= GetRespawnPoint();
4384 // Âîñêðåøåíèå áåç îðóæèÿ:
4387 FHealth
:= PLAYER_HP_SOFT
;
4393 for a
:= WP_FIRST
to WP_LAST
do
4395 FWeapon
[a
] := False;
4399 FWeapon
[WEAPON_PISTOL
] := True;
4400 FWeapon
[WEAPON_KASTET
] := True;
4401 FCurrWeap
:= WEAPON_PISTOL
;
4404 FModel
.SetWeapon(FCurrWeap
);
4406 for b
:= A_BULLETS
to A_HIGH
do
4409 FAmmo
[A_BULLETS
] := 50;
4411 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[0, A_BULLETS
];
4412 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[0, A_SHELLS
];
4413 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[0, A_SHELLS
];
4414 FMaxAmmo
[A_CELLS
] := AmmoLimits
[0, A_CELLS
];
4415 FMaxAmmo
[A_FUEL
] := AmmoLimits
[0, A_FUEL
];
4417 if gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
] then
4418 FRulez
:= [R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
]
4423 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4424 if not g_Map_GetPoint(c
, RespawnPoint
) then
4426 g_FatalError(_lc
[I_GAME_ERROR_GET_SPAWN
]);
4430 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4431 FObj
.X
:= RespawnPoint
.X
-PLAYER_RECT
.X
;
4432 FObj
.Y
:= RespawnPoint
.Y
-PLAYER_RECT
.Y
;
4438 FDirection
:= RespawnPoint
.Direction
;
4439 if FDirection
= D_LEFT
then
4445 FBFGFireCounter
:= -1;
4450 SetAction(A_STAND
, True);
4451 FModel
.Direction
:= FDirection
;
4453 for a
:= Low(FTime
) to High(FTime
) do
4456 for a
:= Low(FMegaRulez
) to High(FMegaRulez
) do
4461 FCanJetpack
:= False;
4466 // Àíèìàöèÿ âîçðîæäåíèÿ:
4467 if (not gLoadGameMode
) and (not Silent
) then
4468 if g_Frames_Get(ID
, 'FRAMES_TELEPORT') then
4470 Anim
:= TAnimation
.Create(ID
, False, 3);
4471 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4472 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
4476 FSpectator
:= False;
4479 FSpectatePlayer
:= -1;
4482 if g_Game_IsNet
then
4484 MH_SEND_PlayerPos(True, FUID
, NET_EVERYONE
);
4485 MH_SEND_PlayerStats(FUID
, NET_EVERYONE
);
4487 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4488 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32,
4493 procedure TPlayer
.Spectate(NoMove
: Boolean = False);
4496 Kill(K_EXTRAHARDKILL
, FUID
, HIT_SOME
)
4497 else if (not NoMove
) then
4499 GameX
:= gMapInfo
.Width
div 2;
4500 GameY
:= gMapInfo
.Height
div 2;
4509 FWantsInGame
:= False;
4514 if Self
= gPlayer1
then
4519 if Self
= gPlayer2
then
4526 if g_Game_IsNet
then
4527 MH_SEND_PlayerStats(FUID
);
4530 procedure TPlayer
.SwitchNoClip
;
4534 FGhost
:= not FGhost
;
4535 FPhysics
:= not FGhost
;
4547 procedure TPlayer
.Run(Direction
: TDirection
);
4551 if MAX_RUNVEL
> 8 then
4555 if Direction
= D_LEFT
then
4557 if FObj
.Vel
.X
> -MAX_RUNVEL
then
4558 FObj
.Vel
.X
:= FObj
.Vel
.X
- (MAX_RUNVEL
shr 3);
4561 if FObj
.Vel
.X
< MAX_RUNVEL
then
4562 FObj
.Vel
.X
:= FObj
.Vel
.X
+ (MAX_RUNVEL
shr 3);
4564 // Âîçìîæíî, ïèíàåì êóñêè:
4565 if (FObj
.Vel
.X
<> 0) and (gGibs
<> nil) then
4567 b
:= Abs(FObj
.Vel
.X
);
4568 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
4569 for a
:= 0 to High(gGibs
) do
4571 if gGibs
[a
].alive
and
4572 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
4573 FObj
.Rect
.Width
, 8, @gGibs
[a
].Obj
) and (Random(3) = 0) then
4576 if FObj
.Vel
.X
< 0 then
4578 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)+120) // íàëåâî
4582 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)); // íàïðàâî
4584 gGibs
[a
].positionChanged(); // this updates spatial accelerators
4592 procedure TPlayer
.SeeDown();
4594 SetAction(A_SEEDOWN
);
4596 if FDirection
= D_LEFT
then FAngle
:= ANGLE_LEFTDOWN
else FAngle
:= ANGLE_RIGHTDOWN
;
4598 if FIncCam
> -120 then DecMin(FIncCam
, 5, -120);
4601 procedure TPlayer
.SeeUp();
4605 if FDirection
= D_LEFT
then FAngle
:= ANGLE_LEFTUP
else FAngle
:= ANGLE_RIGHTUP
;
4607 if FIncCam
< 120 then IncMax(FIncCam
, 5, 120);
4610 procedure TPlayer
.SetAction(Action
: Byte; Force
: Boolean = False);
4618 A_ATTACK
: Prior
:= 2;
4619 A_SEEUP
: Prior
:= 1;
4620 A_SEEDOWN
: Prior
:= 1;
4621 A_ATTACKUP
: Prior
:= 2;
4622 A_ATTACKDOWN
: Prior
:= 2;
4627 if (Prior
> FActionPrior
) or Force
then
4628 if not ((Prior
= 2) and (FCurrWeap
= WEAPON_SAW
)) then
4630 FActionPrior
:= Prior
;
4631 FActionAnim
:= Action
;
4632 FActionForce
:= Force
;
4633 FActionChanged
:= True;
4636 if Action
in [A_ATTACK
, A_ATTACKUP
, A_ATTACKDOWN
] then FModel
.SetFire(True);
4639 function TPlayer
.StayOnStep(XInc
, YInc
: Integer): Boolean;
4641 Result
:= not g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+YInc
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
-1,
4642 PLAYER_RECT
.Width
, 1, PANEL_STEP
, False)
4643 and g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+YInc
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
,
4644 PLAYER_RECT
.Width
, 1, PANEL_STEP
, False);
4647 function TPlayer
.TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
4654 if g_CollideLevel(X
, Y
, PLAYER_RECT
.Width
, PLAYER_RECT
.Height
) then
4656 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj
.X
, FObj
.Y
);
4657 if g_Game_IsServer
and g_Game_IsNet
then
4658 MH_SEND_Sound(FObj
.X
, FObj
.Y
, 'SOUND_GAME_NOTELEPORT');
4662 FJustTeleported
:= True;
4667 if g_Frames_Get(ID
, 'FRAMES_TELEPORT') then
4669 Anim
:= TAnimation
.Create(ID
, False, 3);
4672 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj
.X
, FObj
.Y
);
4673 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4674 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
4675 if g_Game_IsServer
and g_Game_IsNet
then
4676 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4677 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, 1,
4681 FObj
.X
:= X
-PLAYER_RECT
.X
;
4682 FObj
.Y
:= Y
-PLAYER_RECT
.Y
;
4683 if FAlive
and FGhost
then
4689 if not g_Game_IsNet
then
4693 SetDirection(D_LEFT
);
4699 SetDirection(D_RIGHT
);
4705 if FDirection
= D_RIGHT
then
4707 SetDirection(D_LEFT
);
4712 SetDirection(D_RIGHT
);
4718 if not silent
and (Anim
<> nil) then
4720 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4721 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
4724 if g_Game_IsServer
and g_Game_IsNet
then
4725 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4726 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, 0,
4733 function nonz(a
: Single): Single;
4741 procedure TPlayer
.Update();
4744 i
, ii
, wx
, wy
, xd
, yd
, k
: Integer;
4745 blockmon
, headwater
, dospawn
: Boolean;
4750 NetServer
:= g_Game_IsNet
and g_Game_IsServer
;
4751 AnyServer
:= g_Game_IsServer
;
4753 if g_Game_IsClient
and (NetInterpLevel
> 0) then
4754 DoLerp(NetInterpLevel
+ 1)
4760 if FClientID
>= 0 then
4762 FPing
:= NetClients
[FClientID
].Peer
^.lastRoundTripTime
;
4763 if NetClients
[FClientID
].Peer
^.packetsSent
> 0 then
4764 FLoss
:= Round(100*NetClients
[FClientID
].Peer
^.packetsLost
/NetClients
[FClientID
].Peer
^.packetsSent
)
4773 if FAlive
and (gFly
or FJetpack
) then
4776 if FDirection
= D_LEFT
then
4781 if FAlive
and (not FGhost
) then
4783 if FKeys
[KEY_UP
].Pressed
then
4785 if FKeys
[KEY_DOWN
].Pressed
then
4789 if (not (FKeys
[KEY_UP
].Pressed
or FKeys
[KEY_DOWN
].Pressed
)) and
4792 i
:= g_basic
.Sign(FIncCam
);
4793 FIncCam
:= Abs(FIncCam
);
4794 DecMin(FIncCam
, 5, 0);
4795 FIncCam
:= FIncCam
*i
;
4798 // no need to do that each second frame, weapon queue will take care of it
4799 if FAlive
and FKeys
[KEY_NEXTWEAPON
].Pressed
and AnyServer
then NextWeapon();
4800 if FAlive
and FKeys
[KEY_PREVWEAPON
].Pressed
and AnyServer
then PrevWeapon();
4802 if gTime
mod (GAME_TICK
*2) <> 0 then
4804 if (FObj
.Vel
.X
= 0) and FAlive
then
4806 if FKeys
[KEY_LEFT
].Pressed
then
4808 if FKeys
[KEY_RIGHT
].Pressed
then
4814 g_Obj_Move(@FObj
, True, True, True);
4815 positionChanged(); // this updates spatial accelerators
4821 FActionChanged
:= False;
4825 // Let alive player do some actions
4826 if FKeys
[KEY_LEFT
].Pressed
then Run(D_LEFT
);
4827 if FKeys
[KEY_RIGHT
].Pressed
then Run(D_RIGHT
);
4828 //if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4829 //if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4830 if FKeys
[KEY_FIRE
].Pressed
and AnyServer
then Fire();
4831 if FKeys
[KEY_OPEN
].Pressed
and AnyServer
then Use();
4832 if FKeys
[KEY_JUMP
].Pressed
then Jump()
4835 if AnyServer
and FJetpack
then
4839 if NetServer
then MH_SEND_PlayerStats(FUID
);
4841 FCanJetpack
:= True;
4848 for k
:= Low(FKeys
) to KEY_CHAT
-1 do
4850 if FKeys
[k
].Pressed
then
4858 if gGameSettings
.GameType
in [GT_CUSTOM
, GT_SERVER
, GT_CLIENT
] then
4861 if (FTime
[T_RESPAWN
] <= gTime
) and
4862 gGameOn
and (not FAlive
) then
4864 if (g_Player_GetCount() > 1) then
4868 gExit
:= EXIT_RESTART
;
4873 // Dead spectator actions
4876 if FKeys
[KEY_OPEN
].Pressed
and AnyServer
then Fire();
4877 if FKeys
[KEY_FIRE
].Pressed
and AnyServer
then
4881 if (FSpectatePlayer
>= High(gPlayers
)) then
4882 FSpectatePlayer
:= -1
4886 for I
:= FSpectatePlayer
+ 1 to High(gPlayers
) do
4887 if gPlayers
[I
] <> nil then
4888 if gPlayers
[I
].alive
then
4889 if gPlayers
[I
].UID
<> FUID
then
4891 FSpectatePlayer
:= I
;
4896 if not SetSpect
then FSpectatePlayer
:= -1;
4907 if FKeys
[KEY_UP
].Pressed
or FKeys
[KEY_JUMP
].Pressed
then
4909 FYTo
:= FObj
.Y
- 32;
4910 FSpectatePlayer
:= -1;
4912 if FKeys
[KEY_DOWN
].Pressed
then
4914 FYTo
:= FObj
.Y
+ 32;
4915 FSpectatePlayer
:= -1;
4917 if FKeys
[KEY_LEFT
].Pressed
then
4919 FXTo
:= FObj
.X
- 32;
4920 FSpectatePlayer
:= -1;
4922 if FKeys
[KEY_RIGHT
].Pressed
then
4924 FXTo
:= FObj
.X
+ 32;
4925 FSpectatePlayer
:= -1;
4928 if (FXTo
< -64) then
4930 else if (FXTo
> gMapInfo
.Width
+ 32) then
4931 FXTo
:= gMapInfo
.Width
+ 32;
4932 if (FYTo
< -72) then
4934 else if (FYTo
> gMapInfo
.Height
+ 32) then
4935 FYTo
:= gMapInfo
.Height
+ 32;
4940 g_Obj_Move(@FObj
, True, True, True);
4941 positionChanged(); // this updates spatial accelerators
4948 if (FSpectatePlayer
<= High(gPlayers
)) and (FSpectatePlayer
>= 0) then
4949 if gPlayers
[FSpectatePlayer
] <> nil then
4950 if gPlayers
[FSpectatePlayer
].alive
then
4952 FXTo
:= gPlayers
[FSpectatePlayer
].GameX
;
4953 FYTo
:= gPlayers
[FSpectatePlayer
].GameY
;
4957 blockmon
:= g_Map_CollidePanel(FObj
.X
+PLAYER_HEADRECT
.X
, FObj
.Y
+PLAYER_HEADRECT
.Y
,
4958 PLAYER_HEADRECT
.Width
, PLAYER_HEADRECT
.Height
,
4959 PANEL_BLOCKMON
, True);
4960 headwater
:= HeadInLiquid(0, 0);
4962 // Ñîïðîòèâëåíèå âîçäóõà:
4963 if (not FAlive
) or not (FKeys
[KEY_LEFT
].Pressed
or FKeys
[KEY_RIGHT
].Pressed
) then
4964 if FObj
.Vel
.X
<> 0 then
4965 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
4967 if (FLastHit
= HIT_TRAP
) and (FPain
> 90) then FPain
:= 90;
4968 DecMin(FPain
, 5, 0);
4969 DecMin(FPickup
, 1, 0);
4971 if FAlive
and (FObj
.Y
> Integer(gMapInfo
.Height
)+128) and AnyServer
then
4973 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
4974 FMegaRulez
[MR_SUIT
] := 0;
4975 FMegaRulez
[MR_INVUL
] := 0;
4976 FMegaRulez
[MR_INVIS
] := 0;
4977 Kill(K_FALLKILL
, 0, HIT_FALL
);
4984 if FCurrWeap
= WEAPON_SAW
then
4985 if not (FSawSound
.IsPlaying() or FSawSoundHit
.IsPlaying() or
4986 FSawSoundSelect
.IsPlaying()) then
4987 FSawSoundIdle
.PlayAt(FObj
.X
, FObj
.Y
);
4990 if (not FJetSoundFly
.IsPlaying()) and (not FJetSoundOn
.IsPlaying()) and
4991 (not FJetSoundOff
.IsPlaying()) then
4993 FJetSoundFly
.SetPosition(0);
4994 FJetSoundFly
.PlayAt(FObj
.X
, FObj
.Y
);
4997 for b
:= WP_FIRST
to WP_LAST
do
4998 if FReloading
[b
] > 0 then
5004 if FShellTimer
> -1 then
5005 if FShellTimer
= 0 then
5007 if FShellType
= SHELL_SHELL
then
5008 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5009 GameVelX
, GameVelY
-2, SHELL_SHELL
)
5010 else if FShellType
= SHELL_DBLSHELL
then
5012 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5013 GameVelX
+1, GameVelY
-2, SHELL_SHELL
);
5014 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5015 GameVelX
-1, GameVelY
-2, SHELL_SHELL
);
5018 end else Dec(FShellTimer
);
5020 if (FBFGFireCounter
> -1) then
5021 if FBFGFireCounter
= 0 then
5025 wx
:= FObj
.X
+WEAPONPOINT
[FDirection
].X
;
5026 wy
:= FObj
.Y
+WEAPONPOINT
[FDirection
].Y
;
5027 xd
:= wx
+IfThen(FDirection
= D_LEFT
, -30, 30);
5028 yd
:= wy
+firediry();
5029 g_Weapon_bfgshot(wx
, wy
, xd
, yd
, FUID
);
5030 if NetServer
then MH_SEND_PlayerFire(FUID
, WEAPON_BFG
, wx
, wy
, xd
, yd
);
5031 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
5032 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
5033 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
5036 FReloading
[WEAPON_BFG
] := WEAPON_RELOAD
[WEAPON_BFG
];
5037 FBFGFireCounter
:= -1;
5040 FBFGFireCounter
:= 0
5042 Dec(FBFGFireCounter
);
5044 if (FMegaRulez
[MR_SUIT
] < gTime
) and AnyServer
then
5046 b
:= g_GetAcidHit(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
, PLAYER_RECT
.Width
, PLAYER_RECT
.Height
);
5048 if (b
> 0) and (gTime
mod (15*GAME_TICK
) = 0) then Damage(b
, 0, 0, 0, HIT_ACID
);
5051 if (headwater
or blockmon
) then
5057 if AnyServer
then Damage(10, 0, 0, 0, HIT_WATER
);
5060 else if (FAir
mod 31 = 0) and not blockmon
then
5062 g_GFX_Bubbles(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2), FObj
.Y
+PLAYER_RECT
.Y
-4, 5+Random(6), 8, 4);
5063 if Random(2) = 0 then
5064 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
5066 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
5068 end else if FAir
< AIR_DEF
then
5071 if FFireTime
> 0 then
5073 if BodyInLiquid(0, 0) then
5078 else if FMegaRulez
[MR_SUIT
] >= gTime
then
5080 if FMegaRulez
[MR_SUIT
] = gTime
then
5087 if FFirePainTime
<= 0 then
5089 if g_Game_IsServer
then
5090 Damage(5, FFireAttacker
, 0, 0, HIT_FLAME
);
5091 FFirePainTime
:= 18;
5093 FFirePainTime
:= FFirePainTime
- 1;
5094 FFireTime
:= FFireTime
- 1;
5095 if (FFireTime
= 0) and g_Game_IsNet
and g_Game_IsServer
then
5096 MH_SEND_PlayerStats(FUID
);
5100 if FDamageBuffer
> 0 then
5102 if FDamageBuffer
>= 9 then
5106 if FDamageBuffer
< 30 then i
:= 9
5107 else if FDamageBuffer
< 100 then i
:= 18
5111 ii
:= Round(FDamageBuffer
*FHealth
/ nonz(FArmor
*(3/4)+FHealth
));
5112 FArmor
:= FArmor
-(FDamageBuffer
-ii
);
5113 FHealth
:= FHealth
-ii
;
5116 FHealth
:= FHealth
+FArmor
;
5121 if FHealth
<= 0 then
5122 if FHealth
> -30 then Kill(K_SIMPLEKILL
, FLastSpawnerUID
, FLastHit
)
5123 else if FHealth
> -50 then Kill(K_HARDKILL
, FLastSpawnerUID
, FLastHit
)
5124 else Kill(K_EXTRAHARDKILL
, FLastSpawnerUID
, FLastHit
);
5128 if FDamageBuffer
<= 20 then FModel
.PlaySound(MODELSOUND_PAIN
, 1, FObj
.X
, FObj
.Y
)
5129 else if FDamageBuffer
<= 55 then FModel
.PlaySound(MODELSOUND_PAIN
, 2, FObj
.X
, FObj
.Y
)
5130 else if FDamageBuffer
<= 120 then FModel
.PlaySound(MODELSOUND_PAIN
, 3, FObj
.X
, FObj
.Y
)
5131 else FModel
.PlaySound(MODELSOUND_PAIN
, 4, FObj
.X
, FObj
.Y
);
5138 end; // if FAlive then ...
5140 if (FActionAnim
= A_PAIN
) and (FModel
.Animation
<> A_PAIN
) then
5142 FModel
.ChangeAnimation(FActionAnim
, FActionForce
);
5143 FModel
.GetCurrentAnimation
.MinLength
:= i
;
5144 FModel
.GetCurrentAnimationMask
.MinLength
:= i
;
5145 end else FModel
.ChangeAnimation(FActionAnim
, FActionForce
and (FModel
.Animation
<> A_STAND
));
5147 if (FModel
.GetCurrentAnimation
.Played
or ((not FActionChanged
) and (FModel
.Animation
= A_WALK
)))
5148 then SetAction(A_STAND
, True);
5150 if not ((FModel
.Animation
= A_WALK
) and (Abs(FObj
.Vel
.X
) < 4) and not FModel
.Fire
) then FModel
.Update
;
5152 for b
:= Low(FKeys
) to High(FKeys
) do
5153 if FKeys
[b
].Time
= 0 then FKeys
[b
].Pressed
:= False else Dec(FKeys
[b
].Time
);
5157 procedure TPlayer
.getMapBox (out x
, y
, w
, h
: Integer); inline;
5159 x
:= FObj
.X
+PLAYER_RECT
.X
;
5160 y
:= FObj
.Y
+PLAYER_RECT
.Y
;
5161 w
:= PLAYER_RECT
.Width
;
5162 h
:= PLAYER_RECT
.Height
;
5166 procedure TPlayer
.moveBy (dx
, dy
: Integer); inline;
5168 if (dx
<> 0) or (dy
<> 0) then
5177 function TPlayer
.Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean;
5179 Result
:= g_Collide(FObj
.X
+PLAYER_RECT
.X
,
5180 FObj
.Y
+PLAYER_RECT
.Y
,
5187 function TPlayer
.Collide(Panel
: TPanel
): Boolean;
5189 Result
:= g_Collide(FObj
.X
+PLAYER_RECT
.X
,
5190 FObj
.Y
+PLAYER_RECT
.Y
,
5194 Panel
.Width
, Panel
.Height
);
5197 function TPlayer
.Collide(X
, Y
: Integer): Boolean;
5199 X
:= X
-FObj
.X
-PLAYER_RECT
.X
;
5200 Y
:= Y
-FObj
.Y
-PLAYER_RECT
.Y
;
5201 Result
:= (x
>= 0) and (x
<= PLAYER_RECT
.Width
) and
5202 (y
>= 0) and (y
<= PLAYER_RECT
.Height
);
5205 function g_Player_ValidName(Name
: string): Boolean;
5211 if gPlayers
= nil then Exit
;
5213 for a
:= 0 to High(gPlayers
) do
5214 if gPlayers
[a
] <> nil then
5215 if LowerCase(Name
) = LowerCase(gPlayers
[a
].FName
) then
5222 procedure TPlayer
.SetDirection(Direction
: TDirection
);
5226 d
:= FModel
.Direction
;
5228 FModel
.Direction
:= Direction
;
5229 if d
<> Direction
then FModel
.ChangeAnimation(FModel
.Animation
, True);
5231 FDirection
:= Direction
;
5234 function TPlayer
.GetKeys(): Byte;
5238 if R_KEY_RED
in FRulez
then Result
:= KEY_RED
;
5239 if R_KEY_GREEN
in FRulez
then Result
:= Result
or KEY_GREEN
;
5240 if R_KEY_BLUE
in FRulez
then Result
:= Result
or KEY_BLUE
;
5242 if FTeam
= TEAM_RED
then Result
:= Result
or KEY_REDTEAM
;
5243 if FTeam
= TEAM_BLUE
then Result
:= Result
or KEY_BLUETEAM
;
5246 procedure TPlayer
.Use();
5250 if FTime
[T_USE
] > gTime
then Exit
;
5252 g_Triggers_PressR(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
, PLAYER_RECT
.Width
,
5253 PLAYER_RECT
.Height
, FUID
, ACTIVATE_PLAYERPRESS
);
5255 for a
:= 0 to High(gPlayers
) do
5256 if (gPlayers
[a
] <> nil) and (gPlayers
[a
] <> Self
) and
5257 gPlayers
[a
].alive
and SameTeam(FUID
, gPlayers
[a
].FUID
) and
5258 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
5259 FObj
.Rect
.Width
, FObj
.Rect
.Height
, @gPlayers
[a
].FObj
) then
5261 gPlayers
[a
].Touch();
5262 if g_Game_IsNet
and g_Game_IsServer
then
5263 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH
, gPlayers
[a
].FUID
);
5266 FTime
[T_USE
] := gTime
+120;
5269 procedure TPlayer
.NetFire(Wpn
: Byte; X
, Y
, AX
, AY
: Integer; WID
: Integer = -1);
5273 WX
, WY
, XD
, YD
: Integer;
5284 if R_BERSERK
in FRulez
then
5286 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5287 locobj
.X
:= FObj
.X
+FObj
.Rect
.X
;
5288 locobj
.Y
:= FObj
.Y
+FObj
.Rect
.Y
;
5291 locobj
.rect
.Width
:= 39;
5292 locobj
.rect
.Height
:= 52;
5293 locobj
.Vel
.X
:= (xd
-wx
) div 2;
5294 locobj
.Vel
.Y
:= (yd
-wy
) div 2;
5295 locobj
.Accel
.X
:= xd
-wx
;
5296 locobj
.Accel
.y
:= yd
-wy
;
5298 if g_Weapon_Hit(@locobj
, 50, FUID
, HIT_SOME
) <> 0 then
5299 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj
.X
, FObj
.Y
)
5301 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj
.X
, FObj
.Y
);
5305 FPain
:= min(FPain
+ 25, 50);
5307 g_Weapon_punch(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, 3, FUID
);
5312 if g_Weapon_chainsaw(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
5313 IfThen(gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
], 9, 3), FUID
) <> 0 then
5315 FSawSoundSelect
.Stop();
5317 FSawSoundHit
.PlayAt(FObj
.X
, FObj
.Y
);
5319 else if not FSawSoundHit
.IsPlaying() then
5321 FSawSoundSelect
.Stop();
5322 FSawSound
.PlayAt(FObj
.X
, FObj
.Y
);
5329 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX
, Gamey
);
5330 FFireAngle
:= FAngle
;
5332 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5333 GameVelX
, GameVelY
-2, SHELL_BULLET
);
5338 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex
, Gamey
);
5339 FFireAngle
:= FAngle
;
5342 FShellType
:= SHELL_SHELL
;
5347 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex
, Gamey
);
5348 FFireAngle
:= FAngle
;
5351 FShellType
:= SHELL_DBLSHELL
;
5356 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex
, Gamey
);
5357 FFireAngle
:= FAngle
;
5359 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5360 GameVelX
, GameVelY
-2, SHELL_BULLET
);
5363 WEAPON_ROCKETLAUNCHER
:
5365 g_Weapon_Rocket(wx
, wy
, xd
, yd
, FUID
, WID
);
5366 FFireAngle
:= FAngle
;
5372 g_Weapon_Plasma(wx
, wy
, xd
, yd
, FUID
, WID
);
5373 FFireAngle
:= FAngle
;
5379 g_Weapon_BFGShot(wx
, wy
, xd
, yd
, FUID
, WID
);
5380 FFireAngle
:= FAngle
;
5384 WEAPON_SUPERPULEMET
:
5386 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex
, Gamey
);
5387 FFireAngle
:= FAngle
;
5389 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5390 GameVelX
, GameVelY
-2, SHELL_SHELL
);
5393 WEAPON_FLAMETHROWER
:
5395 g_Weapon_flame(wx
, wy
, xd
, yd
, FUID
, WID
);
5396 FFireAngle
:= FAngle
;
5403 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
5404 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
5405 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
5408 procedure TPlayer
.DoLerp(Level
: Integer = 2);
5410 if FObj
.X
<> FXTo
then FObj
.X
:= Lerp(FObj
.X
, FXTo
, Level
);
5411 if FObj
.Y
<> FYTo
then FObj
.Y
:= Lerp(FObj
.Y
, FYTo
, Level
);
5414 procedure TPlayer
.SetLerp(XTo
, YTo
: Integer);
5418 if NetInterpLevel
< 1 then
5428 AX
:= Abs(FXTo
- FObj
.X
);
5429 AY
:= Abs(FYTo
- FObj
.Y
);
5430 if (AX
> 32) or (AX
<= NetInterpLevel
) then
5432 if (AY
> 32) or (AY
<= NetInterpLevel
) then
5437 function TPlayer
.FullInLift(XInc
, YInc
: Integer): Integer;
5439 if g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
5440 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
-8,
5441 PANEL_LIFTUP
, False) then Result
:= -1
5443 if g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
5444 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
-8,
5445 PANEL_LIFTDOWN
, False) then Result
:= 1
5449 function TPlayer
.GetFlag(Flag
: Byte): Boolean;
5456 if Flag
= FLAG_NONE
then
5459 if not g_Game_IsServer
then Exit
;
5461 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5462 if (Flag
= FTeam
) and
5463 (gFlags
[Flag
].State
= FLAG_STATE_NORMAL
) and
5464 (FFlag
<> FLAG_NONE
) then
5466 if FFlag
= FLAG_RED
then
5467 s
:= _lc
[I_PLAYER_FLAG_RED
]
5469 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5471 evtype
:= FLAG_STATE_SCORED
;
5473 ts
:= Format('%.4d', [gFlags
[FFlag
].CaptureTime
]);
5474 Insert('.', ts
, Length(ts
) + 1 - 3);
5475 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_CAPTURE
], [FName
, s
, ts
]), True);
5477 g_Map_ResetFlag(FFlag
);
5478 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_CAPTURE
], [AnsiUpperCase(s
)]), 144);
5480 gTeamStat
[FTeam
].Goals
:= gTeamStat
[FTeam
].Goals
+ 1;
5483 if g_Game_IsNet
then
5485 MH_SEND_FlagEvent(evtype
, FFlag
, FUID
, False);
5489 gFlags
[FFlag
].CaptureTime
:= 0;
5494 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5495 if (Flag
= FTeam
) and
5496 (gFlags
[Flag
].State
= FLAG_STATE_DROPPED
) then
5498 if Flag
= FLAG_RED
then
5499 s
:= _lc
[I_PLAYER_FLAG_RED
]
5501 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5503 evtype
:= FLAG_STATE_RETURNED
;
5504 gFlags
[Flag
].CaptureTime
:= 0;
5506 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_RETURN
], [FName
, s
]), True);
5508 g_Map_ResetFlag(Flag
);
5509 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_RETURN
], [AnsiUpperCase(s
)]), 144);
5512 if g_Game_IsNet
then
5514 MH_SEND_FlagEvent(evtype
, Flag
, FUID
, False);
5520 // Ïîäîáðàë ÷óæîé ôëàã:
5521 if (Flag
<> FTeam
) and (FTime
[T_FLAGCAP
] <= gTime
) then
5525 if Flag
= FLAG_RED
then
5526 s
:= _lc
[I_PLAYER_FLAG_RED
]
5528 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5530 evtype
:= FLAG_STATE_CAPTURED
;
5532 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_GET
], [FName
, s
]), True);
5534 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_GET
], [AnsiUpperCase(s
)]), 144);
5536 gFlags
[Flag
].State
:= FLAG_STATE_CAPTURED
;
5539 if g_Game_IsNet
then
5541 MH_SEND_FlagEvent(evtype
, Flag
, FUID
, False);
5547 procedure TPlayer
.SetFlag(Flag
: Byte);
5550 if FModel
<> nil then
5551 FModel
.SetFlag(FFlag
);
5554 function TPlayer
.DropFlag(): Boolean;
5559 if (not g_Game_IsServer
) or (FFlag
= FLAG_NONE
) then
5561 FTime
[T_FLAGCAP
] := gTime
+ 2000;
5562 with gFlags
[FFlag
] do
5566 Direction
:= FDirection
;
5567 State
:= FLAG_STATE_DROPPED
;
5569 g_Obj_Push(@Obj
, (FObj
.Vel
.X
div 2)-2+Random(5),
5570 (FObj
.Vel
.Y
div 2)-2+Random(5));
5571 positionChanged(); // this updates spatial accelerators
5573 if FFlag
= FLAG_RED
then
5574 s
:= _lc
[I_PLAYER_FLAG_RED
]
5576 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5578 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_DROP
], [FName
, s
]), True);
5579 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_DROP
], [AnsiUpperCase(s
)]), 144);
5581 if g_Game_IsNet
then
5582 MH_SEND_FlagEvent(FLAG_STATE_DROPPED
, Flag
, FUID
, False);
5588 procedure TPlayer
.GetSecret();
5593 procedure TPlayer
.PressKey(Key
: Byte; Time
: Word = 1);
5595 Assert(Key
<= High(FKeys
));
5597 FKeys
[Key
].Pressed
:= True;
5598 FKeys
[Key
].Time
:= Time
;
5601 function TPlayer
.IsKeyPressed(K
: Byte): Boolean;
5603 Result
:= FKeys
[K
].Pressed
;
5606 procedure TPlayer
.ReleaseKeys();
5610 for a
:= Low(FKeys
) to High(FKeys
) do
5612 FKeys
[a
].Pressed
:= False;
5617 procedure TPlayer
.OnDamage(Angle
: SmallInt);
5621 function TPlayer
.firediry(): Integer;
5623 if FKeys
[KEY_UP
].Pressed
then Result
:= -42
5624 else if FKeys
[KEY_DOWN
].Pressed
then Result
:= 19
5628 procedure TPlayer
.RememberState();
5632 FSavedState
.Health
:= FHealth
;
5633 FSavedState
.Armor
:= FArmor
;
5634 FSavedState
.Air
:= FAir
;
5635 FSavedState
.JetFuel
:= FJetFuel
;
5636 FSavedState
.CurrWeap
:= FCurrWeap
;
5637 FSavedState
.NextWeap
:= FNextWeap
;
5638 FSavedState
.NextWeapDelay
:= FNextWeapDelay
;
5641 FSavedState
.Ammo
[i
] := FAmmo
[i
];
5643 FSavedState
.MaxAmmo
[i
] := FMaxAmmo
[i
];
5645 FSavedState
.Rulez
:= FRulez
;
5646 FSavedState
.WaitRecall
:= True;
5649 procedure TPlayer
.RecallState();
5653 if not FSavedState
.WaitRecall
then Exit
;
5655 FHealth
:= FSavedState
.Health
;
5656 FArmor
:= FSavedState
.Armor
;
5657 FAir
:= FSavedState
.Air
;
5658 FJetFuel
:= FSavedState
.JetFuel
;
5659 FCurrWeap
:= FSavedState
.CurrWeap
;
5660 FNextWeap
:= FSavedState
.NextWeap
;
5661 FNextWeapDelay
:= FSavedState
.NextWeapDelay
;
5664 FAmmo
[i
] := FSavedState
.Ammo
[i
];
5666 FMaxAmmo
[i
] := FSavedState
.MaxAmmo
[i
];
5668 FRulez
:= FSavedState
.Rulez
;
5669 FSavedState
.WaitRecall
:= False;
5671 if gGameSettings
.GameType
= GT_SERVER
then
5672 MH_SEND_PlayerStats(FUID
);
5675 procedure TPlayer
.SaveState(var Mem
: TBinMemoryWriter
);
5687 Mem
:= TBinMemoryWriter
.Create(i
);
5689 // Ñèãíàòóðà èãðîêà:
5690 sig
:= PLAYER_SIGNATURE
; // 'PLYR'
5691 Mem
.WriteDWORD(sig
);
5693 Mem
.WriteBoolean(FIamBot
);
5695 Mem
.WriteWord(FUID
);
5697 Mem
.WriteString(FName
, 32);
5699 Mem
.WriteByte(FTeam
);
5701 Mem
.WriteBoolean(FAlive
);
5702 // Èçðàñõîäîâàë ëè âñå æèçíè:
5703 Mem
.WriteBoolean(FNoRespawn
);
5705 if FDirection
= D_LEFT
then
5711 Mem
.WriteInt(FHealth
);
5713 Mem
.WriteByte(FLives
);
5715 Mem
.WriteInt(FArmor
);
5719 Mem
.WriteInt(FJetFuel
);
5721 Mem
.WriteInt(FPain
);
5723 Mem
.WriteInt(FKills
);
5725 Mem
.WriteInt(FMonsterKills
);
5727 Mem
.WriteInt(FFrags
);
5729 Mem
.WriteByte(FFragCombo
);
5730 // Âðåìÿ ïîñëåäíåãî ôðàãà:
5731 Mem
.WriteDWORD(FLastFrag
);
5733 Mem
.WriteInt(FDeath
);
5734 // Êàêîé ôëàã íåñåò:
5735 Mem
.WriteByte(FFlag
);
5737 Mem
.WriteInt(FSecrets
);
5739 Mem
.WriteByte(FCurrWeap
);
5741 Mem
.WriteWord(FNextWeap
);
5743 Mem
.WriteByte(FNextWeapDelay
);
5744 // Âðåìÿ çàðÿäêè BFG:
5745 Mem
.WriteSmallInt(FBFGFireCounter
);
5747 Mem
.WriteInt(FDamageBuffer
);
5748 // Ïîñëåäíèé óäàðèâøèé:
5749 Mem
.WriteWord(FLastSpawnerUID
);
5750 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
5751 Mem
.WriteByte(FLastHit
);
5753 Obj_SaveState(@FObj
, Mem
);
5754 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
5755 for i
:= A_BULLETS
to A_HIGH
do
5756 Mem
.WriteWord(FAmmo
[i
]);
5757 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
5758 for i
:= A_BULLETS
to A_HIGH
do
5759 Mem
.WriteWord(FMaxAmmo
[i
]);
5761 for i
:= WP_FIRST
to WP_LAST
do
5762 Mem
.WriteBoolean(FWeapon
[i
]);
5763 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
5764 for i
:= WP_FIRST
to WP_LAST
do
5765 Mem
.WriteWord(FReloading
[i
]);
5767 if R_ITEM_BACKPACK
in FRulez
then
5772 // Íàëè÷èå êðàñíîãî êëþ÷à:
5773 if R_KEY_RED
in FRulez
then
5778 // Íàëè÷èå çåëåíîãî êëþ÷à:
5779 if R_KEY_GREEN
in FRulez
then
5784 // Íàëè÷èå ñèíåãî êëþ÷à:
5785 if R_KEY_BLUE
in FRulez
then
5790 // Íàëè÷èå áåðñåðêà:
5791 if R_BERSERK
in FRulez
then
5796 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
5797 for i
:= MR_SUIT
to MR_MAX
do
5798 Mem
.WriteDWORD(FMegaRulez
[i
]);
5799 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
5800 for i
:= T_RESPAWN
to T_FLAGCAP
do
5801 Mem
.WriteDWORD(FTime
[i
]);
5804 Mem
.WriteString(str
);
5814 procedure TPlayer
.LoadState(var Mem
: TBinMemoryReader
);
5824 // Ñèãíàòóðà èãðîêà:
5826 if sig
<> PLAYER_SIGNATURE
then // 'PLYR'
5828 raise EBinSizeError
.Create('TPlayer.LoadState: Wrong Player Signature');
5831 Mem
.ReadBoolean(FIamBot
);
5835 Mem
.ReadString(str
);
5836 if (Self
<> gPlayer1
) and (Self
<> gPlayer2
) then
5839 Mem
.ReadByte(FTeam
);
5841 Mem
.ReadBoolean(FAlive
);
5842 // Èçðàñõîäîâàë ëè âñå æèçíè:
5843 Mem
.ReadBoolean(FNoRespawn
);
5847 FDirection
:= D_LEFT
5849 FDirection
:= D_RIGHT
;
5851 Mem
.ReadInt(FHealth
);
5853 Mem
.ReadByte(FLives
);
5855 Mem
.ReadInt(FArmor
);
5859 Mem
.ReadInt(FJetFuel
);
5863 Mem
.ReadInt(FKills
);
5865 Mem
.ReadInt(FMonsterKills
);
5867 Mem
.ReadInt(FFrags
);
5869 Mem
.ReadByte(FFragCombo
);
5870 // Âðåìÿ ïîñëåäíåãî ôðàãà:
5871 Mem
.ReadDWORD(FLastFrag
);
5873 Mem
.ReadInt(FDeath
);
5874 // Êàêîé ôëàã íåñåò:
5875 Mem
.ReadByte(FFlag
);
5877 Mem
.ReadInt(FSecrets
);
5879 Mem
.ReadByte(FCurrWeap
);
5881 Mem
.ReadWord(FNextWeap
);
5883 Mem
.ReadByte(FNextWeapDelay
);
5884 // Âðåìÿ çàðÿäêè BFG:
5885 Mem
.ReadSmallInt(FBFGFireCounter
);
5887 Mem
.ReadInt(FDamageBuffer
);
5888 // Ïîñëåäíèé óäàðèâøèé:
5889 Mem
.ReadWord(FLastSpawnerUID
);
5890 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
5891 Mem
.ReadByte(FLastHit
);
5893 Obj_LoadState(@FObj
, Mem
);
5894 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
5895 for i
:= A_BULLETS
to A_HIGH
do
5896 Mem
.ReadWord(FAmmo
[i
]);
5897 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
5898 for i
:= A_BULLETS
to A_HIGH
do
5899 Mem
.ReadWord(FMaxAmmo
[i
]);
5901 for i
:= WP_FIRST
to WP_LAST
do
5902 Mem
.ReadBoolean(FWeapon
[i
]);
5903 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
5904 for i
:= WP_FIRST
to WP_LAST
do
5905 Mem
.ReadWord(FReloading
[i
]);
5909 Include(FRulez
, R_ITEM_BACKPACK
);
5910 // Íàëè÷èå êðàñíîãî êëþ÷à:
5913 Include(FRulez
, R_KEY_RED
);
5914 // Íàëè÷èå çåëåíîãî êëþ÷à:
5917 Include(FRulez
, R_KEY_GREEN
);
5918 // Íàëè÷èå ñèíåãî êëþ÷à:
5921 Include(FRulez
, R_KEY_BLUE
);
5922 // Íàëè÷èå áåðñåðêà:
5925 Include(FRulez
, R_BERSERK
);
5926 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
5927 for i
:= MR_SUIT
to MR_MAX
do
5928 Mem
.ReadDWORD(FMegaRulez
[i
]);
5929 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
5930 for i
:= T_RESPAWN
to T_FLAGCAP
do
5931 Mem
.ReadDWORD(FTime
[i
]);
5933 Mem
.ReadString(str
);
5935 Mem
.ReadByte(FColor
.R
);
5936 Mem
.ReadByte(FColor
.G
);
5937 Mem
.ReadByte(FColor
.B
);
5938 if Self
= gPlayer1
then
5940 str
:= gPlayer1Settings
.Model
;
5941 FColor
:= gPlayer1Settings
.Color
;
5943 if Self
= gPlayer2
then
5945 str
:= gPlayer2Settings
.Model
;
5946 FColor
:= gPlayer2Settings
.Color
;
5948 // Îáíîâëÿåì ìîäåëü èãðîêà:
5950 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
5951 FModel
.Color
:= TEAMCOLOR
[FTeam
]
5953 FModel
.Color
:= FColor
;
5956 procedure TPlayer
.AllRulez(Health
: Boolean);
5962 FHealth
:= PLAYER_HP_LIMIT
;
5963 FArmor
:= PLAYER_AP_LIMIT
;
5967 for a
:= WP_FIRST
to WP_LAST
do FWeapon
[a
] := True;
5968 for a
:= A_BULLETS
to A_HIGH
do FAmmo
[a
] := 30000;
5969 FRulez
:= FRulez
+[R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
];
5972 procedure TPlayer
.RestoreHealthArmor();
5974 FHealth
:= PLAYER_HP_LIMIT
;
5975 FArmor
:= PLAYER_AP_LIMIT
;
5978 procedure TPlayer
.FragCombo();
5982 if (gGameSettings
.GameMode
in [GM_COOP
, GM_SINGLE
]) or g_Game_IsClient
then
5984 if gTime
- FLastFrag
< FRAG_COMBO_TIME
then
5986 if FFragCombo
< 5 then
5988 Param
:= FUID
or (FFragCombo
shl 16);
5989 if (FComboEvnt
>= Low(gDelayedEvents
)) and
5990 (FComboEvnt
<= High(gDelayedEvents
)) and
5991 gDelayedEvents
[FComboEvnt
].Pending
and
5992 (gDelayedEvents
[FComboEvnt
].DEType
= DE_KILLCOMBO
) and
5993 (gDelayedEvents
[FComboEvnt
].DENum
and $FFFF = FUID
) then
5995 gDelayedEvents
[FComboEvnt
].Time
:= gTime
+ 500;
5996 gDelayedEvents
[FComboEvnt
].DENum
:= Param
;
5999 FComboEvnt
:= g_Game_DelayEvent(DE_KILLCOMBO
, 500, Param
);
6007 procedure TPlayer
.GiveItem(ItemType
: Byte);
6011 if FMegaRulez
[MR_SUIT
] < gTime
+PLAYER_SUIT_TIME
then
6013 FMegaRulez
[MR_SUIT
] := gTime
+PLAYER_SUIT_TIME
;
6017 if FAir
< AIR_MAX
then
6024 if not (R_BERSERK
in FRulez
) then
6026 Include(FRulez
, R_BERSERK
);
6027 if FBFGFireCounter
< 1 then
6029 FCurrWeap
:= WEAPON_KASTET
;
6031 FModel
.SetWeapon(WEAPON_KASTET
);
6035 FBerserk
:= gTime
+30000;
6037 if FHealth
< PLAYER_HP_SOFT
then
6039 FHealth
:= PLAYER_HP_SOFT
;
6040 FBerserk
:= gTime
+30000;
6045 if FMegaRulez
[MR_INVUL
] < gTime
+PLAYER_INVUL_TIME
then
6047 FMegaRulez
[MR_INVUL
] := gTime
+PLAYER_INVUL_TIME
;
6051 if FMegaRulez
[MR_INVIS
] < gTime
+PLAYER_INVIS_TIME
then
6053 FMegaRulez
[MR_INVIS
] := gTime
+PLAYER_INVIS_TIME
;
6057 if FJetFuel
< JET_MAX
then
6059 FJetFuel
:= JET_MAX
;
6062 ITEM_MEDKIT_SMALL
: if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 10, PLAYER_HP_SOFT
);
6063 ITEM_MEDKIT_LARGE
: if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 25, PLAYER_HP_SOFT
);
6065 ITEM_ARMOR_GREEN
: if FArmor
< PLAYER_AP_SOFT
then FArmor
:= PLAYER_AP_SOFT
;
6066 ITEM_ARMOR_BLUE
: if FArmor
< PLAYER_AP_LIMIT
then FArmor
:= PLAYER_AP_LIMIT
;
6068 ITEM_SPHERE_BLUE
: if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 100, PLAYER_HP_LIMIT
);
6070 if (FHealth
< PLAYER_HP_LIMIT
) or (FArmor
< PLAYER_AP_LIMIT
) then
6072 if FHealth
< PLAYER_HP_LIMIT
then FHealth
:= PLAYER_HP_LIMIT
;
6073 if FArmor
< PLAYER_AP_LIMIT
then FArmor
:= PLAYER_AP_LIMIT
;
6076 ITEM_WEAPON_SAW
: FWeapon
[WEAPON_SAW
] := True;
6077 ITEM_WEAPON_SHOTGUN1
: FWeapon
[WEAPON_SHOTGUN1
] := True;
6078 ITEM_WEAPON_SHOTGUN2
: FWeapon
[WEAPON_SHOTGUN2
] := True;
6079 ITEM_WEAPON_CHAINGUN
: FWeapon
[WEAPON_CHAINGUN
] := True;
6080 ITEM_WEAPON_ROCKETLAUNCHER
: FWeapon
[WEAPON_ROCKETLAUNCHER
] := True;
6081 ITEM_WEAPON_PLASMA
: FWeapon
[WEAPON_PLASMA
] := True;
6082 ITEM_WEAPON_BFG
: FWeapon
[WEAPON_BFG
] := True;
6083 ITEM_WEAPON_SUPERPULEMET
: FWeapon
[WEAPON_SUPERPULEMET
] := True;
6084 ITEM_WEAPON_FLAMETHROWER
: FWeapon
[WEAPON_FLAMETHROWER
] := True;
6086 ITEM_AMMO_BULLETS
: if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
6087 ITEM_AMMO_BULLETS_BOX
: if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
6088 ITEM_AMMO_SHELLS
: if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
6089 ITEM_AMMO_SHELLS_BOX
: if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 25, FMaxAmmo
[A_SHELLS
]);
6090 ITEM_AMMO_ROCKET
: if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
6091 ITEM_AMMO_ROCKET_BOX
: if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 5, FMaxAmmo
[A_ROCKETS
]);
6092 ITEM_AMMO_CELL
: if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
6093 ITEM_AMMO_CELL_BIG
: if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 100, FMaxAmmo
[A_CELLS
]);
6094 ITEM_AMMO_FUELCAN
: if FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
] then IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
6097 if (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or
6098 (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or
6099 (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or
6100 (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or
6101 (FMaxAmmo
[A_FUEL
] < AmmoLimits
[1, A_FUEL
]) then
6103 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[1, A_BULLETS
];
6104 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[1, A_SHELLS
];
6105 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[1, A_ROCKETS
];
6106 FMaxAmmo
[A_CELLS
] := AmmoLimits
[1, A_CELLS
];
6107 FMaxAmmo
[A_FUEL
] := AmmoLimits
[1, A_FUEL
];
6109 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
6110 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
6111 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
6112 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
6114 FRulez
:= FRulez
+ [R_ITEM_BACKPACK
];
6117 ITEM_KEY_RED
: if not (R_KEY_RED
in FRulez
) then Include(FRulez
, R_KEY_RED
);
6118 ITEM_KEY_GREEN
: if not (R_KEY_GREEN
in FRulez
) then Include(FRulez
, R_KEY_GREEN
);
6119 ITEM_KEY_BLUE
: if not (R_KEY_BLUE
in FRulez
) then Include(FRulez
, R_KEY_BLUE
);
6121 ITEM_BOTTLE
: if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 4, PLAYER_HP_LIMIT
);
6122 ITEM_HELMET
: if FArmor
< PLAYER_AP_LIMIT
then IncMax(FArmor
, 5, PLAYER_AP_LIMIT
);
6127 if g_Game_IsNet
and g_Game_IsServer
then
6128 MH_SEND_PlayerStats(FUID
);
6131 procedure TPlayer
.FlySmoke(Times
: DWORD
= 1);
6136 if (Random(5) = 1) and (Times
= 1) then
6139 if BodyInLiquid(0, 0) then
6141 g_GFX_Bubbles(Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2)+Random(3)-1,
6142 Obj
.Y
+Obj
.Rect
.Height
+8, 1, 8, 4);
6143 if Random(2) = 0 then
6144 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
6146 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
6150 if g_Frames_Get(id
, 'FRAMES_SMOKE') then
6152 for i
:= 1 to Times
do
6154 Anim
:= TAnimation
.Create(id
, False, 3);
6156 g_GFX_OnceAnim(Obj
.X
+Obj
.Rect
.X
+Random(Obj
.Rect
.Width
+Times
*2)-(Anim
.Width
div 2),
6157 Obj
.Y
+Obj
.Rect
.Height
-4+Random(8+Times
*2), Anim
, ONCEANIM_SMOKE
);
6163 procedure TPlayer
.OnFireFlame(Times
: DWORD
= 1);
6168 if (Random(10) = 1) and (Times
= 1) then
6171 if g_Frames_Get(id
, 'FRAMES_FLAME') then
6173 for i
:= 1 to Times
do
6175 Anim
:= TAnimation
.Create(id
, False, 3);
6177 g_GFX_OnceAnim(Obj
.X
+Obj
.Rect
.X
+Random(Obj
.Rect
.Width
+Times
*2)-(Anim
.Width
div 2),
6178 Obj
.Y
+8+Random(8+Times
*2), Anim
, ONCEANIM_SMOKE
);
6184 procedure TPlayer
.PauseSounds(Enable
: Boolean);
6186 FSawSound
.Pause(Enable
);
6187 FSawSoundIdle
.Pause(Enable
);
6188 FSawSoundHit
.Pause(Enable
);
6189 FSawSoundSelect
.Pause(Enable
);
6194 constructor TCorpse
.Create(X
, Y
: Integer; ModelName
: String; aMess
: Boolean);
6199 FObj
.Rect
:= PLAYER_CORPSERECT
;
6200 FModelName
:= ModelName
;
6205 FState
:= CORPSE_STATE_MESS
;
6206 g_PlayerModel_GetAnim(ModelName
, A_DIE2
, FAnimation
, FAnimationMask
);
6210 FState
:= CORPSE_STATE_NORMAL
;
6211 g_PlayerModel_GetAnim(ModelName
, A_DIE1
, FAnimation
, FAnimationMask
);
6215 destructor TCorpse
.Destroy();
6222 function TCorpse
.ObjPtr (): PObj
; inline; begin result
:= @FObj
; end;
6224 procedure TCorpse
.positionChanged (); inline; begin end;
6226 procedure TCorpse
.moveBy (dx
, dy
: Integer); inline;
6228 if (dx
<> 0) or (dy
<> 0) then
6237 procedure TCorpse
.getMapBox (out x
, y
, w
, h
: Integer); inline;
6239 x
:= FObj
.X
+PLAYER_CORPSERECT
.X
;
6240 y
:= FObj
.Y
+PLAYER_CORPSERECT
.Y
;
6241 w
:= PLAYER_CORPSERECT
.Width
;
6242 h
:= PLAYER_CORPSERECT
.Height
;
6246 procedure TCorpse
.Damage(Value
: Word; vx
, vy
: Integer);
6250 if FState
= CORPSE_STATE_REMOVEME
then
6253 FDamage
:= FDamage
+ Value
;
6255 if FDamage
> 150 then
6257 if FAnimation
<> nil then
6262 FState
:= CORPSE_STATE_REMOVEME
;
6264 g_Player_CreateGibs(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
6265 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
6266 FModelName
, FColor
);
6267 // Çâóê ìÿñà îò òðóïà:
6268 pm
:= g_PlayerModel_Get(FModelName
);
6269 pm
.PlaySound(MODELSOUND_DIE
, 5, FObj
.X
, FObj
.Y
);
6275 FObj
.Vel
.X
:= FObj
.Vel
.X
+ vx
;
6276 FObj
.Vel
.Y
:= FObj
.Vel
.Y
+ vy
;
6277 g_GFX_Blood(FObj
.X
+PLAYER_CORPSERECT
.X
+(PLAYER_CORPSERECT
.Width
div 2),
6278 FObj
.Y
+PLAYER_CORPSERECT
.Y
+(PLAYER_CORPSERECT
.Height
div 2),
6279 Value
, vx
, vy
, 16, (PLAYER_CORPSERECT
.Height
*2) div 3,
6284 procedure TCorpse
.Draw();
6286 if FState
= CORPSE_STATE_REMOVEME
then
6289 if FAnimation
<> nil then
6290 FAnimation
.Draw(FObj
.X
, FObj
.Y
, M_NONE
);
6292 if FAnimationMask
<> nil then
6295 FAnimationMask
.Draw(FObj
.X
, FObj
.Y
, M_NONE
);
6302 procedure TCorpse
.Update();
6306 if FState
= CORPSE_STATE_REMOVEME
then
6309 if gTime
mod (GAME_TICK
*2) <> 0 then
6311 g_Obj_Move(@FObj
, True, True, True);
6312 positionChanged(); // this updates spatial accelerators
6316 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6317 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
6319 st
:= g_Obj_Move(@FObj
, True, True, True);
6320 positionChanged(); // this updates spatial accelerators
6322 if WordBool(st
and MOVE_FALLOUT
) then
6324 FState
:= CORPSE_STATE_REMOVEME
;
6328 if FAnimation
<> nil then
6329 FAnimation
.Update();
6330 if FAnimationMask
<> nil then
6331 FAnimationMask
.Update();
6334 procedure TCorpse
.SaveState(var Mem
: TBinMemoryWriter
);
6343 sig
:= CORPSE_SIGNATURE
; // 'CORP'
6344 Mem
.WriteDWORD(sig
);
6346 Mem
.WriteByte(FState
);
6347 // Íàêîïëåííûé óðîí:
6348 Mem
.WriteByte(FDamage
);
6350 Mem
.WriteByte(FColor
.R
);
6351 Mem
.WriteByte(FColor
.G
);
6352 Mem
.WriteByte(FColor
.B
);
6354 Obj_SaveState(@FObj
, Mem
);
6355 // Åñòü ëè àíèìàöèÿ:
6356 anim
:= FAnimation
<> nil;
6357 Mem
.WriteBoolean(anim
);
6358 // Åñëè åñòü - ñîõðàíÿåì:
6360 FAnimation
.SaveState(Mem
);
6361 // Åñòü ëè ìàñêà àíèìàöèè:
6362 anim
:= FAnimationMask
<> nil;
6363 Mem
.WriteBoolean(anim
);
6364 // Åñëè åñòü - ñîõðàíÿåì:
6366 FAnimationMask
.SaveState(Mem
);
6369 procedure TCorpse
.LoadState(var Mem
: TBinMemoryReader
);
6379 if sig
<> CORPSE_SIGNATURE
then // 'CORP'
6381 raise EBinSizeError
.Create('TCorpse.LoadState: Wrong Corpse Signature');
6384 Mem
.ReadByte(FState
);
6385 // Íàêîïëåííûé óðîí:
6386 Mem
.ReadByte(FDamage
);
6388 Mem
.ReadByte(FColor
.R
);
6389 Mem
.ReadByte(FColor
.G
);
6390 Mem
.ReadByte(FColor
.B
);
6392 Obj_LoadState(@FObj
, Mem
);
6393 // Åñòü ëè àíèìàöèÿ:
6394 Mem
.ReadBoolean(anim
);
6395 // Åñëè åñòü - çàãðóæàåì:
6398 Assert(FAnimation
<> nil, 'TCorpse.LoadState: no FAnimation');
6399 FAnimation
.LoadState(Mem
);
6401 // Åñòü ëè ìàñêà àíèìàöèè:
6402 Mem
.ReadBoolean(anim
);
6403 // Åñëè åñòü - çàãðóæàåì:
6406 Assert(FAnimationMask
<> nil, 'TCorpse.LoadState: no FAnimationMask');
6407 FAnimationMask
.LoadState(Mem
);
6413 constructor TBot
.Create();
6420 FSpectator
:= False;
6427 for a
:= WP_FIRST
to WP_LAST
do
6429 FDifficult
.WeaponPrior
[a
] := WEAPON_PRIOR1
[a
];
6430 FDifficult
.CloseWeaponPrior
[a
] := WEAPON_PRIOR2
[a
];
6431 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6435 destructor TBot
.Destroy();
6438 inherited Destroy();
6441 procedure TBot
.Draw();
6445 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6446 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6449 procedure TBot
.Respawn(Silent
: Boolean; Force
: Boolean = False);
6451 inherited Respawn(Silent
, Force
);
6454 FSelectedWeapon
:= FCurrWeap
;
6459 procedure TBot
.UpdateCombat();
6472 TTargetRecord
= array of TTarget
;
6474 function Compare(a
, b
: TTarget
): Integer;
6476 if a
.Line
and not b
.Line
then // A íà ëèíèè îãíÿ
6479 if not a
.Line
and b
.Line
then // B íà ëèíèè îãíÿ
6481 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6482 if (a
.Line
and b
.Line
) or ((not a
.Line
) and (not b
.Line
)) then
6484 if a
.Dist
> b
.Dist
then // B áëèæå
6486 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6489 else // Ñòðàííî -> A
6494 a
, x1
, y1
, x2
, y2
: Integer;
6495 targets
: TTargetRecord
;
6497 Target
, BestTarget
: TTarget
;
6498 firew
, fireh
: Integer;
6502 vsPlayer
, vsMonster
, ok
: Boolean;
6505 function monsUpdate (mon
: TMonster
): Boolean;
6507 result
:= false; // don't stop
6508 if mon
.alive
and (mon
.MonsterType
<> MONSTER_BARREL
) then
6510 if not TargetOnScreen(mon
.Obj
.X
+mon
.Obj
.Rect
.X
, mon
.Obj
.Y
+mon
.Obj
.Rect
.Y
) then exit
;
6512 x2
:= mon
.Obj
.X
+mon
.Obj
.Rect
.X
+(mon
.Obj
.Rect
.Width
div 2);
6513 y2
:= mon
.Obj
.Y
+mon
.Obj
.Rect
.Y
+(mon
.Obj
.Rect
.Height
div 2);
6515 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6516 if g_TraceVector(x1
, y1
, x2
, y2
) then
6518 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6519 SetLength(targets
, Length(targets
)+1);
6520 with targets
[High(targets
)] do
6527 Rect
:= mon
.Obj
.Rect
;
6528 Dist
:= g_PatchLength(x1
, y1
, x2
, y2
);
6529 Line
:= (y1
+4 < Target
.Y
+ mon
.Obj
.Rect
.Y
+ mon
.Obj
.Rect
.Height
) and
6530 (y1
-4 > Target
.Y
+ mon
.Obj
.Rect
.Y
);
6539 vsPlayer
:= LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSPLAYER
);
6540 vsMonster
:= LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSMONSTER
);
6542 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6543 if FCurrWeap
<> FSelectedWeapon
then
6546 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6547 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap
= FSelectedWeapon
) then
6549 RemoveAIFlag('NEEDFIRE');
6552 WEAPON_PLASMA
, WEAPON_SUPERPULEMET
, WEAPON_CHAINGUN
: PressKey(KEY_FIRE
, 20);
6553 WEAPON_SAW
, WEAPON_KASTET
, WEAPON_FLAMETHROWER
: PressKey(KEY_FIRE
, 40);
6554 else PressKey(KEY_FIRE
);
6558 // Êîîðäèíàòû ñòâîëà:
6559 x1
:= FObj
.X
+ WEAPONPOINT
[FDirection
].X
;
6560 y1
:= FObj
.Y
+ WEAPONPOINT
[FDirection
].Y
;
6562 Target
.UID
:= FTargetUID
;
6565 if Target
.UID
<> 0 then
6566 begin // Öåëü åñòü - íàñòðàèâàåì
6567 if (g_GetUIDType(Target
.UID
) = UID_PLAYER
) and
6570 tpla
:= g_Player_Get(Target
.UID
);
6574 if (@FObj
) <> nil then
6581 Target
.cX
:= Target
.X
+ PLAYER_RECT_CX
;
6582 Target
.cY
:= Target
.Y
+ PLAYER_RECT_CY
;
6583 Target
.Rect
:= PLAYER_RECT
;
6584 Target
.Visible
:= g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
);
6585 Target
.Line
:= (y1
+4 < Target
.Y
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
) and
6586 (y1
-4 > Target
.Y
+PLAYER_RECT
.Y
);
6587 Target
.IsPlayer
:= True;
6591 if (g_GetUIDType(Target
.UID
) = UID_MONSTER
) and
6594 mon
:= g_Monsters_ByUID(Target
.UID
);
6597 Target
.X
:= mon
.Obj
.X
;
6598 Target
.Y
:= mon
.Obj
.Y
;
6600 Target
.cX
:= Target
.X
+ mon
.Obj
.Rect
.X
+ (mon
.Obj
.Rect
.Width
div 2);
6601 Target
.cY
:= Target
.Y
+ mon
.Obj
.Rect
.Y
+ (mon
.Obj
.Rect
.Height
div 2);
6602 Target
.Rect
:= mon
.Obj
.Rect
;
6603 Target
.Visible
:= g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
);
6604 Target
.Line
:= (y1
+4 < Target
.Y
+ mon
.Obj
.Rect
.Y
+ mon
.Obj
.Rect
.Height
) and
6605 (y1
-4 > Target
.Y
+ mon
.Obj
.Rect
.Y
);
6606 Target
.IsPlayer
:= False;
6613 begin // Öåëè íåò - îáíóëÿåì
6618 Target
.Visible
:= False;
6619 Target
.Line
:= False;
6620 Target
.IsPlayer
:= False;
6625 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6626 if (not Target
.Line
) or (not Target
.Visible
) then
6630 for a
:= 0 to High(gPlayers
) do
6631 if (gPlayers
[a
] <> nil) and (gPlayers
[a
].alive
) and
6632 (gPlayers
[a
].FUID
<> FUID
) and
6633 (not SameTeam(FUID
, gPlayers
[a
].FUID
)) and
6634 (not gPlayers
[a
].NoTarget
) and
6635 (gPlayers
[a
].FMegaRulez
[MR_INVIS
] < gTime
) then
6637 if not TargetOnScreen(gPlayers
[a
].FObj
.X
+ PLAYER_RECT
.X
,
6638 gPlayers
[a
].FObj
.Y
+ PLAYER_RECT
.Y
) then
6641 x2
:= gPlayers
[a
].FObj
.X
+ PLAYER_RECT_CX
;
6642 y2
:= gPlayers
[a
].FObj
.Y
+ PLAYER_RECT_CY
;
6644 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6645 if g_TraceVector(x1
, y1
, x2
, y2
) then
6647 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6648 SetLength(targets
, Length(targets
)+1);
6649 with targets
[High(targets
)] do
6651 UID
:= gPlayers
[a
].FUID
;
6652 X
:= gPlayers
[a
].FObj
.X
;
6653 Y
:= gPlayers
[a
].FObj
.Y
;
6656 Rect
:= PLAYER_RECT
;
6657 Dist
:= g_PatchLength(x1
, y1
, x2
, y2
);
6658 Line
:= (y1
+4 < Target
.Y
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
) and
6659 (y1
-4 > Target
.Y
+PLAYER_RECT
.Y
);
6667 if vsMonster
then g_Mons_ForEach(monsUpdate
);
6670 // Åñëè åñòü âîçìîæíûå öåëè:
6671 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6672 if targets
<> nil then
6674 // Âûáèðàåì íàèëó÷øóþ öåëü:
6675 BestTarget
:= targets
[0];
6676 if Length(targets
) > 1 then
6677 for a
:= 1 to High(targets
) do
6678 if Compare(BestTarget
, targets
[a
]) = 1 then
6679 BestTarget
:= targets
[a
];
6681 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6682 if ((not Target
.Visible
) and BestTarget
.Visible
and (Target
.UID
<> BestTarget
.UID
)) or
6683 ((not Target
.Line
) and BestTarget
.Line
and BestTarget
.Visible
) then
6685 Target
:= BestTarget
;
6687 if (Healthy() = 3) or ((Healthy() = 2)) then
6688 begin // Åñëè çäîðîâû - äîãîíÿåì
6689 if ((RunDirection() = D_LEFT
) and (Target
.X
> FObj
.X
)) then
6690 SetAIFlag('GORIGHT', '1');
6691 if ((RunDirection() = D_RIGHT
) and (Target
.X
< FObj
.X
)) then
6692 SetAIFlag('GOLEFT', '1');
6695 begin // Åñëè ïîáèòû - óáåãàåì
6696 if ((RunDirection() = D_LEFT
) and (Target
.X
< FObj
.X
)) then
6697 SetAIFlag('GORIGHT', '1');
6698 if ((RunDirection() = D_RIGHT
) and (Target
.X
> FObj
.X
)) then
6699 SetAIFlag('GOLEFT', '1');
6702 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6703 SelectWeapon(Abs(x1
-Target
.cX
));
6708 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6709 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6710 if Target
.UID
<> 0 then
6712 if not TargetOnScreen(Target
.X
+ Target
.Rect
.X
,
6713 Target
.Y
+ Target
.Rect
.Y
) then
6714 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6715 if (Healthy() = 3) or ((Healthy() = 2)) then
6716 begin // Åñëè çäîðîâû - äîãîíÿåì
6717 if ((RunDirection() = D_LEFT
) and (Target
.X
> FObj
.X
)) then
6718 SetAIFlag('GORIGHT', '1');
6719 if ((RunDirection() = D_RIGHT
) and (Target
.X
< FObj
.X
)) then
6720 SetAIFlag('GOLEFT', '1');
6723 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6725 if ((RunDirection() = D_LEFT
) and (Target
.X
< FObj
.X
)) then
6726 SetAIFlag('GORIGHT', '1');
6727 if ((RunDirection() = D_RIGHT
) and (Target
.X
> FObj
.X
)) then
6728 SetAIFlag('GOLEFT', '1');
6732 begin // Öåëü ïîêà íà "ýêðàíå"
6733 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
6734 if g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
6735 FLastVisible
:= gTime
;
6736 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
6737 if (Abs(FObj
.Y
-Target
.Y
) <= 128) then
6739 if ((RunDirection() = D_LEFT
) and (Target
.X
> FObj
.X
)) then
6740 SetAIFlag('GORIGHT', '1');
6741 if ((RunDirection() = D_RIGHT
) and (Target
.X
< FObj
.X
)) then
6742 SetAIFlag('GOLEFT', '1');
6746 // Âûáèðàåì óãîë ââåðõ:
6747 if FDirection
= D_LEFT
then
6748 angle
:= ANGLE_LEFTUP
6750 angle
:= ANGLE_RIGHTUP
;
6752 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6753 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6755 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6756 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
6757 Target
.X
+Target
.Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128), //96
6758 Target
.Y
+Target
.Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
6759 Target
.Rect
.Width
, Target
.Rect
.Height
) and
6760 g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
6761 begin // òî íóæíî ñòðåëÿòü ââåðõ
6762 SetAIFlag('NEEDFIRE', '1');
6763 SetAIFlag('NEEDSEEUP', '1');
6766 // Âûáèðàåì óãîë âíèç:
6767 if FDirection
= D_LEFT
then
6768 angle
:= ANGLE_LEFTDOWN
6770 angle
:= ANGLE_RIGHTDOWN
;
6772 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6773 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6775 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6776 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
6777 Target
.X
+Target
.Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
6778 Target
.Y
+Target
.Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
6779 Target
.Rect
.Width
, Target
.Rect
.Height
) and
6780 g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
6781 begin // òî íóæíî ñòðåëÿòü âíèç
6782 SetAIFlag('NEEDFIRE', '1');
6783 SetAIFlag('NEEDSEEDOWN', '1');
6786 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
6787 if Target
.Visible
and
6788 (y1
+4 < Target
.Y
+Target
.Rect
.Y
+Target
.Rect
.Height
) and
6789 (y1
-4 > Target
.Y
+Target
.Rect
.Y
) then
6791 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
6792 if ((FDirection
= D_LEFT
) and (Target
.X
< FObj
.X
)) or
6793 ((FDirection
= D_RIGHT
) and (Target
.X
> FObj
.X
)) then
6794 begin // òî íóæíî ñòðåëÿòü âïåðåä
6795 SetAIFlag('NEEDFIRE', '1');
6796 SetAIFlag('NEEDSEEDOWN', '');
6797 SetAIFlag('NEEDSEEUP', '');
6799 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
6800 if Abs(FObj
.X
-Target
.X
) < Trunc(gPlayerScreenSize
.X
*0.75) then
6801 if GetRnd(FDifficult
.CloseJump
) then
6802 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
6803 if Abs(FObj
.X
-Target
.X
) < 128 then
6807 if Random(a
) = 0 then
6808 SetAIFlag('NEEDJUMP', '1');
6812 // Åñëè öåëü âñå åùå åñòü:
6813 if Target
.UID
<> 0 then
6814 if gTime
-FLastVisible
> 2000 then // Åñëè âèäåëè äàâíî
6815 Target
.UID
:= 0 // òî çàáûòü öåëü
6816 else // Åñëè âèäåëè íåäàâíî
6817 begin // íî öåëü óáèëè
6818 if Target
.IsPlayer
then
6819 begin // Öåëü - èãðîê
6820 pla
:= g_Player_Get(Target
.UID
);
6821 if (pla
= nil) or (not pla
.alive
) or pla
.NoTarget
or
6822 (pla
.FMegaRulez
[MR_INVIS
] >= gTime
) then
6823 Target
.UID
:= 0; // òî çàáûòü öåëü
6826 begin // Öåëü - ìîíñòð
6827 mon
:= g_Monsters_ByUID(Target
.UID
);
6828 if (mon
= nil) or (not mon
.alive
) then
6829 Target
.UID
:= 0; // òî çàáûòü öåëü
6832 end; // if Target.UID <> 0
6834 FTargetUID
:= Target
.UID
;
6836 // Åñëè âîçìîæíûõ öåëåé íåò:
6837 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
6838 if targets
= nil then
6839 if GetAIFlag('ATTACKLEFT') <> '' then
6840 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
6841 RemoveAIFlag('ATTACKLEFT');
6843 SetAIFlag('NEEDJUMP', '1');
6845 if RunDirection() = D_RIGHT
then
6846 begin // Èäåì íå â òó ñòîðîíó
6847 if (Healthy() > 1) and GetRnd(FDifficult
.InvisFire
) then
6848 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
6849 SetAIFlag('NEEDFIRE', '1');
6850 SetAIFlag('GOLEFT', '1');
6854 begin // Èäåì â íóæíóþ ñòîðîíó
6855 if GetRnd(FDifficult
.InvisFire
) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6856 SetAIFlag('NEEDFIRE', '1');
6857 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6858 SetAIFlag('GORIGHT', '1');
6862 if GetAIFlag('ATTACKRIGHT') <> '' then
6863 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
6864 RemoveAIFlag('ATTACKRIGHT');
6866 SetAIFlag('NEEDJUMP', '1');
6868 if RunDirection() = D_LEFT
then
6869 begin // Èäåì íå â òó ñòîðîíó
6870 if (Healthy() > 1) and GetRnd(FDifficult
.InvisFire
) then
6871 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
6872 SetAIFlag('NEEDFIRE', '1');
6873 SetAIFlag('GORIGHT', '1');
6878 if GetRnd(FDifficult
.InvisFire
) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6879 SetAIFlag('NEEDFIRE', '1');
6880 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6881 SetAIFlag('GOLEFT', '1');
6885 //HACK! (does it belongs there?)
6886 RealizeCurrentWeapon();
6888 // Åñëè åñòü âîçìîæíûå öåëè:
6889 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
6890 if (targets
<> nil) and (GetAIFlag('NEEDFIRE') <> '') then
6891 for a
:= 0 to High(targets
) do
6893 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
6894 if GetRnd(FDifficult
.DiagFire
) then
6896 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
6897 if FDirection
= D_LEFT
then
6898 angle
:= ANGLE_LEFTUP
6900 angle
:= ANGLE_RIGHTUP
;
6902 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6903 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6905 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
6906 targets
[a
].X
+targets
[a
].Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
6907 targets
[a
].Y
+targets
[a
].Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
6908 targets
[a
].Rect
.Width
, targets
[a
].Rect
.Height
) and
6909 g_TraceVector(x1
, y1
, targets
[a
].cX
, targets
[a
].cY
) then
6911 SetAIFlag('NEEDFIRE', '1');
6912 SetAIFlag('NEEDSEEUP', '1');
6915 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
6916 if FDirection
= D_LEFT
then
6917 angle
:= ANGLE_LEFTDOWN
6919 angle
:= ANGLE_RIGHTDOWN
;
6921 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6922 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6924 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
6925 targets
[a
].X
+targets
[a
].Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
6926 targets
[a
].Y
+targets
[a
].Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
6927 targets
[a
].Rect
.Width
, targets
[a
].Rect
.Height
) and
6928 g_TraceVector(x1
, y1
, targets
[a
].cX
, targets
[a
].cY
) then
6930 SetAIFlag('NEEDFIRE', '1');
6931 SetAIFlag('NEEDSEEDOWN', '1');
6935 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
6936 if targets
[a
].Line
and targets
[a
].Visible
and
6937 (((FDirection
= D_LEFT
) and (targets
[a
].X
< FObj
.X
)) or
6938 ((FDirection
= D_RIGHT
) and (targets
[a
].X
> FObj
.X
))) then
6940 SetAIFlag('NEEDFIRE', '1');
6945 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
6946 if g_Weapon_Danger(FUID
, FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
,
6947 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
,
6948 40+GetInterval(FDifficult
.Cover
, 40)) then
6949 SetAIFlag('NEEDJUMP', '1');
6951 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
6952 ammo
:= GetAmmoByWeapon(FCurrWeap
);
6953 if ((FCurrWeap
= WEAPON_SHOTGUN2
) and (ammo
< 2)) or
6954 ((FCurrWeap
= WEAPON_BFG
) and (ammo
< 40)) or
6956 SetAIFlag('SELECTWEAPON', '1');
6958 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
6959 if GetAIFlag('SELECTWEAPON') = '1' then
6962 RemoveAIFlag('SELECTWEAPON');
6966 procedure TBot
.Update();
6979 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
6980 if (g_debug_BotAIOff
= 1) and (Team
= TEAM_RED
) then
6982 if (g_debug_BotAIOff
= 2) and (Team
= TEAM_BLUE
) then
6984 if g_debug_BotAIOff
= 3 then
6994 RealizeCurrentWeapon();
7001 procedure TBot
.ReleaseKey(Key
: Byte);
7010 function TBot
.KeyPressed(Key
: Word): Boolean;
7012 Result
:= FKeys
[Key
].Pressed
;
7015 function TBot
.GetAIFlag(aName
: String20
): String20
;
7021 aName
:= LowerCase(aName
);
7023 if FAIFlags
<> nil then
7024 for a
:= 0 to High(FAIFlags
) do
7025 if LowerCase(FAIFlags
[a
].Name
) = aName
then
7027 Result
:= FAIFlags
[a
].Value
;
7032 procedure TBot
.RemoveAIFlag(aName
: String20
);
7036 if FAIFlags
= nil then Exit
;
7038 aName
:= LowerCase(aName
);
7040 for a
:= 0 to High(FAIFlags
) do
7041 if LowerCase(FAIFlags
[a
].Name
) = aName
then
7043 if a
<> High(FAIFlags
) then
7044 for b
:= a
to High(FAIFlags
)-1 do
7045 FAIFlags
[b
] := FAIFlags
[b
+1];
7047 SetLength(FAIFlags
, Length(FAIFlags
)-1);
7052 procedure TBot
.SetAIFlag(aName
, fValue
: String20
);
7060 aName
:= LowerCase(aName
);
7062 if FAIFlags
<> nil then
7063 for a
:= 0 to High(FAIFlags
) do
7064 if LowerCase(FAIFlags
[a
].Name
) = aName
then
7070 if ok
then FAIFlags
[a
].Value
:= fValue
7073 SetLength(FAIFlags
, Length(FAIFlags
)+1);
7074 with FAIFlags
[High(FAIFlags
)] do
7082 procedure TBot
.UpdateMove
;
7084 procedure GoLeft(Time
: Word = 1);
7086 ReleaseKey(KEY_LEFT
);
7087 ReleaseKey(KEY_RIGHT
);
7088 PressKey(KEY_LEFT
, Time
);
7089 SetDirection(D_LEFT
);
7092 procedure GoRight(Time
: Word = 1);
7094 ReleaseKey(KEY_LEFT
);
7095 ReleaseKey(KEY_RIGHT
);
7096 PressKey(KEY_RIGHT
, Time
);
7097 SetDirection(D_RIGHT
);
7100 function Rnd(a
: Word): Boolean;
7102 Result
:= Random(a
) = 0;
7105 procedure Turn(Time
: Word = 1200);
7107 if RunDirection() = D_LEFT
then GoRight(Time
) else GoLeft(Time
);
7112 ReleaseKey(KEY_LEFT
);
7113 ReleaseKey(KEY_RIGHT
);
7116 function CanRunLeft(): Boolean;
7118 Result
:= not CollideLevel(-1, 0);
7121 function CanRunRight(): Boolean;
7123 Result
:= not CollideLevel(1, 0);
7126 function CanRun(): Boolean;
7128 if RunDirection() = D_LEFT
then Result
:= CanRunLeft() else Result
:= CanRunRight();
7131 procedure Jump(Time
: Word = 30);
7133 PressKey(KEY_JUMP
, Time
);
7136 function NearHole(): Boolean;
7140 { TODO 5 : Ëåñòíèöû }
7141 sx
:= IfThen(RunDirection() = D_LEFT
, -1, 1);
7142 for x
:= 1 to PLAYER_RECT
.Width
do
7143 if (not StayOnStep(x
*sx
, 0)) and
7144 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
7145 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
7154 function BorderHole(): Boolean;
7158 { TODO 5 : Ëåñòíèöû }
7159 sx
:= IfThen(RunDirection() = D_LEFT
, -1, 1);
7160 for x
:= 1 to PLAYER_RECT
.Width
do
7161 if (not StayOnStep(x
*sx
, 0)) and
7162 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
7163 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
7165 for xx
:= x
to x
+32 do
7166 if CollideLevel(xx
*sx
, PLAYER_RECT
.Height
) then
7176 function NearDeepHole(): Boolean;
7182 sx
:= IfThen(RunDirection() = D_LEFT
, -1, 1);
7185 for x
:= 1 to PLAYER_RECT
.Width
do
7186 if (not StayOnStep(x
*sx
, 0)) and
7187 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
7188 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
7190 while FObj
.Y
+y
*PLAYER_RECT
.Height
< gMapInfo
.Height
do
7192 if CollideLevel(x
*sx
, PLAYER_RECT
.Height
*y
) then Exit
;
7197 end else Result
:= False;
7200 function OverDeepHole(): Boolean;
7207 while FObj
.Y
+y
*PLAYER_RECT
.Height
< gMapInfo
.Height
do
7209 if CollideLevel(0, PLAYER_RECT
.Height
*y
) then Exit
;
7216 function OnGround(): Boolean;
7218 Result
:= StayOnStep(0, 0) or CollideLevel(0, 1);
7221 function OnLadder(): Boolean;
7223 Result
:= FullInStep(0, 0);
7226 function BelowLadder(): Boolean;
7228 Result
:= (FullInStep(IfThen(RunDirection() = D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
) and
7229 not CollideLevel(IfThen(RunDirection() = D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
)) or
7230 (FullInStep(IfThen(RunDirection() = D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
) and
7231 not CollideLevel(IfThen(RunDirection() = D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
));
7234 function BelowLiftUp(): Boolean;
7236 Result
:= ((FullInLift(IfThen(RunDirection() = D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
) = -1) and
7237 not CollideLevel(IfThen(RunDirection() = D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
)) or
7238 ((FullInLift(IfThen(RunDirection() = D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
) = -1) and
7239 not CollideLevel(IfThen(RunDirection() = D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
));
7242 function OnTopLift(): Boolean;
7244 Result
:= (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7247 function CanJumpOver(): Boolean;
7251 sx
:= IfThen(RunDirection() = D_LEFT
, -1, 1);
7255 if not CollideLevel(sx
, 0) then Exit
;
7257 for y
:= 1 to BOT_MAXJUMP
do
7258 if CollideLevel(0, -y
) then Exit
else
7259 if not CollideLevel(sx
, -y
) then
7266 function CanJumpUp(Dist
: ShortInt): Boolean;
7273 if CollideLevel(Dist
, 0) then Exit
;
7276 for y
:= 0 to BOT_MAXJUMP
do
7277 if CollideLevel(Dist
, -y
) then
7286 for yy
:= y
+1 to BOT_MAXJUMP
do
7287 if not CollideLevel(Dist
, -yy
) then
7296 for y
:= 0 to BOT_MAXJUMP
do
7297 if CollideLevel(0, -y
) then
7305 if y
< yy
then Exit
;
7310 function IsSafeTrigger(): Boolean;
7315 if gTriggers
= nil then
7317 for a
:= 0 to High(gTriggers
) do
7318 if Collide(gTriggers
[a
].X
,
7321 gTriggers
[a
].Height
) and
7322 (gTriggers
[a
].TriggerType
in [TRIGGER_EXIT
, TRIGGER_CLOSEDOOR
,
7323 TRIGGER_CLOSETRAP
, TRIGGER_TRAP
,
7324 TRIGGER_PRESS
, TRIGGER_ON
, TRIGGER_OFF
,
7325 TRIGGER_ONOFF
, TRIGGER_SPAWNMONSTER
,
7326 TRIGGER_DAMAGE
, TRIGGER_SHOT
]) then
7331 // Âîçìîæíî, íàæèìàåì êíîïêó:
7332 if Rnd(16) and IsSafeTrigger() then
7335 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7336 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7338 ReleaseKey(KEY_LEFT
);
7339 ReleaseKey(KEY_RIGHT
);
7343 // Èäåì âëåâî, åñëè íàäî áûëî:
7344 if GetAIFlag('GOLEFT') <> '' then
7346 RemoveAIFlag('GOLEFT');
7347 if CanRunLeft() then
7351 // Èäåì âïðàâî, åñëè íàäî áûëî:
7352 if GetAIFlag('GORIGHT') <> '' then
7354 RemoveAIFlag('GORIGHT');
7355 if CanRunRight() then
7359 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7360 if FObj
.X
< -32 then
7363 if FObj
.X
+32 > gMapInfo
.Width
then
7366 // Ïðûãàåì, åñëè íàäî áûëî:
7367 if GetAIFlag('NEEDJUMP') <> '' then
7370 RemoveAIFlag('NEEDJUMP');
7373 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7374 if GetAIFlag('NEEDSEEUP') <> '' then
7377 ReleaseKey(KEY_DOWN
);
7378 PressKey(KEY_UP
, 20);
7379 RemoveAIFlag('NEEDSEEUP');
7382 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7383 if GetAIFlag('NEEDSEEDOWN') <> '' then
7386 ReleaseKey(KEY_DOWN
);
7387 PressKey(KEY_DOWN
, 20);
7388 RemoveAIFlag('NEEDSEEDOWN');
7391 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7392 if GetAIFlag('GOINHOLE') <> '' then
7393 if not OnGround() then
7395 ReleaseKey(KEY_LEFT
);
7396 ReleaseKey(KEY_RIGHT
);
7397 RemoveAIFlag('GOINHOLE');
7398 SetAIFlag('FALLINHOLE', '1');
7401 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7402 if GetAIFlag('FALLINHOLE') <> '' then
7404 RemoveAIFlag('FALLINHOLE');
7406 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7407 if not (KeyPressed(KEY_LEFT
) or KeyPressed(KEY_RIGHT
)) then
7408 if GetAIFlag('FALLINHOLE') = '' then
7409 if (not OnLadder()) or (FObj
.Vel
.Y
>= 0) or (OnTopLift()) then
7415 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7417 CanJumpUp(IfThen(RunDirection() = D_LEFT
, -1, 1)*32) and
7421 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7422 if OnGround() and NearHole() then
7423 if NearDeepHole() then // Åñëè ýòî áåçäíà
7425 0..3: Turn(); // Áåæèì îáðàòíî
7426 4: Jump(); // Ïðûãàåì
7427 5: begin // Ïðûãàåì îáðàòíî
7432 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7433 if GetAIFlag('GOINHOLE') = '' then
7435 0: Turn(); // Íå íóæíî òóäà
7436 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7437 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7438 if BorderHole() then
7439 SetAIFlag('GOINHOLE', '1');
7442 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7443 if (not CanRun()) and OnGround() then
7445 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7446 if CanJumpOver() or OnLadder() then
7448 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7449 if Random(2) = 0 then
7451 if IsSafeTrigger() then
7457 // Îñòàëîñü ìàëî âîçäóõà:
7458 if FAir
< 36 * 2 then
7461 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7462 if (FMegaRulez
[MR_SUIT
] < gTime
) and ((FLastHit
= HIT_ACID
) or (Healthy() <= 1)) then
7463 if BodyInAcid(0, 0) then
7467 function TBot
.FullInStep(XInc
, YInc
: Integer): Boolean;
7469 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
7470 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
, PANEL_STEP
, False);
7473 {function TBot.NeedItem(Item: Byte): Byte;
7478 procedure TBot
.SelectWeapon(Dist
: Integer);
7482 function HaveAmmo(weapon
: Byte): Boolean;
7485 WEAPON_PISTOL
: Result
:= FAmmo
[A_BULLETS
] >= 1;
7486 WEAPON_SHOTGUN1
: Result
:= FAmmo
[A_SHELLS
] >= 1;
7487 WEAPON_SHOTGUN2
: Result
:= FAmmo
[A_SHELLS
] >= 2;
7488 WEAPON_CHAINGUN
: Result
:= FAmmo
[A_BULLETS
] >= 10;
7489 WEAPON_ROCKETLAUNCHER
: Result
:= FAmmo
[A_ROCKETS
] >= 1;
7490 WEAPON_PLASMA
: Result
:= FAmmo
[A_CELLS
] >= 10;
7491 WEAPON_BFG
: Result
:= FAmmo
[A_CELLS
] >= 40;
7492 WEAPON_SUPERPULEMET
: Result
:= FAmmo
[A_SHELLS
] >= 1;
7493 WEAPON_FLAMETHROWER
: Result
:= FAmmo
[A_FUEL
] >= 1;
7494 else Result
:= True;
7499 if Dist
= -1 then Dist
:= BOT_LONGDIST
;
7501 if Dist
> BOT_LONGDIST
then
7502 begin // Äàëüíèé áîé
7504 if FWeapon
[FDifficult
.WeaponPrior
[a
]] and HaveAmmo(FDifficult
.WeaponPrior
[a
]) then
7506 FSelectedWeapon
:= FDifficult
.WeaponPrior
[a
];
7510 else //if Dist > BOT_UNSAFEDIST then
7511 begin // Áëèæíèé áîé
7513 if FWeapon
[FDifficult
.CloseWeaponPrior
[a
]] and HaveAmmo(FDifficult
.CloseWeaponPrior
[a
]) then
7515 FSelectedWeapon
:= FDifficult
.CloseWeaponPrior
[a
];
7522 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7524 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7530 function TBot
.PickItem(ItemType
: Byte; force
: Boolean; var remove
: Boolean): Boolean;
7532 Result
:= inherited PickItem(ItemType
, force
, remove
);
7534 if Result
then SetAIFlag('SELECTWEAPON', '1');
7537 function TBot
.Heal(value
: Word; Soft
: Boolean): Boolean;
7539 Result
:= inherited Heal(value
, Soft
);
7542 function TBot
.Healthy(): Byte;
7544 if FMegaRulez
[MR_INVUL
] >= gTime
then Result
:= 3
7545 else if (FHealth
> 80) or ((FHealth
> 50) and (FArmor
> 20)) then Result
:= 3
7546 else if (FHealth
> 50) then Result
:= 2
7547 else if (FHealth
> 20) then Result
:= 1
7551 function TBot
.TargetOnScreen(TX
, TY
: Integer): Boolean;
7553 Result
:= (Abs(FObj
.X
-TX
) <= Trunc(gPlayerScreenSize
.X
*0.6)) and
7554 (Abs(FObj
.Y
-TY
) <= Trunc(gPlayerScreenSize
.Y
*0.6));
7557 procedure TBot
.OnDamage(Angle
: SmallInt);
7565 if (Angle
= 0) or (Angle
= 180) then
7568 if (g_GetUIDType(FLastSpawnerUID
) = UID_PLAYER
) and
7569 LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSPLAYER
) then
7571 pla
:= g_Player_Get(FLastSpawnerUID
);
7572 ok
:= not TargetOnScreen(pla
.FObj
.X
+ PLAYER_RECT
.X
,
7573 pla
.FObj
.Y
+ PLAYER_RECT
.Y
);
7576 if (g_GetUIDType(FLastSpawnerUID
) = UID_MONSTER
) and
7577 LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSMONSTER
) then
7579 mon
:= g_Monsters_ByUID(FLastSpawnerUID
);
7580 ok
:= not TargetOnScreen(mon
.Obj
.X
+ mon
.Obj
.Rect
.X
,
7581 mon
.Obj
.Y
+ mon
.Obj
.Rect
.Y
);
7586 SetAIFlag('ATTACKLEFT', '1')
7588 SetAIFlag('ATTACKRIGHT', '1');
7592 function TBot
.RunDirection(): TDirection
;
7594 if Abs(Vel
.X
) >= 1 then
7596 if Vel
.X
> 0 then Result
:= D_RIGHT
else Result
:= D_LEFT
;
7598 Result
:= FDirection
;
7601 function TBot
.GetRnd(a
: Byte): Boolean;
7603 if a
= 0 then Result
:= False
7604 else if a
= 255 then Result
:= True
7605 else Result
:= Random(256) > 255-a
;
7608 function TBot
.GetInterval(a
: Byte; radius
: SmallInt): SmallInt;
7610 Result
:= Round((255-a
)/255*radius
*(Random(2)-1));
7613 procedure TBot
.SaveState(var Mem
: TBinMemoryWriter
);
7619 inherited SaveState(Mem
);
7621 // Âûáðàííîå îðóæèå:
7622 Mem
.WriteByte(FSelectedWeapon
);
7624 Mem
.WriteWord(FTargetUID
);
7625 // Âðåìÿ ïîòåðè öåëè:
7626 Mem
.WriteDWORD(FLastVisible
);
7627 // Êîëè÷åñòâî ôëàãîâ ÈÈ:
7628 dw
:= Length(FAIFlags
);
7631 for i
:= 0 to Integer(dw
)-1 do
7633 Mem
.WriteString(FAIFlags
[i
].Name
, 20);
7634 Mem
.WriteString(FAIFlags
[i
].Value
, 20);
7636 // Íàñòðîéêè ñëîæíîñòè:
7638 Mem
.WriteMemory(p
, SizeOf(TDifficult
));
7641 procedure TBot
.LoadState(var Mem
: TBinMemoryReader
);
7647 inherited LoadState(Mem
);
7649 // Âûáðàííîå îðóæèå:
7650 Mem
.ReadByte(FSelectedWeapon
);
7652 Mem
.ReadWord(FTargetUID
);
7653 // Âðåìÿ ïîòåðè öåëè:
7654 Mem
.ReadDWORD(FLastVisible
);
7655 // Êîëè÷åñòâî ôëàãîâ ÈÈ:
7657 SetLength(FAIFlags
, dw
);
7659 for i
:= 0 to Integer(dw
)-1 do
7661 Mem
.ReadString(FAIFlags
[i
].Name
);
7662 Mem
.ReadString(FAIFlags
[i
].Value
);
7664 // Íàñòðîéêè ñëîæíîñòè:
7665 Mem
.ReadMemory(p
, dw
);
7666 if dw
<> SizeOf(TDifficult
) then
7668 raise EBinSizeError
.Create('TBot.LoadState: Wrong FDifficult Size');
7670 FDifficult
:= TDifficult(p
^);
7675 conRegVar('cheat_berserk_autoswitch', @gBerserkAutoswitch
, 'autoswitch to fist when berserk pack taken', '', true, true);