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
,{$ENDIF}
24 e_graphics
, g_playermodel
, g_basic
, g_textures
,
25 g_weapons
, g_phys
, g_sound
, g_saveload
, MAPDEF
,
61 AmmoLimits
: Array [0..1] of Array [A_BULLETS
..A_HIGH
] of Word =
62 ((200, 50, 50, 300, 100),
63 (400, 100, 100, 600, 200));
84 ANGLE_NONE
= Low(SmallInt);
86 CORPSE_STATE_REMOVEME
= 0;
87 CORPSE_STATE_NORMAL
= 1;
88 CORPSE_STATE_MESS
= 2;
90 PLAYER_RECT
: TRectWH
= (X
:15; Y
:12; Width
:34; Height
:52);
91 PLAYER_RECT_CX
= 15+(34 div 2);
92 PLAYER_RECT_CY
= 12+(52 div 2);
93 PLAYER_CORPSERECT
: TRectWH
= (X
:15; Y
:48; Width
:34; Height
:16);
96 PLAYER_HP_LIMIT
= 200;
98 PLAYER_AP_LIMIT
= 200;
102 PLAYER_BURN_TIME
= 110;
104 PLAYER1_DEF_COLOR
: TRGB
= (R
:64; G
:175; B
:48);
105 PLAYER2_DEF_COLOR
: TRGB
= (R
:96; G
:96; B
:96);
109 JET_MAX
= 540; // ~30 sec
111 ANGLE_RIGHTDOWN
= -35;
113 ANGLE_LEFTDOWN
= -145;
114 WEAPONPOINT
: Array [TDirection
] of TDFPoint
= ((X
:16; Y
:32), (X
:47; Y
:32));
115 TEAMCOLOR
: Array [TEAM_RED
..TEAM_BLUE
] of TRGB
= ((R
:255; G
:0; B
:0),
134 TPlayerStatArray
= Array of TPlayerStat
;
136 TPlayerSavedState
= record
144 Ammo
: Array [A_BULLETS
..A_HIGH
] of Word;
145 MaxAmmo
: Array [A_BULLETS
..A_HIGH
] of Word;
146 Weapon
: Array [WP_FIRST
..WP_LAST
] of Boolean;
147 Rulez
: Set of R_ITEM_BACKPACK
..R_BERSERK
;
156 TPlayer
= class{$IFDEF USE_MEMPOOL}(TPoolObject
){$ENDIF}
164 FDirection
: TDirection
;
172 FMonsterKills
: Integer;
178 FCanJetpack
: Boolean;
184 FNextWeapDelay
: Byte; // frames
185 FBFGFireCounter
: SmallInt;
186 FLastSpawnerUID
: Word;
190 FSpectatePlayer
: Integer;
191 FFirePainTime
: Integer;
194 FSavedStateNum
: Integer;
196 FModel
: TPlayerModel
;
197 FPunchAnim
: TAnimation
;
200 FActionForce
: Boolean;
201 FActionChanged
: Boolean;
203 FFireAngle
: SmallInt;
207 FShellTimer
: Integer;
209 FSawSound
: TPlayableSound
;
210 FSawSoundIdle
: TPlayableSound
;
211 FSawSoundHit
: TPlayableSound
;
212 FSawSoundSelect
: TPlayableSound
;
213 FFlameSoundOn
: TPlayableSound
;
214 FFlameSoundOff
: TPlayableSound
;
215 FFlameSoundWork
: TPlayableSound
;
216 FJetSoundOn
: TPlayableSound
;
217 FJetSoundOff
: TPlayableSound
;
218 FJetSoundFly
: TPlayableSound
;
222 FJustTeleported
: Boolean;
224 mEDamageType
: Integer;
227 function CollideLevel(XInc
, YInc
: Integer): Boolean;
228 function StayOnStep(XInc
, YInc
: Integer): Boolean;
229 function HeadInLiquid(XInc
, YInc
: Integer): Boolean;
230 function BodyInLiquid(XInc
, YInc
: Integer): Boolean;
231 function BodyInAcid(XInc
, YInc
: Integer): Boolean;
232 function FullInLift(XInc
, YInc
: Integer): Integer;
233 {procedure CollideItem();}
234 procedure FlySmoke(Times
: DWORD
= 1);
235 procedure OnFireFlame(Times
: DWORD
= 1);
236 procedure SetAction(Action
: Byte; Force
: Boolean = False);
237 procedure OnDamage(Angle
: SmallInt); virtual;
238 function firediry(): Integer;
241 procedure Run(Direction
: TDirection
);
242 procedure NextWeapon();
243 procedure PrevWeapon();
250 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
251 procedure resetWeaponQueue ();
252 function hasAmmoForWeapon (weapon
: Byte): Boolean;
253 function hasAmmoForShooting (weapon
: Byte): Boolean;
254 function shouldSwitch (weapon
: Byte; hadWeapon
: Boolean) : Boolean;
256 procedure doDamage (v
: Integer);
258 function refreshCorpse(): Boolean;
261 FDamageBuffer
: Integer;
263 FAmmo
: Array [A_BULLETS
..A_HIGH
] of Word;
264 FMaxAmmo
: Array [A_BULLETS
..A_HIGH
] of Word;
265 FWeapon
: Array [WP_FIRST
..WP_LAST
] of Boolean;
266 FRulez
: Set of R_ITEM_BACKPACK
..R_BERSERK
;
268 FMegaRulez
: Array [MR_SUIT
..MR_MAX
] of DWORD
;
269 FReloading
: Array [WP_FIRST
..WP_LAST
] of Word;
270 FTime
: Array [T_RESPAWN
..T_FLAGCAP
] of DWORD
;
271 FKeys
: Array [KEY_LEFT
..KEY_CHAT
] of TKeyState
;
272 FWeapSwitchMode
: Byte;
273 FWeapPreferences
: Array [WP_FIRST
.. WP_LAST
+1] of Byte;
274 FSwitchToEmpty
: Byte;
277 FPreferredTeam
: Byte;
280 FWantsInGame
: Boolean;
285 FActualModelName
: string;
292 FSpawnInvul
: Integer;
294 FWaitForFirstSpawn
: Boolean; // set to `true` in server, used to spawn a player on first full state request
297 // debug: viewport offset
298 viewPortX
, viewPortY
, viewPortW
, viewPortH
: Integer;
300 function isValidViewPort (): Boolean; inline;
302 constructor Create(); virtual;
303 destructor Destroy(); override;
304 procedure Respawn(Silent
: Boolean; Force
: Boolean = False); virtual;
305 function GetRespawnPoint(): Byte;
306 procedure PressKey(Key
: Byte; Time
: Word = 1);
307 procedure ReleaseKeys();
308 procedure SetModel(ModelName
: String);
309 procedure SetColor(Color
: TRGB
);
310 function GetColor(): TRGB
;
311 procedure SetWeapon(W
: Byte);
312 function IsKeyPressed(K
: Byte): Boolean;
313 function GetKeys(): Byte;
314 function PickItem(ItemType
: Byte; arespawn
: Boolean; var remove
: Boolean): Boolean; virtual;
315 procedure SetWeaponPrefs(Prefs
: Array of Byte);
316 procedure SetWeaponPref(Weapon
, Pref
: Byte);
317 function GetWeaponPref(Weapon
: Byte) : Byte;
318 function GetMorePrefered() : Byte;
319 function MaySwitch(Weapon
: Byte) : Boolean;
320 function Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean; overload
;
321 function Collide(Panel
: TPanel
): Boolean; overload
;
322 function Collide(X
, Y
: Integer): Boolean; overload
;
323 procedure SetDirection(Direction
: TDirection
);
324 procedure GetSecret();
325 function TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
327 procedure Push(vx
, vy
: Integer);
328 procedure ChangeModel(ModelName
: String);
329 procedure SwitchTeam
;
330 procedure ChangeTeam(Team
: Byte);
332 function GetFlag(Flag
: Byte): Boolean;
333 procedure SetFlag(Flag
: Byte);
334 function DropFlag(Silent
: Boolean = True; DoThrow
: Boolean = False): Boolean;
335 function TryDropFlag(): Boolean;
336 procedure AllRulez(Health
: Boolean);
337 procedure RestoreHealthArmor();
338 procedure FragCombo();
339 procedure GiveItem(ItemType
: Byte);
340 procedure Damage(value
: Word; SpawnerUID
: Word; vx
, vy
: Integer; t
: Byte); virtual;
341 function Heal(value
: Word; Soft
: Boolean): Boolean; virtual;
342 procedure MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
343 procedure MakeBloodSimple(Count
: Word);
344 procedure Kill(KillType
: Byte; SpawnerUID
: Word; t
: Byte);
345 procedure Reset(Force
: Boolean);
346 procedure Spectate(NoMove
: Boolean = False);
347 procedure SwitchNoClip
;
348 procedure SoftReset();
349 procedure PreUpdate();
350 procedure Update(); virtual;
351 procedure RememberState();
352 procedure RecallState();
353 procedure SaveState (st
: TStream
); virtual;
354 procedure LoadState (st
: TStream
); virtual;
355 procedure PauseSounds(Enable
: Boolean);
356 procedure NetFire(Wpn
: Byte; X
, Y
, AX
, AY
: Integer; WID
: Integer = -1);
357 procedure DoLerp(Level
: Integer = 2);
358 procedure SetLerp(XTo
, YTo
: Integer);
359 procedure ProcessWeaponAction(Action
: Byte);
360 procedure QueueWeaponSwitch(Weapon
: Byte);
361 procedure RealizeCurrentWeapon();
365 procedure JetpackOff
;
366 procedure CatchFire(Attacker
: Word; Timeout
: Integer = PLAYER_BURN_TIME
);
368 //WARNING! this does nothing for now, but still call it!
369 procedure positionChanged (); //WARNING! call this after entity position was changed, or coldet will not work right!
371 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
372 procedure moveBy (dx
, dy
: Integer); inline;
374 function getCameraObj(): TObj
;
376 function GetAmmoByWeapon(Weapon
: Byte): Word; // private state
379 property Vel
: TPoint2i read FObj
.Vel
;
380 property Obj
: TObj read FObj
;
382 property Name
: String read FName write FName
;
383 property Model
: TPlayerModel read FModel
;
384 property Health
: Integer read FHealth write FHealth
;
385 property Lives
: Byte read FLives write FLives
;
386 property Armor
: Integer read FArmor write FArmor
;
387 property Air
: Integer read FAir write FAir
;
388 property JetFuel
: Integer read FJetFuel write FJetFuel
;
389 property Frags
: Integer read FFrags write FFrags
;
390 property Death
: Integer read FDeath write FDeath
;
391 property Kills
: Integer read FKills write FKills
;
392 property CurrWeap
: Byte read FCurrWeap write FCurrWeap
;
393 property WeapSwitchMode
: Byte read FWeapSwitchMode write FWeapSwitchMode
;
394 property SwitchToEmpty
: Byte read FSwitchToEmpty write FSwitchToEmpty
;
395 property SkipFist
: Byte read FSkipFist write FSkipFist
;
396 property MonsterKills
: Integer read FMonsterKills write FMonsterKills
;
397 property Secrets
: Integer read FSecrets
;
398 property GodMode
: Boolean read FGodMode write FGodMode
;
399 property NoTarget
: Boolean read FNoTarget write FNoTarget
;
400 property NoReload
: Boolean read FNoReload write FNoReload
;
401 property alive
: Boolean read FAlive write FAlive
;
402 property Flag
: Byte read FFlag
;
403 property Team
: Byte read FTeam write FTeam
;
404 property Direction
: TDirection read FDirection
;
405 property GameX
: Integer read FObj
.X write FObj
.X
;
406 property GameY
: Integer read FObj
.Y write FObj
.Y
;
407 property GameVelX
: Integer read FObj
.Vel
.X write FObj
.Vel
.X
;
408 property GameVelY
: Integer read FObj
.Vel
.Y write FObj
.Vel
.Y
;
409 property GameAccelX
: Integer read FObj
.Accel
.X write FObj
.Accel
.X
;
410 property GameAccelY
: Integer read FObj
.Accel
.Y write FObj
.Accel
.Y
;
411 property IncCam
: Integer read FIncCam write FIncCam
;
412 property IncCamOld
: Integer read FIncCamOld write FIncCamOld
;
413 property SlopeOld
: Integer read FSlopeOld write FSlopeOld
;
414 property UID
: Word read FUID write FUID
;
415 property JustTeleported
: Boolean read FJustTeleported write FJustTeleported
;
416 property NetTime
: LongWord read FNetTime write FNetTime
;
419 property Angle_
: SmallInt read FAngle
;
420 property Spectator
: Boolean read FSpectator
;
421 property NoRespawn
: Boolean read FNoRespawn
;
422 property Berserk
: Integer read FBerserk
;
423 property Pain
: Integer read FPain
;
424 property Pickup
: Integer read FPickup
;
425 property PunchAnim
: TAnimation read FPunchAnim write FPunchAnim
;
426 property SpawnInvul
: Integer read FSpawnInvul
;
427 property Ghost
: Boolean read FGhost
;
430 property eName
: String read FName write FName
;
431 property eHealth
: Integer read FHealth write FHealth
;
432 property eLives
: Byte read FLives write FLives
;
433 property eArmor
: Integer read FArmor write FArmor
;
434 property eAir
: Integer read FAir write FAir
;
435 property eJetFuel
: Integer read FJetFuel write FJetFuel
;
436 property eFrags
: Integer read FFrags write FFrags
;
437 property eDeath
: Integer read FDeath write FDeath
;
438 property eKills
: Integer read FKills write FKills
;
439 property eCurrWeap
: Byte read FCurrWeap write FCurrWeap
;
440 property eMonsterKills
: Integer read FMonsterKills write FMonsterKills
;
441 property eSecrets
: Integer read FSecrets write FSecrets
;
442 property eGodMode
: Boolean read FGodMode write FGodMode
;
443 property eNoTarget
: Boolean read FNoTarget write FNoTarget
;
444 property eNoReload
: Boolean read FNoReload write FNoReload
;
445 property eAlive
: Boolean read FAlive write FAlive
;
446 property eFlag
: Byte read FFlag
;
447 property eTeam
: Byte read FTeam write FTeam
;
448 property eDirection
: TDirection read FDirection
;
449 property eGameX
: Integer read FObj
.X write FObj
.X
;
450 property eGameY
: Integer read FObj
.Y write FObj
.Y
;
451 property eGameVelX
: Integer read FObj
.Vel
.X write FObj
.Vel
.X
;
452 property eGameVelY
: Integer read FObj
.Vel
.Y write FObj
.Vel
.Y
;
453 property eGameAccelX
: Integer read FObj
.Accel
.X write FObj
.Accel
.X
;
454 property eGameAccelY
: Integer read FObj
.Accel
.Y write FObj
.Accel
.Y
;
455 property eIncCam
: Integer read FIncCam write FIncCam
;
456 property eUID
: Word read FUID
;
457 property eJustTeleported
: Boolean read FJustTeleported
;
458 property eNetTime
: LongWord read FNetTime
;
460 // set this before assigning something to `eDamage`
461 property eDamageType
: Integer read mEDamageType write mEDamageType
;
462 property eDamage
: Integer write doDamage
;
473 WeaponPrior
: packed array [WP_FIRST
..WP_LAST
] of Byte;
474 CloseWeaponPrior
: packed array [WP_FIRST
..WP_LAST
] of Byte;
475 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
478 procedure save (st
: TStream
);
479 procedure load (st
: TStream
);
487 TBot
= class(TPlayer
)
489 FSelectedWeapon
: Byte;
492 FAIFlags
: Array of TAIFlag
;
493 FDifficult
: TDifficult
;
495 function GetRnd(a
: Byte): Boolean;
496 function GetInterval(a
: Byte; radius
: SmallInt): SmallInt;
497 function RunDirection(): TDirection
;
498 function FullInStep(XInc
, YInc
: Integer): Boolean;
499 //function NeedItem(Item: Byte): Byte;
500 procedure SelectWeapon(Dist
: Integer);
501 procedure SetAIFlag(aName
, fValue
: String20
);
502 function GetAIFlag(aName
: String20
): String20
;
503 procedure RemoveAIFlag(aName
: String20
);
504 function Healthy(): Byte;
505 procedure UpdateMove();
506 procedure UpdateCombat();
507 function KeyPressed(Key
: Word): Boolean;
508 procedure ReleaseKey(Key
: Byte);
509 function TargetOnScreen(TX
, TY
: Integer): Boolean;
510 procedure OnDamage(Angle
: SmallInt); override;
513 procedure Respawn(Silent
: Boolean; Force
: Boolean = False); override;
514 constructor Create(); override;
515 destructor Destroy(); override;
516 function PickItem(ItemType
: Byte; force
: Boolean; var remove
: Boolean): Boolean; override;
517 function Heal(value
: Word; Soft
: Boolean): Boolean; override;
518 procedure Update(); override;
519 procedure SaveState (st
: TStream
); override;
520 procedure LoadState (st
: TStream
); override;
532 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
533 procedure moveBy (dx
, dy
: Integer); inline;
535 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
549 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
550 procedure moveBy (dx
, dy
: Integer); inline;
552 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
555 TCorpse
= class{$IFDEF USE_MEMPOOL}(TPoolObject
){$ENDIF}
564 FAnimation
: TAnimation
;
565 FAnimationMask
: TAnimation
;
568 constructor Create(X
, Y
: Integer; ModelName
: String; aMess
: Boolean);
569 destructor Destroy(); override;
570 procedure Damage(Value
: Word; SpawnerUID
: Word; vx
, vy
: Integer);
572 procedure SaveState (st
: TStream
);
573 procedure LoadState (st
: TStream
);
575 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
576 procedure moveBy (dx
, dy
: Integer); inline;
578 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
580 function ObjPtr (): PObj
; inline;
582 property Obj
: TObj read FObj
; // copies object
583 property State
: Byte read FState
;
584 property Mess
: Boolean read FMess
;
587 property Color
: TRGB read FColor
;
588 property Animation
: TAnimation read FAnimation
;
589 property AnimationMask
: TAnimation read FAnimationMask
;
592 TTeamStat
= Array [TEAM_RED
..TEAM_BLUE
] of
598 gPlayers
: Array of TPlayer
;
599 gCorpses
: Array of TCorpse
;
600 gGibs
: Array of TGib
;
601 gShells
: Array of TShell
;
602 gTeamStat
: TTeamStat
;
603 gFly
: Boolean = False;
604 gAimLine
: Boolean = False;
605 gChatBubble
: Integer = 0;
606 gPlayerIndicator
: Integer = 1;
607 gPlayerIndicatorStyle
: Integer = 0;
609 gSpectLatchPID1
: Word = 0;
610 gSpectLatchPID2
: Word = 0;
611 MAX_RUNVEL
: Integer = 8;
612 VEL_JUMP
: Integer = 10;
613 SHELL_TIMEOUT
: Cardinal = 60000;
615 function Lerp(X
, Y
, Factor
: Integer): Integer;
617 procedure g_Gibs_SetMax(Count
: Word);
618 function g_Gibs_GetMax(): Word;
619 procedure g_Corpses_SetMax(Count
: Word);
620 function g_Corpses_GetMax(): Word;
621 procedure g_Force_Model_Set(Mode
: Word);
622 function g_Force_Model_Get(): Word;
623 procedure g_Forced_Model_SetName(Model
: String);
624 function g_Forced_Model_GetName(): String;
625 procedure g_Shells_SetMax(Count
: Word);
626 function g_Shells_GetMax(): Word;
628 procedure g_Player_Init();
629 procedure g_Player_Free();
630 function g_Player_Create(ModelName
: String; Color
: TRGB
; Team
: Byte; Bot
: Boolean): Word;
631 function g_Player_CreateFromState (st
: TStream
): Word;
632 procedure g_Player_Remove(UID
: Word);
633 procedure g_Player_ResetTeams();
634 procedure g_Player_PreUpdate();
635 procedure g_Player_UpdateAll();
636 procedure g_Player_RememberAll();
637 procedure g_Player_ResetAll(Force
, Silent
: Boolean);
638 function g_Player_Get(UID
: Word): TPlayer
;
639 function g_Player_GetCount(): Byte;
640 function g_Player_GetStats(): TPlayerStatArray
;
641 function g_Player_ValidName(Name
: String): Boolean;
642 function g_Player_CreateCorpse(Player
: TPlayer
): Integer;
643 procedure g_Player_CreateGibs(fX
, fY
: Integer; ModelName
: String; fColor
: TRGB
);
644 procedure g_Player_CreateShell(fX
, fY
, dX
, dY
: Integer; T
: Byte);
645 procedure g_Player_UpdatePhysicalObjects();
646 procedure g_Player_RemoveAllCorpses();
647 procedure g_Player_Corpses_SaveState (st
: TStream
);
648 procedure g_Player_Corpses_LoadState (st
: TStream
);
649 procedure g_Player_ResetReady();
650 procedure g_Bot_Add(Team
, Difficult
: Byte; Handicap
: Integer = 100);
651 procedure g_Bot_AddList(Team
: Byte; lname
: ShortString; num
: Integer = -1; Handicap
: Integer = 100);
652 procedure g_Bot_MixNames();
653 procedure g_Bot_RemoveAll();
654 function g_Bot_GetCount(): Integer;
659 {$INCLUDE ../nogl/noGLuses.inc}
660 {$IFDEF ENABLE_HOLMES}
663 e_log
, g_map
, g_items
, g_console
, g_gfx
, Math
,
664 g_options
, g_triggers
, g_menu
, g_game
, g_grid
, e_res
,
665 wadreader
, g_main
, g_monsters
, CONFIG
, g_language
,
666 g_net
, g_netmsg
, g_window
,
669 const PLR_SAVE_VERSION
= 0;
679 diag_precision
: Byte;
683 w_prior1
: Array [WP_FIRST
..WP_LAST
] of Byte;
684 w_prior2
: Array [WP_FIRST
..WP_LAST
] of Byte;
685 w_prior3
: Array [WP_FIRST
..WP_LAST
] of Byte;
689 TIME_RESPAWN1
= 1500;
690 TIME_RESPAWN2
= 2000;
691 TIME_RESPAWN3
= 3000;
692 PLAYER_SUIT_TIME
= 30000;
693 PLAYER_INVUL_TIME
= 30000;
694 PLAYER_INVIS_TIME
= 35000;
695 FRAG_COMBO_TIME
= 3000;
698 PLAYER_HEADRECT
: TRectWH
= (X
:24; Y
:12; Width
:20; Height
:12);
701 BOT_UNSAFEDIST
= 128;
702 DIFFICULT_EASY
: TDifficult
= (DiagFire
: 32; InvisFire
: 32; DiagPrecision
: 32;
703 FlyPrecision
: 32; Cover
: 32; CloseJump
: 32;
704 WeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0));
705 DIFFICULT_MEDIUM
: TDifficult
= (DiagFire
: 127; InvisFire
: 127; DiagPrecision
: 127;
706 FlyPrecision
: 127; Cover
: 127; CloseJump
: 127;
707 WeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0));
708 DIFFICULT_HARD
: TDifficult
= (DiagFire
: 255; InvisFire
: 255; DiagPrecision
: 255;
709 FlyPrecision
: 255; Cover
: 255; CloseJump
: 255;
710 WeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0));
711 WEAPON_PRIOR1
: Array [WP_FIRST
..WP_LAST
] of Byte =
712 (WEAPON_FLAMETHROWER
, WEAPON_SUPERPULEMET
,
713 WEAPON_SHOTGUN2
, WEAPON_SHOTGUN1
,
714 WEAPON_CHAINGUN
, WEAPON_PLASMA
, WEAPON_ROCKETLAUNCHER
,
715 WEAPON_BFG
, WEAPON_PISTOL
, WEAPON_SAW
, WEAPON_KASTET
);
716 WEAPON_PRIOR2
: Array [WP_FIRST
..WP_LAST
] of Byte =
717 (WEAPON_FLAMETHROWER
, WEAPON_SUPERPULEMET
,
718 WEAPON_BFG
, WEAPON_ROCKETLAUNCHER
,
719 WEAPON_SHOTGUN2
, WEAPON_PLASMA
, WEAPON_SHOTGUN1
,
720 WEAPON_CHAINGUN
, WEAPON_PISTOL
, WEAPON_SAW
, WEAPON_KASTET
);
721 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
722 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
723 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
724 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
725 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
726 WEAPON_RELOAD
: Array [WP_FIRST
..WP_LAST
] of Byte =
727 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
729 PLAYER_SIGNATURE
= $52594C50; // 'PLYR'
730 CORPSE_SIGNATURE
= $50524F43; // 'CORP'
732 BOTNAMES_FILENAME
= 'botnames.txt';
733 BOTLIST_FILENAME
= 'botlist.txt';
737 MaxCorpses
: Word = 20;
738 MaxShells
: Word = 300;
739 ForceModel
: Word = 0;
740 ForcedModelName
: String = STD_PLAYER_MODEL
;
741 CurrentGib
: Integer = 0;
742 CurrentShell
: Integer = 0;
743 BotNames
: Array of String;
744 BotList
: Array of TBotProfile
;
745 SavedStates
: Array of TPlayerSavedState
;
748 function Lerp(X
, Y
, Factor
: Integer): Integer;
750 Result
:= X
+ ((Y
- X
) div Factor
);
753 function SameTeam(UID1
, UID2
: Word): Boolean;
757 if (UID1
> UID_MAX_PLAYER
) or (UID1
<= UID_MAX_GAME
) or
758 (UID2
> UID_MAX_PLAYER
) or (UID2
<= UID_MAX_GAME
) then Exit
;
760 if (g_Player_Get(UID1
) = nil) or (g_Player_Get(UID2
) = nil) then Exit
;
762 if ((g_Player_Get(UID1
).Team
= TEAM_NONE
) or
763 (g_Player_Get(UID2
).Team
= TEAM_NONE
)) then Exit
;
765 Result
:= g_Player_Get(UID1
).FTeam
= g_Player_Get(UID2
).FTeam
;
768 procedure g_Gibs_SetMax(Count
: Word);
771 SetLength(gGibs
, Count
);
773 if CurrentGib
>= Count
then
777 function g_Gibs_GetMax(): Word;
782 procedure g_Shells_SetMax(Count
: Word);
785 SetLength(gShells
, Count
);
787 if CurrentShell
>= Count
then
791 function g_Shells_GetMax(): Word;
797 procedure g_Corpses_SetMax(Count
: Word);
800 SetLength(gCorpses
, Count
);
803 function g_Corpses_GetMax(): Word;
805 Result
:= MaxCorpses
;
808 procedure g_Force_Model_Set(Mode
: Word);
813 function g_Force_Model_Get(): Word;
815 Result
:= ForceModel
;
818 procedure g_Forced_Model_SetName(Model
: String);
820 ForcedModelName
:= Model
;
823 function g_Forced_Model_GetName(): String;
825 Result
:= ForcedModelName
;
828 function g_Player_Create(ModelName
: String; Color
: TRGB
; Team
: Byte; Bot
: Boolean): Word;
838 // Есть ли место в gPlayers:
839 if gPlayers
<> nil then
840 for a
:= 0 to High(gPlayers
) do
841 if gPlayers
[a
] = nil then
847 // Нет места - расширяем gPlayers:
850 SetLength(gPlayers
, Length(gPlayers
)+1);
854 // Создаем объект игрока:
856 gPlayers
[a
] := TBot
.Create()
858 gPlayers
[a
] := TPlayer
.Create();
861 gPlayers
[a
].FActualModelName
:= ModelName
;
862 gPlayers
[a
].SetModel(ModelName
);
863 if Bot
and (g_Force_Model_Get() <> 0) then
864 gPlayers
[a
].SetModel(g_Forced_Model_GetName());
866 // Нет модели - создание не возможно:
867 if gPlayers
[a
].FModel
= nil then
871 g_FatalError(Format(_lc
[I_GAME_ERROR_MODEL
], [ModelName
]));
875 if not (Team
in [TEAM_RED
, TEAM_BLUE
]) then
876 if Random(2) = 0 then
880 gPlayers
[a
].FPreferredTeam
:= Team
;
882 case gGameSettings
.GameMode
of
883 GM_DM
: gPlayers
[a
].FTeam
:= TEAM_NONE
;
885 GM_CTF
: gPlayers
[a
].FTeam
:= gPlayers
[a
].FPreferredTeam
;
887 GM_COOP
: gPlayers
[a
].FTeam
:= TEAM_COOP
;
890 // Если командная игра - красим модель в цвет команды:
891 gPlayers
[a
].FColor
:= Color
;
892 if gPlayers
[a
].FTeam
in [TEAM_RED
, TEAM_BLUE
] then
893 gPlayers
[a
].FModel
.Color
:= TEAMCOLOR
[gPlayers
[a
].FTeam
]
895 gPlayers
[a
].FModel
.Color
:= Color
;
897 gPlayers
[a
].FUID
:= g_CreateUID(UID_PLAYER
);
898 gPlayers
[a
].FAlive
:= False;
900 Result
:= gPlayers
[a
].FUID
;
903 function g_Player_CreateFromState (st
: TStream
): Word;
904 var a
: Integer; ok
, Bot
: Boolean; pos
: Int64;
908 // check signature and entity type
910 if not utils
.checkSign(st
, 'PLYR') then raise XStreamError
.Create('invalid player signature');
911 if (utils
.readByte(st
) <> PLR_SAVE_VERSION
) then raise XStreamError
.Create('invalid player version');
912 Bot
:= utils
.readBool(st
);
915 // find free player slot
917 for a
:= 0 to High(gPlayers
) do
918 if gPlayers
[a
] = nil then
924 // allocate player slot
927 SetLength(gPlayers
, Length(gPlayers
)+1);
931 // create entity and load state
934 gPlayers
[a
] := TBot
.Create();
935 if (g_Force_Model_Get() <> 0) then
936 gPlayers
[a
].SetModel(g_Forced_Model_GetName());
939 gPlayers
[a
] := TPlayer
.Create();
940 gPlayers
[a
].FPhysics
:= True; // ???
941 gPlayers
[a
].LoadState(st
);
943 result
:= gPlayers
[a
].FUID
;
947 procedure g_Player_ResetTeams();
951 if g_Game_IsClient
then
953 if gPlayers
= nil then
955 for a
:= Low(gPlayers
) to High(gPlayers
) do
956 if gPlayers
[a
] <> nil then
957 case gGameSettings
.GameMode
of
959 gPlayers
[a
].ChangeTeam(TEAM_NONE
);
961 if not (gPlayers
[a
].Team
in [TEAM_RED
, TEAM_BLUE
]) then
962 if gPlayers
[a
].FPreferredTeam
in [TEAM_RED
, TEAM_BLUE
] then
963 gPlayers
[a
].ChangeTeam(gPlayers
[a
].FPreferredTeam
)
966 gPlayers
[a
].ChangeTeam(TEAM_RED
)
968 gPlayers
[a
].ChangeTeam(TEAM_BLUE
);
971 gPlayers
[a
].ChangeTeam(TEAM_COOP
);
975 procedure g_Bot_Add(Team
, Difficult
: Byte; Handicap
: Integer = 100);
978 _name
, _model
: String;
981 if not g_Game_IsServer
then Exit
;
983 if (g_Bot_GetCount() >= gMaxBots
) then Exit
;
985 // Список названий моделей:
986 m
:= g_PlayerModel_GetNames();
991 if (gGameSettings
.GameType
= GT_SINGLE
) or (gGameSettings
.GameMode
= GM_COOP
) then
992 Team
:= TEAM_COOP
// COOP
994 if gGameSettings
.GameMode
= GM_DM
then
995 Team
:= TEAM_NONE
// DM
997 if Team
= TEAM_NONE
then // CTF / TDM
999 // Автобаланс команд:
1003 for a
:= 0 to High(gPlayers
) do
1004 if gPlayers
[a
] <> nil then
1006 if gPlayers
[a
].Team
= TEAM_RED
then
1009 if gPlayers
[a
].Team
= TEAM_BLUE
then
1019 if Random(2) = 0 then
1025 // Выбираем боту имя:
1027 if BotNames
<> nil then
1028 for a
:= 0 to High(BotNames
) do
1029 if g_Player_ValidName(BotNames
[a
]) then
1031 _name
:= BotNames
[a
];
1035 // Выбираем случайную модель:
1036 _model
:= m
[Random(Length(m
))];
1039 with g_Player_Get(g_Player_Create(_model
,
1040 _RGB(Min(Random(9)*32, 255),
1041 Min(Random(9)*32, 255),
1042 Min(Random(9)*32, 255)),
1043 Team
, True)) as TBot
do
1045 // Если имени нет, делаем его из UID бота
1047 Name
:= Format('DFBOT%.5d', [UID
])
1052 1: FDifficult
:= DIFFICULT_EASY
;
1053 2: FDifficult
:= DIFFICULT_MEDIUM
;
1054 else FDifficult
:= DIFFICULT_HARD
;
1057 for a
:= WP_FIRST
to WP_LAST
do
1059 FDifficult
.WeaponPrior
[a
] := WEAPON_PRIOR1
[a
];
1060 FDifficult
.CloseWeaponPrior
[a
] := WEAPON_PRIOR2
[a
];
1061 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1064 FHandicap
:= Handicap
;
1066 g_Console_Add(Format(_lc
[I_PLAYER_JOIN
], [Name
]), True);
1068 if g_Game_IsNet
then MH_SEND_PlayerCreate(UID
);
1069 if g_Game_IsServer
and (gGameSettings
.MaxLives
> 0) then
1074 procedure g_Bot_AddList(Team
: Byte; lName
: ShortString; num
: Integer = -1; Handicap
: Integer = 100);
1077 _name
, _model
: String;
1080 if not g_Game_IsServer
then Exit
;
1082 if (g_Bot_GetCount() >= gMaxBots
) then Exit
;
1084 // Список названий моделей:
1085 m
:= g_PlayerModel_GetNames();
1090 if (gGameSettings
.GameType
= GT_SINGLE
) or (gGameSettings
.GameMode
= GM_COOP
) then
1091 Team
:= TEAM_COOP
// COOP
1093 if gGameSettings
.GameMode
= GM_DM
then
1094 Team
:= TEAM_NONE
// DM
1096 if Team
= TEAM_NONE
then
1097 Team
:= BotList
[num
].team
; // CTF / TDM
1099 // Выбираем настройки бота из списка по номеру или имени:
1100 lName
:= AnsiLowerCase(lName
);
1101 if (num
< 0) or (num
> Length(BotList
)-1) then
1103 if (num
= -1) and (lName
<> '') and (BotList
<> nil) then
1104 for a
:= 0 to High(BotList
) do
1105 if AnsiLowerCase(BotList
[a
].name
) = lName
then
1114 _name
:= BotList
[num
].name
;
1115 // Занято - выбираем случайное:
1116 if not g_Player_ValidName(_name
) then
1118 _name
:= Format('DFBOT%.2d', [Random(100)]);
1119 until g_Player_ValidName(_name
);
1122 _model
:= BotList
[num
].model
;
1123 // Нет такой - выбираем случайную:
1124 if not InSArray(_model
, m
) then
1125 _model
:= m
[Random(Length(m
))];
1128 with g_Player_Get(g_Player_Create(_model
, BotList
[num
].color
, Team
, True)) as TBot
do
1132 FDifficult
.DiagFire
:= BotList
[num
].diag_fire
;
1133 FDifficult
.InvisFire
:= BotList
[num
].invis_fire
;
1134 FDifficult
.DiagPrecision
:= BotList
[num
].diag_precision
;
1135 FDifficult
.FlyPrecision
:= BotList
[num
].fly_precision
;
1136 FDifficult
.Cover
:= BotList
[num
].cover
;
1137 FDifficult
.CloseJump
:= BotList
[num
].close_jump
;
1139 FHandicap
:= Handicap
;
1141 for a
:= WP_FIRST
to WP_LAST
do
1143 FDifficult
.WeaponPrior
[a
] := BotList
[num
].w_prior1
[a
];
1144 FDifficult
.CloseWeaponPrior
[a
] := BotList
[num
].w_prior2
[a
];
1145 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1148 g_Console_Add(Format(_lc
[I_PLAYER_JOIN
], [Name
]), True);
1150 if g_Game_IsNet
then MH_SEND_PlayerCreate(UID
);
1154 procedure g_Bot_RemoveAll();
1158 if not g_Game_IsServer
then Exit
;
1159 if gPlayers
= nil then Exit
;
1161 for a
:= 0 to High(gPlayers
) do
1162 if gPlayers
[a
] <> nil then
1163 if gPlayers
[a
] is TBot
then
1165 gPlayers
[a
].Lives
:= 0;
1166 gPlayers
[a
].Kill(K_SIMPLEKILL
, 0, HIT_DISCON
);
1167 g_Console_Add(Format(_lc
[I_PLAYER_LEAVE
], [gPlayers
[a
].Name
]), True);
1168 g_Player_Remove(gPlayers
[a
].FUID
);
1174 procedure g_Bot_MixNames();
1179 if BotNames
<> nil then
1180 for a
:= 0 to High(BotNames
) do
1182 b
:= Random(Length(BotNames
));
1184 Botnames
[a
] := BotNames
[b
];
1189 procedure g_Player_Remove(UID
: Word);
1193 if gPlayers
= nil then Exit
;
1195 if g_Game_IsServer
and g_Game_IsNet
then
1196 MH_SEND_PlayerDelete(UID
);
1198 for i
:= 0 to High(gPlayers
) do
1199 if gPlayers
[i
] <> nil then
1200 if gPlayers
[i
].FUID
= UID
then
1202 if gPlayers
[i
] is TPlayer
then
1203 TPlayer(gPlayers
[i
]).Free()
1205 TBot(gPlayers
[i
]).Free();
1211 procedure g_Player_Init();
1222 path
:= BOTNAMES_FILENAME
;
1223 if e_FindResource(DataDirs
, path
) = false then
1226 // Читаем возможные имена ботов из файла:
1227 AssignFile(F
, path
);
1238 SetLength(BotNames
, Length(BotNames
)+1);
1239 BotNames
[High(BotNames
)] := s
;
1247 // Читаем файл с параметрами ботов:
1248 config
:= TConfig
.CreateFile(path
);
1252 while config
.SectionExists(IntToStr(a
)) do
1254 SetLength(BotList
, Length(BotList
)+1);
1256 with BotList
[High(BotList
)] do
1259 name
:= config
.ReadStr(IntToStr(a
), 'name', '');
1261 model
:= config
.ReadStr(IntToStr(a
), 'model', '');
1263 if config
.ReadStr(IntToStr(a
), 'team', 'red') = 'red' then
1268 sa
:= parse(config
.ReadStr(IntToStr(a
), 'color', ''));
1269 color
.R
:= StrToIntDef(sa
[0], 0);
1270 color
.G
:= StrToIntDef(sa
[1], 0);
1271 color
.B
:= StrToIntDef(sa
[2], 0);
1272 // Вероятность стрельбы под углом:
1273 diag_fire
:= config
.ReadInt(IntToStr(a
), 'diag_fire', 0);
1274 // Вероятность ответного огня по невидимому сопернику:
1275 invis_fire
:= config
.ReadInt(IntToStr(a
), 'invis_fire', 0);
1276 // Точность стрельбы под углом:
1277 diag_precision
:= config
.ReadInt(IntToStr(a
), 'diag_precision', 0);
1278 // Точность стрельбы в полете:
1279 fly_precision
:= config
.ReadInt(IntToStr(a
), 'fly_precision', 0);
1280 // Точность уклонения от снарядов:
1281 cover
:= config
.ReadInt(IntToStr(a
), 'cover', 0);
1282 // Вероятность прыжка при приближении соперника:
1283 close_jump
:= config
.ReadInt(IntToStr(a
), 'close_jump', 0);
1284 // Приоритеты оружия для дальнего боя:
1285 sa
:= parse(config
.ReadStr(IntToStr(a
), 'w_prior1', ''));
1286 if Length(sa
) = 10 then
1288 w_prior1
[b
] := EnsureRange(StrToInt(sa
[b
]), 0, 9);
1289 // Приоритеты оружия для ближнего боя:
1290 sa
:= parse(config
.ReadStr(IntToStr(a
), 'w_prior2', ''));
1291 if Length(sa
) = 10 then
1293 w_prior2
[b
] := EnsureRange(StrToInt(sa
[b
]), 0, 9);
1295 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1296 if Length(sa) = 10 then
1298 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1305 SetLength(SavedStates
, 0);
1308 procedure g_Player_Free();
1312 if gPlayers
<> nil then
1314 for i
:= 0 to High(gPlayers
) do
1315 if gPlayers
[i
] <> nil then
1317 if gPlayers
[i
] is TPlayer
then
1318 TPlayer(gPlayers
[i
]).Free()
1320 TBot(gPlayers
[i
]).Free();
1329 SetLength(SavedStates
, 0);
1332 procedure g_Player_PreUpdate();
1336 if gPlayers
= nil then Exit
;
1337 for i
:= 0 to High(gPlayers
) do
1338 if gPlayers
[i
] <> nil then
1339 gPlayers
[i
].PreUpdate();
1342 procedure g_Player_UpdateAll();
1346 if gPlayers
= nil then Exit
;
1348 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1349 for i
:= 0 to High(gPlayers
) do
1351 if gPlayers
[i
] <> nil then
1353 if gPlayers
[i
] is TPlayer
then
1355 gPlayers
[i
].Update();
1356 gPlayers
[i
].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1360 // bot updates weapons in `UpdateCombat()`
1361 TBot(gPlayers
[i
]).Update();
1365 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1368 function g_Player_Get(UID
: Word): TPlayer
;
1374 if gPlayers
= nil then
1377 for a
:= 0 to High(gPlayers
) do
1378 if gPlayers
[a
] <> nil then
1379 if gPlayers
[a
].FUID
= UID
then
1381 Result
:= gPlayers
[a
];
1386 function g_Player_GetCount(): Byte;
1392 if gPlayers
= nil then
1395 for a
:= 0 to High(gPlayers
) do
1396 if gPlayers
[a
] <> nil then
1397 Result
:= Result
+ 1;
1400 function g_Bot_GetCount(): Integer;
1406 if gPlayers
= nil then
1409 for a
:= 0 to High(gPlayers
) do
1410 if (gPlayers
[a
] <> nil) and (gPlayers
[a
] is TBot
) then
1411 Result
:= Result
+ 1;
1414 function g_Player_GetStats(): TPlayerStatArray
;
1420 if gPlayers
= nil then Exit
;
1422 for a
:= 0 to High(gPlayers
) do
1423 if gPlayers
[a
] <> nil then
1425 SetLength(Result
, Length(Result
)+1);
1426 with Result
[High(Result
)] do
1429 Ping
:= gPlayers
[a
].FPing
;
1430 Loss
:= gPlayers
[a
].FLoss
;
1431 Name
:= gPlayers
[a
].FName
;
1432 Team
:= gPlayers
[a
].FTeam
;
1433 Frags
:= gPlayers
[a
].FFrags
;
1434 Deaths
:= gPlayers
[a
].FDeath
;
1435 Kills
:= gPlayers
[a
].FKills
;
1436 Color
:= gPlayers
[a
].FModel
.Color
;
1437 Lives
:= gPlayers
[a
].FLives
;
1438 Spectator
:= gPlayers
[a
].FSpectator
;
1439 UID
:= gPlayers
[a
].FUID
;
1444 procedure g_Player_ResetReady();
1448 if not g_Game_IsServer
then Exit
;
1449 if gPlayers
= nil then Exit
;
1451 for a
:= 0 to High(gPlayers
) do
1452 if gPlayers
[a
] <> nil then
1454 gPlayers
[a
].FReady
:= False;
1455 if g_Game_IsNet
then
1456 MH_SEND_GameEvent(NET_EV_INTER_READY
, gPlayers
[a
].UID
, 'N');
1460 procedure g_Player_RememberAll
;
1464 for i
:= Low(gPlayers
) to High(gPlayers
) do
1465 if (gPlayers
[i
] <> nil) and gPlayers
[i
].alive
then
1466 gPlayers
[i
].RememberState
;
1469 procedure g_Player_ResetAll(Force
, Silent
: Boolean);
1473 gTeamStat
[TEAM_RED
].Score
:= 0;
1474 gTeamStat
[TEAM_BLUE
].Score
:= 0;
1476 if gPlayers
<> nil then
1477 for i
:= 0 to High(gPlayers
) do
1478 if gPlayers
[i
] <> nil then
1480 gPlayers
[i
].Reset(Force
);
1482 if gPlayers
[i
] is TPlayer
then
1484 if (not gPlayers
[i
].FSpectator
) or gPlayers
[i
].FWantsInGame
then
1485 gPlayers
[i
].Respawn(Silent
)
1487 gPlayers
[i
].Spectate();
1490 TBot(gPlayers
[i
]).Respawn(Silent
);
1494 function g_Player_CreateCorpse(Player
: TPlayer
): Integer;
1502 if Player
.alive
then
1505 // Разрываем связь с прежним трупом:
1506 i
:= Player
.FCorpse
;
1507 if (i
>= 0) and (i
< Length(gCorpses
)) then
1509 if (gCorpses
[i
] <> nil) and (gCorpses
[i
].FPlayerUID
= Player
.FUID
) then
1510 gCorpses
[i
].FPlayerUID
:= 0;
1513 if Player
.FObj
.Y
>= gMapInfo
.Height
+128 then
1518 if (FHealth
>= -50) or (gGibsCount
= 0) then
1520 if (gCorpses
= nil) or (Length(gCorpses
) = 0) then
1524 for find_id
:= 0 to High(gCorpses
) do
1525 if gCorpses
[find_id
] = nil then
1532 find_id
:= Random(Length(gCorpses
));
1534 gCorpses
[find_id
] := TCorpse
.Create(FObj
.X
, FObj
.Y
, FModel
.Name
, FHealth
< -20);
1535 gCorpses
[find_id
].FColor
:= FModel
.Color
;
1536 gCorpses
[find_id
].FObj
.Vel
:= FObj
.Vel
;
1537 gCorpses
[find_id
].FObj
.Accel
:= FObj
.Accel
;
1538 gCorpses
[find_id
].FPlayerUID
:= FUID
;
1543 g_Player_CreateGibs(FObj
.X
+ PLAYER_RECT_CX
,
1544 FObj
.Y
+ PLAYER_RECT_CY
,
1545 FModel
.Name
, FModel
.Color
);
1549 procedure g_Player_CreateShell(fX
, fY
, dX
, dY
: Integer; T
: Byte);
1553 if (gShells
= nil) or (Length(gShells
) = 0) then
1556 with gShells
[CurrentShell
] do
1562 if T
= SHELL_BULLET
then
1564 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID
) then
1568 Obj
.Rect
.Width
:= 4;
1569 Obj
.Rect
.Height
:= 2;
1573 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID
) then
1577 Obj
.Rect
.Width
:= 7;
1578 Obj
.Rect
.Height
:= 3;
1584 g_Obj_Push(@Obj
, dX
+ Random(4)-Random(4), dY
-Random(4));
1585 positionChanged(); // this updates spatial accelerators
1586 RAngle
:= Random(360);
1587 Timeout
:= gTime
+ SHELL_TIMEOUT
;
1589 if CurrentShell
>= High(gShells
) then
1596 procedure g_Player_CreateGibs(fX
, fY
: Integer; ModelName
: string; fColor
: TRGB
);
1599 GibsArray
: TGibsArray
;
1602 if (gGibs
= nil) or (Length(gGibs
) = 0) then
1604 if not g_PlayerModel_GetGibs(ModelName
, GibsArray
) then
1606 Blood
:= g_PlayerModel_GetBlood(ModelName
);
1608 for a
:= 0 to High(GibsArray
) do
1609 with gGibs
[CurrentGib
] do
1612 ID
:= GibsArray
[a
].ID
;
1613 MaskID
:= GibsArray
[a
].MaskID
;
1616 Obj
.Rect
:= GibsArray
[a
].Rect
;
1617 Obj
.X
:= fX
-GibsArray
[a
].Rect
.X
-(GibsArray
[a
].Rect
.Width
div 2);
1618 Obj
.Y
:= fY
-GibsArray
[a
].Rect
.Y
-(GibsArray
[a
].Rect
.Height
div 2);
1619 g_Obj_PushA(@Obj
, 25 + Random(10), Random(361));
1620 positionChanged(); // this updates spatial accelerators
1621 RAngle
:= Random(360);
1623 if gBloodCount
> 0 then
1624 g_GFX_Blood(fX
, fY
, 16*gBloodCount
+Random(5*gBloodCount
), -16+Random(33), -16+Random(33),
1625 Random(48), Random(48), Blood
.R
, Blood
.G
, Blood
.B
, Blood
.Kind
);
1627 if CurrentGib
>= High(gGibs
) then
1634 procedure g_Player_UpdatePhysicalObjects();
1640 procedure ShellSound_Bounce(X
, Y
: Integer; T
: Byte);
1645 if T
= SHELL_BULLET
then
1646 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k
), X
, Y
)
1648 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k
), X
, Y
);
1653 if gGibs
<> nil then
1654 for i
:= 0 to High(gGibs
) do
1655 if gGibs
[i
].alive
then
1662 mr
:= g_Obj_Move(@Obj
, True, False, True);
1663 positionChanged(); // this updates spatial accelerators
1665 if WordBool(mr
and MOVE_FALLOUT
) then
1671 // Отлетает от удара о стену/потолок/пол:
1672 if WordBool(mr
and MOVE_HITWALL
) then
1673 Obj
.Vel
.X
:= -(vel
.X
div 2);
1674 if WordBool(mr
and (MOVE_HITCEIL
or MOVE_HITLAND
)) then
1675 Obj
.Vel
.Y
:= -(vel
.Y
div 2);
1677 if (Obj
.Vel
.X
>= 0) then
1679 RAngle
:= RAngle
+ Abs(Obj
.Vel
.X
)*6 + Abs(Obj
.Vel
.Y
);
1680 if RAngle
>= 360 then
1681 RAngle
:= RAngle
mod 360;
1682 end else begin // Counter-clockwise
1683 RAngle
:= RAngle
- Abs(Obj
.Vel
.X
)*6 - Abs(Obj
.Vel
.Y
);
1685 RAngle
:= (360 - (Abs(RAngle
) mod 360)) mod 360;
1688 // Сопротивление воздуха для куска трупа:
1689 if gTime
mod (GAME_TICK
*3) = 0 then
1690 Obj
.Vel
.X
:= z_dec(Obj
.Vel
.X
, 1);
1694 if gCorpses
<> nil then
1695 for i
:= 0 to High(gCorpses
) do
1696 if gCorpses
[i
] <> nil then
1697 if gCorpses
[i
].State
= CORPSE_STATE_REMOVEME
then
1703 gCorpses
[i
].Update();
1706 if gShells
<> nil then
1707 for i
:= 0 to High(gShells
) do
1708 if gShells
[i
].alive
then
1715 mr
:= g_Obj_Move(@Obj
, True, False, True);
1716 positionChanged(); // this updates spatial accelerators
1718 if WordBool(mr
and MOVE_FALLOUT
) or (gShells
[i
].Timeout
< gTime
) then
1724 // Отлетает от удара о стену/потолок/пол:
1725 if WordBool(mr
and MOVE_HITWALL
) then
1727 Obj
.Vel
.X
:= -(vel
.X
div 2);
1728 if not WordBool(mr
and MOVE_INWATER
) then
1729 ShellSound_Bounce(Obj
.X
, Obj
.Y
, SType
);
1731 if WordBool(mr
and (MOVE_HITCEIL
or MOVE_HITLAND
)) then
1733 Obj
.Vel
.Y
:= -(vel
.Y
div 2);
1734 if Obj
.Vel
.X
<> 0 then Obj
.Vel
.X
:= Obj
.Vel
.X
div 2;
1735 if (Obj
.Vel
.X
= 0) and (Obj
.Vel
.Y
= 0) then
1737 if RAngle
mod 90 <> 0 then
1738 RAngle
:= (RAngle
div 90) * 90;
1740 else if not WordBool(mr
and MOVE_INWATER
) then
1741 ShellSound_Bounce(Obj
.X
, Obj
.Y
, SType
);
1744 if (Obj
.Vel
.X
>= 0) then
1746 RAngle
:= RAngle
+ Abs(Obj
.Vel
.X
)*8 + Abs(Obj
.Vel
.Y
);
1747 if RAngle
>= 360 then
1748 RAngle
:= RAngle
mod 360;
1749 end else begin // Counter-clockwise
1750 RAngle
:= RAngle
- Abs(Obj
.Vel
.X
)*8 - Abs(Obj
.Vel
.Y
);
1752 RAngle
:= (360 - (Abs(RAngle
) mod 360)) mod 360;
1758 procedure TGib
.getMapBox (out x
, y
, w
, h
: Integer); inline;
1760 x
:= Obj
.X
+Obj
.Rect
.X
;
1761 y
:= Obj
.Y
+Obj
.Rect
.Y
;
1762 w
:= Obj
.Rect
.Width
;
1763 h
:= Obj
.Rect
.Height
;
1766 procedure TGib
.moveBy (dx
, dy
: Integer); inline;
1768 if (dx
<> 0) or (dy
<> 0) then
1777 procedure TShell
.getMapBox (out x
, y
, w
, h
: Integer); inline;
1781 w
:= Obj
.Rect
.Width
;
1782 h
:= Obj
.Rect
.Height
;
1785 procedure TShell
.moveBy (dx
, dy
: Integer); inline;
1787 if (dx
<> 0) or (dy
<> 0) then
1796 procedure TGib
.positionChanged (); inline; begin end;
1797 procedure TShell
.positionChanged (); inline; begin end;
1800 procedure g_Player_RemoveAllCorpses();
1806 SetLength(gGibs
, MaxGibs
);
1807 SetLength(gShells
, MaxGibs
);
1811 if gCorpses
<> nil then
1812 for i
:= 0 to High(gCorpses
) do
1816 SetLength(gCorpses
, MaxCorpses
);
1819 procedure g_Player_Corpses_SaveState (st
: TStream
);
1823 // Считаем количество существующих трупов
1825 for i
:= 0 to High(gCorpses
) do if (gCorpses
[i
] <> nil) then Inc(count
);
1827 // Количество трупов
1828 utils
.writeInt(st
, LongInt(count
));
1830 if (count
= 0) then exit
;
1833 for i
:= 0 to High(gCorpses
) do
1835 if gCorpses
[i
] <> nil then
1838 utils
.writeStr(st
, gCorpses
[i
].FModelName
);
1840 utils
.writeBool(st
, gCorpses
[i
].Mess
);
1841 // Сохраняем данные трупа:
1842 gCorpses
[i
].SaveState(st
);
1848 procedure g_Player_Corpses_LoadState (st
: TStream
);
1856 g_Player_RemoveAllCorpses();
1858 // Количество трупов:
1859 count
:= utils
.readLongInt(st
);
1860 if (count
< 0) or (count
> Length(gCorpses
)) then raise XStreamError
.Create('invalid number of corpses');
1862 if (count
= 0) then exit
;
1865 for i
:= 0 to count
-1 do
1868 str
:= utils
.readStr(st
);
1870 b
:= utils
.readBool(st
);
1872 gCorpses
[i
] := TCorpse
.Create(0, 0, str
, b
);
1873 // Загружаем данные трупа
1874 gCorpses
[i
].LoadState(st
);
1881 function TPlayer
.isValidViewPort (): Boolean; inline; begin result
:= (viewPortW
> 0) and (viewPortH
> 0); end;
1883 procedure TPlayer
.BFGHit();
1885 g_Weapon_BFGHit(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1886 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
1887 if g_Game_IsServer
and g_Game_IsNet
then
1888 MH_SEND_Effect(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1889 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
1893 procedure TPlayer
.ChangeModel(ModelName
: string);
1895 locModel
: TPlayerModel
;
1897 locModel
:= g_PlayerModel_Get(ModelName
);
1898 if locModel
= nil then Exit
;
1904 procedure TPlayer
.SetModel(ModelName
: string);
1908 m
:= g_PlayerModel_Get(ModelName
);
1911 g_SimpleError(Format(_lc
[I_GAME_ERROR_MODEL_FALLBACK
], [ModelName
]));
1912 m
:= g_PlayerModel_Get('doomer');
1915 g_FatalError(Format(_lc
[I_GAME_ERROR_MODEL
], ['doomer']));
1920 if FModel
<> nil then
1925 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
1926 FModel
.Color
:= FColor
1928 FModel
.Color
:= TEAMCOLOR
[FTeam
];
1929 FModel
.SetWeapon(FCurrWeap
);
1930 FModel
.SetFlag(FFlag
);
1931 SetDirection(FDirection
);
1934 procedure TPlayer
.SetColor(Color
: TRGB
);
1937 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
1938 if FModel
<> nil then FModel
.Color
:= Color
;
1943 function TPlayer
.GetColor(): TRGB
;
1945 result
:= FModel
.Color
;
1948 procedure TPlayer
.SetWeaponPrefs(Prefs
: Array of Byte);
1952 for i
:= WP_FIRST
to WP_LAST
+ 1 do
1954 if (Prefs
[i
] > WP_LAST
+ 1) then
1955 FWeapPreferences
[i
] := 0
1957 FWeapPreferences
[i
] := Prefs
[i
];
1961 procedure TPlayer
.SetWeaponPref(Weapon
, Pref
: Byte);
1963 if (Weapon
> WP_LAST
+ 1) then
1965 else if (Pref
<= WP_LAST
+ 1) and (Weapon
<= WP_LAST
+ 1) then
1966 FWeapPreferences
[Weapon
] := Pref
1967 else if (Weapon
<= WP_LAST
+ 1) and (Pref
> WP_LAST
+ 1) then
1968 FWeapPreferences
[Weapon
] := 0;
1971 function TPlayer
.GetWeaponPref(Weapon
: Byte) : Byte;
1973 if (Weapon
> WP_LAST
+ 1) then
1975 else if (FWeapPreferences
[Weapon
] > WP_LAST
+ 1) then
1978 result
:= FWeapPreferences
[Weapon
];
1981 function TPlayer
.GetMorePrefered() : Byte;
1983 testedWeap
, i
: Byte;
1985 testedWeap
:= FCurrWeap
;
1986 for i
:= WP_FIRST
to WP_LAST
do
1987 if FWeapon
[i
] and maySwitch(i
) and (FWeapPreferences
[i
] > FWeapPreferences
[testedWeap
]) then
1989 if (R_BERSERK
in FRulez
) and (FWeapPreferences
[WP_LAST
+ 1] > FWeapPreferences
[testedWeap
]) then
1990 testedWeap
:= WEAPON_KASTET
;
1991 result
:= testedWeap
;
1994 function TPlayer
.maySwitch(Weapon
: Byte) : Boolean;
1997 if (Weapon
= WEAPON_KASTET
) and (FSkipFist
<> 0) then
1999 if (FSkipFist
= 1) and (not (R_BERSERK
in FRulez
)) then
2002 else if (FSwitchToEmpty
= 0) and (not hasAmmoForShooting(Weapon
)) then
2006 procedure TPlayer
.SwitchTeam
;
2008 if g_Game_IsClient
then
2010 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then Exit
;
2012 if gGameOn
and FAlive
then
2013 Kill(K_SIMPLEKILL
, FUID
, HIT_SELF
);
2015 if FTeam
= TEAM_RED
then
2017 ChangeTeam(TEAM_BLUE
);
2018 g_Console_Add(Format(_lc
[I_PLAYER_CHTEAM_BLUE
], [FName
]), True);
2019 if g_Game_IsNet
then
2020 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM
, TEAM_BLUE
, FName
);
2024 ChangeTeam(TEAM_RED
);
2025 g_Console_Add(Format(_lc
[I_PLAYER_CHTEAM_RED
], [FName
]), True);
2026 if g_Game_IsNet
then
2027 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM
, TEAM_RED
, FName
);
2029 FPreferredTeam
:= FTeam
;
2032 procedure TPlayer
.ChangeTeam(Team
: Byte);
2039 TEAM_RED
, TEAM_BLUE
:
2040 FModel
.Color
:= TEAMCOLOR
[Team
];
2042 FModel
.Color
:= FColor
;
2044 if (FTeam
<> OldTeam
) and g_Game_IsNet
and g_Game_IsServer
then
2045 MH_SEND_PlayerStats(FUID
);
2049 procedure TPlayer.CollideItem();
2054 if gItems = nil then Exit;
2055 if not FAlive then Exit;
2057 for i := 0 to High(gItems) do
2060 if (ItemType <> ITEM_NONE) and alive then
2061 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
2062 PLAYER_RECT.Height, @Obj) then
2064 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
2066 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
2067 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
2068 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
2069 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
2070 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
2072 // Надо убрать с карты, если это не ключ, которым нужно поделится с другим игроком:
2073 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
2074 (gGameSettings.GameType = GT_SINGLE) and
2075 (g_Player_GetCount() > 1)) then
2076 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
2082 function TPlayer
.CollideLevel(XInc
, YInc
: Integer): Boolean;
2084 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
2085 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
, PANEL_WALL
,
2089 constructor TPlayer
.Create();
2095 mEDamageType
:= HIT_SOME
;
2101 FSawSound
:= TPlayableSound
.Create();
2102 FSawSoundIdle
:= TPlayableSound
.Create();
2103 FSawSoundHit
:= TPlayableSound
.Create();
2104 FSawSoundSelect
:= TPlayableSound
.Create();
2105 FFlameSoundOn
:= TPlayableSound
.Create();
2106 FFlameSoundOff
:= TPlayableSound
.Create();
2107 FFlameSoundWork
:= TPlayableSound
.Create();
2108 FJetSoundFly
:= TPlayableSound
.Create();
2109 FJetSoundOn
:= TPlayableSound
.Create();
2110 FJetSoundOff
:= TPlayableSound
.Create();
2112 FSawSound
.SetByName('SOUND_WEAPON_FIRESAW');
2113 FSawSoundIdle
.SetByName('SOUND_WEAPON_IDLESAW');
2114 FSawSoundHit
.SetByName('SOUND_WEAPON_HITSAW');
2115 FSawSoundSelect
.SetByName('SOUND_WEAPON_SELECTSAW');
2116 FFlameSoundOn
.SetByName('SOUND_WEAPON_FLAMEON');
2117 FFlameSoundOff
.SetByName('SOUND_WEAPON_FLAMEOFF');
2118 FFlameSoundWork
.SetByName('SOUND_WEAPON_FLAMEWORK');
2119 FJetSoundFly
.SetByName('SOUND_PLAYER_JETFLY');
2120 FJetSoundOn
.SetByName('SOUND_PLAYER_JETON');
2121 FJetSoundOff
.SetByName('SOUND_PLAYER_JETOFF');
2123 FSpectatePlayer
:= -1;
2127 FSavedStateNum
:= -1;
2135 FActualModelName
:= 'doomer';
2138 FObj
.Rect
:= PLAYER_RECT
;
2140 FBFGFireCounter
:= -1;
2141 FJustTeleported
:= False;
2144 FWaitForFirstSpawn
:= false;
2149 procedure TPlayer
.positionChanged (); inline;
2153 procedure TPlayer
.doDamage (v
: Integer);
2155 if (v
<= 0) then exit
;
2156 if (v
> 32767) then v
:= 32767;
2157 Damage(v
, 0, 0, 0, mEDamageType
);
2160 procedure TPlayer
.Damage(value
: Word; SpawnerUID
: Word; vx
, vy
: Integer; t
: Byte);
2164 if (not g_Game_IsClient
) and (not FAlive
) then
2169 // Неуязвимость не спасает от ловушек:
2170 if ((t
= HIT_TRAP
) or (t
= HIT_SELF
)) and (not FGodMode
) then
2172 if not g_Game_IsClient
then
2175 if t
= HIT_TRAP
then
2177 // Ловушка убивает сразу:
2179 Kill(K_EXTRAHARDKILL
, SpawnerUID
, t
);
2181 if t
= HIT_SELF
then
2185 Kill(K_SIMPLEKILL
, SpawnerUID
, t
);
2188 // Обнулить действия примочек, чтобы фон пропал
2189 FMegaRulez
[MR_SUIT
] := 0;
2190 FMegaRulez
[MR_INVUL
] := 0;
2191 FMegaRulez
[MR_INVIS
] := 0;
2196 // Но от остального спасает:
2197 if FMegaRulez
[MR_INVUL
] >= gTime
then
2204 // Если есть урон своим, или ранил сам себя, или тебя ранил противник:
2205 if LongBool(gGameSettings
.Options
and GAME_OPTION_TEAMDAMAGE
) or
2206 (SpawnerUID
= FUID
) or
2207 (not SameTeam(FUID
, SpawnerUID
)) then
2209 FLastSpawnerUID
:= SpawnerUID
;
2211 // Кровь (пузырьки, если в воде):
2212 if gBloodCount
> 0 then
2214 c
:= Min(value
, 200)*gBloodCount
+ Random(Min(value
, 200) div 2);
2215 if value
div 4 <= c
then
2216 c
:= c
- (value
div 4)
2220 if (t
= HIT_SOME
) and (vx
= 0) and (vy
= 0) then
2224 HIT_TRAP
, HIT_ACID
, HIT_FLAME
, HIT_SELF
: MakeBloodSimple(c
);
2225 HIT_BFG
, HIT_ROCKET
, HIT_SOME
: MakeBloodVector(c
, vx
, vy
);
2228 if t
= HIT_WATER
then
2230 g_GFX_Bubbles(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2),
2231 FObj
.Y
+PLAYER_RECT
.Y
-4, value
div 2, 8, 4);
2233 then g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
2234 else g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
2240 Inc(FDamageBuffer
, value
);
2244 FPain
:= FPain
+ value
;
2247 if g_Game_IsServer
and g_Game_IsNet
then
2249 MH_SEND_PlayerDamage(FUID
, t
, SpawnerUID
, value
, vx
, vy
);
2250 MH_SEND_PlayerStats(FUID
);
2251 MH_SEND_PlayerPos(False, FUID
);
2255 function TPlayer
.Heal(value
: Word; Soft
: Boolean): Boolean;
2258 if g_Game_IsClient
then
2263 if Soft
and (FHealth
< PLAYER_HP_SOFT
) then
2265 IncMax(FHealth
, value
, PLAYER_HP_SOFT
);
2268 if (not Soft
) and (FHealth
< PLAYER_HP_LIMIT
) then
2270 IncMax(FHealth
, value
, PLAYER_HP_LIMIT
);
2274 if Result
and g_Game_IsServer
and g_Game_IsNet
then
2275 MH_SEND_PlayerStats(FUID
);
2278 destructor TPlayer
.Destroy();
2280 if (gPlayer1
<> nil) and (gPlayer1
.FUID
= FUID
) then
2282 if (gPlayer2
<> nil) and (gPlayer2
.FUID
= FUID
) then
2286 FSawSoundIdle
.Free();
2287 FSawSoundHit
.Free();
2288 FSawSoundSelect
.Free();
2289 FFlameSoundOn
.Free();
2290 FFlameSoundOff
.Free();
2291 FFlameSoundWork
.Free();
2292 FJetSoundFly
.Free();
2294 FJetSoundOff
.Free();
2296 if FPunchAnim
<> nil then
2302 procedure TPlayer
.DoPunch();
2307 if FPunchAnim
<> nil then begin
2312 st
:= 'FRAMES_PUNCH';
2313 if R_BERSERK
in FRulez
then
2314 st
:= st
+ '_BERSERK';
2315 if FKeys
[KEY_UP
].Pressed
then
2317 else if FKeys
[KEY_DOWN
].Pressed
then
2319 g_Frames_Get(id
, st
);
2320 FPunchAnim
:= TAnimation
.Create(id
, False, 1);
2323 procedure TPlayer
.Fire();
2325 f
, DidFire
: Boolean;
2326 wx
, wy
, xd
, yd
: Integer;
2329 if g_Game_IsClient
then Exit
;
2330 // FBFGFireCounter - время перед выстрелом (для BFG)
2331 // FReloading - время после выстрела (для всего)
2339 if FReloading
[FCurrWeap
] <> 0 then Exit
;
2344 wx
:= FObj
.X
+WEAPONPOINT
[FDirection
].X
;
2345 wy
:= FObj
.Y
+WEAPONPOINT
[FDirection
].Y
;
2346 xd
:= wx
+IfThen(FDirection
= TDirection
.D_LEFT
, -30, 30);
2347 yd
:= wy
+firediry();
2353 if R_BERSERK
in FRulez
then
2355 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2356 locobj
.X
:= FObj
.X
+FObj
.Rect
.X
;
2357 locobj
.Y
:= FObj
.Y
+FObj
.Rect
.Y
;
2360 locobj
.rect
.Width
:= 39;
2361 locobj
.rect
.Height
:= 52;
2362 locobj
.Vel
.X
:= (xd
-wx
) div 2;
2363 locobj
.Vel
.Y
:= (yd
-wy
) div 2;
2364 locobj
.Accel
.X
:= xd
-wx
;
2365 locobj
.Accel
.y
:= yd
-wy
;
2367 if g_Weapon_Hit(@locobj
, 50, FUID
, HIT_SOME
) <> 0 then
2368 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj
.X
, FObj
.Y
)
2370 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj
.X
, FObj
.Y
);
2372 if (gFlash
= 1) and (FPain
< 50) then FPain
:= min(FPain
+ 25, 50);
2376 g_Weapon_punch(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, 3, FUID
);
2380 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2385 if g_Weapon_chainsaw(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
2386 IfThen(gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
], 9, 3), FUID
) <> 0 then
2388 FSawSoundSelect
.Stop();
2390 FSawSoundHit
.PlayAt(FObj
.X
, FObj
.Y
);
2392 else if not FSawSoundHit
.IsPlaying() then
2394 FSawSoundSelect
.Stop();
2395 FSawSound
.PlayAt(FObj
.X
, FObj
.Y
);
2398 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2404 if FAmmo
[A_BULLETS
] > 0 then
2406 g_Weapon_pistol(wx
, wy
, xd
, yd
, FUID
);
2407 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2408 Dec(FAmmo
[A_BULLETS
]);
2409 FFireAngle
:= FAngle
;
2412 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
2413 GameVelX
, GameVelY
-2, SHELL_BULLET
);
2417 if FAmmo
[A_SHELLS
] > 0 then
2419 g_Weapon_shotgun(wx
, wy
, xd
, yd
, FUID
);
2420 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx
, wy
);
2421 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2422 Dec(FAmmo
[A_SHELLS
]);
2423 FFireAngle
:= FAngle
;
2427 FShellType
:= SHELL_SHELL
;
2431 if FAmmo
[A_SHELLS
] >= 2 then
2433 g_Weapon_dshotgun(wx
, wy
, xd
, yd
, FUID
);
2434 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2435 Dec(FAmmo
[A_SHELLS
], 2);
2436 FFireAngle
:= FAngle
;
2440 FShellType
:= SHELL_DBLSHELL
;
2444 if FAmmo
[A_BULLETS
] > 0 then
2446 g_Weapon_mgun(wx
, wy
, xd
, yd
, FUID
);
2447 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx
, wy
);
2448 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2449 Dec(FAmmo
[A_BULLETS
]);
2450 FFireAngle
:= FAngle
;
2453 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
2454 GameVelX
, GameVelY
-2, SHELL_BULLET
);
2457 WEAPON_ROCKETLAUNCHER
:
2458 if FAmmo
[A_ROCKETS
] > 0 then
2460 g_Weapon_rocket(wx
, wy
, xd
, yd
, FUID
);
2461 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2462 Dec(FAmmo
[A_ROCKETS
]);
2463 FFireAngle
:= FAngle
;
2469 if FAmmo
[A_CELLS
] > 0 then
2471 g_Weapon_plasma(wx
, wy
, xd
, yd
, FUID
);
2472 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2473 Dec(FAmmo
[A_CELLS
]);
2474 FFireAngle
:= FAngle
;
2480 if (FAmmo
[A_CELLS
] >= 40) and (FBFGFireCounter
= -1) then
2482 FBFGFireCounter
:= 17;
2483 if not FNoReload
then
2484 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj
.X
, FObj
.Y
);
2485 Dec(FAmmo
[A_CELLS
], 40);
2489 WEAPON_SUPERPULEMET
:
2490 if FAmmo
[A_SHELLS
] > 0 then
2492 g_Weapon_shotgun(wx
, wy
, xd
, yd
, FUID
);
2493 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
2494 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2495 Dec(FAmmo
[A_SHELLS
]);
2496 FFireAngle
:= FAngle
;
2499 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
2500 GameVelX
, GameVelY
-2, SHELL_SHELL
);
2503 WEAPON_FLAMETHROWER
:
2504 if FAmmo
[A_FUEL
] > 0 then
2506 g_Weapon_flame(wx
, wy
, xd
, yd
, FUID
);
2508 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2510 FFireAngle
:= FAngle
;
2517 if g_Game_IsNet
and g_Game_IsServer
then MH_SEND_PlayerStats(FUID
);
2521 if g_Game_IsNet
then
2525 if FCurrWeap
<> WEAPON_BFG
then
2526 MH_SEND_PlayerFire(FUID
, FCurrWeap
, wx
, wy
, xd
, yd
, LastShotID
)
2528 if not FNoReload
then
2529 MH_SEND_Sound(FObj
.X
, FObj
.Y
, 'SOUND_WEAPON_STARTFIREBFG');
2532 MH_SEND_PlayerStats(FUID
);
2537 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
2538 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
2539 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
2542 function TPlayer
.GetAmmoByWeapon(Weapon
: Byte): Word;
2545 WEAPON_PISTOL
, WEAPON_CHAINGUN
: Result
:= FAmmo
[A_BULLETS
];
2546 WEAPON_SHOTGUN1
, WEAPON_SHOTGUN2
, WEAPON_SUPERPULEMET
: Result
:= FAmmo
[A_SHELLS
];
2547 WEAPON_ROCKETLAUNCHER
: Result
:= FAmmo
[A_ROCKETS
];
2548 WEAPON_PLASMA
, WEAPON_BFG
: Result
:= FAmmo
[A_CELLS
];
2549 WEAPON_FLAMETHROWER
: Result
:= FAmmo
[A_FUEL
];
2554 function TPlayer
.HeadInLiquid(XInc
, YInc
: Integer): Boolean;
2556 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_HEADRECT
.X
+XInc
, FObj
.Y
+PLAYER_HEADRECT
.Y
+YInc
,
2557 PLAYER_HEADRECT
.Width
, PLAYER_HEADRECT
.Height
,
2558 PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
, True);
2561 procedure TPlayer
.FlamerOn
;
2563 FFlameSoundOff
.Stop();
2564 FFlameSoundOff
.SetPosition(0);
2567 if (not FFlameSoundOn
.IsPlaying()) and (not FFlameSoundWork
.IsPlaying()) then
2568 FFlameSoundWork
.PlayAt(FObj
.X
, FObj
.Y
);
2572 FFlameSoundOn
.PlayAt(FObj
.X
, FObj
.Y
);
2577 procedure TPlayer
.FlamerOff
;
2581 FFlameSoundOn
.Stop();
2582 FFlameSoundOn
.SetPosition(0);
2583 FFlameSoundWork
.Stop();
2584 FFlameSoundWork
.SetPosition(0);
2585 FFlameSoundOff
.PlayAt(FObj
.X
, FObj
.Y
);
2590 procedure TPlayer
.JetpackOn
;
2594 FJetSoundOn
.SetPosition(0);
2595 FJetSoundOn
.PlayAt(FObj
.X
, FObj
.Y
);
2599 procedure TPlayer
.JetpackOff
;
2603 FJetSoundOff
.SetPosition(0);
2604 FJetSoundOff
.PlayAt(FObj
.X
, FObj
.Y
);
2607 procedure TPlayer
.CatchFire(Attacker
: Word; Timeout
: Integer = PLAYER_BURN_TIME
);
2609 if Timeout
<= 0 then
2611 if (FMegaRulez
[MR_SUIT
] > gTime
) or (FMegaRulez
[MR_INVUL
] > gTime
) then
2612 exit
; // Не загораемся когда есть защита
2613 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
) then
2614 exit
; // Не подгораем в воде на всякий случай
2615 if FFireTime
<= 0 then
2616 g_Sound_PlayExAt('SOUND_IGNITE', FObj
.X
, FObj
.Y
);
2617 FFireTime
:= Timeout
;
2618 FFireAttacker
:= Attacker
;
2619 if g_Game_IsNet
and g_Game_IsServer
then
2620 MH_SEND_PlayerStats(FUID
);
2623 procedure TPlayer
.Jump();
2625 if gFly
or FJetpack
then
2627 // Полет (чит-код или джетпак):
2628 if FObj
.Vel
.Y
> -VEL_FLY
then
2629 FObj
.Vel
.Y
:= FObj
.Vel
.Y
- 3;
2632 if FJetFuel
> 0 then
2634 if (FJetFuel
< 1) and g_Game_IsServer
then
2638 if g_Game_IsNet
then
2639 MH_SEND_PlayerStats(FUID
);
2645 // Не включать джетпак в режиме прохождения сквозь стены
2647 FCanJetpack
:= False;
2649 // Прыгаем или всплываем:
2650 if (CollideLevel(0, 1) or
2651 g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
+36, PLAYER_RECT
.Width
,
2652 PLAYER_RECT
.Height
-33, PANEL_STEP
, False)
2653 ) and (FObj
.Accel
.Y
= 0) then // Не прыгать, если есть вертикальное ускорение
2655 FObj
.Vel
.Y
:= -VEL_JUMP
;
2656 FCanJetpack
:= False;
2660 if BodyInLiquid(0, 0) then
2661 FObj
.Vel
.Y
:= -VEL_SW
2662 else if (FJetFuel
> 0) and FCanJetpack
and
2663 g_Game_IsServer
and (not g_Obj_CollideLiquid(@FObj
, 0, 0)) then
2667 if g_Game_IsNet
then
2668 MH_SEND_PlayerStats(FUID
);
2673 procedure TPlayer
.Kill(KillType
: Byte; SpawnerUID
: Word; t
: Byte);
2675 a
, i
, k
, ab
, ar
: Byte;
2679 srv
, netsrv
: Boolean;
2685 procedure PushItem(t
: Byte);
2689 id
:= g_Items_Create(FObj
.X
, FObj
.Y
, t
, True, False);
2690 it
:= g_Items_ByIdx(id
);
2691 if KillType
= K_EXTRAHARDKILL
then // -7..+7; -8..0
2693 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-7+Random(15),
2694 (FObj
.Vel
.Y
div 2)-Random(9));
2695 it
.positionChanged(); // this updates spatial accelerators
2699 if KillType
= K_HARDKILL
then // -5..+5; -5..0
2701 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-5+Random(11),
2702 (FObj
.Vel
.Y
div 2)-Random(6));
2704 else // -3..+3; -3..0
2706 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-3+Random(7),
2707 (FObj
.Vel
.Y
div 2)-Random(4));
2709 it
.positionChanged(); // this updates spatial accelerators
2712 if g_Game_IsNet
and g_Game_IsServer
then
2713 MH_SEND_ItemSpawn(True, id
);
2717 DoFrags
:= (gGameSettings
.MaxLives
= 0) or (gGameSettings
.GameMode
= GM_COOP
);
2718 Srv
:= g_Game_IsServer
;
2719 Netsrv
:= g_Game_IsServer
and g_Game_IsNet
;
2720 if Srv
then FDeath
:= FDeath
+ 1;
2725 if not FPhysics
then
2731 if (gGameSettings
.MaxLives
> 0) and Srv
and (gLMSRespawn
= LMS_RESPAWN_NONE
) then
2733 if FLives
> 0 then FLives
:= FLives
- 1;
2734 if FLives
= 0 then FNoRespawn
:= True;
2737 // Номер типа смерти:
2740 K_SIMPLEKILL
: a
:= 1;
2742 K_EXTRAHARDKILL
: a
:= 3;
2747 if not FModel
.PlaySound(MODELSOUND_DIE
, a
, FObj
.X
, FObj
.Y
) then
2749 if FModel
.PlaySound(MODELSOUND_DIE
, i
, FObj
.X
, FObj
.Y
) then
2756 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN1
;
2758 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN2
;
2759 K_EXTRAHARDKILL
, K_FALLKILL
:
2760 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN3
;
2763 // Переключаем состояние:
2767 K_HARDKILL
, K_EXTRAHARDKILL
:
2771 // Реакция монстров на смерть игрока:
2772 if (KillType
<> K_FALLKILL
) and (Srv
) then
2773 g_Monsters_killedp();
2775 if SpawnerUID
= FUID
then
2779 if gGameSettings
.GameMode
= GM_TDM
then
2780 Dec(gTeamStat
[FTeam
].Score
);
2781 if DoFrags
or (gGameSettings
.GameMode
= GM_TDM
) then
2787 g_Console_Add(Format(_lc
[I_PLAYER_KILL_SELF
], [FName
]), True);
2790 if g_GetUIDType(SpawnerUID
) = UID_PLAYER
then
2791 begin // Убит другим игроком
2792 KP
:= g_Player_Get(SpawnerUID
);
2793 if (KP
<> nil) and Srv
then
2795 if (DoFrags
or (gGameSettings
.GameMode
= GM_TDM
)) then
2796 if SameTeam(FUID
, SpawnerUID
) then
2806 if (gGameSettings
.GameMode
= GM_TDM
) and DoFrags
then
2807 Inc(gTeamStat
[KP
.Team
].Score
,
2808 IfThen(SameTeam(FUID
, SpawnerUID
), -1, 1));
2810 if netsrv
then MH_SEND_PlayerStats(SpawnerUID
);
2813 plr
:= g_Player_Get(SpawnerUID
);
2821 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_2
],
2825 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_1
],
2829 g_Console_Add(Format(_lc
[I_PLAYER_KILL
],
2834 else if g_GetUIDType(SpawnerUID
) = UID_MONSTER
then
2835 begin // Убит монстром
2836 mon
:= g_Monsters_ByUID(SpawnerUID
);
2840 s
:= g_Mons_GetKilledByTypeId(mon
.MonsterType
);
2844 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_2
],
2848 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_1
],
2852 g_Console_Add(Format(_lc
[I_PLAYER_KILL
],
2857 else // Особые типы смерти
2860 HIT_SELF
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_SELF
], [FName
]), True);
2861 HIT_FALL
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_FALL
], [FName
]), True);
2862 HIT_WATER
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_WATER
], [FName
]), True);
2863 HIT_ACID
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_ACID
], [FName
]), True);
2864 HIT_TRAP
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_TRAP
], [FName
]), True);
2865 else g_Console_Add(Format(_lc
[I_PLAYER_DIED
], [FName
]), True);
2871 for a
:= WP_FIRST
to WP_LAST
do
2875 WEAPON_SAW
: i
:= ITEM_WEAPON_SAW
;
2876 WEAPON_SHOTGUN1
: i
:= ITEM_WEAPON_SHOTGUN1
;
2877 WEAPON_SHOTGUN2
: i
:= ITEM_WEAPON_SHOTGUN2
;
2878 WEAPON_CHAINGUN
: i
:= ITEM_WEAPON_CHAINGUN
;
2879 WEAPON_ROCKETLAUNCHER
: i
:= ITEM_WEAPON_ROCKETLAUNCHER
;
2880 WEAPON_PLASMA
: i
:= ITEM_WEAPON_PLASMA
;
2881 WEAPON_BFG
: i
:= ITEM_WEAPON_BFG
;
2882 WEAPON_SUPERPULEMET
: i
:= ITEM_WEAPON_SUPERPULEMET
;
2883 WEAPON_FLAMETHROWER
: i
:= ITEM_WEAPON_FLAMETHROWER
;
2892 if R_ITEM_BACKPACK
in FRulez
then
2893 PushItem(ITEM_AMMO_BACKPACK
);
2895 // Выброс ракетного ранца:
2896 if FJetFuel
> 0 then
2897 PushItem(ITEM_JETPACK
);
2900 if (not (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
])) or
2901 (not LongBool(gGameSettings
.Options
and GAME_OPTION_DMKEYS
)) then
2903 if R_KEY_RED
in FRulez
then
2904 PushItem(ITEM_KEY_RED
);
2906 if R_KEY_GREEN
in FRulez
then
2907 PushItem(ITEM_KEY_GREEN
);
2909 if R_KEY_BLUE
in FRulez
then
2910 PushItem(ITEM_KEY_BLUE
);
2914 DropFlag(KillType
= K_FALLKILL
);
2917 FCorpse
:= g_Player_CreateCorpse(Self
);
2919 if Srv
and (gGameSettings
.MaxLives
> 0) and FNoRespawn
and
2920 (gLMSRespawn
= LMS_RESPAWN_NONE
) then
2926 for i
:= Low(gPlayers
) to High(gPlayers
) do
2928 if gPlayers
[i
] = nil then continue
;
2929 if (not gPlayers
[i
].FNoRespawn
) and (not gPlayers
[i
].FSpectator
) then
2932 if gPlayers
[i
].FTeam
= TEAM_RED
then Inc(ar
)
2933 else if gPlayers
[i
].FTeam
= TEAM_BLUE
then Inc(ab
);
2938 OldLR
:= gLMSRespawn
;
2939 if (gGameSettings
.GameMode
= GM_COOP
) then
2943 // everyone is dead, restart the map
2944 g_Game_Message(_lc
[I_MESSAGE_LMS_LOSE
], 144);
2946 MH_SEND_GameEvent(NET_EV_LMS_LOSE
);
2947 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
2948 gLMSRespawnTime
:= gTime
+ 5000;
2950 else if (a
= 1) then
2952 if (gPlayers
[k
] <> nil) and not (gPlayers
[k
] is TBot
) then
2953 if (gPlayers
[k
] = gPlayer1
) or
2954 (gPlayers
[k
] = gPlayer2
) then
2955 g_Console_Add('*** ' + _lc
[I_MESSAGE_LMS_SURVIVOR
] + ' ***', True)
2956 else if Netsrv
and (gPlayers
[k
].FClientID
>= 0) then
2957 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR
, 0, 'N', gPlayers
[k
].FClientID
);
2960 else if (gGameSettings
.GameMode
= GM_TDM
) then
2962 if (ab
= 0) and (ar
<> 0) then
2965 g_Game_Message(Format(_lc
[I_MESSAGE_TLMS_WIN
], [AnsiUpperCase(_lc
[I_GAME_TEAM_RED
])]), 144);
2967 MH_SEND_GameEvent(NET_EV_TLMS_WIN
, TEAM_RED
);
2968 Inc(gTeamStat
[TEAM_RED
].Score
);
2969 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
2970 gLMSRespawnTime
:= gTime
+ 5000;
2972 else if (ar
= 0) and (ab
<> 0) then
2975 g_Game_Message(Format(_lc
[I_MESSAGE_TLMS_WIN
], [AnsiUpperCase(_lc
[I_GAME_TEAM_BLUE
])]), 144);
2977 MH_SEND_GameEvent(NET_EV_TLMS_WIN
, TEAM_BLUE
);
2978 Inc(gTeamStat
[TEAM_BLUE
].Score
);
2979 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
2980 gLMSRespawnTime
:= gTime
+ 5000;
2982 else if (ar
= 0) and (ab
= 0) then
2985 g_Game_Message(_lc
[I_GAME_WIN_DRAW
], 144);
2987 MH_SEND_GameEvent(NET_EV_LMS_DRAW
, 0, FName
);
2988 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
2989 gLMSRespawnTime
:= gTime
+ 5000;
2992 else if (gGameSettings
.GameMode
= GM_DM
) then
2996 if gPlayers
[k
] <> nil then
2999 // survivor is the winner
3000 g_Game_Message(Format(_lc
[I_MESSAGE_LMS_WIN
], [AnsiUpperCase(FName
)]), 144);
3002 MH_SEND_GameEvent(NET_EV_LMS_WIN
, 0, FName
);
3005 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3006 gLMSRespawnTime
:= gTime
+ 5000;
3008 else if (a
= 0) then
3010 // everyone is dead, restart the map
3011 g_Game_Message(_lc
[I_GAME_WIN_DRAW
], 144);
3013 MH_SEND_GameEvent(NET_EV_LMS_DRAW
, 0, FName
);
3014 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3015 gLMSRespawnTime
:= gTime
+ 5000;
3018 if srv
and (OldLR
= LMS_RESPAWN_NONE
) and (gLMSRespawn
> LMS_RESPAWN_NONE
) then
3020 if NetMode
= NET_SERVER
then
3021 MH_SEND_GameEvent(NET_EV_LMS_WARMUP
, gLMSRespawnTime
- gTime
)
3023 g_Console_Add(Format(_lc
[I_MSG_WARMUP_START
], [(gLMSRespawnTime
- gTime
) div 1000]), True);
3029 MH_SEND_PlayerStats(FUID
);
3030 MH_SEND_PlayerDeath(FUID
, KillType
, t
, SpawnerUID
);
3031 if gGameSettings
.GameMode
= GM_TDM
then MH_SEND_GameStats
;
3034 if srv
and FNoRespawn
then Spectate(True);
3035 FWantsInGame
:= True;
3038 function TPlayer
.BodyInLiquid(XInc
, YInc
: Integer): Boolean;
3040 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
, PLAYER_RECT
.Width
,
3041 PLAYER_RECT
.Height
-20, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
, False);
3044 function TPlayer
.BodyInAcid(XInc
, YInc
: Integer): Boolean;
3046 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
, PLAYER_RECT
.Width
,
3047 PLAYER_RECT
.Height
-20, PANEL_ACID1
or PANEL_ACID2
, False);
3050 procedure TPlayer
.MakeBloodSimple(Count
: Word);
3052 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)+8,
3053 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3054 Count
div 2, 3, -1, 16, (PLAYER_RECT
.Height
*2 div 3),
3055 FModel
.Blood
.R
, FModel
.Blood
.G
, FModel
.Blood
.B
, FModel
.Blood
.Kind
);
3056 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-8,
3057 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3058 Count
div 2, -3, -1, 16, (PLAYER_RECT
.Height
*2) div 3,
3059 FModel
.Blood
.R
, FModel
.Blood
.G
, FModel
.Blood
.B
, FModel
.Blood
.Kind
);
3062 procedure TPlayer
.MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
3064 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2),
3065 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3066 Count
, VelX
, VelY
, 16, (PLAYER_RECT
.Height
*2) div 3,
3067 FModel
.Blood
.R
, FModel
.Blood
.G
, FModel
.Blood
.B
, FModel
.Blood
.Kind
);
3070 procedure TPlayer
.ProcessWeaponAction(Action
: Byte);
3072 if g_Game_IsClient
then Exit
;
3074 WP_PREV
: PrevWeapon();
3075 WP_NEXT
: NextWeapon();
3079 procedure TPlayer
.QueueWeaponSwitch(Weapon
: Byte);
3081 if g_Game_IsClient
then Exit
;
3082 if Weapon
> High(FWeapon
) then Exit
;
3083 FNextWeap
:= FNextWeap
or (1 shl Weapon
);
3086 procedure TPlayer
.resetWeaponQueue ();
3089 FNextWeapDelay
:= 0;
3092 function TPlayer
.hasAmmoForWeapon (weapon
: Byte): Boolean;
3096 WEAPON_KASTET
, WEAPON_SAW
: result
:= true;
3097 WEAPON_SHOTGUN1
, WEAPON_SHOTGUN2
, WEAPON_SUPERPULEMET
: result
:= (FAmmo
[A_SHELLS
] > 0);
3098 WEAPON_PISTOL
, WEAPON_CHAINGUN
: result
:= (FAmmo
[A_BULLETS
] > 0);
3099 WEAPON_ROCKETLAUNCHER
: result
:= (FAmmo
[A_ROCKETS
] > 0);
3100 WEAPON_PLASMA
, WEAPON_BFG
: result
:= (FAmmo
[A_CELLS
] > 0);
3101 WEAPON_FLAMETHROWER
: result
:= (FAmmo
[A_FUEL
] > 0);
3102 else result
:= (weapon
< length(FWeapon
));
3106 function TPlayer
.hasAmmoForShooting (weapon
: Byte): Boolean;
3110 WEAPON_KASTET
, WEAPON_SAW
: result
:= true;
3111 WEAPON_SHOTGUN1
, WEAPON_SUPERPULEMET
: result
:= (FAmmo
[A_SHELLS
] > 0);
3112 WEAPON_SHOTGUN2
: result
:= (FAmmo
[A_SHELLS
] > 1);
3113 WEAPON_PISTOL
, WEAPON_CHAINGUN
: result
:= (FAmmo
[A_BULLETS
] > 0);
3114 WEAPON_ROCKETLAUNCHER
: result
:= (FAmmo
[A_ROCKETS
] > 0);
3115 WEAPON_PLASMA
: result
:= (FAmmo
[A_CELLS
] > 0);
3116 WEAPON_BFG
: result
:= (FAmmo
[A_CELLS
] >= 40);
3117 WEAPON_FLAMETHROWER
: result
:= (FAmmo
[A_FUEL
] > 0);
3118 else result
:= (weapon
< length(FWeapon
));
3122 function TPlayer
.shouldSwitch (weapon
: Byte; hadWeapon
: Boolean): Boolean;
3125 if (weapon
> WP_LAST
+ 1) then
3130 if (FWeapSwitchMode
= 1) and not hadWeapon
then
3132 else if (FWeapSwitchMode
= 2) then
3133 result
:= (FWeapPreferences
[weapon
] > FWeapPreferences
[FCurrWeap
]);
3136 // return 255 for "no switch"
3137 function TPlayer
.getNextWeaponIndex (): Byte;
3140 wantThisWeapon
: array[0..64] of Boolean;
3141 wwc
: Integer = 0; //HACK!
3144 result
:= 255; // default result: "no switch"
3145 //e_LogWriteFln('FSWITCHTOEMPTY: %s', [FSwitchToEmpty], TMsgType.Notify);
3146 // had weapon cycling on previous frame? remove that flag
3147 if (FNextWeap
and $2000) <> 0 then
3149 FNextWeap
:= FNextWeap
and $1FFF;
3150 FNextWeapDelay
:= 0;
3152 // cycling has priority
3153 if (FNextWeap
and $C000) <> 0 then
3155 if (FNextWeap
and $8000) <> 0 then
3159 FNextWeap
:= FNextWeap
or $2000; // we need this
3160 if FNextWeapDelay
> 0 then
3161 exit
; // cooldown time
3163 for i
:= 0 to High(FWeapon
) do
3165 cwi
:= (cwi
+length(FWeapon
)+dir
) mod length(FWeapon
);
3166 if FWeapon
[cwi
] and maySwitch(cwi
) then
3168 //e_LogWriteFln(' SWITCH: cur=%d; new=%d %s %s', [FCurrWeap, cwi, FSwitchToEmpty, hasAmmoForWeapon(cwi)], TMsgType.Notify);
3169 result
:= Byte(cwi
);
3170 FNextWeapDelay
:= WEAPON_DELAY
;
3178 for i
:= 0 to High(wantThisWeapon
) do
3179 wantThisWeapon
[i
] := false;
3180 for i
:= 0 to High(FWeapon
) do
3181 if (FNextWeap
and (1 shl i
)) <> 0 then
3183 wantThisWeapon
[i
] := true;
3187 // exclude currently selected weapon from the set
3188 wantThisWeapon
[FCurrWeap
] := false;
3189 // slow down alterations a little
3192 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3193 // more than one weapon requested, assume "alteration" and check alteration delay
3194 if FNextWeapDelay
> 0 then
3200 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3201 // but clear all counters if no weapon should be switched
3207 //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
3208 // try weapons in descending order
3209 for i
:= High(FWeapon
) downto 0 do
3211 if wantThisWeapon
[i
] and FWeapon
[i
] and ((wwc
= 1) or hasAmmoForWeapon(i
)) then
3216 FNextWeapDelay
:= WEAPON_DELAY
* 2; // anyway, 'cause why not
3217 //e_LogWriteFln('FOUND %s %s %s', [result, FSwitchToEmpty, hasAmmoForWeapon(i)], TMsgType.Notify);
3221 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3225 procedure TPlayer
.RealizeCurrentWeapon();
3226 function switchAllowed (): Boolean;
3231 if FBFGFireCounter
<> -1 then
3233 if FTime
[T_SWITCH
] > gTime
then
3235 for i
:= WP_FIRST
to WP_LAST
do
3236 if FReloading
[i
] > 0 then
3244 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3245 //FNextWeap := FNextWeap and $1FFF;
3246 if FNextWeapDelay
> 0 then Dec(FNextWeapDelay
); // "alteration delay"
3248 if not switchAllowed
then
3250 //HACK for weapon cycling
3251 if (FNextWeap
and $E000) <> 0 then FNextWeap
:= 0;
3255 nw
:= getNextWeaponIndex();
3257 if nw
= 255 then exit
; // don't reset anything here
3258 if nw
> High(FWeapon
) then
3260 // don't forget to reset queue here!
3261 //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
3269 FTime
[T_SWITCH
] := gTime
+156;
3270 if FCurrWeap
= WEAPON_SAW
then FSawSoundSelect
.PlayAt(FObj
.X
, FObj
.Y
);
3271 FModel
.SetWeapon(FCurrWeap
);
3272 if g_Game_IsNet
then MH_SEND_PlayerStats(FUID
);
3276 procedure TPlayer
.NextWeapon();
3278 if g_Game_IsClient
then Exit
;
3282 procedure TPlayer
.PrevWeapon();
3284 if g_Game_IsClient
then Exit
;
3288 procedure TPlayer
.SetWeapon(W
: Byte);
3290 if FCurrWeap
<> W
then
3291 if W
= WEAPON_SAW
then
3292 FSawSoundSelect
.PlayAt(FObj
.X
, FObj
.Y
);
3295 FModel
.SetWeapon(CurrWeap
);
3299 function TPlayer
.PickItem(ItemType
: Byte; arespawn
: Boolean; var remove
: Boolean): Boolean;
3302 switchWeapon
: Byte = 255;
3303 hadWeapon
: Boolean = False;
3306 if g_Game_IsClient
then Exit
;
3308 // a = true - место спавна предмета:
3309 a
:= LongBool(gGameSettings
.Options
and GAME_OPTION_WEAPONSTAY
) and arespawn
;
3313 if (FHealth
< PLAYER_HP_SOFT
) or (FFireTime
> 0) then
3315 if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 10, PLAYER_HP_SOFT
);
3319 if gFlash
= 2 then Inc(FPickup
, 5);
3323 if (FHealth
< PLAYER_HP_SOFT
) or (FFireTime
> 0) then
3325 if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 25, PLAYER_HP_SOFT
);
3329 if gFlash
= 2 then Inc(FPickup
, 5);
3333 if FArmor
< PLAYER_AP_SOFT
then
3335 FArmor
:= PLAYER_AP_SOFT
;
3338 if gFlash
= 2 then Inc(FPickup
, 5);
3342 if FArmor
< PLAYER_AP_LIMIT
then
3344 FArmor
:= PLAYER_AP_LIMIT
;
3347 if gFlash
= 2 then Inc(FPickup
, 5);
3351 if (FHealth
< PLAYER_HP_LIMIT
) or (FFireTime
> 0) then
3353 if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 100, PLAYER_HP_LIMIT
);
3357 if gFlash
= 2 then Inc(FPickup
, 5);
3361 if (FHealth
< PLAYER_HP_LIMIT
) or (FArmor
< PLAYER_AP_LIMIT
) or (FFireTime
> 0) then
3363 if FHealth
< PLAYER_HP_LIMIT
then
3364 FHealth
:= PLAYER_HP_LIMIT
;
3365 if FArmor
< PLAYER_AP_LIMIT
then
3366 FArmor
:= PLAYER_AP_LIMIT
;
3370 if gFlash
= 2 then Inc(FPickup
, 5);
3374 if (not FWeapon
[WEAPON_SAW
]) or ((not arespawn
) and (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
])) then
3376 hadWeapon
:= FWeapon
[WEAPON_SAW
];
3377 switchWeapon
:= WEAPON_SAW
;
3378 FWeapon
[WEAPON_SAW
] := True;
3380 if gFlash
= 2 then Inc(FPickup
, 5);
3381 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3384 ITEM_WEAPON_SHOTGUN1
:
3385 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SHOTGUN1
] then
3387 // Нужно, чтобы не взять все пули сразу:
3388 if a
and FWeapon
[WEAPON_SHOTGUN1
] then Exit
;
3389 hadWeapon
:= FWeapon
[WEAPON_SHOTGUN1
];
3390 switchWeapon
:= WEAPON_SHOTGUN1
;
3391 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3392 FWeapon
[WEAPON_SHOTGUN1
] := True;
3394 if gFlash
= 2 then Inc(FPickup
, 5);
3395 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3398 ITEM_WEAPON_SHOTGUN2
:
3399 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SHOTGUN2
] then
3401 if a
and FWeapon
[WEAPON_SHOTGUN2
] then Exit
;
3402 hadWeapon
:= FWeapon
[WEAPON_SHOTGUN2
];
3403 switchWeapon
:= WEAPON_SHOTGUN2
;
3404 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3405 FWeapon
[WEAPON_SHOTGUN2
] := True;
3407 if gFlash
= 2 then Inc(FPickup
, 5);
3408 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3411 ITEM_WEAPON_CHAINGUN
:
3412 if (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or not FWeapon
[WEAPON_CHAINGUN
] then
3414 if a
and FWeapon
[WEAPON_CHAINGUN
] then Exit
;
3415 hadWeapon
:= FWeapon
[WEAPON_CHAINGUN
];
3416 switchWeapon
:= WEAPON_CHAINGUN
;
3417 IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
3418 FWeapon
[WEAPON_CHAINGUN
] := True;
3420 if gFlash
= 2 then Inc(FPickup
, 5);
3421 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3424 ITEM_WEAPON_ROCKETLAUNCHER
:
3425 if (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or not FWeapon
[WEAPON_ROCKETLAUNCHER
] then
3427 if a
and FWeapon
[WEAPON_ROCKETLAUNCHER
] then Exit
;
3428 switchWeapon
:= WEAPON_ROCKETLAUNCHER
;
3429 hadWeapon
:= FWeapon
[WEAPON_ROCKETLAUNCHER
];
3430 IncMax(FAmmo
[A_ROCKETS
], 2, FMaxAmmo
[A_ROCKETS
]);
3431 FWeapon
[WEAPON_ROCKETLAUNCHER
] := True;
3433 if gFlash
= 2 then Inc(FPickup
, 5);
3434 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3438 if (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or not FWeapon
[WEAPON_PLASMA
] then
3440 if a
and FWeapon
[WEAPON_PLASMA
] then Exit
;
3441 switchWeapon
:= WEAPON_PLASMA
;
3442 hadWeapon
:= FWeapon
[WEAPON_PLASMA
];
3443 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
3444 FWeapon
[WEAPON_PLASMA
] := True;
3446 if gFlash
= 2 then Inc(FPickup
, 5);
3447 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3451 if (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or not FWeapon
[WEAPON_BFG
] then
3453 if a
and FWeapon
[WEAPON_BFG
] then Exit
;
3454 switchWeapon
:= WEAPON_BFG
;
3455 hadWeapon
:= FWeapon
[WEAPON_BFG
];
3456 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
3457 FWeapon
[WEAPON_BFG
] := True;
3459 if gFlash
= 2 then Inc(FPickup
, 5);
3460 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3463 ITEM_WEAPON_SUPERPULEMET
:
3464 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SUPERPULEMET
] then
3466 if a
and FWeapon
[WEAPON_SUPERPULEMET
] then Exit
;
3467 switchWeapon
:= WEAPON_SUPERPULEMET
;
3468 hadWeapon
:= FWeapon
[WEAPON_SUPERPULEMET
];
3469 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3470 FWeapon
[WEAPON_SUPERPULEMET
] := True;
3472 if gFlash
= 2 then Inc(FPickup
, 5);
3473 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3476 ITEM_WEAPON_FLAMETHROWER
:
3477 if (FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
]) or not FWeapon
[WEAPON_FLAMETHROWER
] then
3479 if a
and FWeapon
[WEAPON_FLAMETHROWER
] then Exit
;
3480 switchWeapon
:= WEAPON_FLAMETHROWER
;
3481 hadWeapon
:= FWeapon
[WEAPON_FLAMETHROWER
];
3482 IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
3483 FWeapon
[WEAPON_FLAMETHROWER
] := True;
3485 if gFlash
= 2 then Inc(FPickup
, 5);
3486 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3490 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
3492 IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
3495 if gFlash
= 2 then Inc(FPickup
, 5);
3498 ITEM_AMMO_BULLETS_BOX
:
3499 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
3501 IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
3504 if gFlash
= 2 then Inc(FPickup
, 5);
3508 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
3510 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3513 if gFlash
= 2 then Inc(FPickup
, 5);
3516 ITEM_AMMO_SHELLS_BOX
:
3517 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
3519 IncMax(FAmmo
[A_SHELLS
], 25, FMaxAmmo
[A_SHELLS
]);
3522 if gFlash
= 2 then Inc(FPickup
, 5);
3526 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
3528 IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
3531 if gFlash
= 2 then Inc(FPickup
, 5);
3534 ITEM_AMMO_ROCKET_BOX
:
3535 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
3537 IncMax(FAmmo
[A_ROCKETS
], 5, FMaxAmmo
[A_ROCKETS
]);
3540 if gFlash
= 2 then Inc(FPickup
, 5);
3544 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
3546 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
3549 if gFlash
= 2 then Inc(FPickup
, 5);
3553 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
3555 IncMax(FAmmo
[A_CELLS
], 100, FMaxAmmo
[A_CELLS
]);
3558 if gFlash
= 2 then Inc(FPickup
, 5);
3562 if FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
] then
3564 IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
3567 if gFlash
= 2 then Inc(FPickup
, 5);
3571 if not(R_ITEM_BACKPACK
in FRulez
) or
3572 (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or
3573 (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or
3574 (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or
3575 (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or
3576 (FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
]) then
3578 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[1, A_BULLETS
];
3579 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[1, A_SHELLS
];
3580 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[1, A_ROCKETS
];
3581 FMaxAmmo
[A_CELLS
] := AmmoLimits
[1, A_CELLS
];
3582 FMaxAmmo
[A_FUEL
] := AmmoLimits
[1, A_FUEL
];
3584 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
3585 IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
3586 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
3587 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3588 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
3589 IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
3590 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
3591 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
3592 if FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
] then
3593 IncMax(FAmmo
[A_FUEL
], 50, FMaxAmmo
[A_FUEL
]);
3595 FRulez
:= FRulez
+ [R_ITEM_BACKPACK
];
3598 if gFlash
= 2 then Inc(FPickup
, 5);
3602 if not(R_KEY_RED
in FRulez
) then
3604 Include(FRulez
, R_KEY_RED
);
3606 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
3607 if gFlash
= 2 then Inc(FPickup
, 5);
3608 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
3612 if not(R_KEY_GREEN
in FRulez
) then
3614 Include(FRulez
, R_KEY_GREEN
);
3616 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
3617 if gFlash
= 2 then Inc(FPickup
, 5);
3618 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
3622 if not(R_KEY_BLUE
in FRulez
) then
3624 Include(FRulez
, R_KEY_BLUE
);
3626 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
3627 if gFlash
= 2 then Inc(FPickup
, 5);
3628 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
3632 if FMegaRulez
[MR_SUIT
] < gTime
+PLAYER_SUIT_TIME
then
3634 FMegaRulez
[MR_SUIT
] := gTime
+PLAYER_SUIT_TIME
;
3638 if gFlash
= 2 then Inc(FPickup
, 5);
3642 if FAir
< AIR_MAX
then
3647 if gFlash
= 2 then Inc(FPickup
, 5);
3652 if not (R_BERSERK
in FRulez
) then
3654 Include(FRulez
, R_BERSERK
);
3655 if (FBFGFireCounter
= -1) then
3657 FCurrWeap
:= WEAPON_KASTET
;
3659 FModel
.SetWeapon(WEAPON_KASTET
);
3664 if gFlash
= 2 then Inc(FPickup
, 5);
3666 FBerserk
:= gTime
+30000;
3671 if (FHealth
< PLAYER_HP_SOFT
) or (FFireTime
> 0) then
3673 if FHealth
< PLAYER_HP_SOFT
then FHealth
:= PLAYER_HP_SOFT
;
3674 FBerserk
:= gTime
+30000;
3682 if FMegaRulez
[MR_INVUL
] < gTime
+PLAYER_INVUL_TIME
then
3684 FMegaRulez
[MR_INVUL
] := gTime
+PLAYER_INVUL_TIME
;
3688 if gFlash
= 2 then Inc(FPickup
, 5);
3692 if (FHealth
< PLAYER_HP_LIMIT
) or (FFireTime
> 0) then
3694 if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 4, PLAYER_HP_LIMIT
);
3698 if gFlash
= 2 then Inc(FPickup
, 5);
3702 if FArmor
< PLAYER_AP_LIMIT
then
3704 IncMax(FArmor
, 5, PLAYER_AP_LIMIT
);
3707 if gFlash
= 2 then Inc(FPickup
, 5);
3711 if FJetFuel
< JET_MAX
then
3713 FJetFuel
:= JET_MAX
;
3716 if gFlash
= 2 then Inc(FPickup
, 5);
3720 if FMegaRulez
[MR_INVIS
] < gTime
+PLAYER_INVIS_TIME
then
3722 FMegaRulez
[MR_INVIS
] := gTime
+PLAYER_INVIS_TIME
;
3725 if gFlash
= 2 then Inc(FPickup
, 5);
3729 if (shouldSwitch(switchWeapon
, hadWeapon
)) then
3730 QueueWeaponSwitch(switchWeapon
);
3733 procedure TPlayer
.Touch();
3737 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
3740 // Бросить флаг товарищу:
3741 if gGameSettings
.GameMode
= GM_CTF
then
3746 procedure TPlayer
.Push(vx
, vy
: Integer);
3748 if (not FPhysics
) and FGhost
then
3750 FObj
.Accel
.X
:= FObj
.Accel
.X
+ vx
;
3751 FObj
.Accel
.Y
:= FObj
.Accel
.Y
+ vy
;
3752 if g_Game_IsNet
and g_Game_IsServer
then
3753 MH_SEND_PlayerPos(True, FUID
, NET_EVERYONE
);
3756 procedure TPlayer
.Reset(Force
: Boolean);
3762 FTime
[T_RESPAWN
] := 0;
3763 FTime
[T_FLAGCAP
] := 0;
3779 FSpectator
:= False;
3782 FSpectatePlayer
:= -1;
3783 FNoRespawn
:= False;
3785 FLives
:= gGameSettings
.MaxLives
;
3790 procedure TPlayer
.SoftReset();
3798 FBFGFireCounter
:= -1;
3806 SetAction(A_STAND
, True);
3809 function TPlayer
.GetRespawnPoint(): Byte;
3814 // На будущее: FSpawn - игрок уже играл и перерождается
3816 // Одиночная игра/кооператив
3817 if gGameSettings
.GameMode
in [GM_COOP
, GM_SINGLE
] then
3819 if Self
= gPlayer1
then
3821 // player 1 should try to spawn on the player 1 point
3822 if g_Map_GetPointCount(RESPAWNPOINT_PLAYER1
) > 0 then
3823 Exit(RESPAWNPOINT_PLAYER1
)
3824 else if g_Map_GetPointCount(RESPAWNPOINT_PLAYER2
) > 0 then
3825 Exit(RESPAWNPOINT_PLAYER2
);
3827 else if Self
= gPlayer2
then
3829 // player 2 should try to spawn on the player 2 point
3830 if g_Map_GetPointCount(RESPAWNPOINT_PLAYER2
) > 0 then
3831 Exit(RESPAWNPOINT_PLAYER2
)
3832 else if g_Map_GetPointCount(RESPAWNPOINT_PLAYER1
) > 0 then
3833 Exit(RESPAWNPOINT_PLAYER1
);
3837 // other players randomly pick either the first or the second point
3838 c
:= IfThen((Random(2) = 0), RESPAWNPOINT_PLAYER1
, RESPAWNPOINT_PLAYER2
);
3839 if g_Map_GetPointCount(c
) > 0 then
3841 // try the other one
3842 c
:= IfThen((c
= RESPAWNPOINT_PLAYER1
), RESPAWNPOINT_PLAYER2
, RESPAWNPOINT_PLAYER1
);
3843 if g_Map_GetPointCount(c
) > 0 then
3849 if gGameSettings
.GameMode
= GM_DM
then
3851 // try DM points first
3852 if g_Map_GetPointCount(RESPAWNPOINT_DM
) > 0 then
3853 Exit(RESPAWNPOINT_DM
);
3857 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
3859 // try team points first
3860 c
:= RESPAWNPOINT_DM
;
3861 if FTeam
= TEAM_RED
then
3862 c
:= RESPAWNPOINT_RED
3863 else if FTeam
= TEAM_BLUE
then
3864 c
:= RESPAWNPOINT_BLUE
;
3865 if g_Map_GetPointCount(c
) > 0 then
3869 // still haven't found a spawnpoint, try random shit
3870 Result
:= g_Map_GetRandomPointType();
3873 procedure TPlayer
.Respawn(Silent
: Boolean; Force
: Boolean = False);
3875 RespawnPoint
: TRespawnPoint
;
3883 FBFGFireCounter
:= -1;
3890 if not g_Game_IsServer
then
3894 FWantsInGame
:= True;
3895 FJustTeleported
:= True;
3898 FTime
[T_RESPAWN
] := 0;
3902 // if server changes MaxLives we gotta be ready
3903 if gGameSettings
.MaxLives
= 0 then FNoRespawn
:= False;
3905 // Еще нельзя возродиться:
3906 if FTime
[T_RESPAWN
] > gTime
then
3909 // Просрал все жизни:
3912 if not FSpectator
then Spectate(True);
3913 FWantsInGame
:= True;
3917 if (gGameSettings
.GameType
<> GT_SINGLE
) and (gGameSettings
.GameMode
<> GM_COOP
) then
3918 begin // "Своя игра"
3919 // Берсерк не сохраняется между уровнями:
3920 FRulez
:= FRulez
-[R_BERSERK
];
3922 else // "Одиночная игра"/"Кооп"
3924 // Берсерк и ключи не сохраняются между уровнями:
3925 FRulez
:= FRulez
-[R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
, R_BERSERK
];
3928 // Получаем точку спауна игрока:
3929 c
:= GetRespawnPoint();
3934 // Воскрешение без оружия:
3937 FHealth
:= Round(PLAYER_HP_SOFT
* (FHandicap
/ 100));
3943 for a
:= WP_FIRST
to WP_LAST
do
3945 FWeapon
[a
] := False;
3949 FWeapon
[WEAPON_PISTOL
] := True;
3950 FWeapon
[WEAPON_KASTET
] := True;
3951 FCurrWeap
:= WEAPON_PISTOL
;
3954 FModel
.SetWeapon(FCurrWeap
);
3956 for b
:= A_BULLETS
to A_HIGH
do
3959 FAmmo
[A_BULLETS
] := 50;
3961 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[0, A_BULLETS
];
3962 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[0, A_SHELLS
];
3963 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[0, A_SHELLS
];
3964 FMaxAmmo
[A_CELLS
] := AmmoLimits
[0, A_CELLS
];
3965 FMaxAmmo
[A_FUEL
] := AmmoLimits
[0, A_FUEL
];
3967 if (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
]) and
3968 LongBool(gGameSettings
.Options
and GAME_OPTION_DMKEYS
) then
3969 FRulez
:= [R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
]
3974 // Получаем координаты точки возрождения:
3975 if not g_Map_GetPoint(c
, RespawnPoint
) then
3977 g_FatalError(_lc
[I_GAME_ERROR_GET_SPAWN
]);
3981 // Установка координат и сброс всех параметров:
3982 FObj
.X
:= RespawnPoint
.X
-PLAYER_RECT
.X
;
3983 FObj
.Y
:= RespawnPoint
.Y
-PLAYER_RECT
.Y
;
3984 FObj
.oldX
:= FObj
.X
; // don't interpolate after respawn
3985 FObj
.oldY
:= FObj
.Y
;
3991 FDirection
:= RespawnPoint
.Direction
;
3992 if FDirection
= TDirection
.D_LEFT
then
3997 SetAction(A_STAND
, True);
3998 FModel
.Direction
:= FDirection
;
4000 for a
:= Low(FTime
) to High(FTime
) do
4003 for a
:= Low(FMegaRulez
) to High(FMegaRulez
) do
4006 // Respawn invulnerability
4007 if (gGameSettings
.GameType
<> GT_SINGLE
) and (gGameSettings
.SpawnInvul
> 0) then
4009 FMegaRulez
[MR_INVUL
] := gTime
+ gGameSettings
.SpawnInvul
* 1000;
4010 FSpawnInvul
:= FMegaRulez
[MR_INVUL
];
4015 FCanJetpack
:= False;
4021 // Анимация возрождения:
4022 if (not gLoadGameMode
) and (not Silent
) then
4023 if g_Frames_Get(ID
, 'FRAMES_TELEPORT') then
4025 Anim
:= TAnimation
.Create(ID
, False, 3);
4026 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4027 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
4031 FSpectator
:= False;
4034 FSpectatePlayer
:= -1;
4037 if (gPlayer1
= nil) and (gSpectLatchPID1
= FUID
) then
4039 if (gPlayer2
= nil) and (gSpectLatchPID2
= FUID
) then
4042 if g_Game_IsNet
then
4044 MH_SEND_PlayerPos(True, FUID
, NET_EVERYONE
);
4045 MH_SEND_PlayerStats(FUID
, NET_EVERYONE
);
4047 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4048 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32,
4053 procedure TPlayer
.Spectate(NoMove
: Boolean = False);
4056 Kill(K_EXTRAHARDKILL
, FUID
, HIT_SOME
)
4057 else if (not NoMove
) then
4059 GameX
:= gMapInfo
.Width
div 2;
4060 GameY
:= gMapInfo
.Height
div 2;
4069 FWantsInGame
:= False;
4075 if Self
= gPlayer1
then
4077 gSpectLatchPID1
:= FUID
;
4080 else if Self
= gPlayer2
then
4082 gSpectLatchPID2
:= FUID
;
4087 if g_Game_IsNet
then
4088 MH_SEND_PlayerStats(FUID
);
4091 procedure TPlayer
.SwitchNoClip
;
4095 FGhost
:= not FGhost
;
4096 FPhysics
:= not FGhost
;
4108 procedure TPlayer
.Run(Direction
: TDirection
);
4112 if MAX_RUNVEL
> 8 then
4116 if Direction
= TDirection
.D_LEFT
then
4118 if FObj
.Vel
.X
> -MAX_RUNVEL
then
4119 FObj
.Vel
.X
:= FObj
.Vel
.X
- (MAX_RUNVEL
shr 3);
4122 if FObj
.Vel
.X
< MAX_RUNVEL
then
4123 FObj
.Vel
.X
:= FObj
.Vel
.X
+ (MAX_RUNVEL
shr 3);
4125 // Возможно, пинаем куски:
4126 if (FObj
.Vel
.X
<> 0) and (gGibs
<> nil) then
4128 b
:= Abs(FObj
.Vel
.X
);
4129 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
4130 for a
:= 0 to High(gGibs
) do
4132 if gGibs
[a
].alive
and
4133 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
4134 FObj
.Rect
.Width
, 8, @gGibs
[a
].Obj
) and (Random(3) = 0) then
4137 if FObj
.Vel
.X
< 0 then
4139 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)+120) // налево
4143 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)); // направо
4145 gGibs
[a
].positionChanged(); // this updates spatial accelerators
4153 procedure TPlayer
.SeeDown();
4155 SetAction(A_SEEDOWN
);
4157 if FDirection
= TDirection
.D_LEFT
then FAngle
:= ANGLE_LEFTDOWN
else FAngle
:= ANGLE_RIGHTDOWN
;
4159 if FIncCam
> -120 then DecMin(FIncCam
, 5, -120);
4162 procedure TPlayer
.SeeUp();
4166 if FDirection
= TDirection
.D_LEFT
then FAngle
:= ANGLE_LEFTUP
else FAngle
:= ANGLE_RIGHTUP
;
4168 if FIncCam
< 120 then IncMax(FIncCam
, 5, 120);
4171 procedure TPlayer
.SetAction(Action
: Byte; Force
: Boolean = False);
4179 A_ATTACK
: Prior
:= 2;
4180 A_SEEUP
: Prior
:= 1;
4181 A_SEEDOWN
: Prior
:= 1;
4182 A_ATTACKUP
: Prior
:= 2;
4183 A_ATTACKDOWN
: Prior
:= 2;
4188 if (Prior
> FActionPrior
) or Force
then
4189 if not ((Prior
= 2) and (FCurrWeap
= WEAPON_SAW
)) then
4191 FActionPrior
:= Prior
;
4192 FActionAnim
:= Action
;
4193 FActionForce
:= Force
;
4194 FActionChanged
:= True;
4197 if Action
in [A_ATTACK
, A_ATTACKUP
, A_ATTACKDOWN
] then FModel
.SetFire(True);
4200 function TPlayer
.StayOnStep(XInc
, YInc
: Integer): Boolean;
4202 Result
:= not g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+YInc
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
-1,
4203 PLAYER_RECT
.Width
, 1, PANEL_STEP
, False)
4204 and g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+YInc
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
,
4205 PLAYER_RECT
.Width
, 1, PANEL_STEP
, False);
4208 function TPlayer
.TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
4215 if g_CollideLevel(X
, Y
, PLAYER_RECT
.Width
, PLAYER_RECT
.Height
) then
4217 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj
.X
, FObj
.Y
);
4218 if g_Game_IsServer
and g_Game_IsNet
then
4219 MH_SEND_Sound(FObj
.X
, FObj
.Y
, 'SOUND_GAME_NOTELEPORT');
4223 FJustTeleported
:= True;
4228 if g_Frames_Get(ID
, 'FRAMES_TELEPORT') then
4230 Anim
:= TAnimation
.Create(ID
, False, 3);
4233 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj
.X
, FObj
.Y
);
4234 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4235 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
4236 if g_Game_IsServer
and g_Game_IsNet
then
4237 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4238 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, 1,
4242 FObj
.X
:= X
-PLAYER_RECT
.X
;
4243 FObj
.Y
:= Y
-PLAYER_RECT
.Y
;
4244 FObj
.oldX
:= FObj
.X
; // don't interpolate after respawn
4245 FObj
.oldY
:= FObj
.Y
;
4246 if FAlive
and FGhost
then
4252 if not g_Game_IsNet
then
4256 SetDirection(TDirection
.D_LEFT
);
4262 SetDirection(TDirection
.D_RIGHT
);
4268 if FDirection
= TDirection
.D_RIGHT
then
4270 SetDirection(TDirection
.D_LEFT
);
4275 SetDirection(TDirection
.D_RIGHT
);
4281 if not silent
and (Anim
<> nil) then
4283 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4284 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
4287 if g_Game_IsServer
and g_Game_IsNet
then
4288 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4289 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, 0,
4296 function nonz(a
: Single): Single;
4304 function TPlayer
.refreshCorpse(): Boolean;
4310 if FAlive
or FSpectator
then
4312 if (gCorpses
= nil) or (Length(gCorpses
) = 0) then
4314 for i
:= 0 to High(gCorpses
) do
4315 if gCorpses
[i
] <> nil then
4316 if gCorpses
[i
].FPlayerUID
= FUID
then
4324 function TPlayer
.getCameraObj(): TObj
;
4326 if (not FAlive
) and (not FSpectator
) and
4327 (FCorpse
>= 0) and (FCorpse
< Length(gCorpses
)) and
4328 (gCorpses
[FCorpse
] <> nil) and (gCorpses
[FCorpse
].FPlayerUID
= FUID
) then
4330 gCorpses
[FCorpse
].FObj
.slopeUpLeft
:= FObj
.slopeUpLeft
;
4331 Result
:= gCorpses
[FCorpse
].FObj
;
4339 procedure TPlayer
.PreUpdate();
4341 FSlopeOld
:= FObj
.slopeUpLeft
;
4342 FIncCamOld
:= FIncCam
;
4343 FObj
.oldX
:= FObj
.X
;
4344 FObj
.oldY
:= FObj
.Y
;
4347 procedure TPlayer
.Update();
4350 i
, ii
, wx
, wy
, xd
, yd
, k
: Integer;
4351 blockmon
, headwater
, dospawn
: Boolean;
4356 NetServer
:= g_Game_IsNet
and g_Game_IsServer
;
4357 AnyServer
:= g_Game_IsServer
;
4359 if g_Game_IsClient
and (NetInterpLevel
> 0) then
4360 DoLerp(NetInterpLevel
+ 1)
4366 if (FClientID
>= 0) and (NetClients
[FClientID
].Peer
<> nil) then
4368 FPing
:= NetClients
[FClientID
].Peer
^.lastRoundTripTime
;
4369 if NetClients
[FClientID
].Peer
^.packetsSent
> 0 then
4370 FLoss
:= Round(100*NetClients
[FClientID
].Peer
^.packetsLost
/NetClients
[FClientID
].Peer
^.packetsSent
)
4379 if FAlive
and (FPunchAnim
<> nil) then
4380 FPunchAnim
.Update();
4382 if FAlive
and (gFly
or FJetpack
) then
4385 if FDirection
= TDirection
.D_LEFT
then
4390 if FAlive
and (not FGhost
) then
4392 if FKeys
[KEY_UP
].Pressed
then
4394 if FKeys
[KEY_DOWN
].Pressed
then
4398 if (not (FKeys
[KEY_UP
].Pressed
or FKeys
[KEY_DOWN
].Pressed
)) and
4401 i
:= g_basic
.Sign(FIncCam
);
4402 FIncCam
:= Abs(FIncCam
);
4403 DecMin(FIncCam
, 5, 0);
4404 FIncCam
:= FIncCam
*i
;
4407 if gTime
mod (GAME_TICK
*2) <> 0 then
4409 if (FObj
.Vel
.X
= 0) and FAlive
then
4411 if FKeys
[KEY_LEFT
].Pressed
then
4412 Run(TDirection
.D_LEFT
);
4413 if FKeys
[KEY_RIGHT
].Pressed
then
4414 Run(TDirection
.D_RIGHT
);
4419 g_Obj_Move(@FObj
, True, True, True);
4420 positionChanged(); // this updates spatial accelerators
4426 FActionChanged
:= False;
4430 // Let alive player do some actions
4431 if FKeys
[KEY_LEFT
].Pressed
then Run(TDirection
.D_LEFT
);
4432 if FKeys
[KEY_RIGHT
].Pressed
then Run(TDirection
.D_RIGHT
);
4433 if FKeys
[KEY_FIRE
].Pressed
and AnyServer
then Fire()
4439 if NetServer
then MH_SEND_PlayerStats(FUID
);
4442 if FKeys
[KEY_OPEN
].Pressed
and AnyServer
then Use();
4443 if FKeys
[KEY_JUMP
].Pressed
then Jump()
4446 if AnyServer
and FJetpack
then
4450 if NetServer
then MH_SEND_PlayerStats(FUID
);
4452 FCanJetpack
:= True;
4459 for k
:= Low(FKeys
) to KEY_CHAT
-1 do
4461 if FKeys
[k
].Pressed
then
4469 if gGameSettings
.GameType
in [GT_CUSTOM
, GT_SERVER
, GT_CLIENT
] then
4472 if (FTime
[T_RESPAWN
] <= gTime
) and
4473 gGameOn
and (not FAlive
) then
4475 if (g_Player_GetCount() > 1) then
4479 gExit
:= EXIT_RESTART
;
4484 // Dead spectator actions
4487 if FKeys
[KEY_OPEN
].Pressed
and AnyServer
then Fire();
4488 if FKeys
[KEY_FIRE
].Pressed
and AnyServer
then
4492 if (FSpectatePlayer
>= High(gPlayers
)) then
4493 FSpectatePlayer
:= -1
4497 for I
:= FSpectatePlayer
+ 1 to High(gPlayers
) do
4498 if gPlayers
[I
] <> nil then
4499 if gPlayers
[I
].alive
then
4500 if gPlayers
[I
].UID
<> FUID
then
4502 FSpectatePlayer
:= I
;
4507 if not SetSpect
then FSpectatePlayer
:= -1;
4518 if FKeys
[KEY_UP
].Pressed
or FKeys
[KEY_JUMP
].Pressed
then
4520 FYTo
:= FObj
.Y
- 32;
4521 FSpectatePlayer
:= -1;
4523 if FKeys
[KEY_DOWN
].Pressed
then
4525 FYTo
:= FObj
.Y
+ 32;
4526 FSpectatePlayer
:= -1;
4528 if FKeys
[KEY_LEFT
].Pressed
then
4530 FXTo
:= FObj
.X
- 32;
4531 FSpectatePlayer
:= -1;
4533 if FKeys
[KEY_RIGHT
].Pressed
then
4535 FXTo
:= FObj
.X
+ 32;
4536 FSpectatePlayer
:= -1;
4539 if (FXTo
< -64) then
4541 else if (FXTo
> gMapInfo
.Width
+ 32) then
4542 FXTo
:= gMapInfo
.Width
+ 32;
4543 if (FYTo
< -72) then
4545 else if (FYTo
> gMapInfo
.Height
+ 32) then
4546 FYTo
:= gMapInfo
.Height
+ 32;
4551 g_Obj_Move(@FObj
, True, True, True);
4552 positionChanged(); // this updates spatial accelerators
4559 if (FSpectatePlayer
<= High(gPlayers
)) and (FSpectatePlayer
>= 0) then
4560 if gPlayers
[FSpectatePlayer
] <> nil then
4561 if gPlayers
[FSpectatePlayer
].alive
then
4563 FXTo
:= gPlayers
[FSpectatePlayer
].GameX
;
4564 FYTo
:= gPlayers
[FSpectatePlayer
].GameY
;
4568 blockmon
:= g_Map_CollidePanel(FObj
.X
+PLAYER_HEADRECT
.X
, FObj
.Y
+PLAYER_HEADRECT
.Y
,
4569 PLAYER_HEADRECT
.Width
, PLAYER_HEADRECT
.Height
,
4570 PANEL_BLOCKMON
, True);
4571 headwater
:= HeadInLiquid(0, 0);
4573 // Сопротивление воздуха:
4574 if (not FAlive
) or not (FKeys
[KEY_LEFT
].Pressed
or FKeys
[KEY_RIGHT
].Pressed
) then
4575 if FObj
.Vel
.X
<> 0 then
4576 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
4578 if (FLastHit
= HIT_TRAP
) and (FPain
> 90) then FPain
:= 90;
4579 DecMin(FPain
, 5, 0);
4580 DecMin(FPickup
, 1, 0);
4582 if FAlive
and (FObj
.Y
> Integer(gMapInfo
.Height
)+128) and AnyServer
then
4584 // Обнулить действия примочек, чтобы фон пропал
4585 FMegaRulez
[MR_SUIT
] := 0;
4586 FMegaRulez
[MR_INVUL
] := 0;
4587 FMegaRulez
[MR_INVIS
] := 0;
4588 Kill(K_FALLKILL
, 0, HIT_FALL
);
4595 if FCurrWeap
= WEAPON_SAW
then
4596 if not (FSawSound
.IsPlaying() or FSawSoundHit
.IsPlaying() or
4597 FSawSoundSelect
.IsPlaying()) then
4598 FSawSoundIdle
.PlayAt(FObj
.X
, FObj
.Y
);
4601 if (not FJetSoundFly
.IsPlaying()) and (not FJetSoundOn
.IsPlaying()) and
4602 (not FJetSoundOff
.IsPlaying()) then
4604 FJetSoundFly
.SetPosition(0);
4605 FJetSoundFly
.PlayAt(FObj
.X
, FObj
.Y
);
4608 for b
:= WP_FIRST
to WP_LAST
do
4609 if FReloading
[b
] > 0 then
4615 if FShellTimer
> -1 then
4616 if FShellTimer
= 0 then
4618 if FShellType
= SHELL_SHELL
then
4619 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
4620 GameVelX
, GameVelY
-2, SHELL_SHELL
)
4621 else if FShellType
= SHELL_DBLSHELL
then
4623 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
4624 GameVelX
+1, GameVelY
-2, SHELL_SHELL
);
4625 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
4626 GameVelX
-1, GameVelY
-2, SHELL_SHELL
);
4629 end else Dec(FShellTimer
);
4631 if (FBFGFireCounter
> -1) then
4632 if FBFGFireCounter
= 0 then
4636 wx
:= FObj
.X
+WEAPONPOINT
[FDirection
].X
;
4637 wy
:= FObj
.Y
+WEAPONPOINT
[FDirection
].Y
;
4638 xd
:= wx
+IfThen(FDirection
= TDirection
.D_LEFT
, -30, 30);
4639 yd
:= wy
+firediry();
4640 g_Weapon_bfgshot(wx
, wy
, xd
, yd
, FUID
);
4641 if NetServer
then MH_SEND_PlayerFire(FUID
, WEAPON_BFG
, wx
, wy
, xd
, yd
);
4642 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
4643 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
4644 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
4647 FReloading
[WEAPON_BFG
] := WEAPON_RELOAD
[WEAPON_BFG
];
4648 FBFGFireCounter
:= -1;
4651 FBFGFireCounter
:= 0
4653 Dec(FBFGFireCounter
);
4655 if (FMegaRulez
[MR_SUIT
] < gTime
) and AnyServer
then
4657 b
:= g_GetAcidHit(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
, PLAYER_RECT
.Width
, PLAYER_RECT
.Height
);
4659 if (b
> 0) and (gTime
mod (15*GAME_TICK
) = 0) then Damage(b
, 0, 0, 0, HIT_ACID
);
4662 if (headwater
or blockmon
) then
4668 if AnyServer
then Damage(10, 0, 0, 0, HIT_WATER
);
4671 else if (FAir
mod 31 = 0) and not blockmon
then
4673 g_GFX_Bubbles(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2), FObj
.Y
+PLAYER_RECT
.Y
-4, 5+Random(6), 8, 4);
4675 then g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
4676 else g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
4678 end else if FAir
< AIR_DEF
then
4681 if FFireTime
> 0 then
4683 if BodyInLiquid(0, 0) then
4688 else if FMegaRulez
[MR_SUIT
] >= gTime
then
4690 if FMegaRulez
[MR_SUIT
] = gTime
then
4697 if FFirePainTime
<= 0 then
4699 if g_Game_IsServer
then
4700 Damage(2, FFireAttacker
, 0, 0, HIT_FLAME
);
4701 FFirePainTime
:= 12 - FFireTime
div 12;
4703 FFirePainTime
:= FFirePainTime
- 1;
4704 FFireTime
:= FFireTime
- 1;
4705 if ((FFireTime
mod 33) = 0) and (FMegaRulez
[MR_INVUL
] < gTime
) then
4706 FModel
.PlaySound(MODELSOUND_PAIN
, 1, FObj
.X
, FObj
.Y
);
4707 if (FFireTime
= 0) and g_Game_IsNet
and g_Game_IsServer
then
4708 MH_SEND_PlayerStats(FUID
);
4712 if FDamageBuffer
> 0 then
4714 if FDamageBuffer
>= 9 then
4718 if FDamageBuffer
< 30 then i
:= 9
4719 else if FDamageBuffer
< 100 then i
:= 18
4723 ii
:= Round(FDamageBuffer
*FHealth
/ nonz(FArmor
*(3/4)+FHealth
));
4724 FArmor
:= FArmor
-(FDamageBuffer
-ii
);
4725 FHealth
:= FHealth
-ii
;
4728 FHealth
:= FHealth
+FArmor
;
4733 if FHealth
<= 0 then
4734 if FHealth
> -30 then Kill(K_SIMPLEKILL
, FLastSpawnerUID
, FLastHit
)
4735 else if FHealth
> -50 then Kill(K_HARDKILL
, FLastSpawnerUID
, FLastHit
)
4736 else Kill(K_EXTRAHARDKILL
, FLastSpawnerUID
, FLastHit
);
4738 if FAlive
and ((FLastHit
<> HIT_FLAME
) or (FFireTime
<= 0)) then
4740 if FDamageBuffer
<= 20 then FModel
.PlaySound(MODELSOUND_PAIN
, 1, FObj
.X
, FObj
.Y
)
4741 else if FDamageBuffer
<= 55 then FModel
.PlaySound(MODELSOUND_PAIN
, 2, FObj
.X
, FObj
.Y
)
4742 else if FDamageBuffer
<= 120 then FModel
.PlaySound(MODELSOUND_PAIN
, 3, FObj
.X
, FObj
.Y
)
4743 else FModel
.PlaySound(MODELSOUND_PAIN
, 4, FObj
.X
, FObj
.Y
);
4750 end; // if FAlive then ...
4752 if (FActionAnim
= A_PAIN
) and (FModel
.Animation
<> A_PAIN
) then
4754 FModel
.ChangeAnimation(FActionAnim
, FActionForce
);
4755 FModel
.GetCurrentAnimation
.MinLength
:= i
;
4756 FModel
.GetCurrentAnimationMask
.MinLength
:= i
;
4757 end else FModel
.ChangeAnimation(FActionAnim
, FActionForce
and (FModel
.Animation
<> A_STAND
));
4759 if (FModel
.GetCurrentAnimation
.Played
or ((not FActionChanged
) and (FModel
.Animation
= A_WALK
)))
4760 then SetAction(A_STAND
, True);
4762 if not ((FModel
.Animation
= A_WALK
) and (Abs(FObj
.Vel
.X
) < 4) and not FModel
.Fire
) then FModel
.Update
;
4764 for b
:= Low(FKeys
) to High(FKeys
) do
4765 if FKeys
[b
].Time
= 0 then FKeys
[b
].Pressed
:= False else Dec(FKeys
[b
].Time
);
4769 procedure TPlayer
.getMapBox (out x
, y
, w
, h
: Integer); inline;
4771 x
:= FObj
.X
+PLAYER_RECT
.X
;
4772 y
:= FObj
.Y
+PLAYER_RECT
.Y
;
4773 w
:= PLAYER_RECT
.Width
;
4774 h
:= PLAYER_RECT
.Height
;
4778 procedure TPlayer
.moveBy (dx
, dy
: Integer); inline;
4780 if (dx
<> 0) or (dy
<> 0) then
4789 function TPlayer
.Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean;
4791 Result
:= g_Collide(FObj
.X
+PLAYER_RECT
.X
,
4792 FObj
.Y
+PLAYER_RECT
.Y
,
4799 function TPlayer
.Collide(Panel
: TPanel
): Boolean;
4801 Result
:= g_Collide(FObj
.X
+PLAYER_RECT
.X
,
4802 FObj
.Y
+PLAYER_RECT
.Y
,
4806 Panel
.Width
, Panel
.Height
);
4809 function TPlayer
.Collide(X
, Y
: Integer): Boolean;
4811 X
:= X
-FObj
.X
-PLAYER_RECT
.X
;
4812 Y
:= Y
-FObj
.Y
-PLAYER_RECT
.Y
;
4813 Result
:= (x
>= 0) and (x
<= PLAYER_RECT
.Width
) and
4814 (y
>= 0) and (y
<= PLAYER_RECT
.Height
);
4817 function g_Player_ValidName(Name
: string): Boolean;
4823 if gPlayers
= nil then Exit
;
4825 for a
:= 0 to High(gPlayers
) do
4826 if gPlayers
[a
] <> nil then
4827 if LowerCase(Name
) = LowerCase(gPlayers
[a
].FName
) then
4834 procedure TPlayer
.SetDirection(Direction
: TDirection
);
4838 d
:= FModel
.Direction
;
4840 FModel
.Direction
:= Direction
;
4841 if d
<> Direction
then FModel
.ChangeAnimation(FModel
.Animation
, True);
4843 FDirection
:= Direction
;
4846 function TPlayer
.GetKeys(): Byte;
4850 if R_KEY_RED
in FRulez
then Result
:= KEY_RED
;
4851 if R_KEY_GREEN
in FRulez
then Result
:= Result
or KEY_GREEN
;
4852 if R_KEY_BLUE
in FRulez
then Result
:= Result
or KEY_BLUE
;
4854 if FTeam
= TEAM_RED
then Result
:= Result
or KEY_REDTEAM
;
4855 if FTeam
= TEAM_BLUE
then Result
:= Result
or KEY_BLUETEAM
;
4858 procedure TPlayer
.Use();
4862 if FTime
[T_USE
] > gTime
then Exit
;
4864 g_Triggers_PressR(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
, PLAYER_RECT
.Width
,
4865 PLAYER_RECT
.Height
, FUID
, ACTIVATE_PLAYERPRESS
);
4867 for a
:= 0 to High(gPlayers
) do
4868 if (gPlayers
[a
] <> nil) and (gPlayers
[a
] <> Self
) and
4869 gPlayers
[a
].alive
and SameTeam(FUID
, gPlayers
[a
].FUID
) and
4870 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
4871 FObj
.Rect
.Width
, FObj
.Rect
.Height
, @gPlayers
[a
].FObj
) then
4873 gPlayers
[a
].Touch();
4874 if g_Game_IsNet
and g_Game_IsServer
then
4875 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH
, gPlayers
[a
].FUID
);
4878 FTime
[T_USE
] := gTime
+120;
4881 procedure TPlayer
.NetFire(Wpn
: Byte; X
, Y
, AX
, AY
: Integer; WID
: Integer = -1);
4884 visible
: Boolean = True;
4885 WX
, WY
, XD
, YD
: Integer;
4897 if R_BERSERK
in FRulez
then
4899 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
4900 locobj
.X
:= FObj
.X
+FObj
.Rect
.X
;
4901 locobj
.Y
:= FObj
.Y
+FObj
.Rect
.Y
;
4904 locobj
.rect
.Width
:= 39;
4905 locobj
.rect
.Height
:= 52;
4906 locobj
.Vel
.X
:= (xd
-wx
) div 2;
4907 locobj
.Vel
.Y
:= (yd
-wy
) div 2;
4908 locobj
.Accel
.X
:= xd
-wx
;
4909 locobj
.Accel
.y
:= yd
-wy
;
4911 if g_Weapon_Hit(@locobj
, 50, FUID
, HIT_SOME
) <> 0 then
4912 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj
.X
, FObj
.Y
)
4914 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj
.X
, FObj
.Y
);
4918 FPain
:= min(FPain
+ 25, 50);
4920 g_Weapon_punch(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, 3, FUID
);
4925 if g_Weapon_chainsaw(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
4926 IfThen(gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
], 9, 3), FUID
) <> 0 then
4928 FSawSoundSelect
.Stop();
4930 FSawSoundHit
.PlayAt(FObj
.X
, FObj
.Y
);
4932 else if not FSawSoundHit
.IsPlaying() then
4934 FSawSoundSelect
.Stop();
4935 FSawSound
.PlayAt(FObj
.X
, FObj
.Y
);
4941 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX
, Gamey
);
4942 FFireAngle
:= FAngle
;
4943 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
4944 GameVelX
, GameVelY
-2, SHELL_BULLET
);
4949 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex
, Gamey
);
4950 FFireAngle
:= FAngle
;
4952 FShellType
:= SHELL_SHELL
;
4957 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex
, Gamey
);
4958 FFireAngle
:= FAngle
;
4960 FShellType
:= SHELL_DBLSHELL
;
4965 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex
, Gamey
);
4966 FFireAngle
:= FAngle
;
4967 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
4968 GameVelX
, GameVelY
-2, SHELL_BULLET
);
4971 WEAPON_ROCKETLAUNCHER
:
4973 g_Weapon_Rocket(wx
, wy
, xd
, yd
, FUID
, WID
);
4974 FFireAngle
:= FAngle
;
4979 g_Weapon_Plasma(wx
, wy
, xd
, yd
, FUID
, WID
);
4980 FFireAngle
:= FAngle
;
4985 g_Weapon_BFGShot(wx
, wy
, xd
, yd
, FUID
, WID
);
4986 FFireAngle
:= FAngle
;
4989 WEAPON_SUPERPULEMET
:
4991 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex
, Gamey
);
4992 FFireAngle
:= FAngle
;
4993 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
4994 GameVelX
, GameVelY
-2, SHELL_SHELL
);
4997 WEAPON_FLAMETHROWER
:
4999 g_Weapon_flame(wx
, wy
, xd
, yd
, FUID
, WID
);
5001 FFireAngle
:= FAngle
;
5005 if not visible
then Exit
;
5007 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
5008 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
5009 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
5012 procedure TPlayer
.DoLerp(Level
: Integer = 2);
5014 if FObj
.X
<> FXTo
then FObj
.X
:= Lerp(FObj
.X
, FXTo
, Level
);
5015 if FObj
.Y
<> FYTo
then FObj
.Y
:= Lerp(FObj
.Y
, FYTo
, Level
);
5018 procedure TPlayer
.SetLerp(XTo
, YTo
: Integer);
5024 if FJustTeleported
or (NetInterpLevel
< 1) then
5028 if FJustTeleported
then
5030 FObj
.oldX
:= FObj
.X
;
5031 FObj
.oldY
:= FObj
.Y
;
5036 AX
:= Abs(FXTo
- FObj
.X
);
5037 AY
:= Abs(FYTo
- FObj
.Y
);
5038 if (AX
> 32) or (AX
<= NetInterpLevel
) then
5040 if (AY
> 32) or (AY
<= NetInterpLevel
) then
5045 function TPlayer
.FullInLift(XInc
, YInc
: Integer): Integer;
5047 if g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
5048 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
-8,
5049 PANEL_LIFTUP
, False) then Result
:= -1
5051 if g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
5052 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
-8,
5053 PANEL_LIFTDOWN
, False) then Result
:= 1
5057 function TPlayer
.GetFlag(Flag
: Byte): Boolean;
5064 if Flag
= FLAG_NONE
then
5067 if not g_Game_IsServer
then Exit
;
5069 // Принес чужой флаг на свою базу:
5070 if (Flag
= FTeam
) and
5071 (gFlags
[Flag
].State
= FLAG_STATE_NORMAL
) and
5072 (FFlag
<> FLAG_NONE
) then
5074 if FFlag
= FLAG_RED
then
5075 s
:= _lc
[I_PLAYER_FLAG_RED
]
5077 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5079 evtype
:= FLAG_STATE_SCORED
;
5081 ts
:= Format('%.4d', [gFlags
[FFlag
].CaptureTime
]);
5082 Insert('.', ts
, Length(ts
) + 1 - 3);
5083 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_CAPTURE
], [FName
, s
, ts
]), True);
5085 g_Map_ResetFlag(FFlag
);
5086 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_CAPTURE
], [AnsiUpperCase(s
)]), 144);
5088 if ((Self
= gPlayer1
) or (Self
= gPlayer2
)
5089 or ((gPlayer1
<> nil) and (gPlayer1
.Team
= FTeam
))
5090 or ((gPlayer2
<> nil) and (gPlayer2
.Team
= FTeam
))) then
5095 if not sound_cap_flag
[a
].IsPlaying() then
5096 sound_cap_flag
[a
].Play();
5098 gTeamStat
[FTeam
].Score
+= 1;
5101 if g_Game_IsNet
then
5103 MH_SEND_FlagEvent(evtype
, FFlag
, FUID
, False);
5107 gFlags
[FFlag
].CaptureTime
:= 0;
5112 // Подобрал свой флаг - вернул его на базу:
5113 if (Flag
= FTeam
) and
5114 (gFlags
[Flag
].State
= FLAG_STATE_DROPPED
) then
5116 if Flag
= FLAG_RED
then
5117 s
:= _lc
[I_PLAYER_FLAG_RED
]
5119 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5121 evtype
:= FLAG_STATE_RETURNED
;
5122 gFlags
[Flag
].CaptureTime
:= 0;
5124 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_RETURN
], [FName
, s
]), True);
5126 g_Map_ResetFlag(Flag
);
5127 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_RETURN
], [AnsiUpperCase(s
)]), 144);
5129 if ((Self
= gPlayer1
) or (Self
= gPlayer2
)
5130 or ((gPlayer1
<> nil) and (gPlayer1
.Team
= FTeam
))
5131 or ((gPlayer2
<> nil) and (gPlayer2
.Team
= FTeam
))) then
5136 if not sound_ret_flag
[a
].IsPlaying() then
5137 sound_ret_flag
[a
].Play();
5140 if g_Game_IsNet
then
5142 MH_SEND_FlagEvent(evtype
, Flag
, FUID
, False);
5148 // Подобрал чужой флаг:
5149 if (Flag
<> FTeam
) and (FTime
[T_FLAGCAP
] <= gTime
) then
5153 if Flag
= FLAG_RED
then
5154 s
:= _lc
[I_PLAYER_FLAG_RED
]
5156 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5158 evtype
:= FLAG_STATE_CAPTURED
;
5160 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_GET
], [FName
, s
]), True);
5162 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_GET
], [AnsiUpperCase(s
)]), 144);
5164 gFlags
[Flag
].State
:= FLAG_STATE_CAPTURED
;
5166 if ((Self
= gPlayer1
) or (Self
= gPlayer2
)
5167 or ((gPlayer1
<> nil) and (gPlayer1
.Team
= FTeam
))
5168 or ((gPlayer2
<> nil) and (gPlayer2
.Team
= FTeam
))) then
5173 if not sound_get_flag
[a
].IsPlaying() then
5174 sound_get_flag
[a
].Play();
5177 if g_Game_IsNet
then
5179 MH_SEND_FlagEvent(evtype
, Flag
, FUID
, False);
5185 procedure TPlayer
.SetFlag(Flag
: Byte);
5188 if FModel
<> nil then
5189 FModel
.SetFlag(FFlag
);
5192 function TPlayer
.TryDropFlag(): Boolean;
5194 if LongBool(gGameSettings
.Options
and GAME_OPTION_ALLOWDROPFLAG
) then
5195 Result
:= DropFlag(False, LongBool(gGameSettings
.Options
and GAME_OPTION_THROWFLAG
))
5200 function TPlayer
.DropFlag(Silent
: Boolean = True; DoThrow
: Boolean = False): Boolean;
5207 if (not g_Game_IsServer
) or (FFlag
= FLAG_NONE
) then
5209 FTime
[T_FLAGCAP
] := gTime
+ 2000;
5210 with gFlags
[FFlag
] do
5214 Direction
:= FDirection
;
5215 State
:= FLAG_STATE_DROPPED
;
5219 xv
:= FObj
.Vel
.X
+ IfThen(Direction
= TDirection
.D_RIGHT
, 10, -10);
5220 yv
:= FObj
.Vel
.Y
- 2;
5224 xv
:= (FObj
.Vel
.X
div 2);
5225 yv
:= (FObj
.Vel
.Y
div 2) - 2;
5227 g_Obj_Push(@Obj
, xv
, yv
);
5229 positionChanged(); // this updates spatial accelerators
5231 if FFlag
= FLAG_RED
then
5232 s
:= _lc
[I_PLAYER_FLAG_RED
]
5234 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5236 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_DROP
], [FName
, s
]), True);
5237 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_DROP
], [AnsiUpperCase(s
)]), 144);
5239 if ((Self
= gPlayer1
) or (Self
= gPlayer2
)
5240 or ((gPlayer1
<> nil) and (gPlayer1
.Team
= FTeam
))
5241 or ((gPlayer2
<> nil) and (gPlayer2
.Team
= FTeam
))) then
5246 if (not Silent
) and (not sound_lost_flag
[a
].IsPlaying()) then
5247 sound_lost_flag
[a
].Play();
5249 if g_Game_IsNet
then
5250 MH_SEND_FlagEvent(FLAG_STATE_DROPPED
, Flag
, FUID
, False);
5256 procedure TPlayer
.GetSecret();
5258 if (self
= gPlayer1
) or (self
= gPlayer2
) then
5260 g_Console_Add(Format(_lc
[I_PLAYER_SECRET
], [FName
]), True);
5261 g_Sound_PlayEx('SOUND_GAME_SECRET');
5266 procedure TPlayer
.PressKey(Key
: Byte; Time
: Word = 1);
5268 Assert(Key
<= High(FKeys
));
5270 FKeys
[Key
].Pressed
:= True;
5271 FKeys
[Key
].Time
:= Time
;
5274 function TPlayer
.IsKeyPressed(K
: Byte): Boolean;
5276 Result
:= FKeys
[K
].Pressed
;
5279 procedure TPlayer
.ReleaseKeys();
5283 for a
:= Low(FKeys
) to High(FKeys
) do
5285 FKeys
[a
].Pressed
:= False;
5290 procedure TPlayer
.OnDamage(Angle
: SmallInt);
5294 function TPlayer
.firediry(): Integer;
5296 if FKeys
[KEY_UP
].Pressed
then Result
:= -42
5297 else if FKeys
[KEY_DOWN
].Pressed
then Result
:= 19
5301 procedure TPlayer
.RememberState();
5304 SavedState
: TPlayerSavedState
;
5306 SavedState
.Health
:= FHealth
;
5307 SavedState
.Armor
:= FArmor
;
5308 SavedState
.Air
:= FAir
;
5309 SavedState
.JetFuel
:= FJetFuel
;
5310 SavedState
.CurrWeap
:= FCurrWeap
;
5311 SavedState
.NextWeap
:= FNextWeap
;
5312 SavedState
.NextWeapDelay
:= FNextWeapDelay
;
5313 for i
:= Low(FWeapon
) to High(FWeapon
) do
5314 SavedState
.Weapon
[i
] := FWeapon
[i
];
5315 for i
:= Low(FAmmo
) to High(FAmmo
) do
5316 SavedState
.Ammo
[i
] := FAmmo
[i
];
5317 for i
:= Low(FMaxAmmo
) to High(FMaxAmmo
) do
5318 SavedState
.MaxAmmo
[i
] := FMaxAmmo
[i
];
5319 SavedState
.Rulez
:= FRulez
- [R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
];
5321 FSavedStateNum
:= -1;
5322 for i
:= Low(SavedStates
) to High(SavedStates
) do
5323 if not SavedStates
[i
].Used
then
5325 FSavedStateNum
:= i
;
5328 if FSavedStateNum
< 0 then
5330 SetLength(SavedStates
, Length(SavedStates
) + 1);
5331 FSavedStateNum
:= High(SavedStates
);
5334 SavedState
.Used
:= True;
5335 SavedStates
[FSavedStateNum
] := SavedState
;
5338 procedure TPlayer
.RecallState();
5341 SavedState
: TPlayerSavedState
;
5343 if(FSavedStateNum
< 0) or (FSavedStateNum
> High(SavedStates
)) then
5346 SavedState
:= SavedStates
[FSavedStateNum
];
5347 SavedStates
[FSavedStateNum
].Used
:= False;
5348 FSavedStateNum
:= -1;
5350 FHealth
:= SavedState
.Health
;
5351 FArmor
:= SavedState
.Armor
;
5352 FAir
:= SavedState
.Air
;
5353 FJetFuel
:= SavedState
.JetFuel
;
5354 FCurrWeap
:= SavedState
.CurrWeap
;
5355 FNextWeap
:= SavedState
.NextWeap
;
5356 FNextWeapDelay
:= SavedState
.NextWeapDelay
;
5357 for i
:= Low(FWeapon
) to High(FWeapon
) do
5358 FWeapon
[i
] := SavedState
.Weapon
[i
];
5359 for i
:= Low(FAmmo
) to High(FAmmo
) do
5360 FAmmo
[i
] := SavedState
.Ammo
[i
];
5361 for i
:= Low(FMaxAmmo
) to High(FMaxAmmo
) do
5362 FMaxAmmo
[i
] := SavedState
.MaxAmmo
[i
];
5363 FRulez
:= SavedState
.Rulez
;
5365 if gGameSettings
.GameType
= GT_SERVER
then
5366 MH_SEND_PlayerStats(FUID
);
5369 procedure TPlayer
.SaveState (st
: TStream
);
5375 utils
.writeSign(st
, 'PLYR');
5376 utils
.writeInt(st
, Byte(PLR_SAVE_VERSION
)); // version
5378 utils
.writeBool(st
, FIamBot
);
5380 utils
.writeInt(st
, Word(FUID
));
5382 utils
.writeStr(st
, FName
);
5384 utils
.writeInt(st
, Byte(FTeam
));
5386 utils
.writeBool(st
, FAlive
);
5387 // Израсходовал ли все жизни
5388 utils
.writeBool(st
, FNoRespawn
);
5390 if FDirection
= TDirection
.D_LEFT
then b
:= 1 else b
:= 2; // D_RIGHT
5391 utils
.writeInt(st
, Byte(b
));
5393 utils
.writeInt(st
, LongInt(FHealth
));
5394 // Коэффициент инвалидности
5395 utils
.writeInt(st
, LongInt(FHandicap
));
5397 utils
.writeInt(st
, Byte(FLives
));
5399 utils
.writeInt(st
, LongInt(FArmor
));
5401 utils
.writeInt(st
, LongInt(FAir
));
5403 utils
.writeInt(st
, LongInt(FJetFuel
));
5405 utils
.writeInt(st
, LongInt(FPain
));
5407 utils
.writeInt(st
, LongInt(FKills
));
5409 utils
.writeInt(st
, LongInt(FMonsterKills
));
5411 utils
.writeInt(st
, LongInt(FFrags
));
5413 utils
.writeInt(st
, Byte(FFragCombo
));
5414 // Время последнего фрага
5415 utils
.writeInt(st
, LongWord(FLastFrag
));
5417 utils
.writeInt(st
, LongInt(FDeath
));
5419 utils
.writeInt(st
, Byte(FFlag
));
5421 utils
.writeInt(st
, LongInt(FSecrets
));
5423 utils
.writeInt(st
, Byte(FCurrWeap
));
5425 utils
.writeInt(st
, Word(FNextWeap
));
5427 utils
.writeInt(st
, Byte(FNextWeapDelay
));
5428 // Время зарядки BFG
5429 utils
.writeInt(st
, SmallInt(FBFGFireCounter
));
5431 utils
.writeInt(st
, LongInt(FDamageBuffer
));
5432 // Последний ударивший
5433 utils
.writeInt(st
, Word(FLastSpawnerUID
));
5434 // Тип последнего полученного урона
5435 utils
.writeInt(st
, Byte(FLastHit
));
5437 Obj_SaveState(st
, @FObj
);
5438 // Текущее количество патронов
5439 for i
:= A_BULLETS
to A_HIGH
do utils
.writeInt(st
, Word(FAmmo
[i
]));
5440 // Максимальное количество патронов
5441 for i
:= A_BULLETS
to A_HIGH
do utils
.writeInt(st
, Word(FMaxAmmo
[i
]));
5443 for i
:= WP_FIRST
to WP_LAST
do utils
.writeBool(st
, FWeapon
[i
]);
5444 // Время перезарядки оружия
5445 for i
:= WP_FIRST
to WP_LAST
do utils
.writeInt(st
, Word(FReloading
[i
]));
5447 utils
.writeBool(st
, (R_ITEM_BACKPACK
in FRulez
));
5448 // Наличие красного ключа
5449 utils
.writeBool(st
, (R_KEY_RED
in FRulez
));
5450 // Наличие зеленого ключа
5451 utils
.writeBool(st
, (R_KEY_GREEN
in FRulez
));
5452 // Наличие синего ключа
5453 utils
.writeBool(st
, (R_KEY_BLUE
in FRulez
));
5455 utils
.writeBool(st
, (R_BERSERK
in FRulez
));
5456 // Время действия специальных предметов
5457 for i
:= MR_SUIT
to MR_MAX
do utils
.writeInt(st
, LongWord(FMegaRulez
[i
]));
5458 // Время до повторного респауна, смены оружия, исользования, захвата флага
5459 for i
:= T_RESPAWN
to T_FLAGCAP
do utils
.writeInt(st
, LongWord(FTime
[i
]));
5461 utils
.writeStr(st
, FModel
.Name
);
5463 utils
.writeInt(st
, Byte(FColor
.R
));
5464 utils
.writeInt(st
, Byte(FColor
.G
));
5465 utils
.writeInt(st
, Byte(FColor
.B
));
5469 procedure TPlayer
.LoadState (st
: TStream
);
5478 if not utils
.checkSign(st
, 'PLYR') then raise XStreamError
.Create('invalid player signature');
5479 if (utils
.readByte(st
) <> PLR_SAVE_VERSION
) then raise XStreamError
.Create('invalid player version');
5481 FIamBot
:= utils
.readBool(st
);
5483 FUID
:= utils
.readWord(st
);
5485 str
:= utils
.readStr(st
);
5486 if (self
<> gPlayer1
) and (self
<> gPlayer2
) then FName
:= str
;
5488 FTeam
:= utils
.readByte(st
);
5490 FAlive
:= utils
.readBool(st
);
5491 // Израсходовал ли все жизни
5492 FNoRespawn
:= utils
.readBool(st
);
5494 b
:= utils
.readByte(st
);
5495 if b
= 1 then FDirection
:= TDirection
.D_LEFT
else FDirection
:= TDirection
.D_RIGHT
; // b = 2
5497 FHealth
:= utils
.readLongInt(st
);
5498 // Коэффициент инвалидности
5499 FHandicap
:= utils
.readLongInt(st
);
5501 FLives
:= utils
.readByte(st
);
5503 FArmor
:= utils
.readLongInt(st
);
5505 FAir
:= utils
.readLongInt(st
);
5507 FJetFuel
:= utils
.readLongInt(st
);
5509 FPain
:= utils
.readLongInt(st
);
5511 FKills
:= utils
.readLongInt(st
);
5513 FMonsterKills
:= utils
.readLongInt(st
);
5515 FFrags
:= utils
.readLongInt(st
);
5517 FFragCombo
:= utils
.readByte(st
);
5518 // Время последнего фрага
5519 FLastFrag
:= utils
.readLongWord(st
);
5521 FDeath
:= utils
.readLongInt(st
);
5523 FFlag
:= utils
.readByte(st
);
5525 FSecrets
:= utils
.readLongInt(st
);
5527 FCurrWeap
:= utils
.readByte(st
);
5529 FNextWeap
:= utils
.readWord(st
);
5531 FNextWeapDelay
:= utils
.readByte(st
);
5532 // Время зарядки BFG
5533 FBFGFireCounter
:= utils
.readSmallInt(st
);
5535 FDamageBuffer
:= utils
.readLongInt(st
);
5536 // Последний ударивший
5537 FLastSpawnerUID
:= utils
.readWord(st
);
5538 // Тип последнего полученного урона
5539 FLastHit
:= utils
.readByte(st
);
5541 Obj_LoadState(@FObj
, st
);
5542 // Текущее количество патронов
5543 for i
:= A_BULLETS
to A_HIGH
do FAmmo
[i
] := utils
.readWord(st
);
5544 // Максимальное количество патронов
5545 for i
:= A_BULLETS
to A_HIGH
do FMaxAmmo
[i
] := utils
.readWord(st
);
5547 for i
:= WP_FIRST
to WP_LAST
do FWeapon
[i
] := utils
.readBool(st
);
5548 // Время перезарядки оружия
5549 for i
:= WP_FIRST
to WP_LAST
do FReloading
[i
] := utils
.readWord(st
);
5551 if utils
.readBool(st
) then Include(FRulez
, R_ITEM_BACKPACK
);
5552 // Наличие красного ключа
5553 if utils
.readBool(st
) then Include(FRulez
, R_KEY_RED
);
5554 // Наличие зеленого ключа
5555 if utils
.readBool(st
) then Include(FRulez
, R_KEY_GREEN
);
5556 // Наличие синего ключа
5557 if utils
.readBool(st
) then Include(FRulez
, R_KEY_BLUE
);
5559 if utils
.readBool(st
) then Include(FRulez
, R_BERSERK
);
5560 // Время действия специальных предметов
5561 for i
:= MR_SUIT
to MR_MAX
do FMegaRulez
[i
] := utils
.readLongWord(st
);
5562 // Время до повторного респауна, смены оружия, исользования, захвата флага
5563 for i
:= T_RESPAWN
to T_FLAGCAP
do FTime
[i
] := utils
.readLongWord(st
);
5565 str
:= utils
.readStr(st
);
5567 FColor
.R
:= utils
.readByte(st
);
5568 FColor
.G
:= utils
.readByte(st
);
5569 FColor
.B
:= utils
.readByte(st
);
5570 if (self
= gPlayer1
) then
5572 str
:= gPlayer1Settings
.Model
;
5573 FColor
:= gPlayer1Settings
.Color
;
5575 else if (self
= gPlayer2
) then
5577 str
:= gPlayer2Settings
.Model
;
5578 FColor
:= gPlayer2Settings
.Color
;
5580 // Обновляем модель игрока
5582 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
5583 FModel
.Color
:= TEAMCOLOR
[FTeam
]
5585 FModel
.Color
:= FColor
;
5589 procedure TPlayer
.AllRulez(Health
: Boolean);
5595 FHealth
:= PLAYER_HP_LIMIT
;
5596 FArmor
:= PLAYER_AP_LIMIT
;
5600 for a
:= WP_FIRST
to WP_LAST
do FWeapon
[a
] := True;
5601 for a
:= A_BULLETS
to A_HIGH
do FAmmo
[a
] := 30000;
5602 FRulez
:= FRulez
+[R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
];
5605 procedure TPlayer
.RestoreHealthArmor();
5607 FHealth
:= PLAYER_HP_LIMIT
;
5608 FArmor
:= PLAYER_AP_LIMIT
;
5611 procedure TPlayer
.FragCombo();
5615 if (gGameSettings
.GameMode
in [GM_COOP
, GM_SINGLE
]) or g_Game_IsClient
then
5617 if gTime
- FLastFrag
< FRAG_COMBO_TIME
then
5619 if FFragCombo
< 5 then
5621 Param
:= FUID
or (FFragCombo
shl 16);
5622 if (FComboEvnt
>= Low(gDelayedEvents
)) and
5623 (FComboEvnt
<= High(gDelayedEvents
)) and
5624 gDelayedEvents
[FComboEvnt
].Pending
and
5625 (gDelayedEvents
[FComboEvnt
].DEType
= DE_KILLCOMBO
) and
5626 (gDelayedEvents
[FComboEvnt
].DENum
and $FFFF = FUID
) then
5628 gDelayedEvents
[FComboEvnt
].Time
:= gTime
+ 500;
5629 gDelayedEvents
[FComboEvnt
].DENum
:= Param
;
5632 FComboEvnt
:= g_Game_DelayEvent(DE_KILLCOMBO
, 500, Param
);
5640 procedure TPlayer
.GiveItem(ItemType
: Byte);
5644 if FMegaRulez
[MR_SUIT
] < gTime
+PLAYER_SUIT_TIME
then
5646 FMegaRulez
[MR_SUIT
] := gTime
+PLAYER_SUIT_TIME
;
5650 if FAir
< AIR_MAX
then
5657 if not (R_BERSERK
in FRulez
) then
5659 Include(FRulez
, R_BERSERK
);
5660 if FBFGFireCounter
< 1 then
5662 FCurrWeap
:= WEAPON_KASTET
;
5664 FModel
.SetWeapon(WEAPON_KASTET
);
5668 FBerserk
:= gTime
+30000;
5670 if FHealth
< PLAYER_HP_SOFT
then
5672 FHealth
:= PLAYER_HP_SOFT
;
5673 FBerserk
:= gTime
+30000;
5678 if FMegaRulez
[MR_INVUL
] < gTime
+PLAYER_INVUL_TIME
then
5680 FMegaRulez
[MR_INVUL
] := gTime
+PLAYER_INVUL_TIME
;
5685 if FMegaRulez
[MR_INVIS
] < gTime
+PLAYER_INVIS_TIME
then
5687 FMegaRulez
[MR_INVIS
] := gTime
+PLAYER_INVIS_TIME
;
5691 if FJetFuel
< JET_MAX
then
5693 FJetFuel
:= JET_MAX
;
5696 ITEM_MEDKIT_SMALL
: if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 10, PLAYER_HP_SOFT
);
5697 ITEM_MEDKIT_LARGE
: if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 25, PLAYER_HP_SOFT
);
5699 ITEM_ARMOR_GREEN
: if FArmor
< PLAYER_AP_SOFT
then FArmor
:= PLAYER_AP_SOFT
;
5700 ITEM_ARMOR_BLUE
: if FArmor
< PLAYER_AP_LIMIT
then FArmor
:= PLAYER_AP_LIMIT
;
5702 ITEM_SPHERE_BLUE
: if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 100, PLAYER_HP_LIMIT
);
5704 if (FHealth
< PLAYER_HP_LIMIT
) or (FArmor
< PLAYER_AP_LIMIT
) then
5706 if FHealth
< PLAYER_HP_LIMIT
then FHealth
:= PLAYER_HP_LIMIT
;
5707 if FArmor
< PLAYER_AP_LIMIT
then FArmor
:= PLAYER_AP_LIMIT
;
5710 ITEM_WEAPON_SAW
: FWeapon
[WEAPON_SAW
] := True;
5711 ITEM_WEAPON_SHOTGUN1
: FWeapon
[WEAPON_SHOTGUN1
] := True;
5712 ITEM_WEAPON_SHOTGUN2
: FWeapon
[WEAPON_SHOTGUN2
] := True;
5713 ITEM_WEAPON_CHAINGUN
: FWeapon
[WEAPON_CHAINGUN
] := True;
5714 ITEM_WEAPON_ROCKETLAUNCHER
: FWeapon
[WEAPON_ROCKETLAUNCHER
] := True;
5715 ITEM_WEAPON_PLASMA
: FWeapon
[WEAPON_PLASMA
] := True;
5716 ITEM_WEAPON_BFG
: FWeapon
[WEAPON_BFG
] := True;
5717 ITEM_WEAPON_SUPERPULEMET
: FWeapon
[WEAPON_SUPERPULEMET
] := True;
5718 ITEM_WEAPON_FLAMETHROWER
: FWeapon
[WEAPON_FLAMETHROWER
] := True;
5720 ITEM_AMMO_BULLETS
: if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
5721 ITEM_AMMO_BULLETS_BOX
: if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
5722 ITEM_AMMO_SHELLS
: if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
5723 ITEM_AMMO_SHELLS_BOX
: if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 25, FMaxAmmo
[A_SHELLS
]);
5724 ITEM_AMMO_ROCKET
: if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
5725 ITEM_AMMO_ROCKET_BOX
: if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 5, FMaxAmmo
[A_ROCKETS
]);
5726 ITEM_AMMO_CELL
: if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
5727 ITEM_AMMO_CELL_BIG
: if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 100, FMaxAmmo
[A_CELLS
]);
5728 ITEM_AMMO_FUELCAN
: if FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
] then IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
5731 if (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or
5732 (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or
5733 (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or
5734 (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or
5735 (FMaxAmmo
[A_FUEL
] < AmmoLimits
[1, A_FUEL
]) then
5737 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[1, A_BULLETS
];
5738 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[1, A_SHELLS
];
5739 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[1, A_ROCKETS
];
5740 FMaxAmmo
[A_CELLS
] := AmmoLimits
[1, A_CELLS
];
5741 FMaxAmmo
[A_FUEL
] := AmmoLimits
[1, A_FUEL
];
5743 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
5744 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
5745 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
5746 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
5748 FRulez
:= FRulez
+ [R_ITEM_BACKPACK
];
5751 ITEM_KEY_RED
: if not (R_KEY_RED
in FRulez
) then Include(FRulez
, R_KEY_RED
);
5752 ITEM_KEY_GREEN
: if not (R_KEY_GREEN
in FRulez
) then Include(FRulez
, R_KEY_GREEN
);
5753 ITEM_KEY_BLUE
: if not (R_KEY_BLUE
in FRulez
) then Include(FRulez
, R_KEY_BLUE
);
5755 ITEM_BOTTLE
: if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 4, PLAYER_HP_LIMIT
);
5756 ITEM_HELMET
: if FArmor
< PLAYER_AP_LIMIT
then IncMax(FArmor
, 5, PLAYER_AP_LIMIT
);
5761 if g_Game_IsNet
and g_Game_IsServer
then
5762 MH_SEND_PlayerStats(FUID
);
5765 procedure TPlayer
.FlySmoke(Times
: DWORD
= 1);
5770 if (Random(5) = 1) and (Times
= 1) then
5773 if BodyInLiquid(0, 0) then
5775 g_GFX_Bubbles(Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2)+Random(3)-1,
5776 Obj
.Y
+Obj
.Rect
.Height
+8, 1, 8, 4);
5778 then g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
5779 else g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
5783 if g_Frames_Get(id
, 'FRAMES_SMOKE') then
5785 for i
:= 1 to Times
do
5787 Anim
:= TAnimation
.Create(id
, False, 3);
5789 g_GFX_OnceAnim(Obj
.X
+Obj
.Rect
.X
+Random(Obj
.Rect
.Width
+Times
*2)-(Anim
.Width
div 2),
5790 Obj
.Y
+Obj
.Rect
.Height
-4+Random(8+Times
*2), Anim
, ONCEANIM_SMOKE
);
5796 procedure TPlayer
.OnFireFlame(Times
: DWORD
= 1);
5801 if (Random(10) = 1) and (Times
= 1) then
5804 if g_Frames_Get(id
, 'FRAMES_FLAME') then
5806 for i
:= 1 to Times
do
5808 Anim
:= TAnimation
.Create(id
, False, 3);
5810 g_GFX_OnceAnim(Obj
.X
+Obj
.Rect
.X
+Random(Obj
.Rect
.Width
+Times
*2)-(Anim
.Width
div 2),
5811 Obj
.Y
+8+Random(8+Times
*2), Anim
, ONCEANIM_SMOKE
);
5817 procedure TPlayer
.PauseSounds(Enable
: Boolean);
5819 FSawSound
.Pause(Enable
);
5820 FSawSoundIdle
.Pause(Enable
);
5821 FSawSoundHit
.Pause(Enable
);
5822 FSawSoundSelect
.Pause(Enable
);
5823 FFlameSoundOn
.Pause(Enable
);
5824 FFlameSoundOff
.Pause(Enable
);
5825 FFlameSoundWork
.Pause(Enable
);
5826 FJetSoundFly
.Pause(Enable
);
5827 FJetSoundOn
.Pause(Enable
);
5828 FJetSoundOff
.Pause(Enable
);
5833 constructor TCorpse
.Create(X
, Y
: Integer; ModelName
: String; aMess
: Boolean);
5838 FObj
.Rect
:= PLAYER_CORPSERECT
;
5839 FModelName
:= ModelName
;
5844 FState
:= CORPSE_STATE_MESS
;
5845 g_PlayerModel_GetAnim(ModelName
, A_DIE2
, FAnimation
, FAnimationMask
);
5849 FState
:= CORPSE_STATE_NORMAL
;
5850 g_PlayerModel_GetAnim(ModelName
, A_DIE1
, FAnimation
, FAnimationMask
);
5854 destructor TCorpse
.Destroy();
5861 function TCorpse
.ObjPtr (): PObj
; inline; begin result
:= @FObj
; end;
5863 procedure TCorpse
.positionChanged (); inline; begin end;
5865 procedure TCorpse
.moveBy (dx
, dy
: Integer); inline;
5867 if (dx
<> 0) or (dy
<> 0) then
5876 procedure TCorpse
.getMapBox (out x
, y
, w
, h
: Integer); inline;
5878 x
:= FObj
.X
+PLAYER_CORPSERECT
.X
;
5879 y
:= FObj
.Y
+PLAYER_CORPSERECT
.Y
;
5880 w
:= PLAYER_CORPSERECT
.Width
;
5881 h
:= PLAYER_CORPSERECT
.Height
;
5885 procedure TCorpse
.Damage(Value
: Word; SpawnerUID
: Word; vx
, vy
: Integer);
5890 if FState
= CORPSE_STATE_REMOVEME
then
5893 FDamage
:= FDamage
+ Value
;
5895 if FDamage
> 150 then
5897 if FAnimation
<> nil then
5902 FState
:= CORPSE_STATE_REMOVEME
;
5904 g_Player_CreateGibs(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
5905 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
5906 FModelName
, FColor
);
5907 // Звук мяса от трупа:
5908 pm
:= g_PlayerModel_Get(FModelName
);
5909 pm
.PlaySound(MODELSOUND_DIE
, 5, FObj
.X
, FObj
.Y
);
5913 if (gBodyKillEvent
<> -1)
5914 and gDelayedEvents
[gBodyKillEvent
].Pending
then
5915 gDelayedEvents
[gBodyKillEvent
].Pending
:= False;
5916 gBodyKillEvent
:= g_Game_DelayEvent(DE_BODYKILL
, 1050, SpawnerUID
);
5921 Blood
:= g_PlayerModel_GetBlood(FModelName
);
5922 FObj
.Vel
.X
:= FObj
.Vel
.X
+ vx
;
5923 FObj
.Vel
.Y
:= FObj
.Vel
.Y
+ vy
;
5924 g_GFX_Blood(FObj
.X
+PLAYER_CORPSERECT
.X
+(PLAYER_CORPSERECT
.Width
div 2),
5925 FObj
.Y
+PLAYER_CORPSERECT
.Y
+(PLAYER_CORPSERECT
.Height
div 2),
5926 Value
, vx
, vy
, 16, (PLAYER_CORPSERECT
.Height
*2) div 3,
5927 Blood
.R
, Blood
.G
, Blood
.B
, Blood
.Kind
);
5931 procedure TCorpse
.Update();
5935 if FState
= CORPSE_STATE_REMOVEME
then
5938 FObj
.oldX
:= FObj
.X
;
5939 FObj
.oldY
:= FObj
.Y
;
5941 if gTime
mod (GAME_TICK
*2) <> 0 then
5943 g_Obj_Move(@FObj
, True, True, True);
5944 positionChanged(); // this updates spatial accelerators
5948 // Сопротивление воздуха для трупа:
5949 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
5951 st
:= g_Obj_Move(@FObj
, True, True, True);
5952 positionChanged(); // this updates spatial accelerators
5954 if WordBool(st
and MOVE_FALLOUT
) then
5956 FState
:= CORPSE_STATE_REMOVEME
;
5960 if FAnimation
<> nil then
5961 FAnimation
.Update();
5962 if FAnimationMask
<> nil then
5963 FAnimationMask
.Update();
5967 procedure TCorpse
.SaveState (st
: TStream
);
5974 utils
.writeSign(st
, 'CORP');
5975 utils
.writeInt(st
, Byte(0));
5977 utils
.writeInt(st
, Byte(FState
));
5979 utils
.writeInt(st
, Byte(FDamage
));
5981 utils
.writeInt(st
, Byte(FColor
.R
));
5982 utils
.writeInt(st
, Byte(FColor
.G
));
5983 utils
.writeInt(st
, Byte(FColor
.B
));
5985 Obj_SaveState(st
, @FObj
);
5986 utils
.writeInt(st
, Word(FPlayerUID
));
5988 anim
:= (FAnimation
<> nil);
5989 utils
.writeBool(st
, anim
);
5990 // Если есть - сохраняем
5991 if anim
then FAnimation
.SaveState(st
);
5992 // Есть ли маска анимации
5993 anim
:= (FAnimationMask
<> nil);
5994 utils
.writeBool(st
, anim
);
5995 // Если есть - сохраняем
5996 if anim
then FAnimationMask
.SaveState(st
);
6000 procedure TCorpse
.LoadState (st
: TStream
);
6007 if not utils
.checkSign(st
, 'CORP') then raise XStreamError
.Create('invalid corpse signature');
6008 if (utils
.readByte(st
) <> 0) then raise XStreamError
.Create('invalid corpse version');
6010 FState
:= utils
.readByte(st
);
6012 FDamage
:= utils
.readByte(st
);
6014 FColor
.R
:= utils
.readByte(st
);
6015 FColor
.G
:= utils
.readByte(st
);
6016 FColor
.B
:= utils
.readByte(st
);
6018 Obj_LoadState(@FObj
, st
);
6019 FPlayerUID
:= utils
.readWord(st
);
6021 anim
:= utils
.readBool(st
);
6022 // Если есть - загружаем
6025 Assert(FAnimation
<> nil, 'TCorpse.LoadState: no FAnimation');
6026 FAnimation
.LoadState(st
);
6028 // Есть ли маска анимации
6029 anim
:= utils
.readBool(st
);
6030 // Если есть - загружаем
6033 Assert(FAnimationMask
<> nil, 'TCorpse.LoadState: no FAnimationMask');
6034 FAnimationMask
.LoadState(st
);
6040 constructor TBot
.Create();
6047 FSpectator
:= False;
6054 for a
:= WP_FIRST
to WP_LAST
do
6056 FDifficult
.WeaponPrior
[a
] := WEAPON_PRIOR1
[a
];
6057 FDifficult
.CloseWeaponPrior
[a
] := WEAPON_PRIOR2
[a
];
6058 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6062 destructor TBot
.Destroy();
6065 inherited Destroy();
6068 procedure TBot
.Respawn(Silent
: Boolean; Force
: Boolean = False);
6070 inherited Respawn(Silent
, Force
);
6073 FSelectedWeapon
:= FCurrWeap
;
6078 procedure TBot
.UpdateCombat();
6091 TTargetRecord
= array of TTarget
;
6093 function Compare(a
, b
: TTarget
): Integer;
6095 if a
.Line
and not b
.Line
then // A на линии огня
6098 if not a
.Line
and b
.Line
then // B на линии огня
6100 else // И A, и B на линии или не на линии огня
6101 if (a
.Line
and b
.Line
) or ((not a
.Line
) and (not b
.Line
)) then
6103 if a
.Dist
> b
.Dist
then // B ближе
6105 else // A ближе или равноудаленно с B
6108 else // Странно -> A
6113 a
, x1
, y1
, x2
, y2
: Integer;
6114 targets
: TTargetRecord
;
6116 Target
, BestTarget
: TTarget
;
6117 firew
, fireh
: Integer;
6121 vsPlayer
, vsMonster
, ok
: Boolean;
6124 function monsUpdate (mon
: TMonster
): Boolean;
6126 result
:= false; // don't stop
6127 if mon
.alive
and (mon
.MonsterType
<> MONSTER_BARREL
) then
6129 if not TargetOnScreen(mon
.Obj
.X
+mon
.Obj
.Rect
.X
, mon
.Obj
.Y
+mon
.Obj
.Rect
.Y
) then exit
;
6131 x2
:= mon
.Obj
.X
+mon
.Obj
.Rect
.X
+(mon
.Obj
.Rect
.Width
div 2);
6132 y2
:= mon
.Obj
.Y
+mon
.Obj
.Rect
.Y
+(mon
.Obj
.Rect
.Height
div 2);
6134 // Если монстр на экране и не прикрыт стеной
6135 if g_TraceVector(x1
, y1
, x2
, y2
) then
6137 // Добавляем к списку возможных целей
6138 SetLength(targets
, Length(targets
)+1);
6139 with targets
[High(targets
)] do
6146 Rect
:= mon
.Obj
.Rect
;
6147 Dist
:= g_PatchLength(x1
, y1
, x2
, y2
);
6148 Line
:= (y1
+4 < Target
.Y
+ mon
.Obj
.Rect
.Y
+ mon
.Obj
.Rect
.Height
) and
6149 (y1
-4 > Target
.Y
+ mon
.Obj
.Rect
.Y
);
6158 vsPlayer
:= LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSPLAYER
);
6159 vsMonster
:= LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSMONSTER
);
6161 // Если текущее оружие не то, что нужно, то меняем:
6162 if FCurrWeap
<> FSelectedWeapon
then
6165 // Если нужно стрелять и нужное оружие, то нажать "Стрелять":
6166 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap
= FSelectedWeapon
) then
6168 RemoveAIFlag('NEEDFIRE');
6171 WEAPON_PLASMA
, WEAPON_SUPERPULEMET
, WEAPON_CHAINGUN
: PressKey(KEY_FIRE
, 20);
6172 WEAPON_SAW
, WEAPON_KASTET
, WEAPON_FLAMETHROWER
: PressKey(KEY_FIRE
, 40);
6173 else PressKey(KEY_FIRE
);
6177 // Координаты ствола:
6178 x1
:= FObj
.X
+ WEAPONPOINT
[FDirection
].X
;
6179 y1
:= FObj
.Y
+ WEAPONPOINT
[FDirection
].Y
;
6181 Target
.UID
:= FTargetUID
;
6184 if Target
.UID
<> 0 then
6185 begin // Цель есть - настраиваем
6186 if (g_GetUIDType(Target
.UID
) = UID_PLAYER
) and
6189 tpla
:= g_Player_Get(Target
.UID
);
6193 if (@FObj
) <> nil then
6200 Target
.cX
:= Target
.X
+ PLAYER_RECT_CX
;
6201 Target
.cY
:= Target
.Y
+ PLAYER_RECT_CY
;
6202 Target
.Rect
:= PLAYER_RECT
;
6203 Target
.Visible
:= g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
);
6204 Target
.Line
:= (y1
+4 < Target
.Y
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
) and
6205 (y1
-4 > Target
.Y
+PLAYER_RECT
.Y
);
6206 Target
.IsPlayer
:= True;
6210 if (g_GetUIDType(Target
.UID
) = UID_MONSTER
) and
6213 mon
:= g_Monsters_ByUID(Target
.UID
);
6216 Target
.X
:= mon
.Obj
.X
;
6217 Target
.Y
:= mon
.Obj
.Y
;
6219 Target
.cX
:= Target
.X
+ mon
.Obj
.Rect
.X
+ (mon
.Obj
.Rect
.Width
div 2);
6220 Target
.cY
:= Target
.Y
+ mon
.Obj
.Rect
.Y
+ (mon
.Obj
.Rect
.Height
div 2);
6221 Target
.Rect
:= mon
.Obj
.Rect
;
6222 Target
.Visible
:= g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
);
6223 Target
.Line
:= (y1
+4 < Target
.Y
+ mon
.Obj
.Rect
.Y
+ mon
.Obj
.Rect
.Height
) and
6224 (y1
-4 > Target
.Y
+ mon
.Obj
.Rect
.Y
);
6225 Target
.IsPlayer
:= False;
6232 begin // Цели нет - обнуляем
6237 Target
.Visible
:= False;
6238 Target
.Line
:= False;
6239 Target
.IsPlayer
:= False;
6244 // Если цель не видима или не на линии огня, то ищем все возможные цели:
6245 if (not Target
.Line
) or (not Target
.Visible
) then
6249 for a
:= 0 to High(gPlayers
) do
6250 if (gPlayers
[a
] <> nil) and (gPlayers
[a
].alive
) and
6251 (gPlayers
[a
].FUID
<> FUID
) and
6252 (not SameTeam(FUID
, gPlayers
[a
].FUID
)) and
6253 (not gPlayers
[a
].NoTarget
) and
6254 (gPlayers
[a
].FMegaRulez
[MR_INVIS
] < gTime
) then
6256 if not TargetOnScreen(gPlayers
[a
].FObj
.X
+ PLAYER_RECT
.X
,
6257 gPlayers
[a
].FObj
.Y
+ PLAYER_RECT
.Y
) then
6260 x2
:= gPlayers
[a
].FObj
.X
+ PLAYER_RECT_CX
;
6261 y2
:= gPlayers
[a
].FObj
.Y
+ PLAYER_RECT_CY
;
6263 // Если игрок на экране и не прикрыт стеной:
6264 if g_TraceVector(x1
, y1
, x2
, y2
) then
6266 // Добавляем к списку возможных целей:
6267 SetLength(targets
, Length(targets
)+1);
6268 with targets
[High(targets
)] do
6270 UID
:= gPlayers
[a
].FUID
;
6271 X
:= gPlayers
[a
].FObj
.X
;
6272 Y
:= gPlayers
[a
].FObj
.Y
;
6275 Rect
:= PLAYER_RECT
;
6276 Dist
:= g_PatchLength(x1
, y1
, x2
, y2
);
6277 Line
:= (y1
+4 < Target
.Y
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
) and
6278 (y1
-4 > Target
.Y
+PLAYER_RECT
.Y
);
6286 if vsMonster
then g_Mons_ForEach(monsUpdate
);
6289 // Если есть возможные цели:
6290 // (Выбираем лучшую, меняем оружие и бежим к ней/от нее)
6291 if targets
<> nil then
6293 // Выбираем наилучшую цель:
6294 BestTarget
:= targets
[0];
6295 if Length(targets
) > 1 then
6296 for a
:= 1 to High(targets
) do
6297 if Compare(BestTarget
, targets
[a
]) = 1 then
6298 BestTarget
:= targets
[a
];
6300 // Если лучшая цель "виднее" текущей, то текущая := лучшая:
6301 if ((not Target
.Visible
) and BestTarget
.Visible
and (Target
.UID
<> BestTarget
.UID
)) or
6302 ((not Target
.Line
) and BestTarget
.Line
and BestTarget
.Visible
) then
6304 Target
:= BestTarget
;
6306 if (Healthy() = 3) or ((Healthy() = 2)) then
6307 begin // Если здоровы - догоняем
6308 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
> FObj
.X
)) then
6309 SetAIFlag('GORIGHT', '1');
6310 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
< FObj
.X
)) then
6311 SetAIFlag('GOLEFT', '1');
6314 begin // Если побиты - убегаем
6315 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
< FObj
.X
)) then
6316 SetAIFlag('GORIGHT', '1');
6317 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
> FObj
.X
)) then
6318 SetAIFlag('GOLEFT', '1');
6321 // Выбираем оружие на основе расстояния и приоритетов:
6322 SelectWeapon(Abs(x1
-Target
.cX
));
6327 // (Догоняем/убегаем, стреляем по направлению к цели)
6328 // (Если цель далеко, то хватит следить за ней)
6329 if Target
.UID
<> 0 then
6331 if not TargetOnScreen(Target
.X
+ Target
.Rect
.X
,
6332 Target
.Y
+ Target
.Rect
.Y
) then
6333 begin // Цель сбежала с "экрана"
6334 if (Healthy() = 3) or ((Healthy() = 2)) then
6335 begin // Если здоровы - догоняем
6336 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
> FObj
.X
)) then
6337 SetAIFlag('GORIGHT', '1');
6338 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
< FObj
.X
)) then
6339 SetAIFlag('GOLEFT', '1');
6342 begin // Если побиты - забываем о цели и убегаем
6344 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
< FObj
.X
)) then
6345 SetAIFlag('GORIGHT', '1');
6346 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
> FObj
.X
)) then
6347 SetAIFlag('GOLEFT', '1');
6351 begin // Цель пока на "экране"
6352 // Если цель не загорожена стеной, то отмечаем, когда ее видели:
6353 if g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
6354 FLastVisible
:= gTime
;
6355 // Если разница высот не велика, то догоняем:
6356 if (Abs(FObj
.Y
-Target
.Y
) <= 128) then
6358 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
> FObj
.X
)) then
6359 SetAIFlag('GORIGHT', '1');
6360 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
< FObj
.X
)) then
6361 SetAIFlag('GOLEFT', '1');
6365 // Выбираем угол вверх:
6366 if FDirection
= TDirection
.D_LEFT
then
6367 angle
:= ANGLE_LEFTUP
6369 angle
:= ANGLE_RIGHTUP
;
6371 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6372 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6374 // Если при угле вверх можно попасть в приблизительное положение цели:
6375 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
6376 Target
.X
+Target
.Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128), //96
6377 Target
.Y
+Target
.Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
6378 Target
.Rect
.Width
, Target
.Rect
.Height
) and
6379 g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
6380 begin // то нужно стрелять вверх
6381 SetAIFlag('NEEDFIRE', '1');
6382 SetAIFlag('NEEDSEEUP', '1');
6385 // Выбираем угол вниз:
6386 if FDirection
= TDirection
.D_LEFT
then
6387 angle
:= ANGLE_LEFTDOWN
6389 angle
:= ANGLE_RIGHTDOWN
;
6391 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6392 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6394 // Если при угле вниз можно попасть в приблизительное положение цели:
6395 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
6396 Target
.X
+Target
.Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
6397 Target
.Y
+Target
.Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
6398 Target
.Rect
.Width
, Target
.Rect
.Height
) and
6399 g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
6400 begin // то нужно стрелять вниз
6401 SetAIFlag('NEEDFIRE', '1');
6402 SetAIFlag('NEEDSEEDOWN', '1');
6405 // Если цель видно и она на такой же высоте:
6406 if Target
.Visible
and
6407 (y1
+4 < Target
.Y
+Target
.Rect
.Y
+Target
.Rect
.Height
) and
6408 (y1
-4 > Target
.Y
+Target
.Rect
.Y
) then
6410 // Если идем в сторону цели, то надо стрелять:
6411 if ((FDirection
= TDirection
.D_LEFT
) and (Target
.X
< FObj
.X
)) or
6412 ((FDirection
= TDirection
.D_RIGHT
) and (Target
.X
> FObj
.X
)) then
6413 begin // то нужно стрелять вперед
6414 SetAIFlag('NEEDFIRE', '1');
6415 SetAIFlag('NEEDSEEDOWN', '');
6416 SetAIFlag('NEEDSEEUP', '');
6418 // Если цель в пределах "экрана" и сложность позволяет прыжки сближения:
6419 if Abs(FObj
.X
-Target
.X
) < Trunc(gPlayerScreenSize
.X
*0.75) then
6420 if GetRnd(FDifficult
.CloseJump
) then
6421 begin // то если повезет - прыгаем (особенно, если близко)
6422 if Abs(FObj
.X
-Target
.X
) < 128 then
6426 if Random(a
) = 0 then
6427 SetAIFlag('NEEDJUMP', '1');
6431 // Если цель все еще есть:
6432 if Target
.UID
<> 0 then
6433 if gTime
-FLastVisible
> 2000 then // Если видели давно
6434 Target
.UID
:= 0 // то забыть цель
6435 else // Если видели недавно
6436 begin // но цель убили
6437 if Target
.IsPlayer
then
6438 begin // Цель - игрок
6439 pla
:= g_Player_Get(Target
.UID
);
6440 if (pla
= nil) or (not pla
.alive
) or pla
.NoTarget
or
6441 (pla
.FMegaRulez
[MR_INVIS
] >= gTime
) then
6442 Target
.UID
:= 0; // то забыть цель
6445 begin // Цель - монстр
6446 mon
:= g_Monsters_ByUID(Target
.UID
);
6447 if (mon
= nil) or (not mon
.alive
) then
6448 Target
.UID
:= 0; // то забыть цель
6451 end; // if Target.UID <> 0
6453 FTargetUID
:= Target
.UID
;
6455 // Если возможных целей нет:
6456 // (Атака чего-нибудь слева или справа)
6457 if targets
= nil then
6458 if GetAIFlag('ATTACKLEFT') <> '' then
6459 begin // Если нужно атаковать налево
6460 RemoveAIFlag('ATTACKLEFT');
6462 SetAIFlag('NEEDJUMP', '1');
6464 if RunDirection() = TDirection
.D_RIGHT
then
6465 begin // Идем не в ту сторону
6466 if (Healthy() > 1) and GetRnd(FDifficult
.InvisFire
) then
6467 begin // Если здоровы, то, возможно, стреляем бежим влево и стреляем
6468 SetAIFlag('NEEDFIRE', '1');
6469 SetAIFlag('GOLEFT', '1');
6473 begin // Идем в нужную сторону
6474 if GetRnd(FDifficult
.InvisFire
) then // Возможно, стреляем вслепую
6475 SetAIFlag('NEEDFIRE', '1');
6476 if Healthy() <= 1 then // Побиты - убегаем
6477 SetAIFlag('GORIGHT', '1');
6481 if GetAIFlag('ATTACKRIGHT') <> '' then
6482 begin // Если нужно атаковать направо
6483 RemoveAIFlag('ATTACKRIGHT');
6485 SetAIFlag('NEEDJUMP', '1');
6487 if RunDirection() = TDirection
.D_LEFT
then
6488 begin // Идем не в ту сторону
6489 if (Healthy() > 1) and GetRnd(FDifficult
.InvisFire
) then
6490 begin // Если здоровы, то, возможно, бежим вправо и стреляем
6491 SetAIFlag('NEEDFIRE', '1');
6492 SetAIFlag('GORIGHT', '1');
6497 if GetRnd(FDifficult
.InvisFire
) then // Возможно, стреляем вслепую
6498 SetAIFlag('NEEDFIRE', '1');
6499 if Healthy() <= 1 then // Побиты - убегаем
6500 SetAIFlag('GOLEFT', '1');
6504 //HACK! (does it belongs there?)
6505 RealizeCurrentWeapon();
6507 // Если есть возможные цели:
6508 // (Стреляем по направлению к целям)
6509 if (targets
<> nil) and (GetAIFlag('NEEDFIRE') <> '') then
6510 for a
:= 0 to High(targets
) do
6512 // Если можем стрелять по диагонали:
6513 if GetRnd(FDifficult
.DiagFire
) then
6515 // Ищем цель сверху и стреляем, если есть:
6516 if FDirection
= TDirection
.D_LEFT
then
6517 angle
:= ANGLE_LEFTUP
6519 angle
:= ANGLE_RIGHTUP
;
6521 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6522 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6524 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
6525 targets
[a
].X
+targets
[a
].Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
6526 targets
[a
].Y
+targets
[a
].Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
6527 targets
[a
].Rect
.Width
, targets
[a
].Rect
.Height
) and
6528 g_TraceVector(x1
, y1
, targets
[a
].cX
, targets
[a
].cY
) then
6530 SetAIFlag('NEEDFIRE', '1');
6531 SetAIFlag('NEEDSEEUP', '1');
6534 // Ищем цель снизу и стреляем, если есть:
6535 if FDirection
= TDirection
.D_LEFT
then
6536 angle
:= ANGLE_LEFTDOWN
6538 angle
:= ANGLE_RIGHTDOWN
;
6540 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6541 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6543 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
6544 targets
[a
].X
+targets
[a
].Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
6545 targets
[a
].Y
+targets
[a
].Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
6546 targets
[a
].Rect
.Width
, targets
[a
].Rect
.Height
) and
6547 g_TraceVector(x1
, y1
, targets
[a
].cX
, targets
[a
].cY
) then
6549 SetAIFlag('NEEDFIRE', '1');
6550 SetAIFlag('NEEDSEEDOWN', '1');
6554 // Если цель "перед носом", то стреляем:
6555 if targets
[a
].Line
and targets
[a
].Visible
and
6556 (((FDirection
= TDirection
.D_LEFT
) and (targets
[a
].X
< FObj
.X
)) or
6557 ((FDirection
= TDirection
.D_RIGHT
) and (targets
[a
].X
> FObj
.X
))) then
6559 SetAIFlag('NEEDFIRE', '1');
6564 // Если летит пуля, то, возможно, подпрыгиваем:
6565 if g_Weapon_Danger(FUID
, FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
,
6566 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
,
6567 40+GetInterval(FDifficult
.Cover
, 40)) then
6568 SetAIFlag('NEEDJUMP', '1');
6570 // Если кончились паторны, то нужно сменить оружие:
6571 ammo
:= GetAmmoByWeapon(FCurrWeap
);
6572 if ((FCurrWeap
= WEAPON_SHOTGUN2
) and (ammo
< 2)) or
6573 ((FCurrWeap
= WEAPON_BFG
) and (ammo
< 40)) or
6575 SetAIFlag('SELECTWEAPON', '1');
6577 // Если нужно сменить оружие, то выбираем нужное:
6578 if GetAIFlag('SELECTWEAPON') = '1' then
6581 RemoveAIFlag('SELECTWEAPON');
6585 procedure TBot
.Update();
6598 // Проверяем, отключён ли AI ботов
6599 if (g_debug_BotAIOff
= 1) and (Team
= TEAM_RED
) then
6601 if (g_debug_BotAIOff
= 2) and (Team
= TEAM_BLUE
) then
6603 if g_debug_BotAIOff
= 3 then
6613 RealizeCurrentWeapon();
6620 procedure TBot
.ReleaseKey(Key
: Byte);
6629 function TBot
.KeyPressed(Key
: Word): Boolean;
6631 Result
:= FKeys
[Key
].Pressed
;
6634 function TBot
.GetAIFlag(aName
: String20
): String20
;
6640 aName
:= LowerCase(aName
);
6642 if FAIFlags
<> nil then
6643 for a
:= 0 to High(FAIFlags
) do
6644 if LowerCase(FAIFlags
[a
].Name
) = aName
then
6646 Result
:= FAIFlags
[a
].Value
;
6651 procedure TBot
.RemoveAIFlag(aName
: String20
);
6655 if FAIFlags
= nil then Exit
;
6657 aName
:= LowerCase(aName
);
6659 for a
:= 0 to High(FAIFlags
) do
6660 if LowerCase(FAIFlags
[a
].Name
) = aName
then
6662 if a
<> High(FAIFlags
) then
6663 for b
:= a
to High(FAIFlags
)-1 do
6664 FAIFlags
[b
] := FAIFlags
[b
+1];
6666 SetLength(FAIFlags
, Length(FAIFlags
)-1);
6671 procedure TBot
.SetAIFlag(aName
, fValue
: String20
);
6679 aName
:= LowerCase(aName
);
6681 if FAIFlags
<> nil then
6682 for a
:= 0 to High(FAIFlags
) do
6683 if LowerCase(FAIFlags
[a
].Name
) = aName
then
6689 if ok
then FAIFlags
[a
].Value
:= fValue
6692 SetLength(FAIFlags
, Length(FAIFlags
)+1);
6693 with FAIFlags
[High(FAIFlags
)] do
6701 procedure TBot
.UpdateMove
;
6703 procedure GoLeft(Time
: Word = 1);
6705 ReleaseKey(KEY_LEFT
);
6706 ReleaseKey(KEY_RIGHT
);
6707 PressKey(KEY_LEFT
, Time
);
6708 SetDirection(TDirection
.D_LEFT
);
6711 procedure GoRight(Time
: Word = 1);
6713 ReleaseKey(KEY_LEFT
);
6714 ReleaseKey(KEY_RIGHT
);
6715 PressKey(KEY_RIGHT
, Time
);
6716 SetDirection(TDirection
.D_RIGHT
);
6719 function Rnd(a
: Word): Boolean;
6721 Result
:= Random(a
) = 0;
6724 procedure Turn(Time
: Word = 1200);
6726 if RunDirection() = TDirection
.D_LEFT
then GoRight(Time
) else GoLeft(Time
);
6731 ReleaseKey(KEY_LEFT
);
6732 ReleaseKey(KEY_RIGHT
);
6735 function CanRunLeft(): Boolean;
6737 Result
:= not CollideLevel(-1, 0);
6740 function CanRunRight(): Boolean;
6742 Result
:= not CollideLevel(1, 0);
6745 function CanRun(): Boolean;
6747 if RunDirection() = TDirection
.D_LEFT
then Result
:= CanRunLeft() else Result
:= CanRunRight();
6750 procedure Jump(Time
: Word = 30);
6752 PressKey(KEY_JUMP
, Time
);
6755 function NearHole(): Boolean;
6759 { TODO 5 : Лестницы }
6760 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
6761 for x
:= 1 to PLAYER_RECT
.Width
do
6762 if (not StayOnStep(x
*sx
, 0)) and
6763 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
6764 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
6773 function BorderHole(): Boolean;
6777 { TODO 5 : Лестницы }
6778 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
6779 for x
:= 1 to PLAYER_RECT
.Width
do
6780 if (not StayOnStep(x
*sx
, 0)) and
6781 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
6782 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
6784 for xx
:= x
to x
+32 do
6785 if CollideLevel(xx
*sx
, PLAYER_RECT
.Height
) then
6795 function NearDeepHole(): Boolean;
6801 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
6804 for x
:= 1 to PLAYER_RECT
.Width
do
6805 if (not StayOnStep(x
*sx
, 0)) and
6806 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
6807 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
6809 while FObj
.Y
+y
*PLAYER_RECT
.Height
< gMapInfo
.Height
do
6811 if CollideLevel(x
*sx
, PLAYER_RECT
.Height
*y
) then Exit
;
6816 end else Result
:= False;
6819 function OverDeepHole(): Boolean;
6826 while FObj
.Y
+y
*PLAYER_RECT
.Height
< gMapInfo
.Height
do
6828 if CollideLevel(0, PLAYER_RECT
.Height
*y
) then Exit
;
6835 function OnGround(): Boolean;
6837 Result
:= StayOnStep(0, 0) or CollideLevel(0, 1);
6840 function OnLadder(): Boolean;
6842 Result
:= FullInStep(0, 0);
6845 function BelowLadder(): Boolean;
6847 Result
:= (FullInStep(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
) and
6848 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
)) or
6849 (FullInStep(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
) and
6850 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
));
6853 function BelowLiftUp(): Boolean;
6855 Result
:= ((FullInLift(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
) = -1) and
6856 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
)) or
6857 ((FullInLift(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
) = -1) and
6858 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
));
6861 function OnTopLift(): Boolean;
6863 Result
:= (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
6866 function CanJumpOver(): Boolean;
6870 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
6874 if not CollideLevel(sx
, 0) then Exit
;
6876 for y
:= 1 to BOT_MAXJUMP
do
6877 if CollideLevel(0, -y
) then Exit
else
6878 if not CollideLevel(sx
, -y
) then
6885 function CanJumpUp(Dist
: ShortInt): Boolean;
6892 if CollideLevel(Dist
, 0) then Exit
;
6895 for y
:= 0 to BOT_MAXJUMP
do
6896 if CollideLevel(Dist
, -y
) then
6905 for yy
:= y
+1 to BOT_MAXJUMP
do
6906 if not CollideLevel(Dist
, -yy
) then
6915 for y
:= 0 to BOT_MAXJUMP
do
6916 if CollideLevel(0, -y
) then
6924 if y
< yy
then Exit
;
6929 function IsSafeTrigger(): Boolean;
6934 if gTriggers
= nil then
6936 for a
:= 0 to High(gTriggers
) do
6937 if Collide(gTriggers
[a
].X
,
6940 gTriggers
[a
].Height
) and
6941 (gTriggers
[a
].TriggerType
in [TRIGGER_EXIT
, TRIGGER_CLOSEDOOR
,
6942 TRIGGER_CLOSETRAP
, TRIGGER_TRAP
,
6943 TRIGGER_PRESS
, TRIGGER_ON
, TRIGGER_OFF
,
6944 TRIGGER_ONOFF
, TRIGGER_SPAWNMONSTER
,
6945 TRIGGER_DAMAGE
, TRIGGER_SHOT
]) then
6950 // Возможно, нажимаем кнопку:
6951 if Rnd(16) and IsSafeTrigger() then
6954 // Если под лифтом или ступеньками, то, возможно, прыгаем:
6955 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
6957 ReleaseKey(KEY_LEFT
);
6958 ReleaseKey(KEY_RIGHT
);
6962 // Идем влево, если надо было:
6963 if GetAIFlag('GOLEFT') <> '' then
6965 RemoveAIFlag('GOLEFT');
6966 if CanRunLeft() then
6970 // Идем вправо, если надо было:
6971 if GetAIFlag('GORIGHT') <> '' then
6973 RemoveAIFlag('GORIGHT');
6974 if CanRunRight() then
6978 // Если вылетели за карту, то пробуем вернуться:
6979 if FObj
.X
< -32 then
6982 if FObj
.X
+32 > gMapInfo
.Width
then
6985 // Прыгаем, если надо было:
6986 if GetAIFlag('NEEDJUMP') <> '' then
6989 RemoveAIFlag('NEEDJUMP');
6992 // Смотрим вверх, если надо было:
6993 if GetAIFlag('NEEDSEEUP') <> '' then
6996 ReleaseKey(KEY_DOWN
);
6997 PressKey(KEY_UP
, 20);
6998 RemoveAIFlag('NEEDSEEUP');
7001 // Смотрим вниз, если надо было:
7002 if GetAIFlag('NEEDSEEDOWN') <> '' then
7005 ReleaseKey(KEY_DOWN
);
7006 PressKey(KEY_DOWN
, 20);
7007 RemoveAIFlag('NEEDSEEDOWN');
7010 // Если нужно было в дыру и мы не на земле, то покорно летим:
7011 if GetAIFlag('GOINHOLE') <> '' then
7012 if not OnGround() then
7014 ReleaseKey(KEY_LEFT
);
7015 ReleaseKey(KEY_RIGHT
);
7016 RemoveAIFlag('GOINHOLE');
7017 SetAIFlag('FALLINHOLE', '1');
7020 // Если падали и достигли земли, то хватит падать:
7021 if GetAIFlag('FALLINHOLE') <> '' then
7023 RemoveAIFlag('FALLINHOLE');
7025 // Если летели прямо и сейчас не на лестнице или на вершине лифта, то отходим в сторону:
7026 if not (KeyPressed(KEY_LEFT
) or KeyPressed(KEY_RIGHT
)) then
7027 if GetAIFlag('FALLINHOLE') = '' then
7028 if (not OnLadder()) or (FObj
.Vel
.Y
>= 0) or (OnTopLift()) then
7034 // Если на земле и можно подпрыгнуть, то, возможно, прыгаем:
7036 CanJumpUp(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*32) and
7040 // Если на земле и возле дыры (глубина > 2 ростов игрока):
7041 if OnGround() and NearHole() then
7042 if NearDeepHole() then // Если это бездна
7044 0..3: Turn(); // Бежим обратно
7045 4: Jump(); // Прыгаем
7046 5: begin // Прыгаем обратно
7051 else // Это не бездна и мы еще не летим туда
7052 if GetAIFlag('GOINHOLE') = '' then
7054 0: Turn(); // Не нужно туда
7055 1: Jump(); // Вдруг повезет - прыгаем
7056 else // Если яма с границей, то при случае можно туда прыгнуть
7057 if BorderHole() then
7058 SetAIFlag('GOINHOLE', '1');
7061 // Если на земле, но некуда идти:
7062 if (not CanRun()) and OnGround() then
7064 // Если мы на лестнице или можно перепрыгнуть, то прыгаем:
7065 if CanJumpOver() or OnLadder() then
7067 else // иначе попытаемся в другую сторону
7068 if Random(2) = 0 then
7070 if IsSafeTrigger() then
7076 // Осталось мало воздуха:
7077 if FAir
< 36 * 2 then
7080 // Выбираемся из кислоты, если нет костюма, обожглись, или мало здоровья:
7081 if (FMegaRulez
[MR_SUIT
] < gTime
) and ((FLastHit
= HIT_ACID
) or (Healthy() <= 1)) then
7082 if BodyInAcid(0, 0) then
7086 function TBot
.FullInStep(XInc
, YInc
: Integer): Boolean;
7088 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
7089 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
, PANEL_STEP
, False);
7092 {function TBot.NeedItem(Item: Byte): Byte;
7097 procedure TBot
.SelectWeapon(Dist
: Integer);
7101 function HaveAmmo(weapon
: Byte): Boolean;
7104 WEAPON_PISTOL
: Result
:= FAmmo
[A_BULLETS
] >= 1;
7105 WEAPON_SHOTGUN1
: Result
:= FAmmo
[A_SHELLS
] >= 1;
7106 WEAPON_SHOTGUN2
: Result
:= FAmmo
[A_SHELLS
] >= 2;
7107 WEAPON_CHAINGUN
: Result
:= FAmmo
[A_BULLETS
] >= 10;
7108 WEAPON_ROCKETLAUNCHER
: Result
:= FAmmo
[A_ROCKETS
] >= 1;
7109 WEAPON_PLASMA
: Result
:= FAmmo
[A_CELLS
] >= 10;
7110 WEAPON_BFG
: Result
:= FAmmo
[A_CELLS
] >= 40;
7111 WEAPON_SUPERPULEMET
: Result
:= FAmmo
[A_SHELLS
] >= 1;
7112 WEAPON_FLAMETHROWER
: Result
:= FAmmo
[A_FUEL
] >= 1;
7113 else Result
:= True;
7118 if Dist
= -1 then Dist
:= BOT_LONGDIST
;
7120 if Dist
> BOT_LONGDIST
then
7121 begin // Дальний бой
7123 if FWeapon
[FDifficult
.WeaponPrior
[a
]] and HaveAmmo(FDifficult
.WeaponPrior
[a
]) then
7125 FSelectedWeapon
:= FDifficult
.WeaponPrior
[a
];
7129 else //if Dist > BOT_UNSAFEDIST then
7130 begin // Ближний бой
7132 if FWeapon
[FDifficult
.CloseWeaponPrior
[a
]] and HaveAmmo(FDifficult
.CloseWeaponPrior
[a
]) then
7134 FSelectedWeapon
:= FDifficult
.CloseWeaponPrior
[a
];
7141 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7143 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7149 function TBot
.PickItem(ItemType
: Byte; force
: Boolean; var remove
: Boolean): Boolean;
7151 Result
:= inherited PickItem(ItemType
, force
, remove
);
7153 if Result
then SetAIFlag('SELECTWEAPON', '1');
7156 function TBot
.Heal(value
: Word; Soft
: Boolean): Boolean;
7158 Result
:= inherited Heal(value
, Soft
);
7161 function TBot
.Healthy(): Byte;
7163 if FMegaRulez
[MR_INVUL
] >= gTime
then Result
:= 3
7164 else if (FHealth
> 80) or ((FHealth
> 50) and (FArmor
> 20)) then Result
:= 3
7165 else if (FHealth
> 50) then Result
:= 2
7166 else if (FHealth
> 20) then Result
:= 1
7170 function TBot
.TargetOnScreen(TX
, TY
: Integer): Boolean;
7172 Result
:= (Abs(FObj
.X
-TX
) <= Trunc(gPlayerScreenSize
.X
*0.6)) and
7173 (Abs(FObj
.Y
-TY
) <= Trunc(gPlayerScreenSize
.Y
*0.6));
7176 procedure TBot
.OnDamage(Angle
: SmallInt);
7184 if (Angle
= 0) or (Angle
= 180) then
7187 if (g_GetUIDType(FLastSpawnerUID
) = UID_PLAYER
) and
7188 LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSPLAYER
) then
7190 pla
:= g_Player_Get(FLastSpawnerUID
);
7191 ok
:= not TargetOnScreen(pla
.FObj
.X
+ PLAYER_RECT
.X
,
7192 pla
.FObj
.Y
+ PLAYER_RECT
.Y
);
7195 if (g_GetUIDType(FLastSpawnerUID
) = UID_MONSTER
) and
7196 LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSMONSTER
) then
7198 mon
:= g_Monsters_ByUID(FLastSpawnerUID
);
7199 ok
:= not TargetOnScreen(mon
.Obj
.X
+ mon
.Obj
.Rect
.X
,
7200 mon
.Obj
.Y
+ mon
.Obj
.Rect
.Y
);
7205 SetAIFlag('ATTACKLEFT', '1')
7207 SetAIFlag('ATTACKRIGHT', '1');
7211 function TBot
.RunDirection(): TDirection
;
7213 if Abs(Vel
.X
) >= 1 then
7215 if Vel
.X
> 0 then Result
:= TDirection
.D_RIGHT
else Result
:= TDirection
.D_LEFT
;
7217 Result
:= FDirection
;
7220 function TBot
.GetRnd(a
: Byte): Boolean;
7222 if a
= 0 then Result
:= False
7223 else if a
= 255 then Result
:= True
7224 else Result
:= Random(256) > 255-a
;
7227 function TBot
.GetInterval(a
: Byte; radius
: SmallInt): SmallInt;
7229 Result
:= Round((255-a
)/255*radius
*(Random(2)-1));
7233 procedure TDifficult
.save (st
: TStream
);
7235 utils
.writeInt(st
, Byte(DiagFire
));
7236 utils
.writeInt(st
, Byte(InvisFire
));
7237 utils
.writeInt(st
, Byte(DiagPrecision
));
7238 utils
.writeInt(st
, Byte(FlyPrecision
));
7239 utils
.writeInt(st
, Byte(Cover
));
7240 utils
.writeInt(st
, Byte(CloseJump
));
7241 st
.WriteBuffer(WeaponPrior
[Low(WeaponPrior
)], sizeof(WeaponPrior
));
7242 st
.WriteBuffer(CloseWeaponPrior
[Low(CloseWeaponPrior
)], sizeof(CloseWeaponPrior
));
7245 procedure TDifficult
.load (st
: TStream
);
7247 DiagFire
:= utils
.readByte(st
);
7248 InvisFire
:= utils
.readByte(st
);
7249 DiagPrecision
:= utils
.readByte(st
);
7250 FlyPrecision
:= utils
.readByte(st
);
7251 Cover
:= utils
.readByte(st
);
7252 CloseJump
:= utils
.readByte(st
);
7253 st
.ReadBuffer(WeaponPrior
[Low(WeaponPrior
)], sizeof(WeaponPrior
));
7254 st
.ReadBuffer(CloseWeaponPrior
[Low(CloseWeaponPrior
)], sizeof(CloseWeaponPrior
));
7258 procedure TBot
.SaveState (st
: TStream
);
7263 inherited SaveState(st
);
7264 utils
.writeSign(st
, 'BOT0');
7266 utils
.writeInt(st
, Byte(FSelectedWeapon
));
7268 utils
.writeInt(st
, Word(FTargetUID
));
7269 // Время потери цели
7270 utils
.writeInt(st
, LongWord(FLastVisible
));
7271 // Количество флагов ИИ
7272 dw
:= Length(FAIFlags
);
7273 utils
.writeInt(st
, LongInt(dw
));
7275 for i
:= 0 to dw
-1 do
7277 utils
.writeStr(st
, FAIFlags
[i
].Name
, 20);
7278 utils
.writeStr(st
, FAIFlags
[i
].Value
, 20);
7280 // Настройки сложности
7281 FDifficult
.save(st
);
7285 procedure TBot
.LoadState (st
: TStream
);
7290 inherited LoadState(st
);
7291 if not utils
.checkSign(st
, 'BOT0') then raise XStreamError
.Create('invalid bot signature');
7293 FSelectedWeapon
:= utils
.readByte(st
);
7295 FTargetUID
:= utils
.readWord(st
);
7296 // Время потери цели
7297 FLastVisible
:= utils
.readLongWord(st
);
7298 // Количество флагов ИИ
7299 dw
:= utils
.readLongInt(st
);
7300 if (dw
< 0) or (dw
> 16384) then raise XStreamError
.Create('invalid number of bot AI flags');
7301 SetLength(FAIFlags
, dw
);
7303 for i
:= 0 to dw
-1 do
7305 FAIFlags
[i
].Name
:= utils
.readStr(st
, 20);
7306 FAIFlags
[i
].Value
:= utils
.readStr(st
, 20);
7308 // Настройки сложности
7309 FDifficult
.load(st
);
7314 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');
7315 conRegVar('player_indicator_style', @gPlayerIndicatorStyle
, 'Visual appearance of indicator', 'Visual appearance of indicator');