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
.Name
, 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
.Name
, 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);
3051 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)+8,
3052 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3053 Count
div 2, 3, -1, 16, (PLAYER_RECT
.Height
*2 div 3),
3054 FModel
.Blood
.R
, FModel
.Blood
.G
, FModel
.Blood
.B
, FModel
.Blood
.Kind
);
3055 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-8,
3056 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3057 Count
div 2, -3, -1, 16, (PLAYER_RECT
.Height
*2) div 3,
3058 FModel
.Blood
.R
, FModel
.Blood
.G
, FModel
.Blood
.B
, FModel
.Blood
.Kind
);
3061 procedure TPlayer
.MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
3063 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2),
3064 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3065 Count
, VelX
, VelY
, 16, (PLAYER_RECT
.Height
*2) div 3,
3066 FModel
.Blood
.R
, FModel
.Blood
.G
, FModel
.Blood
.B
, FModel
.Blood
.Kind
);
3069 procedure TPlayer
.ProcessWeaponAction(Action
: Byte);
3071 if g_Game_IsClient
then Exit
;
3073 WP_PREV
: PrevWeapon();
3074 WP_NEXT
: NextWeapon();
3078 procedure TPlayer
.QueueWeaponSwitch(Weapon
: Byte);
3080 if g_Game_IsClient
then Exit
;
3081 if Weapon
> High(FWeapon
) then Exit
;
3082 FNextWeap
:= FNextWeap
or (1 shl Weapon
);
3085 procedure TPlayer
.resetWeaponQueue ();
3088 FNextWeapDelay
:= 0;
3091 function TPlayer
.hasAmmoForWeapon (weapon
: Byte): Boolean;
3095 WEAPON_KASTET
, WEAPON_SAW
: result
:= true;
3096 WEAPON_SHOTGUN1
, WEAPON_SHOTGUN2
, WEAPON_SUPERPULEMET
: result
:= (FAmmo
[A_SHELLS
] > 0);
3097 WEAPON_PISTOL
, WEAPON_CHAINGUN
: result
:= (FAmmo
[A_BULLETS
] > 0);
3098 WEAPON_ROCKETLAUNCHER
: result
:= (FAmmo
[A_ROCKETS
] > 0);
3099 WEAPON_PLASMA
, WEAPON_BFG
: result
:= (FAmmo
[A_CELLS
] > 0);
3100 WEAPON_FLAMETHROWER
: result
:= (FAmmo
[A_FUEL
] > 0);
3101 else result
:= (weapon
< length(FWeapon
));
3105 function TPlayer
.hasAmmoForShooting (weapon
: Byte): Boolean;
3109 WEAPON_KASTET
, WEAPON_SAW
: result
:= true;
3110 WEAPON_SHOTGUN1
, WEAPON_SUPERPULEMET
: result
:= (FAmmo
[A_SHELLS
] > 0);
3111 WEAPON_SHOTGUN2
: result
:= (FAmmo
[A_SHELLS
] > 1);
3112 WEAPON_PISTOL
, WEAPON_CHAINGUN
: result
:= (FAmmo
[A_BULLETS
] > 0);
3113 WEAPON_ROCKETLAUNCHER
: result
:= (FAmmo
[A_ROCKETS
] > 0);
3114 WEAPON_PLASMA
: result
:= (FAmmo
[A_CELLS
] > 0);
3115 WEAPON_BFG
: result
:= (FAmmo
[A_CELLS
] >= 40);
3116 WEAPON_FLAMETHROWER
: result
:= (FAmmo
[A_FUEL
] > 0);
3117 else result
:= (weapon
< length(FWeapon
));
3121 function TPlayer
.shouldSwitch (weapon
: Byte; hadWeapon
: Boolean): Boolean;
3124 if (weapon
> WP_LAST
+ 1) then
3129 if (FWeapSwitchMode
= 1) and not hadWeapon
then
3131 else if (FWeapSwitchMode
= 2) then
3132 result
:= (FWeapPreferences
[weapon
] > FWeapPreferences
[FCurrWeap
]);
3135 // return 255 for "no switch"
3136 function TPlayer
.getNextWeaponIndex (): Byte;
3139 wantThisWeapon
: array[0..64] of Boolean;
3140 wwc
: Integer = 0; //HACK!
3143 result
:= 255; // default result: "no switch"
3144 //e_LogWriteFln('FSWITCHTOEMPTY: %s', [FSwitchToEmpty], TMsgType.Notify);
3145 // had weapon cycling on previous frame? remove that flag
3146 if (FNextWeap
and $2000) <> 0 then
3148 FNextWeap
:= FNextWeap
and $1FFF;
3149 FNextWeapDelay
:= 0;
3151 // cycling has priority
3152 if (FNextWeap
and $C000) <> 0 then
3154 if (FNextWeap
and $8000) <> 0 then
3158 FNextWeap
:= FNextWeap
or $2000; // we need this
3159 if FNextWeapDelay
> 0 then
3160 exit
; // cooldown time
3162 for i
:= 0 to High(FWeapon
) do
3164 cwi
:= (cwi
+length(FWeapon
)+dir
) mod length(FWeapon
);
3165 if FWeapon
[cwi
] and maySwitch(cwi
) then
3167 //e_LogWriteFln(' SWITCH: cur=%d; new=%d %s %s', [FCurrWeap, cwi, FSwitchToEmpty, hasAmmoForWeapon(cwi)], TMsgType.Notify);
3168 result
:= Byte(cwi
);
3169 FNextWeapDelay
:= WEAPON_DELAY
;
3177 for i
:= 0 to High(wantThisWeapon
) do
3178 wantThisWeapon
[i
] := false;
3179 for i
:= 0 to High(FWeapon
) do
3180 if (FNextWeap
and (1 shl i
)) <> 0 then
3182 wantThisWeapon
[i
] := true;
3186 // exclude currently selected weapon from the set
3187 wantThisWeapon
[FCurrWeap
] := false;
3188 // slow down alterations a little
3191 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3192 // more than one weapon requested, assume "alteration" and check alteration delay
3193 if FNextWeapDelay
> 0 then
3199 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3200 // but clear all counters if no weapon should be switched
3206 //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
3207 // try weapons in descending order
3208 for i
:= High(FWeapon
) downto 0 do
3210 if wantThisWeapon
[i
] and FWeapon
[i
] and ((wwc
= 1) or hasAmmoForWeapon(i
)) then
3215 FNextWeapDelay
:= WEAPON_DELAY
* 2; // anyway, 'cause why not
3216 //e_LogWriteFln('FOUND %s %s %s', [result, FSwitchToEmpty, hasAmmoForWeapon(i)], TMsgType.Notify);
3220 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3224 procedure TPlayer
.RealizeCurrentWeapon();
3225 function switchAllowed (): Boolean;
3230 if FBFGFireCounter
<> -1 then
3232 if FTime
[T_SWITCH
] > gTime
then
3234 for i
:= WP_FIRST
to WP_LAST
do
3235 if FReloading
[i
] > 0 then
3243 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3244 //FNextWeap := FNextWeap and $1FFF;
3245 if FNextWeapDelay
> 0 then Dec(FNextWeapDelay
); // "alteration delay"
3247 if not switchAllowed
then
3249 //HACK for weapon cycling
3250 if (FNextWeap
and $E000) <> 0 then FNextWeap
:= 0;
3254 nw
:= getNextWeaponIndex();
3256 if nw
= 255 then exit
; // don't reset anything here
3257 if nw
> High(FWeapon
) then
3259 // don't forget to reset queue here!
3260 //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
3268 FTime
[T_SWITCH
] := gTime
+156;
3269 if FCurrWeap
= WEAPON_SAW
then FSawSoundSelect
.PlayAt(FObj
.X
, FObj
.Y
);
3270 FModel
.SetWeapon(FCurrWeap
);
3271 if g_Game_IsNet
then MH_SEND_PlayerStats(FUID
);
3275 procedure TPlayer
.NextWeapon();
3277 if g_Game_IsClient
then Exit
;
3281 procedure TPlayer
.PrevWeapon();
3283 if g_Game_IsClient
then Exit
;
3287 procedure TPlayer
.SetWeapon(W
: Byte);
3289 if FCurrWeap
<> W
then
3290 if W
= WEAPON_SAW
then
3291 FSawSoundSelect
.PlayAt(FObj
.X
, FObj
.Y
);
3294 FModel
.SetWeapon(CurrWeap
);
3298 function TPlayer
.PickItem(ItemType
: Byte; arespawn
: Boolean; var remove
: Boolean): Boolean;
3301 switchWeapon
: Byte = 255;
3302 hadWeapon
: Boolean = False;
3305 if g_Game_IsClient
then Exit
;
3307 // a = true - место спавна предмета:
3308 a
:= LongBool(gGameSettings
.Options
and GAME_OPTION_WEAPONSTAY
) and arespawn
;
3312 if (FHealth
< PLAYER_HP_SOFT
) or (FFireTime
> 0) then
3314 if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 10, PLAYER_HP_SOFT
);
3318 if gFlash
= 2 then Inc(FPickup
, 5);
3322 if (FHealth
< PLAYER_HP_SOFT
) or (FFireTime
> 0) then
3324 if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 25, PLAYER_HP_SOFT
);
3328 if gFlash
= 2 then Inc(FPickup
, 5);
3332 if FArmor
< PLAYER_AP_SOFT
then
3334 FArmor
:= PLAYER_AP_SOFT
;
3337 if gFlash
= 2 then Inc(FPickup
, 5);
3341 if FArmor
< PLAYER_AP_LIMIT
then
3343 FArmor
:= PLAYER_AP_LIMIT
;
3346 if gFlash
= 2 then Inc(FPickup
, 5);
3350 if (FHealth
< PLAYER_HP_LIMIT
) or (FFireTime
> 0) then
3352 if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 100, PLAYER_HP_LIMIT
);
3356 if gFlash
= 2 then Inc(FPickup
, 5);
3360 if (FHealth
< PLAYER_HP_LIMIT
) or (FArmor
< PLAYER_AP_LIMIT
) or (FFireTime
> 0) then
3362 if FHealth
< PLAYER_HP_LIMIT
then
3363 FHealth
:= PLAYER_HP_LIMIT
;
3364 if FArmor
< PLAYER_AP_LIMIT
then
3365 FArmor
:= PLAYER_AP_LIMIT
;
3369 if gFlash
= 2 then Inc(FPickup
, 5);
3373 if (not FWeapon
[WEAPON_SAW
]) or ((not arespawn
) and (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
])) then
3375 hadWeapon
:= FWeapon
[WEAPON_SAW
];
3376 switchWeapon
:= WEAPON_SAW
;
3377 FWeapon
[WEAPON_SAW
] := True;
3379 if gFlash
= 2 then Inc(FPickup
, 5);
3380 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3383 ITEM_WEAPON_SHOTGUN1
:
3384 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SHOTGUN1
] then
3386 // Нужно, чтобы не взять все пули сразу:
3387 if a
and FWeapon
[WEAPON_SHOTGUN1
] then Exit
;
3388 hadWeapon
:= FWeapon
[WEAPON_SHOTGUN1
];
3389 switchWeapon
:= WEAPON_SHOTGUN1
;
3390 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3391 FWeapon
[WEAPON_SHOTGUN1
] := True;
3393 if gFlash
= 2 then Inc(FPickup
, 5);
3394 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3397 ITEM_WEAPON_SHOTGUN2
:
3398 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SHOTGUN2
] then
3400 if a
and FWeapon
[WEAPON_SHOTGUN2
] then Exit
;
3401 hadWeapon
:= FWeapon
[WEAPON_SHOTGUN2
];
3402 switchWeapon
:= WEAPON_SHOTGUN2
;
3403 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3404 FWeapon
[WEAPON_SHOTGUN2
] := True;
3406 if gFlash
= 2 then Inc(FPickup
, 5);
3407 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3410 ITEM_WEAPON_CHAINGUN
:
3411 if (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or not FWeapon
[WEAPON_CHAINGUN
] then
3413 if a
and FWeapon
[WEAPON_CHAINGUN
] then Exit
;
3414 hadWeapon
:= FWeapon
[WEAPON_CHAINGUN
];
3415 switchWeapon
:= WEAPON_CHAINGUN
;
3416 IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
3417 FWeapon
[WEAPON_CHAINGUN
] := True;
3419 if gFlash
= 2 then Inc(FPickup
, 5);
3420 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3423 ITEM_WEAPON_ROCKETLAUNCHER
:
3424 if (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or not FWeapon
[WEAPON_ROCKETLAUNCHER
] then
3426 if a
and FWeapon
[WEAPON_ROCKETLAUNCHER
] then Exit
;
3427 switchWeapon
:= WEAPON_ROCKETLAUNCHER
;
3428 hadWeapon
:= FWeapon
[WEAPON_ROCKETLAUNCHER
];
3429 IncMax(FAmmo
[A_ROCKETS
], 2, FMaxAmmo
[A_ROCKETS
]);
3430 FWeapon
[WEAPON_ROCKETLAUNCHER
] := True;
3432 if gFlash
= 2 then Inc(FPickup
, 5);
3433 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3437 if (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or not FWeapon
[WEAPON_PLASMA
] then
3439 if a
and FWeapon
[WEAPON_PLASMA
] then Exit
;
3440 switchWeapon
:= WEAPON_PLASMA
;
3441 hadWeapon
:= FWeapon
[WEAPON_PLASMA
];
3442 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
3443 FWeapon
[WEAPON_PLASMA
] := True;
3445 if gFlash
= 2 then Inc(FPickup
, 5);
3446 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3450 if (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or not FWeapon
[WEAPON_BFG
] then
3452 if a
and FWeapon
[WEAPON_BFG
] then Exit
;
3453 switchWeapon
:= WEAPON_BFG
;
3454 hadWeapon
:= FWeapon
[WEAPON_BFG
];
3455 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
3456 FWeapon
[WEAPON_BFG
] := True;
3458 if gFlash
= 2 then Inc(FPickup
, 5);
3459 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3462 ITEM_WEAPON_SUPERPULEMET
:
3463 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SUPERPULEMET
] then
3465 if a
and FWeapon
[WEAPON_SUPERPULEMET
] then Exit
;
3466 switchWeapon
:= WEAPON_SUPERPULEMET
;
3467 hadWeapon
:= FWeapon
[WEAPON_SUPERPULEMET
];
3468 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3469 FWeapon
[WEAPON_SUPERPULEMET
] := True;
3471 if gFlash
= 2 then Inc(FPickup
, 5);
3472 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3475 ITEM_WEAPON_FLAMETHROWER
:
3476 if (FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
]) or not FWeapon
[WEAPON_FLAMETHROWER
] then
3478 if a
and FWeapon
[WEAPON_FLAMETHROWER
] then Exit
;
3479 switchWeapon
:= WEAPON_FLAMETHROWER
;
3480 hadWeapon
:= FWeapon
[WEAPON_FLAMETHROWER
];
3481 IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
3482 FWeapon
[WEAPON_FLAMETHROWER
] := True;
3484 if gFlash
= 2 then Inc(FPickup
, 5);
3485 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3489 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
3491 IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
3494 if gFlash
= 2 then Inc(FPickup
, 5);
3497 ITEM_AMMO_BULLETS_BOX
:
3498 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
3500 IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
3503 if gFlash
= 2 then Inc(FPickup
, 5);
3507 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
3509 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3512 if gFlash
= 2 then Inc(FPickup
, 5);
3515 ITEM_AMMO_SHELLS_BOX
:
3516 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
3518 IncMax(FAmmo
[A_SHELLS
], 25, FMaxAmmo
[A_SHELLS
]);
3521 if gFlash
= 2 then Inc(FPickup
, 5);
3525 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
3527 IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
3530 if gFlash
= 2 then Inc(FPickup
, 5);
3533 ITEM_AMMO_ROCKET_BOX
:
3534 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
3536 IncMax(FAmmo
[A_ROCKETS
], 5, FMaxAmmo
[A_ROCKETS
]);
3539 if gFlash
= 2 then Inc(FPickup
, 5);
3543 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
3545 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
3548 if gFlash
= 2 then Inc(FPickup
, 5);
3552 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
3554 IncMax(FAmmo
[A_CELLS
], 100, FMaxAmmo
[A_CELLS
]);
3557 if gFlash
= 2 then Inc(FPickup
, 5);
3561 if FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
] then
3563 IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
3566 if gFlash
= 2 then Inc(FPickup
, 5);
3570 if not(R_ITEM_BACKPACK
in FRulez
) or
3571 (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or
3572 (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or
3573 (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or
3574 (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or
3575 (FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
]) then
3577 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[1, A_BULLETS
];
3578 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[1, A_SHELLS
];
3579 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[1, A_ROCKETS
];
3580 FMaxAmmo
[A_CELLS
] := AmmoLimits
[1, A_CELLS
];
3581 FMaxAmmo
[A_FUEL
] := AmmoLimits
[1, A_FUEL
];
3583 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
3584 IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
3585 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
3586 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3587 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
3588 IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
3589 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
3590 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
3591 if FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
] then
3592 IncMax(FAmmo
[A_FUEL
], 50, FMaxAmmo
[A_FUEL
]);
3594 FRulez
:= FRulez
+ [R_ITEM_BACKPACK
];
3597 if gFlash
= 2 then Inc(FPickup
, 5);
3601 if not(R_KEY_RED
in FRulez
) then
3603 Include(FRulez
, R_KEY_RED
);
3605 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
3606 if gFlash
= 2 then Inc(FPickup
, 5);
3607 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
3611 if not(R_KEY_GREEN
in FRulez
) then
3613 Include(FRulez
, R_KEY_GREEN
);
3615 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
3616 if gFlash
= 2 then Inc(FPickup
, 5);
3617 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
3621 if not(R_KEY_BLUE
in FRulez
) then
3623 Include(FRulez
, R_KEY_BLUE
);
3625 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
3626 if gFlash
= 2 then Inc(FPickup
, 5);
3627 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
3631 if FMegaRulez
[MR_SUIT
] < gTime
+PLAYER_SUIT_TIME
then
3633 FMegaRulez
[MR_SUIT
] := gTime
+PLAYER_SUIT_TIME
;
3637 if gFlash
= 2 then Inc(FPickup
, 5);
3641 if FAir
< AIR_MAX
then
3646 if gFlash
= 2 then Inc(FPickup
, 5);
3651 if not (R_BERSERK
in FRulez
) then
3653 Include(FRulez
, R_BERSERK
);
3654 if (FBFGFireCounter
= -1) then
3656 FCurrWeap
:= WEAPON_KASTET
;
3658 FModel
.SetWeapon(WEAPON_KASTET
);
3663 if gFlash
= 2 then Inc(FPickup
, 5);
3665 FBerserk
:= gTime
+30000;
3670 if (FHealth
< PLAYER_HP_SOFT
) or (FFireTime
> 0) then
3672 if FHealth
< PLAYER_HP_SOFT
then FHealth
:= PLAYER_HP_SOFT
;
3673 FBerserk
:= gTime
+30000;
3681 if FMegaRulez
[MR_INVUL
] < gTime
+PLAYER_INVUL_TIME
then
3683 FMegaRulez
[MR_INVUL
] := gTime
+PLAYER_INVUL_TIME
;
3687 if gFlash
= 2 then Inc(FPickup
, 5);
3691 if (FHealth
< PLAYER_HP_LIMIT
) or (FFireTime
> 0) then
3693 if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 4, PLAYER_HP_LIMIT
);
3697 if gFlash
= 2 then Inc(FPickup
, 5);
3701 if FArmor
< PLAYER_AP_LIMIT
then
3703 IncMax(FArmor
, 5, PLAYER_AP_LIMIT
);
3706 if gFlash
= 2 then Inc(FPickup
, 5);
3710 if FJetFuel
< JET_MAX
then
3712 FJetFuel
:= JET_MAX
;
3715 if gFlash
= 2 then Inc(FPickup
, 5);
3719 if FMegaRulez
[MR_INVIS
] < gTime
+PLAYER_INVIS_TIME
then
3721 FMegaRulez
[MR_INVIS
] := gTime
+PLAYER_INVIS_TIME
;
3724 if gFlash
= 2 then Inc(FPickup
, 5);
3728 if (shouldSwitch(switchWeapon
, hadWeapon
)) then
3729 QueueWeaponSwitch(switchWeapon
);
3732 procedure TPlayer
.Touch();
3736 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
3739 // Бросить флаг товарищу:
3740 if gGameSettings
.GameMode
= GM_CTF
then
3745 procedure TPlayer
.Push(vx
, vy
: Integer);
3747 if (not FPhysics
) and FGhost
then
3749 FObj
.Accel
.X
:= FObj
.Accel
.X
+ vx
;
3750 FObj
.Accel
.Y
:= FObj
.Accel
.Y
+ vy
;
3751 if g_Game_IsNet
and g_Game_IsServer
then
3752 MH_SEND_PlayerPos(True, FUID
, NET_EVERYONE
);
3755 procedure TPlayer
.Reset(Force
: Boolean);
3761 FTime
[T_RESPAWN
] := 0;
3762 FTime
[T_FLAGCAP
] := 0;
3778 FSpectator
:= False;
3781 FSpectatePlayer
:= -1;
3782 FNoRespawn
:= False;
3784 FLives
:= gGameSettings
.MaxLives
;
3789 procedure TPlayer
.SoftReset();
3797 FBFGFireCounter
:= -1;
3805 SetAction(A_STAND
, True);
3808 function TPlayer
.GetRespawnPoint(): Byte;
3813 // На будущее: FSpawn - игрок уже играл и перерождается
3815 // Одиночная игра/кооператив
3816 if gGameSettings
.GameMode
in [GM_COOP
, GM_SINGLE
] then
3818 if Self
= gPlayer1
then
3820 // player 1 should try to spawn on the player 1 point
3821 if g_Map_GetPointCount(RESPAWNPOINT_PLAYER1
) > 0 then
3822 Exit(RESPAWNPOINT_PLAYER1
)
3823 else if g_Map_GetPointCount(RESPAWNPOINT_PLAYER2
) > 0 then
3824 Exit(RESPAWNPOINT_PLAYER2
);
3826 else if Self
= gPlayer2
then
3828 // player 2 should try to spawn on the player 2 point
3829 if g_Map_GetPointCount(RESPAWNPOINT_PLAYER2
) > 0 then
3830 Exit(RESPAWNPOINT_PLAYER2
)
3831 else if g_Map_GetPointCount(RESPAWNPOINT_PLAYER1
) > 0 then
3832 Exit(RESPAWNPOINT_PLAYER1
);
3836 // other players randomly pick either the first or the second point
3837 c
:= IfThen((Random(2) = 0), RESPAWNPOINT_PLAYER1
, RESPAWNPOINT_PLAYER2
);
3838 if g_Map_GetPointCount(c
) > 0 then
3840 // try the other one
3841 c
:= IfThen((c
= RESPAWNPOINT_PLAYER1
), RESPAWNPOINT_PLAYER2
, RESPAWNPOINT_PLAYER1
);
3842 if g_Map_GetPointCount(c
) > 0 then
3848 if gGameSettings
.GameMode
= GM_DM
then
3850 // try DM points first
3851 if g_Map_GetPointCount(RESPAWNPOINT_DM
) > 0 then
3852 Exit(RESPAWNPOINT_DM
);
3856 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
3858 // try team points first
3859 c
:= RESPAWNPOINT_DM
;
3860 if FTeam
= TEAM_RED
then
3861 c
:= RESPAWNPOINT_RED
3862 else if FTeam
= TEAM_BLUE
then
3863 c
:= RESPAWNPOINT_BLUE
;
3864 if g_Map_GetPointCount(c
) > 0 then
3868 // still haven't found a spawnpoint, try random shit
3869 Result
:= g_Map_GetRandomPointType();
3872 procedure TPlayer
.Respawn(Silent
: Boolean; Force
: Boolean = False);
3874 RespawnPoint
: TRespawnPoint
;
3880 FBFGFireCounter
:= -1;
3887 if not g_Game_IsServer
then
3891 FWantsInGame
:= True;
3892 FJustTeleported
:= True;
3895 FTime
[T_RESPAWN
] := 0;
3899 // if server changes MaxLives we gotta be ready
3900 if gGameSettings
.MaxLives
= 0 then FNoRespawn
:= False;
3902 // Еще нельзя возродиться:
3903 if FTime
[T_RESPAWN
] > gTime
then
3906 // Просрал все жизни:
3909 if not FSpectator
then Spectate(True);
3910 FWantsInGame
:= True;
3914 if (gGameSettings
.GameType
<> GT_SINGLE
) and (gGameSettings
.GameMode
<> GM_COOP
) then
3915 begin // "Своя игра"
3916 // Берсерк не сохраняется между уровнями:
3917 FRulez
:= FRulez
-[R_BERSERK
];
3919 else // "Одиночная игра"/"Кооп"
3921 // Берсерк и ключи не сохраняются между уровнями:
3922 FRulez
:= FRulez
-[R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
, R_BERSERK
];
3925 // Получаем точку спауна игрока:
3926 c
:= GetRespawnPoint();
3931 // Воскрешение без оружия:
3934 FHealth
:= Round(PLAYER_HP_SOFT
* (FHandicap
/ 100));
3940 for a
:= WP_FIRST
to WP_LAST
do
3942 FWeapon
[a
] := False;
3946 FWeapon
[WEAPON_PISTOL
] := True;
3947 FWeapon
[WEAPON_KASTET
] := True;
3948 FCurrWeap
:= WEAPON_PISTOL
;
3951 FModel
.SetWeapon(FCurrWeap
);
3953 for b
:= A_BULLETS
to A_HIGH
do
3956 FAmmo
[A_BULLETS
] := 50;
3958 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[0, A_BULLETS
];
3959 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[0, A_SHELLS
];
3960 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[0, A_SHELLS
];
3961 FMaxAmmo
[A_CELLS
] := AmmoLimits
[0, A_CELLS
];
3962 FMaxAmmo
[A_FUEL
] := AmmoLimits
[0, A_FUEL
];
3964 if (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
]) and
3965 LongBool(gGameSettings
.Options
and GAME_OPTION_DMKEYS
) then
3966 FRulez
:= [R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
]
3971 // Получаем координаты точки возрождения:
3972 if not g_Map_GetPoint(c
, RespawnPoint
) then
3974 g_FatalError(_lc
[I_GAME_ERROR_GET_SPAWN
]);
3978 // Установка координат и сброс всех параметров:
3979 FObj
.X
:= RespawnPoint
.X
-PLAYER_RECT
.X
;
3980 FObj
.Y
:= RespawnPoint
.Y
-PLAYER_RECT
.Y
;
3981 FObj
.oldX
:= FObj
.X
; // don't interpolate after respawn
3982 FObj
.oldY
:= FObj
.Y
;
3988 FDirection
:= RespawnPoint
.Direction
;
3989 if FDirection
= TDirection
.D_LEFT
then
3994 SetAction(A_STAND
, True);
3995 FModel
.Direction
:= FDirection
;
3997 for a
:= Low(FTime
) to High(FTime
) do
4000 for a
:= Low(FMegaRulez
) to High(FMegaRulez
) do
4003 // Respawn invulnerability
4004 if (gGameSettings
.GameType
<> GT_SINGLE
) and (gGameSettings
.SpawnInvul
> 0) then
4006 FMegaRulez
[MR_INVUL
] := gTime
+ gGameSettings
.SpawnInvul
* 1000;
4007 FSpawnInvul
:= FMegaRulez
[MR_INVUL
];
4012 FCanJetpack
:= False;
4018 // Анимация возрождения:
4019 if (not gLoadGameMode
) and (not Silent
) then
4021 R_GFX_TELEPORT_FAST
,
4022 FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4023 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32
4026 FSpectator
:= False;
4029 FSpectatePlayer
:= -1;
4032 if (gPlayer1
= nil) and (gSpectLatchPID1
= FUID
) then
4034 if (gPlayer2
= nil) and (gSpectLatchPID2
= FUID
) then
4037 if g_Game_IsNet
then
4039 MH_SEND_PlayerPos(True, FUID
, NET_EVERYONE
);
4040 MH_SEND_PlayerStats(FUID
, NET_EVERYONE
);
4042 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4043 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32,
4048 procedure TPlayer
.Spectate(NoMove
: Boolean = False);
4051 Kill(K_EXTRAHARDKILL
, FUID
, HIT_SOME
)
4052 else if (not NoMove
) then
4054 GameX
:= gMapInfo
.Width
div 2;
4055 GameY
:= gMapInfo
.Height
div 2;
4064 FWantsInGame
:= False;
4070 if Self
= gPlayer1
then
4072 gSpectLatchPID1
:= FUID
;
4075 else if Self
= gPlayer2
then
4077 gSpectLatchPID2
:= FUID
;
4082 if g_Game_IsNet
then
4083 MH_SEND_PlayerStats(FUID
);
4086 procedure TPlayer
.SwitchNoClip
;
4090 FGhost
:= not FGhost
;
4091 FPhysics
:= not FGhost
;
4103 procedure TPlayer
.Run(Direction
: TDirection
);
4107 if MAX_RUNVEL
> 8 then
4111 if Direction
= TDirection
.D_LEFT
then
4113 if FObj
.Vel
.X
> -MAX_RUNVEL
then
4114 FObj
.Vel
.X
:= FObj
.Vel
.X
- (MAX_RUNVEL
shr 3);
4117 if FObj
.Vel
.X
< MAX_RUNVEL
then
4118 FObj
.Vel
.X
:= FObj
.Vel
.X
+ (MAX_RUNVEL
shr 3);
4120 // Возможно, пинаем куски:
4121 if (FObj
.Vel
.X
<> 0) and (gGibs
<> nil) then
4123 b
:= Abs(FObj
.Vel
.X
);
4124 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
4125 for a
:= 0 to High(gGibs
) do
4127 if gGibs
[a
].alive
and
4128 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
4129 FObj
.Rect
.Width
, 8, @gGibs
[a
].Obj
) and (Random(3) = 0) then
4132 if FObj
.Vel
.X
< 0 then
4134 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)+120) // налево
4138 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)); // направо
4140 gGibs
[a
].positionChanged(); // this updates spatial accelerators
4148 procedure TPlayer
.SeeDown();
4150 SetAction(A_SEEDOWN
);
4152 if FDirection
= TDirection
.D_LEFT
then FAngle
:= ANGLE_LEFTDOWN
else FAngle
:= ANGLE_RIGHTDOWN
;
4154 if FIncCam
> -120 then DecMin(FIncCam
, 5, -120);
4157 procedure TPlayer
.SeeUp();
4161 if FDirection
= TDirection
.D_LEFT
then FAngle
:= ANGLE_LEFTUP
else FAngle
:= ANGLE_RIGHTUP
;
4163 if FIncCam
< 120 then IncMax(FIncCam
, 5, 120);
4166 procedure TPlayer
.SetAction(Action
: Byte; Force
: Boolean = False);
4174 A_ATTACK
: Prior
:= 2;
4175 A_SEEUP
: Prior
:= 1;
4176 A_SEEDOWN
: Prior
:= 1;
4177 A_ATTACKUP
: Prior
:= 2;
4178 A_ATTACKDOWN
: Prior
:= 2;
4183 if (Prior
> FActionPrior
) or Force
then
4184 if not ((Prior
= 2) and (FCurrWeap
= WEAPON_SAW
)) then
4186 FActionPrior
:= Prior
;
4187 FActionAnim
:= Action
;
4188 FActionForce
:= Force
;
4189 FActionChanged
:= True;
4192 if Action
in [A_ATTACK
, A_ATTACKUP
, A_ATTACKDOWN
] then FModel
.SetFire(True);
4195 function TPlayer
.StayOnStep(XInc
, YInc
: Integer): Boolean;
4197 Result
:= not g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+YInc
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
-1,
4198 PLAYER_RECT
.Width
, 1, PANEL_STEP
, False)
4199 and g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+YInc
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
,
4200 PLAYER_RECT
.Width
, 1, PANEL_STEP
, False);
4203 function TPlayer
.TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
4207 if g_CollideLevel(X
, Y
, PLAYER_RECT
.Width
, PLAYER_RECT
.Height
) then
4209 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj
.X
, FObj
.Y
);
4210 if g_Game_IsServer
and g_Game_IsNet
then
4211 MH_SEND_Sound(FObj
.X
, FObj
.Y
, 'SOUND_GAME_NOTELEPORT');
4215 FJustTeleported
:= True;
4219 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj
.X
, FObj
.Y
);
4221 R_GFX_TELEPORT_FAST
,
4222 FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4223 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32
4225 if g_Game_IsServer
and g_Game_IsNet
then
4226 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4227 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, 1,
4231 FObj
.X
:= X
-PLAYER_RECT
.X
;
4232 FObj
.Y
:= Y
-PLAYER_RECT
.Y
;
4233 FObj
.oldX
:= FObj
.X
; // don't interpolate after respawn
4234 FObj
.oldY
:= FObj
.Y
;
4235 if FAlive
and FGhost
then
4241 if not g_Game_IsNet
then
4245 SetDirection(TDirection
.D_LEFT
);
4251 SetDirection(TDirection
.D_RIGHT
);
4257 if FDirection
= TDirection
.D_RIGHT
then
4259 SetDirection(TDirection
.D_LEFT
);
4264 SetDirection(TDirection
.D_RIGHT
);
4273 R_GFX_TELEPORT_FAST
,
4274 FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4275 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32
4277 if g_Game_IsServer
and g_Game_IsNet
then
4278 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4279 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, 0,
4286 function nonz(a
: Single): Single;
4294 function TPlayer
.refreshCorpse(): Boolean;
4300 if FAlive
or FSpectator
then
4302 if (gCorpses
= nil) or (Length(gCorpses
) = 0) then
4304 for i
:= 0 to High(gCorpses
) do
4305 if gCorpses
[i
] <> nil then
4306 if gCorpses
[i
].FPlayerUID
= FUID
then
4314 function TPlayer
.getCameraObj(): TObj
;
4316 if (not FAlive
) and (not FSpectator
) and
4317 (FCorpse
>= 0) and (FCorpse
< Length(gCorpses
)) and
4318 (gCorpses
[FCorpse
] <> nil) and (gCorpses
[FCorpse
].FPlayerUID
= FUID
) then
4320 gCorpses
[FCorpse
].FObj
.slopeUpLeft
:= FObj
.slopeUpLeft
;
4321 Result
:= gCorpses
[FCorpse
].FObj
;
4329 procedure TPlayer
.PreUpdate();
4331 FSlopeOld
:= FObj
.slopeUpLeft
;
4332 FIncCamOld
:= FIncCam
;
4333 FObj
.oldX
:= FObj
.X
;
4334 FObj
.oldY
:= FObj
.Y
;
4337 procedure TPlayer
.Update();
4340 i
, ii
, wx
, wy
, xd
, yd
, k
: Integer;
4341 blockmon
, headwater
, dospawn
: Boolean;
4346 NetServer
:= g_Game_IsNet
and g_Game_IsServer
;
4347 AnyServer
:= g_Game_IsServer
;
4349 if g_Game_IsClient
and (NetInterpLevel
> 0) then
4350 DoLerp(NetInterpLevel
+ 1)
4356 if (FClientID
>= 0) and (NetClients
[FClientID
].Peer
<> nil) then
4358 FPing
:= NetClients
[FClientID
].Peer
^.lastRoundTripTime
;
4359 if NetClients
[FClientID
].Peer
^.packetsSent
> 0 then
4360 FLoss
:= Round(100*NetClients
[FClientID
].Peer
^.packetsLost
/NetClients
[FClientID
].Peer
^.packetsSent
)
4369 if FAlive
and (FPunchAnim
<> nil) then
4370 FPunchAnim
.Update();
4372 if FAlive
and (gFly
or FJetpack
) then
4375 if FDirection
= TDirection
.D_LEFT
then
4380 if FAlive
and (not FGhost
) then
4382 if FKeys
[KEY_UP
].Pressed
then
4384 if FKeys
[KEY_DOWN
].Pressed
then
4388 if (not (FKeys
[KEY_UP
].Pressed
or FKeys
[KEY_DOWN
].Pressed
)) and
4391 i
:= g_basic
.Sign(FIncCam
);
4392 FIncCam
:= Abs(FIncCam
);
4393 DecMin(FIncCam
, 5, 0);
4394 FIncCam
:= FIncCam
*i
;
4397 if gTime
mod (GAME_TICK
*2) <> 0 then
4399 if (FObj
.Vel
.X
= 0) and FAlive
then
4401 if FKeys
[KEY_LEFT
].Pressed
then
4402 Run(TDirection
.D_LEFT
);
4403 if FKeys
[KEY_RIGHT
].Pressed
then
4404 Run(TDirection
.D_RIGHT
);
4409 g_Obj_Move(@FObj
, True, True, True);
4410 positionChanged(); // this updates spatial accelerators
4416 FActionChanged
:= False;
4420 // Let alive player do some actions
4421 if FKeys
[KEY_LEFT
].Pressed
then Run(TDirection
.D_LEFT
);
4422 if FKeys
[KEY_RIGHT
].Pressed
then Run(TDirection
.D_RIGHT
);
4423 if FKeys
[KEY_FIRE
].Pressed
and AnyServer
then Fire()
4429 if NetServer
then MH_SEND_PlayerStats(FUID
);
4432 if FKeys
[KEY_OPEN
].Pressed
and AnyServer
then Use();
4433 if FKeys
[KEY_JUMP
].Pressed
then Jump()
4436 if AnyServer
and FJetpack
then
4440 if NetServer
then MH_SEND_PlayerStats(FUID
);
4442 FCanJetpack
:= True;
4449 for k
:= Low(FKeys
) to KEY_CHAT
-1 do
4451 if FKeys
[k
].Pressed
then
4459 if gGameSettings
.GameType
in [GT_CUSTOM
, GT_SERVER
, GT_CLIENT
] then
4462 if (FTime
[T_RESPAWN
] <= gTime
) and
4463 gGameOn
and (not FAlive
) then
4465 if (g_Player_GetCount() > 1) then
4469 gExit
:= EXIT_RESTART
;
4474 // Dead spectator actions
4477 if FKeys
[KEY_OPEN
].Pressed
and AnyServer
then Fire();
4478 if FKeys
[KEY_FIRE
].Pressed
and AnyServer
then
4482 if (FSpectatePlayer
>= High(gPlayers
)) then
4483 FSpectatePlayer
:= -1
4487 for I
:= FSpectatePlayer
+ 1 to High(gPlayers
) do
4488 if gPlayers
[I
] <> nil then
4489 if gPlayers
[I
].alive
then
4490 if gPlayers
[I
].UID
<> FUID
then
4492 FSpectatePlayer
:= I
;
4497 if not SetSpect
then FSpectatePlayer
:= -1;
4508 if FKeys
[KEY_UP
].Pressed
or FKeys
[KEY_JUMP
].Pressed
then
4510 FYTo
:= FObj
.Y
- 32;
4511 FSpectatePlayer
:= -1;
4513 if FKeys
[KEY_DOWN
].Pressed
then
4515 FYTo
:= FObj
.Y
+ 32;
4516 FSpectatePlayer
:= -1;
4518 if FKeys
[KEY_LEFT
].Pressed
then
4520 FXTo
:= FObj
.X
- 32;
4521 FSpectatePlayer
:= -1;
4523 if FKeys
[KEY_RIGHT
].Pressed
then
4525 FXTo
:= FObj
.X
+ 32;
4526 FSpectatePlayer
:= -1;
4529 if (FXTo
< -64) then
4531 else if (FXTo
> gMapInfo
.Width
+ 32) then
4532 FXTo
:= gMapInfo
.Width
+ 32;
4533 if (FYTo
< -72) then
4535 else if (FYTo
> gMapInfo
.Height
+ 32) then
4536 FYTo
:= gMapInfo
.Height
+ 32;
4541 g_Obj_Move(@FObj
, True, True, True);
4542 positionChanged(); // this updates spatial accelerators
4549 if (FSpectatePlayer
<= High(gPlayers
)) and (FSpectatePlayer
>= 0) then
4550 if gPlayers
[FSpectatePlayer
] <> nil then
4551 if gPlayers
[FSpectatePlayer
].alive
then
4553 FXTo
:= gPlayers
[FSpectatePlayer
].GameX
;
4554 FYTo
:= gPlayers
[FSpectatePlayer
].GameY
;
4558 blockmon
:= g_Map_CollidePanel(FObj
.X
+PLAYER_HEADRECT
.X
, FObj
.Y
+PLAYER_HEADRECT
.Y
,
4559 PLAYER_HEADRECT
.Width
, PLAYER_HEADRECT
.Height
,
4560 PANEL_BLOCKMON
, True);
4561 headwater
:= HeadInLiquid(0, 0);
4563 // Сопротивление воздуха:
4564 if (not FAlive
) or not (FKeys
[KEY_LEFT
].Pressed
or FKeys
[KEY_RIGHT
].Pressed
) then
4565 if FObj
.Vel
.X
<> 0 then
4566 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
4568 if (FLastHit
= HIT_TRAP
) and (FPain
> 90) then FPain
:= 90;
4569 DecMin(FPain
, 5, 0);
4570 DecMin(FPickup
, 1, 0);
4572 if FAlive
and (FObj
.Y
> Integer(gMapInfo
.Height
)+128) and AnyServer
then
4574 // Обнулить действия примочек, чтобы фон пропал
4575 FMegaRulez
[MR_SUIT
] := 0;
4576 FMegaRulez
[MR_INVUL
] := 0;
4577 FMegaRulez
[MR_INVIS
] := 0;
4578 Kill(K_FALLKILL
, 0, HIT_FALL
);
4585 if FCurrWeap
= WEAPON_SAW
then
4586 if not (FSawSound
.IsPlaying() or FSawSoundHit
.IsPlaying() or
4587 FSawSoundSelect
.IsPlaying()) then
4588 FSawSoundIdle
.PlayAt(FObj
.X
, FObj
.Y
);
4591 if (not FJetSoundFly
.IsPlaying()) and (not FJetSoundOn
.IsPlaying()) and
4592 (not FJetSoundOff
.IsPlaying()) then
4594 FJetSoundFly
.SetPosition(0);
4595 FJetSoundFly
.PlayAt(FObj
.X
, FObj
.Y
);
4598 for b
:= WP_FIRST
to WP_LAST
do
4599 if FReloading
[b
] > 0 then
4605 if FShellTimer
> -1 then
4606 if FShellTimer
= 0 then
4608 if FShellType
= SHELL_SHELL
then
4609 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
4610 GameVelX
, GameVelY
-2, SHELL_SHELL
)
4611 else if FShellType
= SHELL_DBLSHELL
then
4613 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
4614 GameVelX
+1, GameVelY
-2, SHELL_SHELL
);
4615 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
4616 GameVelX
-1, GameVelY
-2, SHELL_SHELL
);
4619 end else Dec(FShellTimer
);
4621 if (FBFGFireCounter
> -1) then
4622 if FBFGFireCounter
= 0 then
4626 wx
:= FObj
.X
+WEAPONPOINT
[FDirection
].X
;
4627 wy
:= FObj
.Y
+WEAPONPOINT
[FDirection
].Y
;
4628 xd
:= wx
+IfThen(FDirection
= TDirection
.D_LEFT
, -30, 30);
4629 yd
:= wy
+firediry();
4630 g_Weapon_bfgshot(wx
, wy
, xd
, yd
, FUID
);
4631 if NetServer
then MH_SEND_PlayerFire(FUID
, WEAPON_BFG
, wx
, wy
, xd
, yd
);
4632 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
4633 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
4634 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
4637 FReloading
[WEAPON_BFG
] := WEAPON_RELOAD
[WEAPON_BFG
];
4638 FBFGFireCounter
:= -1;
4641 FBFGFireCounter
:= 0
4643 Dec(FBFGFireCounter
);
4645 if (FMegaRulez
[MR_SUIT
] < gTime
) and AnyServer
then
4647 b
:= g_GetAcidHit(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
, PLAYER_RECT
.Width
, PLAYER_RECT
.Height
);
4649 if (b
> 0) and (gTime
mod (15*GAME_TICK
) = 0) then Damage(b
, 0, 0, 0, HIT_ACID
);
4652 if (headwater
or blockmon
) then
4658 if AnyServer
then Damage(10, 0, 0, 0, HIT_WATER
);
4661 else if (FAir
mod 31 = 0) and not blockmon
then
4663 g_GFX_Bubbles(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2), FObj
.Y
+PLAYER_RECT
.Y
-4, 5+Random(6), 8, 4);
4665 then g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
4666 else g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
4668 end else if FAir
< AIR_DEF
then
4671 if FFireTime
> 0 then
4673 if BodyInLiquid(0, 0) then
4678 else if FMegaRulez
[MR_SUIT
] >= gTime
then
4680 if FMegaRulez
[MR_SUIT
] = gTime
then
4687 if FFirePainTime
<= 0 then
4689 if g_Game_IsServer
then
4690 Damage(2, FFireAttacker
, 0, 0, HIT_FLAME
);
4691 FFirePainTime
:= 12 - FFireTime
div 12;
4693 FFirePainTime
:= FFirePainTime
- 1;
4694 FFireTime
:= FFireTime
- 1;
4695 if ((FFireTime
mod 33) = 0) and (FMegaRulez
[MR_INVUL
] < gTime
) then
4696 FModel
.PlaySound(MODELSOUND_PAIN
, 1, FObj
.X
, FObj
.Y
);
4697 if (FFireTime
= 0) and g_Game_IsNet
and g_Game_IsServer
then
4698 MH_SEND_PlayerStats(FUID
);
4702 if FDamageBuffer
> 0 then
4704 if FDamageBuffer
>= 9 then
4708 if FDamageBuffer
< 30 then i
:= 9
4709 else if FDamageBuffer
< 100 then i
:= 18
4713 ii
:= Round(FDamageBuffer
*FHealth
/ nonz(FArmor
*(3/4)+FHealth
));
4714 FArmor
:= FArmor
-(FDamageBuffer
-ii
);
4715 FHealth
:= FHealth
-ii
;
4718 FHealth
:= FHealth
+FArmor
;
4723 if FHealth
<= 0 then
4724 if FHealth
> -30 then Kill(K_SIMPLEKILL
, FLastSpawnerUID
, FLastHit
)
4725 else if FHealth
> -50 then Kill(K_HARDKILL
, FLastSpawnerUID
, FLastHit
)
4726 else Kill(K_EXTRAHARDKILL
, FLastSpawnerUID
, FLastHit
);
4728 if FAlive
and ((FLastHit
<> HIT_FLAME
) or (FFireTime
<= 0)) then
4730 if FDamageBuffer
<= 20 then FModel
.PlaySound(MODELSOUND_PAIN
, 1, FObj
.X
, FObj
.Y
)
4731 else if FDamageBuffer
<= 55 then FModel
.PlaySound(MODELSOUND_PAIN
, 2, FObj
.X
, FObj
.Y
)
4732 else if FDamageBuffer
<= 120 then FModel
.PlaySound(MODELSOUND_PAIN
, 3, FObj
.X
, FObj
.Y
)
4733 else FModel
.PlaySound(MODELSOUND_PAIN
, 4, FObj
.X
, FObj
.Y
);
4740 end; // if FAlive then ...
4742 if (FActionAnim
= A_PAIN
) and (FModel
.Animation
<> A_PAIN
) then
4744 FModel
.ChangeAnimation(FActionAnim
, FActionForce
);
4745 FModel
.GetCurrentAnimation
.MinLength
:= i
;
4746 FModel
.GetCurrentAnimationMask
.MinLength
:= i
;
4747 end else FModel
.ChangeAnimation(FActionAnim
, FActionForce
and (FModel
.Animation
<> A_STAND
));
4749 if (FModel
.GetCurrentAnimation
.Played
or ((not FActionChanged
) and (FModel
.Animation
= A_WALK
)))
4750 then SetAction(A_STAND
, True);
4752 if not ((FModel
.Animation
= A_WALK
) and (Abs(FObj
.Vel
.X
) < 4) and not FModel
.Fire
) then FModel
.Update
;
4754 for b
:= Low(FKeys
) to High(FKeys
) do
4755 if FKeys
[b
].Time
= 0 then FKeys
[b
].Pressed
:= False else Dec(FKeys
[b
].Time
);
4759 procedure TPlayer
.getMapBox (out x
, y
, w
, h
: Integer); inline;
4761 x
:= FObj
.X
+PLAYER_RECT
.X
;
4762 y
:= FObj
.Y
+PLAYER_RECT
.Y
;
4763 w
:= PLAYER_RECT
.Width
;
4764 h
:= PLAYER_RECT
.Height
;
4768 procedure TPlayer
.moveBy (dx
, dy
: Integer); inline;
4770 if (dx
<> 0) or (dy
<> 0) then
4779 function TPlayer
.Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean;
4781 Result
:= g_Collide(FObj
.X
+PLAYER_RECT
.X
,
4782 FObj
.Y
+PLAYER_RECT
.Y
,
4789 function TPlayer
.Collide(Panel
: TPanel
): Boolean;
4791 Result
:= g_Collide(FObj
.X
+PLAYER_RECT
.X
,
4792 FObj
.Y
+PLAYER_RECT
.Y
,
4796 Panel
.Width
, Panel
.Height
);
4799 function TPlayer
.Collide(X
, Y
: Integer): Boolean;
4801 X
:= X
-FObj
.X
-PLAYER_RECT
.X
;
4802 Y
:= Y
-FObj
.Y
-PLAYER_RECT
.Y
;
4803 Result
:= (x
>= 0) and (x
<= PLAYER_RECT
.Width
) and
4804 (y
>= 0) and (y
<= PLAYER_RECT
.Height
);
4807 function g_Player_ValidName(Name
: string): Boolean;
4813 if gPlayers
= nil then Exit
;
4815 for a
:= 0 to High(gPlayers
) do
4816 if gPlayers
[a
] <> nil then
4817 if LowerCase(Name
) = LowerCase(gPlayers
[a
].FName
) then
4824 procedure TPlayer
.SetDirection(Direction
: TDirection
);
4828 d
:= FModel
.Direction
;
4830 FModel
.Direction
:= Direction
;
4831 if d
<> Direction
then FModel
.ChangeAnimation(FModel
.Animation
, True);
4833 FDirection
:= Direction
;
4836 function TPlayer
.GetKeys(): Byte;
4840 if R_KEY_RED
in FRulez
then Result
:= KEY_RED
;
4841 if R_KEY_GREEN
in FRulez
then Result
:= Result
or KEY_GREEN
;
4842 if R_KEY_BLUE
in FRulez
then Result
:= Result
or KEY_BLUE
;
4844 if FTeam
= TEAM_RED
then Result
:= Result
or KEY_REDTEAM
;
4845 if FTeam
= TEAM_BLUE
then Result
:= Result
or KEY_BLUETEAM
;
4848 procedure TPlayer
.Use();
4852 if FTime
[T_USE
] > gTime
then Exit
;
4854 g_Triggers_PressR(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
, PLAYER_RECT
.Width
,
4855 PLAYER_RECT
.Height
, FUID
, ACTIVATE_PLAYERPRESS
);
4857 for a
:= 0 to High(gPlayers
) do
4858 if (gPlayers
[a
] <> nil) and (gPlayers
[a
] <> Self
) and
4859 gPlayers
[a
].alive
and SameTeam(FUID
, gPlayers
[a
].FUID
) and
4860 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
4861 FObj
.Rect
.Width
, FObj
.Rect
.Height
, @gPlayers
[a
].FObj
) then
4863 gPlayers
[a
].Touch();
4864 if g_Game_IsNet
and g_Game_IsServer
then
4865 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH
, gPlayers
[a
].FUID
);
4868 FTime
[T_USE
] := gTime
+120;
4871 procedure TPlayer
.NetFire(Wpn
: Byte; X
, Y
, AX
, AY
: Integer; WID
: Integer = -1);
4874 visible
: Boolean = True;
4875 WX
, WY
, XD
, YD
: Integer;
4887 if R_BERSERK
in FRulez
then
4889 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
4890 locobj
.X
:= FObj
.X
+FObj
.Rect
.X
;
4891 locobj
.Y
:= FObj
.Y
+FObj
.Rect
.Y
;
4894 locobj
.rect
.Width
:= 39;
4895 locobj
.rect
.Height
:= 52;
4896 locobj
.Vel
.X
:= (xd
-wx
) div 2;
4897 locobj
.Vel
.Y
:= (yd
-wy
) div 2;
4898 locobj
.Accel
.X
:= xd
-wx
;
4899 locobj
.Accel
.y
:= yd
-wy
;
4901 if g_Weapon_Hit(@locobj
, 50, FUID
, HIT_SOME
) <> 0 then
4902 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj
.X
, FObj
.Y
)
4904 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj
.X
, FObj
.Y
);
4908 FPain
:= min(FPain
+ 25, 50);
4910 g_Weapon_punch(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, 3, FUID
);
4915 if g_Weapon_chainsaw(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
4916 IfThen(gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
], 9, 3), FUID
) <> 0 then
4918 FSawSoundSelect
.Stop();
4920 FSawSoundHit
.PlayAt(FObj
.X
, FObj
.Y
);
4922 else if not FSawSoundHit
.IsPlaying() then
4924 FSawSoundSelect
.Stop();
4925 FSawSound
.PlayAt(FObj
.X
, FObj
.Y
);
4931 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX
, Gamey
);
4932 FFireAngle
:= FAngle
;
4933 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
4934 GameVelX
, GameVelY
-2, SHELL_BULLET
);
4939 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex
, Gamey
);
4940 FFireAngle
:= FAngle
;
4942 FShellType
:= SHELL_SHELL
;
4947 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex
, Gamey
);
4948 FFireAngle
:= FAngle
;
4950 FShellType
:= SHELL_DBLSHELL
;
4955 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex
, Gamey
);
4956 FFireAngle
:= FAngle
;
4957 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
4958 GameVelX
, GameVelY
-2, SHELL_BULLET
);
4961 WEAPON_ROCKETLAUNCHER
:
4963 g_Weapon_Rocket(wx
, wy
, xd
, yd
, FUID
, WID
);
4964 FFireAngle
:= FAngle
;
4969 g_Weapon_Plasma(wx
, wy
, xd
, yd
, FUID
, WID
);
4970 FFireAngle
:= FAngle
;
4975 g_Weapon_BFGShot(wx
, wy
, xd
, yd
, FUID
, WID
);
4976 FFireAngle
:= FAngle
;
4979 WEAPON_SUPERPULEMET
:
4981 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex
, Gamey
);
4982 FFireAngle
:= FAngle
;
4983 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
4984 GameVelX
, GameVelY
-2, SHELL_SHELL
);
4987 WEAPON_FLAMETHROWER
:
4989 g_Weapon_flame(wx
, wy
, xd
, yd
, FUID
, WID
);
4991 FFireAngle
:= FAngle
;
4995 if not visible
then Exit
;
4997 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
4998 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
4999 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
5002 procedure TPlayer
.DoLerp(Level
: Integer = 2);
5004 if FObj
.X
<> FXTo
then FObj
.X
:= Lerp(FObj
.X
, FXTo
, Level
);
5005 if FObj
.Y
<> FYTo
then FObj
.Y
:= Lerp(FObj
.Y
, FYTo
, Level
);
5008 procedure TPlayer
.SetLerp(XTo
, YTo
: Integer);
5014 if FJustTeleported
or (NetInterpLevel
< 1) then
5018 if FJustTeleported
then
5020 FObj
.oldX
:= FObj
.X
;
5021 FObj
.oldY
:= FObj
.Y
;
5026 AX
:= Abs(FXTo
- FObj
.X
);
5027 AY
:= Abs(FYTo
- FObj
.Y
);
5028 if (AX
> 32) or (AX
<= NetInterpLevel
) then
5030 if (AY
> 32) or (AY
<= NetInterpLevel
) then
5035 function TPlayer
.FullInLift(XInc
, YInc
: Integer): Integer;
5037 if g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
5038 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
-8,
5039 PANEL_LIFTUP
, False) then Result
:= -1
5041 if g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
5042 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
-8,
5043 PANEL_LIFTDOWN
, False) then Result
:= 1
5047 function TPlayer
.GetFlag(Flag
: Byte): Boolean;
5054 if Flag
= FLAG_NONE
then
5057 if not g_Game_IsServer
then Exit
;
5059 // Принес чужой флаг на свою базу:
5060 if (Flag
= FTeam
) and
5061 (gFlags
[Flag
].State
= FLAG_STATE_NORMAL
) and
5062 (FFlag
<> FLAG_NONE
) then
5064 if FFlag
= FLAG_RED
then
5065 s
:= _lc
[I_PLAYER_FLAG_RED
]
5067 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5069 evtype
:= FLAG_STATE_SCORED
;
5071 ts
:= Format('%.4d', [gFlags
[FFlag
].CaptureTime
]);
5072 Insert('.', ts
, Length(ts
) + 1 - 3);
5073 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_CAPTURE
], [FName
, s
, ts
]), True);
5075 g_Map_ResetFlag(FFlag
);
5076 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_CAPTURE
], [AnsiUpperCase(s
)]), 144);
5078 if ((Self
= gPlayer1
) or (Self
= gPlayer2
)
5079 or ((gPlayer1
<> nil) and (gPlayer1
.Team
= FTeam
))
5080 or ((gPlayer2
<> nil) and (gPlayer2
.Team
= FTeam
))) then
5085 if not sound_cap_flag
[a
].IsPlaying() then
5086 sound_cap_flag
[a
].Play();
5088 gTeamStat
[FTeam
].Score
+= 1;
5091 if g_Game_IsNet
then
5093 MH_SEND_FlagEvent(evtype
, FFlag
, FUID
, False);
5097 gFlags
[FFlag
].CaptureTime
:= 0;
5102 // Подобрал свой флаг - вернул его на базу:
5103 if (Flag
= FTeam
) and
5104 (gFlags
[Flag
].State
= FLAG_STATE_DROPPED
) then
5106 if Flag
= FLAG_RED
then
5107 s
:= _lc
[I_PLAYER_FLAG_RED
]
5109 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5111 evtype
:= FLAG_STATE_RETURNED
;
5112 gFlags
[Flag
].CaptureTime
:= 0;
5114 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_RETURN
], [FName
, s
]), True);
5116 g_Map_ResetFlag(Flag
);
5117 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_RETURN
], [AnsiUpperCase(s
)]), 144);
5119 if ((Self
= gPlayer1
) or (Self
= gPlayer2
)
5120 or ((gPlayer1
<> nil) and (gPlayer1
.Team
= FTeam
))
5121 or ((gPlayer2
<> nil) and (gPlayer2
.Team
= FTeam
))) then
5126 if not sound_ret_flag
[a
].IsPlaying() then
5127 sound_ret_flag
[a
].Play();
5130 if g_Game_IsNet
then
5132 MH_SEND_FlagEvent(evtype
, Flag
, FUID
, False);
5138 // Подобрал чужой флаг:
5139 if (Flag
<> FTeam
) and (FTime
[T_FLAGCAP
] <= gTime
) then
5143 if Flag
= FLAG_RED
then
5144 s
:= _lc
[I_PLAYER_FLAG_RED
]
5146 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5148 evtype
:= FLAG_STATE_CAPTURED
;
5150 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_GET
], [FName
, s
]), True);
5152 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_GET
], [AnsiUpperCase(s
)]), 144);
5154 gFlags
[Flag
].State
:= FLAG_STATE_CAPTURED
;
5156 if ((Self
= gPlayer1
) or (Self
= gPlayer2
)
5157 or ((gPlayer1
<> nil) and (gPlayer1
.Team
= FTeam
))
5158 or ((gPlayer2
<> nil) and (gPlayer2
.Team
= FTeam
))) then
5163 if not sound_get_flag
[a
].IsPlaying() then
5164 sound_get_flag
[a
].Play();
5167 if g_Game_IsNet
then
5169 MH_SEND_FlagEvent(evtype
, Flag
, FUID
, False);
5175 procedure TPlayer
.SetFlag(Flag
: Byte);
5178 if FModel
<> nil then
5179 FModel
.SetFlag(FFlag
);
5182 function TPlayer
.TryDropFlag(): Boolean;
5184 if LongBool(gGameSettings
.Options
and GAME_OPTION_ALLOWDROPFLAG
) then
5185 Result
:= DropFlag(False, LongBool(gGameSettings
.Options
and GAME_OPTION_THROWFLAG
))
5190 function TPlayer
.DropFlag(Silent
: Boolean = True; DoThrow
: Boolean = False): Boolean;
5197 if (not g_Game_IsServer
) or (FFlag
= FLAG_NONE
) then
5199 FTime
[T_FLAGCAP
] := gTime
+ 2000;
5200 with gFlags
[FFlag
] do
5204 Direction
:= FDirection
;
5205 State
:= FLAG_STATE_DROPPED
;
5209 xv
:= FObj
.Vel
.X
+ IfThen(Direction
= TDirection
.D_RIGHT
, 10, -10);
5210 yv
:= FObj
.Vel
.Y
- 2;
5214 xv
:= (FObj
.Vel
.X
div 2);
5215 yv
:= (FObj
.Vel
.Y
div 2) - 2;
5217 g_Obj_Push(@Obj
, xv
, yv
);
5219 positionChanged(); // this updates spatial accelerators
5221 if FFlag
= FLAG_RED
then
5222 s
:= _lc
[I_PLAYER_FLAG_RED
]
5224 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5226 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_DROP
], [FName
, s
]), True);
5227 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_DROP
], [AnsiUpperCase(s
)]), 144);
5229 if ((Self
= gPlayer1
) or (Self
= gPlayer2
)
5230 or ((gPlayer1
<> nil) and (gPlayer1
.Team
= FTeam
))
5231 or ((gPlayer2
<> nil) and (gPlayer2
.Team
= FTeam
))) then
5236 if (not Silent
) and (not sound_lost_flag
[a
].IsPlaying()) then
5237 sound_lost_flag
[a
].Play();
5239 if g_Game_IsNet
then
5240 MH_SEND_FlagEvent(FLAG_STATE_DROPPED
, Flag
, FUID
, False);
5246 procedure TPlayer
.GetSecret();
5248 if (self
= gPlayer1
) or (self
= gPlayer2
) then
5250 g_Console_Add(Format(_lc
[I_PLAYER_SECRET
], [FName
]), True);
5251 g_Sound_PlayEx('SOUND_GAME_SECRET');
5256 procedure TPlayer
.PressKey(Key
: Byte; Time
: Word = 1);
5258 Assert(Key
<= High(FKeys
));
5260 FKeys
[Key
].Pressed
:= True;
5261 FKeys
[Key
].Time
:= Time
;
5264 function TPlayer
.IsKeyPressed(K
: Byte): Boolean;
5266 Result
:= FKeys
[K
].Pressed
;
5269 procedure TPlayer
.ReleaseKeys();
5273 for a
:= Low(FKeys
) to High(FKeys
) do
5275 FKeys
[a
].Pressed
:= False;
5280 procedure TPlayer
.OnDamage(Angle
: SmallInt);
5284 function TPlayer
.firediry(): Integer;
5286 if FKeys
[KEY_UP
].Pressed
then Result
:= -42
5287 else if FKeys
[KEY_DOWN
].Pressed
then Result
:= 19
5291 procedure TPlayer
.RememberState();
5294 SavedState
: TPlayerSavedState
;
5296 SavedState
.Health
:= FHealth
;
5297 SavedState
.Armor
:= FArmor
;
5298 SavedState
.Air
:= FAir
;
5299 SavedState
.JetFuel
:= FJetFuel
;
5300 SavedState
.CurrWeap
:= FCurrWeap
;
5301 SavedState
.NextWeap
:= FNextWeap
;
5302 SavedState
.NextWeapDelay
:= FNextWeapDelay
;
5303 for i
:= Low(FWeapon
) to High(FWeapon
) do
5304 SavedState
.Weapon
[i
] := FWeapon
[i
];
5305 for i
:= Low(FAmmo
) to High(FAmmo
) do
5306 SavedState
.Ammo
[i
] := FAmmo
[i
];
5307 for i
:= Low(FMaxAmmo
) to High(FMaxAmmo
) do
5308 SavedState
.MaxAmmo
[i
] := FMaxAmmo
[i
];
5309 SavedState
.Rulez
:= FRulez
- [R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
];
5311 FSavedStateNum
:= -1;
5312 for i
:= Low(SavedStates
) to High(SavedStates
) do
5313 if not SavedStates
[i
].Used
then
5315 FSavedStateNum
:= i
;
5318 if FSavedStateNum
< 0 then
5320 SetLength(SavedStates
, Length(SavedStates
) + 1);
5321 FSavedStateNum
:= High(SavedStates
);
5324 SavedState
.Used
:= True;
5325 SavedStates
[FSavedStateNum
] := SavedState
;
5328 procedure TPlayer
.RecallState();
5331 SavedState
: TPlayerSavedState
;
5333 if(FSavedStateNum
< 0) or (FSavedStateNum
> High(SavedStates
)) then
5336 SavedState
:= SavedStates
[FSavedStateNum
];
5337 SavedStates
[FSavedStateNum
].Used
:= False;
5338 FSavedStateNum
:= -1;
5340 FHealth
:= SavedState
.Health
;
5341 FArmor
:= SavedState
.Armor
;
5342 FAir
:= SavedState
.Air
;
5343 FJetFuel
:= SavedState
.JetFuel
;
5344 FCurrWeap
:= SavedState
.CurrWeap
;
5345 FNextWeap
:= SavedState
.NextWeap
;
5346 FNextWeapDelay
:= SavedState
.NextWeapDelay
;
5347 for i
:= Low(FWeapon
) to High(FWeapon
) do
5348 FWeapon
[i
] := SavedState
.Weapon
[i
];
5349 for i
:= Low(FAmmo
) to High(FAmmo
) do
5350 FAmmo
[i
] := SavedState
.Ammo
[i
];
5351 for i
:= Low(FMaxAmmo
) to High(FMaxAmmo
) do
5352 FMaxAmmo
[i
] := SavedState
.MaxAmmo
[i
];
5353 FRulez
:= SavedState
.Rulez
;
5355 if gGameSettings
.GameType
= GT_SERVER
then
5356 MH_SEND_PlayerStats(FUID
);
5359 procedure TPlayer
.SaveState (st
: TStream
);
5365 utils
.writeSign(st
, 'PLYR');
5366 utils
.writeInt(st
, Byte(PLR_SAVE_VERSION
)); // version
5368 utils
.writeBool(st
, FIamBot
);
5370 utils
.writeInt(st
, Word(FUID
));
5372 utils
.writeStr(st
, FName
);
5374 utils
.writeInt(st
, Byte(FTeam
));
5376 utils
.writeBool(st
, FAlive
);
5377 // Израсходовал ли все жизни
5378 utils
.writeBool(st
, FNoRespawn
);
5380 if FDirection
= TDirection
.D_LEFT
then b
:= 1 else b
:= 2; // D_RIGHT
5381 utils
.writeInt(st
, Byte(b
));
5383 utils
.writeInt(st
, LongInt(FHealth
));
5384 // Коэффициент инвалидности
5385 utils
.writeInt(st
, LongInt(FHandicap
));
5387 utils
.writeInt(st
, Byte(FLives
));
5389 utils
.writeInt(st
, LongInt(FArmor
));
5391 utils
.writeInt(st
, LongInt(FAir
));
5393 utils
.writeInt(st
, LongInt(FJetFuel
));
5395 utils
.writeInt(st
, LongInt(FPain
));
5397 utils
.writeInt(st
, LongInt(FKills
));
5399 utils
.writeInt(st
, LongInt(FMonsterKills
));
5401 utils
.writeInt(st
, LongInt(FFrags
));
5403 utils
.writeInt(st
, Byte(FFragCombo
));
5404 // Время последнего фрага
5405 utils
.writeInt(st
, LongWord(FLastFrag
));
5407 utils
.writeInt(st
, LongInt(FDeath
));
5409 utils
.writeInt(st
, Byte(FFlag
));
5411 utils
.writeInt(st
, LongInt(FSecrets
));
5413 utils
.writeInt(st
, Byte(FCurrWeap
));
5415 utils
.writeInt(st
, Word(FNextWeap
));
5417 utils
.writeInt(st
, Byte(FNextWeapDelay
));
5418 // Время зарядки BFG
5419 utils
.writeInt(st
, SmallInt(FBFGFireCounter
));
5421 utils
.writeInt(st
, LongInt(FDamageBuffer
));
5422 // Последний ударивший
5423 utils
.writeInt(st
, Word(FLastSpawnerUID
));
5424 // Тип последнего полученного урона
5425 utils
.writeInt(st
, Byte(FLastHit
));
5427 Obj_SaveState(st
, @FObj
);
5428 // Текущее количество патронов
5429 for i
:= A_BULLETS
to A_HIGH
do utils
.writeInt(st
, Word(FAmmo
[i
]));
5430 // Максимальное количество патронов
5431 for i
:= A_BULLETS
to A_HIGH
do utils
.writeInt(st
, Word(FMaxAmmo
[i
]));
5433 for i
:= WP_FIRST
to WP_LAST
do utils
.writeBool(st
, FWeapon
[i
]);
5434 // Время перезарядки оружия
5435 for i
:= WP_FIRST
to WP_LAST
do utils
.writeInt(st
, Word(FReloading
[i
]));
5437 utils
.writeBool(st
, (R_ITEM_BACKPACK
in FRulez
));
5438 // Наличие красного ключа
5439 utils
.writeBool(st
, (R_KEY_RED
in FRulez
));
5440 // Наличие зеленого ключа
5441 utils
.writeBool(st
, (R_KEY_GREEN
in FRulez
));
5442 // Наличие синего ключа
5443 utils
.writeBool(st
, (R_KEY_BLUE
in FRulez
));
5445 utils
.writeBool(st
, (R_BERSERK
in FRulez
));
5446 // Время действия специальных предметов
5447 for i
:= MR_SUIT
to MR_MAX
do utils
.writeInt(st
, LongWord(FMegaRulez
[i
]));
5448 // Время до повторного респауна, смены оружия, исользования, захвата флага
5449 for i
:= T_RESPAWN
to T_FLAGCAP
do utils
.writeInt(st
, LongWord(FTime
[i
]));
5451 utils
.writeStr(st
, FModel
.Name
);
5453 utils
.writeInt(st
, Byte(FColor
.R
));
5454 utils
.writeInt(st
, Byte(FColor
.G
));
5455 utils
.writeInt(st
, Byte(FColor
.B
));
5459 procedure TPlayer
.LoadState (st
: TStream
);
5468 if not utils
.checkSign(st
, 'PLYR') then raise XStreamError
.Create('invalid player signature');
5469 if (utils
.readByte(st
) <> PLR_SAVE_VERSION
) then raise XStreamError
.Create('invalid player version');
5471 FIamBot
:= utils
.readBool(st
);
5473 FUID
:= utils
.readWord(st
);
5475 str
:= utils
.readStr(st
);
5476 if (self
<> gPlayer1
) and (self
<> gPlayer2
) then FName
:= str
;
5478 FTeam
:= utils
.readByte(st
);
5480 FAlive
:= utils
.readBool(st
);
5481 // Израсходовал ли все жизни
5482 FNoRespawn
:= utils
.readBool(st
);
5484 b
:= utils
.readByte(st
);
5485 if b
= 1 then FDirection
:= TDirection
.D_LEFT
else FDirection
:= TDirection
.D_RIGHT
; // b = 2
5487 FHealth
:= utils
.readLongInt(st
);
5488 // Коэффициент инвалидности
5489 FHandicap
:= utils
.readLongInt(st
);
5491 FLives
:= utils
.readByte(st
);
5493 FArmor
:= utils
.readLongInt(st
);
5495 FAir
:= utils
.readLongInt(st
);
5497 FJetFuel
:= utils
.readLongInt(st
);
5499 FPain
:= utils
.readLongInt(st
);
5501 FKills
:= utils
.readLongInt(st
);
5503 FMonsterKills
:= utils
.readLongInt(st
);
5505 FFrags
:= utils
.readLongInt(st
);
5507 FFragCombo
:= utils
.readByte(st
);
5508 // Время последнего фрага
5509 FLastFrag
:= utils
.readLongWord(st
);
5511 FDeath
:= utils
.readLongInt(st
);
5513 FFlag
:= utils
.readByte(st
);
5515 FSecrets
:= utils
.readLongInt(st
);
5517 FCurrWeap
:= utils
.readByte(st
);
5519 FNextWeap
:= utils
.readWord(st
);
5521 FNextWeapDelay
:= utils
.readByte(st
);
5522 // Время зарядки BFG
5523 FBFGFireCounter
:= utils
.readSmallInt(st
);
5525 FDamageBuffer
:= utils
.readLongInt(st
);
5526 // Последний ударивший
5527 FLastSpawnerUID
:= utils
.readWord(st
);
5528 // Тип последнего полученного урона
5529 FLastHit
:= utils
.readByte(st
);
5531 Obj_LoadState(@FObj
, st
);
5532 // Текущее количество патронов
5533 for i
:= A_BULLETS
to A_HIGH
do FAmmo
[i
] := utils
.readWord(st
);
5534 // Максимальное количество патронов
5535 for i
:= A_BULLETS
to A_HIGH
do FMaxAmmo
[i
] := utils
.readWord(st
);
5537 for i
:= WP_FIRST
to WP_LAST
do FWeapon
[i
] := utils
.readBool(st
);
5538 // Время перезарядки оружия
5539 for i
:= WP_FIRST
to WP_LAST
do FReloading
[i
] := utils
.readWord(st
);
5541 if utils
.readBool(st
) then Include(FRulez
, R_ITEM_BACKPACK
);
5542 // Наличие красного ключа
5543 if utils
.readBool(st
) then Include(FRulez
, R_KEY_RED
);
5544 // Наличие зеленого ключа
5545 if utils
.readBool(st
) then Include(FRulez
, R_KEY_GREEN
);
5546 // Наличие синего ключа
5547 if utils
.readBool(st
) then Include(FRulez
, R_KEY_BLUE
);
5549 if utils
.readBool(st
) then Include(FRulez
, R_BERSERK
);
5550 // Время действия специальных предметов
5551 for i
:= MR_SUIT
to MR_MAX
do FMegaRulez
[i
] := utils
.readLongWord(st
);
5552 // Время до повторного респауна, смены оружия, исользования, захвата флага
5553 for i
:= T_RESPAWN
to T_FLAGCAP
do FTime
[i
] := utils
.readLongWord(st
);
5555 str
:= utils
.readStr(st
);
5557 FColor
.R
:= utils
.readByte(st
);
5558 FColor
.G
:= utils
.readByte(st
);
5559 FColor
.B
:= utils
.readByte(st
);
5560 if (self
= gPlayer1
) then
5562 str
:= gPlayer1Settings
.Model
;
5563 FColor
:= gPlayer1Settings
.Color
;
5565 else if (self
= gPlayer2
) then
5567 str
:= gPlayer2Settings
.Model
;
5568 FColor
:= gPlayer2Settings
.Color
;
5570 // Обновляем модель игрока
5572 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
5573 FModel
.Color
:= TEAMCOLOR
[FTeam
]
5575 FModel
.Color
:= FColor
;
5579 procedure TPlayer
.AllRulez(Health
: Boolean);
5585 FHealth
:= PLAYER_HP_LIMIT
;
5586 FArmor
:= PLAYER_AP_LIMIT
;
5590 for a
:= WP_FIRST
to WP_LAST
do FWeapon
[a
] := True;
5591 for a
:= A_BULLETS
to A_HIGH
do FAmmo
[a
] := 30000;
5592 FRulez
:= FRulez
+[R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
];
5595 procedure TPlayer
.RestoreHealthArmor();
5597 FHealth
:= PLAYER_HP_LIMIT
;
5598 FArmor
:= PLAYER_AP_LIMIT
;
5601 procedure TPlayer
.FragCombo();
5605 if (gGameSettings
.GameMode
in [GM_COOP
, GM_SINGLE
]) or g_Game_IsClient
then
5607 if gTime
- FLastFrag
< FRAG_COMBO_TIME
then
5609 if FFragCombo
< 5 then
5611 Param
:= FUID
or (FFragCombo
shl 16);
5612 if (FComboEvnt
>= Low(gDelayedEvents
)) and
5613 (FComboEvnt
<= High(gDelayedEvents
)) and
5614 gDelayedEvents
[FComboEvnt
].Pending
and
5615 (gDelayedEvents
[FComboEvnt
].DEType
= DE_KILLCOMBO
) and
5616 (gDelayedEvents
[FComboEvnt
].DENum
and $FFFF = FUID
) then
5618 gDelayedEvents
[FComboEvnt
].Time
:= gTime
+ 500;
5619 gDelayedEvents
[FComboEvnt
].DENum
:= Param
;
5622 FComboEvnt
:= g_Game_DelayEvent(DE_KILLCOMBO
, 500, Param
);
5630 procedure TPlayer
.GiveItem(ItemType
: Byte);
5634 if FMegaRulez
[MR_SUIT
] < gTime
+PLAYER_SUIT_TIME
then
5636 FMegaRulez
[MR_SUIT
] := gTime
+PLAYER_SUIT_TIME
;
5640 if FAir
< AIR_MAX
then
5647 if not (R_BERSERK
in FRulez
) then
5649 Include(FRulez
, R_BERSERK
);
5650 if FBFGFireCounter
< 1 then
5652 FCurrWeap
:= WEAPON_KASTET
;
5654 FModel
.SetWeapon(WEAPON_KASTET
);
5658 FBerserk
:= gTime
+30000;
5660 if FHealth
< PLAYER_HP_SOFT
then
5662 FHealth
:= PLAYER_HP_SOFT
;
5663 FBerserk
:= gTime
+30000;
5668 if FMegaRulez
[MR_INVUL
] < gTime
+PLAYER_INVUL_TIME
then
5670 FMegaRulez
[MR_INVUL
] := gTime
+PLAYER_INVUL_TIME
;
5675 if FMegaRulez
[MR_INVIS
] < gTime
+PLAYER_INVIS_TIME
then
5677 FMegaRulez
[MR_INVIS
] := gTime
+PLAYER_INVIS_TIME
;
5681 if FJetFuel
< JET_MAX
then
5683 FJetFuel
:= JET_MAX
;
5686 ITEM_MEDKIT_SMALL
: if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 10, PLAYER_HP_SOFT
);
5687 ITEM_MEDKIT_LARGE
: if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 25, PLAYER_HP_SOFT
);
5689 ITEM_ARMOR_GREEN
: if FArmor
< PLAYER_AP_SOFT
then FArmor
:= PLAYER_AP_SOFT
;
5690 ITEM_ARMOR_BLUE
: if FArmor
< PLAYER_AP_LIMIT
then FArmor
:= PLAYER_AP_LIMIT
;
5692 ITEM_SPHERE_BLUE
: if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 100, PLAYER_HP_LIMIT
);
5694 if (FHealth
< PLAYER_HP_LIMIT
) or (FArmor
< PLAYER_AP_LIMIT
) then
5696 if FHealth
< PLAYER_HP_LIMIT
then FHealth
:= PLAYER_HP_LIMIT
;
5697 if FArmor
< PLAYER_AP_LIMIT
then FArmor
:= PLAYER_AP_LIMIT
;
5700 ITEM_WEAPON_SAW
: FWeapon
[WEAPON_SAW
] := True;
5701 ITEM_WEAPON_SHOTGUN1
: FWeapon
[WEAPON_SHOTGUN1
] := True;
5702 ITEM_WEAPON_SHOTGUN2
: FWeapon
[WEAPON_SHOTGUN2
] := True;
5703 ITEM_WEAPON_CHAINGUN
: FWeapon
[WEAPON_CHAINGUN
] := True;
5704 ITEM_WEAPON_ROCKETLAUNCHER
: FWeapon
[WEAPON_ROCKETLAUNCHER
] := True;
5705 ITEM_WEAPON_PLASMA
: FWeapon
[WEAPON_PLASMA
] := True;
5706 ITEM_WEAPON_BFG
: FWeapon
[WEAPON_BFG
] := True;
5707 ITEM_WEAPON_SUPERPULEMET
: FWeapon
[WEAPON_SUPERPULEMET
] := True;
5708 ITEM_WEAPON_FLAMETHROWER
: FWeapon
[WEAPON_FLAMETHROWER
] := True;
5710 ITEM_AMMO_BULLETS
: if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
5711 ITEM_AMMO_BULLETS_BOX
: if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
5712 ITEM_AMMO_SHELLS
: if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
5713 ITEM_AMMO_SHELLS_BOX
: if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 25, FMaxAmmo
[A_SHELLS
]);
5714 ITEM_AMMO_ROCKET
: if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
5715 ITEM_AMMO_ROCKET_BOX
: if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 5, FMaxAmmo
[A_ROCKETS
]);
5716 ITEM_AMMO_CELL
: if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
5717 ITEM_AMMO_CELL_BIG
: if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 100, FMaxAmmo
[A_CELLS
]);
5718 ITEM_AMMO_FUELCAN
: if FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
] then IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
5721 if (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or
5722 (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or
5723 (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or
5724 (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or
5725 (FMaxAmmo
[A_FUEL
] < AmmoLimits
[1, A_FUEL
]) then
5727 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[1, A_BULLETS
];
5728 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[1, A_SHELLS
];
5729 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[1, A_ROCKETS
];
5730 FMaxAmmo
[A_CELLS
] := AmmoLimits
[1, A_CELLS
];
5731 FMaxAmmo
[A_FUEL
] := AmmoLimits
[1, A_FUEL
];
5733 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
5734 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
5735 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
5736 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
5738 FRulez
:= FRulez
+ [R_ITEM_BACKPACK
];
5741 ITEM_KEY_RED
: if not (R_KEY_RED
in FRulez
) then Include(FRulez
, R_KEY_RED
);
5742 ITEM_KEY_GREEN
: if not (R_KEY_GREEN
in FRulez
) then Include(FRulez
, R_KEY_GREEN
);
5743 ITEM_KEY_BLUE
: if not (R_KEY_BLUE
in FRulez
) then Include(FRulez
, R_KEY_BLUE
);
5745 ITEM_BOTTLE
: if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 4, PLAYER_HP_LIMIT
);
5746 ITEM_HELMET
: if FArmor
< PLAYER_AP_LIMIT
then IncMax(FArmor
, 5, PLAYER_AP_LIMIT
);
5751 if g_Game_IsNet
and g_Game_IsServer
then
5752 MH_SEND_PlayerStats(FUID
);
5755 procedure TPlayer
.FlySmoke(Times
: DWORD
= 1);
5758 if (Random(5) = 1) and (Times
= 1) then
5761 if BodyInLiquid(0, 0) then
5763 g_GFX_Bubbles(Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2)+Random(3)-1,
5764 Obj
.Y
+Obj
.Rect
.Height
+8, 1, 8, 4);
5766 then g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
5767 else g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
5771 for i
:= 1 to Times
do
5775 Obj
.X
+Obj
.Rect
.X
+Random(Obj
.Rect
.Width
+Times
*2)-(R_GFX_SMOKE_WIDTH
div 2),
5776 Obj
.Y
+Obj
.Rect
.Height
-4+Random(8+Times
*2)
5781 procedure TPlayer
.OnFireFlame(Times
: DWORD
= 1);
5784 if (Random(10) = 1) and (Times
= 1) then
5787 for i
:= 1 to Times
do
5791 Obj
.X
+Obj
.Rect
.X
+Random(Obj
.Rect
.Width
+Times
*2)-(R_GFX_FLAME_WIDTH
div 2),
5792 Obj
.Y
+8+Random(8+Times
*2)
5797 procedure TPlayer
.PauseSounds(Enable
: Boolean);
5799 FSawSound
.Pause(Enable
);
5800 FSawSoundIdle
.Pause(Enable
);
5801 FSawSoundHit
.Pause(Enable
);
5802 FSawSoundSelect
.Pause(Enable
);
5803 FFlameSoundOn
.Pause(Enable
);
5804 FFlameSoundOff
.Pause(Enable
);
5805 FFlameSoundWork
.Pause(Enable
);
5806 FJetSoundFly
.Pause(Enable
);
5807 FJetSoundOn
.Pause(Enable
);
5808 FJetSoundOff
.Pause(Enable
);
5813 constructor TCorpse
.Create(X
, Y
: Integer; ModelName
: String; aMess
: Boolean);
5818 FObj
.Rect
:= PLAYER_CORPSERECT
;
5819 FModelName
:= ModelName
;
5824 FState
:= CORPSE_STATE_MESS
;
5825 g_PlayerModel_GetAnim(ModelName
, A_DIE2
, FAnimation
, FAnimationMask
);
5829 FState
:= CORPSE_STATE_NORMAL
;
5830 g_PlayerModel_GetAnim(ModelName
, A_DIE1
, FAnimation
, FAnimationMask
);
5834 destructor TCorpse
.Destroy();
5841 function TCorpse
.ObjPtr (): PObj
; inline; begin result
:= @FObj
; end;
5843 procedure TCorpse
.positionChanged (); inline; begin end;
5845 procedure TCorpse
.moveBy (dx
, dy
: Integer); inline;
5847 if (dx
<> 0) or (dy
<> 0) then
5856 procedure TCorpse
.getMapBox (out x
, y
, w
, h
: Integer); inline;
5858 x
:= FObj
.X
+PLAYER_CORPSERECT
.X
;
5859 y
:= FObj
.Y
+PLAYER_CORPSERECT
.Y
;
5860 w
:= PLAYER_CORPSERECT
.Width
;
5861 h
:= PLAYER_CORPSERECT
.Height
;
5865 procedure TCorpse
.Damage(Value
: Word; SpawnerUID
: Word; vx
, vy
: Integer);
5870 if FState
= CORPSE_STATE_REMOVEME
then
5873 FDamage
:= FDamage
+ Value
;
5875 if FDamage
> 150 then
5877 if FAnimation
<> nil then
5882 FState
:= CORPSE_STATE_REMOVEME
;
5884 g_Player_CreateGibs(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
5885 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
5886 FModelName
, FColor
);
5887 // Звук мяса от трупа:
5888 pm
:= g_PlayerModel_Get(FModelName
);
5889 pm
.PlaySound(MODELSOUND_DIE
, 5, FObj
.X
, FObj
.Y
);
5893 if (gBodyKillEvent
<> -1)
5894 and gDelayedEvents
[gBodyKillEvent
].Pending
then
5895 gDelayedEvents
[gBodyKillEvent
].Pending
:= False;
5896 gBodyKillEvent
:= g_Game_DelayEvent(DE_BODYKILL
, 1050, SpawnerUID
);
5901 Blood
:= g_PlayerModel_GetBlood(FModelName
);
5902 FObj
.Vel
.X
:= FObj
.Vel
.X
+ vx
;
5903 FObj
.Vel
.Y
:= FObj
.Vel
.Y
+ vy
;
5904 g_GFX_Blood(FObj
.X
+PLAYER_CORPSERECT
.X
+(PLAYER_CORPSERECT
.Width
div 2),
5905 FObj
.Y
+PLAYER_CORPSERECT
.Y
+(PLAYER_CORPSERECT
.Height
div 2),
5906 Value
, vx
, vy
, 16, (PLAYER_CORPSERECT
.Height
*2) div 3,
5907 Blood
.R
, Blood
.G
, Blood
.B
, Blood
.Kind
);
5911 procedure TCorpse
.Update();
5915 if FState
= CORPSE_STATE_REMOVEME
then
5918 FObj
.oldX
:= FObj
.X
;
5919 FObj
.oldY
:= FObj
.Y
;
5921 if gTime
mod (GAME_TICK
*2) <> 0 then
5923 g_Obj_Move(@FObj
, True, True, True);
5924 positionChanged(); // this updates spatial accelerators
5928 // Сопротивление воздуха для трупа:
5929 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
5931 st
:= g_Obj_Move(@FObj
, True, True, True);
5932 positionChanged(); // this updates spatial accelerators
5934 if WordBool(st
and MOVE_FALLOUT
) then
5936 FState
:= CORPSE_STATE_REMOVEME
;
5940 if FAnimation
<> nil then
5941 FAnimation
.Update();
5942 if FAnimationMask
<> nil then
5943 FAnimationMask
.Update();
5947 procedure TCorpse
.SaveState (st
: TStream
);
5954 utils
.writeSign(st
, 'CORP');
5955 utils
.writeInt(st
, Byte(0));
5957 utils
.writeInt(st
, Byte(FState
));
5959 utils
.writeInt(st
, Byte(FDamage
));
5961 utils
.writeInt(st
, Byte(FColor
.R
));
5962 utils
.writeInt(st
, Byte(FColor
.G
));
5963 utils
.writeInt(st
, Byte(FColor
.B
));
5965 Obj_SaveState(st
, @FObj
);
5966 utils
.writeInt(st
, Word(FPlayerUID
));
5968 anim
:= (FAnimation
<> nil);
5969 utils
.writeBool(st
, anim
);
5970 // Если есть - сохраняем
5971 if anim
then FAnimation
.SaveState(st
);
5972 // Есть ли маска анимации
5973 anim
:= (FAnimationMask
<> nil);
5974 utils
.writeBool(st
, anim
);
5975 // Если есть - сохраняем
5976 if anim
then FAnimationMask
.SaveState(st
);
5980 procedure TCorpse
.LoadState (st
: TStream
);
5987 if not utils
.checkSign(st
, 'CORP') then raise XStreamError
.Create('invalid corpse signature');
5988 if (utils
.readByte(st
) <> 0) then raise XStreamError
.Create('invalid corpse version');
5990 FState
:= utils
.readByte(st
);
5992 FDamage
:= utils
.readByte(st
);
5994 FColor
.R
:= utils
.readByte(st
);
5995 FColor
.G
:= utils
.readByte(st
);
5996 FColor
.B
:= utils
.readByte(st
);
5998 Obj_LoadState(@FObj
, st
);
5999 FPlayerUID
:= utils
.readWord(st
);
6001 anim
:= utils
.readBool(st
);
6002 // Если есть - загружаем
6005 Assert(FAnimation
<> nil, 'TCorpse.LoadState: no FAnimation');
6006 FAnimation
.LoadState(st
);
6008 // Есть ли маска анимации
6009 anim
:= utils
.readBool(st
);
6010 // Если есть - загружаем
6013 Assert(FAnimationMask
<> nil, 'TCorpse.LoadState: no FAnimationMask');
6014 FAnimationMask
.LoadState(st
);
6020 constructor TBot
.Create();
6027 FSpectator
:= False;
6034 for a
:= WP_FIRST
to WP_LAST
do
6036 FDifficult
.WeaponPrior
[a
] := WEAPON_PRIOR1
[a
];
6037 FDifficult
.CloseWeaponPrior
[a
] := WEAPON_PRIOR2
[a
];
6038 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6042 destructor TBot
.Destroy();
6045 inherited Destroy();
6048 procedure TBot
.Respawn(Silent
: Boolean; Force
: Boolean = False);
6050 inherited Respawn(Silent
, Force
);
6053 FSelectedWeapon
:= FCurrWeap
;
6058 procedure TBot
.UpdateCombat();
6071 TTargetRecord
= array of TTarget
;
6073 function Compare(a
, b
: TTarget
): Integer;
6075 if a
.Line
and not b
.Line
then // A на линии огня
6078 if not a
.Line
and b
.Line
then // B на линии огня
6080 else // И A, и B на линии или не на линии огня
6081 if (a
.Line
and b
.Line
) or ((not a
.Line
) and (not b
.Line
)) then
6083 if a
.Dist
> b
.Dist
then // B ближе
6085 else // A ближе или равноудаленно с B
6088 else // Странно -> A
6093 a
, x1
, y1
, x2
, y2
: Integer;
6094 targets
: TTargetRecord
;
6096 Target
, BestTarget
: TTarget
;
6097 firew
, fireh
: Integer;
6101 vsPlayer
, vsMonster
, ok
: Boolean;
6104 function monsUpdate (mon
: TMonster
): Boolean;
6106 result
:= false; // don't stop
6107 if mon
.alive
and (mon
.MonsterType
<> MONSTER_BARREL
) then
6109 if not TargetOnScreen(mon
.Obj
.X
+mon
.Obj
.Rect
.X
, mon
.Obj
.Y
+mon
.Obj
.Rect
.Y
) then exit
;
6111 x2
:= mon
.Obj
.X
+mon
.Obj
.Rect
.X
+(mon
.Obj
.Rect
.Width
div 2);
6112 y2
:= mon
.Obj
.Y
+mon
.Obj
.Rect
.Y
+(mon
.Obj
.Rect
.Height
div 2);
6114 // Если монстр на экране и не прикрыт стеной
6115 if g_TraceVector(x1
, y1
, x2
, y2
) then
6117 // Добавляем к списку возможных целей
6118 SetLength(targets
, Length(targets
)+1);
6119 with targets
[High(targets
)] do
6126 Rect
:= mon
.Obj
.Rect
;
6127 Dist
:= g_PatchLength(x1
, y1
, x2
, y2
);
6128 Line
:= (y1
+4 < Target
.Y
+ mon
.Obj
.Rect
.Y
+ mon
.Obj
.Rect
.Height
) and
6129 (y1
-4 > Target
.Y
+ mon
.Obj
.Rect
.Y
);
6138 vsPlayer
:= LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSPLAYER
);
6139 vsMonster
:= LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSMONSTER
);
6141 // Если текущее оружие не то, что нужно, то меняем:
6142 if FCurrWeap
<> FSelectedWeapon
then
6145 // Если нужно стрелять и нужное оружие, то нажать "Стрелять":
6146 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap
= FSelectedWeapon
) then
6148 RemoveAIFlag('NEEDFIRE');
6151 WEAPON_PLASMA
, WEAPON_SUPERPULEMET
, WEAPON_CHAINGUN
: PressKey(KEY_FIRE
, 20);
6152 WEAPON_SAW
, WEAPON_KASTET
, WEAPON_FLAMETHROWER
: PressKey(KEY_FIRE
, 40);
6153 else PressKey(KEY_FIRE
);
6157 // Координаты ствола:
6158 x1
:= FObj
.X
+ WEAPONPOINT
[FDirection
].X
;
6159 y1
:= FObj
.Y
+ WEAPONPOINT
[FDirection
].Y
;
6161 Target
.UID
:= FTargetUID
;
6164 if Target
.UID
<> 0 then
6165 begin // Цель есть - настраиваем
6166 if (g_GetUIDType(Target
.UID
) = UID_PLAYER
) and
6169 tpla
:= g_Player_Get(Target
.UID
);
6173 if (@FObj
) <> nil then
6180 Target
.cX
:= Target
.X
+ PLAYER_RECT_CX
;
6181 Target
.cY
:= Target
.Y
+ PLAYER_RECT_CY
;
6182 Target
.Rect
:= PLAYER_RECT
;
6183 Target
.Visible
:= g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
);
6184 Target
.Line
:= (y1
+4 < Target
.Y
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
) and
6185 (y1
-4 > Target
.Y
+PLAYER_RECT
.Y
);
6186 Target
.IsPlayer
:= True;
6190 if (g_GetUIDType(Target
.UID
) = UID_MONSTER
) and
6193 mon
:= g_Monsters_ByUID(Target
.UID
);
6196 Target
.X
:= mon
.Obj
.X
;
6197 Target
.Y
:= mon
.Obj
.Y
;
6199 Target
.cX
:= Target
.X
+ mon
.Obj
.Rect
.X
+ (mon
.Obj
.Rect
.Width
div 2);
6200 Target
.cY
:= Target
.Y
+ mon
.Obj
.Rect
.Y
+ (mon
.Obj
.Rect
.Height
div 2);
6201 Target
.Rect
:= mon
.Obj
.Rect
;
6202 Target
.Visible
:= g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
);
6203 Target
.Line
:= (y1
+4 < Target
.Y
+ mon
.Obj
.Rect
.Y
+ mon
.Obj
.Rect
.Height
) and
6204 (y1
-4 > Target
.Y
+ mon
.Obj
.Rect
.Y
);
6205 Target
.IsPlayer
:= False;
6212 begin // Цели нет - обнуляем
6217 Target
.Visible
:= False;
6218 Target
.Line
:= False;
6219 Target
.IsPlayer
:= False;
6224 // Если цель не видима или не на линии огня, то ищем все возможные цели:
6225 if (not Target
.Line
) or (not Target
.Visible
) then
6229 for a
:= 0 to High(gPlayers
) do
6230 if (gPlayers
[a
] <> nil) and (gPlayers
[a
].alive
) and
6231 (gPlayers
[a
].FUID
<> FUID
) and
6232 (not SameTeam(FUID
, gPlayers
[a
].FUID
)) and
6233 (not gPlayers
[a
].NoTarget
) and
6234 (gPlayers
[a
].FMegaRulez
[MR_INVIS
] < gTime
) then
6236 if not TargetOnScreen(gPlayers
[a
].FObj
.X
+ PLAYER_RECT
.X
,
6237 gPlayers
[a
].FObj
.Y
+ PLAYER_RECT
.Y
) then
6240 x2
:= gPlayers
[a
].FObj
.X
+ PLAYER_RECT_CX
;
6241 y2
:= gPlayers
[a
].FObj
.Y
+ PLAYER_RECT_CY
;
6243 // Если игрок на экране и не прикрыт стеной:
6244 if g_TraceVector(x1
, y1
, x2
, y2
) then
6246 // Добавляем к списку возможных целей:
6247 SetLength(targets
, Length(targets
)+1);
6248 with targets
[High(targets
)] do
6250 UID
:= gPlayers
[a
].FUID
;
6251 X
:= gPlayers
[a
].FObj
.X
;
6252 Y
:= gPlayers
[a
].FObj
.Y
;
6255 Rect
:= PLAYER_RECT
;
6256 Dist
:= g_PatchLength(x1
, y1
, x2
, y2
);
6257 Line
:= (y1
+4 < Target
.Y
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
) and
6258 (y1
-4 > Target
.Y
+PLAYER_RECT
.Y
);
6266 if vsMonster
then g_Mons_ForEach(monsUpdate
);
6269 // Если есть возможные цели:
6270 // (Выбираем лучшую, меняем оружие и бежим к ней/от нее)
6271 if targets
<> nil then
6273 // Выбираем наилучшую цель:
6274 BestTarget
:= targets
[0];
6275 if Length(targets
) > 1 then
6276 for a
:= 1 to High(targets
) do
6277 if Compare(BestTarget
, targets
[a
]) = 1 then
6278 BestTarget
:= targets
[a
];
6280 // Если лучшая цель "виднее" текущей, то текущая := лучшая:
6281 if ((not Target
.Visible
) and BestTarget
.Visible
and (Target
.UID
<> BestTarget
.UID
)) or
6282 ((not Target
.Line
) and BestTarget
.Line
and BestTarget
.Visible
) then
6284 Target
:= BestTarget
;
6286 if (Healthy() = 3) or ((Healthy() = 2)) then
6287 begin // Если здоровы - догоняем
6288 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
> FObj
.X
)) then
6289 SetAIFlag('GORIGHT', '1');
6290 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
< FObj
.X
)) then
6291 SetAIFlag('GOLEFT', '1');
6294 begin // Если побиты - убегаем
6295 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
< FObj
.X
)) then
6296 SetAIFlag('GORIGHT', '1');
6297 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
> FObj
.X
)) then
6298 SetAIFlag('GOLEFT', '1');
6301 // Выбираем оружие на основе расстояния и приоритетов:
6302 SelectWeapon(Abs(x1
-Target
.cX
));
6307 // (Догоняем/убегаем, стреляем по направлению к цели)
6308 // (Если цель далеко, то хватит следить за ней)
6309 if Target
.UID
<> 0 then
6311 if not TargetOnScreen(Target
.X
+ Target
.Rect
.X
,
6312 Target
.Y
+ Target
.Rect
.Y
) then
6313 begin // Цель сбежала с "экрана"
6314 if (Healthy() = 3) or ((Healthy() = 2)) then
6315 begin // Если здоровы - догоняем
6316 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
> FObj
.X
)) then
6317 SetAIFlag('GORIGHT', '1');
6318 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
< FObj
.X
)) then
6319 SetAIFlag('GOLEFT', '1');
6322 begin // Если побиты - забываем о цели и убегаем
6324 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
< FObj
.X
)) then
6325 SetAIFlag('GORIGHT', '1');
6326 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
> FObj
.X
)) then
6327 SetAIFlag('GOLEFT', '1');
6331 begin // Цель пока на "экране"
6332 // Если цель не загорожена стеной, то отмечаем, когда ее видели:
6333 if g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
6334 FLastVisible
:= gTime
;
6335 // Если разница высот не велика, то догоняем:
6336 if (Abs(FObj
.Y
-Target
.Y
) <= 128) then
6338 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
> FObj
.X
)) then
6339 SetAIFlag('GORIGHT', '1');
6340 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
< FObj
.X
)) then
6341 SetAIFlag('GOLEFT', '1');
6345 // Выбираем угол вверх:
6346 if FDirection
= TDirection
.D_LEFT
then
6347 angle
:= ANGLE_LEFTUP
6349 angle
:= ANGLE_RIGHTUP
;
6351 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6352 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6354 // Если при угле вверх можно попасть в приблизительное положение цели:
6355 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
6356 Target
.X
+Target
.Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128), //96
6357 Target
.Y
+Target
.Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
6358 Target
.Rect
.Width
, Target
.Rect
.Height
) and
6359 g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
6360 begin // то нужно стрелять вверх
6361 SetAIFlag('NEEDFIRE', '1');
6362 SetAIFlag('NEEDSEEUP', '1');
6365 // Выбираем угол вниз:
6366 if FDirection
= TDirection
.D_LEFT
then
6367 angle
:= ANGLE_LEFTDOWN
6369 angle
:= ANGLE_RIGHTDOWN
;
6371 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6372 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6374 // Если при угле вниз можно попасть в приблизительное положение цели:
6375 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
6376 Target
.X
+Target
.Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
6377 Target
.Y
+Target
.Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
6378 Target
.Rect
.Width
, Target
.Rect
.Height
) and
6379 g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
6380 begin // то нужно стрелять вниз
6381 SetAIFlag('NEEDFIRE', '1');
6382 SetAIFlag('NEEDSEEDOWN', '1');
6385 // Если цель видно и она на такой же высоте:
6386 if Target
.Visible
and
6387 (y1
+4 < Target
.Y
+Target
.Rect
.Y
+Target
.Rect
.Height
) and
6388 (y1
-4 > Target
.Y
+Target
.Rect
.Y
) then
6390 // Если идем в сторону цели, то надо стрелять:
6391 if ((FDirection
= TDirection
.D_LEFT
) and (Target
.X
< FObj
.X
)) or
6392 ((FDirection
= TDirection
.D_RIGHT
) and (Target
.X
> FObj
.X
)) then
6393 begin // то нужно стрелять вперед
6394 SetAIFlag('NEEDFIRE', '1');
6395 SetAIFlag('NEEDSEEDOWN', '');
6396 SetAIFlag('NEEDSEEUP', '');
6398 // Если цель в пределах "экрана" и сложность позволяет прыжки сближения:
6399 if Abs(FObj
.X
-Target
.X
) < Trunc(gPlayerScreenSize
.X
*0.75) then
6400 if GetRnd(FDifficult
.CloseJump
) then
6401 begin // то если повезет - прыгаем (особенно, если близко)
6402 if Abs(FObj
.X
-Target
.X
) < 128 then
6406 if Random(a
) = 0 then
6407 SetAIFlag('NEEDJUMP', '1');
6411 // Если цель все еще есть:
6412 if Target
.UID
<> 0 then
6413 if gTime
-FLastVisible
> 2000 then // Если видели давно
6414 Target
.UID
:= 0 // то забыть цель
6415 else // Если видели недавно
6416 begin // но цель убили
6417 if Target
.IsPlayer
then
6418 begin // Цель - игрок
6419 pla
:= g_Player_Get(Target
.UID
);
6420 if (pla
= nil) or (not pla
.alive
) or pla
.NoTarget
or
6421 (pla
.FMegaRulez
[MR_INVIS
] >= gTime
) then
6422 Target
.UID
:= 0; // то забыть цель
6425 begin // Цель - монстр
6426 mon
:= g_Monsters_ByUID(Target
.UID
);
6427 if (mon
= nil) or (not mon
.alive
) then
6428 Target
.UID
:= 0; // то забыть цель
6431 end; // if Target.UID <> 0
6433 FTargetUID
:= Target
.UID
;
6435 // Если возможных целей нет:
6436 // (Атака чего-нибудь слева или справа)
6437 if targets
= nil then
6438 if GetAIFlag('ATTACKLEFT') <> '' then
6439 begin // Если нужно атаковать налево
6440 RemoveAIFlag('ATTACKLEFT');
6442 SetAIFlag('NEEDJUMP', '1');
6444 if RunDirection() = TDirection
.D_RIGHT
then
6445 begin // Идем не в ту сторону
6446 if (Healthy() > 1) and GetRnd(FDifficult
.InvisFire
) then
6447 begin // Если здоровы, то, возможно, стреляем бежим влево и стреляем
6448 SetAIFlag('NEEDFIRE', '1');
6449 SetAIFlag('GOLEFT', '1');
6453 begin // Идем в нужную сторону
6454 if GetRnd(FDifficult
.InvisFire
) then // Возможно, стреляем вслепую
6455 SetAIFlag('NEEDFIRE', '1');
6456 if Healthy() <= 1 then // Побиты - убегаем
6457 SetAIFlag('GORIGHT', '1');
6461 if GetAIFlag('ATTACKRIGHT') <> '' then
6462 begin // Если нужно атаковать направо
6463 RemoveAIFlag('ATTACKRIGHT');
6465 SetAIFlag('NEEDJUMP', '1');
6467 if RunDirection() = TDirection
.D_LEFT
then
6468 begin // Идем не в ту сторону
6469 if (Healthy() > 1) and GetRnd(FDifficult
.InvisFire
) then
6470 begin // Если здоровы, то, возможно, бежим вправо и стреляем
6471 SetAIFlag('NEEDFIRE', '1');
6472 SetAIFlag('GORIGHT', '1');
6477 if GetRnd(FDifficult
.InvisFire
) then // Возможно, стреляем вслепую
6478 SetAIFlag('NEEDFIRE', '1');
6479 if Healthy() <= 1 then // Побиты - убегаем
6480 SetAIFlag('GOLEFT', '1');
6484 //HACK! (does it belongs there?)
6485 RealizeCurrentWeapon();
6487 // Если есть возможные цели:
6488 // (Стреляем по направлению к целям)
6489 if (targets
<> nil) and (GetAIFlag('NEEDFIRE') <> '') then
6490 for a
:= 0 to High(targets
) do
6492 // Если можем стрелять по диагонали:
6493 if GetRnd(FDifficult
.DiagFire
) then
6495 // Ищем цель сверху и стреляем, если есть:
6496 if FDirection
= TDirection
.D_LEFT
then
6497 angle
:= ANGLE_LEFTUP
6499 angle
:= ANGLE_RIGHTUP
;
6501 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6502 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6504 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
6505 targets
[a
].X
+targets
[a
].Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
6506 targets
[a
].Y
+targets
[a
].Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
6507 targets
[a
].Rect
.Width
, targets
[a
].Rect
.Height
) and
6508 g_TraceVector(x1
, y1
, targets
[a
].cX
, targets
[a
].cY
) then
6510 SetAIFlag('NEEDFIRE', '1');
6511 SetAIFlag('NEEDSEEUP', '1');
6514 // Ищем цель снизу и стреляем, если есть:
6515 if FDirection
= TDirection
.D_LEFT
then
6516 angle
:= ANGLE_LEFTDOWN
6518 angle
:= ANGLE_RIGHTDOWN
;
6520 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6521 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6523 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
6524 targets
[a
].X
+targets
[a
].Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
6525 targets
[a
].Y
+targets
[a
].Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
6526 targets
[a
].Rect
.Width
, targets
[a
].Rect
.Height
) and
6527 g_TraceVector(x1
, y1
, targets
[a
].cX
, targets
[a
].cY
) then
6529 SetAIFlag('NEEDFIRE', '1');
6530 SetAIFlag('NEEDSEEDOWN', '1');
6534 // Если цель "перед носом", то стреляем:
6535 if targets
[a
].Line
and targets
[a
].Visible
and
6536 (((FDirection
= TDirection
.D_LEFT
) and (targets
[a
].X
< FObj
.X
)) or
6537 ((FDirection
= TDirection
.D_RIGHT
) and (targets
[a
].X
> FObj
.X
))) then
6539 SetAIFlag('NEEDFIRE', '1');
6544 // Если летит пуля, то, возможно, подпрыгиваем:
6545 if g_Weapon_Danger(FUID
, FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
,
6546 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
,
6547 40+GetInterval(FDifficult
.Cover
, 40)) then
6548 SetAIFlag('NEEDJUMP', '1');
6550 // Если кончились паторны, то нужно сменить оружие:
6551 ammo
:= GetAmmoByWeapon(FCurrWeap
);
6552 if ((FCurrWeap
= WEAPON_SHOTGUN2
) and (ammo
< 2)) or
6553 ((FCurrWeap
= WEAPON_BFG
) and (ammo
< 40)) or
6555 SetAIFlag('SELECTWEAPON', '1');
6557 // Если нужно сменить оружие, то выбираем нужное:
6558 if GetAIFlag('SELECTWEAPON') = '1' then
6561 RemoveAIFlag('SELECTWEAPON');
6565 procedure TBot
.Update();
6578 // Проверяем, отключён ли AI ботов
6579 if (g_debug_BotAIOff
= 1) and (Team
= TEAM_RED
) then
6581 if (g_debug_BotAIOff
= 2) and (Team
= TEAM_BLUE
) then
6583 if g_debug_BotAIOff
= 3 then
6593 RealizeCurrentWeapon();
6600 procedure TBot
.ReleaseKey(Key
: Byte);
6609 function TBot
.KeyPressed(Key
: Word): Boolean;
6611 Result
:= FKeys
[Key
].Pressed
;
6614 function TBot
.GetAIFlag(aName
: String20
): String20
;
6620 aName
:= LowerCase(aName
);
6622 if FAIFlags
<> nil then
6623 for a
:= 0 to High(FAIFlags
) do
6624 if LowerCase(FAIFlags
[a
].Name
) = aName
then
6626 Result
:= FAIFlags
[a
].Value
;
6631 procedure TBot
.RemoveAIFlag(aName
: String20
);
6635 if FAIFlags
= nil then Exit
;
6637 aName
:= LowerCase(aName
);
6639 for a
:= 0 to High(FAIFlags
) do
6640 if LowerCase(FAIFlags
[a
].Name
) = aName
then
6642 if a
<> High(FAIFlags
) then
6643 for b
:= a
to High(FAIFlags
)-1 do
6644 FAIFlags
[b
] := FAIFlags
[b
+1];
6646 SetLength(FAIFlags
, Length(FAIFlags
)-1);
6651 procedure TBot
.SetAIFlag(aName
, fValue
: String20
);
6659 aName
:= LowerCase(aName
);
6661 if FAIFlags
<> nil then
6662 for a
:= 0 to High(FAIFlags
) do
6663 if LowerCase(FAIFlags
[a
].Name
) = aName
then
6669 if ok
then FAIFlags
[a
].Value
:= fValue
6672 SetLength(FAIFlags
, Length(FAIFlags
)+1);
6673 with FAIFlags
[High(FAIFlags
)] do
6681 procedure TBot
.UpdateMove
;
6683 procedure GoLeft(Time
: Word = 1);
6685 ReleaseKey(KEY_LEFT
);
6686 ReleaseKey(KEY_RIGHT
);
6687 PressKey(KEY_LEFT
, Time
);
6688 SetDirection(TDirection
.D_LEFT
);
6691 procedure GoRight(Time
: Word = 1);
6693 ReleaseKey(KEY_LEFT
);
6694 ReleaseKey(KEY_RIGHT
);
6695 PressKey(KEY_RIGHT
, Time
);
6696 SetDirection(TDirection
.D_RIGHT
);
6699 function Rnd(a
: Word): Boolean;
6701 Result
:= Random(a
) = 0;
6704 procedure Turn(Time
: Word = 1200);
6706 if RunDirection() = TDirection
.D_LEFT
then GoRight(Time
) else GoLeft(Time
);
6711 ReleaseKey(KEY_LEFT
);
6712 ReleaseKey(KEY_RIGHT
);
6715 function CanRunLeft(): Boolean;
6717 Result
:= not CollideLevel(-1, 0);
6720 function CanRunRight(): Boolean;
6722 Result
:= not CollideLevel(1, 0);
6725 function CanRun(): Boolean;
6727 if RunDirection() = TDirection
.D_LEFT
then Result
:= CanRunLeft() else Result
:= CanRunRight();
6730 procedure Jump(Time
: Word = 30);
6732 PressKey(KEY_JUMP
, Time
);
6735 function NearHole(): Boolean;
6739 { TODO 5 : Лестницы }
6740 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
6741 for x
:= 1 to PLAYER_RECT
.Width
do
6742 if (not StayOnStep(x
*sx
, 0)) and
6743 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
6744 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
6753 function BorderHole(): Boolean;
6757 { TODO 5 : Лестницы }
6758 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
6759 for x
:= 1 to PLAYER_RECT
.Width
do
6760 if (not StayOnStep(x
*sx
, 0)) and
6761 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
6762 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
6764 for xx
:= x
to x
+32 do
6765 if CollideLevel(xx
*sx
, PLAYER_RECT
.Height
) then
6775 function NearDeepHole(): Boolean;
6781 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
6784 for x
:= 1 to PLAYER_RECT
.Width
do
6785 if (not StayOnStep(x
*sx
, 0)) and
6786 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
6787 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
6789 while FObj
.Y
+y
*PLAYER_RECT
.Height
< gMapInfo
.Height
do
6791 if CollideLevel(x
*sx
, PLAYER_RECT
.Height
*y
) then Exit
;
6796 end else Result
:= False;
6799 function OverDeepHole(): Boolean;
6806 while FObj
.Y
+y
*PLAYER_RECT
.Height
< gMapInfo
.Height
do
6808 if CollideLevel(0, PLAYER_RECT
.Height
*y
) then Exit
;
6815 function OnGround(): Boolean;
6817 Result
:= StayOnStep(0, 0) or CollideLevel(0, 1);
6820 function OnLadder(): Boolean;
6822 Result
:= FullInStep(0, 0);
6825 function BelowLadder(): Boolean;
6827 Result
:= (FullInStep(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
) and
6828 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
)) or
6829 (FullInStep(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
) and
6830 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
));
6833 function BelowLiftUp(): Boolean;
6835 Result
:= ((FullInLift(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
) = -1) and
6836 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
)) or
6837 ((FullInLift(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
) = -1) and
6838 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
));
6841 function OnTopLift(): Boolean;
6843 Result
:= (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
6846 function CanJumpOver(): Boolean;
6850 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
6854 if not CollideLevel(sx
, 0) then Exit
;
6856 for y
:= 1 to BOT_MAXJUMP
do
6857 if CollideLevel(0, -y
) then Exit
else
6858 if not CollideLevel(sx
, -y
) then
6865 function CanJumpUp(Dist
: ShortInt): Boolean;
6872 if CollideLevel(Dist
, 0) then Exit
;
6875 for y
:= 0 to BOT_MAXJUMP
do
6876 if CollideLevel(Dist
, -y
) then
6885 for yy
:= y
+1 to BOT_MAXJUMP
do
6886 if not CollideLevel(Dist
, -yy
) then
6895 for y
:= 0 to BOT_MAXJUMP
do
6896 if CollideLevel(0, -y
) then
6904 if y
< yy
then Exit
;
6909 function IsSafeTrigger(): Boolean;
6914 if gTriggers
= nil then
6916 for a
:= 0 to High(gTriggers
) do
6917 if Collide(gTriggers
[a
].X
,
6920 gTriggers
[a
].Height
) and
6921 (gTriggers
[a
].TriggerType
in [TRIGGER_EXIT
, TRIGGER_CLOSEDOOR
,
6922 TRIGGER_CLOSETRAP
, TRIGGER_TRAP
,
6923 TRIGGER_PRESS
, TRIGGER_ON
, TRIGGER_OFF
,
6924 TRIGGER_ONOFF
, TRIGGER_SPAWNMONSTER
,
6925 TRIGGER_DAMAGE
, TRIGGER_SHOT
]) then
6930 // Возможно, нажимаем кнопку:
6931 if Rnd(16) and IsSafeTrigger() then
6934 // Если под лифтом или ступеньками, то, возможно, прыгаем:
6935 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
6937 ReleaseKey(KEY_LEFT
);
6938 ReleaseKey(KEY_RIGHT
);
6942 // Идем влево, если надо было:
6943 if GetAIFlag('GOLEFT') <> '' then
6945 RemoveAIFlag('GOLEFT');
6946 if CanRunLeft() then
6950 // Идем вправо, если надо было:
6951 if GetAIFlag('GORIGHT') <> '' then
6953 RemoveAIFlag('GORIGHT');
6954 if CanRunRight() then
6958 // Если вылетели за карту, то пробуем вернуться:
6959 if FObj
.X
< -32 then
6962 if FObj
.X
+32 > gMapInfo
.Width
then
6965 // Прыгаем, если надо было:
6966 if GetAIFlag('NEEDJUMP') <> '' then
6969 RemoveAIFlag('NEEDJUMP');
6972 // Смотрим вверх, если надо было:
6973 if GetAIFlag('NEEDSEEUP') <> '' then
6976 ReleaseKey(KEY_DOWN
);
6977 PressKey(KEY_UP
, 20);
6978 RemoveAIFlag('NEEDSEEUP');
6981 // Смотрим вниз, если надо было:
6982 if GetAIFlag('NEEDSEEDOWN') <> '' then
6985 ReleaseKey(KEY_DOWN
);
6986 PressKey(KEY_DOWN
, 20);
6987 RemoveAIFlag('NEEDSEEDOWN');
6990 // Если нужно было в дыру и мы не на земле, то покорно летим:
6991 if GetAIFlag('GOINHOLE') <> '' then
6992 if not OnGround() then
6994 ReleaseKey(KEY_LEFT
);
6995 ReleaseKey(KEY_RIGHT
);
6996 RemoveAIFlag('GOINHOLE');
6997 SetAIFlag('FALLINHOLE', '1');
7000 // Если падали и достигли земли, то хватит падать:
7001 if GetAIFlag('FALLINHOLE') <> '' then
7003 RemoveAIFlag('FALLINHOLE');
7005 // Если летели прямо и сейчас не на лестнице или на вершине лифта, то отходим в сторону:
7006 if not (KeyPressed(KEY_LEFT
) or KeyPressed(KEY_RIGHT
)) then
7007 if GetAIFlag('FALLINHOLE') = '' then
7008 if (not OnLadder()) or (FObj
.Vel
.Y
>= 0) or (OnTopLift()) then
7014 // Если на земле и можно подпрыгнуть, то, возможно, прыгаем:
7016 CanJumpUp(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*32) and
7020 // Если на земле и возле дыры (глубина > 2 ростов игрока):
7021 if OnGround() and NearHole() then
7022 if NearDeepHole() then // Если это бездна
7024 0..3: Turn(); // Бежим обратно
7025 4: Jump(); // Прыгаем
7026 5: begin // Прыгаем обратно
7031 else // Это не бездна и мы еще не летим туда
7032 if GetAIFlag('GOINHOLE') = '' then
7034 0: Turn(); // Не нужно туда
7035 1: Jump(); // Вдруг повезет - прыгаем
7036 else // Если яма с границей, то при случае можно туда прыгнуть
7037 if BorderHole() then
7038 SetAIFlag('GOINHOLE', '1');
7041 // Если на земле, но некуда идти:
7042 if (not CanRun()) and OnGround() then
7044 // Если мы на лестнице или можно перепрыгнуть, то прыгаем:
7045 if CanJumpOver() or OnLadder() then
7047 else // иначе попытаемся в другую сторону
7048 if Random(2) = 0 then
7050 if IsSafeTrigger() then
7056 // Осталось мало воздуха:
7057 if FAir
< 36 * 2 then
7060 // Выбираемся из кислоты, если нет костюма, обожглись, или мало здоровья:
7061 if (FMegaRulez
[MR_SUIT
] < gTime
) and ((FLastHit
= HIT_ACID
) or (Healthy() <= 1)) then
7062 if BodyInAcid(0, 0) then
7066 function TBot
.FullInStep(XInc
, YInc
: Integer): Boolean;
7068 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
7069 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
, PANEL_STEP
, False);
7072 {function TBot.NeedItem(Item: Byte): Byte;
7077 procedure TBot
.SelectWeapon(Dist
: Integer);
7081 function HaveAmmo(weapon
: Byte): Boolean;
7084 WEAPON_PISTOL
: Result
:= FAmmo
[A_BULLETS
] >= 1;
7085 WEAPON_SHOTGUN1
: Result
:= FAmmo
[A_SHELLS
] >= 1;
7086 WEAPON_SHOTGUN2
: Result
:= FAmmo
[A_SHELLS
] >= 2;
7087 WEAPON_CHAINGUN
: Result
:= FAmmo
[A_BULLETS
] >= 10;
7088 WEAPON_ROCKETLAUNCHER
: Result
:= FAmmo
[A_ROCKETS
] >= 1;
7089 WEAPON_PLASMA
: Result
:= FAmmo
[A_CELLS
] >= 10;
7090 WEAPON_BFG
: Result
:= FAmmo
[A_CELLS
] >= 40;
7091 WEAPON_SUPERPULEMET
: Result
:= FAmmo
[A_SHELLS
] >= 1;
7092 WEAPON_FLAMETHROWER
: Result
:= FAmmo
[A_FUEL
] >= 1;
7093 else Result
:= True;
7098 if Dist
= -1 then Dist
:= BOT_LONGDIST
;
7100 if Dist
> BOT_LONGDIST
then
7101 begin // Дальний бой
7103 if FWeapon
[FDifficult
.WeaponPrior
[a
]] and HaveAmmo(FDifficult
.WeaponPrior
[a
]) then
7105 FSelectedWeapon
:= FDifficult
.WeaponPrior
[a
];
7109 else //if Dist > BOT_UNSAFEDIST then
7110 begin // Ближний бой
7112 if FWeapon
[FDifficult
.CloseWeaponPrior
[a
]] and HaveAmmo(FDifficult
.CloseWeaponPrior
[a
]) then
7114 FSelectedWeapon
:= FDifficult
.CloseWeaponPrior
[a
];
7121 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7123 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7129 function TBot
.PickItem(ItemType
: Byte; force
: Boolean; var remove
: Boolean): Boolean;
7131 Result
:= inherited PickItem(ItemType
, force
, remove
);
7133 if Result
then SetAIFlag('SELECTWEAPON', '1');
7136 function TBot
.Heal(value
: Word; Soft
: Boolean): Boolean;
7138 Result
:= inherited Heal(value
, Soft
);
7141 function TBot
.Healthy(): Byte;
7143 if FMegaRulez
[MR_INVUL
] >= gTime
then Result
:= 3
7144 else if (FHealth
> 80) or ((FHealth
> 50) and (FArmor
> 20)) then Result
:= 3
7145 else if (FHealth
> 50) then Result
:= 2
7146 else if (FHealth
> 20) then Result
:= 1
7150 function TBot
.TargetOnScreen(TX
, TY
: Integer): Boolean;
7152 Result
:= (Abs(FObj
.X
-TX
) <= Trunc(gPlayerScreenSize
.X
*0.6)) and
7153 (Abs(FObj
.Y
-TY
) <= Trunc(gPlayerScreenSize
.Y
*0.6));
7156 procedure TBot
.OnDamage(Angle
: SmallInt);
7164 if (Angle
= 0) or (Angle
= 180) then
7167 if (g_GetUIDType(FLastSpawnerUID
) = UID_PLAYER
) and
7168 LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSPLAYER
) then
7170 pla
:= g_Player_Get(FLastSpawnerUID
);
7171 ok
:= not TargetOnScreen(pla
.FObj
.X
+ PLAYER_RECT
.X
,
7172 pla
.FObj
.Y
+ PLAYER_RECT
.Y
);
7175 if (g_GetUIDType(FLastSpawnerUID
) = UID_MONSTER
) and
7176 LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSMONSTER
) then
7178 mon
:= g_Monsters_ByUID(FLastSpawnerUID
);
7179 ok
:= not TargetOnScreen(mon
.Obj
.X
+ mon
.Obj
.Rect
.X
,
7180 mon
.Obj
.Y
+ mon
.Obj
.Rect
.Y
);
7185 SetAIFlag('ATTACKLEFT', '1')
7187 SetAIFlag('ATTACKRIGHT', '1');
7191 function TBot
.RunDirection(): TDirection
;
7193 if Abs(Vel
.X
) >= 1 then
7195 if Vel
.X
> 0 then Result
:= TDirection
.D_RIGHT
else Result
:= TDirection
.D_LEFT
;
7197 Result
:= FDirection
;
7200 function TBot
.GetRnd(a
: Byte): Boolean;
7202 if a
= 0 then Result
:= False
7203 else if a
= 255 then Result
:= True
7204 else Result
:= Random(256) > 255-a
;
7207 function TBot
.GetInterval(a
: Byte; radius
: SmallInt): SmallInt;
7209 Result
:= Round((255-a
)/255*radius
*(Random(2)-1));
7213 procedure TDifficult
.save (st
: TStream
);
7215 utils
.writeInt(st
, Byte(DiagFire
));
7216 utils
.writeInt(st
, Byte(InvisFire
));
7217 utils
.writeInt(st
, Byte(DiagPrecision
));
7218 utils
.writeInt(st
, Byte(FlyPrecision
));
7219 utils
.writeInt(st
, Byte(Cover
));
7220 utils
.writeInt(st
, Byte(CloseJump
));
7221 st
.WriteBuffer(WeaponPrior
[Low(WeaponPrior
)], sizeof(WeaponPrior
));
7222 st
.WriteBuffer(CloseWeaponPrior
[Low(CloseWeaponPrior
)], sizeof(CloseWeaponPrior
));
7225 procedure TDifficult
.load (st
: TStream
);
7227 DiagFire
:= utils
.readByte(st
);
7228 InvisFire
:= utils
.readByte(st
);
7229 DiagPrecision
:= utils
.readByte(st
);
7230 FlyPrecision
:= utils
.readByte(st
);
7231 Cover
:= utils
.readByte(st
);
7232 CloseJump
:= utils
.readByte(st
);
7233 st
.ReadBuffer(WeaponPrior
[Low(WeaponPrior
)], sizeof(WeaponPrior
));
7234 st
.ReadBuffer(CloseWeaponPrior
[Low(CloseWeaponPrior
)], sizeof(CloseWeaponPrior
));
7238 procedure TBot
.SaveState (st
: TStream
);
7243 inherited SaveState(st
);
7244 utils
.writeSign(st
, 'BOT0');
7246 utils
.writeInt(st
, Byte(FSelectedWeapon
));
7248 utils
.writeInt(st
, Word(FTargetUID
));
7249 // Время потери цели
7250 utils
.writeInt(st
, LongWord(FLastVisible
));
7251 // Количество флагов ИИ
7252 dw
:= Length(FAIFlags
);
7253 utils
.writeInt(st
, LongInt(dw
));
7255 for i
:= 0 to dw
-1 do
7257 utils
.writeStr(st
, FAIFlags
[i
].Name
, 20);
7258 utils
.writeStr(st
, FAIFlags
[i
].Value
, 20);
7260 // Настройки сложности
7261 FDifficult
.save(st
);
7265 procedure TBot
.LoadState (st
: TStream
);
7270 inherited LoadState(st
);
7271 if not utils
.checkSign(st
, 'BOT0') then raise XStreamError
.Create('invalid bot signature');
7273 FSelectedWeapon
:= utils
.readByte(st
);
7275 FTargetUID
:= utils
.readWord(st
);
7276 // Время потери цели
7277 FLastVisible
:= utils
.readLongWord(st
);
7278 // Количество флагов ИИ
7279 dw
:= utils
.readLongInt(st
);
7280 if (dw
< 0) or (dw
> 16384) then raise XStreamError
.Create('invalid number of bot AI flags');
7281 SetLength(FAIFlags
, dw
);
7283 for i
:= 0 to dw
-1 do
7285 FAIFlags
[i
].Name
:= utils
.readStr(st
, 20);
7286 FAIFlags
[i
].Value
:= utils
.readStr(st
, 20);
7288 // Настройки сложности
7289 FDifficult
.load(st
);
7294 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');
7295 conRegVar('player_indicator_style', @gPlayerIndicatorStyle
, 'Visual appearance of indicator', 'Visual appearance of indicator');