1 (* Copyright (C) Doom 2D: Forever Developers
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, either version 3 of the License, or
6 * (at your option) any later version.
8 * This program is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 * GNU General Public License for more details.
13 * You should have received a copy of the GNU General Public License
14 * along with this program. If not, see <http://www.gnu.org/licenses/>.
16 {$INCLUDE ../shared/a_modes.inc}
24 {$IFDEF USE_MEMPOOL}mempool
,{$ENDIF}
25 e_graphics
, g_playermodel
, g_basic
, g_textures
,
26 g_weapons
, g_phys
, g_sound
, g_saveload
, MAPDEF
,
59 AmmoLimits
: Array [0..1] of Array [A_BULLETS
..A_HIGH
] of Word =
60 ((200, 50, 50, 300, 100),
61 (400, 100, 100, 600, 200));
82 ANGLE_NONE
= Low(SmallInt);
84 CORPSE_STATE_REMOVEME
= 0;
85 CORPSE_STATE_NORMAL
= 1;
86 CORPSE_STATE_MESS
= 2;
88 PLAYER_RECT
: TRectWH
= (X
:15; Y
:12; Width
:34; Height
:52);
89 PLAYER_RECT_CX
= 15+(34 div 2);
90 PLAYER_RECT_CY
= 12+(52 div 2);
91 PLAYER_CORPSERECT
: TRectWH
= (X
:15; Y
:48; Width
:34; Height
:16);
94 PLAYER_HP_LIMIT
= 200;
96 PLAYER_AP_LIMIT
= 200;
99 PLAYER1_DEF_COLOR
: TRGB
= (R
:64; G
:175; B
:48);
100 PLAYER2_DEF_COLOR
: TRGB
= (R
:96; G
:96; B
:96);
116 TPlayerStatArray
= Array of TPlayerStat
;
118 TPlayerSavedState
= record
126 Ammo
: Array [A_BULLETS
..A_HIGH
] of Word;
127 MaxAmmo
: Array [A_BULLETS
..A_HIGH
] of Word;
128 Weapon
: Array [WP_FIRST
..WP_LAST
] of Boolean;
129 Rulez
: Set of R_ITEM_BACKPACK
..R_BERSERK
;
138 TPlayer
= class{$IFDEF USE_MEMPOOL}(TPoolObject
){$ENDIF}
146 FDirection
: TDirection
;
154 FMonsterKills
: Integer;
160 FCanJetpack
: Boolean;
165 //FNetForceWeap: Byte; // spam server with this -- this is new weapon we want to use
166 FNetForceWeapFIdx
: LongWord; // frame index; ignore weapon change if it is lesser than this
167 //FCurrFrameIdx: LongWord; // increased in each `Update()`
169 FNextWeapDelay
: Byte; // frames (unused)
170 FBFGFireCounter
: SmallInt;
171 FLastSpawnerUID
: Word;
175 FSpectatePlayer
: Integer;
176 FFirePainTime
: Integer;
179 FSavedState
: TPlayerSavedState
;
181 FModel
: TPlayerModel
;
182 FPunchAnim
: TAnimation
;
185 FActionForce
: Boolean;
186 FActionChanged
: Boolean;
188 FFireAngle
: SmallInt;
190 FShellTimer
: Integer;
192 FSawSound
: TPlayableSound
;
193 FSawSoundIdle
: TPlayableSound
;
194 FSawSoundHit
: TPlayableSound
;
195 FSawSoundSelect
: TPlayableSound
;
196 FJetSoundOn
: TPlayableSound
;
197 FJetSoundOff
: TPlayableSound
;
198 FJetSoundFly
: TPlayableSound
;
202 FJustTeleported
: Boolean;
204 mEDamageType
: Integer;
207 weaponSwitchKeyReleased
: array[0..16] of Byte; // bit 0: was released on prev frame; bit 1: new status
210 function CollideLevel(XInc
, YInc
: Integer): Boolean;
211 function StayOnStep(XInc
, YInc
: Integer): Boolean;
212 function HeadInLiquid(XInc
, YInc
: Integer): Boolean;
213 function BodyInLiquid(XInc
, YInc
: Integer): Boolean;
214 function BodyInAcid(XInc
, YInc
: Integer): Boolean;
215 function FullInLift(XInc
, YInc
: Integer): Integer;
216 {procedure CollideItem();}
217 procedure FlySmoke(Times
: DWORD
= 1);
218 procedure OnFireFlame(Times
: DWORD
= 1);
219 function GetAmmoByWeapon(Weapon
: Byte): Word;
220 procedure SetAction(Action
: Byte; Force
: Boolean = False);
221 procedure OnDamage(Angle
: SmallInt); virtual;
222 function firediry(): Integer;
225 procedure Run(Direction
: TDirection
);
226 procedure NextWeapon();
227 procedure PrevWeapon();
234 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
235 procedure resetWeaponQueue ();
236 function hasAmmoForWeapon (weapon
: Byte): Boolean;
238 procedure doDamage (v
: Integer);
240 function followCorpse(): Boolean;
243 FDamageBuffer
: Integer;
245 FAmmo
: Array [A_BULLETS
..A_HIGH
] of Word;
246 FMaxAmmo
: Array [A_BULLETS
..A_HIGH
] of Word;
247 FWeapon
: Array [WP_FIRST
..WP_LAST
] of Boolean;
248 FRulez
: Set of R_ITEM_BACKPACK
..R_BERSERK
;
250 FMegaRulez
: Array [MR_SUIT
..MR_MAX
] of DWORD
;
251 FReloading
: Array [WP_FIRST
..WP_LAST
] of Word;
252 FTime
: Array [T_RESPAWN
..T_FLAGCAP
] of DWORD
;
253 FKeys
: Array [KEY_LEFT
..KEY_CHAT
] of TKeyState
;
255 FPreferredTeam
: Byte;
258 FWantsInGame
: Boolean;
262 FActualModelName
: string;
269 // debug: viewport offset
270 viewPortX
, viewPortY
, viewPortW
, viewPortH
: Integer;
272 function isValidViewPort (): Boolean; inline;
274 constructor Create(); virtual;
275 destructor Destroy(); override;
276 procedure Respawn(Silent
: Boolean; Force
: Boolean = False); virtual;
277 function GetRespawnPoint(): Byte;
278 procedure PressKey(Key
: Byte; Time
: Word = 1);
279 procedure ReleaseKeys();
280 procedure ReleaseKeysNoWeapon();
281 procedure SetModel(ModelName
: String);
282 procedure SetColor(Color
: TRGB
);
283 procedure SetWeapon(W
: Byte);
284 function IsKeyPressed(K
: Byte): Boolean;
285 function GetKeys(): Byte;
286 function PickItem(ItemType
: Byte; arespawn
: Boolean; var remove
: Boolean): Boolean; virtual;
287 function Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean; overload
;
288 function Collide(Panel
: TPanel
): Boolean; overload
;
289 function Collide(X
, Y
: Integer): Boolean; overload
;
290 procedure SetDirection(Direction
: TDirection
);
291 procedure GetSecret();
292 function TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
294 procedure Push(vx
, vy
: Integer);
295 procedure ChangeModel(ModelName
: String);
296 procedure SwitchTeam
;
297 procedure ChangeTeam(Team
: Byte);
299 function GetFlag(Flag
: Byte): Boolean;
300 procedure SetFlag(Flag
: Byte);
301 function DropFlag(): Boolean;
302 procedure AllRulez(Health
: Boolean);
303 procedure RestoreHealthArmor();
304 procedure FragCombo();
305 procedure GiveItem(ItemType
: Byte);
306 procedure Damage(value
: Word; SpawnerUID
: Word; vx
, vy
: Integer; t
: Byte); virtual;
307 function Heal(value
: Word; Soft
: Boolean): Boolean; virtual;
308 procedure MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
309 procedure MakeBloodSimple(Count
: Word);
310 procedure Kill(KillType
: Byte; SpawnerUID
: Word; t
: Byte);
311 procedure Reset(Force
: Boolean);
312 procedure Spectate(NoMove
: Boolean = False);
313 procedure SwitchNoClip
;
314 procedure SoftReset();
315 procedure Draw(); virtual;
316 procedure DrawPain();
317 procedure DrawPickup();
318 procedure DrawRulez();
320 procedure DrawIndicator();
321 procedure DrawBubble();
323 procedure Update(); virtual;
324 procedure RememberState();
325 procedure RecallState();
326 procedure SaveState (st
: TStream
); virtual;
327 procedure LoadState (st
: TStream
); virtual;
328 procedure PauseSounds(Enable
: Boolean);
329 procedure NetFire(Wpn
: Byte; X
, Y
, AX
, AY
: Integer; WID
: Integer = -1);
330 procedure DoLerp(Level
: Integer = 2);
331 procedure SetLerp(XTo
, YTo
: Integer);
332 procedure QueueWeaponSwitch(Weapon
: Byte);
333 procedure RealizeCurrentWeapon();
335 procedure JetpackOff
;
336 procedure CatchFire(Attacker
: Word);
338 //WARNING! this does nothing for now, but still call it!
339 procedure positionChanged (); //WARNING! call this after entity position was changed, or coldet will not work right!
341 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
342 procedure moveBy (dx
, dy
: Integer); inline;
344 procedure releaseAllWeaponSwitchKeys ();
345 procedure weaponSwitchKeysStateChange (index
: Integer; pressed
: Boolean);
346 function isWeaponSwitchKeyReleased (index
: Integer): Boolean;
347 procedure weaponSwitchKeysShiftNewStates ();
350 property Vel
: TPoint2i read FObj
.Vel
;
351 property Obj
: TObj read FObj
;
353 property Name
: String read FName write FName
;
354 property Model
: TPlayerModel read FModel
;
355 property Health
: Integer read FHealth write FHealth
;
356 property Lives
: Byte read FLives write FLives
;
357 property Armor
: Integer read FArmor write FArmor
;
358 property Air
: Integer read FAir write FAir
;
359 property JetFuel
: Integer read FJetFuel write FJetFuel
;
360 property Frags
: Integer read FFrags write FFrags
;
361 property Death
: Integer read FDeath write FDeath
;
362 property Kills
: Integer read FKills write FKills
;
363 property CurrWeap
: Byte read FCurrWeap write FCurrWeap
;
364 //property NetForceWeap: Byte read FNetForceWeap write FNetForceWeap;
365 property NetForceWeapFIdx
: LongWord read FNetForceWeapFIdx write FNetForceWeapFIdx
;
366 //property CurrFrameIdx: LongWord read FCurrFrameIdx write FCurrFrameIdx;
367 property MonsterKills
: Integer read FMonsterKills write FMonsterKills
;
368 property Secrets
: Integer read FSecrets
;
369 property GodMode
: Boolean read FGodMode write FGodMode
;
370 property NoTarget
: Boolean read FNoTarget write FNoTarget
;
371 property NoReload
: Boolean read FNoReload write FNoReload
;
372 property alive
: Boolean read FAlive write FAlive
;
373 property Flag
: Byte read FFlag
;
374 property Team
: Byte read FTeam write FTeam
;
375 property Direction
: TDirection read FDirection
;
376 property GameX
: Integer read FObj
.X write FObj
.X
;
377 property GameY
: Integer read FObj
.Y write FObj
.Y
;
378 property GameVelX
: Integer read FObj
.Vel
.X write FObj
.Vel
.X
;
379 property GameVelY
: Integer read FObj
.Vel
.Y write FObj
.Vel
.Y
;
380 property GameAccelX
: Integer read FObj
.Accel
.X write FObj
.Accel
.X
;
381 property GameAccelY
: Integer read FObj
.Accel
.Y write FObj
.Accel
.Y
;
382 property IncCam
: Integer read FIncCam write FIncCam
;
383 property UID
: Word read FUID write FUID
;
384 property JustTeleported
: Boolean read FJustTeleported write FJustTeleported
;
385 property NetTime
: LongWord read FNetTime write FNetTime
;
388 property eName
: String read FName write FName
;
389 property eHealth
: Integer read FHealth write FHealth
;
390 property eLives
: Byte read FLives write FLives
;
391 property eArmor
: Integer read FArmor write FArmor
;
392 property eAir
: Integer read FAir write FAir
;
393 property eJetFuel
: Integer read FJetFuel write FJetFuel
;
394 property eFrags
: Integer read FFrags write FFrags
;
395 property eDeath
: Integer read FDeath write FDeath
;
396 property eKills
: Integer read FKills write FKills
;
397 property eCurrWeap
: Byte read FCurrWeap write FCurrWeap
;
398 property eMonsterKills
: Integer read FMonsterKills write FMonsterKills
;
399 property eSecrets
: Integer read FSecrets write FSecrets
;
400 property eGodMode
: Boolean read FGodMode write FGodMode
;
401 property eNoTarget
: Boolean read FNoTarget write FNoTarget
;
402 property eNoReload
: Boolean read FNoReload write FNoReload
;
403 property eAlive
: Boolean read FAlive write FAlive
;
404 property eFlag
: Byte read FFlag
;
405 property eTeam
: Byte read FTeam write FTeam
;
406 property eDirection
: TDirection read FDirection
;
407 property eGameX
: Integer read FObj
.X write FObj
.X
;
408 property eGameY
: Integer read FObj
.Y write FObj
.Y
;
409 property eGameVelX
: Integer read FObj
.Vel
.X write FObj
.Vel
.X
;
410 property eGameVelY
: Integer read FObj
.Vel
.Y write FObj
.Vel
.Y
;
411 property eGameAccelX
: Integer read FObj
.Accel
.X write FObj
.Accel
.X
;
412 property eGameAccelY
: Integer read FObj
.Accel
.Y write FObj
.Accel
.Y
;
413 property eIncCam
: Integer read FIncCam write FIncCam
;
414 property eUID
: Word read FUID
;
415 property eJustTeleported
: Boolean read FJustTeleported
;
416 property eNetTime
: LongWord read FNetTime
;
418 // set this before assigning something to `eDamage`
419 property eDamageType
: Integer read mEDamageType write mEDamageType
;
420 property eDamage
: Integer write doDamage
;
431 WeaponPrior
: packed array [WP_FIRST
..WP_LAST
] of Byte;
432 CloseWeaponPrior
: packed array [WP_FIRST
..WP_LAST
] of Byte;
433 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
436 procedure save (st
: TStream
);
437 procedure load (st
: TStream
);
445 TBot
= class(TPlayer
)
447 FSelectedWeapon
: Byte;
450 FAIFlags
: Array of TAIFlag
;
451 FDifficult
: TDifficult
;
453 function GetRnd(a
: Byte): Boolean;
454 function GetInterval(a
: Byte; radius
: SmallInt): SmallInt;
455 function RunDirection(): TDirection
;
456 function FullInStep(XInc
, YInc
: Integer): Boolean;
457 //function NeedItem(Item: Byte): Byte;
458 procedure SelectWeapon(Dist
: Integer);
459 procedure SetAIFlag(aName
, fValue
: String20
);
460 function GetAIFlag(aName
: String20
): String20
;
461 procedure RemoveAIFlag(aName
: String20
);
462 function Healthy(): Byte;
463 procedure UpdateMove();
464 procedure UpdateCombat();
465 function KeyPressed(Key
: Word): Boolean;
466 procedure ReleaseKey(Key
: Byte);
467 function TargetOnScreen(TX
, TY
: Integer): Boolean;
468 procedure OnDamage(Angle
: SmallInt); override;
471 procedure Respawn(Silent
: Boolean; Force
: Boolean = False); override;
472 constructor Create(); override;
473 destructor Destroy(); override;
474 procedure Draw(); override;
475 function PickItem(ItemType
: Byte; force
: Boolean; var remove
: Boolean): Boolean; override;
476 function Heal(value
: Word; Soft
: Boolean): Boolean; override;
477 procedure Update(); override;
478 procedure SaveState (st
: TStream
); override;
479 procedure LoadState (st
: TStream
); override;
491 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
492 procedure moveBy (dx
, dy
: Integer); inline;
494 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
508 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
509 procedure moveBy (dx
, dy
: Integer); inline;
511 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
514 TCorpse
= class{$IFDEF USE_MEMPOOL}(TPoolObject
){$ENDIF}
523 FAnimation
: TAnimation
;
524 FAnimationMask
: TAnimation
;
527 constructor Create(X
, Y
: Integer; ModelName
: String; aMess
: Boolean);
528 destructor Destroy(); override;
529 procedure Damage(Value
: Word; vx
, vy
: Integer);
532 procedure SaveState (st
: TStream
);
533 procedure LoadState (st
: TStream
);
535 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
536 procedure moveBy (dx
, dy
: Integer); inline;
538 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
540 function ObjPtr (): PObj
; inline;
542 property Obj
: TObj read FObj
; // copies object
543 property State
: Byte read FState
;
544 property Mess
: Boolean read FMess
;
547 TTeamStat
= Array [TEAM_RED
..TEAM_BLUE
] of
553 gPlayers
: Array of TPlayer
;
554 gCorpses
: Array of TCorpse
;
555 gGibs
: Array of TGib
;
556 gShells
: Array of TShell
;
557 gTeamStat
: TTeamStat
;
558 gFly
: Boolean = False;
559 gAimLine
: Boolean = False;
560 gChatBubble
: Byte = 0;
561 gPlayerIndicator
: Boolean = True;
565 MAX_RUNVEL
: Integer = 8;
566 VEL_JUMP
: Integer = 10;
567 SHELL_TIMEOUT
: Cardinal = 60000;
569 function Lerp(X
, Y
, Factor
: Integer): Integer;
571 procedure g_Gibs_SetMax(Count
: Word);
572 function g_Gibs_GetMax(): Word;
573 procedure g_Corpses_SetMax(Count
: Word);
574 function g_Corpses_GetMax(): Word;
575 procedure g_Shells_SetMax(Count
: Word);
576 function g_Shells_GetMax(): Word;
578 procedure g_Player_Init();
579 procedure g_Player_Free();
580 function g_Player_Create(ModelName
: String; Color
: TRGB
; Team
: Byte; Bot
: Boolean): Word;
581 function g_Player_CreateFromState (st
: TStream
): Word;
582 procedure g_Player_Remove(UID
: Word);
583 procedure g_Player_ResetTeams();
584 procedure g_Player_UpdateAll();
585 procedure g_Player_DrawAll();
586 procedure g_Player_DrawDebug(p
: TPlayer
);
587 procedure g_Player_DrawHealth();
588 procedure g_Player_RememberAll();
589 procedure g_Player_ResetAll(Force
, Silent
: Boolean);
590 function g_Player_Get(UID
: Word): TPlayer
;
591 function g_Player_GetCount(): Byte;
592 function g_Player_GetStats(): TPlayerStatArray
;
593 function g_Player_ValidName(Name
: String): Boolean;
594 procedure g_Player_CreateCorpse(Player
: TPlayer
);
595 procedure g_Player_CreateGibs(fX
, fY
: Integer; ModelName
: String; fColor
: TRGB
);
596 procedure g_Player_CreateShell(fX
, fY
, dX
, dY
: Integer; T
: Byte);
597 procedure g_Player_UpdatePhysicalObjects();
598 procedure g_Player_DrawCorpses();
599 procedure g_Player_DrawShells();
600 procedure g_Player_RemoveAllCorpses();
601 procedure g_Player_Corpses_SaveState (st
: TStream
);
602 procedure g_Player_Corpses_LoadState (st
: TStream
);
603 procedure g_Bot_Add(Team
, Difficult
: Byte);
604 procedure g_Bot_AddList(Team
: Byte; lname
: ShortString; num
: Integer = -1);
605 procedure g_Bot_MixNames();
606 procedure g_Bot_RemoveAll();
611 {$INCLUDE ../nogl/noGLuses.inc}
612 {$IFDEF ENABLE_HOLMES}
615 e_log
, g_map
, g_items
, g_console
, g_gfx
, Math
,
616 g_options
, g_triggers
, g_menu
, g_game
, g_grid
,
617 wadreader
, g_main
, g_monsters
, CONFIG
, g_language
,
618 g_net
, g_netmsg
, g_window
,
621 const PLR_SAVE_VERSION
= 0;
631 diag_precision
: Byte;
635 w_prior1
: Array [WP_FIRST
..WP_LAST
] of Byte;
636 w_prior2
: Array [WP_FIRST
..WP_LAST
] of Byte;
637 w_prior3
: Array [WP_FIRST
..WP_LAST
] of Byte;
641 TIME_RESPAWN1
= 1500;
642 TIME_RESPAWN2
= 2000;
643 TIME_RESPAWN3
= 3000;
646 JET_MAX
= 540; // ~30 sec
647 PLAYER_SUIT_TIME
= 30000;
648 PLAYER_INVUL_TIME
= 30000;
649 PLAYER_INVIS_TIME
= 35000;
650 FRAG_COMBO_TIME
= 3000;
654 ANGLE_RIGHTDOWN
= -35;
656 ANGLE_LEFTDOWN
= -145;
657 PLAYER_HEADRECT
: TRectWH
= (X
:24; Y
:12; Width
:20; Height
:12);
658 WEAPONPOINT
: Array [TDirection
] of TDFPoint
= ((X
:16; Y
:32), (X
:47; Y
:32));
661 BOT_UNSAFEDIST
= 128;
662 TEAMCOLOR
: Array [TEAM_RED
..TEAM_BLUE
] of TRGB
= ((R
:255; G
:0; B
:0),
664 DIFFICULT_EASY
: TDifficult
= (DiagFire
: 32; InvisFire
: 32; DiagPrecision
: 32;
665 FlyPrecision
: 32; Cover
: 32; CloseJump
: 32;
666 WeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0));
667 DIFFICULT_MEDIUM
: TDifficult
= (DiagFire
: 127; InvisFire
: 127; DiagPrecision
: 127;
668 FlyPrecision
: 127; Cover
: 127; CloseJump
: 127;
669 WeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0));
670 DIFFICULT_HARD
: TDifficult
= (DiagFire
: 255; InvisFire
: 255; DiagPrecision
: 255;
671 FlyPrecision
: 255; Cover
: 255; CloseJump
: 255;
672 WeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0));
673 WEAPON_PRIOR1
: Array [WP_FIRST
..WP_LAST
] of Byte =
674 (WEAPON_FLAMETHROWER
, WEAPON_SUPERPULEMET
,
675 WEAPON_SHOTGUN2
, WEAPON_SHOTGUN1
,
676 WEAPON_CHAINGUN
, WEAPON_PLASMA
, WEAPON_ROCKETLAUNCHER
,
677 WEAPON_BFG
, WEAPON_PISTOL
, WEAPON_SAW
, WEAPON_KASTET
);
678 WEAPON_PRIOR2
: Array [WP_FIRST
..WP_LAST
] of Byte =
679 (WEAPON_FLAMETHROWER
, WEAPON_SUPERPULEMET
,
680 WEAPON_BFG
, WEAPON_ROCKETLAUNCHER
,
681 WEAPON_SHOTGUN2
, WEAPON_PLASMA
, WEAPON_SHOTGUN1
,
682 WEAPON_CHAINGUN
, WEAPON_PISTOL
, WEAPON_SAW
, WEAPON_KASTET
);
683 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
684 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
685 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
686 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
687 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
688 WEAPON_RELOAD
: Array [WP_FIRST
..WP_LAST
] of Byte =
689 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
691 PLAYER_SIGNATURE
= $52594C50; // 'PLYR'
692 CORPSE_SIGNATURE
= $50524F43; // 'CORP'
694 BOTNAMES_FILENAME
= 'botnames.txt';
695 BOTLIST_FILENAME
= 'botlist.txt';
699 MaxCorpses
: Word = 20;
700 MaxShells
: Word = 300;
701 CurrentGib
: Integer = 0;
702 CurrentShell
: Integer = 0;
703 BotNames
: Array of String;
704 BotList
: Array of TBotProfile
;
707 function Lerp(X
, Y
, Factor
: Integer): Integer;
709 Result
:= X
+ ((Y
- X
) div Factor
);
712 function SameTeam(UID1
, UID2
: Word): Boolean;
716 if (UID1
> UID_MAX_PLAYER
) or (UID1
<= UID_MAX_GAME
) or
717 (UID2
> UID_MAX_PLAYER
) or (UID2
<= UID_MAX_GAME
) then Exit
;
719 if (g_Player_Get(UID1
) = nil) or (g_Player_Get(UID2
) = nil) then Exit
;
721 if ((g_Player_Get(UID1
).Team
= TEAM_NONE
) or
722 (g_Player_Get(UID2
).Team
= TEAM_NONE
)) then Exit
;
724 Result
:= g_Player_Get(UID1
).FTeam
= g_Player_Get(UID2
).FTeam
;
727 procedure g_Gibs_SetMax(Count
: Word);
730 SetLength(gGibs
, Count
);
732 if CurrentGib
>= Count
then
736 function g_Gibs_GetMax(): Word;
741 procedure g_Shells_SetMax(Count
: Word);
744 SetLength(gShells
, Count
);
746 if CurrentShell
>= Count
then
750 function g_Shells_GetMax(): Word;
756 procedure g_Corpses_SetMax(Count
: Word);
759 SetLength(gCorpses
, Count
);
762 function g_Corpses_GetMax(): Word;
764 Result
:= MaxCorpses
;
767 function g_Player_Create(ModelName
: String; Color
: TRGB
; Team
: Byte; Bot
: Boolean): Word;
777 // Åñòü ëè ìåñòî â gPlayers:
778 if gPlayers
<> nil then
779 for a
:= 0 to High(gPlayers
) do
780 if gPlayers
[a
] = nil then
786 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
789 SetLength(gPlayers
, Length(gPlayers
)+1);
793 // Ñîçäàåì îáúåêò èãðîêà:
795 gPlayers
[a
] := TBot
.Create()
797 gPlayers
[a
] := TPlayer
.Create();
800 gPlayers
[a
].FActualModelName
:= ModelName
;
801 gPlayers
[a
].SetModel(ModelName
);
803 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
804 if gPlayers
[a
].FModel
= nil then
808 g_FatalError(Format(_lc
[I_GAME_ERROR_MODEL
], [ModelName
]));
812 if not (Team
in [TEAM_RED
, TEAM_BLUE
]) then
813 if Random(2) = 0 then
817 gPlayers
[a
].FPreferredTeam
:= Team
;
819 case gGameSettings
.GameMode
of
820 GM_DM
: gPlayers
[a
].FTeam
:= TEAM_NONE
;
822 GM_CTF
: gPlayers
[a
].FTeam
:= gPlayers
[a
].FPreferredTeam
;
824 GM_COOP
: gPlayers
[a
].FTeam
:= TEAM_COOP
;
827 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
828 gPlayers
[a
].FColor
:= Color
;
829 if gPlayers
[a
].FTeam
in [TEAM_RED
, TEAM_BLUE
] then
830 gPlayers
[a
].FModel
.Color
:= TEAMCOLOR
[gPlayers
[a
].FTeam
]
832 gPlayers
[a
].FModel
.Color
:= Color
;
834 gPlayers
[a
].FUID
:= g_CreateUID(UID_PLAYER
);
835 gPlayers
[a
].FAlive
:= False;
837 Result
:= gPlayers
[a
].FUID
;
840 function g_Player_CreateFromState (st
: TStream
): Word;
847 if (st
= nil) then exit
; //???
850 if not utils
.checkSign(st
, 'PLYR') then raise XStreamError
.Create('invalid player signature');
851 if (utils
.readByte(st
) <> PLR_SAVE_VERSION
) then raise XStreamError
.Create('invalid player version');
854 Bot
:= utils
.readBool(st
);
859 // Åñòü ëè ìåñòî â gPlayers:
860 for a
:= 0 to High(gPlayers
) do if (gPlayers
[a
] = nil) then begin ok
:= true; break
; end;
862 // Íåò ìåñòà - ðàñøèðÿåì gPlayers
865 SetLength(gPlayers
, Length(gPlayers
)+1);
869 // Ñîçäàåì îáúåêò èãðîêà
871 gPlayers
[a
] := TBot
.Create()
873 gPlayers
[a
] := TPlayer
.Create();
874 gPlayers
[a
].FIamBot
:= Bot
;
875 gPlayers
[a
].FPhysics
:= True;
878 gPlayers
[a
].FUID
:= utils
.readWord(st
);
880 gPlayers
[a
].FName
:= utils
.readStr(st
);
882 gPlayers
[a
].FTeam
:= utils
.readByte(st
);
883 gPlayers
[a
].FPreferredTeam
:= gPlayers
[a
].FTeam
;
885 gPlayers
[a
].FAlive
:= utils
.readBool(st
);
886 // Èçðàñõîäîâàë ëè âñå æèçíè
887 gPlayers
[a
].FNoRespawn
:= utils
.readBool(st
);
889 b
:= utils
.readByte(st
);
890 if b
= 1 then gPlayers
[a
].FDirection
:= TDirection
.D_LEFT
else gPlayers
[a
].FDirection
:= TDirection
.D_RIGHT
; // b = 2
892 gPlayers
[a
].FHealth
:= utils
.readLongInt(st
);
894 gPlayers
[a
].FLives
:= utils
.readByte(st
);
896 gPlayers
[a
].FArmor
:= utils
.readLongInt(st
);
898 gPlayers
[a
].FAir
:= utils
.readLongInt(st
);
900 gPlayers
[a
].FJetFuel
:= utils
.readLongInt(st
);
902 gPlayers
[a
].FPain
:= utils
.readLongInt(st
);
904 gPlayers
[a
].FKills
:= utils
.readLongInt(st
);
906 gPlayers
[a
].FMonsterKills
:= utils
.readLongInt(st
);
908 gPlayers
[a
].FFrags
:= utils
.readLongInt(st
);
910 gPlayers
[a
].FFragCombo
:= utils
.readByte(st
);
911 // Âðåìÿ ïîñëåäíåãî ôðàãà
912 gPlayers
[a
].FLastFrag
:= utils
.readLongWord(st
);
914 gPlayers
[a
].FDeath
:= utils
.readLongInt(st
);
916 gPlayers
[a
].FFlag
:= utils
.readByte(st
);
918 gPlayers
[a
].FSecrets
:= utils
.readLongInt(st
);
920 gPlayers
[a
].FCurrWeap
:= utils
.readByte(st
);
921 //gPlayers[a].FNetForceWeap := gPlayers[a].FCurrWeap;
922 // Ñëåäóþùåå æåëàåìîå îðóæèå
923 gPlayers
[a
].FNextWeap
:= utils
.readWord(st
);
925 gPlayers
[a
].FNextWeapDelay
:= utils
.readByte(st
);
927 gPlayers
[a
].FBFGFireCounter
:= utils
.readSmallInt(st
);
929 gPlayers
[a
].FDamageBuffer
:= utils
.readLongInt(st
);
930 // Ïîñëåäíèé óäàðèâøèé
931 gPlayers
[a
].FLastSpawnerUID
:= utils
.readWord(st
);
932 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
933 gPlayers
[a
].FLastHit
:= utils
.readByte(st
);
935 Obj_LoadState(@gPlayers
[a
].FObj
, st
);
936 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
937 for i
:= A_BULLETS
to A_HIGH
do gPlayers
[a
].FAmmo
[i
] := utils
.readWord(st
);
938 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
939 for i
:= A_BULLETS
to A_HIGH
do gPlayers
[a
].FMaxAmmo
[i
] := utils
.readWord(st
);
941 for i
:= WP_FIRST
to WP_LAST
do gPlayers
[a
].FWeapon
[i
] := utils
.readBool(st
);
942 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
943 for i
:= WP_FIRST
to WP_LAST
do gPlayers
[a
].FReloading
[i
] := utils
.readWord(st
);
945 if utils
.readBool(st
) then Include(gPlayers
[a
].FRulez
, R_ITEM_BACKPACK
);
946 // Íàëè÷èå êðàñíîãî êëþ÷à
947 if utils
.readBool(st
) then Include(gPlayers
[a
].FRulez
, R_KEY_RED
);
948 // Íàëè÷èå çåëåíîãî êëþ÷à
949 if utils
.readBool(st
) then Include(gPlayers
[a
].FRulez
, R_KEY_GREEN
);
950 // Íàëè÷èå ñèíåãî êëþ÷à
951 if utils
.readBool(st
) then Include(gPlayers
[a
].FRulez
, R_KEY_BLUE
);
953 if utils
.readBool(st
) then Include(gPlayers
[a
].FRulez
, R_BERSERK
);
954 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
955 for i
:= MR_SUIT
to MR_MAX
do gPlayers
[a
].FMegaRulez
[i
] := utils
.readLongWord(st
);
956 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
957 for i
:= T_RESPAWN
to T_FLAGCAP
do gPlayers
[a
].FTime
[i
] := utils
.readLongWord(st
);
960 gPlayers
[a
].FActualModelName
:= utils
.readStr(st
);
962 gPlayers
[a
].FColor
.R
:= utils
.readByte(st
);
963 gPlayers
[a
].FColor
.G
:= utils
.readByte(st
);
964 gPlayers
[a
].FColor
.B
:= utils
.readByte(st
);
965 // Îáíîâëÿåì ìîäåëü èãðîêà
966 gPlayers
[a
].SetModel(gPlayers
[a
].FActualModelName
);
968 // Íåò ìîäåëè - ñîçäàíèå íåâîçìîæíî
969 if (gPlayers
[a
].FModel
= nil) then
973 g_FatalError(Format(_lc
[I_GAME_ERROR_MODEL
], [gPlayers
[a
].FActualModelName
]));
977 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû
978 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
979 gPlayers
[a
].FModel
.Color
:= TEAMCOLOR
[gPlayers
[a
].FTeam
]
981 gPlayers
[a
].FModel
.Color
:= gPlayers
[a
].FColor
;
983 result
:= gPlayers
[a
].FUID
;
987 procedure g_Player_ResetTeams();
991 if g_Game_IsClient
then
993 if gPlayers
= nil then
995 for a
:= Low(gPlayers
) to High(gPlayers
) do
996 if gPlayers
[a
] <> nil then
997 case gGameSettings
.GameMode
of
999 gPlayers
[a
].ChangeTeam(TEAM_NONE
);
1001 if not (gPlayers
[a
].Team
in [TEAM_RED
, TEAM_BLUE
]) then
1002 if gPlayers
[a
].FPreferredTeam
in [TEAM_RED
, TEAM_BLUE
] then
1003 gPlayers
[a
].ChangeTeam(gPlayers
[a
].FPreferredTeam
)
1006 gPlayers
[a
].ChangeTeam(TEAM_RED
)
1008 gPlayers
[a
].ChangeTeam(TEAM_BLUE
);
1011 gPlayers
[a
].ChangeTeam(TEAM_COOP
);
1015 procedure g_Bot_Add(Team
, Difficult
: Byte);
1018 _name
, _model
: String;
1021 if not g_Game_IsServer
then Exit
;
1023 // Ñïèñîê íàçâàíèé ìîäåëåé:
1024 m
:= g_PlayerModel_GetNames();
1029 if (gGameSettings
.GameType
= GT_SINGLE
) or (gGameSettings
.GameMode
= GM_COOP
) then
1030 Team
:= TEAM_COOP
// COOP
1032 if gGameSettings
.GameMode
= GM_DM
then
1033 Team
:= TEAM_NONE
// DM
1035 if Team
= TEAM_NONE
then // CTF / TDM
1037 // Àâòîáàëàíñ êîìàíä:
1041 for a
:= 0 to High(gPlayers
) do
1042 if gPlayers
[a
] <> nil then
1044 if gPlayers
[a
].Team
= TEAM_RED
then
1047 if gPlayers
[a
].Team
= TEAM_BLUE
then
1057 if Random(2) = 0 then
1063 // Âûáèðàåì áîòó èìÿ:
1065 if BotNames
<> nil then
1066 for a
:= 0 to High(BotNames
) do
1067 if g_Player_ValidName(BotNames
[a
]) then
1069 _name
:= BotNames
[a
];
1073 // Èìåíè íåò, çàäàåì ñëó÷àéíîå:
1076 _name
:= Format('DFBOT%.2d', [Random(100)]);
1077 until g_Player_ValidName(_name
);
1079 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
1080 _model
:= m
[Random(Length(m
))];
1083 with g_Player_Get(g_Player_Create(_model
,
1084 _RGB(Min(Random(9)*32, 255),
1085 Min(Random(9)*32, 255),
1086 Min(Random(9)*32, 255)),
1087 Team
, True)) as TBot
do
1092 1: FDifficult
:= DIFFICULT_EASY
;
1093 2: FDifficult
:= DIFFICULT_MEDIUM
;
1094 else FDifficult
:= DIFFICULT_HARD
;
1097 for a
:= WP_FIRST
to WP_LAST
do
1099 FDifficult
.WeaponPrior
[a
] := WEAPON_PRIOR1
[a
];
1100 FDifficult
.CloseWeaponPrior
[a
] := WEAPON_PRIOR2
[a
];
1101 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1104 g_Console_Add(Format(_lc
[I_PLAYER_JOIN
], [Name
]), True);
1106 if g_Game_IsNet
then MH_SEND_PlayerCreate(UID
);
1107 if g_Game_IsServer
and (gGameSettings
.MaxLives
> 0) then
1112 procedure g_Bot_AddList(Team
: Byte; lName
: ShortString; num
: Integer = -1);
1115 _name
, _model
: String;
1118 if not g_Game_IsServer
then Exit
;
1120 // Ñïèñîê íàçâàíèé ìîäåëåé:
1121 m
:= g_PlayerModel_GetNames();
1126 if (gGameSettings
.GameType
= GT_SINGLE
) or (gGameSettings
.GameMode
= GM_COOP
) then
1127 Team
:= TEAM_COOP
// COOP
1129 if gGameSettings
.GameMode
= GM_DM
then
1130 Team
:= TEAM_NONE
// DM
1132 if Team
= TEAM_NONE
then
1133 Team
:= BotList
[num
].team
; // CTF / TDM
1135 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1136 lName
:= AnsiLowerCase(lName
);
1137 if (num
< 0) or (num
> Length(BotList
)-1) then
1139 if (num
= -1) and (lName
<> '') and (BotList
<> nil) then
1140 for a
:= 0 to High(BotList
) do
1141 if AnsiLowerCase(BotList
[a
].name
) = lName
then
1150 _name
:= BotList
[num
].name
;
1151 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1152 if not g_Player_ValidName(_name
) then
1154 _name
:= Format('DFBOT%.2d', [Random(100)]);
1155 until g_Player_ValidName(_name
);
1158 _model
:= BotList
[num
].model
;
1159 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1160 if not InSArray(_model
, m
) then
1161 _model
:= m
[Random(Length(m
))];
1164 with g_Player_Get(g_Player_Create(_model
, BotList
[num
].color
, Team
, True)) as TBot
do
1168 FDifficult
.DiagFire
:= BotList
[num
].diag_fire
;
1169 FDifficult
.InvisFire
:= BotList
[num
].invis_fire
;
1170 FDifficult
.DiagPrecision
:= BotList
[num
].diag_precision
;
1171 FDifficult
.FlyPrecision
:= BotList
[num
].fly_precision
;
1172 FDifficult
.Cover
:= BotList
[num
].cover
;
1173 FDifficult
.CloseJump
:= BotList
[num
].close_jump
;
1175 for a
:= WP_FIRST
to WP_LAST
do
1177 FDifficult
.WeaponPrior
[a
] := BotList
[num
].w_prior1
[a
];
1178 FDifficult
.CloseWeaponPrior
[a
] := BotList
[num
].w_prior2
[a
];
1179 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1182 g_Console_Add(Format(_lc
[I_PLAYER_JOIN
], [Name
]), True);
1184 if g_Game_IsNet
then MH_SEND_PlayerCreate(UID
);
1188 procedure g_Bot_RemoveAll();
1192 if not g_Game_IsServer
then Exit
;
1193 if gPlayers
= nil then Exit
;
1195 for a
:= 0 to High(gPlayers
) do
1196 if gPlayers
[a
] <> nil then
1197 if gPlayers
[a
] is TBot
then
1199 gPlayers
[a
].Lives
:= 0;
1200 gPlayers
[a
].Kill(K_SIMPLEKILL
, 0, HIT_DISCON
);
1201 g_Console_Add(Format(_lc
[I_PLAYER_LEAVE
], [gPlayers
[a
].Name
]), True);
1202 g_Player_Remove(gPlayers
[a
].FUID
);
1208 procedure g_Bot_MixNames();
1213 if BotNames
<> nil then
1214 for a
:= 0 to High(BotNames
) do
1216 b
:= Random(Length(BotNames
));
1218 Botnames
[a
] := BotNames
[b
];
1223 procedure g_Player_Remove(UID
: Word);
1227 if gPlayers
= nil then Exit
;
1229 if g_Game_IsServer
and g_Game_IsNet
then
1230 MH_SEND_PlayerDelete(UID
);
1232 for i
:= 0 to High(gPlayers
) do
1233 if gPlayers
[i
] <> nil then
1234 if gPlayers
[i
].FUID
= UID
then
1236 if gPlayers
[i
] is TPlayer
then
1237 TPlayer(gPlayers
[i
]).Free()
1239 TBot(gPlayers
[i
]).Free();
1245 procedure g_Player_Init();
1255 if not FileExists(DataDir
+ BOTNAMES_FILENAME
) then
1258 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1259 AssignFile(F
, DataDir
+ BOTNAMES_FILENAME
);
1270 SetLength(BotNames
, Length(BotNames
)+1);
1271 BotNames
[High(BotNames
)] := s
;
1279 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1280 config
:= TConfig
.CreateFile(DataDir
+ BOTLIST_FILENAME
);
1284 while config
.SectionExists(IntToStr(a
)) do
1286 SetLength(BotList
, Length(BotList
)+1);
1288 with BotList
[High(BotList
)] do
1291 name
:= config
.ReadStr(IntToStr(a
), 'name', '');
1293 model
:= config
.ReadStr(IntToStr(a
), 'model', '');
1295 if config
.ReadStr(IntToStr(a
), 'team', 'red') = 'red' then
1300 sa
:= parse(config
.ReadStr(IntToStr(a
), 'color', ''));
1301 color
.R
:= StrToIntDef(sa
[0], 0);
1302 color
.G
:= StrToIntDef(sa
[1], 0);
1303 color
.B
:= StrToIntDef(sa
[2], 0);
1304 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1305 diag_fire
:= config
.ReadInt(IntToStr(a
), 'diag_fire', 0);
1306 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1307 invis_fire
:= config
.ReadInt(IntToStr(a
), 'invis_fire', 0);
1308 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1309 diag_precision
:= config
.ReadInt(IntToStr(a
), 'diag_precision', 0);
1310 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1311 fly_precision
:= config
.ReadInt(IntToStr(a
), 'fly_precision', 0);
1312 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1313 cover
:= config
.ReadInt(IntToStr(a
), 'cover', 0);
1314 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1315 close_jump
:= config
.ReadInt(IntToStr(a
), 'close_jump', 0);
1316 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1317 sa
:= parse(config
.ReadStr(IntToStr(a
), 'w_prior1', ''));
1318 if Length(sa
) = 10 then
1320 w_prior1
[b
] := EnsureRange(StrToInt(sa
[b
]), 0, 9);
1321 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1322 sa
:= parse(config
.ReadStr(IntToStr(a
), 'w_prior2', ''));
1323 if Length(sa
) = 10 then
1325 w_prior2
[b
] := EnsureRange(StrToInt(sa
[b
]), 0, 9);
1327 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1328 if Length(sa) = 10 then
1330 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1339 procedure g_Player_Free();
1343 if gPlayers
<> nil then
1345 for i
:= 0 to High(gPlayers
) do
1346 if gPlayers
[i
] <> nil then
1348 if gPlayers
[i
] is TPlayer
then
1349 TPlayer(gPlayers
[i
]).Free()
1351 TBot(gPlayers
[i
]).Free();
1362 procedure g_Player_UpdateAll();
1366 if gPlayers
= nil then Exit
;
1368 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1369 for i
:= 0 to High(gPlayers
) do
1371 if gPlayers
[i
] <> nil then
1373 if gPlayers
[i
] is TPlayer
then
1375 //if (gPlayers[i].NetForceWeapFIdx > gTime) then writeln('*** PLAYER #', i, '; gTime=', gTime, '; nfwf=', gPlayers[i].NetForceWeapFIdx);
1376 gPlayers
[i
].Update();
1377 if (not gPlayers
[i
].alive
) or (gPlayers
[i
].NetForceWeapFIdx
>= gTime
+15) then gPlayers
[i
].NetForceWeapFIdx
:= 0; // just in case
1378 gPlayers
[i
].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1382 // bot updates weapons in `UpdateCombat()`
1383 TBot(gPlayers
[i
]).Update();
1387 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1390 procedure g_Player_DrawAll();
1394 if gPlayers
= nil then Exit
;
1396 for i
:= 0 to High(gPlayers
) do
1397 if gPlayers
[i
] <> nil then
1398 if gPlayers
[i
] is TPlayer
then gPlayers
[i
].Draw()
1399 else TBot(gPlayers
[i
]).Draw();
1402 procedure g_Player_DrawDebug(p
: TPlayer
);
1406 if p
= nil then Exit
;
1407 if (@p
.FObj
) = nil then Exit
;
1409 e_TextureFontGetSize(gStdFont
, fW
, fH
);
1411 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p
.FObj
.X
), gStdFont
);
1412 e_TextureFontPrint(0, fH
, 'Pos Y: ' + IntToStr(p
.FObj
.Y
), gStdFont
);
1413 e_TextureFontPrint(0, fH
* 2, 'Vel X: ' + IntToStr(p
.FObj
.Vel
.X
), gStdFont
);
1414 e_TextureFontPrint(0, fH
* 3, 'Vel Y: ' + IntToStr(p
.FObj
.Vel
.Y
), gStdFont
);
1415 e_TextureFontPrint(0, fH
* 4, 'Acc X: ' + IntToStr(p
.FObj
.Accel
.X
), gStdFont
);
1416 e_TextureFontPrint(0, fH
* 5, 'Acc Y: ' + IntToStr(p
.FObj
.Accel
.Y
), gStdFont
);
1419 procedure g_Player_DrawHealth();
1424 if gPlayers
= nil then Exit
;
1425 e_TextureFontGetSize(gStdFont
, fW
, fH
);
1427 for i
:= 0 to High(gPlayers
) do
1428 if gPlayers
[i
] <> nil then
1430 e_TextureFontPrint(gPlayers
[i
].FObj
.X
+ gPlayers
[i
].FObj
.Rect
.X
,
1431 gPlayers
[i
].FObj
.Y
+ gPlayers
[i
].FObj
.Rect
.Y
+ gPlayers
[i
].FObj
.Rect
.Height
- fH
* 2,
1432 IntToStr(gPlayers
[i
].FHealth
), gStdFont
);
1433 e_TextureFontPrint(gPlayers
[i
].FObj
.X
+ gPlayers
[i
].FObj
.Rect
.X
,
1434 gPlayers
[i
].FObj
.Y
+ gPlayers
[i
].FObj
.Rect
.Y
+ gPlayers
[i
].FObj
.Rect
.Height
- fH
,
1435 IntToStr(gPlayers
[i
].FArmor
), gStdFont
);
1439 function g_Player_Get(UID
: Word): TPlayer
;
1445 if gPlayers
= nil then
1448 for a
:= 0 to High(gPlayers
) do
1449 if gPlayers
[a
] <> nil then
1450 if gPlayers
[a
].FUID
= UID
then
1452 Result
:= gPlayers
[a
];
1457 function g_Player_GetCount(): Byte;
1463 if gPlayers
= nil then
1466 for a
:= 0 to High(gPlayers
) do
1467 if gPlayers
[a
] <> nil then
1468 Result
:= Result
+ 1;
1471 function g_Player_GetStats(): TPlayerStatArray
;
1477 if gPlayers
= nil then Exit
;
1479 for a
:= 0 to High(gPlayers
) do
1480 if gPlayers
[a
] <> nil then
1482 SetLength(Result
, Length(Result
)+1);
1483 with Result
[High(Result
)] do
1485 Ping
:= gPlayers
[a
].FPing
;
1486 Loss
:= gPlayers
[a
].FLoss
;
1487 Name
:= gPlayers
[a
].FName
;
1488 Team
:= gPlayers
[a
].FTeam
;
1489 Frags
:= gPlayers
[a
].FFrags
;
1490 Deaths
:= gPlayers
[a
].FDeath
;
1491 Kills
:= gPlayers
[a
].FKills
;
1492 Color
:= gPlayers
[a
].FModel
.Color
;
1493 Lives
:= gPlayers
[a
].FLives
;
1494 Spectator
:= gPlayers
[a
].FSpectator
;
1499 procedure g_Player_RememberAll
;
1503 for i
:= Low(gPlayers
) to High(gPlayers
) do
1504 if (gPlayers
[i
] <> nil) and gPlayers
[i
].alive
then
1505 gPlayers
[i
].RememberState
;
1508 procedure g_Player_ResetAll(Force
, Silent
: Boolean);
1512 gTeamStat
[TEAM_RED
].Goals
:= 0;
1513 gTeamStat
[TEAM_BLUE
].Goals
:= 0;
1515 if gPlayers
<> nil then
1516 for i
:= 0 to High(gPlayers
) do
1517 if gPlayers
[i
] <> nil then
1519 gPlayers
[i
].Reset(Force
);
1521 if gPlayers
[i
] is TPlayer
then
1523 if (not gPlayers
[i
].FSpectator
) or gPlayers
[i
].FWantsInGame
then
1524 gPlayers
[i
].Respawn(Silent
)
1526 gPlayers
[i
].Spectate();
1529 TBot(gPlayers
[i
]).Respawn(Silent
);
1533 procedure g_Player_CreateCorpse(Player
: TPlayer
);
1539 if Player
.alive
then
1542 // Ðàçðûâàåì ñâÿçü ñ ïðåæíèì òðóïîì:
1543 if gCorpses
<> nil then
1544 for i
:= 0 to High(gCorpses
) do
1545 if gCorpses
[i
] <> nil then
1546 if gCorpses
[i
].FPlayerUID
= Player
.FUID
then
1547 gCorpses
[i
].FPlayerUID
:= 0;
1549 if Player
.FObj
.Y
>= gMapInfo
.Height
+128 then
1554 if (FHealth
>= -50) or (gGibsCount
= 0) then
1556 if (gCorpses
= nil) or (Length(gCorpses
) = 0) then
1560 for find_id
:= 0 to High(gCorpses
) do
1561 if gCorpses
[find_id
] = nil then
1568 find_id
:= Random(Length(gCorpses
));
1570 gCorpses
[find_id
] := TCorpse
.Create(FObj
.X
, FObj
.Y
, FModel
.Name
, FHealth
< -20);
1571 gCorpses
[find_id
].FColor
:= FModel
.Color
;
1572 gCorpses
[find_id
].FObj
.Vel
:= FObj
.Vel
;
1573 gCorpses
[find_id
].FObj
.Accel
:= FObj
.Accel
;
1574 gCorpses
[find_id
].FPlayerUID
:= FUID
;
1577 g_Player_CreateGibs(FObj
.X
+ PLAYER_RECT_CX
,
1578 FObj
.Y
+ PLAYER_RECT_CY
,
1579 FModel
.Name
, FModel
.Color
);
1583 procedure g_Player_CreateShell(fX
, fY
, dX
, dY
: Integer; T
: Byte);
1587 if (gShells
= nil) or (Length(gShells
) = 0) then
1590 with gShells
[CurrentShell
] do
1596 if T
= SHELL_BULLET
then
1598 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID
) then
1602 Obj
.Rect
.Width
:= 4;
1603 Obj
.Rect
.Height
:= 2;
1607 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID
) then
1611 Obj
.Rect
.Width
:= 7;
1612 Obj
.Rect
.Height
:= 3;
1618 g_Obj_Push(@Obj
, dX
+ Random(4)-Random(4), dY
-Random(4));
1619 positionChanged(); // this updates spatial accelerators
1620 RAngle
:= Random(360);
1621 Timeout
:= gTime
+ SHELL_TIMEOUT
;
1623 if CurrentShell
>= High(gShells
) then
1630 procedure g_Player_CreateGibs(fX
, fY
: Integer; ModelName
: string; fColor
: TRGB
);
1633 GibsArray
: TGibsArray
;
1636 if (gGibs
= nil) or (Length(gGibs
) = 0) then
1638 if not g_PlayerModel_GetGibs(ModelName
, GibsArray
) then
1640 Blood
:= g_PlayerModel_GetBlood(ModelName
);
1642 for a
:= 0 to High(GibsArray
) do
1643 with gGibs
[CurrentGib
] do
1646 ID
:= GibsArray
[a
].ID
;
1647 MaskID
:= GibsArray
[a
].MaskID
;
1650 Obj
.Rect
:= GibsArray
[a
].Rect
;
1651 Obj
.X
:= fX
-GibsArray
[a
].Rect
.X
-(GibsArray
[a
].Rect
.Width
div 2);
1652 Obj
.Y
:= fY
-GibsArray
[a
].Rect
.Y
-(GibsArray
[a
].Rect
.Height
div 2);
1653 g_Obj_PushA(@Obj
, 25 + Random(10), Random(361));
1654 positionChanged(); // this updates spatial accelerators
1655 RAngle
:= Random(360);
1657 if gBloodCount
> 0 then
1658 g_GFX_Blood(fX
, fY
, 16*gBloodCount
+Random(5*gBloodCount
), -16+Random(33), -16+Random(33),
1659 Random(48), Random(48), Blood
.R
, Blood
.G
, Blood
.B
, Blood
.Kind
);
1661 if CurrentGib
>= High(gGibs
) then
1668 procedure g_Player_UpdatePhysicalObjects();
1674 procedure ShellSound_Bounce(X
, Y
: Integer; T
: Byte);
1679 if T
= SHELL_BULLET
then
1680 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k
), X
, Y
)
1682 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k
), X
, Y
);
1687 if gGibs
<> nil then
1688 for i
:= 0 to High(gGibs
) do
1689 if gGibs
[i
].alive
then
1693 mr
:= g_Obj_Move(@Obj
, True, False, True);
1694 positionChanged(); // this updates spatial accelerators
1696 if WordBool(mr
and MOVE_FALLOUT
) then
1702 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1703 if WordBool(mr
and MOVE_HITWALL
) then
1704 Obj
.Vel
.X
:= -(vel
.X
div 2);
1705 if WordBool(mr
and (MOVE_HITCEIL
or MOVE_HITLAND
)) then
1706 Obj
.Vel
.Y
:= -(vel
.Y
div 2);
1708 if (Obj
.Vel
.X
>= 0) then
1710 RAngle
:= RAngle
+ Abs(Obj
.Vel
.X
)*6 + Abs(Obj
.Vel
.Y
);
1711 if RAngle
>= 360 then
1712 RAngle
:= RAngle
mod 360;
1713 end else begin // Counter-clockwise
1714 RAngle
:= RAngle
- Abs(Obj
.Vel
.X
)*6 - Abs(Obj
.Vel
.Y
);
1716 RAngle
:= (360 - (Abs(RAngle
) mod 360)) mod 360;
1719 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1720 if gTime
mod (GAME_TICK
*3) = 0 then
1721 Obj
.Vel
.X
:= z_dec(Obj
.Vel
.X
, 1);
1725 if gCorpses
<> nil then
1726 for i
:= 0 to High(gCorpses
) do
1727 if gCorpses
[i
] <> nil then
1728 if gCorpses
[i
].State
= CORPSE_STATE_REMOVEME
then
1734 gCorpses
[i
].Update();
1737 if gShells
<> nil then
1738 for i
:= 0 to High(gShells
) do
1739 if gShells
[i
].alive
then
1743 mr
:= g_Obj_Move(@Obj
, True, False, True);
1744 positionChanged(); // this updates spatial accelerators
1746 if WordBool(mr
and MOVE_FALLOUT
) or (gShells
[i
].Timeout
< gTime
) then
1752 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1753 if WordBool(mr
and MOVE_HITWALL
) then
1755 Obj
.Vel
.X
:= -(vel
.X
div 2);
1756 if not WordBool(mr
and MOVE_INWATER
) then
1757 ShellSound_Bounce(Obj
.X
, Obj
.Y
, SType
);
1759 if WordBool(mr
and (MOVE_HITCEIL
or MOVE_HITLAND
)) then
1761 Obj
.Vel
.Y
:= -(vel
.Y
div 2);
1762 if Obj
.Vel
.X
<> 0 then Obj
.Vel
.X
:= Obj
.Vel
.X
div 2;
1763 if (Obj
.Vel
.X
= 0) and (Obj
.Vel
.Y
= 0) then
1765 if RAngle
mod 90 <> 0 then
1766 RAngle
:= (RAngle
div 90) * 90;
1768 else if not WordBool(mr
and MOVE_INWATER
) then
1769 ShellSound_Bounce(Obj
.X
, Obj
.Y
, SType
);
1772 if (Obj
.Vel
.X
>= 0) then
1774 RAngle
:= RAngle
+ Abs(Obj
.Vel
.X
)*8 + Abs(Obj
.Vel
.Y
);
1775 if RAngle
>= 360 then
1776 RAngle
:= RAngle
mod 360;
1777 end else begin // Counter-clockwise
1778 RAngle
:= RAngle
- Abs(Obj
.Vel
.X
)*8 - Abs(Obj
.Vel
.Y
);
1780 RAngle
:= (360 - (Abs(RAngle
) mod 360)) mod 360;
1786 procedure TGib
.getMapBox (out x
, y
, w
, h
: Integer); inline;
1788 x
:= Obj
.X
+Obj
.Rect
.X
;
1789 y
:= Obj
.Y
+Obj
.Rect
.Y
;
1790 w
:= Obj
.Rect
.Width
;
1791 h
:= Obj
.Rect
.Height
;
1794 procedure TGib
.moveBy (dx
, dy
: Integer); inline;
1796 if (dx
<> 0) or (dy
<> 0) then
1805 procedure TShell
.getMapBox (out x
, y
, w
, h
: Integer); inline;
1809 w
:= Obj
.Rect
.Width
;
1810 h
:= Obj
.Rect
.Height
;
1813 procedure TShell
.moveBy (dx
, dy
: Integer); inline;
1815 if (dx
<> 0) or (dy
<> 0) then
1824 procedure TGib
.positionChanged (); inline; begin end;
1825 procedure TShell
.positionChanged (); inline; begin end;
1828 procedure g_Player_DrawCorpses();
1833 if gGibs
<> nil then
1834 for i
:= 0 to High(gGibs
) do
1835 if gGibs
[i
].alive
then
1838 if not g_Obj_Collide(sX
, sY
, sWidth
, sHeight
, @Obj
) then
1841 a
.X
:= Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2);
1842 a
.y
:= Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2);
1844 e_DrawAdv(ID
, Obj
.X
, Obj
.Y
, 0, True, False, RAngle
, @a
, TMirrorType
.None
);
1847 e_DrawAdv(MaskID
, Obj
.X
, Obj
.Y
, 0, True, False, RAngle
, @a
, TMirrorType
.None
);
1853 if gCorpses
<> nil then
1854 for i
:= 0 to High(gCorpses
) do
1855 if gCorpses
[i
] <> nil then
1859 procedure g_Player_DrawShells();
1864 if gShells
<> nil then
1865 for i
:= 0 to High(gShells
) do
1866 if gShells
[i
].alive
then
1869 if not g_Obj_Collide(sX
, sY
, sWidth
, sHeight
, @Obj
) then
1875 e_DrawAdv(SpriteID
, Obj
.X
, Obj
.Y
, 0, True, False, RAngle
, @a
, TMirrorType
.None
);
1879 procedure g_Player_RemoveAllCorpses();
1885 SetLength(gGibs
, MaxGibs
);
1886 SetLength(gShells
, MaxGibs
);
1890 if gCorpses
<> nil then
1891 for i
:= 0 to High(gCorpses
) do
1895 SetLength(gCorpses
, MaxCorpses
);
1898 procedure g_Player_Corpses_SaveState (st
: TStream
);
1902 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ
1904 for i
:= 0 to High(gCorpses
) do if (gCorpses
[i
] <> nil) then Inc(count
);
1906 // Êîëè÷åñòâî òðóïîâ
1907 utils
.writeInt(st
, LongInt(count
));
1909 if (count
= 0) then exit
;
1912 for i
:= 0 to High(gCorpses
) do
1914 if gCorpses
[i
] <> nil then
1917 utils
.writeStr(st
, gCorpses
[i
].FModelName
);
1919 utils
.writeBool(st
, gCorpses
[i
].Mess
);
1920 // Ñîõðàíÿåì äàííûå òðóïà:
1921 gCorpses
[i
].SaveState(st
);
1927 procedure g_Player_Corpses_LoadState (st
: TStream
);
1935 g_Player_RemoveAllCorpses();
1937 // Êîëè÷åñòâî òðóïîâ:
1938 count
:= utils
.readLongInt(st
);
1939 if (count
< 0) or (count
> Length(gCorpses
)) then raise XStreamError
.Create('invalid number of corpses');
1941 if (count
= 0) then exit
;
1944 for i
:= 0 to count
-1 do
1947 str
:= utils
.readStr(st
);
1949 b
:= utils
.readBool(st
);
1951 gCorpses
[i
] := TCorpse
.Create(0, 0, str
, b
);
1952 // Çàãðóæàåì äàííûå òðóïà
1953 gCorpses
[i
].LoadState(st
);
1960 function TPlayer
.isValidViewPort (): Boolean; inline; begin result
:= (viewPortW
> 0) and (viewPortH
> 0); end;
1962 procedure TPlayer
.BFGHit();
1964 g_Weapon_BFGHit(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1965 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
1966 if g_Game_IsServer
and g_Game_IsNet
then
1967 MH_SEND_Effect(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1968 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
1972 procedure TPlayer
.ChangeModel(ModelName
: string);
1974 locModel
: TPlayerModel
;
1976 locModel
:= g_PlayerModel_Get(ModelName
);
1977 if locModel
= nil then Exit
;
1983 procedure TPlayer
.SetModel(ModelName
: string);
1987 m
:= g_PlayerModel_Get(ModelName
);
1990 g_SimpleError(Format(_lc
[I_GAME_ERROR_MODEL_FALLBACK
], [ModelName
]));
1991 m
:= g_PlayerModel_Get('doomer');
1994 g_FatalError(Format(_lc
[I_GAME_ERROR_MODEL
], ['doomer']));
1999 if FModel
<> nil then
2004 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
2005 FModel
.Color
:= FColor
2007 FModel
.Color
:= TEAMCOLOR
[FTeam
];
2008 FModel
.SetWeapon(FCurrWeap
);
2009 FModel
.SetFlag(FFlag
);
2010 SetDirection(FDirection
);
2013 procedure TPlayer
.SetColor(Color
: TRGB
);
2016 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
2017 if FModel
<> nil then FModel
.Color
:= Color
;
2020 procedure TPlayer
.SwitchTeam
;
2022 if g_Game_IsClient
then
2024 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then Exit
;
2026 if gGameOn
and FAlive
then
2027 Kill(K_SIMPLEKILL
, FUID
, HIT_SELF
);
2029 if FTeam
= TEAM_RED
then
2031 ChangeTeam(TEAM_BLUE
);
2032 g_Console_Add(Format(_lc
[I_PLAYER_CHTEAM_BLUE
], [FName
]), True);
2033 if g_Game_IsNet
then
2034 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM
, TEAM_BLUE
, FName
);
2038 ChangeTeam(TEAM_RED
);
2039 g_Console_Add(Format(_lc
[I_PLAYER_CHTEAM_RED
], [FName
]), True);
2040 if g_Game_IsNet
then
2041 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM
, TEAM_RED
, FName
);
2043 FPreferredTeam
:= FTeam
;
2046 procedure TPlayer
.ChangeTeam(Team
: Byte);
2053 TEAM_RED
, TEAM_BLUE
:
2054 FModel
.Color
:= TEAMCOLOR
[Team
];
2056 FModel
.Color
:= FColor
;
2058 if (FTeam
<> OldTeam
) and g_Game_IsNet
and g_Game_IsServer
then
2059 MH_SEND_PlayerStats(FUID
);
2063 procedure TPlayer.CollideItem();
2068 if gItems = nil then Exit;
2069 if not FAlive then Exit;
2071 for i := 0 to High(gItems) do
2074 if (ItemType <> ITEM_NONE) and alive then
2075 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
2076 PLAYER_RECT.Height, @Obj) then
2078 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
2080 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
2081 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
2082 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
2083 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
2084 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
2086 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
2087 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
2088 (gGameSettings.GameType = GT_SINGLE) and
2089 (g_Player_GetCount() > 1)) then
2090 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
2096 function TPlayer
.CollideLevel(XInc
, YInc
: Integer): Boolean;
2098 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
2099 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
, PANEL_WALL
,
2103 constructor TPlayer
.Create();
2109 mEDamageType
:= HIT_SOME
;
2115 FSawSound
:= TPlayableSound
.Create();
2116 FSawSoundIdle
:= TPlayableSound
.Create();
2117 FSawSoundHit
:= TPlayableSound
.Create();
2118 FSawSoundSelect
:= TPlayableSound
.Create();
2119 FJetSoundFly
:= TPlayableSound
.Create();
2120 FJetSoundOn
:= TPlayableSound
.Create();
2121 FJetSoundOff
:= TPlayableSound
.Create();
2123 FSawSound
.SetByName('SOUND_WEAPON_FIRESAW');
2124 FSawSoundIdle
.SetByName('SOUND_WEAPON_IDLESAW');
2125 FSawSoundHit
.SetByName('SOUND_WEAPON_HITSAW');
2126 FSawSoundSelect
.SetByName('SOUND_WEAPON_SELECTSAW');
2127 FJetSoundFly
.SetByName('SOUND_PLAYER_JETFLY');
2128 FJetSoundOn
.SetByName('SOUND_PLAYER_JETON');
2129 FJetSoundOff
.SetByName('SOUND_PLAYER_JETOFF');
2131 FSpectatePlayer
:= -1;
2135 FSavedState
.WaitRecall
:= False;
2141 FActualModelName
:= 'doomer';
2144 FObj
.Rect
:= PLAYER_RECT
;
2146 FBFGFireCounter
:= -1;
2147 FJustTeleported
:= False;
2150 //FNetForceWeap := FCurrWeap;
2151 FNetForceWeapFIdx
:= 0;
2152 //FCurrFrameIdx := 0;
2155 releaseAllWeaponSwitchKeys();
2159 procedure TPlayer
.releaseAllWeaponSwitchKeys ();
2163 for f
:= 0 to High(weaponSwitchKeyReleased
) do weaponSwitchKeyReleased
[f
] := $03;
2166 procedure TPlayer
.weaponSwitchKeysStateChange (index
: Integer; pressed
: Boolean);
2168 Inc(index
, 2); // -2: prev; -1: next
2169 if (index
< 0) or (index
> High(weaponSwitchKeyReleased
)) then exit
;
2170 weaponSwitchKeyReleased
[index
] := weaponSwitchKeyReleased
[index
] or $02;
2171 if (pressed
) then weaponSwitchKeyReleased
[index
] := weaponSwitchKeyReleased
[index
] xor $02;
2174 function TPlayer
.isWeaponSwitchKeyReleased (index
: Integer): Boolean;
2176 Inc(index
, 2); // -2: prev; -1: next
2177 if (index
< 0) or (index
> High(weaponSwitchKeyReleased
)) then
2183 result
:= (weaponSwitchKeyReleased
[index
] and $01) <> 0;
2187 procedure TPlayer
.weaponSwitchKeysShiftNewStates ();
2191 // copy bit 1 to bit 0
2192 for f
:= 0 to High(weaponSwitchKeyReleased
) do
2194 weaponSwitchKeyReleased
[f
] :=
2195 (weaponSwitchKeyReleased
[f
] and $02) or
2196 ((weaponSwitchKeyReleased
[f
] shr 1) and $01);
2201 procedure TPlayer
.positionChanged (); inline;
2205 procedure TPlayer
.doDamage (v
: Integer);
2207 if (v
<= 0) then exit
;
2208 if (v
> 32767) then v
:= 32767;
2209 Damage(v
, 0, 0, 0, mEDamageType
);
2212 procedure TPlayer
.Damage(value
: Word; SpawnerUID
: Word; vx
, vy
: Integer; t
: Byte);
2216 if (not g_Game_IsClient
) and (not FAlive
) then
2221 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2222 if ((t
= HIT_TRAP
) or (t
= HIT_SELF
)) and (not FGodMode
) then
2224 if not g_Game_IsClient
then
2227 if t
= HIT_TRAP
then
2229 // Ëîâóøêà óáèâàåò ñðàçó:
2231 Kill(K_EXTRAHARDKILL
, SpawnerUID
, t
);
2233 if t
= HIT_SELF
then
2237 Kill(K_SIMPLEKILL
, SpawnerUID
, t
);
2240 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2241 FMegaRulez
[MR_SUIT
] := 0;
2242 FMegaRulez
[MR_INVUL
] := 0;
2243 FMegaRulez
[MR_INVIS
] := 0;
2247 // Íî îò îñòàëüíîãî ñïàñàåò:
2248 if FMegaRulez
[MR_INVUL
] >= gTime
then
2255 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2256 if LongBool(gGameSettings
.Options
and GAME_OPTION_TEAMDAMAGE
) or
2257 (SpawnerUID
= FUID
) or
2258 (not SameTeam(FUID
, SpawnerUID
)) then
2260 FLastSpawnerUID
:= SpawnerUID
;
2262 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2263 if gBloodCount
> 0 then
2265 c
:= Min(value
, 200)*gBloodCount
+ Random(Min(value
, 200) div 2);
2266 if value
div 4 <= c
then
2267 c
:= c
- (value
div 4)
2271 if (t
= HIT_SOME
) and (vx
= 0) and (vy
= 0) then
2275 HIT_TRAP
, HIT_ACID
, HIT_FLAME
, HIT_SELF
: MakeBloodSimple(c
);
2276 HIT_BFG
, HIT_ROCKET
, HIT_SOME
: MakeBloodVector(c
, vx
, vy
);
2279 if t
= HIT_WATER
then
2280 g_GFX_Bubbles(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2),
2281 FObj
.Y
+PLAYER_RECT
.Y
-4, value
div 2, 8, 4);
2286 Inc(FDamageBuffer
, value
);
2290 FPain
:= FPain
+ value
;
2293 if g_Game_IsServer
and g_Game_IsNet
then
2295 MH_SEND_PlayerDamage(FUID
, t
, SpawnerUID
, value
, vx
, vy
);
2296 MH_SEND_PlayerStats(FUID
);
2297 MH_SEND_PlayerPos(False, FUID
);
2301 function TPlayer
.Heal(value
: Word; Soft
: Boolean): Boolean;
2304 if g_Game_IsClient
then
2309 if Soft
and (FHealth
< PLAYER_HP_SOFT
) then
2311 IncMax(FHealth
, value
, PLAYER_HP_SOFT
);
2314 if (not Soft
) and (FHealth
< PLAYER_HP_LIMIT
) then
2316 IncMax(FHealth
, value
, PLAYER_HP_LIMIT
);
2320 if Result
and g_Game_IsServer
and g_Game_IsNet
then
2321 MH_SEND_PlayerStats(FUID
);
2324 destructor TPlayer
.Destroy();
2326 if (gPlayer1
<> nil) and (gPlayer1
.FUID
= FUID
) then
2328 if (gPlayer2
<> nil) and (gPlayer2
.FUID
= FUID
) then
2332 FSawSoundIdle
.Free();
2333 FSawSoundHit
.Free();
2334 FJetSoundFly
.Free();
2336 FJetSoundOff
.Free();
2338 if FPunchAnim
<> nil then
2344 procedure TPlayer
.DrawIndicator();
2346 indX
, indY
: Integer;
2352 indX
:= FObj
.X
+FObj
.Rect
.X
;
2353 indY
:= FObj
.Y
- 12;
2354 if g_Texture_Get('TEXTURE_PLAYER_INDICATOR', ID
) then
2356 e_GetTextureSize(ID
, @indW
, @indH
);
2357 e_Draw(ID
, indX
+ indW
div 2, indY
, 0, True, False);
2360 //e_TextureFontPrint(indX, indY, FName, gStdFont); // Shows player name overhead
2363 procedure TPlayer
.DrawBubble();
2365 bubX
, bubY
: Integer;
2368 Rw
, Gw
, Bw
: SmallInt;
2371 bubX
:= FObj
.X
+FObj
.Rect
.X
+ IfThen(FDirection
= TDirection
.D_LEFT
, -4, 18);
2372 bubY
:= FObj
.Y
+FObj
.Rect
.Y
- 18;
2380 1: // simple textual non-bubble
2382 bubX
:= FObj
.X
+FObj
.Rect
.X
- 11;
2383 bubY
:= FObj
.Y
+FObj
.Rect
.Y
- 17;
2384 e_TextureFontPrint(bubX
, bubY
, '[...]', gStdFont
);
2387 2: // advanced pixel-perfect bubble
2389 if FTeam
= TEAM_RED
then
2392 if FTeam
= TEAM_BLUE
then
2395 3: // colored bubble
2397 Rb
:= FModel
.Color
.R
;
2398 Gb
:= FModel
.Color
.G
;
2399 Bb
:= FModel
.Color
.B
;
2400 Rw
:= Min(Rb
* 2 + 64, 255);
2401 Gw
:= Min(Gb
* 2 + 64, 255);
2402 Bw
:= Min(Bb
* 2 + 64, 255);
2403 if (Abs(Rw
- Rb
) < 32)
2404 or (Abs(Gw
- Gb
) < 32)
2405 or (Abs(Bw
- Bb
) < 32) then
2407 Rb
:= Max(Rw
div 2 - 16, 0);
2408 Gb
:= Max(Gw
div 2 - 16, 0);
2409 Bb
:= Max(Bw
div 2 - 16, 0);
2412 4: // custom textured bubble
2414 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID
) then
2415 if FDirection
= TDirection
.D_RIGHT
then
2416 e_Draw(ID
, bubX
- 6, bubY
- 7, 0, True, False)
2418 e_Draw(ID
, bubX
- 6, bubY
- 7, 0, True, False, TMirrorType
.Horizontal
);
2424 e_DrawQuad(bubX
+ 1, bubY
, bubX
+ 18, bubY
+ 13, Rb
, Gb
, Bb
);
2425 e_DrawQuad(bubX
, bubY
+ 1, bubX
+ 19, bubY
+ 12, Rb
, Gb
, Bb
);
2427 e_DrawFillQuad(bubX
+ 1, bubY
+ 1, bubX
+ 18, bubY
+ 12, Rw
, Gw
, Bw
, 0);
2430 Dot
:= IfThen(FDirection
= TDirection
.D_LEFT
, 14, 5);
2431 e_DrawLine(1, bubX
+ Dot
, bubY
+ 14, bubX
+ Dot
, bubY
+ 16, Rb
, Gb
, Bb
);
2432 e_DrawLine(1, bubX
+ IfThen(FDirection
= TDirection
.D_LEFT
, Dot
- 1, Dot
+ 1), bubY
+ 13, bubX
+ IfThen(FDirection
= TDirection
.D_LEFT
, Dot
- 1, Dot
+ 1), bubY
+ 15, Rw
, Gw
, Bw
);
2433 e_DrawLine(1, bubX
+ IfThen(FDirection
= TDirection
.D_LEFT
, Dot
- 2, Dot
+ 2), bubY
+ 13, bubX
+ IfThen(FDirection
= TDirection
.D_LEFT
, Dot
- 2, Dot
+ 2), bubY
+ 14, Rw
, Gw
, Bw
);
2434 e_DrawLine(1, bubX
+ IfThen(FDirection
= TDirection
.D_LEFT
, Dot
- 3, Dot
+ 3), bubY
+ 13, bubX
+ IfThen(FDirection
= TDirection
.D_LEFT
, Dot
- 3, Dot
+ 3), bubY
+ 13, Rw
, Gw
, Bw
);
2435 e_DrawLine(1, bubX
+ IfThen(FDirection
= TDirection
.D_LEFT
, Dot
- 3, Dot
+ 3), bubY
+ 14, bubX
+ IfThen(FDirection
= TDirection
.D_LEFT
, Dot
- 1, Dot
+ 1), bubY
+ 16, Rb
, Gb
, Bb
);
2439 e_DrawFillQuad(bubX
+ Dot
, bubY
+ 8, bubX
+ Dot
+ 1, bubY
+ 9, Rb
, Gb
, Bb
, 0);
2440 e_DrawFillQuad(bubX
+ Dot
+ 3, bubY
+ 8, bubX
+ Dot
+ 4, bubY
+ 9, Rb
, Gb
, Bb
, 0);
2441 e_DrawFillQuad(bubX
+ Dot
+ 6, bubY
+ 8, bubX
+ Dot
+ 7, bubY
+ 9, Rb
, Gb
, Bb
, 0);
2444 procedure TPlayer
.Draw();
2449 Mirror
: TMirrorType
;
2453 if Direction
= TDirection
.D_RIGHT
then
2454 Mirror
:= TMirrorType
.None
2456 Mirror
:= TMirrorType
.Horizontal
;
2458 if FPunchAnim
<> nil then
2460 FPunchAnim
.Draw(FObj
.X
+IfThen(Direction
= TDirection
.D_LEFT
, 15-FObj
.Rect
.X
, FObj
.Rect
.X
-15),
2461 FObj
.Y
+FObj
.Rect
.Y
-11, Mirror
);
2462 if FPunchAnim
.played
then
2469 if (FMegaRulez
[MR_INVUL
] > gTime
) and (gPlayerDrawn
<> Self
) then
2470 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID
) then
2472 e_GetTextureSize(ID
, @w
, @h
);
2473 if FDirection
= TDirection
.D_LEFT
then
2474 e_Draw(ID
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-(w
div 2)+4,
2475 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-(h
div 2)-7+FObj
.slopeUpLeft
, 0, True, False)
2477 e_Draw(ID
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-(w
div 2)-2,
2478 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-(h
div 2)-7+FObj
.slopeUpLeft
, 0, True, False);
2481 if FMegaRulez
[MR_INVIS
] > gTime
then
2483 if (gPlayerDrawn
<> nil) and ((Self
= gPlayerDrawn
) or
2484 ((FTeam
= gPlayerDrawn
.Team
) and (gGameSettings
.GameMode
<> GM_DM
))) then
2486 if (FMegaRulez
[MR_INVIS
] - gTime
) <= 2100 then
2487 dr
:= not Odd((FMegaRulez
[MR_INVIS
] - gTime
) div 300)
2491 FModel
.Draw(FObj
.X
, FObj
.Y
+FObj
.slopeUpLeft
, 200)
2493 FModel
.Draw(FObj
.X
, FObj
.Y
+FObj
.slopeUpLeft
);
2496 FModel
.Draw(FObj
.X
, FObj
.Y
+FObj
.slopeUpLeft
, 254);
2499 FModel
.Draw(FObj
.X
, FObj
.Y
+FObj
.slopeUpLeft
);
2502 if g_debug_Frames
then
2504 e_DrawQuad(FObj
.X
+FObj
.Rect
.X
,
2506 FObj
.X
+FObj
.Rect
.X
+FObj
.Rect
.Width
-1,
2507 FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-1,
2511 if (gChatBubble
> 0) and (FKeys
[KEY_CHAT
].Pressed
) and not FGhost
then
2513 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2514 if gAimLine
and alive
and
2515 ((Self
= gPlayer1
) or (Self
= gPlayer2
)) then
2520 procedure TPlayer
.DrawAim();
2521 procedure drawCast (sz
: Integer; ax0
, ay0
, ax1
, ay1
: Integer);
2526 {$IFDEF ENABLE_HOLMES}
2527 if isValidViewPort
and (self
= gPlayer1
) then
2529 g_Holmes_plrLaser(ax0
, ay0
, ax1
, ay1
);
2533 e_DrawLine(sz
, ax0
, ay0
, ax1
, ay1
, 255, 0, 0, 96);
2534 if (g_Map_traceToNearestWall(ax0
, ay0
, ax1
, ay1
, @ex
, @ey
) <> nil) then
2536 e_DrawLine(sz
, ax0
, ay0
, ex
, ey
, 0, 255, 0, 96);
2540 e_DrawLine(sz
, ax0
, ay0
, ex
, ey
, 0, 0, 255, 96);
2545 wx
, wy
, xx
, yy
: Integer;
2549 wx
:= FObj
.X
+ WEAPONPOINT
[FDirection
].X
+ IfThen(FDirection
= TDirection
.D_LEFT
, 7, -7);
2550 wy
:= FObj
.Y
+ WEAPONPOINT
[FDirection
].Y
;
2559 1: begin // Chainsaw
2566 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2567 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2568 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2569 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2574 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2575 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2576 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2577 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2579 4: begin // Double Shotgun
2582 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2583 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2584 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2585 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2587 5: begin // Chaingun
2590 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2591 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2592 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2593 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2595 6: begin // Rocket Launcher
2598 if angle
= ANGLE_RIGHTUP
then Inc(angle
, 2);
2599 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2600 if angle
= ANGLE_LEFTUP
then Dec(angle
, 2);
2601 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2603 7: begin // Plasmagun
2606 if angle
= ANGLE_RIGHTUP
then Inc(angle
);
2607 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 3);
2608 if angle
= ANGLE_LEFTUP
then Dec(angle
);
2609 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 3);
2614 if angle
= ANGLE_RIGHTUP
then Inc(angle
, 1);
2615 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 2);
2616 if angle
= ANGLE_LEFTUP
then Dec(angle
, 1);
2617 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 2);
2619 9: begin // Super Chaingun
2622 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2623 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2624 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2625 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2628 xx
:= Trunc(Cos(-DegToRad(angle
)) * len
) + wx
;
2629 yy
:= Trunc(Sin(-DegToRad(angle
)) * len
) + wy
;
2630 {$IF DEFINED(D2F_DEBUG)}
2631 drawCast(sz
, wx
, wy
, xx
, yy
);
2633 e_DrawLine(sz
, wx
, wy
, xx
, yy
, 255, 0, 0, 96);
2637 procedure TPlayer
.DrawGUI();
2640 X
, Y
, SY
, a
, p
, m
: Integer;
2644 stat
: TPlayerStatArray
;
2646 X
:= gPlayerScreenSize
.X
;
2647 SY
:= gPlayerScreenSize
.Y
;
2650 if gShowGoals
and (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
2652 if gGameSettings
.GameMode
= GM_CTF
then
2656 if gGameSettings
.GameMode
= GM_CTF
then
2658 s
:= 'TEXTURE_PLAYER_REDFLAG';
2659 if gFlags
[FLAG_RED
].State
= FLAG_STATE_CAPTURED
then
2660 s
:= 'TEXTURE_PLAYER_REDFLAG_S';
2661 if gFlags
[FLAG_RED
].State
= FLAG_STATE_DROPPED
then
2662 s
:= 'TEXTURE_PLAYER_REDFLAG_D';
2663 if g_Texture_Get(s
, ID
) then
2664 e_Draw(ID
, X
-16-32, 240-72-4, 0, True, False);
2667 s
:= IntToStr(gTeamStat
[TEAM_RED
].Goals
);
2668 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2669 e_CharFont_PrintEx(gMenuFont
, X
-16-a
-tw
, 240-72-4, s
, TEAMCOLOR
[TEAM_RED
]);
2671 if gGameSettings
.GameMode
= GM_CTF
then
2673 s
:= 'TEXTURE_PLAYER_BLUEFLAG';
2674 if gFlags
[FLAG_BLUE
].State
= FLAG_STATE_CAPTURED
then
2675 s
:= 'TEXTURE_PLAYER_BLUEFLAG_S';
2676 if gFlags
[FLAG_BLUE
].State
= FLAG_STATE_DROPPED
then
2677 s
:= 'TEXTURE_PLAYER_BLUEFLAG_D';
2678 if g_Texture_Get(s
, ID
) then
2679 e_Draw(ID
, X
-16-32, 240-32-4, 0, True, False);
2682 s
:= IntToStr(gTeamStat
[TEAM_BLUE
].Goals
);
2683 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2684 e_CharFont_PrintEx(gMenuFont
, X
-16-a
-tw
, 240-32-4, s
, TEAMCOLOR
[TEAM_BLUE
]);
2687 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID
) then
2688 e_DrawFill(ID
, X
, 0, 1, (gPlayerScreenSize
.Y
div 256)+IfThen(gPlayerScreenSize
.Y
mod 256 > 0, 1, 0),
2691 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID
) then
2692 e_Draw(ID
, X
+2, Y
, 0, True, False);
2694 if gGameSettings
.GameType
in [GT_CUSTOM
, GT_SERVER
, GT_CLIENT
] then
2698 s
:= IntToStr(Frags
);
2699 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2700 e_CharFont_PrintEx(gMenuFont
, X
-16-tw
, Y
, s
, _RGB(255, 0, 0));
2705 stat
:= g_Player_GetStats();
2710 for a
:= 0 to High(stat
) do
2711 if stat
[a
].Name
<> Name
then
2713 if stat
[a
].Frags
> m
then m
:= stat
[a
].Frags
;
2714 if stat
[a
].Frags
> Frags
then p
:= p
+1;
2718 s
:= IntToStr(p
)+' / '+IntToStr(Length(stat
))+' ';
2719 if Frags
>= m
then s
:= s
+'+' else s
:= s
+'-';
2720 s
:= s
+IntToStr(Abs(Frags
-m
));
2722 e_CharFont_GetSize(gMenuSmallFont
, s
, tw
, th
);
2723 e_CharFont_PrintEx(gMenuSmallFont
, X
-16-tw
, Y
+32, s
, _RGB(255, 0, 0));
2726 if gShowLives
and (gGameSettings
.MaxLives
> 0) then
2728 s
:= IntToStr(Lives
);
2729 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2730 e_CharFont_PrintEx(gMenuFont
, X
-16-tw
, SY
-32, s
, _RGB(0, 255, 0));
2734 e_CharFont_GetSize(gMenuSmallFont
, FName
, tw
, th
);
2735 e_CharFont_PrintEx(gMenuSmallFont
, X
+98-(tw
div 2), Y
+8, FName
, _RGB(255, 0, 0));
2737 if R_BERSERK
in FRulez
then
2738 e_Draw(gItemsTexturesID
[ITEM_MEDKIT_BLACK
], X
+37, Y
+45, 0, True, False)
2740 e_Draw(gItemsTexturesID
[ITEM_MEDKIT_LARGE
], X
+37, Y
+45, 0, True, False);
2742 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID
) then
2743 e_Draw(ID
, X
+36, Y
+77, 0, True, False);
2745 s
:= IntToStr(IfThen(FHealth
> 0, FHealth
, 0));
2746 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2747 e_CharFont_PrintEx(gMenuFont
, X
+178-tw
, Y
+40, s
, _RGB(255, 0, 0));
2749 s
:= IntToStr(FArmor
);
2750 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2751 e_CharFont_PrintEx(gMenuFont
, X
+178-tw
, Y
+68, s
, _RGB(255, 0, 0));
2753 s
:= IntToStr(GetAmmoByWeapon(FCurrWeap
));
2759 ID
:= gItemsTexturesID
[ITEM_WEAPON_KASTET
];
2764 ID
:= gItemsTexturesID
[ITEM_WEAPON_SAW
];
2766 WEAPON_PISTOL
: ID
:= gItemsTexturesID
[ITEM_WEAPON_PISTOL
];
2767 WEAPON_CHAINGUN
: ID
:= gItemsTexturesID
[ITEM_WEAPON_CHAINGUN
];
2768 WEAPON_SHOTGUN1
: ID
:= gItemsTexturesID
[ITEM_WEAPON_SHOTGUN1
];
2769 WEAPON_SHOTGUN2
: ID
:= gItemsTexturesID
[ITEM_WEAPON_SHOTGUN2
];
2770 WEAPON_SUPERPULEMET
: ID
:= gItemsTexturesID
[ITEM_WEAPON_SUPERPULEMET
];
2771 WEAPON_ROCKETLAUNCHER
: ID
:= gItemsTexturesID
[ITEM_WEAPON_ROCKETLAUNCHER
];
2772 WEAPON_PLASMA
: ID
:= gItemsTexturesID
[ITEM_WEAPON_PLASMA
];
2773 WEAPON_BFG
: ID
:= gItemsTexturesID
[ITEM_WEAPON_BFG
];
2774 WEAPON_FLAMETHROWER
: ID
:= gItemsTexturesID
[ITEM_WEAPON_FLAMETHROWER
];
2777 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2778 e_CharFont_PrintEx(gMenuFont
, X
+178-tw
, Y
+158, s
, _RGB(255, 0, 0));
2779 e_Draw(ID
, X
+20, Y
+160, 0, True, False);
2781 if R_KEY_RED
in FRulez
then
2782 e_Draw(gItemsTexturesID
[ITEM_KEY_RED
], X
+78, Y
+214, 0, True, False);
2784 if R_KEY_GREEN
in FRulez
then
2785 e_Draw(gItemsTexturesID
[ITEM_KEY_GREEN
], X
+95, Y
+214, 0, True, False);
2787 if R_KEY_BLUE
in FRulez
then
2788 e_Draw(gItemsTexturesID
[ITEM_KEY_BLUE
], X
+112, Y
+214, 0, True, False);
2790 if FJetFuel
> 0 then
2792 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID
) then
2793 e_Draw(ID
, X
+2, Y
+116, 0, True, False);
2794 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID
) then
2795 e_Draw(ID
, X
+2, Y
+126, 0, True, False);
2796 e_DrawLine(4, X
+16, Y
+122, X
+16+Trunc(168*IfThen(FAir
> 0, FAir
, 0)/AIR_MAX
), Y
+122, 0, 0, 196);
2797 e_DrawLine(4, X
+16, Y
+132, X
+16+Trunc(168*FJetFuel
/JET_MAX
), Y
+132, 208, 0, 0);
2801 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID
) then
2802 e_Draw(ID
, X
+2, Y
+124, 0, True, False);
2803 e_DrawLine(4, X
+16, Y
+130, X
+16+Trunc(168*IfThen(FAir
> 0, FAir
, 0)/AIR_MAX
), Y
+130, 0, 0, 196);
2806 if gShowPing
and g_Game_IsClient
then
2808 s
:= _lc
[I_GAME_PING_HUD
] + IntToStr(NetPeer
.lastRoundTripTime
) + _lc
[I_NET_SLIST_PING_MS
];
2809 e_TextureFontPrint(X
+ 4, Y
+ 242, s
, gStdFont
);
2815 e_TextureFontPrint(X
+ 4, Y
+ 242, _lc
[I_PLAYER_SPECT
], gStdFont
);
2816 e_TextureFontPrint(X
+ 4, Y
+ 258, _lc
[I_PLAYER_SPECT2
], gStdFont
);
2817 e_TextureFontPrint(X
+ 4, Y
+ 274, _lc
[I_PLAYER_SPECT1
], gStdFont
);
2820 e_TextureFontGetSize(gStdFont
, cw
, ch
);
2821 s
:= _lc
[I_PLAYER_SPECT4
];
2822 e_TextureFontPrintEx(gScreenWidth
div 2 - cw
*(Length(s
) div 2),
2823 gScreenHeight
-4-ch
, s
, gStdFont
, 255, 255, 255, 1, True);
2824 e_TextureFontPrint(X
+ 4, Y
+ 290, _lc
[I_PLAYER_SPECT1S
], gStdFont
);
2830 procedure TPlayer
.DrawRulez();
2834 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2835 if FMegaRulez
[MR_INVUL
] >= gTime
then
2837 if (FMegaRulez
[MR_INVUL
]-gTime
) <= 2100 then
2838 dr
:= not Odd((FMegaRulez
[MR_INVUL
]-gTime
) div 300)
2843 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1,
2844 191, 191, 191, 0, TBlending
.Invert
);
2847 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2848 if FMegaRulez
[MR_SUIT
] >= gTime
then
2850 if (FMegaRulez
[MR_SUIT
]-gTime
) <= 2100 then
2851 dr
:= not Odd((FMegaRulez
[MR_SUIT
]-gTime
) div 300)
2856 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1,
2857 0, 96, 0, 200, TBlending
.None
);
2860 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2861 if (FBerserk
>= 0) and (LongWord(FBerserk
) >= gTime
) and (gFlash
= 2) then
2863 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1,
2864 255, 0, 0, 200, TBlending
.None
);
2868 procedure TPlayer
.DrawPain();
2872 if FPain
= 0 then Exit
;
2876 if a
< 15 then h
:= 0
2877 else if a
< 35 then h
:= 1
2878 else if a
< 55 then h
:= 2
2879 else if a
< 75 then h
:= 3
2880 else if a
< 95 then h
:= 4
2883 //if a > 255 then a := 255;
2885 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1, 255, 0, 0, 255-h
*50);
2886 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2889 procedure TPlayer
.DrawPickup();
2893 if FPickup
= 0 then Exit
;
2897 if a
< 15 then h
:= 1
2898 else if a
< 35 then h
:= 2
2899 else if a
< 55 then h
:= 3
2900 else if a
< 75 then h
:= 4
2903 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1, 150, 200, 150, 255-h
*50);
2906 procedure TPlayer
.DoPunch();
2911 if FPunchAnim
<> nil then begin
2916 st
:= 'FRAMES_PUNCH';
2917 if R_BERSERK
in FRulez
then
2918 st
:= st
+ '_BERSERK';
2919 if FKeys
[KEY_UP
].Pressed
then
2921 else if FKeys
[KEY_DOWN
].Pressed
then
2923 g_Frames_Get(id
, st
);
2924 FPunchAnim
:= TAnimation
.Create(id
, False, 1);
2927 procedure TPlayer
.Fire();
2929 f
, DidFire
: Boolean;
2930 wx
, wy
, xd
, yd
: Integer;
2933 if g_Game_IsClient
then Exit
;
2934 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2935 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2943 if FReloading
[FCurrWeap
] <> 0 then Exit
;
2948 wx
:= FObj
.X
+WEAPONPOINT
[FDirection
].X
;
2949 wy
:= FObj
.Y
+WEAPONPOINT
[FDirection
].Y
;
2950 xd
:= wx
+IfThen(FDirection
= TDirection
.D_LEFT
, -30, 30);
2951 yd
:= wy
+firediry();
2957 if R_BERSERK
in FRulez
then
2959 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2960 locobj
.X
:= FObj
.X
+FObj
.Rect
.X
;
2961 locobj
.Y
:= FObj
.Y
+FObj
.Rect
.Y
;
2964 locobj
.rect
.Width
:= 39;
2965 locobj
.rect
.Height
:= 52;
2966 locobj
.Vel
.X
:= (xd
-wx
) div 2;
2967 locobj
.Vel
.Y
:= (yd
-wy
) div 2;
2968 locobj
.Accel
.X
:= xd
-wx
;
2969 locobj
.Accel
.y
:= yd
-wy
;
2971 if g_Weapon_Hit(@locobj
, 50, FUID
, HIT_SOME
) <> 0 then
2972 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj
.X
, FObj
.Y
)
2974 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj
.X
, FObj
.Y
);
2976 if (gFlash
= 1) and (FPain
< 50) then FPain
:= min(FPain
+ 25, 50);
2980 g_Weapon_punch(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, 3, FUID
);
2984 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2989 if g_Weapon_chainsaw(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
2990 IfThen(gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
], 9, 3), FUID
) <> 0 then
2992 FSawSoundSelect
.Stop();
2994 FSawSoundHit
.PlayAt(FObj
.X
, FObj
.Y
);
2996 else if not FSawSoundHit
.IsPlaying() then
2998 FSawSoundSelect
.Stop();
2999 FSawSound
.PlayAt(FObj
.X
, FObj
.Y
);
3002 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3008 if FAmmo
[A_BULLETS
] > 0 then
3010 g_Weapon_pistol(wx
, wy
, xd
, yd
, FUID
);
3011 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3012 Dec(FAmmo
[A_BULLETS
]);
3013 FFireAngle
:= FAngle
;
3016 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
3017 GameVelX
, GameVelY
-2, SHELL_BULLET
);
3021 if FAmmo
[A_SHELLS
] > 0 then
3023 g_Weapon_shotgun(wx
, wy
, xd
, yd
, FUID
);
3024 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx
, wy
);
3025 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3026 Dec(FAmmo
[A_SHELLS
]);
3027 FFireAngle
:= FAngle
;
3031 FShellType
:= SHELL_SHELL
;
3035 if FAmmo
[A_SHELLS
] >= 2 then
3037 g_Weapon_dshotgun(wx
, wy
, xd
, yd
, FUID
);
3038 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3039 Dec(FAmmo
[A_SHELLS
], 2);
3040 FFireAngle
:= FAngle
;
3044 FShellType
:= SHELL_DBLSHELL
;
3048 if FAmmo
[A_BULLETS
] > 0 then
3050 g_Weapon_mgun(wx
, wy
, xd
, yd
, FUID
);
3051 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx
, wy
);
3052 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3053 Dec(FAmmo
[A_BULLETS
]);
3054 FFireAngle
:= FAngle
;
3057 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
3058 GameVelX
, GameVelY
-2, SHELL_BULLET
);
3061 WEAPON_ROCKETLAUNCHER
:
3062 if FAmmo
[A_ROCKETS
] > 0 then
3064 g_Weapon_rocket(wx
, wy
, xd
, yd
, FUID
);
3065 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3066 Dec(FAmmo
[A_ROCKETS
]);
3067 FFireAngle
:= FAngle
;
3073 if FAmmo
[A_CELLS
] > 0 then
3075 g_Weapon_plasma(wx
, wy
, xd
, yd
, FUID
);
3076 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3077 Dec(FAmmo
[A_CELLS
]);
3078 FFireAngle
:= FAngle
;
3084 if (FAmmo
[A_CELLS
] >= 40) and (FBFGFireCounter
= -1) then
3086 FBFGFireCounter
:= 17;
3087 if not FNoReload
then
3088 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj
.X
, FObj
.Y
);
3089 Dec(FAmmo
[A_CELLS
], 40);
3093 WEAPON_SUPERPULEMET
:
3094 if FAmmo
[A_SHELLS
] > 0 then
3096 g_Weapon_shotgun(wx
, wy
, xd
, yd
, FUID
);
3097 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
3098 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3099 Dec(FAmmo
[A_SHELLS
]);
3100 FFireAngle
:= FAngle
;
3103 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
3104 GameVelX
, GameVelY
-2, SHELL_SHELL
);
3107 WEAPON_FLAMETHROWER
:
3108 if FAmmo
[A_FUEL
] > 0 then
3110 g_Weapon_flame(wx
, wy
, xd
, yd
, FUID
);
3111 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3113 FFireAngle
:= FAngle
;
3119 if g_Game_IsNet
then
3123 if FCurrWeap
<> WEAPON_BFG
then
3124 MH_SEND_PlayerFire(FUID
, FCurrWeap
, wx
, wy
, xd
, yd
, LastShotID
)
3126 if not FNoReload
then
3127 MH_SEND_Sound(FObj
.X
, FObj
.Y
, 'SOUND_WEAPON_STARTFIREBFG');
3130 MH_SEND_PlayerStats(FUID
);
3135 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
3136 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
3137 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
3140 function TPlayer
.GetAmmoByWeapon(Weapon
: Byte): Word;
3143 WEAPON_PISTOL
, WEAPON_CHAINGUN
: Result
:= FAmmo
[A_BULLETS
];
3144 WEAPON_SHOTGUN1
, WEAPON_SHOTGUN2
, WEAPON_SUPERPULEMET
: Result
:= FAmmo
[A_SHELLS
];
3145 WEAPON_ROCKETLAUNCHER
: Result
:= FAmmo
[A_ROCKETS
];
3146 WEAPON_PLASMA
, WEAPON_BFG
: Result
:= FAmmo
[A_CELLS
];
3147 WEAPON_FLAMETHROWER
: Result
:= FAmmo
[A_FUEL
];
3152 function TPlayer
.HeadInLiquid(XInc
, YInc
: Integer): Boolean;
3154 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_HEADRECT
.X
+XInc
, FObj
.Y
+PLAYER_HEADRECT
.Y
+YInc
,
3155 PLAYER_HEADRECT
.Width
, PLAYER_HEADRECT
.Height
,
3156 PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
, True);
3159 procedure TPlayer
.JetpackOn
;
3163 FJetSoundOn
.SetPosition(0);
3164 FJetSoundOn
.PlayAt(FObj
.X
, FObj
.Y
);
3168 procedure TPlayer
.JetpackOff
;
3172 FJetSoundOff
.SetPosition(0);
3173 FJetSoundOff
.PlayAt(FObj
.X
, FObj
.Y
);
3176 procedure TPlayer
.CatchFire(Attacker
: Word);
3179 FFireAttacker
:= Attacker
;
3180 if g_Game_IsNet
and g_Game_IsServer
then
3181 MH_SEND_PlayerStats(FUID
);
3184 procedure TPlayer
.Jump();
3186 if gFly
or FJetpack
then
3188 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
3189 if FObj
.Vel
.Y
> -VEL_FLY
then
3190 FObj
.Vel
.Y
:= FObj
.Vel
.Y
- 3;
3193 if FJetFuel
> 0 then
3195 if (FJetFuel
< 1) and g_Game_IsServer
then
3199 if g_Game_IsNet
then
3200 MH_SEND_PlayerStats(FUID
);
3206 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
3208 FCanJetpack
:= False;
3210 // Ïðûãàåì èëè âñïëûâàåì:
3211 if (CollideLevel(0, 1) or
3212 g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
+36, PLAYER_RECT
.Width
,
3213 PLAYER_RECT
.Height
-33, PANEL_STEP
, False)
3214 ) and (FObj
.Accel
.Y
= 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
3216 FObj
.Vel
.Y
:= -VEL_JUMP
;
3217 FCanJetpack
:= False;
3221 if BodyInLiquid(0, 0) then
3222 FObj
.Vel
.Y
:= -VEL_SW
3223 else if (FJetFuel
> 0) and FCanJetpack
and
3224 g_Game_IsServer
and (not g_Obj_CollideLiquid(@FObj
, 0, 0)) then
3228 if g_Game_IsNet
then
3229 MH_SEND_PlayerStats(FUID
);
3234 procedure TPlayer
.Kill(KillType
: Byte; SpawnerUID
: Word; t
: Byte);
3236 a
, i
, k
, ab
, ar
: Byte;
3240 srv
, netsrv
: Boolean;
3246 procedure PushItem(t
: Byte);
3250 id
:= g_Items_Create(FObj
.X
, FObj
.Y
, t
, True, False);
3251 it
:= g_Items_ByIdx(id
);
3252 if KillType
= K_EXTRAHARDKILL
then // -7..+7; -8..0
3254 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-7+Random(15),
3255 (FObj
.Vel
.Y
div 2)-Random(9));
3256 it
.positionChanged(); // this updates spatial accelerators
3260 if KillType
= K_HARDKILL
then // -5..+5; -5..0
3262 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-5+Random(11),
3263 (FObj
.Vel
.Y
div 2)-Random(6));
3265 else // -3..+3; -3..0
3267 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-3+Random(7),
3268 (FObj
.Vel
.Y
div 2)-Random(4));
3270 it
.positionChanged(); // this updates spatial accelerators
3273 if g_Game_IsNet
and g_Game_IsServer
then
3274 MH_SEND_ItemSpawn(True, id
);
3278 DoFrags
:= (gGameSettings
.MaxLives
= 0) or (gGameSettings
.GameMode
= GM_COOP
);
3279 Srv
:= g_Game_IsServer
;
3280 Netsrv
:= g_Game_IsServer
and g_Game_IsNet
;
3281 if Srv
then FDeath
:= FDeath
+ 1;
3286 if not FPhysics
then
3292 if (gGameSettings
.MaxLives
> 0) and Srv
and (gLMSRespawn
= LMS_RESPAWN_NONE
) then
3294 if FLives
> 0 then FLives
:= FLives
- 1;
3295 if FLives
= 0 then FNoRespawn
:= True;
3298 // Íîìåð òèïà ñìåðòè:
3301 K_SIMPLEKILL
: a
:= 1;
3303 K_EXTRAHARDKILL
: a
:= 3;
3308 if not FModel
.PlaySound(MODELSOUND_DIE
, a
, FObj
.X
, FObj
.Y
) then
3310 if FModel
.PlaySound(MODELSOUND_DIE
, i
, FObj
.X
, FObj
.Y
) then
3317 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN1
;
3319 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN2
;
3320 K_EXTRAHARDKILL
, K_FALLKILL
:
3321 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN3
;
3324 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3328 K_HARDKILL
, K_EXTRAHARDKILL
:
3332 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3333 if (KillType
<> K_FALLKILL
) and (Srv
) then
3334 g_Monsters_killedp();
3336 if SpawnerUID
= FUID
then
3338 if Srv
and (DoFrags
or (gGameSettings
.GameMode
= GM_TDM
)) then
3343 g_Console_Add(Format(_lc
[I_PLAYER_KILL_SELF
], [FName
]), True);
3346 if g_GetUIDType(SpawnerUID
) = UID_PLAYER
then
3347 begin // Óáèò äðóãèì èãðîêîì
3348 KP
:= g_Player_Get(SpawnerUID
);
3349 if (KP
<> nil) and Srv
then
3351 if (DoFrags
or (gGameSettings
.GameMode
= GM_TDM
)) then
3352 if SameTeam(FUID
, SpawnerUID
) then
3362 if (gGameSettings
.GameMode
= GM_TDM
) and DoFrags
then
3363 Inc(gTeamStat
[KP
.Team
].Goals
,
3364 IfThen(SameTeam(FUID
, SpawnerUID
), -1, 1));
3366 if netsrv
then MH_SEND_PlayerStats(SpawnerUID
);
3369 plr
:= g_Player_Get(SpawnerUID
);
3377 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_2
],
3381 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_1
],
3385 g_Console_Add(Format(_lc
[I_PLAYER_KILL
],
3390 else if g_GetUIDType(SpawnerUID
) = UID_MONSTER
then
3391 begin // Óáèò ìîíñòðîì
3392 mon
:= g_Monsters_ByUID(SpawnerUID
);
3396 s
:= g_Mons_GetKilledByTypeId(mon
.MonsterType
);
3400 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_2
],
3404 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_1
],
3408 g_Console_Add(Format(_lc
[I_PLAYER_KILL
],
3413 else // Îñîáûå òèïû ñìåðòè
3416 HIT_SELF
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_SELF
], [FName
]), True);
3417 HIT_FALL
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_FALL
], [FName
]), True);
3418 HIT_WATER
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_WATER
], [FName
]), True);
3419 HIT_ACID
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_ACID
], [FName
]), True);
3420 HIT_TRAP
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_TRAP
], [FName
]), True);
3421 else g_Console_Add(Format(_lc
[I_PLAYER_DIED
], [FName
]), True);
3427 for a
:= WP_FIRST
to WP_LAST
do
3431 WEAPON_SAW
: i
:= ITEM_WEAPON_SAW
;
3432 WEAPON_SHOTGUN1
: i
:= ITEM_WEAPON_SHOTGUN1
;
3433 WEAPON_SHOTGUN2
: i
:= ITEM_WEAPON_SHOTGUN2
;
3434 WEAPON_CHAINGUN
: i
:= ITEM_WEAPON_CHAINGUN
;
3435 WEAPON_ROCKETLAUNCHER
: i
:= ITEM_WEAPON_ROCKETLAUNCHER
;
3436 WEAPON_PLASMA
: i
:= ITEM_WEAPON_PLASMA
;
3437 WEAPON_BFG
: i
:= ITEM_WEAPON_BFG
;
3438 WEAPON_SUPERPULEMET
: i
:= ITEM_WEAPON_SUPERPULEMET
;
3439 WEAPON_FLAMETHROWER
: i
:= ITEM_WEAPON_FLAMETHROWER
;
3448 if R_ITEM_BACKPACK
in FRulez
then
3449 PushItem(ITEM_AMMO_BACKPACK
);
3451 // Âûáðîñ ðàêåòíîãî ðàíöà:
3452 if FJetFuel
> 0 then
3453 PushItem(ITEM_JETPACK
);
3456 if not (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
]) then
3458 if R_KEY_RED
in FRulez
then
3459 PushItem(ITEM_KEY_RED
);
3461 if R_KEY_GREEN
in FRulez
then
3462 PushItem(ITEM_KEY_GREEN
);
3464 if R_KEY_BLUE
in FRulez
then
3465 PushItem(ITEM_KEY_BLUE
);
3472 g_Player_CreateCorpse(Self
);
3474 if Srv
and (gGameSettings
.MaxLives
> 0) and FNoRespawn
and
3475 (gLMSRespawn
= LMS_RESPAWN_NONE
) then
3481 for i
:= Low(gPlayers
) to High(gPlayers
) do
3483 if gPlayers
[i
] = nil then continue
;
3484 if (not gPlayers
[i
].FNoRespawn
) and (not gPlayers
[i
].FSpectator
) then
3487 if gPlayers
[i
].FTeam
= TEAM_RED
then Inc(ar
)
3488 else if gPlayers
[i
].FTeam
= TEAM_BLUE
then Inc(ab
);
3493 OldLR
:= gLMSRespawn
;
3494 if (gGameSettings
.GameMode
= GM_COOP
) then
3498 // everyone is dead, restart the map
3499 g_Game_Message(_lc
[I_MESSAGE_LMS_LOSE
], 144);
3501 MH_SEND_GameEvent(NET_EV_LMS_LOSE
);
3502 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3503 gLMSRespawnTime
:= gTime
+ 5000;
3505 else if (a
= 1) then
3507 if (gPlayers
[k
] <> nil) and not (gPlayers
[k
] is TBot
) then
3508 if (gPlayers
[k
] = gPlayer1
) or
3509 (gPlayers
[k
] = gPlayer2
) then
3510 g_Console_Add('*** ' + _lc
[I_MESSAGE_LMS_SURVIVOR
] + ' ***', True)
3511 else if Netsrv
and (gPlayers
[k
].FClientID
>= 0) then
3512 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR
, 0, 'N', gPlayers
[k
].FClientID
);
3515 else if (gGameSettings
.GameMode
= GM_TDM
) then
3517 if (ab
= 0) and (ar
<> 0) then
3520 g_Game_Message(Format(_lc
[I_MESSAGE_TLMS_WIN
], [AnsiUpperCase(_lc
[I_GAME_TEAM_RED
])]), 144);
3522 MH_SEND_GameEvent(NET_EV_TLMS_WIN
, TEAM_RED
);
3523 Inc(gTeamStat
[TEAM_RED
].Goals
);
3524 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3525 gLMSRespawnTime
:= gTime
+ 5000;
3527 else if (ar
= 0) and (ab
<> 0) then
3530 g_Game_Message(Format(_lc
[I_MESSAGE_TLMS_WIN
], [AnsiUpperCase(_lc
[I_GAME_TEAM_BLUE
])]), 144);
3532 MH_SEND_GameEvent(NET_EV_TLMS_WIN
, TEAM_BLUE
);
3533 Inc(gTeamStat
[TEAM_BLUE
].Goals
);
3534 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3535 gLMSRespawnTime
:= gTime
+ 5000;
3537 else if (ar
= 0) and (ab
= 0) then
3540 g_Game_Message(_lc
[I_GAME_WIN_DRAW
], 144);
3542 MH_SEND_GameEvent(NET_EV_LMS_DRAW
, 0, FName
);
3543 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3544 gLMSRespawnTime
:= gTime
+ 5000;
3547 else if (gGameSettings
.GameMode
= GM_DM
) then
3551 if gPlayers
[k
] <> nil then
3554 // survivor is the winner
3555 g_Game_Message(Format(_lc
[I_MESSAGE_LMS_WIN
], [AnsiUpperCase(FName
)]), 144);
3557 MH_SEND_GameEvent(NET_EV_LMS_WIN
, 0, FName
);
3560 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3561 gLMSRespawnTime
:= gTime
+ 5000;
3563 else if (a
= 0) then
3565 // everyone is dead, restart the map
3566 g_Game_Message(_lc
[I_GAME_WIN_DRAW
], 144);
3568 MH_SEND_GameEvent(NET_EV_LMS_DRAW
, 0, FName
);
3569 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3570 gLMSRespawnTime
:= gTime
+ 5000;
3573 if srv
and (OldLR
= LMS_RESPAWN_NONE
) and (gLMSRespawn
> LMS_RESPAWN_NONE
) then
3575 if NetMode
= NET_SERVER
then
3576 MH_SEND_GameEvent(NET_EV_LMS_WARMUP
, (gLMSRespawnTime
- gTime
) div 1000)
3578 g_Console_Add(Format(_lc
[I_MSG_WARMUP_START
], [(gLMSRespawnTime
- gTime
) div 1000]), True);
3584 MH_SEND_PlayerStats(FUID
);
3585 MH_SEND_PlayerDeath(FUID
, KillType
, t
, SpawnerUID
);
3586 if gGameSettings
.GameMode
= GM_TDM
then MH_SEND_GameStats
;
3589 if srv
and FNoRespawn
then Spectate(True);
3590 FWantsInGame
:= True;
3593 function TPlayer
.BodyInLiquid(XInc
, YInc
: Integer): Boolean;
3595 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
, PLAYER_RECT
.Width
,
3596 PLAYER_RECT
.Height
-20, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
, False);
3599 function TPlayer
.BodyInAcid(XInc
, YInc
: Integer): Boolean;
3601 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
, PLAYER_RECT
.Width
,
3602 PLAYER_RECT
.Height
-20, PANEL_ACID1
or PANEL_ACID2
, False);
3605 procedure TPlayer
.MakeBloodSimple(Count
: Word);
3607 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)+8,
3608 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3609 Count
div 2, 3, -1, 16, (PLAYER_RECT
.Height
*2 div 3),
3610 FModel
.Blood
.R
, FModel
.Blood
.G
, FModel
.Blood
.B
, FModel
.Blood
.Kind
);
3611 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-8,
3612 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3613 Count
div 2, -3, -1, 16, (PLAYER_RECT
.Height
*2) div 3,
3614 FModel
.Blood
.R
, FModel
.Blood
.G
, FModel
.Blood
.B
, FModel
.Blood
.Kind
);
3617 procedure TPlayer
.MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
3619 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2),
3620 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3621 Count
, VelX
, VelY
, 16, (PLAYER_RECT
.Height
*2) div 3,
3622 FModel
.Blood
.R
, FModel
.Blood
.G
, FModel
.Blood
.B
, FModel
.Blood
.Kind
);
3625 procedure TPlayer
.QueueWeaponSwitch(Weapon
: Byte);
3627 //if g_Game_IsClient then Exit;
3628 if Weapon
> High(FWeapon
) then Exit
;
3629 FNextWeap
:= FNextWeap
or (1 shl Weapon
);
3632 procedure TPlayer
.resetWeaponQueue ();
3635 FNextWeapDelay
:= 0;
3638 function TPlayer
.hasAmmoForWeapon (weapon
: Byte): Boolean;
3642 WEAPON_KASTET
, WEAPON_SAW
: result
:= true;
3643 WEAPON_SHOTGUN1
, WEAPON_SHOTGUN2
, WEAPON_SUPERPULEMET
: result
:= (FAmmo
[A_SHELLS
] > 0);
3644 WEAPON_PISTOL
, WEAPON_CHAINGUN
: result
:= (FAmmo
[A_BULLETS
] > 0);
3645 WEAPON_ROCKETLAUNCHER
: result
:= (FAmmo
[A_ROCKETS
] > 0);
3646 WEAPON_PLASMA
, WEAPON_BFG
: result
:= (FAmmo
[A_CELLS
] > 0);
3647 WEAPON_FLAMETHROWER
: result
:= (FAmmo
[A_FUEL
] > 0);
3648 else result
:= (weapon
< length(FWeapon
));
3652 // return 255 for "no switch"
3653 function TPlayer
.getNextWeaponIndex (): Byte;
3656 wantThisWeapon
: array[0..64] of Boolean;
3657 weaponOrder
: array[0..16] of Integer; // value: index in `FWeapon`
3659 f
, dir
, cwi
, rwidx
, curlidx
: Integer;
3661 function real2log (ridx
: Integer): Integer;
3667 for f
:= 0 to High(weaponOrder
) do if (weaponOrder
[f
] = ridx
) then begin result
:= f
; exit
; end;
3673 result
:= 255; // default result: "no switch"
3675 // had weapon cycling on previous frame? remove that flag
3676 if (FNextWeap
and $2000) <> 0 then
3678 FNextWeap
:= FNextWeap
and $1FFF;
3679 FNextWeapDelay
:= 0;
3682 for f
:= 0 to High(weaponOrder
) do weaponOrder
[f
] := -1;
3684 // build weapon order (k8: i know, i know, learn how to do constants and such... gtfo, please!)
3685 // two knuckles are for "normal" and "berserk" (see `if` below -- it removes the one that is not needed)
3687 // bfg, launcher, plasma, flamethrower, ssg, minigun, sg, pistol, berserk, chainsaw, fist
3688 weaponOrder
[0] := WEAPON_SUPERPULEMET
;
3689 weaponOrder
[1] := WEAPON_BFG
;
3690 weaponOrder
[2] := WEAPON_ROCKETLAUNCHER
;
3691 weaponOrder
[3] := WEAPON_PLASMA
;
3692 weaponOrder
[4] := WEAPON_FLAMETHROWER
;
3693 weaponOrder
[5] := WEAPON_SHOTGUN2
;
3694 weaponOrder
[6] := WEAPON_CHAINGUN
;
3695 weaponOrder
[7] := WEAPON_SHOTGUN1
;
3696 weaponOrder
[8] := WEAPON_PISTOL
;
3697 weaponOrder
[9] := WEAPON_KASTET
+666; // berserk fist
3698 weaponOrder
[10] := WEAPON_SAW
;
3699 weaponOrder
[11] := WEAPON_KASTET
; // normal fist
3701 for f
:= 0 to High(weaponOrder
) do
3703 if (weaponOrder
[f
] = WEAPON_KASTET
) then
3705 // normal fist: remove if we have a berserk pack
3706 if (R_BERSERK
in FRulez
) then weaponOrder
[f
] := -1;
3709 if (weaponOrder
[f
] = WEAPON_KASTET
+666) then
3711 // berserk fist: remove if we don't have a berserk pack
3712 if (R_BERSERK
in FRulez
) then weaponOrder
[f
] := WEAPON_KASTET
else weaponOrder
[f
] := -1;
3720 WEAPON_SHOTGUN1 = 3;
3721 WEAPON_SHOTGUN2 = 4;
3722 WEAPON_CHAINGUN = 5;
3723 WEAPON_ROCKETLAUNCHER = 6;
3726 WEAPON_SUPERPULEMET = 9;
3727 WEAPON_FLAMETHROWER = 10;
3731 if (FNextWeap <> 0) or (FNextWeapDelay <> 0) then
3733 e_WriteLog(Format('!!! FNextWeap=%04x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), TMsgType.Warning);
3737 // cycling has priority
3738 if (FNextWeap
and $C000) <> 0 then
3740 if (FNextWeap
and $8000) <> 0 then dir
:= 1 else dir
:= -1; // should be reversed if we want "priority-driven cycling"
3741 FNextWeap
:= FNextWeap
or $2000; // we need this
3742 if FNextWeapDelay
> 0 then exit
; // cooldown time
3743 //cwi := real2log(FCurrWeap);
3744 //if (cwi < 0) then cwi := 0;
3746 for i
:= 0 to High(FWeapon
) do
3748 cwi
:= (cwi
+length(FWeapon
)+dir
) mod length(FWeapon
);
3749 //rwidx := weaponOrder[cwi];
3750 rwidx
:= cwi
; // sorry
3751 if (rwidx
< 0) then continue
;
3752 if FWeapon
[rwidx
] then
3754 //e_WriteLog(Format(' SWITCH: cur=%d; new=%d (dir=%d; log=%d)', [FCurrWeap, rwidx, dir, cwi]), TMsgType.Warning);
3755 result
:= Byte(rwidx
);
3756 //FNextWeapDelay := 10; //k8: not needed anymore
3765 for i
:= 0 to High(wantThisWeapon
) do wantThisWeapon
[i
] := false;
3768 curlidx
:= -1; // start from a weapon with a highest priority (-1, 'cause loop will immediately increment this index)
3770 for i
:= 0 to High(FWeapon
) do
3772 if (FNextWeap
and (1 shl i
)) <> 0 then
3777 wantThisWeapon
[cwi
] := true;
3779 // if we hit currently selected weapon, start seachring from it, so we'll get "next weaker" weapon
3780 if (i
= FCurrWeap
) then curlidx
:= cwi
; // compare real, start from logical
3785 // slow down alterations a little
3788 // more than one weapon requested, assume "alteration", and check alteration delay
3789 if FNextWeapDelay
> 0 then
3791 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), TMsgType.Warning);
3797 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3798 // but clear all counters if no weapon should be switched
3805 //e_WriteLog(Format('*** wwc=%d; currweap=%d; logweap=%d', [wwc, FCurrWeap, curlidx]), TMsgType.Warning);
3807 // find next weapon to switch onto
3809 for i
:= 0 to High(weaponOrder
) do
3811 cwi
:= (cwi
+length(weaponOrder
)+1) mod length(weaponOrder
);
3812 if (cwi
= curlidx
) then continue
; // skip current weapon
3813 if not wantThisWeapon
[cwi
] then continue
;
3814 rwidx
:= weaponOrder
[cwi
];
3815 if (rwidx
< 0) then continue
;
3816 //e_WriteLog(Format(' trying logical %d (real %d); has=%d, hasammo=%d', [cwi, rwidx, Integer(FWeapon[rwidx]), Integer(hasAmmoForWeapon(rwidx))]), TMsgType.Warning);
3817 if FWeapon
[rwidx
] and ((wwc
= 1) or hasAmmoForWeapon(rwidx
)) then
3819 //e_WriteLog(' I FOUND HER!', TMsgType.Warning);
3821 result
:= Byte(rwidx
);
3823 //FNextWeapDelay := 10; // anyway, 'cause why not; k8: not needed anymore
3828 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3832 procedure TPlayer
.RealizeCurrentWeapon();
3833 function switchAllowed (): Boolean;
3838 if FBFGFireCounter
<> -1 then
3840 if FTime
[T_SWITCH
] > gTime
then
3842 for i
:= WP_FIRST
to WP_LAST
do
3843 if FReloading
[i
] > 0 then
3851 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3852 //FNextWeap := FNextWeap and $1FFF;
3853 //HACK: alteration delay will be reset when player released any weapon switch key
3854 FNextWeapDelay
:= 0; //k8: just in case
3855 //if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
3857 if not switchAllowed
then
3859 //writeln('WEAPON SWITCHING IS NOT ALLOWED! FBFGFireCounter=', FBFGFireCounter, '; gTime=', gTime, '; FTime[T_SWITCH]=', FTime[T_SWITCH]);
3860 //HACK for weapon cycling
3861 if (FNextWeap
and $E000) <> 0 then FNextWeap
:= 0;
3865 if (FNetForceWeapFIdx
>= gTime
+15) then FNetForceWeapFIdx
:= 0;
3867 nw
:= getNextWeaponIndex();
3868 if nw
= 255 then exit
; // don't reset anything here
3869 if nw
> High(FWeapon
) then
3871 // don't forget to reset queue here!
3872 //e_WriteLog(Format(' RealizeCurrentWeapon: WUTAFUUUU?! (%d)', [nw]), TMsgType.Warning);
3879 //k8: emulate this on client immediately, or wait for server confirmation?
3881 if g_Game_IsClient then
3883 FNetForceWeap := nw;
3884 //FNetForceWeapFIdx := FCurrFrameIdx+5; // force for ~5 frames
3885 FNetForceWeapFIdx := gTime+5; // force for ~5 frames
3886 writeln('NETWEAPONSWITCH: fw=', NetForceWeap, '; fwfidx=', NetForceWeapFIdx, '; cfrm=', gTime);
3889 FNetForceWeapFIdx
:= gTime
+5; // force for ~5 frames
3891 if nw
= WEAPON_SAW
then FSawSoundSelect
.PlayAt(FObj
.X
, FObj
.Y
);
3892 FModel
.SetWeapon(nw
);
3893 FTime
[T_SWITCH
] := gTime
+156;
3894 if g_Game_IsNet
then MH_SEND_PlayerStats(FUID
);
3895 //if g_Game_IsNet and g_Game_IsClient then
3899 procedure TPlayer
.NextWeapon();
3901 //if g_Game_IsClient then Exit;
3905 procedure TPlayer
.PrevWeapon();
3907 //if g_Game_IsClient then Exit;
3911 // used by network layer
3912 procedure TPlayer
.SetWeapon(W
: Byte);
3914 if FCurrWeap
<> W
then
3915 if (W
= WEAPON_SAW
) then
3916 FSawSoundSelect
.PlayAt(FObj
.X
, FObj
.Y
);
3919 FModel
.SetWeapon(CurrWeap
);
3920 //if g_Game_IsClient then resetWeaponQueue();
3923 function TPlayer
.PickItem(ItemType
: Byte; arespawn
: Boolean; var remove
: Boolean): Boolean;
3925 function allowBerserkSwitching (): Boolean;
3927 if (FBFGFireCounter
<> -1) then begin result
:= false; exit
; end;
3929 if gBerserkAutoswitch
then exit
;
3930 if not conIsCheatsEnabled
then exit
;
3938 if g_Game_IsClient
then Exit
;
3940 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3941 a
:= LongBool(gGameSettings
.Options
and GAME_OPTION_WEAPONSTAY
) and arespawn
;
3946 if FHealth
< PLAYER_HP_SOFT
then
3948 IncMax(FHealth
, 10, PLAYER_HP_SOFT
);
3952 if gFlash
= 2 then Inc(FPickup
, 5);
3956 if FHealth
< PLAYER_HP_SOFT
then
3958 IncMax(FHealth
, 25, PLAYER_HP_SOFT
);
3962 if gFlash
= 2 then Inc(FPickup
, 5);
3966 if FArmor
< PLAYER_AP_SOFT
then
3968 FArmor
:= PLAYER_AP_SOFT
;
3971 if gFlash
= 2 then Inc(FPickup
, 5);
3975 if FArmor
< PLAYER_AP_LIMIT
then
3977 FArmor
:= PLAYER_AP_LIMIT
;
3980 if gFlash
= 2 then Inc(FPickup
, 5);
3984 if FHealth
< PLAYER_HP_LIMIT
then
3986 IncMax(FHealth
, 100, PLAYER_HP_LIMIT
);
3990 if gFlash
= 2 then Inc(FPickup
, 5);
3994 if (FHealth
< PLAYER_HP_LIMIT
) or (FArmor
< PLAYER_AP_LIMIT
) then
3996 if FHealth
< PLAYER_HP_LIMIT
then
3997 FHealth
:= PLAYER_HP_LIMIT
;
3998 if FArmor
< PLAYER_AP_LIMIT
then
3999 FArmor
:= PLAYER_AP_LIMIT
;
4003 if gFlash
= 2 then Inc(FPickup
, 5);
4007 if (not FWeapon
[WEAPON_SAW
]) or ((not arespawn
) and (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
])) then
4009 FWeapon
[WEAPON_SAW
] := True;
4011 if gFlash
= 2 then Inc(FPickup
, 5);
4012 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4015 ITEM_WEAPON_SHOTGUN1
:
4016 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SHOTGUN1
] then
4018 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
4019 if a
and FWeapon
[WEAPON_SHOTGUN1
] then Exit
;
4021 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
4022 FWeapon
[WEAPON_SHOTGUN1
] := True;
4024 if gFlash
= 2 then Inc(FPickup
, 5);
4025 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4028 ITEM_WEAPON_SHOTGUN2
:
4029 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SHOTGUN2
] then
4031 if a
and FWeapon
[WEAPON_SHOTGUN2
] then Exit
;
4033 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
4034 FWeapon
[WEAPON_SHOTGUN2
] := True;
4036 if gFlash
= 2 then Inc(FPickup
, 5);
4037 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4040 ITEM_WEAPON_CHAINGUN
:
4041 if (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or not FWeapon
[WEAPON_CHAINGUN
] then
4043 if a
and FWeapon
[WEAPON_CHAINGUN
] then Exit
;
4045 IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
4046 FWeapon
[WEAPON_CHAINGUN
] := True;
4048 if gFlash
= 2 then Inc(FPickup
, 5);
4049 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4052 ITEM_WEAPON_ROCKETLAUNCHER
:
4053 if (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or not FWeapon
[WEAPON_ROCKETLAUNCHER
] then
4055 if a
and FWeapon
[WEAPON_ROCKETLAUNCHER
] then Exit
;
4057 IncMax(FAmmo
[A_ROCKETS
], 2, FMaxAmmo
[A_ROCKETS
]);
4058 FWeapon
[WEAPON_ROCKETLAUNCHER
] := True;
4060 if gFlash
= 2 then Inc(FPickup
, 5);
4061 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4065 if (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or not FWeapon
[WEAPON_PLASMA
] then
4067 if a
and FWeapon
[WEAPON_PLASMA
] then Exit
;
4069 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
4070 FWeapon
[WEAPON_PLASMA
] := True;
4072 if gFlash
= 2 then Inc(FPickup
, 5);
4073 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4077 if (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or not FWeapon
[WEAPON_BFG
] then
4079 if a
and FWeapon
[WEAPON_BFG
] then Exit
;
4081 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
4082 FWeapon
[WEAPON_BFG
] := True;
4084 if gFlash
= 2 then Inc(FPickup
, 5);
4085 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4088 ITEM_WEAPON_SUPERPULEMET
:
4089 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SUPERPULEMET
] then
4091 if a
and FWeapon
[WEAPON_SUPERPULEMET
] then Exit
;
4093 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
4094 FWeapon
[WEAPON_SUPERPULEMET
] := True;
4096 if gFlash
= 2 then Inc(FPickup
, 5);
4097 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4100 ITEM_WEAPON_FLAMETHROWER
:
4101 if (FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
]) or not FWeapon
[WEAPON_FLAMETHROWER
] then
4103 if a
and FWeapon
[WEAPON_FLAMETHROWER
] then Exit
;
4105 IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
4106 FWeapon
[WEAPON_FLAMETHROWER
] := True;
4108 if gFlash
= 2 then Inc(FPickup
, 5);
4109 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4113 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
4115 IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
4118 if gFlash
= 2 then Inc(FPickup
, 5);
4121 ITEM_AMMO_BULLETS_BOX
:
4122 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
4124 IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
4127 if gFlash
= 2 then Inc(FPickup
, 5);
4131 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
4133 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
4136 if gFlash
= 2 then Inc(FPickup
, 5);
4139 ITEM_AMMO_SHELLS_BOX
:
4140 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
4142 IncMax(FAmmo
[A_SHELLS
], 25, FMaxAmmo
[A_SHELLS
]);
4145 if gFlash
= 2 then Inc(FPickup
, 5);
4149 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
4151 IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
4154 if gFlash
= 2 then Inc(FPickup
, 5);
4157 ITEM_AMMO_ROCKET_BOX
:
4158 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
4160 IncMax(FAmmo
[A_ROCKETS
], 5, FMaxAmmo
[A_ROCKETS
]);
4163 if gFlash
= 2 then Inc(FPickup
, 5);
4167 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
4169 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
4172 if gFlash
= 2 then Inc(FPickup
, 5);
4176 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
4178 IncMax(FAmmo
[A_CELLS
], 100, FMaxAmmo
[A_CELLS
]);
4181 if gFlash
= 2 then Inc(FPickup
, 5);
4185 if FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
] then
4187 IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
4190 if gFlash
= 2 then Inc(FPickup
, 5);
4194 if not(R_ITEM_BACKPACK
in FRulez
) or
4195 (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or
4196 (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or
4197 (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or
4198 (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or
4199 (FMaxAmmo
[A_FUEL
] < AmmoLimits
[1, A_FUEL
]) then
4201 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[1, A_BULLETS
];
4202 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[1, A_SHELLS
];
4203 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[1, A_ROCKETS
];
4204 FMaxAmmo
[A_CELLS
] := AmmoLimits
[1, A_CELLS
];
4205 FMaxAmmo
[A_FUEL
] := AmmoLimits
[1, A_FUEL
];
4207 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
4208 IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
4209 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
4210 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
4211 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
4212 IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
4213 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
4214 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
4216 FRulez
:= FRulez
+ [R_ITEM_BACKPACK
];
4219 if gFlash
= 2 then Inc(FPickup
, 5);
4223 if not(R_KEY_RED
in FRulez
) then
4225 Include(FRulez
, R_KEY_RED
);
4227 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
4228 if gFlash
= 2 then Inc(FPickup
, 5);
4229 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
4233 if not(R_KEY_GREEN
in FRulez
) then
4235 Include(FRulez
, R_KEY_GREEN
);
4237 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
4238 if gFlash
= 2 then Inc(FPickup
, 5);
4239 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
4243 if not(R_KEY_BLUE
in FRulez
) then
4245 Include(FRulez
, R_KEY_BLUE
);
4247 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
4248 if gFlash
= 2 then Inc(FPickup
, 5);
4249 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
4253 if FMegaRulez
[MR_SUIT
] < gTime
+PLAYER_SUIT_TIME
then
4255 FMegaRulez
[MR_SUIT
] := gTime
+PLAYER_SUIT_TIME
;
4259 if gFlash
= 2 then Inc(FPickup
, 5);
4263 if FAir
< AIR_MAX
then
4268 if gFlash
= 2 then Inc(FPickup
, 5);
4273 if not (R_BERSERK
in FRulez
) then
4275 Include(FRulez
, R_BERSERK
);
4276 if allowBerserkSwitching
then
4278 FCurrWeap
:= WEAPON_KASTET
;
4279 //FNetForceWeap := FCurrWeap;
4281 FModel
.SetWeapon(WEAPON_KASTET
);
4286 if gFlash
= 2 then Inc(FPickup
, 5);
4288 FBerserk
:= gTime
+30000;
4292 //k8:do we need it? if g_Game_IsNet and g_Game_IsServer then MH_SEND_PlayerStats(FUID);
4294 if FHealth
< PLAYER_HP_SOFT
then
4296 FHealth
:= PLAYER_HP_SOFT
;
4297 FBerserk
:= gTime
+30000;
4305 if FMegaRulez
[MR_INVUL
] < gTime
+PLAYER_INVUL_TIME
then
4307 FMegaRulez
[MR_INVUL
] := gTime
+PLAYER_INVUL_TIME
;
4310 if gFlash
= 2 then Inc(FPickup
, 5);
4314 if FHealth
< PLAYER_HP_LIMIT
then
4316 IncMax(FHealth
, 4, PLAYER_HP_LIMIT
);
4320 if gFlash
= 2 then Inc(FPickup
, 5);
4324 if FArmor
< PLAYER_AP_LIMIT
then
4326 IncMax(FArmor
, 5, PLAYER_AP_LIMIT
);
4329 if gFlash
= 2 then Inc(FPickup
, 5);
4333 if FJetFuel
< JET_MAX
then
4335 FJetFuel
:= JET_MAX
;
4338 if gFlash
= 2 then Inc(FPickup
, 5);
4342 if FMegaRulez
[MR_INVIS
] < gTime
+PLAYER_INVIS_TIME
then
4344 FMegaRulez
[MR_INVIS
] := gTime
+PLAYER_INVIS_TIME
;
4347 if gFlash
= 2 then Inc(FPickup
, 5);
4352 procedure TPlayer
.Touch();
4356 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
4359 // Áðîñèòü ôëàã òîâàðèùó:
4360 if gGameSettings
.GameMode
= GM_CTF
then
4365 procedure TPlayer
.Push(vx
, vy
: Integer);
4367 if (not FPhysics
) and FGhost
then
4369 FObj
.Accel
.X
:= FObj
.Accel
.X
+ vx
;
4370 FObj
.Accel
.Y
:= FObj
.Accel
.Y
+ vy
;
4371 if g_Game_IsNet
and g_Game_IsServer
then
4372 MH_SEND_PlayerPos(True, FUID
, NET_EVERYONE
);
4375 procedure TPlayer
.Reset(Force
: Boolean);
4383 FTime
[T_RESPAWN
] := 0;
4384 FTime
[T_FLAGCAP
] := 0;
4395 //FCurrFrameIdx := 0;
4396 //FNetForceWeap := FCurrWeap;
4397 FNetForceWeapFIdx
:= 0;
4401 FSpectator
:= False;
4404 FSpectatePlayer
:= -1;
4405 FNoRespawn
:= False;
4407 FLives
:= gGameSettings
.MaxLives
;
4409 FBFGFireCounter
:= -1;
4410 FTime
[T_SWITCH
] := 0;
4411 for i
:= WP_FIRST
to WP_LAST
do FReloading
[i
] := 0;
4416 procedure TPlayer
.SoftReset();
4424 FBFGFireCounter
:= -1;
4430 FNetForceWeapFIdx
:= 0;
4433 FBFGFireCounter
:= -1;
4434 FTime
[T_SWITCH
] := 0;
4435 for i
:= WP_FIRST
to WP_LAST
do FReloading
[i
] := 0;
4438 SetAction(A_STAND
, True);
4441 function TPlayer
.GetRespawnPoint(): Byte;
4446 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4448 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4449 if gGameSettings
.GameMode
in [GM_COOP
, GM_SINGLE
] then
4451 if (Self
= gPlayer1
) or (Self
= gPlayer2
) then
4453 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
4454 if Self
= gPlayer1
then
4455 c
:= RESPAWNPOINT_PLAYER1
4457 c
:= RESPAWNPOINT_PLAYER2
;
4458 if g_Map_GetPointCount(c
) > 0 then
4464 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
4465 if Self
= gPlayer1
then
4466 c
:= RESPAWNPOINT_PLAYER2
4468 c
:= RESPAWNPOINT_PLAYER1
;
4469 if g_Map_GetPointCount(c
) > 0 then
4476 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
4477 if Random(2) = 0 then
4478 c
:= RESPAWNPOINT_PLAYER1
4480 c
:= RESPAWNPOINT_PLAYER2
;
4481 if g_Map_GetPointCount(c
) > 0 then
4488 // Òî÷êà ëþáîé èç êîìàíä
4489 if Random(2) = 0 then
4490 c
:= RESPAWNPOINT_RED
4492 c
:= RESPAWNPOINT_BLUE
;
4493 if g_Map_GetPointCount(c
) > 0 then
4500 c
:= RESPAWNPOINT_DM
;
4501 if g_Map_GetPointCount(c
) > 0 then
4509 if gGameSettings
.GameMode
= GM_DM
then
4512 c
:= RESPAWNPOINT_DM
;
4513 if g_Map_GetPointCount(c
) > 0 then
4519 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4520 if Random(2) = 0 then
4521 c
:= RESPAWNPOINT_PLAYER1
4523 c
:= RESPAWNPOINT_PLAYER2
;
4524 if g_Map_GetPointCount(c
) > 0 then
4530 // Òî÷êà ëþáîé èç êîìàíä
4531 if Random(2) = 0 then
4532 c
:= RESPAWNPOINT_RED
4534 c
:= RESPAWNPOINT_BLUE
;
4535 if g_Map_GetPointCount(c
) > 0 then
4543 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
4545 // Òî÷êà ñâîåé êîìàíäû
4546 c
:= RESPAWNPOINT_DM
;
4547 if FTeam
= TEAM_RED
then
4548 c
:= RESPAWNPOINT_RED
;
4549 if FTeam
= TEAM_BLUE
then
4550 c
:= RESPAWNPOINT_BLUE
;
4551 if g_Map_GetPointCount(c
) > 0 then
4558 c
:= RESPAWNPOINT_DM
;
4559 if g_Map_GetPointCount(c
) > 0 then
4565 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4566 if Random(2) = 0 then
4567 c
:= RESPAWNPOINT_PLAYER1
4569 c
:= RESPAWNPOINT_PLAYER2
;
4570 if g_Map_GetPointCount(c
) > 0 then
4576 // Òî÷êà äðóãîé êîìàíäû
4577 c
:= RESPAWNPOINT_DM
;
4578 if FTeam
= TEAM_RED
then
4579 c
:= RESPAWNPOINT_BLUE
;
4580 if FTeam
= TEAM_BLUE
then
4581 c
:= RESPAWNPOINT_RED
;
4582 if g_Map_GetPointCount(c
) > 0 then
4590 procedure TPlayer
.Respawn(Silent
: Boolean; Force
: Boolean = False);
4592 RespawnPoint
: TRespawnPoint
;
4599 FBFGFireCounter
:= -1;
4603 //FNetForceWeap := FCurrWeap;
4604 FNetForceWeapFIdx
:= 0;
4607 FBFGFireCounter
:= -1;
4608 FTime
[T_SWITCH
] := 0;
4609 for i
:= WP_FIRST
to WP_LAST
do FReloading
[i
] := 0;
4611 if not g_Game_IsServer
then
4615 FWantsInGame
:= True;
4616 FJustTeleported
:= True;
4619 FTime
[T_RESPAWN
] := 0;
4623 // if server changes MaxLives we gotta be ready
4624 if gGameSettings
.MaxLives
= 0 then FNoRespawn
:= False;
4626 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4627 if FTime
[T_RESPAWN
] > gTime
then
4630 // Ïðîñðàë âñå æèçíè:
4633 if not FSpectator
then Spectate(True);
4634 FWantsInGame
:= True;
4638 if (gGameSettings
.GameType
<> GT_SINGLE
) and (gGameSettings
.GameMode
<> GM_COOP
) then
4639 begin // "Ñâîÿ èãðà"
4640 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4641 FRulez
:= FRulez
-[R_BERSERK
];
4643 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4645 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4646 FRulez
:= FRulez
-[R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
, R_BERSERK
];
4649 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4650 c
:= GetRespawnPoint();
4655 // Âîñêðåøåíèå áåç îðóæèÿ:
4658 FHealth
:= PLAYER_HP_SOFT
;
4664 for a
:= WP_FIRST
to WP_LAST
do
4666 FWeapon
[a
] := False;
4670 FWeapon
[WEAPON_PISTOL
] := True;
4671 FWeapon
[WEAPON_KASTET
] := True;
4672 FCurrWeap
:= WEAPON_PISTOL
;
4673 //FNetForceWeap := FCurrWeap;
4674 FNetForceWeapFIdx
:= 0;
4677 FModel
.SetWeapon(FCurrWeap
);
4679 for b
:= A_BULLETS
to A_HIGH
do
4682 FAmmo
[A_BULLETS
] := 50;
4684 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[0, A_BULLETS
];
4685 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[0, A_SHELLS
];
4686 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[0, A_SHELLS
];
4687 FMaxAmmo
[A_CELLS
] := AmmoLimits
[0, A_CELLS
];
4688 FMaxAmmo
[A_FUEL
] := AmmoLimits
[0, A_FUEL
];
4690 if gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
] then
4691 FRulez
:= [R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
]
4696 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4697 if not g_Map_GetPoint(c
, RespawnPoint
) then
4699 g_FatalError(_lc
[I_GAME_ERROR_GET_SPAWN
]);
4703 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4704 FObj
.X
:= RespawnPoint
.X
-PLAYER_RECT
.X
;
4705 FObj
.Y
:= RespawnPoint
.Y
-PLAYER_RECT
.Y
;
4711 FDirection
:= RespawnPoint
.Direction
;
4712 if FDirection
= TDirection
.D_LEFT
then
4717 SetAction(A_STAND
, True);
4718 FModel
.Direction
:= FDirection
;
4720 for a
:= Low(FTime
) to High(FTime
) do
4723 for a
:= Low(FMegaRulez
) to High(FMegaRulez
) do
4728 FCanJetpack
:= False;
4733 // Àíèìàöèÿ âîçðîæäåíèÿ:
4734 if (not gLoadGameMode
) and (not Silent
) then
4735 if g_Frames_Get(ID
, 'FRAMES_TELEPORT') then
4737 Anim
:= TAnimation
.Create(ID
, False, 3);
4738 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4739 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
4743 FSpectator
:= False;
4746 FSpectatePlayer
:= -1;
4749 if (gPlayer1
= nil) and (gLMSPID1
= FUID
) then
4751 if (gPlayer2
= nil) and (gLMSPID2
= FUID
) then
4754 //FNetForceWeap := FCurrWeap;
4756 if g_Game_IsNet
then
4758 MH_SEND_PlayerPos(True, FUID
, NET_EVERYONE
);
4759 MH_SEND_PlayerStats(FUID
, NET_EVERYONE
);
4761 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4762 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32,
4767 procedure TPlayer
.Spectate(NoMove
: Boolean = False);
4770 Kill(K_EXTRAHARDKILL
, FUID
, HIT_SOME
)
4771 else if (not NoMove
) then
4773 GameX
:= gMapInfo
.Width
div 2;
4774 GameY
:= gMapInfo
.Height
div 2;
4783 FWantsInGame
:= False;
4788 if Self
= gPlayer1
then
4793 if Self
= gPlayer2
then
4800 if g_Game_IsNet
then
4801 MH_SEND_PlayerStats(FUID
);
4804 procedure TPlayer
.SwitchNoClip
;
4808 FGhost
:= not FGhost
;
4809 FPhysics
:= not FGhost
;
4821 procedure TPlayer
.Run(Direction
: TDirection
);
4825 if MAX_RUNVEL
> 8 then
4829 if Direction
= TDirection
.D_LEFT
then
4831 if FObj
.Vel
.X
> -MAX_RUNVEL
then
4832 FObj
.Vel
.X
:= FObj
.Vel
.X
- (MAX_RUNVEL
shr 3);
4835 if FObj
.Vel
.X
< MAX_RUNVEL
then
4836 FObj
.Vel
.X
:= FObj
.Vel
.X
+ (MAX_RUNVEL
shr 3);
4838 // Âîçìîæíî, ïèíàåì êóñêè:
4839 if (FObj
.Vel
.X
<> 0) and (gGibs
<> nil) then
4841 b
:= Abs(FObj
.Vel
.X
);
4842 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
4843 for a
:= 0 to High(gGibs
) do
4845 if gGibs
[a
].alive
and
4846 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
4847 FObj
.Rect
.Width
, 8, @gGibs
[a
].Obj
) and (Random(3) = 0) then
4850 if FObj
.Vel
.X
< 0 then
4852 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)+120) // íàëåâî
4856 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)); // íàïðàâî
4858 gGibs
[a
].positionChanged(); // this updates spatial accelerators
4866 procedure TPlayer
.SeeDown();
4868 SetAction(A_SEEDOWN
);
4870 if FDirection
= TDirection
.D_LEFT
then FAngle
:= ANGLE_LEFTDOWN
else FAngle
:= ANGLE_RIGHTDOWN
;
4872 if FIncCam
> -120 then DecMin(FIncCam
, 5, -120);
4875 procedure TPlayer
.SeeUp();
4879 if FDirection
= TDirection
.D_LEFT
then FAngle
:= ANGLE_LEFTUP
else FAngle
:= ANGLE_RIGHTUP
;
4881 if FIncCam
< 120 then IncMax(FIncCam
, 5, 120);
4884 procedure TPlayer
.SetAction(Action
: Byte; Force
: Boolean = False);
4892 A_ATTACK
: Prior
:= 2;
4893 A_SEEUP
: Prior
:= 1;
4894 A_SEEDOWN
: Prior
:= 1;
4895 A_ATTACKUP
: Prior
:= 2;
4896 A_ATTACKDOWN
: Prior
:= 2;
4901 if (Prior
> FActionPrior
) or Force
then
4902 if not ((Prior
= 2) and (FCurrWeap
= WEAPON_SAW
)) then
4904 FActionPrior
:= Prior
;
4905 FActionAnim
:= Action
;
4906 FActionForce
:= Force
;
4907 FActionChanged
:= True;
4910 if Action
in [A_ATTACK
, A_ATTACKUP
, A_ATTACKDOWN
] then FModel
.SetFire(True);
4913 function TPlayer
.StayOnStep(XInc
, YInc
: Integer): Boolean;
4915 Result
:= not g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+YInc
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
-1,
4916 PLAYER_RECT
.Width
, 1, PANEL_STEP
, False)
4917 and g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+YInc
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
,
4918 PLAYER_RECT
.Width
, 1, PANEL_STEP
, False);
4921 function TPlayer
.TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
4928 if g_CollideLevel(X
, Y
, PLAYER_RECT
.Width
, PLAYER_RECT
.Height
) then
4930 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj
.X
, FObj
.Y
);
4931 if g_Game_IsServer
and g_Game_IsNet
then
4932 MH_SEND_Sound(FObj
.X
, FObj
.Y
, 'SOUND_GAME_NOTELEPORT');
4936 FJustTeleported
:= True;
4941 if g_Frames_Get(ID
, 'FRAMES_TELEPORT') then
4943 Anim
:= TAnimation
.Create(ID
, False, 3);
4946 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj
.X
, FObj
.Y
);
4947 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4948 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
4949 if g_Game_IsServer
and g_Game_IsNet
then
4950 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4951 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, 1,
4955 FObj
.X
:= X
-PLAYER_RECT
.X
;
4956 FObj
.Y
:= Y
-PLAYER_RECT
.Y
;
4957 if FAlive
and FGhost
then
4963 if not g_Game_IsNet
then
4967 SetDirection(TDirection
.D_LEFT
);
4973 SetDirection(TDirection
.D_RIGHT
);
4979 if FDirection
= TDirection
.D_RIGHT
then
4981 SetDirection(TDirection
.D_LEFT
);
4986 SetDirection(TDirection
.D_RIGHT
);
4992 if not silent
and (Anim
<> nil) then
4994 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4995 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
4998 if g_Game_IsServer
and g_Game_IsNet
then
4999 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
5000 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, 0,
5007 function nonz(a
: Single): Single;
5015 function TPlayer
.followCorpse(): Boolean;
5020 if FAlive
or FSpectator
then
5022 if (gCorpses
= nil) or (Length(gCorpses
) = 0) then
5024 for i
:= 0 to High(gCorpses
) do
5025 if gCorpses
[i
] <> nil then
5026 if gCorpses
[i
].FPlayerUID
= FUID
then
5029 FObj
.X
:= gCorpses
[i
].FObj
.X
;
5030 FObj
.Y
:= gCorpses
[i
].FObj
.Y
;
5031 FObj
.Vel
.X
:= gCorpses
[i
].FObj
.Vel
.X
;
5032 FObj
.Vel
.Y
:= gCorpses
[i
].FObj
.Vel
.Y
;
5033 FObj
.Accel
.X
:= gCorpses
[i
].FObj
.Accel
.X
;
5034 FObj
.Accel
.Y
:= gCorpses
[i
].FObj
.Accel
.Y
;
5039 procedure TPlayer
.Update();
5042 i
, ii
, wx
, wy
, xd
, yd
, k
: Integer;
5043 blockmon
, headwater
, dospawn
: Boolean;
5048 //Inc(FCurrFrameIdx);
5050 NetServer
:= g_Game_IsNet
and g_Game_IsServer
;
5051 AnyServer
:= g_Game_IsServer
;
5053 if g_Game_IsClient
and (NetInterpLevel
> 0) then
5054 DoLerp(NetInterpLevel
+ 1)
5061 if FClientID
>= 0 then
5063 FPing
:= NetClients
[FClientID
].Peer
^.lastRoundTripTime
;
5064 if NetClients
[FClientID
].Peer
^.packetsSent
> 0 then
5065 FLoss
:= Round(100*NetClients
[FClientID
].Peer
^.packetsLost
/NetClients
[FClientID
].Peer
^.packetsSent
)
5075 if FAlive
and (FPunchAnim
<> nil) then
5076 FPunchAnim
.Update();
5078 if FAlive
and (gFly
or FJetpack
) then
5081 if FDirection
= TDirection
.D_LEFT
then
5086 if FAlive
and (not FGhost
) then
5088 if FKeys
[KEY_UP
].Pressed
then
5090 if FKeys
[KEY_DOWN
].Pressed
then
5094 if (not (FKeys
[KEY_UP
].Pressed
or FKeys
[KEY_DOWN
].Pressed
)) and
5097 i
:= g_basic
.Sign(FIncCam
);
5098 FIncCam
:= Abs(FIncCam
);
5099 DecMin(FIncCam
, 5, 0);
5100 FIncCam
:= FIncCam
*i
;
5103 // no need to do that each second frame, weapon queue will take care of it
5104 if FAlive
and FKeys
[KEY_NEXTWEAPON
].Pressed
{and AnyServer} then NextWeapon();
5105 if FAlive
and FKeys
[KEY_PREVWEAPON
].Pressed
{and AnyServer} then PrevWeapon();
5107 if gTime
mod (GAME_TICK
*2) <> 0 then
5109 if (FObj
.Vel
.X
= 0) and FAlive
then
5111 if FKeys
[KEY_LEFT
].Pressed
then
5112 Run(TDirection
.D_LEFT
);
5113 if FKeys
[KEY_RIGHT
].Pressed
then
5114 Run(TDirection
.D_RIGHT
);
5119 if not followCorpse() then
5120 g_Obj_Move(@FObj
, True, True, True);
5121 positionChanged(); // this updates spatial accelerators
5127 FActionChanged
:= False;
5131 // Let alive player do some actions
5132 if FKeys
[KEY_LEFT
].Pressed
then Run(TDirection
.D_LEFT
);
5133 if FKeys
[KEY_RIGHT
].Pressed
then Run(TDirection
.D_RIGHT
);
5134 //if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
5135 //if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
5136 if FKeys
[KEY_FIRE
].Pressed
and AnyServer
then Fire();
5137 if FKeys
[KEY_OPEN
].Pressed
and AnyServer
then Use();
5138 if FKeys
[KEY_JUMP
].Pressed
then Jump()
5141 if AnyServer
and FJetpack
then
5145 if NetServer
then MH_SEND_PlayerStats(FUID
);
5147 FCanJetpack
:= True;
5154 for k
:= Low(FKeys
) to KEY_CHAT
-1 do
5156 if FKeys
[k
].Pressed
then
5164 if gGameSettings
.GameType
in [GT_CUSTOM
, GT_SERVER
, GT_CLIENT
] then
5167 if (FTime
[T_RESPAWN
] <= gTime
) and
5168 gGameOn
and (not FAlive
) then
5170 if (g_Player_GetCount() > 1) then
5174 gExit
:= EXIT_RESTART
;
5179 // Dead spectator actions
5182 if FKeys
[KEY_OPEN
].Pressed
and AnyServer
then Fire();
5183 if FKeys
[KEY_FIRE
].Pressed
and AnyServer
then
5187 if (FSpectatePlayer
>= High(gPlayers
)) then
5188 FSpectatePlayer
:= -1
5192 for I
:= FSpectatePlayer
+ 1 to High(gPlayers
) do
5193 if gPlayers
[I
] <> nil then
5194 if gPlayers
[I
].alive
then
5195 if gPlayers
[I
].UID
<> FUID
then
5197 FSpectatePlayer
:= I
;
5202 if not SetSpect
then FSpectatePlayer
:= -1;
5213 if FKeys
[KEY_UP
].Pressed
or FKeys
[KEY_JUMP
].Pressed
then
5215 FYTo
:= FObj
.Y
- 32;
5216 FSpectatePlayer
:= -1;
5218 if FKeys
[KEY_DOWN
].Pressed
then
5220 FYTo
:= FObj
.Y
+ 32;
5221 FSpectatePlayer
:= -1;
5223 if FKeys
[KEY_LEFT
].Pressed
then
5225 FXTo
:= FObj
.X
- 32;
5226 FSpectatePlayer
:= -1;
5228 if FKeys
[KEY_RIGHT
].Pressed
then
5230 FXTo
:= FObj
.X
+ 32;
5231 FSpectatePlayer
:= -1;
5234 if (FXTo
< -64) then
5236 else if (FXTo
> gMapInfo
.Width
+ 32) then
5237 FXTo
:= gMapInfo
.Width
+ 32;
5238 if (FYTo
< -72) then
5240 else if (FYTo
> gMapInfo
.Height
+ 32) then
5241 FYTo
:= gMapInfo
.Height
+ 32;
5246 if not followCorpse() then
5247 g_Obj_Move(@FObj
, True, True, True);
5248 positionChanged(); // this updates spatial accelerators
5255 if (FSpectatePlayer
<= High(gPlayers
)) and (FSpectatePlayer
>= 0) then
5256 if gPlayers
[FSpectatePlayer
] <> nil then
5257 if gPlayers
[FSpectatePlayer
].alive
then
5259 FXTo
:= gPlayers
[FSpectatePlayer
].GameX
;
5260 FYTo
:= gPlayers
[FSpectatePlayer
].GameY
;
5264 blockmon
:= g_Map_CollidePanel(FObj
.X
+PLAYER_HEADRECT
.X
, FObj
.Y
+PLAYER_HEADRECT
.Y
,
5265 PLAYER_HEADRECT
.Width
, PLAYER_HEADRECT
.Height
,
5266 PANEL_BLOCKMON
, True);
5267 headwater
:= HeadInLiquid(0, 0);
5269 // Ñîïðîòèâëåíèå âîçäóõà:
5270 if (not FAlive
) or not (FKeys
[KEY_LEFT
].Pressed
or FKeys
[KEY_RIGHT
].Pressed
) then
5271 if FObj
.Vel
.X
<> 0 then
5272 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
5274 if (FLastHit
= HIT_TRAP
) and (FPain
> 90) then FPain
:= 90;
5275 DecMin(FPain
, 5, 0);
5276 DecMin(FPickup
, 1, 0);
5278 if FAlive
and (FObj
.Y
> Integer(gMapInfo
.Height
)+128) and AnyServer
then
5280 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
5281 FMegaRulez
[MR_SUIT
] := 0;
5282 FMegaRulez
[MR_INVUL
] := 0;
5283 FMegaRulez
[MR_INVIS
] := 0;
5284 Kill(K_FALLKILL
, 0, HIT_FALL
);
5291 if FCurrWeap
= WEAPON_SAW
then
5292 if not (FSawSound
.IsPlaying() or FSawSoundHit
.IsPlaying() or
5293 FSawSoundSelect
.IsPlaying()) then
5294 FSawSoundIdle
.PlayAt(FObj
.X
, FObj
.Y
);
5297 if (not FJetSoundFly
.IsPlaying()) and (not FJetSoundOn
.IsPlaying()) and
5298 (not FJetSoundOff
.IsPlaying()) then
5300 FJetSoundFly
.SetPosition(0);
5301 FJetSoundFly
.PlayAt(FObj
.X
, FObj
.Y
);
5304 for b
:= WP_FIRST
to WP_LAST
do
5305 if FReloading
[b
] > 0 then
5311 if FShellTimer
> -1 then
5312 if FShellTimer
= 0 then
5314 if FShellType
= SHELL_SHELL
then
5315 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5316 GameVelX
, GameVelY
-2, SHELL_SHELL
)
5317 else if FShellType
= SHELL_DBLSHELL
then
5319 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5320 GameVelX
+1, GameVelY
-2, SHELL_SHELL
);
5321 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5322 GameVelX
-1, GameVelY
-2, SHELL_SHELL
);
5325 end else Dec(FShellTimer
);
5327 if (FBFGFireCounter
> -1) then
5328 if FBFGFireCounter
= 0 then
5332 wx
:= FObj
.X
+WEAPONPOINT
[FDirection
].X
;
5333 wy
:= FObj
.Y
+WEAPONPOINT
[FDirection
].Y
;
5334 xd
:= wx
+IfThen(FDirection
= TDirection
.D_LEFT
, -30, 30);
5335 yd
:= wy
+firediry();
5336 g_Weapon_bfgshot(wx
, wy
, xd
, yd
, FUID
);
5337 if NetServer
then MH_SEND_PlayerFire(FUID
, WEAPON_BFG
, wx
, wy
, xd
, yd
);
5338 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
5339 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
5340 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
5343 FReloading
[WEAPON_BFG
] := WEAPON_RELOAD
[WEAPON_BFG
];
5344 FBFGFireCounter
:= -1;
5347 FBFGFireCounter
:= 0
5349 Dec(FBFGFireCounter
);
5351 if (FMegaRulez
[MR_SUIT
] < gTime
) and AnyServer
then
5353 b
:= g_GetAcidHit(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
, PLAYER_RECT
.Width
, PLAYER_RECT
.Height
);
5355 if (b
> 0) and (gTime
mod (15*GAME_TICK
) = 0) then Damage(b
, 0, 0, 0, HIT_ACID
);
5358 if (headwater
or blockmon
) then
5364 if AnyServer
then Damage(10, 0, 0, 0, HIT_WATER
);
5367 else if (FAir
mod 31 = 0) and not blockmon
then
5369 g_GFX_Bubbles(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2), FObj
.Y
+PLAYER_RECT
.Y
-4, 5+Random(6), 8, 4);
5370 if Random(2) = 0 then
5371 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
5373 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
5375 end else if FAir
< AIR_DEF
then
5378 if FFireTime
> 0 then
5380 if BodyInLiquid(0, 0) then
5385 else if FMegaRulez
[MR_SUIT
] >= gTime
then
5387 if FMegaRulez
[MR_SUIT
] = gTime
then
5394 if FFirePainTime
<= 0 then
5396 if g_Game_IsServer
then
5397 Damage(5, FFireAttacker
, 0, 0, HIT_FLAME
);
5398 FFirePainTime
:= 18;
5400 FFirePainTime
:= FFirePainTime
- 1;
5401 FFireTime
:= FFireTime
- 1;
5402 if (FFireTime
= 0) and g_Game_IsNet
and g_Game_IsServer
then
5403 MH_SEND_PlayerStats(FUID
);
5407 if FDamageBuffer
> 0 then
5409 if FDamageBuffer
>= 9 then
5413 if FDamageBuffer
< 30 then i
:= 9
5414 else if FDamageBuffer
< 100 then i
:= 18
5418 ii
:= Round(FDamageBuffer
*FHealth
/ nonz(FArmor
*(3/4)+FHealth
));
5419 FArmor
:= FArmor
-(FDamageBuffer
-ii
);
5420 FHealth
:= FHealth
-ii
;
5423 FHealth
:= FHealth
+FArmor
;
5428 if FHealth
<= 0 then
5429 if FHealth
> -30 then Kill(K_SIMPLEKILL
, FLastSpawnerUID
, FLastHit
)
5430 else if FHealth
> -50 then Kill(K_HARDKILL
, FLastSpawnerUID
, FLastHit
)
5431 else Kill(K_EXTRAHARDKILL
, FLastSpawnerUID
, FLastHit
);
5435 if FDamageBuffer
<= 20 then FModel
.PlaySound(MODELSOUND_PAIN
, 1, FObj
.X
, FObj
.Y
)
5436 else if FDamageBuffer
<= 55 then FModel
.PlaySound(MODELSOUND_PAIN
, 2, FObj
.X
, FObj
.Y
)
5437 else if FDamageBuffer
<= 120 then FModel
.PlaySound(MODELSOUND_PAIN
, 3, FObj
.X
, FObj
.Y
)
5438 else FModel
.PlaySound(MODELSOUND_PAIN
, 4, FObj
.X
, FObj
.Y
);
5445 end; // if FAlive then ...
5447 if (FActionAnim
= A_PAIN
) and (FModel
.Animation
<> A_PAIN
) then
5449 FModel
.ChangeAnimation(FActionAnim
, FActionForce
);
5450 FModel
.GetCurrentAnimation
.MinLength
:= i
;
5451 FModel
.GetCurrentAnimationMask
.MinLength
:= i
;
5452 end else FModel
.ChangeAnimation(FActionAnim
, FActionForce
and (FModel
.Animation
<> A_STAND
));
5454 if (FModel
.GetCurrentAnimation
.Played
or ((not FActionChanged
) and (FModel
.Animation
= A_WALK
)))
5455 then SetAction(A_STAND
, True);
5457 if not ((FModel
.Animation
= A_WALK
) and (Abs(FObj
.Vel
.X
) < 4) and not FModel
.Fire
) then FModel
.Update
;
5459 for b
:= Low(FKeys
) to High(FKeys
) do
5460 if FKeys
[b
].Time
= 0 then FKeys
[b
].Pressed
:= False else Dec(FKeys
[b
].Time
);
5464 procedure TPlayer
.getMapBox (out x
, y
, w
, h
: Integer); inline;
5466 x
:= FObj
.X
+PLAYER_RECT
.X
;
5467 y
:= FObj
.Y
+PLAYER_RECT
.Y
;
5468 w
:= PLAYER_RECT
.Width
;
5469 h
:= PLAYER_RECT
.Height
;
5473 procedure TPlayer
.moveBy (dx
, dy
: Integer); inline;
5475 if (dx
<> 0) or (dy
<> 0) then
5484 function TPlayer
.Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean;
5486 Result
:= g_Collide(FObj
.X
+PLAYER_RECT
.X
,
5487 FObj
.Y
+PLAYER_RECT
.Y
,
5494 function TPlayer
.Collide(Panel
: TPanel
): Boolean;
5496 Result
:= g_Collide(FObj
.X
+PLAYER_RECT
.X
,
5497 FObj
.Y
+PLAYER_RECT
.Y
,
5501 Panel
.Width
, Panel
.Height
);
5504 function TPlayer
.Collide(X
, Y
: Integer): Boolean;
5506 X
:= X
-FObj
.X
-PLAYER_RECT
.X
;
5507 Y
:= Y
-FObj
.Y
-PLAYER_RECT
.Y
;
5508 Result
:= (x
>= 0) and (x
<= PLAYER_RECT
.Width
) and
5509 (y
>= 0) and (y
<= PLAYER_RECT
.Height
);
5512 function g_Player_ValidName(Name
: string): Boolean;
5518 if gPlayers
= nil then Exit
;
5520 for a
:= 0 to High(gPlayers
) do
5521 if gPlayers
[a
] <> nil then
5522 if LowerCase(Name
) = LowerCase(gPlayers
[a
].FName
) then
5529 procedure TPlayer
.SetDirection(Direction
: TDirection
);
5533 d
:= FModel
.Direction
;
5535 FModel
.Direction
:= Direction
;
5536 if d
<> Direction
then FModel
.ChangeAnimation(FModel
.Animation
, True);
5538 FDirection
:= Direction
;
5541 function TPlayer
.GetKeys(): Byte;
5545 if R_KEY_RED
in FRulez
then Result
:= KEY_RED
;
5546 if R_KEY_GREEN
in FRulez
then Result
:= Result
or KEY_GREEN
;
5547 if R_KEY_BLUE
in FRulez
then Result
:= Result
or KEY_BLUE
;
5549 if FTeam
= TEAM_RED
then Result
:= Result
or KEY_REDTEAM
;
5550 if FTeam
= TEAM_BLUE
then Result
:= Result
or KEY_BLUETEAM
;
5553 procedure TPlayer
.Use();
5557 if FTime
[T_USE
] > gTime
then Exit
;
5559 g_Triggers_PressR(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
, PLAYER_RECT
.Width
,
5560 PLAYER_RECT
.Height
, FUID
, ACTIVATE_PLAYERPRESS
);
5562 for a
:= 0 to High(gPlayers
) do
5563 if (gPlayers
[a
] <> nil) and (gPlayers
[a
] <> Self
) and
5564 gPlayers
[a
].alive
and SameTeam(FUID
, gPlayers
[a
].FUID
) and
5565 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
5566 FObj
.Rect
.Width
, FObj
.Rect
.Height
, @gPlayers
[a
].FObj
) then
5568 gPlayers
[a
].Touch();
5569 if g_Game_IsNet
and g_Game_IsServer
then
5570 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH
, gPlayers
[a
].FUID
);
5573 FTime
[T_USE
] := gTime
+120;
5576 procedure TPlayer
.NetFire(Wpn
: Byte; X
, Y
, AX
, AY
: Integer; WID
: Integer = -1);
5580 WX
, WY
, XD
, YD
: Integer;
5592 if R_BERSERK
in FRulez
then
5594 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5595 locobj
.X
:= FObj
.X
+FObj
.Rect
.X
;
5596 locobj
.Y
:= FObj
.Y
+FObj
.Rect
.Y
;
5599 locobj
.rect
.Width
:= 39;
5600 locobj
.rect
.Height
:= 52;
5601 locobj
.Vel
.X
:= (xd
-wx
) div 2;
5602 locobj
.Vel
.Y
:= (yd
-wy
) div 2;
5603 locobj
.Accel
.X
:= xd
-wx
;
5604 locobj
.Accel
.y
:= yd
-wy
;
5606 if g_Weapon_Hit(@locobj
, 50, FUID
, HIT_SOME
) <> 0 then
5607 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj
.X
, FObj
.Y
)
5609 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj
.X
, FObj
.Y
);
5613 FPain
:= min(FPain
+ 25, 50);
5615 g_Weapon_punch(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, 3, FUID
);
5620 if g_Weapon_chainsaw(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
5621 IfThen(gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
], 9, 3), FUID
) <> 0 then
5623 FSawSoundSelect
.Stop();
5625 FSawSoundHit
.PlayAt(FObj
.X
, FObj
.Y
);
5627 else if not FSawSoundHit
.IsPlaying() then
5629 FSawSoundSelect
.Stop();
5630 FSawSound
.PlayAt(FObj
.X
, FObj
.Y
);
5637 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX
, Gamey
);
5638 FFireAngle
:= FAngle
;
5640 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5641 GameVelX
, GameVelY
-2, SHELL_BULLET
);
5646 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex
, Gamey
);
5647 FFireAngle
:= FAngle
;
5650 FShellType
:= SHELL_SHELL
;
5655 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex
, Gamey
);
5656 FFireAngle
:= FAngle
;
5659 FShellType
:= SHELL_DBLSHELL
;
5664 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex
, Gamey
);
5665 FFireAngle
:= FAngle
;
5667 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5668 GameVelX
, GameVelY
-2, SHELL_BULLET
);
5671 WEAPON_ROCKETLAUNCHER
:
5673 g_Weapon_Rocket(wx
, wy
, xd
, yd
, FUID
, WID
);
5674 FFireAngle
:= FAngle
;
5680 g_Weapon_Plasma(wx
, wy
, xd
, yd
, FUID
, WID
);
5681 FFireAngle
:= FAngle
;
5687 g_Weapon_BFGShot(wx
, wy
, xd
, yd
, FUID
, WID
);
5688 FFireAngle
:= FAngle
;
5692 WEAPON_SUPERPULEMET
:
5694 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex
, Gamey
);
5695 FFireAngle
:= FAngle
;
5697 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5698 GameVelX
, GameVelY
-2, SHELL_SHELL
);
5701 WEAPON_FLAMETHROWER
:
5703 g_Weapon_flame(wx
, wy
, xd
, yd
, FUID
, WID
);
5704 FFireAngle
:= FAngle
;
5711 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
5712 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
5713 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
5716 procedure TPlayer
.DoLerp(Level
: Integer = 2);
5718 if FObj
.X
<> FXTo
then FObj
.X
:= Lerp(FObj
.X
, FXTo
, Level
);
5719 if FObj
.Y
<> FYTo
then FObj
.Y
:= Lerp(FObj
.Y
, FYTo
, Level
);
5722 procedure TPlayer
.SetLerp(XTo
, YTo
: Integer);
5726 if NetInterpLevel
< 1 then
5736 AX
:= Abs(FXTo
- FObj
.X
);
5737 AY
:= Abs(FYTo
- FObj
.Y
);
5738 if (AX
> 32) or (AX
<= NetInterpLevel
) then
5740 if (AY
> 32) or (AY
<= NetInterpLevel
) then
5745 function TPlayer
.FullInLift(XInc
, YInc
: Integer): Integer;
5747 if g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
5748 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
-8,
5749 PANEL_LIFTUP
, False) then Result
:= -1
5751 if g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
5752 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
-8,
5753 PANEL_LIFTDOWN
, False) then Result
:= 1
5757 function TPlayer
.GetFlag(Flag
: Byte): Boolean;
5764 if Flag
= FLAG_NONE
then
5767 if not g_Game_IsServer
then Exit
;
5769 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5770 if (Flag
= FTeam
) and
5771 (gFlags
[Flag
].State
= FLAG_STATE_NORMAL
) and
5772 (FFlag
<> FLAG_NONE
) then
5774 if FFlag
= FLAG_RED
then
5775 s
:= _lc
[I_PLAYER_FLAG_RED
]
5777 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5779 evtype
:= FLAG_STATE_SCORED
;
5781 ts
:= Format('%.4d', [gFlags
[FFlag
].CaptureTime
]);
5782 Insert('.', ts
, Length(ts
) + 1 - 3);
5783 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_CAPTURE
], [FName
, s
, ts
]), True);
5785 g_Map_ResetFlag(FFlag
);
5786 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_CAPTURE
], [AnsiUpperCase(s
)]), 144);
5788 gTeamStat
[FTeam
].Goals
:= gTeamStat
[FTeam
].Goals
+ 1;
5791 if g_Game_IsNet
then
5793 MH_SEND_FlagEvent(evtype
, FFlag
, FUID
, False);
5797 gFlags
[FFlag
].CaptureTime
:= 0;
5802 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5803 if (Flag
= FTeam
) and
5804 (gFlags
[Flag
].State
= FLAG_STATE_DROPPED
) then
5806 if Flag
= FLAG_RED
then
5807 s
:= _lc
[I_PLAYER_FLAG_RED
]
5809 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5811 evtype
:= FLAG_STATE_RETURNED
;
5812 gFlags
[Flag
].CaptureTime
:= 0;
5814 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_RETURN
], [FName
, s
]), True);
5816 g_Map_ResetFlag(Flag
);
5817 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_RETURN
], [AnsiUpperCase(s
)]), 144);
5820 if g_Game_IsNet
then
5822 MH_SEND_FlagEvent(evtype
, Flag
, FUID
, False);
5828 // Ïîäîáðàë ÷óæîé ôëàã:
5829 if (Flag
<> FTeam
) and (FTime
[T_FLAGCAP
] <= gTime
) then
5833 if Flag
= FLAG_RED
then
5834 s
:= _lc
[I_PLAYER_FLAG_RED
]
5836 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5838 evtype
:= FLAG_STATE_CAPTURED
;
5840 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_GET
], [FName
, s
]), True);
5842 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_GET
], [AnsiUpperCase(s
)]), 144);
5844 gFlags
[Flag
].State
:= FLAG_STATE_CAPTURED
;
5847 if g_Game_IsNet
then
5849 MH_SEND_FlagEvent(evtype
, Flag
, FUID
, False);
5855 procedure TPlayer
.SetFlag(Flag
: Byte);
5858 if FModel
<> nil then
5859 FModel
.SetFlag(FFlag
);
5862 function TPlayer
.DropFlag(): Boolean;
5867 if (not g_Game_IsServer
) or (FFlag
= FLAG_NONE
) then
5869 FTime
[T_FLAGCAP
] := gTime
+ 2000;
5870 with gFlags
[FFlag
] do
5874 Direction
:= FDirection
;
5875 State
:= FLAG_STATE_DROPPED
;
5877 g_Obj_Push(@Obj
, (FObj
.Vel
.X
div 2)-2+Random(5),
5878 (FObj
.Vel
.Y
div 2)-2+Random(5));
5879 positionChanged(); // this updates spatial accelerators
5881 if FFlag
= FLAG_RED
then
5882 s
:= _lc
[I_PLAYER_FLAG_RED
]
5884 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5886 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_DROP
], [FName
, s
]), True);
5887 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_DROP
], [AnsiUpperCase(s
)]), 144);
5889 if g_Game_IsNet
then
5890 MH_SEND_FlagEvent(FLAG_STATE_DROPPED
, Flag
, FUID
, False);
5896 procedure TPlayer
.GetSecret();
5901 procedure TPlayer
.PressKey(Key
: Byte; Time
: Word = 1);
5903 Assert(Key
<= High(FKeys
));
5905 FKeys
[Key
].Pressed
:= True;
5906 FKeys
[Key
].Time
:= Time
;
5909 function TPlayer
.IsKeyPressed(K
: Byte): Boolean;
5911 Result
:= FKeys
[K
].Pressed
;
5914 procedure TPlayer
.ReleaseKeys();
5918 for a
:= Low(FKeys
) to High(FKeys
) do
5920 FKeys
[a
].Pressed
:= False;
5925 procedure TPlayer
.ReleaseKeysNoWeapon();
5929 for a
:= Low(FKeys
) to High(FKeys
) do
5931 if (a
= KEY_PREVWEAPON
) or (a
= KEY_NEXTWEAPON
) then continue
;
5932 FKeys
[a
].Pressed
:= False;
5937 procedure TPlayer
.OnDamage(Angle
: SmallInt);
5941 function TPlayer
.firediry(): Integer;
5943 if FKeys
[KEY_UP
].Pressed
then Result
:= -42
5944 else if FKeys
[KEY_DOWN
].Pressed
then Result
:= 19
5948 procedure TPlayer
.RememberState();
5952 FSavedState
.Health
:= FHealth
;
5953 FSavedState
.Armor
:= FArmor
;
5954 FSavedState
.Air
:= FAir
;
5955 FSavedState
.JetFuel
:= FJetFuel
;
5956 FSavedState
.CurrWeap
:= FCurrWeap
;
5957 FSavedState
.NextWeap
:= FNextWeap
;
5958 FSavedState
.NextWeapDelay
:= FNextWeapDelay
;
5961 FSavedState
.Ammo
[i
] := FAmmo
[i
];
5963 FSavedState
.MaxAmmo
[i
] := FMaxAmmo
[i
];
5965 FSavedState
.Rulez
:= FRulez
;
5966 FSavedState
.WaitRecall
:= True;
5969 procedure TPlayer
.RecallState();
5973 if not FSavedState
.WaitRecall
then Exit
;
5975 FHealth
:= FSavedState
.Health
;
5976 FArmor
:= FSavedState
.Armor
;
5977 FAir
:= FSavedState
.Air
;
5978 FJetFuel
:= FSavedState
.JetFuel
;
5979 FCurrWeap
:= FSavedState
.CurrWeap
;
5980 //FNetForceWeap := FCurrWeap;
5981 FNextWeap
:= FSavedState
.NextWeap
;
5982 FNextWeapDelay
:= FSavedState
.NextWeapDelay
;
5985 FAmmo
[i
] := FSavedState
.Ammo
[i
];
5987 FMaxAmmo
[i
] := FSavedState
.MaxAmmo
[i
];
5989 FRulez
:= FSavedState
.Rulez
;
5990 FSavedState
.WaitRecall
:= False;
5992 if gGameSettings
.GameType
= GT_SERVER
then
5993 MH_SEND_PlayerStats(FUID
);
5996 procedure TPlayer
.SaveState (st
: TStream
);
6002 utils
.writeSign(st
, 'PLYR');
6003 utils
.writeInt(st
, Byte(PLR_SAVE_VERSION
)); // version
6005 utils
.writeBool(st
, FIamBot
);
6007 utils
.writeInt(st
, Word(FUID
));
6009 utils
.writeStr(st
, FName
);
6011 utils
.writeInt(st
, Byte(FTeam
));
6013 utils
.writeBool(st
, FAlive
);
6014 // Èçðàñõîäîâàë ëè âñå æèçíè
6015 utils
.writeBool(st
, FNoRespawn
);
6017 if FDirection
= TDirection
.D_LEFT
then b
:= 1 else b
:= 2; // D_RIGHT
6018 utils
.writeInt(st
, Byte(b
));
6020 utils
.writeInt(st
, LongInt(FHealth
));
6022 utils
.writeInt(st
, Byte(FLives
));
6024 utils
.writeInt(st
, LongInt(FArmor
));
6026 utils
.writeInt(st
, LongInt(FAir
));
6028 utils
.writeInt(st
, LongInt(FJetFuel
));
6030 utils
.writeInt(st
, LongInt(FPain
));
6032 utils
.writeInt(st
, LongInt(FKills
));
6034 utils
.writeInt(st
, LongInt(FMonsterKills
));
6036 utils
.writeInt(st
, LongInt(FFrags
));
6038 utils
.writeInt(st
, Byte(FFragCombo
));
6039 // Âðåìÿ ïîñëåäíåãî ôðàãà
6040 utils
.writeInt(st
, LongWord(FLastFrag
));
6042 utils
.writeInt(st
, LongInt(FDeath
));
6044 utils
.writeInt(st
, Byte(FFlag
));
6046 utils
.writeInt(st
, LongInt(FSecrets
));
6048 utils
.writeInt(st
, Byte(FCurrWeap
));
6050 utils
.writeInt(st
, Word(FNextWeap
));
6052 utils
.writeInt(st
, Byte(FNextWeapDelay
));
6053 // Âðåìÿ çàðÿäêè BFG
6054 utils
.writeInt(st
, SmallInt(FBFGFireCounter
));
6056 utils
.writeInt(st
, LongInt(FDamageBuffer
));
6057 // Ïîñëåäíèé óäàðèâøèé
6058 utils
.writeInt(st
, Word(FLastSpawnerUID
));
6059 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6060 utils
.writeInt(st
, Byte(FLastHit
));
6062 Obj_SaveState(st
, @FObj
);
6063 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6064 for i
:= A_BULLETS
to A_HIGH
do utils
.writeInt(st
, Word(FAmmo
[i
]));
6065 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6066 for i
:= A_BULLETS
to A_HIGH
do utils
.writeInt(st
, Word(FMaxAmmo
[i
]));
6068 for i
:= WP_FIRST
to WP_LAST
do utils
.writeBool(st
, FWeapon
[i
]);
6069 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6070 for i
:= WP_FIRST
to WP_LAST
do utils
.writeInt(st
, Word(FReloading
[i
]));
6072 utils
.writeBool(st
, (R_ITEM_BACKPACK
in FRulez
));
6073 // Íàëè÷èå êðàñíîãî êëþ÷à
6074 utils
.writeBool(st
, (R_KEY_RED
in FRulez
));
6075 // Íàëè÷èå çåëåíîãî êëþ÷à
6076 utils
.writeBool(st
, (R_KEY_GREEN
in FRulez
));
6077 // Íàëè÷èå ñèíåãî êëþ÷à
6078 utils
.writeBool(st
, (R_KEY_BLUE
in FRulez
));
6080 utils
.writeBool(st
, (R_BERSERK
in FRulez
));
6081 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6082 for i
:= MR_SUIT
to MR_MAX
do utils
.writeInt(st
, LongWord(FMegaRulez
[i
]));
6083 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6084 for i
:= T_RESPAWN
to T_FLAGCAP
do utils
.writeInt(st
, LongWord(FTime
[i
]));
6086 utils
.writeStr(st
, FModel
.Name
);
6088 utils
.writeInt(st
, Byte(FColor
.R
));
6089 utils
.writeInt(st
, Byte(FColor
.G
));
6090 utils
.writeInt(st
, Byte(FColor
.B
));
6094 procedure TPlayer
.LoadState (st
: TStream
);
6103 if not utils
.checkSign(st
, 'PLYR') then raise XStreamError
.Create('invalid player signature');
6104 if (utils
.readByte(st
) <> PLR_SAVE_VERSION
) then raise XStreamError
.Create('invalid player version');
6106 FIamBot
:= utils
.readBool(st
);
6108 FUID
:= utils
.readWord(st
);
6110 str
:= utils
.readStr(st
);
6111 if (self
<> gPlayer1
) and (self
<> gPlayer2
) then FName
:= str
;
6113 FTeam
:= utils
.readByte(st
);
6115 FAlive
:= utils
.readBool(st
);
6116 // Èçðàñõîäîâàë ëè âñå æèçíè
6117 FNoRespawn
:= utils
.readBool(st
);
6119 b
:= utils
.readByte(st
);
6120 if b
= 1 then FDirection
:= TDirection
.D_LEFT
else FDirection
:= TDirection
.D_RIGHT
; // b = 2
6122 FHealth
:= utils
.readLongInt(st
);
6124 FLives
:= utils
.readByte(st
);
6126 FArmor
:= utils
.readLongInt(st
);
6128 FAir
:= utils
.readLongInt(st
);
6130 FJetFuel
:= utils
.readLongInt(st
);
6132 FPain
:= utils
.readLongInt(st
);
6134 FKills
:= utils
.readLongInt(st
);
6136 FMonsterKills
:= utils
.readLongInt(st
);
6138 FFrags
:= utils
.readLongInt(st
);
6140 FFragCombo
:= utils
.readByte(st
);
6141 // Âðåìÿ ïîñëåäíåãî ôðàãà
6142 FLastFrag
:= utils
.readLongWord(st
);
6144 FDeath
:= utils
.readLongInt(st
);
6146 FFlag
:= utils
.readByte(st
);
6148 FSecrets
:= utils
.readLongInt(st
);
6150 FCurrWeap
:= utils
.readByte(st
);
6151 //FNetForceWeap := FCurrWeap;
6153 FNextWeap
:= utils
.readWord(st
);
6155 FNextWeapDelay
:= utils
.readByte(st
);
6156 // Âðåìÿ çàðÿäêè BFG
6157 FBFGFireCounter
:= utils
.readSmallInt(st
);
6159 FDamageBuffer
:= utils
.readLongInt(st
);
6160 // Ïîñëåäíèé óäàðèâøèé
6161 FLastSpawnerUID
:= utils
.readWord(st
);
6162 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6163 FLastHit
:= utils
.readByte(st
);
6165 Obj_LoadState(@FObj
, st
);
6166 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6167 for i
:= A_BULLETS
to A_HIGH
do FAmmo
[i
] := utils
.readWord(st
);
6168 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6169 for i
:= A_BULLETS
to A_HIGH
do FMaxAmmo
[i
] := utils
.readWord(st
);
6171 for i
:= WP_FIRST
to WP_LAST
do FWeapon
[i
] := utils
.readBool(st
);
6172 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6173 for i
:= WP_FIRST
to WP_LAST
do FReloading
[i
] := utils
.readWord(st
);
6175 if utils
.readBool(st
) then Include(FRulez
, R_ITEM_BACKPACK
);
6176 // Íàëè÷èå êðàñíîãî êëþ÷à
6177 if utils
.readBool(st
) then Include(FRulez
, R_KEY_RED
);
6178 // Íàëè÷èå çåëåíîãî êëþ÷à
6179 if utils
.readBool(st
) then Include(FRulez
, R_KEY_GREEN
);
6180 // Íàëè÷èå ñèíåãî êëþ÷à
6181 if utils
.readBool(st
) then Include(FRulez
, R_KEY_BLUE
);
6183 if utils
.readBool(st
) then Include(FRulez
, R_BERSERK
);
6184 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6185 for i
:= MR_SUIT
to MR_MAX
do FMegaRulez
[i
] := utils
.readLongWord(st
);
6186 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6187 for i
:= T_RESPAWN
to T_FLAGCAP
do FTime
[i
] := utils
.readLongWord(st
);
6189 str
:= utils
.readStr(st
);
6191 FColor
.R
:= utils
.readByte(st
);
6192 FColor
.G
:= utils
.readByte(st
);
6193 FColor
.B
:= utils
.readByte(st
);
6194 if (self
= gPlayer1
) then
6196 str
:= gPlayer1Settings
.Model
;
6197 FColor
:= gPlayer1Settings
.Color
;
6199 else if (self
= gPlayer2
) then
6201 str
:= gPlayer2Settings
.Model
;
6202 FColor
:= gPlayer2Settings
.Color
;
6204 // Îáíîâëÿåì ìîäåëü èãðîêà
6206 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
6207 FModel
.Color
:= TEAMCOLOR
[FTeam
]
6209 FModel
.Color
:= FColor
;
6213 procedure TPlayer
.AllRulez(Health
: Boolean);
6219 FHealth
:= PLAYER_HP_LIMIT
;
6220 FArmor
:= PLAYER_AP_LIMIT
;
6224 for a
:= WP_FIRST
to WP_LAST
do FWeapon
[a
] := True;
6225 for a
:= A_BULLETS
to A_HIGH
do FAmmo
[a
] := 30000;
6226 FRulez
:= FRulez
+[R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
];
6229 procedure TPlayer
.RestoreHealthArmor();
6231 FHealth
:= PLAYER_HP_LIMIT
;
6232 FArmor
:= PLAYER_AP_LIMIT
;
6235 procedure TPlayer
.FragCombo();
6239 if (gGameSettings
.GameMode
in [GM_COOP
, GM_SINGLE
]) or g_Game_IsClient
then
6241 if gTime
- FLastFrag
< FRAG_COMBO_TIME
then
6243 if FFragCombo
< 5 then
6245 Param
:= FUID
or (FFragCombo
shl 16);
6246 if (FComboEvnt
>= Low(gDelayedEvents
)) and
6247 (FComboEvnt
<= High(gDelayedEvents
)) and
6248 gDelayedEvents
[FComboEvnt
].Pending
and
6249 (gDelayedEvents
[FComboEvnt
].DEType
= DE_KILLCOMBO
) and
6250 (gDelayedEvents
[FComboEvnt
].DENum
and $FFFF = FUID
) then
6252 gDelayedEvents
[FComboEvnt
].Time
:= gTime
+ 500;
6253 gDelayedEvents
[FComboEvnt
].DENum
:= Param
;
6256 FComboEvnt
:= g_Game_DelayEvent(DE_KILLCOMBO
, 500, Param
);
6264 procedure TPlayer
.GiveItem(ItemType
: Byte);
6268 if FMegaRulez
[MR_SUIT
] < gTime
+PLAYER_SUIT_TIME
then
6270 FMegaRulez
[MR_SUIT
] := gTime
+PLAYER_SUIT_TIME
;
6274 if FAir
< AIR_MAX
then
6281 if not (R_BERSERK
in FRulez
) then
6283 Include(FRulez
, R_BERSERK
);
6284 if FBFGFireCounter
< 1 then
6286 FCurrWeap
:= WEAPON_KASTET
;
6287 //FNetForceWeap := FCurrWeap;
6288 FNetForceWeapFIdx
:= 0;
6290 FModel
.SetWeapon(WEAPON_KASTET
);
6294 FBerserk
:= gTime
+30000;
6296 if FHealth
< PLAYER_HP_SOFT
then
6298 FHealth
:= PLAYER_HP_SOFT
;
6299 FBerserk
:= gTime
+30000;
6304 if FMegaRulez
[MR_INVUL
] < gTime
+PLAYER_INVUL_TIME
then
6306 FMegaRulez
[MR_INVUL
] := gTime
+PLAYER_INVUL_TIME
;
6310 if FMegaRulez
[MR_INVIS
] < gTime
+PLAYER_INVIS_TIME
then
6312 FMegaRulez
[MR_INVIS
] := gTime
+PLAYER_INVIS_TIME
;
6316 if FJetFuel
< JET_MAX
then
6318 FJetFuel
:= JET_MAX
;
6321 ITEM_MEDKIT_SMALL
: if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 10, PLAYER_HP_SOFT
);
6322 ITEM_MEDKIT_LARGE
: if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 25, PLAYER_HP_SOFT
);
6324 ITEM_ARMOR_GREEN
: if FArmor
< PLAYER_AP_SOFT
then FArmor
:= PLAYER_AP_SOFT
;
6325 ITEM_ARMOR_BLUE
: if FArmor
< PLAYER_AP_LIMIT
then FArmor
:= PLAYER_AP_LIMIT
;
6327 ITEM_SPHERE_BLUE
: if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 100, PLAYER_HP_LIMIT
);
6329 if (FHealth
< PLAYER_HP_LIMIT
) or (FArmor
< PLAYER_AP_LIMIT
) then
6331 if FHealth
< PLAYER_HP_LIMIT
then FHealth
:= PLAYER_HP_LIMIT
;
6332 if FArmor
< PLAYER_AP_LIMIT
then FArmor
:= PLAYER_AP_LIMIT
;
6335 ITEM_WEAPON_SAW
: FWeapon
[WEAPON_SAW
] := True;
6336 ITEM_WEAPON_SHOTGUN1
: FWeapon
[WEAPON_SHOTGUN1
] := True;
6337 ITEM_WEAPON_SHOTGUN2
: FWeapon
[WEAPON_SHOTGUN2
] := True;
6338 ITEM_WEAPON_CHAINGUN
: FWeapon
[WEAPON_CHAINGUN
] := True;
6339 ITEM_WEAPON_ROCKETLAUNCHER
: FWeapon
[WEAPON_ROCKETLAUNCHER
] := True;
6340 ITEM_WEAPON_PLASMA
: FWeapon
[WEAPON_PLASMA
] := True;
6341 ITEM_WEAPON_BFG
: FWeapon
[WEAPON_BFG
] := True;
6342 ITEM_WEAPON_SUPERPULEMET
: FWeapon
[WEAPON_SUPERPULEMET
] := True;
6343 ITEM_WEAPON_FLAMETHROWER
: FWeapon
[WEAPON_FLAMETHROWER
] := True;
6345 ITEM_AMMO_BULLETS
: if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
6346 ITEM_AMMO_BULLETS_BOX
: if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
6347 ITEM_AMMO_SHELLS
: if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
6348 ITEM_AMMO_SHELLS_BOX
: if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 25, FMaxAmmo
[A_SHELLS
]);
6349 ITEM_AMMO_ROCKET
: if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
6350 ITEM_AMMO_ROCKET_BOX
: if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 5, FMaxAmmo
[A_ROCKETS
]);
6351 ITEM_AMMO_CELL
: if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
6352 ITEM_AMMO_CELL_BIG
: if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 100, FMaxAmmo
[A_CELLS
]);
6353 ITEM_AMMO_FUELCAN
: if FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
] then IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
6356 if (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or
6357 (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or
6358 (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or
6359 (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or
6360 (FMaxAmmo
[A_FUEL
] < AmmoLimits
[1, A_FUEL
]) then
6362 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[1, A_BULLETS
];
6363 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[1, A_SHELLS
];
6364 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[1, A_ROCKETS
];
6365 FMaxAmmo
[A_CELLS
] := AmmoLimits
[1, A_CELLS
];
6366 FMaxAmmo
[A_FUEL
] := AmmoLimits
[1, A_FUEL
];
6368 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
6369 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
6370 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
6371 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
6373 FRulez
:= FRulez
+ [R_ITEM_BACKPACK
];
6376 ITEM_KEY_RED
: if not (R_KEY_RED
in FRulez
) then Include(FRulez
, R_KEY_RED
);
6377 ITEM_KEY_GREEN
: if not (R_KEY_GREEN
in FRulez
) then Include(FRulez
, R_KEY_GREEN
);
6378 ITEM_KEY_BLUE
: if not (R_KEY_BLUE
in FRulez
) then Include(FRulez
, R_KEY_BLUE
);
6380 ITEM_BOTTLE
: if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 4, PLAYER_HP_LIMIT
);
6381 ITEM_HELMET
: if FArmor
< PLAYER_AP_LIMIT
then IncMax(FArmor
, 5, PLAYER_AP_LIMIT
);
6386 if g_Game_IsNet
and g_Game_IsServer
then
6387 MH_SEND_PlayerStats(FUID
);
6390 procedure TPlayer
.FlySmoke(Times
: DWORD
= 1);
6395 if (Random(5) = 1) and (Times
= 1) then
6398 if BodyInLiquid(0, 0) then
6400 g_GFX_Bubbles(Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2)+Random(3)-1,
6401 Obj
.Y
+Obj
.Rect
.Height
+8, 1, 8, 4);
6402 if Random(2) = 0 then
6403 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
6405 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
6409 if g_Frames_Get(id
, 'FRAMES_SMOKE') then
6411 for i
:= 1 to Times
do
6413 Anim
:= TAnimation
.Create(id
, False, 3);
6415 g_GFX_OnceAnim(Obj
.X
+Obj
.Rect
.X
+Random(Obj
.Rect
.Width
+Times
*2)-(Anim
.Width
div 2),
6416 Obj
.Y
+Obj
.Rect
.Height
-4+Random(8+Times
*2), Anim
, ONCEANIM_SMOKE
);
6422 procedure TPlayer
.OnFireFlame(Times
: DWORD
= 1);
6427 if (Random(10) = 1) and (Times
= 1) then
6430 if g_Frames_Get(id
, 'FRAMES_FLAME') then
6432 for i
:= 1 to Times
do
6434 Anim
:= TAnimation
.Create(id
, False, 3);
6436 g_GFX_OnceAnim(Obj
.X
+Obj
.Rect
.X
+Random(Obj
.Rect
.Width
+Times
*2)-(Anim
.Width
div 2),
6437 Obj
.Y
+8+Random(8+Times
*2), Anim
, ONCEANIM_SMOKE
);
6443 procedure TPlayer
.PauseSounds(Enable
: Boolean);
6445 FSawSound
.Pause(Enable
);
6446 FSawSoundIdle
.Pause(Enable
);
6447 FSawSoundHit
.Pause(Enable
);
6448 FSawSoundSelect
.Pause(Enable
);
6453 constructor TCorpse
.Create(X
, Y
: Integer; ModelName
: String; aMess
: Boolean);
6458 FObj
.Rect
:= PLAYER_CORPSERECT
;
6459 FModelName
:= ModelName
;
6464 FState
:= CORPSE_STATE_MESS
;
6465 g_PlayerModel_GetAnim(ModelName
, A_DIE2
, FAnimation
, FAnimationMask
);
6469 FState
:= CORPSE_STATE_NORMAL
;
6470 g_PlayerModel_GetAnim(ModelName
, A_DIE1
, FAnimation
, FAnimationMask
);
6474 destructor TCorpse
.Destroy();
6481 function TCorpse
.ObjPtr (): PObj
; inline; begin result
:= @FObj
; end;
6483 procedure TCorpse
.positionChanged (); inline; begin end;
6485 procedure TCorpse
.moveBy (dx
, dy
: Integer); inline;
6487 if (dx
<> 0) or (dy
<> 0) then
6496 procedure TCorpse
.getMapBox (out x
, y
, w
, h
: Integer); inline;
6498 x
:= FObj
.X
+PLAYER_CORPSERECT
.X
;
6499 y
:= FObj
.Y
+PLAYER_CORPSERECT
.Y
;
6500 w
:= PLAYER_CORPSERECT
.Width
;
6501 h
:= PLAYER_CORPSERECT
.Height
;
6505 procedure TCorpse
.Damage(Value
: Word; vx
, vy
: Integer);
6510 if FState
= CORPSE_STATE_REMOVEME
then
6513 FDamage
:= FDamage
+ Value
;
6515 if FDamage
> 150 then
6517 if FAnimation
<> nil then
6522 FState
:= CORPSE_STATE_REMOVEME
;
6524 g_Player_CreateGibs(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
6525 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
6526 FModelName
, FColor
);
6527 // Çâóê ìÿñà îò òðóïà:
6528 pm
:= g_PlayerModel_Get(FModelName
);
6529 pm
.PlaySound(MODELSOUND_DIE
, 5, FObj
.X
, FObj
.Y
);
6533 if (gBodyKillEvent
<> -1)
6534 and gDelayedEvents
[gBodyKillEvent
].Pending
then
6535 gDelayedEvents
[gBodyKillEvent
].Pending
:= False;
6536 gBodyKillEvent
:= g_Game_DelayEvent(DE_BODYKILL
, 1050, 0);
6541 Blood
:= g_PlayerModel_GetBlood(FModelName
);
6542 FObj
.Vel
.X
:= FObj
.Vel
.X
+ vx
;
6543 FObj
.Vel
.Y
:= FObj
.Vel
.Y
+ vy
;
6544 g_GFX_Blood(FObj
.X
+PLAYER_CORPSERECT
.X
+(PLAYER_CORPSERECT
.Width
div 2),
6545 FObj
.Y
+PLAYER_CORPSERECT
.Y
+(PLAYER_CORPSERECT
.Height
div 2),
6546 Value
, vx
, vy
, 16, (PLAYER_CORPSERECT
.Height
*2) div 3,
6547 Blood
.R
, Blood
.G
, Blood
.B
, Blood
.Kind
);
6551 procedure TCorpse
.Draw();
6553 if FState
= CORPSE_STATE_REMOVEME
then
6556 if FAnimation
<> nil then
6557 FAnimation
.Draw(FObj
.X
, FObj
.Y
, TMirrorType
.None
);
6559 if FAnimationMask
<> nil then
6562 FAnimationMask
.Draw(FObj
.X
, FObj
.Y
, TMirrorType
.None
);
6569 procedure TCorpse
.Update();
6573 if FState
= CORPSE_STATE_REMOVEME
then
6576 if gTime
mod (GAME_TICK
*2) <> 0 then
6578 g_Obj_Move(@FObj
, True, True, True);
6579 positionChanged(); // this updates spatial accelerators
6583 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6584 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
6586 st
:= g_Obj_Move(@FObj
, True, True, True);
6587 positionChanged(); // this updates spatial accelerators
6589 if WordBool(st
and MOVE_FALLOUT
) then
6591 FState
:= CORPSE_STATE_REMOVEME
;
6595 if FAnimation
<> nil then
6596 FAnimation
.Update();
6597 if FAnimationMask
<> nil then
6598 FAnimationMask
.Update();
6602 procedure TCorpse
.SaveState (st
: TStream
);
6609 utils
.writeSign(st
, 'CORP');
6610 utils
.writeInt(st
, Byte(0));
6612 utils
.writeInt(st
, Byte(FState
));
6614 utils
.writeInt(st
, Byte(FDamage
));
6616 utils
.writeInt(st
, Byte(FColor
.R
));
6617 utils
.writeInt(st
, Byte(FColor
.G
));
6618 utils
.writeInt(st
, Byte(FColor
.B
));
6620 Obj_SaveState(st
, @FObj
);
6621 utils
.writeInt(st
, Word(FPlayerUID
));
6623 anim
:= (FAnimation
<> nil);
6624 utils
.writeBool(st
, anim
);
6625 // Åñëè åñòü - ñîõðàíÿåì
6626 if anim
then FAnimation
.SaveState(st
);
6627 // Åñòü ëè ìàñêà àíèìàöèè
6628 anim
:= (FAnimationMask
<> nil);
6629 utils
.writeBool(st
, anim
);
6630 // Åñëè åñòü - ñîõðàíÿåì
6631 if anim
then FAnimationMask
.SaveState(st
);
6635 procedure TCorpse
.LoadState (st
: TStream
);
6642 if not utils
.checkSign(st
, 'CORP') then raise XStreamError
.Create('invalid corpse signature');
6643 if (utils
.readByte(st
) <> 0) then raise XStreamError
.Create('invalid corpse version');
6645 FState
:= utils
.readByte(st
);
6647 FDamage
:= utils
.readByte(st
);
6649 FColor
.R
:= utils
.readByte(st
);
6650 FColor
.G
:= utils
.readByte(st
);
6651 FColor
.B
:= utils
.readByte(st
);
6653 Obj_LoadState(@FObj
, st
);
6654 FPlayerUID
:= utils
.readWord(st
);
6656 anim
:= utils
.readBool(st
);
6657 // Åñëè åñòü - çàãðóæàåì
6660 Assert(FAnimation
<> nil, 'TCorpse.LoadState: no FAnimation');
6661 FAnimation
.LoadState(st
);
6663 // Åñòü ëè ìàñêà àíèìàöèè
6664 anim
:= utils
.readBool(st
);
6665 // Åñëè åñòü - çàãðóæàåì
6668 Assert(FAnimationMask
<> nil, 'TCorpse.LoadState: no FAnimationMask');
6669 FAnimationMask
.LoadState(st
);
6675 constructor TBot
.Create();
6682 FSpectator
:= False;
6689 for a
:= WP_FIRST
to WP_LAST
do
6691 FDifficult
.WeaponPrior
[a
] := WEAPON_PRIOR1
[a
];
6692 FDifficult
.CloseWeaponPrior
[a
] := WEAPON_PRIOR2
[a
];
6693 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6697 destructor TBot
.Destroy();
6700 inherited Destroy();
6703 procedure TBot
.Draw();
6707 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6708 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6711 procedure TBot
.Respawn(Silent
: Boolean; Force
: Boolean = False);
6713 inherited Respawn(Silent
, Force
);
6716 FSelectedWeapon
:= FCurrWeap
;
6717 FNetForceWeapFIdx
:= 0;
6722 procedure TBot
.UpdateCombat();
6735 TTargetRecord
= array of TTarget
;
6737 function Compare(a
, b
: TTarget
): Integer;
6739 if a
.Line
and not b
.Line
then // A íà ëèíèè îãíÿ
6742 if not a
.Line
and b
.Line
then // B íà ëèíèè îãíÿ
6744 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6745 if (a
.Line
and b
.Line
) or ((not a
.Line
) and (not b
.Line
)) then
6747 if a
.Dist
> b
.Dist
then // B áëèæå
6749 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6752 else // Ñòðàííî -> A
6757 a
, x1
, y1
, x2
, y2
: Integer;
6758 targets
: TTargetRecord
;
6760 Target
, BestTarget
: TTarget
;
6761 firew
, fireh
: Integer;
6765 vsPlayer
, vsMonster
, ok
: Boolean;
6768 function monsUpdate (mon
: TMonster
): Boolean;
6770 result
:= false; // don't stop
6771 if mon
.alive
and (mon
.MonsterType
<> MONSTER_BARREL
) then
6773 if not TargetOnScreen(mon
.Obj
.X
+mon
.Obj
.Rect
.X
, mon
.Obj
.Y
+mon
.Obj
.Rect
.Y
) then exit
;
6775 x2
:= mon
.Obj
.X
+mon
.Obj
.Rect
.X
+(mon
.Obj
.Rect
.Width
div 2);
6776 y2
:= mon
.Obj
.Y
+mon
.Obj
.Rect
.Y
+(mon
.Obj
.Rect
.Height
div 2);
6778 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6779 if g_TraceVector(x1
, y1
, x2
, y2
) then
6781 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6782 SetLength(targets
, Length(targets
)+1);
6783 with targets
[High(targets
)] do
6790 Rect
:= mon
.Obj
.Rect
;
6791 Dist
:= g_PatchLength(x1
, y1
, x2
, y2
);
6792 Line
:= (y1
+4 < Target
.Y
+ mon
.Obj
.Rect
.Y
+ mon
.Obj
.Rect
.Height
) and
6793 (y1
-4 > Target
.Y
+ mon
.Obj
.Rect
.Y
);
6802 vsPlayer
:= LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSPLAYER
);
6803 vsMonster
:= LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSMONSTER
);
6805 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6806 if FCurrWeap
<> FSelectedWeapon
then
6809 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6810 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap
= FSelectedWeapon
) then
6812 RemoveAIFlag('NEEDFIRE');
6815 WEAPON_PLASMA
, WEAPON_SUPERPULEMET
, WEAPON_CHAINGUN
: PressKey(KEY_FIRE
, 20);
6816 WEAPON_SAW
, WEAPON_KASTET
, WEAPON_FLAMETHROWER
: PressKey(KEY_FIRE
, 40);
6817 else PressKey(KEY_FIRE
);
6821 // Êîîðäèíàòû ñòâîëà:
6822 x1
:= FObj
.X
+ WEAPONPOINT
[FDirection
].X
;
6823 y1
:= FObj
.Y
+ WEAPONPOINT
[FDirection
].Y
;
6825 Target
.UID
:= FTargetUID
;
6828 if Target
.UID
<> 0 then
6829 begin // Öåëü åñòü - íàñòðàèâàåì
6830 if (g_GetUIDType(Target
.UID
) = UID_PLAYER
) and
6833 tpla
:= g_Player_Get(Target
.UID
);
6837 if (@FObj
) <> nil then
6844 Target
.cX
:= Target
.X
+ PLAYER_RECT_CX
;
6845 Target
.cY
:= Target
.Y
+ PLAYER_RECT_CY
;
6846 Target
.Rect
:= PLAYER_RECT
;
6847 Target
.Visible
:= g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
);
6848 Target
.Line
:= (y1
+4 < Target
.Y
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
) and
6849 (y1
-4 > Target
.Y
+PLAYER_RECT
.Y
);
6850 Target
.IsPlayer
:= True;
6854 if (g_GetUIDType(Target
.UID
) = UID_MONSTER
) and
6857 mon
:= g_Monsters_ByUID(Target
.UID
);
6860 Target
.X
:= mon
.Obj
.X
;
6861 Target
.Y
:= mon
.Obj
.Y
;
6863 Target
.cX
:= Target
.X
+ mon
.Obj
.Rect
.X
+ (mon
.Obj
.Rect
.Width
div 2);
6864 Target
.cY
:= Target
.Y
+ mon
.Obj
.Rect
.Y
+ (mon
.Obj
.Rect
.Height
div 2);
6865 Target
.Rect
:= mon
.Obj
.Rect
;
6866 Target
.Visible
:= g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
);
6867 Target
.Line
:= (y1
+4 < Target
.Y
+ mon
.Obj
.Rect
.Y
+ mon
.Obj
.Rect
.Height
) and
6868 (y1
-4 > Target
.Y
+ mon
.Obj
.Rect
.Y
);
6869 Target
.IsPlayer
:= False;
6876 begin // Öåëè íåò - îáíóëÿåì
6881 Target
.Visible
:= False;
6882 Target
.Line
:= False;
6883 Target
.IsPlayer
:= False;
6888 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6889 if (not Target
.Line
) or (not Target
.Visible
) then
6893 for a
:= 0 to High(gPlayers
) do
6894 if (gPlayers
[a
] <> nil) and (gPlayers
[a
].alive
) and
6895 (gPlayers
[a
].FUID
<> FUID
) and
6896 (not SameTeam(FUID
, gPlayers
[a
].FUID
)) and
6897 (not gPlayers
[a
].NoTarget
) and
6898 (gPlayers
[a
].FMegaRulez
[MR_INVIS
] < gTime
) then
6900 if not TargetOnScreen(gPlayers
[a
].FObj
.X
+ PLAYER_RECT
.X
,
6901 gPlayers
[a
].FObj
.Y
+ PLAYER_RECT
.Y
) then
6904 x2
:= gPlayers
[a
].FObj
.X
+ PLAYER_RECT_CX
;
6905 y2
:= gPlayers
[a
].FObj
.Y
+ PLAYER_RECT_CY
;
6907 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6908 if g_TraceVector(x1
, y1
, x2
, y2
) then
6910 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6911 SetLength(targets
, Length(targets
)+1);
6912 with targets
[High(targets
)] do
6914 UID
:= gPlayers
[a
].FUID
;
6915 X
:= gPlayers
[a
].FObj
.X
;
6916 Y
:= gPlayers
[a
].FObj
.Y
;
6919 Rect
:= PLAYER_RECT
;
6920 Dist
:= g_PatchLength(x1
, y1
, x2
, y2
);
6921 Line
:= (y1
+4 < Target
.Y
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
) and
6922 (y1
-4 > Target
.Y
+PLAYER_RECT
.Y
);
6930 if vsMonster
then g_Mons_ForEach(monsUpdate
);
6933 // Åñëè åñòü âîçìîæíûå öåëè:
6934 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6935 if targets
<> nil then
6937 // Âûáèðàåì íàèëó÷øóþ öåëü:
6938 BestTarget
:= targets
[0];
6939 if Length(targets
) > 1 then
6940 for a
:= 1 to High(targets
) do
6941 if Compare(BestTarget
, targets
[a
]) = 1 then
6942 BestTarget
:= targets
[a
];
6944 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6945 if ((not Target
.Visible
) and BestTarget
.Visible
and (Target
.UID
<> BestTarget
.UID
)) or
6946 ((not Target
.Line
) and BestTarget
.Line
and BestTarget
.Visible
) then
6948 Target
:= BestTarget
;
6950 if (Healthy() = 3) or ((Healthy() = 2)) then
6951 begin // Åñëè çäîðîâû - äîãîíÿåì
6952 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
> FObj
.X
)) then
6953 SetAIFlag('GORIGHT', '1');
6954 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
< FObj
.X
)) then
6955 SetAIFlag('GOLEFT', '1');
6958 begin // Åñëè ïîáèòû - óáåãàåì
6959 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
< FObj
.X
)) then
6960 SetAIFlag('GORIGHT', '1');
6961 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
> FObj
.X
)) then
6962 SetAIFlag('GOLEFT', '1');
6965 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6966 SelectWeapon(Abs(x1
-Target
.cX
));
6971 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6972 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6973 if Target
.UID
<> 0 then
6975 if not TargetOnScreen(Target
.X
+ Target
.Rect
.X
,
6976 Target
.Y
+ Target
.Rect
.Y
) then
6977 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6978 if (Healthy() = 3) or ((Healthy() = 2)) then
6979 begin // Åñëè çäîðîâû - äîãîíÿåì
6980 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
> FObj
.X
)) then
6981 SetAIFlag('GORIGHT', '1');
6982 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
< FObj
.X
)) then
6983 SetAIFlag('GOLEFT', '1');
6986 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6988 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
< FObj
.X
)) then
6989 SetAIFlag('GORIGHT', '1');
6990 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
> FObj
.X
)) then
6991 SetAIFlag('GOLEFT', '1');
6995 begin // Öåëü ïîêà íà "ýêðàíå"
6996 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
6997 if g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
6998 FLastVisible
:= gTime
;
6999 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
7000 if (Abs(FObj
.Y
-Target
.Y
) <= 128) then
7002 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
> FObj
.X
)) then
7003 SetAIFlag('GORIGHT', '1');
7004 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
< FObj
.X
)) then
7005 SetAIFlag('GOLEFT', '1');
7009 // Âûáèðàåì óãîë ââåðõ:
7010 if FDirection
= TDirection
.D_LEFT
then
7011 angle
:= ANGLE_LEFTUP
7013 angle
:= ANGLE_RIGHTUP
;
7015 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7016 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7018 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
7019 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
7020 Target
.X
+Target
.Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128), //96
7021 Target
.Y
+Target
.Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
7022 Target
.Rect
.Width
, Target
.Rect
.Height
) and
7023 g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
7024 begin // òî íóæíî ñòðåëÿòü ââåðõ
7025 SetAIFlag('NEEDFIRE', '1');
7026 SetAIFlag('NEEDSEEUP', '1');
7029 // Âûáèðàåì óãîë âíèç:
7030 if FDirection
= TDirection
.D_LEFT
then
7031 angle
:= ANGLE_LEFTDOWN
7033 angle
:= ANGLE_RIGHTDOWN
;
7035 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7036 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7038 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
7039 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
7040 Target
.X
+Target
.Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
7041 Target
.Y
+Target
.Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
7042 Target
.Rect
.Width
, Target
.Rect
.Height
) and
7043 g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
7044 begin // òî íóæíî ñòðåëÿòü âíèç
7045 SetAIFlag('NEEDFIRE', '1');
7046 SetAIFlag('NEEDSEEDOWN', '1');
7049 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
7050 if Target
.Visible
and
7051 (y1
+4 < Target
.Y
+Target
.Rect
.Y
+Target
.Rect
.Height
) and
7052 (y1
-4 > Target
.Y
+Target
.Rect
.Y
) then
7054 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
7055 if ((FDirection
= TDirection
.D_LEFT
) and (Target
.X
< FObj
.X
)) or
7056 ((FDirection
= TDirection
.D_RIGHT
) and (Target
.X
> FObj
.X
)) then
7057 begin // òî íóæíî ñòðåëÿòü âïåðåä
7058 SetAIFlag('NEEDFIRE', '1');
7059 SetAIFlag('NEEDSEEDOWN', '');
7060 SetAIFlag('NEEDSEEUP', '');
7062 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
7063 if Abs(FObj
.X
-Target
.X
) < Trunc(gPlayerScreenSize
.X
*0.75) then
7064 if GetRnd(FDifficult
.CloseJump
) then
7065 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
7066 if Abs(FObj
.X
-Target
.X
) < 128 then
7070 if Random(a
) = 0 then
7071 SetAIFlag('NEEDJUMP', '1');
7075 // Åñëè öåëü âñå åùå åñòü:
7076 if Target
.UID
<> 0 then
7077 if gTime
-FLastVisible
> 2000 then // Åñëè âèäåëè äàâíî
7078 Target
.UID
:= 0 // òî çàáûòü öåëü
7079 else // Åñëè âèäåëè íåäàâíî
7080 begin // íî öåëü óáèëè
7081 if Target
.IsPlayer
then
7082 begin // Öåëü - èãðîê
7083 pla
:= g_Player_Get(Target
.UID
);
7084 if (pla
= nil) or (not pla
.alive
) or pla
.NoTarget
or
7085 (pla
.FMegaRulez
[MR_INVIS
] >= gTime
) then
7086 Target
.UID
:= 0; // òî çàáûòü öåëü
7089 begin // Öåëü - ìîíñòð
7090 mon
:= g_Monsters_ByUID(Target
.UID
);
7091 if (mon
= nil) or (not mon
.alive
) then
7092 Target
.UID
:= 0; // òî çàáûòü öåëü
7095 end; // if Target.UID <> 0
7097 FTargetUID
:= Target
.UID
;
7099 // Åñëè âîçìîæíûõ öåëåé íåò:
7100 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
7101 if targets
= nil then
7102 if GetAIFlag('ATTACKLEFT') <> '' then
7103 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
7104 RemoveAIFlag('ATTACKLEFT');
7106 SetAIFlag('NEEDJUMP', '1');
7108 if RunDirection() = TDirection
.D_RIGHT
then
7109 begin // Èäåì íå â òó ñòîðîíó
7110 if (Healthy() > 1) and GetRnd(FDifficult
.InvisFire
) then
7111 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
7112 SetAIFlag('NEEDFIRE', '1');
7113 SetAIFlag('GOLEFT', '1');
7117 begin // Èäåì â íóæíóþ ñòîðîíó
7118 if GetRnd(FDifficult
.InvisFire
) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7119 SetAIFlag('NEEDFIRE', '1');
7120 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7121 SetAIFlag('GORIGHT', '1');
7125 if GetAIFlag('ATTACKRIGHT') <> '' then
7126 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
7127 RemoveAIFlag('ATTACKRIGHT');
7129 SetAIFlag('NEEDJUMP', '1');
7131 if RunDirection() = TDirection
.D_LEFT
then
7132 begin // Èäåì íå â òó ñòîðîíó
7133 if (Healthy() > 1) and GetRnd(FDifficult
.InvisFire
) then
7134 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
7135 SetAIFlag('NEEDFIRE', '1');
7136 SetAIFlag('GORIGHT', '1');
7141 if GetRnd(FDifficult
.InvisFire
) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7142 SetAIFlag('NEEDFIRE', '1');
7143 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7144 SetAIFlag('GOLEFT', '1');
7148 //HACK! (does it belong there?)
7149 RealizeCurrentWeapon();
7151 // Åñëè åñòü âîçìîæíûå öåëè:
7152 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
7153 if (targets
<> nil) and (GetAIFlag('NEEDFIRE') <> '') then
7154 for a
:= 0 to High(targets
) do
7156 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
7157 if GetRnd(FDifficult
.DiagFire
) then
7159 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
7160 if FDirection
= TDirection
.D_LEFT
then
7161 angle
:= ANGLE_LEFTUP
7163 angle
:= ANGLE_RIGHTUP
;
7165 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7166 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7168 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
7169 targets
[a
].X
+targets
[a
].Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
7170 targets
[a
].Y
+targets
[a
].Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
7171 targets
[a
].Rect
.Width
, targets
[a
].Rect
.Height
) and
7172 g_TraceVector(x1
, y1
, targets
[a
].cX
, targets
[a
].cY
) then
7174 SetAIFlag('NEEDFIRE', '1');
7175 SetAIFlag('NEEDSEEUP', '1');
7178 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
7179 if FDirection
= TDirection
.D_LEFT
then
7180 angle
:= ANGLE_LEFTDOWN
7182 angle
:= ANGLE_RIGHTDOWN
;
7184 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7185 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7187 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
7188 targets
[a
].X
+targets
[a
].Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
7189 targets
[a
].Y
+targets
[a
].Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
7190 targets
[a
].Rect
.Width
, targets
[a
].Rect
.Height
) and
7191 g_TraceVector(x1
, y1
, targets
[a
].cX
, targets
[a
].cY
) then
7193 SetAIFlag('NEEDFIRE', '1');
7194 SetAIFlag('NEEDSEEDOWN', '1');
7198 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
7199 if targets
[a
].Line
and targets
[a
].Visible
and
7200 (((FDirection
= TDirection
.D_LEFT
) and (targets
[a
].X
< FObj
.X
)) or
7201 ((FDirection
= TDirection
.D_RIGHT
) and (targets
[a
].X
> FObj
.X
))) then
7203 SetAIFlag('NEEDFIRE', '1');
7208 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
7209 if g_Weapon_Danger(FUID
, FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
,
7210 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
,
7211 40+GetInterval(FDifficult
.Cover
, 40)) then
7212 SetAIFlag('NEEDJUMP', '1');
7214 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
7215 ammo
:= GetAmmoByWeapon(FCurrWeap
);
7216 if ((FCurrWeap
= WEAPON_SHOTGUN2
) and (ammo
< 2)) or
7217 ((FCurrWeap
= WEAPON_BFG
) and (ammo
< 40)) or
7219 SetAIFlag('SELECTWEAPON', '1');
7221 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
7222 if GetAIFlag('SELECTWEAPON') = '1' then
7225 RemoveAIFlag('SELECTWEAPON');
7229 procedure TBot
.Update();
7242 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
7243 if (g_debug_BotAIOff
= 1) and (Team
= TEAM_RED
) then
7245 if (g_debug_BotAIOff
= 2) and (Team
= TEAM_BLUE
) then
7247 if g_debug_BotAIOff
= 3 then
7257 RealizeCurrentWeapon();
7264 procedure TBot
.ReleaseKey(Key
: Byte);
7273 function TBot
.KeyPressed(Key
: Word): Boolean;
7275 Result
:= FKeys
[Key
].Pressed
;
7278 function TBot
.GetAIFlag(aName
: String20
): String20
;
7284 aName
:= LowerCase(aName
);
7286 if FAIFlags
<> nil then
7287 for a
:= 0 to High(FAIFlags
) do
7288 if LowerCase(FAIFlags
[a
].Name
) = aName
then
7290 Result
:= FAIFlags
[a
].Value
;
7295 procedure TBot
.RemoveAIFlag(aName
: String20
);
7299 if FAIFlags
= nil then Exit
;
7301 aName
:= LowerCase(aName
);
7303 for a
:= 0 to High(FAIFlags
) do
7304 if LowerCase(FAIFlags
[a
].Name
) = aName
then
7306 if a
<> High(FAIFlags
) then
7307 for b
:= a
to High(FAIFlags
)-1 do
7308 FAIFlags
[b
] := FAIFlags
[b
+1];
7310 SetLength(FAIFlags
, Length(FAIFlags
)-1);
7315 procedure TBot
.SetAIFlag(aName
, fValue
: String20
);
7323 aName
:= LowerCase(aName
);
7325 if FAIFlags
<> nil then
7326 for a
:= 0 to High(FAIFlags
) do
7327 if LowerCase(FAIFlags
[a
].Name
) = aName
then
7333 if ok
then FAIFlags
[a
].Value
:= fValue
7336 SetLength(FAIFlags
, Length(FAIFlags
)+1);
7337 with FAIFlags
[High(FAIFlags
)] do
7345 procedure TBot
.UpdateMove
;
7347 procedure GoLeft(Time
: Word = 1);
7349 ReleaseKey(KEY_LEFT
);
7350 ReleaseKey(KEY_RIGHT
);
7351 PressKey(KEY_LEFT
, Time
);
7352 SetDirection(TDirection
.D_LEFT
);
7355 procedure GoRight(Time
: Word = 1);
7357 ReleaseKey(KEY_LEFT
);
7358 ReleaseKey(KEY_RIGHT
);
7359 PressKey(KEY_RIGHT
, Time
);
7360 SetDirection(TDirection
.D_RIGHT
);
7363 function Rnd(a
: Word): Boolean;
7365 Result
:= Random(a
) = 0;
7368 procedure Turn(Time
: Word = 1200);
7370 if RunDirection() = TDirection
.D_LEFT
then GoRight(Time
) else GoLeft(Time
);
7375 ReleaseKey(KEY_LEFT
);
7376 ReleaseKey(KEY_RIGHT
);
7379 function CanRunLeft(): Boolean;
7381 Result
:= not CollideLevel(-1, 0);
7384 function CanRunRight(): Boolean;
7386 Result
:= not CollideLevel(1, 0);
7389 function CanRun(): Boolean;
7391 if RunDirection() = TDirection
.D_LEFT
then Result
:= CanRunLeft() else Result
:= CanRunRight();
7394 procedure Jump(Time
: Word = 30);
7396 PressKey(KEY_JUMP
, Time
);
7399 function NearHole(): Boolean;
7403 { TODO 5 : Ëåñòíèöû }
7404 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
7405 for x
:= 1 to PLAYER_RECT
.Width
do
7406 if (not StayOnStep(x
*sx
, 0)) and
7407 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
7408 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
7417 function BorderHole(): Boolean;
7421 { TODO 5 : Ëåñòíèöû }
7422 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
7423 for x
:= 1 to PLAYER_RECT
.Width
do
7424 if (not StayOnStep(x
*sx
, 0)) and
7425 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
7426 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
7428 for xx
:= x
to x
+32 do
7429 if CollideLevel(xx
*sx
, PLAYER_RECT
.Height
) then
7439 function NearDeepHole(): Boolean;
7445 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
7448 for x
:= 1 to PLAYER_RECT
.Width
do
7449 if (not StayOnStep(x
*sx
, 0)) and
7450 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
7451 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
7453 while FObj
.Y
+y
*PLAYER_RECT
.Height
< gMapInfo
.Height
do
7455 if CollideLevel(x
*sx
, PLAYER_RECT
.Height
*y
) then Exit
;
7460 end else Result
:= False;
7463 function OverDeepHole(): Boolean;
7470 while FObj
.Y
+y
*PLAYER_RECT
.Height
< gMapInfo
.Height
do
7472 if CollideLevel(0, PLAYER_RECT
.Height
*y
) then Exit
;
7479 function OnGround(): Boolean;
7481 Result
:= StayOnStep(0, 0) or CollideLevel(0, 1);
7484 function OnLadder(): Boolean;
7486 Result
:= FullInStep(0, 0);
7489 function BelowLadder(): Boolean;
7491 Result
:= (FullInStep(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
) and
7492 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
)) or
7493 (FullInStep(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
) and
7494 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
));
7497 function BelowLiftUp(): Boolean;
7499 Result
:= ((FullInLift(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
) = -1) and
7500 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
)) or
7501 ((FullInLift(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
) = -1) and
7502 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
));
7505 function OnTopLift(): Boolean;
7507 Result
:= (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7510 function CanJumpOver(): Boolean;
7514 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
7518 if not CollideLevel(sx
, 0) then Exit
;
7520 for y
:= 1 to BOT_MAXJUMP
do
7521 if CollideLevel(0, -y
) then Exit
else
7522 if not CollideLevel(sx
, -y
) then
7529 function CanJumpUp(Dist
: ShortInt): Boolean;
7536 if CollideLevel(Dist
, 0) then Exit
;
7539 for y
:= 0 to BOT_MAXJUMP
do
7540 if CollideLevel(Dist
, -y
) then
7549 for yy
:= y
+1 to BOT_MAXJUMP
do
7550 if not CollideLevel(Dist
, -yy
) then
7559 for y
:= 0 to BOT_MAXJUMP
do
7560 if CollideLevel(0, -y
) then
7568 if y
< yy
then Exit
;
7573 function IsSafeTrigger(): Boolean;
7578 if gTriggers
= nil then
7580 for a
:= 0 to High(gTriggers
) do
7581 if Collide(gTriggers
[a
].X
,
7584 gTriggers
[a
].Height
) and
7585 (gTriggers
[a
].TriggerType
in [TRIGGER_EXIT
, TRIGGER_CLOSEDOOR
,
7586 TRIGGER_CLOSETRAP
, TRIGGER_TRAP
,
7587 TRIGGER_PRESS
, TRIGGER_ON
, TRIGGER_OFF
,
7588 TRIGGER_ONOFF
, TRIGGER_SPAWNMONSTER
,
7589 TRIGGER_DAMAGE
, TRIGGER_SHOT
]) then
7594 // Âîçìîæíî, íàæèìàåì êíîïêó:
7595 if Rnd(16) and IsSafeTrigger() then
7598 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7599 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7601 ReleaseKey(KEY_LEFT
);
7602 ReleaseKey(KEY_RIGHT
);
7606 // Èäåì âëåâî, åñëè íàäî áûëî:
7607 if GetAIFlag('GOLEFT') <> '' then
7609 RemoveAIFlag('GOLEFT');
7610 if CanRunLeft() then
7614 // Èäåì âïðàâî, åñëè íàäî áûëî:
7615 if GetAIFlag('GORIGHT') <> '' then
7617 RemoveAIFlag('GORIGHT');
7618 if CanRunRight() then
7622 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7623 if FObj
.X
< -32 then
7626 if FObj
.X
+32 > gMapInfo
.Width
then
7629 // Ïðûãàåì, åñëè íàäî áûëî:
7630 if GetAIFlag('NEEDJUMP') <> '' then
7633 RemoveAIFlag('NEEDJUMP');
7636 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7637 if GetAIFlag('NEEDSEEUP') <> '' then
7640 ReleaseKey(KEY_DOWN
);
7641 PressKey(KEY_UP
, 20);
7642 RemoveAIFlag('NEEDSEEUP');
7645 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7646 if GetAIFlag('NEEDSEEDOWN') <> '' then
7649 ReleaseKey(KEY_DOWN
);
7650 PressKey(KEY_DOWN
, 20);
7651 RemoveAIFlag('NEEDSEEDOWN');
7654 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7655 if GetAIFlag('GOINHOLE') <> '' then
7656 if not OnGround() then
7658 ReleaseKey(KEY_LEFT
);
7659 ReleaseKey(KEY_RIGHT
);
7660 RemoveAIFlag('GOINHOLE');
7661 SetAIFlag('FALLINHOLE', '1');
7664 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7665 if GetAIFlag('FALLINHOLE') <> '' then
7667 RemoveAIFlag('FALLINHOLE');
7669 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7670 if not (KeyPressed(KEY_LEFT
) or KeyPressed(KEY_RIGHT
)) then
7671 if GetAIFlag('FALLINHOLE') = '' then
7672 if (not OnLadder()) or (FObj
.Vel
.Y
>= 0) or (OnTopLift()) then
7678 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7680 CanJumpUp(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*32) and
7684 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7685 if OnGround() and NearHole() then
7686 if NearDeepHole() then // Åñëè ýòî áåçäíà
7688 0..3: Turn(); // Áåæèì îáðàòíî
7689 4: Jump(); // Ïðûãàåì
7690 5: begin // Ïðûãàåì îáðàòíî
7695 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7696 if GetAIFlag('GOINHOLE') = '' then
7698 0: Turn(); // Íå íóæíî òóäà
7699 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7700 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7701 if BorderHole() then
7702 SetAIFlag('GOINHOLE', '1');
7705 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7706 if (not CanRun()) and OnGround() then
7708 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7709 if CanJumpOver() or OnLadder() then
7711 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7712 if Random(2) = 0 then
7714 if IsSafeTrigger() then
7720 // Îñòàëîñü ìàëî âîçäóõà:
7721 if FAir
< 36 * 2 then
7724 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7725 if (FMegaRulez
[MR_SUIT
] < gTime
) and ((FLastHit
= HIT_ACID
) or (Healthy() <= 1)) then
7726 if BodyInAcid(0, 0) then
7730 function TBot
.FullInStep(XInc
, YInc
: Integer): Boolean;
7732 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
7733 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
, PANEL_STEP
, False);
7736 {function TBot.NeedItem(Item: Byte): Byte;
7741 procedure TBot
.SelectWeapon(Dist
: Integer);
7745 function HaveAmmo(weapon
: Byte): Boolean;
7748 WEAPON_PISTOL
: Result
:= FAmmo
[A_BULLETS
] >= 1;
7749 WEAPON_SHOTGUN1
: Result
:= FAmmo
[A_SHELLS
] >= 1;
7750 WEAPON_SHOTGUN2
: Result
:= FAmmo
[A_SHELLS
] >= 2;
7751 WEAPON_CHAINGUN
: Result
:= FAmmo
[A_BULLETS
] >= 10;
7752 WEAPON_ROCKETLAUNCHER
: Result
:= FAmmo
[A_ROCKETS
] >= 1;
7753 WEAPON_PLASMA
: Result
:= FAmmo
[A_CELLS
] >= 10;
7754 WEAPON_BFG
: Result
:= FAmmo
[A_CELLS
] >= 40;
7755 WEAPON_SUPERPULEMET
: Result
:= FAmmo
[A_SHELLS
] >= 1;
7756 WEAPON_FLAMETHROWER
: Result
:= FAmmo
[A_FUEL
] >= 1;
7757 else Result
:= True;
7762 if Dist
= -1 then Dist
:= BOT_LONGDIST
;
7764 if Dist
> BOT_LONGDIST
then
7765 begin // Äàëüíèé áîé
7767 if FWeapon
[FDifficult
.WeaponPrior
[a
]] and HaveAmmo(FDifficult
.WeaponPrior
[a
]) then
7769 FSelectedWeapon
:= FDifficult
.WeaponPrior
[a
];
7773 else //if Dist > BOT_UNSAFEDIST then
7774 begin // Áëèæíèé áîé
7776 if FWeapon
[FDifficult
.CloseWeaponPrior
[a
]] and HaveAmmo(FDifficult
.CloseWeaponPrior
[a
]) then
7778 FSelectedWeapon
:= FDifficult
.CloseWeaponPrior
[a
];
7785 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7787 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7793 function TBot
.PickItem(ItemType
: Byte; force
: Boolean; var remove
: Boolean): Boolean;
7795 Result
:= inherited PickItem(ItemType
, force
, remove
);
7797 if Result
then SetAIFlag('SELECTWEAPON', '1');
7800 function TBot
.Heal(value
: Word; Soft
: Boolean): Boolean;
7802 Result
:= inherited Heal(value
, Soft
);
7805 function TBot
.Healthy(): Byte;
7807 if FMegaRulez
[MR_INVUL
] >= gTime
then Result
:= 3
7808 else if (FHealth
> 80) or ((FHealth
> 50) and (FArmor
> 20)) then Result
:= 3
7809 else if (FHealth
> 50) then Result
:= 2
7810 else if (FHealth
> 20) then Result
:= 1
7814 function TBot
.TargetOnScreen(TX
, TY
: Integer): Boolean;
7816 Result
:= (Abs(FObj
.X
-TX
) <= Trunc(gPlayerScreenSize
.X
*0.6)) and
7817 (Abs(FObj
.Y
-TY
) <= Trunc(gPlayerScreenSize
.Y
*0.6));
7820 procedure TBot
.OnDamage(Angle
: SmallInt);
7828 if (Angle
= 0) or (Angle
= 180) then
7831 if (g_GetUIDType(FLastSpawnerUID
) = UID_PLAYER
) and
7832 LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSPLAYER
) then
7834 pla
:= g_Player_Get(FLastSpawnerUID
);
7835 ok
:= not TargetOnScreen(pla
.FObj
.X
+ PLAYER_RECT
.X
,
7836 pla
.FObj
.Y
+ PLAYER_RECT
.Y
);
7839 if (g_GetUIDType(FLastSpawnerUID
) = UID_MONSTER
) and
7840 LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSMONSTER
) then
7842 mon
:= g_Monsters_ByUID(FLastSpawnerUID
);
7843 ok
:= not TargetOnScreen(mon
.Obj
.X
+ mon
.Obj
.Rect
.X
,
7844 mon
.Obj
.Y
+ mon
.Obj
.Rect
.Y
);
7849 SetAIFlag('ATTACKLEFT', '1')
7851 SetAIFlag('ATTACKRIGHT', '1');
7855 function TBot
.RunDirection(): TDirection
;
7857 if Abs(Vel
.X
) >= 1 then
7859 if Vel
.X
> 0 then Result
:= TDirection
.D_RIGHT
else Result
:= TDirection
.D_LEFT
;
7861 Result
:= FDirection
;
7864 function TBot
.GetRnd(a
: Byte): Boolean;
7866 if a
= 0 then Result
:= False
7867 else if a
= 255 then Result
:= True
7868 else Result
:= Random(256) > 255-a
;
7871 function TBot
.GetInterval(a
: Byte; radius
: SmallInt): SmallInt;
7873 Result
:= Round((255-a
)/255*radius
*(Random(2)-1));
7877 procedure TDifficult
.save (st
: TStream
);
7879 utils
.writeInt(st
, Byte(DiagFire
));
7880 utils
.writeInt(st
, Byte(InvisFire
));
7881 utils
.writeInt(st
, Byte(DiagPrecision
));
7882 utils
.writeInt(st
, Byte(FlyPrecision
));
7883 utils
.writeInt(st
, Byte(Cover
));
7884 utils
.writeInt(st
, Byte(CloseJump
));
7885 st
.WriteBuffer(WeaponPrior
[Low(WeaponPrior
)], sizeof(WeaponPrior
));
7886 st
.WriteBuffer(CloseWeaponPrior
[Low(CloseWeaponPrior
)], sizeof(CloseWeaponPrior
));
7889 procedure TDifficult
.load (st
: TStream
);
7891 DiagFire
:= utils
.readByte(st
);
7892 InvisFire
:= utils
.readByte(st
);
7893 DiagPrecision
:= utils
.readByte(st
);
7894 FlyPrecision
:= utils
.readByte(st
);
7895 Cover
:= utils
.readByte(st
);
7896 CloseJump
:= utils
.readByte(st
);
7897 st
.ReadBuffer(WeaponPrior
[Low(WeaponPrior
)], sizeof(WeaponPrior
));
7898 st
.ReadBuffer(CloseWeaponPrior
[Low(CloseWeaponPrior
)], sizeof(CloseWeaponPrior
));
7902 procedure TBot
.SaveState (st
: TStream
);
7907 inherited SaveState(st
);
7908 utils
.writeSign(st
, 'BOT0');
7910 utils
.writeInt(st
, Byte(FSelectedWeapon
));
7912 utils
.writeInt(st
, Word(FTargetUID
));
7913 // Âðåìÿ ïîòåðè öåëè
7914 utils
.writeInt(st
, LongWord(FLastVisible
));
7915 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7916 dw
:= Length(FAIFlags
);
7917 utils
.writeInt(st
, LongInt(dw
));
7919 for i
:= 0 to dw
-1 do
7921 utils
.writeStr(st
, FAIFlags
[i
].Name
, 20);
7922 utils
.writeStr(st
, FAIFlags
[i
].Value
, 20);
7924 // Íàñòðîéêè ñëîæíîñòè
7925 FDifficult
.save(st
);
7929 procedure TBot
.LoadState (st
: TStream
);
7934 inherited LoadState(st
);
7935 if not utils
.checkSign(st
, 'BOT0') then raise XStreamError
.Create('invalid bot signature');
7937 FSelectedWeapon
:= utils
.readByte(st
);
7939 FTargetUID
:= utils
.readWord(st
);
7940 // Âðåìÿ ïîòåðè öåëè
7941 FLastVisible
:= utils
.readLongWord(st
);
7942 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7943 dw
:= utils
.readLongInt(st
);
7944 if (dw
< 0) or (dw
> 16384) then raise XStreamError
.Create('invalid number of bot AI flags');
7945 SetLength(FAIFlags
, dw
);
7947 for i
:= 0 to dw
-1 do
7949 FAIFlags
[i
].Name
:= utils
.readStr(st
, 20);
7950 FAIFlags
[i
].Value
:= utils
.readStr(st
, 20);
7952 // Íàñòðîéêè ñëîæíîñòè
7953 FDifficult
.load(st
);
7958 conRegVar('cheat_berserk_autoswitch', @gBerserkAutoswitch
, 'autoswitch to fist when berserk pack taken', '', true, true);