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 {$INCLUDE ../shared/a_modes.inc}
24 {$IFDEF USE_MEMPOOL}mempool
,{$ENDIF}
25 e_graphics
, g_playermodel
, g_basic
, g_textures
,
26 g_weapons
, g_phys
, g_sound
, g_saveload
, MAPDEF
,
59 AmmoLimits
: Array [0..1] of Array [A_BULLETS
..A_HIGH
] of Word =
60 ((200, 50, 50, 300, 100),
61 (400, 100, 100, 600, 200));
82 ANGLE_NONE
= Low(SmallInt);
84 CORPSE_STATE_REMOVEME
= 0;
85 CORPSE_STATE_NORMAL
= 1;
86 CORPSE_STATE_MESS
= 2;
88 PLAYER_RECT
: TRectWH
= (X
:15; Y
:12; Width
:34; Height
:52);
89 PLAYER_RECT_CX
= 15+(34 div 2);
90 PLAYER_RECT_CY
= 12+(52 div 2);
91 PLAYER_CORPSERECT
: TRectWH
= (X
:15; Y
:48; Width
:34; Height
:16);
94 PLAYER_HP_LIMIT
= 200;
96 PLAYER_AP_LIMIT
= 200;
99 PLAYER1_DEF_COLOR
: TRGB
= (R
:64; G
:175; B
:48);
100 PLAYER2_DEF_COLOR
: TRGB
= (R
:96; G
:96; B
:96);
116 TPlayerStatArray
= Array of TPlayerStat
;
118 TPlayerSavedState
= record
126 Ammo
: Array [A_BULLETS
..A_HIGH
] of Word;
127 MaxAmmo
: Array [A_BULLETS
..A_HIGH
] of Word;
128 Weapon
: Array [WP_FIRST
..WP_LAST
] of Boolean;
129 Rulez
: Set of R_ITEM_BACKPACK
..R_BERSERK
;
138 TPlayer
= class{$IFDEF USE_MEMPOOL}(TPoolObject
){$ENDIF}
146 FDirection
: TDirection
;
154 FMonsterKills
: Integer;
160 FCanJetpack
: Boolean;
165 FNetWeapCtr
: LongWord; // spam server with our current weapon until we'll receive this in plrpos packet
167 FNextWeapDelay
: Byte; // frames (unused)
168 FBFGFireCounter
: SmallInt;
169 FLastSpawnerUID
: Word;
173 FSpectatePlayer
: Integer;
174 FFirePainTime
: Integer;
177 FSavedState
: TPlayerSavedState
;
179 FModel
: TPlayerModel
;
180 FPunchAnim
: TAnimation
;
183 FActionForce
: Boolean;
184 FActionChanged
: Boolean;
186 FFireAngle
: SmallInt;
188 FShellTimer
: Integer;
190 FSawSound
: TPlayableSound
;
191 FSawSoundIdle
: TPlayableSound
;
192 FSawSoundHit
: TPlayableSound
;
193 FSawSoundSelect
: TPlayableSound
;
194 FJetSoundOn
: TPlayableSound
;
195 FJetSoundOff
: TPlayableSound
;
196 FJetSoundFly
: TPlayableSound
;
200 FJustTeleported
: Boolean;
202 mEDamageType
: Integer;
205 weaponSwitchKeyReleased
: array[0..16] of Byte; // bit 0: was released on prev frame; bit 1: new status
208 function CollideLevel(XInc
, YInc
: Integer): Boolean;
209 function StayOnStep(XInc
, YInc
: Integer): Boolean;
210 function HeadInLiquid(XInc
, YInc
: Integer): Boolean;
211 function BodyInLiquid(XInc
, YInc
: Integer): Boolean;
212 function BodyInAcid(XInc
, YInc
: Integer): Boolean;
213 function FullInLift(XInc
, YInc
: Integer): Integer;
214 {procedure CollideItem();}
215 procedure FlySmoke(Times
: DWORD
= 1);
216 procedure OnFireFlame(Times
: DWORD
= 1);
217 function GetAmmoByWeapon(Weapon
: Byte): Word;
218 procedure SetAction(Action
: Byte; Force
: Boolean = False);
219 procedure OnDamage(Angle
: SmallInt); virtual;
220 function firediry(): Integer;
223 procedure Run(Direction
: TDirection
);
224 procedure NextWeapon();
225 procedure PrevWeapon();
232 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
233 procedure resetWeaponQueue ();
234 function hasAmmoForWeapon (weapon
: Byte): Boolean;
236 procedure doDamage (v
: Integer);
238 function followCorpse(): Boolean;
241 FDamageBuffer
: Integer;
243 FAmmo
: Array [A_BULLETS
..A_HIGH
] of Word;
244 FMaxAmmo
: Array [A_BULLETS
..A_HIGH
] of Word;
245 FWeapon
: Array [WP_FIRST
..WP_LAST
] of Boolean;
246 FRulez
: Set of R_ITEM_BACKPACK
..R_BERSERK
;
248 FMegaRulez
: Array [MR_SUIT
..MR_MAX
] of DWORD
;
249 FReloading
: Array [WP_FIRST
..WP_LAST
] of Word;
250 FTime
: Array [T_RESPAWN
..T_FLAGCAP
] of DWORD
;
251 FKeys
: Array [KEY_LEFT
..KEY_CHAT
] of TKeyState
;
253 FPreferredTeam
: Byte;
256 FWantsInGame
: Boolean;
260 FActualModelName
: string;
267 // debug: viewport offset
268 viewPortX
, viewPortY
, viewPortW
, viewPortH
: Integer;
270 function isValidViewPort (): Boolean; inline;
271 procedure SetCurrWeapProp (newweap
: Byte);
273 constructor Create(); virtual;
274 destructor Destroy(); override;
275 procedure Respawn(Silent
: Boolean; Force
: Boolean = False); virtual;
276 function GetRespawnPoint(): Byte;
277 procedure PressKey(Key
: Byte; Time
: Word = 1);
278 procedure ReleaseKeys();
279 procedure ReleaseKeysNoWeapon();
280 procedure SetModel(ModelName
: String);
281 procedure SetColor(Color
: TRGB
);
282 procedure SetWeaponHost(W
: Byte);
283 function IsKeyPressed(K
: Byte): Boolean;
284 function GetKeys(): Byte;
285 function PickItem(ItemType
: Byte; arespawn
: Boolean; var remove
: Boolean): Boolean; virtual;
286 function Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean; overload
;
287 function Collide(Panel
: TPanel
): Boolean; overload
;
288 function Collide(X
, Y
: Integer): Boolean; overload
;
289 procedure SetDirection(Direction
: TDirection
);
290 procedure GetSecret();
291 function TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
293 procedure Push(vx
, vy
: Integer);
294 procedure ChangeModel(ModelName
: String);
295 procedure SwitchTeam
;
296 procedure ChangeTeam(Team
: Byte);
298 function GetFlag(Flag
: Byte): Boolean;
299 procedure SetFlag(Flag
: Byte);
300 function DropFlag(): Boolean;
301 procedure AllRulez(Health
: Boolean);
302 procedure RestoreHealthArmor();
303 procedure FragCombo();
304 procedure GiveItem(ItemType
: Byte);
305 procedure Damage(value
: Word; SpawnerUID
: Word; vx
, vy
: Integer; t
: Byte); virtual;
306 function Heal(value
: Word; Soft
: Boolean): Boolean; virtual;
307 procedure MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
308 procedure MakeBloodSimple(Count
: Word);
309 procedure Kill(KillType
: Byte; SpawnerUID
: Word; t
: Byte);
310 procedure Reset(Force
: Boolean);
311 procedure Spectate(NoMove
: Boolean = False);
312 procedure SwitchNoClip
;
313 procedure SoftReset();
314 procedure Draw(); virtual;
315 procedure DrawPain();
316 procedure DrawPickup();
317 procedure DrawRulez();
319 procedure DrawBubble();
321 procedure Update(); virtual;
322 procedure RememberState();
323 procedure RecallState();
324 procedure SaveState (st
: TStream
); virtual;
325 procedure LoadState (st
: TStream
); virtual;
326 procedure PauseSounds(Enable
: Boolean);
327 procedure NetFire(Wpn
: Byte; X
, Y
, AX
, AY
: Integer; WID
: Integer = -1);
328 procedure DoLerp(Level
: Integer = 2);
329 procedure SetLerp(XTo
, YTo
: Integer);
330 procedure QueueWeaponSwitch(Weapon
: Byte);
331 procedure RealizeCurrentWeapon();
333 procedure JetpackOff
;
334 procedure CatchFire(Attacker
: Word);
336 //WARNING! this does nothing for now, but still call it!
337 procedure positionChanged (); //WARNING! call this after entity position was changed, or coldet will not work right!
339 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
340 procedure moveBy (dx
, dy
: Integer); inline;
342 procedure releaseAllWeaponSwitchKeys ();
343 procedure weaponSwitchKeysStateChange (index
: Integer; pressed
: Boolean);
344 function isWeaponSwitchKeyReleased (index
: Integer): Boolean;
345 procedure weaponSwitchKeysShiftNewStates ();
348 property Vel
: TPoint2i read FObj
.Vel
;
349 property Obj
: TObj read FObj
;
351 property Name
: String read FName write FName
;
352 property Model
: TPlayerModel read FModel
;
353 property Health
: Integer read FHealth write FHealth
;
354 property Lives
: Byte read FLives write FLives
;
355 property Armor
: Integer read FArmor write FArmor
;
356 property Air
: Integer read FAir write FAir
;
357 property JetFuel
: Integer read FJetFuel write FJetFuel
;
358 property Frags
: Integer read FFrags write FFrags
;
359 property Death
: Integer read FDeath write FDeath
;
360 property Kills
: Integer read FKills write FKills
;
361 property CurrWeap
: Byte read FCurrWeap write SetCurrWeapProp
;
362 property NetWeapCtr
: LongWord read FNetWeapCtr write FNetWeapCtr
;
363 property MonsterKills
: Integer read FMonsterKills write FMonsterKills
;
364 property Secrets
: Integer read FSecrets
;
365 property GodMode
: Boolean read FGodMode write FGodMode
;
366 property NoTarget
: Boolean read FNoTarget write FNoTarget
;
367 property NoReload
: Boolean read FNoReload write FNoReload
;
368 property alive
: Boolean read FAlive write FAlive
;
369 property Flag
: Byte read FFlag
;
370 property Team
: Byte read FTeam write FTeam
;
371 property Direction
: TDirection read FDirection
;
372 property GameX
: Integer read FObj
.X write FObj
.X
;
373 property GameY
: Integer read FObj
.Y write FObj
.Y
;
374 property GameVelX
: Integer read FObj
.Vel
.X write FObj
.Vel
.X
;
375 property GameVelY
: Integer read FObj
.Vel
.Y write FObj
.Vel
.Y
;
376 property GameAccelX
: Integer read FObj
.Accel
.X write FObj
.Accel
.X
;
377 property GameAccelY
: Integer read FObj
.Accel
.Y write FObj
.Accel
.Y
;
378 property IncCam
: Integer read FIncCam write FIncCam
;
379 property UID
: Word read FUID write FUID
;
380 property JustTeleported
: Boolean read FJustTeleported write FJustTeleported
;
381 property NetTime
: LongWord read FNetTime write FNetTime
;
384 property eName
: String read FName write FName
;
385 property eHealth
: Integer read FHealth write FHealth
;
386 property eLives
: Byte read FLives write FLives
;
387 property eArmor
: Integer read FArmor write FArmor
;
388 property eAir
: Integer read FAir write FAir
;
389 property eJetFuel
: Integer read FJetFuel write FJetFuel
;
390 property eFrags
: Integer read FFrags write FFrags
;
391 property eDeath
: Integer read FDeath write FDeath
;
392 property eKills
: Integer read FKills write FKills
;
393 property eCurrWeap
: Byte read FCurrWeap write SetCurrWeapProp
;
394 property eMonsterKills
: Integer read FMonsterKills write FMonsterKills
;
395 property eSecrets
: Integer read FSecrets write FSecrets
;
396 property eGodMode
: Boolean read FGodMode write FGodMode
;
397 property eNoTarget
: Boolean read FNoTarget write FNoTarget
;
398 property eNoReload
: Boolean read FNoReload write FNoReload
;
399 property eAlive
: Boolean read FAlive write FAlive
;
400 property eFlag
: Byte read FFlag
;
401 property eTeam
: Byte read FTeam write FTeam
;
402 property eDirection
: TDirection read FDirection
;
403 property eGameX
: Integer read FObj
.X write FObj
.X
;
404 property eGameY
: Integer read FObj
.Y write FObj
.Y
;
405 property eGameVelX
: Integer read FObj
.Vel
.X write FObj
.Vel
.X
;
406 property eGameVelY
: Integer read FObj
.Vel
.Y write FObj
.Vel
.Y
;
407 property eGameAccelX
: Integer read FObj
.Accel
.X write FObj
.Accel
.X
;
408 property eGameAccelY
: Integer read FObj
.Accel
.Y write FObj
.Accel
.Y
;
409 property eIncCam
: Integer read FIncCam write FIncCam
;
410 property eUID
: Word read FUID
;
411 property eJustTeleported
: Boolean read FJustTeleported
;
412 property eNetTime
: LongWord read FNetTime
;
414 // set this before assigning something to `eDamage`
415 property eDamageType
: Integer read mEDamageType write mEDamageType
;
416 property eDamage
: Integer write doDamage
;
427 WeaponPrior
: packed array [WP_FIRST
..WP_LAST
] of Byte;
428 CloseWeaponPrior
: packed array [WP_FIRST
..WP_LAST
] of Byte;
429 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
432 procedure save (st
: TStream
);
433 procedure load (st
: TStream
);
441 TBot
= class(TPlayer
)
443 FSelectedWeapon
: Byte;
446 FAIFlags
: Array of TAIFlag
;
447 FDifficult
: TDifficult
;
449 function GetRnd(a
: Byte): Boolean;
450 function GetInterval(a
: Byte; radius
: SmallInt): SmallInt;
451 function RunDirection(): TDirection
;
452 function FullInStep(XInc
, YInc
: Integer): Boolean;
453 //function NeedItem(Item: Byte): Byte;
454 procedure SelectWeapon(Dist
: Integer);
455 procedure SetAIFlag(aName
, fValue
: String20
);
456 function GetAIFlag(aName
: String20
): String20
;
457 procedure RemoveAIFlag(aName
: String20
);
458 function Healthy(): Byte;
459 procedure UpdateMove();
460 procedure UpdateCombat();
461 function KeyPressed(Key
: Word): Boolean;
462 procedure ReleaseKey(Key
: Byte);
463 function TargetOnScreen(TX
, TY
: Integer): Boolean;
464 procedure OnDamage(Angle
: SmallInt); override;
467 procedure Respawn(Silent
: Boolean; Force
: Boolean = False); override;
468 constructor Create(); override;
469 destructor Destroy(); override;
470 procedure Draw(); override;
471 function PickItem(ItemType
: Byte; force
: Boolean; var remove
: Boolean): Boolean; override;
472 function Heal(value
: Word; Soft
: Boolean): Boolean; override;
473 procedure Update(); override;
474 procedure SaveState (st
: TStream
); override;
475 procedure LoadState (st
: TStream
); override;
487 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
488 procedure moveBy (dx
, dy
: Integer); inline;
490 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
504 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
505 procedure moveBy (dx
, dy
: Integer); inline;
507 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
510 TCorpse
= class{$IFDEF USE_MEMPOOL}(TPoolObject
){$ENDIF}
519 FAnimation
: TAnimation
;
520 FAnimationMask
: TAnimation
;
523 constructor Create(X
, Y
: Integer; ModelName
: String; aMess
: Boolean);
524 destructor Destroy(); override;
525 procedure Damage(Value
: Word; vx
, vy
: Integer);
528 procedure SaveState (st
: TStream
);
529 procedure LoadState (st
: TStream
);
531 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
532 procedure moveBy (dx
, dy
: Integer); inline;
534 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
536 function ObjPtr (): PObj
; inline;
538 property Obj
: TObj read FObj
; // copies object
539 property State
: Byte read FState
;
540 property Mess
: Boolean read FMess
;
543 TTeamStat
= Array [TEAM_RED
..TEAM_BLUE
] of
549 gPlayers
: Array of TPlayer
;
550 gCorpses
: Array of TCorpse
;
551 gGibs
: Array of TGib
;
552 gShells
: Array of TShell
;
553 gTeamStat
: TTeamStat
;
554 gFly
: Boolean = False;
555 gAimLine
: Boolean = False;
556 gChatBubble
: Byte = 0;
560 MAX_RUNVEL
: Integer = 8;
561 VEL_JUMP
: Integer = 10;
562 SHELL_TIMEOUT
: Cardinal = 60000;
564 function Lerp(X
, Y
, Factor
: Integer): Integer;
566 procedure g_Gibs_SetMax(Count
: Word);
567 function g_Gibs_GetMax(): Word;
568 procedure g_Corpses_SetMax(Count
: Word);
569 function g_Corpses_GetMax(): Word;
570 procedure g_Shells_SetMax(Count
: Word);
571 function g_Shells_GetMax(): Word;
573 procedure g_Player_Init();
574 procedure g_Player_Free();
575 function g_Player_Create(ModelName
: String; Color
: TRGB
; Team
: Byte; Bot
: Boolean): Word;
576 function g_Player_CreateFromState (st
: TStream
): Word;
577 procedure g_Player_Remove(UID
: Word);
578 procedure g_Player_ResetTeams();
579 procedure g_Player_UpdateAll();
580 procedure g_Player_DrawAll();
581 procedure g_Player_DrawDebug(p
: TPlayer
);
582 procedure g_Player_DrawHealth();
583 procedure g_Player_RememberAll();
584 procedure g_Player_ResetAll(Force
, Silent
: Boolean);
585 function g_Player_Get(UID
: Word): TPlayer
;
586 function g_Player_GetCount(): Byte;
587 function g_Player_GetStats(): TPlayerStatArray
;
588 function g_Player_ValidName(Name
: String): Boolean;
589 procedure g_Player_CreateCorpse(Player
: TPlayer
);
590 procedure g_Player_CreateGibs(fX
, fY
: Integer; ModelName
: String; fColor
: TRGB
);
591 procedure g_Player_CreateShell(fX
, fY
, dX
, dY
: Integer; T
: Byte);
592 procedure g_Player_UpdatePhysicalObjects();
593 procedure g_Player_DrawCorpses();
594 procedure g_Player_DrawShells();
595 procedure g_Player_RemoveAllCorpses();
596 procedure g_Player_Corpses_SaveState (st
: TStream
);
597 procedure g_Player_Corpses_LoadState (st
: TStream
);
598 procedure g_Bot_Add(Team
, Difficult
: Byte);
599 procedure g_Bot_AddList(Team
: Byte; lname
: ShortString; num
: Integer = -1);
600 procedure g_Bot_MixNames();
601 procedure g_Bot_RemoveAll();
606 {$INCLUDE ../nogl/noGLuses.inc}
607 {$IFDEF ENABLE_HOLMES}
610 e_log
, g_map
, g_items
, g_console
, g_gfx
, Math
,
611 g_options
, g_triggers
, g_menu
, g_game
, g_grid
,
612 wadreader
, g_main
, g_monsters
, CONFIG
, g_language
,
613 g_net
, g_netmsg
, g_window
,
616 const PLR_SAVE_VERSION
= 0;
626 diag_precision
: Byte;
630 w_prior1
: Array [WP_FIRST
..WP_LAST
] of Byte;
631 w_prior2
: Array [WP_FIRST
..WP_LAST
] of Byte;
632 w_prior3
: Array [WP_FIRST
..WP_LAST
] of Byte;
636 TIME_RESPAWN1
= 1500;
637 TIME_RESPAWN2
= 2000;
638 TIME_RESPAWN3
= 3000;
641 JET_MAX
= 540; // ~30 sec
642 PLAYER_SUIT_TIME
= 30000;
643 PLAYER_INVUL_TIME
= 30000;
644 PLAYER_INVIS_TIME
= 35000;
645 FRAG_COMBO_TIME
= 3000;
649 ANGLE_RIGHTDOWN
= -35;
651 ANGLE_LEFTDOWN
= -145;
652 PLAYER_HEADRECT
: TRectWH
= (X
:24; Y
:12; Width
:20; Height
:12);
653 WEAPONPOINT
: Array [TDirection
] of TDFPoint
= ((X
:16; Y
:32), (X
:47; Y
:32));
656 BOT_UNSAFEDIST
= 128;
657 TEAMCOLOR
: Array [TEAM_RED
..TEAM_BLUE
] of TRGB
= ((R
:255; G
:0; B
:0),
659 DIFFICULT_EASY
: TDifficult
= (DiagFire
: 32; InvisFire
: 32; DiagPrecision
: 32;
660 FlyPrecision
: 32; Cover
: 32; CloseJump
: 32;
661 WeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0));
662 DIFFICULT_MEDIUM
: TDifficult
= (DiagFire
: 127; InvisFire
: 127; DiagPrecision
: 127;
663 FlyPrecision
: 127; Cover
: 127; CloseJump
: 127;
664 WeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0));
665 DIFFICULT_HARD
: TDifficult
= (DiagFire
: 255; InvisFire
: 255; DiagPrecision
: 255;
666 FlyPrecision
: 255; Cover
: 255; CloseJump
: 255;
667 WeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0));
668 WEAPON_PRIOR1
: Array [WP_FIRST
..WP_LAST
] of Byte =
669 (WEAPON_FLAMETHROWER
, WEAPON_SUPERPULEMET
,
670 WEAPON_SHOTGUN2
, WEAPON_SHOTGUN1
,
671 WEAPON_CHAINGUN
, WEAPON_PLASMA
, WEAPON_ROCKETLAUNCHER
,
672 WEAPON_BFG
, WEAPON_PISTOL
, WEAPON_SAW
, WEAPON_KASTET
);
673 WEAPON_PRIOR2
: Array [WP_FIRST
..WP_LAST
] of Byte =
674 (WEAPON_FLAMETHROWER
, WEAPON_SUPERPULEMET
,
675 WEAPON_BFG
, WEAPON_ROCKETLAUNCHER
,
676 WEAPON_SHOTGUN2
, WEAPON_PLASMA
, WEAPON_SHOTGUN1
,
677 WEAPON_CHAINGUN
, WEAPON_PISTOL
, WEAPON_SAW
, WEAPON_KASTET
);
678 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
679 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
680 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
681 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
682 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
683 WEAPON_RELOAD
: Array [WP_FIRST
..WP_LAST
] of Byte =
684 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
686 PLAYER_SIGNATURE
= $52594C50; // 'PLYR'
687 CORPSE_SIGNATURE
= $50524F43; // 'CORP'
689 BOTNAMES_FILENAME
= 'botnames.txt';
690 BOTLIST_FILENAME
= 'botlist.txt';
694 MaxCorpses
: Word = 20;
695 MaxShells
: Word = 300;
696 CurrentGib
: Integer = 0;
697 CurrentShell
: Integer = 0;
698 BotNames
: Array of String;
699 BotList
: Array of TBotProfile
;
702 function Lerp(X
, Y
, Factor
: Integer): Integer;
704 Result
:= X
+ ((Y
- X
) div Factor
);
707 function SameTeam(UID1
, UID2
: Word): Boolean;
711 if (UID1
> UID_MAX_PLAYER
) or (UID1
<= UID_MAX_GAME
) or
712 (UID2
> UID_MAX_PLAYER
) or (UID2
<= UID_MAX_GAME
) then Exit
;
714 if (g_Player_Get(UID1
) = nil) or (g_Player_Get(UID2
) = nil) then Exit
;
716 if ((g_Player_Get(UID1
).Team
= TEAM_NONE
) or
717 (g_Player_Get(UID2
).Team
= TEAM_NONE
)) then Exit
;
719 Result
:= g_Player_Get(UID1
).FTeam
= g_Player_Get(UID2
).FTeam
;
722 procedure g_Gibs_SetMax(Count
: Word);
725 SetLength(gGibs
, Count
);
727 if CurrentGib
>= Count
then
731 function g_Gibs_GetMax(): Word;
736 procedure g_Shells_SetMax(Count
: Word);
739 SetLength(gShells
, Count
);
741 if CurrentShell
>= Count
then
745 function g_Shells_GetMax(): Word;
751 procedure g_Corpses_SetMax(Count
: Word);
754 SetLength(gCorpses
, Count
);
757 function g_Corpses_GetMax(): Word;
759 Result
:= MaxCorpses
;
762 function g_Player_Create(ModelName
: String; Color
: TRGB
; Team
: Byte; Bot
: Boolean): Word;
772 // Åñòü ëè ìåñòî â gPlayers:
773 if gPlayers
<> nil then
774 for a
:= 0 to High(gPlayers
) do
775 if gPlayers
[a
] = nil then
781 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
784 SetLength(gPlayers
, Length(gPlayers
)+1);
788 // Ñîçäàåì îáúåêò èãðîêà:
790 gPlayers
[a
] := TBot
.Create()
792 gPlayers
[a
] := TPlayer
.Create();
795 gPlayers
[a
].FActualModelName
:= ModelName
;
796 gPlayers
[a
].SetModel(ModelName
);
798 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
799 if gPlayers
[a
].FModel
= nil then
803 g_FatalError(Format(_lc
[I_GAME_ERROR_MODEL
], [ModelName
]));
807 if not (Team
in [TEAM_RED
, TEAM_BLUE
]) then
808 if Random(2) = 0 then
812 gPlayers
[a
].FPreferredTeam
:= Team
;
814 case gGameSettings
.GameMode
of
815 GM_DM
: gPlayers
[a
].FTeam
:= TEAM_NONE
;
817 GM_CTF
: gPlayers
[a
].FTeam
:= gPlayers
[a
].FPreferredTeam
;
819 GM_COOP
: gPlayers
[a
].FTeam
:= TEAM_COOP
;
822 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
823 gPlayers
[a
].FColor
:= Color
;
824 if gPlayers
[a
].FTeam
in [TEAM_RED
, TEAM_BLUE
] then
825 gPlayers
[a
].FModel
.Color
:= TEAMCOLOR
[gPlayers
[a
].FTeam
]
827 gPlayers
[a
].FModel
.Color
:= Color
;
829 gPlayers
[a
].FUID
:= g_CreateUID(UID_PLAYER
);
830 gPlayers
[a
].FAlive
:= False;
832 Result
:= gPlayers
[a
].FUID
;
835 function g_Player_CreateFromState (st
: TStream
): Word;
842 if (st
= nil) then exit
; //???
845 if not utils
.checkSign(st
, 'PLYR') then raise XStreamError
.Create('invalid player signature');
846 if (utils
.readByte(st
) <> PLR_SAVE_VERSION
) then raise XStreamError
.Create('invalid player version');
849 Bot
:= utils
.readBool(st
);
854 // Åñòü ëè ìåñòî â gPlayers:
855 for a
:= 0 to High(gPlayers
) do if (gPlayers
[a
] = nil) then begin ok
:= true; break
; end;
857 // Íåò ìåñòà - ðàñøèðÿåì gPlayers
860 SetLength(gPlayers
, Length(gPlayers
)+1);
864 // Ñîçäàåì îáúåêò èãðîêà
866 gPlayers
[a
] := TBot
.Create()
868 gPlayers
[a
] := TPlayer
.Create();
869 gPlayers
[a
].FIamBot
:= Bot
;
870 gPlayers
[a
].FPhysics
:= True;
873 gPlayers
[a
].FUID
:= utils
.readWord(st
);
875 gPlayers
[a
].FName
:= utils
.readStr(st
);
877 gPlayers
[a
].FTeam
:= utils
.readByte(st
);
878 gPlayers
[a
].FPreferredTeam
:= gPlayers
[a
].FTeam
;
880 gPlayers
[a
].FAlive
:= utils
.readBool(st
);
881 // Èçðàñõîäîâàë ëè âñå æèçíè
882 gPlayers
[a
].FNoRespawn
:= utils
.readBool(st
);
884 b
:= utils
.readByte(st
);
885 if b
= 1 then gPlayers
[a
].FDirection
:= TDirection
.D_LEFT
else gPlayers
[a
].FDirection
:= TDirection
.D_RIGHT
; // b = 2
887 gPlayers
[a
].FHealth
:= utils
.readLongInt(st
);
889 gPlayers
[a
].FLives
:= utils
.readByte(st
);
891 gPlayers
[a
].FArmor
:= utils
.readLongInt(st
);
893 gPlayers
[a
].FAir
:= utils
.readLongInt(st
);
895 gPlayers
[a
].FJetFuel
:= utils
.readLongInt(st
);
897 gPlayers
[a
].FPain
:= utils
.readLongInt(st
);
899 gPlayers
[a
].FKills
:= utils
.readLongInt(st
);
901 gPlayers
[a
].FMonsterKills
:= utils
.readLongInt(st
);
903 gPlayers
[a
].FFrags
:= utils
.readLongInt(st
);
905 gPlayers
[a
].FFragCombo
:= utils
.readByte(st
);
906 // Âðåìÿ ïîñëåäíåãî ôðàãà
907 gPlayers
[a
].FLastFrag
:= utils
.readLongWord(st
);
909 gPlayers
[a
].FDeath
:= utils
.readLongInt(st
);
911 gPlayers
[a
].FFlag
:= utils
.readByte(st
);
913 gPlayers
[a
].FSecrets
:= utils
.readLongInt(st
);
915 gPlayers
[a
].FCurrWeap
:= utils
.readByte(st
);
916 gPlayers
[a
].FNetWeapCtr
:= 0;
917 // Ñëåäóþùåå æåëàåìîå îðóæèå
918 gPlayers
[a
].FNextWeap
:= utils
.readWord(st
);
920 gPlayers
[a
].FNextWeapDelay
:= utils
.readByte(st
);
922 gPlayers
[a
].FBFGFireCounter
:= utils
.readSmallInt(st
);
924 gPlayers
[a
].FDamageBuffer
:= utils
.readLongInt(st
);
925 // Ïîñëåäíèé óäàðèâøèé
926 gPlayers
[a
].FLastSpawnerUID
:= utils
.readWord(st
);
927 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
928 gPlayers
[a
].FLastHit
:= utils
.readByte(st
);
930 Obj_LoadState(@gPlayers
[a
].FObj
, st
);
931 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
932 for i
:= A_BULLETS
to A_HIGH
do gPlayers
[a
].FAmmo
[i
] := utils
.readWord(st
);
933 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
934 for i
:= A_BULLETS
to A_HIGH
do gPlayers
[a
].FMaxAmmo
[i
] := utils
.readWord(st
);
936 for i
:= WP_FIRST
to WP_LAST
do gPlayers
[a
].FWeapon
[i
] := utils
.readBool(st
);
937 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
938 for i
:= WP_FIRST
to WP_LAST
do gPlayers
[a
].FReloading
[i
] := utils
.readWord(st
);
940 if utils
.readBool(st
) then Include(gPlayers
[a
].FRulez
, R_ITEM_BACKPACK
);
941 // Íàëè÷èå êðàñíîãî êëþ÷à
942 if utils
.readBool(st
) then Include(gPlayers
[a
].FRulez
, R_KEY_RED
);
943 // Íàëè÷èå çåëåíîãî êëþ÷à
944 if utils
.readBool(st
) then Include(gPlayers
[a
].FRulez
, R_KEY_GREEN
);
945 // Íàëè÷èå ñèíåãî êëþ÷à
946 if utils
.readBool(st
) then Include(gPlayers
[a
].FRulez
, R_KEY_BLUE
);
948 if utils
.readBool(st
) then Include(gPlayers
[a
].FRulez
, R_BERSERK
);
949 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
950 for i
:= MR_SUIT
to MR_MAX
do gPlayers
[a
].FMegaRulez
[i
] := utils
.readLongWord(st
);
951 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
952 for i
:= T_RESPAWN
to T_FLAGCAP
do gPlayers
[a
].FTime
[i
] := utils
.readLongWord(st
);
955 gPlayers
[a
].FActualModelName
:= utils
.readStr(st
);
957 gPlayers
[a
].FColor
.R
:= utils
.readByte(st
);
958 gPlayers
[a
].FColor
.G
:= utils
.readByte(st
);
959 gPlayers
[a
].FColor
.B
:= utils
.readByte(st
);
960 // Îáíîâëÿåì ìîäåëü èãðîêà
961 gPlayers
[a
].SetModel(gPlayers
[a
].FActualModelName
);
963 // Íåò ìîäåëè - ñîçäàíèå íåâîçìîæíî
964 if (gPlayers
[a
].FModel
= nil) then
968 g_FatalError(Format(_lc
[I_GAME_ERROR_MODEL
], [gPlayers
[a
].FActualModelName
]));
972 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû
973 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
974 gPlayers
[a
].FModel
.Color
:= TEAMCOLOR
[gPlayers
[a
].FTeam
]
976 gPlayers
[a
].FModel
.Color
:= gPlayers
[a
].FColor
;
978 result
:= gPlayers
[a
].FUID
;
982 procedure g_Player_ResetTeams();
986 if g_Game_IsClient
then
988 if gPlayers
= nil then
990 for a
:= Low(gPlayers
) to High(gPlayers
) do
991 if gPlayers
[a
] <> nil then
992 case gGameSettings
.GameMode
of
994 gPlayers
[a
].ChangeTeam(TEAM_NONE
);
996 if not (gPlayers
[a
].Team
in [TEAM_RED
, TEAM_BLUE
]) then
997 if gPlayers
[a
].FPreferredTeam
in [TEAM_RED
, TEAM_BLUE
] then
998 gPlayers
[a
].ChangeTeam(gPlayers
[a
].FPreferredTeam
)
1001 gPlayers
[a
].ChangeTeam(TEAM_RED
)
1003 gPlayers
[a
].ChangeTeam(TEAM_BLUE
);
1006 gPlayers
[a
].ChangeTeam(TEAM_COOP
);
1010 procedure g_Bot_Add(Team
, Difficult
: Byte);
1013 _name
, _model
: String;
1016 if not g_Game_IsServer
then Exit
;
1018 // Ñïèñîê íàçâàíèé ìîäåëåé:
1019 m
:= g_PlayerModel_GetNames();
1024 if (gGameSettings
.GameType
= GT_SINGLE
) or (gGameSettings
.GameMode
= GM_COOP
) then
1025 Team
:= TEAM_COOP
// COOP
1027 if gGameSettings
.GameMode
= GM_DM
then
1028 Team
:= TEAM_NONE
// DM
1030 if Team
= TEAM_NONE
then // CTF / TDM
1032 // Àâòîáàëàíñ êîìàíä:
1036 for a
:= 0 to High(gPlayers
) do
1037 if gPlayers
[a
] <> nil then
1039 if gPlayers
[a
].Team
= TEAM_RED
then
1042 if gPlayers
[a
].Team
= TEAM_BLUE
then
1052 if Random(2) = 0 then
1058 // Âûáèðàåì áîòó èìÿ:
1060 if BotNames
<> nil then
1061 for a
:= 0 to High(BotNames
) do
1062 if g_Player_ValidName(BotNames
[a
]) then
1064 _name
:= BotNames
[a
];
1068 // Èìåíè íåò, çàäàåì ñëó÷àéíîå:
1071 _name
:= Format('DFBOT%.2d', [Random(100)]);
1072 until g_Player_ValidName(_name
);
1074 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
1075 _model
:= m
[Random(Length(m
))];
1078 with g_Player_Get(g_Player_Create(_model
,
1079 _RGB(Min(Random(9)*32, 255),
1080 Min(Random(9)*32, 255),
1081 Min(Random(9)*32, 255)),
1082 Team
, True)) as TBot
do
1087 1: FDifficult
:= DIFFICULT_EASY
;
1088 2: FDifficult
:= DIFFICULT_MEDIUM
;
1089 else FDifficult
:= DIFFICULT_HARD
;
1092 for a
:= WP_FIRST
to WP_LAST
do
1094 FDifficult
.WeaponPrior
[a
] := WEAPON_PRIOR1
[a
];
1095 FDifficult
.CloseWeaponPrior
[a
] := WEAPON_PRIOR2
[a
];
1096 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1099 g_Console_Add(Format(_lc
[I_PLAYER_JOIN
], [Name
]), True);
1101 if g_Game_IsNet
then MH_SEND_PlayerCreate(UID
);
1102 if g_Game_IsServer
and (gGameSettings
.MaxLives
> 0) then
1107 procedure g_Bot_AddList(Team
: Byte; lName
: ShortString; num
: Integer = -1);
1110 _name
, _model
: String;
1113 if not g_Game_IsServer
then Exit
;
1115 // Ñïèñîê íàçâàíèé ìîäåëåé:
1116 m
:= g_PlayerModel_GetNames();
1121 if (gGameSettings
.GameType
= GT_SINGLE
) or (gGameSettings
.GameMode
= GM_COOP
) then
1122 Team
:= TEAM_COOP
// COOP
1124 if gGameSettings
.GameMode
= GM_DM
then
1125 Team
:= TEAM_NONE
// DM
1127 if Team
= TEAM_NONE
then
1128 Team
:= BotList
[num
].team
; // CTF / TDM
1130 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1131 lName
:= AnsiLowerCase(lName
);
1132 if (num
< 0) or (num
> Length(BotList
)-1) then
1134 if (num
= -1) and (lName
<> '') and (BotList
<> nil) then
1135 for a
:= 0 to High(BotList
) do
1136 if AnsiLowerCase(BotList
[a
].name
) = lName
then
1145 _name
:= BotList
[num
].name
;
1146 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1147 if not g_Player_ValidName(_name
) then
1149 _name
:= Format('DFBOT%.2d', [Random(100)]);
1150 until g_Player_ValidName(_name
);
1153 _model
:= BotList
[num
].model
;
1154 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1155 if not InSArray(_model
, m
) then
1156 _model
:= m
[Random(Length(m
))];
1159 with g_Player_Get(g_Player_Create(_model
, BotList
[num
].color
, Team
, True)) as TBot
do
1163 FDifficult
.DiagFire
:= BotList
[num
].diag_fire
;
1164 FDifficult
.InvisFire
:= BotList
[num
].invis_fire
;
1165 FDifficult
.DiagPrecision
:= BotList
[num
].diag_precision
;
1166 FDifficult
.FlyPrecision
:= BotList
[num
].fly_precision
;
1167 FDifficult
.Cover
:= BotList
[num
].cover
;
1168 FDifficult
.CloseJump
:= BotList
[num
].close_jump
;
1170 for a
:= WP_FIRST
to WP_LAST
do
1172 FDifficult
.WeaponPrior
[a
] := BotList
[num
].w_prior1
[a
];
1173 FDifficult
.CloseWeaponPrior
[a
] := BotList
[num
].w_prior2
[a
];
1174 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1177 g_Console_Add(Format(_lc
[I_PLAYER_JOIN
], [Name
]), True);
1179 if g_Game_IsNet
then MH_SEND_PlayerCreate(UID
);
1183 procedure g_Bot_RemoveAll();
1187 if not g_Game_IsServer
then Exit
;
1188 if gPlayers
= nil then Exit
;
1190 for a
:= 0 to High(gPlayers
) do
1191 if gPlayers
[a
] <> nil then
1192 if gPlayers
[a
] is TBot
then
1194 gPlayers
[a
].Lives
:= 0;
1195 gPlayers
[a
].Kill(K_SIMPLEKILL
, 0, HIT_DISCON
);
1196 g_Console_Add(Format(_lc
[I_PLAYER_LEAVE
], [gPlayers
[a
].Name
]), True);
1197 g_Player_Remove(gPlayers
[a
].FUID
);
1203 procedure g_Bot_MixNames();
1208 if BotNames
<> nil then
1209 for a
:= 0 to High(BotNames
) do
1211 b
:= Random(Length(BotNames
));
1213 Botnames
[a
] := BotNames
[b
];
1218 procedure g_Player_Remove(UID
: Word);
1222 if gPlayers
= nil then Exit
;
1224 if g_Game_IsServer
and g_Game_IsNet
then
1225 MH_SEND_PlayerDelete(UID
);
1227 for i
:= 0 to High(gPlayers
) do
1228 if gPlayers
[i
] <> nil then
1229 if gPlayers
[i
].FUID
= UID
then
1231 if gPlayers
[i
] is TPlayer
then
1232 TPlayer(gPlayers
[i
]).Free()
1234 TBot(gPlayers
[i
]).Free();
1240 procedure g_Player_Init();
1250 if not FileExists(DataDir
+ BOTNAMES_FILENAME
) then
1253 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1254 AssignFile(F
, DataDir
+ BOTNAMES_FILENAME
);
1265 SetLength(BotNames
, Length(BotNames
)+1);
1266 BotNames
[High(BotNames
)] := s
;
1274 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1275 config
:= TConfig
.CreateFile(DataDir
+ BOTLIST_FILENAME
);
1279 while config
.SectionExists(IntToStr(a
)) do
1281 SetLength(BotList
, Length(BotList
)+1);
1283 with BotList
[High(BotList
)] do
1286 name
:= config
.ReadStr(IntToStr(a
), 'name', '');
1288 model
:= config
.ReadStr(IntToStr(a
), 'model', '');
1290 if config
.ReadStr(IntToStr(a
), 'team', 'red') = 'red' then
1295 sa
:= parse(config
.ReadStr(IntToStr(a
), 'color', ''));
1296 color
.R
:= StrToIntDef(sa
[0], 0);
1297 color
.G
:= StrToIntDef(sa
[1], 0);
1298 color
.B
:= StrToIntDef(sa
[2], 0);
1299 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1300 diag_fire
:= config
.ReadInt(IntToStr(a
), 'diag_fire', 0);
1301 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1302 invis_fire
:= config
.ReadInt(IntToStr(a
), 'invis_fire', 0);
1303 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1304 diag_precision
:= config
.ReadInt(IntToStr(a
), 'diag_precision', 0);
1305 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1306 fly_precision
:= config
.ReadInt(IntToStr(a
), 'fly_precision', 0);
1307 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1308 cover
:= config
.ReadInt(IntToStr(a
), 'cover', 0);
1309 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1310 close_jump
:= config
.ReadInt(IntToStr(a
), 'close_jump', 0);
1311 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1312 sa
:= parse(config
.ReadStr(IntToStr(a
), 'w_prior1', ''));
1313 if Length(sa
) = 10 then
1315 w_prior1
[b
] := EnsureRange(StrToInt(sa
[b
]), 0, 9);
1316 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1317 sa
:= parse(config
.ReadStr(IntToStr(a
), 'w_prior2', ''));
1318 if Length(sa
) = 10 then
1320 w_prior2
[b
] := EnsureRange(StrToInt(sa
[b
]), 0, 9);
1322 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1323 if Length(sa) = 10 then
1325 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1334 procedure g_Player_Free();
1338 if gPlayers
<> nil then
1340 for i
:= 0 to High(gPlayers
) do
1341 if gPlayers
[i
] <> nil then
1343 if gPlayers
[i
] is TPlayer
then
1344 TPlayer(gPlayers
[i
]).Free()
1346 TBot(gPlayers
[i
]).Free();
1357 procedure g_Player_UpdateAll();
1361 if gPlayers
= nil then Exit
;
1363 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1364 for i
:= 0 to High(gPlayers
) do
1366 if gPlayers
[i
] <> nil then
1368 if gPlayers
[i
] is TPlayer
then
1370 gPlayers
[i
].Update();
1371 gPlayers
[i
].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1375 // bot updates weapons in `UpdateCombat()`
1376 TBot(gPlayers
[i
]).Update();
1380 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1383 procedure g_Player_DrawAll();
1387 if gPlayers
= nil then Exit
;
1389 for i
:= 0 to High(gPlayers
) do
1390 if gPlayers
[i
] <> nil then
1391 if gPlayers
[i
] is TPlayer
then gPlayers
[i
].Draw()
1392 else TBot(gPlayers
[i
]).Draw();
1395 procedure g_Player_DrawDebug(p
: TPlayer
);
1399 if p
= nil then Exit
;
1400 if (@p
.FObj
) = nil then Exit
;
1402 e_TextureFontGetSize(gStdFont
, fW
, fH
);
1404 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p
.FObj
.X
), gStdFont
);
1405 e_TextureFontPrint(0, fH
, 'Pos Y: ' + IntToStr(p
.FObj
.Y
), gStdFont
);
1406 e_TextureFontPrint(0, fH
* 2, 'Vel X: ' + IntToStr(p
.FObj
.Vel
.X
), gStdFont
);
1407 e_TextureFontPrint(0, fH
* 3, 'Vel Y: ' + IntToStr(p
.FObj
.Vel
.Y
), gStdFont
);
1408 e_TextureFontPrint(0, fH
* 4, 'Acc X: ' + IntToStr(p
.FObj
.Accel
.X
), gStdFont
);
1409 e_TextureFontPrint(0, fH
* 5, 'Acc Y: ' + IntToStr(p
.FObj
.Accel
.Y
), gStdFont
);
1412 procedure g_Player_DrawHealth();
1417 if gPlayers
= nil then Exit
;
1418 e_TextureFontGetSize(gStdFont
, fW
, fH
);
1420 for i
:= 0 to High(gPlayers
) do
1421 if gPlayers
[i
] <> nil then
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
* 2,
1425 IntToStr(gPlayers
[i
].FHealth
), gStdFont
);
1426 e_TextureFontPrint(gPlayers
[i
].FObj
.X
+ gPlayers
[i
].FObj
.Rect
.X
,
1427 gPlayers
[i
].FObj
.Y
+ gPlayers
[i
].FObj
.Rect
.Y
+ gPlayers
[i
].FObj
.Rect
.Height
- fH
,
1428 IntToStr(gPlayers
[i
].FArmor
), gStdFont
);
1432 function g_Player_Get(UID
: Word): TPlayer
;
1438 if gPlayers
= nil then
1441 for a
:= 0 to High(gPlayers
) do
1442 if gPlayers
[a
] <> nil then
1443 if gPlayers
[a
].FUID
= UID
then
1445 Result
:= gPlayers
[a
];
1450 function g_Player_GetCount(): Byte;
1456 if gPlayers
= nil then
1459 for a
:= 0 to High(gPlayers
) do
1460 if gPlayers
[a
] <> nil then
1461 Result
:= Result
+ 1;
1464 function g_Player_GetStats(): TPlayerStatArray
;
1470 if gPlayers
= nil then Exit
;
1472 for a
:= 0 to High(gPlayers
) do
1473 if gPlayers
[a
] <> nil then
1475 SetLength(Result
, Length(Result
)+1);
1476 with Result
[High(Result
)] do
1478 Ping
:= gPlayers
[a
].FPing
;
1479 Loss
:= gPlayers
[a
].FLoss
;
1480 Name
:= gPlayers
[a
].FName
;
1481 Team
:= gPlayers
[a
].FTeam
;
1482 Frags
:= gPlayers
[a
].FFrags
;
1483 Deaths
:= gPlayers
[a
].FDeath
;
1484 Kills
:= gPlayers
[a
].FKills
;
1485 Color
:= gPlayers
[a
].FModel
.Color
;
1486 Lives
:= gPlayers
[a
].FLives
;
1487 Spectator
:= gPlayers
[a
].FSpectator
;
1492 procedure g_Player_RememberAll
;
1496 for i
:= Low(gPlayers
) to High(gPlayers
) do
1497 if (gPlayers
[i
] <> nil) and gPlayers
[i
].alive
then
1498 gPlayers
[i
].RememberState
;
1501 procedure g_Player_ResetAll(Force
, Silent
: Boolean);
1505 gTeamStat
[TEAM_RED
].Goals
:= 0;
1506 gTeamStat
[TEAM_BLUE
].Goals
:= 0;
1508 if gPlayers
<> nil then
1509 for i
:= 0 to High(gPlayers
) do
1510 if gPlayers
[i
] <> nil then
1512 gPlayers
[i
].Reset(Force
);
1514 if gPlayers
[i
] is TPlayer
then
1516 if (not gPlayers
[i
].FSpectator
) or gPlayers
[i
].FWantsInGame
then
1517 gPlayers
[i
].Respawn(Silent
)
1519 gPlayers
[i
].Spectate();
1522 TBot(gPlayers
[i
]).Respawn(Silent
);
1526 procedure g_Player_CreateCorpse(Player
: TPlayer
);
1532 if Player
.alive
then
1535 // Ðàçðûâàåì ñâÿçü ñ ïðåæíèì òðóïîì:
1536 if gCorpses
<> nil then
1537 for i
:= 0 to High(gCorpses
) do
1538 if gCorpses
[i
] <> nil then
1539 if gCorpses
[i
].FPlayerUID
= Player
.FUID
then
1540 gCorpses
[i
].FPlayerUID
:= 0;
1542 if Player
.FObj
.Y
>= gMapInfo
.Height
+128 then
1547 if (FHealth
>= -50) or (gGibsCount
= 0) then
1549 if (gCorpses
= nil) or (Length(gCorpses
) = 0) then
1553 for find_id
:= 0 to High(gCorpses
) do
1554 if gCorpses
[find_id
] = nil then
1561 find_id
:= Random(Length(gCorpses
));
1563 gCorpses
[find_id
] := TCorpse
.Create(FObj
.X
, FObj
.Y
, FModel
.Name
, FHealth
< -20);
1564 gCorpses
[find_id
].FColor
:= FModel
.Color
;
1565 gCorpses
[find_id
].FObj
.Vel
:= FObj
.Vel
;
1566 gCorpses
[find_id
].FObj
.Accel
:= FObj
.Accel
;
1567 gCorpses
[find_id
].FPlayerUID
:= FUID
;
1570 g_Player_CreateGibs(FObj
.X
+ PLAYER_RECT_CX
,
1571 FObj
.Y
+ PLAYER_RECT_CY
,
1572 FModel
.Name
, FModel
.Color
);
1576 procedure g_Player_CreateShell(fX
, fY
, dX
, dY
: Integer; T
: Byte);
1580 if (gShells
= nil) or (Length(gShells
) = 0) then
1583 with gShells
[CurrentShell
] do
1589 if T
= SHELL_BULLET
then
1591 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID
) then
1595 Obj
.Rect
.Width
:= 4;
1596 Obj
.Rect
.Height
:= 2;
1600 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID
) then
1604 Obj
.Rect
.Width
:= 7;
1605 Obj
.Rect
.Height
:= 3;
1611 g_Obj_Push(@Obj
, dX
+ Random(4)-Random(4), dY
-Random(4));
1612 positionChanged(); // this updates spatial accelerators
1613 RAngle
:= Random(360);
1614 Timeout
:= gTime
+ SHELL_TIMEOUT
;
1616 if CurrentShell
>= High(gShells
) then
1623 procedure g_Player_CreateGibs(fX
, fY
: Integer; ModelName
: string; fColor
: TRGB
);
1626 GibsArray
: TGibsArray
;
1629 if (gGibs
= nil) or (Length(gGibs
) = 0) then
1631 if not g_PlayerModel_GetGibs(ModelName
, GibsArray
) then
1633 Blood
:= g_PlayerModel_GetBlood(ModelName
);
1635 for a
:= 0 to High(GibsArray
) do
1636 with gGibs
[CurrentGib
] do
1639 ID
:= GibsArray
[a
].ID
;
1640 MaskID
:= GibsArray
[a
].MaskID
;
1643 Obj
.Rect
:= GibsArray
[a
].Rect
;
1644 Obj
.X
:= fX
-GibsArray
[a
].Rect
.X
-(GibsArray
[a
].Rect
.Width
div 2);
1645 Obj
.Y
:= fY
-GibsArray
[a
].Rect
.Y
-(GibsArray
[a
].Rect
.Height
div 2);
1646 g_Obj_PushA(@Obj
, 25 + Random(10), Random(361));
1647 positionChanged(); // this updates spatial accelerators
1648 RAngle
:= Random(360);
1650 if gBloodCount
> 0 then
1651 g_GFX_Blood(fX
, fY
, 16*gBloodCount
+Random(5*gBloodCount
), -16+Random(33), -16+Random(33),
1652 Random(48), Random(48), Blood
.R
, Blood
.G
, Blood
.B
, Blood
.Kind
);
1654 if CurrentGib
>= High(gGibs
) then
1661 procedure g_Player_UpdatePhysicalObjects();
1667 procedure ShellSound_Bounce(X
, Y
: Integer; T
: Byte);
1672 if T
= SHELL_BULLET
then
1673 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k
), X
, Y
)
1675 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k
), X
, Y
);
1680 if gGibs
<> nil then
1681 for i
:= 0 to High(gGibs
) do
1682 if gGibs
[i
].alive
then
1686 mr
:= g_Obj_Move(@Obj
, True, False, True);
1687 positionChanged(); // this updates spatial accelerators
1689 if WordBool(mr
and MOVE_FALLOUT
) then
1695 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1696 if WordBool(mr
and MOVE_HITWALL
) then
1697 Obj
.Vel
.X
:= -(vel
.X
div 2);
1698 if WordBool(mr
and (MOVE_HITCEIL
or MOVE_HITLAND
)) then
1699 Obj
.Vel
.Y
:= -(vel
.Y
div 2);
1701 if (Obj
.Vel
.X
>= 0) then
1703 RAngle
:= RAngle
+ Abs(Obj
.Vel
.X
)*6 + Abs(Obj
.Vel
.Y
);
1704 if RAngle
>= 360 then
1705 RAngle
:= RAngle
mod 360;
1706 end else begin // Counter-clockwise
1707 RAngle
:= RAngle
- Abs(Obj
.Vel
.X
)*6 - Abs(Obj
.Vel
.Y
);
1709 RAngle
:= (360 - (Abs(RAngle
) mod 360)) mod 360;
1712 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1713 if gTime
mod (GAME_TICK
*3) = 0 then
1714 Obj
.Vel
.X
:= z_dec(Obj
.Vel
.X
, 1);
1718 if gCorpses
<> nil then
1719 for i
:= 0 to High(gCorpses
) do
1720 if gCorpses
[i
] <> nil then
1721 if gCorpses
[i
].State
= CORPSE_STATE_REMOVEME
then
1727 gCorpses
[i
].Update();
1730 if gShells
<> nil then
1731 for i
:= 0 to High(gShells
) do
1732 if gShells
[i
].alive
then
1736 mr
:= g_Obj_Move(@Obj
, True, False, True);
1737 positionChanged(); // this updates spatial accelerators
1739 if WordBool(mr
and MOVE_FALLOUT
) or (gShells
[i
].Timeout
< gTime
) then
1745 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1746 if WordBool(mr
and MOVE_HITWALL
) then
1748 Obj
.Vel
.X
:= -(vel
.X
div 2);
1749 if not WordBool(mr
and MOVE_INWATER
) then
1750 ShellSound_Bounce(Obj
.X
, Obj
.Y
, SType
);
1752 if WordBool(mr
and (MOVE_HITCEIL
or MOVE_HITLAND
)) then
1754 Obj
.Vel
.Y
:= -(vel
.Y
div 2);
1755 if Obj
.Vel
.X
<> 0 then Obj
.Vel
.X
:= Obj
.Vel
.X
div 2;
1756 if (Obj
.Vel
.X
= 0) and (Obj
.Vel
.Y
= 0) then
1758 if RAngle
mod 90 <> 0 then
1759 RAngle
:= (RAngle
div 90) * 90;
1761 else if not WordBool(mr
and MOVE_INWATER
) then
1762 ShellSound_Bounce(Obj
.X
, Obj
.Y
, SType
);
1765 if (Obj
.Vel
.X
>= 0) then
1767 RAngle
:= RAngle
+ Abs(Obj
.Vel
.X
)*8 + Abs(Obj
.Vel
.Y
);
1768 if RAngle
>= 360 then
1769 RAngle
:= RAngle
mod 360;
1770 end else begin // Counter-clockwise
1771 RAngle
:= RAngle
- Abs(Obj
.Vel
.X
)*8 - Abs(Obj
.Vel
.Y
);
1773 RAngle
:= (360 - (Abs(RAngle
) mod 360)) mod 360;
1779 procedure TGib
.getMapBox (out x
, y
, w
, h
: Integer); inline;
1781 x
:= Obj
.X
+Obj
.Rect
.X
;
1782 y
:= Obj
.Y
+Obj
.Rect
.Y
;
1783 w
:= Obj
.Rect
.Width
;
1784 h
:= Obj
.Rect
.Height
;
1787 procedure TGib
.moveBy (dx
, dy
: Integer); inline;
1789 if (dx
<> 0) or (dy
<> 0) then
1798 procedure TShell
.getMapBox (out x
, y
, w
, h
: Integer); inline;
1802 w
:= Obj
.Rect
.Width
;
1803 h
:= Obj
.Rect
.Height
;
1806 procedure TShell
.moveBy (dx
, dy
: Integer); inline;
1808 if (dx
<> 0) or (dy
<> 0) then
1817 procedure TGib
.positionChanged (); inline; begin end;
1818 procedure TShell
.positionChanged (); inline; begin end;
1821 procedure g_Player_DrawCorpses();
1826 if gGibs
<> nil then
1827 for i
:= 0 to High(gGibs
) do
1828 if gGibs
[i
].alive
then
1831 if not g_Obj_Collide(sX
, sY
, sWidth
, sHeight
, @Obj
) then
1834 a
.X
:= Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2);
1835 a
.y
:= Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2);
1837 e_DrawAdv(ID
, Obj
.X
, Obj
.Y
, 0, True, False, RAngle
, @a
, TMirrorType
.None
);
1840 e_DrawAdv(MaskID
, Obj
.X
, Obj
.Y
, 0, True, False, RAngle
, @a
, TMirrorType
.None
);
1846 if gCorpses
<> nil then
1847 for i
:= 0 to High(gCorpses
) do
1848 if gCorpses
[i
] <> nil then
1852 procedure g_Player_DrawShells();
1857 if gShells
<> nil then
1858 for i
:= 0 to High(gShells
) do
1859 if gShells
[i
].alive
then
1862 if not g_Obj_Collide(sX
, sY
, sWidth
, sHeight
, @Obj
) then
1868 e_DrawAdv(SpriteID
, Obj
.X
, Obj
.Y
, 0, True, False, RAngle
, @a
, TMirrorType
.None
);
1872 procedure g_Player_RemoveAllCorpses();
1878 SetLength(gGibs
, MaxGibs
);
1879 SetLength(gShells
, MaxGibs
);
1883 if gCorpses
<> nil then
1884 for i
:= 0 to High(gCorpses
) do
1888 SetLength(gCorpses
, MaxCorpses
);
1891 procedure g_Player_Corpses_SaveState (st
: TStream
);
1895 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ
1897 for i
:= 0 to High(gCorpses
) do if (gCorpses
[i
] <> nil) then Inc(count
);
1899 // Êîëè÷åñòâî òðóïîâ
1900 utils
.writeInt(st
, LongInt(count
));
1902 if (count
= 0) then exit
;
1905 for i
:= 0 to High(gCorpses
) do
1907 if gCorpses
[i
] <> nil then
1910 utils
.writeStr(st
, gCorpses
[i
].FModelName
);
1912 utils
.writeBool(st
, gCorpses
[i
].Mess
);
1913 // Ñîõðàíÿåì äàííûå òðóïà:
1914 gCorpses
[i
].SaveState(st
);
1920 procedure g_Player_Corpses_LoadState (st
: TStream
);
1928 g_Player_RemoveAllCorpses();
1930 // Êîëè÷åñòâî òðóïîâ:
1931 count
:= utils
.readLongInt(st
);
1932 if (count
< 0) or (count
> Length(gCorpses
)) then raise XStreamError
.Create('invalid number of corpses');
1934 if (count
= 0) then exit
;
1937 for i
:= 0 to count
-1 do
1940 str
:= utils
.readStr(st
);
1942 b
:= utils
.readBool(st
);
1944 gCorpses
[i
] := TCorpse
.Create(0, 0, str
, b
);
1945 // Çàãðóæàåì äàííûå òðóïà
1946 gCorpses
[i
].LoadState(st
);
1953 function TPlayer
.isValidViewPort (): Boolean; inline; begin result
:= (viewPortW
> 0) and (viewPortH
> 0); end;
1955 procedure TPlayer
.SetCurrWeapProp (newweap
: Byte);
1957 if (newweap
> High(FWeapon
)) then exit
;
1958 if (not FWeapon
[newweap
]) then exit
;
1959 if not g_Game_IsClient
then Inc(FNetWeapCtr
, 2); // just in case, to really override client's counter
1960 if (FCurrWeap
<> newweap
) then
1962 if (newweap
= WEAPON_SAW
) then FSawSoundSelect
.PlayAt(FObj
.X
, FObj
.Y
);
1964 FCurrWeap
:= newweap
;
1965 FModel
.SetWeapon(newweap
);
1968 procedure TPlayer
.BFGHit();
1970 g_Weapon_BFGHit(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1971 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
1972 if g_Game_IsServer
and g_Game_IsNet
then
1973 MH_SEND_Effect(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1974 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
1978 procedure TPlayer
.ChangeModel(ModelName
: string);
1980 locModel
: TPlayerModel
;
1982 locModel
:= g_PlayerModel_Get(ModelName
);
1983 if locModel
= nil then Exit
;
1989 procedure TPlayer
.SetModel(ModelName
: string);
1993 m
:= g_PlayerModel_Get(ModelName
);
1996 g_SimpleError(Format(_lc
[I_GAME_ERROR_MODEL_FALLBACK
], [ModelName
]));
1997 m
:= g_PlayerModel_Get('doomer');
2000 g_FatalError(Format(_lc
[I_GAME_ERROR_MODEL
], ['doomer']));
2005 if FModel
<> nil then
2010 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
2011 FModel
.Color
:= FColor
2013 FModel
.Color
:= TEAMCOLOR
[FTeam
];
2014 FModel
.SetWeapon(FCurrWeap
);
2015 FModel
.SetFlag(FFlag
);
2016 SetDirection(FDirection
);
2019 procedure TPlayer
.SetColor(Color
: TRGB
);
2022 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
2023 if FModel
<> nil then FModel
.Color
:= Color
;
2026 procedure TPlayer
.SwitchTeam
;
2028 if g_Game_IsClient
then
2030 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then Exit
;
2032 if gGameOn
and FAlive
then
2033 Kill(K_SIMPLEKILL
, FUID
, HIT_SELF
);
2035 if FTeam
= TEAM_RED
then
2037 ChangeTeam(TEAM_BLUE
);
2038 g_Console_Add(Format(_lc
[I_PLAYER_CHTEAM_BLUE
], [FName
]), True);
2039 if g_Game_IsNet
then
2040 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM
, TEAM_BLUE
, FName
);
2044 ChangeTeam(TEAM_RED
);
2045 g_Console_Add(Format(_lc
[I_PLAYER_CHTEAM_RED
], [FName
]), True);
2046 if g_Game_IsNet
then
2047 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM
, TEAM_RED
, FName
);
2049 FPreferredTeam
:= FTeam
;
2052 procedure TPlayer
.ChangeTeam(Team
: Byte);
2059 TEAM_RED
, TEAM_BLUE
:
2060 FModel
.Color
:= TEAMCOLOR
[Team
];
2062 FModel
.Color
:= FColor
;
2064 if (FTeam
<> OldTeam
) and g_Game_IsNet
and g_Game_IsServer
then
2065 MH_SEND_PlayerStats(FUID
);
2069 procedure TPlayer.CollideItem();
2074 if gItems = nil then Exit;
2075 if not FAlive then Exit;
2077 for i := 0 to High(gItems) do
2080 if (ItemType <> ITEM_NONE) and alive then
2081 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
2082 PLAYER_RECT.Height, @Obj) then
2084 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
2086 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
2087 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
2088 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
2089 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
2090 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
2092 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
2093 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
2094 (gGameSettings.GameType = GT_SINGLE) and
2095 (g_Player_GetCount() > 1)) then
2096 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
2102 function TPlayer
.CollideLevel(XInc
, YInc
: Integer): Boolean;
2104 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
2105 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
, PANEL_WALL
,
2109 constructor TPlayer
.Create();
2115 mEDamageType
:= HIT_SOME
;
2121 FSawSound
:= TPlayableSound
.Create();
2122 FSawSoundIdle
:= TPlayableSound
.Create();
2123 FSawSoundHit
:= TPlayableSound
.Create();
2124 FSawSoundSelect
:= TPlayableSound
.Create();
2125 FJetSoundFly
:= TPlayableSound
.Create();
2126 FJetSoundOn
:= TPlayableSound
.Create();
2127 FJetSoundOff
:= TPlayableSound
.Create();
2129 FSawSound
.SetByName('SOUND_WEAPON_FIRESAW');
2130 FSawSoundIdle
.SetByName('SOUND_WEAPON_IDLESAW');
2131 FSawSoundHit
.SetByName('SOUND_WEAPON_HITSAW');
2132 FSawSoundSelect
.SetByName('SOUND_WEAPON_SELECTSAW');
2133 FJetSoundFly
.SetByName('SOUND_PLAYER_JETFLY');
2134 FJetSoundOn
.SetByName('SOUND_PLAYER_JETON');
2135 FJetSoundOff
.SetByName('SOUND_PLAYER_JETOFF');
2137 FSpectatePlayer
:= -1;
2141 FSavedState
.WaitRecall
:= False;
2147 FActualModelName
:= 'doomer';
2150 FObj
.Rect
:= PLAYER_RECT
;
2152 FBFGFireCounter
:= -1;
2153 FJustTeleported
:= False;
2159 releaseAllWeaponSwitchKeys();
2163 procedure TPlayer
.releaseAllWeaponSwitchKeys ();
2167 for f
:= 0 to High(weaponSwitchKeyReleased
) do weaponSwitchKeyReleased
[f
] := $03;
2170 procedure TPlayer
.weaponSwitchKeysStateChange (index
: Integer; pressed
: Boolean);
2172 Inc(index
, 2); // -2: prev; -1: next
2173 if (index
< 0) or (index
> High(weaponSwitchKeyReleased
)) then exit
;
2174 weaponSwitchKeyReleased
[index
] := weaponSwitchKeyReleased
[index
] or $02;
2175 if (pressed
) then weaponSwitchKeyReleased
[index
] := weaponSwitchKeyReleased
[index
] xor $02;
2178 function TPlayer
.isWeaponSwitchKeyReleased (index
: Integer): Boolean;
2180 Inc(index
, 2); // -2: prev; -1: next
2181 if (index
< 0) or (index
> High(weaponSwitchKeyReleased
)) then
2187 result
:= (weaponSwitchKeyReleased
[index
] and $01) <> 0;
2191 procedure TPlayer
.weaponSwitchKeysShiftNewStates ();
2195 // copy bit 1 to bit 0
2196 for f
:= 0 to High(weaponSwitchKeyReleased
) do
2198 weaponSwitchKeyReleased
[f
] :=
2199 (weaponSwitchKeyReleased
[f
] and $02) or
2200 ((weaponSwitchKeyReleased
[f
] shr 1) and $01);
2205 procedure TPlayer
.positionChanged (); inline;
2209 procedure TPlayer
.doDamage (v
: Integer);
2211 if (v
<= 0) then exit
;
2212 if (v
> 32767) then v
:= 32767;
2213 Damage(v
, 0, 0, 0, mEDamageType
);
2216 procedure TPlayer
.Damage(value
: Word; SpawnerUID
: Word; vx
, vy
: Integer; t
: Byte);
2220 if (not g_Game_IsClient
) and (not FAlive
) then
2225 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2226 if ((t
= HIT_TRAP
) or (t
= HIT_SELF
)) and (not FGodMode
) then
2228 if not g_Game_IsClient
then
2231 if t
= HIT_TRAP
then
2233 // Ëîâóøêà óáèâàåò ñðàçó:
2235 Kill(K_EXTRAHARDKILL
, SpawnerUID
, t
);
2237 if t
= HIT_SELF
then
2241 Kill(K_SIMPLEKILL
, SpawnerUID
, t
);
2244 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2245 FMegaRulez
[MR_SUIT
] := 0;
2246 FMegaRulez
[MR_INVUL
] := 0;
2247 FMegaRulez
[MR_INVIS
] := 0;
2251 // Íî îò îñòàëüíîãî ñïàñàåò:
2252 if FMegaRulez
[MR_INVUL
] >= gTime
then
2259 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2260 if LongBool(gGameSettings
.Options
and GAME_OPTION_TEAMDAMAGE
) or
2261 (SpawnerUID
= FUID
) or
2262 (not SameTeam(FUID
, SpawnerUID
)) then
2264 FLastSpawnerUID
:= SpawnerUID
;
2266 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2267 if gBloodCount
> 0 then
2269 c
:= Min(value
, 200)*gBloodCount
+ Random(Min(value
, 200) div 2);
2270 if value
div 4 <= c
then
2271 c
:= c
- (value
div 4)
2275 if (t
= HIT_SOME
) and (vx
= 0) and (vy
= 0) then
2279 HIT_TRAP
, HIT_ACID
, HIT_FLAME
, HIT_SELF
: MakeBloodSimple(c
);
2280 HIT_BFG
, HIT_ROCKET
, HIT_SOME
: MakeBloodVector(c
, vx
, vy
);
2283 if t
= HIT_WATER
then
2284 g_GFX_Bubbles(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2),
2285 FObj
.Y
+PLAYER_RECT
.Y
-4, value
div 2, 8, 4);
2290 Inc(FDamageBuffer
, value
);
2294 FPain
:= FPain
+ value
;
2297 if g_Game_IsServer
and g_Game_IsNet
then
2299 MH_SEND_PlayerDamage(FUID
, t
, SpawnerUID
, value
, vx
, vy
);
2300 MH_SEND_PlayerStats(FUID
);
2301 MH_SEND_PlayerPos(False, FUID
);
2305 function TPlayer
.Heal(value
: Word; Soft
: Boolean): Boolean;
2308 if g_Game_IsClient
then
2313 if Soft
and (FHealth
< PLAYER_HP_SOFT
) then
2315 IncMax(FHealth
, value
, PLAYER_HP_SOFT
);
2318 if (not Soft
) and (FHealth
< PLAYER_HP_LIMIT
) then
2320 IncMax(FHealth
, value
, PLAYER_HP_LIMIT
);
2324 if Result
and g_Game_IsServer
and g_Game_IsNet
then
2325 MH_SEND_PlayerStats(FUID
);
2328 destructor TPlayer
.Destroy();
2330 if (gPlayer1
<> nil) and (gPlayer1
.FUID
= FUID
) then
2332 if (gPlayer2
<> nil) and (gPlayer2
.FUID
= FUID
) then
2336 FSawSoundIdle
.Free();
2337 FSawSoundHit
.Free();
2338 FJetSoundFly
.Free();
2340 FJetSoundOff
.Free();
2342 if FPunchAnim
<> nil then
2348 procedure TPlayer
.DrawBubble();
2350 bubX
, bubY
: Integer;
2353 Rw
, Gw
, Bw
: SmallInt;
2356 bubX
:= FObj
.X
+FObj
.Rect
.X
+ IfThen(FDirection
= TDirection
.D_LEFT
, -4, 18);
2357 bubY
:= FObj
.Y
+FObj
.Rect
.Y
- 18;
2365 1: // simple textual non-bubble
2367 bubX
:= FObj
.X
+FObj
.Rect
.X
- 11;
2368 bubY
:= FObj
.Y
+FObj
.Rect
.Y
- 17;
2369 e_TextureFontPrint(bubX
, bubY
, '[...]', gStdFont
);
2372 2: // advanced pixel-perfect bubble
2374 if FTeam
= TEAM_RED
then
2377 if FTeam
= TEAM_BLUE
then
2380 3: // colored bubble
2382 Rb
:= FModel
.Color
.R
;
2383 Gb
:= FModel
.Color
.G
;
2384 Bb
:= FModel
.Color
.B
;
2385 Rw
:= Min(Rb
* 2 + 64, 255);
2386 Gw
:= Min(Gb
* 2 + 64, 255);
2387 Bw
:= Min(Bb
* 2 + 64, 255);
2388 if (Abs(Rw
- Rb
) < 32)
2389 or (Abs(Gw
- Gb
) < 32)
2390 or (Abs(Bw
- Bb
) < 32) then
2392 Rb
:= Max(Rw
div 2 - 16, 0);
2393 Gb
:= Max(Gw
div 2 - 16, 0);
2394 Bb
:= Max(Bw
div 2 - 16, 0);
2397 4: // custom textured bubble
2399 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID
) then
2400 if FDirection
= TDirection
.D_RIGHT
then
2401 e_Draw(ID
, bubX
- 6, bubY
- 7, 0, True, False)
2403 e_Draw(ID
, bubX
- 6, bubY
- 7, 0, True, False, TMirrorType
.Horizontal
);
2409 e_DrawQuad(bubX
+ 1, bubY
, bubX
+ 18, bubY
+ 13, Rb
, Gb
, Bb
);
2410 e_DrawQuad(bubX
, bubY
+ 1, bubX
+ 19, bubY
+ 12, Rb
, Gb
, Bb
);
2412 e_DrawFillQuad(bubX
+ 1, bubY
+ 1, bubX
+ 18, bubY
+ 12, Rw
, Gw
, Bw
, 0);
2415 Dot
:= IfThen(FDirection
= TDirection
.D_LEFT
, 14, 5);
2416 e_DrawLine(1, bubX
+ Dot
, bubY
+ 14, bubX
+ Dot
, bubY
+ 16, Rb
, Gb
, Bb
);
2417 e_DrawLine(1, bubX
+ IfThen(FDirection
= TDirection
.D_LEFT
, Dot
- 1, Dot
+ 1), bubY
+ 13, bubX
+ IfThen(FDirection
= TDirection
.D_LEFT
, Dot
- 1, Dot
+ 1), bubY
+ 15, Rw
, Gw
, Bw
);
2418 e_DrawLine(1, bubX
+ IfThen(FDirection
= TDirection
.D_LEFT
, Dot
- 2, Dot
+ 2), bubY
+ 13, bubX
+ IfThen(FDirection
= TDirection
.D_LEFT
, Dot
- 2, Dot
+ 2), bubY
+ 14, Rw
, Gw
, Bw
);
2419 e_DrawLine(1, bubX
+ IfThen(FDirection
= TDirection
.D_LEFT
, Dot
- 3, Dot
+ 3), bubY
+ 13, bubX
+ IfThen(FDirection
= TDirection
.D_LEFT
, Dot
- 3, Dot
+ 3), bubY
+ 13, Rw
, Gw
, Bw
);
2420 e_DrawLine(1, bubX
+ IfThen(FDirection
= TDirection
.D_LEFT
, Dot
- 3, Dot
+ 3), bubY
+ 14, bubX
+ IfThen(FDirection
= TDirection
.D_LEFT
, Dot
- 1, Dot
+ 1), bubY
+ 16, Rb
, Gb
, Bb
);
2424 e_DrawFillQuad(bubX
+ Dot
, bubY
+ 8, bubX
+ Dot
+ 1, bubY
+ 9, Rb
, Gb
, Bb
, 0);
2425 e_DrawFillQuad(bubX
+ Dot
+ 3, bubY
+ 8, bubX
+ Dot
+ 4, bubY
+ 9, Rb
, Gb
, Bb
, 0);
2426 e_DrawFillQuad(bubX
+ Dot
+ 6, bubY
+ 8, bubX
+ Dot
+ 7, bubY
+ 9, Rb
, Gb
, Bb
, 0);
2429 procedure TPlayer
.Draw();
2434 Mirror
: TMirrorType
;
2438 if Direction
= TDirection
.D_RIGHT
then
2439 Mirror
:= TMirrorType
.None
2441 Mirror
:= TMirrorType
.Horizontal
;
2443 if FPunchAnim
<> nil then
2445 FPunchAnim
.Draw(FObj
.X
+IfThen(Direction
= TDirection
.D_LEFT
, 15-FObj
.Rect
.X
, FObj
.Rect
.X
-15),
2446 FObj
.Y
+FObj
.Rect
.Y
-11, Mirror
);
2447 if FPunchAnim
.played
then
2454 if (FMegaRulez
[MR_INVUL
] > gTime
) and (gPlayerDrawn
<> Self
) then
2455 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID
) then
2457 e_GetTextureSize(ID
, @w
, @h
);
2458 if FDirection
= TDirection
.D_LEFT
then
2459 e_Draw(ID
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-(w
div 2)+4,
2460 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-(h
div 2)-7+FObj
.slopeUpLeft
, 0, True, False)
2462 e_Draw(ID
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-(w
div 2)-2,
2463 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-(h
div 2)-7+FObj
.slopeUpLeft
, 0, True, False);
2466 if FMegaRulez
[MR_INVIS
] > gTime
then
2468 if (gPlayerDrawn
<> nil) and ((Self
= gPlayerDrawn
) or
2469 ((FTeam
= gPlayerDrawn
.Team
) and (gGameSettings
.GameMode
<> GM_DM
))) then
2471 if (FMegaRulez
[MR_INVIS
] - gTime
) <= 2100 then
2472 dr
:= not Odd((FMegaRulez
[MR_INVIS
] - gTime
) div 300)
2476 FModel
.Draw(FObj
.X
, FObj
.Y
+FObj
.slopeUpLeft
, 200)
2478 FModel
.Draw(FObj
.X
, FObj
.Y
+FObj
.slopeUpLeft
);
2481 FModel
.Draw(FObj
.X
, FObj
.Y
+FObj
.slopeUpLeft
, 254);
2484 FModel
.Draw(FObj
.X
, FObj
.Y
+FObj
.slopeUpLeft
);
2487 if g_debug_Frames
then
2489 e_DrawQuad(FObj
.X
+FObj
.Rect
.X
,
2491 FObj
.X
+FObj
.Rect
.X
+FObj
.Rect
.Width
-1,
2492 FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-1,
2496 if (gChatBubble
> 0) and (FKeys
[KEY_CHAT
].Pressed
) and not FGhost
then
2498 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2499 if gAimLine
and alive
and
2500 ((Self
= gPlayer1
) or (Self
= gPlayer2
)) then
2505 procedure TPlayer
.DrawAim();
2506 procedure drawCast (sz
: Integer; ax0
, ay0
, ax1
, ay1
: Integer);
2511 {$IFDEF ENABLE_HOLMES}
2512 if isValidViewPort
and (self
= gPlayer1
) then
2514 g_Holmes_plrLaser(ax0
, ay0
, ax1
, ay1
);
2518 e_DrawLine(sz
, ax0
, ay0
, ax1
, ay1
, 255, 0, 0, 96);
2519 if (g_Map_traceToNearestWall(ax0
, ay0
, ax1
, ay1
, @ex
, @ey
) <> nil) then
2521 e_DrawLine(sz
, ax0
, ay0
, ex
, ey
, 0, 255, 0, 96);
2525 e_DrawLine(sz
, ax0
, ay0
, ex
, ey
, 0, 0, 255, 96);
2530 wx
, wy
, xx
, yy
: Integer;
2534 wx
:= FObj
.X
+ WEAPONPOINT
[FDirection
].X
+ IfThen(FDirection
= TDirection
.D_LEFT
, 7, -7);
2535 wy
:= FObj
.Y
+ WEAPONPOINT
[FDirection
].Y
;
2544 1: begin // Chainsaw
2551 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2552 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2553 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2554 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2559 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2560 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2561 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2562 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2564 4: begin // Double Shotgun
2567 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2568 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2569 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2570 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2572 5: begin // Chaingun
2575 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2576 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2577 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2578 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2580 6: begin // Rocket Launcher
2583 if angle
= ANGLE_RIGHTUP
then Inc(angle
, 2);
2584 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2585 if angle
= ANGLE_LEFTUP
then Dec(angle
, 2);
2586 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2588 7: begin // Plasmagun
2591 if angle
= ANGLE_RIGHTUP
then Inc(angle
);
2592 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 3);
2593 if angle
= ANGLE_LEFTUP
then Dec(angle
);
2594 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 3);
2599 if angle
= ANGLE_RIGHTUP
then Inc(angle
, 1);
2600 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 2);
2601 if angle
= ANGLE_LEFTUP
then Dec(angle
, 1);
2602 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 2);
2604 9: begin // Super Chaingun
2607 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2608 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2609 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2610 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2613 xx
:= Trunc(Cos(-DegToRad(angle
)) * len
) + wx
;
2614 yy
:= Trunc(Sin(-DegToRad(angle
)) * len
) + wy
;
2615 {$IF DEFINED(D2F_DEBUG)}
2616 drawCast(sz
, wx
, wy
, xx
, yy
);
2618 e_DrawLine(sz
, wx
, wy
, xx
, yy
, 255, 0, 0, 96);
2622 procedure TPlayer
.DrawGUI();
2625 X
, Y
, SY
, a
, p
, m
: Integer;
2629 stat
: TPlayerStatArray
;
2631 X
:= gPlayerScreenSize
.X
;
2632 SY
:= gPlayerScreenSize
.Y
;
2635 if gShowGoals
and (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
2637 if gGameSettings
.GameMode
= GM_CTF
then
2641 if gGameSettings
.GameMode
= GM_CTF
then
2643 s
:= 'TEXTURE_PLAYER_REDFLAG';
2644 if gFlags
[FLAG_RED
].State
= FLAG_STATE_CAPTURED
then
2645 s
:= 'TEXTURE_PLAYER_REDFLAG_S';
2646 if gFlags
[FLAG_RED
].State
= FLAG_STATE_DROPPED
then
2647 s
:= 'TEXTURE_PLAYER_REDFLAG_D';
2648 if g_Texture_Get(s
, ID
) then
2649 e_Draw(ID
, X
-16-32, 240-72-4, 0, True, False);
2652 s
:= IntToStr(gTeamStat
[TEAM_RED
].Goals
);
2653 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2654 e_CharFont_PrintEx(gMenuFont
, X
-16-a
-tw
, 240-72-4, s
, TEAMCOLOR
[TEAM_RED
]);
2656 if gGameSettings
.GameMode
= GM_CTF
then
2658 s
:= 'TEXTURE_PLAYER_BLUEFLAG';
2659 if gFlags
[FLAG_BLUE
].State
= FLAG_STATE_CAPTURED
then
2660 s
:= 'TEXTURE_PLAYER_BLUEFLAG_S';
2661 if gFlags
[FLAG_BLUE
].State
= FLAG_STATE_DROPPED
then
2662 s
:= 'TEXTURE_PLAYER_BLUEFLAG_D';
2663 if g_Texture_Get(s
, ID
) then
2664 e_Draw(ID
, X
-16-32, 240-32-4, 0, True, False);
2667 s
:= IntToStr(gTeamStat
[TEAM_BLUE
].Goals
);
2668 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2669 e_CharFont_PrintEx(gMenuFont
, X
-16-a
-tw
, 240-32-4, s
, TEAMCOLOR
[TEAM_BLUE
]);
2672 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID
) then
2673 e_DrawFill(ID
, X
, 0, 1, (gPlayerScreenSize
.Y
div 256)+IfThen(gPlayerScreenSize
.Y
mod 256 > 0, 1, 0),
2676 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID
) then
2677 e_Draw(ID
, X
+2, Y
, 0, True, False);
2679 if gGameSettings
.GameType
in [GT_CUSTOM
, GT_SERVER
, GT_CLIENT
] then
2683 s
:= IntToStr(Frags
);
2684 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2685 e_CharFont_PrintEx(gMenuFont
, X
-16-tw
, Y
, s
, _RGB(255, 0, 0));
2690 stat
:= g_Player_GetStats();
2695 for a
:= 0 to High(stat
) do
2696 if stat
[a
].Name
<> Name
then
2698 if stat
[a
].Frags
> m
then m
:= stat
[a
].Frags
;
2699 if stat
[a
].Frags
> Frags
then p
:= p
+1;
2703 s
:= IntToStr(p
)+' / '+IntToStr(Length(stat
))+' ';
2704 if Frags
>= m
then s
:= s
+'+' else s
:= s
+'-';
2705 s
:= s
+IntToStr(Abs(Frags
-m
));
2707 e_CharFont_GetSize(gMenuSmallFont
, s
, tw
, th
);
2708 e_CharFont_PrintEx(gMenuSmallFont
, X
-16-tw
, Y
+32, s
, _RGB(255, 0, 0));
2711 if gShowLives
and (gGameSettings
.MaxLives
> 0) then
2713 s
:= IntToStr(Lives
);
2714 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2715 e_CharFont_PrintEx(gMenuFont
, X
-16-tw
, SY
-32, s
, _RGB(0, 255, 0));
2719 e_CharFont_GetSize(gMenuSmallFont
, FName
, tw
, th
);
2720 e_CharFont_PrintEx(gMenuSmallFont
, X
+98-(tw
div 2), Y
+8, FName
, _RGB(255, 0, 0));
2722 if R_BERSERK
in FRulez
then
2723 e_Draw(gItemsTexturesID
[ITEM_MEDKIT_BLACK
], X
+37, Y
+45, 0, True, False)
2725 e_Draw(gItemsTexturesID
[ITEM_MEDKIT_LARGE
], X
+37, Y
+45, 0, True, False);
2727 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID
) then
2728 e_Draw(ID
, X
+36, Y
+77, 0, True, False);
2730 s
:= IntToStr(IfThen(FHealth
> 0, FHealth
, 0));
2731 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2732 e_CharFont_PrintEx(gMenuFont
, X
+178-tw
, Y
+40, s
, _RGB(255, 0, 0));
2734 s
:= IntToStr(FArmor
);
2735 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2736 e_CharFont_PrintEx(gMenuFont
, X
+178-tw
, Y
+68, s
, _RGB(255, 0, 0));
2738 s
:= IntToStr(GetAmmoByWeapon(FCurrWeap
));
2744 ID
:= gItemsTexturesID
[ITEM_WEAPON_KASTET
];
2749 ID
:= gItemsTexturesID
[ITEM_WEAPON_SAW
];
2751 WEAPON_PISTOL
: ID
:= gItemsTexturesID
[ITEM_WEAPON_PISTOL
];
2752 WEAPON_CHAINGUN
: ID
:= gItemsTexturesID
[ITEM_WEAPON_CHAINGUN
];
2753 WEAPON_SHOTGUN1
: ID
:= gItemsTexturesID
[ITEM_WEAPON_SHOTGUN1
];
2754 WEAPON_SHOTGUN2
: ID
:= gItemsTexturesID
[ITEM_WEAPON_SHOTGUN2
];
2755 WEAPON_SUPERPULEMET
: ID
:= gItemsTexturesID
[ITEM_WEAPON_SUPERPULEMET
];
2756 WEAPON_ROCKETLAUNCHER
: ID
:= gItemsTexturesID
[ITEM_WEAPON_ROCKETLAUNCHER
];
2757 WEAPON_PLASMA
: ID
:= gItemsTexturesID
[ITEM_WEAPON_PLASMA
];
2758 WEAPON_BFG
: ID
:= gItemsTexturesID
[ITEM_WEAPON_BFG
];
2759 WEAPON_FLAMETHROWER
: ID
:= gItemsTexturesID
[ITEM_WEAPON_FLAMETHROWER
];
2762 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2763 e_CharFont_PrintEx(gMenuFont
, X
+178-tw
, Y
+158, s
, _RGB(255, 0, 0));
2764 e_Draw(ID
, X
+20, Y
+160, 0, True, False);
2766 if R_KEY_RED
in FRulez
then
2767 e_Draw(gItemsTexturesID
[ITEM_KEY_RED
], X
+78, Y
+214, 0, True, False);
2769 if R_KEY_GREEN
in FRulez
then
2770 e_Draw(gItemsTexturesID
[ITEM_KEY_GREEN
], X
+95, Y
+214, 0, True, False);
2772 if R_KEY_BLUE
in FRulez
then
2773 e_Draw(gItemsTexturesID
[ITEM_KEY_BLUE
], X
+112, Y
+214, 0, True, False);
2775 if FJetFuel
> 0 then
2777 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID
) then
2778 e_Draw(ID
, X
+2, Y
+116, 0, True, False);
2779 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID
) then
2780 e_Draw(ID
, X
+2, Y
+126, 0, True, False);
2781 e_DrawLine(4, X
+16, Y
+122, X
+16+Trunc(168*IfThen(FAir
> 0, FAir
, 0)/AIR_MAX
), Y
+122, 0, 0, 196);
2782 e_DrawLine(4, X
+16, Y
+132, X
+16+Trunc(168*FJetFuel
/JET_MAX
), Y
+132, 208, 0, 0);
2786 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID
) then
2787 e_Draw(ID
, X
+2, Y
+124, 0, True, False);
2788 e_DrawLine(4, X
+16, Y
+130, X
+16+Trunc(168*IfThen(FAir
> 0, FAir
, 0)/AIR_MAX
), Y
+130, 0, 0, 196);
2791 if gShowPing
and g_Game_IsClient
then
2793 s
:= _lc
[I_GAME_PING_HUD
] + IntToStr(NetPeer
.lastRoundTripTime
) + _lc
[I_NET_SLIST_PING_MS
];
2794 e_TextureFontPrint(X
+ 4, Y
+ 242, s
, gStdFont
);
2800 e_TextureFontPrint(X
+ 4, Y
+ 242, _lc
[I_PLAYER_SPECT
], gStdFont
);
2801 e_TextureFontPrint(X
+ 4, Y
+ 258, _lc
[I_PLAYER_SPECT2
], gStdFont
);
2802 e_TextureFontPrint(X
+ 4, Y
+ 274, _lc
[I_PLAYER_SPECT1
], gStdFont
);
2805 e_TextureFontGetSize(gStdFont
, cw
, ch
);
2806 s
:= _lc
[I_PLAYER_SPECT4
];
2807 e_TextureFontPrintEx(gScreenWidth
div 2 - cw
*(Length(s
) div 2),
2808 gScreenHeight
-4-ch
, s
, gStdFont
, 255, 255, 255, 1, True);
2809 e_TextureFontPrint(X
+ 4, Y
+ 290, _lc
[I_PLAYER_SPECT1S
], gStdFont
);
2815 procedure TPlayer
.DrawRulez();
2819 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2820 if FMegaRulez
[MR_INVUL
] >= gTime
then
2822 if (FMegaRulez
[MR_INVUL
]-gTime
) <= 2100 then
2823 dr
:= not Odd((FMegaRulez
[MR_INVUL
]-gTime
) div 300)
2828 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1,
2829 191, 191, 191, 0, TBlending
.Invert
);
2832 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2833 if FMegaRulez
[MR_SUIT
] >= gTime
then
2835 if (FMegaRulez
[MR_SUIT
]-gTime
) <= 2100 then
2836 dr
:= not Odd((FMegaRulez
[MR_SUIT
]-gTime
) div 300)
2841 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1,
2842 0, 96, 0, 200, TBlending
.None
);
2845 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2846 if (FBerserk
>= 0) and (LongWord(FBerserk
) >= gTime
) and (gFlash
= 2) then
2848 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1,
2849 255, 0, 0, 200, TBlending
.None
);
2853 procedure TPlayer
.DrawPain();
2857 if FPain
= 0 then Exit
;
2861 if a
< 15 then h
:= 0
2862 else if a
< 35 then h
:= 1
2863 else if a
< 55 then h
:= 2
2864 else if a
< 75 then h
:= 3
2865 else if a
< 95 then h
:= 4
2868 //if a > 255 then a := 255;
2870 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1, 255, 0, 0, 255-h
*50);
2871 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2874 procedure TPlayer
.DrawPickup();
2878 if FPickup
= 0 then Exit
;
2882 if a
< 15 then h
:= 1
2883 else if a
< 35 then h
:= 2
2884 else if a
< 55 then h
:= 3
2885 else if a
< 75 then h
:= 4
2888 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1, 150, 200, 150, 255-h
*50);
2891 procedure TPlayer
.DoPunch();
2896 if FPunchAnim
<> nil then begin
2901 st
:= 'FRAMES_PUNCH';
2902 if R_BERSERK
in FRulez
then
2903 st
:= st
+ '_BERSERK';
2904 if FKeys
[KEY_UP
].Pressed
then
2906 else if FKeys
[KEY_DOWN
].Pressed
then
2908 g_Frames_Get(id
, st
);
2909 FPunchAnim
:= TAnimation
.Create(id
, False, 1);
2912 procedure TPlayer
.Fire();
2914 f
, DidFire
: Boolean;
2915 wx
, wy
, xd
, yd
: Integer;
2918 if g_Game_IsClient
then Exit
;
2919 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2920 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2928 if FReloading
[FCurrWeap
] <> 0 then Exit
;
2933 wx
:= FObj
.X
+WEAPONPOINT
[FDirection
].X
;
2934 wy
:= FObj
.Y
+WEAPONPOINT
[FDirection
].Y
;
2935 xd
:= wx
+IfThen(FDirection
= TDirection
.D_LEFT
, -30, 30);
2936 yd
:= wy
+firediry();
2942 if R_BERSERK
in FRulez
then
2944 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2945 locobj
.X
:= FObj
.X
+FObj
.Rect
.X
;
2946 locobj
.Y
:= FObj
.Y
+FObj
.Rect
.Y
;
2949 locobj
.rect
.Width
:= 39;
2950 locobj
.rect
.Height
:= 52;
2951 locobj
.Vel
.X
:= (xd
-wx
) div 2;
2952 locobj
.Vel
.Y
:= (yd
-wy
) div 2;
2953 locobj
.Accel
.X
:= xd
-wx
;
2954 locobj
.Accel
.y
:= yd
-wy
;
2956 if g_Weapon_Hit(@locobj
, 50, FUID
, HIT_SOME
) <> 0 then
2957 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj
.X
, FObj
.Y
)
2959 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj
.X
, FObj
.Y
);
2961 if (gFlash
= 1) and (FPain
< 50) then FPain
:= min(FPain
+ 25, 50);
2965 g_Weapon_punch(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, 3, FUID
);
2969 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2974 if g_Weapon_chainsaw(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
2975 IfThen(gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
], 9, 3), FUID
) <> 0 then
2977 FSawSoundSelect
.Stop();
2979 FSawSoundHit
.PlayAt(FObj
.X
, FObj
.Y
);
2981 else if not FSawSoundHit
.IsPlaying() then
2983 FSawSoundSelect
.Stop();
2984 FSawSound
.PlayAt(FObj
.X
, FObj
.Y
);
2987 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2993 if FAmmo
[A_BULLETS
] > 0 then
2995 g_Weapon_pistol(wx
, wy
, xd
, yd
, FUID
);
2996 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2997 Dec(FAmmo
[A_BULLETS
]);
2998 FFireAngle
:= FAngle
;
3001 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
3002 GameVelX
, GameVelY
-2, SHELL_BULLET
);
3006 if FAmmo
[A_SHELLS
] > 0 then
3008 g_Weapon_shotgun(wx
, wy
, xd
, yd
, FUID
);
3009 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx
, wy
);
3010 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3011 Dec(FAmmo
[A_SHELLS
]);
3012 FFireAngle
:= FAngle
;
3016 FShellType
:= SHELL_SHELL
;
3020 if FAmmo
[A_SHELLS
] >= 2 then
3022 g_Weapon_dshotgun(wx
, wy
, xd
, yd
, FUID
);
3023 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3024 Dec(FAmmo
[A_SHELLS
], 2);
3025 FFireAngle
:= FAngle
;
3029 FShellType
:= SHELL_DBLSHELL
;
3033 if FAmmo
[A_BULLETS
] > 0 then
3035 g_Weapon_mgun(wx
, wy
, xd
, yd
, FUID
);
3036 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx
, wy
);
3037 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3038 Dec(FAmmo
[A_BULLETS
]);
3039 FFireAngle
:= FAngle
;
3042 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
3043 GameVelX
, GameVelY
-2, SHELL_BULLET
);
3046 WEAPON_ROCKETLAUNCHER
:
3047 if FAmmo
[A_ROCKETS
] > 0 then
3049 g_Weapon_rocket(wx
, wy
, xd
, yd
, FUID
);
3050 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3051 Dec(FAmmo
[A_ROCKETS
]);
3052 FFireAngle
:= FAngle
;
3058 if FAmmo
[A_CELLS
] > 0 then
3060 g_Weapon_plasma(wx
, wy
, xd
, yd
, FUID
);
3061 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3062 Dec(FAmmo
[A_CELLS
]);
3063 FFireAngle
:= FAngle
;
3069 if (FAmmo
[A_CELLS
] >= 40) and (FBFGFireCounter
= -1) then
3071 FBFGFireCounter
:= 17;
3072 if not FNoReload
then
3073 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj
.X
, FObj
.Y
);
3074 Dec(FAmmo
[A_CELLS
], 40);
3078 WEAPON_SUPERPULEMET
:
3079 if FAmmo
[A_SHELLS
] > 0 then
3081 g_Weapon_shotgun(wx
, wy
, xd
, yd
, FUID
);
3082 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
3083 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3084 Dec(FAmmo
[A_SHELLS
]);
3085 FFireAngle
:= FAngle
;
3088 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
3089 GameVelX
, GameVelY
-2, SHELL_SHELL
);
3092 WEAPON_FLAMETHROWER
:
3093 if FAmmo
[A_FUEL
] > 0 then
3095 g_Weapon_flame(wx
, wy
, xd
, yd
, FUID
);
3096 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3098 FFireAngle
:= FAngle
;
3104 if g_Game_IsNet
then
3108 if FCurrWeap
<> WEAPON_BFG
then
3109 MH_SEND_PlayerFire(FUID
, FCurrWeap
, wx
, wy
, xd
, yd
, LastShotID
)
3111 if not FNoReload
then
3112 MH_SEND_Sound(FObj
.X
, FObj
.Y
, 'SOUND_WEAPON_STARTFIREBFG');
3115 MH_SEND_PlayerStats(FUID
);
3120 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
3121 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
3122 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
3125 function TPlayer
.GetAmmoByWeapon(Weapon
: Byte): Word;
3128 WEAPON_PISTOL
, WEAPON_CHAINGUN
: Result
:= FAmmo
[A_BULLETS
];
3129 WEAPON_SHOTGUN1
, WEAPON_SHOTGUN2
, WEAPON_SUPERPULEMET
: Result
:= FAmmo
[A_SHELLS
];
3130 WEAPON_ROCKETLAUNCHER
: Result
:= FAmmo
[A_ROCKETS
];
3131 WEAPON_PLASMA
, WEAPON_BFG
: Result
:= FAmmo
[A_CELLS
];
3132 WEAPON_FLAMETHROWER
: Result
:= FAmmo
[A_FUEL
];
3137 function TPlayer
.HeadInLiquid(XInc
, YInc
: Integer): Boolean;
3139 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_HEADRECT
.X
+XInc
, FObj
.Y
+PLAYER_HEADRECT
.Y
+YInc
,
3140 PLAYER_HEADRECT
.Width
, PLAYER_HEADRECT
.Height
,
3141 PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
, True);
3144 procedure TPlayer
.JetpackOn
;
3148 FJetSoundOn
.SetPosition(0);
3149 FJetSoundOn
.PlayAt(FObj
.X
, FObj
.Y
);
3153 procedure TPlayer
.JetpackOff
;
3157 FJetSoundOff
.SetPosition(0);
3158 FJetSoundOff
.PlayAt(FObj
.X
, FObj
.Y
);
3161 procedure TPlayer
.CatchFire(Attacker
: Word);
3164 FFireAttacker
:= Attacker
;
3165 if g_Game_IsNet
and g_Game_IsServer
then
3166 MH_SEND_PlayerStats(FUID
);
3169 procedure TPlayer
.Jump();
3171 if gFly
or FJetpack
then
3173 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
3174 if FObj
.Vel
.Y
> -VEL_FLY
then
3175 FObj
.Vel
.Y
:= FObj
.Vel
.Y
- 3;
3178 if FJetFuel
> 0 then
3180 if (FJetFuel
< 1) and g_Game_IsServer
then
3184 if g_Game_IsNet
then
3185 MH_SEND_PlayerStats(FUID
);
3191 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
3193 FCanJetpack
:= False;
3195 // Ïðûãàåì èëè âñïëûâàåì:
3196 if (CollideLevel(0, 1) or
3197 g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
+36, PLAYER_RECT
.Width
,
3198 PLAYER_RECT
.Height
-33, PANEL_STEP
, False)
3199 ) and (FObj
.Accel
.Y
= 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
3201 FObj
.Vel
.Y
:= -VEL_JUMP
;
3202 FCanJetpack
:= False;
3206 if BodyInLiquid(0, 0) then
3207 FObj
.Vel
.Y
:= -VEL_SW
3208 else if (FJetFuel
> 0) and FCanJetpack
and
3209 g_Game_IsServer
and (not g_Obj_CollideLiquid(@FObj
, 0, 0)) then
3213 if g_Game_IsNet
then
3214 MH_SEND_PlayerStats(FUID
);
3219 procedure TPlayer
.Kill(KillType
: Byte; SpawnerUID
: Word; t
: Byte);
3221 a
, i
, k
, ab
, ar
: Byte;
3225 srv
, netsrv
: Boolean;
3231 procedure PushItem(t
: Byte);
3235 id
:= g_Items_Create(FObj
.X
, FObj
.Y
, t
, True, False);
3236 it
:= g_Items_ByIdx(id
);
3237 if KillType
= K_EXTRAHARDKILL
then // -7..+7; -8..0
3239 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-7+Random(15),
3240 (FObj
.Vel
.Y
div 2)-Random(9));
3241 it
.positionChanged(); // this updates spatial accelerators
3245 if KillType
= K_HARDKILL
then // -5..+5; -5..0
3247 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-5+Random(11),
3248 (FObj
.Vel
.Y
div 2)-Random(6));
3250 else // -3..+3; -3..0
3252 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-3+Random(7),
3253 (FObj
.Vel
.Y
div 2)-Random(4));
3255 it
.positionChanged(); // this updates spatial accelerators
3258 if g_Game_IsNet
and g_Game_IsServer
then
3259 MH_SEND_ItemSpawn(True, id
);
3263 DoFrags
:= (gGameSettings
.MaxLives
= 0) or (gGameSettings
.GameMode
= GM_COOP
);
3264 Srv
:= g_Game_IsServer
;
3265 Netsrv
:= g_Game_IsServer
and g_Game_IsNet
;
3266 if Srv
then FDeath
:= FDeath
+ 1;
3271 if not FPhysics
then
3277 if (gGameSettings
.MaxLives
> 0) and Srv
and (gLMSRespawn
= LMS_RESPAWN_NONE
) then
3279 if FLives
> 0 then FLives
:= FLives
- 1;
3280 if FLives
= 0 then FNoRespawn
:= True;
3283 // Íîìåð òèïà ñìåðòè:
3286 K_SIMPLEKILL
: a
:= 1;
3288 K_EXTRAHARDKILL
: a
:= 3;
3293 if not FModel
.PlaySound(MODELSOUND_DIE
, a
, FObj
.X
, FObj
.Y
) then
3295 if FModel
.PlaySound(MODELSOUND_DIE
, i
, FObj
.X
, FObj
.Y
) then
3302 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN1
;
3304 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN2
;
3305 K_EXTRAHARDKILL
, K_FALLKILL
:
3306 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN3
;
3309 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3313 K_HARDKILL
, K_EXTRAHARDKILL
:
3317 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3318 if (KillType
<> K_FALLKILL
) and (Srv
) then
3319 g_Monsters_killedp();
3321 if SpawnerUID
= FUID
then
3323 if Srv
and (DoFrags
or (gGameSettings
.GameMode
= GM_TDM
)) then
3328 g_Console_Add(Format(_lc
[I_PLAYER_KILL_SELF
], [FName
]), True);
3331 if g_GetUIDType(SpawnerUID
) = UID_PLAYER
then
3332 begin // Óáèò äðóãèì èãðîêîì
3333 KP
:= g_Player_Get(SpawnerUID
);
3334 if (KP
<> nil) and Srv
then
3336 if (DoFrags
or (gGameSettings
.GameMode
= GM_TDM
)) then
3337 if SameTeam(FUID
, SpawnerUID
) then
3347 if (gGameSettings
.GameMode
= GM_TDM
) and DoFrags
then
3348 Inc(gTeamStat
[KP
.Team
].Goals
,
3349 IfThen(SameTeam(FUID
, SpawnerUID
), -1, 1));
3351 if netsrv
then MH_SEND_PlayerStats(SpawnerUID
);
3354 plr
:= g_Player_Get(SpawnerUID
);
3362 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_2
],
3366 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_1
],
3370 g_Console_Add(Format(_lc
[I_PLAYER_KILL
],
3375 else if g_GetUIDType(SpawnerUID
) = UID_MONSTER
then
3376 begin // Óáèò ìîíñòðîì
3377 mon
:= g_Monsters_ByUID(SpawnerUID
);
3381 s
:= g_Mons_GetKilledByTypeId(mon
.MonsterType
);
3385 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_2
],
3389 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_1
],
3393 g_Console_Add(Format(_lc
[I_PLAYER_KILL
],
3398 else // Îñîáûå òèïû ñìåðòè
3401 HIT_SELF
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_SELF
], [FName
]), True);
3402 HIT_FALL
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_FALL
], [FName
]), True);
3403 HIT_WATER
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_WATER
], [FName
]), True);
3404 HIT_ACID
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_ACID
], [FName
]), True);
3405 HIT_TRAP
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_TRAP
], [FName
]), True);
3406 else g_Console_Add(Format(_lc
[I_PLAYER_DIED
], [FName
]), True);
3412 for a
:= WP_FIRST
to WP_LAST
do
3416 WEAPON_SAW
: i
:= ITEM_WEAPON_SAW
;
3417 WEAPON_SHOTGUN1
: i
:= ITEM_WEAPON_SHOTGUN1
;
3418 WEAPON_SHOTGUN2
: i
:= ITEM_WEAPON_SHOTGUN2
;
3419 WEAPON_CHAINGUN
: i
:= ITEM_WEAPON_CHAINGUN
;
3420 WEAPON_ROCKETLAUNCHER
: i
:= ITEM_WEAPON_ROCKETLAUNCHER
;
3421 WEAPON_PLASMA
: i
:= ITEM_WEAPON_PLASMA
;
3422 WEAPON_BFG
: i
:= ITEM_WEAPON_BFG
;
3423 WEAPON_SUPERPULEMET
: i
:= ITEM_WEAPON_SUPERPULEMET
;
3424 WEAPON_FLAMETHROWER
: i
:= ITEM_WEAPON_FLAMETHROWER
;
3433 if R_ITEM_BACKPACK
in FRulez
then
3434 PushItem(ITEM_AMMO_BACKPACK
);
3436 // Âûáðîñ ðàêåòíîãî ðàíöà:
3437 if FJetFuel
> 0 then
3438 PushItem(ITEM_JETPACK
);
3441 if not (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
]) then
3443 if R_KEY_RED
in FRulez
then
3444 PushItem(ITEM_KEY_RED
);
3446 if R_KEY_GREEN
in FRulez
then
3447 PushItem(ITEM_KEY_GREEN
);
3449 if R_KEY_BLUE
in FRulez
then
3450 PushItem(ITEM_KEY_BLUE
);
3457 g_Player_CreateCorpse(Self
);
3459 if Srv
and (gGameSettings
.MaxLives
> 0) and FNoRespawn
and
3460 (gLMSRespawn
= LMS_RESPAWN_NONE
) then
3466 for i
:= Low(gPlayers
) to High(gPlayers
) do
3468 if gPlayers
[i
] = nil then continue
;
3469 if (not gPlayers
[i
].FNoRespawn
) and (not gPlayers
[i
].FSpectator
) then
3472 if gPlayers
[i
].FTeam
= TEAM_RED
then Inc(ar
)
3473 else if gPlayers
[i
].FTeam
= TEAM_BLUE
then Inc(ab
);
3478 OldLR
:= gLMSRespawn
;
3479 if (gGameSettings
.GameMode
= GM_COOP
) then
3483 // everyone is dead, restart the map
3484 g_Game_Message(_lc
[I_MESSAGE_LMS_LOSE
], 144);
3486 MH_SEND_GameEvent(NET_EV_LMS_LOSE
);
3487 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3488 gLMSRespawnTime
:= gTime
+ 5000;
3490 else if (a
= 1) then
3492 if (gPlayers
[k
] <> nil) and not (gPlayers
[k
] is TBot
) then
3493 if (gPlayers
[k
] = gPlayer1
) or
3494 (gPlayers
[k
] = gPlayer2
) then
3495 g_Console_Add('*** ' + _lc
[I_MESSAGE_LMS_SURVIVOR
] + ' ***', True)
3496 else if Netsrv
and (gPlayers
[k
].FClientID
>= 0) then
3497 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR
, 0, 'N', gPlayers
[k
].FClientID
);
3500 else if (gGameSettings
.GameMode
= GM_TDM
) then
3502 if (ab
= 0) and (ar
<> 0) then
3505 g_Game_Message(Format(_lc
[I_MESSAGE_TLMS_WIN
], [AnsiUpperCase(_lc
[I_GAME_TEAM_RED
])]), 144);
3507 MH_SEND_GameEvent(NET_EV_TLMS_WIN
, TEAM_RED
);
3508 Inc(gTeamStat
[TEAM_RED
].Goals
);
3509 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3510 gLMSRespawnTime
:= gTime
+ 5000;
3512 else if (ar
= 0) and (ab
<> 0) then
3515 g_Game_Message(Format(_lc
[I_MESSAGE_TLMS_WIN
], [AnsiUpperCase(_lc
[I_GAME_TEAM_BLUE
])]), 144);
3517 MH_SEND_GameEvent(NET_EV_TLMS_WIN
, TEAM_BLUE
);
3518 Inc(gTeamStat
[TEAM_BLUE
].Goals
);
3519 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3520 gLMSRespawnTime
:= gTime
+ 5000;
3522 else if (ar
= 0) and (ab
= 0) then
3525 g_Game_Message(_lc
[I_GAME_WIN_DRAW
], 144);
3527 MH_SEND_GameEvent(NET_EV_LMS_DRAW
, 0, FName
);
3528 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3529 gLMSRespawnTime
:= gTime
+ 5000;
3532 else if (gGameSettings
.GameMode
= GM_DM
) then
3536 if gPlayers
[k
] <> nil then
3539 // survivor is the winner
3540 g_Game_Message(Format(_lc
[I_MESSAGE_LMS_WIN
], [AnsiUpperCase(FName
)]), 144);
3542 MH_SEND_GameEvent(NET_EV_LMS_WIN
, 0, FName
);
3545 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3546 gLMSRespawnTime
:= gTime
+ 5000;
3548 else if (a
= 0) then
3550 // everyone is dead, restart the map
3551 g_Game_Message(_lc
[I_GAME_WIN_DRAW
], 144);
3553 MH_SEND_GameEvent(NET_EV_LMS_DRAW
, 0, FName
);
3554 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3555 gLMSRespawnTime
:= gTime
+ 5000;
3558 if srv
and (OldLR
= LMS_RESPAWN_NONE
) and (gLMSRespawn
> LMS_RESPAWN_NONE
) then
3560 if NetMode
= NET_SERVER
then
3561 MH_SEND_GameEvent(NET_EV_LMS_WARMUP
, (gLMSRespawnTime
- gTime
) div 1000)
3563 g_Console_Add(Format(_lc
[I_MSG_WARMUP_START
], [(gLMSRespawnTime
- gTime
) div 1000]), True);
3569 MH_SEND_PlayerStats(FUID
);
3570 MH_SEND_PlayerDeath(FUID
, KillType
, t
, SpawnerUID
);
3571 if gGameSettings
.GameMode
= GM_TDM
then MH_SEND_GameStats
;
3574 if srv
and FNoRespawn
then Spectate(True);
3575 FWantsInGame
:= True;
3578 function TPlayer
.BodyInLiquid(XInc
, YInc
: Integer): Boolean;
3580 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
, PLAYER_RECT
.Width
,
3581 PLAYER_RECT
.Height
-20, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
, False);
3584 function TPlayer
.BodyInAcid(XInc
, YInc
: Integer): Boolean;
3586 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
, PLAYER_RECT
.Width
,
3587 PLAYER_RECT
.Height
-20, PANEL_ACID1
or PANEL_ACID2
, False);
3590 procedure TPlayer
.MakeBloodSimple(Count
: Word);
3592 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)+8,
3593 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3594 Count
div 2, 3, -1, 16, (PLAYER_RECT
.Height
*2 div 3),
3595 FModel
.Blood
.R
, FModel
.Blood
.G
, FModel
.Blood
.B
, FModel
.Blood
.Kind
);
3596 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-8,
3597 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3598 Count
div 2, -3, -1, 16, (PLAYER_RECT
.Height
*2) div 3,
3599 FModel
.Blood
.R
, FModel
.Blood
.G
, FModel
.Blood
.B
, FModel
.Blood
.Kind
);
3602 procedure TPlayer
.MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
3604 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2),
3605 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3606 Count
, VelX
, VelY
, 16, (PLAYER_RECT
.Height
*2) div 3,
3607 FModel
.Blood
.R
, FModel
.Blood
.G
, FModel
.Blood
.B
, FModel
.Blood
.Kind
);
3610 procedure TPlayer
.QueueWeaponSwitch(Weapon
: Byte);
3612 //if g_Game_IsClient then Exit;
3613 if Weapon
> High(FWeapon
) then Exit
;
3614 FNextWeap
:= FNextWeap
or (1 shl Weapon
);
3617 procedure TPlayer
.resetWeaponQueue ();
3620 FNextWeapDelay
:= 0;
3623 function TPlayer
.hasAmmoForWeapon (weapon
: Byte): Boolean;
3627 WEAPON_KASTET
, WEAPON_SAW
: result
:= true;
3628 WEAPON_SHOTGUN1
, WEAPON_SHOTGUN2
, WEAPON_SUPERPULEMET
: result
:= (FAmmo
[A_SHELLS
] > 0);
3629 WEAPON_PISTOL
, WEAPON_CHAINGUN
: result
:= (FAmmo
[A_BULLETS
] > 0);
3630 WEAPON_ROCKETLAUNCHER
: result
:= (FAmmo
[A_ROCKETS
] > 0);
3631 WEAPON_PLASMA
, WEAPON_BFG
: result
:= (FAmmo
[A_CELLS
] > 0);
3632 WEAPON_FLAMETHROWER
: result
:= (FAmmo
[A_FUEL
] > 0);
3633 else result
:= (weapon
< length(FWeapon
));
3637 // return 255 for "no switch"
3638 function TPlayer
.getNextWeaponIndex (): Byte;
3641 wantThisWeapon
: array[0..64] of Boolean;
3642 weaponOrder
: array[0..16] of Integer; // value: index in `FWeapon`
3644 f
, dir
, cwi
, rwidx
, curlidx
: Integer;
3646 function real2log (ridx
: Integer): Integer;
3652 for f
:= 0 to High(weaponOrder
) do if (weaponOrder
[f
] = ridx
) then begin result
:= f
; exit
; end;
3658 result
:= 255; // default result: "no switch"
3660 // had weapon cycling on previous frame? remove that flag
3661 if (FNextWeap
and $2000) <> 0 then
3663 FNextWeap
:= FNextWeap
and $1FFF;
3664 FNextWeapDelay
:= 0;
3667 for f
:= 0 to High(weaponOrder
) do weaponOrder
[f
] := -1;
3669 // build weapon order (k8: i know, i know, learn how to do constants and such... gtfo, please!)
3670 // two knuckles are for "normal" and "berserk" (see `if` below -- it removes the one that is not needed)
3672 // bfg, launcher, plasma, flamethrower, ssg, minigun, sg, pistol, berserk, chainsaw, fist
3673 weaponOrder
[0] := WEAPON_SUPERPULEMET
;
3674 weaponOrder
[1] := WEAPON_BFG
;
3675 weaponOrder
[2] := WEAPON_ROCKETLAUNCHER
;
3676 weaponOrder
[3] := WEAPON_PLASMA
;
3677 weaponOrder
[4] := WEAPON_FLAMETHROWER
;
3678 weaponOrder
[5] := WEAPON_SHOTGUN2
;
3679 weaponOrder
[6] := WEAPON_CHAINGUN
;
3680 weaponOrder
[7] := WEAPON_SHOTGUN1
;
3681 weaponOrder
[8] := WEAPON_PISTOL
;
3682 weaponOrder
[9] := WEAPON_KASTET
+666; // berserk fist
3683 weaponOrder
[10] := WEAPON_SAW
;
3684 weaponOrder
[11] := WEAPON_KASTET
; // normal fist
3686 for f
:= 0 to High(weaponOrder
) do
3688 if (weaponOrder
[f
] = WEAPON_KASTET
) then
3690 // normal fist: remove if we have a berserk pack
3691 if (R_BERSERK
in FRulez
) then weaponOrder
[f
] := -1;
3694 if (weaponOrder
[f
] = WEAPON_KASTET
+666) then
3696 // berserk fist: remove if we don't have a berserk pack
3697 if (R_BERSERK
in FRulez
) then weaponOrder
[f
] := WEAPON_KASTET
else weaponOrder
[f
] := -1;
3705 WEAPON_SHOTGUN1 = 3;
3706 WEAPON_SHOTGUN2 = 4;
3707 WEAPON_CHAINGUN = 5;
3708 WEAPON_ROCKETLAUNCHER = 6;
3711 WEAPON_SUPERPULEMET = 9;
3712 WEAPON_FLAMETHROWER = 10;
3716 if (FNextWeap <> 0) or (FNextWeapDelay <> 0) then
3718 e_WriteLog(Format('!!! FNextWeap=%04x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), TMsgType.Warning);
3722 // cycling has priority
3723 if (FNextWeap
and $C000) <> 0 then
3725 if (FNextWeap
and $8000) <> 0 then dir
:= 1 else dir
:= -1; // should be reversed if we want "priority-driven cycling"
3726 FNextWeap
:= FNextWeap
or $2000; // we need this
3727 if FNextWeapDelay
> 0 then exit
; // cooldown time
3728 //cwi := real2log(FCurrWeap);
3729 //if (cwi < 0) then cwi := 0;
3731 for i
:= 0 to High(FWeapon
) do
3733 cwi
:= (cwi
+length(FWeapon
)+dir
) mod length(FWeapon
);
3734 //rwidx := weaponOrder[cwi];
3735 rwidx
:= cwi
; // sorry
3736 if (rwidx
< 0) then continue
;
3737 if FWeapon
[rwidx
] then
3739 //e_WriteLog(Format(' SWITCH: cur=%d; new=%d (dir=%d; log=%d)', [FCurrWeap, rwidx, dir, cwi]), TMsgType.Warning);
3740 result
:= Byte(rwidx
);
3741 //FNextWeapDelay := 10; //k8: not needed anymore
3750 for i
:= 0 to High(wantThisWeapon
) do wantThisWeapon
[i
] := false;
3753 curlidx
:= -1; // start from a weapon with a highest priority (-1, 'cause loop will immediately increment this index)
3755 for i
:= 0 to High(FWeapon
) do
3757 if (FNextWeap
and (1 shl i
)) <> 0 then
3762 wantThisWeapon
[cwi
] := true;
3764 // if we hit currently selected weapon, start seachring from it, so we'll get "next weaker" weapon
3765 if (i
= FCurrWeap
) then curlidx
:= cwi
; // compare real, start from logical
3770 // slow down alterations a little
3773 // more than one weapon requested, assume "alteration", and check alteration delay
3774 if FNextWeapDelay
> 0 then
3776 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), TMsgType.Warning);
3782 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3783 // but clear all counters if no weapon should be switched
3790 //e_WriteLog(Format('*** wwc=%d; currweap=%d; logweap=%d', [wwc, FCurrWeap, curlidx]), TMsgType.Warning);
3792 // find next weapon to switch onto
3794 for i
:= 0 to High(weaponOrder
) do
3796 cwi
:= (cwi
+length(weaponOrder
)+1) mod length(weaponOrder
);
3797 if (cwi
= curlidx
) then continue
; // skip current weapon
3798 if not wantThisWeapon
[cwi
] then continue
;
3799 rwidx
:= weaponOrder
[cwi
];
3800 if (rwidx
< 0) then continue
;
3801 //e_WriteLog(Format(' trying logical %d (real %d); has=%d, hasammo=%d', [cwi, rwidx, Integer(FWeapon[rwidx]), Integer(hasAmmoForWeapon(rwidx))]), TMsgType.Warning);
3802 if FWeapon
[rwidx
] and ((wwc
= 1) or hasAmmoForWeapon(rwidx
)) then
3804 //e_WriteLog(' I FOUND HER!', TMsgType.Warning);
3806 result
:= Byte(rwidx
);
3808 //FNextWeapDelay := 10; // anyway, 'cause why not; k8: not needed anymore
3813 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3817 procedure TPlayer
.RealizeCurrentWeapon();
3818 function switchAllowed (): Boolean;
3823 if FBFGFireCounter
<> -1 then
3825 if FTime
[T_SWITCH
] > gTime
then
3827 for i
:= WP_FIRST
to WP_LAST
do
3828 if FReloading
[i
] > 0 then
3836 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3837 //FNextWeap := FNextWeap and $1FFF;
3838 //HACK: alteration delay will be reset when player released any weapon switch key
3839 FNextWeapDelay
:= 0; //k8: just in case
3840 //if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
3842 if not switchAllowed
then
3844 //writeln('WEAPON SWITCHING IS NOT ALLOWED! FBFGFireCounter=', FBFGFireCounter, '; gTime=', gTime, '; FTime[T_SWITCH]=', FTime[T_SWITCH]);
3845 //HACK for weapon cycling
3846 if (FNextWeap
and $E000) <> 0 then FNextWeap
:= 0;
3850 nw
:= getNextWeaponIndex();
3851 if nw
= 255 then exit
; // don't reset anything here
3852 if nw
> High(FWeapon
) then
3854 // don't forget to reset queue here!
3855 //e_WriteLog(Format(' RealizeCurrentWeapon: WUTAFUUUU?! (%d)', [nw]), TMsgType.Warning);
3862 //k8: emulate this on client immediately, or wait for server confirmation?
3865 if (nw
= WEAPON_SAW
) then FSawSoundSelect
.PlayAt(FObj
.X
, FObj
.Y
);
3866 FModel
.SetWeapon(nw
);
3867 FTime
[T_SWITCH
] := gTime
+156;
3868 if g_Game_IsNet
then MH_SEND_PlayerStats(FUID
);
3872 procedure TPlayer
.NextWeapon();
3874 //if g_Game_IsClient then Exit;
3878 procedure TPlayer
.PrevWeapon();
3880 //if g_Game_IsClient then Exit;
3884 // used exclusively by network layer
3885 procedure TPlayer
.SetWeaponHost(W
: Byte);
3887 if (W
> High(FWeapon
)) then exit
;
3888 if (not FWeapon
[W
]) then exit
; // server is authority!
3890 if FCurrWeap
<> W
then
3892 if (W
= WEAPON_SAW
) then FSawSoundSelect
.PlayAt(FObj
.X
, FObj
.Y
);
3896 FModel
.SetWeapon(W
);
3897 //if g_Game_IsClient then resetWeaponQueue();
3900 function TPlayer
.PickItem(ItemType
: Byte; arespawn
: Boolean; var remove
: Boolean): Boolean;
3902 function allowBerserkSwitching (): Boolean;
3904 if (FBFGFireCounter
<> -1) then begin result
:= false; exit
; end;
3906 if gBerserkAutoswitch
then exit
;
3907 if not conIsCheatsEnabled
then exit
;
3915 if g_Game_IsClient
then Exit
;
3917 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3918 a
:= LongBool(gGameSettings
.Options
and GAME_OPTION_WEAPONSTAY
) and arespawn
;
3923 if FHealth
< PLAYER_HP_SOFT
then
3925 IncMax(FHealth
, 10, PLAYER_HP_SOFT
);
3929 if gFlash
= 2 then Inc(FPickup
, 5);
3933 if FHealth
< PLAYER_HP_SOFT
then
3935 IncMax(FHealth
, 25, PLAYER_HP_SOFT
);
3939 if gFlash
= 2 then Inc(FPickup
, 5);
3943 if FArmor
< PLAYER_AP_SOFT
then
3945 FArmor
:= PLAYER_AP_SOFT
;
3948 if gFlash
= 2 then Inc(FPickup
, 5);
3952 if FArmor
< PLAYER_AP_LIMIT
then
3954 FArmor
:= PLAYER_AP_LIMIT
;
3957 if gFlash
= 2 then Inc(FPickup
, 5);
3961 if FHealth
< PLAYER_HP_LIMIT
then
3963 IncMax(FHealth
, 100, PLAYER_HP_LIMIT
);
3967 if gFlash
= 2 then Inc(FPickup
, 5);
3971 if (FHealth
< PLAYER_HP_LIMIT
) or (FArmor
< PLAYER_AP_LIMIT
) then
3973 if FHealth
< PLAYER_HP_LIMIT
then
3974 FHealth
:= PLAYER_HP_LIMIT
;
3975 if FArmor
< PLAYER_AP_LIMIT
then
3976 FArmor
:= PLAYER_AP_LIMIT
;
3980 if gFlash
= 2 then Inc(FPickup
, 5);
3984 if (not FWeapon
[WEAPON_SAW
]) or ((not arespawn
) and (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
])) then
3986 FWeapon
[WEAPON_SAW
] := True;
3988 if gFlash
= 2 then Inc(FPickup
, 5);
3989 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3992 ITEM_WEAPON_SHOTGUN1
:
3993 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SHOTGUN1
] then
3995 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
3996 if a
and FWeapon
[WEAPON_SHOTGUN1
] then Exit
;
3998 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3999 FWeapon
[WEAPON_SHOTGUN1
] := True;
4001 if gFlash
= 2 then Inc(FPickup
, 5);
4002 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4005 ITEM_WEAPON_SHOTGUN2
:
4006 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SHOTGUN2
] then
4008 if a
and FWeapon
[WEAPON_SHOTGUN2
] then Exit
;
4010 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
4011 FWeapon
[WEAPON_SHOTGUN2
] := True;
4013 if gFlash
= 2 then Inc(FPickup
, 5);
4014 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4017 ITEM_WEAPON_CHAINGUN
:
4018 if (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or not FWeapon
[WEAPON_CHAINGUN
] then
4020 if a
and FWeapon
[WEAPON_CHAINGUN
] then Exit
;
4022 IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
4023 FWeapon
[WEAPON_CHAINGUN
] := True;
4025 if gFlash
= 2 then Inc(FPickup
, 5);
4026 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4029 ITEM_WEAPON_ROCKETLAUNCHER
:
4030 if (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or not FWeapon
[WEAPON_ROCKETLAUNCHER
] then
4032 if a
and FWeapon
[WEAPON_ROCKETLAUNCHER
] then Exit
;
4034 IncMax(FAmmo
[A_ROCKETS
], 2, FMaxAmmo
[A_ROCKETS
]);
4035 FWeapon
[WEAPON_ROCKETLAUNCHER
] := True;
4037 if gFlash
= 2 then Inc(FPickup
, 5);
4038 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4042 if (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or not FWeapon
[WEAPON_PLASMA
] then
4044 if a
and FWeapon
[WEAPON_PLASMA
] then Exit
;
4046 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
4047 FWeapon
[WEAPON_PLASMA
] := True;
4049 if gFlash
= 2 then Inc(FPickup
, 5);
4050 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4054 if (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or not FWeapon
[WEAPON_BFG
] then
4056 if a
and FWeapon
[WEAPON_BFG
] then Exit
;
4058 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
4059 FWeapon
[WEAPON_BFG
] := True;
4061 if gFlash
= 2 then Inc(FPickup
, 5);
4062 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4065 ITEM_WEAPON_SUPERPULEMET
:
4066 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SUPERPULEMET
] then
4068 if a
and FWeapon
[WEAPON_SUPERPULEMET
] then Exit
;
4070 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
4071 FWeapon
[WEAPON_SUPERPULEMET
] := True;
4073 if gFlash
= 2 then Inc(FPickup
, 5);
4074 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4077 ITEM_WEAPON_FLAMETHROWER
:
4078 if (FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
]) or not FWeapon
[WEAPON_FLAMETHROWER
] then
4080 if a
and FWeapon
[WEAPON_FLAMETHROWER
] then Exit
;
4082 IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
4083 FWeapon
[WEAPON_FLAMETHROWER
] := True;
4085 if gFlash
= 2 then Inc(FPickup
, 5);
4086 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4090 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
4092 IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
4095 if gFlash
= 2 then Inc(FPickup
, 5);
4098 ITEM_AMMO_BULLETS_BOX
:
4099 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
4101 IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
4104 if gFlash
= 2 then Inc(FPickup
, 5);
4108 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
4110 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
4113 if gFlash
= 2 then Inc(FPickup
, 5);
4116 ITEM_AMMO_SHELLS_BOX
:
4117 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
4119 IncMax(FAmmo
[A_SHELLS
], 25, FMaxAmmo
[A_SHELLS
]);
4122 if gFlash
= 2 then Inc(FPickup
, 5);
4126 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
4128 IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
4131 if gFlash
= 2 then Inc(FPickup
, 5);
4134 ITEM_AMMO_ROCKET_BOX
:
4135 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
4137 IncMax(FAmmo
[A_ROCKETS
], 5, FMaxAmmo
[A_ROCKETS
]);
4140 if gFlash
= 2 then Inc(FPickup
, 5);
4144 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
4146 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
4149 if gFlash
= 2 then Inc(FPickup
, 5);
4153 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
4155 IncMax(FAmmo
[A_CELLS
], 100, FMaxAmmo
[A_CELLS
]);
4158 if gFlash
= 2 then Inc(FPickup
, 5);
4162 if FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
] then
4164 IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
4167 if gFlash
= 2 then Inc(FPickup
, 5);
4171 if not(R_ITEM_BACKPACK
in FRulez
) or
4172 (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or
4173 (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or
4174 (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or
4175 (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or
4176 (FMaxAmmo
[A_FUEL
] < AmmoLimits
[1, A_FUEL
]) then
4178 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[1, A_BULLETS
];
4179 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[1, A_SHELLS
];
4180 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[1, A_ROCKETS
];
4181 FMaxAmmo
[A_CELLS
] := AmmoLimits
[1, A_CELLS
];
4182 FMaxAmmo
[A_FUEL
] := AmmoLimits
[1, A_FUEL
];
4184 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
4185 IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
4186 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
4187 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
4188 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
4189 IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
4190 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
4191 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
4193 FRulez
:= FRulez
+ [R_ITEM_BACKPACK
];
4196 if gFlash
= 2 then Inc(FPickup
, 5);
4200 if not(R_KEY_RED
in FRulez
) then
4202 Include(FRulez
, R_KEY_RED
);
4204 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
4205 if gFlash
= 2 then Inc(FPickup
, 5);
4206 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
4210 if not(R_KEY_GREEN
in FRulez
) then
4212 Include(FRulez
, R_KEY_GREEN
);
4214 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
4215 if gFlash
= 2 then Inc(FPickup
, 5);
4216 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
4220 if not(R_KEY_BLUE
in FRulez
) then
4222 Include(FRulez
, R_KEY_BLUE
);
4224 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
4225 if gFlash
= 2 then Inc(FPickup
, 5);
4226 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
4230 if FMegaRulez
[MR_SUIT
] < gTime
+PLAYER_SUIT_TIME
then
4232 FMegaRulez
[MR_SUIT
] := gTime
+PLAYER_SUIT_TIME
;
4236 if gFlash
= 2 then Inc(FPickup
, 5);
4240 if FAir
< AIR_MAX
then
4245 if gFlash
= 2 then Inc(FPickup
, 5);
4250 if not (R_BERSERK
in FRulez
) then
4252 Include(FRulez
, R_BERSERK
);
4253 if allowBerserkSwitching
then
4255 CurrWeap
:= WEAPON_KASTET
;
4257 FModel
.SetWeapon(WEAPON_KASTET
);
4262 if gFlash
= 2 then Inc(FPickup
, 5);
4264 FBerserk
:= gTime
+30000;
4268 //k8:do we need it? if g_Game_IsNet and g_Game_IsServer then MH_SEND_PlayerStats(FUID);
4270 if FHealth
< PLAYER_HP_SOFT
then
4272 FHealth
:= PLAYER_HP_SOFT
;
4273 FBerserk
:= gTime
+30000;
4281 if FMegaRulez
[MR_INVUL
] < gTime
+PLAYER_INVUL_TIME
then
4283 FMegaRulez
[MR_INVUL
] := gTime
+PLAYER_INVUL_TIME
;
4286 if gFlash
= 2 then Inc(FPickup
, 5);
4290 if FHealth
< PLAYER_HP_LIMIT
then
4292 IncMax(FHealth
, 4, PLAYER_HP_LIMIT
);
4296 if gFlash
= 2 then Inc(FPickup
, 5);
4300 if FArmor
< PLAYER_AP_LIMIT
then
4302 IncMax(FArmor
, 5, PLAYER_AP_LIMIT
);
4305 if gFlash
= 2 then Inc(FPickup
, 5);
4309 if FJetFuel
< JET_MAX
then
4311 FJetFuel
:= JET_MAX
;
4314 if gFlash
= 2 then Inc(FPickup
, 5);
4318 if FMegaRulez
[MR_INVIS
] < gTime
+PLAYER_INVIS_TIME
then
4320 FMegaRulez
[MR_INVIS
] := gTime
+PLAYER_INVIS_TIME
;
4323 if gFlash
= 2 then Inc(FPickup
, 5);
4328 procedure TPlayer
.Touch();
4332 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
4335 // Áðîñèòü ôëàã òîâàðèùó:
4336 if gGameSettings
.GameMode
= GM_CTF
then
4341 procedure TPlayer
.Push(vx
, vy
: Integer);
4343 if (not FPhysics
) and FGhost
then
4345 FObj
.Accel
.X
:= FObj
.Accel
.X
+ vx
;
4346 FObj
.Accel
.Y
:= FObj
.Accel
.Y
+ vy
;
4347 if g_Game_IsNet
and g_Game_IsServer
then
4348 MH_SEND_PlayerPos(True, FUID
, NET_EVERYONE
);
4351 procedure TPlayer
.Reset(Force
: Boolean);
4359 FTime
[T_RESPAWN
] := 0;
4360 FTime
[T_FLAGCAP
] := 0;
4371 if g_Game_IsClient
then FNetWeapCtr
:= 0 else Inc(FNetWeapCtr
, 2);
4375 FSpectator
:= False;
4378 FSpectatePlayer
:= -1;
4379 FNoRespawn
:= False;
4381 FLives
:= gGameSettings
.MaxLives
;
4383 FBFGFireCounter
:= -1;
4384 FTime
[T_SWITCH
] := 0;
4385 for i
:= WP_FIRST
to WP_LAST
do FReloading
[i
] := 0;
4390 procedure TPlayer
.SoftReset();
4398 FBFGFireCounter
:= -1;
4404 if g_Game_IsClient
then FNetWeapCtr
:= 0 else Inc(FNetWeapCtr
, 2);
4407 FBFGFireCounter
:= -1;
4408 FTime
[T_SWITCH
] := 0;
4409 for i
:= WP_FIRST
to WP_LAST
do FReloading
[i
] := 0;
4412 SetAction(A_STAND
, True);
4415 function TPlayer
.GetRespawnPoint(): Byte;
4420 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4422 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4423 if gGameSettings
.GameMode
in [GM_COOP
, GM_SINGLE
] then
4425 if (Self
= gPlayer1
) or (Self
= gPlayer2
) then
4427 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
4428 if Self
= gPlayer1
then
4429 c
:= RESPAWNPOINT_PLAYER1
4431 c
:= RESPAWNPOINT_PLAYER2
;
4432 if g_Map_GetPointCount(c
) > 0 then
4438 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
4439 if Self
= gPlayer1
then
4440 c
:= RESPAWNPOINT_PLAYER2
4442 c
:= RESPAWNPOINT_PLAYER1
;
4443 if g_Map_GetPointCount(c
) > 0 then
4450 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
4451 if Random(2) = 0 then
4452 c
:= RESPAWNPOINT_PLAYER1
4454 c
:= RESPAWNPOINT_PLAYER2
;
4455 if g_Map_GetPointCount(c
) > 0 then
4462 // Òî÷êà ëþáîé èç êîìàíä
4463 if Random(2) = 0 then
4464 c
:= RESPAWNPOINT_RED
4466 c
:= RESPAWNPOINT_BLUE
;
4467 if g_Map_GetPointCount(c
) > 0 then
4474 c
:= RESPAWNPOINT_DM
;
4475 if g_Map_GetPointCount(c
) > 0 then
4483 if gGameSettings
.GameMode
= GM_DM
then
4486 c
:= RESPAWNPOINT_DM
;
4487 if g_Map_GetPointCount(c
) > 0 then
4493 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4494 if Random(2) = 0 then
4495 c
:= RESPAWNPOINT_PLAYER1
4497 c
:= RESPAWNPOINT_PLAYER2
;
4498 if g_Map_GetPointCount(c
) > 0 then
4504 // Òî÷êà ëþáîé èç êîìàíä
4505 if Random(2) = 0 then
4506 c
:= RESPAWNPOINT_RED
4508 c
:= RESPAWNPOINT_BLUE
;
4509 if g_Map_GetPointCount(c
) > 0 then
4517 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
4519 // Òî÷êà ñâîåé êîìàíäû
4520 c
:= RESPAWNPOINT_DM
;
4521 if FTeam
= TEAM_RED
then
4522 c
:= RESPAWNPOINT_RED
;
4523 if FTeam
= TEAM_BLUE
then
4524 c
:= RESPAWNPOINT_BLUE
;
4525 if g_Map_GetPointCount(c
) > 0 then
4532 c
:= RESPAWNPOINT_DM
;
4533 if g_Map_GetPointCount(c
) > 0 then
4539 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4540 if Random(2) = 0 then
4541 c
:= RESPAWNPOINT_PLAYER1
4543 c
:= RESPAWNPOINT_PLAYER2
;
4544 if g_Map_GetPointCount(c
) > 0 then
4550 // Òî÷êà äðóãîé êîìàíäû
4551 c
:= RESPAWNPOINT_DM
;
4552 if FTeam
= TEAM_RED
then
4553 c
:= RESPAWNPOINT_BLUE
;
4554 if FTeam
= TEAM_BLUE
then
4555 c
:= RESPAWNPOINT_RED
;
4556 if g_Map_GetPointCount(c
) > 0 then
4564 procedure TPlayer
.Respawn(Silent
: Boolean; Force
: Boolean = False);
4566 RespawnPoint
: TRespawnPoint
;
4573 FBFGFireCounter
:= -1;
4577 if g_Game_IsClient
then FNetWeapCtr
:= 0 else Inc(FNetWeapCtr
, 2);
4580 FBFGFireCounter
:= -1;
4581 FTime
[T_SWITCH
] := 0;
4582 for i
:= WP_FIRST
to WP_LAST
do FReloading
[i
] := 0;
4584 if not g_Game_IsServer
then
4588 FWantsInGame
:= True;
4589 FJustTeleported
:= True;
4592 FTime
[T_RESPAWN
] := 0;
4596 // if server changes MaxLives we gotta be ready
4597 if gGameSettings
.MaxLives
= 0 then FNoRespawn
:= False;
4599 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4600 if FTime
[T_RESPAWN
] > gTime
then
4603 // Ïðîñðàë âñå æèçíè:
4606 if not FSpectator
then Spectate(True);
4607 FWantsInGame
:= True;
4611 if (gGameSettings
.GameType
<> GT_SINGLE
) and (gGameSettings
.GameMode
<> GM_COOP
) then
4612 begin // "Ñâîÿ èãðà"
4613 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4614 FRulez
:= FRulez
-[R_BERSERK
];
4616 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4618 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4619 FRulez
:= FRulez
-[R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
, R_BERSERK
];
4622 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4623 c
:= GetRespawnPoint();
4628 // Âîñêðåøåíèå áåç îðóæèÿ:
4631 FHealth
:= PLAYER_HP_SOFT
;
4637 for a
:= WP_FIRST
to WP_LAST
do
4639 FWeapon
[a
] := False;
4643 FWeapon
[WEAPON_PISTOL
] := True;
4644 FWeapon
[WEAPON_KASTET
] := True;
4645 CurrWeap
:= WEAPON_PISTOL
;
4646 if g_Game_IsClient
then FNetWeapCtr
:= 0 else Inc(FNetWeapCtr
, 2);
4649 for b
:= A_BULLETS
to A_HIGH
do
4652 FAmmo
[A_BULLETS
] := 50;
4654 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[0, A_BULLETS
];
4655 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[0, A_SHELLS
];
4656 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[0, A_SHELLS
];
4657 FMaxAmmo
[A_CELLS
] := AmmoLimits
[0, A_CELLS
];
4658 FMaxAmmo
[A_FUEL
] := AmmoLimits
[0, A_FUEL
];
4660 if gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
] then
4661 FRulez
:= [R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
]
4666 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4667 if not g_Map_GetPoint(c
, RespawnPoint
) then
4669 g_FatalError(_lc
[I_GAME_ERROR_GET_SPAWN
]);
4673 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4674 FObj
.X
:= RespawnPoint
.X
-PLAYER_RECT
.X
;
4675 FObj
.Y
:= RespawnPoint
.Y
-PLAYER_RECT
.Y
;
4681 FDirection
:= RespawnPoint
.Direction
;
4682 if FDirection
= TDirection
.D_LEFT
then
4687 SetAction(A_STAND
, True);
4688 FModel
.Direction
:= FDirection
;
4690 for a
:= Low(FTime
) to High(FTime
) do
4693 for a
:= Low(FMegaRulez
) to High(FMegaRulez
) do
4698 FCanJetpack
:= False;
4703 // Àíèìàöèÿ âîçðîæäåíèÿ:
4704 if (not gLoadGameMode
) and (not Silent
) then
4705 if g_Frames_Get(ID
, 'FRAMES_TELEPORT') then
4707 Anim
:= TAnimation
.Create(ID
, False, 3);
4708 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4709 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
4713 FSpectator
:= False;
4716 FSpectatePlayer
:= -1;
4719 if (gPlayer1
= nil) and (gLMSPID1
= FUID
) then
4721 if (gPlayer2
= nil) and (gLMSPID2
= FUID
) then
4724 if g_Game_IsNet
then
4726 MH_SEND_PlayerPos(True, FUID
, NET_EVERYONE
);
4727 MH_SEND_PlayerStats(FUID
, NET_EVERYONE
);
4729 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4730 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32,
4735 procedure TPlayer
.Spectate(NoMove
: Boolean = False);
4738 Kill(K_EXTRAHARDKILL
, FUID
, HIT_SOME
)
4739 else if (not NoMove
) then
4741 GameX
:= gMapInfo
.Width
div 2;
4742 GameY
:= gMapInfo
.Height
div 2;
4751 FWantsInGame
:= False;
4756 if Self
= gPlayer1
then
4761 if Self
= gPlayer2
then
4768 if g_Game_IsNet
then
4769 MH_SEND_PlayerStats(FUID
);
4772 procedure TPlayer
.SwitchNoClip
;
4776 FGhost
:= not FGhost
;
4777 FPhysics
:= not FGhost
;
4789 procedure TPlayer
.Run(Direction
: TDirection
);
4793 if MAX_RUNVEL
> 8 then
4797 if Direction
= TDirection
.D_LEFT
then
4799 if FObj
.Vel
.X
> -MAX_RUNVEL
then
4800 FObj
.Vel
.X
:= FObj
.Vel
.X
- (MAX_RUNVEL
shr 3);
4803 if FObj
.Vel
.X
< MAX_RUNVEL
then
4804 FObj
.Vel
.X
:= FObj
.Vel
.X
+ (MAX_RUNVEL
shr 3);
4806 // Âîçìîæíî, ïèíàåì êóñêè:
4807 if (FObj
.Vel
.X
<> 0) and (gGibs
<> nil) then
4809 b
:= Abs(FObj
.Vel
.X
);
4810 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
4811 for a
:= 0 to High(gGibs
) do
4813 if gGibs
[a
].alive
and
4814 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
4815 FObj
.Rect
.Width
, 8, @gGibs
[a
].Obj
) and (Random(3) = 0) then
4818 if FObj
.Vel
.X
< 0 then
4820 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)+120) // íàëåâî
4824 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)); // íàïðàâî
4826 gGibs
[a
].positionChanged(); // this updates spatial accelerators
4834 procedure TPlayer
.SeeDown();
4836 SetAction(A_SEEDOWN
);
4838 if FDirection
= TDirection
.D_LEFT
then FAngle
:= ANGLE_LEFTDOWN
else FAngle
:= ANGLE_RIGHTDOWN
;
4840 if FIncCam
> -120 then DecMin(FIncCam
, 5, -120);
4843 procedure TPlayer
.SeeUp();
4847 if FDirection
= TDirection
.D_LEFT
then FAngle
:= ANGLE_LEFTUP
else FAngle
:= ANGLE_RIGHTUP
;
4849 if FIncCam
< 120 then IncMax(FIncCam
, 5, 120);
4852 procedure TPlayer
.SetAction(Action
: Byte; Force
: Boolean = False);
4860 A_ATTACK
: Prior
:= 2;
4861 A_SEEUP
: Prior
:= 1;
4862 A_SEEDOWN
: Prior
:= 1;
4863 A_ATTACKUP
: Prior
:= 2;
4864 A_ATTACKDOWN
: Prior
:= 2;
4869 if (Prior
> FActionPrior
) or Force
then
4870 if not ((Prior
= 2) and (FCurrWeap
= WEAPON_SAW
)) then
4872 FActionPrior
:= Prior
;
4873 FActionAnim
:= Action
;
4874 FActionForce
:= Force
;
4875 FActionChanged
:= True;
4878 if Action
in [A_ATTACK
, A_ATTACKUP
, A_ATTACKDOWN
] then FModel
.SetFire(True);
4881 function TPlayer
.StayOnStep(XInc
, YInc
: Integer): Boolean;
4883 Result
:= not g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+YInc
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
-1,
4884 PLAYER_RECT
.Width
, 1, PANEL_STEP
, False)
4885 and g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+YInc
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
,
4886 PLAYER_RECT
.Width
, 1, PANEL_STEP
, False);
4889 function TPlayer
.TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
4896 if g_CollideLevel(X
, Y
, PLAYER_RECT
.Width
, PLAYER_RECT
.Height
) then
4898 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj
.X
, FObj
.Y
);
4899 if g_Game_IsServer
and g_Game_IsNet
then
4900 MH_SEND_Sound(FObj
.X
, FObj
.Y
, 'SOUND_GAME_NOTELEPORT');
4904 FJustTeleported
:= True;
4909 if g_Frames_Get(ID
, 'FRAMES_TELEPORT') then
4911 Anim
:= TAnimation
.Create(ID
, False, 3);
4914 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj
.X
, FObj
.Y
);
4915 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4916 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
4917 if g_Game_IsServer
and g_Game_IsNet
then
4918 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4919 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, 1,
4923 FObj
.X
:= X
-PLAYER_RECT
.X
;
4924 FObj
.Y
:= Y
-PLAYER_RECT
.Y
;
4925 if FAlive
and FGhost
then
4931 if not g_Game_IsNet
then
4935 SetDirection(TDirection
.D_LEFT
);
4941 SetDirection(TDirection
.D_RIGHT
);
4947 if FDirection
= TDirection
.D_RIGHT
then
4949 SetDirection(TDirection
.D_LEFT
);
4954 SetDirection(TDirection
.D_RIGHT
);
4960 if not silent
and (Anim
<> nil) then
4962 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4963 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
4966 if g_Game_IsServer
and g_Game_IsNet
then
4967 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4968 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, 0,
4975 function nonz(a
: Single): Single;
4983 function TPlayer
.followCorpse(): Boolean;
4988 if FAlive
or FSpectator
then
4990 if (gCorpses
= nil) or (Length(gCorpses
) = 0) then
4992 for i
:= 0 to High(gCorpses
) do
4993 if gCorpses
[i
] <> nil then
4994 if gCorpses
[i
].FPlayerUID
= FUID
then
4997 FObj
.X
:= gCorpses
[i
].FObj
.X
;
4998 FObj
.Y
:= gCorpses
[i
].FObj
.Y
;
4999 FObj
.Vel
.X
:= gCorpses
[i
].FObj
.Vel
.X
;
5000 FObj
.Vel
.Y
:= gCorpses
[i
].FObj
.Vel
.Y
;
5001 FObj
.Accel
.X
:= gCorpses
[i
].FObj
.Accel
.X
;
5002 FObj
.Accel
.Y
:= gCorpses
[i
].FObj
.Accel
.Y
;
5007 procedure TPlayer
.Update();
5010 i
, ii
, wx
, wy
, xd
, yd
, k
: Integer;
5011 blockmon
, headwater
, dospawn
: Boolean;
5016 NetServer
:= g_Game_IsNet
and g_Game_IsServer
;
5017 AnyServer
:= g_Game_IsServer
;
5019 if g_Game_IsClient
and (NetInterpLevel
> 0) then
5020 DoLerp(NetInterpLevel
+ 1)
5027 if FClientID
>= 0 then
5029 FPing
:= NetClients
[FClientID
].Peer
^.lastRoundTripTime
;
5030 if NetClients
[FClientID
].Peer
^.packetsSent
> 0 then
5031 FLoss
:= Round(100*NetClients
[FClientID
].Peer
^.packetsLost
/NetClients
[FClientID
].Peer
^.packetsSent
)
5041 if FAlive
and (FPunchAnim
<> nil) then
5042 FPunchAnim
.Update();
5044 if FAlive
and (gFly
or FJetpack
) then
5047 if FDirection
= TDirection
.D_LEFT
then
5052 if FAlive
and (not FGhost
) then
5054 if FKeys
[KEY_UP
].Pressed
then
5056 if FKeys
[KEY_DOWN
].Pressed
then
5060 if (not (FKeys
[KEY_UP
].Pressed
or FKeys
[KEY_DOWN
].Pressed
)) and
5063 i
:= g_basic
.Sign(FIncCam
);
5064 FIncCam
:= Abs(FIncCam
);
5065 DecMin(FIncCam
, 5, 0);
5066 FIncCam
:= FIncCam
*i
;
5069 // no need to do that each second frame, weapon queue will take care of it
5070 if FAlive
and FKeys
[KEY_NEXTWEAPON
].Pressed
{and AnyServer} then NextWeapon();
5071 if FAlive
and FKeys
[KEY_PREVWEAPON
].Pressed
{and AnyServer} then PrevWeapon();
5073 if gTime
mod (GAME_TICK
*2) <> 0 then
5075 if (FObj
.Vel
.X
= 0) and FAlive
then
5077 if FKeys
[KEY_LEFT
].Pressed
then
5078 Run(TDirection
.D_LEFT
);
5079 if FKeys
[KEY_RIGHT
].Pressed
then
5080 Run(TDirection
.D_RIGHT
);
5085 if not followCorpse() then
5086 g_Obj_Move(@FObj
, True, True, True);
5087 positionChanged(); // this updates spatial accelerators
5093 FActionChanged
:= False;
5097 // Let alive player do some actions
5098 if FKeys
[KEY_LEFT
].Pressed
then Run(TDirection
.D_LEFT
);
5099 if FKeys
[KEY_RIGHT
].Pressed
then Run(TDirection
.D_RIGHT
);
5100 //if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
5101 //if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
5102 if FKeys
[KEY_FIRE
].Pressed
and AnyServer
then Fire();
5103 if FKeys
[KEY_OPEN
].Pressed
and AnyServer
then Use();
5104 if FKeys
[KEY_JUMP
].Pressed
then Jump()
5107 if AnyServer
and FJetpack
then
5111 if NetServer
then MH_SEND_PlayerStats(FUID
);
5113 FCanJetpack
:= True;
5120 for k
:= Low(FKeys
) to KEY_CHAT
-1 do
5122 if FKeys
[k
].Pressed
then
5130 if gGameSettings
.GameType
in [GT_CUSTOM
, GT_SERVER
, GT_CLIENT
] then
5133 if (FTime
[T_RESPAWN
] <= gTime
) and
5134 gGameOn
and (not FAlive
) then
5136 if (g_Player_GetCount() > 1) then
5140 gExit
:= EXIT_RESTART
;
5145 // Dead spectator actions
5148 if FKeys
[KEY_OPEN
].Pressed
and AnyServer
then Fire();
5149 if FKeys
[KEY_FIRE
].Pressed
and AnyServer
then
5153 if (FSpectatePlayer
>= High(gPlayers
)) then
5154 FSpectatePlayer
:= -1
5158 for I
:= FSpectatePlayer
+ 1 to High(gPlayers
) do
5159 if gPlayers
[I
] <> nil then
5160 if gPlayers
[I
].alive
then
5161 if gPlayers
[I
].UID
<> FUID
then
5163 FSpectatePlayer
:= I
;
5168 if not SetSpect
then FSpectatePlayer
:= -1;
5179 if FKeys
[KEY_UP
].Pressed
or FKeys
[KEY_JUMP
].Pressed
then
5181 FYTo
:= FObj
.Y
- 32;
5182 FSpectatePlayer
:= -1;
5184 if FKeys
[KEY_DOWN
].Pressed
then
5186 FYTo
:= FObj
.Y
+ 32;
5187 FSpectatePlayer
:= -1;
5189 if FKeys
[KEY_LEFT
].Pressed
then
5191 FXTo
:= FObj
.X
- 32;
5192 FSpectatePlayer
:= -1;
5194 if FKeys
[KEY_RIGHT
].Pressed
then
5196 FXTo
:= FObj
.X
+ 32;
5197 FSpectatePlayer
:= -1;
5200 if (FXTo
< -64) then
5202 else if (FXTo
> gMapInfo
.Width
+ 32) then
5203 FXTo
:= gMapInfo
.Width
+ 32;
5204 if (FYTo
< -72) then
5206 else if (FYTo
> gMapInfo
.Height
+ 32) then
5207 FYTo
:= gMapInfo
.Height
+ 32;
5212 if not followCorpse() then
5213 g_Obj_Move(@FObj
, True, True, True);
5214 positionChanged(); // this updates spatial accelerators
5221 if (FSpectatePlayer
<= High(gPlayers
)) and (FSpectatePlayer
>= 0) then
5222 if gPlayers
[FSpectatePlayer
] <> nil then
5223 if gPlayers
[FSpectatePlayer
].alive
then
5225 FXTo
:= gPlayers
[FSpectatePlayer
].GameX
;
5226 FYTo
:= gPlayers
[FSpectatePlayer
].GameY
;
5230 blockmon
:= g_Map_CollidePanel(FObj
.X
+PLAYER_HEADRECT
.X
, FObj
.Y
+PLAYER_HEADRECT
.Y
,
5231 PLAYER_HEADRECT
.Width
, PLAYER_HEADRECT
.Height
,
5232 PANEL_BLOCKMON
, True);
5233 headwater
:= HeadInLiquid(0, 0);
5235 // Ñîïðîòèâëåíèå âîçäóõà:
5236 if (not FAlive
) or not (FKeys
[KEY_LEFT
].Pressed
or FKeys
[KEY_RIGHT
].Pressed
) then
5237 if FObj
.Vel
.X
<> 0 then
5238 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
5240 if (FLastHit
= HIT_TRAP
) and (FPain
> 90) then FPain
:= 90;
5241 DecMin(FPain
, 5, 0);
5242 DecMin(FPickup
, 1, 0);
5244 if FAlive
and (FObj
.Y
> Integer(gMapInfo
.Height
)+128) and AnyServer
then
5246 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
5247 FMegaRulez
[MR_SUIT
] := 0;
5248 FMegaRulez
[MR_INVUL
] := 0;
5249 FMegaRulez
[MR_INVIS
] := 0;
5250 Kill(K_FALLKILL
, 0, HIT_FALL
);
5257 if FCurrWeap
= WEAPON_SAW
then
5258 if not (FSawSound
.IsPlaying() or FSawSoundHit
.IsPlaying() or
5259 FSawSoundSelect
.IsPlaying()) then
5260 FSawSoundIdle
.PlayAt(FObj
.X
, FObj
.Y
);
5263 if (not FJetSoundFly
.IsPlaying()) and (not FJetSoundOn
.IsPlaying()) and
5264 (not FJetSoundOff
.IsPlaying()) then
5266 FJetSoundFly
.SetPosition(0);
5267 FJetSoundFly
.PlayAt(FObj
.X
, FObj
.Y
);
5270 for b
:= WP_FIRST
to WP_LAST
do
5271 if FReloading
[b
] > 0 then
5277 if FShellTimer
> -1 then
5278 if FShellTimer
= 0 then
5280 if FShellType
= SHELL_SHELL
then
5281 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5282 GameVelX
, GameVelY
-2, SHELL_SHELL
)
5283 else if FShellType
= SHELL_DBLSHELL
then
5285 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5286 GameVelX
+1, GameVelY
-2, SHELL_SHELL
);
5287 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5288 GameVelX
-1, GameVelY
-2, SHELL_SHELL
);
5291 end else Dec(FShellTimer
);
5293 if (FBFGFireCounter
> -1) then
5294 if FBFGFireCounter
= 0 then
5298 wx
:= FObj
.X
+WEAPONPOINT
[FDirection
].X
;
5299 wy
:= FObj
.Y
+WEAPONPOINT
[FDirection
].Y
;
5300 xd
:= wx
+IfThen(FDirection
= TDirection
.D_LEFT
, -30, 30);
5301 yd
:= wy
+firediry();
5302 g_Weapon_bfgshot(wx
, wy
, xd
, yd
, FUID
);
5303 if NetServer
then MH_SEND_PlayerFire(FUID
, WEAPON_BFG
, wx
, wy
, xd
, yd
);
5304 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
5305 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
5306 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
5309 FReloading
[WEAPON_BFG
] := WEAPON_RELOAD
[WEAPON_BFG
];
5310 FBFGFireCounter
:= -1;
5313 FBFGFireCounter
:= 0
5315 Dec(FBFGFireCounter
);
5317 if (FMegaRulez
[MR_SUIT
] < gTime
) and AnyServer
then
5319 b
:= g_GetAcidHit(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
, PLAYER_RECT
.Width
, PLAYER_RECT
.Height
);
5321 if (b
> 0) and (gTime
mod (15*GAME_TICK
) = 0) then Damage(b
, 0, 0, 0, HIT_ACID
);
5324 if (headwater
or blockmon
) then
5330 if AnyServer
then Damage(10, 0, 0, 0, HIT_WATER
);
5333 else if (FAir
mod 31 = 0) and not blockmon
then
5335 g_GFX_Bubbles(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2), FObj
.Y
+PLAYER_RECT
.Y
-4, 5+Random(6), 8, 4);
5336 if Random(2) = 0 then
5337 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
5339 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
5341 end else if FAir
< AIR_DEF
then
5344 if FFireTime
> 0 then
5346 if BodyInLiquid(0, 0) then
5351 else if FMegaRulez
[MR_SUIT
] >= gTime
then
5353 if FMegaRulez
[MR_SUIT
] = gTime
then
5360 if FFirePainTime
<= 0 then
5362 if g_Game_IsServer
then
5363 Damage(5, FFireAttacker
, 0, 0, HIT_FLAME
);
5364 FFirePainTime
:= 18;
5366 FFirePainTime
:= FFirePainTime
- 1;
5367 FFireTime
:= FFireTime
- 1;
5368 if (FFireTime
= 0) and g_Game_IsNet
and g_Game_IsServer
then
5369 MH_SEND_PlayerStats(FUID
);
5373 if FDamageBuffer
> 0 then
5375 if FDamageBuffer
>= 9 then
5379 if FDamageBuffer
< 30 then i
:= 9
5380 else if FDamageBuffer
< 100 then i
:= 18
5384 ii
:= Round(FDamageBuffer
*FHealth
/ nonz(FArmor
*(3/4)+FHealth
));
5385 FArmor
:= FArmor
-(FDamageBuffer
-ii
);
5386 FHealth
:= FHealth
-ii
;
5389 FHealth
:= FHealth
+FArmor
;
5394 if FHealth
<= 0 then
5395 if FHealth
> -30 then Kill(K_SIMPLEKILL
, FLastSpawnerUID
, FLastHit
)
5396 else if FHealth
> -50 then Kill(K_HARDKILL
, FLastSpawnerUID
, FLastHit
)
5397 else Kill(K_EXTRAHARDKILL
, FLastSpawnerUID
, FLastHit
);
5401 if FDamageBuffer
<= 20 then FModel
.PlaySound(MODELSOUND_PAIN
, 1, FObj
.X
, FObj
.Y
)
5402 else if FDamageBuffer
<= 55 then FModel
.PlaySound(MODELSOUND_PAIN
, 2, FObj
.X
, FObj
.Y
)
5403 else if FDamageBuffer
<= 120 then FModel
.PlaySound(MODELSOUND_PAIN
, 3, FObj
.X
, FObj
.Y
)
5404 else FModel
.PlaySound(MODELSOUND_PAIN
, 4, FObj
.X
, FObj
.Y
);
5411 end; // if FAlive then ...
5413 if (FActionAnim
= A_PAIN
) and (FModel
.Animation
<> A_PAIN
) then
5415 FModel
.ChangeAnimation(FActionAnim
, FActionForce
);
5416 FModel
.GetCurrentAnimation
.MinLength
:= i
;
5417 FModel
.GetCurrentAnimationMask
.MinLength
:= i
;
5418 end else FModel
.ChangeAnimation(FActionAnim
, FActionForce
and (FModel
.Animation
<> A_STAND
));
5420 if (FModel
.GetCurrentAnimation
.Played
or ((not FActionChanged
) and (FModel
.Animation
= A_WALK
)))
5421 then SetAction(A_STAND
, True);
5423 if not ((FModel
.Animation
= A_WALK
) and (Abs(FObj
.Vel
.X
) < 4) and not FModel
.Fire
) then FModel
.Update
;
5425 for b
:= Low(FKeys
) to High(FKeys
) do
5426 if FKeys
[b
].Time
= 0 then FKeys
[b
].Pressed
:= False else Dec(FKeys
[b
].Time
);
5430 procedure TPlayer
.getMapBox (out x
, y
, w
, h
: Integer); inline;
5432 x
:= FObj
.X
+PLAYER_RECT
.X
;
5433 y
:= FObj
.Y
+PLAYER_RECT
.Y
;
5434 w
:= PLAYER_RECT
.Width
;
5435 h
:= PLAYER_RECT
.Height
;
5439 procedure TPlayer
.moveBy (dx
, dy
: Integer); inline;
5441 if (dx
<> 0) or (dy
<> 0) then
5450 function TPlayer
.Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean;
5452 Result
:= g_Collide(FObj
.X
+PLAYER_RECT
.X
,
5453 FObj
.Y
+PLAYER_RECT
.Y
,
5460 function TPlayer
.Collide(Panel
: TPanel
): Boolean;
5462 Result
:= g_Collide(FObj
.X
+PLAYER_RECT
.X
,
5463 FObj
.Y
+PLAYER_RECT
.Y
,
5467 Panel
.Width
, Panel
.Height
);
5470 function TPlayer
.Collide(X
, Y
: Integer): Boolean;
5472 X
:= X
-FObj
.X
-PLAYER_RECT
.X
;
5473 Y
:= Y
-FObj
.Y
-PLAYER_RECT
.Y
;
5474 Result
:= (x
>= 0) and (x
<= PLAYER_RECT
.Width
) and
5475 (y
>= 0) and (y
<= PLAYER_RECT
.Height
);
5478 function g_Player_ValidName(Name
: string): Boolean;
5484 if gPlayers
= nil then Exit
;
5486 for a
:= 0 to High(gPlayers
) do
5487 if gPlayers
[a
] <> nil then
5488 if LowerCase(Name
) = LowerCase(gPlayers
[a
].FName
) then
5495 procedure TPlayer
.SetDirection(Direction
: TDirection
);
5499 d
:= FModel
.Direction
;
5501 FModel
.Direction
:= Direction
;
5502 if d
<> Direction
then FModel
.ChangeAnimation(FModel
.Animation
, True);
5504 FDirection
:= Direction
;
5507 function TPlayer
.GetKeys(): Byte;
5511 if R_KEY_RED
in FRulez
then Result
:= KEY_RED
;
5512 if R_KEY_GREEN
in FRulez
then Result
:= Result
or KEY_GREEN
;
5513 if R_KEY_BLUE
in FRulez
then Result
:= Result
or KEY_BLUE
;
5515 if FTeam
= TEAM_RED
then Result
:= Result
or KEY_REDTEAM
;
5516 if FTeam
= TEAM_BLUE
then Result
:= Result
or KEY_BLUETEAM
;
5519 procedure TPlayer
.Use();
5523 if FTime
[T_USE
] > gTime
then Exit
;
5525 g_Triggers_PressR(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
, PLAYER_RECT
.Width
,
5526 PLAYER_RECT
.Height
, FUID
, ACTIVATE_PLAYERPRESS
);
5528 for a
:= 0 to High(gPlayers
) do
5529 if (gPlayers
[a
] <> nil) and (gPlayers
[a
] <> Self
) and
5530 gPlayers
[a
].alive
and SameTeam(FUID
, gPlayers
[a
].FUID
) and
5531 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
5532 FObj
.Rect
.Width
, FObj
.Rect
.Height
, @gPlayers
[a
].FObj
) then
5534 gPlayers
[a
].Touch();
5535 if g_Game_IsNet
and g_Game_IsServer
then
5536 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH
, gPlayers
[a
].FUID
);
5539 FTime
[T_USE
] := gTime
+120;
5542 procedure TPlayer
.NetFire(Wpn
: Byte; X
, Y
, AX
, AY
: Integer; WID
: Integer = -1);
5546 WX
, WY
, XD
, YD
: Integer;
5558 if R_BERSERK
in FRulez
then
5560 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5561 locobj
.X
:= FObj
.X
+FObj
.Rect
.X
;
5562 locobj
.Y
:= FObj
.Y
+FObj
.Rect
.Y
;
5565 locobj
.rect
.Width
:= 39;
5566 locobj
.rect
.Height
:= 52;
5567 locobj
.Vel
.X
:= (xd
-wx
) div 2;
5568 locobj
.Vel
.Y
:= (yd
-wy
) div 2;
5569 locobj
.Accel
.X
:= xd
-wx
;
5570 locobj
.Accel
.y
:= yd
-wy
;
5572 if g_Weapon_Hit(@locobj
, 50, FUID
, HIT_SOME
) <> 0 then
5573 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj
.X
, FObj
.Y
)
5575 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj
.X
, FObj
.Y
);
5579 FPain
:= min(FPain
+ 25, 50);
5581 g_Weapon_punch(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, 3, FUID
);
5586 if g_Weapon_chainsaw(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
5587 IfThen(gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
], 9, 3), FUID
) <> 0 then
5589 FSawSoundSelect
.Stop();
5591 FSawSoundHit
.PlayAt(FObj
.X
, FObj
.Y
);
5593 else if not FSawSoundHit
.IsPlaying() then
5595 FSawSoundSelect
.Stop();
5596 FSawSound
.PlayAt(FObj
.X
, FObj
.Y
);
5603 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX
, Gamey
);
5604 FFireAngle
:= FAngle
;
5606 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5607 GameVelX
, GameVelY
-2, SHELL_BULLET
);
5612 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex
, Gamey
);
5613 FFireAngle
:= FAngle
;
5616 FShellType
:= SHELL_SHELL
;
5621 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex
, Gamey
);
5622 FFireAngle
:= FAngle
;
5625 FShellType
:= SHELL_DBLSHELL
;
5630 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex
, Gamey
);
5631 FFireAngle
:= FAngle
;
5633 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5634 GameVelX
, GameVelY
-2, SHELL_BULLET
);
5637 WEAPON_ROCKETLAUNCHER
:
5639 g_Weapon_Rocket(wx
, wy
, xd
, yd
, FUID
, WID
);
5640 FFireAngle
:= FAngle
;
5646 g_Weapon_Plasma(wx
, wy
, xd
, yd
, FUID
, WID
);
5647 FFireAngle
:= FAngle
;
5653 g_Weapon_BFGShot(wx
, wy
, xd
, yd
, FUID
, WID
);
5654 FFireAngle
:= FAngle
;
5658 WEAPON_SUPERPULEMET
:
5660 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex
, Gamey
);
5661 FFireAngle
:= FAngle
;
5663 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5664 GameVelX
, GameVelY
-2, SHELL_SHELL
);
5667 WEAPON_FLAMETHROWER
:
5669 g_Weapon_flame(wx
, wy
, xd
, yd
, FUID
, WID
);
5670 FFireAngle
:= FAngle
;
5677 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
5678 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
5679 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
5682 procedure TPlayer
.DoLerp(Level
: Integer = 2);
5684 if FObj
.X
<> FXTo
then FObj
.X
:= Lerp(FObj
.X
, FXTo
, Level
);
5685 if FObj
.Y
<> FYTo
then FObj
.Y
:= Lerp(FObj
.Y
, FYTo
, Level
);
5688 procedure TPlayer
.SetLerp(XTo
, YTo
: Integer);
5692 if NetInterpLevel
< 1 then
5702 AX
:= Abs(FXTo
- FObj
.X
);
5703 AY
:= Abs(FYTo
- FObj
.Y
);
5704 if (AX
> 32) or (AX
<= NetInterpLevel
) then
5706 if (AY
> 32) or (AY
<= NetInterpLevel
) then
5711 function TPlayer
.FullInLift(XInc
, YInc
: Integer): Integer;
5713 if g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
5714 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
-8,
5715 PANEL_LIFTUP
, False) then Result
:= -1
5717 if g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
5718 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
-8,
5719 PANEL_LIFTDOWN
, False) then Result
:= 1
5723 function TPlayer
.GetFlag(Flag
: Byte): Boolean;
5730 if Flag
= FLAG_NONE
then
5733 if not g_Game_IsServer
then Exit
;
5735 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5736 if (Flag
= FTeam
) and
5737 (gFlags
[Flag
].State
= FLAG_STATE_NORMAL
) and
5738 (FFlag
<> FLAG_NONE
) then
5740 if FFlag
= FLAG_RED
then
5741 s
:= _lc
[I_PLAYER_FLAG_RED
]
5743 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5745 evtype
:= FLAG_STATE_SCORED
;
5747 ts
:= Format('%.4d', [gFlags
[FFlag
].CaptureTime
]);
5748 Insert('.', ts
, Length(ts
) + 1 - 3);
5749 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_CAPTURE
], [FName
, s
, ts
]), True);
5751 g_Map_ResetFlag(FFlag
);
5752 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_CAPTURE
], [AnsiUpperCase(s
)]), 144);
5754 gTeamStat
[FTeam
].Goals
:= gTeamStat
[FTeam
].Goals
+ 1;
5757 if g_Game_IsNet
then
5759 MH_SEND_FlagEvent(evtype
, FFlag
, FUID
, False);
5763 gFlags
[FFlag
].CaptureTime
:= 0;
5768 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5769 if (Flag
= FTeam
) and
5770 (gFlags
[Flag
].State
= FLAG_STATE_DROPPED
) then
5772 if Flag
= FLAG_RED
then
5773 s
:= _lc
[I_PLAYER_FLAG_RED
]
5775 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5777 evtype
:= FLAG_STATE_RETURNED
;
5778 gFlags
[Flag
].CaptureTime
:= 0;
5780 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_RETURN
], [FName
, s
]), True);
5782 g_Map_ResetFlag(Flag
);
5783 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_RETURN
], [AnsiUpperCase(s
)]), 144);
5786 if g_Game_IsNet
then
5788 MH_SEND_FlagEvent(evtype
, Flag
, FUID
, False);
5794 // Ïîäîáðàë ÷óæîé ôëàã:
5795 if (Flag
<> FTeam
) and (FTime
[T_FLAGCAP
] <= gTime
) then
5799 if Flag
= FLAG_RED
then
5800 s
:= _lc
[I_PLAYER_FLAG_RED
]
5802 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5804 evtype
:= FLAG_STATE_CAPTURED
;
5806 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_GET
], [FName
, s
]), True);
5808 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_GET
], [AnsiUpperCase(s
)]), 144);
5810 gFlags
[Flag
].State
:= FLAG_STATE_CAPTURED
;
5813 if g_Game_IsNet
then
5815 MH_SEND_FlagEvent(evtype
, Flag
, FUID
, False);
5821 procedure TPlayer
.SetFlag(Flag
: Byte);
5824 if FModel
<> nil then
5825 FModel
.SetFlag(FFlag
);
5828 function TPlayer
.DropFlag(): Boolean;
5833 if (not g_Game_IsServer
) or (FFlag
= FLAG_NONE
) then
5835 FTime
[T_FLAGCAP
] := gTime
+ 2000;
5836 with gFlags
[FFlag
] do
5840 Direction
:= FDirection
;
5841 State
:= FLAG_STATE_DROPPED
;
5843 g_Obj_Push(@Obj
, (FObj
.Vel
.X
div 2)-2+Random(5),
5844 (FObj
.Vel
.Y
div 2)-2+Random(5));
5845 positionChanged(); // this updates spatial accelerators
5847 if FFlag
= FLAG_RED
then
5848 s
:= _lc
[I_PLAYER_FLAG_RED
]
5850 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5852 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_DROP
], [FName
, s
]), True);
5853 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_DROP
], [AnsiUpperCase(s
)]), 144);
5855 if g_Game_IsNet
then
5856 MH_SEND_FlagEvent(FLAG_STATE_DROPPED
, Flag
, FUID
, False);
5862 procedure TPlayer
.GetSecret();
5867 procedure TPlayer
.PressKey(Key
: Byte; Time
: Word = 1);
5869 Assert(Key
<= High(FKeys
));
5871 FKeys
[Key
].Pressed
:= True;
5872 FKeys
[Key
].Time
:= Time
;
5875 function TPlayer
.IsKeyPressed(K
: Byte): Boolean;
5877 Result
:= FKeys
[K
].Pressed
;
5880 procedure TPlayer
.ReleaseKeys();
5884 for a
:= Low(FKeys
) to High(FKeys
) do
5886 FKeys
[a
].Pressed
:= False;
5891 procedure TPlayer
.ReleaseKeysNoWeapon();
5895 for a
:= Low(FKeys
) to High(FKeys
) do
5897 if (a
= KEY_PREVWEAPON
) or (a
= KEY_NEXTWEAPON
) then continue
;
5898 FKeys
[a
].Pressed
:= False;
5903 procedure TPlayer
.OnDamage(Angle
: SmallInt);
5907 function TPlayer
.firediry(): Integer;
5909 if FKeys
[KEY_UP
].Pressed
then Result
:= -42
5910 else if FKeys
[KEY_DOWN
].Pressed
then Result
:= 19
5914 procedure TPlayer
.RememberState();
5918 FSavedState
.Health
:= FHealth
;
5919 FSavedState
.Armor
:= FArmor
;
5920 FSavedState
.Air
:= FAir
;
5921 FSavedState
.JetFuel
:= FJetFuel
;
5922 FSavedState
.CurrWeap
:= FCurrWeap
;
5923 FSavedState
.NextWeap
:= FNextWeap
;
5924 FSavedState
.NextWeapDelay
:= FNextWeapDelay
;
5927 FSavedState
.Ammo
[i
] := FAmmo
[i
];
5929 FSavedState
.MaxAmmo
[i
] := FMaxAmmo
[i
];
5931 FSavedState
.Rulez
:= FRulez
;
5932 FSavedState
.WaitRecall
:= True;
5935 procedure TPlayer
.RecallState();
5939 if not FSavedState
.WaitRecall
then Exit
;
5941 FHealth
:= FSavedState
.Health
;
5942 FArmor
:= FSavedState
.Armor
;
5943 FAir
:= FSavedState
.Air
;
5944 FJetFuel
:= FSavedState
.JetFuel
;
5945 FCurrWeap
:= FSavedState
.CurrWeap
;
5946 FModel
.SetWeapon(FCurrWeap
);
5947 FNextWeap
:= FSavedState
.NextWeap
;
5948 FNextWeapDelay
:= FSavedState
.NextWeapDelay
;
5951 FAmmo
[i
] := FSavedState
.Ammo
[i
];
5953 FMaxAmmo
[i
] := FSavedState
.MaxAmmo
[i
];
5955 FRulez
:= FSavedState
.Rulez
;
5956 FSavedState
.WaitRecall
:= False;
5958 if gGameSettings
.GameType
= GT_SERVER
then
5959 MH_SEND_PlayerStats(FUID
);
5962 procedure TPlayer
.SaveState (st
: TStream
);
5968 utils
.writeSign(st
, 'PLYR');
5969 utils
.writeInt(st
, Byte(PLR_SAVE_VERSION
)); // version
5971 utils
.writeBool(st
, FIamBot
);
5973 utils
.writeInt(st
, Word(FUID
));
5975 utils
.writeStr(st
, FName
);
5977 utils
.writeInt(st
, Byte(FTeam
));
5979 utils
.writeBool(st
, FAlive
);
5980 // Èçðàñõîäîâàë ëè âñå æèçíè
5981 utils
.writeBool(st
, FNoRespawn
);
5983 if FDirection
= TDirection
.D_LEFT
then b
:= 1 else b
:= 2; // D_RIGHT
5984 utils
.writeInt(st
, Byte(b
));
5986 utils
.writeInt(st
, LongInt(FHealth
));
5988 utils
.writeInt(st
, Byte(FLives
));
5990 utils
.writeInt(st
, LongInt(FArmor
));
5992 utils
.writeInt(st
, LongInt(FAir
));
5994 utils
.writeInt(st
, LongInt(FJetFuel
));
5996 utils
.writeInt(st
, LongInt(FPain
));
5998 utils
.writeInt(st
, LongInt(FKills
));
6000 utils
.writeInt(st
, LongInt(FMonsterKills
));
6002 utils
.writeInt(st
, LongInt(FFrags
));
6004 utils
.writeInt(st
, Byte(FFragCombo
));
6005 // Âðåìÿ ïîñëåäíåãî ôðàãà
6006 utils
.writeInt(st
, LongWord(FLastFrag
));
6008 utils
.writeInt(st
, LongInt(FDeath
));
6010 utils
.writeInt(st
, Byte(FFlag
));
6012 utils
.writeInt(st
, LongInt(FSecrets
));
6014 utils
.writeInt(st
, Byte(FCurrWeap
));
6016 utils
.writeInt(st
, Word(FNextWeap
));
6018 utils
.writeInt(st
, Byte(FNextWeapDelay
));
6019 // Âðåìÿ çàðÿäêè BFG
6020 utils
.writeInt(st
, SmallInt(FBFGFireCounter
));
6022 utils
.writeInt(st
, LongInt(FDamageBuffer
));
6023 // Ïîñëåäíèé óäàðèâøèé
6024 utils
.writeInt(st
, Word(FLastSpawnerUID
));
6025 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6026 utils
.writeInt(st
, Byte(FLastHit
));
6028 Obj_SaveState(st
, @FObj
);
6029 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6030 for i
:= A_BULLETS
to A_HIGH
do utils
.writeInt(st
, Word(FAmmo
[i
]));
6031 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6032 for i
:= A_BULLETS
to A_HIGH
do utils
.writeInt(st
, Word(FMaxAmmo
[i
]));
6034 for i
:= WP_FIRST
to WP_LAST
do utils
.writeBool(st
, FWeapon
[i
]);
6035 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6036 for i
:= WP_FIRST
to WP_LAST
do utils
.writeInt(st
, Word(FReloading
[i
]));
6038 utils
.writeBool(st
, (R_ITEM_BACKPACK
in FRulez
));
6039 // Íàëè÷èå êðàñíîãî êëþ÷à
6040 utils
.writeBool(st
, (R_KEY_RED
in FRulez
));
6041 // Íàëè÷èå çåëåíîãî êëþ÷à
6042 utils
.writeBool(st
, (R_KEY_GREEN
in FRulez
));
6043 // Íàëè÷èå ñèíåãî êëþ÷à
6044 utils
.writeBool(st
, (R_KEY_BLUE
in FRulez
));
6046 utils
.writeBool(st
, (R_BERSERK
in FRulez
));
6047 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6048 for i
:= MR_SUIT
to MR_MAX
do utils
.writeInt(st
, LongWord(FMegaRulez
[i
]));
6049 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6050 for i
:= T_RESPAWN
to T_FLAGCAP
do utils
.writeInt(st
, LongWord(FTime
[i
]));
6052 utils
.writeStr(st
, FModel
.Name
);
6054 utils
.writeInt(st
, Byte(FColor
.R
));
6055 utils
.writeInt(st
, Byte(FColor
.G
));
6056 utils
.writeInt(st
, Byte(FColor
.B
));
6060 procedure TPlayer
.LoadState (st
: TStream
);
6069 if not utils
.checkSign(st
, 'PLYR') then raise XStreamError
.Create('invalid player signature');
6070 if (utils
.readByte(st
) <> PLR_SAVE_VERSION
) then raise XStreamError
.Create('invalid player version');
6072 FIamBot
:= utils
.readBool(st
);
6074 FUID
:= utils
.readWord(st
);
6076 str
:= utils
.readStr(st
);
6077 if (self
<> gPlayer1
) and (self
<> gPlayer2
) then FName
:= str
;
6079 FTeam
:= utils
.readByte(st
);
6081 FAlive
:= utils
.readBool(st
);
6082 // Èçðàñõîäîâàë ëè âñå æèçíè
6083 FNoRespawn
:= utils
.readBool(st
);
6085 b
:= utils
.readByte(st
);
6086 if b
= 1 then FDirection
:= TDirection
.D_LEFT
else FDirection
:= TDirection
.D_RIGHT
; // b = 2
6088 FHealth
:= utils
.readLongInt(st
);
6090 FLives
:= utils
.readByte(st
);
6092 FArmor
:= utils
.readLongInt(st
);
6094 FAir
:= utils
.readLongInt(st
);
6096 FJetFuel
:= utils
.readLongInt(st
);
6098 FPain
:= utils
.readLongInt(st
);
6100 FKills
:= utils
.readLongInt(st
);
6102 FMonsterKills
:= utils
.readLongInt(st
);
6104 FFrags
:= utils
.readLongInt(st
);
6106 FFragCombo
:= utils
.readByte(st
);
6107 // Âðåìÿ ïîñëåäíåãî ôðàãà
6108 FLastFrag
:= utils
.readLongWord(st
);
6110 FDeath
:= utils
.readLongInt(st
);
6112 FFlag
:= utils
.readByte(st
);
6114 FSecrets
:= utils
.readLongInt(st
);
6116 FCurrWeap
:= utils
.readByte(st
);
6117 if not g_Game_IsClient
then Inc(FNetWeapCtr
, 2);
6119 FNextWeap
:= utils
.readWord(st
);
6121 FNextWeapDelay
:= utils
.readByte(st
);
6122 // Âðåìÿ çàðÿäêè BFG
6123 FBFGFireCounter
:= utils
.readSmallInt(st
);
6125 FDamageBuffer
:= utils
.readLongInt(st
);
6126 // Ïîñëåäíèé óäàðèâøèé
6127 FLastSpawnerUID
:= utils
.readWord(st
);
6128 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6129 FLastHit
:= utils
.readByte(st
);
6131 Obj_LoadState(@FObj
, st
);
6132 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6133 for i
:= A_BULLETS
to A_HIGH
do FAmmo
[i
] := utils
.readWord(st
);
6134 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6135 for i
:= A_BULLETS
to A_HIGH
do FMaxAmmo
[i
] := utils
.readWord(st
);
6137 for i
:= WP_FIRST
to WP_LAST
do FWeapon
[i
] := utils
.readBool(st
);
6138 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6139 for i
:= WP_FIRST
to WP_LAST
do FReloading
[i
] := utils
.readWord(st
);
6141 if utils
.readBool(st
) then Include(FRulez
, R_ITEM_BACKPACK
);
6142 // Íàëè÷èå êðàñíîãî êëþ÷à
6143 if utils
.readBool(st
) then Include(FRulez
, R_KEY_RED
);
6144 // Íàëè÷èå çåëåíîãî êëþ÷à
6145 if utils
.readBool(st
) then Include(FRulez
, R_KEY_GREEN
);
6146 // Íàëè÷èå ñèíåãî êëþ÷à
6147 if utils
.readBool(st
) then Include(FRulez
, R_KEY_BLUE
);
6149 if utils
.readBool(st
) then Include(FRulez
, R_BERSERK
);
6150 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6151 for i
:= MR_SUIT
to MR_MAX
do FMegaRulez
[i
] := utils
.readLongWord(st
);
6152 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6153 for i
:= T_RESPAWN
to T_FLAGCAP
do FTime
[i
] := utils
.readLongWord(st
);
6155 str
:= utils
.readStr(st
);
6157 FColor
.R
:= utils
.readByte(st
);
6158 FColor
.G
:= utils
.readByte(st
);
6159 FColor
.B
:= utils
.readByte(st
);
6160 if (self
= gPlayer1
) then
6162 str
:= gPlayer1Settings
.Model
;
6163 FColor
:= gPlayer1Settings
.Color
;
6165 else if (self
= gPlayer2
) then
6167 str
:= gPlayer2Settings
.Model
;
6168 FColor
:= gPlayer2Settings
.Color
;
6170 // Îáíîâëÿåì ìîäåëü èãðîêà
6172 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
6173 FModel
.Color
:= TEAMCOLOR
[FTeam
]
6175 FModel
.Color
:= FColor
;
6179 procedure TPlayer
.AllRulez(Health
: Boolean);
6185 FHealth
:= PLAYER_HP_LIMIT
;
6186 FArmor
:= PLAYER_AP_LIMIT
;
6190 for a
:= WP_FIRST
to WP_LAST
do FWeapon
[a
] := True;
6191 for a
:= A_BULLETS
to A_HIGH
do FAmmo
[a
] := 30000;
6192 FRulez
:= FRulez
+[R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
];
6195 procedure TPlayer
.RestoreHealthArmor();
6197 FHealth
:= PLAYER_HP_LIMIT
;
6198 FArmor
:= PLAYER_AP_LIMIT
;
6201 procedure TPlayer
.FragCombo();
6205 if (gGameSettings
.GameMode
in [GM_COOP
, GM_SINGLE
]) or g_Game_IsClient
then
6207 if gTime
- FLastFrag
< FRAG_COMBO_TIME
then
6209 if FFragCombo
< 5 then
6211 Param
:= FUID
or (FFragCombo
shl 16);
6212 if (FComboEvnt
>= Low(gDelayedEvents
)) and
6213 (FComboEvnt
<= High(gDelayedEvents
)) and
6214 gDelayedEvents
[FComboEvnt
].Pending
and
6215 (gDelayedEvents
[FComboEvnt
].DEType
= DE_KILLCOMBO
) and
6216 (gDelayedEvents
[FComboEvnt
].DENum
and $FFFF = FUID
) then
6218 gDelayedEvents
[FComboEvnt
].Time
:= gTime
+ 500;
6219 gDelayedEvents
[FComboEvnt
].DENum
:= Param
;
6222 FComboEvnt
:= g_Game_DelayEvent(DE_KILLCOMBO
, 500, Param
);
6230 procedure TPlayer
.GiveItem(ItemType
: Byte);
6234 if FMegaRulez
[MR_SUIT
] < gTime
+PLAYER_SUIT_TIME
then
6236 FMegaRulez
[MR_SUIT
] := gTime
+PLAYER_SUIT_TIME
;
6240 if FAir
< AIR_MAX
then
6247 if not (R_BERSERK
in FRulez
) then
6249 Include(FRulez
, R_BERSERK
);
6250 if FBFGFireCounter
< 1 then
6252 CurrWeap
:= WEAPON_KASTET
;
6254 FModel
.SetWeapon(WEAPON_KASTET
);
6258 FBerserk
:= gTime
+30000;
6260 if FHealth
< PLAYER_HP_SOFT
then
6262 FHealth
:= PLAYER_HP_SOFT
;
6263 FBerserk
:= gTime
+30000;
6268 if FMegaRulez
[MR_INVUL
] < gTime
+PLAYER_INVUL_TIME
then
6270 FMegaRulez
[MR_INVUL
] := gTime
+PLAYER_INVUL_TIME
;
6274 if FMegaRulez
[MR_INVIS
] < gTime
+PLAYER_INVIS_TIME
then
6276 FMegaRulez
[MR_INVIS
] := gTime
+PLAYER_INVIS_TIME
;
6280 if FJetFuel
< JET_MAX
then
6282 FJetFuel
:= JET_MAX
;
6285 ITEM_MEDKIT_SMALL
: if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 10, PLAYER_HP_SOFT
);
6286 ITEM_MEDKIT_LARGE
: if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 25, PLAYER_HP_SOFT
);
6288 ITEM_ARMOR_GREEN
: if FArmor
< PLAYER_AP_SOFT
then FArmor
:= PLAYER_AP_SOFT
;
6289 ITEM_ARMOR_BLUE
: if FArmor
< PLAYER_AP_LIMIT
then FArmor
:= PLAYER_AP_LIMIT
;
6291 ITEM_SPHERE_BLUE
: if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 100, PLAYER_HP_LIMIT
);
6293 if (FHealth
< PLAYER_HP_LIMIT
) or (FArmor
< PLAYER_AP_LIMIT
) then
6295 if FHealth
< PLAYER_HP_LIMIT
then FHealth
:= PLAYER_HP_LIMIT
;
6296 if FArmor
< PLAYER_AP_LIMIT
then FArmor
:= PLAYER_AP_LIMIT
;
6299 ITEM_WEAPON_SAW
: FWeapon
[WEAPON_SAW
] := True;
6300 ITEM_WEAPON_SHOTGUN1
: FWeapon
[WEAPON_SHOTGUN1
] := True;
6301 ITEM_WEAPON_SHOTGUN2
: FWeapon
[WEAPON_SHOTGUN2
] := True;
6302 ITEM_WEAPON_CHAINGUN
: FWeapon
[WEAPON_CHAINGUN
] := True;
6303 ITEM_WEAPON_ROCKETLAUNCHER
: FWeapon
[WEAPON_ROCKETLAUNCHER
] := True;
6304 ITEM_WEAPON_PLASMA
: FWeapon
[WEAPON_PLASMA
] := True;
6305 ITEM_WEAPON_BFG
: FWeapon
[WEAPON_BFG
] := True;
6306 ITEM_WEAPON_SUPERPULEMET
: FWeapon
[WEAPON_SUPERPULEMET
] := True;
6307 ITEM_WEAPON_FLAMETHROWER
: FWeapon
[WEAPON_FLAMETHROWER
] := True;
6309 ITEM_AMMO_BULLETS
: if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
6310 ITEM_AMMO_BULLETS_BOX
: if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
6311 ITEM_AMMO_SHELLS
: if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
6312 ITEM_AMMO_SHELLS_BOX
: if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 25, FMaxAmmo
[A_SHELLS
]);
6313 ITEM_AMMO_ROCKET
: if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
6314 ITEM_AMMO_ROCKET_BOX
: if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 5, FMaxAmmo
[A_ROCKETS
]);
6315 ITEM_AMMO_CELL
: if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
6316 ITEM_AMMO_CELL_BIG
: if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 100, FMaxAmmo
[A_CELLS
]);
6317 ITEM_AMMO_FUELCAN
: if FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
] then IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
6320 if (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or
6321 (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or
6322 (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or
6323 (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or
6324 (FMaxAmmo
[A_FUEL
] < AmmoLimits
[1, A_FUEL
]) then
6326 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[1, A_BULLETS
];
6327 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[1, A_SHELLS
];
6328 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[1, A_ROCKETS
];
6329 FMaxAmmo
[A_CELLS
] := AmmoLimits
[1, A_CELLS
];
6330 FMaxAmmo
[A_FUEL
] := AmmoLimits
[1, A_FUEL
];
6332 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
6333 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
6334 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
6335 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
6337 FRulez
:= FRulez
+ [R_ITEM_BACKPACK
];
6340 ITEM_KEY_RED
: if not (R_KEY_RED
in FRulez
) then Include(FRulez
, R_KEY_RED
);
6341 ITEM_KEY_GREEN
: if not (R_KEY_GREEN
in FRulez
) then Include(FRulez
, R_KEY_GREEN
);
6342 ITEM_KEY_BLUE
: if not (R_KEY_BLUE
in FRulez
) then Include(FRulez
, R_KEY_BLUE
);
6344 ITEM_BOTTLE
: if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 4, PLAYER_HP_LIMIT
);
6345 ITEM_HELMET
: if FArmor
< PLAYER_AP_LIMIT
then IncMax(FArmor
, 5, PLAYER_AP_LIMIT
);
6350 if g_Game_IsNet
and g_Game_IsServer
then
6351 MH_SEND_PlayerStats(FUID
);
6354 procedure TPlayer
.FlySmoke(Times
: DWORD
= 1);
6359 if (Random(5) = 1) and (Times
= 1) then
6362 if BodyInLiquid(0, 0) then
6364 g_GFX_Bubbles(Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2)+Random(3)-1,
6365 Obj
.Y
+Obj
.Rect
.Height
+8, 1, 8, 4);
6366 if Random(2) = 0 then
6367 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
6369 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
6373 if g_Frames_Get(id
, 'FRAMES_SMOKE') then
6375 for i
:= 1 to Times
do
6377 Anim
:= TAnimation
.Create(id
, False, 3);
6379 g_GFX_OnceAnim(Obj
.X
+Obj
.Rect
.X
+Random(Obj
.Rect
.Width
+Times
*2)-(Anim
.Width
div 2),
6380 Obj
.Y
+Obj
.Rect
.Height
-4+Random(8+Times
*2), Anim
, ONCEANIM_SMOKE
);
6386 procedure TPlayer
.OnFireFlame(Times
: DWORD
= 1);
6391 if (Random(10) = 1) and (Times
= 1) then
6394 if g_Frames_Get(id
, 'FRAMES_FLAME') then
6396 for i
:= 1 to Times
do
6398 Anim
:= TAnimation
.Create(id
, False, 3);
6400 g_GFX_OnceAnim(Obj
.X
+Obj
.Rect
.X
+Random(Obj
.Rect
.Width
+Times
*2)-(Anim
.Width
div 2),
6401 Obj
.Y
+8+Random(8+Times
*2), Anim
, ONCEANIM_SMOKE
);
6407 procedure TPlayer
.PauseSounds(Enable
: Boolean);
6409 FSawSound
.Pause(Enable
);
6410 FSawSoundIdle
.Pause(Enable
);
6411 FSawSoundHit
.Pause(Enable
);
6412 FSawSoundSelect
.Pause(Enable
);
6417 constructor TCorpse
.Create(X
, Y
: Integer; ModelName
: String; aMess
: Boolean);
6422 FObj
.Rect
:= PLAYER_CORPSERECT
;
6423 FModelName
:= ModelName
;
6428 FState
:= CORPSE_STATE_MESS
;
6429 g_PlayerModel_GetAnim(ModelName
, A_DIE2
, FAnimation
, FAnimationMask
);
6433 FState
:= CORPSE_STATE_NORMAL
;
6434 g_PlayerModel_GetAnim(ModelName
, A_DIE1
, FAnimation
, FAnimationMask
);
6438 destructor TCorpse
.Destroy();
6445 function TCorpse
.ObjPtr (): PObj
; inline; begin result
:= @FObj
; end;
6447 procedure TCorpse
.positionChanged (); inline; begin end;
6449 procedure TCorpse
.moveBy (dx
, dy
: Integer); inline;
6451 if (dx
<> 0) or (dy
<> 0) then
6460 procedure TCorpse
.getMapBox (out x
, y
, w
, h
: Integer); inline;
6462 x
:= FObj
.X
+PLAYER_CORPSERECT
.X
;
6463 y
:= FObj
.Y
+PLAYER_CORPSERECT
.Y
;
6464 w
:= PLAYER_CORPSERECT
.Width
;
6465 h
:= PLAYER_CORPSERECT
.Height
;
6469 procedure TCorpse
.Damage(Value
: Word; vx
, vy
: Integer);
6474 if FState
= CORPSE_STATE_REMOVEME
then
6477 FDamage
:= FDamage
+ Value
;
6479 if FDamage
> 150 then
6481 if FAnimation
<> nil then
6486 FState
:= CORPSE_STATE_REMOVEME
;
6488 g_Player_CreateGibs(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
6489 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
6490 FModelName
, FColor
);
6491 // Çâóê ìÿñà îò òðóïà:
6492 pm
:= g_PlayerModel_Get(FModelName
);
6493 pm
.PlaySound(MODELSOUND_DIE
, 5, FObj
.X
, FObj
.Y
);
6497 if (gBodyKillEvent
<> -1)
6498 and gDelayedEvents
[gBodyKillEvent
].Pending
then
6499 gDelayedEvents
[gBodyKillEvent
].Pending
:= False;
6500 gBodyKillEvent
:= g_Game_DelayEvent(DE_BODYKILL
, 1050, 0);
6505 Blood
:= g_PlayerModel_GetBlood(FModelName
);
6506 FObj
.Vel
.X
:= FObj
.Vel
.X
+ vx
;
6507 FObj
.Vel
.Y
:= FObj
.Vel
.Y
+ vy
;
6508 g_GFX_Blood(FObj
.X
+PLAYER_CORPSERECT
.X
+(PLAYER_CORPSERECT
.Width
div 2),
6509 FObj
.Y
+PLAYER_CORPSERECT
.Y
+(PLAYER_CORPSERECT
.Height
div 2),
6510 Value
, vx
, vy
, 16, (PLAYER_CORPSERECT
.Height
*2) div 3,
6511 Blood
.R
, Blood
.G
, Blood
.B
, Blood
.Kind
);
6515 procedure TCorpse
.Draw();
6517 if FState
= CORPSE_STATE_REMOVEME
then
6520 if FAnimation
<> nil then
6521 FAnimation
.Draw(FObj
.X
, FObj
.Y
, TMirrorType
.None
);
6523 if FAnimationMask
<> nil then
6526 FAnimationMask
.Draw(FObj
.X
, FObj
.Y
, TMirrorType
.None
);
6533 procedure TCorpse
.Update();
6537 if FState
= CORPSE_STATE_REMOVEME
then
6540 if gTime
mod (GAME_TICK
*2) <> 0 then
6542 g_Obj_Move(@FObj
, True, True, True);
6543 positionChanged(); // this updates spatial accelerators
6547 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6548 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
6550 st
:= g_Obj_Move(@FObj
, True, True, True);
6551 positionChanged(); // this updates spatial accelerators
6553 if WordBool(st
and MOVE_FALLOUT
) then
6555 FState
:= CORPSE_STATE_REMOVEME
;
6559 if FAnimation
<> nil then
6560 FAnimation
.Update();
6561 if FAnimationMask
<> nil then
6562 FAnimationMask
.Update();
6566 procedure TCorpse
.SaveState (st
: TStream
);
6573 utils
.writeSign(st
, 'CORP');
6574 utils
.writeInt(st
, Byte(0));
6576 utils
.writeInt(st
, Byte(FState
));
6578 utils
.writeInt(st
, Byte(FDamage
));
6580 utils
.writeInt(st
, Byte(FColor
.R
));
6581 utils
.writeInt(st
, Byte(FColor
.G
));
6582 utils
.writeInt(st
, Byte(FColor
.B
));
6584 Obj_SaveState(st
, @FObj
);
6585 utils
.writeInt(st
, Word(FPlayerUID
));
6587 anim
:= (FAnimation
<> nil);
6588 utils
.writeBool(st
, anim
);
6589 // Åñëè åñòü - ñîõðàíÿåì
6590 if anim
then FAnimation
.SaveState(st
);
6591 // Åñòü ëè ìàñêà àíèìàöèè
6592 anim
:= (FAnimationMask
<> nil);
6593 utils
.writeBool(st
, anim
);
6594 // Åñëè åñòü - ñîõðàíÿåì
6595 if anim
then FAnimationMask
.SaveState(st
);
6599 procedure TCorpse
.LoadState (st
: TStream
);
6606 if not utils
.checkSign(st
, 'CORP') then raise XStreamError
.Create('invalid corpse signature');
6607 if (utils
.readByte(st
) <> 0) then raise XStreamError
.Create('invalid corpse version');
6609 FState
:= utils
.readByte(st
);
6611 FDamage
:= utils
.readByte(st
);
6613 FColor
.R
:= utils
.readByte(st
);
6614 FColor
.G
:= utils
.readByte(st
);
6615 FColor
.B
:= utils
.readByte(st
);
6617 Obj_LoadState(@FObj
, st
);
6618 FPlayerUID
:= utils
.readWord(st
);
6620 anim
:= utils
.readBool(st
);
6621 // Åñëè åñòü - çàãðóæàåì
6624 Assert(FAnimation
<> nil, 'TCorpse.LoadState: no FAnimation');
6625 FAnimation
.LoadState(st
);
6627 // Åñòü ëè ìàñêà àíèìàöèè
6628 anim
:= utils
.readBool(st
);
6629 // Åñëè åñòü - çàãðóæàåì
6632 Assert(FAnimationMask
<> nil, 'TCorpse.LoadState: no FAnimationMask');
6633 FAnimationMask
.LoadState(st
);
6639 constructor TBot
.Create();
6646 FSpectator
:= False;
6653 for a
:= WP_FIRST
to WP_LAST
do
6655 FDifficult
.WeaponPrior
[a
] := WEAPON_PRIOR1
[a
];
6656 FDifficult
.CloseWeaponPrior
[a
] := WEAPON_PRIOR2
[a
];
6657 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6661 destructor TBot
.Destroy();
6664 inherited Destroy();
6667 procedure TBot
.Draw();
6671 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6672 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6675 procedure TBot
.Respawn(Silent
: Boolean; Force
: Boolean = False);
6677 inherited Respawn(Silent
, Force
);
6680 FSelectedWeapon
:= FCurrWeap
;
6686 procedure TBot
.UpdateCombat();
6699 TTargetRecord
= array of TTarget
;
6701 function Compare(a
, b
: TTarget
): Integer;
6703 if a
.Line
and not b
.Line
then // A íà ëèíèè îãíÿ
6706 if not a
.Line
and b
.Line
then // B íà ëèíèè îãíÿ
6708 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6709 if (a
.Line
and b
.Line
) or ((not a
.Line
) and (not b
.Line
)) then
6711 if a
.Dist
> b
.Dist
then // B áëèæå
6713 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6716 else // Ñòðàííî -> A
6721 a
, x1
, y1
, x2
, y2
: Integer;
6722 targets
: TTargetRecord
;
6724 Target
, BestTarget
: TTarget
;
6725 firew
, fireh
: Integer;
6729 vsPlayer
, vsMonster
, ok
: Boolean;
6732 function monsUpdate (mon
: TMonster
): Boolean;
6734 result
:= false; // don't stop
6735 if mon
.alive
and (mon
.MonsterType
<> MONSTER_BARREL
) then
6737 if not TargetOnScreen(mon
.Obj
.X
+mon
.Obj
.Rect
.X
, mon
.Obj
.Y
+mon
.Obj
.Rect
.Y
) then exit
;
6739 x2
:= mon
.Obj
.X
+mon
.Obj
.Rect
.X
+(mon
.Obj
.Rect
.Width
div 2);
6740 y2
:= mon
.Obj
.Y
+mon
.Obj
.Rect
.Y
+(mon
.Obj
.Rect
.Height
div 2);
6742 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6743 if g_TraceVector(x1
, y1
, x2
, y2
) then
6745 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6746 SetLength(targets
, Length(targets
)+1);
6747 with targets
[High(targets
)] do
6754 Rect
:= mon
.Obj
.Rect
;
6755 Dist
:= g_PatchLength(x1
, y1
, x2
, y2
);
6756 Line
:= (y1
+4 < Target
.Y
+ mon
.Obj
.Rect
.Y
+ mon
.Obj
.Rect
.Height
) and
6757 (y1
-4 > Target
.Y
+ mon
.Obj
.Rect
.Y
);
6766 vsPlayer
:= LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSPLAYER
);
6767 vsMonster
:= LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSMONSTER
);
6769 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6770 if FCurrWeap
<> FSelectedWeapon
then
6773 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6774 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap
= FSelectedWeapon
) then
6776 RemoveAIFlag('NEEDFIRE');
6779 WEAPON_PLASMA
, WEAPON_SUPERPULEMET
, WEAPON_CHAINGUN
: PressKey(KEY_FIRE
, 20);
6780 WEAPON_SAW
, WEAPON_KASTET
, WEAPON_FLAMETHROWER
: PressKey(KEY_FIRE
, 40);
6781 else PressKey(KEY_FIRE
);
6785 // Êîîðäèíàòû ñòâîëà:
6786 x1
:= FObj
.X
+ WEAPONPOINT
[FDirection
].X
;
6787 y1
:= FObj
.Y
+ WEAPONPOINT
[FDirection
].Y
;
6789 Target
.UID
:= FTargetUID
;
6792 if Target
.UID
<> 0 then
6793 begin // Öåëü åñòü - íàñòðàèâàåì
6794 if (g_GetUIDType(Target
.UID
) = UID_PLAYER
) and
6797 tpla
:= g_Player_Get(Target
.UID
);
6801 if (@FObj
) <> nil then
6808 Target
.cX
:= Target
.X
+ PLAYER_RECT_CX
;
6809 Target
.cY
:= Target
.Y
+ PLAYER_RECT_CY
;
6810 Target
.Rect
:= PLAYER_RECT
;
6811 Target
.Visible
:= g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
);
6812 Target
.Line
:= (y1
+4 < Target
.Y
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
) and
6813 (y1
-4 > Target
.Y
+PLAYER_RECT
.Y
);
6814 Target
.IsPlayer
:= True;
6818 if (g_GetUIDType(Target
.UID
) = UID_MONSTER
) and
6821 mon
:= g_Monsters_ByUID(Target
.UID
);
6824 Target
.X
:= mon
.Obj
.X
;
6825 Target
.Y
:= mon
.Obj
.Y
;
6827 Target
.cX
:= Target
.X
+ mon
.Obj
.Rect
.X
+ (mon
.Obj
.Rect
.Width
div 2);
6828 Target
.cY
:= Target
.Y
+ mon
.Obj
.Rect
.Y
+ (mon
.Obj
.Rect
.Height
div 2);
6829 Target
.Rect
:= mon
.Obj
.Rect
;
6830 Target
.Visible
:= g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
);
6831 Target
.Line
:= (y1
+4 < Target
.Y
+ mon
.Obj
.Rect
.Y
+ mon
.Obj
.Rect
.Height
) and
6832 (y1
-4 > Target
.Y
+ mon
.Obj
.Rect
.Y
);
6833 Target
.IsPlayer
:= False;
6840 begin // Öåëè íåò - îáíóëÿåì
6845 Target
.Visible
:= False;
6846 Target
.Line
:= False;
6847 Target
.IsPlayer
:= False;
6852 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6853 if (not Target
.Line
) or (not Target
.Visible
) then
6857 for a
:= 0 to High(gPlayers
) do
6858 if (gPlayers
[a
] <> nil) and (gPlayers
[a
].alive
) and
6859 (gPlayers
[a
].FUID
<> FUID
) and
6860 (not SameTeam(FUID
, gPlayers
[a
].FUID
)) and
6861 (not gPlayers
[a
].NoTarget
) and
6862 (gPlayers
[a
].FMegaRulez
[MR_INVIS
] < gTime
) then
6864 if not TargetOnScreen(gPlayers
[a
].FObj
.X
+ PLAYER_RECT
.X
,
6865 gPlayers
[a
].FObj
.Y
+ PLAYER_RECT
.Y
) then
6868 x2
:= gPlayers
[a
].FObj
.X
+ PLAYER_RECT_CX
;
6869 y2
:= gPlayers
[a
].FObj
.Y
+ PLAYER_RECT_CY
;
6871 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6872 if g_TraceVector(x1
, y1
, x2
, y2
) then
6874 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6875 SetLength(targets
, Length(targets
)+1);
6876 with targets
[High(targets
)] do
6878 UID
:= gPlayers
[a
].FUID
;
6879 X
:= gPlayers
[a
].FObj
.X
;
6880 Y
:= gPlayers
[a
].FObj
.Y
;
6883 Rect
:= PLAYER_RECT
;
6884 Dist
:= g_PatchLength(x1
, y1
, x2
, y2
);
6885 Line
:= (y1
+4 < Target
.Y
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
) and
6886 (y1
-4 > Target
.Y
+PLAYER_RECT
.Y
);
6894 if vsMonster
then g_Mons_ForEach(monsUpdate
);
6897 // Åñëè åñòü âîçìîæíûå öåëè:
6898 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6899 if targets
<> nil then
6901 // Âûáèðàåì íàèëó÷øóþ öåëü:
6902 BestTarget
:= targets
[0];
6903 if Length(targets
) > 1 then
6904 for a
:= 1 to High(targets
) do
6905 if Compare(BestTarget
, targets
[a
]) = 1 then
6906 BestTarget
:= targets
[a
];
6908 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6909 if ((not Target
.Visible
) and BestTarget
.Visible
and (Target
.UID
<> BestTarget
.UID
)) or
6910 ((not Target
.Line
) and BestTarget
.Line
and BestTarget
.Visible
) then
6912 Target
:= BestTarget
;
6914 if (Healthy() = 3) or ((Healthy() = 2)) then
6915 begin // Åñëè çäîðîâû - äîãîíÿåì
6916 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
> FObj
.X
)) then
6917 SetAIFlag('GORIGHT', '1');
6918 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
< FObj
.X
)) then
6919 SetAIFlag('GOLEFT', '1');
6922 begin // Åñëè ïîáèòû - óáåãàåì
6923 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
< FObj
.X
)) then
6924 SetAIFlag('GORIGHT', '1');
6925 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
> FObj
.X
)) then
6926 SetAIFlag('GOLEFT', '1');
6929 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6930 SelectWeapon(Abs(x1
-Target
.cX
));
6935 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6936 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6937 if Target
.UID
<> 0 then
6939 if not TargetOnScreen(Target
.X
+ Target
.Rect
.X
,
6940 Target
.Y
+ Target
.Rect
.Y
) then
6941 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6942 if (Healthy() = 3) or ((Healthy() = 2)) then
6943 begin // Åñëè çäîðîâû - äîãîíÿåì
6944 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
> FObj
.X
)) then
6945 SetAIFlag('GORIGHT', '1');
6946 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
< FObj
.X
)) then
6947 SetAIFlag('GOLEFT', '1');
6950 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6952 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
< FObj
.X
)) then
6953 SetAIFlag('GORIGHT', '1');
6954 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
> FObj
.X
)) then
6955 SetAIFlag('GOLEFT', '1');
6959 begin // Öåëü ïîêà íà "ýêðàíå"
6960 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
6961 if g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
6962 FLastVisible
:= gTime
;
6963 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
6964 if (Abs(FObj
.Y
-Target
.Y
) <= 128) then
6966 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
> FObj
.X
)) then
6967 SetAIFlag('GORIGHT', '1');
6968 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
< FObj
.X
)) then
6969 SetAIFlag('GOLEFT', '1');
6973 // Âûáèðàåì óãîë ââåðõ:
6974 if FDirection
= TDirection
.D_LEFT
then
6975 angle
:= ANGLE_LEFTUP
6977 angle
:= ANGLE_RIGHTUP
;
6979 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6980 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6982 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6983 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
6984 Target
.X
+Target
.Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128), //96
6985 Target
.Y
+Target
.Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
6986 Target
.Rect
.Width
, Target
.Rect
.Height
) and
6987 g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
6988 begin // òî íóæíî ñòðåëÿòü ââåðõ
6989 SetAIFlag('NEEDFIRE', '1');
6990 SetAIFlag('NEEDSEEUP', '1');
6993 // Âûáèðàåì óãîë âíèç:
6994 if FDirection
= TDirection
.D_LEFT
then
6995 angle
:= ANGLE_LEFTDOWN
6997 angle
:= ANGLE_RIGHTDOWN
;
6999 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7000 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7002 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
7003 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
7004 Target
.X
+Target
.Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
7005 Target
.Y
+Target
.Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
7006 Target
.Rect
.Width
, Target
.Rect
.Height
) and
7007 g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
7008 begin // òî íóæíî ñòðåëÿòü âíèç
7009 SetAIFlag('NEEDFIRE', '1');
7010 SetAIFlag('NEEDSEEDOWN', '1');
7013 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
7014 if Target
.Visible
and
7015 (y1
+4 < Target
.Y
+Target
.Rect
.Y
+Target
.Rect
.Height
) and
7016 (y1
-4 > Target
.Y
+Target
.Rect
.Y
) then
7018 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
7019 if ((FDirection
= TDirection
.D_LEFT
) and (Target
.X
< FObj
.X
)) or
7020 ((FDirection
= TDirection
.D_RIGHT
) and (Target
.X
> FObj
.X
)) then
7021 begin // òî íóæíî ñòðåëÿòü âïåðåä
7022 SetAIFlag('NEEDFIRE', '1');
7023 SetAIFlag('NEEDSEEDOWN', '');
7024 SetAIFlag('NEEDSEEUP', '');
7026 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
7027 if Abs(FObj
.X
-Target
.X
) < Trunc(gPlayerScreenSize
.X
*0.75) then
7028 if GetRnd(FDifficult
.CloseJump
) then
7029 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
7030 if Abs(FObj
.X
-Target
.X
) < 128 then
7034 if Random(a
) = 0 then
7035 SetAIFlag('NEEDJUMP', '1');
7039 // Åñëè öåëü âñå åùå åñòü:
7040 if Target
.UID
<> 0 then
7041 if gTime
-FLastVisible
> 2000 then // Åñëè âèäåëè äàâíî
7042 Target
.UID
:= 0 // òî çàáûòü öåëü
7043 else // Åñëè âèäåëè íåäàâíî
7044 begin // íî öåëü óáèëè
7045 if Target
.IsPlayer
then
7046 begin // Öåëü - èãðîê
7047 pla
:= g_Player_Get(Target
.UID
);
7048 if (pla
= nil) or (not pla
.alive
) or pla
.NoTarget
or
7049 (pla
.FMegaRulez
[MR_INVIS
] >= gTime
) then
7050 Target
.UID
:= 0; // òî çàáûòü öåëü
7053 begin // Öåëü - ìîíñòð
7054 mon
:= g_Monsters_ByUID(Target
.UID
);
7055 if (mon
= nil) or (not mon
.alive
) then
7056 Target
.UID
:= 0; // òî çàáûòü öåëü
7059 end; // if Target.UID <> 0
7061 FTargetUID
:= Target
.UID
;
7063 // Åñëè âîçìîæíûõ öåëåé íåò:
7064 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
7065 if targets
= nil then
7066 if GetAIFlag('ATTACKLEFT') <> '' then
7067 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
7068 RemoveAIFlag('ATTACKLEFT');
7070 SetAIFlag('NEEDJUMP', '1');
7072 if RunDirection() = TDirection
.D_RIGHT
then
7073 begin // Èäåì íå â òó ñòîðîíó
7074 if (Healthy() > 1) and GetRnd(FDifficult
.InvisFire
) then
7075 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
7076 SetAIFlag('NEEDFIRE', '1');
7077 SetAIFlag('GOLEFT', '1');
7081 begin // Èäåì â íóæíóþ ñòîðîíó
7082 if GetRnd(FDifficult
.InvisFire
) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7083 SetAIFlag('NEEDFIRE', '1');
7084 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7085 SetAIFlag('GORIGHT', '1');
7089 if GetAIFlag('ATTACKRIGHT') <> '' then
7090 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
7091 RemoveAIFlag('ATTACKRIGHT');
7093 SetAIFlag('NEEDJUMP', '1');
7095 if RunDirection() = TDirection
.D_LEFT
then
7096 begin // Èäåì íå â òó ñòîðîíó
7097 if (Healthy() > 1) and GetRnd(FDifficult
.InvisFire
) then
7098 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
7099 SetAIFlag('NEEDFIRE', '1');
7100 SetAIFlag('GORIGHT', '1');
7105 if GetRnd(FDifficult
.InvisFire
) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7106 SetAIFlag('NEEDFIRE', '1');
7107 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7108 SetAIFlag('GOLEFT', '1');
7112 //HACK! (does it belong there?)
7113 RealizeCurrentWeapon();
7115 // Åñëè åñòü âîçìîæíûå öåëè:
7116 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
7117 if (targets
<> nil) and (GetAIFlag('NEEDFIRE') <> '') then
7118 for a
:= 0 to High(targets
) do
7120 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
7121 if GetRnd(FDifficult
.DiagFire
) then
7123 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
7124 if FDirection
= TDirection
.D_LEFT
then
7125 angle
:= ANGLE_LEFTUP
7127 angle
:= ANGLE_RIGHTUP
;
7129 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7130 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7132 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
7133 targets
[a
].X
+targets
[a
].Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
7134 targets
[a
].Y
+targets
[a
].Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
7135 targets
[a
].Rect
.Width
, targets
[a
].Rect
.Height
) and
7136 g_TraceVector(x1
, y1
, targets
[a
].cX
, targets
[a
].cY
) then
7138 SetAIFlag('NEEDFIRE', '1');
7139 SetAIFlag('NEEDSEEUP', '1');
7142 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
7143 if FDirection
= TDirection
.D_LEFT
then
7144 angle
:= ANGLE_LEFTDOWN
7146 angle
:= ANGLE_RIGHTDOWN
;
7148 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7149 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7151 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
7152 targets
[a
].X
+targets
[a
].Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
7153 targets
[a
].Y
+targets
[a
].Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
7154 targets
[a
].Rect
.Width
, targets
[a
].Rect
.Height
) and
7155 g_TraceVector(x1
, y1
, targets
[a
].cX
, targets
[a
].cY
) then
7157 SetAIFlag('NEEDFIRE', '1');
7158 SetAIFlag('NEEDSEEDOWN', '1');
7162 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
7163 if targets
[a
].Line
and targets
[a
].Visible
and
7164 (((FDirection
= TDirection
.D_LEFT
) and (targets
[a
].X
< FObj
.X
)) or
7165 ((FDirection
= TDirection
.D_RIGHT
) and (targets
[a
].X
> FObj
.X
))) then
7167 SetAIFlag('NEEDFIRE', '1');
7172 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
7173 if g_Weapon_Danger(FUID
, FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
,
7174 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
,
7175 40+GetInterval(FDifficult
.Cover
, 40)) then
7176 SetAIFlag('NEEDJUMP', '1');
7178 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
7179 ammo
:= GetAmmoByWeapon(FCurrWeap
);
7180 if ((FCurrWeap
= WEAPON_SHOTGUN2
) and (ammo
< 2)) or
7181 ((FCurrWeap
= WEAPON_BFG
) and (ammo
< 40)) or
7183 SetAIFlag('SELECTWEAPON', '1');
7185 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
7186 if GetAIFlag('SELECTWEAPON') = '1' then
7189 RemoveAIFlag('SELECTWEAPON');
7193 procedure TBot
.Update();
7206 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
7207 if (g_debug_BotAIOff
= 1) and (Team
= TEAM_RED
) then
7209 if (g_debug_BotAIOff
= 2) and (Team
= TEAM_BLUE
) then
7211 if g_debug_BotAIOff
= 3 then
7221 RealizeCurrentWeapon();
7228 procedure TBot
.ReleaseKey(Key
: Byte);
7237 function TBot
.KeyPressed(Key
: Word): Boolean;
7239 Result
:= FKeys
[Key
].Pressed
;
7242 function TBot
.GetAIFlag(aName
: String20
): String20
;
7248 aName
:= LowerCase(aName
);
7250 if FAIFlags
<> nil then
7251 for a
:= 0 to High(FAIFlags
) do
7252 if LowerCase(FAIFlags
[a
].Name
) = aName
then
7254 Result
:= FAIFlags
[a
].Value
;
7259 procedure TBot
.RemoveAIFlag(aName
: String20
);
7263 if FAIFlags
= nil then Exit
;
7265 aName
:= LowerCase(aName
);
7267 for a
:= 0 to High(FAIFlags
) do
7268 if LowerCase(FAIFlags
[a
].Name
) = aName
then
7270 if a
<> High(FAIFlags
) then
7271 for b
:= a
to High(FAIFlags
)-1 do
7272 FAIFlags
[b
] := FAIFlags
[b
+1];
7274 SetLength(FAIFlags
, Length(FAIFlags
)-1);
7279 procedure TBot
.SetAIFlag(aName
, fValue
: String20
);
7287 aName
:= LowerCase(aName
);
7289 if FAIFlags
<> nil then
7290 for a
:= 0 to High(FAIFlags
) do
7291 if LowerCase(FAIFlags
[a
].Name
) = aName
then
7297 if ok
then FAIFlags
[a
].Value
:= fValue
7300 SetLength(FAIFlags
, Length(FAIFlags
)+1);
7301 with FAIFlags
[High(FAIFlags
)] do
7309 procedure TBot
.UpdateMove
;
7311 procedure GoLeft(Time
: Word = 1);
7313 ReleaseKey(KEY_LEFT
);
7314 ReleaseKey(KEY_RIGHT
);
7315 PressKey(KEY_LEFT
, Time
);
7316 SetDirection(TDirection
.D_LEFT
);
7319 procedure GoRight(Time
: Word = 1);
7321 ReleaseKey(KEY_LEFT
);
7322 ReleaseKey(KEY_RIGHT
);
7323 PressKey(KEY_RIGHT
, Time
);
7324 SetDirection(TDirection
.D_RIGHT
);
7327 function Rnd(a
: Word): Boolean;
7329 Result
:= Random(a
) = 0;
7332 procedure Turn(Time
: Word = 1200);
7334 if RunDirection() = TDirection
.D_LEFT
then GoRight(Time
) else GoLeft(Time
);
7339 ReleaseKey(KEY_LEFT
);
7340 ReleaseKey(KEY_RIGHT
);
7343 function CanRunLeft(): Boolean;
7345 Result
:= not CollideLevel(-1, 0);
7348 function CanRunRight(): Boolean;
7350 Result
:= not CollideLevel(1, 0);
7353 function CanRun(): Boolean;
7355 if RunDirection() = TDirection
.D_LEFT
then Result
:= CanRunLeft() else Result
:= CanRunRight();
7358 procedure Jump(Time
: Word = 30);
7360 PressKey(KEY_JUMP
, Time
);
7363 function NearHole(): Boolean;
7367 { TODO 5 : Ëåñòíèöû }
7368 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
7369 for x
:= 1 to PLAYER_RECT
.Width
do
7370 if (not StayOnStep(x
*sx
, 0)) and
7371 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
7372 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
7381 function BorderHole(): Boolean;
7385 { TODO 5 : Ëåñòíèöû }
7386 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
7387 for x
:= 1 to PLAYER_RECT
.Width
do
7388 if (not StayOnStep(x
*sx
, 0)) and
7389 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
7390 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
7392 for xx
:= x
to x
+32 do
7393 if CollideLevel(xx
*sx
, PLAYER_RECT
.Height
) then
7403 function NearDeepHole(): Boolean;
7409 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
7412 for x
:= 1 to PLAYER_RECT
.Width
do
7413 if (not StayOnStep(x
*sx
, 0)) and
7414 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
7415 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
7417 while FObj
.Y
+y
*PLAYER_RECT
.Height
< gMapInfo
.Height
do
7419 if CollideLevel(x
*sx
, PLAYER_RECT
.Height
*y
) then Exit
;
7424 end else Result
:= False;
7427 function OverDeepHole(): Boolean;
7434 while FObj
.Y
+y
*PLAYER_RECT
.Height
< gMapInfo
.Height
do
7436 if CollideLevel(0, PLAYER_RECT
.Height
*y
) then Exit
;
7443 function OnGround(): Boolean;
7445 Result
:= StayOnStep(0, 0) or CollideLevel(0, 1);
7448 function OnLadder(): Boolean;
7450 Result
:= FullInStep(0, 0);
7453 function BelowLadder(): Boolean;
7455 Result
:= (FullInStep(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
) and
7456 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
)) or
7457 (FullInStep(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
) and
7458 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
));
7461 function BelowLiftUp(): Boolean;
7463 Result
:= ((FullInLift(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
) = -1) and
7464 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
)) or
7465 ((FullInLift(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
) = -1) and
7466 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
));
7469 function OnTopLift(): Boolean;
7471 Result
:= (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7474 function CanJumpOver(): Boolean;
7478 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
7482 if not CollideLevel(sx
, 0) then Exit
;
7484 for y
:= 1 to BOT_MAXJUMP
do
7485 if CollideLevel(0, -y
) then Exit
else
7486 if not CollideLevel(sx
, -y
) then
7493 function CanJumpUp(Dist
: ShortInt): Boolean;
7500 if CollideLevel(Dist
, 0) then Exit
;
7503 for y
:= 0 to BOT_MAXJUMP
do
7504 if CollideLevel(Dist
, -y
) then
7513 for yy
:= y
+1 to BOT_MAXJUMP
do
7514 if not CollideLevel(Dist
, -yy
) then
7523 for y
:= 0 to BOT_MAXJUMP
do
7524 if CollideLevel(0, -y
) then
7532 if y
< yy
then Exit
;
7537 function IsSafeTrigger(): Boolean;
7542 if gTriggers
= nil then
7544 for a
:= 0 to High(gTriggers
) do
7545 if Collide(gTriggers
[a
].X
,
7548 gTriggers
[a
].Height
) and
7549 (gTriggers
[a
].TriggerType
in [TRIGGER_EXIT
, TRIGGER_CLOSEDOOR
,
7550 TRIGGER_CLOSETRAP
, TRIGGER_TRAP
,
7551 TRIGGER_PRESS
, TRIGGER_ON
, TRIGGER_OFF
,
7552 TRIGGER_ONOFF
, TRIGGER_SPAWNMONSTER
,
7553 TRIGGER_DAMAGE
, TRIGGER_SHOT
]) then
7558 // Âîçìîæíî, íàæèìàåì êíîïêó:
7559 if Rnd(16) and IsSafeTrigger() then
7562 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7563 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7565 ReleaseKey(KEY_LEFT
);
7566 ReleaseKey(KEY_RIGHT
);
7570 // Èäåì âëåâî, åñëè íàäî áûëî:
7571 if GetAIFlag('GOLEFT') <> '' then
7573 RemoveAIFlag('GOLEFT');
7574 if CanRunLeft() then
7578 // Èäåì âïðàâî, åñëè íàäî áûëî:
7579 if GetAIFlag('GORIGHT') <> '' then
7581 RemoveAIFlag('GORIGHT');
7582 if CanRunRight() then
7586 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7587 if FObj
.X
< -32 then
7590 if FObj
.X
+32 > gMapInfo
.Width
then
7593 // Ïðûãàåì, åñëè íàäî áûëî:
7594 if GetAIFlag('NEEDJUMP') <> '' then
7597 RemoveAIFlag('NEEDJUMP');
7600 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7601 if GetAIFlag('NEEDSEEUP') <> '' then
7604 ReleaseKey(KEY_DOWN
);
7605 PressKey(KEY_UP
, 20);
7606 RemoveAIFlag('NEEDSEEUP');
7609 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7610 if GetAIFlag('NEEDSEEDOWN') <> '' then
7613 ReleaseKey(KEY_DOWN
);
7614 PressKey(KEY_DOWN
, 20);
7615 RemoveAIFlag('NEEDSEEDOWN');
7618 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7619 if GetAIFlag('GOINHOLE') <> '' then
7620 if not OnGround() then
7622 ReleaseKey(KEY_LEFT
);
7623 ReleaseKey(KEY_RIGHT
);
7624 RemoveAIFlag('GOINHOLE');
7625 SetAIFlag('FALLINHOLE', '1');
7628 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7629 if GetAIFlag('FALLINHOLE') <> '' then
7631 RemoveAIFlag('FALLINHOLE');
7633 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7634 if not (KeyPressed(KEY_LEFT
) or KeyPressed(KEY_RIGHT
)) then
7635 if GetAIFlag('FALLINHOLE') = '' then
7636 if (not OnLadder()) or (FObj
.Vel
.Y
>= 0) or (OnTopLift()) then
7642 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7644 CanJumpUp(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*32) and
7648 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7649 if OnGround() and NearHole() then
7650 if NearDeepHole() then // Åñëè ýòî áåçäíà
7652 0..3: Turn(); // Áåæèì îáðàòíî
7653 4: Jump(); // Ïðûãàåì
7654 5: begin // Ïðûãàåì îáðàòíî
7659 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7660 if GetAIFlag('GOINHOLE') = '' then
7662 0: Turn(); // Íå íóæíî òóäà
7663 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7664 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7665 if BorderHole() then
7666 SetAIFlag('GOINHOLE', '1');
7669 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7670 if (not CanRun()) and OnGround() then
7672 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7673 if CanJumpOver() or OnLadder() then
7675 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7676 if Random(2) = 0 then
7678 if IsSafeTrigger() then
7684 // Îñòàëîñü ìàëî âîçäóõà:
7685 if FAir
< 36 * 2 then
7688 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7689 if (FMegaRulez
[MR_SUIT
] < gTime
) and ((FLastHit
= HIT_ACID
) or (Healthy() <= 1)) then
7690 if BodyInAcid(0, 0) then
7694 function TBot
.FullInStep(XInc
, YInc
: Integer): Boolean;
7696 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
7697 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
, PANEL_STEP
, False);
7700 {function TBot.NeedItem(Item: Byte): Byte;
7705 procedure TBot
.SelectWeapon(Dist
: Integer);
7709 function HaveAmmo(weapon
: Byte): Boolean;
7712 WEAPON_PISTOL
: Result
:= FAmmo
[A_BULLETS
] >= 1;
7713 WEAPON_SHOTGUN1
: Result
:= FAmmo
[A_SHELLS
] >= 1;
7714 WEAPON_SHOTGUN2
: Result
:= FAmmo
[A_SHELLS
] >= 2;
7715 WEAPON_CHAINGUN
: Result
:= FAmmo
[A_BULLETS
] >= 10;
7716 WEAPON_ROCKETLAUNCHER
: Result
:= FAmmo
[A_ROCKETS
] >= 1;
7717 WEAPON_PLASMA
: Result
:= FAmmo
[A_CELLS
] >= 10;
7718 WEAPON_BFG
: Result
:= FAmmo
[A_CELLS
] >= 40;
7719 WEAPON_SUPERPULEMET
: Result
:= FAmmo
[A_SHELLS
] >= 1;
7720 WEAPON_FLAMETHROWER
: Result
:= FAmmo
[A_FUEL
] >= 1;
7721 else Result
:= True;
7726 if Dist
= -1 then Dist
:= BOT_LONGDIST
;
7728 if Dist
> BOT_LONGDIST
then
7729 begin // Äàëüíèé áîé
7731 if FWeapon
[FDifficult
.WeaponPrior
[a
]] and HaveAmmo(FDifficult
.WeaponPrior
[a
]) then
7733 FSelectedWeapon
:= FDifficult
.WeaponPrior
[a
];
7737 else //if Dist > BOT_UNSAFEDIST then
7738 begin // Áëèæíèé áîé
7740 if FWeapon
[FDifficult
.CloseWeaponPrior
[a
]] and HaveAmmo(FDifficult
.CloseWeaponPrior
[a
]) then
7742 FSelectedWeapon
:= FDifficult
.CloseWeaponPrior
[a
];
7749 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7751 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7757 function TBot
.PickItem(ItemType
: Byte; force
: Boolean; var remove
: Boolean): Boolean;
7759 Result
:= inherited PickItem(ItemType
, force
, remove
);
7761 if Result
then SetAIFlag('SELECTWEAPON', '1');
7764 function TBot
.Heal(value
: Word; Soft
: Boolean): Boolean;
7766 Result
:= inherited Heal(value
, Soft
);
7769 function TBot
.Healthy(): Byte;
7771 if FMegaRulez
[MR_INVUL
] >= gTime
then Result
:= 3
7772 else if (FHealth
> 80) or ((FHealth
> 50) and (FArmor
> 20)) then Result
:= 3
7773 else if (FHealth
> 50) then Result
:= 2
7774 else if (FHealth
> 20) then Result
:= 1
7778 function TBot
.TargetOnScreen(TX
, TY
: Integer): Boolean;
7780 Result
:= (Abs(FObj
.X
-TX
) <= Trunc(gPlayerScreenSize
.X
*0.6)) and
7781 (Abs(FObj
.Y
-TY
) <= Trunc(gPlayerScreenSize
.Y
*0.6));
7784 procedure TBot
.OnDamage(Angle
: SmallInt);
7792 if (Angle
= 0) or (Angle
= 180) then
7795 if (g_GetUIDType(FLastSpawnerUID
) = UID_PLAYER
) and
7796 LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSPLAYER
) then
7798 pla
:= g_Player_Get(FLastSpawnerUID
);
7799 ok
:= not TargetOnScreen(pla
.FObj
.X
+ PLAYER_RECT
.X
,
7800 pla
.FObj
.Y
+ PLAYER_RECT
.Y
);
7803 if (g_GetUIDType(FLastSpawnerUID
) = UID_MONSTER
) and
7804 LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSMONSTER
) then
7806 mon
:= g_Monsters_ByUID(FLastSpawnerUID
);
7807 ok
:= not TargetOnScreen(mon
.Obj
.X
+ mon
.Obj
.Rect
.X
,
7808 mon
.Obj
.Y
+ mon
.Obj
.Rect
.Y
);
7813 SetAIFlag('ATTACKLEFT', '1')
7815 SetAIFlag('ATTACKRIGHT', '1');
7819 function TBot
.RunDirection(): TDirection
;
7821 if Abs(Vel
.X
) >= 1 then
7823 if Vel
.X
> 0 then Result
:= TDirection
.D_RIGHT
else Result
:= TDirection
.D_LEFT
;
7825 Result
:= FDirection
;
7828 function TBot
.GetRnd(a
: Byte): Boolean;
7830 if a
= 0 then Result
:= False
7831 else if a
= 255 then Result
:= True
7832 else Result
:= Random(256) > 255-a
;
7835 function TBot
.GetInterval(a
: Byte; radius
: SmallInt): SmallInt;
7837 Result
:= Round((255-a
)/255*radius
*(Random(2)-1));
7841 procedure TDifficult
.save (st
: TStream
);
7843 utils
.writeInt(st
, Byte(DiagFire
));
7844 utils
.writeInt(st
, Byte(InvisFire
));
7845 utils
.writeInt(st
, Byte(DiagPrecision
));
7846 utils
.writeInt(st
, Byte(FlyPrecision
));
7847 utils
.writeInt(st
, Byte(Cover
));
7848 utils
.writeInt(st
, Byte(CloseJump
));
7849 st
.WriteBuffer(WeaponPrior
[Low(WeaponPrior
)], sizeof(WeaponPrior
));
7850 st
.WriteBuffer(CloseWeaponPrior
[Low(CloseWeaponPrior
)], sizeof(CloseWeaponPrior
));
7853 procedure TDifficult
.load (st
: TStream
);
7855 DiagFire
:= utils
.readByte(st
);
7856 InvisFire
:= utils
.readByte(st
);
7857 DiagPrecision
:= utils
.readByte(st
);
7858 FlyPrecision
:= utils
.readByte(st
);
7859 Cover
:= utils
.readByte(st
);
7860 CloseJump
:= utils
.readByte(st
);
7861 st
.ReadBuffer(WeaponPrior
[Low(WeaponPrior
)], sizeof(WeaponPrior
));
7862 st
.ReadBuffer(CloseWeaponPrior
[Low(CloseWeaponPrior
)], sizeof(CloseWeaponPrior
));
7866 procedure TBot
.SaveState (st
: TStream
);
7871 inherited SaveState(st
);
7872 utils
.writeSign(st
, 'BOT0');
7874 utils
.writeInt(st
, Byte(FSelectedWeapon
));
7876 utils
.writeInt(st
, Word(FTargetUID
));
7877 // Âðåìÿ ïîòåðè öåëè
7878 utils
.writeInt(st
, LongWord(FLastVisible
));
7879 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7880 dw
:= Length(FAIFlags
);
7881 utils
.writeInt(st
, LongInt(dw
));
7883 for i
:= 0 to dw
-1 do
7885 utils
.writeStr(st
, FAIFlags
[i
].Name
, 20);
7886 utils
.writeStr(st
, FAIFlags
[i
].Value
, 20);
7888 // Íàñòðîéêè ñëîæíîñòè
7889 FDifficult
.save(st
);
7893 procedure TBot
.LoadState (st
: TStream
);
7898 inherited LoadState(st
);
7899 if not utils
.checkSign(st
, 'BOT0') then raise XStreamError
.Create('invalid bot signature');
7901 FSelectedWeapon
:= utils
.readByte(st
);
7903 FTargetUID
:= utils
.readWord(st
);
7904 // Âðåìÿ ïîòåðè öåëè
7905 FLastVisible
:= utils
.readLongWord(st
);
7906 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7907 dw
:= utils
.readLongInt(st
);
7908 if (dw
< 0) or (dw
> 16384) then raise XStreamError
.Create('invalid number of bot AI flags');
7909 SetLength(FAIFlags
, dw
);
7911 for i
:= 0 to dw
-1 do
7913 FAIFlags
[i
].Name
:= utils
.readStr(st
, 20);
7914 FAIFlags
[i
].Value
:= utils
.readStr(st
, 20);
7916 // Íàñòðîéêè ñëîæíîñòè
7917 FDifficult
.load(st
);
7922 conRegVar('cheat_berserk_autoswitch', @gBerserkAutoswitch
, 'autoswitch to fist when berserk pack taken', '', true, true);