1 (* Copyright (C) Doom 2D: Forever Developers
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, version 3 of the License ONLY.
7 * This program is distributed in the hope that it will be useful,
8 * but WITHOUT ANY WARRANTY; without even the implied warranty of
9 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
10 * GNU General Public License for more details.
12 * You should have received a copy of the GNU General Public License
13 * along with this program. If not, see <http://www.gnu.org/licenses/>.
15 {$INCLUDE ../shared/a_modes.inc}
23 {$IFDEF USE_MEMPOOL}mempool
,{$ENDIF}
24 g_base
, g_playermodel
, g_basic
, g_textures
,
25 g_weapons
, g_phys
, g_sound
, g_saveload
, MAPDEF
,
61 AmmoLimits
: Array [0..1] of Array [A_BULLETS
..A_HIGH
] of Word =
62 ((200, 50, 50, 300, 100),
63 (400, 100, 100, 600, 200));
84 ANGLE_NONE
= Low(SmallInt);
86 CORPSE_STATE_REMOVEME
= 0;
87 CORPSE_STATE_NORMAL
= 1;
88 CORPSE_STATE_MESS
= 2;
90 PLAYER_RECT
: TRectWH
= (X
:15; Y
:12; Width
:34; Height
:52);
91 PLAYER_RECT_CX
= 15+(34 div 2);
92 PLAYER_RECT_CY
= 12+(52 div 2);
93 PLAYER_CORPSERECT
: TRectWH
= (X
:15; Y
:48; Width
:34; Height
:16);
96 PLAYER_HP_LIMIT
= 200;
98 PLAYER_AP_LIMIT
= 200;
102 PLAYER_BURN_TIME
= 110;
104 PLAYER1_DEF_COLOR
: TRGB
= (R
:64; G
:175; B
:48);
105 PLAYER2_DEF_COLOR
: TRGB
= (R
:96; G
:96; B
:96);
109 JET_MAX
= 540; // ~30 sec
111 ANGLE_RIGHTDOWN
= -35;
113 ANGLE_LEFTDOWN
= -145;
114 WEAPONPOINT
: Array [TDirection
] of TDFPoint
= ((X
:16; Y
:32), (X
:47; Y
:32));
115 TEAMCOLOR
: Array [TEAM_RED
..TEAM_BLUE
] of TRGB
= ((R
:255; G
:0; B
:0),
134 TPlayerStatArray
= Array of TPlayerStat
;
136 TPlayerSavedState
= record
144 Ammo
: Array [A_BULLETS
..A_HIGH
] of Word;
145 MaxAmmo
: Array [A_BULLETS
..A_HIGH
] of Word;
146 Weapon
: Array [WP_FIRST
..WP_LAST
] of Boolean;
147 Rulez
: Set of R_ITEM_BACKPACK
..R_BERSERK
;
156 TPlayer
= class{$IFDEF USE_MEMPOOL}(TPoolObject
){$ENDIF}
164 FDirection
: TDirection
;
172 FMonsterKills
: Integer;
178 FCanJetpack
: Boolean;
184 FNextWeapDelay
: Byte; // frames
185 FBFGFireCounter
: SmallInt;
186 FLastSpawnerUID
: Word;
190 FSpectatePlayer
: Integer;
191 FFirePainTime
: Integer;
194 FSavedStateNum
: Integer;
196 FModel
: TPlayerModel
;
197 FPunchAnim
: TAnimation
;
200 FActionForce
: Boolean;
201 FActionChanged
: Boolean;
203 FFireAngle
: SmallInt;
207 FShellTimer
: Integer;
209 FSawSound
: TPlayableSound
;
210 FSawSoundIdle
: TPlayableSound
;
211 FSawSoundHit
: TPlayableSound
;
212 FSawSoundSelect
: TPlayableSound
;
213 FFlameSoundOn
: TPlayableSound
;
214 FFlameSoundOff
: TPlayableSound
;
215 FFlameSoundWork
: TPlayableSound
;
216 FJetSoundOn
: TPlayableSound
;
217 FJetSoundOff
: TPlayableSound
;
218 FJetSoundFly
: TPlayableSound
;
222 FJustTeleported
: Boolean;
224 mEDamageType
: Integer;
227 function CollideLevel(XInc
, YInc
: Integer): Boolean;
228 function StayOnStep(XInc
, YInc
: Integer): Boolean;
229 function HeadInLiquid(XInc
, YInc
: Integer): Boolean;
230 function BodyInLiquid(XInc
, YInc
: Integer): Boolean;
231 function BodyInAcid(XInc
, YInc
: Integer): Boolean;
232 function FullInLift(XInc
, YInc
: Integer): Integer;
233 {procedure CollideItem();}
234 procedure FlySmoke(Times
: DWORD
= 1);
235 procedure OnFireFlame(Times
: DWORD
= 1);
236 procedure SetAction(Action
: Byte; Force
: Boolean = False);
237 procedure OnDamage(Angle
: SmallInt); virtual;
238 function firediry(): Integer;
241 procedure Run(Direction
: TDirection
);
242 procedure NextWeapon();
243 procedure PrevWeapon();
250 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
251 procedure resetWeaponQueue ();
252 function hasAmmoForWeapon (weapon
: Byte): Boolean;
253 function hasAmmoForShooting (weapon
: Byte): Boolean;
254 function shouldSwitch (weapon
: Byte; hadWeapon
: Boolean) : Boolean;
256 procedure doDamage (v
: Integer);
258 function refreshCorpse(): Boolean;
261 FDamageBuffer
: Integer;
263 FAmmo
: Array [A_BULLETS
..A_HIGH
] of Word;
264 FMaxAmmo
: Array [A_BULLETS
..A_HIGH
] of Word;
265 FWeapon
: Array [WP_FIRST
..WP_LAST
] of Boolean;
266 FRulez
: Set of R_ITEM_BACKPACK
..R_BERSERK
;
268 FMegaRulez
: Array [MR_SUIT
..MR_MAX
] of DWORD
;
269 FReloading
: Array [WP_FIRST
..WP_LAST
] of Word;
270 FTime
: Array [T_RESPAWN
..T_FLAGCAP
] of DWORD
;
271 FKeys
: Array [KEY_LEFT
..KEY_CHAT
] of TKeyState
;
272 FWeapSwitchMode
: Byte;
273 FWeapPreferences
: Array [WP_FIRST
.. WP_LAST
+1] of Byte;
274 FSwitchToEmpty
: Byte;
277 FPreferredTeam
: Byte;
280 FWantsInGame
: Boolean;
285 FActualModelName
: string;
292 FSpawnInvul
: Integer;
294 FWaitForFirstSpawn
: Boolean; // set to `true` in server, used to spawn a player on first full state request
297 // debug: viewport offset
298 viewPortX
, viewPortY
, viewPortW
, viewPortH
: Integer;
300 function isValidViewPort (): Boolean; inline;
302 constructor Create(); virtual;
303 destructor Destroy(); override;
304 procedure Respawn(Silent
: Boolean; Force
: Boolean = False); virtual;
305 function GetRespawnPoint(): Byte;
306 procedure PressKey(Key
: Byte; Time
: Word = 1);
307 procedure ReleaseKeys();
308 procedure SetModel(ModelName
: String);
309 procedure SetColor(Color
: TRGB
);
310 function GetColor(): TRGB
;
311 procedure SetWeapon(W
: Byte);
312 function IsKeyPressed(K
: Byte): Boolean;
313 function GetKeys(): Byte;
314 function PickItem(ItemType
: Byte; arespawn
: Boolean; var remove
: Boolean): Boolean; virtual;
315 procedure SetWeaponPrefs(Prefs
: Array of Byte);
316 procedure SetWeaponPref(Weapon
, Pref
: Byte);
317 function GetWeaponPref(Weapon
: Byte) : Byte;
318 function GetMorePrefered() : Byte;
319 function MaySwitch(Weapon
: Byte) : Boolean;
320 function Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean; overload
;
321 function Collide(Panel
: TPanel
): Boolean; overload
;
322 function Collide(X
, Y
: Integer): Boolean; overload
;
323 procedure SetDirection(Direction
: TDirection
);
324 procedure GetSecret();
325 function TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
327 procedure Push(vx
, vy
: Integer);
328 procedure ChangeModel(ModelName
: String);
329 procedure SwitchTeam
;
330 procedure ChangeTeam(Team
: Byte);
332 function GetFlag(Flag
: Byte): Boolean;
333 procedure SetFlag(Flag
: Byte);
334 function DropFlag(Silent
: Boolean = True; DoThrow
: Boolean = False): Boolean;
335 function TryDropFlag(): Boolean;
336 procedure AllRulez(Health
: Boolean);
337 procedure RestoreHealthArmor();
338 procedure FragCombo();
339 procedure GiveItem(ItemType
: Byte);
340 procedure Damage(value
: Word; SpawnerUID
: Word; vx
, vy
: Integer; t
: Byte); virtual;
341 function Heal(value
: Word; Soft
: Boolean): Boolean; virtual;
342 procedure MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
343 procedure MakeBloodSimple(Count
: Word);
344 procedure Kill(KillType
: Byte; SpawnerUID
: Word; t
: Byte);
345 procedure Reset(Force
: Boolean);
346 procedure Spectate(NoMove
: Boolean = False);
347 procedure SwitchNoClip
;
348 procedure SoftReset();
349 procedure PreUpdate();
350 procedure Update(); virtual;
351 procedure RememberState();
352 procedure RecallState();
353 procedure SaveState (st
: TStream
); virtual;
354 procedure LoadState (st
: TStream
); virtual;
355 procedure PauseSounds(Enable
: Boolean);
356 procedure NetFire(Wpn
: Byte; X
, Y
, AX
, AY
: Integer; WID
: Integer = -1);
357 procedure DoLerp(Level
: Integer = 2);
358 procedure SetLerp(XTo
, YTo
: Integer);
359 procedure ProcessWeaponAction(Action
: Byte);
360 procedure QueueWeaponSwitch(Weapon
: Byte);
361 procedure RealizeCurrentWeapon();
365 procedure JetpackOff
;
366 procedure CatchFire(Attacker
: Word; Timeout
: Integer = PLAYER_BURN_TIME
);
368 //WARNING! this does nothing for now, but still call it!
369 procedure positionChanged (); //WARNING! call this after entity position was changed, or coldet will not work right!
371 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
372 procedure moveBy (dx
, dy
: Integer); inline;
374 function getCameraObj(): TObj
;
376 function GetAmmoByWeapon(Weapon
: Byte): Word; // private state
379 property Vel
: TPoint2i read FObj
.Vel
;
380 property Obj
: TObj read FObj
;
382 property Name
: String read FName write FName
;
383 property Model
: TPlayerModel read FModel
;
384 property Health
: Integer read FHealth write FHealth
;
385 property Lives
: Byte read FLives write FLives
;
386 property Armor
: Integer read FArmor write FArmor
;
387 property Air
: Integer read FAir write FAir
;
388 property JetFuel
: Integer read FJetFuel write FJetFuel
;
389 property Frags
: Integer read FFrags write FFrags
;
390 property Death
: Integer read FDeath write FDeath
;
391 property Kills
: Integer read FKills write FKills
;
392 property CurrWeap
: Byte read FCurrWeap write FCurrWeap
;
393 property WeapSwitchMode
: Byte read FWeapSwitchMode write FWeapSwitchMode
;
394 property SwitchToEmpty
: Byte read FSwitchToEmpty write FSwitchToEmpty
;
395 property SkipFist
: Byte read FSkipFist write FSkipFist
;
396 property MonsterKills
: Integer read FMonsterKills write FMonsterKills
;
397 property Secrets
: Integer read FSecrets
;
398 property GodMode
: Boolean read FGodMode write FGodMode
;
399 property NoTarget
: Boolean read FNoTarget write FNoTarget
;
400 property NoReload
: Boolean read FNoReload write FNoReload
;
401 property alive
: Boolean read FAlive write FAlive
;
402 property Flag
: Byte read FFlag
;
403 property Team
: Byte read FTeam write FTeam
;
404 property Direction
: TDirection read FDirection
;
405 property GameX
: Integer read FObj
.X write FObj
.X
;
406 property GameY
: Integer read FObj
.Y write FObj
.Y
;
407 property GameVelX
: Integer read FObj
.Vel
.X write FObj
.Vel
.X
;
408 property GameVelY
: Integer read FObj
.Vel
.Y write FObj
.Vel
.Y
;
409 property GameAccelX
: Integer read FObj
.Accel
.X write FObj
.Accel
.X
;
410 property GameAccelY
: Integer read FObj
.Accel
.Y write FObj
.Accel
.Y
;
411 property IncCam
: Integer read FIncCam write FIncCam
;
412 property IncCamOld
: Integer read FIncCamOld write FIncCamOld
;
413 property SlopeOld
: Integer read FSlopeOld write FSlopeOld
;
414 property UID
: Word read FUID write FUID
;
415 property JustTeleported
: Boolean read FJustTeleported write FJustTeleported
;
416 property NetTime
: LongWord read FNetTime write FNetTime
;
419 property Angle_
: SmallInt read FAngle
;
420 property Spectator
: Boolean read FSpectator
;
421 property NoRespawn
: Boolean read FNoRespawn
;
422 property Berserk
: Integer read FBerserk
;
423 property Pain
: Integer read FPain
;
424 property Pickup
: Integer read FPickup
;
425 property PunchAnim
: TAnimation read FPunchAnim write FPunchAnim
;
426 property SpawnInvul
: Integer read FSpawnInvul
;
427 property Ghost
: Boolean read FGhost
;
430 property eName
: String read FName write FName
;
431 property eHealth
: Integer read FHealth write FHealth
;
432 property eLives
: Byte read FLives write FLives
;
433 property eArmor
: Integer read FArmor write FArmor
;
434 property eAir
: Integer read FAir write FAir
;
435 property eJetFuel
: Integer read FJetFuel write FJetFuel
;
436 property eFrags
: Integer read FFrags write FFrags
;
437 property eDeath
: Integer read FDeath write FDeath
;
438 property eKills
: Integer read FKills write FKills
;
439 property eCurrWeap
: Byte read FCurrWeap write FCurrWeap
;
440 property eMonsterKills
: Integer read FMonsterKills write FMonsterKills
;
441 property eSecrets
: Integer read FSecrets write FSecrets
;
442 property eGodMode
: Boolean read FGodMode write FGodMode
;
443 property eNoTarget
: Boolean read FNoTarget write FNoTarget
;
444 property eNoReload
: Boolean read FNoReload write FNoReload
;
445 property eAlive
: Boolean read FAlive write FAlive
;
446 property eFlag
: Byte read FFlag
;
447 property eTeam
: Byte read FTeam write FTeam
;
448 property eDirection
: TDirection read FDirection
;
449 property eGameX
: Integer read FObj
.X write FObj
.X
;
450 property eGameY
: Integer read FObj
.Y write FObj
.Y
;
451 property eGameVelX
: Integer read FObj
.Vel
.X write FObj
.Vel
.X
;
452 property eGameVelY
: Integer read FObj
.Vel
.Y write FObj
.Vel
.Y
;
453 property eGameAccelX
: Integer read FObj
.Accel
.X write FObj
.Accel
.X
;
454 property eGameAccelY
: Integer read FObj
.Accel
.Y write FObj
.Accel
.Y
;
455 property eIncCam
: Integer read FIncCam write FIncCam
;
456 property eUID
: Word read FUID
;
457 property eJustTeleported
: Boolean read FJustTeleported
;
458 property eNetTime
: LongWord read FNetTime
;
460 // set this before assigning something to `eDamage`
461 property eDamageType
: Integer read mEDamageType write mEDamageType
;
462 property eDamage
: Integer write doDamage
;
473 WeaponPrior
: packed array [WP_FIRST
..WP_LAST
] of Byte;
474 CloseWeaponPrior
: packed array [WP_FIRST
..WP_LAST
] of Byte;
475 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
478 procedure save (st
: TStream
);
479 procedure load (st
: TStream
);
487 TBot
= class(TPlayer
)
489 FSelectedWeapon
: Byte;
492 FAIFlags
: Array of TAIFlag
;
493 FDifficult
: TDifficult
;
495 function GetRnd(a
: Byte): Boolean;
496 function GetInterval(a
: Byte; radius
: SmallInt): SmallInt;
497 function RunDirection(): TDirection
;
498 function FullInStep(XInc
, YInc
: Integer): Boolean;
499 //function NeedItem(Item: Byte): Byte;
500 procedure SelectWeapon(Dist
: Integer);
501 procedure SetAIFlag(aName
, fValue
: String20
);
502 function GetAIFlag(aName
: String20
): String20
;
503 procedure RemoveAIFlag(aName
: String20
);
504 function Healthy(): Byte;
505 procedure UpdateMove();
506 procedure UpdateCombat();
507 function KeyPressed(Key
: Word): Boolean;
508 procedure ReleaseKey(Key
: Byte);
509 function TargetOnScreen(TX
, TY
: Integer): Boolean;
510 procedure OnDamage(Angle
: SmallInt); override;
513 procedure Respawn(Silent
: Boolean; Force
: Boolean = False); override;
514 constructor Create(); override;
515 destructor Destroy(); override;
516 function PickItem(ItemType
: Byte; force
: Boolean; var remove
: Boolean): Boolean; override;
517 function Heal(value
: Word; Soft
: Boolean): Boolean; override;
518 procedure Update(); override;
519 procedure SaveState (st
: TStream
); override;
520 procedure LoadState (st
: TStream
); override;
532 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
533 procedure moveBy (dx
, dy
: Integer); inline;
535 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
549 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
550 procedure moveBy (dx
, dy
: Integer); inline;
552 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
555 TCorpse
= class{$IFDEF USE_MEMPOOL}(TPoolObject
){$ENDIF}
564 FAnimation
: TAnimation
;
565 FAnimationMask
: TAnimation
;
568 constructor Create(X
, Y
: Integer; ModelName
: String; aMess
: Boolean);
569 destructor Destroy(); override;
570 procedure Damage(Value
: Word; SpawnerUID
: Word; vx
, vy
: Integer);
572 procedure SaveState (st
: TStream
);
573 procedure LoadState (st
: TStream
);
575 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
576 procedure moveBy (dx
, dy
: Integer); inline;
578 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
580 function ObjPtr (): PObj
; inline;
582 property Obj
: TObj read FObj
; // copies object
583 property State
: Byte read FState
;
584 property Mess
: Boolean read FMess
;
587 property Color
: TRGB read FColor
;
588 property Animation
: TAnimation read FAnimation
;
589 property AnimationMask
: TAnimation read FAnimationMask
;
592 TTeamStat
= Array [TEAM_RED
..TEAM_BLUE
] of
598 gPlayers
: Array of TPlayer
;
599 gCorpses
: Array of TCorpse
;
600 gGibs
: Array of TGib
;
601 gShells
: Array of TShell
;
602 gTeamStat
: TTeamStat
;
603 gFly
: Boolean = False;
604 gAimLine
: Boolean = False;
605 gChatBubble
: Integer = 0;
606 gPlayerIndicator
: Integer = 1;
607 gPlayerIndicatorStyle
: Integer = 0;
609 gSpectLatchPID1
: Word = 0;
610 gSpectLatchPID2
: Word = 0;
611 MAX_RUNVEL
: Integer = 8;
612 VEL_JUMP
: Integer = 10;
613 SHELL_TIMEOUT
: Cardinal = 60000;
615 function Lerp(X
, Y
, Factor
: Integer): Integer;
617 procedure g_Gibs_SetMax(Count
: Word);
618 function g_Gibs_GetMax(): Word;
619 procedure g_Corpses_SetMax(Count
: Word);
620 function g_Corpses_GetMax(): Word;
621 procedure g_Force_Model_Set(Mode
: Word);
622 function g_Force_Model_Get(): Word;
623 procedure g_Forced_Model_SetName(Model
: String);
624 function g_Forced_Model_GetName(): String;
625 procedure g_Shells_SetMax(Count
: Word);
626 function g_Shells_GetMax(): Word;
628 procedure g_Player_Init();
629 procedure g_Player_Free();
630 function g_Player_Create(ModelName
: String; Color
: TRGB
; Team
: Byte; Bot
: Boolean): Word;
631 function g_Player_CreateFromState (st
: TStream
): Word;
632 procedure g_Player_Remove(UID
: Word);
633 procedure g_Player_ResetTeams();
634 procedure g_Player_PreUpdate();
635 procedure g_Player_UpdateAll();
636 procedure g_Player_RememberAll();
637 procedure g_Player_ResetAll(Force
, Silent
: Boolean);
638 function g_Player_Get(UID
: Word): TPlayer
;
639 function g_Player_GetCount(): Byte;
640 function g_Player_GetStats(): TPlayerStatArray
;
641 function g_Player_ValidName(Name
: String): Boolean;
642 function g_Player_CreateCorpse(Player
: TPlayer
): Integer;
643 procedure g_Player_CreateGibs(fX
, fY
: Integer; ModelName
: String; fColor
: TRGB
);
644 procedure g_Player_CreateShell(fX
, fY
, dX
, dY
: Integer; T
: Byte);
645 procedure g_Player_UpdatePhysicalObjects();
646 procedure g_Player_RemoveAllCorpses();
647 procedure g_Player_Corpses_SaveState (st
: TStream
);
648 procedure g_Player_Corpses_LoadState (st
: TStream
);
649 procedure g_Player_ResetReady();
650 procedure g_Bot_Add(Team
, Difficult
: Byte; Handicap
: Integer = 100);
651 procedure g_Bot_AddList(Team
: Byte; lname
: ShortString; num
: Integer = -1; Handicap
: Integer = 100);
652 procedure g_Bot_MixNames();
653 procedure g_Bot_RemoveAll();
654 function g_Bot_GetCount(): Integer;
659 {$IFDEF ENABLE_HOLMES}
662 e_log
, g_map
, g_items
, g_console
, g_gfx
, Math
, r_textures
, r_animations
, r_gfx
,
663 g_options
, g_triggers
, g_menu
, g_game
, g_grid
, e_res
,
664 wadreader
, g_monsters
, CONFIG
, g_language
,
668 const PLR_SAVE_VERSION
= 0;
678 diag_precision
: Byte;
682 w_prior1
: Array [WP_FIRST
..WP_LAST
] of Byte;
683 w_prior2
: Array [WP_FIRST
..WP_LAST
] of Byte;
684 w_prior3
: Array [WP_FIRST
..WP_LAST
] of Byte;
688 TIME_RESPAWN1
= 1500;
689 TIME_RESPAWN2
= 2000;
690 TIME_RESPAWN3
= 3000;
691 PLAYER_SUIT_TIME
= 30000;
692 PLAYER_INVUL_TIME
= 30000;
693 PLAYER_INVIS_TIME
= 35000;
694 FRAG_COMBO_TIME
= 3000;
697 PLAYER_HEADRECT
: TRectWH
= (X
:24; Y
:12; Width
:20; Height
:12);
700 BOT_UNSAFEDIST
= 128;
701 DIFFICULT_EASY
: TDifficult
= (DiagFire
: 32; InvisFire
: 32; DiagPrecision
: 32;
702 FlyPrecision
: 32; Cover
: 32; CloseJump
: 32;
703 WeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0));
704 DIFFICULT_MEDIUM
: TDifficult
= (DiagFire
: 127; InvisFire
: 127; DiagPrecision
: 127;
705 FlyPrecision
: 127; Cover
: 127; CloseJump
: 127;
706 WeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0));
707 DIFFICULT_HARD
: TDifficult
= (DiagFire
: 255; InvisFire
: 255; DiagPrecision
: 255;
708 FlyPrecision
: 255; Cover
: 255; CloseJump
: 255;
709 WeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0));
710 WEAPON_PRIOR1
: Array [WP_FIRST
..WP_LAST
] of Byte =
711 (WEAPON_FLAMETHROWER
, WEAPON_SUPERPULEMET
,
712 WEAPON_SHOTGUN2
, WEAPON_SHOTGUN1
,
713 WEAPON_CHAINGUN
, WEAPON_PLASMA
, WEAPON_ROCKETLAUNCHER
,
714 WEAPON_BFG
, WEAPON_PISTOL
, WEAPON_SAW
, WEAPON_KASTET
);
715 WEAPON_PRIOR2
: Array [WP_FIRST
..WP_LAST
] of Byte =
716 (WEAPON_FLAMETHROWER
, WEAPON_SUPERPULEMET
,
717 WEAPON_BFG
, WEAPON_ROCKETLAUNCHER
,
718 WEAPON_SHOTGUN2
, WEAPON_PLASMA
, WEAPON_SHOTGUN1
,
719 WEAPON_CHAINGUN
, WEAPON_PISTOL
, WEAPON_SAW
, WEAPON_KASTET
);
720 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
721 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
722 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
723 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
724 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
725 WEAPON_RELOAD
: Array [WP_FIRST
..WP_LAST
] of Byte =
726 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
728 PLAYER_SIGNATURE
= $52594C50; // 'PLYR'
729 CORPSE_SIGNATURE
= $50524F43; // 'CORP'
731 BOTNAMES_FILENAME
= 'botnames.txt';
732 BOTLIST_FILENAME
= 'botlist.txt';
736 MaxCorpses
: Word = 20;
737 MaxShells
: Word = 300;
738 ForceModel
: Word = 0;
739 ForcedModelName
: String = STD_PLAYER_MODEL
;
740 CurrentGib
: Integer = 0;
741 CurrentShell
: Integer = 0;
742 BotNames
: Array of String;
743 BotList
: Array of TBotProfile
;
744 SavedStates
: Array of TPlayerSavedState
;
747 function Lerp(X
, Y
, Factor
: Integer): Integer;
749 Result
:= X
+ ((Y
- X
) div Factor
);
752 function SameTeam(UID1
, UID2
: Word): Boolean;
756 if (UID1
> UID_MAX_PLAYER
) or (UID1
<= UID_MAX_GAME
) or
757 (UID2
> UID_MAX_PLAYER
) or (UID2
<= UID_MAX_GAME
) then Exit
;
759 if (g_Player_Get(UID1
) = nil) or (g_Player_Get(UID2
) = nil) then Exit
;
761 if ((g_Player_Get(UID1
).Team
= TEAM_NONE
) or
762 (g_Player_Get(UID2
).Team
= TEAM_NONE
)) then Exit
;
764 Result
:= g_Player_Get(UID1
).FTeam
= g_Player_Get(UID2
).FTeam
;
767 procedure g_Gibs_SetMax(Count
: Word);
770 SetLength(gGibs
, Count
);
772 if CurrentGib
>= Count
then
776 function g_Gibs_GetMax(): Word;
781 procedure g_Shells_SetMax(Count
: Word);
784 SetLength(gShells
, Count
);
786 if CurrentShell
>= Count
then
790 function g_Shells_GetMax(): Word;
796 procedure g_Corpses_SetMax(Count
: Word);
799 SetLength(gCorpses
, Count
);
802 function g_Corpses_GetMax(): Word;
804 Result
:= MaxCorpses
;
807 procedure g_Force_Model_Set(Mode
: Word);
812 function g_Force_Model_Get(): Word;
814 Result
:= ForceModel
;
817 procedure g_Forced_Model_SetName(Model
: String);
819 ForcedModelName
:= Model
;
822 function g_Forced_Model_GetName(): String;
824 Result
:= ForcedModelName
;
827 function g_Player_Create(ModelName
: String; Color
: TRGB
; Team
: Byte; Bot
: Boolean): Word;
837 // Есть ли место в gPlayers:
838 if gPlayers
<> nil then
839 for a
:= 0 to High(gPlayers
) do
840 if gPlayers
[a
] = nil then
846 // Нет места - расширяем gPlayers:
849 SetLength(gPlayers
, Length(gPlayers
)+1);
853 // Создаем объект игрока:
855 gPlayers
[a
] := TBot
.Create()
857 gPlayers
[a
] := TPlayer
.Create();
860 gPlayers
[a
].FActualModelName
:= ModelName
;
861 gPlayers
[a
].SetModel(ModelName
);
862 if Bot
and (g_Force_Model_Get() <> 0) then
863 gPlayers
[a
].SetModel(g_Forced_Model_GetName());
865 // Нет модели - создание не возможно:
866 if gPlayers
[a
].FModel
= nil then
870 g_FatalError(Format(_lc
[I_GAME_ERROR_MODEL
], [ModelName
]));
874 if not (Team
in [TEAM_RED
, TEAM_BLUE
]) then
875 if Random(2) = 0 then
879 gPlayers
[a
].FPreferredTeam
:= Team
;
881 case gGameSettings
.GameMode
of
882 GM_DM
: gPlayers
[a
].FTeam
:= TEAM_NONE
;
884 GM_CTF
: gPlayers
[a
].FTeam
:= gPlayers
[a
].FPreferredTeam
;
886 GM_COOP
: gPlayers
[a
].FTeam
:= TEAM_COOP
;
889 // Если командная игра - красим модель в цвет команды:
890 gPlayers
[a
].FColor
:= Color
;
891 if gPlayers
[a
].FTeam
in [TEAM_RED
, TEAM_BLUE
] then
892 gPlayers
[a
].FModel
.Color
:= TEAMCOLOR
[gPlayers
[a
].FTeam
]
894 gPlayers
[a
].FModel
.Color
:= Color
;
896 gPlayers
[a
].FUID
:= g_CreateUID(UID_PLAYER
);
897 gPlayers
[a
].FAlive
:= False;
899 Result
:= gPlayers
[a
].FUID
;
902 function g_Player_CreateFromState (st
: TStream
): Word;
903 var a
: Integer; ok
, Bot
: Boolean; pos
: Int64;
907 // check signature and entity type
909 if not utils
.checkSign(st
, 'PLYR') then raise XStreamError
.Create('invalid player signature');
910 if (utils
.readByte(st
) <> PLR_SAVE_VERSION
) then raise XStreamError
.Create('invalid player version');
911 Bot
:= utils
.readBool(st
);
914 // find free player slot
916 for a
:= 0 to High(gPlayers
) do
917 if gPlayers
[a
] = nil then
923 // allocate player slot
926 SetLength(gPlayers
, Length(gPlayers
)+1);
930 // create entity and load state
933 gPlayers
[a
] := TBot
.Create();
934 if (g_Force_Model_Get() <> 0) then
935 gPlayers
[a
].SetModel(g_Forced_Model_GetName());
938 gPlayers
[a
] := TPlayer
.Create();
939 gPlayers
[a
].FPhysics
:= True; // ???
940 gPlayers
[a
].LoadState(st
);
942 result
:= gPlayers
[a
].FUID
;
946 procedure g_Player_ResetTeams();
950 if g_Game_IsClient
then
952 if gPlayers
= nil then
954 for a
:= Low(gPlayers
) to High(gPlayers
) do
955 if gPlayers
[a
] <> nil then
956 case gGameSettings
.GameMode
of
958 gPlayers
[a
].ChangeTeam(TEAM_NONE
);
960 if not (gPlayers
[a
].Team
in [TEAM_RED
, TEAM_BLUE
]) then
961 if gPlayers
[a
].FPreferredTeam
in [TEAM_RED
, TEAM_BLUE
] then
962 gPlayers
[a
].ChangeTeam(gPlayers
[a
].FPreferredTeam
)
965 gPlayers
[a
].ChangeTeam(TEAM_RED
)
967 gPlayers
[a
].ChangeTeam(TEAM_BLUE
);
970 gPlayers
[a
].ChangeTeam(TEAM_COOP
);
974 procedure g_Bot_Add(Team
, Difficult
: Byte; Handicap
: Integer = 100);
977 _name
, _model
: String;
980 if not g_Game_IsServer
then Exit
;
982 if (g_Bot_GetCount() >= gMaxBots
) then Exit
;
984 // Список названий моделей:
985 m
:= g_PlayerModel_GetNames();
990 if (gGameSettings
.GameType
= GT_SINGLE
) or (gGameSettings
.GameMode
= GM_COOP
) then
991 Team
:= TEAM_COOP
// COOP
993 if gGameSettings
.GameMode
= GM_DM
then
994 Team
:= TEAM_NONE
// DM
996 if Team
= TEAM_NONE
then // CTF / TDM
998 // Автобаланс команд:
1002 for a
:= 0 to High(gPlayers
) do
1003 if gPlayers
[a
] <> nil then
1005 if gPlayers
[a
].Team
= TEAM_RED
then
1008 if gPlayers
[a
].Team
= TEAM_BLUE
then
1018 if Random(2) = 0 then
1024 // Выбираем боту имя:
1026 if BotNames
<> nil then
1027 for a
:= 0 to High(BotNames
) do
1028 if g_Player_ValidName(BotNames
[a
]) then
1030 _name
:= BotNames
[a
];
1034 // Выбираем случайную модель:
1035 _model
:= m
[Random(Length(m
))];
1038 with g_Player_Get(g_Player_Create(_model
,
1039 _RGB(Min(Random(9)*32, 255),
1040 Min(Random(9)*32, 255),
1041 Min(Random(9)*32, 255)),
1042 Team
, True)) as TBot
do
1044 // Если имени нет, делаем его из UID бота
1046 Name
:= Format('DFBOT%.5d', [UID
])
1051 1: FDifficult
:= DIFFICULT_EASY
;
1052 2: FDifficult
:= DIFFICULT_MEDIUM
;
1053 else FDifficult
:= DIFFICULT_HARD
;
1056 for a
:= WP_FIRST
to WP_LAST
do
1058 FDifficult
.WeaponPrior
[a
] := WEAPON_PRIOR1
[a
];
1059 FDifficult
.CloseWeaponPrior
[a
] := WEAPON_PRIOR2
[a
];
1060 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1063 FHandicap
:= Handicap
;
1065 g_Console_Add(Format(_lc
[I_PLAYER_JOIN
], [Name
]), True);
1067 if g_Game_IsNet
then MH_SEND_PlayerCreate(UID
);
1068 if g_Game_IsServer
and (gGameSettings
.MaxLives
> 0) then
1073 procedure g_Bot_AddList(Team
: Byte; lName
: ShortString; num
: Integer = -1; Handicap
: Integer = 100);
1076 _name
, _model
: String;
1079 if not g_Game_IsServer
then Exit
;
1081 if (g_Bot_GetCount() >= gMaxBots
) then Exit
;
1083 // Список названий моделей:
1084 m
:= g_PlayerModel_GetNames();
1089 if (gGameSettings
.GameType
= GT_SINGLE
) or (gGameSettings
.GameMode
= GM_COOP
) then
1090 Team
:= TEAM_COOP
// COOP
1092 if gGameSettings
.GameMode
= GM_DM
then
1093 Team
:= TEAM_NONE
// DM
1095 if Team
= TEAM_NONE
then
1096 Team
:= BotList
[num
].team
; // CTF / TDM
1098 // Выбираем настройки бота из списка по номеру или имени:
1099 lName
:= AnsiLowerCase(lName
);
1100 if (num
< 0) or (num
> Length(BotList
)-1) then
1102 if (num
= -1) and (lName
<> '') and (BotList
<> nil) then
1103 for a
:= 0 to High(BotList
) do
1104 if AnsiLowerCase(BotList
[a
].name
) = lName
then
1113 _name
:= BotList
[num
].name
;
1114 // Занято - выбираем случайное:
1115 if not g_Player_ValidName(_name
) then
1117 _name
:= Format('DFBOT%.2d', [Random(100)]);
1118 until g_Player_ValidName(_name
);
1121 _model
:= BotList
[num
].model
;
1122 // Нет такой - выбираем случайную:
1123 if not InSArray(_model
, m
) then
1124 _model
:= m
[Random(Length(m
))];
1127 with g_Player_Get(g_Player_Create(_model
, BotList
[num
].color
, Team
, True)) as TBot
do
1131 FDifficult
.DiagFire
:= BotList
[num
].diag_fire
;
1132 FDifficult
.InvisFire
:= BotList
[num
].invis_fire
;
1133 FDifficult
.DiagPrecision
:= BotList
[num
].diag_precision
;
1134 FDifficult
.FlyPrecision
:= BotList
[num
].fly_precision
;
1135 FDifficult
.Cover
:= BotList
[num
].cover
;
1136 FDifficult
.CloseJump
:= BotList
[num
].close_jump
;
1138 FHandicap
:= Handicap
;
1140 for a
:= WP_FIRST
to WP_LAST
do
1142 FDifficult
.WeaponPrior
[a
] := BotList
[num
].w_prior1
[a
];
1143 FDifficult
.CloseWeaponPrior
[a
] := BotList
[num
].w_prior2
[a
];
1144 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1147 g_Console_Add(Format(_lc
[I_PLAYER_JOIN
], [Name
]), True);
1149 if g_Game_IsNet
then MH_SEND_PlayerCreate(UID
);
1153 procedure g_Bot_RemoveAll();
1157 if not g_Game_IsServer
then Exit
;
1158 if gPlayers
= nil then Exit
;
1160 for a
:= 0 to High(gPlayers
) do
1161 if gPlayers
[a
] <> nil then
1162 if gPlayers
[a
] is TBot
then
1164 gPlayers
[a
].Lives
:= 0;
1165 gPlayers
[a
].Kill(K_SIMPLEKILL
, 0, HIT_DISCON
);
1166 g_Console_Add(Format(_lc
[I_PLAYER_LEAVE
], [gPlayers
[a
].Name
]), True);
1167 g_Player_Remove(gPlayers
[a
].FUID
);
1173 procedure g_Bot_MixNames();
1178 if BotNames
<> nil then
1179 for a
:= 0 to High(BotNames
) do
1181 b
:= Random(Length(BotNames
));
1183 Botnames
[a
] := BotNames
[b
];
1188 procedure g_Player_Remove(UID
: Word);
1192 if gPlayers
= nil then Exit
;
1194 if g_Game_IsServer
and g_Game_IsNet
then
1195 MH_SEND_PlayerDelete(UID
);
1197 for i
:= 0 to High(gPlayers
) do
1198 if gPlayers
[i
] <> nil then
1199 if gPlayers
[i
].FUID
= UID
then
1201 if gPlayers
[i
] is TPlayer
then
1202 TPlayer(gPlayers
[i
]).Free()
1204 TBot(gPlayers
[i
]).Free();
1210 procedure g_Player_Init();
1221 path
:= BOTNAMES_FILENAME
;
1222 if e_FindResource(DataDirs
, path
) = false then
1225 // Читаем возможные имена ботов из файла:
1226 AssignFile(F
, path
);
1237 SetLength(BotNames
, Length(BotNames
)+1);
1238 BotNames
[High(BotNames
)] := s
;
1246 // Читаем файл с параметрами ботов:
1247 config
:= TConfig
.CreateFile(path
);
1251 while config
.SectionExists(IntToStr(a
)) do
1253 SetLength(BotList
, Length(BotList
)+1);
1255 with BotList
[High(BotList
)] do
1258 name
:= config
.ReadStr(IntToStr(a
), 'name', '');
1260 model
:= config
.ReadStr(IntToStr(a
), 'model', '');
1262 if config
.ReadStr(IntToStr(a
), 'team', 'red') = 'red' then
1267 sa
:= parse(config
.ReadStr(IntToStr(a
), 'color', ''));
1268 color
.R
:= StrToIntDef(sa
[0], 0);
1269 color
.G
:= StrToIntDef(sa
[1], 0);
1270 color
.B
:= StrToIntDef(sa
[2], 0);
1271 // Вероятность стрельбы под углом:
1272 diag_fire
:= config
.ReadInt(IntToStr(a
), 'diag_fire', 0);
1273 // Вероятность ответного огня по невидимому сопернику:
1274 invis_fire
:= config
.ReadInt(IntToStr(a
), 'invis_fire', 0);
1275 // Точность стрельбы под углом:
1276 diag_precision
:= config
.ReadInt(IntToStr(a
), 'diag_precision', 0);
1277 // Точность стрельбы в полете:
1278 fly_precision
:= config
.ReadInt(IntToStr(a
), 'fly_precision', 0);
1279 // Точность уклонения от снарядов:
1280 cover
:= config
.ReadInt(IntToStr(a
), 'cover', 0);
1281 // Вероятность прыжка при приближении соперника:
1282 close_jump
:= config
.ReadInt(IntToStr(a
), 'close_jump', 0);
1283 // Приоритеты оружия для дальнего боя:
1284 sa
:= parse(config
.ReadStr(IntToStr(a
), 'w_prior1', ''));
1285 if Length(sa
) = 10 then
1287 w_prior1
[b
] := EnsureRange(StrToInt(sa
[b
]), 0, 9);
1288 // Приоритеты оружия для ближнего боя:
1289 sa
:= parse(config
.ReadStr(IntToStr(a
), 'w_prior2', ''));
1290 if Length(sa
) = 10 then
1292 w_prior2
[b
] := EnsureRange(StrToInt(sa
[b
]), 0, 9);
1294 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1295 if Length(sa) = 10 then
1297 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1304 SetLength(SavedStates
, 0);
1307 procedure g_Player_Free();
1311 if gPlayers
<> nil then
1313 for i
:= 0 to High(gPlayers
) do
1314 if gPlayers
[i
] <> nil then
1316 if gPlayers
[i
] is TPlayer
then
1317 TPlayer(gPlayers
[i
]).Free()
1319 TBot(gPlayers
[i
]).Free();
1328 SetLength(SavedStates
, 0);
1331 procedure g_Player_PreUpdate();
1335 if gPlayers
= nil then Exit
;
1336 for i
:= 0 to High(gPlayers
) do
1337 if gPlayers
[i
] <> nil then
1338 gPlayers
[i
].PreUpdate();
1341 procedure g_Player_UpdateAll();
1345 if gPlayers
= nil then Exit
;
1347 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1348 for i
:= 0 to High(gPlayers
) do
1350 if gPlayers
[i
] <> nil then
1352 if gPlayers
[i
] is TPlayer
then
1354 gPlayers
[i
].Update();
1355 gPlayers
[i
].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1359 // bot updates weapons in `UpdateCombat()`
1360 TBot(gPlayers
[i
]).Update();
1364 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1367 function g_Player_Get(UID
: Word): TPlayer
;
1373 if gPlayers
= nil then
1376 for a
:= 0 to High(gPlayers
) do
1377 if gPlayers
[a
] <> nil then
1378 if gPlayers
[a
].FUID
= UID
then
1380 Result
:= gPlayers
[a
];
1385 function g_Player_GetCount(): Byte;
1391 if gPlayers
= nil then
1394 for a
:= 0 to High(gPlayers
) do
1395 if gPlayers
[a
] <> nil then
1396 Result
:= Result
+ 1;
1399 function g_Bot_GetCount(): Integer;
1405 if gPlayers
= nil then
1408 for a
:= 0 to High(gPlayers
) do
1409 if (gPlayers
[a
] <> nil) and (gPlayers
[a
] is TBot
) then
1410 Result
:= Result
+ 1;
1413 function g_Player_GetStats(): TPlayerStatArray
;
1419 if gPlayers
= nil then Exit
;
1421 for a
:= 0 to High(gPlayers
) do
1422 if gPlayers
[a
] <> nil then
1424 SetLength(Result
, Length(Result
)+1);
1425 with Result
[High(Result
)] do
1428 Ping
:= gPlayers
[a
].FPing
;
1429 Loss
:= gPlayers
[a
].FLoss
;
1430 Name
:= gPlayers
[a
].FName
;
1431 Team
:= gPlayers
[a
].FTeam
;
1432 Frags
:= gPlayers
[a
].FFrags
;
1433 Deaths
:= gPlayers
[a
].FDeath
;
1434 Kills
:= gPlayers
[a
].FKills
;
1435 Color
:= gPlayers
[a
].FModel
.Color
;
1436 Lives
:= gPlayers
[a
].FLives
;
1437 Spectator
:= gPlayers
[a
].FSpectator
;
1438 UID
:= gPlayers
[a
].FUID
;
1443 procedure g_Player_ResetReady();
1447 if not g_Game_IsServer
then Exit
;
1448 if gPlayers
= nil then Exit
;
1450 for a
:= 0 to High(gPlayers
) do
1451 if gPlayers
[a
] <> nil then
1453 gPlayers
[a
].FReady
:= False;
1454 if g_Game_IsNet
then
1455 MH_SEND_GameEvent(NET_EV_INTER_READY
, gPlayers
[a
].UID
, 'N');
1459 procedure g_Player_RememberAll
;
1463 for i
:= Low(gPlayers
) to High(gPlayers
) do
1464 if (gPlayers
[i
] <> nil) and gPlayers
[i
].alive
then
1465 gPlayers
[i
].RememberState
;
1468 procedure g_Player_ResetAll(Force
, Silent
: Boolean);
1472 gTeamStat
[TEAM_RED
].Score
:= 0;
1473 gTeamStat
[TEAM_BLUE
].Score
:= 0;
1475 if gPlayers
<> nil then
1476 for i
:= 0 to High(gPlayers
) do
1477 if gPlayers
[i
] <> nil then
1479 gPlayers
[i
].Reset(Force
);
1481 if gPlayers
[i
] is TPlayer
then
1483 if (not gPlayers
[i
].FSpectator
) or gPlayers
[i
].FWantsInGame
then
1484 gPlayers
[i
].Respawn(Silent
)
1486 gPlayers
[i
].Spectate();
1489 TBot(gPlayers
[i
]).Respawn(Silent
);
1493 function g_Player_CreateCorpse(Player
: TPlayer
): Integer;
1501 if Player
.alive
then
1504 // Разрываем связь с прежним трупом:
1505 i
:= Player
.FCorpse
;
1506 if (i
>= 0) and (i
< Length(gCorpses
)) then
1508 if (gCorpses
[i
] <> nil) and (gCorpses
[i
].FPlayerUID
= Player
.FUID
) then
1509 gCorpses
[i
].FPlayerUID
:= 0;
1512 if Player
.FObj
.Y
>= gMapInfo
.Height
+128 then
1517 if (FHealth
>= -50) or (gGibsCount
= 0) then
1519 if (gCorpses
= nil) or (Length(gCorpses
) = 0) then
1523 for find_id
:= 0 to High(gCorpses
) do
1524 if gCorpses
[find_id
] = nil then
1531 find_id
:= Random(Length(gCorpses
));
1533 gCorpses
[find_id
] := TCorpse
.Create(FObj
.X
, FObj
.Y
, FModel
.GetName(), FHealth
< -20);
1534 gCorpses
[find_id
].FColor
:= FModel
.Color
;
1535 gCorpses
[find_id
].FObj
.Vel
:= FObj
.Vel
;
1536 gCorpses
[find_id
].FObj
.Accel
:= FObj
.Accel
;
1537 gCorpses
[find_id
].FPlayerUID
:= FUID
;
1542 g_Player_CreateGibs(FObj
.X
+ PLAYER_RECT_CX
,
1543 FObj
.Y
+ PLAYER_RECT_CY
,
1544 FModel
.GetName(), FModel
.Color
);
1548 procedure g_Player_CreateShell(fX
, fY
, dX
, dY
: Integer; T
: Byte);
1552 if (gShells
= nil) or (Length(gShells
) = 0) then
1555 with gShells
[CurrentShell
] do
1561 if T
= SHELL_BULLET
then
1563 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID
) then
1567 Obj
.Rect
.Width
:= 4;
1568 Obj
.Rect
.Height
:= 2;
1572 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID
) then
1576 Obj
.Rect
.Width
:= 7;
1577 Obj
.Rect
.Height
:= 3;
1583 g_Obj_Push(@Obj
, dX
+ Random(4)-Random(4), dY
-Random(4));
1584 positionChanged(); // this updates spatial accelerators
1585 RAngle
:= Random(360);
1586 Timeout
:= gTime
+ SHELL_TIMEOUT
;
1588 if CurrentShell
>= High(gShells
) then
1595 procedure g_Player_CreateGibs(fX
, fY
: Integer; ModelName
: string; fColor
: TRGB
);
1598 GibsArray
: TGibsArray
;
1601 if (gGibs
= nil) or (Length(gGibs
) = 0) then
1603 if not g_PlayerModel_GetGibs(ModelName
, GibsArray
) then
1605 Blood
:= g_PlayerModel_GetBlood(ModelName
);
1607 for a
:= 0 to High(GibsArray
) do
1608 with gGibs
[CurrentGib
] do
1611 ID
:= GibsArray
[a
].ID
;
1612 MaskID
:= GibsArray
[a
].MaskID
;
1615 Obj
.Rect
:= GibsArray
[a
].Rect
;
1616 Obj
.X
:= fX
-GibsArray
[a
].Rect
.X
-(GibsArray
[a
].Rect
.Width
div 2);
1617 Obj
.Y
:= fY
-GibsArray
[a
].Rect
.Y
-(GibsArray
[a
].Rect
.Height
div 2);
1618 g_Obj_PushA(@Obj
, 25 + Random(10), Random(361));
1619 positionChanged(); // this updates spatial accelerators
1620 RAngle
:= Random(360);
1622 if gBloodCount
> 0 then
1623 g_GFX_Blood(fX
, fY
, 16*gBloodCount
+Random(5*gBloodCount
), -16+Random(33), -16+Random(33),
1624 Random(48), Random(48), Blood
.R
, Blood
.G
, Blood
.B
, Blood
.Kind
);
1626 if CurrentGib
>= High(gGibs
) then
1633 procedure g_Player_UpdatePhysicalObjects();
1639 procedure ShellSound_Bounce(X
, Y
: Integer; T
: Byte);
1644 if T
= SHELL_BULLET
then
1645 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k
), X
, Y
)
1647 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k
), X
, Y
);
1652 if gGibs
<> nil then
1653 for i
:= 0 to High(gGibs
) do
1654 if gGibs
[i
].alive
then
1661 mr
:= g_Obj_Move(@Obj
, True, False, True);
1662 positionChanged(); // this updates spatial accelerators
1664 if WordBool(mr
and MOVE_FALLOUT
) then
1670 // Отлетает от удара о стену/потолок/пол:
1671 if WordBool(mr
and MOVE_HITWALL
) then
1672 Obj
.Vel
.X
:= -(vel
.X
div 2);
1673 if WordBool(mr
and (MOVE_HITCEIL
or MOVE_HITLAND
)) then
1674 Obj
.Vel
.Y
:= -(vel
.Y
div 2);
1676 if (Obj
.Vel
.X
>= 0) then
1678 RAngle
:= RAngle
+ Abs(Obj
.Vel
.X
)*6 + Abs(Obj
.Vel
.Y
);
1679 if RAngle
>= 360 then
1680 RAngle
:= RAngle
mod 360;
1681 end else begin // Counter-clockwise
1682 RAngle
:= RAngle
- Abs(Obj
.Vel
.X
)*6 - Abs(Obj
.Vel
.Y
);
1684 RAngle
:= (360 - (Abs(RAngle
) mod 360)) mod 360;
1687 // Сопротивление воздуха для куска трупа:
1688 if gTime
mod (GAME_TICK
*3) = 0 then
1689 Obj
.Vel
.X
:= z_dec(Obj
.Vel
.X
, 1);
1693 if gCorpses
<> nil then
1694 for i
:= 0 to High(gCorpses
) do
1695 if gCorpses
[i
] <> nil then
1696 if gCorpses
[i
].State
= CORPSE_STATE_REMOVEME
then
1702 gCorpses
[i
].Update();
1705 if gShells
<> nil then
1706 for i
:= 0 to High(gShells
) do
1707 if gShells
[i
].alive
then
1714 mr
:= g_Obj_Move(@Obj
, True, False, True);
1715 positionChanged(); // this updates spatial accelerators
1717 if WordBool(mr
and MOVE_FALLOUT
) or (gShells
[i
].Timeout
< gTime
) then
1723 // Отлетает от удара о стену/потолок/пол:
1724 if WordBool(mr
and MOVE_HITWALL
) then
1726 Obj
.Vel
.X
:= -(vel
.X
div 2);
1727 if not WordBool(mr
and MOVE_INWATER
) then
1728 ShellSound_Bounce(Obj
.X
, Obj
.Y
, SType
);
1730 if WordBool(mr
and (MOVE_HITCEIL
or MOVE_HITLAND
)) then
1732 Obj
.Vel
.Y
:= -(vel
.Y
div 2);
1733 if Obj
.Vel
.X
<> 0 then Obj
.Vel
.X
:= Obj
.Vel
.X
div 2;
1734 if (Obj
.Vel
.X
= 0) and (Obj
.Vel
.Y
= 0) then
1736 if RAngle
mod 90 <> 0 then
1737 RAngle
:= (RAngle
div 90) * 90;
1739 else if not WordBool(mr
and MOVE_INWATER
) then
1740 ShellSound_Bounce(Obj
.X
, Obj
.Y
, SType
);
1743 if (Obj
.Vel
.X
>= 0) then
1745 RAngle
:= RAngle
+ Abs(Obj
.Vel
.X
)*8 + Abs(Obj
.Vel
.Y
);
1746 if RAngle
>= 360 then
1747 RAngle
:= RAngle
mod 360;
1748 end else begin // Counter-clockwise
1749 RAngle
:= RAngle
- Abs(Obj
.Vel
.X
)*8 - Abs(Obj
.Vel
.Y
);
1751 RAngle
:= (360 - (Abs(RAngle
) mod 360)) mod 360;
1757 procedure TGib
.getMapBox (out x
, y
, w
, h
: Integer); inline;
1759 x
:= Obj
.X
+Obj
.Rect
.X
;
1760 y
:= Obj
.Y
+Obj
.Rect
.Y
;
1761 w
:= Obj
.Rect
.Width
;
1762 h
:= Obj
.Rect
.Height
;
1765 procedure TGib
.moveBy (dx
, dy
: Integer); inline;
1767 if (dx
<> 0) or (dy
<> 0) then
1776 procedure TShell
.getMapBox (out x
, y
, w
, h
: Integer); inline;
1780 w
:= Obj
.Rect
.Width
;
1781 h
:= Obj
.Rect
.Height
;
1784 procedure TShell
.moveBy (dx
, dy
: Integer); inline;
1786 if (dx
<> 0) or (dy
<> 0) then
1795 procedure TGib
.positionChanged (); inline; begin end;
1796 procedure TShell
.positionChanged (); inline; begin end;
1799 procedure g_Player_RemoveAllCorpses();
1805 SetLength(gGibs
, MaxGibs
);
1806 SetLength(gShells
, MaxGibs
);
1810 if gCorpses
<> nil then
1811 for i
:= 0 to High(gCorpses
) do
1815 SetLength(gCorpses
, MaxCorpses
);
1818 procedure g_Player_Corpses_SaveState (st
: TStream
);
1822 // Считаем количество существующих трупов
1824 for i
:= 0 to High(gCorpses
) do if (gCorpses
[i
] <> nil) then Inc(count
);
1826 // Количество трупов
1827 utils
.writeInt(st
, LongInt(count
));
1829 if (count
= 0) then exit
;
1832 for i
:= 0 to High(gCorpses
) do
1834 if gCorpses
[i
] <> nil then
1837 utils
.writeStr(st
, gCorpses
[i
].FModelName
);
1839 utils
.writeBool(st
, gCorpses
[i
].Mess
);
1840 // Сохраняем данные трупа:
1841 gCorpses
[i
].SaveState(st
);
1847 procedure g_Player_Corpses_LoadState (st
: TStream
);
1855 g_Player_RemoveAllCorpses();
1857 // Количество трупов:
1858 count
:= utils
.readLongInt(st
);
1859 if (count
< 0) or (count
> Length(gCorpses
)) then raise XStreamError
.Create('invalid number of corpses');
1861 if (count
= 0) then exit
;
1864 for i
:= 0 to count
-1 do
1867 str
:= utils
.readStr(st
);
1869 b
:= utils
.readBool(st
);
1871 gCorpses
[i
] := TCorpse
.Create(0, 0, str
, b
);
1872 // Загружаем данные трупа
1873 gCorpses
[i
].LoadState(st
);
1880 function TPlayer
.isValidViewPort (): Boolean; inline; begin result
:= (viewPortW
> 0) and (viewPortH
> 0); end;
1882 procedure TPlayer
.BFGHit();
1884 g_Weapon_BFGHit(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1885 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
1886 if g_Game_IsServer
and g_Game_IsNet
then
1887 MH_SEND_Effect(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1888 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
1892 procedure TPlayer
.ChangeModel(ModelName
: string);
1894 locModel
: TPlayerModel
;
1896 locModel
:= g_PlayerModel_Get(ModelName
);
1897 if locModel
= nil then Exit
;
1903 procedure TPlayer
.SetModel(ModelName
: string);
1907 m
:= g_PlayerModel_Get(ModelName
);
1910 g_SimpleError(Format(_lc
[I_GAME_ERROR_MODEL_FALLBACK
], [ModelName
]));
1911 m
:= g_PlayerModel_Get('doomer');
1914 g_FatalError(Format(_lc
[I_GAME_ERROR_MODEL
], ['doomer']));
1919 if FModel
<> nil then
1924 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
1925 FModel
.Color
:= FColor
1927 FModel
.Color
:= TEAMCOLOR
[FTeam
];
1928 FModel
.SetWeapon(FCurrWeap
);
1929 FModel
.SetFlag(FFlag
);
1930 SetDirection(FDirection
);
1933 procedure TPlayer
.SetColor(Color
: TRGB
);
1936 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
1937 if FModel
<> nil then FModel
.Color
:= Color
;
1942 function TPlayer
.GetColor(): TRGB
;
1944 result
:= FModel
.Color
;
1947 procedure TPlayer
.SetWeaponPrefs(Prefs
: Array of Byte);
1951 for i
:= WP_FIRST
to WP_LAST
+ 1 do
1953 if (Prefs
[i
] > WP_LAST
+ 1) then
1954 FWeapPreferences
[i
] := 0
1956 FWeapPreferences
[i
] := Prefs
[i
];
1960 procedure TPlayer
.SetWeaponPref(Weapon
, Pref
: Byte);
1962 if (Weapon
> WP_LAST
+ 1) then
1964 else if (Pref
<= WP_LAST
+ 1) and (Weapon
<= WP_LAST
+ 1) then
1965 FWeapPreferences
[Weapon
] := Pref
1966 else if (Weapon
<= WP_LAST
+ 1) and (Pref
> WP_LAST
+ 1) then
1967 FWeapPreferences
[Weapon
] := 0;
1970 function TPlayer
.GetWeaponPref(Weapon
: Byte) : Byte;
1972 if (Weapon
> WP_LAST
+ 1) then
1974 else if (FWeapPreferences
[Weapon
] > WP_LAST
+ 1) then
1977 result
:= FWeapPreferences
[Weapon
];
1980 function TPlayer
.GetMorePrefered() : Byte;
1982 testedWeap
, i
: Byte;
1984 testedWeap
:= FCurrWeap
;
1985 for i
:= WP_FIRST
to WP_LAST
do
1986 if FWeapon
[i
] and maySwitch(i
) and (FWeapPreferences
[i
] > FWeapPreferences
[testedWeap
]) then
1988 if (R_BERSERK
in FRulez
) and (FWeapPreferences
[WP_LAST
+ 1] > FWeapPreferences
[testedWeap
]) then
1989 testedWeap
:= WEAPON_KASTET
;
1990 result
:= testedWeap
;
1993 function TPlayer
.maySwitch(Weapon
: Byte) : Boolean;
1996 if (Weapon
= WEAPON_KASTET
) and (FSkipFist
<> 0) then
1998 if (FSkipFist
= 1) and (not (R_BERSERK
in FRulez
)) then
2001 else if (FSwitchToEmpty
= 0) and (not hasAmmoForShooting(Weapon
)) then
2005 procedure TPlayer
.SwitchTeam
;
2007 if g_Game_IsClient
then
2009 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then Exit
;
2011 if gGameOn
and FAlive
then
2012 Kill(K_SIMPLEKILL
, FUID
, HIT_SELF
);
2014 if FTeam
= TEAM_RED
then
2016 ChangeTeam(TEAM_BLUE
);
2017 g_Console_Add(Format(_lc
[I_PLAYER_CHTEAM_BLUE
], [FName
]), True);
2018 if g_Game_IsNet
then
2019 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM
, TEAM_BLUE
, FName
);
2023 ChangeTeam(TEAM_RED
);
2024 g_Console_Add(Format(_lc
[I_PLAYER_CHTEAM_RED
], [FName
]), True);
2025 if g_Game_IsNet
then
2026 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM
, TEAM_RED
, FName
);
2028 FPreferredTeam
:= FTeam
;
2031 procedure TPlayer
.ChangeTeam(Team
: Byte);
2038 TEAM_RED
, TEAM_BLUE
:
2039 FModel
.Color
:= TEAMCOLOR
[Team
];
2041 FModel
.Color
:= FColor
;
2043 if (FTeam
<> OldTeam
) and g_Game_IsNet
and g_Game_IsServer
then
2044 MH_SEND_PlayerStats(FUID
);
2048 procedure TPlayer.CollideItem();
2053 if gItems = nil then Exit;
2054 if not FAlive then Exit;
2056 for i := 0 to High(gItems) do
2059 if (ItemType <> ITEM_NONE) and alive then
2060 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
2061 PLAYER_RECT.Height, @Obj) then
2063 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
2065 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
2066 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
2067 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
2068 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
2069 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
2071 // Надо убрать с карты, если это не ключ, которым нужно поделится с другим игроком:
2072 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
2073 (gGameSettings.GameType = GT_SINGLE) and
2074 (g_Player_GetCount() > 1)) then
2075 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
2081 function TPlayer
.CollideLevel(XInc
, YInc
: Integer): Boolean;
2083 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
2084 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
, PANEL_WALL
,
2088 constructor TPlayer
.Create();
2094 mEDamageType
:= HIT_SOME
;
2100 FSawSound
:= TPlayableSound
.Create();
2101 FSawSoundIdle
:= TPlayableSound
.Create();
2102 FSawSoundHit
:= TPlayableSound
.Create();
2103 FSawSoundSelect
:= TPlayableSound
.Create();
2104 FFlameSoundOn
:= TPlayableSound
.Create();
2105 FFlameSoundOff
:= TPlayableSound
.Create();
2106 FFlameSoundWork
:= TPlayableSound
.Create();
2107 FJetSoundFly
:= TPlayableSound
.Create();
2108 FJetSoundOn
:= TPlayableSound
.Create();
2109 FJetSoundOff
:= TPlayableSound
.Create();
2111 FSawSound
.SetByName('SOUND_WEAPON_FIRESAW');
2112 FSawSoundIdle
.SetByName('SOUND_WEAPON_IDLESAW');
2113 FSawSoundHit
.SetByName('SOUND_WEAPON_HITSAW');
2114 FSawSoundSelect
.SetByName('SOUND_WEAPON_SELECTSAW');
2115 FFlameSoundOn
.SetByName('SOUND_WEAPON_FLAMEON');
2116 FFlameSoundOff
.SetByName('SOUND_WEAPON_FLAMEOFF');
2117 FFlameSoundWork
.SetByName('SOUND_WEAPON_FLAMEWORK');
2118 FJetSoundFly
.SetByName('SOUND_PLAYER_JETFLY');
2119 FJetSoundOn
.SetByName('SOUND_PLAYER_JETON');
2120 FJetSoundOff
.SetByName('SOUND_PLAYER_JETOFF');
2122 FSpectatePlayer
:= -1;
2126 FSavedStateNum
:= -1;
2134 FActualModelName
:= 'doomer';
2137 FObj
.Rect
:= PLAYER_RECT
;
2139 FBFGFireCounter
:= -1;
2140 FJustTeleported
:= False;
2143 FWaitForFirstSpawn
:= false;
2148 procedure TPlayer
.positionChanged (); inline;
2152 procedure TPlayer
.doDamage (v
: Integer);
2154 if (v
<= 0) then exit
;
2155 if (v
> 32767) then v
:= 32767;
2156 Damage(v
, 0, 0, 0, mEDamageType
);
2159 procedure TPlayer
.Damage(value
: Word; SpawnerUID
: Word; vx
, vy
: Integer; t
: Byte);
2163 if (not g_Game_IsClient
) and (not FAlive
) then
2168 // Неуязвимость не спасает от ловушек:
2169 if ((t
= HIT_TRAP
) or (t
= HIT_SELF
)) and (not FGodMode
) then
2171 if not g_Game_IsClient
then
2174 if t
= HIT_TRAP
then
2176 // Ловушка убивает сразу:
2178 Kill(K_EXTRAHARDKILL
, SpawnerUID
, t
);
2180 if t
= HIT_SELF
then
2184 Kill(K_SIMPLEKILL
, SpawnerUID
, t
);
2187 // Обнулить действия примочек, чтобы фон пропал
2188 FMegaRulez
[MR_SUIT
] := 0;
2189 FMegaRulez
[MR_INVUL
] := 0;
2190 FMegaRulez
[MR_INVIS
] := 0;
2195 // Но от остального спасает:
2196 if FMegaRulez
[MR_INVUL
] >= gTime
then
2203 // Если есть урон своим, или ранил сам себя, или тебя ранил противник:
2204 if LongBool(gGameSettings
.Options
and GAME_OPTION_TEAMDAMAGE
) or
2205 (SpawnerUID
= FUID
) or
2206 (not SameTeam(FUID
, SpawnerUID
)) then
2208 FLastSpawnerUID
:= SpawnerUID
;
2210 // Кровь (пузырьки, если в воде):
2211 if gBloodCount
> 0 then
2213 c
:= Min(value
, 200)*gBloodCount
+ Random(Min(value
, 200) div 2);
2214 if value
div 4 <= c
then
2215 c
:= c
- (value
div 4)
2219 if (t
= HIT_SOME
) and (vx
= 0) and (vy
= 0) then
2223 HIT_TRAP
, HIT_ACID
, HIT_FLAME
, HIT_SELF
: MakeBloodSimple(c
);
2224 HIT_BFG
, HIT_ROCKET
, HIT_SOME
: MakeBloodVector(c
, vx
, vy
);
2227 if t
= HIT_WATER
then
2229 g_GFX_Bubbles(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2),
2230 FObj
.Y
+PLAYER_RECT
.Y
-4, value
div 2, 8, 4);
2232 then g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
2233 else g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
2239 Inc(FDamageBuffer
, value
);
2243 FPain
:= FPain
+ value
;
2246 if g_Game_IsServer
and g_Game_IsNet
then
2248 MH_SEND_PlayerDamage(FUID
, t
, SpawnerUID
, value
, vx
, vy
);
2249 MH_SEND_PlayerStats(FUID
);
2250 MH_SEND_PlayerPos(False, FUID
);
2254 function TPlayer
.Heal(value
: Word; Soft
: Boolean): Boolean;
2257 if g_Game_IsClient
then
2262 if Soft
and (FHealth
< PLAYER_HP_SOFT
) then
2264 IncMax(FHealth
, value
, PLAYER_HP_SOFT
);
2267 if (not Soft
) and (FHealth
< PLAYER_HP_LIMIT
) then
2269 IncMax(FHealth
, value
, PLAYER_HP_LIMIT
);
2273 if Result
and g_Game_IsServer
and g_Game_IsNet
then
2274 MH_SEND_PlayerStats(FUID
);
2277 destructor TPlayer
.Destroy();
2279 if (gPlayer1
<> nil) and (gPlayer1
.FUID
= FUID
) then
2281 if (gPlayer2
<> nil) and (gPlayer2
.FUID
= FUID
) then
2285 FSawSoundIdle
.Free();
2286 FSawSoundHit
.Free();
2287 FSawSoundSelect
.Free();
2288 FFlameSoundOn
.Free();
2289 FFlameSoundOff
.Free();
2290 FFlameSoundWork
.Free();
2291 FJetSoundFly
.Free();
2293 FJetSoundOff
.Free();
2295 if FPunchAnim
<> nil then
2301 procedure TPlayer
.DoPunch();
2306 if FPunchAnim
<> nil then begin
2311 st
:= 'FRAMES_PUNCH';
2312 if R_BERSERK
in FRulez
then
2313 st
:= st
+ '_BERSERK';
2314 if FKeys
[KEY_UP
].Pressed
then
2316 else if FKeys
[KEY_DOWN
].Pressed
then
2318 g_Frames_Get(id
, st
);
2319 FPunchAnim
:= TAnimation
.Create(id
, False, 1);
2322 procedure TPlayer
.Fire();
2324 f
, DidFire
: Boolean;
2325 wx
, wy
, xd
, yd
: Integer;
2328 if g_Game_IsClient
then Exit
;
2329 // FBFGFireCounter - время перед выстрелом (для BFG)
2330 // FReloading - время после выстрела (для всего)
2338 if FReloading
[FCurrWeap
] <> 0 then Exit
;
2343 wx
:= FObj
.X
+WEAPONPOINT
[FDirection
].X
;
2344 wy
:= FObj
.Y
+WEAPONPOINT
[FDirection
].Y
;
2345 xd
:= wx
+IfThen(FDirection
= TDirection
.D_LEFT
, -30, 30);
2346 yd
:= wy
+firediry();
2352 if R_BERSERK
in FRulez
then
2354 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2355 locobj
.X
:= FObj
.X
+FObj
.Rect
.X
;
2356 locobj
.Y
:= FObj
.Y
+FObj
.Rect
.Y
;
2359 locobj
.rect
.Width
:= 39;
2360 locobj
.rect
.Height
:= 52;
2361 locobj
.Vel
.X
:= (xd
-wx
) div 2;
2362 locobj
.Vel
.Y
:= (yd
-wy
) div 2;
2363 locobj
.Accel
.X
:= xd
-wx
;
2364 locobj
.Accel
.y
:= yd
-wy
;
2366 if g_Weapon_Hit(@locobj
, 50, FUID
, HIT_SOME
) <> 0 then
2367 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj
.X
, FObj
.Y
)
2369 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj
.X
, FObj
.Y
);
2371 if (gFlash
= 1) and (FPain
< 50) then FPain
:= min(FPain
+ 25, 50);
2375 g_Weapon_punch(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, 3, FUID
);
2379 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2384 if g_Weapon_chainsaw(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
2385 IfThen(gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
], 9, 3), FUID
) <> 0 then
2387 FSawSoundSelect
.Stop();
2389 FSawSoundHit
.PlayAt(FObj
.X
, FObj
.Y
);
2391 else if not FSawSoundHit
.IsPlaying() then
2393 FSawSoundSelect
.Stop();
2394 FSawSound
.PlayAt(FObj
.X
, FObj
.Y
);
2397 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2403 if FAmmo
[A_BULLETS
] > 0 then
2405 g_Weapon_pistol(wx
, wy
, xd
, yd
, FUID
);
2406 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2407 Dec(FAmmo
[A_BULLETS
]);
2408 FFireAngle
:= FAngle
;
2411 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
2412 GameVelX
, GameVelY
-2, SHELL_BULLET
);
2416 if FAmmo
[A_SHELLS
] > 0 then
2418 g_Weapon_shotgun(wx
, wy
, xd
, yd
, FUID
);
2419 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx
, wy
);
2420 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2421 Dec(FAmmo
[A_SHELLS
]);
2422 FFireAngle
:= FAngle
;
2426 FShellType
:= SHELL_SHELL
;
2430 if FAmmo
[A_SHELLS
] >= 2 then
2432 g_Weapon_dshotgun(wx
, wy
, xd
, yd
, FUID
);
2433 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2434 Dec(FAmmo
[A_SHELLS
], 2);
2435 FFireAngle
:= FAngle
;
2439 FShellType
:= SHELL_DBLSHELL
;
2443 if FAmmo
[A_BULLETS
] > 0 then
2445 g_Weapon_mgun(wx
, wy
, xd
, yd
, FUID
);
2446 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx
, wy
);
2447 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2448 Dec(FAmmo
[A_BULLETS
]);
2449 FFireAngle
:= FAngle
;
2452 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
2453 GameVelX
, GameVelY
-2, SHELL_BULLET
);
2456 WEAPON_ROCKETLAUNCHER
:
2457 if FAmmo
[A_ROCKETS
] > 0 then
2459 g_Weapon_rocket(wx
, wy
, xd
, yd
, FUID
);
2460 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2461 Dec(FAmmo
[A_ROCKETS
]);
2462 FFireAngle
:= FAngle
;
2468 if FAmmo
[A_CELLS
] > 0 then
2470 g_Weapon_plasma(wx
, wy
, xd
, yd
, FUID
);
2471 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2472 Dec(FAmmo
[A_CELLS
]);
2473 FFireAngle
:= FAngle
;
2479 if (FAmmo
[A_CELLS
] >= 40) and (FBFGFireCounter
= -1) then
2481 FBFGFireCounter
:= 17;
2482 if not FNoReload
then
2483 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj
.X
, FObj
.Y
);
2484 Dec(FAmmo
[A_CELLS
], 40);
2488 WEAPON_SUPERPULEMET
:
2489 if FAmmo
[A_SHELLS
] > 0 then
2491 g_Weapon_shotgun(wx
, wy
, xd
, yd
, FUID
);
2492 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
2493 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2494 Dec(FAmmo
[A_SHELLS
]);
2495 FFireAngle
:= FAngle
;
2498 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
2499 GameVelX
, GameVelY
-2, SHELL_SHELL
);
2502 WEAPON_FLAMETHROWER
:
2503 if FAmmo
[A_FUEL
] > 0 then
2505 g_Weapon_flame(wx
, wy
, xd
, yd
, FUID
);
2507 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2509 FFireAngle
:= FAngle
;
2516 if g_Game_IsNet
and g_Game_IsServer
then MH_SEND_PlayerStats(FUID
);
2520 if g_Game_IsNet
then
2524 if FCurrWeap
<> WEAPON_BFG
then
2525 MH_SEND_PlayerFire(FUID
, FCurrWeap
, wx
, wy
, xd
, yd
, LastShotID
)
2527 if not FNoReload
then
2528 MH_SEND_Sound(FObj
.X
, FObj
.Y
, 'SOUND_WEAPON_STARTFIREBFG');
2531 MH_SEND_PlayerStats(FUID
);
2536 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
2537 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
2538 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
2541 function TPlayer
.GetAmmoByWeapon(Weapon
: Byte): Word;
2544 WEAPON_PISTOL
, WEAPON_CHAINGUN
: Result
:= FAmmo
[A_BULLETS
];
2545 WEAPON_SHOTGUN1
, WEAPON_SHOTGUN2
, WEAPON_SUPERPULEMET
: Result
:= FAmmo
[A_SHELLS
];
2546 WEAPON_ROCKETLAUNCHER
: Result
:= FAmmo
[A_ROCKETS
];
2547 WEAPON_PLASMA
, WEAPON_BFG
: Result
:= FAmmo
[A_CELLS
];
2548 WEAPON_FLAMETHROWER
: Result
:= FAmmo
[A_FUEL
];
2553 function TPlayer
.HeadInLiquid(XInc
, YInc
: Integer): Boolean;
2555 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_HEADRECT
.X
+XInc
, FObj
.Y
+PLAYER_HEADRECT
.Y
+YInc
,
2556 PLAYER_HEADRECT
.Width
, PLAYER_HEADRECT
.Height
,
2557 PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
, True);
2560 procedure TPlayer
.FlamerOn
;
2562 FFlameSoundOff
.Stop();
2563 FFlameSoundOff
.SetPosition(0);
2566 if (not FFlameSoundOn
.IsPlaying()) and (not FFlameSoundWork
.IsPlaying()) then
2567 FFlameSoundWork
.PlayAt(FObj
.X
, FObj
.Y
);
2571 FFlameSoundOn
.PlayAt(FObj
.X
, FObj
.Y
);
2576 procedure TPlayer
.FlamerOff
;
2580 FFlameSoundOn
.Stop();
2581 FFlameSoundOn
.SetPosition(0);
2582 FFlameSoundWork
.Stop();
2583 FFlameSoundWork
.SetPosition(0);
2584 FFlameSoundOff
.PlayAt(FObj
.X
, FObj
.Y
);
2589 procedure TPlayer
.JetpackOn
;
2593 FJetSoundOn
.SetPosition(0);
2594 FJetSoundOn
.PlayAt(FObj
.X
, FObj
.Y
);
2598 procedure TPlayer
.JetpackOff
;
2602 FJetSoundOff
.SetPosition(0);
2603 FJetSoundOff
.PlayAt(FObj
.X
, FObj
.Y
);
2606 procedure TPlayer
.CatchFire(Attacker
: Word; Timeout
: Integer = PLAYER_BURN_TIME
);
2608 if Timeout
<= 0 then
2610 if (FMegaRulez
[MR_SUIT
] > gTime
) or (FMegaRulez
[MR_INVUL
] > gTime
) then
2611 exit
; // Не загораемся когда есть защита
2612 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
) then
2613 exit
; // Не подгораем в воде на всякий случай
2614 if FFireTime
<= 0 then
2615 g_Sound_PlayExAt('SOUND_IGNITE', FObj
.X
, FObj
.Y
);
2616 FFireTime
:= Timeout
;
2617 FFireAttacker
:= Attacker
;
2618 if g_Game_IsNet
and g_Game_IsServer
then
2619 MH_SEND_PlayerStats(FUID
);
2622 procedure TPlayer
.Jump();
2624 if gFly
or FJetpack
then
2626 // Полет (чит-код или джетпак):
2627 if FObj
.Vel
.Y
> -VEL_FLY
then
2628 FObj
.Vel
.Y
:= FObj
.Vel
.Y
- 3;
2631 if FJetFuel
> 0 then
2633 if (FJetFuel
< 1) and g_Game_IsServer
then
2637 if g_Game_IsNet
then
2638 MH_SEND_PlayerStats(FUID
);
2644 // Не включать джетпак в режиме прохождения сквозь стены
2646 FCanJetpack
:= False;
2648 // Прыгаем или всплываем:
2649 if (CollideLevel(0, 1) or
2650 g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
+36, PLAYER_RECT
.Width
,
2651 PLAYER_RECT
.Height
-33, PANEL_STEP
, False)
2652 ) and (FObj
.Accel
.Y
= 0) then // Не прыгать, если есть вертикальное ускорение
2654 FObj
.Vel
.Y
:= -VEL_JUMP
;
2655 FCanJetpack
:= False;
2659 if BodyInLiquid(0, 0) then
2660 FObj
.Vel
.Y
:= -VEL_SW
2661 else if (FJetFuel
> 0) and FCanJetpack
and
2662 g_Game_IsServer
and (not g_Obj_CollideLiquid(@FObj
, 0, 0)) then
2666 if g_Game_IsNet
then
2667 MH_SEND_PlayerStats(FUID
);
2672 procedure TPlayer
.Kill(KillType
: Byte; SpawnerUID
: Word; t
: Byte);
2674 a
, i
, k
, ab
, ar
: Byte;
2678 srv
, netsrv
: Boolean;
2684 procedure PushItem(t
: Byte);
2688 id
:= g_Items_Create(FObj
.X
, FObj
.Y
, t
, True, False);
2689 it
:= g_Items_ByIdx(id
);
2690 if KillType
= K_EXTRAHARDKILL
then // -7..+7; -8..0
2692 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-7+Random(15),
2693 (FObj
.Vel
.Y
div 2)-Random(9));
2694 it
.positionChanged(); // this updates spatial accelerators
2698 if KillType
= K_HARDKILL
then // -5..+5; -5..0
2700 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-5+Random(11),
2701 (FObj
.Vel
.Y
div 2)-Random(6));
2703 else // -3..+3; -3..0
2705 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-3+Random(7),
2706 (FObj
.Vel
.Y
div 2)-Random(4));
2708 it
.positionChanged(); // this updates spatial accelerators
2711 if g_Game_IsNet
and g_Game_IsServer
then
2712 MH_SEND_ItemSpawn(True, id
);
2716 DoFrags
:= (gGameSettings
.MaxLives
= 0) or (gGameSettings
.GameMode
= GM_COOP
);
2717 Srv
:= g_Game_IsServer
;
2718 Netsrv
:= g_Game_IsServer
and g_Game_IsNet
;
2719 if Srv
then FDeath
:= FDeath
+ 1;
2724 if not FPhysics
then
2730 if (gGameSettings
.MaxLives
> 0) and Srv
and (gLMSRespawn
= LMS_RESPAWN_NONE
) then
2732 if FLives
> 0 then FLives
:= FLives
- 1;
2733 if FLives
= 0 then FNoRespawn
:= True;
2736 // Номер типа смерти:
2739 K_SIMPLEKILL
: a
:= 1;
2741 K_EXTRAHARDKILL
: a
:= 3;
2746 if not FModel
.PlaySound(MODELSOUND_DIE
, a
, FObj
.X
, FObj
.Y
) then
2748 if FModel
.PlaySound(MODELSOUND_DIE
, i
, FObj
.X
, FObj
.Y
) then
2755 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN1
;
2757 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN2
;
2758 K_EXTRAHARDKILL
, K_FALLKILL
:
2759 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN3
;
2762 // Переключаем состояние:
2766 K_HARDKILL
, K_EXTRAHARDKILL
:
2770 // Реакция монстров на смерть игрока:
2771 if (KillType
<> K_FALLKILL
) and (Srv
) then
2772 g_Monsters_killedp();
2774 if SpawnerUID
= FUID
then
2778 if gGameSettings
.GameMode
= GM_TDM
then
2779 Dec(gTeamStat
[FTeam
].Score
);
2780 if DoFrags
or (gGameSettings
.GameMode
= GM_TDM
) then
2786 g_Console_Add(Format(_lc
[I_PLAYER_KILL_SELF
], [FName
]), True);
2789 if g_GetUIDType(SpawnerUID
) = UID_PLAYER
then
2790 begin // Убит другим игроком
2791 KP
:= g_Player_Get(SpawnerUID
);
2792 if (KP
<> nil) and Srv
then
2794 if (DoFrags
or (gGameSettings
.GameMode
= GM_TDM
)) then
2795 if SameTeam(FUID
, SpawnerUID
) then
2805 if (gGameSettings
.GameMode
= GM_TDM
) and DoFrags
then
2806 Inc(gTeamStat
[KP
.Team
].Score
,
2807 IfThen(SameTeam(FUID
, SpawnerUID
), -1, 1));
2809 if netsrv
then MH_SEND_PlayerStats(SpawnerUID
);
2812 plr
:= g_Player_Get(SpawnerUID
);
2820 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_2
],
2824 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_1
],
2828 g_Console_Add(Format(_lc
[I_PLAYER_KILL
],
2833 else if g_GetUIDType(SpawnerUID
) = UID_MONSTER
then
2834 begin // Убит монстром
2835 mon
:= g_Monsters_ByUID(SpawnerUID
);
2839 s
:= g_Mons_GetKilledByTypeId(mon
.MonsterType
);
2843 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_2
],
2847 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_1
],
2851 g_Console_Add(Format(_lc
[I_PLAYER_KILL
],
2856 else // Особые типы смерти
2859 HIT_SELF
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_SELF
], [FName
]), True);
2860 HIT_FALL
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_FALL
], [FName
]), True);
2861 HIT_WATER
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_WATER
], [FName
]), True);
2862 HIT_ACID
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_ACID
], [FName
]), True);
2863 HIT_TRAP
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_TRAP
], [FName
]), True);
2864 else g_Console_Add(Format(_lc
[I_PLAYER_DIED
], [FName
]), True);
2870 for a
:= WP_FIRST
to WP_LAST
do
2874 WEAPON_SAW
: i
:= ITEM_WEAPON_SAW
;
2875 WEAPON_SHOTGUN1
: i
:= ITEM_WEAPON_SHOTGUN1
;
2876 WEAPON_SHOTGUN2
: i
:= ITEM_WEAPON_SHOTGUN2
;
2877 WEAPON_CHAINGUN
: i
:= ITEM_WEAPON_CHAINGUN
;
2878 WEAPON_ROCKETLAUNCHER
: i
:= ITEM_WEAPON_ROCKETLAUNCHER
;
2879 WEAPON_PLASMA
: i
:= ITEM_WEAPON_PLASMA
;
2880 WEAPON_BFG
: i
:= ITEM_WEAPON_BFG
;
2881 WEAPON_SUPERPULEMET
: i
:= ITEM_WEAPON_SUPERPULEMET
;
2882 WEAPON_FLAMETHROWER
: i
:= ITEM_WEAPON_FLAMETHROWER
;
2891 if R_ITEM_BACKPACK
in FRulez
then
2892 PushItem(ITEM_AMMO_BACKPACK
);
2894 // Выброс ракетного ранца:
2895 if FJetFuel
> 0 then
2896 PushItem(ITEM_JETPACK
);
2899 if (not (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
])) or
2900 (not LongBool(gGameSettings
.Options
and GAME_OPTION_DMKEYS
)) then
2902 if R_KEY_RED
in FRulez
then
2903 PushItem(ITEM_KEY_RED
);
2905 if R_KEY_GREEN
in FRulez
then
2906 PushItem(ITEM_KEY_GREEN
);
2908 if R_KEY_BLUE
in FRulez
then
2909 PushItem(ITEM_KEY_BLUE
);
2913 DropFlag(KillType
= K_FALLKILL
);
2916 FCorpse
:= g_Player_CreateCorpse(Self
);
2918 if Srv
and (gGameSettings
.MaxLives
> 0) and FNoRespawn
and
2919 (gLMSRespawn
= LMS_RESPAWN_NONE
) then
2925 for i
:= Low(gPlayers
) to High(gPlayers
) do
2927 if gPlayers
[i
] = nil then continue
;
2928 if (not gPlayers
[i
].FNoRespawn
) and (not gPlayers
[i
].FSpectator
) then
2931 if gPlayers
[i
].FTeam
= TEAM_RED
then Inc(ar
)
2932 else if gPlayers
[i
].FTeam
= TEAM_BLUE
then Inc(ab
);
2937 OldLR
:= gLMSRespawn
;
2938 if (gGameSettings
.GameMode
= GM_COOP
) then
2942 // everyone is dead, restart the map
2943 g_Game_Message(_lc
[I_MESSAGE_LMS_LOSE
], 144);
2945 MH_SEND_GameEvent(NET_EV_LMS_LOSE
);
2946 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
2947 gLMSRespawnTime
:= gTime
+ 5000;
2949 else if (a
= 1) then
2951 if (gPlayers
[k
] <> nil) and not (gPlayers
[k
] is TBot
) then
2952 if (gPlayers
[k
] = gPlayer1
) or
2953 (gPlayers
[k
] = gPlayer2
) then
2954 g_Console_Add('*** ' + _lc
[I_MESSAGE_LMS_SURVIVOR
] + ' ***', True)
2955 else if Netsrv
and (gPlayers
[k
].FClientID
>= 0) then
2956 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR
, 0, 'N', gPlayers
[k
].FClientID
);
2959 else if (gGameSettings
.GameMode
= GM_TDM
) then
2961 if (ab
= 0) and (ar
<> 0) then
2964 g_Game_Message(Format(_lc
[I_MESSAGE_TLMS_WIN
], [AnsiUpperCase(_lc
[I_GAME_TEAM_RED
])]), 144);
2966 MH_SEND_GameEvent(NET_EV_TLMS_WIN
, TEAM_RED
);
2967 Inc(gTeamStat
[TEAM_RED
].Score
);
2968 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
2969 gLMSRespawnTime
:= gTime
+ 5000;
2971 else if (ar
= 0) and (ab
<> 0) then
2974 g_Game_Message(Format(_lc
[I_MESSAGE_TLMS_WIN
], [AnsiUpperCase(_lc
[I_GAME_TEAM_BLUE
])]), 144);
2976 MH_SEND_GameEvent(NET_EV_TLMS_WIN
, TEAM_BLUE
);
2977 Inc(gTeamStat
[TEAM_BLUE
].Score
);
2978 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
2979 gLMSRespawnTime
:= gTime
+ 5000;
2981 else if (ar
= 0) and (ab
= 0) then
2984 g_Game_Message(_lc
[I_GAME_WIN_DRAW
], 144);
2986 MH_SEND_GameEvent(NET_EV_LMS_DRAW
, 0, FName
);
2987 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
2988 gLMSRespawnTime
:= gTime
+ 5000;
2991 else if (gGameSettings
.GameMode
= GM_DM
) then
2995 if gPlayers
[k
] <> nil then
2998 // survivor is the winner
2999 g_Game_Message(Format(_lc
[I_MESSAGE_LMS_WIN
], [AnsiUpperCase(FName
)]), 144);
3001 MH_SEND_GameEvent(NET_EV_LMS_WIN
, 0, FName
);
3004 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3005 gLMSRespawnTime
:= gTime
+ 5000;
3007 else if (a
= 0) then
3009 // everyone is dead, restart the map
3010 g_Game_Message(_lc
[I_GAME_WIN_DRAW
], 144);
3012 MH_SEND_GameEvent(NET_EV_LMS_DRAW
, 0, FName
);
3013 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3014 gLMSRespawnTime
:= gTime
+ 5000;
3017 if srv
and (OldLR
= LMS_RESPAWN_NONE
) and (gLMSRespawn
> LMS_RESPAWN_NONE
) then
3019 if NetMode
= NET_SERVER
then
3020 MH_SEND_GameEvent(NET_EV_LMS_WARMUP
, gLMSRespawnTime
- gTime
)
3022 g_Console_Add(Format(_lc
[I_MSG_WARMUP_START
], [(gLMSRespawnTime
- gTime
) div 1000]), True);
3028 MH_SEND_PlayerStats(FUID
);
3029 MH_SEND_PlayerDeath(FUID
, KillType
, t
, SpawnerUID
);
3030 if gGameSettings
.GameMode
= GM_TDM
then MH_SEND_GameStats
;
3033 if srv
and FNoRespawn
then Spectate(True);
3034 FWantsInGame
:= True;
3037 function TPlayer
.BodyInLiquid(XInc
, YInc
: Integer): Boolean;
3039 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
, PLAYER_RECT
.Width
,
3040 PLAYER_RECT
.Height
-20, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
, False);
3043 function TPlayer
.BodyInAcid(XInc
, YInc
: Integer): Boolean;
3045 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
, PLAYER_RECT
.Width
,
3046 PLAYER_RECT
.Height
-20, PANEL_ACID1
or PANEL_ACID2
, False);
3049 procedure TPlayer
.MakeBloodSimple(Count
: Word);
3050 var Blood
: TModelBlood
;
3052 Blood
:= SELF
.FModel
.GetBlood();
3053 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)+8,
3054 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3055 Count
div 2, 3, -1, 16, (PLAYER_RECT
.Height
*2 div 3),
3056 Blood
.R
, Blood
.G
, Blood
.B
, Blood
.Kind
);
3057 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-8,
3058 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3059 Count
div 2, -3, -1, 16, (PLAYER_RECT
.Height
*2) div 3,
3060 Blood
.R
, Blood
.G
, Blood
.B
, Blood
.Kind
);
3063 procedure TPlayer
.MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
3064 var Blood
: TModelBlood
;
3066 Blood
:= SELF
.FModel
.GetBlood();
3067 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2),
3068 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3069 Count
, VelX
, VelY
, 16, (PLAYER_RECT
.Height
*2) div 3,
3070 Blood
.R
, Blood
.G
, Blood
.B
, Blood
.Kind
);
3073 procedure TPlayer
.ProcessWeaponAction(Action
: Byte);
3075 if g_Game_IsClient
then Exit
;
3077 WP_PREV
: PrevWeapon();
3078 WP_NEXT
: NextWeapon();
3082 procedure TPlayer
.QueueWeaponSwitch(Weapon
: Byte);
3084 if g_Game_IsClient
then Exit
;
3085 if Weapon
> High(FWeapon
) then Exit
;
3086 FNextWeap
:= FNextWeap
or (1 shl Weapon
);
3089 procedure TPlayer
.resetWeaponQueue ();
3092 FNextWeapDelay
:= 0;
3095 function TPlayer
.hasAmmoForWeapon (weapon
: Byte): Boolean;
3099 WEAPON_KASTET
, WEAPON_SAW
: result
:= true;
3100 WEAPON_SHOTGUN1
, WEAPON_SHOTGUN2
, WEAPON_SUPERPULEMET
: result
:= (FAmmo
[A_SHELLS
] > 0);
3101 WEAPON_PISTOL
, WEAPON_CHAINGUN
: result
:= (FAmmo
[A_BULLETS
] > 0);
3102 WEAPON_ROCKETLAUNCHER
: result
:= (FAmmo
[A_ROCKETS
] > 0);
3103 WEAPON_PLASMA
, WEAPON_BFG
: result
:= (FAmmo
[A_CELLS
] > 0);
3104 WEAPON_FLAMETHROWER
: result
:= (FAmmo
[A_FUEL
] > 0);
3105 else result
:= (weapon
< length(FWeapon
));
3109 function TPlayer
.hasAmmoForShooting (weapon
: Byte): Boolean;
3113 WEAPON_KASTET
, WEAPON_SAW
: result
:= true;
3114 WEAPON_SHOTGUN1
, WEAPON_SUPERPULEMET
: result
:= (FAmmo
[A_SHELLS
] > 0);
3115 WEAPON_SHOTGUN2
: result
:= (FAmmo
[A_SHELLS
] > 1);
3116 WEAPON_PISTOL
, WEAPON_CHAINGUN
: result
:= (FAmmo
[A_BULLETS
] > 0);
3117 WEAPON_ROCKETLAUNCHER
: result
:= (FAmmo
[A_ROCKETS
] > 0);
3118 WEAPON_PLASMA
: result
:= (FAmmo
[A_CELLS
] > 0);
3119 WEAPON_BFG
: result
:= (FAmmo
[A_CELLS
] >= 40);
3120 WEAPON_FLAMETHROWER
: result
:= (FAmmo
[A_FUEL
] > 0);
3121 else result
:= (weapon
< length(FWeapon
));
3125 function TPlayer
.shouldSwitch (weapon
: Byte; hadWeapon
: Boolean): Boolean;
3128 if (weapon
> WP_LAST
+ 1) then
3133 if (FWeapSwitchMode
= 1) and not hadWeapon
then
3135 else if (FWeapSwitchMode
= 2) then
3136 result
:= (FWeapPreferences
[weapon
] > FWeapPreferences
[FCurrWeap
]);
3139 // return 255 for "no switch"
3140 function TPlayer
.getNextWeaponIndex (): Byte;
3143 wantThisWeapon
: array[0..64] of Boolean;
3144 wwc
: Integer = 0; //HACK!
3147 result
:= 255; // default result: "no switch"
3148 //e_LogWriteFln('FSWITCHTOEMPTY: %s', [FSwitchToEmpty], TMsgType.Notify);
3149 // had weapon cycling on previous frame? remove that flag
3150 if (FNextWeap
and $2000) <> 0 then
3152 FNextWeap
:= FNextWeap
and $1FFF;
3153 FNextWeapDelay
:= 0;
3155 // cycling has priority
3156 if (FNextWeap
and $C000) <> 0 then
3158 if (FNextWeap
and $8000) <> 0 then
3162 FNextWeap
:= FNextWeap
or $2000; // we need this
3163 if FNextWeapDelay
> 0 then
3164 exit
; // cooldown time
3166 for i
:= 0 to High(FWeapon
) do
3168 cwi
:= (cwi
+length(FWeapon
)+dir
) mod length(FWeapon
);
3169 if FWeapon
[cwi
] and maySwitch(cwi
) then
3171 //e_LogWriteFln(' SWITCH: cur=%d; new=%d %s %s', [FCurrWeap, cwi, FSwitchToEmpty, hasAmmoForWeapon(cwi)], TMsgType.Notify);
3172 result
:= Byte(cwi
);
3173 FNextWeapDelay
:= WEAPON_DELAY
;
3181 for i
:= 0 to High(wantThisWeapon
) do
3182 wantThisWeapon
[i
] := false;
3183 for i
:= 0 to High(FWeapon
) do
3184 if (FNextWeap
and (1 shl i
)) <> 0 then
3186 wantThisWeapon
[i
] := true;
3190 // exclude currently selected weapon from the set
3191 wantThisWeapon
[FCurrWeap
] := false;
3192 // slow down alterations a little
3195 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3196 // more than one weapon requested, assume "alteration" and check alteration delay
3197 if FNextWeapDelay
> 0 then
3203 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3204 // but clear all counters if no weapon should be switched
3210 //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
3211 // try weapons in descending order
3212 for i
:= High(FWeapon
) downto 0 do
3214 if wantThisWeapon
[i
] and FWeapon
[i
] and ((wwc
= 1) or hasAmmoForWeapon(i
)) then
3219 FNextWeapDelay
:= WEAPON_DELAY
* 2; // anyway, 'cause why not
3220 //e_LogWriteFln('FOUND %s %s %s', [result, FSwitchToEmpty, hasAmmoForWeapon(i)], TMsgType.Notify);
3224 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3228 procedure TPlayer
.RealizeCurrentWeapon();
3229 function switchAllowed (): Boolean;
3234 if FBFGFireCounter
<> -1 then
3236 if FTime
[T_SWITCH
] > gTime
then
3238 for i
:= WP_FIRST
to WP_LAST
do
3239 if FReloading
[i
] > 0 then
3247 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3248 //FNextWeap := FNextWeap and $1FFF;
3249 if FNextWeapDelay
> 0 then Dec(FNextWeapDelay
); // "alteration delay"
3251 if not switchAllowed
then
3253 //HACK for weapon cycling
3254 if (FNextWeap
and $E000) <> 0 then FNextWeap
:= 0;
3258 nw
:= getNextWeaponIndex();
3260 if nw
= 255 then exit
; // don't reset anything here
3261 if nw
> High(FWeapon
) then
3263 // don't forget to reset queue here!
3264 //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
3272 FTime
[T_SWITCH
] := gTime
+156;
3273 if FCurrWeap
= WEAPON_SAW
then FSawSoundSelect
.PlayAt(FObj
.X
, FObj
.Y
);
3274 FModel
.SetWeapon(FCurrWeap
);
3275 if g_Game_IsNet
then MH_SEND_PlayerStats(FUID
);
3279 procedure TPlayer
.NextWeapon();
3281 if g_Game_IsClient
then Exit
;
3285 procedure TPlayer
.PrevWeapon();
3287 if g_Game_IsClient
then Exit
;
3291 procedure TPlayer
.SetWeapon(W
: Byte);
3293 if FCurrWeap
<> W
then
3294 if W
= WEAPON_SAW
then
3295 FSawSoundSelect
.PlayAt(FObj
.X
, FObj
.Y
);
3298 FModel
.SetWeapon(CurrWeap
);
3302 function TPlayer
.PickItem(ItemType
: Byte; arespawn
: Boolean; var remove
: Boolean): Boolean;
3305 switchWeapon
: Byte = 255;
3306 hadWeapon
: Boolean = False;
3309 if g_Game_IsClient
then Exit
;
3311 // a = true - место спавна предмета:
3312 a
:= LongBool(gGameSettings
.Options
and GAME_OPTION_WEAPONSTAY
) and arespawn
;
3316 if (FHealth
< PLAYER_HP_SOFT
) or (FFireTime
> 0) then
3318 if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 10, PLAYER_HP_SOFT
);
3322 if gFlash
= 2 then Inc(FPickup
, 5);
3326 if (FHealth
< PLAYER_HP_SOFT
) or (FFireTime
> 0) then
3328 if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 25, PLAYER_HP_SOFT
);
3332 if gFlash
= 2 then Inc(FPickup
, 5);
3336 if FArmor
< PLAYER_AP_SOFT
then
3338 FArmor
:= PLAYER_AP_SOFT
;
3341 if gFlash
= 2 then Inc(FPickup
, 5);
3345 if FArmor
< PLAYER_AP_LIMIT
then
3347 FArmor
:= PLAYER_AP_LIMIT
;
3350 if gFlash
= 2 then Inc(FPickup
, 5);
3354 if (FHealth
< PLAYER_HP_LIMIT
) or (FFireTime
> 0) then
3356 if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 100, PLAYER_HP_LIMIT
);
3360 if gFlash
= 2 then Inc(FPickup
, 5);
3364 if (FHealth
< PLAYER_HP_LIMIT
) or (FArmor
< PLAYER_AP_LIMIT
) or (FFireTime
> 0) then
3366 if FHealth
< PLAYER_HP_LIMIT
then
3367 FHealth
:= PLAYER_HP_LIMIT
;
3368 if FArmor
< PLAYER_AP_LIMIT
then
3369 FArmor
:= PLAYER_AP_LIMIT
;
3373 if gFlash
= 2 then Inc(FPickup
, 5);
3377 if (not FWeapon
[WEAPON_SAW
]) or ((not arespawn
) and (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
])) then
3379 hadWeapon
:= FWeapon
[WEAPON_SAW
];
3380 switchWeapon
:= WEAPON_SAW
;
3381 FWeapon
[WEAPON_SAW
] := True;
3383 if gFlash
= 2 then Inc(FPickup
, 5);
3384 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3387 ITEM_WEAPON_SHOTGUN1
:
3388 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SHOTGUN1
] then
3390 // Нужно, чтобы не взять все пули сразу:
3391 if a
and FWeapon
[WEAPON_SHOTGUN1
] then Exit
;
3392 hadWeapon
:= FWeapon
[WEAPON_SHOTGUN1
];
3393 switchWeapon
:= WEAPON_SHOTGUN1
;
3394 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3395 FWeapon
[WEAPON_SHOTGUN1
] := True;
3397 if gFlash
= 2 then Inc(FPickup
, 5);
3398 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3401 ITEM_WEAPON_SHOTGUN2
:
3402 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SHOTGUN2
] then
3404 if a
and FWeapon
[WEAPON_SHOTGUN2
] then Exit
;
3405 hadWeapon
:= FWeapon
[WEAPON_SHOTGUN2
];
3406 switchWeapon
:= WEAPON_SHOTGUN2
;
3407 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3408 FWeapon
[WEAPON_SHOTGUN2
] := True;
3410 if gFlash
= 2 then Inc(FPickup
, 5);
3411 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3414 ITEM_WEAPON_CHAINGUN
:
3415 if (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or not FWeapon
[WEAPON_CHAINGUN
] then
3417 if a
and FWeapon
[WEAPON_CHAINGUN
] then Exit
;
3418 hadWeapon
:= FWeapon
[WEAPON_CHAINGUN
];
3419 switchWeapon
:= WEAPON_CHAINGUN
;
3420 IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
3421 FWeapon
[WEAPON_CHAINGUN
] := True;
3423 if gFlash
= 2 then Inc(FPickup
, 5);
3424 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3427 ITEM_WEAPON_ROCKETLAUNCHER
:
3428 if (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or not FWeapon
[WEAPON_ROCKETLAUNCHER
] then
3430 if a
and FWeapon
[WEAPON_ROCKETLAUNCHER
] then Exit
;
3431 switchWeapon
:= WEAPON_ROCKETLAUNCHER
;
3432 hadWeapon
:= FWeapon
[WEAPON_ROCKETLAUNCHER
];
3433 IncMax(FAmmo
[A_ROCKETS
], 2, FMaxAmmo
[A_ROCKETS
]);
3434 FWeapon
[WEAPON_ROCKETLAUNCHER
] := True;
3436 if gFlash
= 2 then Inc(FPickup
, 5);
3437 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3441 if (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or not FWeapon
[WEAPON_PLASMA
] then
3443 if a
and FWeapon
[WEAPON_PLASMA
] then Exit
;
3444 switchWeapon
:= WEAPON_PLASMA
;
3445 hadWeapon
:= FWeapon
[WEAPON_PLASMA
];
3446 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
3447 FWeapon
[WEAPON_PLASMA
] := True;
3449 if gFlash
= 2 then Inc(FPickup
, 5);
3450 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3454 if (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or not FWeapon
[WEAPON_BFG
] then
3456 if a
and FWeapon
[WEAPON_BFG
] then Exit
;
3457 switchWeapon
:= WEAPON_BFG
;
3458 hadWeapon
:= FWeapon
[WEAPON_BFG
];
3459 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
3460 FWeapon
[WEAPON_BFG
] := True;
3462 if gFlash
= 2 then Inc(FPickup
, 5);
3463 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3466 ITEM_WEAPON_SUPERPULEMET
:
3467 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SUPERPULEMET
] then
3469 if a
and FWeapon
[WEAPON_SUPERPULEMET
] then Exit
;
3470 switchWeapon
:= WEAPON_SUPERPULEMET
;
3471 hadWeapon
:= FWeapon
[WEAPON_SUPERPULEMET
];
3472 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3473 FWeapon
[WEAPON_SUPERPULEMET
] := True;
3475 if gFlash
= 2 then Inc(FPickup
, 5);
3476 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3479 ITEM_WEAPON_FLAMETHROWER
:
3480 if (FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
]) or not FWeapon
[WEAPON_FLAMETHROWER
] then
3482 if a
and FWeapon
[WEAPON_FLAMETHROWER
] then Exit
;
3483 switchWeapon
:= WEAPON_FLAMETHROWER
;
3484 hadWeapon
:= FWeapon
[WEAPON_FLAMETHROWER
];
3485 IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
3486 FWeapon
[WEAPON_FLAMETHROWER
] := True;
3488 if gFlash
= 2 then Inc(FPickup
, 5);
3489 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3493 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
3495 IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
3498 if gFlash
= 2 then Inc(FPickup
, 5);
3501 ITEM_AMMO_BULLETS_BOX
:
3502 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
3504 IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
3507 if gFlash
= 2 then Inc(FPickup
, 5);
3511 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
3513 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3516 if gFlash
= 2 then Inc(FPickup
, 5);
3519 ITEM_AMMO_SHELLS_BOX
:
3520 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
3522 IncMax(FAmmo
[A_SHELLS
], 25, FMaxAmmo
[A_SHELLS
]);
3525 if gFlash
= 2 then Inc(FPickup
, 5);
3529 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
3531 IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
3534 if gFlash
= 2 then Inc(FPickup
, 5);
3537 ITEM_AMMO_ROCKET_BOX
:
3538 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
3540 IncMax(FAmmo
[A_ROCKETS
], 5, FMaxAmmo
[A_ROCKETS
]);
3543 if gFlash
= 2 then Inc(FPickup
, 5);
3547 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
3549 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
3552 if gFlash
= 2 then Inc(FPickup
, 5);
3556 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
3558 IncMax(FAmmo
[A_CELLS
], 100, FMaxAmmo
[A_CELLS
]);
3561 if gFlash
= 2 then Inc(FPickup
, 5);
3565 if FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
] then
3567 IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
3570 if gFlash
= 2 then Inc(FPickup
, 5);
3574 if not(R_ITEM_BACKPACK
in FRulez
) or
3575 (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or
3576 (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or
3577 (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or
3578 (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or
3579 (FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
]) then
3581 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[1, A_BULLETS
];
3582 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[1, A_SHELLS
];
3583 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[1, A_ROCKETS
];
3584 FMaxAmmo
[A_CELLS
] := AmmoLimits
[1, A_CELLS
];
3585 FMaxAmmo
[A_FUEL
] := AmmoLimits
[1, A_FUEL
];
3587 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
3588 IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
3589 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
3590 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3591 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
3592 IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
3593 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
3594 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
3595 if FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
] then
3596 IncMax(FAmmo
[A_FUEL
], 50, FMaxAmmo
[A_FUEL
]);
3598 FRulez
:= FRulez
+ [R_ITEM_BACKPACK
];
3601 if gFlash
= 2 then Inc(FPickup
, 5);
3605 if not(R_KEY_RED
in FRulez
) then
3607 Include(FRulez
, R_KEY_RED
);
3609 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
3610 if gFlash
= 2 then Inc(FPickup
, 5);
3611 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
3615 if not(R_KEY_GREEN
in FRulez
) then
3617 Include(FRulez
, R_KEY_GREEN
);
3619 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
3620 if gFlash
= 2 then Inc(FPickup
, 5);
3621 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
3625 if not(R_KEY_BLUE
in FRulez
) then
3627 Include(FRulez
, R_KEY_BLUE
);
3629 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
3630 if gFlash
= 2 then Inc(FPickup
, 5);
3631 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
3635 if FMegaRulez
[MR_SUIT
] < gTime
+PLAYER_SUIT_TIME
then
3637 FMegaRulez
[MR_SUIT
] := gTime
+PLAYER_SUIT_TIME
;
3641 if gFlash
= 2 then Inc(FPickup
, 5);
3645 if FAir
< AIR_MAX
then
3650 if gFlash
= 2 then Inc(FPickup
, 5);
3655 if not (R_BERSERK
in FRulez
) then
3657 Include(FRulez
, R_BERSERK
);
3658 if (FBFGFireCounter
= -1) then
3660 FCurrWeap
:= WEAPON_KASTET
;
3662 FModel
.SetWeapon(WEAPON_KASTET
);
3667 if gFlash
= 2 then Inc(FPickup
, 5);
3669 FBerserk
:= gTime
+30000;
3674 if (FHealth
< PLAYER_HP_SOFT
) or (FFireTime
> 0) then
3676 if FHealth
< PLAYER_HP_SOFT
then FHealth
:= PLAYER_HP_SOFT
;
3677 FBerserk
:= gTime
+30000;
3685 if FMegaRulez
[MR_INVUL
] < gTime
+PLAYER_INVUL_TIME
then
3687 FMegaRulez
[MR_INVUL
] := gTime
+PLAYER_INVUL_TIME
;
3691 if gFlash
= 2 then Inc(FPickup
, 5);
3695 if (FHealth
< PLAYER_HP_LIMIT
) or (FFireTime
> 0) then
3697 if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 4, PLAYER_HP_LIMIT
);
3701 if gFlash
= 2 then Inc(FPickup
, 5);
3705 if FArmor
< PLAYER_AP_LIMIT
then
3707 IncMax(FArmor
, 5, PLAYER_AP_LIMIT
);
3710 if gFlash
= 2 then Inc(FPickup
, 5);
3714 if FJetFuel
< JET_MAX
then
3716 FJetFuel
:= JET_MAX
;
3719 if gFlash
= 2 then Inc(FPickup
, 5);
3723 if FMegaRulez
[MR_INVIS
] < gTime
+PLAYER_INVIS_TIME
then
3725 FMegaRulez
[MR_INVIS
] := gTime
+PLAYER_INVIS_TIME
;
3728 if gFlash
= 2 then Inc(FPickup
, 5);
3732 if (shouldSwitch(switchWeapon
, hadWeapon
)) then
3733 QueueWeaponSwitch(switchWeapon
);
3736 procedure TPlayer
.Touch();
3740 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
3743 // Бросить флаг товарищу:
3744 if gGameSettings
.GameMode
= GM_CTF
then
3749 procedure TPlayer
.Push(vx
, vy
: Integer);
3751 if (not FPhysics
) and FGhost
then
3753 FObj
.Accel
.X
:= FObj
.Accel
.X
+ vx
;
3754 FObj
.Accel
.Y
:= FObj
.Accel
.Y
+ vy
;
3755 if g_Game_IsNet
and g_Game_IsServer
then
3756 MH_SEND_PlayerPos(True, FUID
, NET_EVERYONE
);
3759 procedure TPlayer
.Reset(Force
: Boolean);
3765 FTime
[T_RESPAWN
] := 0;
3766 FTime
[T_FLAGCAP
] := 0;
3782 FSpectator
:= False;
3785 FSpectatePlayer
:= -1;
3786 FNoRespawn
:= False;
3788 FLives
:= gGameSettings
.MaxLives
;
3793 procedure TPlayer
.SoftReset();
3801 FBFGFireCounter
:= -1;
3809 SetAction(A_STAND
, True);
3812 function TPlayer
.GetRespawnPoint(): Byte;
3817 // На будущее: FSpawn - игрок уже играл и перерождается
3819 // Одиночная игра/кооператив
3820 if gGameSettings
.GameMode
in [GM_COOP
, GM_SINGLE
] then
3822 if Self
= gPlayer1
then
3824 // player 1 should try to spawn on the player 1 point
3825 if g_Map_GetPointCount(RESPAWNPOINT_PLAYER1
) > 0 then
3826 Exit(RESPAWNPOINT_PLAYER1
)
3827 else if g_Map_GetPointCount(RESPAWNPOINT_PLAYER2
) > 0 then
3828 Exit(RESPAWNPOINT_PLAYER2
);
3830 else if Self
= gPlayer2
then
3832 // player 2 should try to spawn on the player 2 point
3833 if g_Map_GetPointCount(RESPAWNPOINT_PLAYER2
) > 0 then
3834 Exit(RESPAWNPOINT_PLAYER2
)
3835 else if g_Map_GetPointCount(RESPAWNPOINT_PLAYER1
) > 0 then
3836 Exit(RESPAWNPOINT_PLAYER1
);
3840 // other players randomly pick either the first or the second point
3841 c
:= IfThen((Random(2) = 0), RESPAWNPOINT_PLAYER1
, RESPAWNPOINT_PLAYER2
);
3842 if g_Map_GetPointCount(c
) > 0 then
3844 // try the other one
3845 c
:= IfThen((c
= RESPAWNPOINT_PLAYER1
), RESPAWNPOINT_PLAYER2
, RESPAWNPOINT_PLAYER1
);
3846 if g_Map_GetPointCount(c
) > 0 then
3852 if gGameSettings
.GameMode
= GM_DM
then
3854 // try DM points first
3855 if g_Map_GetPointCount(RESPAWNPOINT_DM
) > 0 then
3856 Exit(RESPAWNPOINT_DM
);
3860 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
3862 // try team points first
3863 c
:= RESPAWNPOINT_DM
;
3864 if FTeam
= TEAM_RED
then
3865 c
:= RESPAWNPOINT_RED
3866 else if FTeam
= TEAM_BLUE
then
3867 c
:= RESPAWNPOINT_BLUE
;
3868 if g_Map_GetPointCount(c
) > 0 then
3872 // still haven't found a spawnpoint, try random shit
3873 Result
:= g_Map_GetRandomPointType();
3876 procedure TPlayer
.Respawn(Silent
: Boolean; Force
: Boolean = False);
3878 RespawnPoint
: TRespawnPoint
;
3884 FBFGFireCounter
:= -1;
3891 if not g_Game_IsServer
then
3895 FWantsInGame
:= True;
3896 FJustTeleported
:= True;
3899 FTime
[T_RESPAWN
] := 0;
3903 // if server changes MaxLives we gotta be ready
3904 if gGameSettings
.MaxLives
= 0 then FNoRespawn
:= False;
3906 // Еще нельзя возродиться:
3907 if FTime
[T_RESPAWN
] > gTime
then
3910 // Просрал все жизни:
3913 if not FSpectator
then Spectate(True);
3914 FWantsInGame
:= True;
3918 if (gGameSettings
.GameType
<> GT_SINGLE
) and (gGameSettings
.GameMode
<> GM_COOP
) then
3919 begin // "Своя игра"
3920 // Берсерк не сохраняется между уровнями:
3921 FRulez
:= FRulez
-[R_BERSERK
];
3923 else // "Одиночная игра"/"Кооп"
3925 // Берсерк и ключи не сохраняются между уровнями:
3926 FRulez
:= FRulez
-[R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
, R_BERSERK
];
3929 // Получаем точку спауна игрока:
3930 c
:= GetRespawnPoint();
3935 // Воскрешение без оружия:
3938 FHealth
:= Round(PLAYER_HP_SOFT
* (FHandicap
/ 100));
3944 for a
:= WP_FIRST
to WP_LAST
do
3946 FWeapon
[a
] := False;
3950 FWeapon
[WEAPON_PISTOL
] := True;
3951 FWeapon
[WEAPON_KASTET
] := True;
3952 FCurrWeap
:= WEAPON_PISTOL
;
3955 FModel
.SetWeapon(FCurrWeap
);
3957 for b
:= A_BULLETS
to A_HIGH
do
3960 FAmmo
[A_BULLETS
] := 50;
3962 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[0, A_BULLETS
];
3963 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[0, A_SHELLS
];
3964 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[0, A_SHELLS
];
3965 FMaxAmmo
[A_CELLS
] := AmmoLimits
[0, A_CELLS
];
3966 FMaxAmmo
[A_FUEL
] := AmmoLimits
[0, A_FUEL
];
3968 if (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
]) and
3969 LongBool(gGameSettings
.Options
and GAME_OPTION_DMKEYS
) then
3970 FRulez
:= [R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
]
3975 // Получаем координаты точки возрождения:
3976 if not g_Map_GetPoint(c
, RespawnPoint
) then
3978 g_FatalError(_lc
[I_GAME_ERROR_GET_SPAWN
]);
3982 // Установка координат и сброс всех параметров:
3983 FObj
.X
:= RespawnPoint
.X
-PLAYER_RECT
.X
;
3984 FObj
.Y
:= RespawnPoint
.Y
-PLAYER_RECT
.Y
;
3985 FObj
.oldX
:= FObj
.X
; // don't interpolate after respawn
3986 FObj
.oldY
:= FObj
.Y
;
3992 FDirection
:= RespawnPoint
.Direction
;
3993 if FDirection
= TDirection
.D_LEFT
then
3998 SetAction(A_STAND
, True);
3999 FModel
.Direction
:= FDirection
;
4001 for a
:= Low(FTime
) to High(FTime
) do
4004 for a
:= Low(FMegaRulez
) to High(FMegaRulez
) do
4007 // Respawn invulnerability
4008 if (gGameSettings
.GameType
<> GT_SINGLE
) and (gGameSettings
.SpawnInvul
> 0) then
4010 FMegaRulez
[MR_INVUL
] := gTime
+ gGameSettings
.SpawnInvul
* 1000;
4011 FSpawnInvul
:= FMegaRulez
[MR_INVUL
];
4016 FCanJetpack
:= False;
4022 // Анимация возрождения:
4023 if (not gLoadGameMode
) and (not Silent
) then
4025 R_GFX_TELEPORT_FAST
,
4026 FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4027 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32
4030 FSpectator
:= False;
4033 FSpectatePlayer
:= -1;
4036 if (gPlayer1
= nil) and (gSpectLatchPID1
= FUID
) then
4038 if (gPlayer2
= nil) and (gSpectLatchPID2
= FUID
) then
4041 if g_Game_IsNet
then
4043 MH_SEND_PlayerPos(True, FUID
, NET_EVERYONE
);
4044 MH_SEND_PlayerStats(FUID
, NET_EVERYONE
);
4046 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4047 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32,
4052 procedure TPlayer
.Spectate(NoMove
: Boolean = False);
4055 Kill(K_EXTRAHARDKILL
, FUID
, HIT_SOME
)
4056 else if (not NoMove
) then
4058 GameX
:= gMapInfo
.Width
div 2;
4059 GameY
:= gMapInfo
.Height
div 2;
4068 FWantsInGame
:= False;
4074 if Self
= gPlayer1
then
4076 gSpectLatchPID1
:= FUID
;
4079 else if Self
= gPlayer2
then
4081 gSpectLatchPID2
:= FUID
;
4086 if g_Game_IsNet
then
4087 MH_SEND_PlayerStats(FUID
);
4090 procedure TPlayer
.SwitchNoClip
;
4094 FGhost
:= not FGhost
;
4095 FPhysics
:= not FGhost
;
4107 procedure TPlayer
.Run(Direction
: TDirection
);
4111 if MAX_RUNVEL
> 8 then
4115 if Direction
= TDirection
.D_LEFT
then
4117 if FObj
.Vel
.X
> -MAX_RUNVEL
then
4118 FObj
.Vel
.X
:= FObj
.Vel
.X
- (MAX_RUNVEL
shr 3);
4121 if FObj
.Vel
.X
< MAX_RUNVEL
then
4122 FObj
.Vel
.X
:= FObj
.Vel
.X
+ (MAX_RUNVEL
shr 3);
4124 // Возможно, пинаем куски:
4125 if (FObj
.Vel
.X
<> 0) and (gGibs
<> nil) then
4127 b
:= Abs(FObj
.Vel
.X
);
4128 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
4129 for a
:= 0 to High(gGibs
) do
4131 if gGibs
[a
].alive
and
4132 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
4133 FObj
.Rect
.Width
, 8, @gGibs
[a
].Obj
) and (Random(3) = 0) then
4136 if FObj
.Vel
.X
< 0 then
4138 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)+120) // налево
4142 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)); // направо
4144 gGibs
[a
].positionChanged(); // this updates spatial accelerators
4152 procedure TPlayer
.SeeDown();
4154 SetAction(A_SEEDOWN
);
4156 if FDirection
= TDirection
.D_LEFT
then FAngle
:= ANGLE_LEFTDOWN
else FAngle
:= ANGLE_RIGHTDOWN
;
4158 if FIncCam
> -120 then DecMin(FIncCam
, 5, -120);
4161 procedure TPlayer
.SeeUp();
4165 if FDirection
= TDirection
.D_LEFT
then FAngle
:= ANGLE_LEFTUP
else FAngle
:= ANGLE_RIGHTUP
;
4167 if FIncCam
< 120 then IncMax(FIncCam
, 5, 120);
4170 procedure TPlayer
.SetAction(Action
: Byte; Force
: Boolean = False);
4178 A_ATTACK
: Prior
:= 2;
4179 A_SEEUP
: Prior
:= 1;
4180 A_SEEDOWN
: Prior
:= 1;
4181 A_ATTACKUP
: Prior
:= 2;
4182 A_ATTACKDOWN
: Prior
:= 2;
4187 if (Prior
> FActionPrior
) or Force
then
4188 if not ((Prior
= 2) and (FCurrWeap
= WEAPON_SAW
)) then
4190 FActionPrior
:= Prior
;
4191 FActionAnim
:= Action
;
4192 FActionForce
:= Force
;
4193 FActionChanged
:= True;
4196 if Action
in [A_ATTACK
, A_ATTACKUP
, A_ATTACKDOWN
] then FModel
.SetFire(True);
4199 function TPlayer
.StayOnStep(XInc
, YInc
: Integer): Boolean;
4201 Result
:= not g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+YInc
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
-1,
4202 PLAYER_RECT
.Width
, 1, PANEL_STEP
, False)
4203 and g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+YInc
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
,
4204 PLAYER_RECT
.Width
, 1, PANEL_STEP
, False);
4207 function TPlayer
.TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
4211 if g_CollideLevel(X
, Y
, PLAYER_RECT
.Width
, PLAYER_RECT
.Height
) then
4213 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj
.X
, FObj
.Y
);
4214 if g_Game_IsServer
and g_Game_IsNet
then
4215 MH_SEND_Sound(FObj
.X
, FObj
.Y
, 'SOUND_GAME_NOTELEPORT');
4219 FJustTeleported
:= True;
4223 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj
.X
, FObj
.Y
);
4225 R_GFX_TELEPORT_FAST
,
4226 FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4227 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32
4229 if g_Game_IsServer
and g_Game_IsNet
then
4230 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4231 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, 1,
4235 FObj
.X
:= X
-PLAYER_RECT
.X
;
4236 FObj
.Y
:= Y
-PLAYER_RECT
.Y
;
4237 FObj
.oldX
:= FObj
.X
; // don't interpolate after respawn
4238 FObj
.oldY
:= FObj
.Y
;
4239 if FAlive
and FGhost
then
4245 if not g_Game_IsNet
then
4249 SetDirection(TDirection
.D_LEFT
);
4255 SetDirection(TDirection
.D_RIGHT
);
4261 if FDirection
= TDirection
.D_RIGHT
then
4263 SetDirection(TDirection
.D_LEFT
);
4268 SetDirection(TDirection
.D_RIGHT
);
4277 R_GFX_TELEPORT_FAST
,
4278 FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4279 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32
4281 if g_Game_IsServer
and g_Game_IsNet
then
4282 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4283 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, 0,
4290 function nonz(a
: Single): Single;
4298 function TPlayer
.refreshCorpse(): Boolean;
4304 if FAlive
or FSpectator
then
4306 if (gCorpses
= nil) or (Length(gCorpses
) = 0) then
4308 for i
:= 0 to High(gCorpses
) do
4309 if gCorpses
[i
] <> nil then
4310 if gCorpses
[i
].FPlayerUID
= FUID
then
4318 function TPlayer
.getCameraObj(): TObj
;
4320 if (not FAlive
) and (not FSpectator
) and
4321 (FCorpse
>= 0) and (FCorpse
< Length(gCorpses
)) and
4322 (gCorpses
[FCorpse
] <> nil) and (gCorpses
[FCorpse
].FPlayerUID
= FUID
) then
4324 gCorpses
[FCorpse
].FObj
.slopeUpLeft
:= FObj
.slopeUpLeft
;
4325 Result
:= gCorpses
[FCorpse
].FObj
;
4333 procedure TPlayer
.PreUpdate();
4335 FSlopeOld
:= FObj
.slopeUpLeft
;
4336 FIncCamOld
:= FIncCam
;
4337 FObj
.oldX
:= FObj
.X
;
4338 FObj
.oldY
:= FObj
.Y
;
4341 procedure TPlayer
.Update();
4344 i
, ii
, wx
, wy
, xd
, yd
, k
: Integer;
4345 blockmon
, headwater
, dospawn
: Boolean;
4350 NetServer
:= g_Game_IsNet
and g_Game_IsServer
;
4351 AnyServer
:= g_Game_IsServer
;
4353 if g_Game_IsClient
and (NetInterpLevel
> 0) then
4354 DoLerp(NetInterpLevel
+ 1)
4360 if (FClientID
>= 0) and (NetClients
[FClientID
].Peer
<> nil) then
4362 FPing
:= NetClients
[FClientID
].Peer
^.lastRoundTripTime
;
4363 if NetClients
[FClientID
].Peer
^.packetsSent
> 0 then
4364 FLoss
:= Round(100*NetClients
[FClientID
].Peer
^.packetsLost
/NetClients
[FClientID
].Peer
^.packetsSent
)
4373 if FAlive
and (FPunchAnim
<> nil) then
4374 FPunchAnim
.Update();
4376 if FAlive
and (gFly
or FJetpack
) then
4379 if FDirection
= TDirection
.D_LEFT
then
4384 if FAlive
and (not FGhost
) then
4386 if FKeys
[KEY_UP
].Pressed
then
4388 if FKeys
[KEY_DOWN
].Pressed
then
4392 if (not (FKeys
[KEY_UP
].Pressed
or FKeys
[KEY_DOWN
].Pressed
)) and
4395 i
:= g_basic
.Sign(FIncCam
);
4396 FIncCam
:= Abs(FIncCam
);
4397 DecMin(FIncCam
, 5, 0);
4398 FIncCam
:= FIncCam
*i
;
4401 if gTime
mod (GAME_TICK
*2) <> 0 then
4403 if (FObj
.Vel
.X
= 0) and FAlive
then
4405 if FKeys
[KEY_LEFT
].Pressed
then
4406 Run(TDirection
.D_LEFT
);
4407 if FKeys
[KEY_RIGHT
].Pressed
then
4408 Run(TDirection
.D_RIGHT
);
4413 g_Obj_Move(@FObj
, True, True, True);
4414 positionChanged(); // this updates spatial accelerators
4420 FActionChanged
:= False;
4424 // Let alive player do some actions
4425 if FKeys
[KEY_LEFT
].Pressed
then Run(TDirection
.D_LEFT
);
4426 if FKeys
[KEY_RIGHT
].Pressed
then Run(TDirection
.D_RIGHT
);
4427 if FKeys
[KEY_FIRE
].Pressed
and AnyServer
then Fire()
4433 if NetServer
then MH_SEND_PlayerStats(FUID
);
4436 if FKeys
[KEY_OPEN
].Pressed
and AnyServer
then Use();
4437 if FKeys
[KEY_JUMP
].Pressed
then Jump()
4440 if AnyServer
and FJetpack
then
4444 if NetServer
then MH_SEND_PlayerStats(FUID
);
4446 FCanJetpack
:= True;
4453 for k
:= Low(FKeys
) to KEY_CHAT
-1 do
4455 if FKeys
[k
].Pressed
then
4463 if gGameSettings
.GameType
in [GT_CUSTOM
, GT_SERVER
, GT_CLIENT
] then
4466 if (FTime
[T_RESPAWN
] <= gTime
) and
4467 gGameOn
and (not FAlive
) then
4469 if (g_Player_GetCount() > 1) then
4473 gExit
:= EXIT_RESTART
;
4478 // Dead spectator actions
4481 if FKeys
[KEY_OPEN
].Pressed
and AnyServer
then Fire();
4482 if FKeys
[KEY_FIRE
].Pressed
and AnyServer
then
4486 if (FSpectatePlayer
>= High(gPlayers
)) then
4487 FSpectatePlayer
:= -1
4491 for I
:= FSpectatePlayer
+ 1 to High(gPlayers
) do
4492 if gPlayers
[I
] <> nil then
4493 if gPlayers
[I
].alive
then
4494 if gPlayers
[I
].UID
<> FUID
then
4496 FSpectatePlayer
:= I
;
4501 if not SetSpect
then FSpectatePlayer
:= -1;
4512 if FKeys
[KEY_UP
].Pressed
or FKeys
[KEY_JUMP
].Pressed
then
4514 FYTo
:= FObj
.Y
- 32;
4515 FSpectatePlayer
:= -1;
4517 if FKeys
[KEY_DOWN
].Pressed
then
4519 FYTo
:= FObj
.Y
+ 32;
4520 FSpectatePlayer
:= -1;
4522 if FKeys
[KEY_LEFT
].Pressed
then
4524 FXTo
:= FObj
.X
- 32;
4525 FSpectatePlayer
:= -1;
4527 if FKeys
[KEY_RIGHT
].Pressed
then
4529 FXTo
:= FObj
.X
+ 32;
4530 FSpectatePlayer
:= -1;
4533 if (FXTo
< -64) then
4535 else if (FXTo
> gMapInfo
.Width
+ 32) then
4536 FXTo
:= gMapInfo
.Width
+ 32;
4537 if (FYTo
< -72) then
4539 else if (FYTo
> gMapInfo
.Height
+ 32) then
4540 FYTo
:= gMapInfo
.Height
+ 32;
4545 g_Obj_Move(@FObj
, True, True, True);
4546 positionChanged(); // this updates spatial accelerators
4553 if (FSpectatePlayer
<= High(gPlayers
)) and (FSpectatePlayer
>= 0) then
4554 if gPlayers
[FSpectatePlayer
] <> nil then
4555 if gPlayers
[FSpectatePlayer
].alive
then
4557 FXTo
:= gPlayers
[FSpectatePlayer
].GameX
;
4558 FYTo
:= gPlayers
[FSpectatePlayer
].GameY
;
4562 blockmon
:= g_Map_CollidePanel(FObj
.X
+PLAYER_HEADRECT
.X
, FObj
.Y
+PLAYER_HEADRECT
.Y
,
4563 PLAYER_HEADRECT
.Width
, PLAYER_HEADRECT
.Height
,
4564 PANEL_BLOCKMON
, True);
4565 headwater
:= HeadInLiquid(0, 0);
4567 // Сопротивление воздуха:
4568 if (not FAlive
) or not (FKeys
[KEY_LEFT
].Pressed
or FKeys
[KEY_RIGHT
].Pressed
) then
4569 if FObj
.Vel
.X
<> 0 then
4570 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
4572 if (FLastHit
= HIT_TRAP
) and (FPain
> 90) then FPain
:= 90;
4573 DecMin(FPain
, 5, 0);
4574 DecMin(FPickup
, 1, 0);
4576 if FAlive
and (FObj
.Y
> Integer(gMapInfo
.Height
)+128) and AnyServer
then
4578 // Обнулить действия примочек, чтобы фон пропал
4579 FMegaRulez
[MR_SUIT
] := 0;
4580 FMegaRulez
[MR_INVUL
] := 0;
4581 FMegaRulez
[MR_INVIS
] := 0;
4582 Kill(K_FALLKILL
, 0, HIT_FALL
);
4589 if FCurrWeap
= WEAPON_SAW
then
4590 if not (FSawSound
.IsPlaying() or FSawSoundHit
.IsPlaying() or
4591 FSawSoundSelect
.IsPlaying()) then
4592 FSawSoundIdle
.PlayAt(FObj
.X
, FObj
.Y
);
4595 if (not FJetSoundFly
.IsPlaying()) and (not FJetSoundOn
.IsPlaying()) and
4596 (not FJetSoundOff
.IsPlaying()) then
4598 FJetSoundFly
.SetPosition(0);
4599 FJetSoundFly
.PlayAt(FObj
.X
, FObj
.Y
);
4602 for b
:= WP_FIRST
to WP_LAST
do
4603 if FReloading
[b
] > 0 then
4609 if FShellTimer
> -1 then
4610 if FShellTimer
= 0 then
4612 if FShellType
= SHELL_SHELL
then
4613 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
4614 GameVelX
, GameVelY
-2, SHELL_SHELL
)
4615 else if FShellType
= SHELL_DBLSHELL
then
4617 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
4618 GameVelX
+1, GameVelY
-2, SHELL_SHELL
);
4619 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
4620 GameVelX
-1, GameVelY
-2, SHELL_SHELL
);
4623 end else Dec(FShellTimer
);
4625 if (FBFGFireCounter
> -1) then
4626 if FBFGFireCounter
= 0 then
4630 wx
:= FObj
.X
+WEAPONPOINT
[FDirection
].X
;
4631 wy
:= FObj
.Y
+WEAPONPOINT
[FDirection
].Y
;
4632 xd
:= wx
+IfThen(FDirection
= TDirection
.D_LEFT
, -30, 30);
4633 yd
:= wy
+firediry();
4634 g_Weapon_bfgshot(wx
, wy
, xd
, yd
, FUID
);
4635 if NetServer
then MH_SEND_PlayerFire(FUID
, WEAPON_BFG
, wx
, wy
, xd
, yd
);
4636 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
4637 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
4638 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
4641 FReloading
[WEAPON_BFG
] := WEAPON_RELOAD
[WEAPON_BFG
];
4642 FBFGFireCounter
:= -1;
4645 FBFGFireCounter
:= 0
4647 Dec(FBFGFireCounter
);
4649 if (FMegaRulez
[MR_SUIT
] < gTime
) and AnyServer
then
4651 b
:= g_GetAcidHit(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
, PLAYER_RECT
.Width
, PLAYER_RECT
.Height
);
4653 if (b
> 0) and (gTime
mod (15*GAME_TICK
) = 0) then Damage(b
, 0, 0, 0, HIT_ACID
);
4656 if (headwater
or blockmon
) then
4662 if AnyServer
then Damage(10, 0, 0, 0, HIT_WATER
);
4665 else if (FAir
mod 31 = 0) and not blockmon
then
4667 g_GFX_Bubbles(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2), FObj
.Y
+PLAYER_RECT
.Y
-4, 5+Random(6), 8, 4);
4669 then g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
4670 else g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
4672 end else if FAir
< AIR_DEF
then
4675 if FFireTime
> 0 then
4677 if BodyInLiquid(0, 0) then
4682 else if FMegaRulez
[MR_SUIT
] >= gTime
then
4684 if FMegaRulez
[MR_SUIT
] = gTime
then
4691 if FFirePainTime
<= 0 then
4693 if g_Game_IsServer
then
4694 Damage(2, FFireAttacker
, 0, 0, HIT_FLAME
);
4695 FFirePainTime
:= 12 - FFireTime
div 12;
4697 FFirePainTime
:= FFirePainTime
- 1;
4698 FFireTime
:= FFireTime
- 1;
4699 if ((FFireTime
mod 33) = 0) and (FMegaRulez
[MR_INVUL
] < gTime
) then
4700 FModel
.PlaySound(MODELSOUND_PAIN
, 1, FObj
.X
, FObj
.Y
);
4701 if (FFireTime
= 0) and g_Game_IsNet
and g_Game_IsServer
then
4702 MH_SEND_PlayerStats(FUID
);
4706 if FDamageBuffer
> 0 then
4708 if FDamageBuffer
>= 9 then
4712 if FDamageBuffer
< 30 then i
:= 9
4713 else if FDamageBuffer
< 100 then i
:= 18
4717 ii
:= Round(FDamageBuffer
*FHealth
/ nonz(FArmor
*(3/4)+FHealth
));
4718 FArmor
:= FArmor
-(FDamageBuffer
-ii
);
4719 FHealth
:= FHealth
-ii
;
4722 FHealth
:= FHealth
+FArmor
;
4727 if FHealth
<= 0 then
4728 if FHealth
> -30 then Kill(K_SIMPLEKILL
, FLastSpawnerUID
, FLastHit
)
4729 else if FHealth
> -50 then Kill(K_HARDKILL
, FLastSpawnerUID
, FLastHit
)
4730 else Kill(K_EXTRAHARDKILL
, FLastSpawnerUID
, FLastHit
);
4732 if FAlive
and ((FLastHit
<> HIT_FLAME
) or (FFireTime
<= 0)) then
4734 if FDamageBuffer
<= 20 then FModel
.PlaySound(MODELSOUND_PAIN
, 1, FObj
.X
, FObj
.Y
)
4735 else if FDamageBuffer
<= 55 then FModel
.PlaySound(MODELSOUND_PAIN
, 2, FObj
.X
, FObj
.Y
)
4736 else if FDamageBuffer
<= 120 then FModel
.PlaySound(MODELSOUND_PAIN
, 3, FObj
.X
, FObj
.Y
)
4737 else FModel
.PlaySound(MODELSOUND_PAIN
, 4, FObj
.X
, FObj
.Y
);
4744 end; // if FAlive then ...
4746 if (FActionAnim
= A_PAIN
) and (FModel
.Animation
<> A_PAIN
) then
4748 FModel
.ChangeAnimation(FActionAnim
, FActionForce
);
4749 FModel
.AnimState
.MinLength
:= i
;
4750 end else FModel
.ChangeAnimation(FActionAnim
, FActionForce
and (FModel
.Animation
<> A_STAND
));
4752 if (FModel
.AnimState
.Played
or ((not FActionChanged
) and (FModel
.Animation
= A_WALK
)))
4753 then SetAction(A_STAND
, True);
4755 if not ((FModel
.Animation
= A_WALK
) and (Abs(FObj
.Vel
.X
) < 4) and not FModel
.GetFire()) then FModel
.Update
;
4757 for b
:= Low(FKeys
) to High(FKeys
) do
4758 if FKeys
[b
].Time
= 0 then FKeys
[b
].Pressed
:= False else Dec(FKeys
[b
].Time
);
4762 procedure TPlayer
.getMapBox (out x
, y
, w
, h
: Integer); inline;
4764 x
:= FObj
.X
+PLAYER_RECT
.X
;
4765 y
:= FObj
.Y
+PLAYER_RECT
.Y
;
4766 w
:= PLAYER_RECT
.Width
;
4767 h
:= PLAYER_RECT
.Height
;
4771 procedure TPlayer
.moveBy (dx
, dy
: Integer); inline;
4773 if (dx
<> 0) or (dy
<> 0) then
4782 function TPlayer
.Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean;
4784 Result
:= g_Collide(FObj
.X
+PLAYER_RECT
.X
,
4785 FObj
.Y
+PLAYER_RECT
.Y
,
4792 function TPlayer
.Collide(Panel
: TPanel
): Boolean;
4794 Result
:= g_Collide(FObj
.X
+PLAYER_RECT
.X
,
4795 FObj
.Y
+PLAYER_RECT
.Y
,
4799 Panel
.Width
, Panel
.Height
);
4802 function TPlayer
.Collide(X
, Y
: Integer): Boolean;
4804 X
:= X
-FObj
.X
-PLAYER_RECT
.X
;
4805 Y
:= Y
-FObj
.Y
-PLAYER_RECT
.Y
;
4806 Result
:= (x
>= 0) and (x
<= PLAYER_RECT
.Width
) and
4807 (y
>= 0) and (y
<= PLAYER_RECT
.Height
);
4810 function g_Player_ValidName(Name
: string): Boolean;
4816 if gPlayers
= nil then Exit
;
4818 for a
:= 0 to High(gPlayers
) do
4819 if gPlayers
[a
] <> nil then
4820 if LowerCase(Name
) = LowerCase(gPlayers
[a
].FName
) then
4827 procedure TPlayer
.SetDirection(Direction
: TDirection
);
4831 d
:= FModel
.Direction
;
4833 FModel
.Direction
:= Direction
;
4834 if d
<> Direction
then FModel
.ChangeAnimation(FModel
.Animation
, True);
4836 FDirection
:= Direction
;
4839 function TPlayer
.GetKeys(): Byte;
4843 if R_KEY_RED
in FRulez
then Result
:= KEY_RED
;
4844 if R_KEY_GREEN
in FRulez
then Result
:= Result
or KEY_GREEN
;
4845 if R_KEY_BLUE
in FRulez
then Result
:= Result
or KEY_BLUE
;
4847 if FTeam
= TEAM_RED
then Result
:= Result
or KEY_REDTEAM
;
4848 if FTeam
= TEAM_BLUE
then Result
:= Result
or KEY_BLUETEAM
;
4851 procedure TPlayer
.Use();
4855 if FTime
[T_USE
] > gTime
then Exit
;
4857 g_Triggers_PressR(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
, PLAYER_RECT
.Width
,
4858 PLAYER_RECT
.Height
, FUID
, ACTIVATE_PLAYERPRESS
);
4860 for a
:= 0 to High(gPlayers
) do
4861 if (gPlayers
[a
] <> nil) and (gPlayers
[a
] <> Self
) and
4862 gPlayers
[a
].alive
and SameTeam(FUID
, gPlayers
[a
].FUID
) and
4863 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
4864 FObj
.Rect
.Width
, FObj
.Rect
.Height
, @gPlayers
[a
].FObj
) then
4866 gPlayers
[a
].Touch();
4867 if g_Game_IsNet
and g_Game_IsServer
then
4868 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH
, gPlayers
[a
].FUID
);
4871 FTime
[T_USE
] := gTime
+120;
4874 procedure TPlayer
.NetFire(Wpn
: Byte; X
, Y
, AX
, AY
: Integer; WID
: Integer = -1);
4877 visible
: Boolean = True;
4878 WX
, WY
, XD
, YD
: Integer;
4890 if R_BERSERK
in FRulez
then
4892 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
4893 locobj
.X
:= FObj
.X
+FObj
.Rect
.X
;
4894 locobj
.Y
:= FObj
.Y
+FObj
.Rect
.Y
;
4897 locobj
.rect
.Width
:= 39;
4898 locobj
.rect
.Height
:= 52;
4899 locobj
.Vel
.X
:= (xd
-wx
) div 2;
4900 locobj
.Vel
.Y
:= (yd
-wy
) div 2;
4901 locobj
.Accel
.X
:= xd
-wx
;
4902 locobj
.Accel
.y
:= yd
-wy
;
4904 if g_Weapon_Hit(@locobj
, 50, FUID
, HIT_SOME
) <> 0 then
4905 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj
.X
, FObj
.Y
)
4907 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj
.X
, FObj
.Y
);
4911 FPain
:= min(FPain
+ 25, 50);
4913 g_Weapon_punch(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, 3, FUID
);
4918 if g_Weapon_chainsaw(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
4919 IfThen(gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
], 9, 3), FUID
) <> 0 then
4921 FSawSoundSelect
.Stop();
4923 FSawSoundHit
.PlayAt(FObj
.X
, FObj
.Y
);
4925 else if not FSawSoundHit
.IsPlaying() then
4927 FSawSoundSelect
.Stop();
4928 FSawSound
.PlayAt(FObj
.X
, FObj
.Y
);
4934 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX
, Gamey
);
4935 FFireAngle
:= FAngle
;
4936 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
4937 GameVelX
, GameVelY
-2, SHELL_BULLET
);
4942 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex
, Gamey
);
4943 FFireAngle
:= FAngle
;
4945 FShellType
:= SHELL_SHELL
;
4950 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex
, Gamey
);
4951 FFireAngle
:= FAngle
;
4953 FShellType
:= SHELL_DBLSHELL
;
4958 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex
, Gamey
);
4959 FFireAngle
:= FAngle
;
4960 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
4961 GameVelX
, GameVelY
-2, SHELL_BULLET
);
4964 WEAPON_ROCKETLAUNCHER
:
4966 g_Weapon_Rocket(wx
, wy
, xd
, yd
, FUID
, WID
);
4967 FFireAngle
:= FAngle
;
4972 g_Weapon_Plasma(wx
, wy
, xd
, yd
, FUID
, WID
);
4973 FFireAngle
:= FAngle
;
4978 g_Weapon_BFGShot(wx
, wy
, xd
, yd
, FUID
, WID
);
4979 FFireAngle
:= FAngle
;
4982 WEAPON_SUPERPULEMET
:
4984 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex
, Gamey
);
4985 FFireAngle
:= FAngle
;
4986 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
4987 GameVelX
, GameVelY
-2, SHELL_SHELL
);
4990 WEAPON_FLAMETHROWER
:
4992 g_Weapon_flame(wx
, wy
, xd
, yd
, FUID
, WID
);
4994 FFireAngle
:= FAngle
;
4998 if not visible
then Exit
;
5000 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
5001 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
5002 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
5005 procedure TPlayer
.DoLerp(Level
: Integer = 2);
5007 if FObj
.X
<> FXTo
then FObj
.X
:= Lerp(FObj
.X
, FXTo
, Level
);
5008 if FObj
.Y
<> FYTo
then FObj
.Y
:= Lerp(FObj
.Y
, FYTo
, Level
);
5011 procedure TPlayer
.SetLerp(XTo
, YTo
: Integer);
5017 if FJustTeleported
or (NetInterpLevel
< 1) then
5021 if FJustTeleported
then
5023 FObj
.oldX
:= FObj
.X
;
5024 FObj
.oldY
:= FObj
.Y
;
5029 AX
:= Abs(FXTo
- FObj
.X
);
5030 AY
:= Abs(FYTo
- FObj
.Y
);
5031 if (AX
> 32) or (AX
<= NetInterpLevel
) then
5033 if (AY
> 32) or (AY
<= NetInterpLevel
) then
5038 function TPlayer
.FullInLift(XInc
, YInc
: Integer): Integer;
5040 if g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
5041 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
-8,
5042 PANEL_LIFTUP
, False) then Result
:= -1
5044 if g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
5045 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
-8,
5046 PANEL_LIFTDOWN
, False) then Result
:= 1
5050 function TPlayer
.GetFlag(Flag
: Byte): Boolean;
5057 if Flag
= FLAG_NONE
then
5060 if not g_Game_IsServer
then Exit
;
5062 // Принес чужой флаг на свою базу:
5063 if (Flag
= FTeam
) and
5064 (gFlags
[Flag
].State
= FLAG_STATE_NORMAL
) and
5065 (FFlag
<> FLAG_NONE
) then
5067 if FFlag
= FLAG_RED
then
5068 s
:= _lc
[I_PLAYER_FLAG_RED
]
5070 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5072 evtype
:= FLAG_STATE_SCORED
;
5074 ts
:= Format('%.4d', [gFlags
[FFlag
].CaptureTime
]);
5075 Insert('.', ts
, Length(ts
) + 1 - 3);
5076 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_CAPTURE
], [FName
, s
, ts
]), True);
5078 g_Map_ResetFlag(FFlag
);
5079 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_CAPTURE
], [AnsiUpperCase(s
)]), 144);
5081 if ((Self
= gPlayer1
) or (Self
= gPlayer2
)
5082 or ((gPlayer1
<> nil) and (gPlayer1
.Team
= FTeam
))
5083 or ((gPlayer2
<> nil) and (gPlayer2
.Team
= FTeam
))) then
5088 if not sound_cap_flag
[a
].IsPlaying() then
5089 sound_cap_flag
[a
].Play();
5091 gTeamStat
[FTeam
].Score
+= 1;
5094 if g_Game_IsNet
then
5096 MH_SEND_FlagEvent(evtype
, FFlag
, FUID
, False);
5100 gFlags
[FFlag
].CaptureTime
:= 0;
5105 // Подобрал свой флаг - вернул его на базу:
5106 if (Flag
= FTeam
) and
5107 (gFlags
[Flag
].State
= FLAG_STATE_DROPPED
) then
5109 if Flag
= FLAG_RED
then
5110 s
:= _lc
[I_PLAYER_FLAG_RED
]
5112 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5114 evtype
:= FLAG_STATE_RETURNED
;
5115 gFlags
[Flag
].CaptureTime
:= 0;
5117 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_RETURN
], [FName
, s
]), True);
5119 g_Map_ResetFlag(Flag
);
5120 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_RETURN
], [AnsiUpperCase(s
)]), 144);
5122 if ((Self
= gPlayer1
) or (Self
= gPlayer2
)
5123 or ((gPlayer1
<> nil) and (gPlayer1
.Team
= FTeam
))
5124 or ((gPlayer2
<> nil) and (gPlayer2
.Team
= FTeam
))) then
5129 if not sound_ret_flag
[a
].IsPlaying() then
5130 sound_ret_flag
[a
].Play();
5133 if g_Game_IsNet
then
5135 MH_SEND_FlagEvent(evtype
, Flag
, FUID
, False);
5141 // Подобрал чужой флаг:
5142 if (Flag
<> FTeam
) and (FTime
[T_FLAGCAP
] <= gTime
) then
5146 if Flag
= FLAG_RED
then
5147 s
:= _lc
[I_PLAYER_FLAG_RED
]
5149 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5151 evtype
:= FLAG_STATE_CAPTURED
;
5153 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_GET
], [FName
, s
]), True);
5155 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_GET
], [AnsiUpperCase(s
)]), 144);
5157 gFlags
[Flag
].State
:= FLAG_STATE_CAPTURED
;
5159 if ((Self
= gPlayer1
) or (Self
= gPlayer2
)
5160 or ((gPlayer1
<> nil) and (gPlayer1
.Team
= FTeam
))
5161 or ((gPlayer2
<> nil) and (gPlayer2
.Team
= FTeam
))) then
5166 if not sound_get_flag
[a
].IsPlaying() then
5167 sound_get_flag
[a
].Play();
5170 if g_Game_IsNet
then
5172 MH_SEND_FlagEvent(evtype
, Flag
, FUID
, False);
5178 procedure TPlayer
.SetFlag(Flag
: Byte);
5181 if FModel
<> nil then
5182 FModel
.SetFlag(FFlag
);
5185 function TPlayer
.TryDropFlag(): Boolean;
5187 if LongBool(gGameSettings
.Options
and GAME_OPTION_ALLOWDROPFLAG
) then
5188 Result
:= DropFlag(False, LongBool(gGameSettings
.Options
and GAME_OPTION_THROWFLAG
))
5193 function TPlayer
.DropFlag(Silent
: Boolean = True; DoThrow
: Boolean = False): Boolean;
5200 if (not g_Game_IsServer
) or (FFlag
= FLAG_NONE
) then
5202 FTime
[T_FLAGCAP
] := gTime
+ 2000;
5203 with gFlags
[FFlag
] do
5207 Direction
:= FDirection
;
5208 State
:= FLAG_STATE_DROPPED
;
5212 xv
:= FObj
.Vel
.X
+ IfThen(Direction
= TDirection
.D_RIGHT
, 10, -10);
5213 yv
:= FObj
.Vel
.Y
- 2;
5217 xv
:= (FObj
.Vel
.X
div 2);
5218 yv
:= (FObj
.Vel
.Y
div 2) - 2;
5220 g_Obj_Push(@Obj
, xv
, yv
);
5222 positionChanged(); // this updates spatial accelerators
5224 if FFlag
= FLAG_RED
then
5225 s
:= _lc
[I_PLAYER_FLAG_RED
]
5227 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5229 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_DROP
], [FName
, s
]), True);
5230 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_DROP
], [AnsiUpperCase(s
)]), 144);
5232 if ((Self
= gPlayer1
) or (Self
= gPlayer2
)
5233 or ((gPlayer1
<> nil) and (gPlayer1
.Team
= FTeam
))
5234 or ((gPlayer2
<> nil) and (gPlayer2
.Team
= FTeam
))) then
5239 if (not Silent
) and (not sound_lost_flag
[a
].IsPlaying()) then
5240 sound_lost_flag
[a
].Play();
5242 if g_Game_IsNet
then
5243 MH_SEND_FlagEvent(FLAG_STATE_DROPPED
, Flag
, FUID
, False);
5249 procedure TPlayer
.GetSecret();
5251 if (self
= gPlayer1
) or (self
= gPlayer2
) then
5253 g_Console_Add(Format(_lc
[I_PLAYER_SECRET
], [FName
]), True);
5254 g_Sound_PlayEx('SOUND_GAME_SECRET');
5259 procedure TPlayer
.PressKey(Key
: Byte; Time
: Word = 1);
5261 Assert(Key
<= High(FKeys
));
5263 FKeys
[Key
].Pressed
:= True;
5264 FKeys
[Key
].Time
:= Time
;
5267 function TPlayer
.IsKeyPressed(K
: Byte): Boolean;
5269 Result
:= FKeys
[K
].Pressed
;
5272 procedure TPlayer
.ReleaseKeys();
5276 for a
:= Low(FKeys
) to High(FKeys
) do
5278 FKeys
[a
].Pressed
:= False;
5283 procedure TPlayer
.OnDamage(Angle
: SmallInt);
5287 function TPlayer
.firediry(): Integer;
5289 if FKeys
[KEY_UP
].Pressed
then Result
:= -42
5290 else if FKeys
[KEY_DOWN
].Pressed
then Result
:= 19
5294 procedure TPlayer
.RememberState();
5297 SavedState
: TPlayerSavedState
;
5299 SavedState
.Health
:= FHealth
;
5300 SavedState
.Armor
:= FArmor
;
5301 SavedState
.Air
:= FAir
;
5302 SavedState
.JetFuel
:= FJetFuel
;
5303 SavedState
.CurrWeap
:= FCurrWeap
;
5304 SavedState
.NextWeap
:= FNextWeap
;
5305 SavedState
.NextWeapDelay
:= FNextWeapDelay
;
5306 for i
:= Low(FWeapon
) to High(FWeapon
) do
5307 SavedState
.Weapon
[i
] := FWeapon
[i
];
5308 for i
:= Low(FAmmo
) to High(FAmmo
) do
5309 SavedState
.Ammo
[i
] := FAmmo
[i
];
5310 for i
:= Low(FMaxAmmo
) to High(FMaxAmmo
) do
5311 SavedState
.MaxAmmo
[i
] := FMaxAmmo
[i
];
5312 SavedState
.Rulez
:= FRulez
- [R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
];
5314 FSavedStateNum
:= -1;
5315 for i
:= Low(SavedStates
) to High(SavedStates
) do
5316 if not SavedStates
[i
].Used
then
5318 FSavedStateNum
:= i
;
5321 if FSavedStateNum
< 0 then
5323 SetLength(SavedStates
, Length(SavedStates
) + 1);
5324 FSavedStateNum
:= High(SavedStates
);
5327 SavedState
.Used
:= True;
5328 SavedStates
[FSavedStateNum
] := SavedState
;
5331 procedure TPlayer
.RecallState();
5334 SavedState
: TPlayerSavedState
;
5336 if(FSavedStateNum
< 0) or (FSavedStateNum
> High(SavedStates
)) then
5339 SavedState
:= SavedStates
[FSavedStateNum
];
5340 SavedStates
[FSavedStateNum
].Used
:= False;
5341 FSavedStateNum
:= -1;
5343 FHealth
:= SavedState
.Health
;
5344 FArmor
:= SavedState
.Armor
;
5345 FAir
:= SavedState
.Air
;
5346 FJetFuel
:= SavedState
.JetFuel
;
5347 FCurrWeap
:= SavedState
.CurrWeap
;
5348 FNextWeap
:= SavedState
.NextWeap
;
5349 FNextWeapDelay
:= SavedState
.NextWeapDelay
;
5350 for i
:= Low(FWeapon
) to High(FWeapon
) do
5351 FWeapon
[i
] := SavedState
.Weapon
[i
];
5352 for i
:= Low(FAmmo
) to High(FAmmo
) do
5353 FAmmo
[i
] := SavedState
.Ammo
[i
];
5354 for i
:= Low(FMaxAmmo
) to High(FMaxAmmo
) do
5355 FMaxAmmo
[i
] := SavedState
.MaxAmmo
[i
];
5356 FRulez
:= SavedState
.Rulez
;
5358 if gGameSettings
.GameType
= GT_SERVER
then
5359 MH_SEND_PlayerStats(FUID
);
5362 procedure TPlayer
.SaveState (st
: TStream
);
5368 utils
.writeSign(st
, 'PLYR');
5369 utils
.writeInt(st
, Byte(PLR_SAVE_VERSION
)); // version
5371 utils
.writeBool(st
, FIamBot
);
5373 utils
.writeInt(st
, Word(FUID
));
5375 utils
.writeStr(st
, FName
);
5377 utils
.writeInt(st
, Byte(FTeam
));
5379 utils
.writeBool(st
, FAlive
);
5380 // Израсходовал ли все жизни
5381 utils
.writeBool(st
, FNoRespawn
);
5383 if FDirection
= TDirection
.D_LEFT
then b
:= 1 else b
:= 2; // D_RIGHT
5384 utils
.writeInt(st
, Byte(b
));
5386 utils
.writeInt(st
, LongInt(FHealth
));
5387 // Коэффициент инвалидности
5388 utils
.writeInt(st
, LongInt(FHandicap
));
5390 utils
.writeInt(st
, Byte(FLives
));
5392 utils
.writeInt(st
, LongInt(FArmor
));
5394 utils
.writeInt(st
, LongInt(FAir
));
5396 utils
.writeInt(st
, LongInt(FJetFuel
));
5398 utils
.writeInt(st
, LongInt(FPain
));
5400 utils
.writeInt(st
, LongInt(FKills
));
5402 utils
.writeInt(st
, LongInt(FMonsterKills
));
5404 utils
.writeInt(st
, LongInt(FFrags
));
5406 utils
.writeInt(st
, Byte(FFragCombo
));
5407 // Время последнего фрага
5408 utils
.writeInt(st
, LongWord(FLastFrag
));
5410 utils
.writeInt(st
, LongInt(FDeath
));
5412 utils
.writeInt(st
, Byte(FFlag
));
5414 utils
.writeInt(st
, LongInt(FSecrets
));
5416 utils
.writeInt(st
, Byte(FCurrWeap
));
5418 utils
.writeInt(st
, Word(FNextWeap
));
5420 utils
.writeInt(st
, Byte(FNextWeapDelay
));
5421 // Время зарядки BFG
5422 utils
.writeInt(st
, SmallInt(FBFGFireCounter
));
5424 utils
.writeInt(st
, LongInt(FDamageBuffer
));
5425 // Последний ударивший
5426 utils
.writeInt(st
, Word(FLastSpawnerUID
));
5427 // Тип последнего полученного урона
5428 utils
.writeInt(st
, Byte(FLastHit
));
5430 Obj_SaveState(st
, @FObj
);
5431 // Текущее количество патронов
5432 for i
:= A_BULLETS
to A_HIGH
do utils
.writeInt(st
, Word(FAmmo
[i
]));
5433 // Максимальное количество патронов
5434 for i
:= A_BULLETS
to A_HIGH
do utils
.writeInt(st
, Word(FMaxAmmo
[i
]));
5436 for i
:= WP_FIRST
to WP_LAST
do utils
.writeBool(st
, FWeapon
[i
]);
5437 // Время перезарядки оружия
5438 for i
:= WP_FIRST
to WP_LAST
do utils
.writeInt(st
, Word(FReloading
[i
]));
5440 utils
.writeBool(st
, (R_ITEM_BACKPACK
in FRulez
));
5441 // Наличие красного ключа
5442 utils
.writeBool(st
, (R_KEY_RED
in FRulez
));
5443 // Наличие зеленого ключа
5444 utils
.writeBool(st
, (R_KEY_GREEN
in FRulez
));
5445 // Наличие синего ключа
5446 utils
.writeBool(st
, (R_KEY_BLUE
in FRulez
));
5448 utils
.writeBool(st
, (R_BERSERK
in FRulez
));
5449 // Время действия специальных предметов
5450 for i
:= MR_SUIT
to MR_MAX
do utils
.writeInt(st
, LongWord(FMegaRulez
[i
]));
5451 // Время до повторного респауна, смены оружия, исользования, захвата флага
5452 for i
:= T_RESPAWN
to T_FLAGCAP
do utils
.writeInt(st
, LongWord(FTime
[i
]));
5454 utils
.writeStr(st
, FModel
.GetName());
5456 utils
.writeInt(st
, Byte(FColor
.R
));
5457 utils
.writeInt(st
, Byte(FColor
.G
));
5458 utils
.writeInt(st
, Byte(FColor
.B
));
5462 procedure TPlayer
.LoadState (st
: TStream
);
5471 if not utils
.checkSign(st
, 'PLYR') then raise XStreamError
.Create('invalid player signature');
5472 if (utils
.readByte(st
) <> PLR_SAVE_VERSION
) then raise XStreamError
.Create('invalid player version');
5474 FIamBot
:= utils
.readBool(st
);
5476 FUID
:= utils
.readWord(st
);
5478 str
:= utils
.readStr(st
);
5479 if (self
<> gPlayer1
) and (self
<> gPlayer2
) then FName
:= str
;
5481 FTeam
:= utils
.readByte(st
);
5483 FAlive
:= utils
.readBool(st
);
5484 // Израсходовал ли все жизни
5485 FNoRespawn
:= utils
.readBool(st
);
5487 b
:= utils
.readByte(st
);
5488 if b
= 1 then FDirection
:= TDirection
.D_LEFT
else FDirection
:= TDirection
.D_RIGHT
; // b = 2
5490 FHealth
:= utils
.readLongInt(st
);
5491 // Коэффициент инвалидности
5492 FHandicap
:= utils
.readLongInt(st
);
5494 FLives
:= utils
.readByte(st
);
5496 FArmor
:= utils
.readLongInt(st
);
5498 FAir
:= utils
.readLongInt(st
);
5500 FJetFuel
:= utils
.readLongInt(st
);
5502 FPain
:= utils
.readLongInt(st
);
5504 FKills
:= utils
.readLongInt(st
);
5506 FMonsterKills
:= utils
.readLongInt(st
);
5508 FFrags
:= utils
.readLongInt(st
);
5510 FFragCombo
:= utils
.readByte(st
);
5511 // Время последнего фрага
5512 FLastFrag
:= utils
.readLongWord(st
);
5514 FDeath
:= utils
.readLongInt(st
);
5516 FFlag
:= utils
.readByte(st
);
5518 FSecrets
:= utils
.readLongInt(st
);
5520 FCurrWeap
:= utils
.readByte(st
);
5522 FNextWeap
:= utils
.readWord(st
);
5524 FNextWeapDelay
:= utils
.readByte(st
);
5525 // Время зарядки BFG
5526 FBFGFireCounter
:= utils
.readSmallInt(st
);
5528 FDamageBuffer
:= utils
.readLongInt(st
);
5529 // Последний ударивший
5530 FLastSpawnerUID
:= utils
.readWord(st
);
5531 // Тип последнего полученного урона
5532 FLastHit
:= utils
.readByte(st
);
5534 Obj_LoadState(@FObj
, st
);
5535 // Текущее количество патронов
5536 for i
:= A_BULLETS
to A_HIGH
do FAmmo
[i
] := utils
.readWord(st
);
5537 // Максимальное количество патронов
5538 for i
:= A_BULLETS
to A_HIGH
do FMaxAmmo
[i
] := utils
.readWord(st
);
5540 for i
:= WP_FIRST
to WP_LAST
do FWeapon
[i
] := utils
.readBool(st
);
5541 // Время перезарядки оружия
5542 for i
:= WP_FIRST
to WP_LAST
do FReloading
[i
] := utils
.readWord(st
);
5544 if utils
.readBool(st
) then Include(FRulez
, R_ITEM_BACKPACK
);
5545 // Наличие красного ключа
5546 if utils
.readBool(st
) then Include(FRulez
, R_KEY_RED
);
5547 // Наличие зеленого ключа
5548 if utils
.readBool(st
) then Include(FRulez
, R_KEY_GREEN
);
5549 // Наличие синего ключа
5550 if utils
.readBool(st
) then Include(FRulez
, R_KEY_BLUE
);
5552 if utils
.readBool(st
) then Include(FRulez
, R_BERSERK
);
5553 // Время действия специальных предметов
5554 for i
:= MR_SUIT
to MR_MAX
do FMegaRulez
[i
] := utils
.readLongWord(st
);
5555 // Время до повторного респауна, смены оружия, исользования, захвата флага
5556 for i
:= T_RESPAWN
to T_FLAGCAP
do FTime
[i
] := utils
.readLongWord(st
);
5558 str
:= utils
.readStr(st
);
5560 FColor
.R
:= utils
.readByte(st
);
5561 FColor
.G
:= utils
.readByte(st
);
5562 FColor
.B
:= utils
.readByte(st
);
5563 if (self
= gPlayer1
) then
5565 str
:= gPlayer1Settings
.Model
;
5566 FColor
:= gPlayer1Settings
.Color
;
5568 else if (self
= gPlayer2
) then
5570 str
:= gPlayer2Settings
.Model
;
5571 FColor
:= gPlayer2Settings
.Color
;
5573 // Обновляем модель игрока
5575 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
5576 FModel
.Color
:= TEAMCOLOR
[FTeam
]
5578 FModel
.Color
:= FColor
;
5582 procedure TPlayer
.AllRulez(Health
: Boolean);
5588 FHealth
:= PLAYER_HP_LIMIT
;
5589 FArmor
:= PLAYER_AP_LIMIT
;
5593 for a
:= WP_FIRST
to WP_LAST
do FWeapon
[a
] := True;
5594 for a
:= A_BULLETS
to A_HIGH
do FAmmo
[a
] := 30000;
5595 FRulez
:= FRulez
+[R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
];
5598 procedure TPlayer
.RestoreHealthArmor();
5600 FHealth
:= PLAYER_HP_LIMIT
;
5601 FArmor
:= PLAYER_AP_LIMIT
;
5604 procedure TPlayer
.FragCombo();
5608 if (gGameSettings
.GameMode
in [GM_COOP
, GM_SINGLE
]) or g_Game_IsClient
then
5610 if gTime
- FLastFrag
< FRAG_COMBO_TIME
then
5612 if FFragCombo
< 5 then
5614 Param
:= FUID
or (FFragCombo
shl 16);
5615 if (FComboEvnt
>= Low(gDelayedEvents
)) and
5616 (FComboEvnt
<= High(gDelayedEvents
)) and
5617 gDelayedEvents
[FComboEvnt
].Pending
and
5618 (gDelayedEvents
[FComboEvnt
].DEType
= DE_KILLCOMBO
) and
5619 (gDelayedEvents
[FComboEvnt
].DENum
and $FFFF = FUID
) then
5621 gDelayedEvents
[FComboEvnt
].Time
:= gTime
+ 500;
5622 gDelayedEvents
[FComboEvnt
].DENum
:= Param
;
5625 FComboEvnt
:= g_Game_DelayEvent(DE_KILLCOMBO
, 500, Param
);
5633 procedure TPlayer
.GiveItem(ItemType
: Byte);
5637 if FMegaRulez
[MR_SUIT
] < gTime
+PLAYER_SUIT_TIME
then
5639 FMegaRulez
[MR_SUIT
] := gTime
+PLAYER_SUIT_TIME
;
5643 if FAir
< AIR_MAX
then
5650 if not (R_BERSERK
in FRulez
) then
5652 Include(FRulez
, R_BERSERK
);
5653 if FBFGFireCounter
< 1 then
5655 FCurrWeap
:= WEAPON_KASTET
;
5657 FModel
.SetWeapon(WEAPON_KASTET
);
5661 FBerserk
:= gTime
+30000;
5663 if FHealth
< PLAYER_HP_SOFT
then
5665 FHealth
:= PLAYER_HP_SOFT
;
5666 FBerserk
:= gTime
+30000;
5671 if FMegaRulez
[MR_INVUL
] < gTime
+PLAYER_INVUL_TIME
then
5673 FMegaRulez
[MR_INVUL
] := gTime
+PLAYER_INVUL_TIME
;
5678 if FMegaRulez
[MR_INVIS
] < gTime
+PLAYER_INVIS_TIME
then
5680 FMegaRulez
[MR_INVIS
] := gTime
+PLAYER_INVIS_TIME
;
5684 if FJetFuel
< JET_MAX
then
5686 FJetFuel
:= JET_MAX
;
5689 ITEM_MEDKIT_SMALL
: if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 10, PLAYER_HP_SOFT
);
5690 ITEM_MEDKIT_LARGE
: if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 25, PLAYER_HP_SOFT
);
5692 ITEM_ARMOR_GREEN
: if FArmor
< PLAYER_AP_SOFT
then FArmor
:= PLAYER_AP_SOFT
;
5693 ITEM_ARMOR_BLUE
: if FArmor
< PLAYER_AP_LIMIT
then FArmor
:= PLAYER_AP_LIMIT
;
5695 ITEM_SPHERE_BLUE
: if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 100, PLAYER_HP_LIMIT
);
5697 if (FHealth
< PLAYER_HP_LIMIT
) or (FArmor
< PLAYER_AP_LIMIT
) then
5699 if FHealth
< PLAYER_HP_LIMIT
then FHealth
:= PLAYER_HP_LIMIT
;
5700 if FArmor
< PLAYER_AP_LIMIT
then FArmor
:= PLAYER_AP_LIMIT
;
5703 ITEM_WEAPON_SAW
: FWeapon
[WEAPON_SAW
] := True;
5704 ITEM_WEAPON_SHOTGUN1
: FWeapon
[WEAPON_SHOTGUN1
] := True;
5705 ITEM_WEAPON_SHOTGUN2
: FWeapon
[WEAPON_SHOTGUN2
] := True;
5706 ITEM_WEAPON_CHAINGUN
: FWeapon
[WEAPON_CHAINGUN
] := True;
5707 ITEM_WEAPON_ROCKETLAUNCHER
: FWeapon
[WEAPON_ROCKETLAUNCHER
] := True;
5708 ITEM_WEAPON_PLASMA
: FWeapon
[WEAPON_PLASMA
] := True;
5709 ITEM_WEAPON_BFG
: FWeapon
[WEAPON_BFG
] := True;
5710 ITEM_WEAPON_SUPERPULEMET
: FWeapon
[WEAPON_SUPERPULEMET
] := True;
5711 ITEM_WEAPON_FLAMETHROWER
: FWeapon
[WEAPON_FLAMETHROWER
] := True;
5713 ITEM_AMMO_BULLETS
: if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
5714 ITEM_AMMO_BULLETS_BOX
: if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
5715 ITEM_AMMO_SHELLS
: if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
5716 ITEM_AMMO_SHELLS_BOX
: if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 25, FMaxAmmo
[A_SHELLS
]);
5717 ITEM_AMMO_ROCKET
: if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
5718 ITEM_AMMO_ROCKET_BOX
: if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 5, FMaxAmmo
[A_ROCKETS
]);
5719 ITEM_AMMO_CELL
: if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
5720 ITEM_AMMO_CELL_BIG
: if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 100, FMaxAmmo
[A_CELLS
]);
5721 ITEM_AMMO_FUELCAN
: if FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
] then IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
5724 if (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or
5725 (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or
5726 (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or
5727 (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or
5728 (FMaxAmmo
[A_FUEL
] < AmmoLimits
[1, A_FUEL
]) then
5730 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[1, A_BULLETS
];
5731 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[1, A_SHELLS
];
5732 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[1, A_ROCKETS
];
5733 FMaxAmmo
[A_CELLS
] := AmmoLimits
[1, A_CELLS
];
5734 FMaxAmmo
[A_FUEL
] := AmmoLimits
[1, A_FUEL
];
5736 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
5737 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
5738 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
5739 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
5741 FRulez
:= FRulez
+ [R_ITEM_BACKPACK
];
5744 ITEM_KEY_RED
: if not (R_KEY_RED
in FRulez
) then Include(FRulez
, R_KEY_RED
);
5745 ITEM_KEY_GREEN
: if not (R_KEY_GREEN
in FRulez
) then Include(FRulez
, R_KEY_GREEN
);
5746 ITEM_KEY_BLUE
: if not (R_KEY_BLUE
in FRulez
) then Include(FRulez
, R_KEY_BLUE
);
5748 ITEM_BOTTLE
: if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 4, PLAYER_HP_LIMIT
);
5749 ITEM_HELMET
: if FArmor
< PLAYER_AP_LIMIT
then IncMax(FArmor
, 5, PLAYER_AP_LIMIT
);
5754 if g_Game_IsNet
and g_Game_IsServer
then
5755 MH_SEND_PlayerStats(FUID
);
5758 procedure TPlayer
.FlySmoke(Times
: DWORD
= 1);
5761 if (Random(5) = 1) and (Times
= 1) then
5764 if BodyInLiquid(0, 0) then
5766 g_GFX_Bubbles(Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2)+Random(3)-1,
5767 Obj
.Y
+Obj
.Rect
.Height
+8, 1, 8, 4);
5769 then g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
5770 else g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
5774 for i
:= 1 to Times
do
5778 Obj
.X
+Obj
.Rect
.X
+Random(Obj
.Rect
.Width
+Times
*2)-(R_GFX_SMOKE_WIDTH
div 2),
5779 Obj
.Y
+Obj
.Rect
.Height
-4+Random(8+Times
*2)
5784 procedure TPlayer
.OnFireFlame(Times
: DWORD
= 1);
5787 if (Random(10) = 1) and (Times
= 1) then
5790 for i
:= 1 to Times
do
5794 Obj
.X
+Obj
.Rect
.X
+Random(Obj
.Rect
.Width
+Times
*2)-(R_GFX_FLAME_WIDTH
div 2),
5795 Obj
.Y
+8+Random(8+Times
*2)
5800 procedure TPlayer
.PauseSounds(Enable
: Boolean);
5802 FSawSound
.Pause(Enable
);
5803 FSawSoundIdle
.Pause(Enable
);
5804 FSawSoundHit
.Pause(Enable
);
5805 FSawSoundSelect
.Pause(Enable
);
5806 FFlameSoundOn
.Pause(Enable
);
5807 FFlameSoundOff
.Pause(Enable
);
5808 FFlameSoundWork
.Pause(Enable
);
5809 FJetSoundFly
.Pause(Enable
);
5810 FJetSoundOn
.Pause(Enable
);
5811 FJetSoundOff
.Pause(Enable
);
5816 constructor TCorpse
.Create(X
, Y
: Integer; ModelName
: String; aMess
: Boolean);
5821 FObj
.Rect
:= PLAYER_CORPSERECT
;
5822 FModelName
:= ModelName
;
5827 FState
:= CORPSE_STATE_MESS
;
5828 g_PlayerModel_GetAnim(ModelName
, A_DIE2
, FAnimation
, FAnimationMask
);
5832 FState
:= CORPSE_STATE_NORMAL
;
5833 g_PlayerModel_GetAnim(ModelName
, A_DIE1
, FAnimation
, FAnimationMask
);
5837 destructor TCorpse
.Destroy();
5844 function TCorpse
.ObjPtr (): PObj
; inline; begin result
:= @FObj
; end;
5846 procedure TCorpse
.positionChanged (); inline; begin end;
5848 procedure TCorpse
.moveBy (dx
, dy
: Integer); inline;
5850 if (dx
<> 0) or (dy
<> 0) then
5859 procedure TCorpse
.getMapBox (out x
, y
, w
, h
: Integer); inline;
5861 x
:= FObj
.X
+PLAYER_CORPSERECT
.X
;
5862 y
:= FObj
.Y
+PLAYER_CORPSERECT
.Y
;
5863 w
:= PLAYER_CORPSERECT
.Width
;
5864 h
:= PLAYER_CORPSERECT
.Height
;
5868 procedure TCorpse
.Damage(Value
: Word; SpawnerUID
: Word; vx
, vy
: Integer);
5873 if FState
= CORPSE_STATE_REMOVEME
then
5876 FDamage
:= FDamage
+ Value
;
5878 if FDamage
> 150 then
5880 if FAnimation
<> nil then
5885 FState
:= CORPSE_STATE_REMOVEME
;
5887 g_Player_CreateGibs(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
5888 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
5889 FModelName
, FColor
);
5890 // Звук мяса от трупа:
5891 pm
:= g_PlayerModel_Get(FModelName
);
5892 pm
.PlaySound(MODELSOUND_DIE
, 5, FObj
.X
, FObj
.Y
);
5896 if (gBodyKillEvent
<> -1)
5897 and gDelayedEvents
[gBodyKillEvent
].Pending
then
5898 gDelayedEvents
[gBodyKillEvent
].Pending
:= False;
5899 gBodyKillEvent
:= g_Game_DelayEvent(DE_BODYKILL
, 1050, SpawnerUID
);
5904 Blood
:= g_PlayerModel_GetBlood(FModelName
);
5905 FObj
.Vel
.X
:= FObj
.Vel
.X
+ vx
;
5906 FObj
.Vel
.Y
:= FObj
.Vel
.Y
+ vy
;
5907 g_GFX_Blood(FObj
.X
+PLAYER_CORPSERECT
.X
+(PLAYER_CORPSERECT
.Width
div 2),
5908 FObj
.Y
+PLAYER_CORPSERECT
.Y
+(PLAYER_CORPSERECT
.Height
div 2),
5909 Value
, vx
, vy
, 16, (PLAYER_CORPSERECT
.Height
*2) div 3,
5910 Blood
.R
, Blood
.G
, Blood
.B
, Blood
.Kind
);
5914 procedure TCorpse
.Update();
5918 if FState
= CORPSE_STATE_REMOVEME
then
5921 FObj
.oldX
:= FObj
.X
;
5922 FObj
.oldY
:= FObj
.Y
;
5924 if gTime
mod (GAME_TICK
*2) <> 0 then
5926 g_Obj_Move(@FObj
, True, True, True);
5927 positionChanged(); // this updates spatial accelerators
5931 // Сопротивление воздуха для трупа:
5932 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
5934 st
:= g_Obj_Move(@FObj
, True, True, True);
5935 positionChanged(); // this updates spatial accelerators
5937 if WordBool(st
and MOVE_FALLOUT
) then
5939 FState
:= CORPSE_STATE_REMOVEME
;
5943 if FAnimation
<> nil then
5944 FAnimation
.Update();
5945 if FAnimationMask
<> nil then
5946 FAnimationMask
.Update();
5950 procedure TCorpse
.SaveState (st
: TStream
);
5957 utils
.writeSign(st
, 'CORP');
5958 utils
.writeInt(st
, Byte(0));
5960 utils
.writeInt(st
, Byte(FState
));
5962 utils
.writeInt(st
, Byte(FDamage
));
5964 utils
.writeInt(st
, Byte(FColor
.R
));
5965 utils
.writeInt(st
, Byte(FColor
.G
));
5966 utils
.writeInt(st
, Byte(FColor
.B
));
5968 Obj_SaveState(st
, @FObj
);
5969 utils
.writeInt(st
, Word(FPlayerUID
));
5971 anim
:= (FAnimation
<> nil);
5972 utils
.writeBool(st
, anim
);
5973 // Если есть - сохраняем
5974 if anim
then FAnimation
.SaveState(st
);
5975 // Есть ли маска анимации
5976 anim
:= (FAnimationMask
<> nil);
5977 utils
.writeBool(st
, anim
);
5978 // Если есть - сохраняем
5979 if anim
then FAnimationMask
.SaveState(st
);
5983 procedure TCorpse
.LoadState (st
: TStream
);
5990 if not utils
.checkSign(st
, 'CORP') then raise XStreamError
.Create('invalid corpse signature');
5991 if (utils
.readByte(st
) <> 0) then raise XStreamError
.Create('invalid corpse version');
5993 FState
:= utils
.readByte(st
);
5995 FDamage
:= utils
.readByte(st
);
5997 FColor
.R
:= utils
.readByte(st
);
5998 FColor
.G
:= utils
.readByte(st
);
5999 FColor
.B
:= utils
.readByte(st
);
6001 Obj_LoadState(@FObj
, st
);
6002 FPlayerUID
:= utils
.readWord(st
);
6004 anim
:= utils
.readBool(st
);
6005 // Если есть - загружаем
6008 Assert(FAnimation
<> nil, 'TCorpse.LoadState: no FAnimation');
6009 FAnimation
.LoadState(st
);
6011 // Есть ли маска анимации
6012 anim
:= utils
.readBool(st
);
6013 // Если есть - загружаем
6016 Assert(FAnimationMask
<> nil, 'TCorpse.LoadState: no FAnimationMask');
6017 FAnimationMask
.LoadState(st
);
6023 constructor TBot
.Create();
6030 FSpectator
:= False;
6037 for a
:= WP_FIRST
to WP_LAST
do
6039 FDifficult
.WeaponPrior
[a
] := WEAPON_PRIOR1
[a
];
6040 FDifficult
.CloseWeaponPrior
[a
] := WEAPON_PRIOR2
[a
];
6041 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6045 destructor TBot
.Destroy();
6048 inherited Destroy();
6051 procedure TBot
.Respawn(Silent
: Boolean; Force
: Boolean = False);
6053 inherited Respawn(Silent
, Force
);
6056 FSelectedWeapon
:= FCurrWeap
;
6061 procedure TBot
.UpdateCombat();
6074 TTargetRecord
= array of TTarget
;
6076 function Compare(a
, b
: TTarget
): Integer;
6078 if a
.Line
and not b
.Line
then // A на линии огня
6081 if not a
.Line
and b
.Line
then // B на линии огня
6083 else // И A, и B на линии или не на линии огня
6084 if (a
.Line
and b
.Line
) or ((not a
.Line
) and (not b
.Line
)) then
6086 if a
.Dist
> b
.Dist
then // B ближе
6088 else // A ближе или равноудаленно с B
6091 else // Странно -> A
6096 a
, x1
, y1
, x2
, y2
: Integer;
6097 targets
: TTargetRecord
;
6099 Target
, BestTarget
: TTarget
;
6100 firew
, fireh
: Integer;
6104 vsPlayer
, vsMonster
, ok
: Boolean;
6107 function monsUpdate (mon
: TMonster
): Boolean;
6109 result
:= false; // don't stop
6110 if mon
.alive
and (mon
.MonsterType
<> MONSTER_BARREL
) then
6112 if not TargetOnScreen(mon
.Obj
.X
+mon
.Obj
.Rect
.X
, mon
.Obj
.Y
+mon
.Obj
.Rect
.Y
) then exit
;
6114 x2
:= mon
.Obj
.X
+mon
.Obj
.Rect
.X
+(mon
.Obj
.Rect
.Width
div 2);
6115 y2
:= mon
.Obj
.Y
+mon
.Obj
.Rect
.Y
+(mon
.Obj
.Rect
.Height
div 2);
6117 // Если монстр на экране и не прикрыт стеной
6118 if g_TraceVector(x1
, y1
, x2
, y2
) then
6120 // Добавляем к списку возможных целей
6121 SetLength(targets
, Length(targets
)+1);
6122 with targets
[High(targets
)] do
6129 Rect
:= mon
.Obj
.Rect
;
6130 Dist
:= g_PatchLength(x1
, y1
, x2
, y2
);
6131 Line
:= (y1
+4 < Target
.Y
+ mon
.Obj
.Rect
.Y
+ mon
.Obj
.Rect
.Height
) and
6132 (y1
-4 > Target
.Y
+ mon
.Obj
.Rect
.Y
);
6141 vsPlayer
:= LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSPLAYER
);
6142 vsMonster
:= LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSMONSTER
);
6144 // Если текущее оружие не то, что нужно, то меняем:
6145 if FCurrWeap
<> FSelectedWeapon
then
6148 // Если нужно стрелять и нужное оружие, то нажать "Стрелять":
6149 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap
= FSelectedWeapon
) then
6151 RemoveAIFlag('NEEDFIRE');
6154 WEAPON_PLASMA
, WEAPON_SUPERPULEMET
, WEAPON_CHAINGUN
: PressKey(KEY_FIRE
, 20);
6155 WEAPON_SAW
, WEAPON_KASTET
, WEAPON_FLAMETHROWER
: PressKey(KEY_FIRE
, 40);
6156 else PressKey(KEY_FIRE
);
6160 // Координаты ствола:
6161 x1
:= FObj
.X
+ WEAPONPOINT
[FDirection
].X
;
6162 y1
:= FObj
.Y
+ WEAPONPOINT
[FDirection
].Y
;
6164 Target
.UID
:= FTargetUID
;
6167 if Target
.UID
<> 0 then
6168 begin // Цель есть - настраиваем
6169 if (g_GetUIDType(Target
.UID
) = UID_PLAYER
) and
6172 tpla
:= g_Player_Get(Target
.UID
);
6176 if (@FObj
) <> nil then
6183 Target
.cX
:= Target
.X
+ PLAYER_RECT_CX
;
6184 Target
.cY
:= Target
.Y
+ PLAYER_RECT_CY
;
6185 Target
.Rect
:= PLAYER_RECT
;
6186 Target
.Visible
:= g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
);
6187 Target
.Line
:= (y1
+4 < Target
.Y
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
) and
6188 (y1
-4 > Target
.Y
+PLAYER_RECT
.Y
);
6189 Target
.IsPlayer
:= True;
6193 if (g_GetUIDType(Target
.UID
) = UID_MONSTER
) and
6196 mon
:= g_Monsters_ByUID(Target
.UID
);
6199 Target
.X
:= mon
.Obj
.X
;
6200 Target
.Y
:= mon
.Obj
.Y
;
6202 Target
.cX
:= Target
.X
+ mon
.Obj
.Rect
.X
+ (mon
.Obj
.Rect
.Width
div 2);
6203 Target
.cY
:= Target
.Y
+ mon
.Obj
.Rect
.Y
+ (mon
.Obj
.Rect
.Height
div 2);
6204 Target
.Rect
:= mon
.Obj
.Rect
;
6205 Target
.Visible
:= g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
);
6206 Target
.Line
:= (y1
+4 < Target
.Y
+ mon
.Obj
.Rect
.Y
+ mon
.Obj
.Rect
.Height
) and
6207 (y1
-4 > Target
.Y
+ mon
.Obj
.Rect
.Y
);
6208 Target
.IsPlayer
:= False;
6215 begin // Цели нет - обнуляем
6220 Target
.Visible
:= False;
6221 Target
.Line
:= False;
6222 Target
.IsPlayer
:= False;
6227 // Если цель не видима или не на линии огня, то ищем все возможные цели:
6228 if (not Target
.Line
) or (not Target
.Visible
) then
6232 for a
:= 0 to High(gPlayers
) do
6233 if (gPlayers
[a
] <> nil) and (gPlayers
[a
].alive
) and
6234 (gPlayers
[a
].FUID
<> FUID
) and
6235 (not SameTeam(FUID
, gPlayers
[a
].FUID
)) and
6236 (not gPlayers
[a
].NoTarget
) and
6237 (gPlayers
[a
].FMegaRulez
[MR_INVIS
] < gTime
) then
6239 if not TargetOnScreen(gPlayers
[a
].FObj
.X
+ PLAYER_RECT
.X
,
6240 gPlayers
[a
].FObj
.Y
+ PLAYER_RECT
.Y
) then
6243 x2
:= gPlayers
[a
].FObj
.X
+ PLAYER_RECT_CX
;
6244 y2
:= gPlayers
[a
].FObj
.Y
+ PLAYER_RECT_CY
;
6246 // Если игрок на экране и не прикрыт стеной:
6247 if g_TraceVector(x1
, y1
, x2
, y2
) then
6249 // Добавляем к списку возможных целей:
6250 SetLength(targets
, Length(targets
)+1);
6251 with targets
[High(targets
)] do
6253 UID
:= gPlayers
[a
].FUID
;
6254 X
:= gPlayers
[a
].FObj
.X
;
6255 Y
:= gPlayers
[a
].FObj
.Y
;
6258 Rect
:= PLAYER_RECT
;
6259 Dist
:= g_PatchLength(x1
, y1
, x2
, y2
);
6260 Line
:= (y1
+4 < Target
.Y
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
) and
6261 (y1
-4 > Target
.Y
+PLAYER_RECT
.Y
);
6269 if vsMonster
then g_Mons_ForEach(monsUpdate
);
6272 // Если есть возможные цели:
6273 // (Выбираем лучшую, меняем оружие и бежим к ней/от нее)
6274 if targets
<> nil then
6276 // Выбираем наилучшую цель:
6277 BestTarget
:= targets
[0];
6278 if Length(targets
) > 1 then
6279 for a
:= 1 to High(targets
) do
6280 if Compare(BestTarget
, targets
[a
]) = 1 then
6281 BestTarget
:= targets
[a
];
6283 // Если лучшая цель "виднее" текущей, то текущая := лучшая:
6284 if ((not Target
.Visible
) and BestTarget
.Visible
and (Target
.UID
<> BestTarget
.UID
)) or
6285 ((not Target
.Line
) and BestTarget
.Line
and BestTarget
.Visible
) then
6287 Target
:= BestTarget
;
6289 if (Healthy() = 3) or ((Healthy() = 2)) then
6290 begin // Если здоровы - догоняем
6291 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
> FObj
.X
)) then
6292 SetAIFlag('GORIGHT', '1');
6293 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
< FObj
.X
)) then
6294 SetAIFlag('GOLEFT', '1');
6297 begin // Если побиты - убегаем
6298 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
< FObj
.X
)) then
6299 SetAIFlag('GORIGHT', '1');
6300 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
> FObj
.X
)) then
6301 SetAIFlag('GOLEFT', '1');
6304 // Выбираем оружие на основе расстояния и приоритетов:
6305 SelectWeapon(Abs(x1
-Target
.cX
));
6310 // (Догоняем/убегаем, стреляем по направлению к цели)
6311 // (Если цель далеко, то хватит следить за ней)
6312 if Target
.UID
<> 0 then
6314 if not TargetOnScreen(Target
.X
+ Target
.Rect
.X
,
6315 Target
.Y
+ Target
.Rect
.Y
) then
6316 begin // Цель сбежала с "экрана"
6317 if (Healthy() = 3) or ((Healthy() = 2)) then
6318 begin // Если здоровы - догоняем
6319 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
> FObj
.X
)) then
6320 SetAIFlag('GORIGHT', '1');
6321 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
< FObj
.X
)) then
6322 SetAIFlag('GOLEFT', '1');
6325 begin // Если побиты - забываем о цели и убегаем
6327 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
< FObj
.X
)) then
6328 SetAIFlag('GORIGHT', '1');
6329 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
> FObj
.X
)) then
6330 SetAIFlag('GOLEFT', '1');
6334 begin // Цель пока на "экране"
6335 // Если цель не загорожена стеной, то отмечаем, когда ее видели:
6336 if g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
6337 FLastVisible
:= gTime
;
6338 // Если разница высот не велика, то догоняем:
6339 if (Abs(FObj
.Y
-Target
.Y
) <= 128) then
6341 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
> FObj
.X
)) then
6342 SetAIFlag('GORIGHT', '1');
6343 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
< FObj
.X
)) then
6344 SetAIFlag('GOLEFT', '1');
6348 // Выбираем угол вверх:
6349 if FDirection
= TDirection
.D_LEFT
then
6350 angle
:= ANGLE_LEFTUP
6352 angle
:= ANGLE_RIGHTUP
;
6354 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6355 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6357 // Если при угле вверх можно попасть в приблизительное положение цели:
6358 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
6359 Target
.X
+Target
.Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128), //96
6360 Target
.Y
+Target
.Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
6361 Target
.Rect
.Width
, Target
.Rect
.Height
) and
6362 g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
6363 begin // то нужно стрелять вверх
6364 SetAIFlag('NEEDFIRE', '1');
6365 SetAIFlag('NEEDSEEUP', '1');
6368 // Выбираем угол вниз:
6369 if FDirection
= TDirection
.D_LEFT
then
6370 angle
:= ANGLE_LEFTDOWN
6372 angle
:= ANGLE_RIGHTDOWN
;
6374 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6375 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6377 // Если при угле вниз можно попасть в приблизительное положение цели:
6378 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
6379 Target
.X
+Target
.Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
6380 Target
.Y
+Target
.Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
6381 Target
.Rect
.Width
, Target
.Rect
.Height
) and
6382 g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
6383 begin // то нужно стрелять вниз
6384 SetAIFlag('NEEDFIRE', '1');
6385 SetAIFlag('NEEDSEEDOWN', '1');
6388 // Если цель видно и она на такой же высоте:
6389 if Target
.Visible
and
6390 (y1
+4 < Target
.Y
+Target
.Rect
.Y
+Target
.Rect
.Height
) and
6391 (y1
-4 > Target
.Y
+Target
.Rect
.Y
) then
6393 // Если идем в сторону цели, то надо стрелять:
6394 if ((FDirection
= TDirection
.D_LEFT
) and (Target
.X
< FObj
.X
)) or
6395 ((FDirection
= TDirection
.D_RIGHT
) and (Target
.X
> FObj
.X
)) then
6396 begin // то нужно стрелять вперед
6397 SetAIFlag('NEEDFIRE', '1');
6398 SetAIFlag('NEEDSEEDOWN', '');
6399 SetAIFlag('NEEDSEEUP', '');
6401 // Если цель в пределах "экрана" и сложность позволяет прыжки сближения:
6402 if Abs(FObj
.X
-Target
.X
) < Trunc(gPlayerScreenSize
.X
*0.75) then
6403 if GetRnd(FDifficult
.CloseJump
) then
6404 begin // то если повезет - прыгаем (особенно, если близко)
6405 if Abs(FObj
.X
-Target
.X
) < 128 then
6409 if Random(a
) = 0 then
6410 SetAIFlag('NEEDJUMP', '1');
6414 // Если цель все еще есть:
6415 if Target
.UID
<> 0 then
6416 if gTime
-FLastVisible
> 2000 then // Если видели давно
6417 Target
.UID
:= 0 // то забыть цель
6418 else // Если видели недавно
6419 begin // но цель убили
6420 if Target
.IsPlayer
then
6421 begin // Цель - игрок
6422 pla
:= g_Player_Get(Target
.UID
);
6423 if (pla
= nil) or (not pla
.alive
) or pla
.NoTarget
or
6424 (pla
.FMegaRulez
[MR_INVIS
] >= gTime
) then
6425 Target
.UID
:= 0; // то забыть цель
6428 begin // Цель - монстр
6429 mon
:= g_Monsters_ByUID(Target
.UID
);
6430 if (mon
= nil) or (not mon
.alive
) then
6431 Target
.UID
:= 0; // то забыть цель
6434 end; // if Target.UID <> 0
6436 FTargetUID
:= Target
.UID
;
6438 // Если возможных целей нет:
6439 // (Атака чего-нибудь слева или справа)
6440 if targets
= nil then
6441 if GetAIFlag('ATTACKLEFT') <> '' then
6442 begin // Если нужно атаковать налево
6443 RemoveAIFlag('ATTACKLEFT');
6445 SetAIFlag('NEEDJUMP', '1');
6447 if RunDirection() = TDirection
.D_RIGHT
then
6448 begin // Идем не в ту сторону
6449 if (Healthy() > 1) and GetRnd(FDifficult
.InvisFire
) then
6450 begin // Если здоровы, то, возможно, стреляем бежим влево и стреляем
6451 SetAIFlag('NEEDFIRE', '1');
6452 SetAIFlag('GOLEFT', '1');
6456 begin // Идем в нужную сторону
6457 if GetRnd(FDifficult
.InvisFire
) then // Возможно, стреляем вслепую
6458 SetAIFlag('NEEDFIRE', '1');
6459 if Healthy() <= 1 then // Побиты - убегаем
6460 SetAIFlag('GORIGHT', '1');
6464 if GetAIFlag('ATTACKRIGHT') <> '' then
6465 begin // Если нужно атаковать направо
6466 RemoveAIFlag('ATTACKRIGHT');
6468 SetAIFlag('NEEDJUMP', '1');
6470 if RunDirection() = TDirection
.D_LEFT
then
6471 begin // Идем не в ту сторону
6472 if (Healthy() > 1) and GetRnd(FDifficult
.InvisFire
) then
6473 begin // Если здоровы, то, возможно, бежим вправо и стреляем
6474 SetAIFlag('NEEDFIRE', '1');
6475 SetAIFlag('GORIGHT', '1');
6480 if GetRnd(FDifficult
.InvisFire
) then // Возможно, стреляем вслепую
6481 SetAIFlag('NEEDFIRE', '1');
6482 if Healthy() <= 1 then // Побиты - убегаем
6483 SetAIFlag('GOLEFT', '1');
6487 //HACK! (does it belongs there?)
6488 RealizeCurrentWeapon();
6490 // Если есть возможные цели:
6491 // (Стреляем по направлению к целям)
6492 if (targets
<> nil) and (GetAIFlag('NEEDFIRE') <> '') then
6493 for a
:= 0 to High(targets
) do
6495 // Если можем стрелять по диагонали:
6496 if GetRnd(FDifficult
.DiagFire
) then
6498 // Ищем цель сверху и стреляем, если есть:
6499 if FDirection
= TDirection
.D_LEFT
then
6500 angle
:= ANGLE_LEFTUP
6502 angle
:= ANGLE_RIGHTUP
;
6504 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6505 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6507 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
6508 targets
[a
].X
+targets
[a
].Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
6509 targets
[a
].Y
+targets
[a
].Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
6510 targets
[a
].Rect
.Width
, targets
[a
].Rect
.Height
) and
6511 g_TraceVector(x1
, y1
, targets
[a
].cX
, targets
[a
].cY
) then
6513 SetAIFlag('NEEDFIRE', '1');
6514 SetAIFlag('NEEDSEEUP', '1');
6517 // Ищем цель снизу и стреляем, если есть:
6518 if FDirection
= TDirection
.D_LEFT
then
6519 angle
:= ANGLE_LEFTDOWN
6521 angle
:= ANGLE_RIGHTDOWN
;
6523 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6524 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6526 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
6527 targets
[a
].X
+targets
[a
].Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
6528 targets
[a
].Y
+targets
[a
].Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
6529 targets
[a
].Rect
.Width
, targets
[a
].Rect
.Height
) and
6530 g_TraceVector(x1
, y1
, targets
[a
].cX
, targets
[a
].cY
) then
6532 SetAIFlag('NEEDFIRE', '1');
6533 SetAIFlag('NEEDSEEDOWN', '1');
6537 // Если цель "перед носом", то стреляем:
6538 if targets
[a
].Line
and targets
[a
].Visible
and
6539 (((FDirection
= TDirection
.D_LEFT
) and (targets
[a
].X
< FObj
.X
)) or
6540 ((FDirection
= TDirection
.D_RIGHT
) and (targets
[a
].X
> FObj
.X
))) then
6542 SetAIFlag('NEEDFIRE', '1');
6547 // Если летит пуля, то, возможно, подпрыгиваем:
6548 if g_Weapon_Danger(FUID
, FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
,
6549 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
,
6550 40+GetInterval(FDifficult
.Cover
, 40)) then
6551 SetAIFlag('NEEDJUMP', '1');
6553 // Если кончились паторны, то нужно сменить оружие:
6554 ammo
:= GetAmmoByWeapon(FCurrWeap
);
6555 if ((FCurrWeap
= WEAPON_SHOTGUN2
) and (ammo
< 2)) or
6556 ((FCurrWeap
= WEAPON_BFG
) and (ammo
< 40)) or
6558 SetAIFlag('SELECTWEAPON', '1');
6560 // Если нужно сменить оружие, то выбираем нужное:
6561 if GetAIFlag('SELECTWEAPON') = '1' then
6564 RemoveAIFlag('SELECTWEAPON');
6568 procedure TBot
.Update();
6581 // Проверяем, отключён ли AI ботов
6582 if (g_debug_BotAIOff
= 1) and (Team
= TEAM_RED
) then
6584 if (g_debug_BotAIOff
= 2) and (Team
= TEAM_BLUE
) then
6586 if g_debug_BotAIOff
= 3 then
6596 RealizeCurrentWeapon();
6603 procedure TBot
.ReleaseKey(Key
: Byte);
6612 function TBot
.KeyPressed(Key
: Word): Boolean;
6614 Result
:= FKeys
[Key
].Pressed
;
6617 function TBot
.GetAIFlag(aName
: String20
): String20
;
6623 aName
:= LowerCase(aName
);
6625 if FAIFlags
<> nil then
6626 for a
:= 0 to High(FAIFlags
) do
6627 if LowerCase(FAIFlags
[a
].Name
) = aName
then
6629 Result
:= FAIFlags
[a
].Value
;
6634 procedure TBot
.RemoveAIFlag(aName
: String20
);
6638 if FAIFlags
= nil then Exit
;
6640 aName
:= LowerCase(aName
);
6642 for a
:= 0 to High(FAIFlags
) do
6643 if LowerCase(FAIFlags
[a
].Name
) = aName
then
6645 if a
<> High(FAIFlags
) then
6646 for b
:= a
to High(FAIFlags
)-1 do
6647 FAIFlags
[b
] := FAIFlags
[b
+1];
6649 SetLength(FAIFlags
, Length(FAIFlags
)-1);
6654 procedure TBot
.SetAIFlag(aName
, fValue
: String20
);
6662 aName
:= LowerCase(aName
);
6664 if FAIFlags
<> nil then
6665 for a
:= 0 to High(FAIFlags
) do
6666 if LowerCase(FAIFlags
[a
].Name
) = aName
then
6672 if ok
then FAIFlags
[a
].Value
:= fValue
6675 SetLength(FAIFlags
, Length(FAIFlags
)+1);
6676 with FAIFlags
[High(FAIFlags
)] do
6684 procedure TBot
.UpdateMove
;
6686 procedure GoLeft(Time
: Word = 1);
6688 ReleaseKey(KEY_LEFT
);
6689 ReleaseKey(KEY_RIGHT
);
6690 PressKey(KEY_LEFT
, Time
);
6691 SetDirection(TDirection
.D_LEFT
);
6694 procedure GoRight(Time
: Word = 1);
6696 ReleaseKey(KEY_LEFT
);
6697 ReleaseKey(KEY_RIGHT
);
6698 PressKey(KEY_RIGHT
, Time
);
6699 SetDirection(TDirection
.D_RIGHT
);
6702 function Rnd(a
: Word): Boolean;
6704 Result
:= Random(a
) = 0;
6707 procedure Turn(Time
: Word = 1200);
6709 if RunDirection() = TDirection
.D_LEFT
then GoRight(Time
) else GoLeft(Time
);
6714 ReleaseKey(KEY_LEFT
);
6715 ReleaseKey(KEY_RIGHT
);
6718 function CanRunLeft(): Boolean;
6720 Result
:= not CollideLevel(-1, 0);
6723 function CanRunRight(): Boolean;
6725 Result
:= not CollideLevel(1, 0);
6728 function CanRun(): Boolean;
6730 if RunDirection() = TDirection
.D_LEFT
then Result
:= CanRunLeft() else Result
:= CanRunRight();
6733 procedure Jump(Time
: Word = 30);
6735 PressKey(KEY_JUMP
, Time
);
6738 function NearHole(): Boolean;
6742 { TODO 5 : Лестницы }
6743 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
6744 for x
:= 1 to PLAYER_RECT
.Width
do
6745 if (not StayOnStep(x
*sx
, 0)) and
6746 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
6747 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
6756 function BorderHole(): Boolean;
6760 { TODO 5 : Лестницы }
6761 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
6762 for x
:= 1 to PLAYER_RECT
.Width
do
6763 if (not StayOnStep(x
*sx
, 0)) and
6764 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
6765 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
6767 for xx
:= x
to x
+32 do
6768 if CollideLevel(xx
*sx
, PLAYER_RECT
.Height
) then
6778 function NearDeepHole(): Boolean;
6784 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
6787 for x
:= 1 to PLAYER_RECT
.Width
do
6788 if (not StayOnStep(x
*sx
, 0)) and
6789 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
6790 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
6792 while FObj
.Y
+y
*PLAYER_RECT
.Height
< gMapInfo
.Height
do
6794 if CollideLevel(x
*sx
, PLAYER_RECT
.Height
*y
) then Exit
;
6799 end else Result
:= False;
6802 function OverDeepHole(): Boolean;
6809 while FObj
.Y
+y
*PLAYER_RECT
.Height
< gMapInfo
.Height
do
6811 if CollideLevel(0, PLAYER_RECT
.Height
*y
) then Exit
;
6818 function OnGround(): Boolean;
6820 Result
:= StayOnStep(0, 0) or CollideLevel(0, 1);
6823 function OnLadder(): Boolean;
6825 Result
:= FullInStep(0, 0);
6828 function BelowLadder(): Boolean;
6830 Result
:= (FullInStep(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
) and
6831 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
)) or
6832 (FullInStep(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
) and
6833 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
));
6836 function BelowLiftUp(): Boolean;
6838 Result
:= ((FullInLift(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
) = -1) and
6839 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
)) or
6840 ((FullInLift(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
) = -1) and
6841 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
));
6844 function OnTopLift(): Boolean;
6846 Result
:= (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
6849 function CanJumpOver(): Boolean;
6853 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
6857 if not CollideLevel(sx
, 0) then Exit
;
6859 for y
:= 1 to BOT_MAXJUMP
do
6860 if CollideLevel(0, -y
) then Exit
else
6861 if not CollideLevel(sx
, -y
) then
6868 function CanJumpUp(Dist
: ShortInt): Boolean;
6875 if CollideLevel(Dist
, 0) then Exit
;
6878 for y
:= 0 to BOT_MAXJUMP
do
6879 if CollideLevel(Dist
, -y
) then
6888 for yy
:= y
+1 to BOT_MAXJUMP
do
6889 if not CollideLevel(Dist
, -yy
) then
6898 for y
:= 0 to BOT_MAXJUMP
do
6899 if CollideLevel(0, -y
) then
6907 if y
< yy
then Exit
;
6912 function IsSafeTrigger(): Boolean;
6917 if gTriggers
= nil then
6919 for a
:= 0 to High(gTriggers
) do
6920 if Collide(gTriggers
[a
].X
,
6923 gTriggers
[a
].Height
) and
6924 (gTriggers
[a
].TriggerType
in [TRIGGER_EXIT
, TRIGGER_CLOSEDOOR
,
6925 TRIGGER_CLOSETRAP
, TRIGGER_TRAP
,
6926 TRIGGER_PRESS
, TRIGGER_ON
, TRIGGER_OFF
,
6927 TRIGGER_ONOFF
, TRIGGER_SPAWNMONSTER
,
6928 TRIGGER_DAMAGE
, TRIGGER_SHOT
]) then
6933 // Возможно, нажимаем кнопку:
6934 if Rnd(16) and IsSafeTrigger() then
6937 // Если под лифтом или ступеньками, то, возможно, прыгаем:
6938 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
6940 ReleaseKey(KEY_LEFT
);
6941 ReleaseKey(KEY_RIGHT
);
6945 // Идем влево, если надо было:
6946 if GetAIFlag('GOLEFT') <> '' then
6948 RemoveAIFlag('GOLEFT');
6949 if CanRunLeft() then
6953 // Идем вправо, если надо было:
6954 if GetAIFlag('GORIGHT') <> '' then
6956 RemoveAIFlag('GORIGHT');
6957 if CanRunRight() then
6961 // Если вылетели за карту, то пробуем вернуться:
6962 if FObj
.X
< -32 then
6965 if FObj
.X
+32 > gMapInfo
.Width
then
6968 // Прыгаем, если надо было:
6969 if GetAIFlag('NEEDJUMP') <> '' then
6972 RemoveAIFlag('NEEDJUMP');
6975 // Смотрим вверх, если надо было:
6976 if GetAIFlag('NEEDSEEUP') <> '' then
6979 ReleaseKey(KEY_DOWN
);
6980 PressKey(KEY_UP
, 20);
6981 RemoveAIFlag('NEEDSEEUP');
6984 // Смотрим вниз, если надо было:
6985 if GetAIFlag('NEEDSEEDOWN') <> '' then
6988 ReleaseKey(KEY_DOWN
);
6989 PressKey(KEY_DOWN
, 20);
6990 RemoveAIFlag('NEEDSEEDOWN');
6993 // Если нужно было в дыру и мы не на земле, то покорно летим:
6994 if GetAIFlag('GOINHOLE') <> '' then
6995 if not OnGround() then
6997 ReleaseKey(KEY_LEFT
);
6998 ReleaseKey(KEY_RIGHT
);
6999 RemoveAIFlag('GOINHOLE');
7000 SetAIFlag('FALLINHOLE', '1');
7003 // Если падали и достигли земли, то хватит падать:
7004 if GetAIFlag('FALLINHOLE') <> '' then
7006 RemoveAIFlag('FALLINHOLE');
7008 // Если летели прямо и сейчас не на лестнице или на вершине лифта, то отходим в сторону:
7009 if not (KeyPressed(KEY_LEFT
) or KeyPressed(KEY_RIGHT
)) then
7010 if GetAIFlag('FALLINHOLE') = '' then
7011 if (not OnLadder()) or (FObj
.Vel
.Y
>= 0) or (OnTopLift()) then
7017 // Если на земле и можно подпрыгнуть, то, возможно, прыгаем:
7019 CanJumpUp(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*32) and
7023 // Если на земле и возле дыры (глубина > 2 ростов игрока):
7024 if OnGround() and NearHole() then
7025 if NearDeepHole() then // Если это бездна
7027 0..3: Turn(); // Бежим обратно
7028 4: Jump(); // Прыгаем
7029 5: begin // Прыгаем обратно
7034 else // Это не бездна и мы еще не летим туда
7035 if GetAIFlag('GOINHOLE') = '' then
7037 0: Turn(); // Не нужно туда
7038 1: Jump(); // Вдруг повезет - прыгаем
7039 else // Если яма с границей, то при случае можно туда прыгнуть
7040 if BorderHole() then
7041 SetAIFlag('GOINHOLE', '1');
7044 // Если на земле, но некуда идти:
7045 if (not CanRun()) and OnGround() then
7047 // Если мы на лестнице или можно перепрыгнуть, то прыгаем:
7048 if CanJumpOver() or OnLadder() then
7050 else // иначе попытаемся в другую сторону
7051 if Random(2) = 0 then
7053 if IsSafeTrigger() then
7059 // Осталось мало воздуха:
7060 if FAir
< 36 * 2 then
7063 // Выбираемся из кислоты, если нет костюма, обожглись, или мало здоровья:
7064 if (FMegaRulez
[MR_SUIT
] < gTime
) and ((FLastHit
= HIT_ACID
) or (Healthy() <= 1)) then
7065 if BodyInAcid(0, 0) then
7069 function TBot
.FullInStep(XInc
, YInc
: Integer): Boolean;
7071 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
7072 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
, PANEL_STEP
, False);
7075 {function TBot.NeedItem(Item: Byte): Byte;
7080 procedure TBot
.SelectWeapon(Dist
: Integer);
7084 function HaveAmmo(weapon
: Byte): Boolean;
7087 WEAPON_PISTOL
: Result
:= FAmmo
[A_BULLETS
] >= 1;
7088 WEAPON_SHOTGUN1
: Result
:= FAmmo
[A_SHELLS
] >= 1;
7089 WEAPON_SHOTGUN2
: Result
:= FAmmo
[A_SHELLS
] >= 2;
7090 WEAPON_CHAINGUN
: Result
:= FAmmo
[A_BULLETS
] >= 10;
7091 WEAPON_ROCKETLAUNCHER
: Result
:= FAmmo
[A_ROCKETS
] >= 1;
7092 WEAPON_PLASMA
: Result
:= FAmmo
[A_CELLS
] >= 10;
7093 WEAPON_BFG
: Result
:= FAmmo
[A_CELLS
] >= 40;
7094 WEAPON_SUPERPULEMET
: Result
:= FAmmo
[A_SHELLS
] >= 1;
7095 WEAPON_FLAMETHROWER
: Result
:= FAmmo
[A_FUEL
] >= 1;
7096 else Result
:= True;
7101 if Dist
= -1 then Dist
:= BOT_LONGDIST
;
7103 if Dist
> BOT_LONGDIST
then
7104 begin // Дальний бой
7106 if FWeapon
[FDifficult
.WeaponPrior
[a
]] and HaveAmmo(FDifficult
.WeaponPrior
[a
]) then
7108 FSelectedWeapon
:= FDifficult
.WeaponPrior
[a
];
7112 else //if Dist > BOT_UNSAFEDIST then
7113 begin // Ближний бой
7115 if FWeapon
[FDifficult
.CloseWeaponPrior
[a
]] and HaveAmmo(FDifficult
.CloseWeaponPrior
[a
]) then
7117 FSelectedWeapon
:= FDifficult
.CloseWeaponPrior
[a
];
7124 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7126 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7132 function TBot
.PickItem(ItemType
: Byte; force
: Boolean; var remove
: Boolean): Boolean;
7134 Result
:= inherited PickItem(ItemType
, force
, remove
);
7136 if Result
then SetAIFlag('SELECTWEAPON', '1');
7139 function TBot
.Heal(value
: Word; Soft
: Boolean): Boolean;
7141 Result
:= inherited Heal(value
, Soft
);
7144 function TBot
.Healthy(): Byte;
7146 if FMegaRulez
[MR_INVUL
] >= gTime
then Result
:= 3
7147 else if (FHealth
> 80) or ((FHealth
> 50) and (FArmor
> 20)) then Result
:= 3
7148 else if (FHealth
> 50) then Result
:= 2
7149 else if (FHealth
> 20) then Result
:= 1
7153 function TBot
.TargetOnScreen(TX
, TY
: Integer): Boolean;
7155 Result
:= (Abs(FObj
.X
-TX
) <= Trunc(gPlayerScreenSize
.X
*0.6)) and
7156 (Abs(FObj
.Y
-TY
) <= Trunc(gPlayerScreenSize
.Y
*0.6));
7159 procedure TBot
.OnDamage(Angle
: SmallInt);
7167 if (Angle
= 0) or (Angle
= 180) then
7170 if (g_GetUIDType(FLastSpawnerUID
) = UID_PLAYER
) and
7171 LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSPLAYER
) then
7173 pla
:= g_Player_Get(FLastSpawnerUID
);
7174 ok
:= not TargetOnScreen(pla
.FObj
.X
+ PLAYER_RECT
.X
,
7175 pla
.FObj
.Y
+ PLAYER_RECT
.Y
);
7178 if (g_GetUIDType(FLastSpawnerUID
) = UID_MONSTER
) and
7179 LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSMONSTER
) then
7181 mon
:= g_Monsters_ByUID(FLastSpawnerUID
);
7182 ok
:= not TargetOnScreen(mon
.Obj
.X
+ mon
.Obj
.Rect
.X
,
7183 mon
.Obj
.Y
+ mon
.Obj
.Rect
.Y
);
7188 SetAIFlag('ATTACKLEFT', '1')
7190 SetAIFlag('ATTACKRIGHT', '1');
7194 function TBot
.RunDirection(): TDirection
;
7196 if Abs(Vel
.X
) >= 1 then
7198 if Vel
.X
> 0 then Result
:= TDirection
.D_RIGHT
else Result
:= TDirection
.D_LEFT
;
7200 Result
:= FDirection
;
7203 function TBot
.GetRnd(a
: Byte): Boolean;
7205 if a
= 0 then Result
:= False
7206 else if a
= 255 then Result
:= True
7207 else Result
:= Random(256) > 255-a
;
7210 function TBot
.GetInterval(a
: Byte; radius
: SmallInt): SmallInt;
7212 Result
:= Round((255-a
)/255*radius
*(Random(2)-1));
7216 procedure TDifficult
.save (st
: TStream
);
7218 utils
.writeInt(st
, Byte(DiagFire
));
7219 utils
.writeInt(st
, Byte(InvisFire
));
7220 utils
.writeInt(st
, Byte(DiagPrecision
));
7221 utils
.writeInt(st
, Byte(FlyPrecision
));
7222 utils
.writeInt(st
, Byte(Cover
));
7223 utils
.writeInt(st
, Byte(CloseJump
));
7224 st
.WriteBuffer(WeaponPrior
[Low(WeaponPrior
)], sizeof(WeaponPrior
));
7225 st
.WriteBuffer(CloseWeaponPrior
[Low(CloseWeaponPrior
)], sizeof(CloseWeaponPrior
));
7228 procedure TDifficult
.load (st
: TStream
);
7230 DiagFire
:= utils
.readByte(st
);
7231 InvisFire
:= utils
.readByte(st
);
7232 DiagPrecision
:= utils
.readByte(st
);
7233 FlyPrecision
:= utils
.readByte(st
);
7234 Cover
:= utils
.readByte(st
);
7235 CloseJump
:= utils
.readByte(st
);
7236 st
.ReadBuffer(WeaponPrior
[Low(WeaponPrior
)], sizeof(WeaponPrior
));
7237 st
.ReadBuffer(CloseWeaponPrior
[Low(CloseWeaponPrior
)], sizeof(CloseWeaponPrior
));
7241 procedure TBot
.SaveState (st
: TStream
);
7246 inherited SaveState(st
);
7247 utils
.writeSign(st
, 'BOT0');
7249 utils
.writeInt(st
, Byte(FSelectedWeapon
));
7251 utils
.writeInt(st
, Word(FTargetUID
));
7252 // Время потери цели
7253 utils
.writeInt(st
, LongWord(FLastVisible
));
7254 // Количество флагов ИИ
7255 dw
:= Length(FAIFlags
);
7256 utils
.writeInt(st
, LongInt(dw
));
7258 for i
:= 0 to dw
-1 do
7260 utils
.writeStr(st
, FAIFlags
[i
].Name
, 20);
7261 utils
.writeStr(st
, FAIFlags
[i
].Value
, 20);
7263 // Настройки сложности
7264 FDifficult
.save(st
);
7268 procedure TBot
.LoadState (st
: TStream
);
7273 inherited LoadState(st
);
7274 if not utils
.checkSign(st
, 'BOT0') then raise XStreamError
.Create('invalid bot signature');
7276 FSelectedWeapon
:= utils
.readByte(st
);
7278 FTargetUID
:= utils
.readWord(st
);
7279 // Время потери цели
7280 FLastVisible
:= utils
.readLongWord(st
);
7281 // Количество флагов ИИ
7282 dw
:= utils
.readLongInt(st
);
7283 if (dw
< 0) or (dw
> 16384) then raise XStreamError
.Create('invalid number of bot AI flags');
7284 SetLength(FAIFlags
, dw
);
7286 for i
:= 0 to dw
-1 do
7288 FAIFlags
[i
].Name
:= utils
.readStr(st
, 20);
7289 FAIFlags
[i
].Value
:= utils
.readStr(st
, 20);
7291 // Настройки сложности
7292 FDifficult
.load(st
);
7297 conRegVar('player_indicator', @gPlayerIndicator
, 'Draw indicator only for current player, also for teammates, or not at all', 'Draw indicator only for current player, also for teammates, or not at all');
7298 conRegVar('player_indicator_style', @gPlayerIndicatorStyle
, 'Visual appearance of indicator', 'Visual appearance of indicator');