1 (* Copyright (C) Doom 2D: Forever Developers
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, version 3 of the License ONLY.
7 * This program is distributed in the hope that it will be useful,
8 * but WITHOUT ANY WARRANTY; without even the implied warranty of
9 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
10 * GNU General Public License for more details.
12 * You should have received a copy of the GNU General Public License
13 * along with this program. If not, see <http://www.gnu.org/licenses/>.
15 {$INCLUDE ../shared/a_modes.inc}
23 {$IFDEF USE_MEMPOOL}mempool
,{$ENDIF}
24 e_graphics
, g_playermodel
, g_basic
, g_textures
,
25 g_weapons
, g_phys
, g_sound
, g_saveload
, MAPDEF
,
58 AmmoLimits
: Array [0..1] of Array [A_BULLETS
..A_HIGH
] of Word =
59 ((200, 50, 50, 300, 100),
60 (400, 100, 100, 600, 200));
81 ANGLE_NONE
= Low(SmallInt);
83 CORPSE_STATE_REMOVEME
= 0;
84 CORPSE_STATE_NORMAL
= 1;
85 CORPSE_STATE_MESS
= 2;
87 PLAYER_RECT
: TRectWH
= (X
:15; Y
:12; Width
:34; Height
:52);
88 PLAYER_RECT_CX
= 15+(34 div 2);
89 PLAYER_RECT_CY
= 12+(52 div 2);
90 PLAYER_CORPSERECT
: TRectWH
= (X
:15; Y
:48; Width
:34; Height
:16);
93 PLAYER_HP_LIMIT
= 200;
95 PLAYER_AP_LIMIT
= 200;
99 PLAYER_BURN_TIME
= 110;
101 PLAYER1_DEF_COLOR
: TRGB
= (R
:64; G
:175; B
:48);
102 PLAYER2_DEF_COLOR
: TRGB
= (R
:96; G
:96; B
:96);
119 TPlayerStatArray
= Array of TPlayerStat
;
121 TPlayerSavedState
= record
129 Ammo
: Array [A_BULLETS
..A_HIGH
] of Word;
130 MaxAmmo
: Array [A_BULLETS
..A_HIGH
] of Word;
131 Weapon
: Array [WP_FIRST
..WP_LAST
] of Boolean;
132 Rulez
: Set of R_ITEM_BACKPACK
..R_BERSERK
;
141 TPlayer
= class{$IFDEF USE_MEMPOOL}(TPoolObject
){$ENDIF}
149 FDirection
: TDirection
;
157 FMonsterKills
: Integer;
163 FCanJetpack
: Boolean;
169 FNextWeapDelay
: Byte; // frames
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 FFlameSoundOn
: TPlayableSound
;
197 FFlameSoundOff
: TPlayableSound
;
198 FFlameSoundWork
: TPlayableSound
;
199 FJetSoundOn
: TPlayableSound
;
200 FJetSoundOff
: TPlayableSound
;
201 FJetSoundFly
: TPlayableSound
;
205 FJustTeleported
: Boolean;
207 mEDamageType
: Integer;
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;
263 FActualModelName
: string;
271 FWaitForFirstSpawn
: Boolean; // set to `true` in server, used to spawn a player on first full state request
273 // debug: viewport offset
274 viewPortX
, viewPortY
, viewPortW
, viewPortH
: Integer;
276 function isValidViewPort (): Boolean; inline;
278 constructor Create(); virtual;
279 destructor Destroy(); override;
280 procedure Respawn(Silent
: Boolean; Force
: Boolean = False); virtual;
281 function GetRespawnPoint(): Byte;
282 procedure PressKey(Key
: Byte; Time
: Word = 1);
283 procedure ReleaseKeys();
284 procedure SetModel(ModelName
: String);
285 procedure SetColor(Color
: TRGB
);
286 function GetColor(): TRGB
;
287 procedure SetWeapon(W
: Byte);
288 function IsKeyPressed(K
: Byte): Boolean;
289 function GetKeys(): Byte;
290 function PickItem(ItemType
: Byte; arespawn
: Boolean; var remove
: Boolean): Boolean; virtual;
291 function Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean; overload
;
292 function Collide(Panel
: TPanel
): Boolean; overload
;
293 function Collide(X
, Y
: Integer): Boolean; overload
;
294 procedure SetDirection(Direction
: TDirection
);
295 procedure GetSecret();
296 function TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
298 procedure Push(vx
, vy
: Integer);
299 procedure ChangeModel(ModelName
: String);
300 procedure SwitchTeam
;
301 procedure ChangeTeam(Team
: Byte);
303 function GetFlag(Flag
: Byte): Boolean;
304 procedure SetFlag(Flag
: Byte);
305 function DropFlag(Silent
: Boolean = True): Boolean;
306 procedure AllRulez(Health
: Boolean);
307 procedure RestoreHealthArmor();
308 procedure FragCombo();
309 procedure GiveItem(ItemType
: Byte);
310 procedure Damage(value
: Word; SpawnerUID
: Word; vx
, vy
: Integer; t
: Byte); virtual;
311 function Heal(value
: Word; Soft
: Boolean): Boolean; virtual;
312 procedure MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
313 procedure MakeBloodSimple(Count
: Word);
314 procedure Kill(KillType
: Byte; SpawnerUID
: Word; t
: Byte);
315 procedure Reset(Force
: Boolean);
316 procedure Spectate(NoMove
: Boolean = False);
317 procedure SwitchNoClip
;
318 procedure SoftReset();
319 procedure Draw(); virtual;
320 procedure DrawPain();
321 procedure DrawPickup();
322 procedure DrawRulez();
324 procedure DrawIndicator(Color
: TRGB
);
325 procedure DrawBubble();
327 procedure Update(); virtual;
328 procedure RememberState();
329 procedure RecallState();
330 procedure SaveState (st
: TStream
); virtual;
331 procedure LoadState (st
: TStream
); virtual;
332 procedure PauseSounds(Enable
: Boolean);
333 procedure NetFire(Wpn
: Byte; X
, Y
, AX
, AY
: Integer; WID
: Integer = -1);
334 procedure DoLerp(Level
: Integer = 2);
335 procedure SetLerp(XTo
, YTo
: Integer);
336 procedure QueueWeaponSwitch(Weapon
: Byte);
337 procedure RealizeCurrentWeapon();
341 procedure JetpackOff
;
342 procedure CatchFire(Attacker
: Word; Timeout
: Integer = PLAYER_BURN_TIME
);
344 //WARNING! this does nothing for now, but still call it!
345 procedure positionChanged (); //WARNING! call this after entity position was changed, or coldet will not work right!
347 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
348 procedure moveBy (dx
, dy
: Integer); inline;
351 property Vel
: TPoint2i read FObj
.Vel
;
352 property Obj
: TObj read FObj
;
354 property Name
: String read FName write FName
;
355 property Model
: TPlayerModel read FModel
;
356 property Health
: Integer read FHealth write FHealth
;
357 property Lives
: Byte read FLives write FLives
;
358 property Armor
: Integer read FArmor write FArmor
;
359 property Air
: Integer read FAir write FAir
;
360 property JetFuel
: Integer read FJetFuel write FJetFuel
;
361 property Frags
: Integer read FFrags write FFrags
;
362 property Death
: Integer read FDeath write FDeath
;
363 property Kills
: Integer read FKills write FKills
;
364 property CurrWeap
: Byte read FCurrWeap write FCurrWeap
;
365 property MonsterKills
: Integer read FMonsterKills write FMonsterKills
;
366 property Secrets
: Integer read FSecrets
;
367 property GodMode
: Boolean read FGodMode write FGodMode
;
368 property NoTarget
: Boolean read FNoTarget write FNoTarget
;
369 property NoReload
: Boolean read FNoReload write FNoReload
;
370 property alive
: Boolean read FAlive write FAlive
;
371 property Flag
: Byte read FFlag
;
372 property Team
: Byte read FTeam write FTeam
;
373 property Direction
: TDirection read FDirection
;
374 property GameX
: Integer read FObj
.X write FObj
.X
;
375 property GameY
: Integer read FObj
.Y write FObj
.Y
;
376 property GameVelX
: Integer read FObj
.Vel
.X write FObj
.Vel
.X
;
377 property GameVelY
: Integer read FObj
.Vel
.Y write FObj
.Vel
.Y
;
378 property GameAccelX
: Integer read FObj
.Accel
.X write FObj
.Accel
.X
;
379 property GameAccelY
: Integer read FObj
.Accel
.Y write FObj
.Accel
.Y
;
380 property IncCam
: Integer read FIncCam write FIncCam
;
381 property UID
: Word read FUID write FUID
;
382 property JustTeleported
: Boolean read FJustTeleported write FJustTeleported
;
383 property NetTime
: LongWord read FNetTime write FNetTime
;
386 property eName
: String read FName write FName
;
387 property eHealth
: Integer read FHealth write FHealth
;
388 property eLives
: Byte read FLives write FLives
;
389 property eArmor
: Integer read FArmor write FArmor
;
390 property eAir
: Integer read FAir write FAir
;
391 property eJetFuel
: Integer read FJetFuel write FJetFuel
;
392 property eFrags
: Integer read FFrags write FFrags
;
393 property eDeath
: Integer read FDeath write FDeath
;
394 property eKills
: Integer read FKills write FKills
;
395 property eCurrWeap
: Byte read FCurrWeap write FCurrWeap
;
396 property eMonsterKills
: Integer read FMonsterKills write FMonsterKills
;
397 property eSecrets
: Integer read FSecrets write FSecrets
;
398 property eGodMode
: Boolean read FGodMode write FGodMode
;
399 property eNoTarget
: Boolean read FNoTarget write FNoTarget
;
400 property eNoReload
: Boolean read FNoReload write FNoReload
;
401 property eAlive
: Boolean read FAlive write FAlive
;
402 property eFlag
: Byte read FFlag
;
403 property eTeam
: Byte read FTeam write FTeam
;
404 property eDirection
: TDirection read FDirection
;
405 property eGameX
: Integer read FObj
.X write FObj
.X
;
406 property eGameY
: Integer read FObj
.Y write FObj
.Y
;
407 property eGameVelX
: Integer read FObj
.Vel
.X write FObj
.Vel
.X
;
408 property eGameVelY
: Integer read FObj
.Vel
.Y write FObj
.Vel
.Y
;
409 property eGameAccelX
: Integer read FObj
.Accel
.X write FObj
.Accel
.X
;
410 property eGameAccelY
: Integer read FObj
.Accel
.Y write FObj
.Accel
.Y
;
411 property eIncCam
: Integer read FIncCam write FIncCam
;
412 property eUID
: Word read FUID
;
413 property eJustTeleported
: Boolean read FJustTeleported
;
414 property eNetTime
: LongWord read FNetTime
;
416 // set this before assigning something to `eDamage`
417 property eDamageType
: Integer read mEDamageType write mEDamageType
;
418 property eDamage
: Integer write doDamage
;
429 WeaponPrior
: packed array [WP_FIRST
..WP_LAST
] of Byte;
430 CloseWeaponPrior
: packed array [WP_FIRST
..WP_LAST
] of Byte;
431 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
434 procedure save (st
: TStream
);
435 procedure load (st
: TStream
);
443 TBot
= class(TPlayer
)
445 FSelectedWeapon
: Byte;
448 FAIFlags
: Array of TAIFlag
;
449 FDifficult
: TDifficult
;
451 function GetRnd(a
: Byte): Boolean;
452 function GetInterval(a
: Byte; radius
: SmallInt): SmallInt;
453 function RunDirection(): TDirection
;
454 function FullInStep(XInc
, YInc
: Integer): Boolean;
455 //function NeedItem(Item: Byte): Byte;
456 procedure SelectWeapon(Dist
: Integer);
457 procedure SetAIFlag(aName
, fValue
: String20
);
458 function GetAIFlag(aName
: String20
): String20
;
459 procedure RemoveAIFlag(aName
: String20
);
460 function Healthy(): Byte;
461 procedure UpdateMove();
462 procedure UpdateCombat();
463 function KeyPressed(Key
: Word): Boolean;
464 procedure ReleaseKey(Key
: Byte);
465 function TargetOnScreen(TX
, TY
: Integer): Boolean;
466 procedure OnDamage(Angle
: SmallInt); override;
469 procedure Respawn(Silent
: Boolean; Force
: Boolean = False); override;
470 constructor Create(); override;
471 destructor Destroy(); override;
472 procedure Draw(); override;
473 function PickItem(ItemType
: Byte; force
: Boolean; var remove
: Boolean): Boolean; override;
474 function Heal(value
: Word; Soft
: Boolean): Boolean; override;
475 procedure Update(); override;
476 procedure SaveState (st
: TStream
); override;
477 procedure LoadState (st
: TStream
); override;
489 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
490 procedure moveBy (dx
, dy
: Integer); inline;
492 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
506 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
507 procedure moveBy (dx
, dy
: Integer); inline;
509 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
512 TCorpse
= class{$IFDEF USE_MEMPOOL}(TPoolObject
){$ENDIF}
521 FAnimation
: TAnimation
;
522 FAnimationMask
: TAnimation
;
525 constructor Create(X
, Y
: Integer; ModelName
: String; aMess
: Boolean);
526 destructor Destroy(); override;
527 procedure Damage(Value
: Word; vx
, vy
: Integer);
530 procedure SaveState (st
: TStream
);
531 procedure LoadState (st
: TStream
);
533 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
534 procedure moveBy (dx
, dy
: Integer); inline;
536 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
538 function ObjPtr (): PObj
; inline;
540 property Obj
: TObj read FObj
; // copies object
541 property State
: Byte read FState
;
542 property Mess
: Boolean read FMess
;
545 TTeamStat
= Array [TEAM_RED
..TEAM_BLUE
] of
551 gPlayers
: Array of TPlayer
;
552 gCorpses
: Array of TCorpse
;
553 gGibs
: Array of TGib
;
554 gShells
: Array of TShell
;
555 gTeamStat
: TTeamStat
;
556 gFly
: Boolean = False;
557 gAimLine
: Boolean = False;
558 gChatBubble
: Byte = 0;
559 gPlayerIndicator
: Integer = 1;
560 gPlayerIndicatorStyle
: Integer = 0;
564 MAX_RUNVEL
: Integer = 8;
565 VEL_JUMP
: Integer = 10;
566 SHELL_TIMEOUT
: Cardinal = 60000;
568 function Lerp(X
, Y
, Factor
: Integer): Integer;
570 procedure g_Gibs_SetMax(Count
: Word);
571 function g_Gibs_GetMax(): Word;
572 procedure g_Corpses_SetMax(Count
: Word);
573 function g_Corpses_GetMax(): Word;
574 procedure g_Shells_SetMax(Count
: Word);
575 function g_Shells_GetMax(): Word;
577 procedure g_Player_Init();
578 procedure g_Player_Free();
579 function g_Player_Create(ModelName
: String; Color
: TRGB
; Team
: Byte; Bot
: Boolean): Word;
580 function g_Player_CreateFromState (st
: TStream
): Word;
581 procedure g_Player_Remove(UID
: Word);
582 procedure g_Player_ResetTeams();
583 procedure g_Player_UpdateAll();
584 procedure g_Player_DrawAll();
585 procedure g_Player_DrawDebug(p
: TPlayer
);
586 procedure g_Player_DrawHealth();
587 procedure g_Player_RememberAll();
588 procedure g_Player_ResetAll(Force
, Silent
: Boolean);
589 function g_Player_Get(UID
: Word): TPlayer
;
590 function g_Player_GetCount(): Byte;
591 function g_Player_GetStats(): TPlayerStatArray
;
592 function g_Player_ValidName(Name
: String): Boolean;
593 procedure g_Player_CreateCorpse(Player
: TPlayer
);
594 procedure g_Player_CreateGibs(fX
, fY
: Integer; ModelName
: String; fColor
: TRGB
);
595 procedure g_Player_CreateShell(fX
, fY
, dX
, dY
: Integer; T
: Byte);
596 procedure g_Player_UpdatePhysicalObjects();
597 procedure g_Player_DrawCorpses();
598 procedure g_Player_DrawShells();
599 procedure g_Player_RemoveAllCorpses();
600 procedure g_Player_Corpses_SaveState (st
: TStream
);
601 procedure g_Player_Corpses_LoadState (st
: TStream
);
602 procedure g_Player_ResetReady();
603 procedure g_Bot_Add(Team
, Difficult
: Byte; Handicap
: Integer = 100);
604 procedure g_Bot_AddList(Team
: Byte; lname
: ShortString; num
: Integer = -1; Handicap
: Integer = 100);
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
].FHandicap
:= utils
.readLongInt(st
);
896 gPlayers
[a
].FLives
:= utils
.readByte(st
);
898 gPlayers
[a
].FArmor
:= utils
.readLongInt(st
);
900 gPlayers
[a
].FAir
:= utils
.readLongInt(st
);
902 gPlayers
[a
].FJetFuel
:= utils
.readLongInt(st
);
904 gPlayers
[a
].FPain
:= utils
.readLongInt(st
);
906 gPlayers
[a
].FKills
:= utils
.readLongInt(st
);
908 gPlayers
[a
].FMonsterKills
:= utils
.readLongInt(st
);
910 gPlayers
[a
].FFrags
:= utils
.readLongInt(st
);
912 gPlayers
[a
].FFragCombo
:= utils
.readByte(st
);
913 // Âðåìÿ ïîñëåäíåãî ôðàãà
914 gPlayers
[a
].FLastFrag
:= utils
.readLongWord(st
);
916 gPlayers
[a
].FDeath
:= utils
.readLongInt(st
);
918 gPlayers
[a
].FFlag
:= utils
.readByte(st
);
920 gPlayers
[a
].FSecrets
:= utils
.readLongInt(st
);
922 gPlayers
[a
].FCurrWeap
:= utils
.readByte(st
);
923 // Ñëåäóþùåå æåëàåìîå îðóæèå
924 gPlayers
[a
].FNextWeap
:= utils
.readWord(st
);
926 gPlayers
[a
].FNextWeapDelay
:= utils
.readByte(st
);
928 gPlayers
[a
].FBFGFireCounter
:= utils
.readSmallInt(st
);
930 gPlayers
[a
].FDamageBuffer
:= utils
.readLongInt(st
);
931 // Ïîñëåäíèé óäàðèâøèé
932 gPlayers
[a
].FLastSpawnerUID
:= utils
.readWord(st
);
933 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
934 gPlayers
[a
].FLastHit
:= utils
.readByte(st
);
936 Obj_LoadState(@gPlayers
[a
].FObj
, st
);
937 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
938 for i
:= A_BULLETS
to A_HIGH
do gPlayers
[a
].FAmmo
[i
] := utils
.readWord(st
);
939 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
940 for i
:= A_BULLETS
to A_HIGH
do gPlayers
[a
].FMaxAmmo
[i
] := utils
.readWord(st
);
942 for i
:= WP_FIRST
to WP_LAST
do gPlayers
[a
].FWeapon
[i
] := utils
.readBool(st
);
943 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
944 for i
:= WP_FIRST
to WP_LAST
do gPlayers
[a
].FReloading
[i
] := utils
.readWord(st
);
946 if utils
.readBool(st
) then Include(gPlayers
[a
].FRulez
, R_ITEM_BACKPACK
);
947 // Íàëè÷èå êðàñíîãî êëþ÷à
948 if utils
.readBool(st
) then Include(gPlayers
[a
].FRulez
, R_KEY_RED
);
949 // Íàëè÷èå çåëåíîãî êëþ÷à
950 if utils
.readBool(st
) then Include(gPlayers
[a
].FRulez
, R_KEY_GREEN
);
951 // Íàëè÷èå ñèíåãî êëþ÷à
952 if utils
.readBool(st
) then Include(gPlayers
[a
].FRulez
, R_KEY_BLUE
);
954 if utils
.readBool(st
) then Include(gPlayers
[a
].FRulez
, R_BERSERK
);
955 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
956 for i
:= MR_SUIT
to MR_MAX
do gPlayers
[a
].FMegaRulez
[i
] := utils
.readLongWord(st
);
957 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
958 for i
:= T_RESPAWN
to T_FLAGCAP
do gPlayers
[a
].FTime
[i
] := utils
.readLongWord(st
);
961 gPlayers
[a
].FActualModelName
:= utils
.readStr(st
);
963 gPlayers
[a
].FColor
.R
:= utils
.readByte(st
);
964 gPlayers
[a
].FColor
.G
:= utils
.readByte(st
);
965 gPlayers
[a
].FColor
.B
:= utils
.readByte(st
);
966 // Îáíîâëÿåì ìîäåëü èãðîêà
967 gPlayers
[a
].SetModel(gPlayers
[a
].FActualModelName
);
969 // Íåò ìîäåëè - ñîçäàíèå íåâîçìîæíî
970 if (gPlayers
[a
].FModel
= nil) then
974 g_FatalError(Format(_lc
[I_GAME_ERROR_MODEL
], [gPlayers
[a
].FActualModelName
]));
978 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû
979 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
980 gPlayers
[a
].FModel
.Color
:= TEAMCOLOR
[gPlayers
[a
].FTeam
]
982 gPlayers
[a
].FModel
.Color
:= gPlayers
[a
].FColor
;
984 result
:= gPlayers
[a
].FUID
;
988 procedure g_Player_ResetTeams();
992 if g_Game_IsClient
then
994 if gPlayers
= nil then
996 for a
:= Low(gPlayers
) to High(gPlayers
) do
997 if gPlayers
[a
] <> nil then
998 case gGameSettings
.GameMode
of
1000 gPlayers
[a
].ChangeTeam(TEAM_NONE
);
1002 if not (gPlayers
[a
].Team
in [TEAM_RED
, TEAM_BLUE
]) then
1003 if gPlayers
[a
].FPreferredTeam
in [TEAM_RED
, TEAM_BLUE
] then
1004 gPlayers
[a
].ChangeTeam(gPlayers
[a
].FPreferredTeam
)
1007 gPlayers
[a
].ChangeTeam(TEAM_RED
)
1009 gPlayers
[a
].ChangeTeam(TEAM_BLUE
);
1012 gPlayers
[a
].ChangeTeam(TEAM_COOP
);
1016 procedure g_Bot_Add(Team
, Difficult
: Byte; Handicap
: Integer = 100);
1019 _name
, _model
: String;
1022 if not g_Game_IsServer
then Exit
;
1024 // Ñïèñîê íàçâàíèé ìîäåëåé:
1025 m
:= g_PlayerModel_GetNames();
1030 if (gGameSettings
.GameType
= GT_SINGLE
) or (gGameSettings
.GameMode
= GM_COOP
) then
1031 Team
:= TEAM_COOP
// COOP
1033 if gGameSettings
.GameMode
= GM_DM
then
1034 Team
:= TEAM_NONE
// DM
1036 if Team
= TEAM_NONE
then // CTF / TDM
1038 // Àâòîáàëàíñ êîìàíä:
1042 for a
:= 0 to High(gPlayers
) do
1043 if gPlayers
[a
] <> nil then
1045 if gPlayers
[a
].Team
= TEAM_RED
then
1048 if gPlayers
[a
].Team
= TEAM_BLUE
then
1058 if Random(2) = 0 then
1064 // Âûáèðàåì áîòó èìÿ:
1066 if BotNames
<> nil then
1067 for a
:= 0 to High(BotNames
) do
1068 if g_Player_ValidName(BotNames
[a
]) then
1070 _name
:= BotNames
[a
];
1074 // Èìåíè íåò, çàäàåì ñëó÷àéíîå:
1077 _name
:= Format('DFBOT%.2d', [Random(100)]);
1078 until g_Player_ValidName(_name
);
1080 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
1081 _model
:= m
[Random(Length(m
))];
1084 with g_Player_Get(g_Player_Create(_model
,
1085 _RGB(Min(Random(9)*32, 255),
1086 Min(Random(9)*32, 255),
1087 Min(Random(9)*32, 255)),
1088 Team
, True)) as TBot
do
1093 1: FDifficult
:= DIFFICULT_EASY
;
1094 2: FDifficult
:= DIFFICULT_MEDIUM
;
1095 else FDifficult
:= DIFFICULT_HARD
;
1098 for a
:= WP_FIRST
to WP_LAST
do
1100 FDifficult
.WeaponPrior
[a
] := WEAPON_PRIOR1
[a
];
1101 FDifficult
.CloseWeaponPrior
[a
] := WEAPON_PRIOR2
[a
];
1102 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1105 FHandicap
:= Handicap
;
1107 g_Console_Add(Format(_lc
[I_PLAYER_JOIN
], [Name
]), True);
1109 if g_Game_IsNet
then MH_SEND_PlayerCreate(UID
);
1110 if g_Game_IsServer
and (gGameSettings
.MaxLives
> 0) then
1115 procedure g_Bot_AddList(Team
: Byte; lName
: ShortString; num
: Integer = -1; Handicap
: Integer = 100);
1118 _name
, _model
: String;
1121 if not g_Game_IsServer
then Exit
;
1123 // Ñïèñîê íàçâàíèé ìîäåëåé:
1124 m
:= g_PlayerModel_GetNames();
1129 if (gGameSettings
.GameType
= GT_SINGLE
) or (gGameSettings
.GameMode
= GM_COOP
) then
1130 Team
:= TEAM_COOP
// COOP
1132 if gGameSettings
.GameMode
= GM_DM
then
1133 Team
:= TEAM_NONE
// DM
1135 if Team
= TEAM_NONE
then
1136 Team
:= BotList
[num
].team
; // CTF / TDM
1138 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1139 lName
:= AnsiLowerCase(lName
);
1140 if (num
< 0) or (num
> Length(BotList
)-1) then
1142 if (num
= -1) and (lName
<> '') and (BotList
<> nil) then
1143 for a
:= 0 to High(BotList
) do
1144 if AnsiLowerCase(BotList
[a
].name
) = lName
then
1153 _name
:= BotList
[num
].name
;
1154 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1155 if not g_Player_ValidName(_name
) then
1157 _name
:= Format('DFBOT%.2d', [Random(100)]);
1158 until g_Player_ValidName(_name
);
1161 _model
:= BotList
[num
].model
;
1162 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1163 if not InSArray(_model
, m
) then
1164 _model
:= m
[Random(Length(m
))];
1167 with g_Player_Get(g_Player_Create(_model
, BotList
[num
].color
, Team
, True)) as TBot
do
1171 FDifficult
.DiagFire
:= BotList
[num
].diag_fire
;
1172 FDifficult
.InvisFire
:= BotList
[num
].invis_fire
;
1173 FDifficult
.DiagPrecision
:= BotList
[num
].diag_precision
;
1174 FDifficult
.FlyPrecision
:= BotList
[num
].fly_precision
;
1175 FDifficult
.Cover
:= BotList
[num
].cover
;
1176 FDifficult
.CloseJump
:= BotList
[num
].close_jump
;
1178 FHandicap
:= Handicap
;
1180 for a
:= WP_FIRST
to WP_LAST
do
1182 FDifficult
.WeaponPrior
[a
] := BotList
[num
].w_prior1
[a
];
1183 FDifficult
.CloseWeaponPrior
[a
] := BotList
[num
].w_prior2
[a
];
1184 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1187 g_Console_Add(Format(_lc
[I_PLAYER_JOIN
], [Name
]), True);
1189 if g_Game_IsNet
then MH_SEND_PlayerCreate(UID
);
1193 procedure g_Bot_RemoveAll();
1197 if not g_Game_IsServer
then Exit
;
1198 if gPlayers
= nil then Exit
;
1200 for a
:= 0 to High(gPlayers
) do
1201 if gPlayers
[a
] <> nil then
1202 if gPlayers
[a
] is TBot
then
1204 gPlayers
[a
].Lives
:= 0;
1205 gPlayers
[a
].Kill(K_SIMPLEKILL
, 0, HIT_DISCON
);
1206 g_Console_Add(Format(_lc
[I_PLAYER_LEAVE
], [gPlayers
[a
].Name
]), True);
1207 g_Player_Remove(gPlayers
[a
].FUID
);
1213 procedure g_Bot_MixNames();
1218 if BotNames
<> nil then
1219 for a
:= 0 to High(BotNames
) do
1221 b
:= Random(Length(BotNames
));
1223 Botnames
[a
] := BotNames
[b
];
1228 procedure g_Player_Remove(UID
: Word);
1232 if gPlayers
= nil then Exit
;
1234 if g_Game_IsServer
and g_Game_IsNet
then
1235 MH_SEND_PlayerDelete(UID
);
1237 for i
:= 0 to High(gPlayers
) do
1238 if gPlayers
[i
] <> nil then
1239 if gPlayers
[i
].FUID
= UID
then
1241 if gPlayers
[i
] is TPlayer
then
1242 TPlayer(gPlayers
[i
]).Free()
1244 TBot(gPlayers
[i
]).Free();
1250 procedure g_Player_Init();
1260 if not FileExists(DataDir
+ BOTNAMES_FILENAME
) then
1263 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1264 AssignFile(F
, DataDir
+ BOTNAMES_FILENAME
);
1275 SetLength(BotNames
, Length(BotNames
)+1);
1276 BotNames
[High(BotNames
)] := s
;
1284 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1285 config
:= TConfig
.CreateFile(DataDir
+ BOTLIST_FILENAME
);
1289 while config
.SectionExists(IntToStr(a
)) do
1291 SetLength(BotList
, Length(BotList
)+1);
1293 with BotList
[High(BotList
)] do
1296 name
:= config
.ReadStr(IntToStr(a
), 'name', '');
1298 model
:= config
.ReadStr(IntToStr(a
), 'model', '');
1300 if config
.ReadStr(IntToStr(a
), 'team', 'red') = 'red' then
1305 sa
:= parse(config
.ReadStr(IntToStr(a
), 'color', ''));
1306 color
.R
:= StrToIntDef(sa
[0], 0);
1307 color
.G
:= StrToIntDef(sa
[1], 0);
1308 color
.B
:= StrToIntDef(sa
[2], 0);
1309 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1310 diag_fire
:= config
.ReadInt(IntToStr(a
), 'diag_fire', 0);
1311 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1312 invis_fire
:= config
.ReadInt(IntToStr(a
), 'invis_fire', 0);
1313 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1314 diag_precision
:= config
.ReadInt(IntToStr(a
), 'diag_precision', 0);
1315 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1316 fly_precision
:= config
.ReadInt(IntToStr(a
), 'fly_precision', 0);
1317 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1318 cover
:= config
.ReadInt(IntToStr(a
), 'cover', 0);
1319 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1320 close_jump
:= config
.ReadInt(IntToStr(a
), 'close_jump', 0);
1321 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1322 sa
:= parse(config
.ReadStr(IntToStr(a
), 'w_prior1', ''));
1323 if Length(sa
) = 10 then
1325 w_prior1
[b
] := EnsureRange(StrToInt(sa
[b
]), 0, 9);
1326 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1327 sa
:= parse(config
.ReadStr(IntToStr(a
), 'w_prior2', ''));
1328 if Length(sa
) = 10 then
1330 w_prior2
[b
] := EnsureRange(StrToInt(sa
[b
]), 0, 9);
1332 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1333 if Length(sa) = 10 then
1335 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1344 procedure g_Player_Free();
1348 if gPlayers
<> nil then
1350 for i
:= 0 to High(gPlayers
) do
1351 if gPlayers
[i
] <> nil then
1353 if gPlayers
[i
] is TPlayer
then
1354 TPlayer(gPlayers
[i
]).Free()
1356 TBot(gPlayers
[i
]).Free();
1367 procedure g_Player_UpdateAll();
1371 if gPlayers
= nil then Exit
;
1373 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1374 for i
:= 0 to High(gPlayers
) do
1376 if gPlayers
[i
] <> nil then
1378 if gPlayers
[i
] is TPlayer
then
1380 gPlayers
[i
].Update();
1381 gPlayers
[i
].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1385 // bot updates weapons in `UpdateCombat()`
1386 TBot(gPlayers
[i
]).Update();
1390 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1393 procedure g_Player_DrawAll();
1397 if gPlayers
= nil then Exit
;
1399 for i
:= 0 to High(gPlayers
) do
1400 if gPlayers
[i
] <> nil then
1401 if gPlayers
[i
] is TPlayer
then gPlayers
[i
].Draw()
1402 else TBot(gPlayers
[i
]).Draw();
1405 procedure g_Player_DrawDebug(p
: TPlayer
);
1409 if p
= nil then Exit
;
1410 if (@p
.FObj
) = nil then Exit
;
1412 e_TextureFontGetSize(gStdFont
, fW
, fH
);
1414 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p
.FObj
.X
), gStdFont
);
1415 e_TextureFontPrint(0, fH
, 'Pos Y: ' + IntToStr(p
.FObj
.Y
), gStdFont
);
1416 e_TextureFontPrint(0, fH
* 2, 'Vel X: ' + IntToStr(p
.FObj
.Vel
.X
), gStdFont
);
1417 e_TextureFontPrint(0, fH
* 3, 'Vel Y: ' + IntToStr(p
.FObj
.Vel
.Y
), gStdFont
);
1418 e_TextureFontPrint(0, fH
* 4, 'Acc X: ' + IntToStr(p
.FObj
.Accel
.X
), gStdFont
);
1419 e_TextureFontPrint(0, fH
* 5, 'Acc Y: ' + IntToStr(p
.FObj
.Accel
.Y
), gStdFont
);
1422 procedure g_Player_DrawHealth();
1427 if gPlayers
= nil then Exit
;
1428 e_TextureFontGetSize(gStdFont
, fW
, fH
);
1430 for i
:= 0 to High(gPlayers
) do
1431 if gPlayers
[i
] <> nil then
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
* 2,
1435 IntToStr(gPlayers
[i
].FHealth
), gStdFont
);
1436 e_TextureFontPrint(gPlayers
[i
].FObj
.X
+ gPlayers
[i
].FObj
.Rect
.X
,
1437 gPlayers
[i
].FObj
.Y
+ gPlayers
[i
].FObj
.Rect
.Y
+ gPlayers
[i
].FObj
.Rect
.Height
- fH
,
1438 IntToStr(gPlayers
[i
].FArmor
), gStdFont
);
1442 function g_Player_Get(UID
: Word): TPlayer
;
1448 if gPlayers
= nil then
1451 for a
:= 0 to High(gPlayers
) do
1452 if gPlayers
[a
] <> nil then
1453 if gPlayers
[a
].FUID
= UID
then
1455 Result
:= gPlayers
[a
];
1460 function g_Player_GetCount(): Byte;
1466 if gPlayers
= nil then
1469 for a
:= 0 to High(gPlayers
) do
1470 if gPlayers
[a
] <> nil then
1471 Result
:= Result
+ 1;
1474 function g_Player_GetStats(): TPlayerStatArray
;
1480 if gPlayers
= nil then Exit
;
1482 for a
:= 0 to High(gPlayers
) do
1483 if gPlayers
[a
] <> nil then
1485 SetLength(Result
, Length(Result
)+1);
1486 with Result
[High(Result
)] do
1489 Ping
:= gPlayers
[a
].FPing
;
1490 Loss
:= gPlayers
[a
].FLoss
;
1491 Name
:= gPlayers
[a
].FName
;
1492 Team
:= gPlayers
[a
].FTeam
;
1493 Frags
:= gPlayers
[a
].FFrags
;
1494 Deaths
:= gPlayers
[a
].FDeath
;
1495 Kills
:= gPlayers
[a
].FKills
;
1496 Color
:= gPlayers
[a
].FModel
.Color
;
1497 Lives
:= gPlayers
[a
].FLives
;
1498 Spectator
:= gPlayers
[a
].FSpectator
;
1503 procedure g_Player_ResetReady();
1507 if not g_Game_IsServer
then Exit
;
1508 if gPlayers
= nil then Exit
;
1510 for a
:= 0 to High(gPlayers
) do
1511 if gPlayers
[a
] <> nil then
1513 gPlayers
[a
].FReady
:= False;
1514 if g_Game_IsNet
then
1515 MH_SEND_GameEvent(NET_EV_INTER_READY
, gPlayers
[a
].UID
, 'N');
1519 procedure g_Player_RememberAll
;
1523 for i
:= Low(gPlayers
) to High(gPlayers
) do
1524 if (gPlayers
[i
] <> nil) and gPlayers
[i
].alive
then
1525 gPlayers
[i
].RememberState
;
1528 procedure g_Player_ResetAll(Force
, Silent
: Boolean);
1532 gTeamStat
[TEAM_RED
].Goals
:= 0;
1533 gTeamStat
[TEAM_BLUE
].Goals
:= 0;
1535 if gPlayers
<> nil then
1536 for i
:= 0 to High(gPlayers
) do
1537 if gPlayers
[i
] <> nil then
1539 gPlayers
[i
].Reset(Force
);
1541 if gPlayers
[i
] is TPlayer
then
1543 if (not gPlayers
[i
].FSpectator
) or gPlayers
[i
].FWantsInGame
then
1544 gPlayers
[i
].Respawn(Silent
)
1546 gPlayers
[i
].Spectate();
1549 TBot(gPlayers
[i
]).Respawn(Silent
);
1553 procedure g_Player_CreateCorpse(Player
: TPlayer
);
1559 if Player
.alive
then
1562 // Ðàçðûâàåì ñâÿçü ñ ïðåæíèì òðóïîì:
1563 if gCorpses
<> nil then
1564 for i
:= 0 to High(gCorpses
) do
1565 if gCorpses
[i
] <> nil then
1566 if gCorpses
[i
].FPlayerUID
= Player
.FUID
then
1567 gCorpses
[i
].FPlayerUID
:= 0;
1569 if Player
.FObj
.Y
>= gMapInfo
.Height
+128 then
1574 if (FHealth
>= -50) or (gGibsCount
= 0) then
1576 if (gCorpses
= nil) or (Length(gCorpses
) = 0) then
1580 for find_id
:= 0 to High(gCorpses
) do
1581 if gCorpses
[find_id
] = nil then
1588 find_id
:= Random(Length(gCorpses
));
1590 gCorpses
[find_id
] := TCorpse
.Create(FObj
.X
, FObj
.Y
, FModel
.Name
, FHealth
< -20);
1591 gCorpses
[find_id
].FColor
:= FModel
.Color
;
1592 gCorpses
[find_id
].FObj
.Vel
:= FObj
.Vel
;
1593 gCorpses
[find_id
].FObj
.Accel
:= FObj
.Accel
;
1594 gCorpses
[find_id
].FPlayerUID
:= FUID
;
1597 g_Player_CreateGibs(FObj
.X
+ PLAYER_RECT_CX
,
1598 FObj
.Y
+ PLAYER_RECT_CY
,
1599 FModel
.Name
, FModel
.Color
);
1603 procedure g_Player_CreateShell(fX
, fY
, dX
, dY
: Integer; T
: Byte);
1607 if (gShells
= nil) or (Length(gShells
) = 0) then
1610 with gShells
[CurrentShell
] do
1616 if T
= SHELL_BULLET
then
1618 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID
) then
1622 Obj
.Rect
.Width
:= 4;
1623 Obj
.Rect
.Height
:= 2;
1627 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID
) then
1631 Obj
.Rect
.Width
:= 7;
1632 Obj
.Rect
.Height
:= 3;
1638 g_Obj_Push(@Obj
, dX
+ Random(4)-Random(4), dY
-Random(4));
1639 positionChanged(); // this updates spatial accelerators
1640 RAngle
:= Random(360);
1641 Timeout
:= gTime
+ SHELL_TIMEOUT
;
1643 if CurrentShell
>= High(gShells
) then
1650 procedure g_Player_CreateGibs(fX
, fY
: Integer; ModelName
: string; fColor
: TRGB
);
1653 GibsArray
: TGibsArray
;
1656 if (gGibs
= nil) or (Length(gGibs
) = 0) then
1658 if not g_PlayerModel_GetGibs(ModelName
, GibsArray
) then
1660 Blood
:= g_PlayerModel_GetBlood(ModelName
);
1662 for a
:= 0 to High(GibsArray
) do
1663 with gGibs
[CurrentGib
] do
1666 ID
:= GibsArray
[a
].ID
;
1667 MaskID
:= GibsArray
[a
].MaskID
;
1670 Obj
.Rect
:= GibsArray
[a
].Rect
;
1671 Obj
.X
:= fX
-GibsArray
[a
].Rect
.X
-(GibsArray
[a
].Rect
.Width
div 2);
1672 Obj
.Y
:= fY
-GibsArray
[a
].Rect
.Y
-(GibsArray
[a
].Rect
.Height
div 2);
1673 g_Obj_PushA(@Obj
, 25 + Random(10), Random(361));
1674 positionChanged(); // this updates spatial accelerators
1675 RAngle
:= Random(360);
1677 if gBloodCount
> 0 then
1678 g_GFX_Blood(fX
, fY
, 16*gBloodCount
+Random(5*gBloodCount
), -16+Random(33), -16+Random(33),
1679 Random(48), Random(48), Blood
.R
, Blood
.G
, Blood
.B
, Blood
.Kind
);
1681 if CurrentGib
>= High(gGibs
) then
1688 procedure g_Player_UpdatePhysicalObjects();
1694 procedure ShellSound_Bounce(X
, Y
: Integer; T
: Byte);
1699 if T
= SHELL_BULLET
then
1700 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k
), X
, Y
)
1702 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k
), X
, Y
);
1707 if gGibs
<> nil then
1708 for i
:= 0 to High(gGibs
) do
1709 if gGibs
[i
].alive
then
1713 mr
:= g_Obj_Move(@Obj
, True, False, True);
1714 positionChanged(); // this updates spatial accelerators
1716 if WordBool(mr
and MOVE_FALLOUT
) then
1722 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1723 if WordBool(mr
and MOVE_HITWALL
) then
1724 Obj
.Vel
.X
:= -(vel
.X
div 2);
1725 if WordBool(mr
and (MOVE_HITCEIL
or MOVE_HITLAND
)) then
1726 Obj
.Vel
.Y
:= -(vel
.Y
div 2);
1728 if (Obj
.Vel
.X
>= 0) then
1730 RAngle
:= RAngle
+ Abs(Obj
.Vel
.X
)*6 + Abs(Obj
.Vel
.Y
);
1731 if RAngle
>= 360 then
1732 RAngle
:= RAngle
mod 360;
1733 end else begin // Counter-clockwise
1734 RAngle
:= RAngle
- Abs(Obj
.Vel
.X
)*6 - Abs(Obj
.Vel
.Y
);
1736 RAngle
:= (360 - (Abs(RAngle
) mod 360)) mod 360;
1739 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1740 if gTime
mod (GAME_TICK
*3) = 0 then
1741 Obj
.Vel
.X
:= z_dec(Obj
.Vel
.X
, 1);
1745 if gCorpses
<> nil then
1746 for i
:= 0 to High(gCorpses
) do
1747 if gCorpses
[i
] <> nil then
1748 if gCorpses
[i
].State
= CORPSE_STATE_REMOVEME
then
1754 gCorpses
[i
].Update();
1757 if gShells
<> nil then
1758 for i
:= 0 to High(gShells
) do
1759 if gShells
[i
].alive
then
1763 mr
:= g_Obj_Move(@Obj
, True, False, True);
1764 positionChanged(); // this updates spatial accelerators
1766 if WordBool(mr
and MOVE_FALLOUT
) or (gShells
[i
].Timeout
< gTime
) then
1772 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1773 if WordBool(mr
and MOVE_HITWALL
) then
1775 Obj
.Vel
.X
:= -(vel
.X
div 2);
1776 if not WordBool(mr
and MOVE_INWATER
) then
1777 ShellSound_Bounce(Obj
.X
, Obj
.Y
, SType
);
1779 if WordBool(mr
and (MOVE_HITCEIL
or MOVE_HITLAND
)) then
1781 Obj
.Vel
.Y
:= -(vel
.Y
div 2);
1782 if Obj
.Vel
.X
<> 0 then Obj
.Vel
.X
:= Obj
.Vel
.X
div 2;
1783 if (Obj
.Vel
.X
= 0) and (Obj
.Vel
.Y
= 0) then
1785 if RAngle
mod 90 <> 0 then
1786 RAngle
:= (RAngle
div 90) * 90;
1788 else if not WordBool(mr
and MOVE_INWATER
) then
1789 ShellSound_Bounce(Obj
.X
, Obj
.Y
, SType
);
1792 if (Obj
.Vel
.X
>= 0) then
1794 RAngle
:= RAngle
+ Abs(Obj
.Vel
.X
)*8 + Abs(Obj
.Vel
.Y
);
1795 if RAngle
>= 360 then
1796 RAngle
:= RAngle
mod 360;
1797 end else begin // Counter-clockwise
1798 RAngle
:= RAngle
- Abs(Obj
.Vel
.X
)*8 - Abs(Obj
.Vel
.Y
);
1800 RAngle
:= (360 - (Abs(RAngle
) mod 360)) mod 360;
1806 procedure TGib
.getMapBox (out x
, y
, w
, h
: Integer); inline;
1808 x
:= Obj
.X
+Obj
.Rect
.X
;
1809 y
:= Obj
.Y
+Obj
.Rect
.Y
;
1810 w
:= Obj
.Rect
.Width
;
1811 h
:= Obj
.Rect
.Height
;
1814 procedure TGib
.moveBy (dx
, dy
: Integer); inline;
1816 if (dx
<> 0) or (dy
<> 0) then
1825 procedure TShell
.getMapBox (out x
, y
, w
, h
: Integer); inline;
1829 w
:= Obj
.Rect
.Width
;
1830 h
:= Obj
.Rect
.Height
;
1833 procedure TShell
.moveBy (dx
, dy
: Integer); inline;
1835 if (dx
<> 0) or (dy
<> 0) then
1844 procedure TGib
.positionChanged (); inline; begin end;
1845 procedure TShell
.positionChanged (); inline; begin end;
1848 procedure g_Player_DrawCorpses();
1853 if gGibs
<> nil then
1854 for i
:= 0 to High(gGibs
) do
1855 if gGibs
[i
].alive
then
1858 if not g_Obj_Collide(sX
, sY
, sWidth
, sHeight
, @Obj
) then
1861 a
.X
:= Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2);
1862 a
.y
:= Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2);
1864 e_DrawAdv(ID
, Obj
.X
, Obj
.Y
, 0, True, False, RAngle
, @a
, TMirrorType
.None
);
1867 e_DrawAdv(MaskID
, Obj
.X
, Obj
.Y
, 0, True, False, RAngle
, @a
, TMirrorType
.None
);
1873 if gCorpses
<> nil then
1874 for i
:= 0 to High(gCorpses
) do
1875 if gCorpses
[i
] <> nil then
1879 procedure g_Player_DrawShells();
1884 if gShells
<> nil then
1885 for i
:= 0 to High(gShells
) do
1886 if gShells
[i
].alive
then
1889 if not g_Obj_Collide(sX
, sY
, sWidth
, sHeight
, @Obj
) then
1895 e_DrawAdv(SpriteID
, Obj
.X
, Obj
.Y
, 0, True, False, RAngle
, @a
, TMirrorType
.None
);
1899 procedure g_Player_RemoveAllCorpses();
1905 SetLength(gGibs
, MaxGibs
);
1906 SetLength(gShells
, MaxGibs
);
1910 if gCorpses
<> nil then
1911 for i
:= 0 to High(gCorpses
) do
1915 SetLength(gCorpses
, MaxCorpses
);
1918 procedure g_Player_Corpses_SaveState (st
: TStream
);
1922 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ
1924 for i
:= 0 to High(gCorpses
) do if (gCorpses
[i
] <> nil) then Inc(count
);
1926 // Êîëè÷åñòâî òðóïîâ
1927 utils
.writeInt(st
, LongInt(count
));
1929 if (count
= 0) then exit
;
1932 for i
:= 0 to High(gCorpses
) do
1934 if gCorpses
[i
] <> nil then
1937 utils
.writeStr(st
, gCorpses
[i
].FModelName
);
1939 utils
.writeBool(st
, gCorpses
[i
].Mess
);
1940 // Ñîõðàíÿåì äàííûå òðóïà:
1941 gCorpses
[i
].SaveState(st
);
1947 procedure g_Player_Corpses_LoadState (st
: TStream
);
1955 g_Player_RemoveAllCorpses();
1957 // Êîëè÷åñòâî òðóïîâ:
1958 count
:= utils
.readLongInt(st
);
1959 if (count
< 0) or (count
> Length(gCorpses
)) then raise XStreamError
.Create('invalid number of corpses');
1961 if (count
= 0) then exit
;
1964 for i
:= 0 to count
-1 do
1967 str
:= utils
.readStr(st
);
1969 b
:= utils
.readBool(st
);
1971 gCorpses
[i
] := TCorpse
.Create(0, 0, str
, b
);
1972 // Çàãðóæàåì äàííûå òðóïà
1973 gCorpses
[i
].LoadState(st
);
1980 function TPlayer
.isValidViewPort (): Boolean; inline; begin result
:= (viewPortW
> 0) and (viewPortH
> 0); end;
1982 procedure TPlayer
.BFGHit();
1984 g_Weapon_BFGHit(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1985 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
1986 if g_Game_IsServer
and g_Game_IsNet
then
1987 MH_SEND_Effect(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1988 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
1992 procedure TPlayer
.ChangeModel(ModelName
: string);
1994 locModel
: TPlayerModel
;
1996 locModel
:= g_PlayerModel_Get(ModelName
);
1997 if locModel
= nil then Exit
;
2003 procedure TPlayer
.SetModel(ModelName
: string);
2007 m
:= g_PlayerModel_Get(ModelName
);
2010 g_SimpleError(Format(_lc
[I_GAME_ERROR_MODEL_FALLBACK
], [ModelName
]));
2011 m
:= g_PlayerModel_Get('doomer');
2014 g_FatalError(Format(_lc
[I_GAME_ERROR_MODEL
], ['doomer']));
2019 if FModel
<> nil then
2024 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
2025 FModel
.Color
:= FColor
2027 FModel
.Color
:= TEAMCOLOR
[FTeam
];
2028 FModel
.SetWeapon(FCurrWeap
);
2029 FModel
.SetFlag(FFlag
);
2030 SetDirection(FDirection
);
2033 procedure TPlayer
.SetColor(Color
: TRGB
);
2036 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
2037 if FModel
<> nil then FModel
.Color
:= Color
;
2040 function TPlayer
.GetColor(): TRGB
;
2042 result
:= FModel
.Color
;
2045 procedure TPlayer
.SwitchTeam
;
2047 if g_Game_IsClient
then
2049 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then Exit
;
2051 if gGameOn
and FAlive
then
2052 Kill(K_SIMPLEKILL
, FUID
, HIT_SELF
);
2054 if FTeam
= TEAM_RED
then
2056 ChangeTeam(TEAM_BLUE
);
2057 g_Console_Add(Format(_lc
[I_PLAYER_CHTEAM_BLUE
], [FName
]), True);
2058 if g_Game_IsNet
then
2059 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM
, TEAM_BLUE
, FName
);
2063 ChangeTeam(TEAM_RED
);
2064 g_Console_Add(Format(_lc
[I_PLAYER_CHTEAM_RED
], [FName
]), True);
2065 if g_Game_IsNet
then
2066 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM
, TEAM_RED
, FName
);
2068 FPreferredTeam
:= FTeam
;
2071 procedure TPlayer
.ChangeTeam(Team
: Byte);
2078 TEAM_RED
, TEAM_BLUE
:
2079 FModel
.Color
:= TEAMCOLOR
[Team
];
2081 FModel
.Color
:= FColor
;
2083 if (FTeam
<> OldTeam
) and g_Game_IsNet
and g_Game_IsServer
then
2084 MH_SEND_PlayerStats(FUID
);
2088 procedure TPlayer.CollideItem();
2093 if gItems = nil then Exit;
2094 if not FAlive then Exit;
2096 for i := 0 to High(gItems) do
2099 if (ItemType <> ITEM_NONE) and alive then
2100 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
2101 PLAYER_RECT.Height, @Obj) then
2103 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
2105 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
2106 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
2107 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
2108 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
2109 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
2111 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
2112 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
2113 (gGameSettings.GameType = GT_SINGLE) and
2114 (g_Player_GetCount() > 1)) then
2115 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
2121 function TPlayer
.CollideLevel(XInc
, YInc
: Integer): Boolean;
2123 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
2124 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
, PANEL_WALL
,
2128 constructor TPlayer
.Create();
2134 mEDamageType
:= HIT_SOME
;
2140 FSawSound
:= TPlayableSound
.Create();
2141 FSawSoundIdle
:= TPlayableSound
.Create();
2142 FSawSoundHit
:= TPlayableSound
.Create();
2143 FSawSoundSelect
:= TPlayableSound
.Create();
2144 FFlameSoundOn
:= TPlayableSound
.Create();
2145 FFlameSoundOff
:= TPlayableSound
.Create();
2146 FFlameSoundWork
:= TPlayableSound
.Create();
2147 FJetSoundFly
:= TPlayableSound
.Create();
2148 FJetSoundOn
:= TPlayableSound
.Create();
2149 FJetSoundOff
:= TPlayableSound
.Create();
2151 FSawSound
.SetByName('SOUND_WEAPON_FIRESAW');
2152 FSawSoundIdle
.SetByName('SOUND_WEAPON_IDLESAW');
2153 FSawSoundHit
.SetByName('SOUND_WEAPON_HITSAW');
2154 FSawSoundSelect
.SetByName('SOUND_WEAPON_SELECTSAW');
2155 FFlameSoundOn
.SetByName('SOUND_WEAPON_FLAMEON');
2156 FFlameSoundOff
.SetByName('SOUND_WEAPON_FLAMEOFF');
2157 FFlameSoundWork
.SetByName('SOUND_WEAPON_FLAMEWORK');
2158 FJetSoundFly
.SetByName('SOUND_PLAYER_JETFLY');
2159 FJetSoundOn
.SetByName('SOUND_PLAYER_JETON');
2160 FJetSoundOff
.SetByName('SOUND_PLAYER_JETOFF');
2162 FSpectatePlayer
:= -1;
2166 FSavedState
.WaitRecall
:= False;
2173 FActualModelName
:= 'doomer';
2176 FObj
.Rect
:= PLAYER_RECT
;
2178 FBFGFireCounter
:= -1;
2179 FJustTeleported
:= False;
2182 FWaitForFirstSpawn
:= false;
2187 procedure TPlayer
.positionChanged (); inline;
2191 procedure TPlayer
.doDamage (v
: Integer);
2193 if (v
<= 0) then exit
;
2194 if (v
> 32767) then v
:= 32767;
2195 Damage(v
, 0, 0, 0, mEDamageType
);
2198 procedure TPlayer
.Damage(value
: Word; SpawnerUID
: Word; vx
, vy
: Integer; t
: Byte);
2202 if (not g_Game_IsClient
) and (not FAlive
) then
2207 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2208 if ((t
= HIT_TRAP
) or (t
= HIT_SELF
)) and (not FGodMode
) then
2210 if not g_Game_IsClient
then
2213 if t
= HIT_TRAP
then
2215 // Ëîâóøêà óáèâàåò ñðàçó:
2217 Kill(K_EXTRAHARDKILL
, SpawnerUID
, t
);
2219 if t
= HIT_SELF
then
2223 Kill(K_SIMPLEKILL
, SpawnerUID
, t
);
2226 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2227 FMegaRulez
[MR_SUIT
] := 0;
2228 FMegaRulez
[MR_INVUL
] := 0;
2229 FMegaRulez
[MR_INVIS
] := 0;
2233 // Íî îò îñòàëüíîãî ñïàñàåò:
2234 if FMegaRulez
[MR_INVUL
] >= gTime
then
2241 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2242 if LongBool(gGameSettings
.Options
and GAME_OPTION_TEAMDAMAGE
) or
2243 (SpawnerUID
= FUID
) or
2244 (not SameTeam(FUID
, SpawnerUID
)) then
2246 FLastSpawnerUID
:= SpawnerUID
;
2248 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2249 if gBloodCount
> 0 then
2251 c
:= Min(value
, 200)*gBloodCount
+ Random(Min(value
, 200) div 2);
2252 if value
div 4 <= c
then
2253 c
:= c
- (value
div 4)
2257 if (t
= HIT_SOME
) and (vx
= 0) and (vy
= 0) then
2261 HIT_TRAP
, HIT_ACID
, HIT_FLAME
, HIT_SELF
: MakeBloodSimple(c
);
2262 HIT_BFG
, HIT_ROCKET
, HIT_SOME
: MakeBloodVector(c
, vx
, vy
);
2265 if t
= HIT_WATER
then
2266 g_GFX_Bubbles(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2),
2267 FObj
.Y
+PLAYER_RECT
.Y
-4, value
div 2, 8, 4);
2272 Inc(FDamageBuffer
, value
);
2276 FPain
:= FPain
+ value
;
2279 if g_Game_IsServer
and g_Game_IsNet
then
2281 MH_SEND_PlayerDamage(FUID
, t
, SpawnerUID
, value
, vx
, vy
);
2282 MH_SEND_PlayerStats(FUID
);
2283 MH_SEND_PlayerPos(False, FUID
);
2287 function TPlayer
.Heal(value
: Word; Soft
: Boolean): Boolean;
2290 if g_Game_IsClient
then
2295 if Soft
and (FHealth
< PLAYER_HP_SOFT
) then
2297 IncMax(FHealth
, value
, PLAYER_HP_SOFT
);
2300 if (not Soft
) and (FHealth
< PLAYER_HP_LIMIT
) then
2302 IncMax(FHealth
, value
, PLAYER_HP_LIMIT
);
2306 if Result
and g_Game_IsServer
and g_Game_IsNet
then
2307 MH_SEND_PlayerStats(FUID
);
2310 destructor TPlayer
.Destroy();
2312 if (gPlayer1
<> nil) and (gPlayer1
.FUID
= FUID
) then
2314 if (gPlayer2
<> nil) and (gPlayer2
.FUID
= FUID
) then
2318 FSawSoundIdle
.Free();
2319 FSawSoundHit
.Free();
2320 FSawSoundSelect
.Free();
2321 FFlameSoundOn
.Free();
2322 FFlameSoundOff
.Free();
2323 FFlameSoundWork
.Free();
2324 FJetSoundFly
.Free();
2326 FJetSoundOff
.Free();
2328 if FPunchAnim
<> nil then
2334 procedure TPlayer
.DrawIndicator(Color
: TRGB
);
2336 indX
, indY
: Integer;
2345 case gPlayerIndicatorStyle
of
2348 if g_Texture_Get('TEXTURE_PLAYER_INDICATOR', ID
) then
2350 e_GetTextureSize(ID
, @indW
, @indH
);
2354 if (FObj
.X
+ FObj
.Rect
.X
) < 0 then
2357 indX
:= FObj
.X
+ FObj
.Rect
.X
+ FObj
.Rect
.Width
;
2358 indY
:= FObj
.Y
+ FObj
.Rect
.Y
+ (FObj
.Rect
.Height
- indW
) div 2;
2361 else if (FObj
.X
+ FObj
.Rect
.X
+ FObj
.Rect
.Width
) > Max(gMapInfo
.Width
, gPlayerScreenSize
.X
) then
2364 indX
:= FObj
.X
+ FObj
.Rect
.X
- indH
;
2365 indY
:= FObj
.Y
+ FObj
.Rect
.Y
+ (FObj
.Rect
.Height
- indW
) div 2;
2368 else if (fObj
.Y
- indH
) < 0 then
2371 indX
:= FObj
.X
+ FObj
.Rect
.X
+ (FObj
.Rect
.Width
- indW
) div 2;
2372 indY
:= FObj
.Y
+ FObj
.Rect
.Y
+ FObj
.Rect
.Height
;
2378 indX
:= FObj
.X
+ FObj
.Rect
.X
+ (FObj
.Rect
.Width
- indW
) div 2;
2379 indY
:= FObj
.Y
- indH
;
2382 indX
:= EnsureRange(indX
, 0, Max(gMapInfo
.Width
, gPlayerScreenSize
.X
) - indW
);
2383 indY
:= EnsureRange(indY
, 0, Max(gMapInfo
.Height
, gPlayerScreenSize
.Y
) - indH
);
2387 e_DrawAdv(ID
, indX
, indY
, 0, True, False, indA
, @a
);
2394 e_TextureFontGetSize(gStdFont
, nW
, nH
);
2395 indX
:= FObj
.X
+ FObj
.Rect
.X
+ (FObj
.Rect
.Width
- Length(FName
) * nW
) div 2;
2396 indY
:= FObj
.Y
- nH
;
2397 e_TextureFontPrintEx(indX
, indY
, FName
, gStdFont
, Color
.R
, Color
.G
, Color
.B
, 1.0, True);
2402 procedure TPlayer
.DrawBubble();
2404 bubX
, bubY
: Integer;
2407 Rw
, Gw
, Bw
: SmallInt;
2410 bubX
:= FObj
.X
+FObj
.Rect
.X
+ IfThen(FDirection
= TDirection
.D_LEFT
, -4, 18);
2411 bubY
:= FObj
.Y
+FObj
.Rect
.Y
- 18;
2419 1: // simple textual non-bubble
2421 bubX
:= FObj
.X
+FObj
.Rect
.X
- 11;
2422 bubY
:= FObj
.Y
+FObj
.Rect
.Y
- 17;
2423 e_TextureFontPrint(bubX
, bubY
, '[...]', gStdFont
);
2426 2: // advanced pixel-perfect bubble
2428 if FTeam
= TEAM_RED
then
2431 if FTeam
= TEAM_BLUE
then
2434 3: // colored bubble
2436 Rb
:= FModel
.Color
.R
;
2437 Gb
:= FModel
.Color
.G
;
2438 Bb
:= FModel
.Color
.B
;
2439 Rw
:= Min(Rb
* 2 + 64, 255);
2440 Gw
:= Min(Gb
* 2 + 64, 255);
2441 Bw
:= Min(Bb
* 2 + 64, 255);
2442 if (Abs(Rw
- Rb
) < 32)
2443 or (Abs(Gw
- Gb
) < 32)
2444 or (Abs(Bw
- Bb
) < 32) then
2446 Rb
:= Max(Rw
div 2 - 16, 0);
2447 Gb
:= Max(Gw
div 2 - 16, 0);
2448 Bb
:= Max(Bw
div 2 - 16, 0);
2451 4: // custom textured bubble
2453 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID
) then
2454 if FDirection
= TDirection
.D_RIGHT
then
2455 e_Draw(ID
, bubX
- 6, bubY
- 7, 0, True, False)
2457 e_Draw(ID
, bubX
- 6, bubY
- 7, 0, True, False, TMirrorType
.Horizontal
);
2463 e_DrawQuad(bubX
+ 1, bubY
, bubX
+ 18, bubY
+ 13, Rb
, Gb
, Bb
);
2464 e_DrawQuad(bubX
, bubY
+ 1, bubX
+ 19, bubY
+ 12, Rb
, Gb
, Bb
);
2466 e_DrawFillQuad(bubX
+ 1, bubY
+ 1, bubX
+ 18, bubY
+ 12, Rw
, Gw
, Bw
, 0);
2469 Dot
:= IfThen(FDirection
= TDirection
.D_LEFT
, 14, 5);
2470 e_DrawLine(1, bubX
+ Dot
, bubY
+ 14, bubX
+ Dot
, bubY
+ 16, Rb
, Gb
, Bb
);
2471 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
);
2472 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
);
2473 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
);
2474 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
);
2478 e_DrawFillQuad(bubX
+ Dot
, bubY
+ 8, bubX
+ Dot
+ 1, bubY
+ 9, Rb
, Gb
, Bb
, 0);
2479 e_DrawFillQuad(bubX
+ Dot
+ 3, bubY
+ 8, bubX
+ Dot
+ 4, bubY
+ 9, Rb
, Gb
, Bb
, 0);
2480 e_DrawFillQuad(bubX
+ Dot
+ 6, bubY
+ 8, bubX
+ Dot
+ 7, bubY
+ 9, Rb
, Gb
, Bb
, 0);
2483 procedure TPlayer
.Draw();
2488 Mirror
: TMirrorType
;
2492 if Direction
= TDirection
.D_RIGHT
then
2493 Mirror
:= TMirrorType
.None
2495 Mirror
:= TMirrorType
.Horizontal
;
2497 if FPunchAnim
<> nil then
2499 FPunchAnim
.Draw(FObj
.X
+IfThen(Direction
= TDirection
.D_LEFT
, 15-FObj
.Rect
.X
, FObj
.Rect
.X
-15),
2500 FObj
.Y
+FObj
.Rect
.Y
-11, Mirror
);
2501 if FPunchAnim
.played
then
2508 if (FMegaRulez
[MR_INVUL
] > gTime
) and (gPlayerDrawn
<> Self
) then
2509 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID
) then
2511 e_GetTextureSize(ID
, @w
, @h
);
2512 if FDirection
= TDirection
.D_LEFT
then
2513 e_Draw(ID
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-(w
div 2)+4,
2514 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-(h
div 2)-7+FObj
.slopeUpLeft
, 0, True, False)
2516 e_Draw(ID
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-(w
div 2)-2,
2517 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-(h
div 2)-7+FObj
.slopeUpLeft
, 0, True, False);
2520 if FMegaRulez
[MR_INVIS
] > gTime
then
2522 if (gPlayerDrawn
<> nil) and ((Self
= gPlayerDrawn
) or
2523 ((FTeam
= gPlayerDrawn
.Team
) and (gGameSettings
.GameMode
<> GM_DM
))) then
2525 if (FMegaRulez
[MR_INVIS
] - gTime
) <= 2100 then
2526 dr
:= not Odd((FMegaRulez
[MR_INVIS
] - gTime
) div 300)
2530 FModel
.Draw(FObj
.X
, FObj
.Y
+FObj
.slopeUpLeft
, 200)
2532 FModel
.Draw(FObj
.X
, FObj
.Y
+FObj
.slopeUpLeft
);
2535 FModel
.Draw(FObj
.X
, FObj
.Y
+FObj
.slopeUpLeft
, 254);
2538 FModel
.Draw(FObj
.X
, FObj
.Y
+FObj
.slopeUpLeft
);
2541 if g_debug_Frames
then
2543 e_DrawQuad(FObj
.X
+FObj
.Rect
.X
,
2545 FObj
.X
+FObj
.Rect
.X
+FObj
.Rect
.Width
-1,
2546 FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-1,
2550 if (gChatBubble
> 0) and (FKeys
[KEY_CHAT
].Pressed
) and not FGhost
then
2551 if (FMegaRulez
[MR_INVIS
] <= gTime
) or ((gPlayerDrawn
<> nil) and ((Self
= gPlayerDrawn
) or
2552 ((FTeam
= gPlayerDrawn
.Team
) and (gGameSettings
.GameMode
<> GM_DM
)))) then
2554 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2555 if gAimLine
and alive
and
2556 ((Self
= gPlayer1
) or (Self
= gPlayer2
)) then
2561 procedure TPlayer
.DrawAim();
2562 procedure drawCast (sz
: Integer; ax0
, ay0
, ax1
, ay1
: Integer);
2567 {$IFDEF ENABLE_HOLMES}
2568 if isValidViewPort
and (self
= gPlayer1
) then
2570 g_Holmes_plrLaser(ax0
, ay0
, ax1
, ay1
);
2574 e_DrawLine(sz
, ax0
, ay0
, ax1
, ay1
, 255, 0, 0, 96);
2575 if (g_Map_traceToNearestWall(ax0
, ay0
, ax1
, ay1
, @ex
, @ey
) <> nil) then
2577 e_DrawLine(sz
, ax0
, ay0
, ex
, ey
, 0, 255, 0, 96);
2581 e_DrawLine(sz
, ax0
, ay0
, ex
, ey
, 0, 0, 255, 96);
2586 wx
, wy
, xx
, yy
: Integer;
2590 wx
:= FObj
.X
+ WEAPONPOINT
[FDirection
].X
+ IfThen(FDirection
= TDirection
.D_LEFT
, 7, -7);
2591 wy
:= FObj
.Y
+ WEAPONPOINT
[FDirection
].Y
;
2600 1: begin // Chainsaw
2607 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2608 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2609 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2610 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2615 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2616 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2617 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2618 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2620 4: begin // Double Shotgun
2623 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2624 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2625 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2626 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2628 5: begin // Chaingun
2631 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2632 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2633 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2634 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2636 6: begin // Rocket Launcher
2639 if angle
= ANGLE_RIGHTUP
then Inc(angle
, 2);
2640 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2641 if angle
= ANGLE_LEFTUP
then Dec(angle
, 2);
2642 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2644 7: begin // Plasmagun
2647 if angle
= ANGLE_RIGHTUP
then Inc(angle
);
2648 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 3);
2649 if angle
= ANGLE_LEFTUP
then Dec(angle
);
2650 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 3);
2655 if angle
= ANGLE_RIGHTUP
then Inc(angle
, 1);
2656 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 2);
2657 if angle
= ANGLE_LEFTUP
then Dec(angle
, 1);
2658 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 2);
2660 9: begin // Super Chaingun
2663 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2664 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2665 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2666 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2669 xx
:= Trunc(Cos(-DegToRad(angle
)) * len
) + wx
;
2670 yy
:= Trunc(Sin(-DegToRad(angle
)) * len
) + wy
;
2671 {$IF DEFINED(D2F_DEBUG)}
2672 drawCast(sz
, wx
, wy
, xx
, yy
);
2674 e_DrawLine(sz
, wx
, wy
, xx
, yy
, 255, 0, 0, 96);
2678 procedure TPlayer
.DrawGUI();
2681 X
, Y
, SY
, a
, p
, m
: Integer;
2685 stat
: TPlayerStatArray
;
2687 X
:= gPlayerScreenSize
.X
;
2688 SY
:= gPlayerScreenSize
.Y
;
2691 if gShowGoals
and (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
2693 if gGameSettings
.GameMode
= GM_CTF
then
2697 if gGameSettings
.GameMode
= GM_CTF
then
2699 s
:= 'TEXTURE_PLAYER_REDFLAG';
2700 if gFlags
[FLAG_RED
].State
= FLAG_STATE_CAPTURED
then
2701 s
:= 'TEXTURE_PLAYER_REDFLAG_S';
2702 if gFlags
[FLAG_RED
].State
= FLAG_STATE_DROPPED
then
2703 s
:= 'TEXTURE_PLAYER_REDFLAG_D';
2704 if g_Texture_Get(s
, ID
) then
2705 e_Draw(ID
, X
-16-32, 240-72-4, 0, True, False);
2708 s
:= IntToStr(gTeamStat
[TEAM_RED
].Goals
);
2709 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2710 e_CharFont_PrintEx(gMenuFont
, X
-16-a
-tw
, 240-72-4, s
, TEAMCOLOR
[TEAM_RED
]);
2712 if gGameSettings
.GameMode
= GM_CTF
then
2714 s
:= 'TEXTURE_PLAYER_BLUEFLAG';
2715 if gFlags
[FLAG_BLUE
].State
= FLAG_STATE_CAPTURED
then
2716 s
:= 'TEXTURE_PLAYER_BLUEFLAG_S';
2717 if gFlags
[FLAG_BLUE
].State
= FLAG_STATE_DROPPED
then
2718 s
:= 'TEXTURE_PLAYER_BLUEFLAG_D';
2719 if g_Texture_Get(s
, ID
) then
2720 e_Draw(ID
, X
-16-32, 240-32-4, 0, True, False);
2723 s
:= IntToStr(gTeamStat
[TEAM_BLUE
].Goals
);
2724 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2725 e_CharFont_PrintEx(gMenuFont
, X
-16-a
-tw
, 240-32-4, s
, TEAMCOLOR
[TEAM_BLUE
]);
2728 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID
) then
2729 e_DrawFill(ID
, X
, 0, 1, (gPlayerScreenSize
.Y
div 256)+IfThen(gPlayerScreenSize
.Y
mod 256 > 0, 1, 0),
2732 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID
) then
2733 e_Draw(ID
, X
+2, Y
, 0, True, False);
2735 if gGameSettings
.GameType
in [GT_CUSTOM
, GT_SERVER
, GT_CLIENT
] then
2739 s
:= IntToStr(Frags
);
2740 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2741 e_CharFont_PrintEx(gMenuFont
, X
-16-tw
, Y
, s
, _RGB(255, 0, 0));
2746 stat
:= g_Player_GetStats();
2751 for a
:= 0 to High(stat
) do
2752 if stat
[a
].Name
<> Name
then
2754 if stat
[a
].Frags
> m
then m
:= stat
[a
].Frags
;
2755 if stat
[a
].Frags
> Frags
then p
:= p
+1;
2759 s
:= IntToStr(p
)+' / '+IntToStr(Length(stat
))+' ';
2760 if Frags
>= m
then s
:= s
+'+' else s
:= s
+'-';
2761 s
:= s
+IntToStr(Abs(Frags
-m
));
2763 e_CharFont_GetSize(gMenuSmallFont
, s
, tw
, th
);
2764 e_CharFont_PrintEx(gMenuSmallFont
, X
-16-tw
, Y
+32, s
, _RGB(255, 0, 0));
2767 if gShowLives
and (gGameSettings
.MaxLives
> 0) then
2769 s
:= IntToStr(Lives
);
2770 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2771 e_CharFont_PrintEx(gMenuFont
, X
-16-tw
, SY
-32, s
, _RGB(0, 255, 0));
2775 e_CharFont_GetSize(gMenuSmallFont
, FName
, tw
, th
);
2776 e_CharFont_PrintEx(gMenuSmallFont
, X
+98-(tw
div 2), Y
+8, FName
, _RGB(255, 0, 0));
2778 if R_BERSERK
in FRulez
then
2779 e_Draw(gItemsTexturesID
[ITEM_MEDKIT_BLACK
], X
+37, Y
+45, 0, True, False)
2781 e_Draw(gItemsTexturesID
[ITEM_MEDKIT_LARGE
], X
+37, Y
+45, 0, True, False);
2783 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID
) then
2784 e_Draw(ID
, X
+36, Y
+77, 0, True, False);
2786 s
:= IntToStr(IfThen(FHealth
> 0, FHealth
, 0));
2787 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2788 e_CharFont_PrintEx(gMenuFont
, X
+178-tw
, Y
+40, s
, _RGB(255, 0, 0));
2790 s
:= IntToStr(FArmor
);
2791 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2792 e_CharFont_PrintEx(gMenuFont
, X
+178-tw
, Y
+68, s
, _RGB(255, 0, 0));
2794 s
:= IntToStr(GetAmmoByWeapon(FCurrWeap
));
2800 ID
:= gItemsTexturesID
[ITEM_WEAPON_KASTET
];
2805 ID
:= gItemsTexturesID
[ITEM_WEAPON_SAW
];
2807 WEAPON_PISTOL
: ID
:= gItemsTexturesID
[ITEM_WEAPON_PISTOL
];
2808 WEAPON_CHAINGUN
: ID
:= gItemsTexturesID
[ITEM_WEAPON_CHAINGUN
];
2809 WEAPON_SHOTGUN1
: ID
:= gItemsTexturesID
[ITEM_WEAPON_SHOTGUN1
];
2810 WEAPON_SHOTGUN2
: ID
:= gItemsTexturesID
[ITEM_WEAPON_SHOTGUN2
];
2811 WEAPON_SUPERPULEMET
: ID
:= gItemsTexturesID
[ITEM_WEAPON_SUPERPULEMET
];
2812 WEAPON_ROCKETLAUNCHER
: ID
:= gItemsTexturesID
[ITEM_WEAPON_ROCKETLAUNCHER
];
2813 WEAPON_PLASMA
: ID
:= gItemsTexturesID
[ITEM_WEAPON_PLASMA
];
2814 WEAPON_BFG
: ID
:= gItemsTexturesID
[ITEM_WEAPON_BFG
];
2815 WEAPON_FLAMETHROWER
: ID
:= gItemsTexturesID
[ITEM_WEAPON_FLAMETHROWER
];
2818 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2819 e_CharFont_PrintEx(gMenuFont
, X
+178-tw
, Y
+158, s
, _RGB(255, 0, 0));
2820 e_Draw(ID
, X
+20, Y
+160, 0, True, False);
2822 if R_KEY_RED
in FRulez
then
2823 e_Draw(gItemsTexturesID
[ITEM_KEY_RED
], X
+78, Y
+214, 0, True, False);
2825 if R_KEY_GREEN
in FRulez
then
2826 e_Draw(gItemsTexturesID
[ITEM_KEY_GREEN
], X
+95, Y
+214, 0, True, False);
2828 if R_KEY_BLUE
in FRulez
then
2829 e_Draw(gItemsTexturesID
[ITEM_KEY_BLUE
], X
+112, Y
+214, 0, True, False);
2831 if FJetFuel
> 0 then
2833 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID
) then
2834 e_Draw(ID
, X
+2, Y
+116, 0, True, False);
2835 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID
) then
2836 e_Draw(ID
, X
+2, Y
+126, 0, True, False);
2837 e_DrawLine(4, X
+16, Y
+122, X
+16+Trunc(168*IfThen(FAir
> 0, FAir
, 0)/AIR_MAX
), Y
+122, 0, 0, 196);
2838 e_DrawLine(4, X
+16, Y
+132, X
+16+Trunc(168*FJetFuel
/JET_MAX
), Y
+132, 208, 0, 0);
2842 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID
) then
2843 e_Draw(ID
, X
+2, Y
+124, 0, True, False);
2844 e_DrawLine(4, X
+16, Y
+130, X
+16+Trunc(168*IfThen(FAir
> 0, FAir
, 0)/AIR_MAX
), Y
+130, 0, 0, 196);
2847 if gShowPing
and g_Game_IsClient
then
2849 s
:= _lc
[I_GAME_PING_HUD
] + IntToStr(NetPeer
.lastRoundTripTime
) + _lc
[I_NET_SLIST_PING_MS
];
2850 e_TextureFontPrint(X
+ 4, Y
+ 242, s
, gStdFont
);
2856 e_TextureFontPrint(X
+ 4, Y
+ 242, _lc
[I_PLAYER_SPECT
], gStdFont
);
2857 e_TextureFontPrint(X
+ 4, Y
+ 258, _lc
[I_PLAYER_SPECT2
], gStdFont
);
2858 e_TextureFontPrint(X
+ 4, Y
+ 274, _lc
[I_PLAYER_SPECT1
], gStdFont
);
2861 e_TextureFontGetSize(gStdFont
, cw
, ch
);
2862 s
:= _lc
[I_PLAYER_SPECT4
];
2863 e_TextureFontPrintEx(gScreenWidth
div 2 - cw
*(Length(s
) div 2),
2864 gScreenHeight
-4-ch
, s
, gStdFont
, 255, 255, 255, 1, True);
2865 e_TextureFontPrint(X
+ 4, Y
+ 290, _lc
[I_PLAYER_SPECT1S
], gStdFont
);
2871 procedure TPlayer
.DrawRulez();
2875 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2876 if FMegaRulez
[MR_INVUL
] >= gTime
then
2878 if (FMegaRulez
[MR_INVUL
]-gTime
) <= 2100 then
2879 dr
:= not Odd((FMegaRulez
[MR_INVUL
]-gTime
) div 300)
2884 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1,
2885 191, 191, 191, 0, TBlending
.Invert
);
2888 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2889 if FMegaRulez
[MR_SUIT
] >= gTime
then
2891 if (FMegaRulez
[MR_SUIT
]-gTime
) <= 2100 then
2892 dr
:= not Odd((FMegaRulez
[MR_SUIT
]-gTime
) div 300)
2897 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1,
2898 0, 96, 0, 200, TBlending
.None
);
2901 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2902 if (FBerserk
>= 0) and (LongWord(FBerserk
) >= gTime
) and (gFlash
= 2) then
2904 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1,
2905 255, 0, 0, 200, TBlending
.None
);
2909 procedure TPlayer
.DrawPain();
2913 if FPain
= 0 then Exit
;
2917 if a
< 15 then h
:= 0
2918 else if a
< 35 then h
:= 1
2919 else if a
< 55 then h
:= 2
2920 else if a
< 75 then h
:= 3
2921 else if a
< 95 then h
:= 4
2924 //if a > 255 then a := 255;
2926 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1, 255, 0, 0, 255-h
*50);
2927 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2930 procedure TPlayer
.DrawPickup();
2934 if FPickup
= 0 then Exit
;
2938 if a
< 15 then h
:= 1
2939 else if a
< 35 then h
:= 2
2940 else if a
< 55 then h
:= 3
2941 else if a
< 75 then h
:= 4
2944 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1, 150, 200, 150, 255-h
*50);
2947 procedure TPlayer
.DoPunch();
2952 if FPunchAnim
<> nil then begin
2957 st
:= 'FRAMES_PUNCH';
2958 if R_BERSERK
in FRulez
then
2959 st
:= st
+ '_BERSERK';
2960 if FKeys
[KEY_UP
].Pressed
then
2962 else if FKeys
[KEY_DOWN
].Pressed
then
2964 g_Frames_Get(id
, st
);
2965 FPunchAnim
:= TAnimation
.Create(id
, False, 1);
2968 procedure TPlayer
.Fire();
2970 f
, DidFire
: Boolean;
2971 wx
, wy
, xd
, yd
: Integer;
2974 if g_Game_IsClient
then Exit
;
2975 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2976 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2984 if FReloading
[FCurrWeap
] <> 0 then Exit
;
2989 wx
:= FObj
.X
+WEAPONPOINT
[FDirection
].X
;
2990 wy
:= FObj
.Y
+WEAPONPOINT
[FDirection
].Y
;
2991 xd
:= wx
+IfThen(FDirection
= TDirection
.D_LEFT
, -30, 30);
2992 yd
:= wy
+firediry();
2998 if R_BERSERK
in FRulez
then
3000 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
3001 locobj
.X
:= FObj
.X
+FObj
.Rect
.X
;
3002 locobj
.Y
:= FObj
.Y
+FObj
.Rect
.Y
;
3005 locobj
.rect
.Width
:= 39;
3006 locobj
.rect
.Height
:= 52;
3007 locobj
.Vel
.X
:= (xd
-wx
) div 2;
3008 locobj
.Vel
.Y
:= (yd
-wy
) div 2;
3009 locobj
.Accel
.X
:= xd
-wx
;
3010 locobj
.Accel
.y
:= yd
-wy
;
3012 if g_Weapon_Hit(@locobj
, 50, FUID
, HIT_SOME
) <> 0 then
3013 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj
.X
, FObj
.Y
)
3015 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj
.X
, FObj
.Y
);
3017 if (gFlash
= 1) and (FPain
< 50) then FPain
:= min(FPain
+ 25, 50);
3021 g_Weapon_punch(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, 3, FUID
);
3025 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3030 if g_Weapon_chainsaw(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
3031 IfThen(gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
], 9, 3), FUID
) <> 0 then
3033 FSawSoundSelect
.Stop();
3035 FSawSoundHit
.PlayAt(FObj
.X
, FObj
.Y
);
3037 else if not FSawSoundHit
.IsPlaying() then
3039 FSawSoundSelect
.Stop();
3040 FSawSound
.PlayAt(FObj
.X
, FObj
.Y
);
3043 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3049 if FAmmo
[A_BULLETS
] > 0 then
3051 g_Weapon_pistol(wx
, wy
, xd
, yd
, FUID
);
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
);
3062 if FAmmo
[A_SHELLS
] > 0 then
3064 g_Weapon_shotgun(wx
, wy
, xd
, yd
, FUID
);
3065 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx
, wy
);
3066 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3067 Dec(FAmmo
[A_SHELLS
]);
3068 FFireAngle
:= FAngle
;
3072 FShellType
:= SHELL_SHELL
;
3076 if FAmmo
[A_SHELLS
] >= 2 then
3078 g_Weapon_dshotgun(wx
, wy
, xd
, yd
, FUID
);
3079 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3080 Dec(FAmmo
[A_SHELLS
], 2);
3081 FFireAngle
:= FAngle
;
3085 FShellType
:= SHELL_DBLSHELL
;
3089 if FAmmo
[A_BULLETS
] > 0 then
3091 g_Weapon_mgun(wx
, wy
, xd
, yd
, FUID
);
3092 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx
, wy
);
3093 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3094 Dec(FAmmo
[A_BULLETS
]);
3095 FFireAngle
:= FAngle
;
3098 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
3099 GameVelX
, GameVelY
-2, SHELL_BULLET
);
3102 WEAPON_ROCKETLAUNCHER
:
3103 if FAmmo
[A_ROCKETS
] > 0 then
3105 g_Weapon_rocket(wx
, wy
, xd
, yd
, FUID
);
3106 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3107 Dec(FAmmo
[A_ROCKETS
]);
3108 FFireAngle
:= FAngle
;
3114 if FAmmo
[A_CELLS
] > 0 then
3116 g_Weapon_plasma(wx
, wy
, xd
, yd
, FUID
);
3117 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3118 Dec(FAmmo
[A_CELLS
]);
3119 FFireAngle
:= FAngle
;
3125 if (FAmmo
[A_CELLS
] >= 40) and (FBFGFireCounter
= -1) then
3127 FBFGFireCounter
:= 17;
3128 if not FNoReload
then
3129 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj
.X
, FObj
.Y
);
3130 Dec(FAmmo
[A_CELLS
], 40);
3134 WEAPON_SUPERPULEMET
:
3135 if FAmmo
[A_SHELLS
] > 0 then
3137 g_Weapon_shotgun(wx
, wy
, xd
, yd
, FUID
);
3138 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
3139 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3140 Dec(FAmmo
[A_SHELLS
]);
3141 FFireAngle
:= FAngle
;
3144 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
3145 GameVelX
, GameVelY
-2, SHELL_SHELL
);
3148 WEAPON_FLAMETHROWER
:
3149 if FAmmo
[A_FUEL
] > 0 then
3151 g_Weapon_flame(wx
, wy
, xd
, yd
, FUID
);
3153 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3155 FFireAngle
:= FAngle
;
3162 if g_Game_IsNet
and g_Game_IsServer
then MH_SEND_PlayerStats(FUID
);
3166 if g_Game_IsNet
then
3170 if FCurrWeap
<> WEAPON_BFG
then
3171 MH_SEND_PlayerFire(FUID
, FCurrWeap
, wx
, wy
, xd
, yd
, LastShotID
)
3173 if not FNoReload
then
3174 MH_SEND_Sound(FObj
.X
, FObj
.Y
, 'SOUND_WEAPON_STARTFIREBFG');
3177 MH_SEND_PlayerStats(FUID
);
3182 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
3183 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
3184 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
3187 function TPlayer
.GetAmmoByWeapon(Weapon
: Byte): Word;
3190 WEAPON_PISTOL
, WEAPON_CHAINGUN
: Result
:= FAmmo
[A_BULLETS
];
3191 WEAPON_SHOTGUN1
, WEAPON_SHOTGUN2
, WEAPON_SUPERPULEMET
: Result
:= FAmmo
[A_SHELLS
];
3192 WEAPON_ROCKETLAUNCHER
: Result
:= FAmmo
[A_ROCKETS
];
3193 WEAPON_PLASMA
, WEAPON_BFG
: Result
:= FAmmo
[A_CELLS
];
3194 WEAPON_FLAMETHROWER
: Result
:= FAmmo
[A_FUEL
];
3199 function TPlayer
.HeadInLiquid(XInc
, YInc
: Integer): Boolean;
3201 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_HEADRECT
.X
+XInc
, FObj
.Y
+PLAYER_HEADRECT
.Y
+YInc
,
3202 PLAYER_HEADRECT
.Width
, PLAYER_HEADRECT
.Height
,
3203 PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
, True);
3206 procedure TPlayer
.FlamerOn
;
3208 FFlameSoundOff
.Stop();
3209 FFlameSoundOff
.SetPosition(0);
3212 if (not FFlameSoundOn
.IsPlaying()) and (not FFlameSoundWork
.IsPlaying()) then
3213 FFlameSoundWork
.PlayAt(FObj
.X
, FObj
.Y
);
3217 FFlameSoundOn
.PlayAt(FObj
.X
, FObj
.Y
);
3222 procedure TPlayer
.FlamerOff
;
3226 FFlameSoundOn
.Stop();
3227 FFlameSoundOn
.SetPosition(0);
3228 FFlameSoundWork
.Stop();
3229 FFlameSoundWork
.SetPosition(0);
3230 FFlameSoundOff
.PlayAt(FObj
.X
, FObj
.Y
);
3235 procedure TPlayer
.JetpackOn
;
3239 FJetSoundOn
.SetPosition(0);
3240 FJetSoundOn
.PlayAt(FObj
.X
, FObj
.Y
);
3244 procedure TPlayer
.JetpackOff
;
3248 FJetSoundOff
.SetPosition(0);
3249 FJetSoundOff
.PlayAt(FObj
.X
, FObj
.Y
);
3252 procedure TPlayer
.CatchFire(Attacker
: Word; Timeout
: Integer = PLAYER_BURN_TIME
);
3254 if Timeout
<= 0 then
3256 if (FMegaRulez
[MR_SUIT
] > gTime
) or (FMegaRulez
[MR_INVUL
] > gTime
) then
3257 exit
; // Íå çàãîðàåìñÿ êîãäà åñòü çàùèòà
3258 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
) then
3259 exit
; // Íå ïîäãîðàåì â âîäå íà âñÿêèé ñëó÷àé
3260 if FFireTime
<= 0 then
3261 g_Sound_PlayExAt('SOUND_IGNITE', FObj
.X
, FObj
.Y
);
3262 FFireTime
:= Timeout
;
3263 FFireAttacker
:= Attacker
;
3264 if g_Game_IsNet
and g_Game_IsServer
then
3265 MH_SEND_PlayerStats(FUID
);
3268 procedure TPlayer
.Jump();
3270 if gFly
or FJetpack
then
3272 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
3273 if FObj
.Vel
.Y
> -VEL_FLY
then
3274 FObj
.Vel
.Y
:= FObj
.Vel
.Y
- 3;
3277 if FJetFuel
> 0 then
3279 if (FJetFuel
< 1) and g_Game_IsServer
then
3283 if g_Game_IsNet
then
3284 MH_SEND_PlayerStats(FUID
);
3290 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
3292 FCanJetpack
:= False;
3294 // Ïðûãàåì èëè âñïëûâàåì:
3295 if (CollideLevel(0, 1) or
3296 g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
+36, PLAYER_RECT
.Width
,
3297 PLAYER_RECT
.Height
-33, PANEL_STEP
, False)
3298 ) and (FObj
.Accel
.Y
= 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
3300 FObj
.Vel
.Y
:= -VEL_JUMP
;
3301 FCanJetpack
:= False;
3305 if BodyInLiquid(0, 0) then
3306 FObj
.Vel
.Y
:= -VEL_SW
3307 else if (FJetFuel
> 0) and FCanJetpack
and
3308 g_Game_IsServer
and (not g_Obj_CollideLiquid(@FObj
, 0, 0)) then
3312 if g_Game_IsNet
then
3313 MH_SEND_PlayerStats(FUID
);
3318 procedure TPlayer
.Kill(KillType
: Byte; SpawnerUID
: Word; t
: Byte);
3320 a
, i
, k
, ab
, ar
: Byte;
3324 srv
, netsrv
: Boolean;
3330 procedure PushItem(t
: Byte);
3334 id
:= g_Items_Create(FObj
.X
, FObj
.Y
, t
, True, False);
3335 it
:= g_Items_ByIdx(id
);
3336 if KillType
= K_EXTRAHARDKILL
then // -7..+7; -8..0
3338 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-7+Random(15),
3339 (FObj
.Vel
.Y
div 2)-Random(9));
3340 it
.positionChanged(); // this updates spatial accelerators
3344 if KillType
= K_HARDKILL
then // -5..+5; -5..0
3346 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-5+Random(11),
3347 (FObj
.Vel
.Y
div 2)-Random(6));
3349 else // -3..+3; -3..0
3351 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-3+Random(7),
3352 (FObj
.Vel
.Y
div 2)-Random(4));
3354 it
.positionChanged(); // this updates spatial accelerators
3357 if g_Game_IsNet
and g_Game_IsServer
then
3358 MH_SEND_ItemSpawn(True, id
);
3362 DoFrags
:= (gGameSettings
.MaxLives
= 0) or (gGameSettings
.GameMode
= GM_COOP
);
3363 Srv
:= g_Game_IsServer
;
3364 Netsrv
:= g_Game_IsServer
and g_Game_IsNet
;
3365 if Srv
then FDeath
:= FDeath
+ 1;
3370 if not FPhysics
then
3376 if (gGameSettings
.MaxLives
> 0) and Srv
and (gLMSRespawn
= LMS_RESPAWN_NONE
) then
3378 if FLives
> 0 then FLives
:= FLives
- 1;
3379 if FLives
= 0 then FNoRespawn
:= True;
3382 // Íîìåð òèïà ñìåðòè:
3385 K_SIMPLEKILL
: a
:= 1;
3387 K_EXTRAHARDKILL
: a
:= 3;
3392 if not FModel
.PlaySound(MODELSOUND_DIE
, a
, FObj
.X
, FObj
.Y
) then
3394 if FModel
.PlaySound(MODELSOUND_DIE
, i
, FObj
.X
, FObj
.Y
) then
3401 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN1
;
3403 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN2
;
3404 K_EXTRAHARDKILL
, K_FALLKILL
:
3405 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN3
;
3408 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3412 K_HARDKILL
, K_EXTRAHARDKILL
:
3416 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3417 if (KillType
<> K_FALLKILL
) and (Srv
) then
3418 g_Monsters_killedp();
3420 if SpawnerUID
= FUID
then
3422 if Srv
and (DoFrags
or (gGameSettings
.GameMode
= GM_TDM
)) then
3427 g_Console_Add(Format(_lc
[I_PLAYER_KILL_SELF
], [FName
]), True);
3430 if g_GetUIDType(SpawnerUID
) = UID_PLAYER
then
3431 begin // Óáèò äðóãèì èãðîêîì
3432 KP
:= g_Player_Get(SpawnerUID
);
3433 if (KP
<> nil) and Srv
then
3435 if (DoFrags
or (gGameSettings
.GameMode
= GM_TDM
)) then
3436 if SameTeam(FUID
, SpawnerUID
) then
3446 if (gGameSettings
.GameMode
= GM_TDM
) and DoFrags
then
3447 Inc(gTeamStat
[KP
.Team
].Goals
,
3448 IfThen(SameTeam(FUID
, SpawnerUID
), -1, 1));
3450 if netsrv
then MH_SEND_PlayerStats(SpawnerUID
);
3453 plr
:= g_Player_Get(SpawnerUID
);
3461 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_2
],
3465 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_1
],
3469 g_Console_Add(Format(_lc
[I_PLAYER_KILL
],
3474 else if g_GetUIDType(SpawnerUID
) = UID_MONSTER
then
3475 begin // Óáèò ìîíñòðîì
3476 mon
:= g_Monsters_ByUID(SpawnerUID
);
3480 s
:= g_Mons_GetKilledByTypeId(mon
.MonsterType
);
3484 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_2
],
3488 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_1
],
3492 g_Console_Add(Format(_lc
[I_PLAYER_KILL
],
3497 else // Îñîáûå òèïû ñìåðòè
3500 HIT_SELF
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_SELF
], [FName
]), True);
3501 HIT_FALL
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_FALL
], [FName
]), True);
3502 HIT_WATER
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_WATER
], [FName
]), True);
3503 HIT_ACID
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_ACID
], [FName
]), True);
3504 HIT_TRAP
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_TRAP
], [FName
]), True);
3505 else g_Console_Add(Format(_lc
[I_PLAYER_DIED
], [FName
]), True);
3511 for a
:= WP_FIRST
to WP_LAST
do
3515 WEAPON_SAW
: i
:= ITEM_WEAPON_SAW
;
3516 WEAPON_SHOTGUN1
: i
:= ITEM_WEAPON_SHOTGUN1
;
3517 WEAPON_SHOTGUN2
: i
:= ITEM_WEAPON_SHOTGUN2
;
3518 WEAPON_CHAINGUN
: i
:= ITEM_WEAPON_CHAINGUN
;
3519 WEAPON_ROCKETLAUNCHER
: i
:= ITEM_WEAPON_ROCKETLAUNCHER
;
3520 WEAPON_PLASMA
: i
:= ITEM_WEAPON_PLASMA
;
3521 WEAPON_BFG
: i
:= ITEM_WEAPON_BFG
;
3522 WEAPON_SUPERPULEMET
: i
:= ITEM_WEAPON_SUPERPULEMET
;
3523 WEAPON_FLAMETHROWER
: i
:= ITEM_WEAPON_FLAMETHROWER
;
3532 if R_ITEM_BACKPACK
in FRulez
then
3533 PushItem(ITEM_AMMO_BACKPACK
);
3535 // Âûáðîñ ðàêåòíîãî ðàíöà:
3536 if FJetFuel
> 0 then
3537 PushItem(ITEM_JETPACK
);
3540 if not (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
]) then
3542 if R_KEY_RED
in FRulez
then
3543 PushItem(ITEM_KEY_RED
);
3545 if R_KEY_GREEN
in FRulez
then
3546 PushItem(ITEM_KEY_GREEN
);
3548 if R_KEY_BLUE
in FRulez
then
3549 PushItem(ITEM_KEY_BLUE
);
3553 DropFlag(KillType
= K_FALLKILL
);
3556 g_Player_CreateCorpse(Self
);
3558 if Srv
and (gGameSettings
.MaxLives
> 0) and FNoRespawn
and
3559 (gLMSRespawn
= LMS_RESPAWN_NONE
) then
3565 for i
:= Low(gPlayers
) to High(gPlayers
) do
3567 if gPlayers
[i
] = nil then continue
;
3568 if (not gPlayers
[i
].FNoRespawn
) and (not gPlayers
[i
].FSpectator
) then
3571 if gPlayers
[i
].FTeam
= TEAM_RED
then Inc(ar
)
3572 else if gPlayers
[i
].FTeam
= TEAM_BLUE
then Inc(ab
);
3577 OldLR
:= gLMSRespawn
;
3578 if (gGameSettings
.GameMode
= GM_COOP
) then
3582 // everyone is dead, restart the map
3583 g_Game_Message(_lc
[I_MESSAGE_LMS_LOSE
], 144);
3585 MH_SEND_GameEvent(NET_EV_LMS_LOSE
);
3586 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3587 gLMSRespawnTime
:= gTime
+ 5000;
3589 else if (a
= 1) then
3591 if (gPlayers
[k
] <> nil) and not (gPlayers
[k
] is TBot
) then
3592 if (gPlayers
[k
] = gPlayer1
) or
3593 (gPlayers
[k
] = gPlayer2
) then
3594 g_Console_Add('*** ' + _lc
[I_MESSAGE_LMS_SURVIVOR
] + ' ***', True)
3595 else if Netsrv
and (gPlayers
[k
].FClientID
>= 0) then
3596 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR
, 0, 'N', gPlayers
[k
].FClientID
);
3599 else if (gGameSettings
.GameMode
= GM_TDM
) then
3601 if (ab
= 0) and (ar
<> 0) then
3604 g_Game_Message(Format(_lc
[I_MESSAGE_TLMS_WIN
], [AnsiUpperCase(_lc
[I_GAME_TEAM_RED
])]), 144);
3606 MH_SEND_GameEvent(NET_EV_TLMS_WIN
, TEAM_RED
);
3607 Inc(gTeamStat
[TEAM_RED
].Goals
);
3608 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3609 gLMSRespawnTime
:= gTime
+ 5000;
3611 else if (ar
= 0) and (ab
<> 0) then
3614 g_Game_Message(Format(_lc
[I_MESSAGE_TLMS_WIN
], [AnsiUpperCase(_lc
[I_GAME_TEAM_BLUE
])]), 144);
3616 MH_SEND_GameEvent(NET_EV_TLMS_WIN
, TEAM_BLUE
);
3617 Inc(gTeamStat
[TEAM_BLUE
].Goals
);
3618 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3619 gLMSRespawnTime
:= gTime
+ 5000;
3621 else if (ar
= 0) and (ab
= 0) then
3624 g_Game_Message(_lc
[I_GAME_WIN_DRAW
], 144);
3626 MH_SEND_GameEvent(NET_EV_LMS_DRAW
, 0, FName
);
3627 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3628 gLMSRespawnTime
:= gTime
+ 5000;
3631 else if (gGameSettings
.GameMode
= GM_DM
) then
3635 if gPlayers
[k
] <> nil then
3638 // survivor is the winner
3639 g_Game_Message(Format(_lc
[I_MESSAGE_LMS_WIN
], [AnsiUpperCase(FName
)]), 144);
3641 MH_SEND_GameEvent(NET_EV_LMS_WIN
, 0, FName
);
3644 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3645 gLMSRespawnTime
:= gTime
+ 5000;
3647 else if (a
= 0) then
3649 // everyone is dead, restart the map
3650 g_Game_Message(_lc
[I_GAME_WIN_DRAW
], 144);
3652 MH_SEND_GameEvent(NET_EV_LMS_DRAW
, 0, FName
);
3653 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3654 gLMSRespawnTime
:= gTime
+ 5000;
3657 if srv
and (OldLR
= LMS_RESPAWN_NONE
) and (gLMSRespawn
> LMS_RESPAWN_NONE
) then
3659 if NetMode
= NET_SERVER
then
3660 MH_SEND_GameEvent(NET_EV_LMS_WARMUP
, (gLMSRespawnTime
- gTime
) div 1000)
3662 g_Console_Add(Format(_lc
[I_MSG_WARMUP_START
], [(gLMSRespawnTime
- gTime
) div 1000]), True);
3668 MH_SEND_PlayerStats(FUID
);
3669 MH_SEND_PlayerDeath(FUID
, KillType
, t
, SpawnerUID
);
3670 if gGameSettings
.GameMode
= GM_TDM
then MH_SEND_GameStats
;
3673 if srv
and FNoRespawn
then Spectate(True);
3674 FWantsInGame
:= True;
3677 function TPlayer
.BodyInLiquid(XInc
, YInc
: Integer): Boolean;
3679 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
, PLAYER_RECT
.Width
,
3680 PLAYER_RECT
.Height
-20, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
, False);
3683 function TPlayer
.BodyInAcid(XInc
, YInc
: Integer): Boolean;
3685 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
, PLAYER_RECT
.Width
,
3686 PLAYER_RECT
.Height
-20, PANEL_ACID1
or PANEL_ACID2
, False);
3689 procedure TPlayer
.MakeBloodSimple(Count
: Word);
3691 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)+8,
3692 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3693 Count
div 2, 3, -1, 16, (PLAYER_RECT
.Height
*2 div 3),
3694 FModel
.Blood
.R
, FModel
.Blood
.G
, FModel
.Blood
.B
, FModel
.Blood
.Kind
);
3695 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-8,
3696 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3697 Count
div 2, -3, -1, 16, (PLAYER_RECT
.Height
*2) div 3,
3698 FModel
.Blood
.R
, FModel
.Blood
.G
, FModel
.Blood
.B
, FModel
.Blood
.Kind
);
3701 procedure TPlayer
.MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
3703 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2),
3704 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3705 Count
, VelX
, VelY
, 16, (PLAYER_RECT
.Height
*2) div 3,
3706 FModel
.Blood
.R
, FModel
.Blood
.G
, FModel
.Blood
.B
, FModel
.Blood
.Kind
);
3709 procedure TPlayer
.QueueWeaponSwitch(Weapon
: Byte);
3711 if g_Game_IsClient
then Exit
;
3712 if Weapon
> High(FWeapon
) then Exit
;
3713 FNextWeap
:= FNextWeap
or (1 shl Weapon
);
3716 procedure TPlayer
.resetWeaponQueue ();
3719 FNextWeapDelay
:= 0;
3722 function TPlayer
.hasAmmoForWeapon (weapon
: Byte): Boolean;
3726 WEAPON_KASTET
, WEAPON_SAW
: result
:= true;
3727 WEAPON_SHOTGUN1
, WEAPON_SHOTGUN2
: result
:= (FAmmo
[A_SHELLS
] > 0);
3728 WEAPON_PISTOL
, WEAPON_CHAINGUN
, WEAPON_SUPERPULEMET
: result
:= (FAmmo
[A_BULLETS
] > 0);
3729 WEAPON_ROCKETLAUNCHER
: result
:= (FAmmo
[A_ROCKETS
] > 0);
3730 WEAPON_PLASMA
, WEAPON_BFG
: result
:= (FAmmo
[A_CELLS
] > 0);
3731 WEAPON_FLAMETHROWER
: result
:= (FAmmo
[A_FUEL
] > 0);
3732 else result
:= (weapon
< length(FWeapon
));
3736 // return 255 for "no switch"
3737 function TPlayer
.getNextWeaponIndex (): Byte;
3740 wantThisWeapon
: array[0..64] of Boolean;
3741 wwc
: Integer = 0; //HACK!
3744 result
:= 255; // default result: "no switch"
3745 // had weapon cycling on previous frame? remove that flag
3746 if (FNextWeap
and $2000) <> 0 then
3748 FNextWeap
:= FNextWeap
and $1FFF;
3749 FNextWeapDelay
:= 0;
3751 // cycling has priority
3752 if (FNextWeap
and $C000) <> 0 then
3754 if (FNextWeap
and $8000) <> 0 then
3758 FNextWeap
:= FNextWeap
or $2000; // we need this
3759 if FNextWeapDelay
> 0 then
3760 exit
; // cooldown time
3762 for i
:= 0 to High(FWeapon
) do
3764 cwi
:= (cwi
+length(FWeapon
)+dir
) mod length(FWeapon
);
3765 if FWeapon
[cwi
] then
3767 //e_WriteLog(Format(' SWITCH: cur=%d; new=%d', [FCurrWeap, cwi]), MSG_WARNING);
3768 result
:= Byte(cwi
);
3769 FNextWeapDelay
:= WEAPON_DELAY
;
3777 for i
:= 0 to High(wantThisWeapon
) do
3778 wantThisWeapon
[i
] := false;
3779 for i
:= 0 to High(FWeapon
) do
3780 if (FNextWeap
and (1 shl i
)) <> 0 then
3782 wantThisWeapon
[i
] := true;
3785 // exclude currently selected weapon from the set
3786 wantThisWeapon
[FCurrWeap
] := false;
3787 // slow down alterations a little
3790 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3791 // more than one weapon requested, assume "alteration" and check alteration delay
3792 if FNextWeapDelay
> 0 then
3798 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3799 // but clear all counters if no weapon should be switched
3805 //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
3806 // try weapons in descending order
3807 for i
:= High(FWeapon
) downto 0 do
3809 if wantThisWeapon
[i
] and FWeapon
[i
] and ((wwc
= 1) or hasAmmoForWeapon(i
)) then
3814 FNextWeapDelay
:= WEAPON_DELAY
* 2; // anyway, 'cause why not
3818 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3822 procedure TPlayer
.RealizeCurrentWeapon();
3823 function switchAllowed (): Boolean;
3828 if FBFGFireCounter
<> -1 then
3830 if FTime
[T_SWITCH
] > gTime
then
3832 for i
:= WP_FIRST
to WP_LAST
do
3833 if FReloading
[i
] > 0 then
3841 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3842 //FNextWeap := FNextWeap and $1FFF;
3843 if FNextWeapDelay
> 0 then Dec(FNextWeapDelay
); // "alteration delay"
3845 if not switchAllowed
then
3847 //HACK for weapon cycling
3848 if (FNextWeap
and $E000) <> 0 then FNextWeap
:= 0;
3852 nw
:= getNextWeaponIndex();
3853 if nw
= 255 then exit
; // don't reset anything here
3854 if nw
> High(FWeapon
) then
3856 // don't forget to reset queue here!
3857 //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
3865 FTime
[T_SWITCH
] := gTime
+156;
3866 if FCurrWeap
= WEAPON_SAW
then FSawSoundSelect
.PlayAt(FObj
.X
, FObj
.Y
);
3867 FModel
.SetWeapon(FCurrWeap
);
3868 if g_Game_IsNet
then MH_SEND_PlayerStats(FUID
);
3872 procedure TPlayer
.NextWeapon();
3874 if g_Game_IsClient
then Exit
;
3878 procedure TPlayer
.PrevWeapon();
3880 if g_Game_IsClient
then Exit
;
3884 procedure TPlayer
.SetWeapon(W
: Byte);
3886 if FCurrWeap
<> W
then
3887 if W
= WEAPON_SAW
then
3888 FSawSoundSelect
.PlayAt(FObj
.X
, FObj
.Y
);
3891 FModel
.SetWeapon(CurrWeap
);
3895 function TPlayer
.PickItem(ItemType
: Byte; arespawn
: Boolean; var remove
: Boolean): Boolean;
3897 function allowBerserkSwitching (): Boolean;
3899 if (FBFGFireCounter
<> -1) then begin result
:= false; exit
; end;
3901 if gBerserkAutoswitch
then exit
;
3902 if not conIsCheatsEnabled
then exit
;
3910 if g_Game_IsClient
then Exit
;
3912 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3913 a
:= LongBool(gGameSettings
.Options
and GAME_OPTION_WEAPONSTAY
) and arespawn
;
3918 if (FHealth
< PLAYER_HP_SOFT
) or (FFireTime
> 0) then
3920 if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 10, PLAYER_HP_SOFT
);
3924 if gFlash
= 2 then Inc(FPickup
, 5);
3928 if (FHealth
< PLAYER_HP_SOFT
) or (FFireTime
> 0) then
3930 if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 25, PLAYER_HP_SOFT
);
3934 if gFlash
= 2 then Inc(FPickup
, 5);
3938 if FArmor
< PLAYER_AP_SOFT
then
3940 FArmor
:= PLAYER_AP_SOFT
;
3943 if gFlash
= 2 then Inc(FPickup
, 5);
3947 if FArmor
< PLAYER_AP_LIMIT
then
3949 FArmor
:= PLAYER_AP_LIMIT
;
3952 if gFlash
= 2 then Inc(FPickup
, 5);
3956 if (FHealth
< PLAYER_HP_LIMIT
) or (FFireTime
> 0) then
3958 if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 100, PLAYER_HP_LIMIT
);
3962 if gFlash
= 2 then Inc(FPickup
, 5);
3966 if (FHealth
< PLAYER_HP_LIMIT
) or (FArmor
< PLAYER_AP_LIMIT
) or (FFireTime
> 0) then
3968 if FHealth
< PLAYER_HP_LIMIT
then
3969 FHealth
:= PLAYER_HP_LIMIT
;
3970 if FArmor
< PLAYER_AP_LIMIT
then
3971 FArmor
:= PLAYER_AP_LIMIT
;
3975 if gFlash
= 2 then Inc(FPickup
, 5);
3979 if (not FWeapon
[WEAPON_SAW
]) or ((not arespawn
) and (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
])) then
3981 FWeapon
[WEAPON_SAW
] := True;
3983 if gFlash
= 2 then Inc(FPickup
, 5);
3984 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3987 ITEM_WEAPON_SHOTGUN1
:
3988 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SHOTGUN1
] then
3990 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
3991 if a
and FWeapon
[WEAPON_SHOTGUN1
] then Exit
;
3993 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3994 FWeapon
[WEAPON_SHOTGUN1
] := True;
3996 if gFlash
= 2 then Inc(FPickup
, 5);
3997 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4000 ITEM_WEAPON_SHOTGUN2
:
4001 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SHOTGUN2
] then
4003 if a
and FWeapon
[WEAPON_SHOTGUN2
] then Exit
;
4005 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
4006 FWeapon
[WEAPON_SHOTGUN2
] := True;
4008 if gFlash
= 2 then Inc(FPickup
, 5);
4009 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4012 ITEM_WEAPON_CHAINGUN
:
4013 if (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or not FWeapon
[WEAPON_CHAINGUN
] then
4015 if a
and FWeapon
[WEAPON_CHAINGUN
] then Exit
;
4017 IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
4018 FWeapon
[WEAPON_CHAINGUN
] := True;
4020 if gFlash
= 2 then Inc(FPickup
, 5);
4021 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4024 ITEM_WEAPON_ROCKETLAUNCHER
:
4025 if (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or not FWeapon
[WEAPON_ROCKETLAUNCHER
] then
4027 if a
and FWeapon
[WEAPON_ROCKETLAUNCHER
] then Exit
;
4029 IncMax(FAmmo
[A_ROCKETS
], 2, FMaxAmmo
[A_ROCKETS
]);
4030 FWeapon
[WEAPON_ROCKETLAUNCHER
] := True;
4032 if gFlash
= 2 then Inc(FPickup
, 5);
4033 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4037 if (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or not FWeapon
[WEAPON_PLASMA
] then
4039 if a
and FWeapon
[WEAPON_PLASMA
] then Exit
;
4041 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
4042 FWeapon
[WEAPON_PLASMA
] := True;
4044 if gFlash
= 2 then Inc(FPickup
, 5);
4045 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4049 if (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or not FWeapon
[WEAPON_BFG
] then
4051 if a
and FWeapon
[WEAPON_BFG
] then Exit
;
4053 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
4054 FWeapon
[WEAPON_BFG
] := True;
4056 if gFlash
= 2 then Inc(FPickup
, 5);
4057 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4060 ITEM_WEAPON_SUPERPULEMET
:
4061 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SUPERPULEMET
] then
4063 if a
and FWeapon
[WEAPON_SUPERPULEMET
] then Exit
;
4065 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
4066 FWeapon
[WEAPON_SUPERPULEMET
] := True;
4068 if gFlash
= 2 then Inc(FPickup
, 5);
4069 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4072 ITEM_WEAPON_FLAMETHROWER
:
4073 if (FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
]) or not FWeapon
[WEAPON_FLAMETHROWER
] then
4075 if a
and FWeapon
[WEAPON_FLAMETHROWER
] then Exit
;
4077 IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
4078 FWeapon
[WEAPON_FLAMETHROWER
] := True;
4080 if gFlash
= 2 then Inc(FPickup
, 5);
4081 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4085 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
4087 IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
4090 if gFlash
= 2 then Inc(FPickup
, 5);
4093 ITEM_AMMO_BULLETS_BOX
:
4094 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
4096 IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
4099 if gFlash
= 2 then Inc(FPickup
, 5);
4103 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
4105 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
4108 if gFlash
= 2 then Inc(FPickup
, 5);
4111 ITEM_AMMO_SHELLS_BOX
:
4112 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
4114 IncMax(FAmmo
[A_SHELLS
], 25, FMaxAmmo
[A_SHELLS
]);
4117 if gFlash
= 2 then Inc(FPickup
, 5);
4121 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
4123 IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
4126 if gFlash
= 2 then Inc(FPickup
, 5);
4129 ITEM_AMMO_ROCKET_BOX
:
4130 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
4132 IncMax(FAmmo
[A_ROCKETS
], 5, FMaxAmmo
[A_ROCKETS
]);
4135 if gFlash
= 2 then Inc(FPickup
, 5);
4139 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
4141 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
4144 if gFlash
= 2 then Inc(FPickup
, 5);
4148 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
4150 IncMax(FAmmo
[A_CELLS
], 100, FMaxAmmo
[A_CELLS
]);
4153 if gFlash
= 2 then Inc(FPickup
, 5);
4157 if FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
] then
4159 IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
4162 if gFlash
= 2 then Inc(FPickup
, 5);
4166 if not(R_ITEM_BACKPACK
in FRulez
) or
4167 (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or
4168 (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or
4169 (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or
4170 (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or
4171 (FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
]) then
4173 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[1, A_BULLETS
];
4174 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[1, A_SHELLS
];
4175 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[1, A_ROCKETS
];
4176 FMaxAmmo
[A_CELLS
] := AmmoLimits
[1, A_CELLS
];
4177 FMaxAmmo
[A_FUEL
] := AmmoLimits
[1, A_FUEL
];
4179 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
4180 IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
4181 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
4182 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
4183 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
4184 IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
4185 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
4186 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
4187 if FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
] then
4188 IncMax(FAmmo
[A_FUEL
], 50, FMaxAmmo
[A_FUEL
]);
4190 FRulez
:= FRulez
+ [R_ITEM_BACKPACK
];
4193 if gFlash
= 2 then Inc(FPickup
, 5);
4197 if not(R_KEY_RED
in FRulez
) then
4199 Include(FRulez
, R_KEY_RED
);
4201 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
4202 if gFlash
= 2 then Inc(FPickup
, 5);
4203 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
4207 if not(R_KEY_GREEN
in FRulez
) then
4209 Include(FRulez
, R_KEY_GREEN
);
4211 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
4212 if gFlash
= 2 then Inc(FPickup
, 5);
4213 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
4217 if not(R_KEY_BLUE
in FRulez
) then
4219 Include(FRulez
, R_KEY_BLUE
);
4221 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
4222 if gFlash
= 2 then Inc(FPickup
, 5);
4223 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
4227 if FMegaRulez
[MR_SUIT
] < gTime
+PLAYER_SUIT_TIME
then
4229 FMegaRulez
[MR_SUIT
] := gTime
+PLAYER_SUIT_TIME
;
4233 if gFlash
= 2 then Inc(FPickup
, 5);
4237 if FAir
< AIR_MAX
then
4242 if gFlash
= 2 then Inc(FPickup
, 5);
4247 if not (R_BERSERK
in FRulez
) then
4249 Include(FRulez
, R_BERSERK
);
4250 if allowBerserkSwitching
then
4252 FCurrWeap
:= WEAPON_KASTET
;
4254 FModel
.SetWeapon(WEAPON_KASTET
);
4259 if gFlash
= 2 then Inc(FPickup
, 5);
4261 FBerserk
:= gTime
+30000;
4266 if (FHealth
< PLAYER_HP_SOFT
) or (FFireTime
> 0) then
4268 if FHealth
< PLAYER_HP_SOFT
then FHealth
:= PLAYER_HP_SOFT
;
4269 FBerserk
:= gTime
+30000;
4277 if FMegaRulez
[MR_INVUL
] < gTime
+PLAYER_INVUL_TIME
then
4279 FMegaRulez
[MR_INVUL
] := gTime
+PLAYER_INVUL_TIME
;
4282 if gFlash
= 2 then Inc(FPickup
, 5);
4286 if (FHealth
< PLAYER_HP_LIMIT
) or (FFireTime
> 0) then
4288 if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 4, PLAYER_HP_LIMIT
);
4292 if gFlash
= 2 then Inc(FPickup
, 5);
4296 if FArmor
< PLAYER_AP_LIMIT
then
4298 IncMax(FArmor
, 5, PLAYER_AP_LIMIT
);
4301 if gFlash
= 2 then Inc(FPickup
, 5);
4305 if FJetFuel
< JET_MAX
then
4307 FJetFuel
:= JET_MAX
;
4310 if gFlash
= 2 then Inc(FPickup
, 5);
4314 if FMegaRulez
[MR_INVIS
] < gTime
+PLAYER_INVIS_TIME
then
4316 FMegaRulez
[MR_INVIS
] := gTime
+PLAYER_INVIS_TIME
;
4319 if gFlash
= 2 then Inc(FPickup
, 5);
4324 procedure TPlayer
.Touch();
4328 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
4331 // Áðîñèòü ôëàã òîâàðèùó:
4332 if gGameSettings
.GameMode
= GM_CTF
then
4337 procedure TPlayer
.Push(vx
, vy
: Integer);
4339 if (not FPhysics
) and FGhost
then
4341 FObj
.Accel
.X
:= FObj
.Accel
.X
+ vx
;
4342 FObj
.Accel
.Y
:= FObj
.Accel
.Y
+ vy
;
4343 if g_Game_IsNet
and g_Game_IsServer
then
4344 MH_SEND_PlayerPos(True, FUID
, NET_EVERYONE
);
4347 procedure TPlayer
.Reset(Force
: Boolean);
4353 FTime
[T_RESPAWN
] := 0;
4354 FTime
[T_FLAGCAP
] := 0;
4368 FSpectator
:= False;
4371 FSpectatePlayer
:= -1;
4372 FNoRespawn
:= False;
4374 FLives
:= gGameSettings
.MaxLives
;
4379 procedure TPlayer
.SoftReset();
4385 FBFGFireCounter
:= -1;
4393 SetAction(A_STAND
, True);
4396 function TPlayer
.GetRespawnPoint(): Byte;
4401 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4403 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4404 if gGameSettings
.GameMode
in [GM_COOP
, GM_SINGLE
] then
4406 if (Self
= gPlayer1
) or (Self
= gPlayer2
) then
4408 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
4409 if Self
= gPlayer1
then
4410 c
:= RESPAWNPOINT_PLAYER1
4412 c
:= RESPAWNPOINT_PLAYER2
;
4413 if g_Map_GetPointCount(c
) > 0 then
4419 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
4420 if Self
= gPlayer1
then
4421 c
:= RESPAWNPOINT_PLAYER2
4423 c
:= RESPAWNPOINT_PLAYER1
;
4424 if g_Map_GetPointCount(c
) > 0 then
4431 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
4432 if Random(2) = 0 then
4433 c
:= RESPAWNPOINT_PLAYER1
4435 c
:= RESPAWNPOINT_PLAYER2
;
4436 if g_Map_GetPointCount(c
) > 0 then
4443 // Òî÷êà ëþáîé èç êîìàíä
4444 if Random(2) = 0 then
4445 c
:= RESPAWNPOINT_RED
4447 c
:= RESPAWNPOINT_BLUE
;
4448 if g_Map_GetPointCount(c
) > 0 then
4455 c
:= RESPAWNPOINT_DM
;
4456 if g_Map_GetPointCount(c
) > 0 then
4464 if gGameSettings
.GameMode
= GM_DM
then
4467 c
:= RESPAWNPOINT_DM
;
4468 if g_Map_GetPointCount(c
) > 0 then
4474 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4475 if Random(2) = 0 then
4476 c
:= RESPAWNPOINT_PLAYER1
4478 c
:= RESPAWNPOINT_PLAYER2
;
4479 if g_Map_GetPointCount(c
) > 0 then
4485 // Òî÷êà ëþáîé èç êîìàíä
4486 if Random(2) = 0 then
4487 c
:= RESPAWNPOINT_RED
4489 c
:= RESPAWNPOINT_BLUE
;
4490 if g_Map_GetPointCount(c
) > 0 then
4498 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
4500 // Òî÷êà ñâîåé êîìàíäû
4501 c
:= RESPAWNPOINT_DM
;
4502 if FTeam
= TEAM_RED
then
4503 c
:= RESPAWNPOINT_RED
;
4504 if FTeam
= TEAM_BLUE
then
4505 c
:= RESPAWNPOINT_BLUE
;
4506 if g_Map_GetPointCount(c
) > 0 then
4513 c
:= RESPAWNPOINT_DM
;
4514 if g_Map_GetPointCount(c
) > 0 then
4520 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4521 if Random(2) = 0 then
4522 c
:= RESPAWNPOINT_PLAYER1
4524 c
:= RESPAWNPOINT_PLAYER2
;
4525 if g_Map_GetPointCount(c
) > 0 then
4531 // Òî÷êà äðóãîé êîìàíäû
4532 c
:= RESPAWNPOINT_DM
;
4533 if FTeam
= TEAM_RED
then
4534 c
:= RESPAWNPOINT_BLUE
;
4535 if FTeam
= TEAM_BLUE
then
4536 c
:= RESPAWNPOINT_RED
;
4537 if g_Map_GetPointCount(c
) > 0 then
4545 procedure TPlayer
.Respawn(Silent
: Boolean; Force
: Boolean = False);
4547 RespawnPoint
: TRespawnPoint
;
4553 FBFGFireCounter
:= -1;
4558 if not g_Game_IsServer
then
4562 FWantsInGame
:= True;
4563 FJustTeleported
:= True;
4566 FTime
[T_RESPAWN
] := 0;
4570 // if server changes MaxLives we gotta be ready
4571 if gGameSettings
.MaxLives
= 0 then FNoRespawn
:= False;
4573 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4574 if FTime
[T_RESPAWN
] > gTime
then
4577 // Ïðîñðàë âñå æèçíè:
4580 if not FSpectator
then Spectate(True);
4581 FWantsInGame
:= True;
4585 if (gGameSettings
.GameType
<> GT_SINGLE
) and (gGameSettings
.GameMode
<> GM_COOP
) then
4586 begin // "Ñâîÿ èãðà"
4587 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4588 FRulez
:= FRulez
-[R_BERSERK
];
4590 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4592 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4593 FRulez
:= FRulez
-[R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
, R_BERSERK
];
4596 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4597 c
:= GetRespawnPoint();
4602 // Âîñêðåøåíèå áåç îðóæèÿ:
4605 FHealth
:= Round(PLAYER_HP_SOFT
* (FHandicap
/ 100));
4611 for a
:= WP_FIRST
to WP_LAST
do
4613 FWeapon
[a
] := False;
4617 FWeapon
[WEAPON_PISTOL
] := True;
4618 FWeapon
[WEAPON_KASTET
] := True;
4619 FCurrWeap
:= WEAPON_PISTOL
;
4622 FModel
.SetWeapon(FCurrWeap
);
4624 for b
:= A_BULLETS
to A_HIGH
do
4627 FAmmo
[A_BULLETS
] := 50;
4629 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[0, A_BULLETS
];
4630 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[0, A_SHELLS
];
4631 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[0, A_SHELLS
];
4632 FMaxAmmo
[A_CELLS
] := AmmoLimits
[0, A_CELLS
];
4633 FMaxAmmo
[A_FUEL
] := AmmoLimits
[0, A_FUEL
];
4635 if gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
] then
4636 FRulez
:= [R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
]
4641 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4642 if not g_Map_GetPoint(c
, RespawnPoint
) then
4644 g_FatalError(_lc
[I_GAME_ERROR_GET_SPAWN
]);
4648 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4649 FObj
.X
:= RespawnPoint
.X
-PLAYER_RECT
.X
;
4650 FObj
.Y
:= RespawnPoint
.Y
-PLAYER_RECT
.Y
;
4656 FDirection
:= RespawnPoint
.Direction
;
4657 if FDirection
= TDirection
.D_LEFT
then
4662 SetAction(A_STAND
, True);
4663 FModel
.Direction
:= FDirection
;
4665 for a
:= Low(FTime
) to High(FTime
) do
4668 for a
:= Low(FMegaRulez
) to High(FMegaRulez
) do
4673 FCanJetpack
:= False;
4679 // Àíèìàöèÿ âîçðîæäåíèÿ:
4680 if (not gLoadGameMode
) and (not Silent
) then
4681 if g_Frames_Get(ID
, 'FRAMES_TELEPORT') then
4683 Anim
:= TAnimation
.Create(ID
, False, 3);
4684 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4685 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
4689 FSpectator
:= False;
4692 FSpectatePlayer
:= -1;
4695 if (gPlayer1
= nil) and (gLMSPID1
= FUID
) then
4697 if (gPlayer2
= nil) and (gLMSPID2
= FUID
) then
4700 if g_Game_IsNet
then
4702 MH_SEND_PlayerPos(True, FUID
, NET_EVERYONE
);
4703 MH_SEND_PlayerStats(FUID
, NET_EVERYONE
);
4705 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4706 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32,
4711 procedure TPlayer
.Spectate(NoMove
: Boolean = False);
4714 Kill(K_EXTRAHARDKILL
, FUID
, HIT_SOME
)
4715 else if (not NoMove
) then
4717 GameX
:= gMapInfo
.Width
div 2;
4718 GameY
:= gMapInfo
.Height
div 2;
4727 FWantsInGame
:= False;
4732 if Self
= gPlayer1
then
4737 if Self
= gPlayer2
then
4744 if g_Game_IsNet
then
4745 MH_SEND_PlayerStats(FUID
);
4748 procedure TPlayer
.SwitchNoClip
;
4752 FGhost
:= not FGhost
;
4753 FPhysics
:= not FGhost
;
4765 procedure TPlayer
.Run(Direction
: TDirection
);
4769 if MAX_RUNVEL
> 8 then
4773 if Direction
= TDirection
.D_LEFT
then
4775 if FObj
.Vel
.X
> -MAX_RUNVEL
then
4776 FObj
.Vel
.X
:= FObj
.Vel
.X
- (MAX_RUNVEL
shr 3);
4779 if FObj
.Vel
.X
< MAX_RUNVEL
then
4780 FObj
.Vel
.X
:= FObj
.Vel
.X
+ (MAX_RUNVEL
shr 3);
4782 // Âîçìîæíî, ïèíàåì êóñêè:
4783 if (FObj
.Vel
.X
<> 0) and (gGibs
<> nil) then
4785 b
:= Abs(FObj
.Vel
.X
);
4786 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
4787 for a
:= 0 to High(gGibs
) do
4789 if gGibs
[a
].alive
and
4790 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
4791 FObj
.Rect
.Width
, 8, @gGibs
[a
].Obj
) and (Random(3) = 0) then
4794 if FObj
.Vel
.X
< 0 then
4796 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)+120) // íàëåâî
4800 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)); // íàïðàâî
4802 gGibs
[a
].positionChanged(); // this updates spatial accelerators
4810 procedure TPlayer
.SeeDown();
4812 SetAction(A_SEEDOWN
);
4814 if FDirection
= TDirection
.D_LEFT
then FAngle
:= ANGLE_LEFTDOWN
else FAngle
:= ANGLE_RIGHTDOWN
;
4816 if FIncCam
> -120 then DecMin(FIncCam
, 5, -120);
4819 procedure TPlayer
.SeeUp();
4823 if FDirection
= TDirection
.D_LEFT
then FAngle
:= ANGLE_LEFTUP
else FAngle
:= ANGLE_RIGHTUP
;
4825 if FIncCam
< 120 then IncMax(FIncCam
, 5, 120);
4828 procedure TPlayer
.SetAction(Action
: Byte; Force
: Boolean = False);
4836 A_ATTACK
: Prior
:= 2;
4837 A_SEEUP
: Prior
:= 1;
4838 A_SEEDOWN
: Prior
:= 1;
4839 A_ATTACKUP
: Prior
:= 2;
4840 A_ATTACKDOWN
: Prior
:= 2;
4845 if (Prior
> FActionPrior
) or Force
then
4846 if not ((Prior
= 2) and (FCurrWeap
= WEAPON_SAW
)) then
4848 FActionPrior
:= Prior
;
4849 FActionAnim
:= Action
;
4850 FActionForce
:= Force
;
4851 FActionChanged
:= True;
4854 if Action
in [A_ATTACK
, A_ATTACKUP
, A_ATTACKDOWN
] then FModel
.SetFire(True);
4857 function TPlayer
.StayOnStep(XInc
, YInc
: Integer): Boolean;
4859 Result
:= not g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+YInc
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
-1,
4860 PLAYER_RECT
.Width
, 1, PANEL_STEP
, False)
4861 and g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+YInc
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
,
4862 PLAYER_RECT
.Width
, 1, PANEL_STEP
, False);
4865 function TPlayer
.TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
4872 if g_CollideLevel(X
, Y
, PLAYER_RECT
.Width
, PLAYER_RECT
.Height
) then
4874 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj
.X
, FObj
.Y
);
4875 if g_Game_IsServer
and g_Game_IsNet
then
4876 MH_SEND_Sound(FObj
.X
, FObj
.Y
, 'SOUND_GAME_NOTELEPORT');
4880 FJustTeleported
:= True;
4885 if g_Frames_Get(ID
, 'FRAMES_TELEPORT') then
4887 Anim
:= TAnimation
.Create(ID
, False, 3);
4890 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj
.X
, FObj
.Y
);
4891 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4892 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
4893 if g_Game_IsServer
and g_Game_IsNet
then
4894 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4895 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, 1,
4899 FObj
.X
:= X
-PLAYER_RECT
.X
;
4900 FObj
.Y
:= Y
-PLAYER_RECT
.Y
;
4901 if FAlive
and FGhost
then
4907 if not g_Game_IsNet
then
4911 SetDirection(TDirection
.D_LEFT
);
4917 SetDirection(TDirection
.D_RIGHT
);
4923 if FDirection
= TDirection
.D_RIGHT
then
4925 SetDirection(TDirection
.D_LEFT
);
4930 SetDirection(TDirection
.D_RIGHT
);
4936 if not silent
and (Anim
<> nil) then
4938 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4939 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
4942 if g_Game_IsServer
and g_Game_IsNet
then
4943 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4944 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, 0,
4951 function nonz(a
: Single): Single;
4959 function TPlayer
.followCorpse(): Boolean;
4964 if FAlive
or FSpectator
then
4966 if (gCorpses
= nil) or (Length(gCorpses
) = 0) then
4968 for i
:= 0 to High(gCorpses
) do
4969 if gCorpses
[i
] <> nil then
4970 if gCorpses
[i
].FPlayerUID
= FUID
then
4973 FObj
.X
:= gCorpses
[i
].FObj
.X
;
4974 FObj
.Y
:= gCorpses
[i
].FObj
.Y
;
4975 FObj
.Vel
.X
:= gCorpses
[i
].FObj
.Vel
.X
;
4976 FObj
.Vel
.Y
:= gCorpses
[i
].FObj
.Vel
.Y
;
4977 FObj
.Accel
.X
:= gCorpses
[i
].FObj
.Accel
.X
;
4978 FObj
.Accel
.Y
:= gCorpses
[i
].FObj
.Accel
.Y
;
4983 procedure TPlayer
.Update();
4986 i
, ii
, wx
, wy
, xd
, yd
, k
: Integer;
4987 blockmon
, headwater
, dospawn
: Boolean;
4992 NetServer
:= g_Game_IsNet
and g_Game_IsServer
;
4993 AnyServer
:= g_Game_IsServer
;
4995 if g_Game_IsClient
and (NetInterpLevel
> 0) then
4996 DoLerp(NetInterpLevel
+ 1)
5002 if FClientID
>= 0 then
5004 FPing
:= NetClients
[FClientID
].Peer
^.lastRoundTripTime
;
5005 if NetClients
[FClientID
].Peer
^.packetsSent
> 0 then
5006 FLoss
:= Round(100*NetClients
[FClientID
].Peer
^.packetsLost
/NetClients
[FClientID
].Peer
^.packetsSent
)
5015 if FAlive
and (FPunchAnim
<> nil) then
5016 FPunchAnim
.Update();
5018 if FAlive
and (gFly
or FJetpack
) then
5021 if FDirection
= TDirection
.D_LEFT
then
5026 if FAlive
and (not FGhost
) then
5028 if FKeys
[KEY_UP
].Pressed
then
5030 if FKeys
[KEY_DOWN
].Pressed
then
5034 if (not (FKeys
[KEY_UP
].Pressed
or FKeys
[KEY_DOWN
].Pressed
)) and
5037 i
:= g_basic
.Sign(FIncCam
);
5038 FIncCam
:= Abs(FIncCam
);
5039 DecMin(FIncCam
, 5, 0);
5040 FIncCam
:= FIncCam
*i
;
5043 // no need to do that each second frame, weapon queue will take care of it
5044 if FAlive
and FKeys
[KEY_NEXTWEAPON
].Pressed
and AnyServer
then NextWeapon();
5045 if FAlive
and FKeys
[KEY_PREVWEAPON
].Pressed
and AnyServer
then PrevWeapon();
5047 if gTime
mod (GAME_TICK
*2) <> 0 then
5049 if (FObj
.Vel
.X
= 0) and FAlive
then
5051 if FKeys
[KEY_LEFT
].Pressed
then
5052 Run(TDirection
.D_LEFT
);
5053 if FKeys
[KEY_RIGHT
].Pressed
then
5054 Run(TDirection
.D_RIGHT
);
5059 if not followCorpse() then
5060 g_Obj_Move(@FObj
, True, True, True);
5061 positionChanged(); // this updates spatial accelerators
5067 FActionChanged
:= False;
5071 // Let alive player do some actions
5072 if FKeys
[KEY_LEFT
].Pressed
then Run(TDirection
.D_LEFT
);
5073 if FKeys
[KEY_RIGHT
].Pressed
then Run(TDirection
.D_RIGHT
);
5074 //if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
5075 //if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
5076 if FKeys
[KEY_FIRE
].Pressed
and AnyServer
then Fire()
5082 if NetServer
then MH_SEND_PlayerStats(FUID
);
5085 if FKeys
[KEY_OPEN
].Pressed
and AnyServer
then Use();
5086 if FKeys
[KEY_JUMP
].Pressed
then Jump()
5089 if AnyServer
and FJetpack
then
5093 if NetServer
then MH_SEND_PlayerStats(FUID
);
5095 FCanJetpack
:= True;
5102 for k
:= Low(FKeys
) to KEY_CHAT
-1 do
5104 if FKeys
[k
].Pressed
then
5112 if gGameSettings
.GameType
in [GT_CUSTOM
, GT_SERVER
, GT_CLIENT
] then
5115 if (FTime
[T_RESPAWN
] <= gTime
) and
5116 gGameOn
and (not FAlive
) then
5118 if (g_Player_GetCount() > 1) then
5122 gExit
:= EXIT_RESTART
;
5127 // Dead spectator actions
5130 if FKeys
[KEY_OPEN
].Pressed
and AnyServer
then Fire();
5131 if FKeys
[KEY_FIRE
].Pressed
and AnyServer
then
5135 if (FSpectatePlayer
>= High(gPlayers
)) then
5136 FSpectatePlayer
:= -1
5140 for I
:= FSpectatePlayer
+ 1 to High(gPlayers
) do
5141 if gPlayers
[I
] <> nil then
5142 if gPlayers
[I
].alive
then
5143 if gPlayers
[I
].UID
<> FUID
then
5145 FSpectatePlayer
:= I
;
5150 if not SetSpect
then FSpectatePlayer
:= -1;
5161 if FKeys
[KEY_UP
].Pressed
or FKeys
[KEY_JUMP
].Pressed
then
5163 FYTo
:= FObj
.Y
- 32;
5164 FSpectatePlayer
:= -1;
5166 if FKeys
[KEY_DOWN
].Pressed
then
5168 FYTo
:= FObj
.Y
+ 32;
5169 FSpectatePlayer
:= -1;
5171 if FKeys
[KEY_LEFT
].Pressed
then
5173 FXTo
:= FObj
.X
- 32;
5174 FSpectatePlayer
:= -1;
5176 if FKeys
[KEY_RIGHT
].Pressed
then
5178 FXTo
:= FObj
.X
+ 32;
5179 FSpectatePlayer
:= -1;
5182 if (FXTo
< -64) then
5184 else if (FXTo
> gMapInfo
.Width
+ 32) then
5185 FXTo
:= gMapInfo
.Width
+ 32;
5186 if (FYTo
< -72) then
5188 else if (FYTo
> gMapInfo
.Height
+ 32) then
5189 FYTo
:= gMapInfo
.Height
+ 32;
5194 if not followCorpse() then
5195 g_Obj_Move(@FObj
, True, True, True);
5196 positionChanged(); // this updates spatial accelerators
5203 if (FSpectatePlayer
<= High(gPlayers
)) and (FSpectatePlayer
>= 0) then
5204 if gPlayers
[FSpectatePlayer
] <> nil then
5205 if gPlayers
[FSpectatePlayer
].alive
then
5207 FXTo
:= gPlayers
[FSpectatePlayer
].GameX
;
5208 FYTo
:= gPlayers
[FSpectatePlayer
].GameY
;
5212 blockmon
:= g_Map_CollidePanel(FObj
.X
+PLAYER_HEADRECT
.X
, FObj
.Y
+PLAYER_HEADRECT
.Y
,
5213 PLAYER_HEADRECT
.Width
, PLAYER_HEADRECT
.Height
,
5214 PANEL_BLOCKMON
, True);
5215 headwater
:= HeadInLiquid(0, 0);
5217 // Ñîïðîòèâëåíèå âîçäóõà:
5218 if (not FAlive
) or not (FKeys
[KEY_LEFT
].Pressed
or FKeys
[KEY_RIGHT
].Pressed
) then
5219 if FObj
.Vel
.X
<> 0 then
5220 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
5222 if (FLastHit
= HIT_TRAP
) and (FPain
> 90) then FPain
:= 90;
5223 DecMin(FPain
, 5, 0);
5224 DecMin(FPickup
, 1, 0);
5226 if FAlive
and (FObj
.Y
> Integer(gMapInfo
.Height
)+128) and AnyServer
then
5228 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
5229 FMegaRulez
[MR_SUIT
] := 0;
5230 FMegaRulez
[MR_INVUL
] := 0;
5231 FMegaRulez
[MR_INVIS
] := 0;
5232 Kill(K_FALLKILL
, 0, HIT_FALL
);
5239 if FCurrWeap
= WEAPON_SAW
then
5240 if not (FSawSound
.IsPlaying() or FSawSoundHit
.IsPlaying() or
5241 FSawSoundSelect
.IsPlaying()) then
5242 FSawSoundIdle
.PlayAt(FObj
.X
, FObj
.Y
);
5245 if (not FJetSoundFly
.IsPlaying()) and (not FJetSoundOn
.IsPlaying()) and
5246 (not FJetSoundOff
.IsPlaying()) then
5248 FJetSoundFly
.SetPosition(0);
5249 FJetSoundFly
.PlayAt(FObj
.X
, FObj
.Y
);
5252 for b
:= WP_FIRST
to WP_LAST
do
5253 if FReloading
[b
] > 0 then
5259 if FShellTimer
> -1 then
5260 if FShellTimer
= 0 then
5262 if FShellType
= SHELL_SHELL
then
5263 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5264 GameVelX
, GameVelY
-2, SHELL_SHELL
)
5265 else if FShellType
= SHELL_DBLSHELL
then
5267 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5268 GameVelX
+1, GameVelY
-2, SHELL_SHELL
);
5269 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5270 GameVelX
-1, GameVelY
-2, SHELL_SHELL
);
5273 end else Dec(FShellTimer
);
5275 if (FBFGFireCounter
> -1) then
5276 if FBFGFireCounter
= 0 then
5280 wx
:= FObj
.X
+WEAPONPOINT
[FDirection
].X
;
5281 wy
:= FObj
.Y
+WEAPONPOINT
[FDirection
].Y
;
5282 xd
:= wx
+IfThen(FDirection
= TDirection
.D_LEFT
, -30, 30);
5283 yd
:= wy
+firediry();
5284 g_Weapon_bfgshot(wx
, wy
, xd
, yd
, FUID
);
5285 if NetServer
then MH_SEND_PlayerFire(FUID
, WEAPON_BFG
, wx
, wy
, xd
, yd
);
5286 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
5287 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
5288 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
5291 FReloading
[WEAPON_BFG
] := WEAPON_RELOAD
[WEAPON_BFG
];
5292 FBFGFireCounter
:= -1;
5295 FBFGFireCounter
:= 0
5297 Dec(FBFGFireCounter
);
5299 if (FMegaRulez
[MR_SUIT
] < gTime
) and AnyServer
then
5301 b
:= g_GetAcidHit(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
, PLAYER_RECT
.Width
, PLAYER_RECT
.Height
);
5303 if (b
> 0) and (gTime
mod (15*GAME_TICK
) = 0) then Damage(b
, 0, 0, 0, HIT_ACID
);
5306 if (headwater
or blockmon
) then
5312 if AnyServer
then Damage(10, 0, 0, 0, HIT_WATER
);
5315 else if (FAir
mod 31 = 0) and not blockmon
then
5317 g_GFX_Bubbles(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2), FObj
.Y
+PLAYER_RECT
.Y
-4, 5+Random(6), 8, 4);
5318 if Random(2) = 0 then
5319 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
5321 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
5323 end else if FAir
< AIR_DEF
then
5326 if FFireTime
> 0 then
5328 if BodyInLiquid(0, 0) then
5333 else if FMegaRulez
[MR_SUIT
] >= gTime
then
5335 if FMegaRulez
[MR_SUIT
] = gTime
then
5342 if FFirePainTime
<= 0 then
5344 if g_Game_IsServer
then
5345 Damage(2, FFireAttacker
, 0, 0, HIT_FLAME
);
5346 FFirePainTime
:= 12 - FFireTime
div 12;
5348 FFirePainTime
:= FFirePainTime
- 1;
5349 FFireTime
:= FFireTime
- 1;
5350 if ((FFireTime
mod 33) = 0) and (FMegaRulez
[MR_INVUL
] < gTime
) then
5351 FModel
.PlaySound(MODELSOUND_PAIN
, 1, FObj
.X
, FObj
.Y
);
5352 if (FFireTime
= 0) and g_Game_IsNet
and g_Game_IsServer
then
5353 MH_SEND_PlayerStats(FUID
);
5357 if FDamageBuffer
> 0 then
5359 if FDamageBuffer
>= 9 then
5363 if FDamageBuffer
< 30 then i
:= 9
5364 else if FDamageBuffer
< 100 then i
:= 18
5368 ii
:= Round(FDamageBuffer
*FHealth
/ nonz(FArmor
*(3/4)+FHealth
));
5369 FArmor
:= FArmor
-(FDamageBuffer
-ii
);
5370 FHealth
:= FHealth
-ii
;
5373 FHealth
:= FHealth
+FArmor
;
5378 if FHealth
<= 0 then
5379 if FHealth
> -30 then Kill(K_SIMPLEKILL
, FLastSpawnerUID
, FLastHit
)
5380 else if FHealth
> -50 then Kill(K_HARDKILL
, FLastSpawnerUID
, FLastHit
)
5381 else Kill(K_EXTRAHARDKILL
, FLastSpawnerUID
, FLastHit
);
5383 if FAlive
and ((FLastHit
<> HIT_FLAME
) or (FFireTime
<= 0)) then
5385 if FDamageBuffer
<= 20 then FModel
.PlaySound(MODELSOUND_PAIN
, 1, FObj
.X
, FObj
.Y
)
5386 else if FDamageBuffer
<= 55 then FModel
.PlaySound(MODELSOUND_PAIN
, 2, FObj
.X
, FObj
.Y
)
5387 else if FDamageBuffer
<= 120 then FModel
.PlaySound(MODELSOUND_PAIN
, 3, FObj
.X
, FObj
.Y
)
5388 else FModel
.PlaySound(MODELSOUND_PAIN
, 4, FObj
.X
, FObj
.Y
);
5395 end; // if FAlive then ...
5397 if (FActionAnim
= A_PAIN
) and (FModel
.Animation
<> A_PAIN
) then
5399 FModel
.ChangeAnimation(FActionAnim
, FActionForce
);
5400 FModel
.GetCurrentAnimation
.MinLength
:= i
;
5401 FModel
.GetCurrentAnimationMask
.MinLength
:= i
;
5402 end else FModel
.ChangeAnimation(FActionAnim
, FActionForce
and (FModel
.Animation
<> A_STAND
));
5404 if (FModel
.GetCurrentAnimation
.Played
or ((not FActionChanged
) and (FModel
.Animation
= A_WALK
)))
5405 then SetAction(A_STAND
, True);
5407 if not ((FModel
.Animation
= A_WALK
) and (Abs(FObj
.Vel
.X
) < 4) and not FModel
.Fire
) then FModel
.Update
;
5409 for b
:= Low(FKeys
) to High(FKeys
) do
5410 if FKeys
[b
].Time
= 0 then FKeys
[b
].Pressed
:= False else Dec(FKeys
[b
].Time
);
5414 procedure TPlayer
.getMapBox (out x
, y
, w
, h
: Integer); inline;
5416 x
:= FObj
.X
+PLAYER_RECT
.X
;
5417 y
:= FObj
.Y
+PLAYER_RECT
.Y
;
5418 w
:= PLAYER_RECT
.Width
;
5419 h
:= PLAYER_RECT
.Height
;
5423 procedure TPlayer
.moveBy (dx
, dy
: Integer); inline;
5425 if (dx
<> 0) or (dy
<> 0) then
5434 function TPlayer
.Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean;
5436 Result
:= g_Collide(FObj
.X
+PLAYER_RECT
.X
,
5437 FObj
.Y
+PLAYER_RECT
.Y
,
5444 function TPlayer
.Collide(Panel
: TPanel
): Boolean;
5446 Result
:= g_Collide(FObj
.X
+PLAYER_RECT
.X
,
5447 FObj
.Y
+PLAYER_RECT
.Y
,
5451 Panel
.Width
, Panel
.Height
);
5454 function TPlayer
.Collide(X
, Y
: Integer): Boolean;
5456 X
:= X
-FObj
.X
-PLAYER_RECT
.X
;
5457 Y
:= Y
-FObj
.Y
-PLAYER_RECT
.Y
;
5458 Result
:= (x
>= 0) and (x
<= PLAYER_RECT
.Width
) and
5459 (y
>= 0) and (y
<= PLAYER_RECT
.Height
);
5462 function g_Player_ValidName(Name
: string): Boolean;
5468 if gPlayers
= nil then Exit
;
5470 for a
:= 0 to High(gPlayers
) do
5471 if gPlayers
[a
] <> nil then
5472 if LowerCase(Name
) = LowerCase(gPlayers
[a
].FName
) then
5479 procedure TPlayer
.SetDirection(Direction
: TDirection
);
5483 d
:= FModel
.Direction
;
5485 FModel
.Direction
:= Direction
;
5486 if d
<> Direction
then FModel
.ChangeAnimation(FModel
.Animation
, True);
5488 FDirection
:= Direction
;
5491 function TPlayer
.GetKeys(): Byte;
5495 if R_KEY_RED
in FRulez
then Result
:= KEY_RED
;
5496 if R_KEY_GREEN
in FRulez
then Result
:= Result
or KEY_GREEN
;
5497 if R_KEY_BLUE
in FRulez
then Result
:= Result
or KEY_BLUE
;
5499 if FTeam
= TEAM_RED
then Result
:= Result
or KEY_REDTEAM
;
5500 if FTeam
= TEAM_BLUE
then Result
:= Result
or KEY_BLUETEAM
;
5503 procedure TPlayer
.Use();
5507 if FTime
[T_USE
] > gTime
then Exit
;
5509 g_Triggers_PressR(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
, PLAYER_RECT
.Width
,
5510 PLAYER_RECT
.Height
, FUID
, ACTIVATE_PLAYERPRESS
);
5512 for a
:= 0 to High(gPlayers
) do
5513 if (gPlayers
[a
] <> nil) and (gPlayers
[a
] <> Self
) and
5514 gPlayers
[a
].alive
and SameTeam(FUID
, gPlayers
[a
].FUID
) and
5515 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
5516 FObj
.Rect
.Width
, FObj
.Rect
.Height
, @gPlayers
[a
].FObj
) then
5518 gPlayers
[a
].Touch();
5519 if g_Game_IsNet
and g_Game_IsServer
then
5520 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH
, gPlayers
[a
].FUID
);
5523 FTime
[T_USE
] := gTime
+120;
5526 procedure TPlayer
.NetFire(Wpn
: Byte; X
, Y
, AX
, AY
: Integer; WID
: Integer = -1);
5530 WX
, WY
, XD
, YD
: Integer;
5542 if R_BERSERK
in FRulez
then
5544 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5545 locobj
.X
:= FObj
.X
+FObj
.Rect
.X
;
5546 locobj
.Y
:= FObj
.Y
+FObj
.Rect
.Y
;
5549 locobj
.rect
.Width
:= 39;
5550 locobj
.rect
.Height
:= 52;
5551 locobj
.Vel
.X
:= (xd
-wx
) div 2;
5552 locobj
.Vel
.Y
:= (yd
-wy
) div 2;
5553 locobj
.Accel
.X
:= xd
-wx
;
5554 locobj
.Accel
.y
:= yd
-wy
;
5556 if g_Weapon_Hit(@locobj
, 50, FUID
, HIT_SOME
) <> 0 then
5557 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj
.X
, FObj
.Y
)
5559 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj
.X
, FObj
.Y
);
5563 FPain
:= min(FPain
+ 25, 50);
5565 g_Weapon_punch(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, 3, FUID
);
5570 if g_Weapon_chainsaw(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
5571 IfThen(gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
], 9, 3), FUID
) <> 0 then
5573 FSawSoundSelect
.Stop();
5575 FSawSoundHit
.PlayAt(FObj
.X
, FObj
.Y
);
5577 else if not FSawSoundHit
.IsPlaying() then
5579 FSawSoundSelect
.Stop();
5580 FSawSound
.PlayAt(FObj
.X
, FObj
.Y
);
5587 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX
, Gamey
);
5588 FFireAngle
:= FAngle
;
5590 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5591 GameVelX
, GameVelY
-2, SHELL_BULLET
);
5596 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex
, Gamey
);
5597 FFireAngle
:= FAngle
;
5600 FShellType
:= SHELL_SHELL
;
5605 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex
, Gamey
);
5606 FFireAngle
:= FAngle
;
5609 FShellType
:= SHELL_DBLSHELL
;
5614 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex
, Gamey
);
5615 FFireAngle
:= FAngle
;
5617 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5618 GameVelX
, GameVelY
-2, SHELL_BULLET
);
5621 WEAPON_ROCKETLAUNCHER
:
5623 g_Weapon_Rocket(wx
, wy
, xd
, yd
, FUID
, WID
);
5624 FFireAngle
:= FAngle
;
5630 g_Weapon_Plasma(wx
, wy
, xd
, yd
, FUID
, WID
);
5631 FFireAngle
:= FAngle
;
5637 g_Weapon_BFGShot(wx
, wy
, xd
, yd
, FUID
, WID
);
5638 FFireAngle
:= FAngle
;
5642 WEAPON_SUPERPULEMET
:
5644 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex
, Gamey
);
5645 FFireAngle
:= FAngle
;
5647 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5648 GameVelX
, GameVelY
-2, SHELL_SHELL
);
5651 WEAPON_FLAMETHROWER
:
5653 g_Weapon_flame(wx
, wy
, xd
, yd
, FUID
, WID
);
5655 FFireAngle
:= FAngle
;
5662 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
5663 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
5664 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
5667 procedure TPlayer
.DoLerp(Level
: Integer = 2);
5669 if FObj
.X
<> FXTo
then FObj
.X
:= Lerp(FObj
.X
, FXTo
, Level
);
5670 if FObj
.Y
<> FYTo
then FObj
.Y
:= Lerp(FObj
.Y
, FYTo
, Level
);
5673 procedure TPlayer
.SetLerp(XTo
, YTo
: Integer);
5677 if NetInterpLevel
< 1 then
5687 AX
:= Abs(FXTo
- FObj
.X
);
5688 AY
:= Abs(FYTo
- FObj
.Y
);
5689 if (AX
> 32) or (AX
<= NetInterpLevel
) then
5691 if (AY
> 32) or (AY
<= NetInterpLevel
) then
5696 function TPlayer
.FullInLift(XInc
, YInc
: Integer): Integer;
5698 if g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
5699 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
-8,
5700 PANEL_LIFTUP
, False) then Result
:= -1
5702 if g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
5703 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
-8,
5704 PANEL_LIFTDOWN
, False) then Result
:= 1
5708 function TPlayer
.GetFlag(Flag
: Byte): Boolean;
5715 if Flag
= FLAG_NONE
then
5718 if not g_Game_IsServer
then Exit
;
5720 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5721 if (Flag
= FTeam
) and
5722 (gFlags
[Flag
].State
= FLAG_STATE_NORMAL
) and
5723 (FFlag
<> FLAG_NONE
) then
5725 if FFlag
= FLAG_RED
then
5726 s
:= _lc
[I_PLAYER_FLAG_RED
]
5728 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5730 evtype
:= FLAG_STATE_SCORED
;
5732 ts
:= Format('%.4d', [gFlags
[FFlag
].CaptureTime
]);
5733 Insert('.', ts
, Length(ts
) + 1 - 3);
5734 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_CAPTURE
], [FName
, s
, ts
]), True);
5736 g_Map_ResetFlag(FFlag
);
5737 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_CAPTURE
], [AnsiUpperCase(s
)]), 144);
5739 if ((Self
= gPlayer1
) or (Self
= gPlayer2
)
5740 or ((gPlayer1
<> nil) and (gPlayer1
.Team
= FTeam
))
5741 or ((gPlayer2
<> nil) and (gPlayer2
.Team
= FTeam
))) then
5746 if not sound_cap_flag
[a
].IsPlaying() then
5747 sound_cap_flag
[a
].Play();
5749 gTeamStat
[FTeam
].Goals
:= gTeamStat
[FTeam
].Goals
+ 1;
5752 if g_Game_IsNet
then
5754 MH_SEND_FlagEvent(evtype
, FFlag
, FUID
, False);
5758 gFlags
[FFlag
].CaptureTime
:= 0;
5763 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5764 if (Flag
= FTeam
) and
5765 (gFlags
[Flag
].State
= FLAG_STATE_DROPPED
) then
5767 if Flag
= FLAG_RED
then
5768 s
:= _lc
[I_PLAYER_FLAG_RED
]
5770 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5772 evtype
:= FLAG_STATE_RETURNED
;
5773 gFlags
[Flag
].CaptureTime
:= 0;
5775 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_RETURN
], [FName
, s
]), True);
5777 g_Map_ResetFlag(Flag
);
5778 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_RETURN
], [AnsiUpperCase(s
)]), 144);
5780 if ((Self
= gPlayer1
) or (Self
= gPlayer2
)
5781 or ((gPlayer1
<> nil) and (gPlayer1
.Team
= FTeam
))
5782 or ((gPlayer2
<> nil) and (gPlayer2
.Team
= FTeam
))) then
5787 if not sound_ret_flag
[a
].IsPlaying() then
5788 sound_ret_flag
[a
].Play();
5791 if g_Game_IsNet
then
5793 MH_SEND_FlagEvent(evtype
, Flag
, FUID
, False);
5799 // Ïîäîáðàë ÷óæîé ôëàã:
5800 if (Flag
<> FTeam
) and (FTime
[T_FLAGCAP
] <= gTime
) then
5804 if Flag
= FLAG_RED
then
5805 s
:= _lc
[I_PLAYER_FLAG_RED
]
5807 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5809 evtype
:= FLAG_STATE_CAPTURED
;
5811 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_GET
], [FName
, s
]), True);
5813 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_GET
], [AnsiUpperCase(s
)]), 144);
5815 gFlags
[Flag
].State
:= FLAG_STATE_CAPTURED
;
5817 if ((Self
= gPlayer1
) or (Self
= gPlayer2
)
5818 or ((gPlayer1
<> nil) and (gPlayer1
.Team
= FTeam
))
5819 or ((gPlayer2
<> nil) and (gPlayer2
.Team
= FTeam
))) then
5824 if not sound_get_flag
[a
].IsPlaying() then
5825 sound_get_flag
[a
].Play();
5828 if g_Game_IsNet
then
5830 MH_SEND_FlagEvent(evtype
, Flag
, FUID
, False);
5836 procedure TPlayer
.SetFlag(Flag
: Byte);
5839 if FModel
<> nil then
5840 FModel
.SetFlag(FFlag
);
5843 function TPlayer
.DropFlag(Silent
: Boolean = True): Boolean;
5849 if (not g_Game_IsServer
) or (FFlag
= FLAG_NONE
) then
5851 FTime
[T_FLAGCAP
] := gTime
+ 2000;
5852 with gFlags
[FFlag
] do
5856 Direction
:= FDirection
;
5857 State
:= FLAG_STATE_DROPPED
;
5859 g_Obj_Push(@Obj
, (FObj
.Vel
.X
div 2)-2+Random(5),
5860 (FObj
.Vel
.Y
div 2)-2+Random(5));
5861 positionChanged(); // this updates spatial accelerators
5863 if FFlag
= FLAG_RED
then
5864 s
:= _lc
[I_PLAYER_FLAG_RED
]
5866 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5868 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_DROP
], [FName
, s
]), True);
5869 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_DROP
], [AnsiUpperCase(s
)]), 144);
5871 if ((Self
= gPlayer1
) or (Self
= gPlayer2
)
5872 or ((gPlayer1
<> nil) and (gPlayer1
.Team
= FTeam
))
5873 or ((gPlayer2
<> nil) and (gPlayer2
.Team
= FTeam
))) then
5878 if (not Silent
) and (not sound_lost_flag
[a
].IsPlaying()) then
5879 sound_lost_flag
[a
].Play();
5881 if g_Game_IsNet
then
5882 MH_SEND_FlagEvent(FLAG_STATE_DROPPED
, Flag
, FUID
, False);
5888 procedure TPlayer
.GetSecret();
5890 if (self
= gPlayer1
) or (self
= gPlayer2
) then
5892 g_Console_Add(Format(_lc
[I_PLAYER_SECRET
], [FName
]), True);
5893 g_Sound_PlayEx('SOUND_GAME_SECRET');
5898 procedure TPlayer
.PressKey(Key
: Byte; Time
: Word = 1);
5900 Assert(Key
<= High(FKeys
));
5902 FKeys
[Key
].Pressed
:= True;
5903 FKeys
[Key
].Time
:= Time
;
5906 function TPlayer
.IsKeyPressed(K
: Byte): Boolean;
5908 Result
:= FKeys
[K
].Pressed
;
5911 procedure TPlayer
.ReleaseKeys();
5915 for a
:= Low(FKeys
) to High(FKeys
) do
5917 FKeys
[a
].Pressed
:= False;
5922 procedure TPlayer
.OnDamage(Angle
: SmallInt);
5926 function TPlayer
.firediry(): Integer;
5928 if FKeys
[KEY_UP
].Pressed
then Result
:= -42
5929 else if FKeys
[KEY_DOWN
].Pressed
then Result
:= 19
5933 procedure TPlayer
.RememberState();
5937 FSavedState
.Health
:= FHealth
;
5938 FSavedState
.Armor
:= FArmor
;
5939 FSavedState
.Air
:= FAir
;
5940 FSavedState
.JetFuel
:= FJetFuel
;
5941 FSavedState
.CurrWeap
:= FCurrWeap
;
5942 FSavedState
.NextWeap
:= FNextWeap
;
5943 FSavedState
.NextWeapDelay
:= FNextWeapDelay
;
5946 FSavedState
.Ammo
[i
] := FAmmo
[i
];
5948 FSavedState
.MaxAmmo
[i
] := FMaxAmmo
[i
];
5950 FSavedState
.Rulez
:= FRulez
;
5951 FSavedState
.WaitRecall
:= True;
5954 procedure TPlayer
.RecallState();
5958 if not FSavedState
.WaitRecall
then Exit
;
5960 FHealth
:= FSavedState
.Health
;
5961 FArmor
:= FSavedState
.Armor
;
5962 FAir
:= FSavedState
.Air
;
5963 FJetFuel
:= FSavedState
.JetFuel
;
5964 FCurrWeap
:= FSavedState
.CurrWeap
;
5965 FNextWeap
:= FSavedState
.NextWeap
;
5966 FNextWeapDelay
:= FSavedState
.NextWeapDelay
;
5969 FAmmo
[i
] := FSavedState
.Ammo
[i
];
5971 FMaxAmmo
[i
] := FSavedState
.MaxAmmo
[i
];
5973 FRulez
:= FSavedState
.Rulez
;
5974 FSavedState
.WaitRecall
:= False;
5976 if gGameSettings
.GameType
= GT_SERVER
then
5977 MH_SEND_PlayerStats(FUID
);
5980 procedure TPlayer
.SaveState (st
: TStream
);
5986 utils
.writeSign(st
, 'PLYR');
5987 utils
.writeInt(st
, Byte(PLR_SAVE_VERSION
)); // version
5989 utils
.writeBool(st
, FIamBot
);
5991 utils
.writeInt(st
, Word(FUID
));
5993 utils
.writeStr(st
, FName
);
5995 utils
.writeInt(st
, Byte(FTeam
));
5997 utils
.writeBool(st
, FAlive
);
5998 // Èçðàñõîäîâàë ëè âñå æèçíè
5999 utils
.writeBool(st
, FNoRespawn
);
6001 if FDirection
= TDirection
.D_LEFT
then b
:= 1 else b
:= 2; // D_RIGHT
6002 utils
.writeInt(st
, Byte(b
));
6004 utils
.writeInt(st
, LongInt(FHealth
));
6005 // Êîýôôèöèåíò èíâàëèäíîñòè
6006 utils
.writeInt(st
, LongInt(FHandicap
));
6008 utils
.writeInt(st
, Byte(FLives
));
6010 utils
.writeInt(st
, LongInt(FArmor
));
6012 utils
.writeInt(st
, LongInt(FAir
));
6014 utils
.writeInt(st
, LongInt(FJetFuel
));
6016 utils
.writeInt(st
, LongInt(FPain
));
6018 utils
.writeInt(st
, LongInt(FKills
));
6020 utils
.writeInt(st
, LongInt(FMonsterKills
));
6022 utils
.writeInt(st
, LongInt(FFrags
));
6024 utils
.writeInt(st
, Byte(FFragCombo
));
6025 // Âðåìÿ ïîñëåäíåãî ôðàãà
6026 utils
.writeInt(st
, LongWord(FLastFrag
));
6028 utils
.writeInt(st
, LongInt(FDeath
));
6030 utils
.writeInt(st
, Byte(FFlag
));
6032 utils
.writeInt(st
, LongInt(FSecrets
));
6034 utils
.writeInt(st
, Byte(FCurrWeap
));
6036 utils
.writeInt(st
, Word(FNextWeap
));
6038 utils
.writeInt(st
, Byte(FNextWeapDelay
));
6039 // Âðåìÿ çàðÿäêè BFG
6040 utils
.writeInt(st
, SmallInt(FBFGFireCounter
));
6042 utils
.writeInt(st
, LongInt(FDamageBuffer
));
6043 // Ïîñëåäíèé óäàðèâøèé
6044 utils
.writeInt(st
, Word(FLastSpawnerUID
));
6045 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6046 utils
.writeInt(st
, Byte(FLastHit
));
6048 Obj_SaveState(st
, @FObj
);
6049 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6050 for i
:= A_BULLETS
to A_HIGH
do utils
.writeInt(st
, Word(FAmmo
[i
]));
6051 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6052 for i
:= A_BULLETS
to A_HIGH
do utils
.writeInt(st
, Word(FMaxAmmo
[i
]));
6054 for i
:= WP_FIRST
to WP_LAST
do utils
.writeBool(st
, FWeapon
[i
]);
6055 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6056 for i
:= WP_FIRST
to WP_LAST
do utils
.writeInt(st
, Word(FReloading
[i
]));
6058 utils
.writeBool(st
, (R_ITEM_BACKPACK
in FRulez
));
6059 // Íàëè÷èå êðàñíîãî êëþ÷à
6060 utils
.writeBool(st
, (R_KEY_RED
in FRulez
));
6061 // Íàëè÷èå çåëåíîãî êëþ÷à
6062 utils
.writeBool(st
, (R_KEY_GREEN
in FRulez
));
6063 // Íàëè÷èå ñèíåãî êëþ÷à
6064 utils
.writeBool(st
, (R_KEY_BLUE
in FRulez
));
6066 utils
.writeBool(st
, (R_BERSERK
in FRulez
));
6067 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6068 for i
:= MR_SUIT
to MR_MAX
do utils
.writeInt(st
, LongWord(FMegaRulez
[i
]));
6069 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6070 for i
:= T_RESPAWN
to T_FLAGCAP
do utils
.writeInt(st
, LongWord(FTime
[i
]));
6072 utils
.writeStr(st
, FModel
.Name
);
6074 utils
.writeInt(st
, Byte(FColor
.R
));
6075 utils
.writeInt(st
, Byte(FColor
.G
));
6076 utils
.writeInt(st
, Byte(FColor
.B
));
6080 procedure TPlayer
.LoadState (st
: TStream
);
6089 if not utils
.checkSign(st
, 'PLYR') then raise XStreamError
.Create('invalid player signature');
6090 if (utils
.readByte(st
) <> PLR_SAVE_VERSION
) then raise XStreamError
.Create('invalid player version');
6092 FIamBot
:= utils
.readBool(st
);
6094 FUID
:= utils
.readWord(st
);
6096 str
:= utils
.readStr(st
);
6097 if (self
<> gPlayer1
) and (self
<> gPlayer2
) then FName
:= str
;
6099 FTeam
:= utils
.readByte(st
);
6101 FAlive
:= utils
.readBool(st
);
6102 // Èçðàñõîäîâàë ëè âñå æèçíè
6103 FNoRespawn
:= utils
.readBool(st
);
6105 b
:= utils
.readByte(st
);
6106 if b
= 1 then FDirection
:= TDirection
.D_LEFT
else FDirection
:= TDirection
.D_RIGHT
; // b = 2
6108 FHealth
:= utils
.readLongInt(st
);
6109 // Êîýôôèöèåíò èíâàëèäíîñòè
6110 FHandicap
:= utils
.readLongInt(st
);
6112 FLives
:= utils
.readByte(st
);
6114 FArmor
:= utils
.readLongInt(st
);
6116 FAir
:= utils
.readLongInt(st
);
6118 FJetFuel
:= utils
.readLongInt(st
);
6120 FPain
:= utils
.readLongInt(st
);
6122 FKills
:= utils
.readLongInt(st
);
6124 FMonsterKills
:= utils
.readLongInt(st
);
6126 FFrags
:= utils
.readLongInt(st
);
6128 FFragCombo
:= utils
.readByte(st
);
6129 // Âðåìÿ ïîñëåäíåãî ôðàãà
6130 FLastFrag
:= utils
.readLongWord(st
);
6132 FDeath
:= utils
.readLongInt(st
);
6134 FFlag
:= utils
.readByte(st
);
6136 FSecrets
:= utils
.readLongInt(st
);
6138 FCurrWeap
:= utils
.readByte(st
);
6140 FNextWeap
:= utils
.readWord(st
);
6142 FNextWeapDelay
:= utils
.readByte(st
);
6143 // Âðåìÿ çàðÿäêè BFG
6144 FBFGFireCounter
:= utils
.readSmallInt(st
);
6146 FDamageBuffer
:= utils
.readLongInt(st
);
6147 // Ïîñëåäíèé óäàðèâøèé
6148 FLastSpawnerUID
:= utils
.readWord(st
);
6149 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6150 FLastHit
:= utils
.readByte(st
);
6152 Obj_LoadState(@FObj
, st
);
6153 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6154 for i
:= A_BULLETS
to A_HIGH
do FAmmo
[i
] := utils
.readWord(st
);
6155 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6156 for i
:= A_BULLETS
to A_HIGH
do FMaxAmmo
[i
] := utils
.readWord(st
);
6158 for i
:= WP_FIRST
to WP_LAST
do FWeapon
[i
] := utils
.readBool(st
);
6159 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6160 for i
:= WP_FIRST
to WP_LAST
do FReloading
[i
] := utils
.readWord(st
);
6162 if utils
.readBool(st
) then Include(FRulez
, R_ITEM_BACKPACK
);
6163 // Íàëè÷èå êðàñíîãî êëþ÷à
6164 if utils
.readBool(st
) then Include(FRulez
, R_KEY_RED
);
6165 // Íàëè÷èå çåëåíîãî êëþ÷à
6166 if utils
.readBool(st
) then Include(FRulez
, R_KEY_GREEN
);
6167 // Íàëè÷èå ñèíåãî êëþ÷à
6168 if utils
.readBool(st
) then Include(FRulez
, R_KEY_BLUE
);
6170 if utils
.readBool(st
) then Include(FRulez
, R_BERSERK
);
6171 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6172 for i
:= MR_SUIT
to MR_MAX
do FMegaRulez
[i
] := utils
.readLongWord(st
);
6173 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6174 for i
:= T_RESPAWN
to T_FLAGCAP
do FTime
[i
] := utils
.readLongWord(st
);
6176 str
:= utils
.readStr(st
);
6178 FColor
.R
:= utils
.readByte(st
);
6179 FColor
.G
:= utils
.readByte(st
);
6180 FColor
.B
:= utils
.readByte(st
);
6181 if (self
= gPlayer1
) then
6183 str
:= gPlayer1Settings
.Model
;
6184 FColor
:= gPlayer1Settings
.Color
;
6186 else if (self
= gPlayer2
) then
6188 str
:= gPlayer2Settings
.Model
;
6189 FColor
:= gPlayer2Settings
.Color
;
6191 // Îáíîâëÿåì ìîäåëü èãðîêà
6193 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
6194 FModel
.Color
:= TEAMCOLOR
[FTeam
]
6196 FModel
.Color
:= FColor
;
6200 procedure TPlayer
.AllRulez(Health
: Boolean);
6206 FHealth
:= PLAYER_HP_LIMIT
;
6207 FArmor
:= PLAYER_AP_LIMIT
;
6211 for a
:= WP_FIRST
to WP_LAST
do FWeapon
[a
] := True;
6212 for a
:= A_BULLETS
to A_HIGH
do FAmmo
[a
] := 30000;
6213 FRulez
:= FRulez
+[R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
];
6216 procedure TPlayer
.RestoreHealthArmor();
6218 FHealth
:= PLAYER_HP_LIMIT
;
6219 FArmor
:= PLAYER_AP_LIMIT
;
6222 procedure TPlayer
.FragCombo();
6226 if (gGameSettings
.GameMode
in [GM_COOP
, GM_SINGLE
]) or g_Game_IsClient
then
6228 if gTime
- FLastFrag
< FRAG_COMBO_TIME
then
6230 if FFragCombo
< 5 then
6232 Param
:= FUID
or (FFragCombo
shl 16);
6233 if (FComboEvnt
>= Low(gDelayedEvents
)) and
6234 (FComboEvnt
<= High(gDelayedEvents
)) and
6235 gDelayedEvents
[FComboEvnt
].Pending
and
6236 (gDelayedEvents
[FComboEvnt
].DEType
= DE_KILLCOMBO
) and
6237 (gDelayedEvents
[FComboEvnt
].DENum
and $FFFF = FUID
) then
6239 gDelayedEvents
[FComboEvnt
].Time
:= gTime
+ 500;
6240 gDelayedEvents
[FComboEvnt
].DENum
:= Param
;
6243 FComboEvnt
:= g_Game_DelayEvent(DE_KILLCOMBO
, 500, Param
);
6251 procedure TPlayer
.GiveItem(ItemType
: Byte);
6255 if FMegaRulez
[MR_SUIT
] < gTime
+PLAYER_SUIT_TIME
then
6257 FMegaRulez
[MR_SUIT
] := gTime
+PLAYER_SUIT_TIME
;
6261 if FAir
< AIR_MAX
then
6268 if not (R_BERSERK
in FRulez
) then
6270 Include(FRulez
, R_BERSERK
);
6271 if FBFGFireCounter
< 1 then
6273 FCurrWeap
:= WEAPON_KASTET
;
6275 FModel
.SetWeapon(WEAPON_KASTET
);
6279 FBerserk
:= gTime
+30000;
6281 if FHealth
< PLAYER_HP_SOFT
then
6283 FHealth
:= PLAYER_HP_SOFT
;
6284 FBerserk
:= gTime
+30000;
6289 if FMegaRulez
[MR_INVUL
] < gTime
+PLAYER_INVUL_TIME
then
6291 FMegaRulez
[MR_INVUL
] := gTime
+PLAYER_INVUL_TIME
;
6295 if FMegaRulez
[MR_INVIS
] < gTime
+PLAYER_INVIS_TIME
then
6297 FMegaRulez
[MR_INVIS
] := gTime
+PLAYER_INVIS_TIME
;
6301 if FJetFuel
< JET_MAX
then
6303 FJetFuel
:= JET_MAX
;
6306 ITEM_MEDKIT_SMALL
: if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 10, PLAYER_HP_SOFT
);
6307 ITEM_MEDKIT_LARGE
: if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 25, PLAYER_HP_SOFT
);
6309 ITEM_ARMOR_GREEN
: if FArmor
< PLAYER_AP_SOFT
then FArmor
:= PLAYER_AP_SOFT
;
6310 ITEM_ARMOR_BLUE
: if FArmor
< PLAYER_AP_LIMIT
then FArmor
:= PLAYER_AP_LIMIT
;
6312 ITEM_SPHERE_BLUE
: if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 100, PLAYER_HP_LIMIT
);
6314 if (FHealth
< PLAYER_HP_LIMIT
) or (FArmor
< PLAYER_AP_LIMIT
) then
6316 if FHealth
< PLAYER_HP_LIMIT
then FHealth
:= PLAYER_HP_LIMIT
;
6317 if FArmor
< PLAYER_AP_LIMIT
then FArmor
:= PLAYER_AP_LIMIT
;
6320 ITEM_WEAPON_SAW
: FWeapon
[WEAPON_SAW
] := True;
6321 ITEM_WEAPON_SHOTGUN1
: FWeapon
[WEAPON_SHOTGUN1
] := True;
6322 ITEM_WEAPON_SHOTGUN2
: FWeapon
[WEAPON_SHOTGUN2
] := True;
6323 ITEM_WEAPON_CHAINGUN
: FWeapon
[WEAPON_CHAINGUN
] := True;
6324 ITEM_WEAPON_ROCKETLAUNCHER
: FWeapon
[WEAPON_ROCKETLAUNCHER
] := True;
6325 ITEM_WEAPON_PLASMA
: FWeapon
[WEAPON_PLASMA
] := True;
6326 ITEM_WEAPON_BFG
: FWeapon
[WEAPON_BFG
] := True;
6327 ITEM_WEAPON_SUPERPULEMET
: FWeapon
[WEAPON_SUPERPULEMET
] := True;
6328 ITEM_WEAPON_FLAMETHROWER
: FWeapon
[WEAPON_FLAMETHROWER
] := True;
6330 ITEM_AMMO_BULLETS
: if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
6331 ITEM_AMMO_BULLETS_BOX
: if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
6332 ITEM_AMMO_SHELLS
: if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
6333 ITEM_AMMO_SHELLS_BOX
: if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 25, FMaxAmmo
[A_SHELLS
]);
6334 ITEM_AMMO_ROCKET
: if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
6335 ITEM_AMMO_ROCKET_BOX
: if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 5, FMaxAmmo
[A_ROCKETS
]);
6336 ITEM_AMMO_CELL
: if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
6337 ITEM_AMMO_CELL_BIG
: if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 100, FMaxAmmo
[A_CELLS
]);
6338 ITEM_AMMO_FUELCAN
: if FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
] then IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
6341 if (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or
6342 (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or
6343 (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or
6344 (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or
6345 (FMaxAmmo
[A_FUEL
] < AmmoLimits
[1, A_FUEL
]) then
6347 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[1, A_BULLETS
];
6348 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[1, A_SHELLS
];
6349 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[1, A_ROCKETS
];
6350 FMaxAmmo
[A_CELLS
] := AmmoLimits
[1, A_CELLS
];
6351 FMaxAmmo
[A_FUEL
] := AmmoLimits
[1, A_FUEL
];
6353 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
6354 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
6355 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
6356 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
6358 FRulez
:= FRulez
+ [R_ITEM_BACKPACK
];
6361 ITEM_KEY_RED
: if not (R_KEY_RED
in FRulez
) then Include(FRulez
, R_KEY_RED
);
6362 ITEM_KEY_GREEN
: if not (R_KEY_GREEN
in FRulez
) then Include(FRulez
, R_KEY_GREEN
);
6363 ITEM_KEY_BLUE
: if not (R_KEY_BLUE
in FRulez
) then Include(FRulez
, R_KEY_BLUE
);
6365 ITEM_BOTTLE
: if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 4, PLAYER_HP_LIMIT
);
6366 ITEM_HELMET
: if FArmor
< PLAYER_AP_LIMIT
then IncMax(FArmor
, 5, PLAYER_AP_LIMIT
);
6371 if g_Game_IsNet
and g_Game_IsServer
then
6372 MH_SEND_PlayerStats(FUID
);
6375 procedure TPlayer
.FlySmoke(Times
: DWORD
= 1);
6380 if (Random(5) = 1) and (Times
= 1) then
6383 if BodyInLiquid(0, 0) then
6385 g_GFX_Bubbles(Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2)+Random(3)-1,
6386 Obj
.Y
+Obj
.Rect
.Height
+8, 1, 8, 4);
6387 if Random(2) = 0 then
6388 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
6390 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
6394 if g_Frames_Get(id
, 'FRAMES_SMOKE') then
6396 for i
:= 1 to Times
do
6398 Anim
:= TAnimation
.Create(id
, False, 3);
6400 g_GFX_OnceAnim(Obj
.X
+Obj
.Rect
.X
+Random(Obj
.Rect
.Width
+Times
*2)-(Anim
.Width
div 2),
6401 Obj
.Y
+Obj
.Rect
.Height
-4+Random(8+Times
*2), Anim
, ONCEANIM_SMOKE
);
6407 procedure TPlayer
.OnFireFlame(Times
: DWORD
= 1);
6412 if (Random(10) = 1) and (Times
= 1) then
6415 if g_Frames_Get(id
, 'FRAMES_FLAME') then
6417 for i
:= 1 to Times
do
6419 Anim
:= TAnimation
.Create(id
, False, 3);
6421 g_GFX_OnceAnim(Obj
.X
+Obj
.Rect
.X
+Random(Obj
.Rect
.Width
+Times
*2)-(Anim
.Width
div 2),
6422 Obj
.Y
+8+Random(8+Times
*2), Anim
, ONCEANIM_SMOKE
);
6428 procedure TPlayer
.PauseSounds(Enable
: Boolean);
6430 FSawSound
.Pause(Enable
);
6431 FSawSoundIdle
.Pause(Enable
);
6432 FSawSoundHit
.Pause(Enable
);
6433 FSawSoundSelect
.Pause(Enable
);
6434 FFlameSoundOn
.Pause(Enable
);
6435 FFlameSoundOff
.Pause(Enable
);
6436 FFlameSoundWork
.Pause(Enable
);
6437 FJetSoundFly
.Pause(Enable
);
6438 FJetSoundOn
.Pause(Enable
);
6439 FJetSoundOff
.Pause(Enable
);
6444 constructor TCorpse
.Create(X
, Y
: Integer; ModelName
: String; aMess
: Boolean);
6449 FObj
.Rect
:= PLAYER_CORPSERECT
;
6450 FModelName
:= ModelName
;
6455 FState
:= CORPSE_STATE_MESS
;
6456 g_PlayerModel_GetAnim(ModelName
, A_DIE2
, FAnimation
, FAnimationMask
);
6460 FState
:= CORPSE_STATE_NORMAL
;
6461 g_PlayerModel_GetAnim(ModelName
, A_DIE1
, FAnimation
, FAnimationMask
);
6465 destructor TCorpse
.Destroy();
6472 function TCorpse
.ObjPtr (): PObj
; inline; begin result
:= @FObj
; end;
6474 procedure TCorpse
.positionChanged (); inline; begin end;
6476 procedure TCorpse
.moveBy (dx
, dy
: Integer); inline;
6478 if (dx
<> 0) or (dy
<> 0) then
6487 procedure TCorpse
.getMapBox (out x
, y
, w
, h
: Integer); inline;
6489 x
:= FObj
.X
+PLAYER_CORPSERECT
.X
;
6490 y
:= FObj
.Y
+PLAYER_CORPSERECT
.Y
;
6491 w
:= PLAYER_CORPSERECT
.Width
;
6492 h
:= PLAYER_CORPSERECT
.Height
;
6496 procedure TCorpse
.Damage(Value
: Word; vx
, vy
: Integer);
6501 if FState
= CORPSE_STATE_REMOVEME
then
6504 FDamage
:= FDamage
+ Value
;
6506 if FDamage
> 150 then
6508 if FAnimation
<> nil then
6513 FState
:= CORPSE_STATE_REMOVEME
;
6515 g_Player_CreateGibs(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
6516 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
6517 FModelName
, FColor
);
6518 // Çâóê ìÿñà îò òðóïà:
6519 pm
:= g_PlayerModel_Get(FModelName
);
6520 pm
.PlaySound(MODELSOUND_DIE
, 5, FObj
.X
, FObj
.Y
);
6524 if (gBodyKillEvent
<> -1)
6525 and gDelayedEvents
[gBodyKillEvent
].Pending
then
6526 gDelayedEvents
[gBodyKillEvent
].Pending
:= False;
6527 gBodyKillEvent
:= g_Game_DelayEvent(DE_BODYKILL
, 1050, 0);
6532 Blood
:= g_PlayerModel_GetBlood(FModelName
);
6533 FObj
.Vel
.X
:= FObj
.Vel
.X
+ vx
;
6534 FObj
.Vel
.Y
:= FObj
.Vel
.Y
+ vy
;
6535 g_GFX_Blood(FObj
.X
+PLAYER_CORPSERECT
.X
+(PLAYER_CORPSERECT
.Width
div 2),
6536 FObj
.Y
+PLAYER_CORPSERECT
.Y
+(PLAYER_CORPSERECT
.Height
div 2),
6537 Value
, vx
, vy
, 16, (PLAYER_CORPSERECT
.Height
*2) div 3,
6538 Blood
.R
, Blood
.G
, Blood
.B
, Blood
.Kind
);
6542 procedure TCorpse
.Draw();
6544 if FState
= CORPSE_STATE_REMOVEME
then
6547 if FAnimation
<> nil then
6548 FAnimation
.Draw(FObj
.X
, FObj
.Y
, TMirrorType
.None
);
6550 if FAnimationMask
<> nil then
6553 FAnimationMask
.Draw(FObj
.X
, FObj
.Y
, TMirrorType
.None
);
6560 procedure TCorpse
.Update();
6564 if FState
= CORPSE_STATE_REMOVEME
then
6567 if gTime
mod (GAME_TICK
*2) <> 0 then
6569 g_Obj_Move(@FObj
, True, True, True);
6570 positionChanged(); // this updates spatial accelerators
6574 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6575 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
6577 st
:= g_Obj_Move(@FObj
, True, True, True);
6578 positionChanged(); // this updates spatial accelerators
6580 if WordBool(st
and MOVE_FALLOUT
) then
6582 FState
:= CORPSE_STATE_REMOVEME
;
6586 if FAnimation
<> nil then
6587 FAnimation
.Update();
6588 if FAnimationMask
<> nil then
6589 FAnimationMask
.Update();
6593 procedure TCorpse
.SaveState (st
: TStream
);
6600 utils
.writeSign(st
, 'CORP');
6601 utils
.writeInt(st
, Byte(0));
6603 utils
.writeInt(st
, Byte(FState
));
6605 utils
.writeInt(st
, Byte(FDamage
));
6607 utils
.writeInt(st
, Byte(FColor
.R
));
6608 utils
.writeInt(st
, Byte(FColor
.G
));
6609 utils
.writeInt(st
, Byte(FColor
.B
));
6611 Obj_SaveState(st
, @FObj
);
6612 utils
.writeInt(st
, Word(FPlayerUID
));
6614 anim
:= (FAnimation
<> nil);
6615 utils
.writeBool(st
, anim
);
6616 // Åñëè åñòü - ñîõðàíÿåì
6617 if anim
then FAnimation
.SaveState(st
);
6618 // Åñòü ëè ìàñêà àíèìàöèè
6619 anim
:= (FAnimationMask
<> nil);
6620 utils
.writeBool(st
, anim
);
6621 // Åñëè åñòü - ñîõðàíÿåì
6622 if anim
then FAnimationMask
.SaveState(st
);
6626 procedure TCorpse
.LoadState (st
: TStream
);
6633 if not utils
.checkSign(st
, 'CORP') then raise XStreamError
.Create('invalid corpse signature');
6634 if (utils
.readByte(st
) <> 0) then raise XStreamError
.Create('invalid corpse version');
6636 FState
:= utils
.readByte(st
);
6638 FDamage
:= utils
.readByte(st
);
6640 FColor
.R
:= utils
.readByte(st
);
6641 FColor
.G
:= utils
.readByte(st
);
6642 FColor
.B
:= utils
.readByte(st
);
6644 Obj_LoadState(@FObj
, st
);
6645 FPlayerUID
:= utils
.readWord(st
);
6647 anim
:= utils
.readBool(st
);
6648 // Åñëè åñòü - çàãðóæàåì
6651 Assert(FAnimation
<> nil, 'TCorpse.LoadState: no FAnimation');
6652 FAnimation
.LoadState(st
);
6654 // Åñòü ëè ìàñêà àíèìàöèè
6655 anim
:= utils
.readBool(st
);
6656 // Åñëè åñòü - çàãðóæàåì
6659 Assert(FAnimationMask
<> nil, 'TCorpse.LoadState: no FAnimationMask');
6660 FAnimationMask
.LoadState(st
);
6666 constructor TBot
.Create();
6673 FSpectator
:= False;
6680 for a
:= WP_FIRST
to WP_LAST
do
6682 FDifficult
.WeaponPrior
[a
] := WEAPON_PRIOR1
[a
];
6683 FDifficult
.CloseWeaponPrior
[a
] := WEAPON_PRIOR2
[a
];
6684 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6688 destructor TBot
.Destroy();
6691 inherited Destroy();
6694 procedure TBot
.Draw();
6698 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6699 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6702 procedure TBot
.Respawn(Silent
: Boolean; Force
: Boolean = False);
6704 inherited Respawn(Silent
, Force
);
6707 FSelectedWeapon
:= FCurrWeap
;
6712 procedure TBot
.UpdateCombat();
6725 TTargetRecord
= array of TTarget
;
6727 function Compare(a
, b
: TTarget
): Integer;
6729 if a
.Line
and not b
.Line
then // A íà ëèíèè îãíÿ
6732 if not a
.Line
and b
.Line
then // B íà ëèíèè îãíÿ
6734 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6735 if (a
.Line
and b
.Line
) or ((not a
.Line
) and (not b
.Line
)) then
6737 if a
.Dist
> b
.Dist
then // B áëèæå
6739 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6742 else // Ñòðàííî -> A
6747 a
, x1
, y1
, x2
, y2
: Integer;
6748 targets
: TTargetRecord
;
6750 Target
, BestTarget
: TTarget
;
6751 firew
, fireh
: Integer;
6755 vsPlayer
, vsMonster
, ok
: Boolean;
6758 function monsUpdate (mon
: TMonster
): Boolean;
6760 result
:= false; // don't stop
6761 if mon
.alive
and (mon
.MonsterType
<> MONSTER_BARREL
) then
6763 if not TargetOnScreen(mon
.Obj
.X
+mon
.Obj
.Rect
.X
, mon
.Obj
.Y
+mon
.Obj
.Rect
.Y
) then exit
;
6765 x2
:= mon
.Obj
.X
+mon
.Obj
.Rect
.X
+(mon
.Obj
.Rect
.Width
div 2);
6766 y2
:= mon
.Obj
.Y
+mon
.Obj
.Rect
.Y
+(mon
.Obj
.Rect
.Height
div 2);
6768 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6769 if g_TraceVector(x1
, y1
, x2
, y2
) then
6771 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6772 SetLength(targets
, Length(targets
)+1);
6773 with targets
[High(targets
)] do
6780 Rect
:= mon
.Obj
.Rect
;
6781 Dist
:= g_PatchLength(x1
, y1
, x2
, y2
);
6782 Line
:= (y1
+4 < Target
.Y
+ mon
.Obj
.Rect
.Y
+ mon
.Obj
.Rect
.Height
) and
6783 (y1
-4 > Target
.Y
+ mon
.Obj
.Rect
.Y
);
6792 vsPlayer
:= LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSPLAYER
);
6793 vsMonster
:= LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSMONSTER
);
6795 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6796 if FCurrWeap
<> FSelectedWeapon
then
6799 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6800 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap
= FSelectedWeapon
) then
6802 RemoveAIFlag('NEEDFIRE');
6805 WEAPON_PLASMA
, WEAPON_SUPERPULEMET
, WEAPON_CHAINGUN
: PressKey(KEY_FIRE
, 20);
6806 WEAPON_SAW
, WEAPON_KASTET
, WEAPON_FLAMETHROWER
: PressKey(KEY_FIRE
, 40);
6807 else PressKey(KEY_FIRE
);
6811 // Êîîðäèíàòû ñòâîëà:
6812 x1
:= FObj
.X
+ WEAPONPOINT
[FDirection
].X
;
6813 y1
:= FObj
.Y
+ WEAPONPOINT
[FDirection
].Y
;
6815 Target
.UID
:= FTargetUID
;
6818 if Target
.UID
<> 0 then
6819 begin // Öåëü åñòü - íàñòðàèâàåì
6820 if (g_GetUIDType(Target
.UID
) = UID_PLAYER
) and
6823 tpla
:= g_Player_Get(Target
.UID
);
6827 if (@FObj
) <> nil then
6834 Target
.cX
:= Target
.X
+ PLAYER_RECT_CX
;
6835 Target
.cY
:= Target
.Y
+ PLAYER_RECT_CY
;
6836 Target
.Rect
:= PLAYER_RECT
;
6837 Target
.Visible
:= g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
);
6838 Target
.Line
:= (y1
+4 < Target
.Y
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
) and
6839 (y1
-4 > Target
.Y
+PLAYER_RECT
.Y
);
6840 Target
.IsPlayer
:= True;
6844 if (g_GetUIDType(Target
.UID
) = UID_MONSTER
) and
6847 mon
:= g_Monsters_ByUID(Target
.UID
);
6850 Target
.X
:= mon
.Obj
.X
;
6851 Target
.Y
:= mon
.Obj
.Y
;
6853 Target
.cX
:= Target
.X
+ mon
.Obj
.Rect
.X
+ (mon
.Obj
.Rect
.Width
div 2);
6854 Target
.cY
:= Target
.Y
+ mon
.Obj
.Rect
.Y
+ (mon
.Obj
.Rect
.Height
div 2);
6855 Target
.Rect
:= mon
.Obj
.Rect
;
6856 Target
.Visible
:= g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
);
6857 Target
.Line
:= (y1
+4 < Target
.Y
+ mon
.Obj
.Rect
.Y
+ mon
.Obj
.Rect
.Height
) and
6858 (y1
-4 > Target
.Y
+ mon
.Obj
.Rect
.Y
);
6859 Target
.IsPlayer
:= False;
6866 begin // Öåëè íåò - îáíóëÿåì
6871 Target
.Visible
:= False;
6872 Target
.Line
:= False;
6873 Target
.IsPlayer
:= False;
6878 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6879 if (not Target
.Line
) or (not Target
.Visible
) then
6883 for a
:= 0 to High(gPlayers
) do
6884 if (gPlayers
[a
] <> nil) and (gPlayers
[a
].alive
) and
6885 (gPlayers
[a
].FUID
<> FUID
) and
6886 (not SameTeam(FUID
, gPlayers
[a
].FUID
)) and
6887 (not gPlayers
[a
].NoTarget
) and
6888 (gPlayers
[a
].FMegaRulez
[MR_INVIS
] < gTime
) then
6890 if not TargetOnScreen(gPlayers
[a
].FObj
.X
+ PLAYER_RECT
.X
,
6891 gPlayers
[a
].FObj
.Y
+ PLAYER_RECT
.Y
) then
6894 x2
:= gPlayers
[a
].FObj
.X
+ PLAYER_RECT_CX
;
6895 y2
:= gPlayers
[a
].FObj
.Y
+ PLAYER_RECT_CY
;
6897 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6898 if g_TraceVector(x1
, y1
, x2
, y2
) then
6900 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6901 SetLength(targets
, Length(targets
)+1);
6902 with targets
[High(targets
)] do
6904 UID
:= gPlayers
[a
].FUID
;
6905 X
:= gPlayers
[a
].FObj
.X
;
6906 Y
:= gPlayers
[a
].FObj
.Y
;
6909 Rect
:= PLAYER_RECT
;
6910 Dist
:= g_PatchLength(x1
, y1
, x2
, y2
);
6911 Line
:= (y1
+4 < Target
.Y
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
) and
6912 (y1
-4 > Target
.Y
+PLAYER_RECT
.Y
);
6920 if vsMonster
then g_Mons_ForEach(monsUpdate
);
6923 // Åñëè åñòü âîçìîæíûå öåëè:
6924 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6925 if targets
<> nil then
6927 // Âûáèðàåì íàèëó÷øóþ öåëü:
6928 BestTarget
:= targets
[0];
6929 if Length(targets
) > 1 then
6930 for a
:= 1 to High(targets
) do
6931 if Compare(BestTarget
, targets
[a
]) = 1 then
6932 BestTarget
:= targets
[a
];
6934 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6935 if ((not Target
.Visible
) and BestTarget
.Visible
and (Target
.UID
<> BestTarget
.UID
)) or
6936 ((not Target
.Line
) and BestTarget
.Line
and BestTarget
.Visible
) then
6938 Target
:= BestTarget
;
6940 if (Healthy() = 3) or ((Healthy() = 2)) then
6941 begin // Åñëè çäîðîâû - äîãîíÿåì
6942 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
> FObj
.X
)) then
6943 SetAIFlag('GORIGHT', '1');
6944 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
< FObj
.X
)) then
6945 SetAIFlag('GOLEFT', '1');
6948 begin // Åñëè ïîáèòû - óáåãàåì
6949 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
< FObj
.X
)) then
6950 SetAIFlag('GORIGHT', '1');
6951 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
> FObj
.X
)) then
6952 SetAIFlag('GOLEFT', '1');
6955 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6956 SelectWeapon(Abs(x1
-Target
.cX
));
6961 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6962 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6963 if Target
.UID
<> 0 then
6965 if not TargetOnScreen(Target
.X
+ Target
.Rect
.X
,
6966 Target
.Y
+ Target
.Rect
.Y
) then
6967 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6968 if (Healthy() = 3) or ((Healthy() = 2)) then
6969 begin // Åñëè çäîðîâû - äîãîíÿåì
6970 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
> FObj
.X
)) then
6971 SetAIFlag('GORIGHT', '1');
6972 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
< FObj
.X
)) then
6973 SetAIFlag('GOLEFT', '1');
6976 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6978 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
< FObj
.X
)) then
6979 SetAIFlag('GORIGHT', '1');
6980 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
> FObj
.X
)) then
6981 SetAIFlag('GOLEFT', '1');
6985 begin // Öåëü ïîêà íà "ýêðàíå"
6986 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
6987 if g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
6988 FLastVisible
:= gTime
;
6989 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
6990 if (Abs(FObj
.Y
-Target
.Y
) <= 128) then
6992 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
> FObj
.X
)) then
6993 SetAIFlag('GORIGHT', '1');
6994 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
< FObj
.X
)) then
6995 SetAIFlag('GOLEFT', '1');
6999 // Âûáèðàåì óãîë ââåðõ:
7000 if FDirection
= TDirection
.D_LEFT
then
7001 angle
:= ANGLE_LEFTUP
7003 angle
:= ANGLE_RIGHTUP
;
7005 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7006 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7008 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
7009 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
7010 Target
.X
+Target
.Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128), //96
7011 Target
.Y
+Target
.Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
7012 Target
.Rect
.Width
, Target
.Rect
.Height
) and
7013 g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
7014 begin // òî íóæíî ñòðåëÿòü ââåðõ
7015 SetAIFlag('NEEDFIRE', '1');
7016 SetAIFlag('NEEDSEEUP', '1');
7019 // Âûáèðàåì óãîë âíèç:
7020 if FDirection
= TDirection
.D_LEFT
then
7021 angle
:= ANGLE_LEFTDOWN
7023 angle
:= ANGLE_RIGHTDOWN
;
7025 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7026 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7028 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
7029 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
7030 Target
.X
+Target
.Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
7031 Target
.Y
+Target
.Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
7032 Target
.Rect
.Width
, Target
.Rect
.Height
) and
7033 g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
7034 begin // òî íóæíî ñòðåëÿòü âíèç
7035 SetAIFlag('NEEDFIRE', '1');
7036 SetAIFlag('NEEDSEEDOWN', '1');
7039 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
7040 if Target
.Visible
and
7041 (y1
+4 < Target
.Y
+Target
.Rect
.Y
+Target
.Rect
.Height
) and
7042 (y1
-4 > Target
.Y
+Target
.Rect
.Y
) then
7044 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
7045 if ((FDirection
= TDirection
.D_LEFT
) and (Target
.X
< FObj
.X
)) or
7046 ((FDirection
= TDirection
.D_RIGHT
) and (Target
.X
> FObj
.X
)) then
7047 begin // òî íóæíî ñòðåëÿòü âïåðåä
7048 SetAIFlag('NEEDFIRE', '1');
7049 SetAIFlag('NEEDSEEDOWN', '');
7050 SetAIFlag('NEEDSEEUP', '');
7052 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
7053 if Abs(FObj
.X
-Target
.X
) < Trunc(gPlayerScreenSize
.X
*0.75) then
7054 if GetRnd(FDifficult
.CloseJump
) then
7055 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
7056 if Abs(FObj
.X
-Target
.X
) < 128 then
7060 if Random(a
) = 0 then
7061 SetAIFlag('NEEDJUMP', '1');
7065 // Åñëè öåëü âñå åùå åñòü:
7066 if Target
.UID
<> 0 then
7067 if gTime
-FLastVisible
> 2000 then // Åñëè âèäåëè äàâíî
7068 Target
.UID
:= 0 // òî çàáûòü öåëü
7069 else // Åñëè âèäåëè íåäàâíî
7070 begin // íî öåëü óáèëè
7071 if Target
.IsPlayer
then
7072 begin // Öåëü - èãðîê
7073 pla
:= g_Player_Get(Target
.UID
);
7074 if (pla
= nil) or (not pla
.alive
) or pla
.NoTarget
or
7075 (pla
.FMegaRulez
[MR_INVIS
] >= gTime
) then
7076 Target
.UID
:= 0; // òî çàáûòü öåëü
7079 begin // Öåëü - ìîíñòð
7080 mon
:= g_Monsters_ByUID(Target
.UID
);
7081 if (mon
= nil) or (not mon
.alive
) then
7082 Target
.UID
:= 0; // òî çàáûòü öåëü
7085 end; // if Target.UID <> 0
7087 FTargetUID
:= Target
.UID
;
7089 // Åñëè âîçìîæíûõ öåëåé íåò:
7090 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
7091 if targets
= nil then
7092 if GetAIFlag('ATTACKLEFT') <> '' then
7093 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
7094 RemoveAIFlag('ATTACKLEFT');
7096 SetAIFlag('NEEDJUMP', '1');
7098 if RunDirection() = TDirection
.D_RIGHT
then
7099 begin // Èäåì íå â òó ñòîðîíó
7100 if (Healthy() > 1) and GetRnd(FDifficult
.InvisFire
) then
7101 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
7102 SetAIFlag('NEEDFIRE', '1');
7103 SetAIFlag('GOLEFT', '1');
7107 begin // Èäåì â íóæíóþ ñòîðîíó
7108 if GetRnd(FDifficult
.InvisFire
) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7109 SetAIFlag('NEEDFIRE', '1');
7110 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7111 SetAIFlag('GORIGHT', '1');
7115 if GetAIFlag('ATTACKRIGHT') <> '' then
7116 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
7117 RemoveAIFlag('ATTACKRIGHT');
7119 SetAIFlag('NEEDJUMP', '1');
7121 if RunDirection() = TDirection
.D_LEFT
then
7122 begin // Èäåì íå â òó ñòîðîíó
7123 if (Healthy() > 1) and GetRnd(FDifficult
.InvisFire
) then
7124 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
7125 SetAIFlag('NEEDFIRE', '1');
7126 SetAIFlag('GORIGHT', '1');
7131 if GetRnd(FDifficult
.InvisFire
) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7132 SetAIFlag('NEEDFIRE', '1');
7133 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7134 SetAIFlag('GOLEFT', '1');
7138 //HACK! (does it belongs there?)
7139 RealizeCurrentWeapon();
7141 // Åñëè åñòü âîçìîæíûå öåëè:
7142 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
7143 if (targets
<> nil) and (GetAIFlag('NEEDFIRE') <> '') then
7144 for a
:= 0 to High(targets
) do
7146 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
7147 if GetRnd(FDifficult
.DiagFire
) then
7149 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
7150 if FDirection
= TDirection
.D_LEFT
then
7151 angle
:= ANGLE_LEFTUP
7153 angle
:= ANGLE_RIGHTUP
;
7155 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7156 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7158 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
7159 targets
[a
].X
+targets
[a
].Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
7160 targets
[a
].Y
+targets
[a
].Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
7161 targets
[a
].Rect
.Width
, targets
[a
].Rect
.Height
) and
7162 g_TraceVector(x1
, y1
, targets
[a
].cX
, targets
[a
].cY
) then
7164 SetAIFlag('NEEDFIRE', '1');
7165 SetAIFlag('NEEDSEEUP', '1');
7168 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
7169 if FDirection
= TDirection
.D_LEFT
then
7170 angle
:= ANGLE_LEFTDOWN
7172 angle
:= ANGLE_RIGHTDOWN
;
7174 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7175 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7177 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
7178 targets
[a
].X
+targets
[a
].Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
7179 targets
[a
].Y
+targets
[a
].Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
7180 targets
[a
].Rect
.Width
, targets
[a
].Rect
.Height
) and
7181 g_TraceVector(x1
, y1
, targets
[a
].cX
, targets
[a
].cY
) then
7183 SetAIFlag('NEEDFIRE', '1');
7184 SetAIFlag('NEEDSEEDOWN', '1');
7188 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
7189 if targets
[a
].Line
and targets
[a
].Visible
and
7190 (((FDirection
= TDirection
.D_LEFT
) and (targets
[a
].X
< FObj
.X
)) or
7191 ((FDirection
= TDirection
.D_RIGHT
) and (targets
[a
].X
> FObj
.X
))) then
7193 SetAIFlag('NEEDFIRE', '1');
7198 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
7199 if g_Weapon_Danger(FUID
, FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
,
7200 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
,
7201 40+GetInterval(FDifficult
.Cover
, 40)) then
7202 SetAIFlag('NEEDJUMP', '1');
7204 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
7205 ammo
:= GetAmmoByWeapon(FCurrWeap
);
7206 if ((FCurrWeap
= WEAPON_SHOTGUN2
) and (ammo
< 2)) or
7207 ((FCurrWeap
= WEAPON_BFG
) and (ammo
< 40)) or
7209 SetAIFlag('SELECTWEAPON', '1');
7211 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
7212 if GetAIFlag('SELECTWEAPON') = '1' then
7215 RemoveAIFlag('SELECTWEAPON');
7219 procedure TBot
.Update();
7232 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
7233 if (g_debug_BotAIOff
= 1) and (Team
= TEAM_RED
) then
7235 if (g_debug_BotAIOff
= 2) and (Team
= TEAM_BLUE
) then
7237 if g_debug_BotAIOff
= 3 then
7247 RealizeCurrentWeapon();
7254 procedure TBot
.ReleaseKey(Key
: Byte);
7263 function TBot
.KeyPressed(Key
: Word): Boolean;
7265 Result
:= FKeys
[Key
].Pressed
;
7268 function TBot
.GetAIFlag(aName
: String20
): String20
;
7274 aName
:= LowerCase(aName
);
7276 if FAIFlags
<> nil then
7277 for a
:= 0 to High(FAIFlags
) do
7278 if LowerCase(FAIFlags
[a
].Name
) = aName
then
7280 Result
:= FAIFlags
[a
].Value
;
7285 procedure TBot
.RemoveAIFlag(aName
: String20
);
7289 if FAIFlags
= nil then Exit
;
7291 aName
:= LowerCase(aName
);
7293 for a
:= 0 to High(FAIFlags
) do
7294 if LowerCase(FAIFlags
[a
].Name
) = aName
then
7296 if a
<> High(FAIFlags
) then
7297 for b
:= a
to High(FAIFlags
)-1 do
7298 FAIFlags
[b
] := FAIFlags
[b
+1];
7300 SetLength(FAIFlags
, Length(FAIFlags
)-1);
7305 procedure TBot
.SetAIFlag(aName
, fValue
: String20
);
7313 aName
:= LowerCase(aName
);
7315 if FAIFlags
<> nil then
7316 for a
:= 0 to High(FAIFlags
) do
7317 if LowerCase(FAIFlags
[a
].Name
) = aName
then
7323 if ok
then FAIFlags
[a
].Value
:= fValue
7326 SetLength(FAIFlags
, Length(FAIFlags
)+1);
7327 with FAIFlags
[High(FAIFlags
)] do
7335 procedure TBot
.UpdateMove
;
7337 procedure GoLeft(Time
: Word = 1);
7339 ReleaseKey(KEY_LEFT
);
7340 ReleaseKey(KEY_RIGHT
);
7341 PressKey(KEY_LEFT
, Time
);
7342 SetDirection(TDirection
.D_LEFT
);
7345 procedure GoRight(Time
: Word = 1);
7347 ReleaseKey(KEY_LEFT
);
7348 ReleaseKey(KEY_RIGHT
);
7349 PressKey(KEY_RIGHT
, Time
);
7350 SetDirection(TDirection
.D_RIGHT
);
7353 function Rnd(a
: Word): Boolean;
7355 Result
:= Random(a
) = 0;
7358 procedure Turn(Time
: Word = 1200);
7360 if RunDirection() = TDirection
.D_LEFT
then GoRight(Time
) else GoLeft(Time
);
7365 ReleaseKey(KEY_LEFT
);
7366 ReleaseKey(KEY_RIGHT
);
7369 function CanRunLeft(): Boolean;
7371 Result
:= not CollideLevel(-1, 0);
7374 function CanRunRight(): Boolean;
7376 Result
:= not CollideLevel(1, 0);
7379 function CanRun(): Boolean;
7381 if RunDirection() = TDirection
.D_LEFT
then Result
:= CanRunLeft() else Result
:= CanRunRight();
7384 procedure Jump(Time
: Word = 30);
7386 PressKey(KEY_JUMP
, Time
);
7389 function NearHole(): Boolean;
7393 { TODO 5 : Ëåñòíèöû }
7394 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
7395 for x
:= 1 to PLAYER_RECT
.Width
do
7396 if (not StayOnStep(x
*sx
, 0)) and
7397 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
7398 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
7407 function BorderHole(): Boolean;
7411 { TODO 5 : Ëåñòíèöû }
7412 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
7413 for x
:= 1 to PLAYER_RECT
.Width
do
7414 if (not StayOnStep(x
*sx
, 0)) and
7415 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
7416 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
7418 for xx
:= x
to x
+32 do
7419 if CollideLevel(xx
*sx
, PLAYER_RECT
.Height
) then
7429 function NearDeepHole(): Boolean;
7435 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
7438 for x
:= 1 to PLAYER_RECT
.Width
do
7439 if (not StayOnStep(x
*sx
, 0)) and
7440 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
7441 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
7443 while FObj
.Y
+y
*PLAYER_RECT
.Height
< gMapInfo
.Height
do
7445 if CollideLevel(x
*sx
, PLAYER_RECT
.Height
*y
) then Exit
;
7450 end else Result
:= False;
7453 function OverDeepHole(): Boolean;
7460 while FObj
.Y
+y
*PLAYER_RECT
.Height
< gMapInfo
.Height
do
7462 if CollideLevel(0, PLAYER_RECT
.Height
*y
) then Exit
;
7469 function OnGround(): Boolean;
7471 Result
:= StayOnStep(0, 0) or CollideLevel(0, 1);
7474 function OnLadder(): Boolean;
7476 Result
:= FullInStep(0, 0);
7479 function BelowLadder(): Boolean;
7481 Result
:= (FullInStep(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
) and
7482 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
)) or
7483 (FullInStep(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
) and
7484 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
));
7487 function BelowLiftUp(): Boolean;
7489 Result
:= ((FullInLift(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
) = -1) and
7490 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
)) or
7491 ((FullInLift(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
) = -1) and
7492 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
));
7495 function OnTopLift(): Boolean;
7497 Result
:= (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7500 function CanJumpOver(): Boolean;
7504 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
7508 if not CollideLevel(sx
, 0) then Exit
;
7510 for y
:= 1 to BOT_MAXJUMP
do
7511 if CollideLevel(0, -y
) then Exit
else
7512 if not CollideLevel(sx
, -y
) then
7519 function CanJumpUp(Dist
: ShortInt): Boolean;
7526 if CollideLevel(Dist
, 0) then Exit
;
7529 for y
:= 0 to BOT_MAXJUMP
do
7530 if CollideLevel(Dist
, -y
) then
7539 for yy
:= y
+1 to BOT_MAXJUMP
do
7540 if not CollideLevel(Dist
, -yy
) then
7549 for y
:= 0 to BOT_MAXJUMP
do
7550 if CollideLevel(0, -y
) then
7558 if y
< yy
then Exit
;
7563 function IsSafeTrigger(): Boolean;
7568 if gTriggers
= nil then
7570 for a
:= 0 to High(gTriggers
) do
7571 if Collide(gTriggers
[a
].X
,
7574 gTriggers
[a
].Height
) and
7575 (gTriggers
[a
].TriggerType
in [TRIGGER_EXIT
, TRIGGER_CLOSEDOOR
,
7576 TRIGGER_CLOSETRAP
, TRIGGER_TRAP
,
7577 TRIGGER_PRESS
, TRIGGER_ON
, TRIGGER_OFF
,
7578 TRIGGER_ONOFF
, TRIGGER_SPAWNMONSTER
,
7579 TRIGGER_DAMAGE
, TRIGGER_SHOT
]) then
7584 // Âîçìîæíî, íàæèìàåì êíîïêó:
7585 if Rnd(16) and IsSafeTrigger() then
7588 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7589 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7591 ReleaseKey(KEY_LEFT
);
7592 ReleaseKey(KEY_RIGHT
);
7596 // Èäåì âëåâî, åñëè íàäî áûëî:
7597 if GetAIFlag('GOLEFT') <> '' then
7599 RemoveAIFlag('GOLEFT');
7600 if CanRunLeft() then
7604 // Èäåì âïðàâî, åñëè íàäî áûëî:
7605 if GetAIFlag('GORIGHT') <> '' then
7607 RemoveAIFlag('GORIGHT');
7608 if CanRunRight() then
7612 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7613 if FObj
.X
< -32 then
7616 if FObj
.X
+32 > gMapInfo
.Width
then
7619 // Ïðûãàåì, åñëè íàäî áûëî:
7620 if GetAIFlag('NEEDJUMP') <> '' then
7623 RemoveAIFlag('NEEDJUMP');
7626 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7627 if GetAIFlag('NEEDSEEUP') <> '' then
7630 ReleaseKey(KEY_DOWN
);
7631 PressKey(KEY_UP
, 20);
7632 RemoveAIFlag('NEEDSEEUP');
7635 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7636 if GetAIFlag('NEEDSEEDOWN') <> '' then
7639 ReleaseKey(KEY_DOWN
);
7640 PressKey(KEY_DOWN
, 20);
7641 RemoveAIFlag('NEEDSEEDOWN');
7644 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7645 if GetAIFlag('GOINHOLE') <> '' then
7646 if not OnGround() then
7648 ReleaseKey(KEY_LEFT
);
7649 ReleaseKey(KEY_RIGHT
);
7650 RemoveAIFlag('GOINHOLE');
7651 SetAIFlag('FALLINHOLE', '1');
7654 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7655 if GetAIFlag('FALLINHOLE') <> '' then
7657 RemoveAIFlag('FALLINHOLE');
7659 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7660 if not (KeyPressed(KEY_LEFT
) or KeyPressed(KEY_RIGHT
)) then
7661 if GetAIFlag('FALLINHOLE') = '' then
7662 if (not OnLadder()) or (FObj
.Vel
.Y
>= 0) or (OnTopLift()) then
7668 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7670 CanJumpUp(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*32) and
7674 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7675 if OnGround() and NearHole() then
7676 if NearDeepHole() then // Åñëè ýòî áåçäíà
7678 0..3: Turn(); // Áåæèì îáðàòíî
7679 4: Jump(); // Ïðûãàåì
7680 5: begin // Ïðûãàåì îáðàòíî
7685 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7686 if GetAIFlag('GOINHOLE') = '' then
7688 0: Turn(); // Íå íóæíî òóäà
7689 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7690 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7691 if BorderHole() then
7692 SetAIFlag('GOINHOLE', '1');
7695 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7696 if (not CanRun()) and OnGround() then
7698 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7699 if CanJumpOver() or OnLadder() then
7701 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7702 if Random(2) = 0 then
7704 if IsSafeTrigger() then
7710 // Îñòàëîñü ìàëî âîçäóõà:
7711 if FAir
< 36 * 2 then
7714 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7715 if (FMegaRulez
[MR_SUIT
] < gTime
) and ((FLastHit
= HIT_ACID
) or (Healthy() <= 1)) then
7716 if BodyInAcid(0, 0) then
7720 function TBot
.FullInStep(XInc
, YInc
: Integer): Boolean;
7722 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
7723 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
, PANEL_STEP
, False);
7726 {function TBot.NeedItem(Item: Byte): Byte;
7731 procedure TBot
.SelectWeapon(Dist
: Integer);
7735 function HaveAmmo(weapon
: Byte): Boolean;
7738 WEAPON_PISTOL
: Result
:= FAmmo
[A_BULLETS
] >= 1;
7739 WEAPON_SHOTGUN1
: Result
:= FAmmo
[A_SHELLS
] >= 1;
7740 WEAPON_SHOTGUN2
: Result
:= FAmmo
[A_SHELLS
] >= 2;
7741 WEAPON_CHAINGUN
: Result
:= FAmmo
[A_BULLETS
] >= 10;
7742 WEAPON_ROCKETLAUNCHER
: Result
:= FAmmo
[A_ROCKETS
] >= 1;
7743 WEAPON_PLASMA
: Result
:= FAmmo
[A_CELLS
] >= 10;
7744 WEAPON_BFG
: Result
:= FAmmo
[A_CELLS
] >= 40;
7745 WEAPON_SUPERPULEMET
: Result
:= FAmmo
[A_SHELLS
] >= 1;
7746 WEAPON_FLAMETHROWER
: Result
:= FAmmo
[A_FUEL
] >= 1;
7747 else Result
:= True;
7752 if Dist
= -1 then Dist
:= BOT_LONGDIST
;
7754 if Dist
> BOT_LONGDIST
then
7755 begin // Äàëüíèé áîé
7757 if FWeapon
[FDifficult
.WeaponPrior
[a
]] and HaveAmmo(FDifficult
.WeaponPrior
[a
]) then
7759 FSelectedWeapon
:= FDifficult
.WeaponPrior
[a
];
7763 else //if Dist > BOT_UNSAFEDIST then
7764 begin // Áëèæíèé áîé
7766 if FWeapon
[FDifficult
.CloseWeaponPrior
[a
]] and HaveAmmo(FDifficult
.CloseWeaponPrior
[a
]) then
7768 FSelectedWeapon
:= FDifficult
.CloseWeaponPrior
[a
];
7775 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7777 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7783 function TBot
.PickItem(ItemType
: Byte; force
: Boolean; var remove
: Boolean): Boolean;
7785 Result
:= inherited PickItem(ItemType
, force
, remove
);
7787 if Result
then SetAIFlag('SELECTWEAPON', '1');
7790 function TBot
.Heal(value
: Word; Soft
: Boolean): Boolean;
7792 Result
:= inherited Heal(value
, Soft
);
7795 function TBot
.Healthy(): Byte;
7797 if FMegaRulez
[MR_INVUL
] >= gTime
then Result
:= 3
7798 else if (FHealth
> 80) or ((FHealth
> 50) and (FArmor
> 20)) then Result
:= 3
7799 else if (FHealth
> 50) then Result
:= 2
7800 else if (FHealth
> 20) then Result
:= 1
7804 function TBot
.TargetOnScreen(TX
, TY
: Integer): Boolean;
7806 Result
:= (Abs(FObj
.X
-TX
) <= Trunc(gPlayerScreenSize
.X
*0.6)) and
7807 (Abs(FObj
.Y
-TY
) <= Trunc(gPlayerScreenSize
.Y
*0.6));
7810 procedure TBot
.OnDamage(Angle
: SmallInt);
7818 if (Angle
= 0) or (Angle
= 180) then
7821 if (g_GetUIDType(FLastSpawnerUID
) = UID_PLAYER
) and
7822 LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSPLAYER
) then
7824 pla
:= g_Player_Get(FLastSpawnerUID
);
7825 ok
:= not TargetOnScreen(pla
.FObj
.X
+ PLAYER_RECT
.X
,
7826 pla
.FObj
.Y
+ PLAYER_RECT
.Y
);
7829 if (g_GetUIDType(FLastSpawnerUID
) = UID_MONSTER
) and
7830 LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSMONSTER
) then
7832 mon
:= g_Monsters_ByUID(FLastSpawnerUID
);
7833 ok
:= not TargetOnScreen(mon
.Obj
.X
+ mon
.Obj
.Rect
.X
,
7834 mon
.Obj
.Y
+ mon
.Obj
.Rect
.Y
);
7839 SetAIFlag('ATTACKLEFT', '1')
7841 SetAIFlag('ATTACKRIGHT', '1');
7845 function TBot
.RunDirection(): TDirection
;
7847 if Abs(Vel
.X
) >= 1 then
7849 if Vel
.X
> 0 then Result
:= TDirection
.D_RIGHT
else Result
:= TDirection
.D_LEFT
;
7851 Result
:= FDirection
;
7854 function TBot
.GetRnd(a
: Byte): Boolean;
7856 if a
= 0 then Result
:= False
7857 else if a
= 255 then Result
:= True
7858 else Result
:= Random(256) > 255-a
;
7861 function TBot
.GetInterval(a
: Byte; radius
: SmallInt): SmallInt;
7863 Result
:= Round((255-a
)/255*radius
*(Random(2)-1));
7867 procedure TDifficult
.save (st
: TStream
);
7869 utils
.writeInt(st
, Byte(DiagFire
));
7870 utils
.writeInt(st
, Byte(InvisFire
));
7871 utils
.writeInt(st
, Byte(DiagPrecision
));
7872 utils
.writeInt(st
, Byte(FlyPrecision
));
7873 utils
.writeInt(st
, Byte(Cover
));
7874 utils
.writeInt(st
, Byte(CloseJump
));
7875 st
.WriteBuffer(WeaponPrior
[Low(WeaponPrior
)], sizeof(WeaponPrior
));
7876 st
.WriteBuffer(CloseWeaponPrior
[Low(CloseWeaponPrior
)], sizeof(CloseWeaponPrior
));
7879 procedure TDifficult
.load (st
: TStream
);
7881 DiagFire
:= utils
.readByte(st
);
7882 InvisFire
:= utils
.readByte(st
);
7883 DiagPrecision
:= utils
.readByte(st
);
7884 FlyPrecision
:= utils
.readByte(st
);
7885 Cover
:= utils
.readByte(st
);
7886 CloseJump
:= utils
.readByte(st
);
7887 st
.ReadBuffer(WeaponPrior
[Low(WeaponPrior
)], sizeof(WeaponPrior
));
7888 st
.ReadBuffer(CloseWeaponPrior
[Low(CloseWeaponPrior
)], sizeof(CloseWeaponPrior
));
7892 procedure TBot
.SaveState (st
: TStream
);
7897 inherited SaveState(st
);
7898 utils
.writeSign(st
, 'BOT0');
7900 utils
.writeInt(st
, Byte(FSelectedWeapon
));
7902 utils
.writeInt(st
, Word(FTargetUID
));
7903 // Âðåìÿ ïîòåðè öåëè
7904 utils
.writeInt(st
, LongWord(FLastVisible
));
7905 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7906 dw
:= Length(FAIFlags
);
7907 utils
.writeInt(st
, LongInt(dw
));
7909 for i
:= 0 to dw
-1 do
7911 utils
.writeStr(st
, FAIFlags
[i
].Name
, 20);
7912 utils
.writeStr(st
, FAIFlags
[i
].Value
, 20);
7914 // Íàñòðîéêè ñëîæíîñòè
7915 FDifficult
.save(st
);
7919 procedure TBot
.LoadState (st
: TStream
);
7924 inherited LoadState(st
);
7925 if not utils
.checkSign(st
, 'BOT0') then raise XStreamError
.Create('invalid bot signature');
7927 FSelectedWeapon
:= utils
.readByte(st
);
7929 FTargetUID
:= utils
.readWord(st
);
7930 // Âðåìÿ ïîòåðè öåëè
7931 FLastVisible
:= utils
.readLongWord(st
);
7932 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7933 dw
:= utils
.readLongInt(st
);
7934 if (dw
< 0) or (dw
> 16384) then raise XStreamError
.Create('invalid number of bot AI flags');
7935 SetLength(FAIFlags
, dw
);
7937 for i
:= 0 to dw
-1 do
7939 FAIFlags
[i
].Name
:= utils
.readStr(st
, 20);
7940 FAIFlags
[i
].Value
:= utils
.readStr(st
, 20);
7942 // Íàñòðîéêè ñëîæíîñòè
7943 FDifficult
.load(st
);
7948 conRegVar('cheat_berserk_autoswitch', @gBerserkAutoswitch
, 'autoswitch to fist when berserk pack taken', '', true, true);
7949 conRegVar('player_indicator', @gPlayerIndicator
, 'Draw indicator only for current player, also for teammates, or not at all', 'Draw indicator only for current player, also for teammates, or not at all');
7950 conRegVar('player_indicator_style', @gPlayerIndicatorStyle
, 'Visual appearance of indicator', 'Visual appearance of indicator');