1 (* Copyright (C) Doom 2D: Forever Developers
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, either version 3 of the License, or
6 * (at your option) any later version.
8 * This program is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 * GNU General Public License for more details.
13 * You should have received a copy of the GNU General Public License
14 * along with this program. If not, see <http://www.gnu.org/licenses/>.
16 {$INCLUDE ../shared/a_modes.inc}
24 {$IFDEF USE_MEMPOOL}mempool
,{$ENDIF}
25 e_graphics
, g_playermodel
, g_basic
, g_textures
,
26 g_weapons
, g_phys
, g_sound
, g_saveload
, MAPDEF
,
59 AmmoLimits
: Array [0..1] of Array [A_BULLETS
..A_HIGH
] of Word =
60 ((200, 50, 50, 300, 100),
61 (400, 100, 100, 600, 200));
82 ANGLE_NONE
= Low(SmallInt);
84 CORPSE_STATE_REMOVEME
= 0;
85 CORPSE_STATE_NORMAL
= 1;
86 CORPSE_STATE_MESS
= 2;
88 PLAYER_RECT
: TRectWH
= (X
:15; Y
:12; Width
:34; Height
:52);
89 PLAYER_RECT_CX
= 15+(34 div 2);
90 PLAYER_RECT_CY
= 12+(52 div 2);
91 PLAYER_CORPSERECT
: TRectWH
= (X
:15; Y
:48; Width
:34; Height
:16);
94 PLAYER_HP_LIMIT
= 200;
96 PLAYER_AP_LIMIT
= 200;
99 PLAYER1_DEF_COLOR
: TRGB
= (R
:64; G
:175; B
:48);
100 PLAYER2_DEF_COLOR
: TRGB
= (R
:96; G
:96; B
:96);
116 TPlayerStatArray
= Array of TPlayerStat
;
118 TPlayerSavedState
= record
126 Ammo
: Array [A_BULLETS
..A_HIGH
] of Word;
127 MaxAmmo
: Array [A_BULLETS
..A_HIGH
] of Word;
128 Weapon
: Array [WP_FIRST
..WP_LAST
] of Boolean;
129 Rulez
: Set of R_ITEM_BACKPACK
..R_BERSERK
;
138 TPlayer
= class{$IFDEF USE_MEMPOOL}(TPoolObject
){$ENDIF}
146 FDirection
: TDirection
;
154 FMonsterKills
: Integer;
160 FCanJetpack
: Boolean;
166 FNextWeapDelay
: Byte; // frames
167 FBFGFireCounter
: SmallInt;
168 FLastSpawnerUID
: Word;
172 FSpectatePlayer
: Integer;
173 FFirePainTime
: Integer;
176 FSavedState
: TPlayerSavedState
;
178 FModel
: TPlayerModel
;
181 FActionForce
: Boolean;
182 FActionChanged
: Boolean;
184 FFireAngle
: SmallInt;
186 FShellTimer
: Integer;
188 FSawSound
: TPlayableSound
;
189 FSawSoundIdle
: TPlayableSound
;
190 FSawSoundHit
: TPlayableSound
;
191 FSawSoundSelect
: TPlayableSound
;
192 FJetSoundOn
: TPlayableSound
;
193 FJetSoundOff
: TPlayableSound
;
194 FJetSoundFly
: TPlayableSound
;
198 FJustTeleported
: Boolean;
200 mEDamageType
: Integer;
203 function CollideLevel(XInc
, YInc
: Integer): Boolean;
204 function StayOnStep(XInc
, YInc
: Integer): Boolean;
205 function HeadInLiquid(XInc
, YInc
: Integer): Boolean;
206 function BodyInLiquid(XInc
, YInc
: Integer): Boolean;
207 function BodyInAcid(XInc
, YInc
: Integer): Boolean;
208 function FullInLift(XInc
, YInc
: Integer): Integer;
209 {procedure CollideItem();}
210 procedure FlySmoke(Times
: DWORD
= 1);
211 procedure OnFireFlame(Times
: DWORD
= 1);
212 function GetAmmoByWeapon(Weapon
: Byte): Word;
213 procedure SetAction(Action
: Byte; Force
: Boolean = False);
214 procedure OnDamage(Angle
: SmallInt); virtual;
215 function firediry(): Integer;
217 procedure Run(Direction
: TDirection
);
218 procedure NextWeapon();
219 procedure PrevWeapon();
226 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
227 procedure resetWeaponQueue ();
228 function hasAmmoForWeapon (weapon
: Byte): Boolean;
230 procedure doDamage (v
: Integer);
233 FDamageBuffer
: Integer;
235 FAmmo
: Array [A_BULLETS
..A_HIGH
] of Word;
236 FMaxAmmo
: Array [A_BULLETS
..A_HIGH
] of Word;
237 FWeapon
: Array [WP_FIRST
..WP_LAST
] of Boolean;
238 FRulez
: Set of R_ITEM_BACKPACK
..R_BERSERK
;
240 FMegaRulez
: Array [MR_SUIT
..MR_MAX
] of DWORD
;
241 FReloading
: Array [WP_FIRST
..WP_LAST
] of Word;
242 FTime
: Array [T_RESPAWN
..T_FLAGCAP
] of DWORD
;
243 FKeys
: Array [KEY_LEFT
..KEY_CHAT
] of TKeyState
;
245 FPreferredTeam
: Byte;
248 FWantsInGame
: Boolean;
252 FActualModelName
: string;
259 // debug: viewport offset
260 viewPortX
, viewPortY
, viewPortW
, viewPortH
: Integer;
262 function isValidViewPort (): Boolean; inline;
264 constructor Create(); virtual;
265 destructor Destroy(); override;
266 procedure Respawn(Silent
: Boolean; Force
: Boolean = False); virtual;
267 function GetRespawnPoint(): Byte;
268 procedure PressKey(Key
: Byte; Time
: Word = 1);
269 procedure ReleaseKeys();
270 procedure SetModel(ModelName
: String);
271 procedure SetColor(Color
: TRGB
);
272 procedure SetWeapon(W
: Byte);
273 function IsKeyPressed(K
: Byte): Boolean;
274 function GetKeys(): Byte;
275 function PickItem(ItemType
: Byte; arespawn
: Boolean; var remove
: Boolean): Boolean; virtual;
276 function Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean; overload
;
277 function Collide(Panel
: TPanel
): Boolean; overload
;
278 function Collide(X
, Y
: Integer): Boolean; overload
;
279 procedure SetDirection(Direction
: TDirection
);
280 procedure GetSecret();
281 function TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
283 procedure Push(vx
, vy
: Integer);
284 procedure ChangeModel(ModelName
: String);
285 procedure SwitchTeam
;
286 procedure ChangeTeam(Team
: Byte);
288 function GetFlag(Flag
: Byte): Boolean;
289 procedure SetFlag(Flag
: Byte);
290 function DropFlag(): Boolean;
291 procedure AllRulez(Health
: Boolean);
292 procedure RestoreHealthArmor();
293 procedure FragCombo();
294 procedure GiveItem(ItemType
: Byte);
295 procedure Damage(value
: Word; SpawnerUID
: Word; vx
, vy
: Integer; t
: Byte); virtual;
296 function Heal(value
: Word; Soft
: Boolean): Boolean; virtual;
297 procedure MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
298 procedure MakeBloodSimple(Count
: Word);
299 procedure Kill(KillType
: Byte; SpawnerUID
: Word; t
: Byte);
300 procedure Reset(Force
: Boolean);
301 procedure Spectate(NoMove
: Boolean = False);
302 procedure SwitchNoClip
;
303 procedure SoftReset();
304 procedure Draw(); virtual;
305 procedure DrawPain();
306 procedure DrawPickup();
307 procedure DrawRulez();
309 procedure DrawBubble();
311 procedure Update(); virtual;
312 procedure RememberState();
313 procedure RecallState();
314 procedure SaveState (st
: TStream
); virtual;
315 procedure LoadState (st
: TStream
); virtual;
316 procedure PauseSounds(Enable
: Boolean);
317 procedure NetFire(Wpn
: Byte; X
, Y
, AX
, AY
: Integer; WID
: Integer = -1);
318 procedure DoLerp(Level
: Integer = 2);
319 procedure SetLerp(XTo
, YTo
: Integer);
320 procedure QueueWeaponSwitch(Weapon
: Byte);
321 procedure RealizeCurrentWeapon();
323 procedure JetpackOff
;
324 procedure CatchFire(Attacker
: Word);
326 //WARNING! this does nothing for now, but still call it!
327 procedure positionChanged (); //WARNING! call this after entity position was changed, or coldet will not work right!
329 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
330 procedure moveBy (dx
, dy
: Integer); inline;
333 property Vel
: TPoint2i read FObj
.Vel
;
334 property Obj
: TObj read FObj
;
336 property Name
: String read FName write FName
;
337 property Model
: TPlayerModel read FModel
;
338 property Health
: Integer read FHealth write FHealth
;
339 property Lives
: Byte read FLives write FLives
;
340 property Armor
: Integer read FArmor write FArmor
;
341 property Air
: Integer read FAir write FAir
;
342 property JetFuel
: Integer read FJetFuel write FJetFuel
;
343 property Frags
: Integer read FFrags write FFrags
;
344 property Death
: Integer read FDeath write FDeath
;
345 property Kills
: Integer read FKills write FKills
;
346 property CurrWeap
: Byte read FCurrWeap write FCurrWeap
;
347 property MonsterKills
: Integer read FMonsterKills write FMonsterKills
;
348 property Secrets
: Integer read FSecrets
;
349 property GodMode
: Boolean read FGodMode write FGodMode
;
350 property NoTarget
: Boolean read FNoTarget write FNoTarget
;
351 property NoReload
: Boolean read FNoReload write FNoReload
;
352 property alive
: Boolean read FAlive write FAlive
;
353 property Flag
: Byte read FFlag
;
354 property Team
: Byte read FTeam write FTeam
;
355 property Direction
: TDirection read FDirection
;
356 property GameX
: Integer read FObj
.X write FObj
.X
;
357 property GameY
: Integer read FObj
.Y write FObj
.Y
;
358 property GameVelX
: Integer read FObj
.Vel
.X write FObj
.Vel
.X
;
359 property GameVelY
: Integer read FObj
.Vel
.Y write FObj
.Vel
.Y
;
360 property GameAccelX
: Integer read FObj
.Accel
.X write FObj
.Accel
.X
;
361 property GameAccelY
: Integer read FObj
.Accel
.Y write FObj
.Accel
.Y
;
362 property IncCam
: Integer read FIncCam write FIncCam
;
363 property UID
: Word read FUID write FUID
;
364 property JustTeleported
: Boolean read FJustTeleported write FJustTeleported
;
365 property NetTime
: LongWord read FNetTime write FNetTime
;
368 property eName
: String read FName write FName
;
369 property eHealth
: Integer read FHealth write FHealth
;
370 property eLives
: Byte read FLives write FLives
;
371 property eArmor
: Integer read FArmor write FArmor
;
372 property eAir
: Integer read FAir write FAir
;
373 property eJetFuel
: Integer read FJetFuel write FJetFuel
;
374 property eFrags
: Integer read FFrags write FFrags
;
375 property eDeath
: Integer read FDeath write FDeath
;
376 property eKills
: Integer read FKills write FKills
;
377 property eCurrWeap
: Byte read FCurrWeap write FCurrWeap
;
378 property eMonsterKills
: Integer read FMonsterKills write FMonsterKills
;
379 property eSecrets
: Integer read FSecrets write FSecrets
;
380 property eGodMode
: Boolean read FGodMode write FGodMode
;
381 property eNoTarget
: Boolean read FNoTarget write FNoTarget
;
382 property eNoReload
: Boolean read FNoReload write FNoReload
;
383 property eAlive
: Boolean read FAlive write FAlive
;
384 property eFlag
: Byte read FFlag
;
385 property eTeam
: Byte read FTeam write FTeam
;
386 property eDirection
: TDirection read FDirection
;
387 property eGameX
: Integer read FObj
.X write FObj
.X
;
388 property eGameY
: Integer read FObj
.Y write FObj
.Y
;
389 property eGameVelX
: Integer read FObj
.Vel
.X write FObj
.Vel
.X
;
390 property eGameVelY
: Integer read FObj
.Vel
.Y write FObj
.Vel
.Y
;
391 property eGameAccelX
: Integer read FObj
.Accel
.X write FObj
.Accel
.X
;
392 property eGameAccelY
: Integer read FObj
.Accel
.Y write FObj
.Accel
.Y
;
393 property eIncCam
: Integer read FIncCam write FIncCam
;
394 property eUID
: Word read FUID
;
395 property eJustTeleported
: Boolean read FJustTeleported
;
396 property eNetTime
: LongWord read FNetTime
;
398 // set this before assigning something to `eDamage`
399 property eDamageType
: Integer read mEDamageType write mEDamageType
;
400 property eDamage
: Integer write doDamage
;
411 WeaponPrior
: packed array [WP_FIRST
..WP_LAST
] of Byte;
412 CloseWeaponPrior
: packed array [WP_FIRST
..WP_LAST
] of Byte;
413 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
416 procedure save (st
: TStream
);
417 procedure load (st
: TStream
);
425 TBot
= class(TPlayer
)
427 FSelectedWeapon
: Byte;
430 FAIFlags
: Array of TAIFlag
;
431 FDifficult
: TDifficult
;
433 function GetRnd(a
: Byte): Boolean;
434 function GetInterval(a
: Byte; radius
: SmallInt): SmallInt;
435 function RunDirection(): TDirection
;
436 function FullInStep(XInc
, YInc
: Integer): Boolean;
437 //function NeedItem(Item: Byte): Byte;
438 procedure SelectWeapon(Dist
: Integer);
439 procedure SetAIFlag(aName
, fValue
: String20
);
440 function GetAIFlag(aName
: String20
): String20
;
441 procedure RemoveAIFlag(aName
: String20
);
442 function Healthy(): Byte;
443 procedure UpdateMove();
444 procedure UpdateCombat();
445 function KeyPressed(Key
: Word): Boolean;
446 procedure ReleaseKey(Key
: Byte);
447 function TargetOnScreen(TX
, TY
: Integer): Boolean;
448 procedure OnDamage(Angle
: SmallInt); override;
451 procedure Respawn(Silent
: Boolean; Force
: Boolean = False); override;
452 constructor Create(); override;
453 destructor Destroy(); override;
454 procedure Draw(); override;
455 function PickItem(ItemType
: Byte; force
: Boolean; var remove
: Boolean): Boolean; override;
456 function Heal(value
: Word; Soft
: Boolean): Boolean; override;
457 procedure Update(); override;
458 procedure SaveState (st
: TStream
); override;
459 procedure LoadState (st
: TStream
); override;
471 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
472 procedure moveBy (dx
, dy
: Integer); inline;
474 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
488 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
489 procedure moveBy (dx
, dy
: Integer); inline;
491 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
494 TCorpse
= class{$IFDEF USE_MEMPOOL}(TPoolObject
){$ENDIF}
502 FAnimation
: TAnimation
;
503 FAnimationMask
: TAnimation
;
506 constructor Create(X
, Y
: Integer; ModelName
: String; aMess
: Boolean);
507 destructor Destroy(); override;
508 procedure Damage(Value
: Word; vx
, vy
: Integer);
511 procedure SaveState (st
: TStream
);
512 procedure LoadState (st
: TStream
);
514 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
515 procedure moveBy (dx
, dy
: Integer); inline;
517 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
519 function ObjPtr (): PObj
; inline;
521 property Obj
: TObj read FObj
; // copies object
522 property State
: Byte read FState
;
523 property Mess
: Boolean read FMess
;
526 TTeamStat
= Array [TEAM_RED
..TEAM_BLUE
] of
532 gPlayers
: Array of TPlayer
;
533 gCorpses
: Array of TCorpse
;
534 gGibs
: Array of TGib
;
535 gShells
: Array of TShell
;
536 gTeamStat
: TTeamStat
;
537 gFly
: Boolean = False;
538 gAimLine
: Boolean = False;
539 gChatBubble
: Byte = 0;
543 MAX_RUNVEL
: Integer = 8;
544 VEL_JUMP
: Integer = 10;
545 SHELL_TIMEOUT
: Cardinal = 60000;
547 function Lerp(X
, Y
, Factor
: Integer): Integer;
549 procedure g_Gibs_SetMax(Count
: Word);
550 function g_Gibs_GetMax(): Word;
551 procedure g_Corpses_SetMax(Count
: Word);
552 function g_Corpses_GetMax(): Word;
553 procedure g_Shells_SetMax(Count
: Word);
554 function g_Shells_GetMax(): Word;
556 procedure g_Player_Init();
557 procedure g_Player_Free();
558 function g_Player_Create(ModelName
: String; Color
: TRGB
; Team
: Byte; Bot
: Boolean): Word;
559 function g_Player_CreateFromState (st
: TStream
): Word;
560 procedure g_Player_Remove(UID
: Word);
561 procedure g_Player_ResetTeams();
562 procedure g_Player_UpdateAll();
563 procedure g_Player_DrawAll();
564 procedure g_Player_DrawDebug(p
: TPlayer
);
565 procedure g_Player_DrawHealth();
566 procedure g_Player_RememberAll();
567 procedure g_Player_ResetAll(Force
, Silent
: Boolean);
568 function g_Player_Get(UID
: Word): TPlayer
;
569 function g_Player_GetCount(): Byte;
570 function g_Player_GetStats(): TPlayerStatArray
;
571 function g_Player_ValidName(Name
: String): Boolean;
572 procedure g_Player_CreateCorpse(Player
: TPlayer
);
573 procedure g_Player_CreateGibs(fX
, fY
: Integer; ModelName
: String; fColor
: TRGB
);
574 procedure g_Player_CreateShell(fX
, fY
, dX
, dY
: Integer; T
: Byte);
575 procedure g_Player_UpdatePhysicalObjects();
576 procedure g_Player_DrawCorpses();
577 procedure g_Player_DrawShells();
578 procedure g_Player_RemoveAllCorpses();
579 procedure g_Player_Corpses_SaveState (st
: TStream
);
580 procedure g_Player_Corpses_LoadState (st
: TStream
);
581 procedure g_Bot_Add(Team
, Difficult
: Byte);
582 procedure g_Bot_AddList(Team
: Byte; lname
: ShortString; num
: Integer = -1);
583 procedure g_Bot_MixNames();
584 procedure g_Bot_RemoveAll();
589 e_log
, g_map
, g_items
, g_console
, g_gfx
, Math
,
590 g_options
, g_triggers
, g_menu
, g_game
, g_grid
,
591 wadreader
, g_main
, g_monsters
, CONFIG
, g_language
,
592 g_net
, g_netmsg
, g_window
, GL
, g_holmes
,
595 const PLR_SAVE_VERSION
= 0;
605 diag_precision
: Byte;
609 w_prior1
: Array [WP_FIRST
..WP_LAST
] of Byte;
610 w_prior2
: Array [WP_FIRST
..WP_LAST
] of Byte;
611 w_prior3
: Array [WP_FIRST
..WP_LAST
] of Byte;
615 TIME_RESPAWN1
= 1500;
616 TIME_RESPAWN2
= 2000;
617 TIME_RESPAWN3
= 3000;
620 JET_MAX
= 540; // ~30 sec
621 PLAYER_SUIT_TIME
= 30000;
622 PLAYER_INVUL_TIME
= 30000;
623 PLAYER_INVIS_TIME
= 35000;
624 FRAG_COMBO_TIME
= 3000;
628 ANGLE_RIGHTDOWN
= -35;
630 ANGLE_LEFTDOWN
= -145;
631 PLAYER_HEADRECT
: TRectWH
= (X
:24; Y
:12; Width
:20; Height
:12);
632 WEAPONPOINT
: Array [TDirection
] of TDFPoint
= ((X
:16; Y
:32), (X
:47; Y
:32));
635 BOT_UNSAFEDIST
= 128;
636 TEAMCOLOR
: Array [TEAM_RED
..TEAM_BLUE
] of TRGB
= ((R
:255; G
:0; B
:0),
638 DIFFICULT_EASY
: TDifficult
= (DiagFire
: 32; InvisFire
: 32; DiagPrecision
: 32;
639 FlyPrecision
: 32; Cover
: 32; CloseJump
: 32;
640 WeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0));
641 DIFFICULT_MEDIUM
: TDifficult
= (DiagFire
: 127; InvisFire
: 127; DiagPrecision
: 127;
642 FlyPrecision
: 127; Cover
: 127; CloseJump
: 127;
643 WeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0));
644 DIFFICULT_HARD
: TDifficult
= (DiagFire
: 255; InvisFire
: 255; DiagPrecision
: 255;
645 FlyPrecision
: 255; Cover
: 255; CloseJump
: 255;
646 WeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0));
647 WEAPON_PRIOR1
: Array [WP_FIRST
..WP_LAST
] of Byte =
648 (WEAPON_FLAMETHROWER
, WEAPON_SUPERPULEMET
,
649 WEAPON_SHOTGUN2
, WEAPON_SHOTGUN1
,
650 WEAPON_CHAINGUN
, WEAPON_PLASMA
, WEAPON_ROCKETLAUNCHER
,
651 WEAPON_BFG
, WEAPON_PISTOL
, WEAPON_SAW
, WEAPON_KASTET
);
652 WEAPON_PRIOR2
: Array [WP_FIRST
..WP_LAST
] of Byte =
653 (WEAPON_FLAMETHROWER
, WEAPON_SUPERPULEMET
,
654 WEAPON_BFG
, WEAPON_ROCKETLAUNCHER
,
655 WEAPON_SHOTGUN2
, WEAPON_PLASMA
, WEAPON_SHOTGUN1
,
656 WEAPON_CHAINGUN
, WEAPON_PISTOL
, WEAPON_SAW
, WEAPON_KASTET
);
657 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
658 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
659 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
660 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
661 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
662 WEAPON_RELOAD
: Array [WP_FIRST
..WP_LAST
] of Byte =
663 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
665 PLAYER_SIGNATURE
= $52594C50; // 'PLYR'
666 CORPSE_SIGNATURE
= $50524F43; // 'CORP'
668 BOTNAMES_FILENAME
= 'botnames.txt';
669 BOTLIST_FILENAME
= 'botlist.txt';
673 MaxCorpses
: Word = 20;
674 MaxShells
: Word = 300;
675 CurrentGib
: Integer = 0;
676 CurrentShell
: Integer = 0;
677 BotNames
: Array of String;
678 BotList
: Array of TBotProfile
;
681 function Lerp(X
, Y
, Factor
: Integer): Integer;
683 Result
:= X
+ ((Y
- X
) div Factor
);
686 function SameTeam(UID1
, UID2
: Word): Boolean;
690 if (UID1
> UID_MAX_PLAYER
) or (UID1
<= UID_MAX_GAME
) or
691 (UID2
> UID_MAX_PLAYER
) or (UID2
<= UID_MAX_GAME
) then Exit
;
693 if (g_Player_Get(UID1
) = nil) or (g_Player_Get(UID2
) = nil) then Exit
;
695 if ((g_Player_Get(UID1
).Team
= TEAM_NONE
) or
696 (g_Player_Get(UID2
).Team
= TEAM_NONE
)) then Exit
;
698 Result
:= g_Player_Get(UID1
).FTeam
= g_Player_Get(UID2
).FTeam
;
701 procedure g_Gibs_SetMax(Count
: Word);
704 SetLength(gGibs
, Count
);
706 if CurrentGib
>= Count
then
710 function g_Gibs_GetMax(): Word;
715 procedure g_Shells_SetMax(Count
: Word);
718 SetLength(gShells
, Count
);
720 if CurrentShell
>= Count
then
724 function g_Shells_GetMax(): Word;
730 procedure g_Corpses_SetMax(Count
: Word);
733 SetLength(gCorpses
, Count
);
736 function g_Corpses_GetMax(): Word;
738 Result
:= MaxCorpses
;
741 function g_Player_Create(ModelName
: String; Color
: TRGB
; Team
: Byte; Bot
: Boolean): Word;
751 // Åñòü ëè ìåñòî â gPlayers:
752 if gPlayers
<> nil then
753 for a
:= 0 to High(gPlayers
) do
754 if gPlayers
[a
] = nil then
760 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
763 SetLength(gPlayers
, Length(gPlayers
)+1);
767 // Ñîçäàåì îáúåêò èãðîêà:
769 gPlayers
[a
] := TBot
.Create()
771 gPlayers
[a
] := TPlayer
.Create();
774 gPlayers
[a
].FActualModelName
:= ModelName
;
775 gPlayers
[a
].SetModel(ModelName
);
777 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
778 if gPlayers
[a
].FModel
= nil then
782 g_FatalError(Format(_lc
[I_GAME_ERROR_MODEL
], [ModelName
]));
786 if not (Team
in [TEAM_RED
, TEAM_BLUE
]) then
787 if Random(2) = 0 then
791 gPlayers
[a
].FPreferredTeam
:= Team
;
793 case gGameSettings
.GameMode
of
794 GM_DM
: gPlayers
[a
].FTeam
:= TEAM_NONE
;
796 GM_CTF
: gPlayers
[a
].FTeam
:= gPlayers
[a
].FPreferredTeam
;
798 GM_COOP
: gPlayers
[a
].FTeam
:= TEAM_COOP
;
801 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
802 gPlayers
[a
].FColor
:= Color
;
803 if gPlayers
[a
].FTeam
in [TEAM_RED
, TEAM_BLUE
] then
804 gPlayers
[a
].FModel
.Color
:= TEAMCOLOR
[gPlayers
[a
].FTeam
]
806 gPlayers
[a
].FModel
.Color
:= Color
;
808 gPlayers
[a
].FUID
:= g_CreateUID(UID_PLAYER
);
809 gPlayers
[a
].FAlive
:= False;
811 Result
:= gPlayers
[a
].FUID
;
814 function g_Player_CreateFromState (st
: TStream
): Word;
821 if (st
= nil) then exit
; //???
824 if not utils
.checkSign(st
, 'PLYR') then raise XStreamError
.Create('invalid player signature');
825 if (utils
.readByte(st
) <> PLR_SAVE_VERSION
) then raise XStreamError
.Create('invalid player version');
828 Bot
:= utils
.readBool(st
);
833 // Åñòü ëè ìåñòî â gPlayers:
834 for a
:= 0 to High(gPlayers
) do if (gPlayers
[a
] = nil) then begin ok
:= true; break
; end;
836 // Íåò ìåñòà - ðàñøèðÿåì gPlayers
839 SetLength(gPlayers
, Length(gPlayers
)+1);
843 // Ñîçäàåì îáúåêò èãðîêà
845 gPlayers
[a
] := TBot
.Create()
847 gPlayers
[a
] := TPlayer
.Create();
848 gPlayers
[a
].FIamBot
:= Bot
;
849 gPlayers
[a
].FPhysics
:= True;
852 gPlayers
[a
].FUID
:= utils
.readWord(st
);
854 gPlayers
[a
].FName
:= utils
.readStr(st
);
856 gPlayers
[a
].FTeam
:= utils
.readByte(st
);
857 gPlayers
[a
].FPreferredTeam
:= gPlayers
[a
].FTeam
;
859 gPlayers
[a
].FAlive
:= utils
.readBool(st
);
860 // Èçðàñõîäîâàë ëè âñå æèçíè
861 gPlayers
[a
].FNoRespawn
:= utils
.readBool(st
);
863 b
:= utils
.readByte(st
);
864 if b
= 1 then gPlayers
[a
].FDirection
:= TDirection
.D_LEFT
else gPlayers
[a
].FDirection
:= TDirection
.D_RIGHT
; // b = 2
866 gPlayers
[a
].FHealth
:= utils
.readLongInt(st
);
868 gPlayers
[a
].FLives
:= utils
.readByte(st
);
870 gPlayers
[a
].FArmor
:= utils
.readLongInt(st
);
872 gPlayers
[a
].FAir
:= utils
.readLongInt(st
);
874 gPlayers
[a
].FJetFuel
:= utils
.readLongInt(st
);
876 gPlayers
[a
].FPain
:= utils
.readLongInt(st
);
878 gPlayers
[a
].FKills
:= utils
.readLongInt(st
);
880 gPlayers
[a
].FMonsterKills
:= utils
.readLongInt(st
);
882 gPlayers
[a
].FFrags
:= utils
.readLongInt(st
);
884 gPlayers
[a
].FFragCombo
:= utils
.readByte(st
);
885 // Âðåìÿ ïîñëåäíåãî ôðàãà
886 gPlayers
[a
].FLastFrag
:= utils
.readLongWord(st
);
888 gPlayers
[a
].FDeath
:= utils
.readLongInt(st
);
890 gPlayers
[a
].FFlag
:= utils
.readByte(st
);
892 gPlayers
[a
].FSecrets
:= utils
.readLongInt(st
);
894 gPlayers
[a
].FCurrWeap
:= utils
.readByte(st
);
895 // Ñëåäóþùåå æåëàåìîå îðóæèå
896 gPlayers
[a
].FNextWeap
:= utils
.readWord(st
);
898 gPlayers
[a
].FNextWeapDelay
:= utils
.readByte(st
);
900 gPlayers
[a
].FBFGFireCounter
:= utils
.readSmallInt(st
);
902 gPlayers
[a
].FDamageBuffer
:= utils
.readLongInt(st
);
903 // Ïîñëåäíèé óäàðèâøèé
904 gPlayers
[a
].FLastSpawnerUID
:= utils
.readWord(st
);
905 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
906 gPlayers
[a
].FLastHit
:= utils
.readByte(st
);
908 Obj_LoadState(@gPlayers
[a
].FObj
, st
);
909 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
910 for i
:= A_BULLETS
to A_HIGH
do gPlayers
[a
].FAmmo
[i
] := utils
.readWord(st
);
911 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
912 for i
:= A_BULLETS
to A_HIGH
do gPlayers
[a
].FMaxAmmo
[i
] := utils
.readWord(st
);
914 for i
:= WP_FIRST
to WP_LAST
do gPlayers
[a
].FWeapon
[i
] := utils
.readBool(st
);
915 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
916 for i
:= WP_FIRST
to WP_LAST
do gPlayers
[a
].FReloading
[i
] := utils
.readWord(st
);
918 if utils
.readBool(st
) then Include(gPlayers
[a
].FRulez
, R_ITEM_BACKPACK
);
919 // Íàëè÷èå êðàñíîãî êëþ÷à
920 if utils
.readBool(st
) then Include(gPlayers
[a
].FRulez
, R_KEY_RED
);
921 // Íàëè÷èå çåëåíîãî êëþ÷à
922 if utils
.readBool(st
) then Include(gPlayers
[a
].FRulez
, R_KEY_GREEN
);
923 // Íàëè÷èå ñèíåãî êëþ÷à
924 if utils
.readBool(st
) then Include(gPlayers
[a
].FRulez
, R_KEY_BLUE
);
926 if utils
.readBool(st
) then Include(gPlayers
[a
].FRulez
, R_BERSERK
);
927 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
928 for i
:= MR_SUIT
to MR_MAX
do gPlayers
[a
].FMegaRulez
[i
] := utils
.readLongWord(st
);
929 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
930 for i
:= T_RESPAWN
to T_FLAGCAP
do gPlayers
[a
].FTime
[i
] := utils
.readLongWord(st
);
933 gPlayers
[a
].FActualModelName
:= utils
.readStr(st
);
935 gPlayers
[a
].FColor
.R
:= utils
.readByte(st
);
936 gPlayers
[a
].FColor
.G
:= utils
.readByte(st
);
937 gPlayers
[a
].FColor
.B
:= utils
.readByte(st
);
938 // Îáíîâëÿåì ìîäåëü èãðîêà
939 gPlayers
[a
].SetModel(gPlayers
[a
].FActualModelName
);
941 // Íåò ìîäåëè - ñîçäàíèå íåâîçìîæíî
942 if (gPlayers
[a
].FModel
= nil) then
946 g_FatalError(Format(_lc
[I_GAME_ERROR_MODEL
], [gPlayers
[a
].FActualModelName
]));
950 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû
951 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
952 gPlayers
[a
].FModel
.Color
:= TEAMCOLOR
[gPlayers
[a
].FTeam
]
954 gPlayers
[a
].FModel
.Color
:= gPlayers
[a
].FColor
;
956 result
:= gPlayers
[a
].FUID
;
960 procedure g_Player_ResetTeams();
964 if g_Game_IsClient
then
966 if gPlayers
= nil then
968 for a
:= Low(gPlayers
) to High(gPlayers
) do
969 if gPlayers
[a
] <> nil then
970 case gGameSettings
.GameMode
of
972 gPlayers
[a
].ChangeTeam(TEAM_NONE
);
974 if not (gPlayers
[a
].Team
in [TEAM_RED
, TEAM_BLUE
]) then
975 if gPlayers
[a
].FPreferredTeam
in [TEAM_RED
, TEAM_BLUE
] then
976 gPlayers
[a
].ChangeTeam(gPlayers
[a
].FPreferredTeam
)
979 gPlayers
[a
].ChangeTeam(TEAM_RED
)
981 gPlayers
[a
].ChangeTeam(TEAM_BLUE
);
984 gPlayers
[a
].ChangeTeam(TEAM_COOP
);
988 procedure g_Bot_Add(Team
, Difficult
: Byte);
991 _name
, _model
: String;
994 if not g_Game_IsServer
then Exit
;
996 // Ñïèñîê íàçâàíèé ìîäåëåé:
997 m
:= g_PlayerModel_GetNames();
1002 if (gGameSettings
.GameType
= GT_SINGLE
) or (gGameSettings
.GameMode
= GM_COOP
) then
1003 Team
:= TEAM_COOP
// COOP
1005 if gGameSettings
.GameMode
= GM_DM
then
1006 Team
:= TEAM_NONE
// DM
1008 if Team
= TEAM_NONE
then // CTF / TDM
1010 // Àâòîáàëàíñ êîìàíä:
1014 for a
:= 0 to High(gPlayers
) do
1015 if gPlayers
[a
] <> nil then
1017 if gPlayers
[a
].Team
= TEAM_RED
then
1020 if gPlayers
[a
].Team
= TEAM_BLUE
then
1030 if Random(2) = 0 then
1036 // Âûáèðàåì áîòó èìÿ:
1038 if BotNames
<> nil then
1039 for a
:= 0 to High(BotNames
) do
1040 if g_Player_ValidName(BotNames
[a
]) then
1042 _name
:= BotNames
[a
];
1046 // Èìåíè íåò, çàäàåì ñëó÷àéíîå:
1049 _name
:= Format('DFBOT%.2d', [Random(100)]);
1050 until g_Player_ValidName(_name
);
1052 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
1053 _model
:= m
[Random(Length(m
))];
1056 with g_Player_Get(g_Player_Create(_model
,
1057 _RGB(Min(Random(9)*32, 255),
1058 Min(Random(9)*32, 255),
1059 Min(Random(9)*32, 255)),
1060 Team
, True)) as TBot
do
1065 1: FDifficult
:= DIFFICULT_EASY
;
1066 2: FDifficult
:= DIFFICULT_MEDIUM
;
1067 else FDifficult
:= DIFFICULT_HARD
;
1070 for a
:= WP_FIRST
to WP_LAST
do
1072 FDifficult
.WeaponPrior
[a
] := WEAPON_PRIOR1
[a
];
1073 FDifficult
.CloseWeaponPrior
[a
] := WEAPON_PRIOR2
[a
];
1074 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1077 g_Console_Add(Format(_lc
[I_PLAYER_JOIN
], [Name
]), True);
1079 if g_Game_IsNet
then MH_SEND_PlayerCreate(UID
);
1080 if g_Game_IsServer
and (gGameSettings
.MaxLives
> 0) then
1085 procedure g_Bot_AddList(Team
: Byte; lName
: ShortString; num
: Integer = -1);
1088 _name
, _model
: String;
1091 if not g_Game_IsServer
then Exit
;
1093 // Ñïèñîê íàçâàíèé ìîäåëåé:
1094 m
:= g_PlayerModel_GetNames();
1099 if (gGameSettings
.GameType
= GT_SINGLE
) or (gGameSettings
.GameMode
= GM_COOP
) then
1100 Team
:= TEAM_COOP
// COOP
1102 if gGameSettings
.GameMode
= GM_DM
then
1103 Team
:= TEAM_NONE
// DM
1105 if Team
= TEAM_NONE
then
1106 Team
:= BotList
[num
].team
; // CTF / TDM
1108 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1109 lName
:= AnsiLowerCase(lName
);
1110 if (num
< 0) or (num
> Length(BotList
)-1) then
1112 if (num
= -1) and (lName
<> '') and (BotList
<> nil) then
1113 for a
:= 0 to High(BotList
) do
1114 if AnsiLowerCase(BotList
[a
].name
) = lName
then
1123 _name
:= BotList
[num
].name
;
1124 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1125 if not g_Player_ValidName(_name
) then
1127 _name
:= Format('DFBOT%.2d', [Random(100)]);
1128 until g_Player_ValidName(_name
);
1131 _model
:= BotList
[num
].model
;
1132 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1133 if not InSArray(_model
, m
) then
1134 _model
:= m
[Random(Length(m
))];
1137 with g_Player_Get(g_Player_Create(_model
, BotList
[num
].color
, Team
, True)) as TBot
do
1141 FDifficult
.DiagFire
:= BotList
[num
].diag_fire
;
1142 FDifficult
.InvisFire
:= BotList
[num
].invis_fire
;
1143 FDifficult
.DiagPrecision
:= BotList
[num
].diag_precision
;
1144 FDifficult
.FlyPrecision
:= BotList
[num
].fly_precision
;
1145 FDifficult
.Cover
:= BotList
[num
].cover
;
1146 FDifficult
.CloseJump
:= BotList
[num
].close_jump
;
1148 for a
:= WP_FIRST
to WP_LAST
do
1150 FDifficult
.WeaponPrior
[a
] := BotList
[num
].w_prior1
[a
];
1151 FDifficult
.CloseWeaponPrior
[a
] := BotList
[num
].w_prior2
[a
];
1152 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1155 g_Console_Add(Format(_lc
[I_PLAYER_JOIN
], [Name
]), True);
1157 if g_Game_IsNet
then MH_SEND_PlayerCreate(UID
);
1161 procedure g_Bot_RemoveAll();
1165 if not g_Game_IsServer
then Exit
;
1166 if gPlayers
= nil then Exit
;
1168 for a
:= 0 to High(gPlayers
) do
1169 if gPlayers
[a
] <> nil then
1170 if gPlayers
[a
] is TBot
then
1172 gPlayers
[a
].Lives
:= 0;
1173 gPlayers
[a
].Kill(K_SIMPLEKILL
, 0, HIT_DISCON
);
1174 g_Console_Add(Format(_lc
[I_PLAYER_LEAVE
], [gPlayers
[a
].Name
]), True);
1175 g_Player_Remove(gPlayers
[a
].FUID
);
1181 procedure g_Bot_MixNames();
1186 if BotNames
<> nil then
1187 for a
:= 0 to High(BotNames
) do
1189 b
:= Random(Length(BotNames
));
1191 Botnames
[a
] := BotNames
[b
];
1196 procedure g_Player_Remove(UID
: Word);
1200 if gPlayers
= nil then Exit
;
1202 if g_Game_IsServer
and g_Game_IsNet
then
1203 MH_SEND_PlayerDelete(UID
);
1205 for i
:= 0 to High(gPlayers
) do
1206 if gPlayers
[i
] <> nil then
1207 if gPlayers
[i
].FUID
= UID
then
1209 if gPlayers
[i
] is TPlayer
then
1210 TPlayer(gPlayers
[i
]).Free()
1212 TBot(gPlayers
[i
]).Free();
1218 procedure g_Player_Init();
1228 if not FileExists(DataDir
+ BOTNAMES_FILENAME
) then
1231 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1232 AssignFile(F
, DataDir
+ BOTNAMES_FILENAME
);
1243 SetLength(BotNames
, Length(BotNames
)+1);
1244 BotNames
[High(BotNames
)] := s
;
1252 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1253 config
:= TConfig
.CreateFile(DataDir
+ BOTLIST_FILENAME
);
1257 while config
.SectionExists(IntToStr(a
)) do
1259 SetLength(BotList
, Length(BotList
)+1);
1261 with BotList
[High(BotList
)] do
1264 name
:= config
.ReadStr(IntToStr(a
), 'name', '');
1266 model
:= config
.ReadStr(IntToStr(a
), 'model', '');
1268 if config
.ReadStr(IntToStr(a
), 'team', 'red') = 'red' then
1273 sa
:= parse(config
.ReadStr(IntToStr(a
), 'color', ''));
1274 color
.R
:= StrToIntDef(sa
[0], 0);
1275 color
.G
:= StrToIntDef(sa
[1], 0);
1276 color
.B
:= StrToIntDef(sa
[2], 0);
1277 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1278 diag_fire
:= config
.ReadInt(IntToStr(a
), 'diag_fire', 0);
1279 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1280 invis_fire
:= config
.ReadInt(IntToStr(a
), 'invis_fire', 0);
1281 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1282 diag_precision
:= config
.ReadInt(IntToStr(a
), 'diag_precision', 0);
1283 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1284 fly_precision
:= config
.ReadInt(IntToStr(a
), 'fly_precision', 0);
1285 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1286 cover
:= config
.ReadInt(IntToStr(a
), 'cover', 0);
1287 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1288 close_jump
:= config
.ReadInt(IntToStr(a
), 'close_jump', 0);
1289 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1290 sa
:= parse(config
.ReadStr(IntToStr(a
), 'w_prior1', ''));
1291 if Length(sa
) = 10 then
1293 w_prior1
[b
] := EnsureRange(StrToInt(sa
[b
]), 0, 9);
1294 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1295 sa
:= parse(config
.ReadStr(IntToStr(a
), 'w_prior2', ''));
1296 if Length(sa
) = 10 then
1298 w_prior2
[b
] := EnsureRange(StrToInt(sa
[b
]), 0, 9);
1300 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1301 if Length(sa) = 10 then
1303 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1312 procedure g_Player_Free();
1316 if gPlayers
<> nil then
1318 for i
:= 0 to High(gPlayers
) do
1319 if gPlayers
[i
] <> nil then
1321 if gPlayers
[i
] is TPlayer
then
1322 TPlayer(gPlayers
[i
]).Free()
1324 TBot(gPlayers
[i
]).Free();
1335 procedure g_Player_UpdateAll();
1339 if gPlayers
= nil then Exit
;
1341 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1342 for i
:= 0 to High(gPlayers
) do
1344 if gPlayers
[i
] <> nil then
1346 if gPlayers
[i
] is TPlayer
then
1348 gPlayers
[i
].Update();
1349 gPlayers
[i
].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1353 // bot updates weapons in `UpdateCombat()`
1354 TBot(gPlayers
[i
]).Update();
1358 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1361 procedure g_Player_DrawAll();
1365 if gPlayers
= nil then Exit
;
1367 for i
:= 0 to High(gPlayers
) do
1368 if gPlayers
[i
] <> nil then
1369 if gPlayers
[i
] is TPlayer
then gPlayers
[i
].Draw()
1370 else TBot(gPlayers
[i
]).Draw();
1373 procedure g_Player_DrawDebug(p
: TPlayer
);
1377 if p
= nil then Exit
;
1378 if (@p
.FObj
) = nil then Exit
;
1380 e_TextureFontGetSize(gStdFont
, fW
, fH
);
1382 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p
.FObj
.X
), gStdFont
);
1383 e_TextureFontPrint(0, fH
, 'Pos Y: ' + IntToStr(p
.FObj
.Y
), gStdFont
);
1384 e_TextureFontPrint(0, fH
* 2, 'Vel X: ' + IntToStr(p
.FObj
.Vel
.X
), gStdFont
);
1385 e_TextureFontPrint(0, fH
* 3, 'Vel Y: ' + IntToStr(p
.FObj
.Vel
.Y
), gStdFont
);
1386 e_TextureFontPrint(0, fH
* 4, 'Acc X: ' + IntToStr(p
.FObj
.Accel
.X
), gStdFont
);
1387 e_TextureFontPrint(0, fH
* 5, 'Acc Y: ' + IntToStr(p
.FObj
.Accel
.Y
), gStdFont
);
1390 procedure g_Player_DrawHealth();
1395 if gPlayers
= nil then Exit
;
1396 e_TextureFontGetSize(gStdFont
, fW
, fH
);
1398 for i
:= 0 to High(gPlayers
) do
1399 if gPlayers
[i
] <> nil then
1401 e_TextureFontPrint(gPlayers
[i
].FObj
.X
+ gPlayers
[i
].FObj
.Rect
.X
,
1402 gPlayers
[i
].FObj
.Y
+ gPlayers
[i
].FObj
.Rect
.Y
+ gPlayers
[i
].FObj
.Rect
.Height
- fH
* 2,
1403 IntToStr(gPlayers
[i
].FHealth
), gStdFont
);
1404 e_TextureFontPrint(gPlayers
[i
].FObj
.X
+ gPlayers
[i
].FObj
.Rect
.X
,
1405 gPlayers
[i
].FObj
.Y
+ gPlayers
[i
].FObj
.Rect
.Y
+ gPlayers
[i
].FObj
.Rect
.Height
- fH
,
1406 IntToStr(gPlayers
[i
].FArmor
), gStdFont
);
1410 function g_Player_Get(UID
: Word): TPlayer
;
1416 if gPlayers
= nil then
1419 for a
:= 0 to High(gPlayers
) do
1420 if gPlayers
[a
] <> nil then
1421 if gPlayers
[a
].FUID
= UID
then
1423 Result
:= gPlayers
[a
];
1428 function g_Player_GetCount(): Byte;
1434 if gPlayers
= nil then
1437 for a
:= 0 to High(gPlayers
) do
1438 if gPlayers
[a
] <> nil then
1439 Result
:= Result
+ 1;
1442 function g_Player_GetStats(): TPlayerStatArray
;
1448 if gPlayers
= nil then Exit
;
1450 for a
:= 0 to High(gPlayers
) do
1451 if gPlayers
[a
] <> nil then
1453 SetLength(Result
, Length(Result
)+1);
1454 with Result
[High(Result
)] do
1456 Ping
:= gPlayers
[a
].FPing
;
1457 Loss
:= gPlayers
[a
].FLoss
;
1458 Name
:= gPlayers
[a
].FName
;
1459 Team
:= gPlayers
[a
].FTeam
;
1460 Frags
:= gPlayers
[a
].FFrags
;
1461 Deaths
:= gPlayers
[a
].FDeath
;
1462 Kills
:= gPlayers
[a
].FKills
;
1463 Color
:= gPlayers
[a
].FModel
.Color
;
1464 Lives
:= gPlayers
[a
].FLives
;
1465 Spectator
:= gPlayers
[a
].FSpectator
;
1470 procedure g_Player_RememberAll
;
1474 for i
:= Low(gPlayers
) to High(gPlayers
) do
1475 if (gPlayers
[i
] <> nil) and gPlayers
[i
].alive
then
1476 gPlayers
[i
].RememberState
;
1479 procedure g_Player_ResetAll(Force
, Silent
: Boolean);
1483 gTeamStat
[TEAM_RED
].Goals
:= 0;
1484 gTeamStat
[TEAM_BLUE
].Goals
:= 0;
1486 if gPlayers
<> nil then
1487 for i
:= 0 to High(gPlayers
) do
1488 if gPlayers
[i
] <> nil then
1490 gPlayers
[i
].Reset(Force
);
1492 if gPlayers
[i
] is TPlayer
then
1494 if (not gPlayers
[i
].FSpectator
) or gPlayers
[i
].FWantsInGame
then
1495 gPlayers
[i
].Respawn(Silent
)
1497 gPlayers
[i
].Spectate();
1500 TBot(gPlayers
[i
]).Respawn(Silent
);
1504 procedure g_Player_CreateCorpse(Player
: TPlayer
);
1509 if Player
.alive
then
1511 if Player
.FObj
.Y
>= gMapInfo
.Height
+128 then
1516 if (FHealth
>= -50) or (gGibsCount
= 0) then
1518 if (gCorpses
= nil) or (Length(gCorpses
) = 0) then
1522 for find_id
:= 0 to High(gCorpses
) do
1523 if gCorpses
[find_id
] = nil then
1530 find_id
:= Random(Length(gCorpses
));
1532 gCorpses
[find_id
] := TCorpse
.Create(FObj
.X
, FObj
.Y
, FModel
.Name
, FHealth
< -20);
1533 gCorpses
[find_id
].FColor
:= FModel
.Color
;
1534 gCorpses
[find_id
].FObj
.Vel
:= FObj
.Vel
;
1535 gCorpses
[find_id
].FObj
.Accel
:= FObj
.Accel
;
1538 g_Player_CreateGibs(FObj
.X
+ PLAYER_RECT_CX
,
1539 FObj
.Y
+ PLAYER_RECT_CY
,
1540 FModel
.Name
, FModel
.Color
);
1544 procedure g_Player_CreateShell(fX
, fY
, dX
, dY
: Integer; T
: Byte);
1548 if (gShells
= nil) or (Length(gShells
) = 0) then
1551 with gShells
[CurrentShell
] do
1557 if T
= SHELL_BULLET
then
1559 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID
) then
1563 Obj
.Rect
.Width
:= 4;
1564 Obj
.Rect
.Height
:= 2;
1568 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID
) then
1572 Obj
.Rect
.Width
:= 7;
1573 Obj
.Rect
.Height
:= 3;
1579 g_Obj_Push(@Obj
, dX
+ Random(4)-Random(4), dY
-Random(4));
1580 positionChanged(); // this updates spatial accelerators
1581 RAngle
:= Random(360);
1582 Timeout
:= gTime
+ SHELL_TIMEOUT
;
1584 if CurrentShell
>= High(gShells
) then
1591 procedure g_Player_CreateGibs(fX
, fY
: Integer; ModelName
: string; fColor
: TRGB
);
1594 GibsArray
: TGibsArray
;
1596 if (gGibs
= nil) or (Length(gGibs
) = 0) then
1598 if not g_PlayerModel_GetGibs(ModelName
, GibsArray
) then
1601 for a
:= 0 to High(GibsArray
) do
1602 with gGibs
[CurrentGib
] do
1605 ID
:= GibsArray
[a
].ID
;
1606 MaskID
:= GibsArray
[a
].MaskID
;
1609 Obj
.Rect
:= GibsArray
[a
].Rect
;
1610 Obj
.X
:= fX
-GibsArray
[a
].Rect
.X
-(GibsArray
[a
].Rect
.Width
div 2);
1611 Obj
.Y
:= fY
-GibsArray
[a
].Rect
.Y
-(GibsArray
[a
].Rect
.Height
div 2);
1612 g_Obj_PushA(@Obj
, 25 + Random(10), Random(361));
1613 positionChanged(); // this updates spatial accelerators
1614 RAngle
:= Random(360);
1616 if gBloodCount
> 0 then
1617 g_GFX_Blood(fX
, fY
, 16*gBloodCount
+Random(5*gBloodCount
), -16+Random(33), -16+Random(33),
1618 Random(48), Random(48), 150, 0, 0);
1620 if CurrentGib
>= High(gGibs
) then
1627 procedure g_Player_UpdatePhysicalObjects();
1633 procedure ShellSound_Bounce(X
, Y
: Integer; T
: Byte);
1638 if T
= SHELL_BULLET
then
1639 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k
), X
, Y
)
1641 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k
), X
, Y
);
1646 if gGibs
<> nil then
1647 for i
:= 0 to High(gGibs
) do
1648 if gGibs
[i
].alive
then
1652 mr
:= g_Obj_Move(@Obj
, True, False, True);
1653 positionChanged(); // this updates spatial accelerators
1655 if WordBool(mr
and MOVE_FALLOUT
) then
1661 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1662 if WordBool(mr
and MOVE_HITWALL
) then
1663 Obj
.Vel
.X
:= -(vel
.X
div 2);
1664 if WordBool(mr
and (MOVE_HITCEIL
or MOVE_HITLAND
)) then
1665 Obj
.Vel
.Y
:= -(vel
.Y
div 2);
1667 if (Obj
.Vel
.X
>= 0) then
1669 RAngle
:= RAngle
+ Abs(Obj
.Vel
.X
)*6 + Abs(Obj
.Vel
.Y
);
1670 if RAngle
>= 360 then
1671 RAngle
:= RAngle
mod 360;
1672 end else begin // Counter-clockwise
1673 RAngle
:= RAngle
- Abs(Obj
.Vel
.X
)*6 - Abs(Obj
.Vel
.Y
);
1675 RAngle
:= (360 - (Abs(RAngle
) mod 360)) mod 360;
1678 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1679 if gTime
mod (GAME_TICK
*3) = 0 then
1680 Obj
.Vel
.X
:= z_dec(Obj
.Vel
.X
, 1);
1684 if gCorpses
<> nil then
1685 for i
:= 0 to High(gCorpses
) do
1686 if gCorpses
[i
] <> nil then
1687 if gCorpses
[i
].State
= CORPSE_STATE_REMOVEME
then
1693 gCorpses
[i
].Update();
1696 if gShells
<> nil then
1697 for i
:= 0 to High(gShells
) do
1698 if gShells
[i
].alive
then
1702 mr
:= g_Obj_Move(@Obj
, True, False, True);
1703 positionChanged(); // this updates spatial accelerators
1705 if WordBool(mr
and MOVE_FALLOUT
) or (gShells
[i
].Timeout
< gTime
) then
1711 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1712 if WordBool(mr
and MOVE_HITWALL
) then
1714 Obj
.Vel
.X
:= -(vel
.X
div 2);
1715 if not WordBool(mr
and MOVE_INWATER
) then
1716 ShellSound_Bounce(Obj
.X
, Obj
.Y
, SType
);
1718 if WordBool(mr
and (MOVE_HITCEIL
or MOVE_HITLAND
)) then
1720 Obj
.Vel
.Y
:= -(vel
.Y
div 2);
1721 if Obj
.Vel
.X
<> 0 then Obj
.Vel
.X
:= Obj
.Vel
.X
div 2;
1722 if (Obj
.Vel
.X
= 0) and (Obj
.Vel
.Y
= 0) then
1724 if RAngle
mod 90 <> 0 then
1725 RAngle
:= (RAngle
div 90) * 90;
1727 else if not WordBool(mr
and MOVE_INWATER
) then
1728 ShellSound_Bounce(Obj
.X
, Obj
.Y
, SType
);
1731 if (Obj
.Vel
.X
>= 0) then
1733 RAngle
:= RAngle
+ Abs(Obj
.Vel
.X
)*8 + Abs(Obj
.Vel
.Y
);
1734 if RAngle
>= 360 then
1735 RAngle
:= RAngle
mod 360;
1736 end else begin // Counter-clockwise
1737 RAngle
:= RAngle
- Abs(Obj
.Vel
.X
)*8 - Abs(Obj
.Vel
.Y
);
1739 RAngle
:= (360 - (Abs(RAngle
) mod 360)) mod 360;
1745 procedure TGib
.getMapBox (out x
, y
, w
, h
: Integer); inline;
1747 x
:= Obj
.X
+Obj
.Rect
.X
;
1748 y
:= Obj
.Y
+Obj
.Rect
.Y
;
1749 w
:= Obj
.Rect
.Width
;
1750 h
:= Obj
.Rect
.Height
;
1753 procedure TGib
.moveBy (dx
, dy
: Integer); inline;
1755 if (dx
<> 0) or (dy
<> 0) then
1764 procedure TShell
.getMapBox (out x
, y
, w
, h
: Integer); inline;
1768 w
:= Obj
.Rect
.Width
;
1769 h
:= Obj
.Rect
.Height
;
1772 procedure TShell
.moveBy (dx
, dy
: Integer); inline;
1774 if (dx
<> 0) or (dy
<> 0) then
1783 procedure TGib
.positionChanged (); inline; begin end;
1784 procedure TShell
.positionChanged (); inline; begin end;
1787 procedure g_Player_DrawCorpses();
1792 if gGibs
<> nil then
1793 for i
:= 0 to High(gGibs
) do
1794 if gGibs
[i
].alive
then
1797 if not g_Obj_Collide(sX
, sY
, sWidth
, sHeight
, @Obj
) then
1800 a
.X
:= Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2);
1801 a
.y
:= Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2);
1803 e_DrawAdv(ID
, Obj
.X
, Obj
.Y
, 0, True, False, RAngle
, @a
, TMirrorType
.None
);
1806 e_DrawAdv(MaskID
, Obj
.X
, Obj
.Y
, 0, True, False, RAngle
, @a
, TMirrorType
.None
);
1812 if gCorpses
<> nil then
1813 for i
:= 0 to High(gCorpses
) do
1814 if gCorpses
[i
] <> nil then
1818 procedure g_Player_DrawShells();
1823 if gShells
<> nil then
1824 for i
:= 0 to High(gShells
) do
1825 if gShells
[i
].alive
then
1828 if not g_Obj_Collide(sX
, sY
, sWidth
, sHeight
, @Obj
) then
1834 e_DrawAdv(SpriteID
, Obj
.X
, Obj
.Y
, 0, True, False, RAngle
, @a
, TMirrorType
.None
);
1838 procedure g_Player_RemoveAllCorpses();
1844 SetLength(gGibs
, MaxGibs
);
1845 SetLength(gShells
, MaxGibs
);
1849 if gCorpses
<> nil then
1850 for i
:= 0 to High(gCorpses
) do
1854 SetLength(gCorpses
, MaxCorpses
);
1857 procedure g_Player_Corpses_SaveState (st
: TStream
);
1861 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ
1863 for i
:= 0 to High(gCorpses
) do if (gCorpses
[i
] <> nil) then Inc(count
);
1865 // Êîëè÷åñòâî òðóïîâ
1866 utils
.writeInt(st
, LongInt(count
));
1868 if (count
= 0) then exit
;
1871 for i
:= 0 to High(gCorpses
) do
1873 if gCorpses
[i
] <> nil then
1876 utils
.writeStr(st
, gCorpses
[i
].FModelName
);
1878 utils
.writeBool(st
, gCorpses
[i
].Mess
);
1879 // Ñîõðàíÿåì äàííûå òðóïà:
1880 gCorpses
[i
].SaveState(st
);
1886 procedure g_Player_Corpses_LoadState (st
: TStream
);
1894 g_Player_RemoveAllCorpses();
1896 // Êîëè÷åñòâî òðóïîâ:
1897 count
:= utils
.readLongInt(st
);
1898 if (count
< 0) or (count
> Length(gCorpses
)) then raise XStreamError
.Create('invalid number of corpses');
1900 if (count
= 0) then exit
;
1903 for i
:= 0 to count
-1 do
1906 str
:= utils
.readStr(st
);
1908 b
:= utils
.readBool(st
);
1910 gCorpses
[i
] := TCorpse
.Create(0, 0, str
, b
);
1911 // Çàãðóæàåì äàííûå òðóïà
1912 gCorpses
[i
].LoadState(st
);
1919 function TPlayer
.isValidViewPort (): Boolean; inline; begin result
:= (viewPortW
> 0) and (viewPortH
> 0); end;
1921 procedure TPlayer
.BFGHit();
1923 g_Weapon_BFGHit(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1924 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
1925 if g_Game_IsServer
and g_Game_IsNet
then
1926 MH_SEND_Effect(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1927 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
1931 procedure TPlayer
.ChangeModel(ModelName
: string);
1933 locModel
: TPlayerModel
;
1935 locModel
:= g_PlayerModel_Get(ModelName
);
1936 if locModel
= nil then Exit
;
1942 procedure TPlayer
.SetModel(ModelName
: string);
1946 m
:= g_PlayerModel_Get(ModelName
);
1949 g_SimpleError(Format(_lc
[I_GAME_ERROR_MODEL_FALLBACK
], [ModelName
]));
1950 m
:= g_PlayerModel_Get('doomer');
1953 g_FatalError(Format(_lc
[I_GAME_ERROR_MODEL
], ['doomer']));
1958 if FModel
<> nil then
1963 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
1964 FModel
.Color
:= FColor
1966 FModel
.Color
:= TEAMCOLOR
[FTeam
];
1967 FModel
.SetWeapon(FCurrWeap
);
1968 FModel
.SetFlag(FFlag
);
1969 SetDirection(FDirection
);
1972 procedure TPlayer
.SetColor(Color
: TRGB
);
1975 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
1976 if FModel
<> nil then FModel
.Color
:= Color
;
1979 procedure TPlayer
.SwitchTeam
;
1981 if g_Game_IsClient
then
1983 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then Exit
;
1985 if gGameOn
and FAlive
then
1986 Kill(K_SIMPLEKILL
, FUID
, HIT_SELF
);
1988 if FTeam
= TEAM_RED
then
1990 ChangeTeam(TEAM_BLUE
);
1991 g_Console_Add(Format(_lc
[I_PLAYER_CHTEAM_BLUE
], [FName
]), True);
1992 if g_Game_IsNet
then
1993 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM
, TEAM_BLUE
, FName
);
1997 ChangeTeam(TEAM_RED
);
1998 g_Console_Add(Format(_lc
[I_PLAYER_CHTEAM_RED
], [FName
]), True);
1999 if g_Game_IsNet
then
2000 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM
, TEAM_RED
, FName
);
2002 FPreferredTeam
:= FTeam
;
2005 procedure TPlayer
.ChangeTeam(Team
: Byte);
2012 TEAM_RED
, TEAM_BLUE
:
2013 FModel
.Color
:= TEAMCOLOR
[Team
];
2015 FModel
.Color
:= FColor
;
2017 if (FTeam
<> OldTeam
) and g_Game_IsNet
and g_Game_IsServer
then
2018 MH_SEND_PlayerStats(FUID
);
2022 procedure TPlayer.CollideItem();
2027 if gItems = nil then Exit;
2028 if not FAlive then Exit;
2030 for i := 0 to High(gItems) do
2033 if (ItemType <> ITEM_NONE) and alive then
2034 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
2035 PLAYER_RECT.Height, @Obj) then
2037 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
2039 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
2040 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
2041 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
2042 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
2043 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
2045 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
2046 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
2047 (gGameSettings.GameType = GT_SINGLE) and
2048 (g_Player_GetCount() > 1)) then
2049 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
2055 function TPlayer
.CollideLevel(XInc
, YInc
: Integer): Boolean;
2057 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
2058 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
, PANEL_WALL
,
2062 constructor TPlayer
.Create();
2068 mEDamageType
:= HIT_SOME
;
2074 FSawSound
:= TPlayableSound
.Create();
2075 FSawSoundIdle
:= TPlayableSound
.Create();
2076 FSawSoundHit
:= TPlayableSound
.Create();
2077 FSawSoundSelect
:= TPlayableSound
.Create();
2078 FJetSoundFly
:= TPlayableSound
.Create();
2079 FJetSoundOn
:= TPlayableSound
.Create();
2080 FJetSoundOff
:= TPlayableSound
.Create();
2082 FSawSound
.SetByName('SOUND_WEAPON_FIRESAW');
2083 FSawSoundIdle
.SetByName('SOUND_WEAPON_IDLESAW');
2084 FSawSoundHit
.SetByName('SOUND_WEAPON_HITSAW');
2085 FSawSoundSelect
.SetByName('SOUND_WEAPON_SELECTSAW');
2086 FJetSoundFly
.SetByName('SOUND_PLAYER_JETFLY');
2087 FJetSoundOn
.SetByName('SOUND_PLAYER_JETON');
2088 FJetSoundOff
.SetByName('SOUND_PLAYER_JETOFF');
2090 FSpectatePlayer
:= -1;
2094 FSavedState
.WaitRecall
:= False;
2100 FActualModelName
:= 'doomer';
2103 FObj
.Rect
:= PLAYER_RECT
;
2105 FBFGFireCounter
:= -1;
2106 FJustTeleported
:= False;
2112 procedure TPlayer
.positionChanged (); inline;
2116 procedure TPlayer
.doDamage (v
: Integer);
2118 if (v
<= 0) then exit
;
2119 if (v
> 32767) then v
:= 32767;
2120 Damage(v
, 0, 0, 0, mEDamageType
);
2123 procedure TPlayer
.Damage(value
: Word; SpawnerUID
: Word; vx
, vy
: Integer; t
: Byte);
2127 if (not g_Game_IsClient
) and (not FAlive
) then
2132 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2133 if ((t
= HIT_TRAP
) or (t
= HIT_SELF
)) and (not FGodMode
) then
2135 if not g_Game_IsClient
then
2138 if t
= HIT_TRAP
then
2140 // Ëîâóøêà óáèâàåò ñðàçó:
2142 Kill(K_EXTRAHARDKILL
, SpawnerUID
, t
);
2144 if t
= HIT_SELF
then
2148 Kill(K_SIMPLEKILL
, SpawnerUID
, t
);
2151 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2152 FMegaRulez
[MR_SUIT
] := 0;
2153 FMegaRulez
[MR_INVUL
] := 0;
2154 FMegaRulez
[MR_INVIS
] := 0;
2158 // Íî îò îñòàëüíîãî ñïàñàåò:
2159 if FMegaRulez
[MR_INVUL
] >= gTime
then
2166 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2167 if LongBool(gGameSettings
.Options
and GAME_OPTION_TEAMDAMAGE
) or
2168 (SpawnerUID
= FUID
) or
2169 (not SameTeam(FUID
, SpawnerUID
)) then
2171 FLastSpawnerUID
:= SpawnerUID
;
2173 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2174 if gBloodCount
> 0 then
2176 c
:= Min(value
, 200)*gBloodCount
+ Random(Min(value
, 200) div 2);
2177 if value
div 4 <= c
then
2178 c
:= c
- (value
div 4)
2182 if (t
= HIT_SOME
) and (vx
= 0) and (vy
= 0) then
2186 HIT_TRAP
, HIT_ACID
, HIT_FLAME
, HIT_SELF
: MakeBloodSimple(c
);
2187 HIT_BFG
, HIT_ROCKET
, HIT_SOME
: MakeBloodVector(c
, vx
, vy
);
2190 if t
= HIT_WATER
then
2191 g_GFX_Bubbles(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2),
2192 FObj
.Y
+PLAYER_RECT
.Y
-4, value
div 2, 8, 4);
2197 Inc(FDamageBuffer
, value
);
2201 FPain
:= FPain
+ value
;
2204 if g_Game_IsServer
and g_Game_IsNet
then
2206 MH_SEND_PlayerDamage(FUID
, t
, SpawnerUID
, value
, vx
, vy
);
2207 MH_SEND_PlayerStats(FUID
);
2208 MH_SEND_PlayerPos(False, FUID
);
2212 function TPlayer
.Heal(value
: Word; Soft
: Boolean): Boolean;
2215 if g_Game_IsClient
then
2220 if Soft
and (FHealth
< PLAYER_HP_SOFT
) then
2222 IncMax(FHealth
, value
, PLAYER_HP_SOFT
);
2225 if (not Soft
) and (FHealth
< PLAYER_HP_LIMIT
) then
2227 IncMax(FHealth
, value
, PLAYER_HP_LIMIT
);
2231 if Result
and g_Game_IsServer
and g_Game_IsNet
then
2232 MH_SEND_PlayerStats(FUID
);
2235 destructor TPlayer
.Destroy();
2237 if (gPlayer1
<> nil) and (gPlayer1
.FUID
= FUID
) then
2239 if (gPlayer2
<> nil) and (gPlayer2
.FUID
= FUID
) then
2243 FSawSoundIdle
.Free();
2244 FSawSoundHit
.Free();
2245 FJetSoundFly
.Free();
2247 FJetSoundOff
.Free();
2253 procedure TPlayer
.DrawBubble();
2255 bubX
, bubY
: Integer;
2258 Rw
, Gw
, Bw
: SmallInt;
2261 bubX
:= FObj
.X
+FObj
.Rect
.X
+ IfThen(FDirection
= TDirection
.D_LEFT
, -4, 18);
2262 bubY
:= FObj
.Y
+FObj
.Rect
.Y
- 18;
2270 1: // simple textual non-bubble
2272 bubX
:= FObj
.X
+FObj
.Rect
.X
- 11;
2273 bubY
:= FObj
.Y
+FObj
.Rect
.Y
- 17;
2274 e_TextureFontPrint(bubX
, bubY
, '[...]', gStdFont
);
2277 2: // advanced pixel-perfect bubble
2279 if FTeam
= TEAM_RED
then
2282 if FTeam
= TEAM_BLUE
then
2285 3: // colored bubble
2287 Rb
:= FModel
.Color
.R
;
2288 Gb
:= FModel
.Color
.G
;
2289 Bb
:= FModel
.Color
.B
;
2290 Rw
:= Min(Rb
* 2 + 64, 255);
2291 Gw
:= Min(Gb
* 2 + 64, 255);
2292 Bw
:= Min(Bb
* 2 + 64, 255);
2293 if (Abs(Rw
- Rb
) < 32)
2294 or (Abs(Gw
- Gb
) < 32)
2295 or (Abs(Bw
- Bb
) < 32) then
2297 Rb
:= Max(Rw
div 2 - 16, 0);
2298 Gb
:= Max(Gw
div 2 - 16, 0);
2299 Bb
:= Max(Bw
div 2 - 16, 0);
2302 4: // custom textured bubble
2304 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID
) then
2305 if FDirection
= TDirection
.D_RIGHT
then
2306 e_Draw(ID
, bubX
- 6, bubY
- 7, 0, True, False)
2308 e_Draw(ID
, bubX
- 6, bubY
- 7, 0, True, False, TMirrorType
.Horizontal
);
2314 e_DrawQuad(bubX
+ 1, bubY
, bubX
+ 18, bubY
+ 13, Rb
, Gb
, Bb
);
2315 e_DrawQuad(bubX
, bubY
+ 1, bubX
+ 19, bubY
+ 12, Rb
, Gb
, Bb
);
2317 e_DrawFillQuad(bubX
+ 1, bubY
+ 1, bubX
+ 18, bubY
+ 12, Rw
, Gw
, Bw
, 0);
2320 Dot
:= IfThen(FDirection
= TDirection
.D_LEFT
, 14, 5);
2321 e_DrawLine(1, bubX
+ Dot
, bubY
+ 14, bubX
+ Dot
, bubY
+ 16, Rb
, Gb
, Bb
);
2322 e_DrawLine(1, bubX
+ IfThen(FDirection
= TDirection
.D_LEFT
, Dot
- 1, Dot
+ 1), bubY
+ 13, bubX
+ IfThen(FDirection
= TDirection
.D_LEFT
, Dot
- 1, Dot
+ 1), bubY
+ 15, Rw
, Gw
, Bw
);
2323 e_DrawLine(1, bubX
+ IfThen(FDirection
= TDirection
.D_LEFT
, Dot
- 2, Dot
+ 2), bubY
+ 13, bubX
+ IfThen(FDirection
= TDirection
.D_LEFT
, Dot
- 2, Dot
+ 2), bubY
+ 14, Rw
, Gw
, Bw
);
2324 e_DrawLine(1, bubX
+ IfThen(FDirection
= TDirection
.D_LEFT
, Dot
- 3, Dot
+ 3), bubY
+ 13, bubX
+ IfThen(FDirection
= TDirection
.D_LEFT
, Dot
- 3, Dot
+ 3), bubY
+ 13, Rw
, Gw
, Bw
);
2325 e_DrawLine(1, bubX
+ IfThen(FDirection
= TDirection
.D_LEFT
, Dot
- 3, Dot
+ 3), bubY
+ 14, bubX
+ IfThen(FDirection
= TDirection
.D_LEFT
, Dot
- 1, Dot
+ 1), bubY
+ 16, Rb
, Gb
, Bb
);
2329 e_DrawFillQuad(bubX
+ Dot
, bubY
+ 8, bubX
+ Dot
+ 1, bubY
+ 9, Rb
, Gb
, Bb
, 0);
2330 e_DrawFillQuad(bubX
+ Dot
+ 3, bubY
+ 8, bubX
+ Dot
+ 4, bubY
+ 9, Rb
, Gb
, Bb
, 0);
2331 e_DrawFillQuad(bubX
+ Dot
+ 6, bubY
+ 8, bubX
+ Dot
+ 7, bubY
+ 9, Rb
, Gb
, Bb
, 0);
2334 procedure TPlayer
.Draw();
2342 if (FMegaRulez
[MR_INVUL
] > gTime
) and (gPlayerDrawn
<> Self
) then
2343 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID
) then
2345 e_GetTextureSize(ID
, @w
, @h
);
2346 if FDirection
= TDirection
.D_LEFT
then
2347 e_Draw(ID
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-(w
div 2)+4,
2348 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-(h
div 2)-7+FObj
.slopeUpLeft
, 0, True, False)
2350 e_Draw(ID
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-(w
div 2)-2,
2351 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-(h
div 2)-7+FObj
.slopeUpLeft
, 0, True, False);
2354 if FMegaRulez
[MR_INVIS
] > gTime
then
2356 if (gPlayerDrawn
<> nil) and ((Self
= gPlayerDrawn
) or
2357 ((FTeam
= gPlayerDrawn
.Team
) and (gGameSettings
.GameMode
<> GM_DM
))) then
2359 if (FMegaRulez
[MR_INVIS
] - gTime
) <= 2100 then
2360 dr
:= not Odd((FMegaRulez
[MR_INVIS
] - gTime
) div 300)
2364 FModel
.Draw(FObj
.X
, FObj
.Y
+FObj
.slopeUpLeft
, 200)
2366 FModel
.Draw(FObj
.X
, FObj
.Y
+FObj
.slopeUpLeft
);
2369 FModel
.Draw(FObj
.X
, FObj
.Y
+FObj
.slopeUpLeft
, 254);
2372 FModel
.Draw(FObj
.X
, FObj
.Y
+FObj
.slopeUpLeft
);
2375 if g_debug_Frames
then
2377 e_DrawQuad(FObj
.X
+FObj
.Rect
.X
,
2379 FObj
.X
+FObj
.Rect
.X
+FObj
.Rect
.Width
-1,
2380 FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-1,
2384 if (gChatBubble
> 0) and (FKeys
[KEY_CHAT
].Pressed
) and not FGhost
then
2386 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2387 if gAimLine
and alive
and
2388 ((Self
= gPlayer1
) or (Self
= gPlayer2
)) then
2393 procedure TPlayer
.DrawAim();
2394 procedure drawCast (sz
: Integer; ax0
, ay0
, ax1
, ay1
: Integer);
2398 if isValidViewPort
and (self
= gPlayer1
) then
2400 g_Holmes_plrLaser(ax0
, ay0
, ax1
, ay1
);
2403 e_DrawLine(sz
, ax0
, ay0
, ax1
, ay1
, 255, 0, 0, 96);
2404 if (g_Map_traceToNearestWall(ax0
, ay0
, ax1
, ay1
, @ex
, @ey
) <> nil) then
2406 e_DrawLine(sz
, ax0
, ay0
, ex
, ey
, 0, 255, 0, 96);
2410 e_DrawLine(sz
, ax0
, ay0
, ex
, ey
, 0, 0, 255, 96);
2415 wx
, wy
, xx
, yy
: Integer;
2419 wx
:= FObj
.X
+ WEAPONPOINT
[FDirection
].X
+ IfThen(FDirection
= TDirection
.D_LEFT
, 7, -7);
2420 wy
:= FObj
.Y
+ WEAPONPOINT
[FDirection
].Y
;
2429 1: begin // Chainsaw
2436 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2437 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2438 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2439 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2444 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2445 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2446 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2447 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2449 4: begin // Double Shotgun
2452 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2453 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2454 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2455 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2457 5: begin // Chaingun
2460 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2461 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2462 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2463 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2465 6: begin // Rocket Launcher
2468 if angle
= ANGLE_RIGHTUP
then Inc(angle
, 2);
2469 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2470 if angle
= ANGLE_LEFTUP
then Dec(angle
, 2);
2471 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2473 7: begin // Plasmagun
2476 if angle
= ANGLE_RIGHTUP
then Inc(angle
);
2477 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 3);
2478 if angle
= ANGLE_LEFTUP
then Dec(angle
);
2479 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 3);
2484 if angle
= ANGLE_RIGHTUP
then Inc(angle
, 1);
2485 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 2);
2486 if angle
= ANGLE_LEFTUP
then Dec(angle
, 1);
2487 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 2);
2489 9: begin // Super Chaingun
2492 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2493 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2494 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2495 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2498 xx
:= Trunc(Cos(-DegToRad(angle
)) * len
) + wx
;
2499 yy
:= Trunc(Sin(-DegToRad(angle
)) * len
) + wy
;
2500 {$IF DEFINED(D2F_DEBUG)}
2501 drawCast(sz
, wx
, wy
, xx
, yy
);
2503 e_DrawLine(sz
, wx
, wy
, xx
, yy
, 255, 0, 0, 96);
2507 procedure TPlayer
.DrawGUI();
2510 X
, Y
, SY
, a
, p
, m
: Integer;
2514 stat
: TPlayerStatArray
;
2516 X
:= gPlayerScreenSize
.X
;
2517 SY
:= gPlayerScreenSize
.Y
;
2520 if gShowGoals
and (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
2522 if gGameSettings
.GameMode
= GM_CTF
then
2526 if gGameSettings
.GameMode
= GM_CTF
then
2528 s
:= 'TEXTURE_PLAYER_REDFLAG';
2529 if gFlags
[FLAG_RED
].State
= FLAG_STATE_CAPTURED
then
2530 s
:= 'TEXTURE_PLAYER_REDFLAG_S';
2531 if gFlags
[FLAG_RED
].State
= FLAG_STATE_DROPPED
then
2532 s
:= 'TEXTURE_PLAYER_REDFLAG_D';
2533 if g_Texture_Get(s
, ID
) then
2534 e_Draw(ID
, X
-16-32, 240-72-4, 0, True, False);
2537 s
:= IntToStr(gTeamStat
[TEAM_RED
].Goals
);
2538 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2539 e_CharFont_PrintEx(gMenuFont
, X
-16-a
-tw
, 240-72-4, s
, TEAMCOLOR
[TEAM_RED
]);
2541 if gGameSettings
.GameMode
= GM_CTF
then
2543 s
:= 'TEXTURE_PLAYER_BLUEFLAG';
2544 if gFlags
[FLAG_BLUE
].State
= FLAG_STATE_CAPTURED
then
2545 s
:= 'TEXTURE_PLAYER_BLUEFLAG_S';
2546 if gFlags
[FLAG_BLUE
].State
= FLAG_STATE_DROPPED
then
2547 s
:= 'TEXTURE_PLAYER_BLUEFLAG_D';
2548 if g_Texture_Get(s
, ID
) then
2549 e_Draw(ID
, X
-16-32, 240-32-4, 0, True, False);
2552 s
:= IntToStr(gTeamStat
[TEAM_BLUE
].Goals
);
2553 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2554 e_CharFont_PrintEx(gMenuFont
, X
-16-a
-tw
, 240-32-4, s
, TEAMCOLOR
[TEAM_BLUE
]);
2557 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID
) then
2558 e_DrawFill(ID
, X
, 0, 1, (gPlayerScreenSize
.Y
div 256)+IfThen(gPlayerScreenSize
.Y
mod 256 > 0, 1, 0),
2561 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID
) then
2562 e_Draw(ID
, X
+2, Y
, 0, True, False);
2564 if gGameSettings
.GameType
in [GT_CUSTOM
, GT_SERVER
, GT_CLIENT
] then
2568 s
:= IntToStr(Frags
);
2569 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2570 e_CharFont_PrintEx(gMenuFont
, X
-16-tw
, Y
, s
, _RGB(255, 0, 0));
2575 stat
:= g_Player_GetStats();
2580 for a
:= 0 to High(stat
) do
2581 if stat
[a
].Name
<> Name
then
2583 if stat
[a
].Frags
> m
then m
:= stat
[a
].Frags
;
2584 if stat
[a
].Frags
> Frags
then p
:= p
+1;
2588 s
:= IntToStr(p
)+' / '+IntToStr(Length(stat
))+' ';
2589 if Frags
>= m
then s
:= s
+'+' else s
:= s
+'-';
2590 s
:= s
+IntToStr(Abs(Frags
-m
));
2592 e_CharFont_GetSize(gMenuSmallFont
, s
, tw
, th
);
2593 e_CharFont_PrintEx(gMenuSmallFont
, X
-16-tw
, Y
+32, s
, _RGB(255, 0, 0));
2596 if gShowLives
and (gGameSettings
.MaxLives
> 0) then
2598 s
:= IntToStr(Lives
);
2599 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2600 e_CharFont_PrintEx(gMenuFont
, X
-16-tw
, SY
-32, s
, _RGB(0, 255, 0));
2604 e_CharFont_GetSize(gMenuSmallFont
, FName
, tw
, th
);
2605 e_CharFont_PrintEx(gMenuSmallFont
, X
+98-(tw
div 2), Y
+8, FName
, _RGB(255, 0, 0));
2607 if R_BERSERK
in FRulez
then
2608 e_Draw(gItemsTexturesID
[ITEM_MEDKIT_BLACK
], X
+37, Y
+45, 0, True, False)
2610 e_Draw(gItemsTexturesID
[ITEM_MEDKIT_LARGE
], X
+37, Y
+45, 0, True, False);
2612 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID
) then
2613 e_Draw(ID
, X
+36, Y
+77, 0, True, False);
2615 s
:= IntToStr(IfThen(FHealth
> 0, FHealth
, 0));
2616 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2617 e_CharFont_PrintEx(gMenuFont
, X
+178-tw
, Y
+40, s
, _RGB(255, 0, 0));
2619 s
:= IntToStr(FArmor
);
2620 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2621 e_CharFont_PrintEx(gMenuFont
, X
+178-tw
, Y
+68, s
, _RGB(255, 0, 0));
2623 s
:= IntToStr(GetAmmoByWeapon(FCurrWeap
));
2629 ID
:= gItemsTexturesID
[ITEM_WEAPON_KASTET
];
2634 ID
:= gItemsTexturesID
[ITEM_WEAPON_SAW
];
2636 WEAPON_PISTOL
: ID
:= gItemsTexturesID
[ITEM_WEAPON_PISTOL
];
2637 WEAPON_CHAINGUN
: ID
:= gItemsTexturesID
[ITEM_WEAPON_CHAINGUN
];
2638 WEAPON_SHOTGUN1
: ID
:= gItemsTexturesID
[ITEM_WEAPON_SHOTGUN1
];
2639 WEAPON_SHOTGUN2
: ID
:= gItemsTexturesID
[ITEM_WEAPON_SHOTGUN2
];
2640 WEAPON_SUPERPULEMET
: ID
:= gItemsTexturesID
[ITEM_WEAPON_SUPERPULEMET
];
2641 WEAPON_ROCKETLAUNCHER
: ID
:= gItemsTexturesID
[ITEM_WEAPON_ROCKETLAUNCHER
];
2642 WEAPON_PLASMA
: ID
:= gItemsTexturesID
[ITEM_WEAPON_PLASMA
];
2643 WEAPON_BFG
: ID
:= gItemsTexturesID
[ITEM_WEAPON_BFG
];
2644 WEAPON_FLAMETHROWER
: ID
:= gItemsTexturesID
[ITEM_WEAPON_FLAMETHROWER
];
2647 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2648 e_CharFont_PrintEx(gMenuFont
, X
+178-tw
, Y
+158, s
, _RGB(255, 0, 0));
2649 e_Draw(ID
, X
+20, Y
+160, 0, True, False);
2651 if R_KEY_RED
in FRulez
then
2652 e_Draw(gItemsTexturesID
[ITEM_KEY_RED
], X
+78, Y
+214, 0, True, False);
2654 if R_KEY_GREEN
in FRulez
then
2655 e_Draw(gItemsTexturesID
[ITEM_KEY_GREEN
], X
+95, Y
+214, 0, True, False);
2657 if R_KEY_BLUE
in FRulez
then
2658 e_Draw(gItemsTexturesID
[ITEM_KEY_BLUE
], X
+112, Y
+214, 0, True, False);
2660 if FJetFuel
> 0 then
2662 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID
) then
2663 e_Draw(ID
, X
+2, Y
+116, 0, True, False);
2664 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID
) then
2665 e_Draw(ID
, X
+2, Y
+126, 0, True, False);
2666 e_DrawLine(4, X
+16, Y
+122, X
+16+Trunc(168*IfThen(FAir
> 0, FAir
, 0)/AIR_MAX
), Y
+122, 0, 0, 196);
2667 e_DrawLine(4, X
+16, Y
+132, X
+16+Trunc(168*FJetFuel
/JET_MAX
), Y
+132, 208, 0, 0);
2671 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID
) then
2672 e_Draw(ID
, X
+2, Y
+124, 0, True, False);
2673 e_DrawLine(4, X
+16, Y
+130, X
+16+Trunc(168*IfThen(FAir
> 0, FAir
, 0)/AIR_MAX
), Y
+130, 0, 0, 196);
2676 if gShowPing
and g_Game_IsClient
then
2678 s
:= _lc
[I_GAME_PING_HUD
] + IntToStr(NetPeer
.lastRoundTripTime
) + _lc
[I_NET_SLIST_PING_MS
];
2679 e_TextureFontPrint(X
+ 4, Y
+ 242, s
, gStdFont
);
2685 e_TextureFontPrint(X
+ 4, Y
+ 242, _lc
[I_PLAYER_SPECT
], gStdFont
);
2686 e_TextureFontPrint(X
+ 4, Y
+ 258, _lc
[I_PLAYER_SPECT2
], gStdFont
);
2687 e_TextureFontPrint(X
+ 4, Y
+ 274, _lc
[I_PLAYER_SPECT1
], gStdFont
);
2690 e_TextureFontGetSize(gStdFont
, cw
, ch
);
2691 s
:= _lc
[I_PLAYER_SPECT4
];
2692 e_TextureFontPrintEx(gScreenWidth
div 2 - cw
*(Length(s
) div 2),
2693 gScreenHeight
-4-ch
, s
, gStdFont
, 255, 255, 255, 1, True);
2694 e_TextureFontPrint(X
+ 4, Y
+ 290, _lc
[I_PLAYER_SPECT1S
], gStdFont
);
2700 procedure TPlayer
.DrawRulez();
2704 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2705 if FMegaRulez
[MR_INVUL
] >= gTime
then
2707 if (FMegaRulez
[MR_INVUL
]-gTime
) <= 2100 then
2708 dr
:= not Odd((FMegaRulez
[MR_INVUL
]-gTime
) div 300)
2713 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1,
2714 191, 191, 191, 0, TBlending
.Invert
);
2717 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2718 if FMegaRulez
[MR_SUIT
] >= gTime
then
2720 if (FMegaRulez
[MR_SUIT
]-gTime
) <= 2100 then
2721 dr
:= not Odd((FMegaRulez
[MR_SUIT
]-gTime
) div 300)
2726 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1,
2727 0, 96, 0, 200, TBlending
.None
);
2730 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2731 if (FBerserk
>= 0) and (LongWord(FBerserk
) >= gTime
) and (gFlash
= 2) then
2733 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1,
2734 255, 0, 0, 200, TBlending
.None
);
2738 procedure TPlayer
.DrawPain();
2742 if FPain
= 0 then Exit
;
2746 if a
< 15 then h
:= 0
2747 else if a
< 35 then h
:= 1
2748 else if a
< 55 then h
:= 2
2749 else if a
< 75 then h
:= 3
2750 else if a
< 95 then h
:= 4
2753 //if a > 255 then a := 255;
2755 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1, 255, 0, 0, 255-h
*50);
2756 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2759 procedure TPlayer
.DrawPickup();
2763 if FPickup
= 0 then Exit
;
2767 if a
< 15 then h
:= 1
2768 else if a
< 35 then h
:= 2
2769 else if a
< 55 then h
:= 3
2770 else if a
< 75 then h
:= 4
2773 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1, 150, 200, 150, 255-h
*50);
2776 procedure TPlayer
.Fire();
2778 f
, DidFire
: Boolean;
2779 wx
, wy
, xd
, yd
: Integer;
2782 if g_Game_IsClient
then Exit
;
2783 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2784 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2792 if FReloading
[FCurrWeap
] <> 0 then Exit
;
2797 wx
:= FObj
.X
+WEAPONPOINT
[FDirection
].X
;
2798 wy
:= FObj
.Y
+WEAPONPOINT
[FDirection
].Y
;
2799 xd
:= wx
+IfThen(FDirection
= TDirection
.D_LEFT
, -30, 30);
2800 yd
:= wy
+firediry();
2805 if R_BERSERK
in FRulez
then
2807 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2808 locobj
.X
:= FObj
.X
+FObj
.Rect
.X
;
2809 locobj
.Y
:= FObj
.Y
+FObj
.Rect
.Y
;
2812 locobj
.rect
.Width
:= 39;
2813 locobj
.rect
.Height
:= 52;
2814 locobj
.Vel
.X
:= (xd
-wx
) div 2;
2815 locobj
.Vel
.Y
:= (yd
-wy
) div 2;
2816 locobj
.Accel
.X
:= xd
-wx
;
2817 locobj
.Accel
.y
:= yd
-wy
;
2819 if g_Weapon_Hit(@locobj
, 50, FUID
, HIT_SOME
) <> 0 then
2820 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj
.X
, FObj
.Y
)
2822 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj
.X
, FObj
.Y
);
2824 if (gFlash
= 1) and (FPain
< 50) then FPain
:= min(FPain
+ 25, 50);
2828 g_Weapon_punch(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, 3, FUID
);
2832 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2837 if g_Weapon_chainsaw(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
2838 IfThen(gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
], 9, 3), FUID
) <> 0 then
2840 FSawSoundSelect
.Stop();
2842 FSawSoundHit
.PlayAt(FObj
.X
, FObj
.Y
);
2844 else if not FSawSoundHit
.IsPlaying() then
2846 FSawSoundSelect
.Stop();
2847 FSawSound
.PlayAt(FObj
.X
, FObj
.Y
);
2850 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2856 if FAmmo
[A_BULLETS
] > 0 then
2858 g_Weapon_pistol(wx
, wy
, xd
, yd
, FUID
);
2859 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2860 Dec(FAmmo
[A_BULLETS
]);
2861 FFireAngle
:= FAngle
;
2864 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
2865 GameVelX
, GameVelY
-2, SHELL_BULLET
);
2869 if FAmmo
[A_SHELLS
] > 0 then
2871 g_Weapon_shotgun(wx
, wy
, xd
, yd
, FUID
);
2872 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx
, wy
);
2873 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2874 Dec(FAmmo
[A_SHELLS
]);
2875 FFireAngle
:= FAngle
;
2879 FShellType
:= SHELL_SHELL
;
2883 if FAmmo
[A_SHELLS
] >= 2 then
2885 g_Weapon_dshotgun(wx
, wy
, xd
, yd
, FUID
);
2886 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2887 Dec(FAmmo
[A_SHELLS
], 2);
2888 FFireAngle
:= FAngle
;
2892 FShellType
:= SHELL_DBLSHELL
;
2896 if FAmmo
[A_BULLETS
] > 0 then
2898 g_Weapon_mgun(wx
, wy
, xd
, yd
, FUID
);
2899 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx
, wy
);
2900 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2901 Dec(FAmmo
[A_BULLETS
]);
2902 FFireAngle
:= FAngle
;
2905 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
2906 GameVelX
, GameVelY
-2, SHELL_BULLET
);
2909 WEAPON_ROCKETLAUNCHER
:
2910 if FAmmo
[A_ROCKETS
] > 0 then
2912 g_Weapon_rocket(wx
, wy
, xd
, yd
, FUID
);
2913 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2914 Dec(FAmmo
[A_ROCKETS
]);
2915 FFireAngle
:= FAngle
;
2921 if FAmmo
[A_CELLS
] > 0 then
2923 g_Weapon_plasma(wx
, wy
, xd
, yd
, FUID
);
2924 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2925 Dec(FAmmo
[A_CELLS
]);
2926 FFireAngle
:= FAngle
;
2932 if (FAmmo
[A_CELLS
] >= 40) and (FBFGFireCounter
= -1) then
2934 FBFGFireCounter
:= 17;
2935 if not FNoReload
then
2936 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj
.X
, FObj
.Y
);
2937 Dec(FAmmo
[A_CELLS
], 40);
2941 WEAPON_SUPERPULEMET
:
2942 if FAmmo
[A_SHELLS
] > 0 then
2944 g_Weapon_shotgun(wx
, wy
, xd
, yd
, FUID
);
2945 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
2946 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2947 Dec(FAmmo
[A_SHELLS
]);
2948 FFireAngle
:= FAngle
;
2951 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
2952 GameVelX
, GameVelY
-2, SHELL_SHELL
);
2955 WEAPON_FLAMETHROWER
:
2956 if FAmmo
[A_FUEL
] > 0 then
2958 g_Weapon_flame(wx
, wy
, xd
, yd
, FUID
);
2959 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2961 FFireAngle
:= FAngle
;
2967 if g_Game_IsNet
then
2971 if FCurrWeap
<> WEAPON_BFG
then
2972 MH_SEND_PlayerFire(FUID
, FCurrWeap
, wx
, wy
, xd
, yd
, LastShotID
)
2974 if not FNoReload
then
2975 MH_SEND_Sound(FObj
.X
, FObj
.Y
, 'SOUND_WEAPON_STARTFIREBFG');
2978 MH_SEND_PlayerStats(FUID
);
2983 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
2984 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
2985 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
2988 function TPlayer
.GetAmmoByWeapon(Weapon
: Byte): Word;
2991 WEAPON_PISTOL
, WEAPON_CHAINGUN
: Result
:= FAmmo
[A_BULLETS
];
2992 WEAPON_SHOTGUN1
, WEAPON_SHOTGUN2
, WEAPON_SUPERPULEMET
: Result
:= FAmmo
[A_SHELLS
];
2993 WEAPON_ROCKETLAUNCHER
: Result
:= FAmmo
[A_ROCKETS
];
2994 WEAPON_PLASMA
, WEAPON_BFG
: Result
:= FAmmo
[A_CELLS
];
2995 WEAPON_FLAMETHROWER
: Result
:= FAmmo
[A_FUEL
];
3000 function TPlayer
.HeadInLiquid(XInc
, YInc
: Integer): Boolean;
3002 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_HEADRECT
.X
+XInc
, FObj
.Y
+PLAYER_HEADRECT
.Y
+YInc
,
3003 PLAYER_HEADRECT
.Width
, PLAYER_HEADRECT
.Height
,
3004 PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
, True);
3007 procedure TPlayer
.JetpackOn
;
3011 FJetSoundOn
.SetPosition(0);
3012 FJetSoundOn
.PlayAt(FObj
.X
, FObj
.Y
);
3016 procedure TPlayer
.JetpackOff
;
3020 FJetSoundOff
.SetPosition(0);
3021 FJetSoundOff
.PlayAt(FObj
.X
, FObj
.Y
);
3024 procedure TPlayer
.CatchFire(Attacker
: Word);
3027 FFireAttacker
:= Attacker
;
3028 if g_Game_IsNet
and g_Game_IsServer
then
3029 MH_SEND_PlayerStats(FUID
);
3032 procedure TPlayer
.Jump();
3034 if gFly
or FJetpack
then
3036 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
3037 if FObj
.Vel
.Y
> -VEL_FLY
then
3038 FObj
.Vel
.Y
:= FObj
.Vel
.Y
- 3;
3041 if FJetFuel
> 0 then
3043 if (FJetFuel
< 1) and g_Game_IsServer
then
3047 if g_Game_IsNet
then
3048 MH_SEND_PlayerStats(FUID
);
3054 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
3056 FCanJetpack
:= False;
3058 // Ïðûãàåì èëè âñïëûâàåì:
3059 if (CollideLevel(0, 1) or
3060 g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
+36, PLAYER_RECT
.Width
,
3061 PLAYER_RECT
.Height
-33, PANEL_STEP
, False)
3062 ) and (FObj
.Accel
.Y
= 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
3064 FObj
.Vel
.Y
:= -VEL_JUMP
;
3065 FCanJetpack
:= False;
3069 if BodyInLiquid(0, 0) then
3070 FObj
.Vel
.Y
:= -VEL_SW
3071 else if (FJetFuel
> 0) and FCanJetpack
and
3072 g_Game_IsServer
and (not g_Obj_CollideLiquid(@FObj
, 0, 0)) then
3076 if g_Game_IsNet
then
3077 MH_SEND_PlayerStats(FUID
);
3082 procedure TPlayer
.Kill(KillType
: Byte; SpawnerUID
: Word; t
: Byte);
3084 a
, i
, k
, ab
, ar
: Byte;
3088 srv
, netsrv
: Boolean;
3094 procedure PushItem(t
: Byte);
3098 id
:= g_Items_Create(FObj
.X
, FObj
.Y
, t
, True, False);
3099 it
:= g_Items_ByIdx(id
);
3100 if KillType
= K_EXTRAHARDKILL
then // -7..+7; -8..0
3102 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-7+Random(15),
3103 (FObj
.Vel
.Y
div 2)-Random(9));
3104 it
.positionChanged(); // this updates spatial accelerators
3108 if KillType
= K_HARDKILL
then // -5..+5; -5..0
3110 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-5+Random(11),
3111 (FObj
.Vel
.Y
div 2)-Random(6));
3113 else // -3..+3; -3..0
3115 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-3+Random(7),
3116 (FObj
.Vel
.Y
div 2)-Random(4));
3118 it
.positionChanged(); // this updates spatial accelerators
3121 if g_Game_IsNet
and g_Game_IsServer
then
3122 MH_SEND_ItemSpawn(True, id
);
3126 DoFrags
:= (gGameSettings
.MaxLives
= 0) or (gGameSettings
.GameMode
= GM_COOP
);
3127 Srv
:= g_Game_IsServer
;
3128 Netsrv
:= g_Game_IsServer
and g_Game_IsNet
;
3129 if Srv
then FDeath
:= FDeath
+ 1;
3134 if not FPhysics
then
3140 if (gGameSettings
.MaxLives
> 0) and Srv
and (gLMSRespawn
= LMS_RESPAWN_NONE
) then
3142 if FLives
> 0 then FLives
:= FLives
- 1;
3143 if FLives
= 0 then FNoRespawn
:= True;
3146 // Íîìåð òèïà ñìåðòè:
3149 K_SIMPLEKILL
: a
:= 1;
3151 K_EXTRAHARDKILL
: a
:= 3;
3156 if not FModel
.PlaySound(MODELSOUND_DIE
, a
, FObj
.X
, FObj
.Y
) then
3158 if FModel
.PlaySound(MODELSOUND_DIE
, i
, FObj
.X
, FObj
.Y
) then
3165 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN1
;
3167 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN2
;
3168 K_EXTRAHARDKILL
, K_FALLKILL
:
3169 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN3
;
3172 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3176 K_HARDKILL
, K_EXTRAHARDKILL
:
3180 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3181 if (KillType
<> K_FALLKILL
) and (Srv
) then
3182 g_Monsters_killedp();
3184 if SpawnerUID
= FUID
then
3186 if Srv
and (DoFrags
or (gGameSettings
.GameMode
= GM_TDM
)) then
3191 g_Console_Add(Format(_lc
[I_PLAYER_KILL_SELF
], [FName
]), True);
3194 if g_GetUIDType(SpawnerUID
) = UID_PLAYER
then
3195 begin // Óáèò äðóãèì èãðîêîì
3196 KP
:= g_Player_Get(SpawnerUID
);
3197 if (KP
<> nil) and Srv
then
3199 if (DoFrags
or (gGameSettings
.GameMode
= GM_TDM
)) then
3200 if SameTeam(FUID
, SpawnerUID
) then
3210 if (gGameSettings
.GameMode
= GM_TDM
) and DoFrags
then
3211 Inc(gTeamStat
[KP
.Team
].Goals
,
3212 IfThen(SameTeam(FUID
, SpawnerUID
), -1, 1));
3214 if netsrv
then MH_SEND_PlayerStats(SpawnerUID
);
3217 plr
:= g_Player_Get(SpawnerUID
);
3225 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_2
],
3229 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_1
],
3233 g_Console_Add(Format(_lc
[I_PLAYER_KILL
],
3238 else if g_GetUIDType(SpawnerUID
) = UID_MONSTER
then
3239 begin // Óáèò ìîíñòðîì
3240 mon
:= g_Monsters_ByUID(SpawnerUID
);
3244 s
:= g_Mons_GetKilledByTypeId(mon
.MonsterType
);
3248 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_2
],
3252 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_1
],
3256 g_Console_Add(Format(_lc
[I_PLAYER_KILL
],
3261 else // Îñîáûå òèïû ñìåðòè
3264 HIT_SELF
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_SELF
], [FName
]), True);
3265 HIT_FALL
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_FALL
], [FName
]), True);
3266 HIT_WATER
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_WATER
], [FName
]), True);
3267 HIT_ACID
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_ACID
], [FName
]), True);
3268 HIT_TRAP
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_TRAP
], [FName
]), True);
3269 else g_Console_Add(Format(_lc
[I_PLAYER_DIED
], [FName
]), True);
3275 for a
:= WP_FIRST
to WP_LAST
do
3279 WEAPON_SAW
: i
:= ITEM_WEAPON_SAW
;
3280 WEAPON_SHOTGUN1
: i
:= ITEM_WEAPON_SHOTGUN1
;
3281 WEAPON_SHOTGUN2
: i
:= ITEM_WEAPON_SHOTGUN2
;
3282 WEAPON_CHAINGUN
: i
:= ITEM_WEAPON_CHAINGUN
;
3283 WEAPON_ROCKETLAUNCHER
: i
:= ITEM_WEAPON_ROCKETLAUNCHER
;
3284 WEAPON_PLASMA
: i
:= ITEM_WEAPON_PLASMA
;
3285 WEAPON_BFG
: i
:= ITEM_WEAPON_BFG
;
3286 WEAPON_SUPERPULEMET
: i
:= ITEM_WEAPON_SUPERPULEMET
;
3287 WEAPON_FLAMETHROWER
: i
:= ITEM_WEAPON_FLAMETHROWER
;
3296 if R_ITEM_BACKPACK
in FRulez
then
3297 PushItem(ITEM_AMMO_BACKPACK
);
3299 // Âûáðîñ ðàêåòíîãî ðàíöà:
3300 if FJetFuel
> 0 then
3301 PushItem(ITEM_JETPACK
);
3304 if not (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
]) then
3306 if R_KEY_RED
in FRulez
then
3307 PushItem(ITEM_KEY_RED
);
3309 if R_KEY_GREEN
in FRulez
then
3310 PushItem(ITEM_KEY_GREEN
);
3312 if R_KEY_BLUE
in FRulez
then
3313 PushItem(ITEM_KEY_BLUE
);
3320 g_Player_CreateCorpse(Self
);
3322 if Srv
and (gGameSettings
.MaxLives
> 0) and FNoRespawn
and
3323 (gLMSRespawn
= LMS_RESPAWN_NONE
) then
3329 for i
:= Low(gPlayers
) to High(gPlayers
) do
3331 if gPlayers
[i
] = nil then continue
;
3332 if (not gPlayers
[i
].FNoRespawn
) and (not gPlayers
[i
].FSpectator
) then
3335 if gPlayers
[i
].FTeam
= TEAM_RED
then Inc(ar
)
3336 else if gPlayers
[i
].FTeam
= TEAM_BLUE
then Inc(ab
);
3341 OldLR
:= gLMSRespawn
;
3342 if (gGameSettings
.GameMode
= GM_COOP
) then
3346 // everyone is dead, restart the map
3347 g_Game_Message(_lc
[I_MESSAGE_LMS_LOSE
], 144);
3349 MH_SEND_GameEvent(NET_EV_LMS_LOSE
);
3350 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3351 gLMSRespawnTime
:= gTime
+ 5000;
3353 else if (a
= 1) then
3355 if (gPlayers
[k
] <> nil) and not (gPlayers
[k
] is TBot
) then
3356 if (gPlayers
[k
] = gPlayer1
) or
3357 (gPlayers
[k
] = gPlayer2
) then
3358 g_Console_Add('*** ' + _lc
[I_MESSAGE_LMS_SURVIVOR
] + ' ***', True)
3359 else if Netsrv
and (gPlayers
[k
].FClientID
>= 0) then
3360 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR
, 0, 'N', gPlayers
[k
].FClientID
);
3363 else if (gGameSettings
.GameMode
= GM_TDM
) then
3365 if (ab
= 0) and (ar
<> 0) then
3368 g_Game_Message(Format(_lc
[I_MESSAGE_TLMS_WIN
], [AnsiUpperCase(_lc
[I_GAME_TEAM_RED
])]), 144);
3370 MH_SEND_GameEvent(NET_EV_TLMS_WIN
, TEAM_RED
);
3371 Inc(gTeamStat
[TEAM_RED
].Goals
);
3372 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3373 gLMSRespawnTime
:= gTime
+ 5000;
3375 else if (ar
= 0) and (ab
<> 0) then
3378 g_Game_Message(Format(_lc
[I_MESSAGE_TLMS_WIN
], [AnsiUpperCase(_lc
[I_GAME_TEAM_BLUE
])]), 144);
3380 MH_SEND_GameEvent(NET_EV_TLMS_WIN
, TEAM_BLUE
);
3381 Inc(gTeamStat
[TEAM_BLUE
].Goals
);
3382 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3383 gLMSRespawnTime
:= gTime
+ 5000;
3385 else if (ar
= 0) and (ab
= 0) then
3388 g_Game_Message(_lc
[I_GAME_WIN_DRAW
], 144);
3390 MH_SEND_GameEvent(NET_EV_LMS_DRAW
, 0, FName
);
3391 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3392 gLMSRespawnTime
:= gTime
+ 5000;
3395 else if (gGameSettings
.GameMode
= GM_DM
) then
3399 if gPlayers
[k
] <> nil then
3402 // survivor is the winner
3403 g_Game_Message(Format(_lc
[I_MESSAGE_LMS_WIN
], [AnsiUpperCase(FName
)]), 144);
3405 MH_SEND_GameEvent(NET_EV_LMS_WIN
, 0, FName
);
3408 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3409 gLMSRespawnTime
:= gTime
+ 5000;
3411 else if (a
= 0) then
3413 // everyone is dead, restart the map
3414 g_Game_Message(_lc
[I_GAME_WIN_DRAW
], 144);
3416 MH_SEND_GameEvent(NET_EV_LMS_DRAW
, 0, FName
);
3417 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3418 gLMSRespawnTime
:= gTime
+ 5000;
3421 if srv
and (OldLR
= LMS_RESPAWN_NONE
) and (gLMSRespawn
> LMS_RESPAWN_NONE
) then
3423 if NetMode
= NET_SERVER
then
3424 MH_SEND_GameEvent(NET_EV_LMS_WARMUP
, (gLMSRespawnTime
- gTime
) div 1000)
3426 g_Console_Add(Format(_lc
[I_MSG_WARMUP_START
], [(gLMSRespawnTime
- gTime
) div 1000]), True);
3432 MH_SEND_PlayerStats(FUID
);
3433 MH_SEND_PlayerDeath(FUID
, KillType
, t
, SpawnerUID
);
3434 if gGameSettings
.GameMode
= GM_TDM
then MH_SEND_GameStats
;
3437 if srv
and FNoRespawn
then Spectate(True);
3438 FWantsInGame
:= True;
3441 function TPlayer
.BodyInLiquid(XInc
, YInc
: Integer): Boolean;
3443 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
, PLAYER_RECT
.Width
,
3444 PLAYER_RECT
.Height
-20, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
, False);
3447 function TPlayer
.BodyInAcid(XInc
, YInc
: Integer): Boolean;
3449 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
, PLAYER_RECT
.Width
,
3450 PLAYER_RECT
.Height
-20, PANEL_ACID1
or PANEL_ACID2
, False);
3453 procedure TPlayer
.MakeBloodSimple(Count
: Word);
3455 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)+8,
3456 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3457 Count
div 2, 3, -1, 16, (PLAYER_RECT
.Height
*2 div 3),
3459 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-8,
3460 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3461 Count
div 2, -3, -1, 16, (PLAYER_RECT
.Height
*2) div 3,
3465 procedure TPlayer
.MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
3467 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2),
3468 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3469 Count
, VelX
, VelY
, 16, (PLAYER_RECT
.Height
*2) div 3,
3473 procedure TPlayer
.QueueWeaponSwitch(Weapon
: Byte);
3475 if g_Game_IsClient
then Exit
;
3476 if Weapon
> High(FWeapon
) then Exit
;
3477 FNextWeap
:= FNextWeap
or (1 shl Weapon
);
3480 procedure TPlayer
.resetWeaponQueue ();
3483 FNextWeapDelay
:= 0;
3486 function TPlayer
.hasAmmoForWeapon (weapon
: Byte): Boolean;
3490 WEAPON_KASTET
, WEAPON_SAW
: result
:= true;
3491 WEAPON_SHOTGUN1
, WEAPON_SHOTGUN2
: result
:= (FAmmo
[A_SHELLS
] > 0);
3492 WEAPON_PISTOL
, WEAPON_CHAINGUN
, WEAPON_SUPERPULEMET
: result
:= (FAmmo
[A_BULLETS
] > 0);
3493 WEAPON_ROCKETLAUNCHER
: result
:= (FAmmo
[A_ROCKETS
] > 0);
3494 WEAPON_PLASMA
, WEAPON_BFG
: result
:= (FAmmo
[A_CELLS
] > 0);
3495 WEAPON_FLAMETHROWER
: result
:= (FAmmo
[A_FUEL
] > 0);
3496 else result
:= (weapon
< length(FWeapon
));
3500 // return 255 for "no switch"
3501 function TPlayer
.getNextWeaponIndex (): Byte;
3504 wantThisWeapon
: array[0..64] of Boolean;
3505 wwc
: Integer = 0; //HACK!
3508 result
:= 255; // default result: "no switch"
3509 // had weapon cycling on previous frame? remove that flag
3510 if (FNextWeap
and $2000) <> 0 then
3512 FNextWeap
:= FNextWeap
and $1FFF;
3513 FNextWeapDelay
:= 0;
3515 // cycling has priority
3516 if (FNextWeap
and $C000) <> 0 then
3518 if (FNextWeap
and $8000) <> 0 then
3522 FNextWeap
:= FNextWeap
or $2000; // we need this
3523 if FNextWeapDelay
> 0 then
3524 exit
; // cooldown time
3526 for i
:= 0 to High(FWeapon
) do
3528 cwi
:= (cwi
+length(FWeapon
)+dir
) mod length(FWeapon
);
3529 if FWeapon
[cwi
] then
3531 //e_WriteLog(Format(' SWITCH: cur=%d; new=%d', [FCurrWeap, cwi]), MSG_WARNING);
3532 result
:= Byte(cwi
);
3533 FNextWeapDelay
:= 10;
3541 for i
:= 0 to High(wantThisWeapon
) do
3542 wantThisWeapon
[i
] := false;
3543 for i
:= 0 to High(FWeapon
) do
3544 if (FNextWeap
and (1 shl i
)) <> 0 then
3546 wantThisWeapon
[i
] := true;
3549 // exclude currently selected weapon from the set
3550 wantThisWeapon
[FCurrWeap
] := false;
3551 // slow down alterations a little
3554 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3555 // more than one weapon requested, assume "alteration" and check alteration delay
3556 if FNextWeapDelay
> 0 then
3562 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3563 // but clear all counters if no weapon should be switched
3569 //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
3570 // try weapons in descending order
3571 for i
:= High(FWeapon
) downto 0 do
3573 if wantThisWeapon
[i
] and FWeapon
[i
] and ((wwc
= 1) or hasAmmoForWeapon(i
)) then
3578 FNextWeapDelay
:= 10; // anyway, 'cause why not
3582 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3586 procedure TPlayer
.RealizeCurrentWeapon();
3587 function switchAllowed (): Boolean;
3592 if FBFGFireCounter
<> -1 then
3594 if FTime
[T_SWITCH
] > gTime
then
3596 for i
:= WP_FIRST
to WP_LAST
do
3597 if FReloading
[i
] > 0 then
3605 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3606 //FNextWeap := FNextWeap and $1FFF;
3607 if FNextWeapDelay
> 0 then Dec(FNextWeapDelay
); // "alteration delay"
3609 if not switchAllowed
then
3611 //HACK for weapon cycling
3612 if (FNextWeap
and $7000) <> 0 then FNextWeap
:= 0;
3616 nw
:= getNextWeaponIndex();
3617 if nw
= 255 then exit
; // don't reset anything here
3618 if nw
> High(FWeapon
) then
3620 // don't forget to reset queue here!
3621 //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
3629 FTime
[T_SWITCH
] := gTime
+156;
3630 if FCurrWeap
= WEAPON_SAW
then FSawSoundSelect
.PlayAt(FObj
.X
, FObj
.Y
);
3631 FModel
.SetWeapon(FCurrWeap
);
3632 if g_Game_IsNet
then MH_SEND_PlayerStats(FUID
);
3636 procedure TPlayer
.NextWeapon();
3638 if g_Game_IsClient
then Exit
;
3642 procedure TPlayer
.PrevWeapon();
3644 if g_Game_IsClient
then Exit
;
3648 procedure TPlayer
.SetWeapon(W
: Byte);
3650 if FCurrWeap
<> W
then
3651 if W
= WEAPON_SAW
then
3652 FSawSoundSelect
.PlayAt(FObj
.X
, FObj
.Y
);
3655 FModel
.SetWeapon(CurrWeap
);
3659 function TPlayer
.PickItem(ItemType
: Byte; arespawn
: Boolean; var remove
: Boolean): Boolean;
3661 function allowBerserkSwitching (): Boolean;
3663 if (FBFGFireCounter
<> -1) then begin result
:= false; exit
; end;
3665 if gBerserkAutoswitch
then exit
;
3666 if not conIsCheatsEnabled
then exit
;
3674 if g_Game_IsClient
then Exit
;
3676 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3677 a
:= LongBool(gGameSettings
.Options
and GAME_OPTION_WEAPONSTAY
) and arespawn
;
3682 if FHealth
< PLAYER_HP_SOFT
then
3684 IncMax(FHealth
, 10, PLAYER_HP_SOFT
);
3688 if gFlash
= 2 then Inc(FPickup
, 5);
3692 if FHealth
< PLAYER_HP_SOFT
then
3694 IncMax(FHealth
, 25, PLAYER_HP_SOFT
);
3698 if gFlash
= 2 then Inc(FPickup
, 5);
3702 if FArmor
< PLAYER_AP_SOFT
then
3704 FArmor
:= PLAYER_AP_SOFT
;
3707 if gFlash
= 2 then Inc(FPickup
, 5);
3711 if FArmor
< PLAYER_AP_LIMIT
then
3713 FArmor
:= PLAYER_AP_LIMIT
;
3716 if gFlash
= 2 then Inc(FPickup
, 5);
3720 if FHealth
< PLAYER_HP_LIMIT
then
3722 IncMax(FHealth
, 100, PLAYER_HP_LIMIT
);
3726 if gFlash
= 2 then Inc(FPickup
, 5);
3730 if (FHealth
< PLAYER_HP_LIMIT
) or (FArmor
< PLAYER_AP_LIMIT
) then
3732 if FHealth
< PLAYER_HP_LIMIT
then
3733 FHealth
:= PLAYER_HP_LIMIT
;
3734 if FArmor
< PLAYER_AP_LIMIT
then
3735 FArmor
:= PLAYER_AP_LIMIT
;
3739 if gFlash
= 2 then Inc(FPickup
, 5);
3743 if (not FWeapon
[WEAPON_SAW
]) or ((not arespawn
) and (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
])) then
3745 FWeapon
[WEAPON_SAW
] := True;
3747 if gFlash
= 2 then Inc(FPickup
, 5);
3748 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3751 ITEM_WEAPON_SHOTGUN1
:
3752 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SHOTGUN1
] then
3754 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
3755 if a
and FWeapon
[WEAPON_SHOTGUN1
] then Exit
;
3757 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3758 FWeapon
[WEAPON_SHOTGUN1
] := True;
3760 if gFlash
= 2 then Inc(FPickup
, 5);
3761 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3764 ITEM_WEAPON_SHOTGUN2
:
3765 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SHOTGUN2
] then
3767 if a
and FWeapon
[WEAPON_SHOTGUN2
] then Exit
;
3769 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3770 FWeapon
[WEAPON_SHOTGUN2
] := True;
3772 if gFlash
= 2 then Inc(FPickup
, 5);
3773 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3776 ITEM_WEAPON_CHAINGUN
:
3777 if (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or not FWeapon
[WEAPON_CHAINGUN
] then
3779 if a
and FWeapon
[WEAPON_CHAINGUN
] then Exit
;
3781 IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
3782 FWeapon
[WEAPON_CHAINGUN
] := True;
3784 if gFlash
= 2 then Inc(FPickup
, 5);
3785 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3788 ITEM_WEAPON_ROCKETLAUNCHER
:
3789 if (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or not FWeapon
[WEAPON_ROCKETLAUNCHER
] then
3791 if a
and FWeapon
[WEAPON_ROCKETLAUNCHER
] then Exit
;
3793 IncMax(FAmmo
[A_ROCKETS
], 2, FMaxAmmo
[A_ROCKETS
]);
3794 FWeapon
[WEAPON_ROCKETLAUNCHER
] := True;
3796 if gFlash
= 2 then Inc(FPickup
, 5);
3797 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3801 if (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or not FWeapon
[WEAPON_PLASMA
] then
3803 if a
and FWeapon
[WEAPON_PLASMA
] then Exit
;
3805 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
3806 FWeapon
[WEAPON_PLASMA
] := True;
3808 if gFlash
= 2 then Inc(FPickup
, 5);
3809 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3813 if (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or not FWeapon
[WEAPON_BFG
] then
3815 if a
and FWeapon
[WEAPON_BFG
] then Exit
;
3817 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
3818 FWeapon
[WEAPON_BFG
] := True;
3820 if gFlash
= 2 then Inc(FPickup
, 5);
3821 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3824 ITEM_WEAPON_SUPERPULEMET
:
3825 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SUPERPULEMET
] then
3827 if a
and FWeapon
[WEAPON_SUPERPULEMET
] then Exit
;
3829 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3830 FWeapon
[WEAPON_SUPERPULEMET
] := True;
3832 if gFlash
= 2 then Inc(FPickup
, 5);
3833 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3836 ITEM_WEAPON_FLAMETHROWER
:
3837 if (FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
]) or not FWeapon
[WEAPON_FLAMETHROWER
] then
3839 if a
and FWeapon
[WEAPON_FLAMETHROWER
] then Exit
;
3841 IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
3842 FWeapon
[WEAPON_FLAMETHROWER
] := True;
3844 if gFlash
= 2 then Inc(FPickup
, 5);
3845 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3849 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
3851 IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
3854 if gFlash
= 2 then Inc(FPickup
, 5);
3857 ITEM_AMMO_BULLETS_BOX
:
3858 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
3860 IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
3863 if gFlash
= 2 then Inc(FPickup
, 5);
3867 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
3869 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3872 if gFlash
= 2 then Inc(FPickup
, 5);
3875 ITEM_AMMO_SHELLS_BOX
:
3876 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
3878 IncMax(FAmmo
[A_SHELLS
], 25, FMaxAmmo
[A_SHELLS
]);
3881 if gFlash
= 2 then Inc(FPickup
, 5);
3885 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
3887 IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
3890 if gFlash
= 2 then Inc(FPickup
, 5);
3893 ITEM_AMMO_ROCKET_BOX
:
3894 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
3896 IncMax(FAmmo
[A_ROCKETS
], 5, FMaxAmmo
[A_ROCKETS
]);
3899 if gFlash
= 2 then Inc(FPickup
, 5);
3903 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
3905 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
3908 if gFlash
= 2 then Inc(FPickup
, 5);
3912 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
3914 IncMax(FAmmo
[A_CELLS
], 100, FMaxAmmo
[A_CELLS
]);
3917 if gFlash
= 2 then Inc(FPickup
, 5);
3921 if FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
] then
3923 IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
3926 if gFlash
= 2 then Inc(FPickup
, 5);
3930 if not(R_ITEM_BACKPACK
in FRulez
) or
3931 (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or
3932 (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or
3933 (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or
3934 (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or
3935 (FMaxAmmo
[A_FUEL
] < AmmoLimits
[1, A_FUEL
]) then
3937 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[1, A_BULLETS
];
3938 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[1, A_SHELLS
];
3939 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[1, A_ROCKETS
];
3940 FMaxAmmo
[A_CELLS
] := AmmoLimits
[1, A_CELLS
];
3941 FMaxAmmo
[A_FUEL
] := AmmoLimits
[1, A_FUEL
];
3943 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
3944 IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
3945 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
3946 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3947 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
3948 IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
3949 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
3950 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
3952 FRulez
:= FRulez
+ [R_ITEM_BACKPACK
];
3955 if gFlash
= 2 then Inc(FPickup
, 5);
3959 if not(R_KEY_RED
in FRulez
) then
3961 Include(FRulez
, R_KEY_RED
);
3963 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
3964 if gFlash
= 2 then Inc(FPickup
, 5);
3965 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
3969 if not(R_KEY_GREEN
in FRulez
) then
3971 Include(FRulez
, R_KEY_GREEN
);
3973 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
3974 if gFlash
= 2 then Inc(FPickup
, 5);
3975 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
3979 if not(R_KEY_BLUE
in FRulez
) then
3981 Include(FRulez
, R_KEY_BLUE
);
3983 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
3984 if gFlash
= 2 then Inc(FPickup
, 5);
3985 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
3989 if FMegaRulez
[MR_SUIT
] < gTime
+PLAYER_SUIT_TIME
then
3991 FMegaRulez
[MR_SUIT
] := gTime
+PLAYER_SUIT_TIME
;
3995 if gFlash
= 2 then Inc(FPickup
, 5);
3999 if FAir
< AIR_MAX
then
4004 if gFlash
= 2 then Inc(FPickup
, 5);
4009 if not (R_BERSERK
in FRulez
) then
4011 Include(FRulez
, R_BERSERK
);
4012 if allowBerserkSwitching
then
4014 FCurrWeap
:= WEAPON_KASTET
;
4016 FModel
.SetWeapon(WEAPON_KASTET
);
4021 if gFlash
= 2 then Inc(FPickup
, 5);
4023 FBerserk
:= gTime
+30000;
4028 if FHealth
< PLAYER_HP_SOFT
then
4030 FHealth
:= PLAYER_HP_SOFT
;
4031 FBerserk
:= gTime
+30000;
4039 if FMegaRulez
[MR_INVUL
] < gTime
+PLAYER_INVUL_TIME
then
4041 FMegaRulez
[MR_INVUL
] := gTime
+PLAYER_INVUL_TIME
;
4044 if gFlash
= 2 then Inc(FPickup
, 5);
4048 if FHealth
< PLAYER_HP_LIMIT
then
4050 IncMax(FHealth
, 4, PLAYER_HP_LIMIT
);
4054 if gFlash
= 2 then Inc(FPickup
, 5);
4058 if FArmor
< PLAYER_AP_LIMIT
then
4060 IncMax(FArmor
, 5, PLAYER_AP_LIMIT
);
4063 if gFlash
= 2 then Inc(FPickup
, 5);
4067 if FJetFuel
< JET_MAX
then
4069 FJetFuel
:= JET_MAX
;
4072 if gFlash
= 2 then Inc(FPickup
, 5);
4076 if FMegaRulez
[MR_INVIS
] < gTime
+PLAYER_INVIS_TIME
then
4078 FMegaRulez
[MR_INVIS
] := gTime
+PLAYER_INVIS_TIME
;
4081 if gFlash
= 2 then Inc(FPickup
, 5);
4086 procedure TPlayer
.Touch();
4090 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
4093 // Áðîñèòü ôëàã òîâàðèùó:
4094 if gGameSettings
.GameMode
= GM_CTF
then
4099 procedure TPlayer
.Push(vx
, vy
: Integer);
4101 if (not FPhysics
) and FGhost
then
4103 FObj
.Accel
.X
:= FObj
.Accel
.X
+ vx
;
4104 FObj
.Accel
.Y
:= FObj
.Accel
.Y
+ vy
;
4105 if g_Game_IsNet
and g_Game_IsServer
then
4106 MH_SEND_PlayerPos(True, FUID
, NET_EVERYONE
);
4109 procedure TPlayer
.Reset(Force
: Boolean);
4115 FTime
[T_RESPAWN
] := 0;
4116 FTime
[T_FLAGCAP
] := 0;
4129 FSpectator
:= False;
4132 FSpectatePlayer
:= -1;
4133 FNoRespawn
:= False;
4135 FLives
:= gGameSettings
.MaxLives
;
4140 procedure TPlayer
.SoftReset();
4146 FBFGFireCounter
:= -1;
4154 SetAction(A_STAND
, True);
4157 function TPlayer
.GetRespawnPoint(): Byte;
4162 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4164 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4165 if gGameSettings
.GameMode
in [GM_COOP
, GM_SINGLE
] then
4167 if (Self
= gPlayer1
) or (Self
= gPlayer2
) then
4169 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
4170 if Self
= gPlayer1
then
4171 c
:= RESPAWNPOINT_PLAYER1
4173 c
:= RESPAWNPOINT_PLAYER2
;
4174 if g_Map_GetPointCount(c
) > 0 then
4180 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
4181 if Self
= gPlayer1
then
4182 c
:= RESPAWNPOINT_PLAYER2
4184 c
:= RESPAWNPOINT_PLAYER1
;
4185 if g_Map_GetPointCount(c
) > 0 then
4192 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
4193 if Random(2) = 0 then
4194 c
:= RESPAWNPOINT_PLAYER1
4196 c
:= RESPAWNPOINT_PLAYER2
;
4197 if g_Map_GetPointCount(c
) > 0 then
4204 // Òî÷êà ëþáîé èç êîìàíä
4205 if Random(2) = 0 then
4206 c
:= RESPAWNPOINT_RED
4208 c
:= RESPAWNPOINT_BLUE
;
4209 if g_Map_GetPointCount(c
) > 0 then
4216 c
:= RESPAWNPOINT_DM
;
4217 if g_Map_GetPointCount(c
) > 0 then
4225 if gGameSettings
.GameMode
= GM_DM
then
4228 c
:= RESPAWNPOINT_DM
;
4229 if g_Map_GetPointCount(c
) > 0 then
4235 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4236 if Random(2) = 0 then
4237 c
:= RESPAWNPOINT_PLAYER1
4239 c
:= RESPAWNPOINT_PLAYER2
;
4240 if g_Map_GetPointCount(c
) > 0 then
4246 // Òî÷êà ëþáîé èç êîìàíä
4247 if Random(2) = 0 then
4248 c
:= RESPAWNPOINT_RED
4250 c
:= RESPAWNPOINT_BLUE
;
4251 if g_Map_GetPointCount(c
) > 0 then
4259 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
4261 // Òî÷êà ñâîåé êîìàíäû
4262 c
:= RESPAWNPOINT_DM
;
4263 if FTeam
= TEAM_RED
then
4264 c
:= RESPAWNPOINT_RED
;
4265 if FTeam
= TEAM_BLUE
then
4266 c
:= RESPAWNPOINT_BLUE
;
4267 if g_Map_GetPointCount(c
) > 0 then
4274 c
:= RESPAWNPOINT_DM
;
4275 if g_Map_GetPointCount(c
) > 0 then
4281 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4282 if Random(2) = 0 then
4283 c
:= RESPAWNPOINT_PLAYER1
4285 c
:= RESPAWNPOINT_PLAYER2
;
4286 if g_Map_GetPointCount(c
) > 0 then
4292 // Òî÷êà äðóãîé êîìàíäû
4293 c
:= RESPAWNPOINT_DM
;
4294 if FTeam
= TEAM_RED
then
4295 c
:= RESPAWNPOINT_BLUE
;
4296 if FTeam
= TEAM_BLUE
then
4297 c
:= RESPAWNPOINT_RED
;
4298 if g_Map_GetPointCount(c
) > 0 then
4306 procedure TPlayer
.Respawn(Silent
: Boolean; Force
: Boolean = False);
4308 RespawnPoint
: TRespawnPoint
;
4313 if not g_Game_IsServer
then
4317 FWantsInGame
:= True;
4318 FJustTeleported
:= True;
4321 FTime
[T_RESPAWN
] := 0;
4325 // if server changes MaxLives we gotta be ready
4326 if gGameSettings
.MaxLives
= 0 then FNoRespawn
:= False;
4328 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4329 if FTime
[T_RESPAWN
] > gTime
then
4332 // Ïðîñðàë âñå æèçíè:
4335 if not FSpectator
then Spectate(True);
4336 FWantsInGame
:= True;
4340 if (gGameSettings
.GameType
<> GT_SINGLE
) and (gGameSettings
.GameMode
<> GM_COOP
) then
4341 begin // "Ñâîÿ èãðà"
4342 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4343 FRulez
:= FRulez
-[R_BERSERK
];
4345 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4347 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4348 FRulez
:= FRulez
-[R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
, R_BERSERK
];
4351 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4352 c
:= GetRespawnPoint();
4357 // Âîñêðåøåíèå áåç îðóæèÿ:
4360 FHealth
:= PLAYER_HP_SOFT
;
4366 for a
:= WP_FIRST
to WP_LAST
do
4368 FWeapon
[a
] := False;
4372 FWeapon
[WEAPON_PISTOL
] := True;
4373 FWeapon
[WEAPON_KASTET
] := True;
4374 FCurrWeap
:= WEAPON_PISTOL
;
4377 FModel
.SetWeapon(FCurrWeap
);
4379 for b
:= A_BULLETS
to A_HIGH
do
4382 FAmmo
[A_BULLETS
] := 50;
4384 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[0, A_BULLETS
];
4385 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[0, A_SHELLS
];
4386 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[0, A_SHELLS
];
4387 FMaxAmmo
[A_CELLS
] := AmmoLimits
[0, A_CELLS
];
4388 FMaxAmmo
[A_FUEL
] := AmmoLimits
[0, A_FUEL
];
4390 if gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
] then
4391 FRulez
:= [R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
]
4396 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4397 if not g_Map_GetPoint(c
, RespawnPoint
) then
4399 g_FatalError(_lc
[I_GAME_ERROR_GET_SPAWN
]);
4403 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4404 FObj
.X
:= RespawnPoint
.X
-PLAYER_RECT
.X
;
4405 FObj
.Y
:= RespawnPoint
.Y
-PLAYER_RECT
.Y
;
4411 FDirection
:= RespawnPoint
.Direction
;
4412 if FDirection
= TDirection
.D_LEFT
then
4418 FBFGFireCounter
:= -1;
4423 SetAction(A_STAND
, True);
4424 FModel
.Direction
:= FDirection
;
4426 for a
:= Low(FTime
) to High(FTime
) do
4429 for a
:= Low(FMegaRulez
) to High(FMegaRulez
) do
4434 FCanJetpack
:= False;
4439 // Àíèìàöèÿ âîçðîæäåíèÿ:
4440 if (not gLoadGameMode
) and (not Silent
) then
4441 if g_Frames_Get(ID
, 'FRAMES_TELEPORT') then
4443 Anim
:= TAnimation
.Create(ID
, False, 3);
4444 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4445 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
4449 FSpectator
:= False;
4452 FSpectatePlayer
:= -1;
4455 if g_Game_IsNet
then
4457 MH_SEND_PlayerPos(True, FUID
, NET_EVERYONE
);
4458 MH_SEND_PlayerStats(FUID
, NET_EVERYONE
);
4460 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4461 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32,
4466 procedure TPlayer
.Spectate(NoMove
: Boolean = False);
4469 Kill(K_EXTRAHARDKILL
, FUID
, HIT_SOME
)
4470 else if (not NoMove
) then
4472 GameX
:= gMapInfo
.Width
div 2;
4473 GameY
:= gMapInfo
.Height
div 2;
4482 FWantsInGame
:= False;
4487 if Self
= gPlayer1
then
4492 if Self
= gPlayer2
then
4499 if g_Game_IsNet
then
4500 MH_SEND_PlayerStats(FUID
);
4503 procedure TPlayer
.SwitchNoClip
;
4507 FGhost
:= not FGhost
;
4508 FPhysics
:= not FGhost
;
4520 procedure TPlayer
.Run(Direction
: TDirection
);
4524 if MAX_RUNVEL
> 8 then
4528 if Direction
= TDirection
.D_LEFT
then
4530 if FObj
.Vel
.X
> -MAX_RUNVEL
then
4531 FObj
.Vel
.X
:= FObj
.Vel
.X
- (MAX_RUNVEL
shr 3);
4534 if FObj
.Vel
.X
< MAX_RUNVEL
then
4535 FObj
.Vel
.X
:= FObj
.Vel
.X
+ (MAX_RUNVEL
shr 3);
4537 // Âîçìîæíî, ïèíàåì êóñêè:
4538 if (FObj
.Vel
.X
<> 0) and (gGibs
<> nil) then
4540 b
:= Abs(FObj
.Vel
.X
);
4541 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
4542 for a
:= 0 to High(gGibs
) do
4544 if gGibs
[a
].alive
and
4545 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
4546 FObj
.Rect
.Width
, 8, @gGibs
[a
].Obj
) and (Random(3) = 0) then
4549 if FObj
.Vel
.X
< 0 then
4551 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)+120) // íàëåâî
4555 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)); // íàïðàâî
4557 gGibs
[a
].positionChanged(); // this updates spatial accelerators
4565 procedure TPlayer
.SeeDown();
4567 SetAction(A_SEEDOWN
);
4569 if FDirection
= TDirection
.D_LEFT
then FAngle
:= ANGLE_LEFTDOWN
else FAngle
:= ANGLE_RIGHTDOWN
;
4571 if FIncCam
> -120 then DecMin(FIncCam
, 5, -120);
4574 procedure TPlayer
.SeeUp();
4578 if FDirection
= TDirection
.D_LEFT
then FAngle
:= ANGLE_LEFTUP
else FAngle
:= ANGLE_RIGHTUP
;
4580 if FIncCam
< 120 then IncMax(FIncCam
, 5, 120);
4583 procedure TPlayer
.SetAction(Action
: Byte; Force
: Boolean = False);
4591 A_ATTACK
: Prior
:= 2;
4592 A_SEEUP
: Prior
:= 1;
4593 A_SEEDOWN
: Prior
:= 1;
4594 A_ATTACKUP
: Prior
:= 2;
4595 A_ATTACKDOWN
: Prior
:= 2;
4600 if (Prior
> FActionPrior
) or Force
then
4601 if not ((Prior
= 2) and (FCurrWeap
= WEAPON_SAW
)) then
4603 FActionPrior
:= Prior
;
4604 FActionAnim
:= Action
;
4605 FActionForce
:= Force
;
4606 FActionChanged
:= True;
4609 if Action
in [A_ATTACK
, A_ATTACKUP
, A_ATTACKDOWN
] then FModel
.SetFire(True);
4612 function TPlayer
.StayOnStep(XInc
, YInc
: Integer): Boolean;
4614 Result
:= not g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+YInc
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
-1,
4615 PLAYER_RECT
.Width
, 1, PANEL_STEP
, False)
4616 and g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+YInc
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
,
4617 PLAYER_RECT
.Width
, 1, PANEL_STEP
, False);
4620 function TPlayer
.TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
4627 if g_CollideLevel(X
, Y
, PLAYER_RECT
.Width
, PLAYER_RECT
.Height
) then
4629 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj
.X
, FObj
.Y
);
4630 if g_Game_IsServer
and g_Game_IsNet
then
4631 MH_SEND_Sound(FObj
.X
, FObj
.Y
, 'SOUND_GAME_NOTELEPORT');
4635 FJustTeleported
:= True;
4640 if g_Frames_Get(ID
, 'FRAMES_TELEPORT') then
4642 Anim
:= TAnimation
.Create(ID
, False, 3);
4645 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj
.X
, FObj
.Y
);
4646 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4647 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
4648 if g_Game_IsServer
and g_Game_IsNet
then
4649 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4650 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, 1,
4654 FObj
.X
:= X
-PLAYER_RECT
.X
;
4655 FObj
.Y
:= Y
-PLAYER_RECT
.Y
;
4656 if FAlive
and FGhost
then
4662 if not g_Game_IsNet
then
4666 SetDirection(TDirection
.D_LEFT
);
4672 SetDirection(TDirection
.D_RIGHT
);
4678 if FDirection
= TDirection
.D_RIGHT
then
4680 SetDirection(TDirection
.D_LEFT
);
4685 SetDirection(TDirection
.D_RIGHT
);
4691 if not silent
and (Anim
<> nil) then
4693 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4694 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
4697 if g_Game_IsServer
and g_Game_IsNet
then
4698 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4699 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, 0,
4706 function nonz(a
: Single): Single;
4714 procedure TPlayer
.Update();
4717 i
, ii
, wx
, wy
, xd
, yd
, k
: Integer;
4718 blockmon
, headwater
, dospawn
: Boolean;
4723 NetServer
:= g_Game_IsNet
and g_Game_IsServer
;
4724 AnyServer
:= g_Game_IsServer
;
4726 if g_Game_IsClient
and (NetInterpLevel
> 0) then
4727 DoLerp(NetInterpLevel
+ 1)
4733 if FClientID
>= 0 then
4735 FPing
:= NetClients
[FClientID
].Peer
^.lastRoundTripTime
;
4736 if NetClients
[FClientID
].Peer
^.packetsSent
> 0 then
4737 FLoss
:= Round(100*NetClients
[FClientID
].Peer
^.packetsLost
/NetClients
[FClientID
].Peer
^.packetsSent
)
4746 if FAlive
and (gFly
or FJetpack
) then
4749 if FDirection
= TDirection
.D_LEFT
then
4754 if FAlive
and (not FGhost
) then
4756 if FKeys
[KEY_UP
].Pressed
then
4758 if FKeys
[KEY_DOWN
].Pressed
then
4762 if (not (FKeys
[KEY_UP
].Pressed
or FKeys
[KEY_DOWN
].Pressed
)) and
4765 i
:= g_basic
.Sign(FIncCam
);
4766 FIncCam
:= Abs(FIncCam
);
4767 DecMin(FIncCam
, 5, 0);
4768 FIncCam
:= FIncCam
*i
;
4771 // no need to do that each second frame, weapon queue will take care of it
4772 if FAlive
and FKeys
[KEY_NEXTWEAPON
].Pressed
and AnyServer
then NextWeapon();
4773 if FAlive
and FKeys
[KEY_PREVWEAPON
].Pressed
and AnyServer
then PrevWeapon();
4775 if gTime
mod (GAME_TICK
*2) <> 0 then
4777 if (FObj
.Vel
.X
= 0) and FAlive
then
4779 if FKeys
[KEY_LEFT
].Pressed
then
4780 Run(TDirection
.D_LEFT
);
4781 if FKeys
[KEY_RIGHT
].Pressed
then
4782 Run(TDirection
.D_RIGHT
);
4787 g_Obj_Move(@FObj
, True, True, True);
4788 positionChanged(); // this updates spatial accelerators
4794 FActionChanged
:= False;
4798 // Let alive player do some actions
4799 if FKeys
[KEY_LEFT
].Pressed
then Run(TDirection
.D_LEFT
);
4800 if FKeys
[KEY_RIGHT
].Pressed
then Run(TDirection
.D_RIGHT
);
4801 //if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4802 //if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4803 if FKeys
[KEY_FIRE
].Pressed
and AnyServer
then Fire();
4804 if FKeys
[KEY_OPEN
].Pressed
and AnyServer
then Use();
4805 if FKeys
[KEY_JUMP
].Pressed
then Jump()
4808 if AnyServer
and FJetpack
then
4812 if NetServer
then MH_SEND_PlayerStats(FUID
);
4814 FCanJetpack
:= True;
4821 for k
:= Low(FKeys
) to KEY_CHAT
-1 do
4823 if FKeys
[k
].Pressed
then
4831 if gGameSettings
.GameType
in [GT_CUSTOM
, GT_SERVER
, GT_CLIENT
] then
4834 if (FTime
[T_RESPAWN
] <= gTime
) and
4835 gGameOn
and (not FAlive
) then
4837 if (g_Player_GetCount() > 1) then
4841 gExit
:= EXIT_RESTART
;
4846 // Dead spectator actions
4849 if FKeys
[KEY_OPEN
].Pressed
and AnyServer
then Fire();
4850 if FKeys
[KEY_FIRE
].Pressed
and AnyServer
then
4854 if (FSpectatePlayer
>= High(gPlayers
)) then
4855 FSpectatePlayer
:= -1
4859 for I
:= FSpectatePlayer
+ 1 to High(gPlayers
) do
4860 if gPlayers
[I
] <> nil then
4861 if gPlayers
[I
].alive
then
4862 if gPlayers
[I
].UID
<> FUID
then
4864 FSpectatePlayer
:= I
;
4869 if not SetSpect
then FSpectatePlayer
:= -1;
4880 if FKeys
[KEY_UP
].Pressed
or FKeys
[KEY_JUMP
].Pressed
then
4882 FYTo
:= FObj
.Y
- 32;
4883 FSpectatePlayer
:= -1;
4885 if FKeys
[KEY_DOWN
].Pressed
then
4887 FYTo
:= FObj
.Y
+ 32;
4888 FSpectatePlayer
:= -1;
4890 if FKeys
[KEY_LEFT
].Pressed
then
4892 FXTo
:= FObj
.X
- 32;
4893 FSpectatePlayer
:= -1;
4895 if FKeys
[KEY_RIGHT
].Pressed
then
4897 FXTo
:= FObj
.X
+ 32;
4898 FSpectatePlayer
:= -1;
4901 if (FXTo
< -64) then
4903 else if (FXTo
> gMapInfo
.Width
+ 32) then
4904 FXTo
:= gMapInfo
.Width
+ 32;
4905 if (FYTo
< -72) then
4907 else if (FYTo
> gMapInfo
.Height
+ 32) then
4908 FYTo
:= gMapInfo
.Height
+ 32;
4913 g_Obj_Move(@FObj
, True, True, True);
4914 positionChanged(); // this updates spatial accelerators
4921 if (FSpectatePlayer
<= High(gPlayers
)) and (FSpectatePlayer
>= 0) then
4922 if gPlayers
[FSpectatePlayer
] <> nil then
4923 if gPlayers
[FSpectatePlayer
].alive
then
4925 FXTo
:= gPlayers
[FSpectatePlayer
].GameX
;
4926 FYTo
:= gPlayers
[FSpectatePlayer
].GameY
;
4930 blockmon
:= g_Map_CollidePanel(FObj
.X
+PLAYER_HEADRECT
.X
, FObj
.Y
+PLAYER_HEADRECT
.Y
,
4931 PLAYER_HEADRECT
.Width
, PLAYER_HEADRECT
.Height
,
4932 PANEL_BLOCKMON
, True);
4933 headwater
:= HeadInLiquid(0, 0);
4935 // Ñîïðîòèâëåíèå âîçäóõà:
4936 if (not FAlive
) or not (FKeys
[KEY_LEFT
].Pressed
or FKeys
[KEY_RIGHT
].Pressed
) then
4937 if FObj
.Vel
.X
<> 0 then
4938 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
4940 if (FLastHit
= HIT_TRAP
) and (FPain
> 90) then FPain
:= 90;
4941 DecMin(FPain
, 5, 0);
4942 DecMin(FPickup
, 1, 0);
4944 if FAlive
and (FObj
.Y
> Integer(gMapInfo
.Height
)+128) and AnyServer
then
4946 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
4947 FMegaRulez
[MR_SUIT
] := 0;
4948 FMegaRulez
[MR_INVUL
] := 0;
4949 FMegaRulez
[MR_INVIS
] := 0;
4950 Kill(K_FALLKILL
, 0, HIT_FALL
);
4957 if FCurrWeap
= WEAPON_SAW
then
4958 if not (FSawSound
.IsPlaying() or FSawSoundHit
.IsPlaying() or
4959 FSawSoundSelect
.IsPlaying()) then
4960 FSawSoundIdle
.PlayAt(FObj
.X
, FObj
.Y
);
4963 if (not FJetSoundFly
.IsPlaying()) and (not FJetSoundOn
.IsPlaying()) and
4964 (not FJetSoundOff
.IsPlaying()) then
4966 FJetSoundFly
.SetPosition(0);
4967 FJetSoundFly
.PlayAt(FObj
.X
, FObj
.Y
);
4970 for b
:= WP_FIRST
to WP_LAST
do
4971 if FReloading
[b
] > 0 then
4977 if FShellTimer
> -1 then
4978 if FShellTimer
= 0 then
4980 if FShellType
= SHELL_SHELL
then
4981 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
4982 GameVelX
, GameVelY
-2, SHELL_SHELL
)
4983 else if FShellType
= SHELL_DBLSHELL
then
4985 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
4986 GameVelX
+1, GameVelY
-2, SHELL_SHELL
);
4987 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
4988 GameVelX
-1, GameVelY
-2, SHELL_SHELL
);
4991 end else Dec(FShellTimer
);
4993 if (FBFGFireCounter
> -1) then
4994 if FBFGFireCounter
= 0 then
4998 wx
:= FObj
.X
+WEAPONPOINT
[FDirection
].X
;
4999 wy
:= FObj
.Y
+WEAPONPOINT
[FDirection
].Y
;
5000 xd
:= wx
+IfThen(FDirection
= TDirection
.D_LEFT
, -30, 30);
5001 yd
:= wy
+firediry();
5002 g_Weapon_bfgshot(wx
, wy
, xd
, yd
, FUID
);
5003 if NetServer
then MH_SEND_PlayerFire(FUID
, WEAPON_BFG
, wx
, wy
, xd
, yd
);
5004 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
5005 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
5006 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
5009 FReloading
[WEAPON_BFG
] := WEAPON_RELOAD
[WEAPON_BFG
];
5010 FBFGFireCounter
:= -1;
5013 FBFGFireCounter
:= 0
5015 Dec(FBFGFireCounter
);
5017 if (FMegaRulez
[MR_SUIT
] < gTime
) and AnyServer
then
5019 b
:= g_GetAcidHit(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
, PLAYER_RECT
.Width
, PLAYER_RECT
.Height
);
5021 if (b
> 0) and (gTime
mod (15*GAME_TICK
) = 0) then Damage(b
, 0, 0, 0, HIT_ACID
);
5024 if (headwater
or blockmon
) then
5030 if AnyServer
then Damage(10, 0, 0, 0, HIT_WATER
);
5033 else if (FAir
mod 31 = 0) and not blockmon
then
5035 g_GFX_Bubbles(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2), FObj
.Y
+PLAYER_RECT
.Y
-4, 5+Random(6), 8, 4);
5036 if Random(2) = 0 then
5037 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
5039 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
5041 end else if FAir
< AIR_DEF
then
5044 if FFireTime
> 0 then
5046 if BodyInLiquid(0, 0) then
5051 else if FMegaRulez
[MR_SUIT
] >= gTime
then
5053 if FMegaRulez
[MR_SUIT
] = gTime
then
5060 if FFirePainTime
<= 0 then
5062 if g_Game_IsServer
then
5063 Damage(5, FFireAttacker
, 0, 0, HIT_FLAME
);
5064 FFirePainTime
:= 18;
5066 FFirePainTime
:= FFirePainTime
- 1;
5067 FFireTime
:= FFireTime
- 1;
5068 if (FFireTime
= 0) and g_Game_IsNet
and g_Game_IsServer
then
5069 MH_SEND_PlayerStats(FUID
);
5073 if FDamageBuffer
> 0 then
5075 if FDamageBuffer
>= 9 then
5079 if FDamageBuffer
< 30 then i
:= 9
5080 else if FDamageBuffer
< 100 then i
:= 18
5084 ii
:= Round(FDamageBuffer
*FHealth
/ nonz(FArmor
*(3/4)+FHealth
));
5085 FArmor
:= FArmor
-(FDamageBuffer
-ii
);
5086 FHealth
:= FHealth
-ii
;
5089 FHealth
:= FHealth
+FArmor
;
5094 if FHealth
<= 0 then
5095 if FHealth
> -30 then Kill(K_SIMPLEKILL
, FLastSpawnerUID
, FLastHit
)
5096 else if FHealth
> -50 then Kill(K_HARDKILL
, FLastSpawnerUID
, FLastHit
)
5097 else Kill(K_EXTRAHARDKILL
, FLastSpawnerUID
, FLastHit
);
5101 if FDamageBuffer
<= 20 then FModel
.PlaySound(MODELSOUND_PAIN
, 1, FObj
.X
, FObj
.Y
)
5102 else if FDamageBuffer
<= 55 then FModel
.PlaySound(MODELSOUND_PAIN
, 2, FObj
.X
, FObj
.Y
)
5103 else if FDamageBuffer
<= 120 then FModel
.PlaySound(MODELSOUND_PAIN
, 3, FObj
.X
, FObj
.Y
)
5104 else FModel
.PlaySound(MODELSOUND_PAIN
, 4, FObj
.X
, FObj
.Y
);
5111 end; // if FAlive then ...
5113 if (FActionAnim
= A_PAIN
) and (FModel
.Animation
<> A_PAIN
) then
5115 FModel
.ChangeAnimation(FActionAnim
, FActionForce
);
5116 FModel
.GetCurrentAnimation
.MinLength
:= i
;
5117 FModel
.GetCurrentAnimationMask
.MinLength
:= i
;
5118 end else FModel
.ChangeAnimation(FActionAnim
, FActionForce
and (FModel
.Animation
<> A_STAND
));
5120 if (FModel
.GetCurrentAnimation
.Played
or ((not FActionChanged
) and (FModel
.Animation
= A_WALK
)))
5121 then SetAction(A_STAND
, True);
5123 if not ((FModel
.Animation
= A_WALK
) and (Abs(FObj
.Vel
.X
) < 4) and not FModel
.Fire
) then FModel
.Update
;
5125 for b
:= Low(FKeys
) to High(FKeys
) do
5126 if FKeys
[b
].Time
= 0 then FKeys
[b
].Pressed
:= False else Dec(FKeys
[b
].Time
);
5130 procedure TPlayer
.getMapBox (out x
, y
, w
, h
: Integer); inline;
5132 x
:= FObj
.X
+PLAYER_RECT
.X
;
5133 y
:= FObj
.Y
+PLAYER_RECT
.Y
;
5134 w
:= PLAYER_RECT
.Width
;
5135 h
:= PLAYER_RECT
.Height
;
5139 procedure TPlayer
.moveBy (dx
, dy
: Integer); inline;
5141 if (dx
<> 0) or (dy
<> 0) then
5150 function TPlayer
.Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean;
5152 Result
:= g_Collide(FObj
.X
+PLAYER_RECT
.X
,
5153 FObj
.Y
+PLAYER_RECT
.Y
,
5160 function TPlayer
.Collide(Panel
: TPanel
): Boolean;
5162 Result
:= g_Collide(FObj
.X
+PLAYER_RECT
.X
,
5163 FObj
.Y
+PLAYER_RECT
.Y
,
5167 Panel
.Width
, Panel
.Height
);
5170 function TPlayer
.Collide(X
, Y
: Integer): Boolean;
5172 X
:= X
-FObj
.X
-PLAYER_RECT
.X
;
5173 Y
:= Y
-FObj
.Y
-PLAYER_RECT
.Y
;
5174 Result
:= (x
>= 0) and (x
<= PLAYER_RECT
.Width
) and
5175 (y
>= 0) and (y
<= PLAYER_RECT
.Height
);
5178 function g_Player_ValidName(Name
: string): Boolean;
5184 if gPlayers
= nil then Exit
;
5186 for a
:= 0 to High(gPlayers
) do
5187 if gPlayers
[a
] <> nil then
5188 if LowerCase(Name
) = LowerCase(gPlayers
[a
].FName
) then
5195 procedure TPlayer
.SetDirection(Direction
: TDirection
);
5199 d
:= FModel
.Direction
;
5201 FModel
.Direction
:= Direction
;
5202 if d
<> Direction
then FModel
.ChangeAnimation(FModel
.Animation
, True);
5204 FDirection
:= Direction
;
5207 function TPlayer
.GetKeys(): Byte;
5211 if R_KEY_RED
in FRulez
then Result
:= KEY_RED
;
5212 if R_KEY_GREEN
in FRulez
then Result
:= Result
or KEY_GREEN
;
5213 if R_KEY_BLUE
in FRulez
then Result
:= Result
or KEY_BLUE
;
5215 if FTeam
= TEAM_RED
then Result
:= Result
or KEY_REDTEAM
;
5216 if FTeam
= TEAM_BLUE
then Result
:= Result
or KEY_BLUETEAM
;
5219 procedure TPlayer
.Use();
5223 if FTime
[T_USE
] > gTime
then Exit
;
5225 g_Triggers_PressR(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
, PLAYER_RECT
.Width
,
5226 PLAYER_RECT
.Height
, FUID
, ACTIVATE_PLAYERPRESS
);
5228 for a
:= 0 to High(gPlayers
) do
5229 if (gPlayers
[a
] <> nil) and (gPlayers
[a
] <> Self
) and
5230 gPlayers
[a
].alive
and SameTeam(FUID
, gPlayers
[a
].FUID
) and
5231 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
5232 FObj
.Rect
.Width
, FObj
.Rect
.Height
, @gPlayers
[a
].FObj
) then
5234 gPlayers
[a
].Touch();
5235 if g_Game_IsNet
and g_Game_IsServer
then
5236 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH
, gPlayers
[a
].FUID
);
5239 FTime
[T_USE
] := gTime
+120;
5242 procedure TPlayer
.NetFire(Wpn
: Byte; X
, Y
, AX
, AY
: Integer; WID
: Integer = -1);
5246 WX
, WY
, XD
, YD
: Integer;
5257 if R_BERSERK
in FRulez
then
5259 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5260 locobj
.X
:= FObj
.X
+FObj
.Rect
.X
;
5261 locobj
.Y
:= FObj
.Y
+FObj
.Rect
.Y
;
5264 locobj
.rect
.Width
:= 39;
5265 locobj
.rect
.Height
:= 52;
5266 locobj
.Vel
.X
:= (xd
-wx
) div 2;
5267 locobj
.Vel
.Y
:= (yd
-wy
) div 2;
5268 locobj
.Accel
.X
:= xd
-wx
;
5269 locobj
.Accel
.y
:= yd
-wy
;
5271 if g_Weapon_Hit(@locobj
, 50, FUID
, HIT_SOME
) <> 0 then
5272 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj
.X
, FObj
.Y
)
5274 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj
.X
, FObj
.Y
);
5278 FPain
:= min(FPain
+ 25, 50);
5280 g_Weapon_punch(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, 3, FUID
);
5285 if g_Weapon_chainsaw(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
5286 IfThen(gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
], 9, 3), FUID
) <> 0 then
5288 FSawSoundSelect
.Stop();
5290 FSawSoundHit
.PlayAt(FObj
.X
, FObj
.Y
);
5292 else if not FSawSoundHit
.IsPlaying() then
5294 FSawSoundSelect
.Stop();
5295 FSawSound
.PlayAt(FObj
.X
, FObj
.Y
);
5302 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX
, Gamey
);
5303 FFireAngle
:= FAngle
;
5305 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5306 GameVelX
, GameVelY
-2, SHELL_BULLET
);
5311 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex
, Gamey
);
5312 FFireAngle
:= FAngle
;
5315 FShellType
:= SHELL_SHELL
;
5320 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex
, Gamey
);
5321 FFireAngle
:= FAngle
;
5324 FShellType
:= SHELL_DBLSHELL
;
5329 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex
, Gamey
);
5330 FFireAngle
:= FAngle
;
5332 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5333 GameVelX
, GameVelY
-2, SHELL_BULLET
);
5336 WEAPON_ROCKETLAUNCHER
:
5338 g_Weapon_Rocket(wx
, wy
, xd
, yd
, FUID
, WID
);
5339 FFireAngle
:= FAngle
;
5345 g_Weapon_Plasma(wx
, wy
, xd
, yd
, FUID
, WID
);
5346 FFireAngle
:= FAngle
;
5352 g_Weapon_BFGShot(wx
, wy
, xd
, yd
, FUID
, WID
);
5353 FFireAngle
:= FAngle
;
5357 WEAPON_SUPERPULEMET
:
5359 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex
, Gamey
);
5360 FFireAngle
:= FAngle
;
5362 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5363 GameVelX
, GameVelY
-2, SHELL_SHELL
);
5366 WEAPON_FLAMETHROWER
:
5368 g_Weapon_flame(wx
, wy
, xd
, yd
, FUID
, WID
);
5369 FFireAngle
:= FAngle
;
5376 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
5377 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
5378 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
5381 procedure TPlayer
.DoLerp(Level
: Integer = 2);
5383 if FObj
.X
<> FXTo
then FObj
.X
:= Lerp(FObj
.X
, FXTo
, Level
);
5384 if FObj
.Y
<> FYTo
then FObj
.Y
:= Lerp(FObj
.Y
, FYTo
, Level
);
5387 procedure TPlayer
.SetLerp(XTo
, YTo
: Integer);
5391 if NetInterpLevel
< 1 then
5401 AX
:= Abs(FXTo
- FObj
.X
);
5402 AY
:= Abs(FYTo
- FObj
.Y
);
5403 if (AX
> 32) or (AX
<= NetInterpLevel
) then
5405 if (AY
> 32) or (AY
<= NetInterpLevel
) then
5410 function TPlayer
.FullInLift(XInc
, YInc
: Integer): Integer;
5412 if g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
5413 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
-8,
5414 PANEL_LIFTUP
, False) then Result
:= -1
5416 if g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
5417 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
-8,
5418 PANEL_LIFTDOWN
, False) then Result
:= 1
5422 function TPlayer
.GetFlag(Flag
: Byte): Boolean;
5429 if Flag
= FLAG_NONE
then
5432 if not g_Game_IsServer
then Exit
;
5434 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5435 if (Flag
= FTeam
) and
5436 (gFlags
[Flag
].State
= FLAG_STATE_NORMAL
) and
5437 (FFlag
<> FLAG_NONE
) then
5439 if FFlag
= FLAG_RED
then
5440 s
:= _lc
[I_PLAYER_FLAG_RED
]
5442 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5444 evtype
:= FLAG_STATE_SCORED
;
5446 ts
:= Format('%.4d', [gFlags
[FFlag
].CaptureTime
]);
5447 Insert('.', ts
, Length(ts
) + 1 - 3);
5448 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_CAPTURE
], [FName
, s
, ts
]), True);
5450 g_Map_ResetFlag(FFlag
);
5451 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_CAPTURE
], [AnsiUpperCase(s
)]), 144);
5453 gTeamStat
[FTeam
].Goals
:= gTeamStat
[FTeam
].Goals
+ 1;
5456 if g_Game_IsNet
then
5458 MH_SEND_FlagEvent(evtype
, FFlag
, FUID
, False);
5462 gFlags
[FFlag
].CaptureTime
:= 0;
5467 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5468 if (Flag
= FTeam
) and
5469 (gFlags
[Flag
].State
= FLAG_STATE_DROPPED
) then
5471 if Flag
= FLAG_RED
then
5472 s
:= _lc
[I_PLAYER_FLAG_RED
]
5474 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5476 evtype
:= FLAG_STATE_RETURNED
;
5477 gFlags
[Flag
].CaptureTime
:= 0;
5479 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_RETURN
], [FName
, s
]), True);
5481 g_Map_ResetFlag(Flag
);
5482 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_RETURN
], [AnsiUpperCase(s
)]), 144);
5485 if g_Game_IsNet
then
5487 MH_SEND_FlagEvent(evtype
, Flag
, FUID
, False);
5493 // Ïîäîáðàë ÷óæîé ôëàã:
5494 if (Flag
<> FTeam
) and (FTime
[T_FLAGCAP
] <= gTime
) then
5498 if Flag
= FLAG_RED
then
5499 s
:= _lc
[I_PLAYER_FLAG_RED
]
5501 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5503 evtype
:= FLAG_STATE_CAPTURED
;
5505 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_GET
], [FName
, s
]), True);
5507 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_GET
], [AnsiUpperCase(s
)]), 144);
5509 gFlags
[Flag
].State
:= FLAG_STATE_CAPTURED
;
5512 if g_Game_IsNet
then
5514 MH_SEND_FlagEvent(evtype
, Flag
, FUID
, False);
5520 procedure TPlayer
.SetFlag(Flag
: Byte);
5523 if FModel
<> nil then
5524 FModel
.SetFlag(FFlag
);
5527 function TPlayer
.DropFlag(): Boolean;
5532 if (not g_Game_IsServer
) or (FFlag
= FLAG_NONE
) then
5534 FTime
[T_FLAGCAP
] := gTime
+ 2000;
5535 with gFlags
[FFlag
] do
5539 Direction
:= FDirection
;
5540 State
:= FLAG_STATE_DROPPED
;
5542 g_Obj_Push(@Obj
, (FObj
.Vel
.X
div 2)-2+Random(5),
5543 (FObj
.Vel
.Y
div 2)-2+Random(5));
5544 positionChanged(); // this updates spatial accelerators
5546 if FFlag
= FLAG_RED
then
5547 s
:= _lc
[I_PLAYER_FLAG_RED
]
5549 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5551 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_DROP
], [FName
, s
]), True);
5552 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_DROP
], [AnsiUpperCase(s
)]), 144);
5554 if g_Game_IsNet
then
5555 MH_SEND_FlagEvent(FLAG_STATE_DROPPED
, Flag
, FUID
, False);
5561 procedure TPlayer
.GetSecret();
5566 procedure TPlayer
.PressKey(Key
: Byte; Time
: Word = 1);
5568 Assert(Key
<= High(FKeys
));
5570 FKeys
[Key
].Pressed
:= True;
5571 FKeys
[Key
].Time
:= Time
;
5574 function TPlayer
.IsKeyPressed(K
: Byte): Boolean;
5576 Result
:= FKeys
[K
].Pressed
;
5579 procedure TPlayer
.ReleaseKeys();
5583 for a
:= Low(FKeys
) to High(FKeys
) do
5585 FKeys
[a
].Pressed
:= False;
5590 procedure TPlayer
.OnDamage(Angle
: SmallInt);
5594 function TPlayer
.firediry(): Integer;
5596 if FKeys
[KEY_UP
].Pressed
then Result
:= -42
5597 else if FKeys
[KEY_DOWN
].Pressed
then Result
:= 19
5601 procedure TPlayer
.RememberState();
5605 FSavedState
.Health
:= FHealth
;
5606 FSavedState
.Armor
:= FArmor
;
5607 FSavedState
.Air
:= FAir
;
5608 FSavedState
.JetFuel
:= FJetFuel
;
5609 FSavedState
.CurrWeap
:= FCurrWeap
;
5610 FSavedState
.NextWeap
:= FNextWeap
;
5611 FSavedState
.NextWeapDelay
:= FNextWeapDelay
;
5614 FSavedState
.Ammo
[i
] := FAmmo
[i
];
5616 FSavedState
.MaxAmmo
[i
] := FMaxAmmo
[i
];
5618 FSavedState
.Rulez
:= FRulez
;
5619 FSavedState
.WaitRecall
:= True;
5622 procedure TPlayer
.RecallState();
5626 if not FSavedState
.WaitRecall
then Exit
;
5628 FHealth
:= FSavedState
.Health
;
5629 FArmor
:= FSavedState
.Armor
;
5630 FAir
:= FSavedState
.Air
;
5631 FJetFuel
:= FSavedState
.JetFuel
;
5632 FCurrWeap
:= FSavedState
.CurrWeap
;
5633 FNextWeap
:= FSavedState
.NextWeap
;
5634 FNextWeapDelay
:= FSavedState
.NextWeapDelay
;
5637 FAmmo
[i
] := FSavedState
.Ammo
[i
];
5639 FMaxAmmo
[i
] := FSavedState
.MaxAmmo
[i
];
5641 FRulez
:= FSavedState
.Rulez
;
5642 FSavedState
.WaitRecall
:= False;
5644 if gGameSettings
.GameType
= GT_SERVER
then
5645 MH_SEND_PlayerStats(FUID
);
5648 procedure TPlayer
.SaveState (st
: TStream
);
5654 utils
.writeSign(st
, 'PLYR');
5655 utils
.writeInt(st
, Byte(PLR_SAVE_VERSION
)); // version
5657 utils
.writeBool(st
, FIamBot
);
5659 utils
.writeInt(st
, Word(FUID
));
5661 utils
.writeStr(st
, FName
);
5663 utils
.writeInt(st
, Byte(FTeam
));
5665 utils
.writeBool(st
, FAlive
);
5666 // Èçðàñõîäîâàë ëè âñå æèçíè
5667 utils
.writeBool(st
, FNoRespawn
);
5669 if FDirection
= TDirection
.D_LEFT
then b
:= 1 else b
:= 2; // D_RIGHT
5670 utils
.writeInt(st
, Byte(b
));
5672 utils
.writeInt(st
, LongInt(FHealth
));
5674 utils
.writeInt(st
, Byte(FLives
));
5676 utils
.writeInt(st
, LongInt(FArmor
));
5678 utils
.writeInt(st
, LongInt(FAir
));
5680 utils
.writeInt(st
, LongInt(FJetFuel
));
5682 utils
.writeInt(st
, LongInt(FPain
));
5684 utils
.writeInt(st
, LongInt(FKills
));
5686 utils
.writeInt(st
, LongInt(FMonsterKills
));
5688 utils
.writeInt(st
, LongInt(FFrags
));
5690 utils
.writeInt(st
, Byte(FFragCombo
));
5691 // Âðåìÿ ïîñëåäíåãî ôðàãà
5692 utils
.writeInt(st
, LongWord(FLastFrag
));
5694 utils
.writeInt(st
, LongInt(FDeath
));
5696 utils
.writeInt(st
, Byte(FFlag
));
5698 utils
.writeInt(st
, LongInt(FSecrets
));
5700 utils
.writeInt(st
, Byte(FCurrWeap
));
5702 utils
.writeInt(st
, Word(FNextWeap
));
5704 utils
.writeInt(st
, Byte(FNextWeapDelay
));
5705 // Âðåìÿ çàðÿäêè BFG
5706 utils
.writeInt(st
, SmallInt(FBFGFireCounter
));
5708 utils
.writeInt(st
, LongInt(FDamageBuffer
));
5709 // Ïîñëåäíèé óäàðèâøèé
5710 utils
.writeInt(st
, Word(FLastSpawnerUID
));
5711 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
5712 utils
.writeInt(st
, Byte(FLastHit
));
5714 Obj_SaveState(st
, @FObj
);
5715 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
5716 for i
:= A_BULLETS
to A_HIGH
do utils
.writeInt(st
, Word(FAmmo
[i
]));
5717 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
5718 for i
:= A_BULLETS
to A_HIGH
do utils
.writeInt(st
, Word(FMaxAmmo
[i
]));
5720 for i
:= WP_FIRST
to WP_LAST
do utils
.writeBool(st
, FWeapon
[i
]);
5721 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
5722 for i
:= WP_FIRST
to WP_LAST
do utils
.writeInt(st
, Word(FReloading
[i
]));
5724 utils
.writeBool(st
, (R_ITEM_BACKPACK
in FRulez
));
5725 // Íàëè÷èå êðàñíîãî êëþ÷à
5726 utils
.writeBool(st
, (R_KEY_RED
in FRulez
));
5727 // Íàëè÷èå çåëåíîãî êëþ÷à
5728 utils
.writeBool(st
, (R_KEY_GREEN
in FRulez
));
5729 // Íàëè÷èå ñèíåãî êëþ÷à
5730 utils
.writeBool(st
, (R_KEY_BLUE
in FRulez
));
5732 utils
.writeBool(st
, (R_BERSERK
in FRulez
));
5733 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
5734 for i
:= MR_SUIT
to MR_MAX
do utils
.writeInt(st
, LongWord(FMegaRulez
[i
]));
5735 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
5736 for i
:= T_RESPAWN
to T_FLAGCAP
do utils
.writeInt(st
, LongWord(FTime
[i
]));
5738 utils
.writeStr(st
, FModel
.Name
);
5740 utils
.writeInt(st
, Byte(FColor
.R
));
5741 utils
.writeInt(st
, Byte(FColor
.G
));
5742 utils
.writeInt(st
, Byte(FColor
.B
));
5746 procedure TPlayer
.LoadState (st
: TStream
);
5755 if not utils
.checkSign(st
, 'PLYR') then raise XStreamError
.Create('invalid player signature');
5756 if (utils
.readByte(st
) <> PLR_SAVE_VERSION
) then raise XStreamError
.Create('invalid player version');
5758 FIamBot
:= utils
.readBool(st
);
5760 FUID
:= utils
.readWord(st
);
5762 str
:= utils
.readStr(st
);
5763 if (self
<> gPlayer1
) and (self
<> gPlayer2
) then FName
:= str
;
5765 FTeam
:= utils
.readByte(st
);
5767 FAlive
:= utils
.readBool(st
);
5768 // Èçðàñõîäîâàë ëè âñå æèçíè
5769 FNoRespawn
:= utils
.readBool(st
);
5771 b
:= utils
.readByte(st
);
5772 if b
= 1 then FDirection
:= TDirection
.D_LEFT
else FDirection
:= TDirection
.D_RIGHT
; // b = 2
5774 FHealth
:= utils
.readLongInt(st
);
5776 FLives
:= utils
.readByte(st
);
5778 FArmor
:= utils
.readLongInt(st
);
5780 FAir
:= utils
.readLongInt(st
);
5782 FJetFuel
:= utils
.readLongInt(st
);
5784 FPain
:= utils
.readLongInt(st
);
5786 FKills
:= utils
.readLongInt(st
);
5788 FMonsterKills
:= utils
.readLongInt(st
);
5790 FFrags
:= utils
.readLongInt(st
);
5792 FFragCombo
:= utils
.readByte(st
);
5793 // Âðåìÿ ïîñëåäíåãî ôðàãà
5794 FLastFrag
:= utils
.readLongWord(st
);
5796 FDeath
:= utils
.readLongInt(st
);
5798 FFlag
:= utils
.readByte(st
);
5800 FSecrets
:= utils
.readLongInt(st
);
5802 FCurrWeap
:= utils
.readByte(st
);
5804 FNextWeap
:= utils
.readWord(st
);
5806 FNextWeapDelay
:= utils
.readByte(st
);
5807 // Âðåìÿ çàðÿäêè BFG
5808 FBFGFireCounter
:= utils
.readSmallInt(st
);
5810 FDamageBuffer
:= utils
.readLongInt(st
);
5811 // Ïîñëåäíèé óäàðèâøèé
5812 FLastSpawnerUID
:= utils
.readWord(st
);
5813 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
5814 FLastHit
:= utils
.readByte(st
);
5816 Obj_LoadState(@FObj
, st
);
5817 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
5818 for i
:= A_BULLETS
to A_HIGH
do FAmmo
[i
] := utils
.readWord(st
);
5819 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
5820 for i
:= A_BULLETS
to A_HIGH
do FMaxAmmo
[i
] := utils
.readWord(st
);
5822 for i
:= WP_FIRST
to WP_LAST
do FWeapon
[i
] := utils
.readBool(st
);
5823 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
5824 for i
:= WP_FIRST
to WP_LAST
do FReloading
[i
] := utils
.readWord(st
);
5826 if utils
.readBool(st
) then Include(FRulez
, R_ITEM_BACKPACK
);
5827 // Íàëè÷èå êðàñíîãî êëþ÷à
5828 if utils
.readBool(st
) then Include(FRulez
, R_KEY_RED
);
5829 // Íàëè÷èå çåëåíîãî êëþ÷à
5830 if utils
.readBool(st
) then Include(FRulez
, R_KEY_GREEN
);
5831 // Íàëè÷èå ñèíåãî êëþ÷à
5832 if utils
.readBool(st
) then Include(FRulez
, R_KEY_BLUE
);
5834 if utils
.readBool(st
) then Include(FRulez
, R_BERSERK
);
5835 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
5836 for i
:= MR_SUIT
to MR_MAX
do FMegaRulez
[i
] := utils
.readLongWord(st
);
5837 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
5838 for i
:= T_RESPAWN
to T_FLAGCAP
do FTime
[i
] := utils
.readLongWord(st
);
5840 str
:= utils
.readStr(st
);
5842 FColor
.R
:= utils
.readByte(st
);
5843 FColor
.G
:= utils
.readByte(st
);
5844 FColor
.B
:= utils
.readByte(st
);
5845 if (self
= gPlayer1
) then
5847 str
:= gPlayer1Settings
.Model
;
5848 FColor
:= gPlayer1Settings
.Color
;
5850 else if (self
= gPlayer2
) then
5852 str
:= gPlayer2Settings
.Model
;
5853 FColor
:= gPlayer2Settings
.Color
;
5855 // Îáíîâëÿåì ìîäåëü èãðîêà
5857 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
5858 FModel
.Color
:= TEAMCOLOR
[FTeam
]
5860 FModel
.Color
:= FColor
;
5864 procedure TPlayer
.AllRulez(Health
: Boolean);
5870 FHealth
:= PLAYER_HP_LIMIT
;
5871 FArmor
:= PLAYER_AP_LIMIT
;
5875 for a
:= WP_FIRST
to WP_LAST
do FWeapon
[a
] := True;
5876 for a
:= A_BULLETS
to A_HIGH
do FAmmo
[a
] := 30000;
5877 FRulez
:= FRulez
+[R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
];
5880 procedure TPlayer
.RestoreHealthArmor();
5882 FHealth
:= PLAYER_HP_LIMIT
;
5883 FArmor
:= PLAYER_AP_LIMIT
;
5886 procedure TPlayer
.FragCombo();
5890 if (gGameSettings
.GameMode
in [GM_COOP
, GM_SINGLE
]) or g_Game_IsClient
then
5892 if gTime
- FLastFrag
< FRAG_COMBO_TIME
then
5894 if FFragCombo
< 5 then
5896 Param
:= FUID
or (FFragCombo
shl 16);
5897 if (FComboEvnt
>= Low(gDelayedEvents
)) and
5898 (FComboEvnt
<= High(gDelayedEvents
)) and
5899 gDelayedEvents
[FComboEvnt
].Pending
and
5900 (gDelayedEvents
[FComboEvnt
].DEType
= DE_KILLCOMBO
) and
5901 (gDelayedEvents
[FComboEvnt
].DENum
and $FFFF = FUID
) then
5903 gDelayedEvents
[FComboEvnt
].Time
:= gTime
+ 500;
5904 gDelayedEvents
[FComboEvnt
].DENum
:= Param
;
5907 FComboEvnt
:= g_Game_DelayEvent(DE_KILLCOMBO
, 500, Param
);
5915 procedure TPlayer
.GiveItem(ItemType
: Byte);
5919 if FMegaRulez
[MR_SUIT
] < gTime
+PLAYER_SUIT_TIME
then
5921 FMegaRulez
[MR_SUIT
] := gTime
+PLAYER_SUIT_TIME
;
5925 if FAir
< AIR_MAX
then
5932 if not (R_BERSERK
in FRulez
) then
5934 Include(FRulez
, R_BERSERK
);
5935 if FBFGFireCounter
< 1 then
5937 FCurrWeap
:= WEAPON_KASTET
;
5939 FModel
.SetWeapon(WEAPON_KASTET
);
5943 FBerserk
:= gTime
+30000;
5945 if FHealth
< PLAYER_HP_SOFT
then
5947 FHealth
:= PLAYER_HP_SOFT
;
5948 FBerserk
:= gTime
+30000;
5953 if FMegaRulez
[MR_INVUL
] < gTime
+PLAYER_INVUL_TIME
then
5955 FMegaRulez
[MR_INVUL
] := gTime
+PLAYER_INVUL_TIME
;
5959 if FMegaRulez
[MR_INVIS
] < gTime
+PLAYER_INVIS_TIME
then
5961 FMegaRulez
[MR_INVIS
] := gTime
+PLAYER_INVIS_TIME
;
5965 if FJetFuel
< JET_MAX
then
5967 FJetFuel
:= JET_MAX
;
5970 ITEM_MEDKIT_SMALL
: if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 10, PLAYER_HP_SOFT
);
5971 ITEM_MEDKIT_LARGE
: if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 25, PLAYER_HP_SOFT
);
5973 ITEM_ARMOR_GREEN
: if FArmor
< PLAYER_AP_SOFT
then FArmor
:= PLAYER_AP_SOFT
;
5974 ITEM_ARMOR_BLUE
: if FArmor
< PLAYER_AP_LIMIT
then FArmor
:= PLAYER_AP_LIMIT
;
5976 ITEM_SPHERE_BLUE
: if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 100, PLAYER_HP_LIMIT
);
5978 if (FHealth
< PLAYER_HP_LIMIT
) or (FArmor
< PLAYER_AP_LIMIT
) then
5980 if FHealth
< PLAYER_HP_LIMIT
then FHealth
:= PLAYER_HP_LIMIT
;
5981 if FArmor
< PLAYER_AP_LIMIT
then FArmor
:= PLAYER_AP_LIMIT
;
5984 ITEM_WEAPON_SAW
: FWeapon
[WEAPON_SAW
] := True;
5985 ITEM_WEAPON_SHOTGUN1
: FWeapon
[WEAPON_SHOTGUN1
] := True;
5986 ITEM_WEAPON_SHOTGUN2
: FWeapon
[WEAPON_SHOTGUN2
] := True;
5987 ITEM_WEAPON_CHAINGUN
: FWeapon
[WEAPON_CHAINGUN
] := True;
5988 ITEM_WEAPON_ROCKETLAUNCHER
: FWeapon
[WEAPON_ROCKETLAUNCHER
] := True;
5989 ITEM_WEAPON_PLASMA
: FWeapon
[WEAPON_PLASMA
] := True;
5990 ITEM_WEAPON_BFG
: FWeapon
[WEAPON_BFG
] := True;
5991 ITEM_WEAPON_SUPERPULEMET
: FWeapon
[WEAPON_SUPERPULEMET
] := True;
5992 ITEM_WEAPON_FLAMETHROWER
: FWeapon
[WEAPON_FLAMETHROWER
] := True;
5994 ITEM_AMMO_BULLETS
: if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
5995 ITEM_AMMO_BULLETS_BOX
: if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
5996 ITEM_AMMO_SHELLS
: if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
5997 ITEM_AMMO_SHELLS_BOX
: if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 25, FMaxAmmo
[A_SHELLS
]);
5998 ITEM_AMMO_ROCKET
: if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
5999 ITEM_AMMO_ROCKET_BOX
: if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 5, FMaxAmmo
[A_ROCKETS
]);
6000 ITEM_AMMO_CELL
: if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
6001 ITEM_AMMO_CELL_BIG
: if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 100, FMaxAmmo
[A_CELLS
]);
6002 ITEM_AMMO_FUELCAN
: if FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
] then IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
6005 if (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or
6006 (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or
6007 (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or
6008 (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or
6009 (FMaxAmmo
[A_FUEL
] < AmmoLimits
[1, A_FUEL
]) then
6011 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[1, A_BULLETS
];
6012 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[1, A_SHELLS
];
6013 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[1, A_ROCKETS
];
6014 FMaxAmmo
[A_CELLS
] := AmmoLimits
[1, A_CELLS
];
6015 FMaxAmmo
[A_FUEL
] := AmmoLimits
[1, A_FUEL
];
6017 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
6018 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
6019 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
6020 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
6022 FRulez
:= FRulez
+ [R_ITEM_BACKPACK
];
6025 ITEM_KEY_RED
: if not (R_KEY_RED
in FRulez
) then Include(FRulez
, R_KEY_RED
);
6026 ITEM_KEY_GREEN
: if not (R_KEY_GREEN
in FRulez
) then Include(FRulez
, R_KEY_GREEN
);
6027 ITEM_KEY_BLUE
: if not (R_KEY_BLUE
in FRulez
) then Include(FRulez
, R_KEY_BLUE
);
6029 ITEM_BOTTLE
: if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 4, PLAYER_HP_LIMIT
);
6030 ITEM_HELMET
: if FArmor
< PLAYER_AP_LIMIT
then IncMax(FArmor
, 5, PLAYER_AP_LIMIT
);
6035 if g_Game_IsNet
and g_Game_IsServer
then
6036 MH_SEND_PlayerStats(FUID
);
6039 procedure TPlayer
.FlySmoke(Times
: DWORD
= 1);
6044 if (Random(5) = 1) and (Times
= 1) then
6047 if BodyInLiquid(0, 0) then
6049 g_GFX_Bubbles(Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2)+Random(3)-1,
6050 Obj
.Y
+Obj
.Rect
.Height
+8, 1, 8, 4);
6051 if Random(2) = 0 then
6052 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
6054 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
6058 if g_Frames_Get(id
, 'FRAMES_SMOKE') then
6060 for i
:= 1 to Times
do
6062 Anim
:= TAnimation
.Create(id
, False, 3);
6064 g_GFX_OnceAnim(Obj
.X
+Obj
.Rect
.X
+Random(Obj
.Rect
.Width
+Times
*2)-(Anim
.Width
div 2),
6065 Obj
.Y
+Obj
.Rect
.Height
-4+Random(8+Times
*2), Anim
, ONCEANIM_SMOKE
);
6071 procedure TPlayer
.OnFireFlame(Times
: DWORD
= 1);
6076 if (Random(10) = 1) and (Times
= 1) then
6079 if g_Frames_Get(id
, 'FRAMES_FLAME') then
6081 for i
:= 1 to Times
do
6083 Anim
:= TAnimation
.Create(id
, False, 3);
6085 g_GFX_OnceAnim(Obj
.X
+Obj
.Rect
.X
+Random(Obj
.Rect
.Width
+Times
*2)-(Anim
.Width
div 2),
6086 Obj
.Y
+8+Random(8+Times
*2), Anim
, ONCEANIM_SMOKE
);
6092 procedure TPlayer
.PauseSounds(Enable
: Boolean);
6094 FSawSound
.Pause(Enable
);
6095 FSawSoundIdle
.Pause(Enable
);
6096 FSawSoundHit
.Pause(Enable
);
6097 FSawSoundSelect
.Pause(Enable
);
6102 constructor TCorpse
.Create(X
, Y
: Integer; ModelName
: String; aMess
: Boolean);
6107 FObj
.Rect
:= PLAYER_CORPSERECT
;
6108 FModelName
:= ModelName
;
6113 FState
:= CORPSE_STATE_MESS
;
6114 g_PlayerModel_GetAnim(ModelName
, A_DIE2
, FAnimation
, FAnimationMask
);
6118 FState
:= CORPSE_STATE_NORMAL
;
6119 g_PlayerModel_GetAnim(ModelName
, A_DIE1
, FAnimation
, FAnimationMask
);
6123 destructor TCorpse
.Destroy();
6130 function TCorpse
.ObjPtr (): PObj
; inline; begin result
:= @FObj
; end;
6132 procedure TCorpse
.positionChanged (); inline; begin end;
6134 procedure TCorpse
.moveBy (dx
, dy
: Integer); inline;
6136 if (dx
<> 0) or (dy
<> 0) then
6145 procedure TCorpse
.getMapBox (out x
, y
, w
, h
: Integer); inline;
6147 x
:= FObj
.X
+PLAYER_CORPSERECT
.X
;
6148 y
:= FObj
.Y
+PLAYER_CORPSERECT
.Y
;
6149 w
:= PLAYER_CORPSERECT
.Width
;
6150 h
:= PLAYER_CORPSERECT
.Height
;
6154 procedure TCorpse
.Damage(Value
: Word; vx
, vy
: Integer);
6158 if FState
= CORPSE_STATE_REMOVEME
then
6161 FDamage
:= FDamage
+ Value
;
6163 if FDamage
> 150 then
6165 if FAnimation
<> nil then
6170 FState
:= CORPSE_STATE_REMOVEME
;
6172 g_Player_CreateGibs(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
6173 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
6174 FModelName
, FColor
);
6175 // Çâóê ìÿñà îò òðóïà:
6176 pm
:= g_PlayerModel_Get(FModelName
);
6177 pm
.PlaySound(MODELSOUND_DIE
, 5, FObj
.X
, FObj
.Y
);
6183 FObj
.Vel
.X
:= FObj
.Vel
.X
+ vx
;
6184 FObj
.Vel
.Y
:= FObj
.Vel
.Y
+ vy
;
6185 g_GFX_Blood(FObj
.X
+PLAYER_CORPSERECT
.X
+(PLAYER_CORPSERECT
.Width
div 2),
6186 FObj
.Y
+PLAYER_CORPSERECT
.Y
+(PLAYER_CORPSERECT
.Height
div 2),
6187 Value
, vx
, vy
, 16, (PLAYER_CORPSERECT
.Height
*2) div 3,
6192 procedure TCorpse
.Draw();
6194 if FState
= CORPSE_STATE_REMOVEME
then
6197 if FAnimation
<> nil then
6198 FAnimation
.Draw(FObj
.X
, FObj
.Y
, TMirrorType
.None
);
6200 if FAnimationMask
<> nil then
6203 FAnimationMask
.Draw(FObj
.X
, FObj
.Y
, TMirrorType
.None
);
6210 procedure TCorpse
.Update();
6214 if FState
= CORPSE_STATE_REMOVEME
then
6217 if gTime
mod (GAME_TICK
*2) <> 0 then
6219 g_Obj_Move(@FObj
, True, True, True);
6220 positionChanged(); // this updates spatial accelerators
6224 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6225 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
6227 st
:= g_Obj_Move(@FObj
, True, True, True);
6228 positionChanged(); // this updates spatial accelerators
6230 if WordBool(st
and MOVE_FALLOUT
) then
6232 FState
:= CORPSE_STATE_REMOVEME
;
6236 if FAnimation
<> nil then
6237 FAnimation
.Update();
6238 if FAnimationMask
<> nil then
6239 FAnimationMask
.Update();
6243 procedure TCorpse
.SaveState (st
: TStream
);
6250 utils
.writeSign(st
, 'CORP');
6251 utils
.writeInt(st
, Byte(0));
6253 utils
.writeInt(st
, Byte(FState
));
6255 utils
.writeInt(st
, Byte(FDamage
));
6257 utils
.writeInt(st
, Byte(FColor
.R
));
6258 utils
.writeInt(st
, Byte(FColor
.G
));
6259 utils
.writeInt(st
, Byte(FColor
.B
));
6261 Obj_SaveState(st
, @FObj
);
6263 anim
:= (FAnimation
<> nil);
6264 utils
.writeBool(st
, anim
);
6265 // Åñëè åñòü - ñîõðàíÿåì
6266 if anim
then FAnimation
.SaveState(st
);
6267 // Åñòü ëè ìàñêà àíèìàöèè
6268 anim
:= (FAnimationMask
<> nil);
6269 utils
.writeBool(st
, anim
);
6270 // Åñëè åñòü - ñîõðàíÿåì
6271 if anim
then FAnimationMask
.SaveState(st
);
6275 procedure TCorpse
.LoadState (st
: TStream
);
6282 if not utils
.checkSign(st
, 'CORP') then raise XStreamError
.Create('invalid corpse signature');
6283 if (utils
.readByte(st
) <> 0) then raise XStreamError
.Create('invalid corpse version');
6285 FState
:= utils
.readByte(st
);
6287 FDamage
:= utils
.readByte(st
);
6289 FColor
.R
:= utils
.readByte(st
);
6290 FColor
.G
:= utils
.readByte(st
);
6291 FColor
.B
:= utils
.readByte(st
);
6293 Obj_LoadState(@FObj
, st
);
6295 anim
:= utils
.readBool(st
);
6296 // Åñëè åñòü - çàãðóæàåì
6299 Assert(FAnimation
<> nil, 'TCorpse.LoadState: no FAnimation');
6300 FAnimation
.LoadState(st
);
6302 // Åñòü ëè ìàñêà àíèìàöèè
6303 anim
:= utils
.readBool(st
);
6304 // Åñëè åñòü - çàãðóæàåì
6307 Assert(FAnimationMask
<> nil, 'TCorpse.LoadState: no FAnimationMask');
6308 FAnimationMask
.LoadState(st
);
6314 constructor TBot
.Create();
6321 FSpectator
:= False;
6328 for a
:= WP_FIRST
to WP_LAST
do
6330 FDifficult
.WeaponPrior
[a
] := WEAPON_PRIOR1
[a
];
6331 FDifficult
.CloseWeaponPrior
[a
] := WEAPON_PRIOR2
[a
];
6332 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6336 destructor TBot
.Destroy();
6339 inherited Destroy();
6342 procedure TBot
.Draw();
6346 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6347 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6350 procedure TBot
.Respawn(Silent
: Boolean; Force
: Boolean = False);
6352 inherited Respawn(Silent
, Force
);
6355 FSelectedWeapon
:= FCurrWeap
;
6360 procedure TBot
.UpdateCombat();
6373 TTargetRecord
= array of TTarget
;
6375 function Compare(a
, b
: TTarget
): Integer;
6377 if a
.Line
and not b
.Line
then // A íà ëèíèè îãíÿ
6380 if not a
.Line
and b
.Line
then // B íà ëèíèè îãíÿ
6382 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6383 if (a
.Line
and b
.Line
) or ((not a
.Line
) and (not b
.Line
)) then
6385 if a
.Dist
> b
.Dist
then // B áëèæå
6387 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6390 else // Ñòðàííî -> A
6395 a
, x1
, y1
, x2
, y2
: Integer;
6396 targets
: TTargetRecord
;
6398 Target
, BestTarget
: TTarget
;
6399 firew
, fireh
: Integer;
6403 vsPlayer
, vsMonster
, ok
: Boolean;
6406 function monsUpdate (mon
: TMonster
): Boolean;
6408 result
:= false; // don't stop
6409 if mon
.alive
and (mon
.MonsterType
<> MONSTER_BARREL
) then
6411 if not TargetOnScreen(mon
.Obj
.X
+mon
.Obj
.Rect
.X
, mon
.Obj
.Y
+mon
.Obj
.Rect
.Y
) then exit
;
6413 x2
:= mon
.Obj
.X
+mon
.Obj
.Rect
.X
+(mon
.Obj
.Rect
.Width
div 2);
6414 y2
:= mon
.Obj
.Y
+mon
.Obj
.Rect
.Y
+(mon
.Obj
.Rect
.Height
div 2);
6416 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6417 if g_TraceVector(x1
, y1
, x2
, y2
) then
6419 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6420 SetLength(targets
, Length(targets
)+1);
6421 with targets
[High(targets
)] do
6428 Rect
:= mon
.Obj
.Rect
;
6429 Dist
:= g_PatchLength(x1
, y1
, x2
, y2
);
6430 Line
:= (y1
+4 < Target
.Y
+ mon
.Obj
.Rect
.Y
+ mon
.Obj
.Rect
.Height
) and
6431 (y1
-4 > Target
.Y
+ mon
.Obj
.Rect
.Y
);
6440 vsPlayer
:= LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSPLAYER
);
6441 vsMonster
:= LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSMONSTER
);
6443 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6444 if FCurrWeap
<> FSelectedWeapon
then
6447 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6448 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap
= FSelectedWeapon
) then
6450 RemoveAIFlag('NEEDFIRE');
6453 WEAPON_PLASMA
, WEAPON_SUPERPULEMET
, WEAPON_CHAINGUN
: PressKey(KEY_FIRE
, 20);
6454 WEAPON_SAW
, WEAPON_KASTET
, WEAPON_FLAMETHROWER
: PressKey(KEY_FIRE
, 40);
6455 else PressKey(KEY_FIRE
);
6459 // Êîîðäèíàòû ñòâîëà:
6460 x1
:= FObj
.X
+ WEAPONPOINT
[FDirection
].X
;
6461 y1
:= FObj
.Y
+ WEAPONPOINT
[FDirection
].Y
;
6463 Target
.UID
:= FTargetUID
;
6466 if Target
.UID
<> 0 then
6467 begin // Öåëü åñòü - íàñòðàèâàåì
6468 if (g_GetUIDType(Target
.UID
) = UID_PLAYER
) and
6471 tpla
:= g_Player_Get(Target
.UID
);
6475 if (@FObj
) <> nil then
6482 Target
.cX
:= Target
.X
+ PLAYER_RECT_CX
;
6483 Target
.cY
:= Target
.Y
+ PLAYER_RECT_CY
;
6484 Target
.Rect
:= PLAYER_RECT
;
6485 Target
.Visible
:= g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
);
6486 Target
.Line
:= (y1
+4 < Target
.Y
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
) and
6487 (y1
-4 > Target
.Y
+PLAYER_RECT
.Y
);
6488 Target
.IsPlayer
:= True;
6492 if (g_GetUIDType(Target
.UID
) = UID_MONSTER
) and
6495 mon
:= g_Monsters_ByUID(Target
.UID
);
6498 Target
.X
:= mon
.Obj
.X
;
6499 Target
.Y
:= mon
.Obj
.Y
;
6501 Target
.cX
:= Target
.X
+ mon
.Obj
.Rect
.X
+ (mon
.Obj
.Rect
.Width
div 2);
6502 Target
.cY
:= Target
.Y
+ mon
.Obj
.Rect
.Y
+ (mon
.Obj
.Rect
.Height
div 2);
6503 Target
.Rect
:= mon
.Obj
.Rect
;
6504 Target
.Visible
:= g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
);
6505 Target
.Line
:= (y1
+4 < Target
.Y
+ mon
.Obj
.Rect
.Y
+ mon
.Obj
.Rect
.Height
) and
6506 (y1
-4 > Target
.Y
+ mon
.Obj
.Rect
.Y
);
6507 Target
.IsPlayer
:= False;
6514 begin // Öåëè íåò - îáíóëÿåì
6519 Target
.Visible
:= False;
6520 Target
.Line
:= False;
6521 Target
.IsPlayer
:= False;
6526 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6527 if (not Target
.Line
) or (not Target
.Visible
) then
6531 for a
:= 0 to High(gPlayers
) do
6532 if (gPlayers
[a
] <> nil) and (gPlayers
[a
].alive
) and
6533 (gPlayers
[a
].FUID
<> FUID
) and
6534 (not SameTeam(FUID
, gPlayers
[a
].FUID
)) and
6535 (not gPlayers
[a
].NoTarget
) and
6536 (gPlayers
[a
].FMegaRulez
[MR_INVIS
] < gTime
) then
6538 if not TargetOnScreen(gPlayers
[a
].FObj
.X
+ PLAYER_RECT
.X
,
6539 gPlayers
[a
].FObj
.Y
+ PLAYER_RECT
.Y
) then
6542 x2
:= gPlayers
[a
].FObj
.X
+ PLAYER_RECT_CX
;
6543 y2
:= gPlayers
[a
].FObj
.Y
+ PLAYER_RECT_CY
;
6545 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6546 if g_TraceVector(x1
, y1
, x2
, y2
) then
6548 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6549 SetLength(targets
, Length(targets
)+1);
6550 with targets
[High(targets
)] do
6552 UID
:= gPlayers
[a
].FUID
;
6553 X
:= gPlayers
[a
].FObj
.X
;
6554 Y
:= gPlayers
[a
].FObj
.Y
;
6557 Rect
:= PLAYER_RECT
;
6558 Dist
:= g_PatchLength(x1
, y1
, x2
, y2
);
6559 Line
:= (y1
+4 < Target
.Y
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
) and
6560 (y1
-4 > Target
.Y
+PLAYER_RECT
.Y
);
6568 if vsMonster
then g_Mons_ForEach(monsUpdate
);
6571 // Åñëè åñòü âîçìîæíûå öåëè:
6572 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6573 if targets
<> nil then
6575 // Âûáèðàåì íàèëó÷øóþ öåëü:
6576 BestTarget
:= targets
[0];
6577 if Length(targets
) > 1 then
6578 for a
:= 1 to High(targets
) do
6579 if Compare(BestTarget
, targets
[a
]) = 1 then
6580 BestTarget
:= targets
[a
];
6582 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6583 if ((not Target
.Visible
) and BestTarget
.Visible
and (Target
.UID
<> BestTarget
.UID
)) or
6584 ((not Target
.Line
) and BestTarget
.Line
and BestTarget
.Visible
) then
6586 Target
:= BestTarget
;
6588 if (Healthy() = 3) or ((Healthy() = 2)) then
6589 begin // Åñëè çäîðîâû - äîãîíÿåì
6590 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
> FObj
.X
)) then
6591 SetAIFlag('GORIGHT', '1');
6592 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
< FObj
.X
)) then
6593 SetAIFlag('GOLEFT', '1');
6596 begin // Åñëè ïîáèòû - óáåãàåì
6597 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
< FObj
.X
)) then
6598 SetAIFlag('GORIGHT', '1');
6599 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
> FObj
.X
)) then
6600 SetAIFlag('GOLEFT', '1');
6603 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6604 SelectWeapon(Abs(x1
-Target
.cX
));
6609 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6610 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6611 if Target
.UID
<> 0 then
6613 if not TargetOnScreen(Target
.X
+ Target
.Rect
.X
,
6614 Target
.Y
+ Target
.Rect
.Y
) then
6615 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6616 if (Healthy() = 3) or ((Healthy() = 2)) then
6617 begin // Åñëè çäîðîâû - äîãîíÿåì
6618 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
> FObj
.X
)) then
6619 SetAIFlag('GORIGHT', '1');
6620 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
< FObj
.X
)) then
6621 SetAIFlag('GOLEFT', '1');
6624 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6626 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
< FObj
.X
)) then
6627 SetAIFlag('GORIGHT', '1');
6628 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
> FObj
.X
)) then
6629 SetAIFlag('GOLEFT', '1');
6633 begin // Öåëü ïîêà íà "ýêðàíå"
6634 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
6635 if g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
6636 FLastVisible
:= gTime
;
6637 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
6638 if (Abs(FObj
.Y
-Target
.Y
) <= 128) then
6640 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
> FObj
.X
)) then
6641 SetAIFlag('GORIGHT', '1');
6642 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
< FObj
.X
)) then
6643 SetAIFlag('GOLEFT', '1');
6647 // Âûáèðàåì óãîë ââåðõ:
6648 if FDirection
= TDirection
.D_LEFT
then
6649 angle
:= ANGLE_LEFTUP
6651 angle
:= ANGLE_RIGHTUP
;
6653 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6654 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6656 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6657 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
6658 Target
.X
+Target
.Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128), //96
6659 Target
.Y
+Target
.Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
6660 Target
.Rect
.Width
, Target
.Rect
.Height
) and
6661 g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
6662 begin // òî íóæíî ñòðåëÿòü ââåðõ
6663 SetAIFlag('NEEDFIRE', '1');
6664 SetAIFlag('NEEDSEEUP', '1');
6667 // Âûáèðàåì óãîë âíèç:
6668 if FDirection
= TDirection
.D_LEFT
then
6669 angle
:= ANGLE_LEFTDOWN
6671 angle
:= ANGLE_RIGHTDOWN
;
6673 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6674 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6676 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6677 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
6678 Target
.X
+Target
.Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
6679 Target
.Y
+Target
.Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
6680 Target
.Rect
.Width
, Target
.Rect
.Height
) and
6681 g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
6682 begin // òî íóæíî ñòðåëÿòü âíèç
6683 SetAIFlag('NEEDFIRE', '1');
6684 SetAIFlag('NEEDSEEDOWN', '1');
6687 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
6688 if Target
.Visible
and
6689 (y1
+4 < Target
.Y
+Target
.Rect
.Y
+Target
.Rect
.Height
) and
6690 (y1
-4 > Target
.Y
+Target
.Rect
.Y
) then
6692 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
6693 if ((FDirection
= TDirection
.D_LEFT
) and (Target
.X
< FObj
.X
)) or
6694 ((FDirection
= TDirection
.D_RIGHT
) and (Target
.X
> FObj
.X
)) then
6695 begin // òî íóæíî ñòðåëÿòü âïåðåä
6696 SetAIFlag('NEEDFIRE', '1');
6697 SetAIFlag('NEEDSEEDOWN', '');
6698 SetAIFlag('NEEDSEEUP', '');
6700 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
6701 if Abs(FObj
.X
-Target
.X
) < Trunc(gPlayerScreenSize
.X
*0.75) then
6702 if GetRnd(FDifficult
.CloseJump
) then
6703 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
6704 if Abs(FObj
.X
-Target
.X
) < 128 then
6708 if Random(a
) = 0 then
6709 SetAIFlag('NEEDJUMP', '1');
6713 // Åñëè öåëü âñå åùå åñòü:
6714 if Target
.UID
<> 0 then
6715 if gTime
-FLastVisible
> 2000 then // Åñëè âèäåëè äàâíî
6716 Target
.UID
:= 0 // òî çàáûòü öåëü
6717 else // Åñëè âèäåëè íåäàâíî
6718 begin // íî öåëü óáèëè
6719 if Target
.IsPlayer
then
6720 begin // Öåëü - èãðîê
6721 pla
:= g_Player_Get(Target
.UID
);
6722 if (pla
= nil) or (not pla
.alive
) or pla
.NoTarget
or
6723 (pla
.FMegaRulez
[MR_INVIS
] >= gTime
) then
6724 Target
.UID
:= 0; // òî çàáûòü öåëü
6727 begin // Öåëü - ìîíñòð
6728 mon
:= g_Monsters_ByUID(Target
.UID
);
6729 if (mon
= nil) or (not mon
.alive
) then
6730 Target
.UID
:= 0; // òî çàáûòü öåëü
6733 end; // if Target.UID <> 0
6735 FTargetUID
:= Target
.UID
;
6737 // Åñëè âîçìîæíûõ öåëåé íåò:
6738 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
6739 if targets
= nil then
6740 if GetAIFlag('ATTACKLEFT') <> '' then
6741 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
6742 RemoveAIFlag('ATTACKLEFT');
6744 SetAIFlag('NEEDJUMP', '1');
6746 if RunDirection() = TDirection
.D_RIGHT
then
6747 begin // Èäåì íå â òó ñòîðîíó
6748 if (Healthy() > 1) and GetRnd(FDifficult
.InvisFire
) then
6749 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
6750 SetAIFlag('NEEDFIRE', '1');
6751 SetAIFlag('GOLEFT', '1');
6755 begin // Èäåì â íóæíóþ ñòîðîíó
6756 if GetRnd(FDifficult
.InvisFire
) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6757 SetAIFlag('NEEDFIRE', '1');
6758 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6759 SetAIFlag('GORIGHT', '1');
6763 if GetAIFlag('ATTACKRIGHT') <> '' then
6764 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
6765 RemoveAIFlag('ATTACKRIGHT');
6767 SetAIFlag('NEEDJUMP', '1');
6769 if RunDirection() = TDirection
.D_LEFT
then
6770 begin // Èäåì íå â òó ñòîðîíó
6771 if (Healthy() > 1) and GetRnd(FDifficult
.InvisFire
) then
6772 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
6773 SetAIFlag('NEEDFIRE', '1');
6774 SetAIFlag('GORIGHT', '1');
6779 if GetRnd(FDifficult
.InvisFire
) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6780 SetAIFlag('NEEDFIRE', '1');
6781 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6782 SetAIFlag('GOLEFT', '1');
6786 //HACK! (does it belongs there?)
6787 RealizeCurrentWeapon();
6789 // Åñëè åñòü âîçìîæíûå öåëè:
6790 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
6791 if (targets
<> nil) and (GetAIFlag('NEEDFIRE') <> '') then
6792 for a
:= 0 to High(targets
) do
6794 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
6795 if GetRnd(FDifficult
.DiagFire
) then
6797 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
6798 if FDirection
= TDirection
.D_LEFT
then
6799 angle
:= ANGLE_LEFTUP
6801 angle
:= ANGLE_RIGHTUP
;
6803 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6804 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6806 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
6807 targets
[a
].X
+targets
[a
].Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
6808 targets
[a
].Y
+targets
[a
].Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
6809 targets
[a
].Rect
.Width
, targets
[a
].Rect
.Height
) and
6810 g_TraceVector(x1
, y1
, targets
[a
].cX
, targets
[a
].cY
) then
6812 SetAIFlag('NEEDFIRE', '1');
6813 SetAIFlag('NEEDSEEUP', '1');
6816 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
6817 if FDirection
= TDirection
.D_LEFT
then
6818 angle
:= ANGLE_LEFTDOWN
6820 angle
:= ANGLE_RIGHTDOWN
;
6822 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6823 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6825 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
6826 targets
[a
].X
+targets
[a
].Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
6827 targets
[a
].Y
+targets
[a
].Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
6828 targets
[a
].Rect
.Width
, targets
[a
].Rect
.Height
) and
6829 g_TraceVector(x1
, y1
, targets
[a
].cX
, targets
[a
].cY
) then
6831 SetAIFlag('NEEDFIRE', '1');
6832 SetAIFlag('NEEDSEEDOWN', '1');
6836 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
6837 if targets
[a
].Line
and targets
[a
].Visible
and
6838 (((FDirection
= TDirection
.D_LEFT
) and (targets
[a
].X
< FObj
.X
)) or
6839 ((FDirection
= TDirection
.D_RIGHT
) and (targets
[a
].X
> FObj
.X
))) then
6841 SetAIFlag('NEEDFIRE', '1');
6846 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
6847 if g_Weapon_Danger(FUID
, FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
,
6848 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
,
6849 40+GetInterval(FDifficult
.Cover
, 40)) then
6850 SetAIFlag('NEEDJUMP', '1');
6852 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
6853 ammo
:= GetAmmoByWeapon(FCurrWeap
);
6854 if ((FCurrWeap
= WEAPON_SHOTGUN2
) and (ammo
< 2)) or
6855 ((FCurrWeap
= WEAPON_BFG
) and (ammo
< 40)) or
6857 SetAIFlag('SELECTWEAPON', '1');
6859 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
6860 if GetAIFlag('SELECTWEAPON') = '1' then
6863 RemoveAIFlag('SELECTWEAPON');
6867 procedure TBot
.Update();
6880 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
6881 if (g_debug_BotAIOff
= 1) and (Team
= TEAM_RED
) then
6883 if (g_debug_BotAIOff
= 2) and (Team
= TEAM_BLUE
) then
6885 if g_debug_BotAIOff
= 3 then
6895 RealizeCurrentWeapon();
6902 procedure TBot
.ReleaseKey(Key
: Byte);
6911 function TBot
.KeyPressed(Key
: Word): Boolean;
6913 Result
:= FKeys
[Key
].Pressed
;
6916 function TBot
.GetAIFlag(aName
: String20
): String20
;
6922 aName
:= LowerCase(aName
);
6924 if FAIFlags
<> nil then
6925 for a
:= 0 to High(FAIFlags
) do
6926 if LowerCase(FAIFlags
[a
].Name
) = aName
then
6928 Result
:= FAIFlags
[a
].Value
;
6933 procedure TBot
.RemoveAIFlag(aName
: String20
);
6937 if FAIFlags
= nil then Exit
;
6939 aName
:= LowerCase(aName
);
6941 for a
:= 0 to High(FAIFlags
) do
6942 if LowerCase(FAIFlags
[a
].Name
) = aName
then
6944 if a
<> High(FAIFlags
) then
6945 for b
:= a
to High(FAIFlags
)-1 do
6946 FAIFlags
[b
] := FAIFlags
[b
+1];
6948 SetLength(FAIFlags
, Length(FAIFlags
)-1);
6953 procedure TBot
.SetAIFlag(aName
, fValue
: String20
);
6961 aName
:= LowerCase(aName
);
6963 if FAIFlags
<> nil then
6964 for a
:= 0 to High(FAIFlags
) do
6965 if LowerCase(FAIFlags
[a
].Name
) = aName
then
6971 if ok
then FAIFlags
[a
].Value
:= fValue
6974 SetLength(FAIFlags
, Length(FAIFlags
)+1);
6975 with FAIFlags
[High(FAIFlags
)] do
6983 procedure TBot
.UpdateMove
;
6985 procedure GoLeft(Time
: Word = 1);
6987 ReleaseKey(KEY_LEFT
);
6988 ReleaseKey(KEY_RIGHT
);
6989 PressKey(KEY_LEFT
, Time
);
6990 SetDirection(TDirection
.D_LEFT
);
6993 procedure GoRight(Time
: Word = 1);
6995 ReleaseKey(KEY_LEFT
);
6996 ReleaseKey(KEY_RIGHT
);
6997 PressKey(KEY_RIGHT
, Time
);
6998 SetDirection(TDirection
.D_RIGHT
);
7001 function Rnd(a
: Word): Boolean;
7003 Result
:= Random(a
) = 0;
7006 procedure Turn(Time
: Word = 1200);
7008 if RunDirection() = TDirection
.D_LEFT
then GoRight(Time
) else GoLeft(Time
);
7013 ReleaseKey(KEY_LEFT
);
7014 ReleaseKey(KEY_RIGHT
);
7017 function CanRunLeft(): Boolean;
7019 Result
:= not CollideLevel(-1, 0);
7022 function CanRunRight(): Boolean;
7024 Result
:= not CollideLevel(1, 0);
7027 function CanRun(): Boolean;
7029 if RunDirection() = TDirection
.D_LEFT
then Result
:= CanRunLeft() else Result
:= CanRunRight();
7032 procedure Jump(Time
: Word = 30);
7034 PressKey(KEY_JUMP
, Time
);
7037 function NearHole(): Boolean;
7041 { TODO 5 : Ëåñòíèöû }
7042 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
7043 for x
:= 1 to PLAYER_RECT
.Width
do
7044 if (not StayOnStep(x
*sx
, 0)) and
7045 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
7046 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
7055 function BorderHole(): Boolean;
7059 { TODO 5 : Ëåñòíèöû }
7060 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
7061 for x
:= 1 to PLAYER_RECT
.Width
do
7062 if (not StayOnStep(x
*sx
, 0)) and
7063 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
7064 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
7066 for xx
:= x
to x
+32 do
7067 if CollideLevel(xx
*sx
, PLAYER_RECT
.Height
) then
7077 function NearDeepHole(): Boolean;
7083 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
7086 for x
:= 1 to PLAYER_RECT
.Width
do
7087 if (not StayOnStep(x
*sx
, 0)) and
7088 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
7089 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
7091 while FObj
.Y
+y
*PLAYER_RECT
.Height
< gMapInfo
.Height
do
7093 if CollideLevel(x
*sx
, PLAYER_RECT
.Height
*y
) then Exit
;
7098 end else Result
:= False;
7101 function OverDeepHole(): Boolean;
7108 while FObj
.Y
+y
*PLAYER_RECT
.Height
< gMapInfo
.Height
do
7110 if CollideLevel(0, PLAYER_RECT
.Height
*y
) then Exit
;
7117 function OnGround(): Boolean;
7119 Result
:= StayOnStep(0, 0) or CollideLevel(0, 1);
7122 function OnLadder(): Boolean;
7124 Result
:= FullInStep(0, 0);
7127 function BelowLadder(): Boolean;
7129 Result
:= (FullInStep(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
) and
7130 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
)) or
7131 (FullInStep(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
) and
7132 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
));
7135 function BelowLiftUp(): Boolean;
7137 Result
:= ((FullInLift(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
) = -1) and
7138 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
)) or
7139 ((FullInLift(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
) = -1) and
7140 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
));
7143 function OnTopLift(): Boolean;
7145 Result
:= (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7148 function CanJumpOver(): Boolean;
7152 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
7156 if not CollideLevel(sx
, 0) then Exit
;
7158 for y
:= 1 to BOT_MAXJUMP
do
7159 if CollideLevel(0, -y
) then Exit
else
7160 if not CollideLevel(sx
, -y
) then
7167 function CanJumpUp(Dist
: ShortInt): Boolean;
7174 if CollideLevel(Dist
, 0) then Exit
;
7177 for y
:= 0 to BOT_MAXJUMP
do
7178 if CollideLevel(Dist
, -y
) then
7187 for yy
:= y
+1 to BOT_MAXJUMP
do
7188 if not CollideLevel(Dist
, -yy
) then
7197 for y
:= 0 to BOT_MAXJUMP
do
7198 if CollideLevel(0, -y
) then
7206 if y
< yy
then Exit
;
7211 function IsSafeTrigger(): Boolean;
7216 if gTriggers
= nil then
7218 for a
:= 0 to High(gTriggers
) do
7219 if Collide(gTriggers
[a
].X
,
7222 gTriggers
[a
].Height
) and
7223 (gTriggers
[a
].TriggerType
in [TRIGGER_EXIT
, TRIGGER_CLOSEDOOR
,
7224 TRIGGER_CLOSETRAP
, TRIGGER_TRAP
,
7225 TRIGGER_PRESS
, TRIGGER_ON
, TRIGGER_OFF
,
7226 TRIGGER_ONOFF
, TRIGGER_SPAWNMONSTER
,
7227 TRIGGER_DAMAGE
, TRIGGER_SHOT
]) then
7232 // Âîçìîæíî, íàæèìàåì êíîïêó:
7233 if Rnd(16) and IsSafeTrigger() then
7236 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7237 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7239 ReleaseKey(KEY_LEFT
);
7240 ReleaseKey(KEY_RIGHT
);
7244 // Èäåì âëåâî, åñëè íàäî áûëî:
7245 if GetAIFlag('GOLEFT') <> '' then
7247 RemoveAIFlag('GOLEFT');
7248 if CanRunLeft() then
7252 // Èäåì âïðàâî, åñëè íàäî áûëî:
7253 if GetAIFlag('GORIGHT') <> '' then
7255 RemoveAIFlag('GORIGHT');
7256 if CanRunRight() then
7260 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7261 if FObj
.X
< -32 then
7264 if FObj
.X
+32 > gMapInfo
.Width
then
7267 // Ïðûãàåì, åñëè íàäî áûëî:
7268 if GetAIFlag('NEEDJUMP') <> '' then
7271 RemoveAIFlag('NEEDJUMP');
7274 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7275 if GetAIFlag('NEEDSEEUP') <> '' then
7278 ReleaseKey(KEY_DOWN
);
7279 PressKey(KEY_UP
, 20);
7280 RemoveAIFlag('NEEDSEEUP');
7283 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7284 if GetAIFlag('NEEDSEEDOWN') <> '' then
7287 ReleaseKey(KEY_DOWN
);
7288 PressKey(KEY_DOWN
, 20);
7289 RemoveAIFlag('NEEDSEEDOWN');
7292 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7293 if GetAIFlag('GOINHOLE') <> '' then
7294 if not OnGround() then
7296 ReleaseKey(KEY_LEFT
);
7297 ReleaseKey(KEY_RIGHT
);
7298 RemoveAIFlag('GOINHOLE');
7299 SetAIFlag('FALLINHOLE', '1');
7302 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7303 if GetAIFlag('FALLINHOLE') <> '' then
7305 RemoveAIFlag('FALLINHOLE');
7307 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7308 if not (KeyPressed(KEY_LEFT
) or KeyPressed(KEY_RIGHT
)) then
7309 if GetAIFlag('FALLINHOLE') = '' then
7310 if (not OnLadder()) or (FObj
.Vel
.Y
>= 0) or (OnTopLift()) then
7316 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7318 CanJumpUp(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*32) and
7322 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7323 if OnGround() and NearHole() then
7324 if NearDeepHole() then // Åñëè ýòî áåçäíà
7326 0..3: Turn(); // Áåæèì îáðàòíî
7327 4: Jump(); // Ïðûãàåì
7328 5: begin // Ïðûãàåì îáðàòíî
7333 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7334 if GetAIFlag('GOINHOLE') = '' then
7336 0: Turn(); // Íå íóæíî òóäà
7337 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7338 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7339 if BorderHole() then
7340 SetAIFlag('GOINHOLE', '1');
7343 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7344 if (not CanRun()) and OnGround() then
7346 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7347 if CanJumpOver() or OnLadder() then
7349 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7350 if Random(2) = 0 then
7352 if IsSafeTrigger() then
7358 // Îñòàëîñü ìàëî âîçäóõà:
7359 if FAir
< 36 * 2 then
7362 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7363 if (FMegaRulez
[MR_SUIT
] < gTime
) and ((FLastHit
= HIT_ACID
) or (Healthy() <= 1)) then
7364 if BodyInAcid(0, 0) then
7368 function TBot
.FullInStep(XInc
, YInc
: Integer): Boolean;
7370 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
7371 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
, PANEL_STEP
, False);
7374 {function TBot.NeedItem(Item: Byte): Byte;
7379 procedure TBot
.SelectWeapon(Dist
: Integer);
7383 function HaveAmmo(weapon
: Byte): Boolean;
7386 WEAPON_PISTOL
: Result
:= FAmmo
[A_BULLETS
] >= 1;
7387 WEAPON_SHOTGUN1
: Result
:= FAmmo
[A_SHELLS
] >= 1;
7388 WEAPON_SHOTGUN2
: Result
:= FAmmo
[A_SHELLS
] >= 2;
7389 WEAPON_CHAINGUN
: Result
:= FAmmo
[A_BULLETS
] >= 10;
7390 WEAPON_ROCKETLAUNCHER
: Result
:= FAmmo
[A_ROCKETS
] >= 1;
7391 WEAPON_PLASMA
: Result
:= FAmmo
[A_CELLS
] >= 10;
7392 WEAPON_BFG
: Result
:= FAmmo
[A_CELLS
] >= 40;
7393 WEAPON_SUPERPULEMET
: Result
:= FAmmo
[A_SHELLS
] >= 1;
7394 WEAPON_FLAMETHROWER
: Result
:= FAmmo
[A_FUEL
] >= 1;
7395 else Result
:= True;
7400 if Dist
= -1 then Dist
:= BOT_LONGDIST
;
7402 if Dist
> BOT_LONGDIST
then
7403 begin // Äàëüíèé áîé
7405 if FWeapon
[FDifficult
.WeaponPrior
[a
]] and HaveAmmo(FDifficult
.WeaponPrior
[a
]) then
7407 FSelectedWeapon
:= FDifficult
.WeaponPrior
[a
];
7411 else //if Dist > BOT_UNSAFEDIST then
7412 begin // Áëèæíèé áîé
7414 if FWeapon
[FDifficult
.CloseWeaponPrior
[a
]] and HaveAmmo(FDifficult
.CloseWeaponPrior
[a
]) then
7416 FSelectedWeapon
:= FDifficult
.CloseWeaponPrior
[a
];
7423 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7425 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7431 function TBot
.PickItem(ItemType
: Byte; force
: Boolean; var remove
: Boolean): Boolean;
7433 Result
:= inherited PickItem(ItemType
, force
, remove
);
7435 if Result
then SetAIFlag('SELECTWEAPON', '1');
7438 function TBot
.Heal(value
: Word; Soft
: Boolean): Boolean;
7440 Result
:= inherited Heal(value
, Soft
);
7443 function TBot
.Healthy(): Byte;
7445 if FMegaRulez
[MR_INVUL
] >= gTime
then Result
:= 3
7446 else if (FHealth
> 80) or ((FHealth
> 50) and (FArmor
> 20)) then Result
:= 3
7447 else if (FHealth
> 50) then Result
:= 2
7448 else if (FHealth
> 20) then Result
:= 1
7452 function TBot
.TargetOnScreen(TX
, TY
: Integer): Boolean;
7454 Result
:= (Abs(FObj
.X
-TX
) <= Trunc(gPlayerScreenSize
.X
*0.6)) and
7455 (Abs(FObj
.Y
-TY
) <= Trunc(gPlayerScreenSize
.Y
*0.6));
7458 procedure TBot
.OnDamage(Angle
: SmallInt);
7466 if (Angle
= 0) or (Angle
= 180) then
7469 if (g_GetUIDType(FLastSpawnerUID
) = UID_PLAYER
) and
7470 LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSPLAYER
) then
7472 pla
:= g_Player_Get(FLastSpawnerUID
);
7473 ok
:= not TargetOnScreen(pla
.FObj
.X
+ PLAYER_RECT
.X
,
7474 pla
.FObj
.Y
+ PLAYER_RECT
.Y
);
7477 if (g_GetUIDType(FLastSpawnerUID
) = UID_MONSTER
) and
7478 LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSMONSTER
) then
7480 mon
:= g_Monsters_ByUID(FLastSpawnerUID
);
7481 ok
:= not TargetOnScreen(mon
.Obj
.X
+ mon
.Obj
.Rect
.X
,
7482 mon
.Obj
.Y
+ mon
.Obj
.Rect
.Y
);
7487 SetAIFlag('ATTACKLEFT', '1')
7489 SetAIFlag('ATTACKRIGHT', '1');
7493 function TBot
.RunDirection(): TDirection
;
7495 if Abs(Vel
.X
) >= 1 then
7497 if Vel
.X
> 0 then Result
:= TDirection
.D_RIGHT
else Result
:= TDirection
.D_LEFT
;
7499 Result
:= FDirection
;
7502 function TBot
.GetRnd(a
: Byte): Boolean;
7504 if a
= 0 then Result
:= False
7505 else if a
= 255 then Result
:= True
7506 else Result
:= Random(256) > 255-a
;
7509 function TBot
.GetInterval(a
: Byte; radius
: SmallInt): SmallInt;
7511 Result
:= Round((255-a
)/255*radius
*(Random(2)-1));
7515 procedure TDifficult
.save (st
: TStream
);
7517 utils
.writeInt(st
, Byte(DiagFire
));
7518 utils
.writeInt(st
, Byte(InvisFire
));
7519 utils
.writeInt(st
, Byte(DiagPrecision
));
7520 utils
.writeInt(st
, Byte(FlyPrecision
));
7521 utils
.writeInt(st
, Byte(Cover
));
7522 utils
.writeInt(st
, Byte(CloseJump
));
7523 st
.WriteBuffer(WeaponPrior
[Low(WeaponPrior
)], sizeof(WeaponPrior
));
7524 st
.WriteBuffer(CloseWeaponPrior
[Low(CloseWeaponPrior
)], sizeof(CloseWeaponPrior
));
7527 procedure TDifficult
.load (st
: TStream
);
7529 DiagFire
:= utils
.readByte(st
);
7530 InvisFire
:= utils
.readByte(st
);
7531 DiagPrecision
:= utils
.readByte(st
);
7532 FlyPrecision
:= utils
.readByte(st
);
7533 Cover
:= utils
.readByte(st
);
7534 CloseJump
:= utils
.readByte(st
);
7535 st
.ReadBuffer(WeaponPrior
[Low(WeaponPrior
)], sizeof(WeaponPrior
));
7536 st
.ReadBuffer(CloseWeaponPrior
[Low(CloseWeaponPrior
)], sizeof(CloseWeaponPrior
));
7540 procedure TBot
.SaveState (st
: TStream
);
7545 inherited SaveState(st
);
7546 utils
.writeSign(st
, 'BOT0');
7548 utils
.writeInt(st
, Byte(FSelectedWeapon
));
7550 utils
.writeInt(st
, Word(FTargetUID
));
7551 // Âðåìÿ ïîòåðè öåëè
7552 utils
.writeInt(st
, LongWord(FLastVisible
));
7553 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7554 dw
:= Length(FAIFlags
);
7555 utils
.writeInt(st
, LongInt(dw
));
7557 for i
:= 0 to dw
-1 do
7559 utils
.writeStr(st
, FAIFlags
[i
].Name
, 20);
7560 utils
.writeStr(st
, FAIFlags
[i
].Value
, 20);
7562 // Íàñòðîéêè ñëîæíîñòè
7563 FDifficult
.save(st
);
7567 procedure TBot
.LoadState (st
: TStream
);
7572 inherited LoadState(st
);
7573 if not utils
.checkSign(st
, 'BOT0') then raise XStreamError
.Create('invalid bot signature');
7575 FSelectedWeapon
:= utils
.readByte(st
);
7577 FTargetUID
:= utils
.readWord(st
);
7578 // Âðåìÿ ïîòåðè öåëè
7579 FLastVisible
:= utils
.readLongWord(st
);
7580 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7581 dw
:= utils
.readLongInt(st
);
7582 if (dw
< 0) or (dw
> 16384) then raise XStreamError
.Create('invalid number of bot AI flags');
7583 SetLength(FAIFlags
, dw
);
7585 for i
:= 0 to dw
-1 do
7587 FAIFlags
[i
].Name
:= utils
.readStr(st
, 20);
7588 FAIFlags
[i
].Value
:= utils
.readStr(st
, 20);
7590 // Íàñòðîéêè ñëîæíîñòè
7591 FDifficult
.load(st
);
7596 conRegVar('cheat_berserk_autoswitch', @gBerserkAutoswitch
, 'autoswitch to fist when berserk pack taken', '', true, true);