1 (* Copyright (C) Doom 2D: Forever Developers
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, version 3 of the License ONLY.
7 * This program is distributed in the hope that it will be useful,
8 * but WITHOUT ANY WARRANTY; without even the implied warranty of
9 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
10 * GNU General Public License for more details.
12 * You should have received a copy of the GNU General Public License
13 * along with this program. If not, see <http://www.gnu.org/licenses/>.
15 {$INCLUDE ../shared/a_modes.inc}
23 {$IFDEF USE_MEMPOOL}mempool
,{$ENDIF}
24 e_graphics
, g_playermodel
, g_basic
, g_textures
,
25 g_weapons
, g_phys
, g_sound
, g_saveload
, MAPDEF
,
58 AmmoLimits
: Array [0..1] of Array [A_BULLETS
..A_HIGH
] of Word =
59 ((200, 50, 50, 300, 100),
60 (400, 100, 100, 600, 200));
81 ANGLE_NONE
= Low(SmallInt);
83 CORPSE_STATE_REMOVEME
= 0;
84 CORPSE_STATE_NORMAL
= 1;
85 CORPSE_STATE_MESS
= 2;
87 PLAYER_RECT
: TRectWH
= (X
:15; Y
:12; Width
:34; Height
:52);
88 PLAYER_RECT_CX
= 15+(34 div 2);
89 PLAYER_RECT_CY
= 12+(52 div 2);
90 PLAYER_CORPSERECT
: TRectWH
= (X
:15; Y
:48; Width
:34; Height
:16);
93 PLAYER_HP_LIMIT
= 200;
95 PLAYER_AP_LIMIT
= 200;
99 PLAYER_BURN_TIME
= 110;
101 PLAYER1_DEF_COLOR
: TRGB
= (R
:64; G
:175; B
:48);
102 PLAYER2_DEF_COLOR
: TRGB
= (R
:96; G
:96; B
:96);
119 TPlayerStatArray
= Array of TPlayerStat
;
121 TPlayerSavedState
= record
129 Ammo
: Array [A_BULLETS
..A_HIGH
] of Word;
130 MaxAmmo
: Array [A_BULLETS
..A_HIGH
] of Word;
131 Weapon
: Array [WP_FIRST
..WP_LAST
] of Boolean;
132 Rulez
: Set of R_ITEM_BACKPACK
..R_BERSERK
;
141 TPlayer
= class{$IFDEF USE_MEMPOOL}(TPoolObject
){$ENDIF}
149 FDirection
: TDirection
;
157 FMonsterKills
: Integer;
163 FCanJetpack
: Boolean;
169 FNextWeapDelay
: Byte; // frames
170 FBFGFireCounter
: SmallInt;
171 FLastSpawnerUID
: Word;
175 FSpectatePlayer
: Integer;
176 FFirePainTime
: Integer;
179 FSavedState
: TPlayerSavedState
;
181 FModel
: TPlayerModel
;
182 FPunchAnim
: TAnimation
;
185 FActionForce
: Boolean;
186 FActionChanged
: Boolean;
188 FFireAngle
: SmallInt;
190 FShellTimer
: Integer;
192 FSawSound
: TPlayableSound
;
193 FSawSoundIdle
: TPlayableSound
;
194 FSawSoundHit
: TPlayableSound
;
195 FSawSoundSelect
: TPlayableSound
;
196 FFlameSoundOn
: TPlayableSound
;
197 FFlameSoundOff
: TPlayableSound
;
198 FFlameSoundWork
: TPlayableSound
;
199 FJetSoundOn
: TPlayableSound
;
200 FJetSoundOff
: TPlayableSound
;
201 FJetSoundFly
: TPlayableSound
;
205 FJustTeleported
: Boolean;
207 mEDamageType
: Integer;
210 function CollideLevel(XInc
, YInc
: Integer): Boolean;
211 function StayOnStep(XInc
, YInc
: Integer): Boolean;
212 function HeadInLiquid(XInc
, YInc
: Integer): Boolean;
213 function BodyInLiquid(XInc
, YInc
: Integer): Boolean;
214 function BodyInAcid(XInc
, YInc
: Integer): Boolean;
215 function FullInLift(XInc
, YInc
: Integer): Integer;
216 {procedure CollideItem();}
217 procedure FlySmoke(Times
: DWORD
= 1);
218 procedure OnFireFlame(Times
: DWORD
= 1);
219 function GetAmmoByWeapon(Weapon
: Byte): Word;
220 procedure SetAction(Action
: Byte; Force
: Boolean = False);
221 procedure OnDamage(Angle
: SmallInt); virtual;
222 function firediry(): Integer;
225 procedure Run(Direction
: TDirection
);
226 procedure NextWeapon();
227 procedure PrevWeapon();
234 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
235 procedure resetWeaponQueue ();
236 function hasAmmoForWeapon (weapon
: Byte): Boolean;
238 procedure doDamage (v
: Integer);
240 function followCorpse(): Boolean;
243 FDamageBuffer
: Integer;
245 FAmmo
: Array [A_BULLETS
..A_HIGH
] of Word;
246 FMaxAmmo
: Array [A_BULLETS
..A_HIGH
] of Word;
247 FWeapon
: Array [WP_FIRST
..WP_LAST
] of Boolean;
248 FRulez
: Set of R_ITEM_BACKPACK
..R_BERSERK
;
250 FMegaRulez
: Array [MR_SUIT
..MR_MAX
] of DWORD
;
251 FReloading
: Array [WP_FIRST
..WP_LAST
] of Word;
252 FTime
: Array [T_RESPAWN
..T_FLAGCAP
] of DWORD
;
253 FKeys
: Array [KEY_LEFT
..KEY_CHAT
] of TKeyState
;
255 FPreferredTeam
: Byte;
258 FWantsInGame
: Boolean;
263 FActualModelName
: string;
270 FSpawnInvul
: Integer;
272 FWaitForFirstSpawn
: Boolean; // set to `true` in server, used to spawn a player on first full state request
274 // debug: viewport offset
275 viewPortX
, viewPortY
, viewPortW
, viewPortH
: Integer;
277 function isValidViewPort (): Boolean; inline;
279 constructor Create(); virtual;
280 destructor Destroy(); override;
281 procedure Respawn(Silent
: Boolean; Force
: Boolean = False); virtual;
282 function GetRespawnPoint(): Byte;
283 procedure PressKey(Key
: Byte; Time
: Word = 1);
284 procedure ReleaseKeys();
285 procedure SetModel(ModelName
: String);
286 procedure SetColor(Color
: TRGB
);
287 function GetColor(): TRGB
;
288 procedure SetWeapon(W
: Byte);
289 function IsKeyPressed(K
: Byte): Boolean;
290 function GetKeys(): Byte;
291 function PickItem(ItemType
: Byte; arespawn
: Boolean; var remove
: Boolean): Boolean; virtual;
292 function Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean; overload
;
293 function Collide(Panel
: TPanel
): Boolean; overload
;
294 function Collide(X
, Y
: Integer): Boolean; overload
;
295 procedure SetDirection(Direction
: TDirection
);
296 procedure GetSecret();
297 function TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
299 procedure Push(vx
, vy
: Integer);
300 procedure ChangeModel(ModelName
: String);
301 procedure SwitchTeam
;
302 procedure ChangeTeam(Team
: Byte);
304 function GetFlag(Flag
: Byte): Boolean;
305 procedure SetFlag(Flag
: Byte);
306 function DropFlag(Silent
: Boolean = True): Boolean;
307 procedure AllRulez(Health
: Boolean);
308 procedure RestoreHealthArmor();
309 procedure FragCombo();
310 procedure GiveItem(ItemType
: Byte);
311 procedure Damage(value
: Word; SpawnerUID
: Word; vx
, vy
: Integer; t
: Byte); virtual;
312 function Heal(value
: Word; Soft
: Boolean): Boolean; virtual;
313 procedure MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
314 procedure MakeBloodSimple(Count
: Word);
315 procedure Kill(KillType
: Byte; SpawnerUID
: Word; t
: Byte);
316 procedure Reset(Force
: Boolean);
317 procedure Spectate(NoMove
: Boolean = False);
318 procedure SwitchNoClip
;
319 procedure SoftReset();
320 procedure Draw(); virtual;
321 procedure DrawPain();
322 procedure DrawPickup();
323 procedure DrawRulez();
325 procedure DrawIndicator(Color
: TRGB
);
326 procedure DrawBubble();
328 procedure Update(); virtual;
329 procedure RememberState();
330 procedure RecallState();
331 procedure SaveState (st
: TStream
); virtual;
332 procedure LoadState (st
: TStream
); virtual;
333 procedure PauseSounds(Enable
: Boolean);
334 procedure NetFire(Wpn
: Byte; X
, Y
, AX
, AY
: Integer; WID
: Integer = -1);
335 procedure DoLerp(Level
: Integer = 2);
336 procedure SetLerp(XTo
, YTo
: Integer);
337 procedure QueueWeaponSwitch(Weapon
: Byte);
338 procedure RealizeCurrentWeapon();
342 procedure JetpackOff
;
343 procedure CatchFire(Attacker
: Word; Timeout
: Integer = PLAYER_BURN_TIME
);
345 //WARNING! this does nothing for now, but still call it!
346 procedure positionChanged (); //WARNING! call this after entity position was changed, or coldet will not work right!
348 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
349 procedure moveBy (dx
, dy
: Integer); inline;
352 property Vel
: TPoint2i read FObj
.Vel
;
353 property Obj
: TObj read FObj
;
355 property Name
: String read FName write FName
;
356 property Model
: TPlayerModel read FModel
;
357 property Health
: Integer read FHealth write FHealth
;
358 property Lives
: Byte read FLives write FLives
;
359 property Armor
: Integer read FArmor write FArmor
;
360 property Air
: Integer read FAir write FAir
;
361 property JetFuel
: Integer read FJetFuel write FJetFuel
;
362 property Frags
: Integer read FFrags write FFrags
;
363 property Death
: Integer read FDeath write FDeath
;
364 property Kills
: Integer read FKills write FKills
;
365 property CurrWeap
: Byte read FCurrWeap write FCurrWeap
;
366 property MonsterKills
: Integer read FMonsterKills write FMonsterKills
;
367 property Secrets
: Integer read FSecrets
;
368 property GodMode
: Boolean read FGodMode write FGodMode
;
369 property NoTarget
: Boolean read FNoTarget write FNoTarget
;
370 property NoReload
: Boolean read FNoReload write FNoReload
;
371 property alive
: Boolean read FAlive write FAlive
;
372 property Flag
: Byte read FFlag
;
373 property Team
: Byte read FTeam write FTeam
;
374 property Direction
: TDirection read FDirection
;
375 property GameX
: Integer read FObj
.X write FObj
.X
;
376 property GameY
: Integer read FObj
.Y write FObj
.Y
;
377 property GameVelX
: Integer read FObj
.Vel
.X write FObj
.Vel
.X
;
378 property GameVelY
: Integer read FObj
.Vel
.Y write FObj
.Vel
.Y
;
379 property GameAccelX
: Integer read FObj
.Accel
.X write FObj
.Accel
.X
;
380 property GameAccelY
: Integer read FObj
.Accel
.Y write FObj
.Accel
.Y
;
381 property IncCam
: Integer read FIncCam write FIncCam
;
382 property UID
: Word read FUID write FUID
;
383 property JustTeleported
: Boolean read FJustTeleported write FJustTeleported
;
384 property NetTime
: LongWord read FNetTime write FNetTime
;
387 property eName
: String read FName write FName
;
388 property eHealth
: Integer read FHealth write FHealth
;
389 property eLives
: Byte read FLives write FLives
;
390 property eArmor
: Integer read FArmor write FArmor
;
391 property eAir
: Integer read FAir write FAir
;
392 property eJetFuel
: Integer read FJetFuel write FJetFuel
;
393 property eFrags
: Integer read FFrags write FFrags
;
394 property eDeath
: Integer read FDeath write FDeath
;
395 property eKills
: Integer read FKills write FKills
;
396 property eCurrWeap
: Byte read FCurrWeap write FCurrWeap
;
397 property eMonsterKills
: Integer read FMonsterKills write FMonsterKills
;
398 property eSecrets
: Integer read FSecrets write FSecrets
;
399 property eGodMode
: Boolean read FGodMode write FGodMode
;
400 property eNoTarget
: Boolean read FNoTarget write FNoTarget
;
401 property eNoReload
: Boolean read FNoReload write FNoReload
;
402 property eAlive
: Boolean read FAlive write FAlive
;
403 property eFlag
: Byte read FFlag
;
404 property eTeam
: Byte read FTeam write FTeam
;
405 property eDirection
: TDirection read FDirection
;
406 property eGameX
: Integer read FObj
.X write FObj
.X
;
407 property eGameY
: Integer read FObj
.Y write FObj
.Y
;
408 property eGameVelX
: Integer read FObj
.Vel
.X write FObj
.Vel
.X
;
409 property eGameVelY
: Integer read FObj
.Vel
.Y write FObj
.Vel
.Y
;
410 property eGameAccelX
: Integer read FObj
.Accel
.X write FObj
.Accel
.X
;
411 property eGameAccelY
: Integer read FObj
.Accel
.Y write FObj
.Accel
.Y
;
412 property eIncCam
: Integer read FIncCam write FIncCam
;
413 property eUID
: Word read FUID
;
414 property eJustTeleported
: Boolean read FJustTeleported
;
415 property eNetTime
: LongWord read FNetTime
;
417 // set this before assigning something to `eDamage`
418 property eDamageType
: Integer read mEDamageType write mEDamageType
;
419 property eDamage
: Integer write doDamage
;
430 WeaponPrior
: packed array [WP_FIRST
..WP_LAST
] of Byte;
431 CloseWeaponPrior
: packed array [WP_FIRST
..WP_LAST
] of Byte;
432 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
435 procedure save (st
: TStream
);
436 procedure load (st
: TStream
);
444 TBot
= class(TPlayer
)
446 FSelectedWeapon
: Byte;
449 FAIFlags
: Array of TAIFlag
;
450 FDifficult
: TDifficult
;
452 function GetRnd(a
: Byte): Boolean;
453 function GetInterval(a
: Byte; radius
: SmallInt): SmallInt;
454 function RunDirection(): TDirection
;
455 function FullInStep(XInc
, YInc
: Integer): Boolean;
456 //function NeedItem(Item: Byte): Byte;
457 procedure SelectWeapon(Dist
: Integer);
458 procedure SetAIFlag(aName
, fValue
: String20
);
459 function GetAIFlag(aName
: String20
): String20
;
460 procedure RemoveAIFlag(aName
: String20
);
461 function Healthy(): Byte;
462 procedure UpdateMove();
463 procedure UpdateCombat();
464 function KeyPressed(Key
: Word): Boolean;
465 procedure ReleaseKey(Key
: Byte);
466 function TargetOnScreen(TX
, TY
: Integer): Boolean;
467 procedure OnDamage(Angle
: SmallInt); override;
470 procedure Respawn(Silent
: Boolean; Force
: Boolean = False); override;
471 constructor Create(); override;
472 destructor Destroy(); override;
473 procedure Draw(); override;
474 function PickItem(ItemType
: Byte; force
: Boolean; var remove
: Boolean): Boolean; override;
475 function Heal(value
: Word; Soft
: Boolean): Boolean; override;
476 procedure Update(); override;
477 procedure SaveState (st
: TStream
); override;
478 procedure LoadState (st
: TStream
); override;
490 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
491 procedure moveBy (dx
, dy
: Integer); inline;
493 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
507 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
508 procedure moveBy (dx
, dy
: Integer); inline;
510 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
513 TCorpse
= class{$IFDEF USE_MEMPOOL}(TPoolObject
){$ENDIF}
522 FAnimation
: TAnimation
;
523 FAnimationMask
: TAnimation
;
526 constructor Create(X
, Y
: Integer; ModelName
: String; aMess
: Boolean);
527 destructor Destroy(); override;
528 procedure Damage(Value
: Word; vx
, vy
: Integer);
531 procedure SaveState (st
: TStream
);
532 procedure LoadState (st
: TStream
);
534 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
535 procedure moveBy (dx
, dy
: Integer); inline;
537 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
539 function ObjPtr (): PObj
; inline;
541 property Obj
: TObj read FObj
; // copies object
542 property State
: Byte read FState
;
543 property Mess
: Boolean read FMess
;
546 TTeamStat
= Array [TEAM_RED
..TEAM_BLUE
] of
552 gPlayers
: Array of TPlayer
;
553 gCorpses
: Array of TCorpse
;
554 gGibs
: Array of TGib
;
555 gShells
: Array of TShell
;
556 gTeamStat
: TTeamStat
;
557 gFly
: Boolean = False;
558 gAimLine
: Boolean = False;
559 gChatBubble
: Integer = 0;
560 gPlayerIndicator
: Integer = 1;
561 gPlayerIndicatorStyle
: Integer = 0;
563 gSpectLatchPID1
: Word = 0;
564 gSpectLatchPID2
: Word = 0;
565 MAX_RUNVEL
: Integer = 8;
566 VEL_JUMP
: Integer = 10;
567 SHELL_TIMEOUT
: Cardinal = 60000;
569 function Lerp(X
, Y
, Factor
: Integer): Integer;
571 procedure g_Gibs_SetMax(Count
: Word);
572 function g_Gibs_GetMax(): Word;
573 procedure g_Corpses_SetMax(Count
: Word);
574 function g_Corpses_GetMax(): Word;
575 procedure g_Shells_SetMax(Count
: Word);
576 function g_Shells_GetMax(): Word;
578 procedure g_Player_Init();
579 procedure g_Player_Free();
580 function g_Player_Create(ModelName
: String; Color
: TRGB
; Team
: Byte; Bot
: Boolean): Word;
581 function g_Player_CreateFromState (st
: TStream
): Word;
582 procedure g_Player_Remove(UID
: Word);
583 procedure g_Player_ResetTeams();
584 procedure g_Player_UpdateAll();
585 procedure g_Player_DrawAll();
586 procedure g_Player_DrawDebug(p
: TPlayer
);
587 procedure g_Player_DrawHealth();
588 procedure g_Player_RememberAll();
589 procedure g_Player_ResetAll(Force
, Silent
: Boolean);
590 function g_Player_Get(UID
: Word): TPlayer
;
591 function g_Player_GetCount(): Byte;
592 function g_Player_GetStats(): TPlayerStatArray
;
593 function g_Player_ValidName(Name
: String): Boolean;
594 procedure g_Player_CreateCorpse(Player
: TPlayer
);
595 procedure g_Player_CreateGibs(fX
, fY
: Integer; ModelName
: String; fColor
: TRGB
);
596 procedure g_Player_CreateShell(fX
, fY
, dX
, dY
: Integer; T
: Byte);
597 procedure g_Player_UpdatePhysicalObjects();
598 procedure g_Player_DrawCorpses();
599 procedure g_Player_DrawShells();
600 procedure g_Player_RemoveAllCorpses();
601 procedure g_Player_Corpses_SaveState (st
: TStream
);
602 procedure g_Player_Corpses_LoadState (st
: TStream
);
603 procedure g_Player_ResetReady();
604 procedure g_Bot_Add(Team
, Difficult
: Byte; Handicap
: Integer = 100);
605 procedure g_Bot_AddList(Team
: Byte; lname
: ShortString; num
: Integer = -1; Handicap
: Integer = 100);
606 procedure g_Bot_MixNames();
607 procedure g_Bot_RemoveAll();
612 {$INCLUDE ../nogl/noGLuses.inc}
613 {$IFDEF ENABLE_HOLMES}
616 e_log
, g_map
, g_items
, g_console
, g_gfx
, Math
,
617 g_options
, g_triggers
, g_menu
, g_game
, g_grid
, e_res
,
618 wadreader
, g_main
, g_monsters
, CONFIG
, g_language
,
619 g_net
, g_netmsg
, g_window
,
622 const PLR_SAVE_VERSION
= 0;
632 diag_precision
: Byte;
636 w_prior1
: Array [WP_FIRST
..WP_LAST
] of Byte;
637 w_prior2
: Array [WP_FIRST
..WP_LAST
] of Byte;
638 w_prior3
: Array [WP_FIRST
..WP_LAST
] of Byte;
642 TIME_RESPAWN1
= 1500;
643 TIME_RESPAWN2
= 2000;
644 TIME_RESPAWN3
= 3000;
647 JET_MAX
= 540; // ~30 sec
648 PLAYER_SUIT_TIME
= 30000;
649 PLAYER_INVUL_TIME
= 30000;
650 PLAYER_INVIS_TIME
= 35000;
651 FRAG_COMBO_TIME
= 3000;
655 ANGLE_RIGHTDOWN
= -35;
657 ANGLE_LEFTDOWN
= -145;
658 PLAYER_HEADRECT
: TRectWH
= (X
:24; Y
:12; Width
:20; Height
:12);
659 WEAPONPOINT
: Array [TDirection
] of TDFPoint
= ((X
:16; Y
:32), (X
:47; Y
:32));
662 BOT_UNSAFEDIST
= 128;
663 TEAMCOLOR
: Array [TEAM_RED
..TEAM_BLUE
] of TRGB
= ((R
:255; G
:0; B
:0),
665 DIFFICULT_EASY
: TDifficult
= (DiagFire
: 32; InvisFire
: 32; DiagPrecision
: 32;
666 FlyPrecision
: 32; Cover
: 32; CloseJump
: 32;
667 WeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0));
668 DIFFICULT_MEDIUM
: TDifficult
= (DiagFire
: 127; InvisFire
: 127; DiagPrecision
: 127;
669 FlyPrecision
: 127; Cover
: 127; CloseJump
: 127;
670 WeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0));
671 DIFFICULT_HARD
: TDifficult
= (DiagFire
: 255; InvisFire
: 255; DiagPrecision
: 255;
672 FlyPrecision
: 255; Cover
: 255; CloseJump
: 255;
673 WeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0));
674 WEAPON_PRIOR1
: Array [WP_FIRST
..WP_LAST
] of Byte =
675 (WEAPON_FLAMETHROWER
, WEAPON_SUPERPULEMET
,
676 WEAPON_SHOTGUN2
, WEAPON_SHOTGUN1
,
677 WEAPON_CHAINGUN
, WEAPON_PLASMA
, WEAPON_ROCKETLAUNCHER
,
678 WEAPON_BFG
, WEAPON_PISTOL
, WEAPON_SAW
, WEAPON_KASTET
);
679 WEAPON_PRIOR2
: Array [WP_FIRST
..WP_LAST
] of Byte =
680 (WEAPON_FLAMETHROWER
, WEAPON_SUPERPULEMET
,
681 WEAPON_BFG
, WEAPON_ROCKETLAUNCHER
,
682 WEAPON_SHOTGUN2
, WEAPON_PLASMA
, WEAPON_SHOTGUN1
,
683 WEAPON_CHAINGUN
, WEAPON_PISTOL
, WEAPON_SAW
, WEAPON_KASTET
);
684 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
685 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
686 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
687 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
688 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
689 WEAPON_RELOAD
: Array [WP_FIRST
..WP_LAST
] of Byte =
690 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
692 PLAYER_SIGNATURE
= $52594C50; // 'PLYR'
693 CORPSE_SIGNATURE
= $50524F43; // 'CORP'
695 BOTNAMES_FILENAME
= 'botnames.txt';
696 BOTLIST_FILENAME
= 'botlist.txt';
700 MaxCorpses
: Word = 20;
701 MaxShells
: Word = 300;
702 CurrentGib
: Integer = 0;
703 CurrentShell
: Integer = 0;
704 BotNames
: Array of String;
705 BotList
: Array of TBotProfile
;
708 function Lerp(X
, Y
, Factor
: Integer): Integer;
710 Result
:= X
+ ((Y
- X
) div Factor
);
713 function SameTeam(UID1
, UID2
: Word): Boolean;
717 if (UID1
> UID_MAX_PLAYER
) or (UID1
<= UID_MAX_GAME
) or
718 (UID2
> UID_MAX_PLAYER
) or (UID2
<= UID_MAX_GAME
) then Exit
;
720 if (g_Player_Get(UID1
) = nil) or (g_Player_Get(UID2
) = nil) then Exit
;
722 if ((g_Player_Get(UID1
).Team
= TEAM_NONE
) or
723 (g_Player_Get(UID2
).Team
= TEAM_NONE
)) then Exit
;
725 Result
:= g_Player_Get(UID1
).FTeam
= g_Player_Get(UID2
).FTeam
;
728 procedure g_Gibs_SetMax(Count
: Word);
731 SetLength(gGibs
, Count
);
733 if CurrentGib
>= Count
then
737 function g_Gibs_GetMax(): Word;
742 procedure g_Shells_SetMax(Count
: Word);
745 SetLength(gShells
, Count
);
747 if CurrentShell
>= Count
then
751 function g_Shells_GetMax(): Word;
757 procedure g_Corpses_SetMax(Count
: Word);
760 SetLength(gCorpses
, Count
);
763 function g_Corpses_GetMax(): Word;
765 Result
:= MaxCorpses
;
768 function g_Player_Create(ModelName
: String; Color
: TRGB
; Team
: Byte; Bot
: Boolean): Word;
778 // Åñòü ëè ìåñòî â gPlayers:
779 if gPlayers
<> nil then
780 for a
:= 0 to High(gPlayers
) do
781 if gPlayers
[a
] = nil then
787 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
790 SetLength(gPlayers
, Length(gPlayers
)+1);
794 // Ñîçäàåì îáúåêò èãðîêà:
796 gPlayers
[a
] := TBot
.Create()
798 gPlayers
[a
] := TPlayer
.Create();
801 gPlayers
[a
].FActualModelName
:= ModelName
;
802 gPlayers
[a
].SetModel(ModelName
);
804 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
805 if gPlayers
[a
].FModel
= nil then
809 g_FatalError(Format(_lc
[I_GAME_ERROR_MODEL
], [ModelName
]));
813 if not (Team
in [TEAM_RED
, TEAM_BLUE
]) then
814 if Random(2) = 0 then
818 gPlayers
[a
].FPreferredTeam
:= Team
;
820 case gGameSettings
.GameMode
of
821 GM_DM
: gPlayers
[a
].FTeam
:= TEAM_NONE
;
823 GM_CTF
: gPlayers
[a
].FTeam
:= gPlayers
[a
].FPreferredTeam
;
825 GM_COOP
: gPlayers
[a
].FTeam
:= TEAM_COOP
;
828 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
829 gPlayers
[a
].FColor
:= Color
;
830 if gPlayers
[a
].FTeam
in [TEAM_RED
, TEAM_BLUE
] then
831 gPlayers
[a
].FModel
.Color
:= TEAMCOLOR
[gPlayers
[a
].FTeam
]
833 gPlayers
[a
].FModel
.Color
:= Color
;
835 gPlayers
[a
].FUID
:= g_CreateUID(UID_PLAYER
);
836 gPlayers
[a
].FAlive
:= False;
838 Result
:= gPlayers
[a
].FUID
;
841 function g_Player_CreateFromState (st
: TStream
): Word;
848 if (st
= nil) then exit
; //???
851 if not utils
.checkSign(st
, 'PLYR') then raise XStreamError
.Create('invalid player signature');
852 if (utils
.readByte(st
) <> PLR_SAVE_VERSION
) then raise XStreamError
.Create('invalid player version');
855 Bot
:= utils
.readBool(st
);
860 // Åñòü ëè ìåñòî â gPlayers:
861 for a
:= 0 to High(gPlayers
) do if (gPlayers
[a
] = nil) then begin ok
:= true; break
; end;
863 // Íåò ìåñòà - ðàñøèðÿåì gPlayers
866 SetLength(gPlayers
, Length(gPlayers
)+1);
870 // Ñîçäàåì îáúåêò èãðîêà
872 gPlayers
[a
] := TBot
.Create()
874 gPlayers
[a
] := TPlayer
.Create();
875 gPlayers
[a
].FIamBot
:= Bot
;
876 gPlayers
[a
].FPhysics
:= True;
879 gPlayers
[a
].FUID
:= utils
.readWord(st
);
881 gPlayers
[a
].FName
:= utils
.readStr(st
);
883 gPlayers
[a
].FTeam
:= utils
.readByte(st
);
884 gPlayers
[a
].FPreferredTeam
:= gPlayers
[a
].FTeam
;
886 gPlayers
[a
].FAlive
:= utils
.readBool(st
);
887 // Èçðàñõîäîâàë ëè âñå æèçíè
888 gPlayers
[a
].FNoRespawn
:= utils
.readBool(st
);
890 b
:= utils
.readByte(st
);
891 if b
= 1 then gPlayers
[a
].FDirection
:= TDirection
.D_LEFT
else gPlayers
[a
].FDirection
:= TDirection
.D_RIGHT
; // b = 2
893 gPlayers
[a
].FHealth
:= utils
.readLongInt(st
);
895 gPlayers
[a
].FHandicap
:= utils
.readLongInt(st
);
897 gPlayers
[a
].FLives
:= utils
.readByte(st
);
899 gPlayers
[a
].FArmor
:= utils
.readLongInt(st
);
901 gPlayers
[a
].FAir
:= utils
.readLongInt(st
);
903 gPlayers
[a
].FJetFuel
:= utils
.readLongInt(st
);
905 gPlayers
[a
].FPain
:= utils
.readLongInt(st
);
907 gPlayers
[a
].FKills
:= utils
.readLongInt(st
);
909 gPlayers
[a
].FMonsterKills
:= utils
.readLongInt(st
);
911 gPlayers
[a
].FFrags
:= utils
.readLongInt(st
);
913 gPlayers
[a
].FFragCombo
:= utils
.readByte(st
);
914 // Âðåìÿ ïîñëåäíåãî ôðàãà
915 gPlayers
[a
].FLastFrag
:= utils
.readLongWord(st
);
917 gPlayers
[a
].FDeath
:= utils
.readLongInt(st
);
919 gPlayers
[a
].FFlag
:= utils
.readByte(st
);
921 gPlayers
[a
].FSecrets
:= utils
.readLongInt(st
);
923 gPlayers
[a
].FCurrWeap
:= utils
.readByte(st
);
924 // Ñëåäóþùåå æåëàåìîå îðóæèå
925 gPlayers
[a
].FNextWeap
:= utils
.readWord(st
);
927 gPlayers
[a
].FNextWeapDelay
:= utils
.readByte(st
);
929 gPlayers
[a
].FBFGFireCounter
:= utils
.readSmallInt(st
);
931 gPlayers
[a
].FDamageBuffer
:= utils
.readLongInt(st
);
932 // Ïîñëåäíèé óäàðèâøèé
933 gPlayers
[a
].FLastSpawnerUID
:= utils
.readWord(st
);
934 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
935 gPlayers
[a
].FLastHit
:= utils
.readByte(st
);
937 Obj_LoadState(@gPlayers
[a
].FObj
, st
);
938 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
939 for i
:= A_BULLETS
to A_HIGH
do gPlayers
[a
].FAmmo
[i
] := utils
.readWord(st
);
940 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
941 for i
:= A_BULLETS
to A_HIGH
do gPlayers
[a
].FMaxAmmo
[i
] := utils
.readWord(st
);
943 for i
:= WP_FIRST
to WP_LAST
do gPlayers
[a
].FWeapon
[i
] := utils
.readBool(st
);
944 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
945 for i
:= WP_FIRST
to WP_LAST
do gPlayers
[a
].FReloading
[i
] := utils
.readWord(st
);
947 if utils
.readBool(st
) then Include(gPlayers
[a
].FRulez
, R_ITEM_BACKPACK
);
948 // Íàëè÷èå êðàñíîãî êëþ÷à
949 if utils
.readBool(st
) then Include(gPlayers
[a
].FRulez
, R_KEY_RED
);
950 // Íàëè÷èå çåëåíîãî êëþ÷à
951 if utils
.readBool(st
) then Include(gPlayers
[a
].FRulez
, R_KEY_GREEN
);
952 // Íàëè÷èå ñèíåãî êëþ÷à
953 if utils
.readBool(st
) then Include(gPlayers
[a
].FRulez
, R_KEY_BLUE
);
955 if utils
.readBool(st
) then Include(gPlayers
[a
].FRulez
, R_BERSERK
);
956 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
957 for i
:= MR_SUIT
to MR_MAX
do gPlayers
[a
].FMegaRulez
[i
] := utils
.readLongWord(st
);
958 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
959 for i
:= T_RESPAWN
to T_FLAGCAP
do gPlayers
[a
].FTime
[i
] := utils
.readLongWord(st
);
962 gPlayers
[a
].FActualModelName
:= utils
.readStr(st
);
964 gPlayers
[a
].FColor
.R
:= utils
.readByte(st
);
965 gPlayers
[a
].FColor
.G
:= utils
.readByte(st
);
966 gPlayers
[a
].FColor
.B
:= utils
.readByte(st
);
967 // Îáíîâëÿåì ìîäåëü èãðîêà
968 gPlayers
[a
].SetModel(gPlayers
[a
].FActualModelName
);
970 // Íåò ìîäåëè - ñîçäàíèå íåâîçìîæíî
971 if (gPlayers
[a
].FModel
= nil) then
975 g_FatalError(Format(_lc
[I_GAME_ERROR_MODEL
], [gPlayers
[a
].FActualModelName
]));
979 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû
980 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
981 gPlayers
[a
].FModel
.Color
:= TEAMCOLOR
[gPlayers
[a
].FTeam
]
983 gPlayers
[a
].FModel
.Color
:= gPlayers
[a
].FColor
;
985 result
:= gPlayers
[a
].FUID
;
989 procedure g_Player_ResetTeams();
993 if g_Game_IsClient
then
995 if gPlayers
= nil then
997 for a
:= Low(gPlayers
) to High(gPlayers
) do
998 if gPlayers
[a
] <> nil then
999 case gGameSettings
.GameMode
of
1001 gPlayers
[a
].ChangeTeam(TEAM_NONE
);
1003 if not (gPlayers
[a
].Team
in [TEAM_RED
, TEAM_BLUE
]) then
1004 if gPlayers
[a
].FPreferredTeam
in [TEAM_RED
, TEAM_BLUE
] then
1005 gPlayers
[a
].ChangeTeam(gPlayers
[a
].FPreferredTeam
)
1008 gPlayers
[a
].ChangeTeam(TEAM_RED
)
1010 gPlayers
[a
].ChangeTeam(TEAM_BLUE
);
1013 gPlayers
[a
].ChangeTeam(TEAM_COOP
);
1017 procedure g_Bot_Add(Team
, Difficult
: Byte; Handicap
: Integer = 100);
1020 _name
, _model
: String;
1023 if not g_Game_IsServer
then Exit
;
1025 // Ñïèñîê íàçâàíèé ìîäåëåé:
1026 m
:= g_PlayerModel_GetNames();
1031 if (gGameSettings
.GameType
= GT_SINGLE
) or (gGameSettings
.GameMode
= GM_COOP
) then
1032 Team
:= TEAM_COOP
// COOP
1034 if gGameSettings
.GameMode
= GM_DM
then
1035 Team
:= TEAM_NONE
// DM
1037 if Team
= TEAM_NONE
then // CTF / TDM
1039 // Àâòîáàëàíñ êîìàíä:
1043 for a
:= 0 to High(gPlayers
) do
1044 if gPlayers
[a
] <> nil then
1046 if gPlayers
[a
].Team
= TEAM_RED
then
1049 if gPlayers
[a
].Team
= TEAM_BLUE
then
1059 if Random(2) = 0 then
1065 // Âûáèðàåì áîòó èìÿ:
1067 if BotNames
<> nil then
1068 for a
:= 0 to High(BotNames
) do
1069 if g_Player_ValidName(BotNames
[a
]) then
1071 _name
:= BotNames
[a
];
1075 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
1076 _model
:= m
[Random(Length(m
))];
1079 with g_Player_Get(g_Player_Create(_model
,
1080 _RGB(Min(Random(9)*32, 255),
1081 Min(Random(9)*32, 255),
1082 Min(Random(9)*32, 255)),
1083 Team
, True)) as TBot
do
1085 // Åñëè èìåíè íåò, äåëàåì åãî èç UID áîòà
1087 Name
:= Format('DFBOT%.5d', [UID
])
1092 1: FDifficult
:= DIFFICULT_EASY
;
1093 2: FDifficult
:= DIFFICULT_MEDIUM
;
1094 else FDifficult
:= DIFFICULT_HARD
;
1097 for a
:= WP_FIRST
to WP_LAST
do
1099 FDifficult
.WeaponPrior
[a
] := WEAPON_PRIOR1
[a
];
1100 FDifficult
.CloseWeaponPrior
[a
] := WEAPON_PRIOR2
[a
];
1101 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1104 FHandicap
:= Handicap
;
1106 g_Console_Add(Format(_lc
[I_PLAYER_JOIN
], [Name
]), True);
1108 if g_Game_IsNet
then MH_SEND_PlayerCreate(UID
);
1109 if g_Game_IsServer
and (gGameSettings
.MaxLives
> 0) then
1114 procedure g_Bot_AddList(Team
: Byte; lName
: ShortString; num
: Integer = -1; Handicap
: Integer = 100);
1117 _name
, _model
: String;
1120 if not g_Game_IsServer
then Exit
;
1122 // Ñïèñîê íàçâàíèé ìîäåëåé:
1123 m
:= g_PlayerModel_GetNames();
1128 if (gGameSettings
.GameType
= GT_SINGLE
) or (gGameSettings
.GameMode
= GM_COOP
) then
1129 Team
:= TEAM_COOP
// COOP
1131 if gGameSettings
.GameMode
= GM_DM
then
1132 Team
:= TEAM_NONE
// DM
1134 if Team
= TEAM_NONE
then
1135 Team
:= BotList
[num
].team
; // CTF / TDM
1137 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1138 lName
:= AnsiLowerCase(lName
);
1139 if (num
< 0) or (num
> Length(BotList
)-1) then
1141 if (num
= -1) and (lName
<> '') and (BotList
<> nil) then
1142 for a
:= 0 to High(BotList
) do
1143 if AnsiLowerCase(BotList
[a
].name
) = lName
then
1152 _name
:= BotList
[num
].name
;
1153 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1154 if not g_Player_ValidName(_name
) then
1156 _name
:= Format('DFBOT%.2d', [Random(100)]);
1157 until g_Player_ValidName(_name
);
1160 _model
:= BotList
[num
].model
;
1161 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1162 if not InSArray(_model
, m
) then
1163 _model
:= m
[Random(Length(m
))];
1166 with g_Player_Get(g_Player_Create(_model
, BotList
[num
].color
, Team
, True)) as TBot
do
1170 FDifficult
.DiagFire
:= BotList
[num
].diag_fire
;
1171 FDifficult
.InvisFire
:= BotList
[num
].invis_fire
;
1172 FDifficult
.DiagPrecision
:= BotList
[num
].diag_precision
;
1173 FDifficult
.FlyPrecision
:= BotList
[num
].fly_precision
;
1174 FDifficult
.Cover
:= BotList
[num
].cover
;
1175 FDifficult
.CloseJump
:= BotList
[num
].close_jump
;
1177 FHandicap
:= Handicap
;
1179 for a
:= WP_FIRST
to WP_LAST
do
1181 FDifficult
.WeaponPrior
[a
] := BotList
[num
].w_prior1
[a
];
1182 FDifficult
.CloseWeaponPrior
[a
] := BotList
[num
].w_prior2
[a
];
1183 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1186 g_Console_Add(Format(_lc
[I_PLAYER_JOIN
], [Name
]), True);
1188 if g_Game_IsNet
then MH_SEND_PlayerCreate(UID
);
1192 procedure g_Bot_RemoveAll();
1196 if not g_Game_IsServer
then Exit
;
1197 if gPlayers
= nil then Exit
;
1199 for a
:= 0 to High(gPlayers
) do
1200 if gPlayers
[a
] <> nil then
1201 if gPlayers
[a
] is TBot
then
1203 gPlayers
[a
].Lives
:= 0;
1204 gPlayers
[a
].Kill(K_SIMPLEKILL
, 0, HIT_DISCON
);
1205 g_Console_Add(Format(_lc
[I_PLAYER_LEAVE
], [gPlayers
[a
].Name
]), True);
1206 g_Player_Remove(gPlayers
[a
].FUID
);
1212 procedure g_Bot_MixNames();
1217 if BotNames
<> nil then
1218 for a
:= 0 to High(BotNames
) do
1220 b
:= Random(Length(BotNames
));
1222 Botnames
[a
] := BotNames
[b
];
1227 procedure g_Player_Remove(UID
: Word);
1231 if gPlayers
= nil then Exit
;
1233 if g_Game_IsServer
and g_Game_IsNet
then
1234 MH_SEND_PlayerDelete(UID
);
1236 for i
:= 0 to High(gPlayers
) do
1237 if gPlayers
[i
] <> nil then
1238 if gPlayers
[i
].FUID
= UID
then
1240 if gPlayers
[i
] is TPlayer
then
1241 TPlayer(gPlayers
[i
]).Free()
1243 TBot(gPlayers
[i
]).Free();
1249 procedure g_Player_Init();
1260 path
:= BOTNAMES_FILENAME
;
1261 if e_FindResource(DataDirs
, path
) = false then
1264 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1265 AssignFile(F
, path
);
1276 SetLength(BotNames
, Length(BotNames
)+1);
1277 BotNames
[High(BotNames
)] := s
;
1285 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1286 config
:= TConfig
.CreateFile(path
);
1290 while config
.SectionExists(IntToStr(a
)) do
1292 SetLength(BotList
, Length(BotList
)+1);
1294 with BotList
[High(BotList
)] do
1297 name
:= config
.ReadStr(IntToStr(a
), 'name', '');
1299 model
:= config
.ReadStr(IntToStr(a
), 'model', '');
1301 if config
.ReadStr(IntToStr(a
), 'team', 'red') = 'red' then
1306 sa
:= parse(config
.ReadStr(IntToStr(a
), 'color', ''));
1307 color
.R
:= StrToIntDef(sa
[0], 0);
1308 color
.G
:= StrToIntDef(sa
[1], 0);
1309 color
.B
:= StrToIntDef(sa
[2], 0);
1310 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1311 diag_fire
:= config
.ReadInt(IntToStr(a
), 'diag_fire', 0);
1312 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1313 invis_fire
:= config
.ReadInt(IntToStr(a
), 'invis_fire', 0);
1314 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1315 diag_precision
:= config
.ReadInt(IntToStr(a
), 'diag_precision', 0);
1316 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1317 fly_precision
:= config
.ReadInt(IntToStr(a
), 'fly_precision', 0);
1318 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1319 cover
:= config
.ReadInt(IntToStr(a
), 'cover', 0);
1320 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1321 close_jump
:= config
.ReadInt(IntToStr(a
), 'close_jump', 0);
1322 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1323 sa
:= parse(config
.ReadStr(IntToStr(a
), 'w_prior1', ''));
1324 if Length(sa
) = 10 then
1326 w_prior1
[b
] := EnsureRange(StrToInt(sa
[b
]), 0, 9);
1327 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1328 sa
:= parse(config
.ReadStr(IntToStr(a
), 'w_prior2', ''));
1329 if Length(sa
) = 10 then
1331 w_prior2
[b
] := EnsureRange(StrToInt(sa
[b
]), 0, 9);
1333 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1334 if Length(sa) = 10 then
1336 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1345 procedure g_Player_Free();
1349 if gPlayers
<> nil then
1351 for i
:= 0 to High(gPlayers
) do
1352 if gPlayers
[i
] <> nil then
1354 if gPlayers
[i
] is TPlayer
then
1355 TPlayer(gPlayers
[i
]).Free()
1357 TBot(gPlayers
[i
]).Free();
1368 procedure g_Player_UpdateAll();
1372 if gPlayers
= nil then Exit
;
1374 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1375 for i
:= 0 to High(gPlayers
) do
1377 if gPlayers
[i
] <> nil then
1379 if gPlayers
[i
] is TPlayer
then
1381 gPlayers
[i
].Update();
1382 gPlayers
[i
].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1386 // bot updates weapons in `UpdateCombat()`
1387 TBot(gPlayers
[i
]).Update();
1391 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1394 procedure g_Player_DrawAll();
1398 if gPlayers
= nil then Exit
;
1400 for i
:= 0 to High(gPlayers
) do
1401 if gPlayers
[i
] <> nil then
1402 if gPlayers
[i
] is TPlayer
then gPlayers
[i
].Draw()
1403 else TBot(gPlayers
[i
]).Draw();
1406 procedure g_Player_DrawDebug(p
: TPlayer
);
1410 if p
= nil then Exit
;
1411 if (@p
.FObj
) = nil then Exit
;
1413 e_TextureFontGetSize(gStdFont
, fW
, fH
);
1415 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p
.FObj
.X
), gStdFont
);
1416 e_TextureFontPrint(0, fH
, 'Pos Y: ' + IntToStr(p
.FObj
.Y
), gStdFont
);
1417 e_TextureFontPrint(0, fH
* 2, 'Vel X: ' + IntToStr(p
.FObj
.Vel
.X
), gStdFont
);
1418 e_TextureFontPrint(0, fH
* 3, 'Vel Y: ' + IntToStr(p
.FObj
.Vel
.Y
), gStdFont
);
1419 e_TextureFontPrint(0, fH
* 4, 'Acc X: ' + IntToStr(p
.FObj
.Accel
.X
), gStdFont
);
1420 e_TextureFontPrint(0, fH
* 5, 'Acc Y: ' + IntToStr(p
.FObj
.Accel
.Y
), gStdFont
);
1423 procedure g_Player_DrawHealth();
1428 if gPlayers
= nil then Exit
;
1429 e_TextureFontGetSize(gStdFont
, fW
, fH
);
1431 for i
:= 0 to High(gPlayers
) do
1432 if gPlayers
[i
] <> nil then
1434 e_TextureFontPrint(gPlayers
[i
].FObj
.X
+ gPlayers
[i
].FObj
.Rect
.X
,
1435 gPlayers
[i
].FObj
.Y
+ gPlayers
[i
].FObj
.Rect
.Y
+ gPlayers
[i
].FObj
.Rect
.Height
- fH
* 2,
1436 IntToStr(gPlayers
[i
].FHealth
), gStdFont
);
1437 e_TextureFontPrint(gPlayers
[i
].FObj
.X
+ gPlayers
[i
].FObj
.Rect
.X
,
1438 gPlayers
[i
].FObj
.Y
+ gPlayers
[i
].FObj
.Rect
.Y
+ gPlayers
[i
].FObj
.Rect
.Height
- fH
,
1439 IntToStr(gPlayers
[i
].FArmor
), gStdFont
);
1443 function g_Player_Get(UID
: Word): TPlayer
;
1449 if gPlayers
= nil then
1452 for a
:= 0 to High(gPlayers
) do
1453 if gPlayers
[a
] <> nil then
1454 if gPlayers
[a
].FUID
= UID
then
1456 Result
:= gPlayers
[a
];
1461 function g_Player_GetCount(): Byte;
1467 if gPlayers
= nil then
1470 for a
:= 0 to High(gPlayers
) do
1471 if gPlayers
[a
] <> nil then
1472 Result
:= Result
+ 1;
1475 function g_Player_GetStats(): TPlayerStatArray
;
1481 if gPlayers
= nil then Exit
;
1483 for a
:= 0 to High(gPlayers
) do
1484 if gPlayers
[a
] <> nil then
1486 SetLength(Result
, Length(Result
)+1);
1487 with Result
[High(Result
)] do
1490 Ping
:= gPlayers
[a
].FPing
;
1491 Loss
:= gPlayers
[a
].FLoss
;
1492 Name
:= gPlayers
[a
].FName
;
1493 Team
:= gPlayers
[a
].FTeam
;
1494 Frags
:= gPlayers
[a
].FFrags
;
1495 Deaths
:= gPlayers
[a
].FDeath
;
1496 Kills
:= gPlayers
[a
].FKills
;
1497 Color
:= gPlayers
[a
].FModel
.Color
;
1498 Lives
:= gPlayers
[a
].FLives
;
1499 Spectator
:= gPlayers
[a
].FSpectator
;
1504 procedure g_Player_ResetReady();
1508 if not g_Game_IsServer
then Exit
;
1509 if gPlayers
= nil then Exit
;
1511 for a
:= 0 to High(gPlayers
) do
1512 if gPlayers
[a
] <> nil then
1514 gPlayers
[a
].FReady
:= False;
1515 if g_Game_IsNet
then
1516 MH_SEND_GameEvent(NET_EV_INTER_READY
, gPlayers
[a
].UID
, 'N');
1520 procedure g_Player_RememberAll
;
1524 for i
:= Low(gPlayers
) to High(gPlayers
) do
1525 if (gPlayers
[i
] <> nil) and gPlayers
[i
].alive
then
1526 gPlayers
[i
].RememberState
;
1529 procedure g_Player_ResetAll(Force
, Silent
: Boolean);
1533 gTeamStat
[TEAM_RED
].Goals
:= 0;
1534 gTeamStat
[TEAM_BLUE
].Goals
:= 0;
1536 if gPlayers
<> nil then
1537 for i
:= 0 to High(gPlayers
) do
1538 if gPlayers
[i
] <> nil then
1540 gPlayers
[i
].Reset(Force
);
1542 if gPlayers
[i
] is TPlayer
then
1544 if (not gPlayers
[i
].FSpectator
) or gPlayers
[i
].FWantsInGame
then
1545 gPlayers
[i
].Respawn(Silent
)
1547 gPlayers
[i
].Spectate();
1550 TBot(gPlayers
[i
]).Respawn(Silent
);
1554 procedure g_Player_CreateCorpse(Player
: TPlayer
);
1560 if Player
.alive
then
1563 // Ðàçðûâàåì ñâÿçü ñ ïðåæíèì òðóïîì:
1564 if gCorpses
<> nil then
1565 for i
:= 0 to High(gCorpses
) do
1566 if gCorpses
[i
] <> nil then
1567 if gCorpses
[i
].FPlayerUID
= Player
.FUID
then
1568 gCorpses
[i
].FPlayerUID
:= 0;
1570 if Player
.FObj
.Y
>= gMapInfo
.Height
+128 then
1575 if (FHealth
>= -50) or (gGibsCount
= 0) then
1577 if (gCorpses
= nil) or (Length(gCorpses
) = 0) then
1581 for find_id
:= 0 to High(gCorpses
) do
1582 if gCorpses
[find_id
] = nil then
1589 find_id
:= Random(Length(gCorpses
));
1591 gCorpses
[find_id
] := TCorpse
.Create(FObj
.X
, FObj
.Y
, FModel
.Name
, FHealth
< -20);
1592 gCorpses
[find_id
].FColor
:= FModel
.Color
;
1593 gCorpses
[find_id
].FObj
.Vel
:= FObj
.Vel
;
1594 gCorpses
[find_id
].FObj
.Accel
:= FObj
.Accel
;
1595 gCorpses
[find_id
].FPlayerUID
:= FUID
;
1598 g_Player_CreateGibs(FObj
.X
+ PLAYER_RECT_CX
,
1599 FObj
.Y
+ PLAYER_RECT_CY
,
1600 FModel
.Name
, FModel
.Color
);
1604 procedure g_Player_CreateShell(fX
, fY
, dX
, dY
: Integer; T
: Byte);
1608 if (gShells
= nil) or (Length(gShells
) = 0) then
1611 with gShells
[CurrentShell
] do
1617 if T
= SHELL_BULLET
then
1619 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID
) then
1623 Obj
.Rect
.Width
:= 4;
1624 Obj
.Rect
.Height
:= 2;
1628 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID
) then
1632 Obj
.Rect
.Width
:= 7;
1633 Obj
.Rect
.Height
:= 3;
1639 g_Obj_Push(@Obj
, dX
+ Random(4)-Random(4), dY
-Random(4));
1640 positionChanged(); // this updates spatial accelerators
1641 RAngle
:= Random(360);
1642 Timeout
:= gTime
+ SHELL_TIMEOUT
;
1644 if CurrentShell
>= High(gShells
) then
1651 procedure g_Player_CreateGibs(fX
, fY
: Integer; ModelName
: string; fColor
: TRGB
);
1654 GibsArray
: TGibsArray
;
1657 if (gGibs
= nil) or (Length(gGibs
) = 0) then
1659 if not g_PlayerModel_GetGibs(ModelName
, GibsArray
) then
1661 Blood
:= g_PlayerModel_GetBlood(ModelName
);
1663 for a
:= 0 to High(GibsArray
) do
1664 with gGibs
[CurrentGib
] do
1667 ID
:= GibsArray
[a
].ID
;
1668 MaskID
:= GibsArray
[a
].MaskID
;
1671 Obj
.Rect
:= GibsArray
[a
].Rect
;
1672 Obj
.X
:= fX
-GibsArray
[a
].Rect
.X
-(GibsArray
[a
].Rect
.Width
div 2);
1673 Obj
.Y
:= fY
-GibsArray
[a
].Rect
.Y
-(GibsArray
[a
].Rect
.Height
div 2);
1674 g_Obj_PushA(@Obj
, 25 + Random(10), Random(361));
1675 positionChanged(); // this updates spatial accelerators
1676 RAngle
:= Random(360);
1678 if gBloodCount
> 0 then
1679 g_GFX_Blood(fX
, fY
, 16*gBloodCount
+Random(5*gBloodCount
), -16+Random(33), -16+Random(33),
1680 Random(48), Random(48), Blood
.R
, Blood
.G
, Blood
.B
, Blood
.Kind
);
1682 if CurrentGib
>= High(gGibs
) then
1689 procedure g_Player_UpdatePhysicalObjects();
1695 procedure ShellSound_Bounce(X
, Y
: Integer; T
: Byte);
1700 if T
= SHELL_BULLET
then
1701 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k
), X
, Y
)
1703 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k
), X
, Y
);
1708 if gGibs
<> nil then
1709 for i
:= 0 to High(gGibs
) do
1710 if gGibs
[i
].alive
then
1714 mr
:= g_Obj_Move(@Obj
, True, False, True);
1715 positionChanged(); // this updates spatial accelerators
1717 if WordBool(mr
and MOVE_FALLOUT
) then
1723 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1724 if WordBool(mr
and MOVE_HITWALL
) then
1725 Obj
.Vel
.X
:= -(vel
.X
div 2);
1726 if WordBool(mr
and (MOVE_HITCEIL
or MOVE_HITLAND
)) then
1727 Obj
.Vel
.Y
:= -(vel
.Y
div 2);
1729 if (Obj
.Vel
.X
>= 0) then
1731 RAngle
:= RAngle
+ Abs(Obj
.Vel
.X
)*6 + Abs(Obj
.Vel
.Y
);
1732 if RAngle
>= 360 then
1733 RAngle
:= RAngle
mod 360;
1734 end else begin // Counter-clockwise
1735 RAngle
:= RAngle
- Abs(Obj
.Vel
.X
)*6 - Abs(Obj
.Vel
.Y
);
1737 RAngle
:= (360 - (Abs(RAngle
) mod 360)) mod 360;
1740 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1741 if gTime
mod (GAME_TICK
*3) = 0 then
1742 Obj
.Vel
.X
:= z_dec(Obj
.Vel
.X
, 1);
1746 if gCorpses
<> nil then
1747 for i
:= 0 to High(gCorpses
) do
1748 if gCorpses
[i
] <> nil then
1749 if gCorpses
[i
].State
= CORPSE_STATE_REMOVEME
then
1755 gCorpses
[i
].Update();
1758 if gShells
<> nil then
1759 for i
:= 0 to High(gShells
) do
1760 if gShells
[i
].alive
then
1764 mr
:= g_Obj_Move(@Obj
, True, False, True);
1765 positionChanged(); // this updates spatial accelerators
1767 if WordBool(mr
and MOVE_FALLOUT
) or (gShells
[i
].Timeout
< gTime
) then
1773 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1774 if WordBool(mr
and MOVE_HITWALL
) then
1776 Obj
.Vel
.X
:= -(vel
.X
div 2);
1777 if not WordBool(mr
and MOVE_INWATER
) then
1778 ShellSound_Bounce(Obj
.X
, Obj
.Y
, SType
);
1780 if WordBool(mr
and (MOVE_HITCEIL
or MOVE_HITLAND
)) then
1782 Obj
.Vel
.Y
:= -(vel
.Y
div 2);
1783 if Obj
.Vel
.X
<> 0 then Obj
.Vel
.X
:= Obj
.Vel
.X
div 2;
1784 if (Obj
.Vel
.X
= 0) and (Obj
.Vel
.Y
= 0) then
1786 if RAngle
mod 90 <> 0 then
1787 RAngle
:= (RAngle
div 90) * 90;
1789 else if not WordBool(mr
and MOVE_INWATER
) then
1790 ShellSound_Bounce(Obj
.X
, Obj
.Y
, SType
);
1793 if (Obj
.Vel
.X
>= 0) then
1795 RAngle
:= RAngle
+ Abs(Obj
.Vel
.X
)*8 + Abs(Obj
.Vel
.Y
);
1796 if RAngle
>= 360 then
1797 RAngle
:= RAngle
mod 360;
1798 end else begin // Counter-clockwise
1799 RAngle
:= RAngle
- Abs(Obj
.Vel
.X
)*8 - Abs(Obj
.Vel
.Y
);
1801 RAngle
:= (360 - (Abs(RAngle
) mod 360)) mod 360;
1807 procedure TGib
.getMapBox (out x
, y
, w
, h
: Integer); inline;
1809 x
:= Obj
.X
+Obj
.Rect
.X
;
1810 y
:= Obj
.Y
+Obj
.Rect
.Y
;
1811 w
:= Obj
.Rect
.Width
;
1812 h
:= Obj
.Rect
.Height
;
1815 procedure TGib
.moveBy (dx
, dy
: Integer); inline;
1817 if (dx
<> 0) or (dy
<> 0) then
1826 procedure TShell
.getMapBox (out x
, y
, w
, h
: Integer); inline;
1830 w
:= Obj
.Rect
.Width
;
1831 h
:= Obj
.Rect
.Height
;
1834 procedure TShell
.moveBy (dx
, dy
: Integer); inline;
1836 if (dx
<> 0) or (dy
<> 0) then
1845 procedure TGib
.positionChanged (); inline; begin end;
1846 procedure TShell
.positionChanged (); inline; begin end;
1849 procedure g_Player_DrawCorpses();
1854 if gGibs
<> nil then
1855 for i
:= 0 to High(gGibs
) do
1856 if gGibs
[i
].alive
then
1859 if not g_Obj_Collide(sX
, sY
, sWidth
, sHeight
, @Obj
) then
1862 a
.X
:= Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2);
1863 a
.y
:= Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2);
1865 e_DrawAdv(ID
, Obj
.X
, Obj
.Y
, 0, True, False, RAngle
, @a
, TMirrorType
.None
);
1868 e_DrawAdv(MaskID
, Obj
.X
, Obj
.Y
, 0, True, False, RAngle
, @a
, TMirrorType
.None
);
1874 if gCorpses
<> nil then
1875 for i
:= 0 to High(gCorpses
) do
1876 if gCorpses
[i
] <> nil then
1880 procedure g_Player_DrawShells();
1885 if gShells
<> nil then
1886 for i
:= 0 to High(gShells
) do
1887 if gShells
[i
].alive
then
1890 if not g_Obj_Collide(sX
, sY
, sWidth
, sHeight
, @Obj
) then
1896 e_DrawAdv(SpriteID
, Obj
.X
, Obj
.Y
, 0, True, False, RAngle
, @a
, TMirrorType
.None
);
1900 procedure g_Player_RemoveAllCorpses();
1906 SetLength(gGibs
, MaxGibs
);
1907 SetLength(gShells
, MaxGibs
);
1911 if gCorpses
<> nil then
1912 for i
:= 0 to High(gCorpses
) do
1916 SetLength(gCorpses
, MaxCorpses
);
1919 procedure g_Player_Corpses_SaveState (st
: TStream
);
1923 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ
1925 for i
:= 0 to High(gCorpses
) do if (gCorpses
[i
] <> nil) then Inc(count
);
1927 // Êîëè÷åñòâî òðóïîâ
1928 utils
.writeInt(st
, LongInt(count
));
1930 if (count
= 0) then exit
;
1933 for i
:= 0 to High(gCorpses
) do
1935 if gCorpses
[i
] <> nil then
1938 utils
.writeStr(st
, gCorpses
[i
].FModelName
);
1940 utils
.writeBool(st
, gCorpses
[i
].Mess
);
1941 // Ñîõðàíÿåì äàííûå òðóïà:
1942 gCorpses
[i
].SaveState(st
);
1948 procedure g_Player_Corpses_LoadState (st
: TStream
);
1956 g_Player_RemoveAllCorpses();
1958 // Êîëè÷åñòâî òðóïîâ:
1959 count
:= utils
.readLongInt(st
);
1960 if (count
< 0) or (count
> Length(gCorpses
)) then raise XStreamError
.Create('invalid number of corpses');
1962 if (count
= 0) then exit
;
1965 for i
:= 0 to count
-1 do
1968 str
:= utils
.readStr(st
);
1970 b
:= utils
.readBool(st
);
1972 gCorpses
[i
] := TCorpse
.Create(0, 0, str
, b
);
1973 // Çàãðóæàåì äàííûå òðóïà
1974 gCorpses
[i
].LoadState(st
);
1981 function TPlayer
.isValidViewPort (): Boolean; inline; begin result
:= (viewPortW
> 0) and (viewPortH
> 0); end;
1983 procedure TPlayer
.BFGHit();
1985 g_Weapon_BFGHit(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1986 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
1987 if g_Game_IsServer
and g_Game_IsNet
then
1988 MH_SEND_Effect(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1989 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
1993 procedure TPlayer
.ChangeModel(ModelName
: string);
1995 locModel
: TPlayerModel
;
1997 locModel
:= g_PlayerModel_Get(ModelName
);
1998 if locModel
= nil then Exit
;
2004 procedure TPlayer
.SetModel(ModelName
: string);
2008 m
:= g_PlayerModel_Get(ModelName
);
2011 g_SimpleError(Format(_lc
[I_GAME_ERROR_MODEL_FALLBACK
], [ModelName
]));
2012 m
:= g_PlayerModel_Get('doomer');
2015 g_FatalError(Format(_lc
[I_GAME_ERROR_MODEL
], ['doomer']));
2020 if FModel
<> nil then
2025 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
2026 FModel
.Color
:= FColor
2028 FModel
.Color
:= TEAMCOLOR
[FTeam
];
2029 FModel
.SetWeapon(FCurrWeap
);
2030 FModel
.SetFlag(FFlag
);
2031 SetDirection(FDirection
);
2034 procedure TPlayer
.SetColor(Color
: TRGB
);
2037 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
2038 if FModel
<> nil then FModel
.Color
:= Color
;
2041 function TPlayer
.GetColor(): TRGB
;
2043 result
:= FModel
.Color
;
2046 procedure TPlayer
.SwitchTeam
;
2048 if g_Game_IsClient
then
2050 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then Exit
;
2052 if gGameOn
and FAlive
then
2053 Kill(K_SIMPLEKILL
, FUID
, HIT_SELF
);
2055 if FTeam
= TEAM_RED
then
2057 ChangeTeam(TEAM_BLUE
);
2058 g_Console_Add(Format(_lc
[I_PLAYER_CHTEAM_BLUE
], [FName
]), True);
2059 if g_Game_IsNet
then
2060 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM
, TEAM_BLUE
, FName
);
2064 ChangeTeam(TEAM_RED
);
2065 g_Console_Add(Format(_lc
[I_PLAYER_CHTEAM_RED
], [FName
]), True);
2066 if g_Game_IsNet
then
2067 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM
, TEAM_RED
, FName
);
2069 FPreferredTeam
:= FTeam
;
2072 procedure TPlayer
.ChangeTeam(Team
: Byte);
2079 TEAM_RED
, TEAM_BLUE
:
2080 FModel
.Color
:= TEAMCOLOR
[Team
];
2082 FModel
.Color
:= FColor
;
2084 if (FTeam
<> OldTeam
) and g_Game_IsNet
and g_Game_IsServer
then
2085 MH_SEND_PlayerStats(FUID
);
2089 procedure TPlayer.CollideItem();
2094 if gItems = nil then Exit;
2095 if not FAlive then Exit;
2097 for i := 0 to High(gItems) do
2100 if (ItemType <> ITEM_NONE) and alive then
2101 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
2102 PLAYER_RECT.Height, @Obj) then
2104 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
2106 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
2107 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
2108 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
2109 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
2110 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
2112 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
2113 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
2114 (gGameSettings.GameType = GT_SINGLE) and
2115 (g_Player_GetCount() > 1)) then
2116 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
2122 function TPlayer
.CollideLevel(XInc
, YInc
: Integer): Boolean;
2124 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
2125 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
, PANEL_WALL
,
2129 constructor TPlayer
.Create();
2135 mEDamageType
:= HIT_SOME
;
2141 FSawSound
:= TPlayableSound
.Create();
2142 FSawSoundIdle
:= TPlayableSound
.Create();
2143 FSawSoundHit
:= TPlayableSound
.Create();
2144 FSawSoundSelect
:= TPlayableSound
.Create();
2145 FFlameSoundOn
:= TPlayableSound
.Create();
2146 FFlameSoundOff
:= TPlayableSound
.Create();
2147 FFlameSoundWork
:= TPlayableSound
.Create();
2148 FJetSoundFly
:= TPlayableSound
.Create();
2149 FJetSoundOn
:= TPlayableSound
.Create();
2150 FJetSoundOff
:= TPlayableSound
.Create();
2152 FSawSound
.SetByName('SOUND_WEAPON_FIRESAW');
2153 FSawSoundIdle
.SetByName('SOUND_WEAPON_IDLESAW');
2154 FSawSoundHit
.SetByName('SOUND_WEAPON_HITSAW');
2155 FSawSoundSelect
.SetByName('SOUND_WEAPON_SELECTSAW');
2156 FFlameSoundOn
.SetByName('SOUND_WEAPON_FLAMEON');
2157 FFlameSoundOff
.SetByName('SOUND_WEAPON_FLAMEOFF');
2158 FFlameSoundWork
.SetByName('SOUND_WEAPON_FLAMEWORK');
2159 FJetSoundFly
.SetByName('SOUND_PLAYER_JETFLY');
2160 FJetSoundOn
.SetByName('SOUND_PLAYER_JETON');
2161 FJetSoundOff
.SetByName('SOUND_PLAYER_JETOFF');
2163 FSpectatePlayer
:= -1;
2167 FSavedState
.WaitRecall
:= False;
2174 FActualModelName
:= 'doomer';
2177 FObj
.Rect
:= PLAYER_RECT
;
2179 FBFGFireCounter
:= -1;
2180 FJustTeleported
:= False;
2183 FWaitForFirstSpawn
:= false;
2188 procedure TPlayer
.positionChanged (); inline;
2192 procedure TPlayer
.doDamage (v
: Integer);
2194 if (v
<= 0) then exit
;
2195 if (v
> 32767) then v
:= 32767;
2196 Damage(v
, 0, 0, 0, mEDamageType
);
2199 procedure TPlayer
.Damage(value
: Word; SpawnerUID
: Word; vx
, vy
: Integer; t
: Byte);
2203 if (not g_Game_IsClient
) and (not FAlive
) then
2208 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2209 if ((t
= HIT_TRAP
) or (t
= HIT_SELF
)) and (not FGodMode
) then
2211 if not g_Game_IsClient
then
2214 if t
= HIT_TRAP
then
2216 // Ëîâóøêà óáèâàåò ñðàçó:
2218 Kill(K_EXTRAHARDKILL
, SpawnerUID
, t
);
2220 if t
= HIT_SELF
then
2224 Kill(K_SIMPLEKILL
, SpawnerUID
, t
);
2227 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2228 FMegaRulez
[MR_SUIT
] := 0;
2229 FMegaRulez
[MR_INVUL
] := 0;
2230 FMegaRulez
[MR_INVIS
] := 0;
2235 // Íî îò îñòàëüíîãî ñïàñàåò:
2236 if FMegaRulez
[MR_INVUL
] >= gTime
then
2243 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2244 if LongBool(gGameSettings
.Options
and GAME_OPTION_TEAMDAMAGE
) or
2245 (SpawnerUID
= FUID
) or
2246 (not SameTeam(FUID
, SpawnerUID
)) then
2248 FLastSpawnerUID
:= SpawnerUID
;
2250 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2251 if gBloodCount
> 0 then
2253 c
:= Min(value
, 200)*gBloodCount
+ Random(Min(value
, 200) div 2);
2254 if value
div 4 <= c
then
2255 c
:= c
- (value
div 4)
2259 if (t
= HIT_SOME
) and (vx
= 0) and (vy
= 0) then
2263 HIT_TRAP
, HIT_ACID
, HIT_FLAME
, HIT_SELF
: MakeBloodSimple(c
);
2264 HIT_BFG
, HIT_ROCKET
, HIT_SOME
: MakeBloodVector(c
, vx
, vy
);
2267 if t
= HIT_WATER
then
2268 g_GFX_Bubbles(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2),
2269 FObj
.Y
+PLAYER_RECT
.Y
-4, value
div 2, 8, 4);
2274 Inc(FDamageBuffer
, value
);
2278 FPain
:= FPain
+ value
;
2281 if g_Game_IsServer
and g_Game_IsNet
then
2283 MH_SEND_PlayerDamage(FUID
, t
, SpawnerUID
, value
, vx
, vy
);
2284 MH_SEND_PlayerStats(FUID
);
2285 MH_SEND_PlayerPos(False, FUID
);
2289 function TPlayer
.Heal(value
: Word; Soft
: Boolean): Boolean;
2292 if g_Game_IsClient
then
2297 if Soft
and (FHealth
< PLAYER_HP_SOFT
) then
2299 IncMax(FHealth
, value
, PLAYER_HP_SOFT
);
2302 if (not Soft
) and (FHealth
< PLAYER_HP_LIMIT
) then
2304 IncMax(FHealth
, value
, PLAYER_HP_LIMIT
);
2308 if Result
and g_Game_IsServer
and g_Game_IsNet
then
2309 MH_SEND_PlayerStats(FUID
);
2312 destructor TPlayer
.Destroy();
2314 if (gPlayer1
<> nil) and (gPlayer1
.FUID
= FUID
) then
2316 if (gPlayer2
<> nil) and (gPlayer2
.FUID
= FUID
) then
2320 FSawSoundIdle
.Free();
2321 FSawSoundHit
.Free();
2322 FSawSoundSelect
.Free();
2323 FFlameSoundOn
.Free();
2324 FFlameSoundOff
.Free();
2325 FFlameSoundWork
.Free();
2326 FJetSoundFly
.Free();
2328 FJetSoundOff
.Free();
2330 if FPunchAnim
<> nil then
2336 procedure TPlayer
.DrawIndicator(Color
: TRGB
);
2338 indX
, indY
: Integer;
2347 case gPlayerIndicatorStyle
of
2350 if g_Texture_Get('TEXTURE_PLAYER_INDICATOR', ID
) then
2352 e_GetTextureSize(ID
, @indW
, @indH
);
2356 if (FObj
.X
+ FObj
.Rect
.X
) < 0 then
2359 indX
:= FObj
.X
+ FObj
.Rect
.X
+ FObj
.Rect
.Width
;
2360 indY
:= FObj
.Y
+ FObj
.Rect
.Y
+ (FObj
.Rect
.Height
- indW
) div 2;
2363 else if (FObj
.X
+ FObj
.Rect
.X
+ FObj
.Rect
.Width
) > Max(gMapInfo
.Width
, gPlayerScreenSize
.X
) then
2366 indX
:= FObj
.X
+ FObj
.Rect
.X
- indH
;
2367 indY
:= FObj
.Y
+ FObj
.Rect
.Y
+ (FObj
.Rect
.Height
- indW
) div 2;
2370 else if (fObj
.Y
- indH
) < 0 then
2373 indX
:= FObj
.X
+ FObj
.Rect
.X
+ (FObj
.Rect
.Width
- indW
) div 2;
2374 indY
:= FObj
.Y
+ FObj
.Rect
.Y
+ FObj
.Rect
.Height
;
2380 indX
:= FObj
.X
+ FObj
.Rect
.X
+ (FObj
.Rect
.Width
- indW
) div 2;
2381 indY
:= FObj
.Y
- indH
;
2384 indX
:= EnsureRange(indX
, 0, Max(gMapInfo
.Width
, gPlayerScreenSize
.X
) - indW
);
2385 indY
:= EnsureRange(indY
, 0, Max(gMapInfo
.Height
, gPlayerScreenSize
.Y
) - indH
);
2389 e_DrawAdv(ID
, indX
, indY
, 0, True, False, indA
, @a
);
2396 e_TextureFontGetSize(gStdFont
, nW
, nH
);
2397 indX
:= FObj
.X
+ FObj
.Rect
.X
+ (FObj
.Rect
.Width
- Length(FName
) * nW
) div 2;
2398 indY
:= FObj
.Y
- nH
;
2399 e_TextureFontPrintEx(indX
, indY
, FName
, gStdFont
, Color
.R
, Color
.G
, Color
.B
, 1.0, True);
2404 procedure TPlayer
.DrawBubble();
2406 bubX
, bubY
: Integer;
2409 Rw
, Gw
, Bw
: SmallInt;
2412 bubX
:= FObj
.X
+FObj
.Rect
.X
+ IfThen(FDirection
= TDirection
.D_LEFT
, -4, 18);
2413 bubY
:= FObj
.Y
+FObj
.Rect
.Y
- 18;
2421 1: // simple textual non-bubble
2423 bubX
:= FObj
.X
+FObj
.Rect
.X
- 11;
2424 bubY
:= FObj
.Y
+FObj
.Rect
.Y
- 17;
2425 e_TextureFontPrint(bubX
, bubY
, '[...]', gStdFont
);
2428 2: // advanced pixel-perfect bubble
2430 if FTeam
= TEAM_RED
then
2433 if FTeam
= TEAM_BLUE
then
2436 3: // colored bubble
2438 Rb
:= FModel
.Color
.R
;
2439 Gb
:= FModel
.Color
.G
;
2440 Bb
:= FModel
.Color
.B
;
2441 Rw
:= Min(Rb
* 2 + 64, 255);
2442 Gw
:= Min(Gb
* 2 + 64, 255);
2443 Bw
:= Min(Bb
* 2 + 64, 255);
2444 if (Abs(Rw
- Rb
) < 32)
2445 or (Abs(Gw
- Gb
) < 32)
2446 or (Abs(Bw
- Bb
) < 32) then
2448 Rb
:= Max(Rw
div 2 - 16, 0);
2449 Gb
:= Max(Gw
div 2 - 16, 0);
2450 Bb
:= Max(Bw
div 2 - 16, 0);
2453 4: // custom textured bubble
2455 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID
) then
2456 if FDirection
= TDirection
.D_RIGHT
then
2457 e_Draw(ID
, bubX
- 6, bubY
- 7, 0, True, False)
2459 e_Draw(ID
, bubX
- 6, bubY
- 7, 0, True, False, TMirrorType
.Horizontal
);
2465 e_DrawQuad(bubX
+ 1, bubY
, bubX
+ 18, bubY
+ 13, Rb
, Gb
, Bb
);
2466 e_DrawQuad(bubX
, bubY
+ 1, bubX
+ 19, bubY
+ 12, Rb
, Gb
, Bb
);
2468 e_DrawFillQuad(bubX
+ 1, bubY
+ 1, bubX
+ 18, bubY
+ 12, Rw
, Gw
, Bw
, 0);
2471 Dot
:= IfThen(FDirection
= TDirection
.D_LEFT
, 14, 5);
2472 e_DrawLine(1, bubX
+ Dot
, bubY
+ 14, bubX
+ Dot
, bubY
+ 16, Rb
, Gb
, Bb
);
2473 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
);
2474 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
);
2475 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
);
2476 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
);
2480 e_DrawFillQuad(bubX
+ Dot
, bubY
+ 8, bubX
+ Dot
+ 1, bubY
+ 9, Rb
, Gb
, Bb
, 0);
2481 e_DrawFillQuad(bubX
+ Dot
+ 3, bubY
+ 8, bubX
+ Dot
+ 4, bubY
+ 9, Rb
, Gb
, Bb
, 0);
2482 e_DrawFillQuad(bubX
+ Dot
+ 6, bubY
+ 8, bubX
+ Dot
+ 7, bubY
+ 9, Rb
, Gb
, Bb
, 0);
2485 procedure TPlayer
.Draw();
2490 Mirror
: TMirrorType
;
2494 if Direction
= TDirection
.D_RIGHT
then
2495 Mirror
:= TMirrorType
.None
2497 Mirror
:= TMirrorType
.Horizontal
;
2499 if FPunchAnim
<> nil then
2501 FPunchAnim
.Draw(FObj
.X
+IfThen(Direction
= TDirection
.D_LEFT
, 15-FObj
.Rect
.X
, FObj
.Rect
.X
-15),
2502 FObj
.Y
+FObj
.Rect
.Y
-11, Mirror
);
2503 if FPunchAnim
.played
then
2510 if (FMegaRulez
[MR_INVUL
] > gTime
) and ((gPlayerDrawn
<> Self
) or (FSpawnInvul
>= gTime
)) then
2511 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID
) then
2513 e_GetTextureSize(ID
, @w
, @h
);
2514 if FDirection
= TDirection
.D_LEFT
then
2515 e_Draw(ID
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-(w
div 2)+4,
2516 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-(h
div 2)-7+FObj
.slopeUpLeft
, 0, True, False)
2518 e_Draw(ID
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-(w
div 2)-2,
2519 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-(h
div 2)-7+FObj
.slopeUpLeft
, 0, True, False);
2522 if FMegaRulez
[MR_INVIS
] > gTime
then
2524 if (gPlayerDrawn
<> nil) and ((Self
= gPlayerDrawn
) or
2525 ((FTeam
= gPlayerDrawn
.Team
) and (gGameSettings
.GameMode
<> GM_DM
))) then
2527 if (FMegaRulez
[MR_INVIS
] - gTime
) <= 2100 then
2528 dr
:= not Odd((FMegaRulez
[MR_INVIS
] - gTime
) div 300)
2532 FModel
.Draw(FObj
.X
, FObj
.Y
+FObj
.slopeUpLeft
, 200)
2534 FModel
.Draw(FObj
.X
, FObj
.Y
+FObj
.slopeUpLeft
);
2537 FModel
.Draw(FObj
.X
, FObj
.Y
+FObj
.slopeUpLeft
, 254);
2540 FModel
.Draw(FObj
.X
, FObj
.Y
+FObj
.slopeUpLeft
);
2543 if g_debug_Frames
then
2545 e_DrawQuad(FObj
.X
+FObj
.Rect
.X
,
2547 FObj
.X
+FObj
.Rect
.X
+FObj
.Rect
.Width
-1,
2548 FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-1,
2552 if (gChatBubble
> 0) and (FKeys
[KEY_CHAT
].Pressed
) and not FGhost
then
2553 if (FMegaRulez
[MR_INVIS
] <= gTime
) or ((gPlayerDrawn
<> nil) and ((Self
= gPlayerDrawn
) or
2554 ((FTeam
= gPlayerDrawn
.Team
) and (gGameSettings
.GameMode
<> GM_DM
)))) then
2556 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2557 if gAimLine
and alive
and
2558 ((Self
= gPlayer1
) or (Self
= gPlayer2
)) then
2563 procedure TPlayer
.DrawAim();
2564 procedure drawCast (sz
: Integer; ax0
, ay0
, ax1
, ay1
: Integer);
2569 {$IFDEF ENABLE_HOLMES}
2570 if isValidViewPort
and (self
= gPlayer1
) then
2572 g_Holmes_plrLaser(ax0
, ay0
, ax1
, ay1
);
2576 e_DrawLine(sz
, ax0
, ay0
, ax1
, ay1
, 255, 0, 0, 96);
2577 if (g_Map_traceToNearestWall(ax0
, ay0
, ax1
, ay1
, @ex
, @ey
) <> nil) then
2579 e_DrawLine(sz
, ax0
, ay0
, ex
, ey
, 0, 255, 0, 96);
2583 e_DrawLine(sz
, ax0
, ay0
, ex
, ey
, 0, 0, 255, 96);
2588 wx
, wy
, xx
, yy
: Integer;
2592 wx
:= FObj
.X
+ WEAPONPOINT
[FDirection
].X
+ IfThen(FDirection
= TDirection
.D_LEFT
, 7, -7);
2593 wy
:= FObj
.Y
+ WEAPONPOINT
[FDirection
].Y
;
2602 1: begin // Chainsaw
2609 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2610 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2611 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2612 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2617 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2618 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2619 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2620 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2622 4: begin // Double Shotgun
2625 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2626 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2627 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2628 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2630 5: begin // Chaingun
2633 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2634 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2635 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2636 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2638 6: begin // Rocket Launcher
2641 if angle
= ANGLE_RIGHTUP
then Inc(angle
, 2);
2642 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2643 if angle
= ANGLE_LEFTUP
then Dec(angle
, 2);
2644 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2646 7: begin // Plasmagun
2649 if angle
= ANGLE_RIGHTUP
then Inc(angle
);
2650 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 3);
2651 if angle
= ANGLE_LEFTUP
then Dec(angle
);
2652 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 3);
2657 if angle
= ANGLE_RIGHTUP
then Inc(angle
, 1);
2658 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 2);
2659 if angle
= ANGLE_LEFTUP
then Dec(angle
, 1);
2660 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 2);
2662 9: begin // Super Chaingun
2665 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2666 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2667 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2668 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2671 xx
:= Trunc(Cos(-DegToRad(angle
)) * len
) + wx
;
2672 yy
:= Trunc(Sin(-DegToRad(angle
)) * len
) + wy
;
2673 {$IF DEFINED(D2F_DEBUG)}
2674 drawCast(sz
, wx
, wy
, xx
, yy
);
2676 e_DrawLine(sz
, wx
, wy
, xx
, yy
, 255, 0, 0, 96);
2680 procedure TPlayer
.DrawGUI();
2683 X
, Y
, SY
, a
, p
, m
: Integer;
2687 stat
: TPlayerStatArray
;
2689 X
:= gPlayerScreenSize
.X
;
2690 SY
:= gPlayerScreenSize
.Y
;
2693 if gShowGoals
and (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
2695 if gGameSettings
.GameMode
= GM_CTF
then
2699 if gGameSettings
.GameMode
= GM_CTF
then
2701 s
:= 'TEXTURE_PLAYER_REDFLAG';
2702 if gFlags
[FLAG_RED
].State
= FLAG_STATE_CAPTURED
then
2703 s
:= 'TEXTURE_PLAYER_REDFLAG_S';
2704 if gFlags
[FLAG_RED
].State
= FLAG_STATE_DROPPED
then
2705 s
:= 'TEXTURE_PLAYER_REDFLAG_D';
2706 if g_Texture_Get(s
, ID
) then
2707 e_Draw(ID
, X
-16-32, 240-72-4, 0, True, False);
2710 s
:= IntToStr(gTeamStat
[TEAM_RED
].Goals
);
2711 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2712 e_CharFont_PrintEx(gMenuFont
, X
-16-a
-tw
, 240-72-4, s
, TEAMCOLOR
[TEAM_RED
]);
2714 if gGameSettings
.GameMode
= GM_CTF
then
2716 s
:= 'TEXTURE_PLAYER_BLUEFLAG';
2717 if gFlags
[FLAG_BLUE
].State
= FLAG_STATE_CAPTURED
then
2718 s
:= 'TEXTURE_PLAYER_BLUEFLAG_S';
2719 if gFlags
[FLAG_BLUE
].State
= FLAG_STATE_DROPPED
then
2720 s
:= 'TEXTURE_PLAYER_BLUEFLAG_D';
2721 if g_Texture_Get(s
, ID
) then
2722 e_Draw(ID
, X
-16-32, 240-32-4, 0, True, False);
2725 s
:= IntToStr(gTeamStat
[TEAM_BLUE
].Goals
);
2726 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2727 e_CharFont_PrintEx(gMenuFont
, X
-16-a
-tw
, 240-32-4, s
, TEAMCOLOR
[TEAM_BLUE
]);
2730 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID
) then
2731 e_DrawFill(ID
, X
, 0, 1, (gPlayerScreenSize
.Y
div 256)+IfThen(gPlayerScreenSize
.Y
mod 256 > 0, 1, 0),
2734 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID
) then
2735 e_Draw(ID
, X
+2, Y
, 0, True, False);
2737 if gGameSettings
.GameType
in [GT_CUSTOM
, GT_SERVER
, GT_CLIENT
] then
2741 s
:= IntToStr(Frags
);
2742 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2743 e_CharFont_PrintEx(gMenuFont
, X
-16-tw
, Y
, s
, _RGB(255, 0, 0));
2748 stat
:= g_Player_GetStats();
2753 for a
:= 0 to High(stat
) do
2754 if stat
[a
].Name
<> Name
then
2756 if stat
[a
].Frags
> m
then m
:= stat
[a
].Frags
;
2757 if stat
[a
].Frags
> Frags
then p
:= p
+1;
2761 s
:= IntToStr(p
)+' / '+IntToStr(Length(stat
))+' ';
2762 if Frags
>= m
then s
:= s
+'+' else s
:= s
+'-';
2763 s
:= s
+IntToStr(Abs(Frags
-m
));
2765 e_CharFont_GetSize(gMenuSmallFont
, s
, tw
, th
);
2766 e_CharFont_PrintEx(gMenuSmallFont
, X
-16-tw
, Y
+32, s
, _RGB(255, 0, 0));
2769 if gLMSRespawn
> LMS_RESPAWN_NONE
then
2771 s
:= _lc
[I_GAME_WARMUP
];
2772 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2773 s
:= s
+ ': ' + IntToStr((gLMSRespawnTime
- gTime
) div 1000);
2774 e_CharFont_PrintEx(gMenuFont
, X
-64-tw
, SY
-32, s
, _RGB(0, 255, 0));
2776 else if gShowLives
and (gGameSettings
.MaxLives
> 0) then
2778 s
:= IntToStr(Lives
);
2779 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2780 e_CharFont_PrintEx(gMenuFont
, X
-16-tw
, SY
-32, s
, _RGB(0, 255, 0));
2784 e_CharFont_GetSize(gMenuSmallFont
, FName
, tw
, th
);
2785 e_CharFont_PrintEx(gMenuSmallFont
, X
+98-(tw
div 2), Y
+8, FName
, _RGB(255, 0, 0));
2787 if R_BERSERK
in FRulez
then
2788 e_Draw(gItemsTexturesID
[ITEM_MEDKIT_BLACK
], X
+37, Y
+45, 0, True, False)
2790 e_Draw(gItemsTexturesID
[ITEM_MEDKIT_LARGE
], X
+37, Y
+45, 0, True, False);
2792 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID
) then
2793 e_Draw(ID
, X
+36, Y
+77, 0, True, False);
2795 s
:= IntToStr(IfThen(FHealth
> 0, FHealth
, 0));
2796 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2797 e_CharFont_PrintEx(gMenuFont
, X
+178-tw
, Y
+40, s
, _RGB(255, 0, 0));
2799 s
:= IntToStr(FArmor
);
2800 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2801 e_CharFont_PrintEx(gMenuFont
, X
+178-tw
, Y
+68, s
, _RGB(255, 0, 0));
2803 s
:= IntToStr(GetAmmoByWeapon(FCurrWeap
));
2809 ID
:= gItemsTexturesID
[ITEM_WEAPON_KASTET
];
2814 ID
:= gItemsTexturesID
[ITEM_WEAPON_SAW
];
2816 WEAPON_PISTOL
: ID
:= gItemsTexturesID
[ITEM_WEAPON_PISTOL
];
2817 WEAPON_CHAINGUN
: ID
:= gItemsTexturesID
[ITEM_WEAPON_CHAINGUN
];
2818 WEAPON_SHOTGUN1
: ID
:= gItemsTexturesID
[ITEM_WEAPON_SHOTGUN1
];
2819 WEAPON_SHOTGUN2
: ID
:= gItemsTexturesID
[ITEM_WEAPON_SHOTGUN2
];
2820 WEAPON_SUPERPULEMET
: ID
:= gItemsTexturesID
[ITEM_WEAPON_SUPERPULEMET
];
2821 WEAPON_ROCKETLAUNCHER
: ID
:= gItemsTexturesID
[ITEM_WEAPON_ROCKETLAUNCHER
];
2822 WEAPON_PLASMA
: ID
:= gItemsTexturesID
[ITEM_WEAPON_PLASMA
];
2823 WEAPON_BFG
: ID
:= gItemsTexturesID
[ITEM_WEAPON_BFG
];
2824 WEAPON_FLAMETHROWER
: ID
:= gItemsTexturesID
[ITEM_WEAPON_FLAMETHROWER
];
2827 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2828 e_CharFont_PrintEx(gMenuFont
, X
+178-tw
, Y
+158, s
, _RGB(255, 0, 0));
2829 e_Draw(ID
, X
+20, Y
+160, 0, True, False);
2831 if R_KEY_RED
in FRulez
then
2832 e_Draw(gItemsTexturesID
[ITEM_KEY_RED
], X
+78, Y
+214, 0, True, False);
2834 if R_KEY_GREEN
in FRulez
then
2835 e_Draw(gItemsTexturesID
[ITEM_KEY_GREEN
], X
+95, Y
+214, 0, True, False);
2837 if R_KEY_BLUE
in FRulez
then
2838 e_Draw(gItemsTexturesID
[ITEM_KEY_BLUE
], X
+112, Y
+214, 0, True, False);
2840 if FJetFuel
> 0 then
2842 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID
) then
2843 e_Draw(ID
, X
+2, Y
+116, 0, True, False);
2844 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID
) then
2845 e_Draw(ID
, X
+2, Y
+126, 0, True, False);
2846 e_DrawLine(4, X
+16, Y
+122, X
+16+Trunc(168*IfThen(FAir
> 0, FAir
, 0)/AIR_MAX
), Y
+122, 0, 0, 196);
2847 e_DrawLine(4, X
+16, Y
+132, X
+16+Trunc(168*FJetFuel
/JET_MAX
), Y
+132, 208, 0, 0);
2851 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID
) then
2852 e_Draw(ID
, X
+2, Y
+124, 0, True, False);
2853 e_DrawLine(4, X
+16, Y
+130, X
+16+Trunc(168*IfThen(FAir
> 0, FAir
, 0)/AIR_MAX
), Y
+130, 0, 0, 196);
2856 if gShowPing
and g_Game_IsClient
then
2858 s
:= _lc
[I_GAME_PING_HUD
] + IntToStr(NetPeer
.lastRoundTripTime
) + _lc
[I_NET_SLIST_PING_MS
];
2859 e_TextureFontPrint(X
+ 4, Y
+ 242, s
, gStdFont
);
2865 e_TextureFontPrint(X
+ 4, Y
+ 242, _lc
[I_PLAYER_SPECT
], gStdFont
);
2866 e_TextureFontPrint(X
+ 4, Y
+ 258, _lc
[I_PLAYER_SPECT2
], gStdFont
);
2867 e_TextureFontPrint(X
+ 4, Y
+ 274, _lc
[I_PLAYER_SPECT1
], gStdFont
);
2870 e_TextureFontGetSize(gStdFont
, cw
, ch
);
2871 s
:= _lc
[I_PLAYER_SPECT4
];
2872 e_TextureFontPrintEx(gScreenWidth
div 2 - cw
*(Length(s
) div 2),
2873 gScreenHeight
-4-ch
, s
, gStdFont
, 255, 255, 255, 1, True);
2874 e_TextureFontPrint(X
+ 4, Y
+ 290, _lc
[I_PLAYER_SPECT1S
], gStdFont
);
2880 procedure TPlayer
.DrawRulez();
2884 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2885 if (FMegaRulez
[MR_INVUL
] >= gTime
) and (FSpawnInvul
< gTime
) then
2887 if (FMegaRulez
[MR_INVUL
]-gTime
) <= 2100 then
2888 dr
:= not Odd((FMegaRulez
[MR_INVUL
]-gTime
) div 300)
2893 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1,
2894 191, 191, 191, 0, TBlending
.Invert
);
2897 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2898 if FMegaRulez
[MR_SUIT
] >= gTime
then
2900 if (FMegaRulez
[MR_SUIT
]-gTime
) <= 2100 then
2901 dr
:= not Odd((FMegaRulez
[MR_SUIT
]-gTime
) div 300)
2906 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1,
2907 0, 96, 0, 200, TBlending
.None
);
2910 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2911 if (FBerserk
>= 0) and (LongWord(FBerserk
) >= gTime
) and (gFlash
= 2) then
2913 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1,
2914 255, 0, 0, 200, TBlending
.None
);
2918 procedure TPlayer
.DrawPain();
2922 if FPain
= 0 then Exit
;
2926 if a
< 15 then h
:= 0
2927 else if a
< 35 then h
:= 1
2928 else if a
< 55 then h
:= 2
2929 else if a
< 75 then h
:= 3
2930 else if a
< 95 then h
:= 4
2933 //if a > 255 then a := 255;
2935 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1, 255, 0, 0, 255-h
*50);
2936 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2939 procedure TPlayer
.DrawPickup();
2943 if FPickup
= 0 then Exit
;
2947 if a
< 15 then h
:= 1
2948 else if a
< 35 then h
:= 2
2949 else if a
< 55 then h
:= 3
2950 else if a
< 75 then h
:= 4
2953 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1, 150, 200, 150, 255-h
*50);
2956 procedure TPlayer
.DoPunch();
2961 if FPunchAnim
<> nil then begin
2966 st
:= 'FRAMES_PUNCH';
2967 if R_BERSERK
in FRulez
then
2968 st
:= st
+ '_BERSERK';
2969 if FKeys
[KEY_UP
].Pressed
then
2971 else if FKeys
[KEY_DOWN
].Pressed
then
2973 g_Frames_Get(id
, st
);
2974 FPunchAnim
:= TAnimation
.Create(id
, False, 1);
2977 procedure TPlayer
.Fire();
2979 f
, DidFire
: Boolean;
2980 wx
, wy
, xd
, yd
: Integer;
2983 if g_Game_IsClient
then Exit
;
2984 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2985 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2993 if FReloading
[FCurrWeap
] <> 0 then Exit
;
2998 wx
:= FObj
.X
+WEAPONPOINT
[FDirection
].X
;
2999 wy
:= FObj
.Y
+WEAPONPOINT
[FDirection
].Y
;
3000 xd
:= wx
+IfThen(FDirection
= TDirection
.D_LEFT
, -30, 30);
3001 yd
:= wy
+firediry();
3007 if R_BERSERK
in FRulez
then
3009 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
3010 locobj
.X
:= FObj
.X
+FObj
.Rect
.X
;
3011 locobj
.Y
:= FObj
.Y
+FObj
.Rect
.Y
;
3014 locobj
.rect
.Width
:= 39;
3015 locobj
.rect
.Height
:= 52;
3016 locobj
.Vel
.X
:= (xd
-wx
) div 2;
3017 locobj
.Vel
.Y
:= (yd
-wy
) div 2;
3018 locobj
.Accel
.X
:= xd
-wx
;
3019 locobj
.Accel
.y
:= yd
-wy
;
3021 if g_Weapon_Hit(@locobj
, 50, FUID
, HIT_SOME
) <> 0 then
3022 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj
.X
, FObj
.Y
)
3024 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj
.X
, FObj
.Y
);
3026 if (gFlash
= 1) and (FPain
< 50) then FPain
:= min(FPain
+ 25, 50);
3030 g_Weapon_punch(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, 3, FUID
);
3034 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3039 if g_Weapon_chainsaw(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
3040 IfThen(gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
], 9, 3), FUID
) <> 0 then
3042 FSawSoundSelect
.Stop();
3044 FSawSoundHit
.PlayAt(FObj
.X
, FObj
.Y
);
3046 else if not FSawSoundHit
.IsPlaying() then
3048 FSawSoundSelect
.Stop();
3049 FSawSound
.PlayAt(FObj
.X
, FObj
.Y
);
3052 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3058 if FAmmo
[A_BULLETS
] > 0 then
3060 g_Weapon_pistol(wx
, wy
, xd
, yd
, FUID
);
3061 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3062 Dec(FAmmo
[A_BULLETS
]);
3063 FFireAngle
:= FAngle
;
3066 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
3067 GameVelX
, GameVelY
-2, SHELL_BULLET
);
3071 if FAmmo
[A_SHELLS
] > 0 then
3073 g_Weapon_shotgun(wx
, wy
, xd
, yd
, FUID
);
3074 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx
, wy
);
3075 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3076 Dec(FAmmo
[A_SHELLS
]);
3077 FFireAngle
:= FAngle
;
3081 FShellType
:= SHELL_SHELL
;
3085 if FAmmo
[A_SHELLS
] >= 2 then
3087 g_Weapon_dshotgun(wx
, wy
, xd
, yd
, FUID
);
3088 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3089 Dec(FAmmo
[A_SHELLS
], 2);
3090 FFireAngle
:= FAngle
;
3094 FShellType
:= SHELL_DBLSHELL
;
3098 if FAmmo
[A_BULLETS
] > 0 then
3100 g_Weapon_mgun(wx
, wy
, xd
, yd
, FUID
);
3101 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx
, wy
);
3102 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3103 Dec(FAmmo
[A_BULLETS
]);
3104 FFireAngle
:= FAngle
;
3107 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
3108 GameVelX
, GameVelY
-2, SHELL_BULLET
);
3111 WEAPON_ROCKETLAUNCHER
:
3112 if FAmmo
[A_ROCKETS
] > 0 then
3114 g_Weapon_rocket(wx
, wy
, xd
, yd
, FUID
);
3115 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3116 Dec(FAmmo
[A_ROCKETS
]);
3117 FFireAngle
:= FAngle
;
3123 if FAmmo
[A_CELLS
] > 0 then
3125 g_Weapon_plasma(wx
, wy
, xd
, yd
, FUID
);
3126 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3127 Dec(FAmmo
[A_CELLS
]);
3128 FFireAngle
:= FAngle
;
3134 if (FAmmo
[A_CELLS
] >= 40) and (FBFGFireCounter
= -1) then
3136 FBFGFireCounter
:= 17;
3137 if not FNoReload
then
3138 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj
.X
, FObj
.Y
);
3139 Dec(FAmmo
[A_CELLS
], 40);
3143 WEAPON_SUPERPULEMET
:
3144 if FAmmo
[A_SHELLS
] > 0 then
3146 g_Weapon_shotgun(wx
, wy
, xd
, yd
, FUID
);
3147 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
3148 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3149 Dec(FAmmo
[A_SHELLS
]);
3150 FFireAngle
:= FAngle
;
3153 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
3154 GameVelX
, GameVelY
-2, SHELL_SHELL
);
3157 WEAPON_FLAMETHROWER
:
3158 if FAmmo
[A_FUEL
] > 0 then
3160 g_Weapon_flame(wx
, wy
, xd
, yd
, FUID
);
3162 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3164 FFireAngle
:= FAngle
;
3171 if g_Game_IsNet
and g_Game_IsServer
then MH_SEND_PlayerStats(FUID
);
3175 if g_Game_IsNet
then
3179 if FCurrWeap
<> WEAPON_BFG
then
3180 MH_SEND_PlayerFire(FUID
, FCurrWeap
, wx
, wy
, xd
, yd
, LastShotID
)
3182 if not FNoReload
then
3183 MH_SEND_Sound(FObj
.X
, FObj
.Y
, 'SOUND_WEAPON_STARTFIREBFG');
3186 MH_SEND_PlayerStats(FUID
);
3191 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
3192 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
3193 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
3196 function TPlayer
.GetAmmoByWeapon(Weapon
: Byte): Word;
3199 WEAPON_PISTOL
, WEAPON_CHAINGUN
: Result
:= FAmmo
[A_BULLETS
];
3200 WEAPON_SHOTGUN1
, WEAPON_SHOTGUN2
, WEAPON_SUPERPULEMET
: Result
:= FAmmo
[A_SHELLS
];
3201 WEAPON_ROCKETLAUNCHER
: Result
:= FAmmo
[A_ROCKETS
];
3202 WEAPON_PLASMA
, WEAPON_BFG
: Result
:= FAmmo
[A_CELLS
];
3203 WEAPON_FLAMETHROWER
: Result
:= FAmmo
[A_FUEL
];
3208 function TPlayer
.HeadInLiquid(XInc
, YInc
: Integer): Boolean;
3210 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_HEADRECT
.X
+XInc
, FObj
.Y
+PLAYER_HEADRECT
.Y
+YInc
,
3211 PLAYER_HEADRECT
.Width
, PLAYER_HEADRECT
.Height
,
3212 PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
, True);
3215 procedure TPlayer
.FlamerOn
;
3217 FFlameSoundOff
.Stop();
3218 FFlameSoundOff
.SetPosition(0);
3221 if (not FFlameSoundOn
.IsPlaying()) and (not FFlameSoundWork
.IsPlaying()) then
3222 FFlameSoundWork
.PlayAt(FObj
.X
, FObj
.Y
);
3226 FFlameSoundOn
.PlayAt(FObj
.X
, FObj
.Y
);
3231 procedure TPlayer
.FlamerOff
;
3235 FFlameSoundOn
.Stop();
3236 FFlameSoundOn
.SetPosition(0);
3237 FFlameSoundWork
.Stop();
3238 FFlameSoundWork
.SetPosition(0);
3239 FFlameSoundOff
.PlayAt(FObj
.X
, FObj
.Y
);
3244 procedure TPlayer
.JetpackOn
;
3248 FJetSoundOn
.SetPosition(0);
3249 FJetSoundOn
.PlayAt(FObj
.X
, FObj
.Y
);
3253 procedure TPlayer
.JetpackOff
;
3257 FJetSoundOff
.SetPosition(0);
3258 FJetSoundOff
.PlayAt(FObj
.X
, FObj
.Y
);
3261 procedure TPlayer
.CatchFire(Attacker
: Word; Timeout
: Integer = PLAYER_BURN_TIME
);
3263 if Timeout
<= 0 then
3265 if (FMegaRulez
[MR_SUIT
] > gTime
) or (FMegaRulez
[MR_INVUL
] > gTime
) then
3266 exit
; // Íå çàãîðàåìñÿ êîãäà åñòü çàùèòà
3267 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
) then
3268 exit
; // Íå ïîäãîðàåì â âîäå íà âñÿêèé ñëó÷àé
3269 if FFireTime
<= 0 then
3270 g_Sound_PlayExAt('SOUND_IGNITE', FObj
.X
, FObj
.Y
);
3271 FFireTime
:= Timeout
;
3272 FFireAttacker
:= Attacker
;
3273 if g_Game_IsNet
and g_Game_IsServer
then
3274 MH_SEND_PlayerStats(FUID
);
3277 procedure TPlayer
.Jump();
3279 if gFly
or FJetpack
then
3281 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
3282 if FObj
.Vel
.Y
> -VEL_FLY
then
3283 FObj
.Vel
.Y
:= FObj
.Vel
.Y
- 3;
3286 if FJetFuel
> 0 then
3288 if (FJetFuel
< 1) and g_Game_IsServer
then
3292 if g_Game_IsNet
then
3293 MH_SEND_PlayerStats(FUID
);
3299 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
3301 FCanJetpack
:= False;
3303 // Ïðûãàåì èëè âñïëûâàåì:
3304 if (CollideLevel(0, 1) or
3305 g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
+36, PLAYER_RECT
.Width
,
3306 PLAYER_RECT
.Height
-33, PANEL_STEP
, False)
3307 ) and (FObj
.Accel
.Y
= 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
3309 FObj
.Vel
.Y
:= -VEL_JUMP
;
3310 FCanJetpack
:= False;
3314 if BodyInLiquid(0, 0) then
3315 FObj
.Vel
.Y
:= -VEL_SW
3316 else if (FJetFuel
> 0) and FCanJetpack
and
3317 g_Game_IsServer
and (not g_Obj_CollideLiquid(@FObj
, 0, 0)) then
3321 if g_Game_IsNet
then
3322 MH_SEND_PlayerStats(FUID
);
3327 procedure TPlayer
.Kill(KillType
: Byte; SpawnerUID
: Word; t
: Byte);
3329 a
, i
, k
, ab
, ar
: Byte;
3333 srv
, netsrv
: Boolean;
3339 procedure PushItem(t
: Byte);
3343 id
:= g_Items_Create(FObj
.X
, FObj
.Y
, t
, True, False);
3344 it
:= g_Items_ByIdx(id
);
3345 if KillType
= K_EXTRAHARDKILL
then // -7..+7; -8..0
3347 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-7+Random(15),
3348 (FObj
.Vel
.Y
div 2)-Random(9));
3349 it
.positionChanged(); // this updates spatial accelerators
3353 if KillType
= K_HARDKILL
then // -5..+5; -5..0
3355 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-5+Random(11),
3356 (FObj
.Vel
.Y
div 2)-Random(6));
3358 else // -3..+3; -3..0
3360 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-3+Random(7),
3361 (FObj
.Vel
.Y
div 2)-Random(4));
3363 it
.positionChanged(); // this updates spatial accelerators
3366 if g_Game_IsNet
and g_Game_IsServer
then
3367 MH_SEND_ItemSpawn(True, id
);
3371 DoFrags
:= (gGameSettings
.MaxLives
= 0) or (gGameSettings
.GameMode
= GM_COOP
);
3372 Srv
:= g_Game_IsServer
;
3373 Netsrv
:= g_Game_IsServer
and g_Game_IsNet
;
3374 if Srv
then FDeath
:= FDeath
+ 1;
3379 if not FPhysics
then
3385 if (gGameSettings
.MaxLives
> 0) and Srv
and (gLMSRespawn
= LMS_RESPAWN_NONE
) then
3387 if FLives
> 0 then FLives
:= FLives
- 1;
3388 if FLives
= 0 then FNoRespawn
:= True;
3391 // Íîìåð òèïà ñìåðòè:
3394 K_SIMPLEKILL
: a
:= 1;
3396 K_EXTRAHARDKILL
: a
:= 3;
3401 if not FModel
.PlaySound(MODELSOUND_DIE
, a
, FObj
.X
, FObj
.Y
) then
3403 if FModel
.PlaySound(MODELSOUND_DIE
, i
, FObj
.X
, FObj
.Y
) then
3410 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN1
;
3412 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN2
;
3413 K_EXTRAHARDKILL
, K_FALLKILL
:
3414 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN3
;
3417 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3421 K_HARDKILL
, K_EXTRAHARDKILL
:
3425 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3426 if (KillType
<> K_FALLKILL
) and (Srv
) then
3427 g_Monsters_killedp();
3429 if SpawnerUID
= FUID
then
3431 if Srv
and (DoFrags
or (gGameSettings
.GameMode
= GM_TDM
)) then
3436 g_Console_Add(Format(_lc
[I_PLAYER_KILL_SELF
], [FName
]), True);
3439 if g_GetUIDType(SpawnerUID
) = UID_PLAYER
then
3440 begin // Óáèò äðóãèì èãðîêîì
3441 KP
:= g_Player_Get(SpawnerUID
);
3442 if (KP
<> nil) and Srv
then
3444 if (DoFrags
or (gGameSettings
.GameMode
= GM_TDM
)) then
3445 if SameTeam(FUID
, SpawnerUID
) then
3455 if (gGameSettings
.GameMode
= GM_TDM
) and DoFrags
then
3456 Inc(gTeamStat
[KP
.Team
].Goals
,
3457 IfThen(SameTeam(FUID
, SpawnerUID
), -1, 1));
3459 if netsrv
then MH_SEND_PlayerStats(SpawnerUID
);
3462 plr
:= g_Player_Get(SpawnerUID
);
3470 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_2
],
3474 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_1
],
3478 g_Console_Add(Format(_lc
[I_PLAYER_KILL
],
3483 else if g_GetUIDType(SpawnerUID
) = UID_MONSTER
then
3484 begin // Óáèò ìîíñòðîì
3485 mon
:= g_Monsters_ByUID(SpawnerUID
);
3489 s
:= g_Mons_GetKilledByTypeId(mon
.MonsterType
);
3493 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_2
],
3497 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_1
],
3501 g_Console_Add(Format(_lc
[I_PLAYER_KILL
],
3506 else // Îñîáûå òèïû ñìåðòè
3509 HIT_SELF
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_SELF
], [FName
]), True);
3510 HIT_FALL
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_FALL
], [FName
]), True);
3511 HIT_WATER
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_WATER
], [FName
]), True);
3512 HIT_ACID
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_ACID
], [FName
]), True);
3513 HIT_TRAP
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_TRAP
], [FName
]), True);
3514 else g_Console_Add(Format(_lc
[I_PLAYER_DIED
], [FName
]), True);
3520 for a
:= WP_FIRST
to WP_LAST
do
3524 WEAPON_SAW
: i
:= ITEM_WEAPON_SAW
;
3525 WEAPON_SHOTGUN1
: i
:= ITEM_WEAPON_SHOTGUN1
;
3526 WEAPON_SHOTGUN2
: i
:= ITEM_WEAPON_SHOTGUN2
;
3527 WEAPON_CHAINGUN
: i
:= ITEM_WEAPON_CHAINGUN
;
3528 WEAPON_ROCKETLAUNCHER
: i
:= ITEM_WEAPON_ROCKETLAUNCHER
;
3529 WEAPON_PLASMA
: i
:= ITEM_WEAPON_PLASMA
;
3530 WEAPON_BFG
: i
:= ITEM_WEAPON_BFG
;
3531 WEAPON_SUPERPULEMET
: i
:= ITEM_WEAPON_SUPERPULEMET
;
3532 WEAPON_FLAMETHROWER
: i
:= ITEM_WEAPON_FLAMETHROWER
;
3541 if R_ITEM_BACKPACK
in FRulez
then
3542 PushItem(ITEM_AMMO_BACKPACK
);
3544 // Âûáðîñ ðàêåòíîãî ðàíöà:
3545 if FJetFuel
> 0 then
3546 PushItem(ITEM_JETPACK
);
3549 if (not (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
])) or
3550 (not LongBool(gGameSettings
.Options
and GAME_OPTION_DMKEYS
)) then
3552 if R_KEY_RED
in FRulez
then
3553 PushItem(ITEM_KEY_RED
);
3555 if R_KEY_GREEN
in FRulez
then
3556 PushItem(ITEM_KEY_GREEN
);
3558 if R_KEY_BLUE
in FRulez
then
3559 PushItem(ITEM_KEY_BLUE
);
3563 DropFlag(KillType
= K_FALLKILL
);
3566 g_Player_CreateCorpse(Self
);
3568 if Srv
and (gGameSettings
.MaxLives
> 0) and FNoRespawn
and
3569 (gLMSRespawn
= LMS_RESPAWN_NONE
) then
3575 for i
:= Low(gPlayers
) to High(gPlayers
) do
3577 if gPlayers
[i
] = nil then continue
;
3578 if (not gPlayers
[i
].FNoRespawn
) and (not gPlayers
[i
].FSpectator
) then
3581 if gPlayers
[i
].FTeam
= TEAM_RED
then Inc(ar
)
3582 else if gPlayers
[i
].FTeam
= TEAM_BLUE
then Inc(ab
);
3587 OldLR
:= gLMSRespawn
;
3588 if (gGameSettings
.GameMode
= GM_COOP
) then
3592 // everyone is dead, restart the map
3593 g_Game_Message(_lc
[I_MESSAGE_LMS_LOSE
], 144);
3595 MH_SEND_GameEvent(NET_EV_LMS_LOSE
);
3596 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3597 gLMSRespawnTime
:= gTime
+ 5000;
3599 else if (a
= 1) then
3601 if (gPlayers
[k
] <> nil) and not (gPlayers
[k
] is TBot
) then
3602 if (gPlayers
[k
] = gPlayer1
) or
3603 (gPlayers
[k
] = gPlayer2
) then
3604 g_Console_Add('*** ' + _lc
[I_MESSAGE_LMS_SURVIVOR
] + ' ***', True)
3605 else if Netsrv
and (gPlayers
[k
].FClientID
>= 0) then
3606 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR
, 0, 'N', gPlayers
[k
].FClientID
);
3609 else if (gGameSettings
.GameMode
= GM_TDM
) then
3611 if (ab
= 0) and (ar
<> 0) then
3614 g_Game_Message(Format(_lc
[I_MESSAGE_TLMS_WIN
], [AnsiUpperCase(_lc
[I_GAME_TEAM_RED
])]), 144);
3616 MH_SEND_GameEvent(NET_EV_TLMS_WIN
, TEAM_RED
);
3617 Inc(gTeamStat
[TEAM_RED
].Goals
);
3618 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3619 gLMSRespawnTime
:= gTime
+ 5000;
3621 else if (ar
= 0) and (ab
<> 0) then
3624 g_Game_Message(Format(_lc
[I_MESSAGE_TLMS_WIN
], [AnsiUpperCase(_lc
[I_GAME_TEAM_BLUE
])]), 144);
3626 MH_SEND_GameEvent(NET_EV_TLMS_WIN
, TEAM_BLUE
);
3627 Inc(gTeamStat
[TEAM_BLUE
].Goals
);
3628 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3629 gLMSRespawnTime
:= gTime
+ 5000;
3631 else if (ar
= 0) and (ab
= 0) then
3634 g_Game_Message(_lc
[I_GAME_WIN_DRAW
], 144);
3636 MH_SEND_GameEvent(NET_EV_LMS_DRAW
, 0, FName
);
3637 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3638 gLMSRespawnTime
:= gTime
+ 5000;
3641 else if (gGameSettings
.GameMode
= GM_DM
) then
3645 if gPlayers
[k
] <> nil then
3648 // survivor is the winner
3649 g_Game_Message(Format(_lc
[I_MESSAGE_LMS_WIN
], [AnsiUpperCase(FName
)]), 144);
3651 MH_SEND_GameEvent(NET_EV_LMS_WIN
, 0, FName
);
3654 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3655 gLMSRespawnTime
:= gTime
+ 5000;
3657 else if (a
= 0) then
3659 // everyone is dead, restart the map
3660 g_Game_Message(_lc
[I_GAME_WIN_DRAW
], 144);
3662 MH_SEND_GameEvent(NET_EV_LMS_DRAW
, 0, FName
);
3663 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3664 gLMSRespawnTime
:= gTime
+ 5000;
3667 if srv
and (OldLR
= LMS_RESPAWN_NONE
) and (gLMSRespawn
> LMS_RESPAWN_NONE
) then
3669 if NetMode
= NET_SERVER
then
3670 MH_SEND_GameEvent(NET_EV_LMS_WARMUP
, gLMSRespawnTime
- gTime
)
3672 g_Console_Add(Format(_lc
[I_MSG_WARMUP_START
], [(gLMSRespawnTime
- gTime
) div 1000]), True);
3678 MH_SEND_PlayerStats(FUID
);
3679 MH_SEND_PlayerDeath(FUID
, KillType
, t
, SpawnerUID
);
3680 if gGameSettings
.GameMode
= GM_TDM
then MH_SEND_GameStats
;
3683 if srv
and FNoRespawn
then Spectate(True);
3684 FWantsInGame
:= True;
3687 function TPlayer
.BodyInLiquid(XInc
, YInc
: Integer): Boolean;
3689 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
, PLAYER_RECT
.Width
,
3690 PLAYER_RECT
.Height
-20, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
, False);
3693 function TPlayer
.BodyInAcid(XInc
, YInc
: Integer): Boolean;
3695 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
, PLAYER_RECT
.Width
,
3696 PLAYER_RECT
.Height
-20, PANEL_ACID1
or PANEL_ACID2
, False);
3699 procedure TPlayer
.MakeBloodSimple(Count
: Word);
3701 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)+8,
3702 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3703 Count
div 2, 3, -1, 16, (PLAYER_RECT
.Height
*2 div 3),
3704 FModel
.Blood
.R
, FModel
.Blood
.G
, FModel
.Blood
.B
, FModel
.Blood
.Kind
);
3705 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-8,
3706 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3707 Count
div 2, -3, -1, 16, (PLAYER_RECT
.Height
*2) div 3,
3708 FModel
.Blood
.R
, FModel
.Blood
.G
, FModel
.Blood
.B
, FModel
.Blood
.Kind
);
3711 procedure TPlayer
.MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
3713 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2),
3714 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3715 Count
, VelX
, VelY
, 16, (PLAYER_RECT
.Height
*2) div 3,
3716 FModel
.Blood
.R
, FModel
.Blood
.G
, FModel
.Blood
.B
, FModel
.Blood
.Kind
);
3719 procedure TPlayer
.QueueWeaponSwitch(Weapon
: Byte);
3721 if g_Game_IsClient
then Exit
;
3722 if Weapon
> High(FWeapon
) then Exit
;
3723 FNextWeap
:= FNextWeap
or (1 shl Weapon
);
3726 procedure TPlayer
.resetWeaponQueue ();
3729 FNextWeapDelay
:= 0;
3732 function TPlayer
.hasAmmoForWeapon (weapon
: Byte): Boolean;
3736 WEAPON_KASTET
, WEAPON_SAW
: result
:= true;
3737 WEAPON_SHOTGUN1
, WEAPON_SHOTGUN2
, WEAPON_SUPERPULEMET
: result
:= (FAmmo
[A_SHELLS
] > 0);
3738 WEAPON_PISTOL
, WEAPON_CHAINGUN
: result
:= (FAmmo
[A_BULLETS
] > 0);
3739 WEAPON_ROCKETLAUNCHER
: result
:= (FAmmo
[A_ROCKETS
] > 0);
3740 WEAPON_PLASMA
, WEAPON_BFG
: result
:= (FAmmo
[A_CELLS
] > 0);
3741 WEAPON_FLAMETHROWER
: result
:= (FAmmo
[A_FUEL
] > 0);
3742 else result
:= (weapon
< length(FWeapon
));
3746 // return 255 for "no switch"
3747 function TPlayer
.getNextWeaponIndex (): Byte;
3750 wantThisWeapon
: array[0..64] of Boolean;
3751 wwc
: Integer = 0; //HACK!
3754 result
:= 255; // default result: "no switch"
3755 // had weapon cycling on previous frame? remove that flag
3756 if (FNextWeap
and $2000) <> 0 then
3758 FNextWeap
:= FNextWeap
and $1FFF;
3759 FNextWeapDelay
:= 0;
3761 // cycling has priority
3762 if (FNextWeap
and $C000) <> 0 then
3764 if (FNextWeap
and $8000) <> 0 then
3768 FNextWeap
:= FNextWeap
or $2000; // we need this
3769 if FNextWeapDelay
> 0 then
3770 exit
; // cooldown time
3772 for i
:= 0 to High(FWeapon
) do
3774 cwi
:= (cwi
+length(FWeapon
)+dir
) mod length(FWeapon
);
3775 if FWeapon
[cwi
] then
3777 //e_WriteLog(Format(' SWITCH: cur=%d; new=%d', [FCurrWeap, cwi]), MSG_WARNING);
3778 result
:= Byte(cwi
);
3779 FNextWeapDelay
:= WEAPON_DELAY
;
3787 for i
:= 0 to High(wantThisWeapon
) do
3788 wantThisWeapon
[i
] := false;
3789 for i
:= 0 to High(FWeapon
) do
3790 if (FNextWeap
and (1 shl i
)) <> 0 then
3792 wantThisWeapon
[i
] := true;
3795 // exclude currently selected weapon from the set
3796 wantThisWeapon
[FCurrWeap
] := false;
3797 // slow down alterations a little
3800 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3801 // more than one weapon requested, assume "alteration" and check alteration delay
3802 if FNextWeapDelay
> 0 then
3808 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3809 // but clear all counters if no weapon should be switched
3815 //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
3816 // try weapons in descending order
3817 for i
:= High(FWeapon
) downto 0 do
3819 if wantThisWeapon
[i
] and FWeapon
[i
] and ((wwc
= 1) or hasAmmoForWeapon(i
)) then
3824 FNextWeapDelay
:= WEAPON_DELAY
* 2; // anyway, 'cause why not
3828 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3832 procedure TPlayer
.RealizeCurrentWeapon();
3833 function switchAllowed (): Boolean;
3838 if FBFGFireCounter
<> -1 then
3840 if FTime
[T_SWITCH
] > gTime
then
3842 for i
:= WP_FIRST
to WP_LAST
do
3843 if FReloading
[i
] > 0 then
3851 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3852 //FNextWeap := FNextWeap and $1FFF;
3853 if FNextWeapDelay
> 0 then Dec(FNextWeapDelay
); // "alteration delay"
3855 if not switchAllowed
then
3857 //HACK for weapon cycling
3858 if (FNextWeap
and $E000) <> 0 then FNextWeap
:= 0;
3862 nw
:= getNextWeaponIndex();
3863 if nw
= 255 then exit
; // don't reset anything here
3864 if nw
> High(FWeapon
) then
3866 // don't forget to reset queue here!
3867 //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
3875 FTime
[T_SWITCH
] := gTime
+156;
3876 if FCurrWeap
= WEAPON_SAW
then FSawSoundSelect
.PlayAt(FObj
.X
, FObj
.Y
);
3877 FModel
.SetWeapon(FCurrWeap
);
3878 if g_Game_IsNet
then MH_SEND_PlayerStats(FUID
);
3882 procedure TPlayer
.NextWeapon();
3884 if g_Game_IsClient
then Exit
;
3888 procedure TPlayer
.PrevWeapon();
3890 if g_Game_IsClient
then Exit
;
3894 procedure TPlayer
.SetWeapon(W
: Byte);
3896 if FCurrWeap
<> W
then
3897 if W
= WEAPON_SAW
then
3898 FSawSoundSelect
.PlayAt(FObj
.X
, FObj
.Y
);
3901 FModel
.SetWeapon(CurrWeap
);
3905 function TPlayer
.PickItem(ItemType
: Byte; arespawn
: Boolean; var remove
: Boolean): Boolean;
3907 function allowBerserkSwitching (): Boolean;
3909 if (FBFGFireCounter
<> -1) then begin result
:= false; exit
; end;
3911 if gBerserkAutoswitch
then exit
;
3912 if not conIsCheatsEnabled
then exit
;
3920 if g_Game_IsClient
then Exit
;
3922 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3923 a
:= LongBool(gGameSettings
.Options
and GAME_OPTION_WEAPONSTAY
) and arespawn
;
3928 if (FHealth
< PLAYER_HP_SOFT
) or (FFireTime
> 0) then
3930 if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 10, PLAYER_HP_SOFT
);
3934 if gFlash
= 2 then Inc(FPickup
, 5);
3938 if (FHealth
< PLAYER_HP_SOFT
) or (FFireTime
> 0) then
3940 if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 25, PLAYER_HP_SOFT
);
3944 if gFlash
= 2 then Inc(FPickup
, 5);
3948 if FArmor
< PLAYER_AP_SOFT
then
3950 FArmor
:= PLAYER_AP_SOFT
;
3953 if gFlash
= 2 then Inc(FPickup
, 5);
3957 if FArmor
< PLAYER_AP_LIMIT
then
3959 FArmor
:= PLAYER_AP_LIMIT
;
3962 if gFlash
= 2 then Inc(FPickup
, 5);
3966 if (FHealth
< PLAYER_HP_LIMIT
) or (FFireTime
> 0) then
3968 if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 100, PLAYER_HP_LIMIT
);
3972 if gFlash
= 2 then Inc(FPickup
, 5);
3976 if (FHealth
< PLAYER_HP_LIMIT
) or (FArmor
< PLAYER_AP_LIMIT
) or (FFireTime
> 0) then
3978 if FHealth
< PLAYER_HP_LIMIT
then
3979 FHealth
:= PLAYER_HP_LIMIT
;
3980 if FArmor
< PLAYER_AP_LIMIT
then
3981 FArmor
:= PLAYER_AP_LIMIT
;
3985 if gFlash
= 2 then Inc(FPickup
, 5);
3989 if (not FWeapon
[WEAPON_SAW
]) or ((not arespawn
) and (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
])) then
3991 FWeapon
[WEAPON_SAW
] := True;
3993 if gFlash
= 2 then Inc(FPickup
, 5);
3994 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3997 ITEM_WEAPON_SHOTGUN1
:
3998 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SHOTGUN1
] then
4000 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
4001 if a
and FWeapon
[WEAPON_SHOTGUN1
] then Exit
;
4003 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
4004 FWeapon
[WEAPON_SHOTGUN1
] := True;
4006 if gFlash
= 2 then Inc(FPickup
, 5);
4007 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4010 ITEM_WEAPON_SHOTGUN2
:
4011 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SHOTGUN2
] then
4013 if a
and FWeapon
[WEAPON_SHOTGUN2
] then Exit
;
4015 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
4016 FWeapon
[WEAPON_SHOTGUN2
] := True;
4018 if gFlash
= 2 then Inc(FPickup
, 5);
4019 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4022 ITEM_WEAPON_CHAINGUN
:
4023 if (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or not FWeapon
[WEAPON_CHAINGUN
] then
4025 if a
and FWeapon
[WEAPON_CHAINGUN
] then Exit
;
4027 IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
4028 FWeapon
[WEAPON_CHAINGUN
] := True;
4030 if gFlash
= 2 then Inc(FPickup
, 5);
4031 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4034 ITEM_WEAPON_ROCKETLAUNCHER
:
4035 if (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or not FWeapon
[WEAPON_ROCKETLAUNCHER
] then
4037 if a
and FWeapon
[WEAPON_ROCKETLAUNCHER
] then Exit
;
4039 IncMax(FAmmo
[A_ROCKETS
], 2, FMaxAmmo
[A_ROCKETS
]);
4040 FWeapon
[WEAPON_ROCKETLAUNCHER
] := True;
4042 if gFlash
= 2 then Inc(FPickup
, 5);
4043 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4047 if (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or not FWeapon
[WEAPON_PLASMA
] then
4049 if a
and FWeapon
[WEAPON_PLASMA
] then Exit
;
4051 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
4052 FWeapon
[WEAPON_PLASMA
] := True;
4054 if gFlash
= 2 then Inc(FPickup
, 5);
4055 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4059 if (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or not FWeapon
[WEAPON_BFG
] then
4061 if a
and FWeapon
[WEAPON_BFG
] then Exit
;
4063 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
4064 FWeapon
[WEAPON_BFG
] := True;
4066 if gFlash
= 2 then Inc(FPickup
, 5);
4067 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4070 ITEM_WEAPON_SUPERPULEMET
:
4071 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SUPERPULEMET
] then
4073 if a
and FWeapon
[WEAPON_SUPERPULEMET
] then Exit
;
4075 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
4076 FWeapon
[WEAPON_SUPERPULEMET
] := True;
4078 if gFlash
= 2 then Inc(FPickup
, 5);
4079 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4082 ITEM_WEAPON_FLAMETHROWER
:
4083 if (FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
]) or not FWeapon
[WEAPON_FLAMETHROWER
] then
4085 if a
and FWeapon
[WEAPON_FLAMETHROWER
] then Exit
;
4087 IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
4088 FWeapon
[WEAPON_FLAMETHROWER
] := True;
4090 if gFlash
= 2 then Inc(FPickup
, 5);
4091 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4095 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
4097 IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
4100 if gFlash
= 2 then Inc(FPickup
, 5);
4103 ITEM_AMMO_BULLETS_BOX
:
4104 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
4106 IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
4109 if gFlash
= 2 then Inc(FPickup
, 5);
4113 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
4115 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
4118 if gFlash
= 2 then Inc(FPickup
, 5);
4121 ITEM_AMMO_SHELLS_BOX
:
4122 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
4124 IncMax(FAmmo
[A_SHELLS
], 25, FMaxAmmo
[A_SHELLS
]);
4127 if gFlash
= 2 then Inc(FPickup
, 5);
4131 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
4133 IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
4136 if gFlash
= 2 then Inc(FPickup
, 5);
4139 ITEM_AMMO_ROCKET_BOX
:
4140 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
4142 IncMax(FAmmo
[A_ROCKETS
], 5, FMaxAmmo
[A_ROCKETS
]);
4145 if gFlash
= 2 then Inc(FPickup
, 5);
4149 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
4151 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
4154 if gFlash
= 2 then Inc(FPickup
, 5);
4158 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
4160 IncMax(FAmmo
[A_CELLS
], 100, FMaxAmmo
[A_CELLS
]);
4163 if gFlash
= 2 then Inc(FPickup
, 5);
4167 if FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
] then
4169 IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
4172 if gFlash
= 2 then Inc(FPickup
, 5);
4176 if not(R_ITEM_BACKPACK
in FRulez
) or
4177 (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or
4178 (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or
4179 (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or
4180 (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or
4181 (FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
]) then
4183 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[1, A_BULLETS
];
4184 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[1, A_SHELLS
];
4185 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[1, A_ROCKETS
];
4186 FMaxAmmo
[A_CELLS
] := AmmoLimits
[1, A_CELLS
];
4187 FMaxAmmo
[A_FUEL
] := AmmoLimits
[1, A_FUEL
];
4189 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
4190 IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
4191 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
4192 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
4193 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
4194 IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
4195 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
4196 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
4197 if FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
] then
4198 IncMax(FAmmo
[A_FUEL
], 50, FMaxAmmo
[A_FUEL
]);
4200 FRulez
:= FRulez
+ [R_ITEM_BACKPACK
];
4203 if gFlash
= 2 then Inc(FPickup
, 5);
4207 if not(R_KEY_RED
in FRulez
) then
4209 Include(FRulez
, R_KEY_RED
);
4211 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
4212 if gFlash
= 2 then Inc(FPickup
, 5);
4213 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
4217 if not(R_KEY_GREEN
in FRulez
) then
4219 Include(FRulez
, R_KEY_GREEN
);
4221 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
4222 if gFlash
= 2 then Inc(FPickup
, 5);
4223 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
4227 if not(R_KEY_BLUE
in FRulez
) then
4229 Include(FRulez
, R_KEY_BLUE
);
4231 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
4232 if gFlash
= 2 then Inc(FPickup
, 5);
4233 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
4237 if FMegaRulez
[MR_SUIT
] < gTime
+PLAYER_SUIT_TIME
then
4239 FMegaRulez
[MR_SUIT
] := gTime
+PLAYER_SUIT_TIME
;
4243 if gFlash
= 2 then Inc(FPickup
, 5);
4247 if FAir
< AIR_MAX
then
4252 if gFlash
= 2 then Inc(FPickup
, 5);
4257 if not (R_BERSERK
in FRulez
) then
4259 Include(FRulez
, R_BERSERK
);
4260 if allowBerserkSwitching
then
4262 FCurrWeap
:= WEAPON_KASTET
;
4264 FModel
.SetWeapon(WEAPON_KASTET
);
4269 if gFlash
= 2 then Inc(FPickup
, 5);
4271 FBerserk
:= gTime
+30000;
4276 if (FHealth
< PLAYER_HP_SOFT
) or (FFireTime
> 0) then
4278 if FHealth
< PLAYER_HP_SOFT
then FHealth
:= PLAYER_HP_SOFT
;
4279 FBerserk
:= gTime
+30000;
4287 if FMegaRulez
[MR_INVUL
] < gTime
+PLAYER_INVUL_TIME
then
4289 FMegaRulez
[MR_INVUL
] := gTime
+PLAYER_INVUL_TIME
;
4293 if gFlash
= 2 then Inc(FPickup
, 5);
4297 if (FHealth
< PLAYER_HP_LIMIT
) or (FFireTime
> 0) then
4299 if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 4, PLAYER_HP_LIMIT
);
4303 if gFlash
= 2 then Inc(FPickup
, 5);
4307 if FArmor
< PLAYER_AP_LIMIT
then
4309 IncMax(FArmor
, 5, PLAYER_AP_LIMIT
);
4312 if gFlash
= 2 then Inc(FPickup
, 5);
4316 if FJetFuel
< JET_MAX
then
4318 FJetFuel
:= JET_MAX
;
4321 if gFlash
= 2 then Inc(FPickup
, 5);
4325 if FMegaRulez
[MR_INVIS
] < gTime
+PLAYER_INVIS_TIME
then
4327 FMegaRulez
[MR_INVIS
] := gTime
+PLAYER_INVIS_TIME
;
4330 if gFlash
= 2 then Inc(FPickup
, 5);
4335 procedure TPlayer
.Touch();
4339 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
4342 // Áðîñèòü ôëàã òîâàðèùó:
4343 if gGameSettings
.GameMode
= GM_CTF
then
4348 procedure TPlayer
.Push(vx
, vy
: Integer);
4350 if (not FPhysics
) and FGhost
then
4352 FObj
.Accel
.X
:= FObj
.Accel
.X
+ vx
;
4353 FObj
.Accel
.Y
:= FObj
.Accel
.Y
+ vy
;
4354 if g_Game_IsNet
and g_Game_IsServer
then
4355 MH_SEND_PlayerPos(True, FUID
, NET_EVERYONE
);
4358 procedure TPlayer
.Reset(Force
: Boolean);
4364 FTime
[T_RESPAWN
] := 0;
4365 FTime
[T_FLAGCAP
] := 0;
4380 FSpectator
:= False;
4383 FSpectatePlayer
:= -1;
4384 FNoRespawn
:= False;
4386 FLives
:= gGameSettings
.MaxLives
;
4391 procedure TPlayer
.SoftReset();
4397 FBFGFireCounter
:= -1;
4405 SetAction(A_STAND
, True);
4408 function TPlayer
.GetRespawnPoint(): Byte;
4413 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4415 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4416 if gGameSettings
.GameMode
in [GM_COOP
, GM_SINGLE
] then
4418 if (Self
= gPlayer1
) or (Self
= gPlayer2
) then
4420 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
4421 if Self
= gPlayer1
then
4422 c
:= RESPAWNPOINT_PLAYER1
4424 c
:= RESPAWNPOINT_PLAYER2
;
4425 if g_Map_GetPointCount(c
) > 0 then
4431 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
4432 if Self
= gPlayer1
then
4433 c
:= RESPAWNPOINT_PLAYER2
4435 c
:= RESPAWNPOINT_PLAYER1
;
4436 if g_Map_GetPointCount(c
) > 0 then
4443 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
4444 if Random(2) = 0 then
4445 c
:= RESPAWNPOINT_PLAYER1
4447 c
:= RESPAWNPOINT_PLAYER2
;
4448 if g_Map_GetPointCount(c
) > 0 then
4455 // Òî÷êà ëþáîé èç êîìàíä
4456 if Random(2) = 0 then
4457 c
:= RESPAWNPOINT_RED
4459 c
:= RESPAWNPOINT_BLUE
;
4460 if g_Map_GetPointCount(c
) > 0 then
4467 c
:= RESPAWNPOINT_DM
;
4468 if g_Map_GetPointCount(c
) > 0 then
4476 if gGameSettings
.GameMode
= GM_DM
then
4479 c
:= RESPAWNPOINT_DM
;
4480 if g_Map_GetPointCount(c
) > 0 then
4486 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4487 if Random(2) = 0 then
4488 c
:= RESPAWNPOINT_PLAYER1
4490 c
:= RESPAWNPOINT_PLAYER2
;
4491 if g_Map_GetPointCount(c
) > 0 then
4497 // Òî÷êà ëþáîé èç êîìàíä
4498 if Random(2) = 0 then
4499 c
:= RESPAWNPOINT_RED
4501 c
:= RESPAWNPOINT_BLUE
;
4502 if g_Map_GetPointCount(c
) > 0 then
4510 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
4512 // Òî÷êà ñâîåé êîìàíäû
4513 c
:= RESPAWNPOINT_DM
;
4514 if FTeam
= TEAM_RED
then
4515 c
:= RESPAWNPOINT_RED
;
4516 if FTeam
= TEAM_BLUE
then
4517 c
:= RESPAWNPOINT_BLUE
;
4518 if g_Map_GetPointCount(c
) > 0 then
4525 c
:= RESPAWNPOINT_DM
;
4526 if g_Map_GetPointCount(c
) > 0 then
4532 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4533 if Random(2) = 0 then
4534 c
:= RESPAWNPOINT_PLAYER1
4536 c
:= RESPAWNPOINT_PLAYER2
;
4537 if g_Map_GetPointCount(c
) > 0 then
4543 // Òî÷êà äðóãîé êîìàíäû
4544 c
:= RESPAWNPOINT_DM
;
4545 if FTeam
= TEAM_RED
then
4546 c
:= RESPAWNPOINT_BLUE
;
4547 if FTeam
= TEAM_BLUE
then
4548 c
:= RESPAWNPOINT_RED
;
4549 if g_Map_GetPointCount(c
) > 0 then
4557 procedure TPlayer
.Respawn(Silent
: Boolean; Force
: Boolean = False);
4559 RespawnPoint
: TRespawnPoint
;
4565 FBFGFireCounter
:= -1;
4571 if not g_Game_IsServer
then
4575 FWantsInGame
:= True;
4576 FJustTeleported
:= True;
4579 FTime
[T_RESPAWN
] := 0;
4583 // if server changes MaxLives we gotta be ready
4584 if gGameSettings
.MaxLives
= 0 then FNoRespawn
:= False;
4586 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4587 if FTime
[T_RESPAWN
] > gTime
then
4590 // Ïðîñðàë âñå æèçíè:
4593 if not FSpectator
then Spectate(True);
4594 FWantsInGame
:= True;
4598 if (gGameSettings
.GameType
<> GT_SINGLE
) and (gGameSettings
.GameMode
<> GM_COOP
) then
4599 begin // "Ñâîÿ èãðà"
4600 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4601 FRulez
:= FRulez
-[R_BERSERK
];
4603 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4605 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4606 FRulez
:= FRulez
-[R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
, R_BERSERK
];
4609 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4610 c
:= GetRespawnPoint();
4615 // Âîñêðåøåíèå áåç îðóæèÿ:
4618 FHealth
:= Round(PLAYER_HP_SOFT
* (FHandicap
/ 100));
4624 for a
:= WP_FIRST
to WP_LAST
do
4626 FWeapon
[a
] := False;
4630 FWeapon
[WEAPON_PISTOL
] := True;
4631 FWeapon
[WEAPON_KASTET
] := True;
4632 FCurrWeap
:= WEAPON_PISTOL
;
4635 FModel
.SetWeapon(FCurrWeap
);
4637 for b
:= A_BULLETS
to A_HIGH
do
4640 FAmmo
[A_BULLETS
] := 50;
4642 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[0, A_BULLETS
];
4643 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[0, A_SHELLS
];
4644 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[0, A_SHELLS
];
4645 FMaxAmmo
[A_CELLS
] := AmmoLimits
[0, A_CELLS
];
4646 FMaxAmmo
[A_FUEL
] := AmmoLimits
[0, A_FUEL
];
4648 if (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
]) and
4649 LongBool(gGameSettings
.Options
and GAME_OPTION_DMKEYS
) then
4650 FRulez
:= [R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
]
4655 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4656 if not g_Map_GetPoint(c
, RespawnPoint
) then
4658 g_FatalError(_lc
[I_GAME_ERROR_GET_SPAWN
]);
4662 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4663 FObj
.X
:= RespawnPoint
.X
-PLAYER_RECT
.X
;
4664 FObj
.Y
:= RespawnPoint
.Y
-PLAYER_RECT
.Y
;
4670 FDirection
:= RespawnPoint
.Direction
;
4671 if FDirection
= TDirection
.D_LEFT
then
4676 SetAction(A_STAND
, True);
4677 FModel
.Direction
:= FDirection
;
4679 for a
:= Low(FTime
) to High(FTime
) do
4682 for a
:= Low(FMegaRulez
) to High(FMegaRulez
) do
4685 // Respawn invulnerability
4686 if (gGameSettings
.GameType
<> GT_SINGLE
) and (gGameSettings
.SpawnInvul
> 0) then
4688 FMegaRulez
[MR_INVUL
] := gTime
+ gGameSettings
.SpawnInvul
* 1000;
4689 FSpawnInvul
:= FMegaRulez
[MR_INVUL
];
4694 FCanJetpack
:= False;
4700 // Àíèìàöèÿ âîçðîæäåíèÿ:
4701 if (not gLoadGameMode
) and (not Silent
) then
4702 if g_Frames_Get(ID
, 'FRAMES_TELEPORT') then
4704 Anim
:= TAnimation
.Create(ID
, False, 3);
4705 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4706 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
4710 FSpectator
:= False;
4713 FSpectatePlayer
:= -1;
4716 if (gPlayer1
= nil) and (gSpectLatchPID1
= FUID
) then
4718 if (gPlayer2
= nil) and (gSpectLatchPID2
= FUID
) then
4721 if g_Game_IsNet
then
4723 MH_SEND_PlayerPos(True, FUID
, NET_EVERYONE
);
4724 MH_SEND_PlayerStats(FUID
, NET_EVERYONE
);
4726 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4727 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32,
4732 procedure TPlayer
.Spectate(NoMove
: Boolean = False);
4735 Kill(K_EXTRAHARDKILL
, FUID
, HIT_SOME
)
4736 else if (not NoMove
) then
4738 GameX
:= gMapInfo
.Width
div 2;
4739 GameY
:= gMapInfo
.Height
div 2;
4748 FWantsInGame
:= False;
4753 if Self
= gPlayer1
then
4755 gSpectLatchPID1
:= FUID
;
4758 else if Self
= gPlayer2
then
4760 gSpectLatchPID2
:= FUID
;
4765 if g_Game_IsNet
then
4766 MH_SEND_PlayerStats(FUID
);
4769 procedure TPlayer
.SwitchNoClip
;
4773 FGhost
:= not FGhost
;
4774 FPhysics
:= not FGhost
;
4786 procedure TPlayer
.Run(Direction
: TDirection
);
4790 if MAX_RUNVEL
> 8 then
4794 if Direction
= TDirection
.D_LEFT
then
4796 if FObj
.Vel
.X
> -MAX_RUNVEL
then
4797 FObj
.Vel
.X
:= FObj
.Vel
.X
- (MAX_RUNVEL
shr 3);
4800 if FObj
.Vel
.X
< MAX_RUNVEL
then
4801 FObj
.Vel
.X
:= FObj
.Vel
.X
+ (MAX_RUNVEL
shr 3);
4803 // Âîçìîæíî, ïèíàåì êóñêè:
4804 if (FObj
.Vel
.X
<> 0) and (gGibs
<> nil) then
4806 b
:= Abs(FObj
.Vel
.X
);
4807 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
4808 for a
:= 0 to High(gGibs
) do
4810 if gGibs
[a
].alive
and
4811 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
4812 FObj
.Rect
.Width
, 8, @gGibs
[a
].Obj
) and (Random(3) = 0) then
4815 if FObj
.Vel
.X
< 0 then
4817 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)+120) // íàëåâî
4821 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)); // íàïðàâî
4823 gGibs
[a
].positionChanged(); // this updates spatial accelerators
4831 procedure TPlayer
.SeeDown();
4833 SetAction(A_SEEDOWN
);
4835 if FDirection
= TDirection
.D_LEFT
then FAngle
:= ANGLE_LEFTDOWN
else FAngle
:= ANGLE_RIGHTDOWN
;
4837 if FIncCam
> -120 then DecMin(FIncCam
, 5, -120);
4840 procedure TPlayer
.SeeUp();
4844 if FDirection
= TDirection
.D_LEFT
then FAngle
:= ANGLE_LEFTUP
else FAngle
:= ANGLE_RIGHTUP
;
4846 if FIncCam
< 120 then IncMax(FIncCam
, 5, 120);
4849 procedure TPlayer
.SetAction(Action
: Byte; Force
: Boolean = False);
4857 A_ATTACK
: Prior
:= 2;
4858 A_SEEUP
: Prior
:= 1;
4859 A_SEEDOWN
: Prior
:= 1;
4860 A_ATTACKUP
: Prior
:= 2;
4861 A_ATTACKDOWN
: Prior
:= 2;
4866 if (Prior
> FActionPrior
) or Force
then
4867 if not ((Prior
= 2) and (FCurrWeap
= WEAPON_SAW
)) then
4869 FActionPrior
:= Prior
;
4870 FActionAnim
:= Action
;
4871 FActionForce
:= Force
;
4872 FActionChanged
:= True;
4875 if Action
in [A_ATTACK
, A_ATTACKUP
, A_ATTACKDOWN
] then FModel
.SetFire(True);
4878 function TPlayer
.StayOnStep(XInc
, YInc
: Integer): Boolean;
4880 Result
:= not g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+YInc
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
-1,
4881 PLAYER_RECT
.Width
, 1, PANEL_STEP
, False)
4882 and g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+YInc
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
,
4883 PLAYER_RECT
.Width
, 1, PANEL_STEP
, False);
4886 function TPlayer
.TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
4893 if g_CollideLevel(X
, Y
, PLAYER_RECT
.Width
, PLAYER_RECT
.Height
) then
4895 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj
.X
, FObj
.Y
);
4896 if g_Game_IsServer
and g_Game_IsNet
then
4897 MH_SEND_Sound(FObj
.X
, FObj
.Y
, 'SOUND_GAME_NOTELEPORT');
4901 FJustTeleported
:= True;
4906 if g_Frames_Get(ID
, 'FRAMES_TELEPORT') then
4908 Anim
:= TAnimation
.Create(ID
, False, 3);
4911 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj
.X
, FObj
.Y
);
4912 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4913 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
4914 if g_Game_IsServer
and g_Game_IsNet
then
4915 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4916 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, 1,
4920 FObj
.X
:= X
-PLAYER_RECT
.X
;
4921 FObj
.Y
:= Y
-PLAYER_RECT
.Y
;
4922 if FAlive
and FGhost
then
4928 if not g_Game_IsNet
then
4932 SetDirection(TDirection
.D_LEFT
);
4938 SetDirection(TDirection
.D_RIGHT
);
4944 if FDirection
= TDirection
.D_RIGHT
then
4946 SetDirection(TDirection
.D_LEFT
);
4951 SetDirection(TDirection
.D_RIGHT
);
4957 if not silent
and (Anim
<> nil) then
4959 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4960 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
4963 if g_Game_IsServer
and g_Game_IsNet
then
4964 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4965 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, 0,
4972 function nonz(a
: Single): Single;
4980 function TPlayer
.followCorpse(): Boolean;
4985 if FAlive
or FSpectator
then
4987 if (gCorpses
= nil) or (Length(gCorpses
) = 0) then
4989 for i
:= 0 to High(gCorpses
) do
4990 if gCorpses
[i
] <> nil then
4991 if gCorpses
[i
].FPlayerUID
= FUID
then
4994 FObj
.X
:= gCorpses
[i
].FObj
.X
;
4995 FObj
.Y
:= gCorpses
[i
].FObj
.Y
;
4996 FObj
.Vel
.X
:= gCorpses
[i
].FObj
.Vel
.X
;
4997 FObj
.Vel
.Y
:= gCorpses
[i
].FObj
.Vel
.Y
;
4998 FObj
.Accel
.X
:= gCorpses
[i
].FObj
.Accel
.X
;
4999 FObj
.Accel
.Y
:= gCorpses
[i
].FObj
.Accel
.Y
;
5004 procedure TPlayer
.Update();
5007 i
, ii
, wx
, wy
, xd
, yd
, k
: Integer;
5008 blockmon
, headwater
, dospawn
: Boolean;
5013 NetServer
:= g_Game_IsNet
and g_Game_IsServer
;
5014 AnyServer
:= g_Game_IsServer
;
5016 if g_Game_IsClient
and (NetInterpLevel
> 0) then
5017 DoLerp(NetInterpLevel
+ 1)
5023 if FClientID
>= 0 then
5025 FPing
:= NetClients
[FClientID
].Peer
^.lastRoundTripTime
;
5026 if NetClients
[FClientID
].Peer
^.packetsSent
> 0 then
5027 FLoss
:= Round(100*NetClients
[FClientID
].Peer
^.packetsLost
/NetClients
[FClientID
].Peer
^.packetsSent
)
5036 if FAlive
and (FPunchAnim
<> nil) then
5037 FPunchAnim
.Update();
5039 if FAlive
and (gFly
or FJetpack
) then
5042 if FDirection
= TDirection
.D_LEFT
then
5047 if FAlive
and (not FGhost
) then
5049 if FKeys
[KEY_UP
].Pressed
then
5051 if FKeys
[KEY_DOWN
].Pressed
then
5055 if (not (FKeys
[KEY_UP
].Pressed
or FKeys
[KEY_DOWN
].Pressed
)) and
5058 i
:= g_basic
.Sign(FIncCam
);
5059 FIncCam
:= Abs(FIncCam
);
5060 DecMin(FIncCam
, 5, 0);
5061 FIncCam
:= FIncCam
*i
;
5064 // no need to do that each second frame, weapon queue will take care of it
5065 if FAlive
and FKeys
[KEY_NEXTWEAPON
].Pressed
and AnyServer
then NextWeapon();
5066 if FAlive
and FKeys
[KEY_PREVWEAPON
].Pressed
and AnyServer
then PrevWeapon();
5068 if gTime
mod (GAME_TICK
*2) <> 0 then
5070 if (FObj
.Vel
.X
= 0) and FAlive
then
5072 if FKeys
[KEY_LEFT
].Pressed
then
5073 Run(TDirection
.D_LEFT
);
5074 if FKeys
[KEY_RIGHT
].Pressed
then
5075 Run(TDirection
.D_RIGHT
);
5080 if not followCorpse() then
5081 g_Obj_Move(@FObj
, True, True, True);
5082 positionChanged(); // this updates spatial accelerators
5088 FActionChanged
:= False;
5092 // Let alive player do some actions
5093 if FKeys
[KEY_LEFT
].Pressed
then Run(TDirection
.D_LEFT
);
5094 if FKeys
[KEY_RIGHT
].Pressed
then Run(TDirection
.D_RIGHT
);
5095 //if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
5096 //if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
5097 if FKeys
[KEY_FIRE
].Pressed
and AnyServer
then Fire()
5103 if NetServer
then MH_SEND_PlayerStats(FUID
);
5106 if FKeys
[KEY_OPEN
].Pressed
and AnyServer
then Use();
5107 if FKeys
[KEY_JUMP
].Pressed
then Jump()
5110 if AnyServer
and FJetpack
then
5114 if NetServer
then MH_SEND_PlayerStats(FUID
);
5116 FCanJetpack
:= True;
5123 for k
:= Low(FKeys
) to KEY_CHAT
-1 do
5125 if FKeys
[k
].Pressed
then
5133 if gGameSettings
.GameType
in [GT_CUSTOM
, GT_SERVER
, GT_CLIENT
] then
5136 if (FTime
[T_RESPAWN
] <= gTime
) and
5137 gGameOn
and (not FAlive
) then
5139 if (g_Player_GetCount() > 1) then
5143 gExit
:= EXIT_RESTART
;
5148 // Dead spectator actions
5151 if FKeys
[KEY_OPEN
].Pressed
and AnyServer
then Fire();
5152 if FKeys
[KEY_FIRE
].Pressed
and AnyServer
then
5156 if (FSpectatePlayer
>= High(gPlayers
)) then
5157 FSpectatePlayer
:= -1
5161 for I
:= FSpectatePlayer
+ 1 to High(gPlayers
) do
5162 if gPlayers
[I
] <> nil then
5163 if gPlayers
[I
].alive
then
5164 if gPlayers
[I
].UID
<> FUID
then
5166 FSpectatePlayer
:= I
;
5171 if not SetSpect
then FSpectatePlayer
:= -1;
5182 if FKeys
[KEY_UP
].Pressed
or FKeys
[KEY_JUMP
].Pressed
then
5184 FYTo
:= FObj
.Y
- 32;
5185 FSpectatePlayer
:= -1;
5187 if FKeys
[KEY_DOWN
].Pressed
then
5189 FYTo
:= FObj
.Y
+ 32;
5190 FSpectatePlayer
:= -1;
5192 if FKeys
[KEY_LEFT
].Pressed
then
5194 FXTo
:= FObj
.X
- 32;
5195 FSpectatePlayer
:= -1;
5197 if FKeys
[KEY_RIGHT
].Pressed
then
5199 FXTo
:= FObj
.X
+ 32;
5200 FSpectatePlayer
:= -1;
5203 if (FXTo
< -64) then
5205 else if (FXTo
> gMapInfo
.Width
+ 32) then
5206 FXTo
:= gMapInfo
.Width
+ 32;
5207 if (FYTo
< -72) then
5209 else if (FYTo
> gMapInfo
.Height
+ 32) then
5210 FYTo
:= gMapInfo
.Height
+ 32;
5215 if not followCorpse() then
5216 g_Obj_Move(@FObj
, True, True, True);
5217 positionChanged(); // this updates spatial accelerators
5224 if (FSpectatePlayer
<= High(gPlayers
)) and (FSpectatePlayer
>= 0) then
5225 if gPlayers
[FSpectatePlayer
] <> nil then
5226 if gPlayers
[FSpectatePlayer
].alive
then
5228 FXTo
:= gPlayers
[FSpectatePlayer
].GameX
;
5229 FYTo
:= gPlayers
[FSpectatePlayer
].GameY
;
5233 blockmon
:= g_Map_CollidePanel(FObj
.X
+PLAYER_HEADRECT
.X
, FObj
.Y
+PLAYER_HEADRECT
.Y
,
5234 PLAYER_HEADRECT
.Width
, PLAYER_HEADRECT
.Height
,
5235 PANEL_BLOCKMON
, True);
5236 headwater
:= HeadInLiquid(0, 0);
5238 // Ñîïðîòèâëåíèå âîçäóõà:
5239 if (not FAlive
) or not (FKeys
[KEY_LEFT
].Pressed
or FKeys
[KEY_RIGHT
].Pressed
) then
5240 if FObj
.Vel
.X
<> 0 then
5241 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
5243 if (FLastHit
= HIT_TRAP
) and (FPain
> 90) then FPain
:= 90;
5244 DecMin(FPain
, 5, 0);
5245 DecMin(FPickup
, 1, 0);
5247 if FAlive
and (FObj
.Y
> Integer(gMapInfo
.Height
)+128) and AnyServer
then
5249 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
5250 FMegaRulez
[MR_SUIT
] := 0;
5251 FMegaRulez
[MR_INVUL
] := 0;
5252 FMegaRulez
[MR_INVIS
] := 0;
5253 Kill(K_FALLKILL
, 0, HIT_FALL
);
5260 if FCurrWeap
= WEAPON_SAW
then
5261 if not (FSawSound
.IsPlaying() or FSawSoundHit
.IsPlaying() or
5262 FSawSoundSelect
.IsPlaying()) then
5263 FSawSoundIdle
.PlayAt(FObj
.X
, FObj
.Y
);
5266 if (not FJetSoundFly
.IsPlaying()) and (not FJetSoundOn
.IsPlaying()) and
5267 (not FJetSoundOff
.IsPlaying()) then
5269 FJetSoundFly
.SetPosition(0);
5270 FJetSoundFly
.PlayAt(FObj
.X
, FObj
.Y
);
5273 for b
:= WP_FIRST
to WP_LAST
do
5274 if FReloading
[b
] > 0 then
5280 if FShellTimer
> -1 then
5281 if FShellTimer
= 0 then
5283 if FShellType
= SHELL_SHELL
then
5284 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5285 GameVelX
, GameVelY
-2, SHELL_SHELL
)
5286 else if FShellType
= SHELL_DBLSHELL
then
5288 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5289 GameVelX
+1, GameVelY
-2, SHELL_SHELL
);
5290 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5291 GameVelX
-1, GameVelY
-2, SHELL_SHELL
);
5294 end else Dec(FShellTimer
);
5296 if (FBFGFireCounter
> -1) then
5297 if FBFGFireCounter
= 0 then
5301 wx
:= FObj
.X
+WEAPONPOINT
[FDirection
].X
;
5302 wy
:= FObj
.Y
+WEAPONPOINT
[FDirection
].Y
;
5303 xd
:= wx
+IfThen(FDirection
= TDirection
.D_LEFT
, -30, 30);
5304 yd
:= wy
+firediry();
5305 g_Weapon_bfgshot(wx
, wy
, xd
, yd
, FUID
);
5306 if NetServer
then MH_SEND_PlayerFire(FUID
, WEAPON_BFG
, wx
, wy
, xd
, yd
);
5307 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
5308 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
5309 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
5312 FReloading
[WEAPON_BFG
] := WEAPON_RELOAD
[WEAPON_BFG
];
5313 FBFGFireCounter
:= -1;
5316 FBFGFireCounter
:= 0
5318 Dec(FBFGFireCounter
);
5320 if (FMegaRulez
[MR_SUIT
] < gTime
) and AnyServer
then
5322 b
:= g_GetAcidHit(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
, PLAYER_RECT
.Width
, PLAYER_RECT
.Height
);
5324 if (b
> 0) and (gTime
mod (15*GAME_TICK
) = 0) then Damage(b
, 0, 0, 0, HIT_ACID
);
5327 if (headwater
or blockmon
) then
5333 if AnyServer
then Damage(10, 0, 0, 0, HIT_WATER
);
5336 else if (FAir
mod 31 = 0) and not blockmon
then
5338 g_GFX_Bubbles(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2), FObj
.Y
+PLAYER_RECT
.Y
-4, 5+Random(6), 8, 4);
5339 if Random(2) = 0 then
5340 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
5342 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
5344 end else if FAir
< AIR_DEF
then
5347 if FFireTime
> 0 then
5349 if BodyInLiquid(0, 0) then
5354 else if FMegaRulez
[MR_SUIT
] >= gTime
then
5356 if FMegaRulez
[MR_SUIT
] = gTime
then
5363 if FFirePainTime
<= 0 then
5365 if g_Game_IsServer
then
5366 Damage(2, FFireAttacker
, 0, 0, HIT_FLAME
);
5367 FFirePainTime
:= 12 - FFireTime
div 12;
5369 FFirePainTime
:= FFirePainTime
- 1;
5370 FFireTime
:= FFireTime
- 1;
5371 if ((FFireTime
mod 33) = 0) and (FMegaRulez
[MR_INVUL
] < gTime
) then
5372 FModel
.PlaySound(MODELSOUND_PAIN
, 1, FObj
.X
, FObj
.Y
);
5373 if (FFireTime
= 0) and g_Game_IsNet
and g_Game_IsServer
then
5374 MH_SEND_PlayerStats(FUID
);
5378 if FDamageBuffer
> 0 then
5380 if FDamageBuffer
>= 9 then
5384 if FDamageBuffer
< 30 then i
:= 9
5385 else if FDamageBuffer
< 100 then i
:= 18
5389 ii
:= Round(FDamageBuffer
*FHealth
/ nonz(FArmor
*(3/4)+FHealth
));
5390 FArmor
:= FArmor
-(FDamageBuffer
-ii
);
5391 FHealth
:= FHealth
-ii
;
5394 FHealth
:= FHealth
+FArmor
;
5399 if FHealth
<= 0 then
5400 if FHealth
> -30 then Kill(K_SIMPLEKILL
, FLastSpawnerUID
, FLastHit
)
5401 else if FHealth
> -50 then Kill(K_HARDKILL
, FLastSpawnerUID
, FLastHit
)
5402 else Kill(K_EXTRAHARDKILL
, FLastSpawnerUID
, FLastHit
);
5404 if FAlive
and ((FLastHit
<> HIT_FLAME
) or (FFireTime
<= 0)) then
5406 if FDamageBuffer
<= 20 then FModel
.PlaySound(MODELSOUND_PAIN
, 1, FObj
.X
, FObj
.Y
)
5407 else if FDamageBuffer
<= 55 then FModel
.PlaySound(MODELSOUND_PAIN
, 2, FObj
.X
, FObj
.Y
)
5408 else if FDamageBuffer
<= 120 then FModel
.PlaySound(MODELSOUND_PAIN
, 3, FObj
.X
, FObj
.Y
)
5409 else FModel
.PlaySound(MODELSOUND_PAIN
, 4, FObj
.X
, FObj
.Y
);
5416 end; // if FAlive then ...
5418 if (FActionAnim
= A_PAIN
) and (FModel
.Animation
<> A_PAIN
) then
5420 FModel
.ChangeAnimation(FActionAnim
, FActionForce
);
5421 FModel
.GetCurrentAnimation
.MinLength
:= i
;
5422 FModel
.GetCurrentAnimationMask
.MinLength
:= i
;
5423 end else FModel
.ChangeAnimation(FActionAnim
, FActionForce
and (FModel
.Animation
<> A_STAND
));
5425 if (FModel
.GetCurrentAnimation
.Played
or ((not FActionChanged
) and (FModel
.Animation
= A_WALK
)))
5426 then SetAction(A_STAND
, True);
5428 if not ((FModel
.Animation
= A_WALK
) and (Abs(FObj
.Vel
.X
) < 4) and not FModel
.Fire
) then FModel
.Update
;
5430 for b
:= Low(FKeys
) to High(FKeys
) do
5431 if FKeys
[b
].Time
= 0 then FKeys
[b
].Pressed
:= False else Dec(FKeys
[b
].Time
);
5435 procedure TPlayer
.getMapBox (out x
, y
, w
, h
: Integer); inline;
5437 x
:= FObj
.X
+PLAYER_RECT
.X
;
5438 y
:= FObj
.Y
+PLAYER_RECT
.Y
;
5439 w
:= PLAYER_RECT
.Width
;
5440 h
:= PLAYER_RECT
.Height
;
5444 procedure TPlayer
.moveBy (dx
, dy
: Integer); inline;
5446 if (dx
<> 0) or (dy
<> 0) then
5455 function TPlayer
.Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean;
5457 Result
:= g_Collide(FObj
.X
+PLAYER_RECT
.X
,
5458 FObj
.Y
+PLAYER_RECT
.Y
,
5465 function TPlayer
.Collide(Panel
: TPanel
): Boolean;
5467 Result
:= g_Collide(FObj
.X
+PLAYER_RECT
.X
,
5468 FObj
.Y
+PLAYER_RECT
.Y
,
5472 Panel
.Width
, Panel
.Height
);
5475 function TPlayer
.Collide(X
, Y
: Integer): Boolean;
5477 X
:= X
-FObj
.X
-PLAYER_RECT
.X
;
5478 Y
:= Y
-FObj
.Y
-PLAYER_RECT
.Y
;
5479 Result
:= (x
>= 0) and (x
<= PLAYER_RECT
.Width
) and
5480 (y
>= 0) and (y
<= PLAYER_RECT
.Height
);
5483 function g_Player_ValidName(Name
: string): Boolean;
5489 if gPlayers
= nil then Exit
;
5491 for a
:= 0 to High(gPlayers
) do
5492 if gPlayers
[a
] <> nil then
5493 if LowerCase(Name
) = LowerCase(gPlayers
[a
].FName
) then
5500 procedure TPlayer
.SetDirection(Direction
: TDirection
);
5504 d
:= FModel
.Direction
;
5506 FModel
.Direction
:= Direction
;
5507 if d
<> Direction
then FModel
.ChangeAnimation(FModel
.Animation
, True);
5509 FDirection
:= Direction
;
5512 function TPlayer
.GetKeys(): Byte;
5516 if R_KEY_RED
in FRulez
then Result
:= KEY_RED
;
5517 if R_KEY_GREEN
in FRulez
then Result
:= Result
or KEY_GREEN
;
5518 if R_KEY_BLUE
in FRulez
then Result
:= Result
or KEY_BLUE
;
5520 if FTeam
= TEAM_RED
then Result
:= Result
or KEY_REDTEAM
;
5521 if FTeam
= TEAM_BLUE
then Result
:= Result
or KEY_BLUETEAM
;
5524 procedure TPlayer
.Use();
5528 if FTime
[T_USE
] > gTime
then Exit
;
5530 g_Triggers_PressR(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
, PLAYER_RECT
.Width
,
5531 PLAYER_RECT
.Height
, FUID
, ACTIVATE_PLAYERPRESS
);
5533 for a
:= 0 to High(gPlayers
) do
5534 if (gPlayers
[a
] <> nil) and (gPlayers
[a
] <> Self
) and
5535 gPlayers
[a
].alive
and SameTeam(FUID
, gPlayers
[a
].FUID
) and
5536 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
5537 FObj
.Rect
.Width
, FObj
.Rect
.Height
, @gPlayers
[a
].FObj
) then
5539 gPlayers
[a
].Touch();
5540 if g_Game_IsNet
and g_Game_IsServer
then
5541 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH
, gPlayers
[a
].FUID
);
5544 FTime
[T_USE
] := gTime
+120;
5547 procedure TPlayer
.NetFire(Wpn
: Byte; X
, Y
, AX
, AY
: Integer; WID
: Integer = -1);
5551 WX
, WY
, XD
, YD
: Integer;
5563 if R_BERSERK
in FRulez
then
5565 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5566 locobj
.X
:= FObj
.X
+FObj
.Rect
.X
;
5567 locobj
.Y
:= FObj
.Y
+FObj
.Rect
.Y
;
5570 locobj
.rect
.Width
:= 39;
5571 locobj
.rect
.Height
:= 52;
5572 locobj
.Vel
.X
:= (xd
-wx
) div 2;
5573 locobj
.Vel
.Y
:= (yd
-wy
) div 2;
5574 locobj
.Accel
.X
:= xd
-wx
;
5575 locobj
.Accel
.y
:= yd
-wy
;
5577 if g_Weapon_Hit(@locobj
, 50, FUID
, HIT_SOME
) <> 0 then
5578 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj
.X
, FObj
.Y
)
5580 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj
.X
, FObj
.Y
);
5584 FPain
:= min(FPain
+ 25, 50);
5586 g_Weapon_punch(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, 3, FUID
);
5591 if g_Weapon_chainsaw(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
5592 IfThen(gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
], 9, 3), FUID
) <> 0 then
5594 FSawSoundSelect
.Stop();
5596 FSawSoundHit
.PlayAt(FObj
.X
, FObj
.Y
);
5598 else if not FSawSoundHit
.IsPlaying() then
5600 FSawSoundSelect
.Stop();
5601 FSawSound
.PlayAt(FObj
.X
, FObj
.Y
);
5608 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX
, Gamey
);
5609 FFireAngle
:= FAngle
;
5611 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5612 GameVelX
, GameVelY
-2, SHELL_BULLET
);
5617 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex
, Gamey
);
5618 FFireAngle
:= FAngle
;
5621 FShellType
:= SHELL_SHELL
;
5626 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex
, Gamey
);
5627 FFireAngle
:= FAngle
;
5630 FShellType
:= SHELL_DBLSHELL
;
5635 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex
, Gamey
);
5636 FFireAngle
:= FAngle
;
5638 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5639 GameVelX
, GameVelY
-2, SHELL_BULLET
);
5642 WEAPON_ROCKETLAUNCHER
:
5644 g_Weapon_Rocket(wx
, wy
, xd
, yd
, FUID
, WID
);
5645 FFireAngle
:= FAngle
;
5651 g_Weapon_Plasma(wx
, wy
, xd
, yd
, FUID
, WID
);
5652 FFireAngle
:= FAngle
;
5658 g_Weapon_BFGShot(wx
, wy
, xd
, yd
, FUID
, WID
);
5659 FFireAngle
:= FAngle
;
5663 WEAPON_SUPERPULEMET
:
5665 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex
, Gamey
);
5666 FFireAngle
:= FAngle
;
5668 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5669 GameVelX
, GameVelY
-2, SHELL_SHELL
);
5672 WEAPON_FLAMETHROWER
:
5674 g_Weapon_flame(wx
, wy
, xd
, yd
, FUID
, WID
);
5676 FFireAngle
:= FAngle
;
5683 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
5684 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
5685 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
5688 procedure TPlayer
.DoLerp(Level
: Integer = 2);
5690 if FObj
.X
<> FXTo
then FObj
.X
:= Lerp(FObj
.X
, FXTo
, Level
);
5691 if FObj
.Y
<> FYTo
then FObj
.Y
:= Lerp(FObj
.Y
, FYTo
, Level
);
5694 procedure TPlayer
.SetLerp(XTo
, YTo
: Integer);
5698 if NetInterpLevel
< 1 then
5708 AX
:= Abs(FXTo
- FObj
.X
);
5709 AY
:= Abs(FYTo
- FObj
.Y
);
5710 if (AX
> 32) or (AX
<= NetInterpLevel
) then
5712 if (AY
> 32) or (AY
<= NetInterpLevel
) then
5717 function TPlayer
.FullInLift(XInc
, YInc
: Integer): Integer;
5719 if g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
5720 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
-8,
5721 PANEL_LIFTUP
, False) then Result
:= -1
5723 if g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
5724 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
-8,
5725 PANEL_LIFTDOWN
, False) then Result
:= 1
5729 function TPlayer
.GetFlag(Flag
: Byte): Boolean;
5736 if Flag
= FLAG_NONE
then
5739 if not g_Game_IsServer
then Exit
;
5741 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5742 if (Flag
= FTeam
) and
5743 (gFlags
[Flag
].State
= FLAG_STATE_NORMAL
) and
5744 (FFlag
<> FLAG_NONE
) then
5746 if FFlag
= FLAG_RED
then
5747 s
:= _lc
[I_PLAYER_FLAG_RED
]
5749 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5751 evtype
:= FLAG_STATE_SCORED
;
5753 ts
:= Format('%.4d', [gFlags
[FFlag
].CaptureTime
]);
5754 Insert('.', ts
, Length(ts
) + 1 - 3);
5755 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_CAPTURE
], [FName
, s
, ts
]), True);
5757 g_Map_ResetFlag(FFlag
);
5758 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_CAPTURE
], [AnsiUpperCase(s
)]), 144);
5760 if ((Self
= gPlayer1
) or (Self
= gPlayer2
)
5761 or ((gPlayer1
<> nil) and (gPlayer1
.Team
= FTeam
))
5762 or ((gPlayer2
<> nil) and (gPlayer2
.Team
= FTeam
))) then
5767 if not sound_cap_flag
[a
].IsPlaying() then
5768 sound_cap_flag
[a
].Play();
5770 gTeamStat
[FTeam
].Goals
:= gTeamStat
[FTeam
].Goals
+ 1;
5773 if g_Game_IsNet
then
5775 MH_SEND_FlagEvent(evtype
, FFlag
, FUID
, False);
5779 gFlags
[FFlag
].CaptureTime
:= 0;
5784 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5785 if (Flag
= FTeam
) and
5786 (gFlags
[Flag
].State
= FLAG_STATE_DROPPED
) then
5788 if Flag
= FLAG_RED
then
5789 s
:= _lc
[I_PLAYER_FLAG_RED
]
5791 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5793 evtype
:= FLAG_STATE_RETURNED
;
5794 gFlags
[Flag
].CaptureTime
:= 0;
5796 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_RETURN
], [FName
, s
]), True);
5798 g_Map_ResetFlag(Flag
);
5799 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_RETURN
], [AnsiUpperCase(s
)]), 144);
5801 if ((Self
= gPlayer1
) or (Self
= gPlayer2
)
5802 or ((gPlayer1
<> nil) and (gPlayer1
.Team
= FTeam
))
5803 or ((gPlayer2
<> nil) and (gPlayer2
.Team
= FTeam
))) then
5808 if not sound_ret_flag
[a
].IsPlaying() then
5809 sound_ret_flag
[a
].Play();
5812 if g_Game_IsNet
then
5814 MH_SEND_FlagEvent(evtype
, Flag
, FUID
, False);
5820 // Ïîäîáðàë ÷óæîé ôëàã:
5821 if (Flag
<> FTeam
) and (FTime
[T_FLAGCAP
] <= gTime
) then
5825 if Flag
= FLAG_RED
then
5826 s
:= _lc
[I_PLAYER_FLAG_RED
]
5828 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5830 evtype
:= FLAG_STATE_CAPTURED
;
5832 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_GET
], [FName
, s
]), True);
5834 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_GET
], [AnsiUpperCase(s
)]), 144);
5836 gFlags
[Flag
].State
:= FLAG_STATE_CAPTURED
;
5838 if ((Self
= gPlayer1
) or (Self
= gPlayer2
)
5839 or ((gPlayer1
<> nil) and (gPlayer1
.Team
= FTeam
))
5840 or ((gPlayer2
<> nil) and (gPlayer2
.Team
= FTeam
))) then
5845 if not sound_get_flag
[a
].IsPlaying() then
5846 sound_get_flag
[a
].Play();
5849 if g_Game_IsNet
then
5851 MH_SEND_FlagEvent(evtype
, Flag
, FUID
, False);
5857 procedure TPlayer
.SetFlag(Flag
: Byte);
5860 if FModel
<> nil then
5861 FModel
.SetFlag(FFlag
);
5864 function TPlayer
.DropFlag(Silent
: Boolean = True): Boolean;
5870 if (not g_Game_IsServer
) or (FFlag
= FLAG_NONE
) then
5872 FTime
[T_FLAGCAP
] := gTime
+ 2000;
5873 with gFlags
[FFlag
] do
5877 Direction
:= FDirection
;
5878 State
:= FLAG_STATE_DROPPED
;
5880 g_Obj_Push(@Obj
, (FObj
.Vel
.X
div 2)-2+Random(5),
5881 (FObj
.Vel
.Y
div 2)-2+Random(5));
5882 positionChanged(); // this updates spatial accelerators
5884 if FFlag
= FLAG_RED
then
5885 s
:= _lc
[I_PLAYER_FLAG_RED
]
5887 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5889 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_DROP
], [FName
, s
]), True);
5890 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_DROP
], [AnsiUpperCase(s
)]), 144);
5892 if ((Self
= gPlayer1
) or (Self
= gPlayer2
)
5893 or ((gPlayer1
<> nil) and (gPlayer1
.Team
= FTeam
))
5894 or ((gPlayer2
<> nil) and (gPlayer2
.Team
= FTeam
))) then
5899 if (not Silent
) and (not sound_lost_flag
[a
].IsPlaying()) then
5900 sound_lost_flag
[a
].Play();
5902 if g_Game_IsNet
then
5903 MH_SEND_FlagEvent(FLAG_STATE_DROPPED
, Flag
, FUID
, False);
5909 procedure TPlayer
.GetSecret();
5911 if (self
= gPlayer1
) or (self
= gPlayer2
) then
5913 g_Console_Add(Format(_lc
[I_PLAYER_SECRET
], [FName
]), True);
5914 g_Sound_PlayEx('SOUND_GAME_SECRET');
5919 procedure TPlayer
.PressKey(Key
: Byte; Time
: Word = 1);
5921 Assert(Key
<= High(FKeys
));
5923 FKeys
[Key
].Pressed
:= True;
5924 FKeys
[Key
].Time
:= Time
;
5927 function TPlayer
.IsKeyPressed(K
: Byte): Boolean;
5929 Result
:= FKeys
[K
].Pressed
;
5932 procedure TPlayer
.ReleaseKeys();
5936 for a
:= Low(FKeys
) to High(FKeys
) do
5938 FKeys
[a
].Pressed
:= False;
5943 procedure TPlayer
.OnDamage(Angle
: SmallInt);
5947 function TPlayer
.firediry(): Integer;
5949 if FKeys
[KEY_UP
].Pressed
then Result
:= -42
5950 else if FKeys
[KEY_DOWN
].Pressed
then Result
:= 19
5954 procedure TPlayer
.RememberState();
5958 FSavedState
.Health
:= FHealth
;
5959 FSavedState
.Armor
:= FArmor
;
5960 FSavedState
.Air
:= FAir
;
5961 FSavedState
.JetFuel
:= FJetFuel
;
5962 FSavedState
.CurrWeap
:= FCurrWeap
;
5963 FSavedState
.NextWeap
:= FNextWeap
;
5964 FSavedState
.NextWeapDelay
:= FNextWeapDelay
;
5967 FSavedState
.Ammo
[i
] := FAmmo
[i
];
5969 FSavedState
.MaxAmmo
[i
] := FMaxAmmo
[i
];
5971 FSavedState
.Rulez
:= FRulez
;
5972 FSavedState
.WaitRecall
:= True;
5975 procedure TPlayer
.RecallState();
5979 if not FSavedState
.WaitRecall
then Exit
;
5981 FHealth
:= FSavedState
.Health
;
5982 FArmor
:= FSavedState
.Armor
;
5983 FAir
:= FSavedState
.Air
;
5984 FJetFuel
:= FSavedState
.JetFuel
;
5985 FCurrWeap
:= FSavedState
.CurrWeap
;
5986 FNextWeap
:= FSavedState
.NextWeap
;
5987 FNextWeapDelay
:= FSavedState
.NextWeapDelay
;
5990 FAmmo
[i
] := FSavedState
.Ammo
[i
];
5992 FMaxAmmo
[i
] := FSavedState
.MaxAmmo
[i
];
5994 FRulez
:= FSavedState
.Rulez
;
5995 FSavedState
.WaitRecall
:= False;
5997 if gGameSettings
.GameType
= GT_SERVER
then
5998 MH_SEND_PlayerStats(FUID
);
6001 procedure TPlayer
.SaveState (st
: TStream
);
6007 utils
.writeSign(st
, 'PLYR');
6008 utils
.writeInt(st
, Byte(PLR_SAVE_VERSION
)); // version
6010 utils
.writeBool(st
, FIamBot
);
6012 utils
.writeInt(st
, Word(FUID
));
6014 utils
.writeStr(st
, FName
);
6016 utils
.writeInt(st
, Byte(FTeam
));
6018 utils
.writeBool(st
, FAlive
);
6019 // Èçðàñõîäîâàë ëè âñå æèçíè
6020 utils
.writeBool(st
, FNoRespawn
);
6022 if FDirection
= TDirection
.D_LEFT
then b
:= 1 else b
:= 2; // D_RIGHT
6023 utils
.writeInt(st
, Byte(b
));
6025 utils
.writeInt(st
, LongInt(FHealth
));
6026 // Êîýôôèöèåíò èíâàëèäíîñòè
6027 utils
.writeInt(st
, LongInt(FHandicap
));
6029 utils
.writeInt(st
, Byte(FLives
));
6031 utils
.writeInt(st
, LongInt(FArmor
));
6033 utils
.writeInt(st
, LongInt(FAir
));
6035 utils
.writeInt(st
, LongInt(FJetFuel
));
6037 utils
.writeInt(st
, LongInt(FPain
));
6039 utils
.writeInt(st
, LongInt(FKills
));
6041 utils
.writeInt(st
, LongInt(FMonsterKills
));
6043 utils
.writeInt(st
, LongInt(FFrags
));
6045 utils
.writeInt(st
, Byte(FFragCombo
));
6046 // Âðåìÿ ïîñëåäíåãî ôðàãà
6047 utils
.writeInt(st
, LongWord(FLastFrag
));
6049 utils
.writeInt(st
, LongInt(FDeath
));
6051 utils
.writeInt(st
, Byte(FFlag
));
6053 utils
.writeInt(st
, LongInt(FSecrets
));
6055 utils
.writeInt(st
, Byte(FCurrWeap
));
6057 utils
.writeInt(st
, Word(FNextWeap
));
6059 utils
.writeInt(st
, Byte(FNextWeapDelay
));
6060 // Âðåìÿ çàðÿäêè BFG
6061 utils
.writeInt(st
, SmallInt(FBFGFireCounter
));
6063 utils
.writeInt(st
, LongInt(FDamageBuffer
));
6064 // Ïîñëåäíèé óäàðèâøèé
6065 utils
.writeInt(st
, Word(FLastSpawnerUID
));
6066 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6067 utils
.writeInt(st
, Byte(FLastHit
));
6069 Obj_SaveState(st
, @FObj
);
6070 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6071 for i
:= A_BULLETS
to A_HIGH
do utils
.writeInt(st
, Word(FAmmo
[i
]));
6072 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6073 for i
:= A_BULLETS
to A_HIGH
do utils
.writeInt(st
, Word(FMaxAmmo
[i
]));
6075 for i
:= WP_FIRST
to WP_LAST
do utils
.writeBool(st
, FWeapon
[i
]);
6076 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6077 for i
:= WP_FIRST
to WP_LAST
do utils
.writeInt(st
, Word(FReloading
[i
]));
6079 utils
.writeBool(st
, (R_ITEM_BACKPACK
in FRulez
));
6080 // Íàëè÷èå êðàñíîãî êëþ÷à
6081 utils
.writeBool(st
, (R_KEY_RED
in FRulez
));
6082 // Íàëè÷èå çåëåíîãî êëþ÷à
6083 utils
.writeBool(st
, (R_KEY_GREEN
in FRulez
));
6084 // Íàëè÷èå ñèíåãî êëþ÷à
6085 utils
.writeBool(st
, (R_KEY_BLUE
in FRulez
));
6087 utils
.writeBool(st
, (R_BERSERK
in FRulez
));
6088 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6089 for i
:= MR_SUIT
to MR_MAX
do utils
.writeInt(st
, LongWord(FMegaRulez
[i
]));
6090 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6091 for i
:= T_RESPAWN
to T_FLAGCAP
do utils
.writeInt(st
, LongWord(FTime
[i
]));
6093 utils
.writeStr(st
, FModel
.Name
);
6095 utils
.writeInt(st
, Byte(FColor
.R
));
6096 utils
.writeInt(st
, Byte(FColor
.G
));
6097 utils
.writeInt(st
, Byte(FColor
.B
));
6101 procedure TPlayer
.LoadState (st
: TStream
);
6110 if not utils
.checkSign(st
, 'PLYR') then raise XStreamError
.Create('invalid player signature');
6111 if (utils
.readByte(st
) <> PLR_SAVE_VERSION
) then raise XStreamError
.Create('invalid player version');
6113 FIamBot
:= utils
.readBool(st
);
6115 FUID
:= utils
.readWord(st
);
6117 str
:= utils
.readStr(st
);
6118 if (self
<> gPlayer1
) and (self
<> gPlayer2
) then FName
:= str
;
6120 FTeam
:= utils
.readByte(st
);
6122 FAlive
:= utils
.readBool(st
);
6123 // Èçðàñõîäîâàë ëè âñå æèçíè
6124 FNoRespawn
:= utils
.readBool(st
);
6126 b
:= utils
.readByte(st
);
6127 if b
= 1 then FDirection
:= TDirection
.D_LEFT
else FDirection
:= TDirection
.D_RIGHT
; // b = 2
6129 FHealth
:= utils
.readLongInt(st
);
6130 // Êîýôôèöèåíò èíâàëèäíîñòè
6131 FHandicap
:= utils
.readLongInt(st
);
6133 FLives
:= utils
.readByte(st
);
6135 FArmor
:= utils
.readLongInt(st
);
6137 FAir
:= utils
.readLongInt(st
);
6139 FJetFuel
:= utils
.readLongInt(st
);
6141 FPain
:= utils
.readLongInt(st
);
6143 FKills
:= utils
.readLongInt(st
);
6145 FMonsterKills
:= utils
.readLongInt(st
);
6147 FFrags
:= utils
.readLongInt(st
);
6149 FFragCombo
:= utils
.readByte(st
);
6150 // Âðåìÿ ïîñëåäíåãî ôðàãà
6151 FLastFrag
:= utils
.readLongWord(st
);
6153 FDeath
:= utils
.readLongInt(st
);
6155 FFlag
:= utils
.readByte(st
);
6157 FSecrets
:= utils
.readLongInt(st
);
6159 FCurrWeap
:= utils
.readByte(st
);
6161 FNextWeap
:= utils
.readWord(st
);
6163 FNextWeapDelay
:= utils
.readByte(st
);
6164 // Âðåìÿ çàðÿäêè BFG
6165 FBFGFireCounter
:= utils
.readSmallInt(st
);
6167 FDamageBuffer
:= utils
.readLongInt(st
);
6168 // Ïîñëåäíèé óäàðèâøèé
6169 FLastSpawnerUID
:= utils
.readWord(st
);
6170 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6171 FLastHit
:= utils
.readByte(st
);
6173 Obj_LoadState(@FObj
, st
);
6174 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6175 for i
:= A_BULLETS
to A_HIGH
do FAmmo
[i
] := utils
.readWord(st
);
6176 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6177 for i
:= A_BULLETS
to A_HIGH
do FMaxAmmo
[i
] := utils
.readWord(st
);
6179 for i
:= WP_FIRST
to WP_LAST
do FWeapon
[i
] := utils
.readBool(st
);
6180 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6181 for i
:= WP_FIRST
to WP_LAST
do FReloading
[i
] := utils
.readWord(st
);
6183 if utils
.readBool(st
) then Include(FRulez
, R_ITEM_BACKPACK
);
6184 // Íàëè÷èå êðàñíîãî êëþ÷à
6185 if utils
.readBool(st
) then Include(FRulez
, R_KEY_RED
);
6186 // Íàëè÷èå çåëåíîãî êëþ÷à
6187 if utils
.readBool(st
) then Include(FRulez
, R_KEY_GREEN
);
6188 // Íàëè÷èå ñèíåãî êëþ÷à
6189 if utils
.readBool(st
) then Include(FRulez
, R_KEY_BLUE
);
6191 if utils
.readBool(st
) then Include(FRulez
, R_BERSERK
);
6192 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6193 for i
:= MR_SUIT
to MR_MAX
do FMegaRulez
[i
] := utils
.readLongWord(st
);
6194 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6195 for i
:= T_RESPAWN
to T_FLAGCAP
do FTime
[i
] := utils
.readLongWord(st
);
6197 str
:= utils
.readStr(st
);
6199 FColor
.R
:= utils
.readByte(st
);
6200 FColor
.G
:= utils
.readByte(st
);
6201 FColor
.B
:= utils
.readByte(st
);
6202 if (self
= gPlayer1
) then
6204 str
:= gPlayer1Settings
.Model
;
6205 FColor
:= gPlayer1Settings
.Color
;
6207 else if (self
= gPlayer2
) then
6209 str
:= gPlayer2Settings
.Model
;
6210 FColor
:= gPlayer2Settings
.Color
;
6212 // Îáíîâëÿåì ìîäåëü èãðîêà
6214 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
6215 FModel
.Color
:= TEAMCOLOR
[FTeam
]
6217 FModel
.Color
:= FColor
;
6221 procedure TPlayer
.AllRulez(Health
: Boolean);
6227 FHealth
:= PLAYER_HP_LIMIT
;
6228 FArmor
:= PLAYER_AP_LIMIT
;
6232 for a
:= WP_FIRST
to WP_LAST
do FWeapon
[a
] := True;
6233 for a
:= A_BULLETS
to A_HIGH
do FAmmo
[a
] := 30000;
6234 FRulez
:= FRulez
+[R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
];
6237 procedure TPlayer
.RestoreHealthArmor();
6239 FHealth
:= PLAYER_HP_LIMIT
;
6240 FArmor
:= PLAYER_AP_LIMIT
;
6243 procedure TPlayer
.FragCombo();
6247 if (gGameSettings
.GameMode
in [GM_COOP
, GM_SINGLE
]) or g_Game_IsClient
then
6249 if gTime
- FLastFrag
< FRAG_COMBO_TIME
then
6251 if FFragCombo
< 5 then
6253 Param
:= FUID
or (FFragCombo
shl 16);
6254 if (FComboEvnt
>= Low(gDelayedEvents
)) and
6255 (FComboEvnt
<= High(gDelayedEvents
)) and
6256 gDelayedEvents
[FComboEvnt
].Pending
and
6257 (gDelayedEvents
[FComboEvnt
].DEType
= DE_KILLCOMBO
) and
6258 (gDelayedEvents
[FComboEvnt
].DENum
and $FFFF = FUID
) then
6260 gDelayedEvents
[FComboEvnt
].Time
:= gTime
+ 500;
6261 gDelayedEvents
[FComboEvnt
].DENum
:= Param
;
6264 FComboEvnt
:= g_Game_DelayEvent(DE_KILLCOMBO
, 500, Param
);
6272 procedure TPlayer
.GiveItem(ItemType
: Byte);
6276 if FMegaRulez
[MR_SUIT
] < gTime
+PLAYER_SUIT_TIME
then
6278 FMegaRulez
[MR_SUIT
] := gTime
+PLAYER_SUIT_TIME
;
6282 if FAir
< AIR_MAX
then
6289 if not (R_BERSERK
in FRulez
) then
6291 Include(FRulez
, R_BERSERK
);
6292 if FBFGFireCounter
< 1 then
6294 FCurrWeap
:= WEAPON_KASTET
;
6296 FModel
.SetWeapon(WEAPON_KASTET
);
6300 FBerserk
:= gTime
+30000;
6302 if FHealth
< PLAYER_HP_SOFT
then
6304 FHealth
:= PLAYER_HP_SOFT
;
6305 FBerserk
:= gTime
+30000;
6310 if FMegaRulez
[MR_INVUL
] < gTime
+PLAYER_INVUL_TIME
then
6312 FMegaRulez
[MR_INVUL
] := gTime
+PLAYER_INVUL_TIME
;
6317 if FMegaRulez
[MR_INVIS
] < gTime
+PLAYER_INVIS_TIME
then
6319 FMegaRulez
[MR_INVIS
] := gTime
+PLAYER_INVIS_TIME
;
6323 if FJetFuel
< JET_MAX
then
6325 FJetFuel
:= JET_MAX
;
6328 ITEM_MEDKIT_SMALL
: if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 10, PLAYER_HP_SOFT
);
6329 ITEM_MEDKIT_LARGE
: if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 25, PLAYER_HP_SOFT
);
6331 ITEM_ARMOR_GREEN
: if FArmor
< PLAYER_AP_SOFT
then FArmor
:= PLAYER_AP_SOFT
;
6332 ITEM_ARMOR_BLUE
: if FArmor
< PLAYER_AP_LIMIT
then FArmor
:= PLAYER_AP_LIMIT
;
6334 ITEM_SPHERE_BLUE
: if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 100, PLAYER_HP_LIMIT
);
6336 if (FHealth
< PLAYER_HP_LIMIT
) or (FArmor
< PLAYER_AP_LIMIT
) then
6338 if FHealth
< PLAYER_HP_LIMIT
then FHealth
:= PLAYER_HP_LIMIT
;
6339 if FArmor
< PLAYER_AP_LIMIT
then FArmor
:= PLAYER_AP_LIMIT
;
6342 ITEM_WEAPON_SAW
: FWeapon
[WEAPON_SAW
] := True;
6343 ITEM_WEAPON_SHOTGUN1
: FWeapon
[WEAPON_SHOTGUN1
] := True;
6344 ITEM_WEAPON_SHOTGUN2
: FWeapon
[WEAPON_SHOTGUN2
] := True;
6345 ITEM_WEAPON_CHAINGUN
: FWeapon
[WEAPON_CHAINGUN
] := True;
6346 ITEM_WEAPON_ROCKETLAUNCHER
: FWeapon
[WEAPON_ROCKETLAUNCHER
] := True;
6347 ITEM_WEAPON_PLASMA
: FWeapon
[WEAPON_PLASMA
] := True;
6348 ITEM_WEAPON_BFG
: FWeapon
[WEAPON_BFG
] := True;
6349 ITEM_WEAPON_SUPERPULEMET
: FWeapon
[WEAPON_SUPERPULEMET
] := True;
6350 ITEM_WEAPON_FLAMETHROWER
: FWeapon
[WEAPON_FLAMETHROWER
] := True;
6352 ITEM_AMMO_BULLETS
: if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
6353 ITEM_AMMO_BULLETS_BOX
: if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
6354 ITEM_AMMO_SHELLS
: if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
6355 ITEM_AMMO_SHELLS_BOX
: if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 25, FMaxAmmo
[A_SHELLS
]);
6356 ITEM_AMMO_ROCKET
: if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
6357 ITEM_AMMO_ROCKET_BOX
: if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 5, FMaxAmmo
[A_ROCKETS
]);
6358 ITEM_AMMO_CELL
: if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
6359 ITEM_AMMO_CELL_BIG
: if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 100, FMaxAmmo
[A_CELLS
]);
6360 ITEM_AMMO_FUELCAN
: if FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
] then IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
6363 if (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or
6364 (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or
6365 (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or
6366 (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or
6367 (FMaxAmmo
[A_FUEL
] < AmmoLimits
[1, A_FUEL
]) then
6369 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[1, A_BULLETS
];
6370 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[1, A_SHELLS
];
6371 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[1, A_ROCKETS
];
6372 FMaxAmmo
[A_CELLS
] := AmmoLimits
[1, A_CELLS
];
6373 FMaxAmmo
[A_FUEL
] := AmmoLimits
[1, A_FUEL
];
6375 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
6376 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
6377 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
6378 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
6380 FRulez
:= FRulez
+ [R_ITEM_BACKPACK
];
6383 ITEM_KEY_RED
: if not (R_KEY_RED
in FRulez
) then Include(FRulez
, R_KEY_RED
);
6384 ITEM_KEY_GREEN
: if not (R_KEY_GREEN
in FRulez
) then Include(FRulez
, R_KEY_GREEN
);
6385 ITEM_KEY_BLUE
: if not (R_KEY_BLUE
in FRulez
) then Include(FRulez
, R_KEY_BLUE
);
6387 ITEM_BOTTLE
: if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 4, PLAYER_HP_LIMIT
);
6388 ITEM_HELMET
: if FArmor
< PLAYER_AP_LIMIT
then IncMax(FArmor
, 5, PLAYER_AP_LIMIT
);
6393 if g_Game_IsNet
and g_Game_IsServer
then
6394 MH_SEND_PlayerStats(FUID
);
6397 procedure TPlayer
.FlySmoke(Times
: DWORD
= 1);
6402 if (Random(5) = 1) and (Times
= 1) then
6405 if BodyInLiquid(0, 0) then
6407 g_GFX_Bubbles(Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2)+Random(3)-1,
6408 Obj
.Y
+Obj
.Rect
.Height
+8, 1, 8, 4);
6409 if Random(2) = 0 then
6410 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
6412 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
6416 if g_Frames_Get(id
, 'FRAMES_SMOKE') then
6418 for i
:= 1 to Times
do
6420 Anim
:= TAnimation
.Create(id
, False, 3);
6422 g_GFX_OnceAnim(Obj
.X
+Obj
.Rect
.X
+Random(Obj
.Rect
.Width
+Times
*2)-(Anim
.Width
div 2),
6423 Obj
.Y
+Obj
.Rect
.Height
-4+Random(8+Times
*2), Anim
, ONCEANIM_SMOKE
);
6429 procedure TPlayer
.OnFireFlame(Times
: DWORD
= 1);
6434 if (Random(10) = 1) and (Times
= 1) then
6437 if g_Frames_Get(id
, 'FRAMES_FLAME') then
6439 for i
:= 1 to Times
do
6441 Anim
:= TAnimation
.Create(id
, False, 3);
6443 g_GFX_OnceAnim(Obj
.X
+Obj
.Rect
.X
+Random(Obj
.Rect
.Width
+Times
*2)-(Anim
.Width
div 2),
6444 Obj
.Y
+8+Random(8+Times
*2), Anim
, ONCEANIM_SMOKE
);
6450 procedure TPlayer
.PauseSounds(Enable
: Boolean);
6452 FSawSound
.Pause(Enable
);
6453 FSawSoundIdle
.Pause(Enable
);
6454 FSawSoundHit
.Pause(Enable
);
6455 FSawSoundSelect
.Pause(Enable
);
6456 FFlameSoundOn
.Pause(Enable
);
6457 FFlameSoundOff
.Pause(Enable
);
6458 FFlameSoundWork
.Pause(Enable
);
6459 FJetSoundFly
.Pause(Enable
);
6460 FJetSoundOn
.Pause(Enable
);
6461 FJetSoundOff
.Pause(Enable
);
6466 constructor TCorpse
.Create(X
, Y
: Integer; ModelName
: String; aMess
: Boolean);
6471 FObj
.Rect
:= PLAYER_CORPSERECT
;
6472 FModelName
:= ModelName
;
6477 FState
:= CORPSE_STATE_MESS
;
6478 g_PlayerModel_GetAnim(ModelName
, A_DIE2
, FAnimation
, FAnimationMask
);
6482 FState
:= CORPSE_STATE_NORMAL
;
6483 g_PlayerModel_GetAnim(ModelName
, A_DIE1
, FAnimation
, FAnimationMask
);
6487 destructor TCorpse
.Destroy();
6494 function TCorpse
.ObjPtr (): PObj
; inline; begin result
:= @FObj
; end;
6496 procedure TCorpse
.positionChanged (); inline; begin end;
6498 procedure TCorpse
.moveBy (dx
, dy
: Integer); inline;
6500 if (dx
<> 0) or (dy
<> 0) then
6509 procedure TCorpse
.getMapBox (out x
, y
, w
, h
: Integer); inline;
6511 x
:= FObj
.X
+PLAYER_CORPSERECT
.X
;
6512 y
:= FObj
.Y
+PLAYER_CORPSERECT
.Y
;
6513 w
:= PLAYER_CORPSERECT
.Width
;
6514 h
:= PLAYER_CORPSERECT
.Height
;
6518 procedure TCorpse
.Damage(Value
: Word; vx
, vy
: Integer);
6523 if FState
= CORPSE_STATE_REMOVEME
then
6526 FDamage
:= FDamage
+ Value
;
6528 if FDamage
> 150 then
6530 if FAnimation
<> nil then
6535 FState
:= CORPSE_STATE_REMOVEME
;
6537 g_Player_CreateGibs(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
6538 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
6539 FModelName
, FColor
);
6540 // Çâóê ìÿñà îò òðóïà:
6541 pm
:= g_PlayerModel_Get(FModelName
);
6542 pm
.PlaySound(MODELSOUND_DIE
, 5, FObj
.X
, FObj
.Y
);
6546 if (gBodyKillEvent
<> -1)
6547 and gDelayedEvents
[gBodyKillEvent
].Pending
then
6548 gDelayedEvents
[gBodyKillEvent
].Pending
:= False;
6549 gBodyKillEvent
:= g_Game_DelayEvent(DE_BODYKILL
, 1050, 0);
6554 Blood
:= g_PlayerModel_GetBlood(FModelName
);
6555 FObj
.Vel
.X
:= FObj
.Vel
.X
+ vx
;
6556 FObj
.Vel
.Y
:= FObj
.Vel
.Y
+ vy
;
6557 g_GFX_Blood(FObj
.X
+PLAYER_CORPSERECT
.X
+(PLAYER_CORPSERECT
.Width
div 2),
6558 FObj
.Y
+PLAYER_CORPSERECT
.Y
+(PLAYER_CORPSERECT
.Height
div 2),
6559 Value
, vx
, vy
, 16, (PLAYER_CORPSERECT
.Height
*2) div 3,
6560 Blood
.R
, Blood
.G
, Blood
.B
, Blood
.Kind
);
6564 procedure TCorpse
.Draw();
6566 if FState
= CORPSE_STATE_REMOVEME
then
6569 if FAnimation
<> nil then
6570 FAnimation
.Draw(FObj
.X
, FObj
.Y
, TMirrorType
.None
);
6572 if FAnimationMask
<> nil then
6575 FAnimationMask
.Draw(FObj
.X
, FObj
.Y
, TMirrorType
.None
);
6582 procedure TCorpse
.Update();
6586 if FState
= CORPSE_STATE_REMOVEME
then
6589 if gTime
mod (GAME_TICK
*2) <> 0 then
6591 g_Obj_Move(@FObj
, True, True, True);
6592 positionChanged(); // this updates spatial accelerators
6596 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6597 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
6599 st
:= g_Obj_Move(@FObj
, True, True, True);
6600 positionChanged(); // this updates spatial accelerators
6602 if WordBool(st
and MOVE_FALLOUT
) then
6604 FState
:= CORPSE_STATE_REMOVEME
;
6608 if FAnimation
<> nil then
6609 FAnimation
.Update();
6610 if FAnimationMask
<> nil then
6611 FAnimationMask
.Update();
6615 procedure TCorpse
.SaveState (st
: TStream
);
6622 utils
.writeSign(st
, 'CORP');
6623 utils
.writeInt(st
, Byte(0));
6625 utils
.writeInt(st
, Byte(FState
));
6627 utils
.writeInt(st
, Byte(FDamage
));
6629 utils
.writeInt(st
, Byte(FColor
.R
));
6630 utils
.writeInt(st
, Byte(FColor
.G
));
6631 utils
.writeInt(st
, Byte(FColor
.B
));
6633 Obj_SaveState(st
, @FObj
);
6634 utils
.writeInt(st
, Word(FPlayerUID
));
6636 anim
:= (FAnimation
<> nil);
6637 utils
.writeBool(st
, anim
);
6638 // Åñëè åñòü - ñîõðàíÿåì
6639 if anim
then FAnimation
.SaveState(st
);
6640 // Åñòü ëè ìàñêà àíèìàöèè
6641 anim
:= (FAnimationMask
<> nil);
6642 utils
.writeBool(st
, anim
);
6643 // Åñëè åñòü - ñîõðàíÿåì
6644 if anim
then FAnimationMask
.SaveState(st
);
6648 procedure TCorpse
.LoadState (st
: TStream
);
6655 if not utils
.checkSign(st
, 'CORP') then raise XStreamError
.Create('invalid corpse signature');
6656 if (utils
.readByte(st
) <> 0) then raise XStreamError
.Create('invalid corpse version');
6658 FState
:= utils
.readByte(st
);
6660 FDamage
:= utils
.readByte(st
);
6662 FColor
.R
:= utils
.readByte(st
);
6663 FColor
.G
:= utils
.readByte(st
);
6664 FColor
.B
:= utils
.readByte(st
);
6666 Obj_LoadState(@FObj
, st
);
6667 FPlayerUID
:= utils
.readWord(st
);
6669 anim
:= utils
.readBool(st
);
6670 // Åñëè åñòü - çàãðóæàåì
6673 Assert(FAnimation
<> nil, 'TCorpse.LoadState: no FAnimation');
6674 FAnimation
.LoadState(st
);
6676 // Åñòü ëè ìàñêà àíèìàöèè
6677 anim
:= utils
.readBool(st
);
6678 // Åñëè åñòü - çàãðóæàåì
6681 Assert(FAnimationMask
<> nil, 'TCorpse.LoadState: no FAnimationMask');
6682 FAnimationMask
.LoadState(st
);
6688 constructor TBot
.Create();
6695 FSpectator
:= False;
6702 for a
:= WP_FIRST
to WP_LAST
do
6704 FDifficult
.WeaponPrior
[a
] := WEAPON_PRIOR1
[a
];
6705 FDifficult
.CloseWeaponPrior
[a
] := WEAPON_PRIOR2
[a
];
6706 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6710 destructor TBot
.Destroy();
6713 inherited Destroy();
6716 procedure TBot
.Draw();
6720 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6721 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6724 procedure TBot
.Respawn(Silent
: Boolean; Force
: Boolean = False);
6726 inherited Respawn(Silent
, Force
);
6729 FSelectedWeapon
:= FCurrWeap
;
6734 procedure TBot
.UpdateCombat();
6747 TTargetRecord
= array of TTarget
;
6749 function Compare(a
, b
: TTarget
): Integer;
6751 if a
.Line
and not b
.Line
then // A íà ëèíèè îãíÿ
6754 if not a
.Line
and b
.Line
then // B íà ëèíèè îãíÿ
6756 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6757 if (a
.Line
and b
.Line
) or ((not a
.Line
) and (not b
.Line
)) then
6759 if a
.Dist
> b
.Dist
then // B áëèæå
6761 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6764 else // Ñòðàííî -> A
6769 a
, x1
, y1
, x2
, y2
: Integer;
6770 targets
: TTargetRecord
;
6772 Target
, BestTarget
: TTarget
;
6773 firew
, fireh
: Integer;
6777 vsPlayer
, vsMonster
, ok
: Boolean;
6780 function monsUpdate (mon
: TMonster
): Boolean;
6782 result
:= false; // don't stop
6783 if mon
.alive
and (mon
.MonsterType
<> MONSTER_BARREL
) then
6785 if not TargetOnScreen(mon
.Obj
.X
+mon
.Obj
.Rect
.X
, mon
.Obj
.Y
+mon
.Obj
.Rect
.Y
) then exit
;
6787 x2
:= mon
.Obj
.X
+mon
.Obj
.Rect
.X
+(mon
.Obj
.Rect
.Width
div 2);
6788 y2
:= mon
.Obj
.Y
+mon
.Obj
.Rect
.Y
+(mon
.Obj
.Rect
.Height
div 2);
6790 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6791 if g_TraceVector(x1
, y1
, x2
, y2
) then
6793 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6794 SetLength(targets
, Length(targets
)+1);
6795 with targets
[High(targets
)] do
6802 Rect
:= mon
.Obj
.Rect
;
6803 Dist
:= g_PatchLength(x1
, y1
, x2
, y2
);
6804 Line
:= (y1
+4 < Target
.Y
+ mon
.Obj
.Rect
.Y
+ mon
.Obj
.Rect
.Height
) and
6805 (y1
-4 > Target
.Y
+ mon
.Obj
.Rect
.Y
);
6814 vsPlayer
:= LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSPLAYER
);
6815 vsMonster
:= LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSMONSTER
);
6817 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6818 if FCurrWeap
<> FSelectedWeapon
then
6821 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6822 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap
= FSelectedWeapon
) then
6824 RemoveAIFlag('NEEDFIRE');
6827 WEAPON_PLASMA
, WEAPON_SUPERPULEMET
, WEAPON_CHAINGUN
: PressKey(KEY_FIRE
, 20);
6828 WEAPON_SAW
, WEAPON_KASTET
, WEAPON_FLAMETHROWER
: PressKey(KEY_FIRE
, 40);
6829 else PressKey(KEY_FIRE
);
6833 // Êîîðäèíàòû ñòâîëà:
6834 x1
:= FObj
.X
+ WEAPONPOINT
[FDirection
].X
;
6835 y1
:= FObj
.Y
+ WEAPONPOINT
[FDirection
].Y
;
6837 Target
.UID
:= FTargetUID
;
6840 if Target
.UID
<> 0 then
6841 begin // Öåëü åñòü - íàñòðàèâàåì
6842 if (g_GetUIDType(Target
.UID
) = UID_PLAYER
) and
6845 tpla
:= g_Player_Get(Target
.UID
);
6849 if (@FObj
) <> nil then
6856 Target
.cX
:= Target
.X
+ PLAYER_RECT_CX
;
6857 Target
.cY
:= Target
.Y
+ PLAYER_RECT_CY
;
6858 Target
.Rect
:= PLAYER_RECT
;
6859 Target
.Visible
:= g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
);
6860 Target
.Line
:= (y1
+4 < Target
.Y
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
) and
6861 (y1
-4 > Target
.Y
+PLAYER_RECT
.Y
);
6862 Target
.IsPlayer
:= True;
6866 if (g_GetUIDType(Target
.UID
) = UID_MONSTER
) and
6869 mon
:= g_Monsters_ByUID(Target
.UID
);
6872 Target
.X
:= mon
.Obj
.X
;
6873 Target
.Y
:= mon
.Obj
.Y
;
6875 Target
.cX
:= Target
.X
+ mon
.Obj
.Rect
.X
+ (mon
.Obj
.Rect
.Width
div 2);
6876 Target
.cY
:= Target
.Y
+ mon
.Obj
.Rect
.Y
+ (mon
.Obj
.Rect
.Height
div 2);
6877 Target
.Rect
:= mon
.Obj
.Rect
;
6878 Target
.Visible
:= g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
);
6879 Target
.Line
:= (y1
+4 < Target
.Y
+ mon
.Obj
.Rect
.Y
+ mon
.Obj
.Rect
.Height
) and
6880 (y1
-4 > Target
.Y
+ mon
.Obj
.Rect
.Y
);
6881 Target
.IsPlayer
:= False;
6888 begin // Öåëè íåò - îáíóëÿåì
6893 Target
.Visible
:= False;
6894 Target
.Line
:= False;
6895 Target
.IsPlayer
:= False;
6900 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6901 if (not Target
.Line
) or (not Target
.Visible
) then
6905 for a
:= 0 to High(gPlayers
) do
6906 if (gPlayers
[a
] <> nil) and (gPlayers
[a
].alive
) and
6907 (gPlayers
[a
].FUID
<> FUID
) and
6908 (not SameTeam(FUID
, gPlayers
[a
].FUID
)) and
6909 (not gPlayers
[a
].NoTarget
) and
6910 (gPlayers
[a
].FMegaRulez
[MR_INVIS
] < gTime
) then
6912 if not TargetOnScreen(gPlayers
[a
].FObj
.X
+ PLAYER_RECT
.X
,
6913 gPlayers
[a
].FObj
.Y
+ PLAYER_RECT
.Y
) then
6916 x2
:= gPlayers
[a
].FObj
.X
+ PLAYER_RECT_CX
;
6917 y2
:= gPlayers
[a
].FObj
.Y
+ PLAYER_RECT_CY
;
6919 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6920 if g_TraceVector(x1
, y1
, x2
, y2
) then
6922 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6923 SetLength(targets
, Length(targets
)+1);
6924 with targets
[High(targets
)] do
6926 UID
:= gPlayers
[a
].FUID
;
6927 X
:= gPlayers
[a
].FObj
.X
;
6928 Y
:= gPlayers
[a
].FObj
.Y
;
6931 Rect
:= PLAYER_RECT
;
6932 Dist
:= g_PatchLength(x1
, y1
, x2
, y2
);
6933 Line
:= (y1
+4 < Target
.Y
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
) and
6934 (y1
-4 > Target
.Y
+PLAYER_RECT
.Y
);
6942 if vsMonster
then g_Mons_ForEach(monsUpdate
);
6945 // Åñëè åñòü âîçìîæíûå öåëè:
6946 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6947 if targets
<> nil then
6949 // Âûáèðàåì íàèëó÷øóþ öåëü:
6950 BestTarget
:= targets
[0];
6951 if Length(targets
) > 1 then
6952 for a
:= 1 to High(targets
) do
6953 if Compare(BestTarget
, targets
[a
]) = 1 then
6954 BestTarget
:= targets
[a
];
6956 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6957 if ((not Target
.Visible
) and BestTarget
.Visible
and (Target
.UID
<> BestTarget
.UID
)) or
6958 ((not Target
.Line
) and BestTarget
.Line
and BestTarget
.Visible
) then
6960 Target
:= BestTarget
;
6962 if (Healthy() = 3) or ((Healthy() = 2)) then
6963 begin // Åñëè çäîðîâû - äîãîíÿåì
6964 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
> FObj
.X
)) then
6965 SetAIFlag('GORIGHT', '1');
6966 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
< FObj
.X
)) then
6967 SetAIFlag('GOLEFT', '1');
6970 begin // Åñëè ïîáèòû - óáåãàåì
6971 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
< FObj
.X
)) then
6972 SetAIFlag('GORIGHT', '1');
6973 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
> FObj
.X
)) then
6974 SetAIFlag('GOLEFT', '1');
6977 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6978 SelectWeapon(Abs(x1
-Target
.cX
));
6983 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6984 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6985 if Target
.UID
<> 0 then
6987 if not TargetOnScreen(Target
.X
+ Target
.Rect
.X
,
6988 Target
.Y
+ Target
.Rect
.Y
) then
6989 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6990 if (Healthy() = 3) or ((Healthy() = 2)) then
6991 begin // Åñëè çäîðîâû - äîãîíÿåì
6992 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
> FObj
.X
)) then
6993 SetAIFlag('GORIGHT', '1');
6994 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
< FObj
.X
)) then
6995 SetAIFlag('GOLEFT', '1');
6998 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
7000 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
< FObj
.X
)) then
7001 SetAIFlag('GORIGHT', '1');
7002 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
> FObj
.X
)) then
7003 SetAIFlag('GOLEFT', '1');
7007 begin // Öåëü ïîêà íà "ýêðàíå"
7008 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
7009 if g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
7010 FLastVisible
:= gTime
;
7011 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
7012 if (Abs(FObj
.Y
-Target
.Y
) <= 128) then
7014 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
> FObj
.X
)) then
7015 SetAIFlag('GORIGHT', '1');
7016 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
< FObj
.X
)) then
7017 SetAIFlag('GOLEFT', '1');
7021 // Âûáèðàåì óãîë ââåðõ:
7022 if FDirection
= TDirection
.D_LEFT
then
7023 angle
:= ANGLE_LEFTUP
7025 angle
:= ANGLE_RIGHTUP
;
7027 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7028 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7030 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
7031 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
7032 Target
.X
+Target
.Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128), //96
7033 Target
.Y
+Target
.Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
7034 Target
.Rect
.Width
, Target
.Rect
.Height
) and
7035 g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
7036 begin // òî íóæíî ñòðåëÿòü ââåðõ
7037 SetAIFlag('NEEDFIRE', '1');
7038 SetAIFlag('NEEDSEEUP', '1');
7041 // Âûáèðàåì óãîë âíèç:
7042 if FDirection
= TDirection
.D_LEFT
then
7043 angle
:= ANGLE_LEFTDOWN
7045 angle
:= ANGLE_RIGHTDOWN
;
7047 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7048 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7050 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
7051 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
7052 Target
.X
+Target
.Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
7053 Target
.Y
+Target
.Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
7054 Target
.Rect
.Width
, Target
.Rect
.Height
) and
7055 g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
7056 begin // òî íóæíî ñòðåëÿòü âíèç
7057 SetAIFlag('NEEDFIRE', '1');
7058 SetAIFlag('NEEDSEEDOWN', '1');
7061 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
7062 if Target
.Visible
and
7063 (y1
+4 < Target
.Y
+Target
.Rect
.Y
+Target
.Rect
.Height
) and
7064 (y1
-4 > Target
.Y
+Target
.Rect
.Y
) then
7066 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
7067 if ((FDirection
= TDirection
.D_LEFT
) and (Target
.X
< FObj
.X
)) or
7068 ((FDirection
= TDirection
.D_RIGHT
) and (Target
.X
> FObj
.X
)) then
7069 begin // òî íóæíî ñòðåëÿòü âïåðåä
7070 SetAIFlag('NEEDFIRE', '1');
7071 SetAIFlag('NEEDSEEDOWN', '');
7072 SetAIFlag('NEEDSEEUP', '');
7074 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
7075 if Abs(FObj
.X
-Target
.X
) < Trunc(gPlayerScreenSize
.X
*0.75) then
7076 if GetRnd(FDifficult
.CloseJump
) then
7077 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
7078 if Abs(FObj
.X
-Target
.X
) < 128 then
7082 if Random(a
) = 0 then
7083 SetAIFlag('NEEDJUMP', '1');
7087 // Åñëè öåëü âñå åùå åñòü:
7088 if Target
.UID
<> 0 then
7089 if gTime
-FLastVisible
> 2000 then // Åñëè âèäåëè äàâíî
7090 Target
.UID
:= 0 // òî çàáûòü öåëü
7091 else // Åñëè âèäåëè íåäàâíî
7092 begin // íî öåëü óáèëè
7093 if Target
.IsPlayer
then
7094 begin // Öåëü - èãðîê
7095 pla
:= g_Player_Get(Target
.UID
);
7096 if (pla
= nil) or (not pla
.alive
) or pla
.NoTarget
or
7097 (pla
.FMegaRulez
[MR_INVIS
] >= gTime
) then
7098 Target
.UID
:= 0; // òî çàáûòü öåëü
7101 begin // Öåëü - ìîíñòð
7102 mon
:= g_Monsters_ByUID(Target
.UID
);
7103 if (mon
= nil) or (not mon
.alive
) then
7104 Target
.UID
:= 0; // òî çàáûòü öåëü
7107 end; // if Target.UID <> 0
7109 FTargetUID
:= Target
.UID
;
7111 // Åñëè âîçìîæíûõ öåëåé íåò:
7112 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
7113 if targets
= nil then
7114 if GetAIFlag('ATTACKLEFT') <> '' then
7115 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
7116 RemoveAIFlag('ATTACKLEFT');
7118 SetAIFlag('NEEDJUMP', '1');
7120 if RunDirection() = TDirection
.D_RIGHT
then
7121 begin // Èäåì íå â òó ñòîðîíó
7122 if (Healthy() > 1) and GetRnd(FDifficult
.InvisFire
) then
7123 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
7124 SetAIFlag('NEEDFIRE', '1');
7125 SetAIFlag('GOLEFT', '1');
7129 begin // Èäåì â íóæíóþ ñòîðîíó
7130 if GetRnd(FDifficult
.InvisFire
) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7131 SetAIFlag('NEEDFIRE', '1');
7132 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7133 SetAIFlag('GORIGHT', '1');
7137 if GetAIFlag('ATTACKRIGHT') <> '' then
7138 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
7139 RemoveAIFlag('ATTACKRIGHT');
7141 SetAIFlag('NEEDJUMP', '1');
7143 if RunDirection() = TDirection
.D_LEFT
then
7144 begin // Èäåì íå â òó ñòîðîíó
7145 if (Healthy() > 1) and GetRnd(FDifficult
.InvisFire
) then
7146 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
7147 SetAIFlag('NEEDFIRE', '1');
7148 SetAIFlag('GORIGHT', '1');
7153 if GetRnd(FDifficult
.InvisFire
) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7154 SetAIFlag('NEEDFIRE', '1');
7155 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7156 SetAIFlag('GOLEFT', '1');
7160 //HACK! (does it belongs there?)
7161 RealizeCurrentWeapon();
7163 // Åñëè åñòü âîçìîæíûå öåëè:
7164 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
7165 if (targets
<> nil) and (GetAIFlag('NEEDFIRE') <> '') then
7166 for a
:= 0 to High(targets
) do
7168 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
7169 if GetRnd(FDifficult
.DiagFire
) then
7171 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
7172 if FDirection
= TDirection
.D_LEFT
then
7173 angle
:= ANGLE_LEFTUP
7175 angle
:= ANGLE_RIGHTUP
;
7177 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7178 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7180 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
7181 targets
[a
].X
+targets
[a
].Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
7182 targets
[a
].Y
+targets
[a
].Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
7183 targets
[a
].Rect
.Width
, targets
[a
].Rect
.Height
) and
7184 g_TraceVector(x1
, y1
, targets
[a
].cX
, targets
[a
].cY
) then
7186 SetAIFlag('NEEDFIRE', '1');
7187 SetAIFlag('NEEDSEEUP', '1');
7190 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
7191 if FDirection
= TDirection
.D_LEFT
then
7192 angle
:= ANGLE_LEFTDOWN
7194 angle
:= ANGLE_RIGHTDOWN
;
7196 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7197 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7199 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
7200 targets
[a
].X
+targets
[a
].Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
7201 targets
[a
].Y
+targets
[a
].Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
7202 targets
[a
].Rect
.Width
, targets
[a
].Rect
.Height
) and
7203 g_TraceVector(x1
, y1
, targets
[a
].cX
, targets
[a
].cY
) then
7205 SetAIFlag('NEEDFIRE', '1');
7206 SetAIFlag('NEEDSEEDOWN', '1');
7210 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
7211 if targets
[a
].Line
and targets
[a
].Visible
and
7212 (((FDirection
= TDirection
.D_LEFT
) and (targets
[a
].X
< FObj
.X
)) or
7213 ((FDirection
= TDirection
.D_RIGHT
) and (targets
[a
].X
> FObj
.X
))) then
7215 SetAIFlag('NEEDFIRE', '1');
7220 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
7221 if g_Weapon_Danger(FUID
, FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
,
7222 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
,
7223 40+GetInterval(FDifficult
.Cover
, 40)) then
7224 SetAIFlag('NEEDJUMP', '1');
7226 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
7227 ammo
:= GetAmmoByWeapon(FCurrWeap
);
7228 if ((FCurrWeap
= WEAPON_SHOTGUN2
) and (ammo
< 2)) or
7229 ((FCurrWeap
= WEAPON_BFG
) and (ammo
< 40)) or
7231 SetAIFlag('SELECTWEAPON', '1');
7233 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
7234 if GetAIFlag('SELECTWEAPON') = '1' then
7237 RemoveAIFlag('SELECTWEAPON');
7241 procedure TBot
.Update();
7254 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
7255 if (g_debug_BotAIOff
= 1) and (Team
= TEAM_RED
) then
7257 if (g_debug_BotAIOff
= 2) and (Team
= TEAM_BLUE
) then
7259 if g_debug_BotAIOff
= 3 then
7269 RealizeCurrentWeapon();
7276 procedure TBot
.ReleaseKey(Key
: Byte);
7285 function TBot
.KeyPressed(Key
: Word): Boolean;
7287 Result
:= FKeys
[Key
].Pressed
;
7290 function TBot
.GetAIFlag(aName
: String20
): String20
;
7296 aName
:= LowerCase(aName
);
7298 if FAIFlags
<> nil then
7299 for a
:= 0 to High(FAIFlags
) do
7300 if LowerCase(FAIFlags
[a
].Name
) = aName
then
7302 Result
:= FAIFlags
[a
].Value
;
7307 procedure TBot
.RemoveAIFlag(aName
: String20
);
7311 if FAIFlags
= nil then Exit
;
7313 aName
:= LowerCase(aName
);
7315 for a
:= 0 to High(FAIFlags
) do
7316 if LowerCase(FAIFlags
[a
].Name
) = aName
then
7318 if a
<> High(FAIFlags
) then
7319 for b
:= a
to High(FAIFlags
)-1 do
7320 FAIFlags
[b
] := FAIFlags
[b
+1];
7322 SetLength(FAIFlags
, Length(FAIFlags
)-1);
7327 procedure TBot
.SetAIFlag(aName
, fValue
: String20
);
7335 aName
:= LowerCase(aName
);
7337 if FAIFlags
<> nil then
7338 for a
:= 0 to High(FAIFlags
) do
7339 if LowerCase(FAIFlags
[a
].Name
) = aName
then
7345 if ok
then FAIFlags
[a
].Value
:= fValue
7348 SetLength(FAIFlags
, Length(FAIFlags
)+1);
7349 with FAIFlags
[High(FAIFlags
)] do
7357 procedure TBot
.UpdateMove
;
7359 procedure GoLeft(Time
: Word = 1);
7361 ReleaseKey(KEY_LEFT
);
7362 ReleaseKey(KEY_RIGHT
);
7363 PressKey(KEY_LEFT
, Time
);
7364 SetDirection(TDirection
.D_LEFT
);
7367 procedure GoRight(Time
: Word = 1);
7369 ReleaseKey(KEY_LEFT
);
7370 ReleaseKey(KEY_RIGHT
);
7371 PressKey(KEY_RIGHT
, Time
);
7372 SetDirection(TDirection
.D_RIGHT
);
7375 function Rnd(a
: Word): Boolean;
7377 Result
:= Random(a
) = 0;
7380 procedure Turn(Time
: Word = 1200);
7382 if RunDirection() = TDirection
.D_LEFT
then GoRight(Time
) else GoLeft(Time
);
7387 ReleaseKey(KEY_LEFT
);
7388 ReleaseKey(KEY_RIGHT
);
7391 function CanRunLeft(): Boolean;
7393 Result
:= not CollideLevel(-1, 0);
7396 function CanRunRight(): Boolean;
7398 Result
:= not CollideLevel(1, 0);
7401 function CanRun(): Boolean;
7403 if RunDirection() = TDirection
.D_LEFT
then Result
:= CanRunLeft() else Result
:= CanRunRight();
7406 procedure Jump(Time
: Word = 30);
7408 PressKey(KEY_JUMP
, Time
);
7411 function NearHole(): Boolean;
7415 { TODO 5 : Ëåñòíèöû }
7416 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
7417 for x
:= 1 to PLAYER_RECT
.Width
do
7418 if (not StayOnStep(x
*sx
, 0)) and
7419 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
7420 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
7429 function BorderHole(): Boolean;
7433 { TODO 5 : Ëåñòíèöû }
7434 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
7435 for x
:= 1 to PLAYER_RECT
.Width
do
7436 if (not StayOnStep(x
*sx
, 0)) and
7437 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
7438 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
7440 for xx
:= x
to x
+32 do
7441 if CollideLevel(xx
*sx
, PLAYER_RECT
.Height
) then
7451 function NearDeepHole(): Boolean;
7457 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
7460 for x
:= 1 to PLAYER_RECT
.Width
do
7461 if (not StayOnStep(x
*sx
, 0)) and
7462 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
7463 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
7465 while FObj
.Y
+y
*PLAYER_RECT
.Height
< gMapInfo
.Height
do
7467 if CollideLevel(x
*sx
, PLAYER_RECT
.Height
*y
) then Exit
;
7472 end else Result
:= False;
7475 function OverDeepHole(): Boolean;
7482 while FObj
.Y
+y
*PLAYER_RECT
.Height
< gMapInfo
.Height
do
7484 if CollideLevel(0, PLAYER_RECT
.Height
*y
) then Exit
;
7491 function OnGround(): Boolean;
7493 Result
:= StayOnStep(0, 0) or CollideLevel(0, 1);
7496 function OnLadder(): Boolean;
7498 Result
:= FullInStep(0, 0);
7501 function BelowLadder(): Boolean;
7503 Result
:= (FullInStep(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
) and
7504 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
)) or
7505 (FullInStep(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
) and
7506 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
));
7509 function BelowLiftUp(): Boolean;
7511 Result
:= ((FullInLift(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
) = -1) and
7512 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
)) or
7513 ((FullInLift(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
) = -1) and
7514 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
));
7517 function OnTopLift(): Boolean;
7519 Result
:= (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7522 function CanJumpOver(): Boolean;
7526 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
7530 if not CollideLevel(sx
, 0) then Exit
;
7532 for y
:= 1 to BOT_MAXJUMP
do
7533 if CollideLevel(0, -y
) then Exit
else
7534 if not CollideLevel(sx
, -y
) then
7541 function CanJumpUp(Dist
: ShortInt): Boolean;
7548 if CollideLevel(Dist
, 0) then Exit
;
7551 for y
:= 0 to BOT_MAXJUMP
do
7552 if CollideLevel(Dist
, -y
) then
7561 for yy
:= y
+1 to BOT_MAXJUMP
do
7562 if not CollideLevel(Dist
, -yy
) then
7571 for y
:= 0 to BOT_MAXJUMP
do
7572 if CollideLevel(0, -y
) then
7580 if y
< yy
then Exit
;
7585 function IsSafeTrigger(): Boolean;
7590 if gTriggers
= nil then
7592 for a
:= 0 to High(gTriggers
) do
7593 if Collide(gTriggers
[a
].X
,
7596 gTriggers
[a
].Height
) and
7597 (gTriggers
[a
].TriggerType
in [TRIGGER_EXIT
, TRIGGER_CLOSEDOOR
,
7598 TRIGGER_CLOSETRAP
, TRIGGER_TRAP
,
7599 TRIGGER_PRESS
, TRIGGER_ON
, TRIGGER_OFF
,
7600 TRIGGER_ONOFF
, TRIGGER_SPAWNMONSTER
,
7601 TRIGGER_DAMAGE
, TRIGGER_SHOT
]) then
7606 // Âîçìîæíî, íàæèìàåì êíîïêó:
7607 if Rnd(16) and IsSafeTrigger() then
7610 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7611 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7613 ReleaseKey(KEY_LEFT
);
7614 ReleaseKey(KEY_RIGHT
);
7618 // Èäåì âëåâî, åñëè íàäî áûëî:
7619 if GetAIFlag('GOLEFT') <> '' then
7621 RemoveAIFlag('GOLEFT');
7622 if CanRunLeft() then
7626 // Èäåì âïðàâî, åñëè íàäî áûëî:
7627 if GetAIFlag('GORIGHT') <> '' then
7629 RemoveAIFlag('GORIGHT');
7630 if CanRunRight() then
7634 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7635 if FObj
.X
< -32 then
7638 if FObj
.X
+32 > gMapInfo
.Width
then
7641 // Ïðûãàåì, åñëè íàäî áûëî:
7642 if GetAIFlag('NEEDJUMP') <> '' then
7645 RemoveAIFlag('NEEDJUMP');
7648 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7649 if GetAIFlag('NEEDSEEUP') <> '' then
7652 ReleaseKey(KEY_DOWN
);
7653 PressKey(KEY_UP
, 20);
7654 RemoveAIFlag('NEEDSEEUP');
7657 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7658 if GetAIFlag('NEEDSEEDOWN') <> '' then
7661 ReleaseKey(KEY_DOWN
);
7662 PressKey(KEY_DOWN
, 20);
7663 RemoveAIFlag('NEEDSEEDOWN');
7666 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7667 if GetAIFlag('GOINHOLE') <> '' then
7668 if not OnGround() then
7670 ReleaseKey(KEY_LEFT
);
7671 ReleaseKey(KEY_RIGHT
);
7672 RemoveAIFlag('GOINHOLE');
7673 SetAIFlag('FALLINHOLE', '1');
7676 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7677 if GetAIFlag('FALLINHOLE') <> '' then
7679 RemoveAIFlag('FALLINHOLE');
7681 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7682 if not (KeyPressed(KEY_LEFT
) or KeyPressed(KEY_RIGHT
)) then
7683 if GetAIFlag('FALLINHOLE') = '' then
7684 if (not OnLadder()) or (FObj
.Vel
.Y
>= 0) or (OnTopLift()) then
7690 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7692 CanJumpUp(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*32) and
7696 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7697 if OnGround() and NearHole() then
7698 if NearDeepHole() then // Åñëè ýòî áåçäíà
7700 0..3: Turn(); // Áåæèì îáðàòíî
7701 4: Jump(); // Ïðûãàåì
7702 5: begin // Ïðûãàåì îáðàòíî
7707 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7708 if GetAIFlag('GOINHOLE') = '' then
7710 0: Turn(); // Íå íóæíî òóäà
7711 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7712 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7713 if BorderHole() then
7714 SetAIFlag('GOINHOLE', '1');
7717 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7718 if (not CanRun()) and OnGround() then
7720 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7721 if CanJumpOver() or OnLadder() then
7723 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7724 if Random(2) = 0 then
7726 if IsSafeTrigger() then
7732 // Îñòàëîñü ìàëî âîçäóõà:
7733 if FAir
< 36 * 2 then
7736 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7737 if (FMegaRulez
[MR_SUIT
] < gTime
) and ((FLastHit
= HIT_ACID
) or (Healthy() <= 1)) then
7738 if BodyInAcid(0, 0) then
7742 function TBot
.FullInStep(XInc
, YInc
: Integer): Boolean;
7744 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
7745 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
, PANEL_STEP
, False);
7748 {function TBot.NeedItem(Item: Byte): Byte;
7753 procedure TBot
.SelectWeapon(Dist
: Integer);
7757 function HaveAmmo(weapon
: Byte): Boolean;
7760 WEAPON_PISTOL
: Result
:= FAmmo
[A_BULLETS
] >= 1;
7761 WEAPON_SHOTGUN1
: Result
:= FAmmo
[A_SHELLS
] >= 1;
7762 WEAPON_SHOTGUN2
: Result
:= FAmmo
[A_SHELLS
] >= 2;
7763 WEAPON_CHAINGUN
: Result
:= FAmmo
[A_BULLETS
] >= 10;
7764 WEAPON_ROCKETLAUNCHER
: Result
:= FAmmo
[A_ROCKETS
] >= 1;
7765 WEAPON_PLASMA
: Result
:= FAmmo
[A_CELLS
] >= 10;
7766 WEAPON_BFG
: Result
:= FAmmo
[A_CELLS
] >= 40;
7767 WEAPON_SUPERPULEMET
: Result
:= FAmmo
[A_SHELLS
] >= 1;
7768 WEAPON_FLAMETHROWER
: Result
:= FAmmo
[A_FUEL
] >= 1;
7769 else Result
:= True;
7774 if Dist
= -1 then Dist
:= BOT_LONGDIST
;
7776 if Dist
> BOT_LONGDIST
then
7777 begin // Äàëüíèé áîé
7779 if FWeapon
[FDifficult
.WeaponPrior
[a
]] and HaveAmmo(FDifficult
.WeaponPrior
[a
]) then
7781 FSelectedWeapon
:= FDifficult
.WeaponPrior
[a
];
7785 else //if Dist > BOT_UNSAFEDIST then
7786 begin // Áëèæíèé áîé
7788 if FWeapon
[FDifficult
.CloseWeaponPrior
[a
]] and HaveAmmo(FDifficult
.CloseWeaponPrior
[a
]) then
7790 FSelectedWeapon
:= FDifficult
.CloseWeaponPrior
[a
];
7797 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7799 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7805 function TBot
.PickItem(ItemType
: Byte; force
: Boolean; var remove
: Boolean): Boolean;
7807 Result
:= inherited PickItem(ItemType
, force
, remove
);
7809 if Result
then SetAIFlag('SELECTWEAPON', '1');
7812 function TBot
.Heal(value
: Word; Soft
: Boolean): Boolean;
7814 Result
:= inherited Heal(value
, Soft
);
7817 function TBot
.Healthy(): Byte;
7819 if FMegaRulez
[MR_INVUL
] >= gTime
then Result
:= 3
7820 else if (FHealth
> 80) or ((FHealth
> 50) and (FArmor
> 20)) then Result
:= 3
7821 else if (FHealth
> 50) then Result
:= 2
7822 else if (FHealth
> 20) then Result
:= 1
7826 function TBot
.TargetOnScreen(TX
, TY
: Integer): Boolean;
7828 Result
:= (Abs(FObj
.X
-TX
) <= Trunc(gPlayerScreenSize
.X
*0.6)) and
7829 (Abs(FObj
.Y
-TY
) <= Trunc(gPlayerScreenSize
.Y
*0.6));
7832 procedure TBot
.OnDamage(Angle
: SmallInt);
7840 if (Angle
= 0) or (Angle
= 180) then
7843 if (g_GetUIDType(FLastSpawnerUID
) = UID_PLAYER
) and
7844 LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSPLAYER
) then
7846 pla
:= g_Player_Get(FLastSpawnerUID
);
7847 ok
:= not TargetOnScreen(pla
.FObj
.X
+ PLAYER_RECT
.X
,
7848 pla
.FObj
.Y
+ PLAYER_RECT
.Y
);
7851 if (g_GetUIDType(FLastSpawnerUID
) = UID_MONSTER
) and
7852 LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSMONSTER
) then
7854 mon
:= g_Monsters_ByUID(FLastSpawnerUID
);
7855 ok
:= not TargetOnScreen(mon
.Obj
.X
+ mon
.Obj
.Rect
.X
,
7856 mon
.Obj
.Y
+ mon
.Obj
.Rect
.Y
);
7861 SetAIFlag('ATTACKLEFT', '1')
7863 SetAIFlag('ATTACKRIGHT', '1');
7867 function TBot
.RunDirection(): TDirection
;
7869 if Abs(Vel
.X
) >= 1 then
7871 if Vel
.X
> 0 then Result
:= TDirection
.D_RIGHT
else Result
:= TDirection
.D_LEFT
;
7873 Result
:= FDirection
;
7876 function TBot
.GetRnd(a
: Byte): Boolean;
7878 if a
= 0 then Result
:= False
7879 else if a
= 255 then Result
:= True
7880 else Result
:= Random(256) > 255-a
;
7883 function TBot
.GetInterval(a
: Byte; radius
: SmallInt): SmallInt;
7885 Result
:= Round((255-a
)/255*radius
*(Random(2)-1));
7889 procedure TDifficult
.save (st
: TStream
);
7891 utils
.writeInt(st
, Byte(DiagFire
));
7892 utils
.writeInt(st
, Byte(InvisFire
));
7893 utils
.writeInt(st
, Byte(DiagPrecision
));
7894 utils
.writeInt(st
, Byte(FlyPrecision
));
7895 utils
.writeInt(st
, Byte(Cover
));
7896 utils
.writeInt(st
, Byte(CloseJump
));
7897 st
.WriteBuffer(WeaponPrior
[Low(WeaponPrior
)], sizeof(WeaponPrior
));
7898 st
.WriteBuffer(CloseWeaponPrior
[Low(CloseWeaponPrior
)], sizeof(CloseWeaponPrior
));
7901 procedure TDifficult
.load (st
: TStream
);
7903 DiagFire
:= utils
.readByte(st
);
7904 InvisFire
:= utils
.readByte(st
);
7905 DiagPrecision
:= utils
.readByte(st
);
7906 FlyPrecision
:= utils
.readByte(st
);
7907 Cover
:= utils
.readByte(st
);
7908 CloseJump
:= utils
.readByte(st
);
7909 st
.ReadBuffer(WeaponPrior
[Low(WeaponPrior
)], sizeof(WeaponPrior
));
7910 st
.ReadBuffer(CloseWeaponPrior
[Low(CloseWeaponPrior
)], sizeof(CloseWeaponPrior
));
7914 procedure TBot
.SaveState (st
: TStream
);
7919 inherited SaveState(st
);
7920 utils
.writeSign(st
, 'BOT0');
7922 utils
.writeInt(st
, Byte(FSelectedWeapon
));
7924 utils
.writeInt(st
, Word(FTargetUID
));
7925 // Âðåìÿ ïîòåðè öåëè
7926 utils
.writeInt(st
, LongWord(FLastVisible
));
7927 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7928 dw
:= Length(FAIFlags
);
7929 utils
.writeInt(st
, LongInt(dw
));
7931 for i
:= 0 to dw
-1 do
7933 utils
.writeStr(st
, FAIFlags
[i
].Name
, 20);
7934 utils
.writeStr(st
, FAIFlags
[i
].Value
, 20);
7936 // Íàñòðîéêè ñëîæíîñòè
7937 FDifficult
.save(st
);
7941 procedure TBot
.LoadState (st
: TStream
);
7946 inherited LoadState(st
);
7947 if not utils
.checkSign(st
, 'BOT0') then raise XStreamError
.Create('invalid bot signature');
7949 FSelectedWeapon
:= utils
.readByte(st
);
7951 FTargetUID
:= utils
.readWord(st
);
7952 // Âðåìÿ ïîòåðè öåëè
7953 FLastVisible
:= utils
.readLongWord(st
);
7954 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7955 dw
:= utils
.readLongInt(st
);
7956 if (dw
< 0) or (dw
> 16384) then raise XStreamError
.Create('invalid number of bot AI flags');
7957 SetLength(FAIFlags
, dw
);
7959 for i
:= 0 to dw
-1 do
7961 FAIFlags
[i
].Name
:= utils
.readStr(st
, 20);
7962 FAIFlags
[i
].Value
:= utils
.readStr(st
, 20);
7964 // Íàñòðîéêè ñëîæíîñòè
7965 FDifficult
.load(st
);
7970 conRegVar('cheat_berserk_autoswitch', @gBerserkAutoswitch
, 'autoswitch to fist when berserk pack taken', '', true, true);
7971 conRegVar('player_indicator', @gPlayerIndicator
, 'Draw indicator only for current player, also for teammates, or not at all', 'Draw indicator only for current player, also for teammates, or not at all');
7972 conRegVar('player_indicator_style', @gPlayerIndicatorStyle
, 'Visual appearance of indicator', 'Visual appearance of indicator');