1 (* Copyright (C) Doom 2D: Forever Developers
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, either version 3 of the License, or
6 * (at your option) any later version.
8 * This program is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 * GNU General Public License for more details.
13 * You should have received a copy of the GNU General Public License
14 * along with this program. If not, see <http://www.gnu.org/licenses/>.
16 {$INCLUDE ../shared/a_modes.inc}
24 {$IFDEF USE_MEMPOOL}mempool
,{$ENDIF}
25 e_graphics
, g_playermodel
, g_basic
, g_textures
,
26 g_weapons
, g_phys
, g_sound
, g_saveload
, MAPDEF
,
59 AmmoLimits
: Array [0..1] of Array [A_BULLETS
..A_HIGH
] of Word =
60 ((200, 50, 50, 300, 100),
61 (400, 100, 100, 600, 200));
82 ANGLE_NONE
= Low(SmallInt);
84 CORPSE_STATE_REMOVEME
= 0;
85 CORPSE_STATE_NORMAL
= 1;
86 CORPSE_STATE_MESS
= 2;
88 PLAYER_RECT
: TRectWH
= (X
:15; Y
:12; Width
:34; Height
:52);
89 PLAYER_RECT_CX
= 15+(34 div 2);
90 PLAYER_RECT_CY
= 12+(52 div 2);
91 PLAYER_CORPSERECT
: TRectWH
= (X
:15; Y
:48; Width
:34; Height
:16);
94 PLAYER_HP_LIMIT
= 200;
96 PLAYER_AP_LIMIT
= 200;
99 PLAYER1_DEF_COLOR
: TRGB
= (R
:64; G
:175; B
:48);
100 PLAYER2_DEF_COLOR
: TRGB
= (R
:96; G
:96; B
:96);
116 TPlayerStatArray
= Array of TPlayerStat
;
118 TPlayerSavedState
= record
126 Ammo
: Array [A_BULLETS
..A_HIGH
] of Word;
127 MaxAmmo
: Array [A_BULLETS
..A_HIGH
] of Word;
128 Weapon
: Array [WP_FIRST
..WP_LAST
] of Boolean;
129 Rulez
: Set of R_ITEM_BACKPACK
..R_BERSERK
;
138 TPlayer
= class{$IFDEF USE_MEMPOOL}(TPoolObject
){$ENDIF}
146 FDirection
: TDirection
;
154 FMonsterKills
: Integer;
160 FCanJetpack
: Boolean;
166 FNextWeapDelay
: Byte; // frames (unused)
167 FBFGFireCounter
: SmallInt;
168 FLastSpawnerUID
: Word;
172 FSpectatePlayer
: Integer;
173 FFirePainTime
: Integer;
176 FSavedState
: TPlayerSavedState
;
178 FModel
: TPlayerModel
;
179 FPunchAnim
: TAnimation
;
182 FActionForce
: Boolean;
183 FActionChanged
: Boolean;
185 FFireAngle
: SmallInt;
187 FShellTimer
: Integer;
189 FSawSound
: TPlayableSound
;
190 FSawSoundIdle
: TPlayableSound
;
191 FSawSoundHit
: TPlayableSound
;
192 FSawSoundSelect
: TPlayableSound
;
193 FJetSoundOn
: TPlayableSound
;
194 FJetSoundOff
: TPlayableSound
;
195 FJetSoundFly
: TPlayableSound
;
199 FJustTeleported
: Boolean;
201 mEDamageType
: Integer;
204 weaponSwitchKeyReleased
: array[0..16] of Boolean; // true: was release
207 function CollideLevel(XInc
, YInc
: Integer): Boolean;
208 function StayOnStep(XInc
, YInc
: Integer): Boolean;
209 function HeadInLiquid(XInc
, YInc
: Integer): Boolean;
210 function BodyInLiquid(XInc
, YInc
: Integer): Boolean;
211 function BodyInAcid(XInc
, YInc
: Integer): Boolean;
212 function FullInLift(XInc
, YInc
: Integer): Integer;
213 {procedure CollideItem();}
214 procedure FlySmoke(Times
: DWORD
= 1);
215 procedure OnFireFlame(Times
: DWORD
= 1);
216 function GetAmmoByWeapon(Weapon
: Byte): Word;
217 procedure SetAction(Action
: Byte; Force
: Boolean = False);
218 procedure OnDamage(Angle
: SmallInt); virtual;
219 function firediry(): Integer;
222 procedure Run(Direction
: TDirection
);
223 procedure NextWeapon();
224 procedure PrevWeapon();
231 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
232 procedure resetWeaponQueue ();
233 function hasAmmoForWeapon (weapon
: Byte): Boolean;
235 procedure doDamage (v
: Integer);
237 function followCorpse(): Boolean;
240 FDamageBuffer
: Integer;
242 FAmmo
: Array [A_BULLETS
..A_HIGH
] of Word;
243 FMaxAmmo
: Array [A_BULLETS
..A_HIGH
] of Word;
244 FWeapon
: Array [WP_FIRST
..WP_LAST
] of Boolean;
245 FRulez
: Set of R_ITEM_BACKPACK
..R_BERSERK
;
247 FMegaRulez
: Array [MR_SUIT
..MR_MAX
] of DWORD
;
248 FReloading
: Array [WP_FIRST
..WP_LAST
] of Word;
249 FTime
: Array [T_RESPAWN
..T_FLAGCAP
] of DWORD
;
250 FKeys
: Array [KEY_LEFT
..KEY_CHAT
] of TKeyState
;
252 FPreferredTeam
: Byte;
255 FWantsInGame
: Boolean;
259 FActualModelName
: string;
266 // debug: viewport offset
267 viewPortX
, viewPortY
, viewPortW
, viewPortH
: Integer;
269 function isValidViewPort (): Boolean; inline;
271 constructor Create(); virtual;
272 destructor Destroy(); override;
273 procedure Respawn(Silent
: Boolean; Force
: Boolean = False); virtual;
274 function GetRespawnPoint(): Byte;
275 procedure PressKey(Key
: Byte; Time
: Word = 1);
276 procedure ReleaseKeys();
277 procedure SetModel(ModelName
: String);
278 procedure SetColor(Color
: TRGB
);
279 procedure SetWeapon(W
: Byte);
280 function IsKeyPressed(K
: Byte): Boolean;
281 function GetKeys(): Byte;
282 function PickItem(ItemType
: Byte; arespawn
: Boolean; var remove
: Boolean): Boolean; virtual;
283 function Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean; overload
;
284 function Collide(Panel
: TPanel
): Boolean; overload
;
285 function Collide(X
, Y
: Integer): Boolean; overload
;
286 procedure SetDirection(Direction
: TDirection
);
287 procedure GetSecret();
288 function TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
290 procedure Push(vx
, vy
: Integer);
291 procedure ChangeModel(ModelName
: String);
292 procedure SwitchTeam
;
293 procedure ChangeTeam(Team
: Byte);
295 function GetFlag(Flag
: Byte): Boolean;
296 procedure SetFlag(Flag
: Byte);
297 function DropFlag(): Boolean;
298 procedure AllRulez(Health
: Boolean);
299 procedure RestoreHealthArmor();
300 procedure FragCombo();
301 procedure GiveItem(ItemType
: Byte);
302 procedure Damage(value
: Word; SpawnerUID
: Word; vx
, vy
: Integer; t
: Byte); virtual;
303 function Heal(value
: Word; Soft
: Boolean): Boolean; virtual;
304 procedure MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
305 procedure MakeBloodSimple(Count
: Word);
306 procedure Kill(KillType
: Byte; SpawnerUID
: Word; t
: Byte);
307 procedure Reset(Force
: Boolean);
308 procedure Spectate(NoMove
: Boolean = False);
309 procedure SwitchNoClip
;
310 procedure SoftReset();
311 procedure Draw(); virtual;
312 procedure DrawPain();
313 procedure DrawPickup();
314 procedure DrawRulez();
316 procedure DrawIndicator();
317 procedure DrawBubble();
319 procedure Update(); virtual;
320 procedure RememberState();
321 procedure RecallState();
322 procedure SaveState (st
: TStream
); virtual;
323 procedure LoadState (st
: TStream
); virtual;
324 procedure PauseSounds(Enable
: Boolean);
325 procedure NetFire(Wpn
: Byte; X
, Y
, AX
, AY
: Integer; WID
: Integer = -1);
326 procedure DoLerp(Level
: Integer = 2);
327 procedure SetLerp(XTo
, YTo
: Integer);
328 procedure QueueWeaponSwitch(Weapon
: Byte);
329 procedure RealizeCurrentWeapon();
331 procedure JetpackOff
;
332 procedure CatchFire(Attacker
: Word);
334 //WARNING! this does nothing for now, but still call it!
335 procedure positionChanged (); //WARNING! call this after entity position was changed, or coldet will not work right!
337 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
338 procedure moveBy (dx
, dy
: Integer); inline;
340 procedure releaseAllWeaponSwitchKeys ();
341 procedure weaponSwitchKeysStateChange (index
: Integer; pressed
: Boolean);
342 function isWeaponSwitchKeyReleased (index
: Integer): Boolean;
345 property Vel
: TPoint2i read FObj
.Vel
;
346 property Obj
: TObj read FObj
;
348 property Name
: String read FName write FName
;
349 property Model
: TPlayerModel read FModel
;
350 property Health
: Integer read FHealth write FHealth
;
351 property Lives
: Byte read FLives write FLives
;
352 property Armor
: Integer read FArmor write FArmor
;
353 property Air
: Integer read FAir write FAir
;
354 property JetFuel
: Integer read FJetFuel write FJetFuel
;
355 property Frags
: Integer read FFrags write FFrags
;
356 property Death
: Integer read FDeath write FDeath
;
357 property Kills
: Integer read FKills write FKills
;
358 property CurrWeap
: Byte read FCurrWeap write FCurrWeap
;
359 property MonsterKills
: Integer read FMonsterKills write FMonsterKills
;
360 property Secrets
: Integer read FSecrets
;
361 property GodMode
: Boolean read FGodMode write FGodMode
;
362 property NoTarget
: Boolean read FNoTarget write FNoTarget
;
363 property NoReload
: Boolean read FNoReload write FNoReload
;
364 property alive
: Boolean read FAlive write FAlive
;
365 property Flag
: Byte read FFlag
;
366 property Team
: Byte read FTeam write FTeam
;
367 property Direction
: TDirection read FDirection
;
368 property GameX
: Integer read FObj
.X write FObj
.X
;
369 property GameY
: Integer read FObj
.Y write FObj
.Y
;
370 property GameVelX
: Integer read FObj
.Vel
.X write FObj
.Vel
.X
;
371 property GameVelY
: Integer read FObj
.Vel
.Y write FObj
.Vel
.Y
;
372 property GameAccelX
: Integer read FObj
.Accel
.X write FObj
.Accel
.X
;
373 property GameAccelY
: Integer read FObj
.Accel
.Y write FObj
.Accel
.Y
;
374 property IncCam
: Integer read FIncCam write FIncCam
;
375 property UID
: Word read FUID write FUID
;
376 property JustTeleported
: Boolean read FJustTeleported write FJustTeleported
;
377 property NetTime
: LongWord read FNetTime write FNetTime
;
380 property eName
: String read FName write FName
;
381 property eHealth
: Integer read FHealth write FHealth
;
382 property eLives
: Byte read FLives write FLives
;
383 property eArmor
: Integer read FArmor write FArmor
;
384 property eAir
: Integer read FAir write FAir
;
385 property eJetFuel
: Integer read FJetFuel write FJetFuel
;
386 property eFrags
: Integer read FFrags write FFrags
;
387 property eDeath
: Integer read FDeath write FDeath
;
388 property eKills
: Integer read FKills write FKills
;
389 property eCurrWeap
: Byte read FCurrWeap write FCurrWeap
;
390 property eMonsterKills
: Integer read FMonsterKills write FMonsterKills
;
391 property eSecrets
: Integer read FSecrets write FSecrets
;
392 property eGodMode
: Boolean read FGodMode write FGodMode
;
393 property eNoTarget
: Boolean read FNoTarget write FNoTarget
;
394 property eNoReload
: Boolean read FNoReload write FNoReload
;
395 property eAlive
: Boolean read FAlive write FAlive
;
396 property eFlag
: Byte read FFlag
;
397 property eTeam
: Byte read FTeam write FTeam
;
398 property eDirection
: TDirection read FDirection
;
399 property eGameX
: Integer read FObj
.X write FObj
.X
;
400 property eGameY
: Integer read FObj
.Y write FObj
.Y
;
401 property eGameVelX
: Integer read FObj
.Vel
.X write FObj
.Vel
.X
;
402 property eGameVelY
: Integer read FObj
.Vel
.Y write FObj
.Vel
.Y
;
403 property eGameAccelX
: Integer read FObj
.Accel
.X write FObj
.Accel
.X
;
404 property eGameAccelY
: Integer read FObj
.Accel
.Y write FObj
.Accel
.Y
;
405 property eIncCam
: Integer read FIncCam write FIncCam
;
406 property eUID
: Word read FUID
;
407 property eJustTeleported
: Boolean read FJustTeleported
;
408 property eNetTime
: LongWord read FNetTime
;
410 // set this before assigning something to `eDamage`
411 property eDamageType
: Integer read mEDamageType write mEDamageType
;
412 property eDamage
: Integer write doDamage
;
423 WeaponPrior
: packed array [WP_FIRST
..WP_LAST
] of Byte;
424 CloseWeaponPrior
: packed array [WP_FIRST
..WP_LAST
] of Byte;
425 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
428 procedure save (st
: TStream
);
429 procedure load (st
: TStream
);
437 TBot
= class(TPlayer
)
439 FSelectedWeapon
: Byte;
442 FAIFlags
: Array of TAIFlag
;
443 FDifficult
: TDifficult
;
445 function GetRnd(a
: Byte): Boolean;
446 function GetInterval(a
: Byte; radius
: SmallInt): SmallInt;
447 function RunDirection(): TDirection
;
448 function FullInStep(XInc
, YInc
: Integer): Boolean;
449 //function NeedItem(Item: Byte): Byte;
450 procedure SelectWeapon(Dist
: Integer);
451 procedure SetAIFlag(aName
, fValue
: String20
);
452 function GetAIFlag(aName
: String20
): String20
;
453 procedure RemoveAIFlag(aName
: String20
);
454 function Healthy(): Byte;
455 procedure UpdateMove();
456 procedure UpdateCombat();
457 function KeyPressed(Key
: Word): Boolean;
458 procedure ReleaseKey(Key
: Byte);
459 function TargetOnScreen(TX
, TY
: Integer): Boolean;
460 procedure OnDamage(Angle
: SmallInt); override;
463 procedure Respawn(Silent
: Boolean; Force
: Boolean = False); override;
464 constructor Create(); override;
465 destructor Destroy(); override;
466 procedure Draw(); override;
467 function PickItem(ItemType
: Byte; force
: Boolean; var remove
: Boolean): Boolean; override;
468 function Heal(value
: Word; Soft
: Boolean): Boolean; override;
469 procedure Update(); override;
470 procedure SaveState (st
: TStream
); override;
471 procedure LoadState (st
: TStream
); override;
483 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
484 procedure moveBy (dx
, dy
: Integer); inline;
486 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
500 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
501 procedure moveBy (dx
, dy
: Integer); inline;
503 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
506 TCorpse
= class{$IFDEF USE_MEMPOOL}(TPoolObject
){$ENDIF}
515 FAnimation
: TAnimation
;
516 FAnimationMask
: TAnimation
;
519 constructor Create(X
, Y
: Integer; ModelName
: String; aMess
: Boolean);
520 destructor Destroy(); override;
521 procedure Damage(Value
: Word; vx
, vy
: Integer);
524 procedure SaveState (st
: TStream
);
525 procedure LoadState (st
: TStream
);
527 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
528 procedure moveBy (dx
, dy
: Integer); inline;
530 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
532 function ObjPtr (): PObj
; inline;
534 property Obj
: TObj read FObj
; // copies object
535 property State
: Byte read FState
;
536 property Mess
: Boolean read FMess
;
539 TTeamStat
= Array [TEAM_RED
..TEAM_BLUE
] of
545 gPlayers
: Array of TPlayer
;
546 gCorpses
: Array of TCorpse
;
547 gGibs
: Array of TGib
;
548 gShells
: Array of TShell
;
549 gTeamStat
: TTeamStat
;
550 gFly
: Boolean = False;
551 gAimLine
: Boolean = False;
552 gChatBubble
: Byte = 0;
553 gPlayerIndicator
: Boolean = True;
557 MAX_RUNVEL
: Integer = 8;
558 VEL_JUMP
: Integer = 10;
559 SHELL_TIMEOUT
: Cardinal = 60000;
561 function Lerp(X
, Y
, Factor
: Integer): Integer;
563 procedure g_Gibs_SetMax(Count
: Word);
564 function g_Gibs_GetMax(): Word;
565 procedure g_Corpses_SetMax(Count
: Word);
566 function g_Corpses_GetMax(): Word;
567 procedure g_Shells_SetMax(Count
: Word);
568 function g_Shells_GetMax(): Word;
570 procedure g_Player_Init();
571 procedure g_Player_Free();
572 function g_Player_Create(ModelName
: String; Color
: TRGB
; Team
: Byte; Bot
: Boolean): Word;
573 function g_Player_CreateFromState (st
: TStream
): Word;
574 procedure g_Player_Remove(UID
: Word);
575 procedure g_Player_ResetTeams();
576 procedure g_Player_UpdateAll();
577 procedure g_Player_DrawAll();
578 procedure g_Player_DrawDebug(p
: TPlayer
);
579 procedure g_Player_DrawHealth();
580 procedure g_Player_RememberAll();
581 procedure g_Player_ResetAll(Force
, Silent
: Boolean);
582 function g_Player_Get(UID
: Word): TPlayer
;
583 function g_Player_GetCount(): Byte;
584 function g_Player_GetStats(): TPlayerStatArray
;
585 function g_Player_ValidName(Name
: String): Boolean;
586 procedure g_Player_CreateCorpse(Player
: TPlayer
);
587 procedure g_Player_CreateGibs(fX
, fY
: Integer; ModelName
: String; fColor
: TRGB
);
588 procedure g_Player_CreateShell(fX
, fY
, dX
, dY
: Integer; T
: Byte);
589 procedure g_Player_UpdatePhysicalObjects();
590 procedure g_Player_DrawCorpses();
591 procedure g_Player_DrawShells();
592 procedure g_Player_RemoveAllCorpses();
593 procedure g_Player_Corpses_SaveState (st
: TStream
);
594 procedure g_Player_Corpses_LoadState (st
: TStream
);
595 procedure g_Bot_Add(Team
, Difficult
: Byte);
596 procedure g_Bot_AddList(Team
: Byte; lname
: ShortString; num
: Integer = -1);
597 procedure g_Bot_MixNames();
598 procedure g_Bot_RemoveAll();
603 {$INCLUDE ../nogl/noGLuses.inc}
604 {$IFDEF ENABLE_HOLMES}
607 e_log
, g_map
, g_items
, g_console
, g_gfx
, Math
,
608 g_options
, g_triggers
, g_menu
, g_game
, g_grid
,
609 wadreader
, g_main
, g_monsters
, CONFIG
, g_language
,
610 g_net
, g_netmsg
, g_window
,
613 const PLR_SAVE_VERSION
= 0;
623 diag_precision
: Byte;
627 w_prior1
: Array [WP_FIRST
..WP_LAST
] of Byte;
628 w_prior2
: Array [WP_FIRST
..WP_LAST
] of Byte;
629 w_prior3
: Array [WP_FIRST
..WP_LAST
] of Byte;
633 TIME_RESPAWN1
= 1500;
634 TIME_RESPAWN2
= 2000;
635 TIME_RESPAWN3
= 3000;
638 JET_MAX
= 540; // ~30 sec
639 PLAYER_SUIT_TIME
= 30000;
640 PLAYER_INVUL_TIME
= 30000;
641 PLAYER_INVIS_TIME
= 35000;
642 FRAG_COMBO_TIME
= 3000;
646 ANGLE_RIGHTDOWN
= -35;
648 ANGLE_LEFTDOWN
= -145;
649 PLAYER_HEADRECT
: TRectWH
= (X
:24; Y
:12; Width
:20; Height
:12);
650 WEAPONPOINT
: Array [TDirection
] of TDFPoint
= ((X
:16; Y
:32), (X
:47; Y
:32));
653 BOT_UNSAFEDIST
= 128;
654 TEAMCOLOR
: Array [TEAM_RED
..TEAM_BLUE
] of TRGB
= ((R
:255; G
:0; B
:0),
656 DIFFICULT_EASY
: TDifficult
= (DiagFire
: 32; InvisFire
: 32; DiagPrecision
: 32;
657 FlyPrecision
: 32; Cover
: 32; CloseJump
: 32;
658 WeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0));
659 DIFFICULT_MEDIUM
: TDifficult
= (DiagFire
: 127; InvisFire
: 127; DiagPrecision
: 127;
660 FlyPrecision
: 127; Cover
: 127; CloseJump
: 127;
661 WeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0));
662 DIFFICULT_HARD
: TDifficult
= (DiagFire
: 255; InvisFire
: 255; DiagPrecision
: 255;
663 FlyPrecision
: 255; Cover
: 255; CloseJump
: 255;
664 WeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0));
665 WEAPON_PRIOR1
: Array [WP_FIRST
..WP_LAST
] of Byte =
666 (WEAPON_FLAMETHROWER
, WEAPON_SUPERPULEMET
,
667 WEAPON_SHOTGUN2
, WEAPON_SHOTGUN1
,
668 WEAPON_CHAINGUN
, WEAPON_PLASMA
, WEAPON_ROCKETLAUNCHER
,
669 WEAPON_BFG
, WEAPON_PISTOL
, WEAPON_SAW
, WEAPON_KASTET
);
670 WEAPON_PRIOR2
: Array [WP_FIRST
..WP_LAST
] of Byte =
671 (WEAPON_FLAMETHROWER
, WEAPON_SUPERPULEMET
,
672 WEAPON_BFG
, WEAPON_ROCKETLAUNCHER
,
673 WEAPON_SHOTGUN2
, WEAPON_PLASMA
, WEAPON_SHOTGUN1
,
674 WEAPON_CHAINGUN
, WEAPON_PISTOL
, WEAPON_SAW
, WEAPON_KASTET
);
675 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
676 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
677 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
678 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
679 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
680 WEAPON_RELOAD
: Array [WP_FIRST
..WP_LAST
] of Byte =
681 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
683 PLAYER_SIGNATURE
= $52594C50; // 'PLYR'
684 CORPSE_SIGNATURE
= $50524F43; // 'CORP'
686 BOTNAMES_FILENAME
= 'botnames.txt';
687 BOTLIST_FILENAME
= 'botlist.txt';
691 MaxCorpses
: Word = 20;
692 MaxShells
: Word = 300;
693 CurrentGib
: Integer = 0;
694 CurrentShell
: Integer = 0;
695 BotNames
: Array of String;
696 BotList
: Array of TBotProfile
;
699 function Lerp(X
, Y
, Factor
: Integer): Integer;
701 Result
:= X
+ ((Y
- X
) div Factor
);
704 function SameTeam(UID1
, UID2
: Word): Boolean;
708 if (UID1
> UID_MAX_PLAYER
) or (UID1
<= UID_MAX_GAME
) or
709 (UID2
> UID_MAX_PLAYER
) or (UID2
<= UID_MAX_GAME
) then Exit
;
711 if (g_Player_Get(UID1
) = nil) or (g_Player_Get(UID2
) = nil) then Exit
;
713 if ((g_Player_Get(UID1
).Team
= TEAM_NONE
) or
714 (g_Player_Get(UID2
).Team
= TEAM_NONE
)) then Exit
;
716 Result
:= g_Player_Get(UID1
).FTeam
= g_Player_Get(UID2
).FTeam
;
719 procedure g_Gibs_SetMax(Count
: Word);
722 SetLength(gGibs
, Count
);
724 if CurrentGib
>= Count
then
728 function g_Gibs_GetMax(): Word;
733 procedure g_Shells_SetMax(Count
: Word);
736 SetLength(gShells
, Count
);
738 if CurrentShell
>= Count
then
742 function g_Shells_GetMax(): Word;
748 procedure g_Corpses_SetMax(Count
: Word);
751 SetLength(gCorpses
, Count
);
754 function g_Corpses_GetMax(): Word;
756 Result
:= MaxCorpses
;
759 function g_Player_Create(ModelName
: String; Color
: TRGB
; Team
: Byte; Bot
: Boolean): Word;
769 // Åñòü ëè ìåñòî â gPlayers:
770 if gPlayers
<> nil then
771 for a
:= 0 to High(gPlayers
) do
772 if gPlayers
[a
] = nil then
778 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
781 SetLength(gPlayers
, Length(gPlayers
)+1);
785 // Ñîçäàåì îáúåêò èãðîêà:
787 gPlayers
[a
] := TBot
.Create()
789 gPlayers
[a
] := TPlayer
.Create();
792 gPlayers
[a
].FActualModelName
:= ModelName
;
793 gPlayers
[a
].SetModel(ModelName
);
795 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
796 if gPlayers
[a
].FModel
= nil then
800 g_FatalError(Format(_lc
[I_GAME_ERROR_MODEL
], [ModelName
]));
804 if not (Team
in [TEAM_RED
, TEAM_BLUE
]) then
805 if Random(2) = 0 then
809 gPlayers
[a
].FPreferredTeam
:= Team
;
811 case gGameSettings
.GameMode
of
812 GM_DM
: gPlayers
[a
].FTeam
:= TEAM_NONE
;
814 GM_CTF
: gPlayers
[a
].FTeam
:= gPlayers
[a
].FPreferredTeam
;
816 GM_COOP
: gPlayers
[a
].FTeam
:= TEAM_COOP
;
819 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
820 gPlayers
[a
].FColor
:= Color
;
821 if gPlayers
[a
].FTeam
in [TEAM_RED
, TEAM_BLUE
] then
822 gPlayers
[a
].FModel
.Color
:= TEAMCOLOR
[gPlayers
[a
].FTeam
]
824 gPlayers
[a
].FModel
.Color
:= Color
;
826 gPlayers
[a
].FUID
:= g_CreateUID(UID_PLAYER
);
827 gPlayers
[a
].FAlive
:= False;
829 Result
:= gPlayers
[a
].FUID
;
832 function g_Player_CreateFromState (st
: TStream
): Word;
839 if (st
= nil) then exit
; //???
842 if not utils
.checkSign(st
, 'PLYR') then raise XStreamError
.Create('invalid player signature');
843 if (utils
.readByte(st
) <> PLR_SAVE_VERSION
) then raise XStreamError
.Create('invalid player version');
846 Bot
:= utils
.readBool(st
);
851 // Åñòü ëè ìåñòî â gPlayers:
852 for a
:= 0 to High(gPlayers
) do if (gPlayers
[a
] = nil) then begin ok
:= true; break
; end;
854 // Íåò ìåñòà - ðàñøèðÿåì gPlayers
857 SetLength(gPlayers
, Length(gPlayers
)+1);
861 // Ñîçäàåì îáúåêò èãðîêà
863 gPlayers
[a
] := TBot
.Create()
865 gPlayers
[a
] := TPlayer
.Create();
866 gPlayers
[a
].FIamBot
:= Bot
;
867 gPlayers
[a
].FPhysics
:= True;
870 gPlayers
[a
].FUID
:= utils
.readWord(st
);
872 gPlayers
[a
].FName
:= utils
.readStr(st
);
874 gPlayers
[a
].FTeam
:= utils
.readByte(st
);
875 gPlayers
[a
].FPreferredTeam
:= gPlayers
[a
].FTeam
;
877 gPlayers
[a
].FAlive
:= utils
.readBool(st
);
878 // Èçðàñõîäîâàë ëè âñå æèçíè
879 gPlayers
[a
].FNoRespawn
:= utils
.readBool(st
);
881 b
:= utils
.readByte(st
);
882 if b
= 1 then gPlayers
[a
].FDirection
:= TDirection
.D_LEFT
else gPlayers
[a
].FDirection
:= TDirection
.D_RIGHT
; // b = 2
884 gPlayers
[a
].FHealth
:= utils
.readLongInt(st
);
886 gPlayers
[a
].FLives
:= utils
.readByte(st
);
888 gPlayers
[a
].FArmor
:= utils
.readLongInt(st
);
890 gPlayers
[a
].FAir
:= utils
.readLongInt(st
);
892 gPlayers
[a
].FJetFuel
:= utils
.readLongInt(st
);
894 gPlayers
[a
].FPain
:= utils
.readLongInt(st
);
896 gPlayers
[a
].FKills
:= utils
.readLongInt(st
);
898 gPlayers
[a
].FMonsterKills
:= utils
.readLongInt(st
);
900 gPlayers
[a
].FFrags
:= utils
.readLongInt(st
);
902 gPlayers
[a
].FFragCombo
:= utils
.readByte(st
);
903 // Âðåìÿ ïîñëåäíåãî ôðàãà
904 gPlayers
[a
].FLastFrag
:= utils
.readLongWord(st
);
906 gPlayers
[a
].FDeath
:= utils
.readLongInt(st
);
908 gPlayers
[a
].FFlag
:= utils
.readByte(st
);
910 gPlayers
[a
].FSecrets
:= utils
.readLongInt(st
);
912 gPlayers
[a
].FCurrWeap
:= utils
.readByte(st
);
913 // Ñëåäóþùåå æåëàåìîå îðóæèå
914 gPlayers
[a
].FNextWeap
:= utils
.readWord(st
);
916 gPlayers
[a
].FNextWeapDelay
:= utils
.readByte(st
);
918 gPlayers
[a
].FBFGFireCounter
:= utils
.readSmallInt(st
);
920 gPlayers
[a
].FDamageBuffer
:= utils
.readLongInt(st
);
921 // Ïîñëåäíèé óäàðèâøèé
922 gPlayers
[a
].FLastSpawnerUID
:= utils
.readWord(st
);
923 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
924 gPlayers
[a
].FLastHit
:= utils
.readByte(st
);
926 Obj_LoadState(@gPlayers
[a
].FObj
, st
);
927 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
928 for i
:= A_BULLETS
to A_HIGH
do gPlayers
[a
].FAmmo
[i
] := utils
.readWord(st
);
929 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
930 for i
:= A_BULLETS
to A_HIGH
do gPlayers
[a
].FMaxAmmo
[i
] := utils
.readWord(st
);
932 for i
:= WP_FIRST
to WP_LAST
do gPlayers
[a
].FWeapon
[i
] := utils
.readBool(st
);
933 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
934 for i
:= WP_FIRST
to WP_LAST
do gPlayers
[a
].FReloading
[i
] := utils
.readWord(st
);
936 if utils
.readBool(st
) then Include(gPlayers
[a
].FRulez
, R_ITEM_BACKPACK
);
937 // Íàëè÷èå êðàñíîãî êëþ÷à
938 if utils
.readBool(st
) then Include(gPlayers
[a
].FRulez
, R_KEY_RED
);
939 // Íàëè÷èå çåëåíîãî êëþ÷à
940 if utils
.readBool(st
) then Include(gPlayers
[a
].FRulez
, R_KEY_GREEN
);
941 // Íàëè÷èå ñèíåãî êëþ÷à
942 if utils
.readBool(st
) then Include(gPlayers
[a
].FRulez
, R_KEY_BLUE
);
944 if utils
.readBool(st
) then Include(gPlayers
[a
].FRulez
, R_BERSERK
);
945 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
946 for i
:= MR_SUIT
to MR_MAX
do gPlayers
[a
].FMegaRulez
[i
] := utils
.readLongWord(st
);
947 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
948 for i
:= T_RESPAWN
to T_FLAGCAP
do gPlayers
[a
].FTime
[i
] := utils
.readLongWord(st
);
951 gPlayers
[a
].FActualModelName
:= utils
.readStr(st
);
953 gPlayers
[a
].FColor
.R
:= utils
.readByte(st
);
954 gPlayers
[a
].FColor
.G
:= utils
.readByte(st
);
955 gPlayers
[a
].FColor
.B
:= utils
.readByte(st
);
956 // Îáíîâëÿåì ìîäåëü èãðîêà
957 gPlayers
[a
].SetModel(gPlayers
[a
].FActualModelName
);
959 // Íåò ìîäåëè - ñîçäàíèå íåâîçìîæíî
960 if (gPlayers
[a
].FModel
= nil) then
964 g_FatalError(Format(_lc
[I_GAME_ERROR_MODEL
], [gPlayers
[a
].FActualModelName
]));
968 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû
969 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
970 gPlayers
[a
].FModel
.Color
:= TEAMCOLOR
[gPlayers
[a
].FTeam
]
972 gPlayers
[a
].FModel
.Color
:= gPlayers
[a
].FColor
;
974 result
:= gPlayers
[a
].FUID
;
978 procedure g_Player_ResetTeams();
982 if g_Game_IsClient
then
984 if gPlayers
= nil then
986 for a
:= Low(gPlayers
) to High(gPlayers
) do
987 if gPlayers
[a
] <> nil then
988 case gGameSettings
.GameMode
of
990 gPlayers
[a
].ChangeTeam(TEAM_NONE
);
992 if not (gPlayers
[a
].Team
in [TEAM_RED
, TEAM_BLUE
]) then
993 if gPlayers
[a
].FPreferredTeam
in [TEAM_RED
, TEAM_BLUE
] then
994 gPlayers
[a
].ChangeTeam(gPlayers
[a
].FPreferredTeam
)
997 gPlayers
[a
].ChangeTeam(TEAM_RED
)
999 gPlayers
[a
].ChangeTeam(TEAM_BLUE
);
1002 gPlayers
[a
].ChangeTeam(TEAM_COOP
);
1006 procedure g_Bot_Add(Team
, Difficult
: Byte);
1009 _name
, _model
: String;
1012 if not g_Game_IsServer
then Exit
;
1014 // Ñïèñîê íàçâàíèé ìîäåëåé:
1015 m
:= g_PlayerModel_GetNames();
1020 if (gGameSettings
.GameType
= GT_SINGLE
) or (gGameSettings
.GameMode
= GM_COOP
) then
1021 Team
:= TEAM_COOP
// COOP
1023 if gGameSettings
.GameMode
= GM_DM
then
1024 Team
:= TEAM_NONE
// DM
1026 if Team
= TEAM_NONE
then // CTF / TDM
1028 // Àâòîáàëàíñ êîìàíä:
1032 for a
:= 0 to High(gPlayers
) do
1033 if gPlayers
[a
] <> nil then
1035 if gPlayers
[a
].Team
= TEAM_RED
then
1038 if gPlayers
[a
].Team
= TEAM_BLUE
then
1048 if Random(2) = 0 then
1054 // Âûáèðàåì áîòó èìÿ:
1056 if BotNames
<> nil then
1057 for a
:= 0 to High(BotNames
) do
1058 if g_Player_ValidName(BotNames
[a
]) then
1060 _name
:= BotNames
[a
];
1064 // Èìåíè íåò, çàäàåì ñëó÷àéíîå:
1067 _name
:= Format('DFBOT%.2d', [Random(100)]);
1068 until g_Player_ValidName(_name
);
1070 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
1071 _model
:= m
[Random(Length(m
))];
1074 with g_Player_Get(g_Player_Create(_model
,
1075 _RGB(Min(Random(9)*32, 255),
1076 Min(Random(9)*32, 255),
1077 Min(Random(9)*32, 255)),
1078 Team
, True)) as TBot
do
1083 1: FDifficult
:= DIFFICULT_EASY
;
1084 2: FDifficult
:= DIFFICULT_MEDIUM
;
1085 else FDifficult
:= DIFFICULT_HARD
;
1088 for a
:= WP_FIRST
to WP_LAST
do
1090 FDifficult
.WeaponPrior
[a
] := WEAPON_PRIOR1
[a
];
1091 FDifficult
.CloseWeaponPrior
[a
] := WEAPON_PRIOR2
[a
];
1092 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1095 g_Console_Add(Format(_lc
[I_PLAYER_JOIN
], [Name
]), True);
1097 if g_Game_IsNet
then MH_SEND_PlayerCreate(UID
);
1098 if g_Game_IsServer
and (gGameSettings
.MaxLives
> 0) then
1103 procedure g_Bot_AddList(Team
: Byte; lName
: ShortString; num
: Integer = -1);
1106 _name
, _model
: String;
1109 if not g_Game_IsServer
then Exit
;
1111 // Ñïèñîê íàçâàíèé ìîäåëåé:
1112 m
:= g_PlayerModel_GetNames();
1117 if (gGameSettings
.GameType
= GT_SINGLE
) or (gGameSettings
.GameMode
= GM_COOP
) then
1118 Team
:= TEAM_COOP
// COOP
1120 if gGameSettings
.GameMode
= GM_DM
then
1121 Team
:= TEAM_NONE
// DM
1123 if Team
= TEAM_NONE
then
1124 Team
:= BotList
[num
].team
; // CTF / TDM
1126 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1127 lName
:= AnsiLowerCase(lName
);
1128 if (num
< 0) or (num
> Length(BotList
)-1) then
1130 if (num
= -1) and (lName
<> '') and (BotList
<> nil) then
1131 for a
:= 0 to High(BotList
) do
1132 if AnsiLowerCase(BotList
[a
].name
) = lName
then
1141 _name
:= BotList
[num
].name
;
1142 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1143 if not g_Player_ValidName(_name
) then
1145 _name
:= Format('DFBOT%.2d', [Random(100)]);
1146 until g_Player_ValidName(_name
);
1149 _model
:= BotList
[num
].model
;
1150 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1151 if not InSArray(_model
, m
) then
1152 _model
:= m
[Random(Length(m
))];
1155 with g_Player_Get(g_Player_Create(_model
, BotList
[num
].color
, Team
, True)) as TBot
do
1159 FDifficult
.DiagFire
:= BotList
[num
].diag_fire
;
1160 FDifficult
.InvisFire
:= BotList
[num
].invis_fire
;
1161 FDifficult
.DiagPrecision
:= BotList
[num
].diag_precision
;
1162 FDifficult
.FlyPrecision
:= BotList
[num
].fly_precision
;
1163 FDifficult
.Cover
:= BotList
[num
].cover
;
1164 FDifficult
.CloseJump
:= BotList
[num
].close_jump
;
1166 for a
:= WP_FIRST
to WP_LAST
do
1168 FDifficult
.WeaponPrior
[a
] := BotList
[num
].w_prior1
[a
];
1169 FDifficult
.CloseWeaponPrior
[a
] := BotList
[num
].w_prior2
[a
];
1170 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1173 g_Console_Add(Format(_lc
[I_PLAYER_JOIN
], [Name
]), True);
1175 if g_Game_IsNet
then MH_SEND_PlayerCreate(UID
);
1179 procedure g_Bot_RemoveAll();
1183 if not g_Game_IsServer
then Exit
;
1184 if gPlayers
= nil then Exit
;
1186 for a
:= 0 to High(gPlayers
) do
1187 if gPlayers
[a
] <> nil then
1188 if gPlayers
[a
] is TBot
then
1190 gPlayers
[a
].Lives
:= 0;
1191 gPlayers
[a
].Kill(K_SIMPLEKILL
, 0, HIT_DISCON
);
1192 g_Console_Add(Format(_lc
[I_PLAYER_LEAVE
], [gPlayers
[a
].Name
]), True);
1193 g_Player_Remove(gPlayers
[a
].FUID
);
1199 procedure g_Bot_MixNames();
1204 if BotNames
<> nil then
1205 for a
:= 0 to High(BotNames
) do
1207 b
:= Random(Length(BotNames
));
1209 Botnames
[a
] := BotNames
[b
];
1214 procedure g_Player_Remove(UID
: Word);
1218 if gPlayers
= nil then Exit
;
1220 if g_Game_IsServer
and g_Game_IsNet
then
1221 MH_SEND_PlayerDelete(UID
);
1223 for i
:= 0 to High(gPlayers
) do
1224 if gPlayers
[i
] <> nil then
1225 if gPlayers
[i
].FUID
= UID
then
1227 if gPlayers
[i
] is TPlayer
then
1228 TPlayer(gPlayers
[i
]).Free()
1230 TBot(gPlayers
[i
]).Free();
1236 procedure g_Player_Init();
1246 if not FileExists(DataDir
+ BOTNAMES_FILENAME
) then
1249 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1250 AssignFile(F
, DataDir
+ BOTNAMES_FILENAME
);
1261 SetLength(BotNames
, Length(BotNames
)+1);
1262 BotNames
[High(BotNames
)] := s
;
1270 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1271 config
:= TConfig
.CreateFile(DataDir
+ BOTLIST_FILENAME
);
1275 while config
.SectionExists(IntToStr(a
)) do
1277 SetLength(BotList
, Length(BotList
)+1);
1279 with BotList
[High(BotList
)] do
1282 name
:= config
.ReadStr(IntToStr(a
), 'name', '');
1284 model
:= config
.ReadStr(IntToStr(a
), 'model', '');
1286 if config
.ReadStr(IntToStr(a
), 'team', 'red') = 'red' then
1291 sa
:= parse(config
.ReadStr(IntToStr(a
), 'color', ''));
1292 color
.R
:= StrToIntDef(sa
[0], 0);
1293 color
.G
:= StrToIntDef(sa
[1], 0);
1294 color
.B
:= StrToIntDef(sa
[2], 0);
1295 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1296 diag_fire
:= config
.ReadInt(IntToStr(a
), 'diag_fire', 0);
1297 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1298 invis_fire
:= config
.ReadInt(IntToStr(a
), 'invis_fire', 0);
1299 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1300 diag_precision
:= config
.ReadInt(IntToStr(a
), 'diag_precision', 0);
1301 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1302 fly_precision
:= config
.ReadInt(IntToStr(a
), 'fly_precision', 0);
1303 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1304 cover
:= config
.ReadInt(IntToStr(a
), 'cover', 0);
1305 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1306 close_jump
:= config
.ReadInt(IntToStr(a
), 'close_jump', 0);
1307 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1308 sa
:= parse(config
.ReadStr(IntToStr(a
), 'w_prior1', ''));
1309 if Length(sa
) = 10 then
1311 w_prior1
[b
] := EnsureRange(StrToInt(sa
[b
]), 0, 9);
1312 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1313 sa
:= parse(config
.ReadStr(IntToStr(a
), 'w_prior2', ''));
1314 if Length(sa
) = 10 then
1316 w_prior2
[b
] := EnsureRange(StrToInt(sa
[b
]), 0, 9);
1318 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1319 if Length(sa) = 10 then
1321 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1330 procedure g_Player_Free();
1334 if gPlayers
<> nil then
1336 for i
:= 0 to High(gPlayers
) do
1337 if gPlayers
[i
] <> nil then
1339 if gPlayers
[i
] is TPlayer
then
1340 TPlayer(gPlayers
[i
]).Free()
1342 TBot(gPlayers
[i
]).Free();
1353 procedure g_Player_UpdateAll();
1357 if gPlayers
= nil then Exit
;
1359 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1360 for i
:= 0 to High(gPlayers
) do
1362 if gPlayers
[i
] <> nil then
1364 if gPlayers
[i
] is TPlayer
then
1366 gPlayers
[i
].Update();
1367 gPlayers
[i
].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1371 // bot updates weapons in `UpdateCombat()`
1372 TBot(gPlayers
[i
]).Update();
1376 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1379 procedure g_Player_DrawAll();
1383 if gPlayers
= nil then Exit
;
1385 for i
:= 0 to High(gPlayers
) do
1386 if gPlayers
[i
] <> nil then
1387 if gPlayers
[i
] is TPlayer
then gPlayers
[i
].Draw()
1388 else TBot(gPlayers
[i
]).Draw();
1391 procedure g_Player_DrawDebug(p
: TPlayer
);
1395 if p
= nil then Exit
;
1396 if (@p
.FObj
) = nil then Exit
;
1398 e_TextureFontGetSize(gStdFont
, fW
, fH
);
1400 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p
.FObj
.X
), gStdFont
);
1401 e_TextureFontPrint(0, fH
, 'Pos Y: ' + IntToStr(p
.FObj
.Y
), gStdFont
);
1402 e_TextureFontPrint(0, fH
* 2, 'Vel X: ' + IntToStr(p
.FObj
.Vel
.X
), gStdFont
);
1403 e_TextureFontPrint(0, fH
* 3, 'Vel Y: ' + IntToStr(p
.FObj
.Vel
.Y
), gStdFont
);
1404 e_TextureFontPrint(0, fH
* 4, 'Acc X: ' + IntToStr(p
.FObj
.Accel
.X
), gStdFont
);
1405 e_TextureFontPrint(0, fH
* 5, 'Acc Y: ' + IntToStr(p
.FObj
.Accel
.Y
), gStdFont
);
1408 procedure g_Player_DrawHealth();
1413 if gPlayers
= nil then Exit
;
1414 e_TextureFontGetSize(gStdFont
, fW
, fH
);
1416 for i
:= 0 to High(gPlayers
) do
1417 if gPlayers
[i
] <> nil then
1419 e_TextureFontPrint(gPlayers
[i
].FObj
.X
+ gPlayers
[i
].FObj
.Rect
.X
,
1420 gPlayers
[i
].FObj
.Y
+ gPlayers
[i
].FObj
.Rect
.Y
+ gPlayers
[i
].FObj
.Rect
.Height
- fH
* 2,
1421 IntToStr(gPlayers
[i
].FHealth
), gStdFont
);
1422 e_TextureFontPrint(gPlayers
[i
].FObj
.X
+ gPlayers
[i
].FObj
.Rect
.X
,
1423 gPlayers
[i
].FObj
.Y
+ gPlayers
[i
].FObj
.Rect
.Y
+ gPlayers
[i
].FObj
.Rect
.Height
- fH
,
1424 IntToStr(gPlayers
[i
].FArmor
), gStdFont
);
1428 function g_Player_Get(UID
: Word): TPlayer
;
1434 if gPlayers
= nil then
1437 for a
:= 0 to High(gPlayers
) do
1438 if gPlayers
[a
] <> nil then
1439 if gPlayers
[a
].FUID
= UID
then
1441 Result
:= gPlayers
[a
];
1446 function g_Player_GetCount(): Byte;
1452 if gPlayers
= nil then
1455 for a
:= 0 to High(gPlayers
) do
1456 if gPlayers
[a
] <> nil then
1457 Result
:= Result
+ 1;
1460 function g_Player_GetStats(): TPlayerStatArray
;
1466 if gPlayers
= nil then Exit
;
1468 for a
:= 0 to High(gPlayers
) do
1469 if gPlayers
[a
] <> nil then
1471 SetLength(Result
, Length(Result
)+1);
1472 with Result
[High(Result
)] do
1474 Ping
:= gPlayers
[a
].FPing
;
1475 Loss
:= gPlayers
[a
].FLoss
;
1476 Name
:= gPlayers
[a
].FName
;
1477 Team
:= gPlayers
[a
].FTeam
;
1478 Frags
:= gPlayers
[a
].FFrags
;
1479 Deaths
:= gPlayers
[a
].FDeath
;
1480 Kills
:= gPlayers
[a
].FKills
;
1481 Color
:= gPlayers
[a
].FModel
.Color
;
1482 Lives
:= gPlayers
[a
].FLives
;
1483 Spectator
:= gPlayers
[a
].FSpectator
;
1488 procedure g_Player_RememberAll
;
1492 for i
:= Low(gPlayers
) to High(gPlayers
) do
1493 if (gPlayers
[i
] <> nil) and gPlayers
[i
].alive
then
1494 gPlayers
[i
].RememberState
;
1497 procedure g_Player_ResetAll(Force
, Silent
: Boolean);
1501 gTeamStat
[TEAM_RED
].Goals
:= 0;
1502 gTeamStat
[TEAM_BLUE
].Goals
:= 0;
1504 if gPlayers
<> nil then
1505 for i
:= 0 to High(gPlayers
) do
1506 if gPlayers
[i
] <> nil then
1508 gPlayers
[i
].Reset(Force
);
1510 if gPlayers
[i
] is TPlayer
then
1512 if (not gPlayers
[i
].FSpectator
) or gPlayers
[i
].FWantsInGame
then
1513 gPlayers
[i
].Respawn(Silent
)
1515 gPlayers
[i
].Spectate();
1518 TBot(gPlayers
[i
]).Respawn(Silent
);
1522 procedure g_Player_CreateCorpse(Player
: TPlayer
);
1528 if Player
.alive
then
1531 // Ðàçðûâàåì ñâÿçü ñ ïðåæíèì òðóïîì:
1532 if gCorpses
<> nil then
1533 for i
:= 0 to High(gCorpses
) do
1534 if gCorpses
[i
] <> nil then
1535 if gCorpses
[i
].FPlayerUID
= Player
.FUID
then
1536 gCorpses
[i
].FPlayerUID
:= 0;
1538 if Player
.FObj
.Y
>= gMapInfo
.Height
+128 then
1543 if (FHealth
>= -50) or (gGibsCount
= 0) then
1545 if (gCorpses
= nil) or (Length(gCorpses
) = 0) then
1549 for find_id
:= 0 to High(gCorpses
) do
1550 if gCorpses
[find_id
] = nil then
1557 find_id
:= Random(Length(gCorpses
));
1559 gCorpses
[find_id
] := TCorpse
.Create(FObj
.X
, FObj
.Y
, FModel
.Name
, FHealth
< -20);
1560 gCorpses
[find_id
].FColor
:= FModel
.Color
;
1561 gCorpses
[find_id
].FObj
.Vel
:= FObj
.Vel
;
1562 gCorpses
[find_id
].FObj
.Accel
:= FObj
.Accel
;
1563 gCorpses
[find_id
].FPlayerUID
:= FUID
;
1566 g_Player_CreateGibs(FObj
.X
+ PLAYER_RECT_CX
,
1567 FObj
.Y
+ PLAYER_RECT_CY
,
1568 FModel
.Name
, FModel
.Color
);
1572 procedure g_Player_CreateShell(fX
, fY
, dX
, dY
: Integer; T
: Byte);
1576 if (gShells
= nil) or (Length(gShells
) = 0) then
1579 with gShells
[CurrentShell
] do
1585 if T
= SHELL_BULLET
then
1587 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID
) then
1591 Obj
.Rect
.Width
:= 4;
1592 Obj
.Rect
.Height
:= 2;
1596 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID
) then
1600 Obj
.Rect
.Width
:= 7;
1601 Obj
.Rect
.Height
:= 3;
1607 g_Obj_Push(@Obj
, dX
+ Random(4)-Random(4), dY
-Random(4));
1608 positionChanged(); // this updates spatial accelerators
1609 RAngle
:= Random(360);
1610 Timeout
:= gTime
+ SHELL_TIMEOUT
;
1612 if CurrentShell
>= High(gShells
) then
1619 procedure g_Player_CreateGibs(fX
, fY
: Integer; ModelName
: string; fColor
: TRGB
);
1622 GibsArray
: TGibsArray
;
1625 if (gGibs
= nil) or (Length(gGibs
) = 0) then
1627 if not g_PlayerModel_GetGibs(ModelName
, GibsArray
) then
1629 Blood
:= g_PlayerModel_GetBlood(ModelName
);
1631 for a
:= 0 to High(GibsArray
) do
1632 with gGibs
[CurrentGib
] do
1635 ID
:= GibsArray
[a
].ID
;
1636 MaskID
:= GibsArray
[a
].MaskID
;
1639 Obj
.Rect
:= GibsArray
[a
].Rect
;
1640 Obj
.X
:= fX
-GibsArray
[a
].Rect
.X
-(GibsArray
[a
].Rect
.Width
div 2);
1641 Obj
.Y
:= fY
-GibsArray
[a
].Rect
.Y
-(GibsArray
[a
].Rect
.Height
div 2);
1642 g_Obj_PushA(@Obj
, 25 + Random(10), Random(361));
1643 positionChanged(); // this updates spatial accelerators
1644 RAngle
:= Random(360);
1646 if gBloodCount
> 0 then
1647 g_GFX_Blood(fX
, fY
, 16*gBloodCount
+Random(5*gBloodCount
), -16+Random(33), -16+Random(33),
1648 Random(48), Random(48), Blood
.R
, Blood
.G
, Blood
.B
, Blood
.Kind
);
1650 if CurrentGib
>= High(gGibs
) then
1657 procedure g_Player_UpdatePhysicalObjects();
1663 procedure ShellSound_Bounce(X
, Y
: Integer; T
: Byte);
1668 if T
= SHELL_BULLET
then
1669 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k
), X
, Y
)
1671 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k
), X
, Y
);
1676 if gGibs
<> nil then
1677 for i
:= 0 to High(gGibs
) do
1678 if gGibs
[i
].alive
then
1682 mr
:= g_Obj_Move(@Obj
, True, False, True);
1683 positionChanged(); // this updates spatial accelerators
1685 if WordBool(mr
and MOVE_FALLOUT
) then
1691 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1692 if WordBool(mr
and MOVE_HITWALL
) then
1693 Obj
.Vel
.X
:= -(vel
.X
div 2);
1694 if WordBool(mr
and (MOVE_HITCEIL
or MOVE_HITLAND
)) then
1695 Obj
.Vel
.Y
:= -(vel
.Y
div 2);
1697 if (Obj
.Vel
.X
>= 0) then
1699 RAngle
:= RAngle
+ Abs(Obj
.Vel
.X
)*6 + Abs(Obj
.Vel
.Y
);
1700 if RAngle
>= 360 then
1701 RAngle
:= RAngle
mod 360;
1702 end else begin // Counter-clockwise
1703 RAngle
:= RAngle
- Abs(Obj
.Vel
.X
)*6 - Abs(Obj
.Vel
.Y
);
1705 RAngle
:= (360 - (Abs(RAngle
) mod 360)) mod 360;
1708 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1709 if gTime
mod (GAME_TICK
*3) = 0 then
1710 Obj
.Vel
.X
:= z_dec(Obj
.Vel
.X
, 1);
1714 if gCorpses
<> nil then
1715 for i
:= 0 to High(gCorpses
) do
1716 if gCorpses
[i
] <> nil then
1717 if gCorpses
[i
].State
= CORPSE_STATE_REMOVEME
then
1723 gCorpses
[i
].Update();
1726 if gShells
<> nil then
1727 for i
:= 0 to High(gShells
) do
1728 if gShells
[i
].alive
then
1732 mr
:= g_Obj_Move(@Obj
, True, False, True);
1733 positionChanged(); // this updates spatial accelerators
1735 if WordBool(mr
and MOVE_FALLOUT
) or (gShells
[i
].Timeout
< gTime
) then
1741 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1742 if WordBool(mr
and MOVE_HITWALL
) then
1744 Obj
.Vel
.X
:= -(vel
.X
div 2);
1745 if not WordBool(mr
and MOVE_INWATER
) then
1746 ShellSound_Bounce(Obj
.X
, Obj
.Y
, SType
);
1748 if WordBool(mr
and (MOVE_HITCEIL
or MOVE_HITLAND
)) then
1750 Obj
.Vel
.Y
:= -(vel
.Y
div 2);
1751 if Obj
.Vel
.X
<> 0 then Obj
.Vel
.X
:= Obj
.Vel
.X
div 2;
1752 if (Obj
.Vel
.X
= 0) and (Obj
.Vel
.Y
= 0) then
1754 if RAngle
mod 90 <> 0 then
1755 RAngle
:= (RAngle
div 90) * 90;
1757 else if not WordBool(mr
and MOVE_INWATER
) then
1758 ShellSound_Bounce(Obj
.X
, Obj
.Y
, SType
);
1761 if (Obj
.Vel
.X
>= 0) then
1763 RAngle
:= RAngle
+ Abs(Obj
.Vel
.X
)*8 + Abs(Obj
.Vel
.Y
);
1764 if RAngle
>= 360 then
1765 RAngle
:= RAngle
mod 360;
1766 end else begin // Counter-clockwise
1767 RAngle
:= RAngle
- Abs(Obj
.Vel
.X
)*8 - Abs(Obj
.Vel
.Y
);
1769 RAngle
:= (360 - (Abs(RAngle
) mod 360)) mod 360;
1775 procedure TGib
.getMapBox (out x
, y
, w
, h
: Integer); inline;
1777 x
:= Obj
.X
+Obj
.Rect
.X
;
1778 y
:= Obj
.Y
+Obj
.Rect
.Y
;
1779 w
:= Obj
.Rect
.Width
;
1780 h
:= Obj
.Rect
.Height
;
1783 procedure TGib
.moveBy (dx
, dy
: Integer); inline;
1785 if (dx
<> 0) or (dy
<> 0) then
1794 procedure TShell
.getMapBox (out x
, y
, w
, h
: Integer); inline;
1798 w
:= Obj
.Rect
.Width
;
1799 h
:= Obj
.Rect
.Height
;
1802 procedure TShell
.moveBy (dx
, dy
: Integer); inline;
1804 if (dx
<> 0) or (dy
<> 0) then
1813 procedure TGib
.positionChanged (); inline; begin end;
1814 procedure TShell
.positionChanged (); inline; begin end;
1817 procedure g_Player_DrawCorpses();
1822 if gGibs
<> nil then
1823 for i
:= 0 to High(gGibs
) do
1824 if gGibs
[i
].alive
then
1827 if not g_Obj_Collide(sX
, sY
, sWidth
, sHeight
, @Obj
) then
1830 a
.X
:= Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2);
1831 a
.y
:= Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2);
1833 e_DrawAdv(ID
, Obj
.X
, Obj
.Y
, 0, True, False, RAngle
, @a
, TMirrorType
.None
);
1836 e_DrawAdv(MaskID
, Obj
.X
, Obj
.Y
, 0, True, False, RAngle
, @a
, TMirrorType
.None
);
1842 if gCorpses
<> nil then
1843 for i
:= 0 to High(gCorpses
) do
1844 if gCorpses
[i
] <> nil then
1848 procedure g_Player_DrawShells();
1853 if gShells
<> nil then
1854 for i
:= 0 to High(gShells
) do
1855 if gShells
[i
].alive
then
1858 if not g_Obj_Collide(sX
, sY
, sWidth
, sHeight
, @Obj
) then
1864 e_DrawAdv(SpriteID
, Obj
.X
, Obj
.Y
, 0, True, False, RAngle
, @a
, TMirrorType
.None
);
1868 procedure g_Player_RemoveAllCorpses();
1874 SetLength(gGibs
, MaxGibs
);
1875 SetLength(gShells
, MaxGibs
);
1879 if gCorpses
<> nil then
1880 for i
:= 0 to High(gCorpses
) do
1884 SetLength(gCorpses
, MaxCorpses
);
1887 procedure g_Player_Corpses_SaveState (st
: TStream
);
1891 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ
1893 for i
:= 0 to High(gCorpses
) do if (gCorpses
[i
] <> nil) then Inc(count
);
1895 // Êîëè÷åñòâî òðóïîâ
1896 utils
.writeInt(st
, LongInt(count
));
1898 if (count
= 0) then exit
;
1901 for i
:= 0 to High(gCorpses
) do
1903 if gCorpses
[i
] <> nil then
1906 utils
.writeStr(st
, gCorpses
[i
].FModelName
);
1908 utils
.writeBool(st
, gCorpses
[i
].Mess
);
1909 // Ñîõðàíÿåì äàííûå òðóïà:
1910 gCorpses
[i
].SaveState(st
);
1916 procedure g_Player_Corpses_LoadState (st
: TStream
);
1924 g_Player_RemoveAllCorpses();
1926 // Êîëè÷åñòâî òðóïîâ:
1927 count
:= utils
.readLongInt(st
);
1928 if (count
< 0) or (count
> Length(gCorpses
)) then raise XStreamError
.Create('invalid number of corpses');
1930 if (count
= 0) then exit
;
1933 for i
:= 0 to count
-1 do
1936 str
:= utils
.readStr(st
);
1938 b
:= utils
.readBool(st
);
1940 gCorpses
[i
] := TCorpse
.Create(0, 0, str
, b
);
1941 // Çàãðóæàåì äàííûå òðóïà
1942 gCorpses
[i
].LoadState(st
);
1949 function TPlayer
.isValidViewPort (): Boolean; inline; begin result
:= (viewPortW
> 0) and (viewPortH
> 0); end;
1951 procedure TPlayer
.BFGHit();
1953 g_Weapon_BFGHit(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1954 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
1955 if g_Game_IsServer
and g_Game_IsNet
then
1956 MH_SEND_Effect(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1957 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
1961 procedure TPlayer
.ChangeModel(ModelName
: string);
1963 locModel
: TPlayerModel
;
1965 locModel
:= g_PlayerModel_Get(ModelName
);
1966 if locModel
= nil then Exit
;
1972 procedure TPlayer
.SetModel(ModelName
: string);
1976 m
:= g_PlayerModel_Get(ModelName
);
1979 g_SimpleError(Format(_lc
[I_GAME_ERROR_MODEL_FALLBACK
], [ModelName
]));
1980 m
:= g_PlayerModel_Get('doomer');
1983 g_FatalError(Format(_lc
[I_GAME_ERROR_MODEL
], ['doomer']));
1988 if FModel
<> nil then
1993 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
1994 FModel
.Color
:= FColor
1996 FModel
.Color
:= TEAMCOLOR
[FTeam
];
1997 FModel
.SetWeapon(FCurrWeap
);
1998 FModel
.SetFlag(FFlag
);
1999 SetDirection(FDirection
);
2002 procedure TPlayer
.SetColor(Color
: TRGB
);
2005 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
2006 if FModel
<> nil then FModel
.Color
:= Color
;
2009 procedure TPlayer
.SwitchTeam
;
2011 if g_Game_IsClient
then
2013 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then Exit
;
2015 if gGameOn
and FAlive
then
2016 Kill(K_SIMPLEKILL
, FUID
, HIT_SELF
);
2018 if FTeam
= TEAM_RED
then
2020 ChangeTeam(TEAM_BLUE
);
2021 g_Console_Add(Format(_lc
[I_PLAYER_CHTEAM_BLUE
], [FName
]), True);
2022 if g_Game_IsNet
then
2023 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM
, TEAM_BLUE
, FName
);
2027 ChangeTeam(TEAM_RED
);
2028 g_Console_Add(Format(_lc
[I_PLAYER_CHTEAM_RED
], [FName
]), True);
2029 if g_Game_IsNet
then
2030 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM
, TEAM_RED
, FName
);
2032 FPreferredTeam
:= FTeam
;
2035 procedure TPlayer
.ChangeTeam(Team
: Byte);
2042 TEAM_RED
, TEAM_BLUE
:
2043 FModel
.Color
:= TEAMCOLOR
[Team
];
2045 FModel
.Color
:= FColor
;
2047 if (FTeam
<> OldTeam
) and g_Game_IsNet
and g_Game_IsServer
then
2048 MH_SEND_PlayerStats(FUID
);
2052 procedure TPlayer.CollideItem();
2057 if gItems = nil then Exit;
2058 if not FAlive then Exit;
2060 for i := 0 to High(gItems) do
2063 if (ItemType <> ITEM_NONE) and alive then
2064 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
2065 PLAYER_RECT.Height, @Obj) then
2067 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
2069 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
2070 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
2071 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
2072 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
2073 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
2075 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
2076 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
2077 (gGameSettings.GameType = GT_SINGLE) and
2078 (g_Player_GetCount() > 1)) then
2079 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
2085 function TPlayer
.CollideLevel(XInc
, YInc
: Integer): Boolean;
2087 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
2088 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
, PANEL_WALL
,
2092 constructor TPlayer
.Create();
2098 mEDamageType
:= HIT_SOME
;
2104 FSawSound
:= TPlayableSound
.Create();
2105 FSawSoundIdle
:= TPlayableSound
.Create();
2106 FSawSoundHit
:= TPlayableSound
.Create();
2107 FSawSoundSelect
:= TPlayableSound
.Create();
2108 FJetSoundFly
:= TPlayableSound
.Create();
2109 FJetSoundOn
:= TPlayableSound
.Create();
2110 FJetSoundOff
:= TPlayableSound
.Create();
2112 FSawSound
.SetByName('SOUND_WEAPON_FIRESAW');
2113 FSawSoundIdle
.SetByName('SOUND_WEAPON_IDLESAW');
2114 FSawSoundHit
.SetByName('SOUND_WEAPON_HITSAW');
2115 FSawSoundSelect
.SetByName('SOUND_WEAPON_SELECTSAW');
2116 FJetSoundFly
.SetByName('SOUND_PLAYER_JETFLY');
2117 FJetSoundOn
.SetByName('SOUND_PLAYER_JETON');
2118 FJetSoundOff
.SetByName('SOUND_PLAYER_JETOFF');
2120 FSpectatePlayer
:= -1;
2124 FSavedState
.WaitRecall
:= False;
2130 FActualModelName
:= 'doomer';
2133 FObj
.Rect
:= PLAYER_RECT
;
2135 FBFGFireCounter
:= -1;
2136 FJustTeleported
:= False;
2140 releaseAllWeaponSwitchKeys();
2144 procedure TPlayer
.releaseAllWeaponSwitchKeys ();
2148 for f
:= 0 to High(weaponSwitchKeyReleased
) do weaponSwitchKeyReleased
[f
] := true;
2151 procedure TPlayer
.weaponSwitchKeysStateChange (index
: Integer; pressed
: Boolean);
2153 Inc(index
, 2); // -2: prev; -1: next
2154 if (index
< 0) or (index
> High(weaponSwitchKeyReleased
)) then exit
;
2155 weaponSwitchKeyReleased
[index
] := not pressed
;
2158 function TPlayer
.isWeaponSwitchKeyReleased (index
: Integer): Boolean;
2160 Inc(index
, 2); // -2: prev; -1: next
2161 if (index
< 0) or (index
> High(weaponSwitchKeyReleased
)) then
2167 result
:= weaponSwitchKeyReleased
[index
];
2172 procedure TPlayer
.positionChanged (); inline;
2176 procedure TPlayer
.doDamage (v
: Integer);
2178 if (v
<= 0) then exit
;
2179 if (v
> 32767) then v
:= 32767;
2180 Damage(v
, 0, 0, 0, mEDamageType
);
2183 procedure TPlayer
.Damage(value
: Word; SpawnerUID
: Word; vx
, vy
: Integer; t
: Byte);
2187 if (not g_Game_IsClient
) and (not FAlive
) then
2192 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2193 if ((t
= HIT_TRAP
) or (t
= HIT_SELF
)) and (not FGodMode
) then
2195 if not g_Game_IsClient
then
2198 if t
= HIT_TRAP
then
2200 // Ëîâóøêà óáèâàåò ñðàçó:
2202 Kill(K_EXTRAHARDKILL
, SpawnerUID
, t
);
2204 if t
= HIT_SELF
then
2208 Kill(K_SIMPLEKILL
, SpawnerUID
, t
);
2211 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2212 FMegaRulez
[MR_SUIT
] := 0;
2213 FMegaRulez
[MR_INVUL
] := 0;
2214 FMegaRulez
[MR_INVIS
] := 0;
2218 // Íî îò îñòàëüíîãî ñïàñàåò:
2219 if FMegaRulez
[MR_INVUL
] >= gTime
then
2226 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2227 if LongBool(gGameSettings
.Options
and GAME_OPTION_TEAMDAMAGE
) or
2228 (SpawnerUID
= FUID
) or
2229 (not SameTeam(FUID
, SpawnerUID
)) then
2231 FLastSpawnerUID
:= SpawnerUID
;
2233 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2234 if gBloodCount
> 0 then
2236 c
:= Min(value
, 200)*gBloodCount
+ Random(Min(value
, 200) div 2);
2237 if value
div 4 <= c
then
2238 c
:= c
- (value
div 4)
2242 if (t
= HIT_SOME
) and (vx
= 0) and (vy
= 0) then
2246 HIT_TRAP
, HIT_ACID
, HIT_FLAME
, HIT_SELF
: MakeBloodSimple(c
);
2247 HIT_BFG
, HIT_ROCKET
, HIT_SOME
: MakeBloodVector(c
, vx
, vy
);
2250 if t
= HIT_WATER
then
2251 g_GFX_Bubbles(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2),
2252 FObj
.Y
+PLAYER_RECT
.Y
-4, value
div 2, 8, 4);
2257 Inc(FDamageBuffer
, value
);
2261 FPain
:= FPain
+ value
;
2264 if g_Game_IsServer
and g_Game_IsNet
then
2266 MH_SEND_PlayerDamage(FUID
, t
, SpawnerUID
, value
, vx
, vy
);
2267 MH_SEND_PlayerStats(FUID
);
2268 MH_SEND_PlayerPos(False, FUID
);
2272 function TPlayer
.Heal(value
: Word; Soft
: Boolean): Boolean;
2275 if g_Game_IsClient
then
2280 if Soft
and (FHealth
< PLAYER_HP_SOFT
) then
2282 IncMax(FHealth
, value
, PLAYER_HP_SOFT
);
2285 if (not Soft
) and (FHealth
< PLAYER_HP_LIMIT
) then
2287 IncMax(FHealth
, value
, PLAYER_HP_LIMIT
);
2291 if Result
and g_Game_IsServer
and g_Game_IsNet
then
2292 MH_SEND_PlayerStats(FUID
);
2295 destructor TPlayer
.Destroy();
2297 if (gPlayer1
<> nil) and (gPlayer1
.FUID
= FUID
) then
2299 if (gPlayer2
<> nil) and (gPlayer2
.FUID
= FUID
) then
2303 FSawSoundIdle
.Free();
2304 FSawSoundHit
.Free();
2305 FJetSoundFly
.Free();
2307 FJetSoundOff
.Free();
2309 if FPunchAnim
<> nil then
2315 procedure TPlayer
.DrawIndicator();
2317 indX
, indY
: Integer;
2323 indX
:= FObj
.X
+FObj
.Rect
.X
;
2324 indY
:= FObj
.Y
- 12;
2325 if g_Texture_Get('TEXTURE_PLAYER_INDICATOR', ID
) then
2327 e_GetTextureSize(ID
, @indW
, @indH
);
2328 e_Draw(ID
, indX
+ indW
div 2, indY
, 0, True, False);
2331 //e_TextureFontPrint(indX, indY, FName, gStdFont); // Shows player name overhead
2334 procedure TPlayer
.DrawBubble();
2336 bubX
, bubY
: Integer;
2339 Rw
, Gw
, Bw
: SmallInt;
2342 bubX
:= FObj
.X
+FObj
.Rect
.X
+ IfThen(FDirection
= TDirection
.D_LEFT
, -4, 18);
2343 bubY
:= FObj
.Y
+FObj
.Rect
.Y
- 18;
2351 1: // simple textual non-bubble
2353 bubX
:= FObj
.X
+FObj
.Rect
.X
- 11;
2354 bubY
:= FObj
.Y
+FObj
.Rect
.Y
- 17;
2355 e_TextureFontPrint(bubX
, bubY
, '[...]', gStdFont
);
2358 2: // advanced pixel-perfect bubble
2360 if FTeam
= TEAM_RED
then
2363 if FTeam
= TEAM_BLUE
then
2366 3: // colored bubble
2368 Rb
:= FModel
.Color
.R
;
2369 Gb
:= FModel
.Color
.G
;
2370 Bb
:= FModel
.Color
.B
;
2371 Rw
:= Min(Rb
* 2 + 64, 255);
2372 Gw
:= Min(Gb
* 2 + 64, 255);
2373 Bw
:= Min(Bb
* 2 + 64, 255);
2374 if (Abs(Rw
- Rb
) < 32)
2375 or (Abs(Gw
- Gb
) < 32)
2376 or (Abs(Bw
- Bb
) < 32) then
2378 Rb
:= Max(Rw
div 2 - 16, 0);
2379 Gb
:= Max(Gw
div 2 - 16, 0);
2380 Bb
:= Max(Bw
div 2 - 16, 0);
2383 4: // custom textured bubble
2385 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID
) then
2386 if FDirection
= TDirection
.D_RIGHT
then
2387 e_Draw(ID
, bubX
- 6, bubY
- 7, 0, True, False)
2389 e_Draw(ID
, bubX
- 6, bubY
- 7, 0, True, False, TMirrorType
.Horizontal
);
2395 e_DrawQuad(bubX
+ 1, bubY
, bubX
+ 18, bubY
+ 13, Rb
, Gb
, Bb
);
2396 e_DrawQuad(bubX
, bubY
+ 1, bubX
+ 19, bubY
+ 12, Rb
, Gb
, Bb
);
2398 e_DrawFillQuad(bubX
+ 1, bubY
+ 1, bubX
+ 18, bubY
+ 12, Rw
, Gw
, Bw
, 0);
2401 Dot
:= IfThen(FDirection
= TDirection
.D_LEFT
, 14, 5);
2402 e_DrawLine(1, bubX
+ Dot
, bubY
+ 14, bubX
+ Dot
, bubY
+ 16, Rb
, Gb
, Bb
);
2403 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
);
2404 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
);
2405 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
);
2406 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
);
2410 e_DrawFillQuad(bubX
+ Dot
, bubY
+ 8, bubX
+ Dot
+ 1, bubY
+ 9, Rb
, Gb
, Bb
, 0);
2411 e_DrawFillQuad(bubX
+ Dot
+ 3, bubY
+ 8, bubX
+ Dot
+ 4, bubY
+ 9, Rb
, Gb
, Bb
, 0);
2412 e_DrawFillQuad(bubX
+ Dot
+ 6, bubY
+ 8, bubX
+ Dot
+ 7, bubY
+ 9, Rb
, Gb
, Bb
, 0);
2415 procedure TPlayer
.Draw();
2420 Mirror
: TMirrorType
;
2424 if Direction
= TDirection
.D_RIGHT
then
2425 Mirror
:= TMirrorType
.None
2427 Mirror
:= TMirrorType
.Horizontal
;
2429 if FPunchAnim
<> nil then
2431 FPunchAnim
.Draw(FObj
.X
+IfThen(Direction
= TDirection
.D_LEFT
, 15-FObj
.Rect
.X
, FObj
.Rect
.X
-15),
2432 FObj
.Y
+FObj
.Rect
.Y
-11, Mirror
);
2433 if FPunchAnim
.played
then
2440 if (FMegaRulez
[MR_INVUL
] > gTime
) and (gPlayerDrawn
<> Self
) then
2441 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID
) then
2443 e_GetTextureSize(ID
, @w
, @h
);
2444 if FDirection
= TDirection
.D_LEFT
then
2445 e_Draw(ID
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-(w
div 2)+4,
2446 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-(h
div 2)-7+FObj
.slopeUpLeft
, 0, True, False)
2448 e_Draw(ID
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-(w
div 2)-2,
2449 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-(h
div 2)-7+FObj
.slopeUpLeft
, 0, True, False);
2452 if FMegaRulez
[MR_INVIS
] > gTime
then
2454 if (gPlayerDrawn
<> nil) and ((Self
= gPlayerDrawn
) or
2455 ((FTeam
= gPlayerDrawn
.Team
) and (gGameSettings
.GameMode
<> GM_DM
))) then
2457 if (FMegaRulez
[MR_INVIS
] - gTime
) <= 2100 then
2458 dr
:= not Odd((FMegaRulez
[MR_INVIS
] - gTime
) div 300)
2462 FModel
.Draw(FObj
.X
, FObj
.Y
+FObj
.slopeUpLeft
, 200)
2464 FModel
.Draw(FObj
.X
, FObj
.Y
+FObj
.slopeUpLeft
);
2467 FModel
.Draw(FObj
.X
, FObj
.Y
+FObj
.slopeUpLeft
, 254);
2470 FModel
.Draw(FObj
.X
, FObj
.Y
+FObj
.slopeUpLeft
);
2473 if g_debug_Frames
then
2475 e_DrawQuad(FObj
.X
+FObj
.Rect
.X
,
2477 FObj
.X
+FObj
.Rect
.X
+FObj
.Rect
.Width
-1,
2478 FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-1,
2482 if (gChatBubble
> 0) and (FKeys
[KEY_CHAT
].Pressed
) and not FGhost
then
2484 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2485 if gAimLine
and alive
and
2486 ((Self
= gPlayer1
) or (Self
= gPlayer2
)) then
2491 procedure TPlayer
.DrawAim();
2492 procedure drawCast (sz
: Integer; ax0
, ay0
, ax1
, ay1
: Integer);
2497 {$IFDEF ENABLE_HOLMES}
2498 if isValidViewPort
and (self
= gPlayer1
) then
2500 g_Holmes_plrLaser(ax0
, ay0
, ax1
, ay1
);
2504 e_DrawLine(sz
, ax0
, ay0
, ax1
, ay1
, 255, 0, 0, 96);
2505 if (g_Map_traceToNearestWall(ax0
, ay0
, ax1
, ay1
, @ex
, @ey
) <> nil) then
2507 e_DrawLine(sz
, ax0
, ay0
, ex
, ey
, 0, 255, 0, 96);
2511 e_DrawLine(sz
, ax0
, ay0
, ex
, ey
, 0, 0, 255, 96);
2516 wx
, wy
, xx
, yy
: Integer;
2520 wx
:= FObj
.X
+ WEAPONPOINT
[FDirection
].X
+ IfThen(FDirection
= TDirection
.D_LEFT
, 7, -7);
2521 wy
:= FObj
.Y
+ WEAPONPOINT
[FDirection
].Y
;
2530 1: begin // Chainsaw
2537 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2538 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2539 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2540 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2545 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2546 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2547 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2548 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2550 4: begin // Double Shotgun
2553 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2554 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2555 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2556 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2558 5: begin // Chaingun
2561 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2562 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2563 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2564 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2566 6: begin // Rocket Launcher
2569 if angle
= ANGLE_RIGHTUP
then Inc(angle
, 2);
2570 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2571 if angle
= ANGLE_LEFTUP
then Dec(angle
, 2);
2572 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2574 7: begin // Plasmagun
2577 if angle
= ANGLE_RIGHTUP
then Inc(angle
);
2578 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 3);
2579 if angle
= ANGLE_LEFTUP
then Dec(angle
);
2580 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 3);
2585 if angle
= ANGLE_RIGHTUP
then Inc(angle
, 1);
2586 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 2);
2587 if angle
= ANGLE_LEFTUP
then Dec(angle
, 1);
2588 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 2);
2590 9: begin // Super Chaingun
2593 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2594 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2595 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2596 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2599 xx
:= Trunc(Cos(-DegToRad(angle
)) * len
) + wx
;
2600 yy
:= Trunc(Sin(-DegToRad(angle
)) * len
) + wy
;
2601 {$IF DEFINED(D2F_DEBUG)}
2602 drawCast(sz
, wx
, wy
, xx
, yy
);
2604 e_DrawLine(sz
, wx
, wy
, xx
, yy
, 255, 0, 0, 96);
2608 procedure TPlayer
.DrawGUI();
2611 X
, Y
, SY
, a
, p
, m
: Integer;
2615 stat
: TPlayerStatArray
;
2617 X
:= gPlayerScreenSize
.X
;
2618 SY
:= gPlayerScreenSize
.Y
;
2621 if gShowGoals
and (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
2623 if gGameSettings
.GameMode
= GM_CTF
then
2627 if gGameSettings
.GameMode
= GM_CTF
then
2629 s
:= 'TEXTURE_PLAYER_REDFLAG';
2630 if gFlags
[FLAG_RED
].State
= FLAG_STATE_CAPTURED
then
2631 s
:= 'TEXTURE_PLAYER_REDFLAG_S';
2632 if gFlags
[FLAG_RED
].State
= FLAG_STATE_DROPPED
then
2633 s
:= 'TEXTURE_PLAYER_REDFLAG_D';
2634 if g_Texture_Get(s
, ID
) then
2635 e_Draw(ID
, X
-16-32, 240-72-4, 0, True, False);
2638 s
:= IntToStr(gTeamStat
[TEAM_RED
].Goals
);
2639 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2640 e_CharFont_PrintEx(gMenuFont
, X
-16-a
-tw
, 240-72-4, s
, TEAMCOLOR
[TEAM_RED
]);
2642 if gGameSettings
.GameMode
= GM_CTF
then
2644 s
:= 'TEXTURE_PLAYER_BLUEFLAG';
2645 if gFlags
[FLAG_BLUE
].State
= FLAG_STATE_CAPTURED
then
2646 s
:= 'TEXTURE_PLAYER_BLUEFLAG_S';
2647 if gFlags
[FLAG_BLUE
].State
= FLAG_STATE_DROPPED
then
2648 s
:= 'TEXTURE_PLAYER_BLUEFLAG_D';
2649 if g_Texture_Get(s
, ID
) then
2650 e_Draw(ID
, X
-16-32, 240-32-4, 0, True, False);
2653 s
:= IntToStr(gTeamStat
[TEAM_BLUE
].Goals
);
2654 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2655 e_CharFont_PrintEx(gMenuFont
, X
-16-a
-tw
, 240-32-4, s
, TEAMCOLOR
[TEAM_BLUE
]);
2658 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID
) then
2659 e_DrawFill(ID
, X
, 0, 1, (gPlayerScreenSize
.Y
div 256)+IfThen(gPlayerScreenSize
.Y
mod 256 > 0, 1, 0),
2662 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID
) then
2663 e_Draw(ID
, X
+2, Y
, 0, True, False);
2665 if gGameSettings
.GameType
in [GT_CUSTOM
, GT_SERVER
, GT_CLIENT
] then
2669 s
:= IntToStr(Frags
);
2670 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2671 e_CharFont_PrintEx(gMenuFont
, X
-16-tw
, Y
, s
, _RGB(255, 0, 0));
2676 stat
:= g_Player_GetStats();
2681 for a
:= 0 to High(stat
) do
2682 if stat
[a
].Name
<> Name
then
2684 if stat
[a
].Frags
> m
then m
:= stat
[a
].Frags
;
2685 if stat
[a
].Frags
> Frags
then p
:= p
+1;
2689 s
:= IntToStr(p
)+' / '+IntToStr(Length(stat
))+' ';
2690 if Frags
>= m
then s
:= s
+'+' else s
:= s
+'-';
2691 s
:= s
+IntToStr(Abs(Frags
-m
));
2693 e_CharFont_GetSize(gMenuSmallFont
, s
, tw
, th
);
2694 e_CharFont_PrintEx(gMenuSmallFont
, X
-16-tw
, Y
+32, s
, _RGB(255, 0, 0));
2697 if gShowLives
and (gGameSettings
.MaxLives
> 0) then
2699 s
:= IntToStr(Lives
);
2700 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2701 e_CharFont_PrintEx(gMenuFont
, X
-16-tw
, SY
-32, s
, _RGB(0, 255, 0));
2705 e_CharFont_GetSize(gMenuSmallFont
, FName
, tw
, th
);
2706 e_CharFont_PrintEx(gMenuSmallFont
, X
+98-(tw
div 2), Y
+8, FName
, _RGB(255, 0, 0));
2708 if R_BERSERK
in FRulez
then
2709 e_Draw(gItemsTexturesID
[ITEM_MEDKIT_BLACK
], X
+37, Y
+45, 0, True, False)
2711 e_Draw(gItemsTexturesID
[ITEM_MEDKIT_LARGE
], X
+37, Y
+45, 0, True, False);
2713 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID
) then
2714 e_Draw(ID
, X
+36, Y
+77, 0, True, False);
2716 s
:= IntToStr(IfThen(FHealth
> 0, FHealth
, 0));
2717 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2718 e_CharFont_PrintEx(gMenuFont
, X
+178-tw
, Y
+40, s
, _RGB(255, 0, 0));
2720 s
:= IntToStr(FArmor
);
2721 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2722 e_CharFont_PrintEx(gMenuFont
, X
+178-tw
, Y
+68, s
, _RGB(255, 0, 0));
2724 s
:= IntToStr(GetAmmoByWeapon(FCurrWeap
));
2730 ID
:= gItemsTexturesID
[ITEM_WEAPON_KASTET
];
2735 ID
:= gItemsTexturesID
[ITEM_WEAPON_SAW
];
2737 WEAPON_PISTOL
: ID
:= gItemsTexturesID
[ITEM_WEAPON_PISTOL
];
2738 WEAPON_CHAINGUN
: ID
:= gItemsTexturesID
[ITEM_WEAPON_CHAINGUN
];
2739 WEAPON_SHOTGUN1
: ID
:= gItemsTexturesID
[ITEM_WEAPON_SHOTGUN1
];
2740 WEAPON_SHOTGUN2
: ID
:= gItemsTexturesID
[ITEM_WEAPON_SHOTGUN2
];
2741 WEAPON_SUPERPULEMET
: ID
:= gItemsTexturesID
[ITEM_WEAPON_SUPERPULEMET
];
2742 WEAPON_ROCKETLAUNCHER
: ID
:= gItemsTexturesID
[ITEM_WEAPON_ROCKETLAUNCHER
];
2743 WEAPON_PLASMA
: ID
:= gItemsTexturesID
[ITEM_WEAPON_PLASMA
];
2744 WEAPON_BFG
: ID
:= gItemsTexturesID
[ITEM_WEAPON_BFG
];
2745 WEAPON_FLAMETHROWER
: ID
:= gItemsTexturesID
[ITEM_WEAPON_FLAMETHROWER
];
2748 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2749 e_CharFont_PrintEx(gMenuFont
, X
+178-tw
, Y
+158, s
, _RGB(255, 0, 0));
2750 e_Draw(ID
, X
+20, Y
+160, 0, True, False);
2752 if R_KEY_RED
in FRulez
then
2753 e_Draw(gItemsTexturesID
[ITEM_KEY_RED
], X
+78, Y
+214, 0, True, False);
2755 if R_KEY_GREEN
in FRulez
then
2756 e_Draw(gItemsTexturesID
[ITEM_KEY_GREEN
], X
+95, Y
+214, 0, True, False);
2758 if R_KEY_BLUE
in FRulez
then
2759 e_Draw(gItemsTexturesID
[ITEM_KEY_BLUE
], X
+112, Y
+214, 0, True, False);
2761 if FJetFuel
> 0 then
2763 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID
) then
2764 e_Draw(ID
, X
+2, Y
+116, 0, True, False);
2765 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID
) then
2766 e_Draw(ID
, X
+2, Y
+126, 0, True, False);
2767 e_DrawLine(4, X
+16, Y
+122, X
+16+Trunc(168*IfThen(FAir
> 0, FAir
, 0)/AIR_MAX
), Y
+122, 0, 0, 196);
2768 e_DrawLine(4, X
+16, Y
+132, X
+16+Trunc(168*FJetFuel
/JET_MAX
), Y
+132, 208, 0, 0);
2772 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID
) then
2773 e_Draw(ID
, X
+2, Y
+124, 0, True, False);
2774 e_DrawLine(4, X
+16, Y
+130, X
+16+Trunc(168*IfThen(FAir
> 0, FAir
, 0)/AIR_MAX
), Y
+130, 0, 0, 196);
2777 if gShowPing
and g_Game_IsClient
then
2779 s
:= _lc
[I_GAME_PING_HUD
] + IntToStr(NetPeer
.lastRoundTripTime
) + _lc
[I_NET_SLIST_PING_MS
];
2780 e_TextureFontPrint(X
+ 4, Y
+ 242, s
, gStdFont
);
2786 e_TextureFontPrint(X
+ 4, Y
+ 242, _lc
[I_PLAYER_SPECT
], gStdFont
);
2787 e_TextureFontPrint(X
+ 4, Y
+ 258, _lc
[I_PLAYER_SPECT2
], gStdFont
);
2788 e_TextureFontPrint(X
+ 4, Y
+ 274, _lc
[I_PLAYER_SPECT1
], gStdFont
);
2791 e_TextureFontGetSize(gStdFont
, cw
, ch
);
2792 s
:= _lc
[I_PLAYER_SPECT4
];
2793 e_TextureFontPrintEx(gScreenWidth
div 2 - cw
*(Length(s
) div 2),
2794 gScreenHeight
-4-ch
, s
, gStdFont
, 255, 255, 255, 1, True);
2795 e_TextureFontPrint(X
+ 4, Y
+ 290, _lc
[I_PLAYER_SPECT1S
], gStdFont
);
2801 procedure TPlayer
.DrawRulez();
2805 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2806 if FMegaRulez
[MR_INVUL
] >= gTime
then
2808 if (FMegaRulez
[MR_INVUL
]-gTime
) <= 2100 then
2809 dr
:= not Odd((FMegaRulez
[MR_INVUL
]-gTime
) div 300)
2814 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1,
2815 191, 191, 191, 0, TBlending
.Invert
);
2818 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2819 if FMegaRulez
[MR_SUIT
] >= gTime
then
2821 if (FMegaRulez
[MR_SUIT
]-gTime
) <= 2100 then
2822 dr
:= not Odd((FMegaRulez
[MR_SUIT
]-gTime
) div 300)
2827 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1,
2828 0, 96, 0, 200, TBlending
.None
);
2831 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2832 if (FBerserk
>= 0) and (LongWord(FBerserk
) >= gTime
) and (gFlash
= 2) then
2834 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1,
2835 255, 0, 0, 200, TBlending
.None
);
2839 procedure TPlayer
.DrawPain();
2843 if FPain
= 0 then Exit
;
2847 if a
< 15 then h
:= 0
2848 else if a
< 35 then h
:= 1
2849 else if a
< 55 then h
:= 2
2850 else if a
< 75 then h
:= 3
2851 else if a
< 95 then h
:= 4
2854 //if a > 255 then a := 255;
2856 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1, 255, 0, 0, 255-h
*50);
2857 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2860 procedure TPlayer
.DrawPickup();
2864 if FPickup
= 0 then Exit
;
2868 if a
< 15 then h
:= 1
2869 else if a
< 35 then h
:= 2
2870 else if a
< 55 then h
:= 3
2871 else if a
< 75 then h
:= 4
2874 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1, 150, 200, 150, 255-h
*50);
2877 procedure TPlayer
.DoPunch();
2882 if FPunchAnim
<> nil then begin
2887 st
:= 'FRAMES_PUNCH';
2888 if R_BERSERK
in FRulez
then
2889 st
:= st
+ '_BERSERK';
2890 if FKeys
[KEY_UP
].Pressed
then
2892 else if FKeys
[KEY_DOWN
].Pressed
then
2894 g_Frames_Get(id
, st
);
2895 FPunchAnim
:= TAnimation
.Create(id
, False, 1);
2898 procedure TPlayer
.Fire();
2900 f
, DidFire
: Boolean;
2901 wx
, wy
, xd
, yd
: Integer;
2904 if g_Game_IsClient
then Exit
;
2905 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2906 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2914 if FReloading
[FCurrWeap
] <> 0 then Exit
;
2919 wx
:= FObj
.X
+WEAPONPOINT
[FDirection
].X
;
2920 wy
:= FObj
.Y
+WEAPONPOINT
[FDirection
].Y
;
2921 xd
:= wx
+IfThen(FDirection
= TDirection
.D_LEFT
, -30, 30);
2922 yd
:= wy
+firediry();
2928 if R_BERSERK
in FRulez
then
2930 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2931 locobj
.X
:= FObj
.X
+FObj
.Rect
.X
;
2932 locobj
.Y
:= FObj
.Y
+FObj
.Rect
.Y
;
2935 locobj
.rect
.Width
:= 39;
2936 locobj
.rect
.Height
:= 52;
2937 locobj
.Vel
.X
:= (xd
-wx
) div 2;
2938 locobj
.Vel
.Y
:= (yd
-wy
) div 2;
2939 locobj
.Accel
.X
:= xd
-wx
;
2940 locobj
.Accel
.y
:= yd
-wy
;
2942 if g_Weapon_Hit(@locobj
, 50, FUID
, HIT_SOME
) <> 0 then
2943 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj
.X
, FObj
.Y
)
2945 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj
.X
, FObj
.Y
);
2947 if (gFlash
= 1) and (FPain
< 50) then FPain
:= min(FPain
+ 25, 50);
2951 g_Weapon_punch(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, 3, FUID
);
2955 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2960 if g_Weapon_chainsaw(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
2961 IfThen(gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
], 9, 3), FUID
) <> 0 then
2963 FSawSoundSelect
.Stop();
2965 FSawSoundHit
.PlayAt(FObj
.X
, FObj
.Y
);
2967 else if not FSawSoundHit
.IsPlaying() then
2969 FSawSoundSelect
.Stop();
2970 FSawSound
.PlayAt(FObj
.X
, FObj
.Y
);
2973 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2979 if FAmmo
[A_BULLETS
] > 0 then
2981 g_Weapon_pistol(wx
, wy
, xd
, yd
, FUID
);
2982 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2983 Dec(FAmmo
[A_BULLETS
]);
2984 FFireAngle
:= FAngle
;
2987 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
2988 GameVelX
, GameVelY
-2, SHELL_BULLET
);
2992 if FAmmo
[A_SHELLS
] > 0 then
2994 g_Weapon_shotgun(wx
, wy
, xd
, yd
, FUID
);
2995 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx
, wy
);
2996 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2997 Dec(FAmmo
[A_SHELLS
]);
2998 FFireAngle
:= FAngle
;
3002 FShellType
:= SHELL_SHELL
;
3006 if FAmmo
[A_SHELLS
] >= 2 then
3008 g_Weapon_dshotgun(wx
, wy
, xd
, yd
, FUID
);
3009 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3010 Dec(FAmmo
[A_SHELLS
], 2);
3011 FFireAngle
:= FAngle
;
3015 FShellType
:= SHELL_DBLSHELL
;
3019 if FAmmo
[A_BULLETS
] > 0 then
3021 g_Weapon_mgun(wx
, wy
, xd
, yd
, FUID
);
3022 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx
, wy
);
3023 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3024 Dec(FAmmo
[A_BULLETS
]);
3025 FFireAngle
:= FAngle
;
3028 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
3029 GameVelX
, GameVelY
-2, SHELL_BULLET
);
3032 WEAPON_ROCKETLAUNCHER
:
3033 if FAmmo
[A_ROCKETS
] > 0 then
3035 g_Weapon_rocket(wx
, wy
, xd
, yd
, FUID
);
3036 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3037 Dec(FAmmo
[A_ROCKETS
]);
3038 FFireAngle
:= FAngle
;
3044 if FAmmo
[A_CELLS
] > 0 then
3046 g_Weapon_plasma(wx
, wy
, xd
, yd
, FUID
);
3047 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3048 Dec(FAmmo
[A_CELLS
]);
3049 FFireAngle
:= FAngle
;
3055 if (FAmmo
[A_CELLS
] >= 40) and (FBFGFireCounter
= -1) then
3057 FBFGFireCounter
:= 17;
3058 if not FNoReload
then
3059 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj
.X
, FObj
.Y
);
3060 Dec(FAmmo
[A_CELLS
], 40);
3064 WEAPON_SUPERPULEMET
:
3065 if FAmmo
[A_SHELLS
] > 0 then
3067 g_Weapon_shotgun(wx
, wy
, xd
, yd
, FUID
);
3068 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
3069 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3070 Dec(FAmmo
[A_SHELLS
]);
3071 FFireAngle
:= FAngle
;
3074 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
3075 GameVelX
, GameVelY
-2, SHELL_SHELL
);
3078 WEAPON_FLAMETHROWER
:
3079 if FAmmo
[A_FUEL
] > 0 then
3081 g_Weapon_flame(wx
, wy
, xd
, yd
, FUID
);
3082 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3084 FFireAngle
:= FAngle
;
3090 if g_Game_IsNet
then
3094 if FCurrWeap
<> WEAPON_BFG
then
3095 MH_SEND_PlayerFire(FUID
, FCurrWeap
, wx
, wy
, xd
, yd
, LastShotID
)
3097 if not FNoReload
then
3098 MH_SEND_Sound(FObj
.X
, FObj
.Y
, 'SOUND_WEAPON_STARTFIREBFG');
3101 MH_SEND_PlayerStats(FUID
);
3106 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
3107 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
3108 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
3111 function TPlayer
.GetAmmoByWeapon(Weapon
: Byte): Word;
3114 WEAPON_PISTOL
, WEAPON_CHAINGUN
: Result
:= FAmmo
[A_BULLETS
];
3115 WEAPON_SHOTGUN1
, WEAPON_SHOTGUN2
, WEAPON_SUPERPULEMET
: Result
:= FAmmo
[A_SHELLS
];
3116 WEAPON_ROCKETLAUNCHER
: Result
:= FAmmo
[A_ROCKETS
];
3117 WEAPON_PLASMA
, WEAPON_BFG
: Result
:= FAmmo
[A_CELLS
];
3118 WEAPON_FLAMETHROWER
: Result
:= FAmmo
[A_FUEL
];
3123 function TPlayer
.HeadInLiquid(XInc
, YInc
: Integer): Boolean;
3125 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_HEADRECT
.X
+XInc
, FObj
.Y
+PLAYER_HEADRECT
.Y
+YInc
,
3126 PLAYER_HEADRECT
.Width
, PLAYER_HEADRECT
.Height
,
3127 PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
, True);
3130 procedure TPlayer
.JetpackOn
;
3134 FJetSoundOn
.SetPosition(0);
3135 FJetSoundOn
.PlayAt(FObj
.X
, FObj
.Y
);
3139 procedure TPlayer
.JetpackOff
;
3143 FJetSoundOff
.SetPosition(0);
3144 FJetSoundOff
.PlayAt(FObj
.X
, FObj
.Y
);
3147 procedure TPlayer
.CatchFire(Attacker
: Word);
3150 FFireAttacker
:= Attacker
;
3151 if g_Game_IsNet
and g_Game_IsServer
then
3152 MH_SEND_PlayerStats(FUID
);
3155 procedure TPlayer
.Jump();
3157 if gFly
or FJetpack
then
3159 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
3160 if FObj
.Vel
.Y
> -VEL_FLY
then
3161 FObj
.Vel
.Y
:= FObj
.Vel
.Y
- 3;
3164 if FJetFuel
> 0 then
3166 if (FJetFuel
< 1) and g_Game_IsServer
then
3170 if g_Game_IsNet
then
3171 MH_SEND_PlayerStats(FUID
);
3177 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
3179 FCanJetpack
:= False;
3181 // Ïðûãàåì èëè âñïëûâàåì:
3182 if (CollideLevel(0, 1) or
3183 g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
+36, PLAYER_RECT
.Width
,
3184 PLAYER_RECT
.Height
-33, PANEL_STEP
, False)
3185 ) and (FObj
.Accel
.Y
= 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
3187 FObj
.Vel
.Y
:= -VEL_JUMP
;
3188 FCanJetpack
:= False;
3192 if BodyInLiquid(0, 0) then
3193 FObj
.Vel
.Y
:= -VEL_SW
3194 else if (FJetFuel
> 0) and FCanJetpack
and
3195 g_Game_IsServer
and (not g_Obj_CollideLiquid(@FObj
, 0, 0)) then
3199 if g_Game_IsNet
then
3200 MH_SEND_PlayerStats(FUID
);
3205 procedure TPlayer
.Kill(KillType
: Byte; SpawnerUID
: Word; t
: Byte);
3207 a
, i
, k
, ab
, ar
: Byte;
3211 srv
, netsrv
: Boolean;
3217 procedure PushItem(t
: Byte);
3221 id
:= g_Items_Create(FObj
.X
, FObj
.Y
, t
, True, False);
3222 it
:= g_Items_ByIdx(id
);
3223 if KillType
= K_EXTRAHARDKILL
then // -7..+7; -8..0
3225 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-7+Random(15),
3226 (FObj
.Vel
.Y
div 2)-Random(9));
3227 it
.positionChanged(); // this updates spatial accelerators
3231 if KillType
= K_HARDKILL
then // -5..+5; -5..0
3233 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-5+Random(11),
3234 (FObj
.Vel
.Y
div 2)-Random(6));
3236 else // -3..+3; -3..0
3238 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-3+Random(7),
3239 (FObj
.Vel
.Y
div 2)-Random(4));
3241 it
.positionChanged(); // this updates spatial accelerators
3244 if g_Game_IsNet
and g_Game_IsServer
then
3245 MH_SEND_ItemSpawn(True, id
);
3249 DoFrags
:= (gGameSettings
.MaxLives
= 0) or (gGameSettings
.GameMode
= GM_COOP
);
3250 Srv
:= g_Game_IsServer
;
3251 Netsrv
:= g_Game_IsServer
and g_Game_IsNet
;
3252 if Srv
then FDeath
:= FDeath
+ 1;
3257 if not FPhysics
then
3263 if (gGameSettings
.MaxLives
> 0) and Srv
and (gLMSRespawn
= LMS_RESPAWN_NONE
) then
3265 if FLives
> 0 then FLives
:= FLives
- 1;
3266 if FLives
= 0 then FNoRespawn
:= True;
3269 // Íîìåð òèïà ñìåðòè:
3272 K_SIMPLEKILL
: a
:= 1;
3274 K_EXTRAHARDKILL
: a
:= 3;
3279 if not FModel
.PlaySound(MODELSOUND_DIE
, a
, FObj
.X
, FObj
.Y
) then
3281 if FModel
.PlaySound(MODELSOUND_DIE
, i
, FObj
.X
, FObj
.Y
) then
3288 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN1
;
3290 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN2
;
3291 K_EXTRAHARDKILL
, K_FALLKILL
:
3292 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN3
;
3295 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3299 K_HARDKILL
, K_EXTRAHARDKILL
:
3303 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3304 if (KillType
<> K_FALLKILL
) and (Srv
) then
3305 g_Monsters_killedp();
3307 if SpawnerUID
= FUID
then
3309 if Srv
and (DoFrags
or (gGameSettings
.GameMode
= GM_TDM
)) then
3314 g_Console_Add(Format(_lc
[I_PLAYER_KILL_SELF
], [FName
]), True);
3317 if g_GetUIDType(SpawnerUID
) = UID_PLAYER
then
3318 begin // Óáèò äðóãèì èãðîêîì
3319 KP
:= g_Player_Get(SpawnerUID
);
3320 if (KP
<> nil) and Srv
then
3322 if (DoFrags
or (gGameSettings
.GameMode
= GM_TDM
)) then
3323 if SameTeam(FUID
, SpawnerUID
) then
3333 if (gGameSettings
.GameMode
= GM_TDM
) and DoFrags
then
3334 Inc(gTeamStat
[KP
.Team
].Goals
,
3335 IfThen(SameTeam(FUID
, SpawnerUID
), -1, 1));
3337 if netsrv
then MH_SEND_PlayerStats(SpawnerUID
);
3340 plr
:= g_Player_Get(SpawnerUID
);
3348 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_2
],
3352 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_1
],
3356 g_Console_Add(Format(_lc
[I_PLAYER_KILL
],
3361 else if g_GetUIDType(SpawnerUID
) = UID_MONSTER
then
3362 begin // Óáèò ìîíñòðîì
3363 mon
:= g_Monsters_ByUID(SpawnerUID
);
3367 s
:= g_Mons_GetKilledByTypeId(mon
.MonsterType
);
3371 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_2
],
3375 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_1
],
3379 g_Console_Add(Format(_lc
[I_PLAYER_KILL
],
3384 else // Îñîáûå òèïû ñìåðòè
3387 HIT_SELF
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_SELF
], [FName
]), True);
3388 HIT_FALL
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_FALL
], [FName
]), True);
3389 HIT_WATER
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_WATER
], [FName
]), True);
3390 HIT_ACID
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_ACID
], [FName
]), True);
3391 HIT_TRAP
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_TRAP
], [FName
]), True);
3392 else g_Console_Add(Format(_lc
[I_PLAYER_DIED
], [FName
]), True);
3398 for a
:= WP_FIRST
to WP_LAST
do
3402 WEAPON_SAW
: i
:= ITEM_WEAPON_SAW
;
3403 WEAPON_SHOTGUN1
: i
:= ITEM_WEAPON_SHOTGUN1
;
3404 WEAPON_SHOTGUN2
: i
:= ITEM_WEAPON_SHOTGUN2
;
3405 WEAPON_CHAINGUN
: i
:= ITEM_WEAPON_CHAINGUN
;
3406 WEAPON_ROCKETLAUNCHER
: i
:= ITEM_WEAPON_ROCKETLAUNCHER
;
3407 WEAPON_PLASMA
: i
:= ITEM_WEAPON_PLASMA
;
3408 WEAPON_BFG
: i
:= ITEM_WEAPON_BFG
;
3409 WEAPON_SUPERPULEMET
: i
:= ITEM_WEAPON_SUPERPULEMET
;
3410 WEAPON_FLAMETHROWER
: i
:= ITEM_WEAPON_FLAMETHROWER
;
3419 if R_ITEM_BACKPACK
in FRulez
then
3420 PushItem(ITEM_AMMO_BACKPACK
);
3422 // Âûáðîñ ðàêåòíîãî ðàíöà:
3423 if FJetFuel
> 0 then
3424 PushItem(ITEM_JETPACK
);
3427 if not (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
]) then
3429 if R_KEY_RED
in FRulez
then
3430 PushItem(ITEM_KEY_RED
);
3432 if R_KEY_GREEN
in FRulez
then
3433 PushItem(ITEM_KEY_GREEN
);
3435 if R_KEY_BLUE
in FRulez
then
3436 PushItem(ITEM_KEY_BLUE
);
3443 g_Player_CreateCorpse(Self
);
3445 if Srv
and (gGameSettings
.MaxLives
> 0) and FNoRespawn
and
3446 (gLMSRespawn
= LMS_RESPAWN_NONE
) then
3452 for i
:= Low(gPlayers
) to High(gPlayers
) do
3454 if gPlayers
[i
] = nil then continue
;
3455 if (not gPlayers
[i
].FNoRespawn
) and (not gPlayers
[i
].FSpectator
) then
3458 if gPlayers
[i
].FTeam
= TEAM_RED
then Inc(ar
)
3459 else if gPlayers
[i
].FTeam
= TEAM_BLUE
then Inc(ab
);
3464 OldLR
:= gLMSRespawn
;
3465 if (gGameSettings
.GameMode
= GM_COOP
) then
3469 // everyone is dead, restart the map
3470 g_Game_Message(_lc
[I_MESSAGE_LMS_LOSE
], 144);
3472 MH_SEND_GameEvent(NET_EV_LMS_LOSE
);
3473 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3474 gLMSRespawnTime
:= gTime
+ 5000;
3476 else if (a
= 1) then
3478 if (gPlayers
[k
] <> nil) and not (gPlayers
[k
] is TBot
) then
3479 if (gPlayers
[k
] = gPlayer1
) or
3480 (gPlayers
[k
] = gPlayer2
) then
3481 g_Console_Add('*** ' + _lc
[I_MESSAGE_LMS_SURVIVOR
] + ' ***', True)
3482 else if Netsrv
and (gPlayers
[k
].FClientID
>= 0) then
3483 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR
, 0, 'N', gPlayers
[k
].FClientID
);
3486 else if (gGameSettings
.GameMode
= GM_TDM
) then
3488 if (ab
= 0) and (ar
<> 0) then
3491 g_Game_Message(Format(_lc
[I_MESSAGE_TLMS_WIN
], [AnsiUpperCase(_lc
[I_GAME_TEAM_RED
])]), 144);
3493 MH_SEND_GameEvent(NET_EV_TLMS_WIN
, TEAM_RED
);
3494 Inc(gTeamStat
[TEAM_RED
].Goals
);
3495 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3496 gLMSRespawnTime
:= gTime
+ 5000;
3498 else if (ar
= 0) and (ab
<> 0) then
3501 g_Game_Message(Format(_lc
[I_MESSAGE_TLMS_WIN
], [AnsiUpperCase(_lc
[I_GAME_TEAM_BLUE
])]), 144);
3503 MH_SEND_GameEvent(NET_EV_TLMS_WIN
, TEAM_BLUE
);
3504 Inc(gTeamStat
[TEAM_BLUE
].Goals
);
3505 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3506 gLMSRespawnTime
:= gTime
+ 5000;
3508 else if (ar
= 0) and (ab
= 0) then
3511 g_Game_Message(_lc
[I_GAME_WIN_DRAW
], 144);
3513 MH_SEND_GameEvent(NET_EV_LMS_DRAW
, 0, FName
);
3514 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3515 gLMSRespawnTime
:= gTime
+ 5000;
3518 else if (gGameSettings
.GameMode
= GM_DM
) then
3522 if gPlayers
[k
] <> nil then
3525 // survivor is the winner
3526 g_Game_Message(Format(_lc
[I_MESSAGE_LMS_WIN
], [AnsiUpperCase(FName
)]), 144);
3528 MH_SEND_GameEvent(NET_EV_LMS_WIN
, 0, FName
);
3531 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3532 gLMSRespawnTime
:= gTime
+ 5000;
3534 else if (a
= 0) then
3536 // everyone is dead, restart the map
3537 g_Game_Message(_lc
[I_GAME_WIN_DRAW
], 144);
3539 MH_SEND_GameEvent(NET_EV_LMS_DRAW
, 0, FName
);
3540 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3541 gLMSRespawnTime
:= gTime
+ 5000;
3544 if srv
and (OldLR
= LMS_RESPAWN_NONE
) and (gLMSRespawn
> LMS_RESPAWN_NONE
) then
3546 if NetMode
= NET_SERVER
then
3547 MH_SEND_GameEvent(NET_EV_LMS_WARMUP
, (gLMSRespawnTime
- gTime
) div 1000)
3549 g_Console_Add(Format(_lc
[I_MSG_WARMUP_START
], [(gLMSRespawnTime
- gTime
) div 1000]), True);
3555 MH_SEND_PlayerStats(FUID
);
3556 MH_SEND_PlayerDeath(FUID
, KillType
, t
, SpawnerUID
);
3557 if gGameSettings
.GameMode
= GM_TDM
then MH_SEND_GameStats
;
3560 if srv
and FNoRespawn
then Spectate(True);
3561 FWantsInGame
:= True;
3564 function TPlayer
.BodyInLiquid(XInc
, YInc
: Integer): Boolean;
3566 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
, PLAYER_RECT
.Width
,
3567 PLAYER_RECT
.Height
-20, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
, False);
3570 function TPlayer
.BodyInAcid(XInc
, YInc
: Integer): Boolean;
3572 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
, PLAYER_RECT
.Width
,
3573 PLAYER_RECT
.Height
-20, PANEL_ACID1
or PANEL_ACID2
, False);
3576 procedure TPlayer
.MakeBloodSimple(Count
: Word);
3578 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)+8,
3579 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3580 Count
div 2, 3, -1, 16, (PLAYER_RECT
.Height
*2 div 3),
3581 FModel
.Blood
.R
, FModel
.Blood
.G
, FModel
.Blood
.B
, FModel
.Blood
.Kind
);
3582 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-8,
3583 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3584 Count
div 2, -3, -1, 16, (PLAYER_RECT
.Height
*2) div 3,
3585 FModel
.Blood
.R
, FModel
.Blood
.G
, FModel
.Blood
.B
, FModel
.Blood
.Kind
);
3588 procedure TPlayer
.MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
3590 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2),
3591 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3592 Count
, VelX
, VelY
, 16, (PLAYER_RECT
.Height
*2) div 3,
3593 FModel
.Blood
.R
, FModel
.Blood
.G
, FModel
.Blood
.B
, FModel
.Blood
.Kind
);
3596 procedure TPlayer
.QueueWeaponSwitch(Weapon
: Byte);
3598 if g_Game_IsClient
then Exit
;
3599 if Weapon
> High(FWeapon
) then Exit
;
3600 FNextWeap
:= FNextWeap
or (1 shl Weapon
);
3603 procedure TPlayer
.resetWeaponQueue ();
3606 FNextWeapDelay
:= 0;
3609 function TPlayer
.hasAmmoForWeapon (weapon
: Byte): Boolean;
3613 WEAPON_KASTET
, WEAPON_SAW
: result
:= true;
3614 WEAPON_SHOTGUN1
, WEAPON_SHOTGUN2
, WEAPON_SUPERPULEMET
: result
:= (FAmmo
[A_SHELLS
] > 0);
3615 WEAPON_PISTOL
, WEAPON_CHAINGUN
: result
:= (FAmmo
[A_BULLETS
] > 0);
3616 WEAPON_ROCKETLAUNCHER
: result
:= (FAmmo
[A_ROCKETS
] > 0);
3617 WEAPON_PLASMA
, WEAPON_BFG
: result
:= (FAmmo
[A_CELLS
] > 0);
3618 WEAPON_FLAMETHROWER
: result
:= (FAmmo
[A_FUEL
] > 0);
3619 else result
:= (weapon
< length(FWeapon
));
3623 // return 255 for "no switch"
3624 function TPlayer
.getNextWeaponIndex (): Byte;
3627 wantThisWeapon
: array[0..64] of Boolean;
3628 weaponOrder
: array[0..16] of Integer; // value: index in `FWeapon`
3630 f
, dir
, cwi
, rwidx
, curlidx
: Integer;
3632 function real2log (ridx
: Integer): Integer;
3638 for f
:= 0 to High(weaponOrder
) do if (weaponOrder
[f
] = ridx
) then begin result
:= f
; exit
; end;
3644 result
:= 255; // default result: "no switch"
3646 // had weapon cycling on previous frame? remove that flag
3647 if (FNextWeap
and $2000) <> 0 then
3649 FNextWeap
:= FNextWeap
and $1FFF;
3650 FNextWeapDelay
:= 0;
3653 for f
:= 0 to High(weaponOrder
) do weaponOrder
[f
] := -1;
3655 // build weapon order (k8: i know, i know, learn how to do constants and such... gtfo, please!)
3656 // two knuckles are for "normal" and "berserk" (see `if` below -- it removes the one that is not needed)
3658 // bfg, launcher, plasma, flamethrower, ssg, minigun, sg, pistol, berserk, chainsaw, fist
3659 weaponOrder
[0] := WEAPON_SUPERPULEMET
;
3660 weaponOrder
[1] := WEAPON_BFG
;
3661 weaponOrder
[2] := WEAPON_ROCKETLAUNCHER
;
3662 weaponOrder
[3] := WEAPON_PLASMA
;
3663 weaponOrder
[4] := WEAPON_FLAMETHROWER
;
3664 weaponOrder
[5] := WEAPON_SHOTGUN2
;
3665 weaponOrder
[6] := WEAPON_CHAINGUN
;
3666 weaponOrder
[7] := WEAPON_SHOTGUN1
;
3667 weaponOrder
[8] := WEAPON_PISTOL
;
3668 weaponOrder
[9] := WEAPON_KASTET
+666; // berserk fist
3669 weaponOrder
[10] := WEAPON_SAW
;
3670 weaponOrder
[11] := WEAPON_KASTET
; // normal fist
3672 for f
:= 0 to High(weaponOrder
) do
3674 if (weaponOrder
[f
] = WEAPON_KASTET
) then
3676 // normal fist: remove if we have a berserk pack
3677 if (R_BERSERK
in FRulez
) then weaponOrder
[f
] := -1;
3680 if (weaponOrder
[f
] = WEAPON_KASTET
+666) then
3682 // berserk fist: remove if we don't have a berserk pack
3683 if (R_BERSERK
in FRulez
) then weaponOrder
[f
] := WEAPON_KASTET
else weaponOrder
[f
] := -1;
3691 WEAPON_SHOTGUN1 = 3;
3692 WEAPON_SHOTGUN2 = 4;
3693 WEAPON_CHAINGUN = 5;
3694 WEAPON_ROCKETLAUNCHER = 6;
3697 WEAPON_SUPERPULEMET = 9;
3698 WEAPON_FLAMETHROWER = 10;
3701 // cycling has priority
3702 if (FNextWeap
and $C000) <> 0 then
3704 if (FNextWeap
and $8000) <> 0 then dir
:= 1 else dir
:= -1; // should be reversed if we want "priority-driven cycling"
3705 FNextWeap
:= FNextWeap
or $2000; // we need this
3706 if FNextWeapDelay
> 0 then exit
; // cooldown time
3707 //cwi := real2log(FCurrWeap);
3708 //if (cwi < 0) then cwi := 0;
3710 for i
:= 0 to High(FWeapon
) do
3712 cwi
:= (cwi
+length(FWeapon
)+dir
) mod length(FWeapon
);
3713 //rwidx := weaponOrder[cwi];
3714 rwidx
:= cwi
; // sorry
3715 if (rwidx
< 0) then continue
;
3716 if FWeapon
[rwidx
] then
3718 //e_WriteLog(Format(' SWITCH: cur=%d; new=%d (dir=%d; log=%d)', [FCurrWeap, rwidx, dir, cwi]), TMsgType.Warning);
3719 result
:= Byte(rwidx
);
3720 //FNextWeapDelay := 10; //k8: not needed anymore
3729 for i
:= 0 to High(wantThisWeapon
) do wantThisWeapon
[i
] := false;
3732 curlidx
:= -1; // start from a weapon with a highest priority (-1, 'cause loop will immediately increment this index)
3734 for i
:= 0 to High(FWeapon
) do
3736 if (FNextWeap
and (1 shl i
)) <> 0 then
3741 wantThisWeapon
[cwi
] := true;
3743 // if we hit currently selected weapon, start seachring from it, so we'll get "next weaker" weapon
3744 if (i
= FCurrWeap
) then curlidx
:= cwi
; // compare real, start from logical
3749 // slow down alterations a little
3752 // more than one weapon requested, assume "alteration", and check alteration delay
3753 if FNextWeapDelay
> 0 then
3755 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), TMsgType.Warning);
3761 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3762 // but clear all counters if no weapon should be switched
3769 //e_WriteLog(Format('*** wwc=%d; currweap=%d; logweap=%d', [wwc, FCurrWeap, curlidx]), TMsgType.Warning);
3771 // find next weapon to switch onto
3773 for i
:= 0 to High(weaponOrder
) do
3775 cwi
:= (cwi
+length(weaponOrder
)+1) mod length(weaponOrder
);
3776 if (cwi
= curlidx
) then continue
; // skip current weapon
3777 if not wantThisWeapon
[cwi
] then continue
;
3778 rwidx
:= weaponOrder
[cwi
];
3779 if (rwidx
< 0) then continue
;
3780 //e_WriteLog(Format(' trying logical %d (real %d); has=%d, hasammo=%d', [cwi, rwidx, Integer(FWeapon[rwidx]), Integer(hasAmmoForWeapon(rwidx))]), TMsgType.Warning);
3781 if FWeapon
[rwidx
] and ((wwc
= 1) or hasAmmoForWeapon(rwidx
)) then
3783 //e_WriteLog(' I FOUND HER!', TMsgType.Warning);
3785 result
:= Byte(rwidx
);
3787 //FNextWeapDelay := 10; // anyway, 'cause why not; k8: not needed anymore
3792 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3796 procedure TPlayer
.RealizeCurrentWeapon();
3797 function switchAllowed (): Boolean;
3802 if FBFGFireCounter
<> -1 then
3804 if FTime
[T_SWITCH
] > gTime
then
3806 for i
:= WP_FIRST
to WP_LAST
do
3807 if FReloading
[i
] > 0 then
3815 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3816 //FNextWeap := FNextWeap and $1FFF;
3817 //HACK: alteration delay will be reset when player released any weapon switch key
3818 FNextWeapDelay
:= 0; //k8: just in case
3819 //if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
3821 if not switchAllowed
then
3823 //HACK for weapon cycling
3824 if (FNextWeap
and $E000) <> 0 then FNextWeap
:= 0;
3828 nw
:= getNextWeaponIndex();
3829 if nw
= 255 then exit
; // don't reset anything here
3830 if nw
> High(FWeapon
) then
3832 // don't forget to reset queue here!
3833 //e_WriteLog(Format(' RealizeCurrentWeapon: WUTAFUUUU?! (%d)', [nw]), TMsgType.Warning);
3841 FTime
[T_SWITCH
] := gTime
+156;
3842 if FCurrWeap
= WEAPON_SAW
then FSawSoundSelect
.PlayAt(FObj
.X
, FObj
.Y
);
3843 FModel
.SetWeapon(FCurrWeap
);
3844 if g_Game_IsNet
then MH_SEND_PlayerStats(FUID
);
3848 procedure TPlayer
.NextWeapon();
3850 if g_Game_IsClient
then Exit
;
3854 procedure TPlayer
.PrevWeapon();
3856 if g_Game_IsClient
then Exit
;
3860 procedure TPlayer
.SetWeapon(W
: Byte);
3862 if FCurrWeap
<> W
then
3863 if W
= WEAPON_SAW
then
3864 FSawSoundSelect
.PlayAt(FObj
.X
, FObj
.Y
);
3867 FModel
.SetWeapon(CurrWeap
);
3871 function TPlayer
.PickItem(ItemType
: Byte; arespawn
: Boolean; var remove
: Boolean): Boolean;
3873 function allowBerserkSwitching (): Boolean;
3875 if (FBFGFireCounter
<> -1) then begin result
:= false; exit
; end;
3877 if gBerserkAutoswitch
then exit
;
3878 if not conIsCheatsEnabled
then exit
;
3886 if g_Game_IsClient
then Exit
;
3888 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3889 a
:= LongBool(gGameSettings
.Options
and GAME_OPTION_WEAPONSTAY
) and arespawn
;
3894 if FHealth
< PLAYER_HP_SOFT
then
3896 IncMax(FHealth
, 10, PLAYER_HP_SOFT
);
3900 if gFlash
= 2 then Inc(FPickup
, 5);
3904 if FHealth
< PLAYER_HP_SOFT
then
3906 IncMax(FHealth
, 25, PLAYER_HP_SOFT
);
3910 if gFlash
= 2 then Inc(FPickup
, 5);
3914 if FArmor
< PLAYER_AP_SOFT
then
3916 FArmor
:= PLAYER_AP_SOFT
;
3919 if gFlash
= 2 then Inc(FPickup
, 5);
3923 if FArmor
< PLAYER_AP_LIMIT
then
3925 FArmor
:= PLAYER_AP_LIMIT
;
3928 if gFlash
= 2 then Inc(FPickup
, 5);
3932 if FHealth
< PLAYER_HP_LIMIT
then
3934 IncMax(FHealth
, 100, PLAYER_HP_LIMIT
);
3938 if gFlash
= 2 then Inc(FPickup
, 5);
3942 if (FHealth
< PLAYER_HP_LIMIT
) or (FArmor
< PLAYER_AP_LIMIT
) then
3944 if FHealth
< PLAYER_HP_LIMIT
then
3945 FHealth
:= PLAYER_HP_LIMIT
;
3946 if FArmor
< PLAYER_AP_LIMIT
then
3947 FArmor
:= PLAYER_AP_LIMIT
;
3951 if gFlash
= 2 then Inc(FPickup
, 5);
3955 if (not FWeapon
[WEAPON_SAW
]) or ((not arespawn
) and (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
])) then
3957 FWeapon
[WEAPON_SAW
] := True;
3959 if gFlash
= 2 then Inc(FPickup
, 5);
3960 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3963 ITEM_WEAPON_SHOTGUN1
:
3964 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SHOTGUN1
] then
3966 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
3967 if a
and FWeapon
[WEAPON_SHOTGUN1
] then Exit
;
3969 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3970 FWeapon
[WEAPON_SHOTGUN1
] := True;
3972 if gFlash
= 2 then Inc(FPickup
, 5);
3973 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3976 ITEM_WEAPON_SHOTGUN2
:
3977 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SHOTGUN2
] then
3979 if a
and FWeapon
[WEAPON_SHOTGUN2
] then Exit
;
3981 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3982 FWeapon
[WEAPON_SHOTGUN2
] := True;
3984 if gFlash
= 2 then Inc(FPickup
, 5);
3985 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3988 ITEM_WEAPON_CHAINGUN
:
3989 if (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or not FWeapon
[WEAPON_CHAINGUN
] then
3991 if a
and FWeapon
[WEAPON_CHAINGUN
] then Exit
;
3993 IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
3994 FWeapon
[WEAPON_CHAINGUN
] := True;
3996 if gFlash
= 2 then Inc(FPickup
, 5);
3997 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4000 ITEM_WEAPON_ROCKETLAUNCHER
:
4001 if (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or not FWeapon
[WEAPON_ROCKETLAUNCHER
] then
4003 if a
and FWeapon
[WEAPON_ROCKETLAUNCHER
] then Exit
;
4005 IncMax(FAmmo
[A_ROCKETS
], 2, FMaxAmmo
[A_ROCKETS
]);
4006 FWeapon
[WEAPON_ROCKETLAUNCHER
] := True;
4008 if gFlash
= 2 then Inc(FPickup
, 5);
4009 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4013 if (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or not FWeapon
[WEAPON_PLASMA
] then
4015 if a
and FWeapon
[WEAPON_PLASMA
] then Exit
;
4017 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
4018 FWeapon
[WEAPON_PLASMA
] := True;
4020 if gFlash
= 2 then Inc(FPickup
, 5);
4021 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4025 if (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or not FWeapon
[WEAPON_BFG
] then
4027 if a
and FWeapon
[WEAPON_BFG
] then Exit
;
4029 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
4030 FWeapon
[WEAPON_BFG
] := True;
4032 if gFlash
= 2 then Inc(FPickup
, 5);
4033 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4036 ITEM_WEAPON_SUPERPULEMET
:
4037 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SUPERPULEMET
] then
4039 if a
and FWeapon
[WEAPON_SUPERPULEMET
] then Exit
;
4041 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
4042 FWeapon
[WEAPON_SUPERPULEMET
] := True;
4044 if gFlash
= 2 then Inc(FPickup
, 5);
4045 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4048 ITEM_WEAPON_FLAMETHROWER
:
4049 if (FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
]) or not FWeapon
[WEAPON_FLAMETHROWER
] then
4051 if a
and FWeapon
[WEAPON_FLAMETHROWER
] then Exit
;
4053 IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
4054 FWeapon
[WEAPON_FLAMETHROWER
] := True;
4056 if gFlash
= 2 then Inc(FPickup
, 5);
4057 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4061 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
4063 IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
4066 if gFlash
= 2 then Inc(FPickup
, 5);
4069 ITEM_AMMO_BULLETS_BOX
:
4070 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
4072 IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
4075 if gFlash
= 2 then Inc(FPickup
, 5);
4079 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
4081 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
4084 if gFlash
= 2 then Inc(FPickup
, 5);
4087 ITEM_AMMO_SHELLS_BOX
:
4088 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
4090 IncMax(FAmmo
[A_SHELLS
], 25, FMaxAmmo
[A_SHELLS
]);
4093 if gFlash
= 2 then Inc(FPickup
, 5);
4097 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
4099 IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
4102 if gFlash
= 2 then Inc(FPickup
, 5);
4105 ITEM_AMMO_ROCKET_BOX
:
4106 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
4108 IncMax(FAmmo
[A_ROCKETS
], 5, FMaxAmmo
[A_ROCKETS
]);
4111 if gFlash
= 2 then Inc(FPickup
, 5);
4115 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
4117 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
4120 if gFlash
= 2 then Inc(FPickup
, 5);
4124 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
4126 IncMax(FAmmo
[A_CELLS
], 100, FMaxAmmo
[A_CELLS
]);
4129 if gFlash
= 2 then Inc(FPickup
, 5);
4133 if FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
] then
4135 IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
4138 if gFlash
= 2 then Inc(FPickup
, 5);
4142 if not(R_ITEM_BACKPACK
in FRulez
) or
4143 (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or
4144 (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or
4145 (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or
4146 (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or
4147 (FMaxAmmo
[A_FUEL
] < AmmoLimits
[1, A_FUEL
]) then
4149 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[1, A_BULLETS
];
4150 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[1, A_SHELLS
];
4151 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[1, A_ROCKETS
];
4152 FMaxAmmo
[A_CELLS
] := AmmoLimits
[1, A_CELLS
];
4153 FMaxAmmo
[A_FUEL
] := AmmoLimits
[1, A_FUEL
];
4155 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
4156 IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
4157 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
4158 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
4159 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
4160 IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
4161 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
4162 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
4164 FRulez
:= FRulez
+ [R_ITEM_BACKPACK
];
4167 if gFlash
= 2 then Inc(FPickup
, 5);
4171 if not(R_KEY_RED
in FRulez
) then
4173 Include(FRulez
, R_KEY_RED
);
4175 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
4176 if gFlash
= 2 then Inc(FPickup
, 5);
4177 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
4181 if not(R_KEY_GREEN
in FRulez
) then
4183 Include(FRulez
, R_KEY_GREEN
);
4185 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
4186 if gFlash
= 2 then Inc(FPickup
, 5);
4187 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
4191 if not(R_KEY_BLUE
in FRulez
) then
4193 Include(FRulez
, R_KEY_BLUE
);
4195 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
4196 if gFlash
= 2 then Inc(FPickup
, 5);
4197 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
4201 if FMegaRulez
[MR_SUIT
] < gTime
+PLAYER_SUIT_TIME
then
4203 FMegaRulez
[MR_SUIT
] := gTime
+PLAYER_SUIT_TIME
;
4207 if gFlash
= 2 then Inc(FPickup
, 5);
4211 if FAir
< AIR_MAX
then
4216 if gFlash
= 2 then Inc(FPickup
, 5);
4221 if not (R_BERSERK
in FRulez
) then
4223 Include(FRulez
, R_BERSERK
);
4224 if allowBerserkSwitching
then
4226 FCurrWeap
:= WEAPON_KASTET
;
4228 FModel
.SetWeapon(WEAPON_KASTET
);
4233 if gFlash
= 2 then Inc(FPickup
, 5);
4235 FBerserk
:= gTime
+30000;
4239 //k8:do we need it? if g_Game_IsNet and g_Game_IsServer then MH_SEND_PlayerStats(FUID);
4241 if FHealth
< PLAYER_HP_SOFT
then
4243 FHealth
:= PLAYER_HP_SOFT
;
4244 FBerserk
:= gTime
+30000;
4252 if FMegaRulez
[MR_INVUL
] < gTime
+PLAYER_INVUL_TIME
then
4254 FMegaRulez
[MR_INVUL
] := gTime
+PLAYER_INVUL_TIME
;
4257 if gFlash
= 2 then Inc(FPickup
, 5);
4261 if FHealth
< PLAYER_HP_LIMIT
then
4263 IncMax(FHealth
, 4, PLAYER_HP_LIMIT
);
4267 if gFlash
= 2 then Inc(FPickup
, 5);
4271 if FArmor
< PLAYER_AP_LIMIT
then
4273 IncMax(FArmor
, 5, PLAYER_AP_LIMIT
);
4276 if gFlash
= 2 then Inc(FPickup
, 5);
4280 if FJetFuel
< JET_MAX
then
4282 FJetFuel
:= JET_MAX
;
4285 if gFlash
= 2 then Inc(FPickup
, 5);
4289 if FMegaRulez
[MR_INVIS
] < gTime
+PLAYER_INVIS_TIME
then
4291 FMegaRulez
[MR_INVIS
] := gTime
+PLAYER_INVIS_TIME
;
4294 if gFlash
= 2 then Inc(FPickup
, 5);
4299 procedure TPlayer
.Touch();
4303 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
4306 // Áðîñèòü ôëàã òîâàðèùó:
4307 if gGameSettings
.GameMode
= GM_CTF
then
4312 procedure TPlayer
.Push(vx
, vy
: Integer);
4314 if (not FPhysics
) and FGhost
then
4316 FObj
.Accel
.X
:= FObj
.Accel
.X
+ vx
;
4317 FObj
.Accel
.Y
:= FObj
.Accel
.Y
+ vy
;
4318 if g_Game_IsNet
and g_Game_IsServer
then
4319 MH_SEND_PlayerPos(True, FUID
, NET_EVERYONE
);
4322 procedure TPlayer
.Reset(Force
: Boolean);
4328 FTime
[T_RESPAWN
] := 0;
4329 FTime
[T_FLAGCAP
] := 0;
4342 FSpectator
:= False;
4345 FSpectatePlayer
:= -1;
4346 FNoRespawn
:= False;
4348 FLives
:= gGameSettings
.MaxLives
;
4353 procedure TPlayer
.SoftReset();
4359 FBFGFireCounter
:= -1;
4367 SetAction(A_STAND
, True);
4370 function TPlayer
.GetRespawnPoint(): Byte;
4375 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4377 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4378 if gGameSettings
.GameMode
in [GM_COOP
, GM_SINGLE
] then
4380 if (Self
= gPlayer1
) or (Self
= gPlayer2
) then
4382 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
4383 if Self
= gPlayer1
then
4384 c
:= RESPAWNPOINT_PLAYER1
4386 c
:= RESPAWNPOINT_PLAYER2
;
4387 if g_Map_GetPointCount(c
) > 0 then
4393 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
4394 if Self
= gPlayer1
then
4395 c
:= RESPAWNPOINT_PLAYER2
4397 c
:= RESPAWNPOINT_PLAYER1
;
4398 if g_Map_GetPointCount(c
) > 0 then
4405 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
4406 if Random(2) = 0 then
4407 c
:= RESPAWNPOINT_PLAYER1
4409 c
:= RESPAWNPOINT_PLAYER2
;
4410 if g_Map_GetPointCount(c
) > 0 then
4417 // Òî÷êà ëþáîé èç êîìàíä
4418 if Random(2) = 0 then
4419 c
:= RESPAWNPOINT_RED
4421 c
:= RESPAWNPOINT_BLUE
;
4422 if g_Map_GetPointCount(c
) > 0 then
4429 c
:= RESPAWNPOINT_DM
;
4430 if g_Map_GetPointCount(c
) > 0 then
4438 if gGameSettings
.GameMode
= GM_DM
then
4441 c
:= RESPAWNPOINT_DM
;
4442 if g_Map_GetPointCount(c
) > 0 then
4448 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4449 if Random(2) = 0 then
4450 c
:= RESPAWNPOINT_PLAYER1
4452 c
:= RESPAWNPOINT_PLAYER2
;
4453 if g_Map_GetPointCount(c
) > 0 then
4459 // Òî÷êà ëþáîé èç êîìàíä
4460 if Random(2) = 0 then
4461 c
:= RESPAWNPOINT_RED
4463 c
:= RESPAWNPOINT_BLUE
;
4464 if g_Map_GetPointCount(c
) > 0 then
4472 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
4474 // Òî÷êà ñâîåé êîìàíäû
4475 c
:= RESPAWNPOINT_DM
;
4476 if FTeam
= TEAM_RED
then
4477 c
:= RESPAWNPOINT_RED
;
4478 if FTeam
= TEAM_BLUE
then
4479 c
:= RESPAWNPOINT_BLUE
;
4480 if g_Map_GetPointCount(c
) > 0 then
4487 c
:= RESPAWNPOINT_DM
;
4488 if g_Map_GetPointCount(c
) > 0 then
4494 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4495 if Random(2) = 0 then
4496 c
:= RESPAWNPOINT_PLAYER1
4498 c
:= RESPAWNPOINT_PLAYER2
;
4499 if g_Map_GetPointCount(c
) > 0 then
4505 // Òî÷êà äðóãîé êîìàíäû
4506 c
:= RESPAWNPOINT_DM
;
4507 if FTeam
= TEAM_RED
then
4508 c
:= RESPAWNPOINT_BLUE
;
4509 if FTeam
= TEAM_BLUE
then
4510 c
:= RESPAWNPOINT_RED
;
4511 if g_Map_GetPointCount(c
) > 0 then
4519 procedure TPlayer
.Respawn(Silent
: Boolean; Force
: Boolean = False);
4521 RespawnPoint
: TRespawnPoint
;
4527 FBFGFireCounter
:= -1;
4532 if not g_Game_IsServer
then
4536 FWantsInGame
:= True;
4537 FJustTeleported
:= True;
4540 FTime
[T_RESPAWN
] := 0;
4544 // if server changes MaxLives we gotta be ready
4545 if gGameSettings
.MaxLives
= 0 then FNoRespawn
:= False;
4547 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4548 if FTime
[T_RESPAWN
] > gTime
then
4551 // Ïðîñðàë âñå æèçíè:
4554 if not FSpectator
then Spectate(True);
4555 FWantsInGame
:= True;
4559 if (gGameSettings
.GameType
<> GT_SINGLE
) and (gGameSettings
.GameMode
<> GM_COOP
) then
4560 begin // "Ñâîÿ èãðà"
4561 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4562 FRulez
:= FRulez
-[R_BERSERK
];
4564 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4566 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4567 FRulez
:= FRulez
-[R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
, R_BERSERK
];
4570 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4571 c
:= GetRespawnPoint();
4576 // Âîñêðåøåíèå áåç îðóæèÿ:
4579 FHealth
:= PLAYER_HP_SOFT
;
4585 for a
:= WP_FIRST
to WP_LAST
do
4587 FWeapon
[a
] := False;
4591 FWeapon
[WEAPON_PISTOL
] := True;
4592 FWeapon
[WEAPON_KASTET
] := True;
4593 FCurrWeap
:= WEAPON_PISTOL
;
4596 FModel
.SetWeapon(FCurrWeap
);
4598 for b
:= A_BULLETS
to A_HIGH
do
4601 FAmmo
[A_BULLETS
] := 50;
4603 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[0, A_BULLETS
];
4604 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[0, A_SHELLS
];
4605 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[0, A_SHELLS
];
4606 FMaxAmmo
[A_CELLS
] := AmmoLimits
[0, A_CELLS
];
4607 FMaxAmmo
[A_FUEL
] := AmmoLimits
[0, A_FUEL
];
4609 if gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
] then
4610 FRulez
:= [R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
]
4615 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4616 if not g_Map_GetPoint(c
, RespawnPoint
) then
4618 g_FatalError(_lc
[I_GAME_ERROR_GET_SPAWN
]);
4622 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4623 FObj
.X
:= RespawnPoint
.X
-PLAYER_RECT
.X
;
4624 FObj
.Y
:= RespawnPoint
.Y
-PLAYER_RECT
.Y
;
4630 FDirection
:= RespawnPoint
.Direction
;
4631 if FDirection
= TDirection
.D_LEFT
then
4636 SetAction(A_STAND
, True);
4637 FModel
.Direction
:= FDirection
;
4639 for a
:= Low(FTime
) to High(FTime
) do
4642 for a
:= Low(FMegaRulez
) to High(FMegaRulez
) do
4647 FCanJetpack
:= False;
4652 // Àíèìàöèÿ âîçðîæäåíèÿ:
4653 if (not gLoadGameMode
) and (not Silent
) then
4654 if g_Frames_Get(ID
, 'FRAMES_TELEPORT') then
4656 Anim
:= TAnimation
.Create(ID
, False, 3);
4657 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4658 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
4662 FSpectator
:= False;
4665 FSpectatePlayer
:= -1;
4668 if (gPlayer1
= nil) and (gLMSPID1
= FUID
) then
4670 if (gPlayer2
= nil) and (gLMSPID2
= FUID
) then
4673 if g_Game_IsNet
then
4675 MH_SEND_PlayerPos(True, FUID
, NET_EVERYONE
);
4676 MH_SEND_PlayerStats(FUID
, NET_EVERYONE
);
4678 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4679 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32,
4684 procedure TPlayer
.Spectate(NoMove
: Boolean = False);
4687 Kill(K_EXTRAHARDKILL
, FUID
, HIT_SOME
)
4688 else if (not NoMove
) then
4690 GameX
:= gMapInfo
.Width
div 2;
4691 GameY
:= gMapInfo
.Height
div 2;
4700 FWantsInGame
:= False;
4705 if Self
= gPlayer1
then
4710 if Self
= gPlayer2
then
4717 if g_Game_IsNet
then
4718 MH_SEND_PlayerStats(FUID
);
4721 procedure TPlayer
.SwitchNoClip
;
4725 FGhost
:= not FGhost
;
4726 FPhysics
:= not FGhost
;
4738 procedure TPlayer
.Run(Direction
: TDirection
);
4742 if MAX_RUNVEL
> 8 then
4746 if Direction
= TDirection
.D_LEFT
then
4748 if FObj
.Vel
.X
> -MAX_RUNVEL
then
4749 FObj
.Vel
.X
:= FObj
.Vel
.X
- (MAX_RUNVEL
shr 3);
4752 if FObj
.Vel
.X
< MAX_RUNVEL
then
4753 FObj
.Vel
.X
:= FObj
.Vel
.X
+ (MAX_RUNVEL
shr 3);
4755 // Âîçìîæíî, ïèíàåì êóñêè:
4756 if (FObj
.Vel
.X
<> 0) and (gGibs
<> nil) then
4758 b
:= Abs(FObj
.Vel
.X
);
4759 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
4760 for a
:= 0 to High(gGibs
) do
4762 if gGibs
[a
].alive
and
4763 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
4764 FObj
.Rect
.Width
, 8, @gGibs
[a
].Obj
) and (Random(3) = 0) then
4767 if FObj
.Vel
.X
< 0 then
4769 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)+120) // íàëåâî
4773 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)); // íàïðàâî
4775 gGibs
[a
].positionChanged(); // this updates spatial accelerators
4783 procedure TPlayer
.SeeDown();
4785 SetAction(A_SEEDOWN
);
4787 if FDirection
= TDirection
.D_LEFT
then FAngle
:= ANGLE_LEFTDOWN
else FAngle
:= ANGLE_RIGHTDOWN
;
4789 if FIncCam
> -120 then DecMin(FIncCam
, 5, -120);
4792 procedure TPlayer
.SeeUp();
4796 if FDirection
= TDirection
.D_LEFT
then FAngle
:= ANGLE_LEFTUP
else FAngle
:= ANGLE_RIGHTUP
;
4798 if FIncCam
< 120 then IncMax(FIncCam
, 5, 120);
4801 procedure TPlayer
.SetAction(Action
: Byte; Force
: Boolean = False);
4809 A_ATTACK
: Prior
:= 2;
4810 A_SEEUP
: Prior
:= 1;
4811 A_SEEDOWN
: Prior
:= 1;
4812 A_ATTACKUP
: Prior
:= 2;
4813 A_ATTACKDOWN
: Prior
:= 2;
4818 if (Prior
> FActionPrior
) or Force
then
4819 if not ((Prior
= 2) and (FCurrWeap
= WEAPON_SAW
)) then
4821 FActionPrior
:= Prior
;
4822 FActionAnim
:= Action
;
4823 FActionForce
:= Force
;
4824 FActionChanged
:= True;
4827 if Action
in [A_ATTACK
, A_ATTACKUP
, A_ATTACKDOWN
] then FModel
.SetFire(True);
4830 function TPlayer
.StayOnStep(XInc
, YInc
: Integer): Boolean;
4832 Result
:= not g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+YInc
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
-1,
4833 PLAYER_RECT
.Width
, 1, PANEL_STEP
, False)
4834 and g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+YInc
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
,
4835 PLAYER_RECT
.Width
, 1, PANEL_STEP
, False);
4838 function TPlayer
.TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
4845 if g_CollideLevel(X
, Y
, PLAYER_RECT
.Width
, PLAYER_RECT
.Height
) then
4847 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj
.X
, FObj
.Y
);
4848 if g_Game_IsServer
and g_Game_IsNet
then
4849 MH_SEND_Sound(FObj
.X
, FObj
.Y
, 'SOUND_GAME_NOTELEPORT');
4853 FJustTeleported
:= True;
4858 if g_Frames_Get(ID
, 'FRAMES_TELEPORT') then
4860 Anim
:= TAnimation
.Create(ID
, False, 3);
4863 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj
.X
, FObj
.Y
);
4864 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4865 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
4866 if g_Game_IsServer
and g_Game_IsNet
then
4867 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4868 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, 1,
4872 FObj
.X
:= X
-PLAYER_RECT
.X
;
4873 FObj
.Y
:= Y
-PLAYER_RECT
.Y
;
4874 if FAlive
and FGhost
then
4880 if not g_Game_IsNet
then
4884 SetDirection(TDirection
.D_LEFT
);
4890 SetDirection(TDirection
.D_RIGHT
);
4896 if FDirection
= TDirection
.D_RIGHT
then
4898 SetDirection(TDirection
.D_LEFT
);
4903 SetDirection(TDirection
.D_RIGHT
);
4909 if not silent
and (Anim
<> nil) then
4911 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4912 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
4915 if g_Game_IsServer
and g_Game_IsNet
then
4916 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4917 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, 0,
4924 function nonz(a
: Single): Single;
4932 function TPlayer
.followCorpse(): Boolean;
4937 if FAlive
or FSpectator
then
4939 if (gCorpses
= nil) or (Length(gCorpses
) = 0) then
4941 for i
:= 0 to High(gCorpses
) do
4942 if gCorpses
[i
] <> nil then
4943 if gCorpses
[i
].FPlayerUID
= FUID
then
4946 FObj
.X
:= gCorpses
[i
].FObj
.X
;
4947 FObj
.Y
:= gCorpses
[i
].FObj
.Y
;
4948 FObj
.Vel
.X
:= gCorpses
[i
].FObj
.Vel
.X
;
4949 FObj
.Vel
.Y
:= gCorpses
[i
].FObj
.Vel
.Y
;
4950 FObj
.Accel
.X
:= gCorpses
[i
].FObj
.Accel
.X
;
4951 FObj
.Accel
.Y
:= gCorpses
[i
].FObj
.Accel
.Y
;
4956 procedure TPlayer
.Update();
4959 i
, ii
, wx
, wy
, xd
, yd
, k
: Integer;
4960 blockmon
, headwater
, dospawn
: Boolean;
4965 NetServer
:= g_Game_IsNet
and g_Game_IsServer
;
4966 AnyServer
:= g_Game_IsServer
;
4968 if g_Game_IsClient
and (NetInterpLevel
> 0) then
4969 DoLerp(NetInterpLevel
+ 1)
4975 if FClientID
>= 0 then
4977 FPing
:= NetClients
[FClientID
].Peer
^.lastRoundTripTime
;
4978 if NetClients
[FClientID
].Peer
^.packetsSent
> 0 then
4979 FLoss
:= Round(100*NetClients
[FClientID
].Peer
^.packetsLost
/NetClients
[FClientID
].Peer
^.packetsSent
)
4988 if FAlive
and (FPunchAnim
<> nil) then
4989 FPunchAnim
.Update();
4991 if FAlive
and (gFly
or FJetpack
) then
4994 if FDirection
= TDirection
.D_LEFT
then
4999 if FAlive
and (not FGhost
) then
5001 if FKeys
[KEY_UP
].Pressed
then
5003 if FKeys
[KEY_DOWN
].Pressed
then
5007 if (not (FKeys
[KEY_UP
].Pressed
or FKeys
[KEY_DOWN
].Pressed
)) and
5010 i
:= g_basic
.Sign(FIncCam
);
5011 FIncCam
:= Abs(FIncCam
);
5012 DecMin(FIncCam
, 5, 0);
5013 FIncCam
:= FIncCam
*i
;
5016 // no need to do that each second frame, weapon queue will take care of it
5017 if FAlive
and FKeys
[KEY_NEXTWEAPON
].Pressed
and AnyServer
then NextWeapon();
5018 if FAlive
and FKeys
[KEY_PREVWEAPON
].Pressed
and AnyServer
then PrevWeapon();
5020 if gTime
mod (GAME_TICK
*2) <> 0 then
5022 if (FObj
.Vel
.X
= 0) and FAlive
then
5024 if FKeys
[KEY_LEFT
].Pressed
then
5025 Run(TDirection
.D_LEFT
);
5026 if FKeys
[KEY_RIGHT
].Pressed
then
5027 Run(TDirection
.D_RIGHT
);
5032 if not followCorpse() then
5033 g_Obj_Move(@FObj
, True, True, True);
5034 positionChanged(); // this updates spatial accelerators
5040 FActionChanged
:= False;
5044 // Let alive player do some actions
5045 if FKeys
[KEY_LEFT
].Pressed
then Run(TDirection
.D_LEFT
);
5046 if FKeys
[KEY_RIGHT
].Pressed
then Run(TDirection
.D_RIGHT
);
5047 //if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
5048 //if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
5049 if FKeys
[KEY_FIRE
].Pressed
and AnyServer
then Fire();
5050 if FKeys
[KEY_OPEN
].Pressed
and AnyServer
then Use();
5051 if FKeys
[KEY_JUMP
].Pressed
then Jump()
5054 if AnyServer
and FJetpack
then
5058 if NetServer
then MH_SEND_PlayerStats(FUID
);
5060 FCanJetpack
:= True;
5067 for k
:= Low(FKeys
) to KEY_CHAT
-1 do
5069 if FKeys
[k
].Pressed
then
5077 if gGameSettings
.GameType
in [GT_CUSTOM
, GT_SERVER
, GT_CLIENT
] then
5080 if (FTime
[T_RESPAWN
] <= gTime
) and
5081 gGameOn
and (not FAlive
) then
5083 if (g_Player_GetCount() > 1) then
5087 gExit
:= EXIT_RESTART
;
5092 // Dead spectator actions
5095 if FKeys
[KEY_OPEN
].Pressed
and AnyServer
then Fire();
5096 if FKeys
[KEY_FIRE
].Pressed
and AnyServer
then
5100 if (FSpectatePlayer
>= High(gPlayers
)) then
5101 FSpectatePlayer
:= -1
5105 for I
:= FSpectatePlayer
+ 1 to High(gPlayers
) do
5106 if gPlayers
[I
] <> nil then
5107 if gPlayers
[I
].alive
then
5108 if gPlayers
[I
].UID
<> FUID
then
5110 FSpectatePlayer
:= I
;
5115 if not SetSpect
then FSpectatePlayer
:= -1;
5126 if FKeys
[KEY_UP
].Pressed
or FKeys
[KEY_JUMP
].Pressed
then
5128 FYTo
:= FObj
.Y
- 32;
5129 FSpectatePlayer
:= -1;
5131 if FKeys
[KEY_DOWN
].Pressed
then
5133 FYTo
:= FObj
.Y
+ 32;
5134 FSpectatePlayer
:= -1;
5136 if FKeys
[KEY_LEFT
].Pressed
then
5138 FXTo
:= FObj
.X
- 32;
5139 FSpectatePlayer
:= -1;
5141 if FKeys
[KEY_RIGHT
].Pressed
then
5143 FXTo
:= FObj
.X
+ 32;
5144 FSpectatePlayer
:= -1;
5147 if (FXTo
< -64) then
5149 else if (FXTo
> gMapInfo
.Width
+ 32) then
5150 FXTo
:= gMapInfo
.Width
+ 32;
5151 if (FYTo
< -72) then
5153 else if (FYTo
> gMapInfo
.Height
+ 32) then
5154 FYTo
:= gMapInfo
.Height
+ 32;
5159 if not followCorpse() then
5160 g_Obj_Move(@FObj
, True, True, True);
5161 positionChanged(); // this updates spatial accelerators
5168 if (FSpectatePlayer
<= High(gPlayers
)) and (FSpectatePlayer
>= 0) then
5169 if gPlayers
[FSpectatePlayer
] <> nil then
5170 if gPlayers
[FSpectatePlayer
].alive
then
5172 FXTo
:= gPlayers
[FSpectatePlayer
].GameX
;
5173 FYTo
:= gPlayers
[FSpectatePlayer
].GameY
;
5177 blockmon
:= g_Map_CollidePanel(FObj
.X
+PLAYER_HEADRECT
.X
, FObj
.Y
+PLAYER_HEADRECT
.Y
,
5178 PLAYER_HEADRECT
.Width
, PLAYER_HEADRECT
.Height
,
5179 PANEL_BLOCKMON
, True);
5180 headwater
:= HeadInLiquid(0, 0);
5182 // Ñîïðîòèâëåíèå âîçäóõà:
5183 if (not FAlive
) or not (FKeys
[KEY_LEFT
].Pressed
or FKeys
[KEY_RIGHT
].Pressed
) then
5184 if FObj
.Vel
.X
<> 0 then
5185 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
5187 if (FLastHit
= HIT_TRAP
) and (FPain
> 90) then FPain
:= 90;
5188 DecMin(FPain
, 5, 0);
5189 DecMin(FPickup
, 1, 0);
5191 if FAlive
and (FObj
.Y
> Integer(gMapInfo
.Height
)+128) and AnyServer
then
5193 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
5194 FMegaRulez
[MR_SUIT
] := 0;
5195 FMegaRulez
[MR_INVUL
] := 0;
5196 FMegaRulez
[MR_INVIS
] := 0;
5197 Kill(K_FALLKILL
, 0, HIT_FALL
);
5204 if FCurrWeap
= WEAPON_SAW
then
5205 if not (FSawSound
.IsPlaying() or FSawSoundHit
.IsPlaying() or
5206 FSawSoundSelect
.IsPlaying()) then
5207 FSawSoundIdle
.PlayAt(FObj
.X
, FObj
.Y
);
5210 if (not FJetSoundFly
.IsPlaying()) and (not FJetSoundOn
.IsPlaying()) and
5211 (not FJetSoundOff
.IsPlaying()) then
5213 FJetSoundFly
.SetPosition(0);
5214 FJetSoundFly
.PlayAt(FObj
.X
, FObj
.Y
);
5217 for b
:= WP_FIRST
to WP_LAST
do
5218 if FReloading
[b
] > 0 then
5224 if FShellTimer
> -1 then
5225 if FShellTimer
= 0 then
5227 if FShellType
= SHELL_SHELL
then
5228 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5229 GameVelX
, GameVelY
-2, SHELL_SHELL
)
5230 else if FShellType
= SHELL_DBLSHELL
then
5232 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5233 GameVelX
+1, GameVelY
-2, SHELL_SHELL
);
5234 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5235 GameVelX
-1, GameVelY
-2, SHELL_SHELL
);
5238 end else Dec(FShellTimer
);
5240 if (FBFGFireCounter
> -1) then
5241 if FBFGFireCounter
= 0 then
5245 wx
:= FObj
.X
+WEAPONPOINT
[FDirection
].X
;
5246 wy
:= FObj
.Y
+WEAPONPOINT
[FDirection
].Y
;
5247 xd
:= wx
+IfThen(FDirection
= TDirection
.D_LEFT
, -30, 30);
5248 yd
:= wy
+firediry();
5249 g_Weapon_bfgshot(wx
, wy
, xd
, yd
, FUID
);
5250 if NetServer
then MH_SEND_PlayerFire(FUID
, WEAPON_BFG
, wx
, wy
, xd
, yd
);
5251 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
5252 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
5253 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
5256 FReloading
[WEAPON_BFG
] := WEAPON_RELOAD
[WEAPON_BFG
];
5257 FBFGFireCounter
:= -1;
5260 FBFGFireCounter
:= 0
5262 Dec(FBFGFireCounter
);
5264 if (FMegaRulez
[MR_SUIT
] < gTime
) and AnyServer
then
5266 b
:= g_GetAcidHit(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
, PLAYER_RECT
.Width
, PLAYER_RECT
.Height
);
5268 if (b
> 0) and (gTime
mod (15*GAME_TICK
) = 0) then Damage(b
, 0, 0, 0, HIT_ACID
);
5271 if (headwater
or blockmon
) then
5277 if AnyServer
then Damage(10, 0, 0, 0, HIT_WATER
);
5280 else if (FAir
mod 31 = 0) and not blockmon
then
5282 g_GFX_Bubbles(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2), FObj
.Y
+PLAYER_RECT
.Y
-4, 5+Random(6), 8, 4);
5283 if Random(2) = 0 then
5284 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
5286 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
5288 end else if FAir
< AIR_DEF
then
5291 if FFireTime
> 0 then
5293 if BodyInLiquid(0, 0) then
5298 else if FMegaRulez
[MR_SUIT
] >= gTime
then
5300 if FMegaRulez
[MR_SUIT
] = gTime
then
5307 if FFirePainTime
<= 0 then
5309 if g_Game_IsServer
then
5310 Damage(5, FFireAttacker
, 0, 0, HIT_FLAME
);
5311 FFirePainTime
:= 18;
5313 FFirePainTime
:= FFirePainTime
- 1;
5314 FFireTime
:= FFireTime
- 1;
5315 if (FFireTime
= 0) and g_Game_IsNet
and g_Game_IsServer
then
5316 MH_SEND_PlayerStats(FUID
);
5320 if FDamageBuffer
> 0 then
5322 if FDamageBuffer
>= 9 then
5326 if FDamageBuffer
< 30 then i
:= 9
5327 else if FDamageBuffer
< 100 then i
:= 18
5331 ii
:= Round(FDamageBuffer
*FHealth
/ nonz(FArmor
*(3/4)+FHealth
));
5332 FArmor
:= FArmor
-(FDamageBuffer
-ii
);
5333 FHealth
:= FHealth
-ii
;
5336 FHealth
:= FHealth
+FArmor
;
5341 if FHealth
<= 0 then
5342 if FHealth
> -30 then Kill(K_SIMPLEKILL
, FLastSpawnerUID
, FLastHit
)
5343 else if FHealth
> -50 then Kill(K_HARDKILL
, FLastSpawnerUID
, FLastHit
)
5344 else Kill(K_EXTRAHARDKILL
, FLastSpawnerUID
, FLastHit
);
5348 if FDamageBuffer
<= 20 then FModel
.PlaySound(MODELSOUND_PAIN
, 1, FObj
.X
, FObj
.Y
)
5349 else if FDamageBuffer
<= 55 then FModel
.PlaySound(MODELSOUND_PAIN
, 2, FObj
.X
, FObj
.Y
)
5350 else if FDamageBuffer
<= 120 then FModel
.PlaySound(MODELSOUND_PAIN
, 3, FObj
.X
, FObj
.Y
)
5351 else FModel
.PlaySound(MODELSOUND_PAIN
, 4, FObj
.X
, FObj
.Y
);
5358 end; // if FAlive then ...
5360 if (FActionAnim
= A_PAIN
) and (FModel
.Animation
<> A_PAIN
) then
5362 FModel
.ChangeAnimation(FActionAnim
, FActionForce
);
5363 FModel
.GetCurrentAnimation
.MinLength
:= i
;
5364 FModel
.GetCurrentAnimationMask
.MinLength
:= i
;
5365 end else FModel
.ChangeAnimation(FActionAnim
, FActionForce
and (FModel
.Animation
<> A_STAND
));
5367 if (FModel
.GetCurrentAnimation
.Played
or ((not FActionChanged
) and (FModel
.Animation
= A_WALK
)))
5368 then SetAction(A_STAND
, True);
5370 if not ((FModel
.Animation
= A_WALK
) and (Abs(FObj
.Vel
.X
) < 4) and not FModel
.Fire
) then FModel
.Update
;
5372 for b
:= Low(FKeys
) to High(FKeys
) do
5373 if FKeys
[b
].Time
= 0 then FKeys
[b
].Pressed
:= False else Dec(FKeys
[b
].Time
);
5377 procedure TPlayer
.getMapBox (out x
, y
, w
, h
: Integer); inline;
5379 x
:= FObj
.X
+PLAYER_RECT
.X
;
5380 y
:= FObj
.Y
+PLAYER_RECT
.Y
;
5381 w
:= PLAYER_RECT
.Width
;
5382 h
:= PLAYER_RECT
.Height
;
5386 procedure TPlayer
.moveBy (dx
, dy
: Integer); inline;
5388 if (dx
<> 0) or (dy
<> 0) then
5397 function TPlayer
.Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean;
5399 Result
:= g_Collide(FObj
.X
+PLAYER_RECT
.X
,
5400 FObj
.Y
+PLAYER_RECT
.Y
,
5407 function TPlayer
.Collide(Panel
: TPanel
): Boolean;
5409 Result
:= g_Collide(FObj
.X
+PLAYER_RECT
.X
,
5410 FObj
.Y
+PLAYER_RECT
.Y
,
5414 Panel
.Width
, Panel
.Height
);
5417 function TPlayer
.Collide(X
, Y
: Integer): Boolean;
5419 X
:= X
-FObj
.X
-PLAYER_RECT
.X
;
5420 Y
:= Y
-FObj
.Y
-PLAYER_RECT
.Y
;
5421 Result
:= (x
>= 0) and (x
<= PLAYER_RECT
.Width
) and
5422 (y
>= 0) and (y
<= PLAYER_RECT
.Height
);
5425 function g_Player_ValidName(Name
: string): Boolean;
5431 if gPlayers
= nil then Exit
;
5433 for a
:= 0 to High(gPlayers
) do
5434 if gPlayers
[a
] <> nil then
5435 if LowerCase(Name
) = LowerCase(gPlayers
[a
].FName
) then
5442 procedure TPlayer
.SetDirection(Direction
: TDirection
);
5446 d
:= FModel
.Direction
;
5448 FModel
.Direction
:= Direction
;
5449 if d
<> Direction
then FModel
.ChangeAnimation(FModel
.Animation
, True);
5451 FDirection
:= Direction
;
5454 function TPlayer
.GetKeys(): Byte;
5458 if R_KEY_RED
in FRulez
then Result
:= KEY_RED
;
5459 if R_KEY_GREEN
in FRulez
then Result
:= Result
or KEY_GREEN
;
5460 if R_KEY_BLUE
in FRulez
then Result
:= Result
or KEY_BLUE
;
5462 if FTeam
= TEAM_RED
then Result
:= Result
or KEY_REDTEAM
;
5463 if FTeam
= TEAM_BLUE
then Result
:= Result
or KEY_BLUETEAM
;
5466 procedure TPlayer
.Use();
5470 if FTime
[T_USE
] > gTime
then Exit
;
5472 g_Triggers_PressR(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
, PLAYER_RECT
.Width
,
5473 PLAYER_RECT
.Height
, FUID
, ACTIVATE_PLAYERPRESS
);
5475 for a
:= 0 to High(gPlayers
) do
5476 if (gPlayers
[a
] <> nil) and (gPlayers
[a
] <> Self
) and
5477 gPlayers
[a
].alive
and SameTeam(FUID
, gPlayers
[a
].FUID
) and
5478 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
5479 FObj
.Rect
.Width
, FObj
.Rect
.Height
, @gPlayers
[a
].FObj
) then
5481 gPlayers
[a
].Touch();
5482 if g_Game_IsNet
and g_Game_IsServer
then
5483 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH
, gPlayers
[a
].FUID
);
5486 FTime
[T_USE
] := gTime
+120;
5489 procedure TPlayer
.NetFire(Wpn
: Byte; X
, Y
, AX
, AY
: Integer; WID
: Integer = -1);
5493 WX
, WY
, XD
, YD
: Integer;
5505 if R_BERSERK
in FRulez
then
5507 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5508 locobj
.X
:= FObj
.X
+FObj
.Rect
.X
;
5509 locobj
.Y
:= FObj
.Y
+FObj
.Rect
.Y
;
5512 locobj
.rect
.Width
:= 39;
5513 locobj
.rect
.Height
:= 52;
5514 locobj
.Vel
.X
:= (xd
-wx
) div 2;
5515 locobj
.Vel
.Y
:= (yd
-wy
) div 2;
5516 locobj
.Accel
.X
:= xd
-wx
;
5517 locobj
.Accel
.y
:= yd
-wy
;
5519 if g_Weapon_Hit(@locobj
, 50, FUID
, HIT_SOME
) <> 0 then
5520 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj
.X
, FObj
.Y
)
5522 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj
.X
, FObj
.Y
);
5526 FPain
:= min(FPain
+ 25, 50);
5528 g_Weapon_punch(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, 3, FUID
);
5533 if g_Weapon_chainsaw(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
5534 IfThen(gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
], 9, 3), FUID
) <> 0 then
5536 FSawSoundSelect
.Stop();
5538 FSawSoundHit
.PlayAt(FObj
.X
, FObj
.Y
);
5540 else if not FSawSoundHit
.IsPlaying() then
5542 FSawSoundSelect
.Stop();
5543 FSawSound
.PlayAt(FObj
.X
, FObj
.Y
);
5550 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX
, Gamey
);
5551 FFireAngle
:= FAngle
;
5553 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5554 GameVelX
, GameVelY
-2, SHELL_BULLET
);
5559 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex
, Gamey
);
5560 FFireAngle
:= FAngle
;
5563 FShellType
:= SHELL_SHELL
;
5568 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex
, Gamey
);
5569 FFireAngle
:= FAngle
;
5572 FShellType
:= SHELL_DBLSHELL
;
5577 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex
, Gamey
);
5578 FFireAngle
:= FAngle
;
5580 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5581 GameVelX
, GameVelY
-2, SHELL_BULLET
);
5584 WEAPON_ROCKETLAUNCHER
:
5586 g_Weapon_Rocket(wx
, wy
, xd
, yd
, FUID
, WID
);
5587 FFireAngle
:= FAngle
;
5593 g_Weapon_Plasma(wx
, wy
, xd
, yd
, FUID
, WID
);
5594 FFireAngle
:= FAngle
;
5600 g_Weapon_BFGShot(wx
, wy
, xd
, yd
, FUID
, WID
);
5601 FFireAngle
:= FAngle
;
5605 WEAPON_SUPERPULEMET
:
5607 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex
, Gamey
);
5608 FFireAngle
:= FAngle
;
5610 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5611 GameVelX
, GameVelY
-2, SHELL_SHELL
);
5614 WEAPON_FLAMETHROWER
:
5616 g_Weapon_flame(wx
, wy
, xd
, yd
, FUID
, WID
);
5617 FFireAngle
:= FAngle
;
5624 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
5625 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
5626 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
5629 procedure TPlayer
.DoLerp(Level
: Integer = 2);
5631 if FObj
.X
<> FXTo
then FObj
.X
:= Lerp(FObj
.X
, FXTo
, Level
);
5632 if FObj
.Y
<> FYTo
then FObj
.Y
:= Lerp(FObj
.Y
, FYTo
, Level
);
5635 procedure TPlayer
.SetLerp(XTo
, YTo
: Integer);
5639 if NetInterpLevel
< 1 then
5649 AX
:= Abs(FXTo
- FObj
.X
);
5650 AY
:= Abs(FYTo
- FObj
.Y
);
5651 if (AX
> 32) or (AX
<= NetInterpLevel
) then
5653 if (AY
> 32) or (AY
<= NetInterpLevel
) then
5658 function TPlayer
.FullInLift(XInc
, YInc
: Integer): Integer;
5660 if g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
5661 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
-8,
5662 PANEL_LIFTUP
, False) then Result
:= -1
5664 if g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
5665 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
-8,
5666 PANEL_LIFTDOWN
, False) then Result
:= 1
5670 function TPlayer
.GetFlag(Flag
: Byte): Boolean;
5677 if Flag
= FLAG_NONE
then
5680 if not g_Game_IsServer
then Exit
;
5682 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5683 if (Flag
= FTeam
) and
5684 (gFlags
[Flag
].State
= FLAG_STATE_NORMAL
) and
5685 (FFlag
<> FLAG_NONE
) then
5687 if FFlag
= FLAG_RED
then
5688 s
:= _lc
[I_PLAYER_FLAG_RED
]
5690 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5692 evtype
:= FLAG_STATE_SCORED
;
5694 ts
:= Format('%.4d', [gFlags
[FFlag
].CaptureTime
]);
5695 Insert('.', ts
, Length(ts
) + 1 - 3);
5696 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_CAPTURE
], [FName
, s
, ts
]), True);
5698 g_Map_ResetFlag(FFlag
);
5699 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_CAPTURE
], [AnsiUpperCase(s
)]), 144);
5701 gTeamStat
[FTeam
].Goals
:= gTeamStat
[FTeam
].Goals
+ 1;
5704 if g_Game_IsNet
then
5706 MH_SEND_FlagEvent(evtype
, FFlag
, FUID
, False);
5710 gFlags
[FFlag
].CaptureTime
:= 0;
5715 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5716 if (Flag
= FTeam
) and
5717 (gFlags
[Flag
].State
= FLAG_STATE_DROPPED
) then
5719 if Flag
= FLAG_RED
then
5720 s
:= _lc
[I_PLAYER_FLAG_RED
]
5722 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5724 evtype
:= FLAG_STATE_RETURNED
;
5725 gFlags
[Flag
].CaptureTime
:= 0;
5727 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_RETURN
], [FName
, s
]), True);
5729 g_Map_ResetFlag(Flag
);
5730 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_RETURN
], [AnsiUpperCase(s
)]), 144);
5733 if g_Game_IsNet
then
5735 MH_SEND_FlagEvent(evtype
, Flag
, FUID
, False);
5741 // Ïîäîáðàë ÷óæîé ôëàã:
5742 if (Flag
<> FTeam
) and (FTime
[T_FLAGCAP
] <= gTime
) then
5746 if Flag
= FLAG_RED
then
5747 s
:= _lc
[I_PLAYER_FLAG_RED
]
5749 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5751 evtype
:= FLAG_STATE_CAPTURED
;
5753 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_GET
], [FName
, s
]), True);
5755 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_GET
], [AnsiUpperCase(s
)]), 144);
5757 gFlags
[Flag
].State
:= FLAG_STATE_CAPTURED
;
5760 if g_Game_IsNet
then
5762 MH_SEND_FlagEvent(evtype
, Flag
, FUID
, False);
5768 procedure TPlayer
.SetFlag(Flag
: Byte);
5771 if FModel
<> nil then
5772 FModel
.SetFlag(FFlag
);
5775 function TPlayer
.DropFlag(): Boolean;
5780 if (not g_Game_IsServer
) or (FFlag
= FLAG_NONE
) then
5782 FTime
[T_FLAGCAP
] := gTime
+ 2000;
5783 with gFlags
[FFlag
] do
5787 Direction
:= FDirection
;
5788 State
:= FLAG_STATE_DROPPED
;
5790 g_Obj_Push(@Obj
, (FObj
.Vel
.X
div 2)-2+Random(5),
5791 (FObj
.Vel
.Y
div 2)-2+Random(5));
5792 positionChanged(); // this updates spatial accelerators
5794 if FFlag
= FLAG_RED
then
5795 s
:= _lc
[I_PLAYER_FLAG_RED
]
5797 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5799 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_DROP
], [FName
, s
]), True);
5800 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_DROP
], [AnsiUpperCase(s
)]), 144);
5802 if g_Game_IsNet
then
5803 MH_SEND_FlagEvent(FLAG_STATE_DROPPED
, Flag
, FUID
, False);
5809 procedure TPlayer
.GetSecret();
5814 procedure TPlayer
.PressKey(Key
: Byte; Time
: Word = 1);
5816 Assert(Key
<= High(FKeys
));
5818 FKeys
[Key
].Pressed
:= True;
5819 FKeys
[Key
].Time
:= Time
;
5822 function TPlayer
.IsKeyPressed(K
: Byte): Boolean;
5824 Result
:= FKeys
[K
].Pressed
;
5827 procedure TPlayer
.ReleaseKeys();
5831 for a
:= Low(FKeys
) to High(FKeys
) do
5833 FKeys
[a
].Pressed
:= False;
5838 procedure TPlayer
.OnDamage(Angle
: SmallInt);
5842 function TPlayer
.firediry(): Integer;
5844 if FKeys
[KEY_UP
].Pressed
then Result
:= -42
5845 else if FKeys
[KEY_DOWN
].Pressed
then Result
:= 19
5849 procedure TPlayer
.RememberState();
5853 FSavedState
.Health
:= FHealth
;
5854 FSavedState
.Armor
:= FArmor
;
5855 FSavedState
.Air
:= FAir
;
5856 FSavedState
.JetFuel
:= FJetFuel
;
5857 FSavedState
.CurrWeap
:= FCurrWeap
;
5858 FSavedState
.NextWeap
:= FNextWeap
;
5859 FSavedState
.NextWeapDelay
:= FNextWeapDelay
;
5862 FSavedState
.Ammo
[i
] := FAmmo
[i
];
5864 FSavedState
.MaxAmmo
[i
] := FMaxAmmo
[i
];
5866 FSavedState
.Rulez
:= FRulez
;
5867 FSavedState
.WaitRecall
:= True;
5870 procedure TPlayer
.RecallState();
5874 if not FSavedState
.WaitRecall
then Exit
;
5876 FHealth
:= FSavedState
.Health
;
5877 FArmor
:= FSavedState
.Armor
;
5878 FAir
:= FSavedState
.Air
;
5879 FJetFuel
:= FSavedState
.JetFuel
;
5880 FCurrWeap
:= FSavedState
.CurrWeap
;
5881 FNextWeap
:= FSavedState
.NextWeap
;
5882 FNextWeapDelay
:= FSavedState
.NextWeapDelay
;
5885 FAmmo
[i
] := FSavedState
.Ammo
[i
];
5887 FMaxAmmo
[i
] := FSavedState
.MaxAmmo
[i
];
5889 FRulez
:= FSavedState
.Rulez
;
5890 FSavedState
.WaitRecall
:= False;
5892 if gGameSettings
.GameType
= GT_SERVER
then
5893 MH_SEND_PlayerStats(FUID
);
5896 procedure TPlayer
.SaveState (st
: TStream
);
5902 utils
.writeSign(st
, 'PLYR');
5903 utils
.writeInt(st
, Byte(PLR_SAVE_VERSION
)); // version
5905 utils
.writeBool(st
, FIamBot
);
5907 utils
.writeInt(st
, Word(FUID
));
5909 utils
.writeStr(st
, FName
);
5911 utils
.writeInt(st
, Byte(FTeam
));
5913 utils
.writeBool(st
, FAlive
);
5914 // Èçðàñõîäîâàë ëè âñå æèçíè
5915 utils
.writeBool(st
, FNoRespawn
);
5917 if FDirection
= TDirection
.D_LEFT
then b
:= 1 else b
:= 2; // D_RIGHT
5918 utils
.writeInt(st
, Byte(b
));
5920 utils
.writeInt(st
, LongInt(FHealth
));
5922 utils
.writeInt(st
, Byte(FLives
));
5924 utils
.writeInt(st
, LongInt(FArmor
));
5926 utils
.writeInt(st
, LongInt(FAir
));
5928 utils
.writeInt(st
, LongInt(FJetFuel
));
5930 utils
.writeInt(st
, LongInt(FPain
));
5932 utils
.writeInt(st
, LongInt(FKills
));
5934 utils
.writeInt(st
, LongInt(FMonsterKills
));
5936 utils
.writeInt(st
, LongInt(FFrags
));
5938 utils
.writeInt(st
, Byte(FFragCombo
));
5939 // Âðåìÿ ïîñëåäíåãî ôðàãà
5940 utils
.writeInt(st
, LongWord(FLastFrag
));
5942 utils
.writeInt(st
, LongInt(FDeath
));
5944 utils
.writeInt(st
, Byte(FFlag
));
5946 utils
.writeInt(st
, LongInt(FSecrets
));
5948 utils
.writeInt(st
, Byte(FCurrWeap
));
5950 utils
.writeInt(st
, Word(FNextWeap
));
5952 utils
.writeInt(st
, Byte(FNextWeapDelay
));
5953 // Âðåìÿ çàðÿäêè BFG
5954 utils
.writeInt(st
, SmallInt(FBFGFireCounter
));
5956 utils
.writeInt(st
, LongInt(FDamageBuffer
));
5957 // Ïîñëåäíèé óäàðèâøèé
5958 utils
.writeInt(st
, Word(FLastSpawnerUID
));
5959 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
5960 utils
.writeInt(st
, Byte(FLastHit
));
5962 Obj_SaveState(st
, @FObj
);
5963 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
5964 for i
:= A_BULLETS
to A_HIGH
do utils
.writeInt(st
, Word(FAmmo
[i
]));
5965 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
5966 for i
:= A_BULLETS
to A_HIGH
do utils
.writeInt(st
, Word(FMaxAmmo
[i
]));
5968 for i
:= WP_FIRST
to WP_LAST
do utils
.writeBool(st
, FWeapon
[i
]);
5969 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
5970 for i
:= WP_FIRST
to WP_LAST
do utils
.writeInt(st
, Word(FReloading
[i
]));
5972 utils
.writeBool(st
, (R_ITEM_BACKPACK
in FRulez
));
5973 // Íàëè÷èå êðàñíîãî êëþ÷à
5974 utils
.writeBool(st
, (R_KEY_RED
in FRulez
));
5975 // Íàëè÷èå çåëåíîãî êëþ÷à
5976 utils
.writeBool(st
, (R_KEY_GREEN
in FRulez
));
5977 // Íàëè÷èå ñèíåãî êëþ÷à
5978 utils
.writeBool(st
, (R_KEY_BLUE
in FRulez
));
5980 utils
.writeBool(st
, (R_BERSERK
in FRulez
));
5981 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
5982 for i
:= MR_SUIT
to MR_MAX
do utils
.writeInt(st
, LongWord(FMegaRulez
[i
]));
5983 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
5984 for i
:= T_RESPAWN
to T_FLAGCAP
do utils
.writeInt(st
, LongWord(FTime
[i
]));
5986 utils
.writeStr(st
, FModel
.Name
);
5988 utils
.writeInt(st
, Byte(FColor
.R
));
5989 utils
.writeInt(st
, Byte(FColor
.G
));
5990 utils
.writeInt(st
, Byte(FColor
.B
));
5994 procedure TPlayer
.LoadState (st
: TStream
);
6003 if not utils
.checkSign(st
, 'PLYR') then raise XStreamError
.Create('invalid player signature');
6004 if (utils
.readByte(st
) <> PLR_SAVE_VERSION
) then raise XStreamError
.Create('invalid player version');
6006 FIamBot
:= utils
.readBool(st
);
6008 FUID
:= utils
.readWord(st
);
6010 str
:= utils
.readStr(st
);
6011 if (self
<> gPlayer1
) and (self
<> gPlayer2
) then FName
:= str
;
6013 FTeam
:= utils
.readByte(st
);
6015 FAlive
:= utils
.readBool(st
);
6016 // Èçðàñõîäîâàë ëè âñå æèçíè
6017 FNoRespawn
:= utils
.readBool(st
);
6019 b
:= utils
.readByte(st
);
6020 if b
= 1 then FDirection
:= TDirection
.D_LEFT
else FDirection
:= TDirection
.D_RIGHT
; // b = 2
6022 FHealth
:= utils
.readLongInt(st
);
6024 FLives
:= utils
.readByte(st
);
6026 FArmor
:= utils
.readLongInt(st
);
6028 FAir
:= utils
.readLongInt(st
);
6030 FJetFuel
:= utils
.readLongInt(st
);
6032 FPain
:= utils
.readLongInt(st
);
6034 FKills
:= utils
.readLongInt(st
);
6036 FMonsterKills
:= utils
.readLongInt(st
);
6038 FFrags
:= utils
.readLongInt(st
);
6040 FFragCombo
:= utils
.readByte(st
);
6041 // Âðåìÿ ïîñëåäíåãî ôðàãà
6042 FLastFrag
:= utils
.readLongWord(st
);
6044 FDeath
:= utils
.readLongInt(st
);
6046 FFlag
:= utils
.readByte(st
);
6048 FSecrets
:= utils
.readLongInt(st
);
6050 FCurrWeap
:= utils
.readByte(st
);
6052 FNextWeap
:= utils
.readWord(st
);
6054 FNextWeapDelay
:= utils
.readByte(st
);
6055 // Âðåìÿ çàðÿäêè BFG
6056 FBFGFireCounter
:= utils
.readSmallInt(st
);
6058 FDamageBuffer
:= utils
.readLongInt(st
);
6059 // Ïîñëåäíèé óäàðèâøèé
6060 FLastSpawnerUID
:= utils
.readWord(st
);
6061 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6062 FLastHit
:= utils
.readByte(st
);
6064 Obj_LoadState(@FObj
, st
);
6065 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6066 for i
:= A_BULLETS
to A_HIGH
do FAmmo
[i
] := utils
.readWord(st
);
6067 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6068 for i
:= A_BULLETS
to A_HIGH
do FMaxAmmo
[i
] := utils
.readWord(st
);
6070 for i
:= WP_FIRST
to WP_LAST
do FWeapon
[i
] := utils
.readBool(st
);
6071 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6072 for i
:= WP_FIRST
to WP_LAST
do FReloading
[i
] := utils
.readWord(st
);
6074 if utils
.readBool(st
) then Include(FRulez
, R_ITEM_BACKPACK
);
6075 // Íàëè÷èå êðàñíîãî êëþ÷à
6076 if utils
.readBool(st
) then Include(FRulez
, R_KEY_RED
);
6077 // Íàëè÷èå çåëåíîãî êëþ÷à
6078 if utils
.readBool(st
) then Include(FRulez
, R_KEY_GREEN
);
6079 // Íàëè÷èå ñèíåãî êëþ÷à
6080 if utils
.readBool(st
) then Include(FRulez
, R_KEY_BLUE
);
6082 if utils
.readBool(st
) then Include(FRulez
, R_BERSERK
);
6083 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6084 for i
:= MR_SUIT
to MR_MAX
do FMegaRulez
[i
] := utils
.readLongWord(st
);
6085 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6086 for i
:= T_RESPAWN
to T_FLAGCAP
do FTime
[i
] := utils
.readLongWord(st
);
6088 str
:= utils
.readStr(st
);
6090 FColor
.R
:= utils
.readByte(st
);
6091 FColor
.G
:= utils
.readByte(st
);
6092 FColor
.B
:= utils
.readByte(st
);
6093 if (self
= gPlayer1
) then
6095 str
:= gPlayer1Settings
.Model
;
6096 FColor
:= gPlayer1Settings
.Color
;
6098 else if (self
= gPlayer2
) then
6100 str
:= gPlayer2Settings
.Model
;
6101 FColor
:= gPlayer2Settings
.Color
;
6103 // Îáíîâëÿåì ìîäåëü èãðîêà
6105 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
6106 FModel
.Color
:= TEAMCOLOR
[FTeam
]
6108 FModel
.Color
:= FColor
;
6112 procedure TPlayer
.AllRulez(Health
: Boolean);
6118 FHealth
:= PLAYER_HP_LIMIT
;
6119 FArmor
:= PLAYER_AP_LIMIT
;
6123 for a
:= WP_FIRST
to WP_LAST
do FWeapon
[a
] := True;
6124 for a
:= A_BULLETS
to A_HIGH
do FAmmo
[a
] := 30000;
6125 FRulez
:= FRulez
+[R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
];
6128 procedure TPlayer
.RestoreHealthArmor();
6130 FHealth
:= PLAYER_HP_LIMIT
;
6131 FArmor
:= PLAYER_AP_LIMIT
;
6134 procedure TPlayer
.FragCombo();
6138 if (gGameSettings
.GameMode
in [GM_COOP
, GM_SINGLE
]) or g_Game_IsClient
then
6140 if gTime
- FLastFrag
< FRAG_COMBO_TIME
then
6142 if FFragCombo
< 5 then
6144 Param
:= FUID
or (FFragCombo
shl 16);
6145 if (FComboEvnt
>= Low(gDelayedEvents
)) and
6146 (FComboEvnt
<= High(gDelayedEvents
)) and
6147 gDelayedEvents
[FComboEvnt
].Pending
and
6148 (gDelayedEvents
[FComboEvnt
].DEType
= DE_KILLCOMBO
) and
6149 (gDelayedEvents
[FComboEvnt
].DENum
and $FFFF = FUID
) then
6151 gDelayedEvents
[FComboEvnt
].Time
:= gTime
+ 500;
6152 gDelayedEvents
[FComboEvnt
].DENum
:= Param
;
6155 FComboEvnt
:= g_Game_DelayEvent(DE_KILLCOMBO
, 500, Param
);
6163 procedure TPlayer
.GiveItem(ItemType
: Byte);
6167 if FMegaRulez
[MR_SUIT
] < gTime
+PLAYER_SUIT_TIME
then
6169 FMegaRulez
[MR_SUIT
] := gTime
+PLAYER_SUIT_TIME
;
6173 if FAir
< AIR_MAX
then
6180 if not (R_BERSERK
in FRulez
) then
6182 Include(FRulez
, R_BERSERK
);
6183 if FBFGFireCounter
< 1 then
6185 FCurrWeap
:= WEAPON_KASTET
;
6187 FModel
.SetWeapon(WEAPON_KASTET
);
6191 FBerserk
:= gTime
+30000;
6193 if FHealth
< PLAYER_HP_SOFT
then
6195 FHealth
:= PLAYER_HP_SOFT
;
6196 FBerserk
:= gTime
+30000;
6201 if FMegaRulez
[MR_INVUL
] < gTime
+PLAYER_INVUL_TIME
then
6203 FMegaRulez
[MR_INVUL
] := gTime
+PLAYER_INVUL_TIME
;
6207 if FMegaRulez
[MR_INVIS
] < gTime
+PLAYER_INVIS_TIME
then
6209 FMegaRulez
[MR_INVIS
] := gTime
+PLAYER_INVIS_TIME
;
6213 if FJetFuel
< JET_MAX
then
6215 FJetFuel
:= JET_MAX
;
6218 ITEM_MEDKIT_SMALL
: if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 10, PLAYER_HP_SOFT
);
6219 ITEM_MEDKIT_LARGE
: if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 25, PLAYER_HP_SOFT
);
6221 ITEM_ARMOR_GREEN
: if FArmor
< PLAYER_AP_SOFT
then FArmor
:= PLAYER_AP_SOFT
;
6222 ITEM_ARMOR_BLUE
: if FArmor
< PLAYER_AP_LIMIT
then FArmor
:= PLAYER_AP_LIMIT
;
6224 ITEM_SPHERE_BLUE
: if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 100, PLAYER_HP_LIMIT
);
6226 if (FHealth
< PLAYER_HP_LIMIT
) or (FArmor
< PLAYER_AP_LIMIT
) then
6228 if FHealth
< PLAYER_HP_LIMIT
then FHealth
:= PLAYER_HP_LIMIT
;
6229 if FArmor
< PLAYER_AP_LIMIT
then FArmor
:= PLAYER_AP_LIMIT
;
6232 ITEM_WEAPON_SAW
: FWeapon
[WEAPON_SAW
] := True;
6233 ITEM_WEAPON_SHOTGUN1
: FWeapon
[WEAPON_SHOTGUN1
] := True;
6234 ITEM_WEAPON_SHOTGUN2
: FWeapon
[WEAPON_SHOTGUN2
] := True;
6235 ITEM_WEAPON_CHAINGUN
: FWeapon
[WEAPON_CHAINGUN
] := True;
6236 ITEM_WEAPON_ROCKETLAUNCHER
: FWeapon
[WEAPON_ROCKETLAUNCHER
] := True;
6237 ITEM_WEAPON_PLASMA
: FWeapon
[WEAPON_PLASMA
] := True;
6238 ITEM_WEAPON_BFG
: FWeapon
[WEAPON_BFG
] := True;
6239 ITEM_WEAPON_SUPERPULEMET
: FWeapon
[WEAPON_SUPERPULEMET
] := True;
6240 ITEM_WEAPON_FLAMETHROWER
: FWeapon
[WEAPON_FLAMETHROWER
] := True;
6242 ITEM_AMMO_BULLETS
: if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
6243 ITEM_AMMO_BULLETS_BOX
: if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
6244 ITEM_AMMO_SHELLS
: if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
6245 ITEM_AMMO_SHELLS_BOX
: if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 25, FMaxAmmo
[A_SHELLS
]);
6246 ITEM_AMMO_ROCKET
: if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
6247 ITEM_AMMO_ROCKET_BOX
: if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 5, FMaxAmmo
[A_ROCKETS
]);
6248 ITEM_AMMO_CELL
: if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
6249 ITEM_AMMO_CELL_BIG
: if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 100, FMaxAmmo
[A_CELLS
]);
6250 ITEM_AMMO_FUELCAN
: if FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
] then IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
6253 if (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or
6254 (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or
6255 (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or
6256 (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or
6257 (FMaxAmmo
[A_FUEL
] < AmmoLimits
[1, A_FUEL
]) then
6259 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[1, A_BULLETS
];
6260 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[1, A_SHELLS
];
6261 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[1, A_ROCKETS
];
6262 FMaxAmmo
[A_CELLS
] := AmmoLimits
[1, A_CELLS
];
6263 FMaxAmmo
[A_FUEL
] := AmmoLimits
[1, A_FUEL
];
6265 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
6266 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
6267 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
6268 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
6270 FRulez
:= FRulez
+ [R_ITEM_BACKPACK
];
6273 ITEM_KEY_RED
: if not (R_KEY_RED
in FRulez
) then Include(FRulez
, R_KEY_RED
);
6274 ITEM_KEY_GREEN
: if not (R_KEY_GREEN
in FRulez
) then Include(FRulez
, R_KEY_GREEN
);
6275 ITEM_KEY_BLUE
: if not (R_KEY_BLUE
in FRulez
) then Include(FRulez
, R_KEY_BLUE
);
6277 ITEM_BOTTLE
: if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 4, PLAYER_HP_LIMIT
);
6278 ITEM_HELMET
: if FArmor
< PLAYER_AP_LIMIT
then IncMax(FArmor
, 5, PLAYER_AP_LIMIT
);
6283 if g_Game_IsNet
and g_Game_IsServer
then
6284 MH_SEND_PlayerStats(FUID
);
6287 procedure TPlayer
.FlySmoke(Times
: DWORD
= 1);
6292 if (Random(5) = 1) and (Times
= 1) then
6295 if BodyInLiquid(0, 0) then
6297 g_GFX_Bubbles(Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2)+Random(3)-1,
6298 Obj
.Y
+Obj
.Rect
.Height
+8, 1, 8, 4);
6299 if Random(2) = 0 then
6300 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
6302 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
6306 if g_Frames_Get(id
, 'FRAMES_SMOKE') then
6308 for i
:= 1 to Times
do
6310 Anim
:= TAnimation
.Create(id
, False, 3);
6312 g_GFX_OnceAnim(Obj
.X
+Obj
.Rect
.X
+Random(Obj
.Rect
.Width
+Times
*2)-(Anim
.Width
div 2),
6313 Obj
.Y
+Obj
.Rect
.Height
-4+Random(8+Times
*2), Anim
, ONCEANIM_SMOKE
);
6319 procedure TPlayer
.OnFireFlame(Times
: DWORD
= 1);
6324 if (Random(10) = 1) and (Times
= 1) then
6327 if g_Frames_Get(id
, 'FRAMES_FLAME') then
6329 for i
:= 1 to Times
do
6331 Anim
:= TAnimation
.Create(id
, False, 3);
6333 g_GFX_OnceAnim(Obj
.X
+Obj
.Rect
.X
+Random(Obj
.Rect
.Width
+Times
*2)-(Anim
.Width
div 2),
6334 Obj
.Y
+8+Random(8+Times
*2), Anim
, ONCEANIM_SMOKE
);
6340 procedure TPlayer
.PauseSounds(Enable
: Boolean);
6342 FSawSound
.Pause(Enable
);
6343 FSawSoundIdle
.Pause(Enable
);
6344 FSawSoundHit
.Pause(Enable
);
6345 FSawSoundSelect
.Pause(Enable
);
6350 constructor TCorpse
.Create(X
, Y
: Integer; ModelName
: String; aMess
: Boolean);
6355 FObj
.Rect
:= PLAYER_CORPSERECT
;
6356 FModelName
:= ModelName
;
6361 FState
:= CORPSE_STATE_MESS
;
6362 g_PlayerModel_GetAnim(ModelName
, A_DIE2
, FAnimation
, FAnimationMask
);
6366 FState
:= CORPSE_STATE_NORMAL
;
6367 g_PlayerModel_GetAnim(ModelName
, A_DIE1
, FAnimation
, FAnimationMask
);
6371 destructor TCorpse
.Destroy();
6378 function TCorpse
.ObjPtr (): PObj
; inline; begin result
:= @FObj
; end;
6380 procedure TCorpse
.positionChanged (); inline; begin end;
6382 procedure TCorpse
.moveBy (dx
, dy
: Integer); inline;
6384 if (dx
<> 0) or (dy
<> 0) then
6393 procedure TCorpse
.getMapBox (out x
, y
, w
, h
: Integer); inline;
6395 x
:= FObj
.X
+PLAYER_CORPSERECT
.X
;
6396 y
:= FObj
.Y
+PLAYER_CORPSERECT
.Y
;
6397 w
:= PLAYER_CORPSERECT
.Width
;
6398 h
:= PLAYER_CORPSERECT
.Height
;
6402 procedure TCorpse
.Damage(Value
: Word; vx
, vy
: Integer);
6407 if FState
= CORPSE_STATE_REMOVEME
then
6410 FDamage
:= FDamage
+ Value
;
6412 if FDamage
> 150 then
6414 if FAnimation
<> nil then
6419 FState
:= CORPSE_STATE_REMOVEME
;
6421 g_Player_CreateGibs(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
6422 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
6423 FModelName
, FColor
);
6424 // Çâóê ìÿñà îò òðóïà:
6425 pm
:= g_PlayerModel_Get(FModelName
);
6426 pm
.PlaySound(MODELSOUND_DIE
, 5, FObj
.X
, FObj
.Y
);
6430 if (gBodyKillEvent
<> -1)
6431 and gDelayedEvents
[gBodyKillEvent
].Pending
then
6432 gDelayedEvents
[gBodyKillEvent
].Pending
:= False;
6433 gBodyKillEvent
:= g_Game_DelayEvent(DE_BODYKILL
, 1050, 0);
6438 Blood
:= g_PlayerModel_GetBlood(FModelName
);
6439 FObj
.Vel
.X
:= FObj
.Vel
.X
+ vx
;
6440 FObj
.Vel
.Y
:= FObj
.Vel
.Y
+ vy
;
6441 g_GFX_Blood(FObj
.X
+PLAYER_CORPSERECT
.X
+(PLAYER_CORPSERECT
.Width
div 2),
6442 FObj
.Y
+PLAYER_CORPSERECT
.Y
+(PLAYER_CORPSERECT
.Height
div 2),
6443 Value
, vx
, vy
, 16, (PLAYER_CORPSERECT
.Height
*2) div 3,
6444 Blood
.R
, Blood
.G
, Blood
.B
, Blood
.Kind
);
6448 procedure TCorpse
.Draw();
6450 if FState
= CORPSE_STATE_REMOVEME
then
6453 if FAnimation
<> nil then
6454 FAnimation
.Draw(FObj
.X
, FObj
.Y
, TMirrorType
.None
);
6456 if FAnimationMask
<> nil then
6459 FAnimationMask
.Draw(FObj
.X
, FObj
.Y
, TMirrorType
.None
);
6466 procedure TCorpse
.Update();
6470 if FState
= CORPSE_STATE_REMOVEME
then
6473 if gTime
mod (GAME_TICK
*2) <> 0 then
6475 g_Obj_Move(@FObj
, True, True, True);
6476 positionChanged(); // this updates spatial accelerators
6480 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6481 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
6483 st
:= g_Obj_Move(@FObj
, True, True, True);
6484 positionChanged(); // this updates spatial accelerators
6486 if WordBool(st
and MOVE_FALLOUT
) then
6488 FState
:= CORPSE_STATE_REMOVEME
;
6492 if FAnimation
<> nil then
6493 FAnimation
.Update();
6494 if FAnimationMask
<> nil then
6495 FAnimationMask
.Update();
6499 procedure TCorpse
.SaveState (st
: TStream
);
6506 utils
.writeSign(st
, 'CORP');
6507 utils
.writeInt(st
, Byte(0));
6509 utils
.writeInt(st
, Byte(FState
));
6511 utils
.writeInt(st
, Byte(FDamage
));
6513 utils
.writeInt(st
, Byte(FColor
.R
));
6514 utils
.writeInt(st
, Byte(FColor
.G
));
6515 utils
.writeInt(st
, Byte(FColor
.B
));
6517 Obj_SaveState(st
, @FObj
);
6518 utils
.writeInt(st
, Word(FPlayerUID
));
6520 anim
:= (FAnimation
<> nil);
6521 utils
.writeBool(st
, anim
);
6522 // Åñëè åñòü - ñîõðàíÿåì
6523 if anim
then FAnimation
.SaveState(st
);
6524 // Åñòü ëè ìàñêà àíèìàöèè
6525 anim
:= (FAnimationMask
<> nil);
6526 utils
.writeBool(st
, anim
);
6527 // Åñëè åñòü - ñîõðàíÿåì
6528 if anim
then FAnimationMask
.SaveState(st
);
6532 procedure TCorpse
.LoadState (st
: TStream
);
6539 if not utils
.checkSign(st
, 'CORP') then raise XStreamError
.Create('invalid corpse signature');
6540 if (utils
.readByte(st
) <> 0) then raise XStreamError
.Create('invalid corpse version');
6542 FState
:= utils
.readByte(st
);
6544 FDamage
:= utils
.readByte(st
);
6546 FColor
.R
:= utils
.readByte(st
);
6547 FColor
.G
:= utils
.readByte(st
);
6548 FColor
.B
:= utils
.readByte(st
);
6550 Obj_LoadState(@FObj
, st
);
6551 FPlayerUID
:= utils
.readWord(st
);
6553 anim
:= utils
.readBool(st
);
6554 // Åñëè åñòü - çàãðóæàåì
6557 Assert(FAnimation
<> nil, 'TCorpse.LoadState: no FAnimation');
6558 FAnimation
.LoadState(st
);
6560 // Åñòü ëè ìàñêà àíèìàöèè
6561 anim
:= utils
.readBool(st
);
6562 // Åñëè åñòü - çàãðóæàåì
6565 Assert(FAnimationMask
<> nil, 'TCorpse.LoadState: no FAnimationMask');
6566 FAnimationMask
.LoadState(st
);
6572 constructor TBot
.Create();
6579 FSpectator
:= False;
6586 for a
:= WP_FIRST
to WP_LAST
do
6588 FDifficult
.WeaponPrior
[a
] := WEAPON_PRIOR1
[a
];
6589 FDifficult
.CloseWeaponPrior
[a
] := WEAPON_PRIOR2
[a
];
6590 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6594 destructor TBot
.Destroy();
6597 inherited Destroy();
6600 procedure TBot
.Draw();
6604 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6605 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6608 procedure TBot
.Respawn(Silent
: Boolean; Force
: Boolean = False);
6610 inherited Respawn(Silent
, Force
);
6613 FSelectedWeapon
:= FCurrWeap
;
6618 procedure TBot
.UpdateCombat();
6631 TTargetRecord
= array of TTarget
;
6633 function Compare(a
, b
: TTarget
): Integer;
6635 if a
.Line
and not b
.Line
then // A íà ëèíèè îãíÿ
6638 if not a
.Line
and b
.Line
then // B íà ëèíèè îãíÿ
6640 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6641 if (a
.Line
and b
.Line
) or ((not a
.Line
) and (not b
.Line
)) then
6643 if a
.Dist
> b
.Dist
then // B áëèæå
6645 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6648 else // Ñòðàííî -> A
6653 a
, x1
, y1
, x2
, y2
: Integer;
6654 targets
: TTargetRecord
;
6656 Target
, BestTarget
: TTarget
;
6657 firew
, fireh
: Integer;
6661 vsPlayer
, vsMonster
, ok
: Boolean;
6664 function monsUpdate (mon
: TMonster
): Boolean;
6666 result
:= false; // don't stop
6667 if mon
.alive
and (mon
.MonsterType
<> MONSTER_BARREL
) then
6669 if not TargetOnScreen(mon
.Obj
.X
+mon
.Obj
.Rect
.X
, mon
.Obj
.Y
+mon
.Obj
.Rect
.Y
) then exit
;
6671 x2
:= mon
.Obj
.X
+mon
.Obj
.Rect
.X
+(mon
.Obj
.Rect
.Width
div 2);
6672 y2
:= mon
.Obj
.Y
+mon
.Obj
.Rect
.Y
+(mon
.Obj
.Rect
.Height
div 2);
6674 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6675 if g_TraceVector(x1
, y1
, x2
, y2
) then
6677 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6678 SetLength(targets
, Length(targets
)+1);
6679 with targets
[High(targets
)] do
6686 Rect
:= mon
.Obj
.Rect
;
6687 Dist
:= g_PatchLength(x1
, y1
, x2
, y2
);
6688 Line
:= (y1
+4 < Target
.Y
+ mon
.Obj
.Rect
.Y
+ mon
.Obj
.Rect
.Height
) and
6689 (y1
-4 > Target
.Y
+ mon
.Obj
.Rect
.Y
);
6698 vsPlayer
:= LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSPLAYER
);
6699 vsMonster
:= LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSMONSTER
);
6701 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6702 if FCurrWeap
<> FSelectedWeapon
then
6705 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6706 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap
= FSelectedWeapon
) then
6708 RemoveAIFlag('NEEDFIRE');
6711 WEAPON_PLASMA
, WEAPON_SUPERPULEMET
, WEAPON_CHAINGUN
: PressKey(KEY_FIRE
, 20);
6712 WEAPON_SAW
, WEAPON_KASTET
, WEAPON_FLAMETHROWER
: PressKey(KEY_FIRE
, 40);
6713 else PressKey(KEY_FIRE
);
6717 // Êîîðäèíàòû ñòâîëà:
6718 x1
:= FObj
.X
+ WEAPONPOINT
[FDirection
].X
;
6719 y1
:= FObj
.Y
+ WEAPONPOINT
[FDirection
].Y
;
6721 Target
.UID
:= FTargetUID
;
6724 if Target
.UID
<> 0 then
6725 begin // Öåëü åñòü - íàñòðàèâàåì
6726 if (g_GetUIDType(Target
.UID
) = UID_PLAYER
) and
6729 tpla
:= g_Player_Get(Target
.UID
);
6733 if (@FObj
) <> nil then
6740 Target
.cX
:= Target
.X
+ PLAYER_RECT_CX
;
6741 Target
.cY
:= Target
.Y
+ PLAYER_RECT_CY
;
6742 Target
.Rect
:= PLAYER_RECT
;
6743 Target
.Visible
:= g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
);
6744 Target
.Line
:= (y1
+4 < Target
.Y
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
) and
6745 (y1
-4 > Target
.Y
+PLAYER_RECT
.Y
);
6746 Target
.IsPlayer
:= True;
6750 if (g_GetUIDType(Target
.UID
) = UID_MONSTER
) and
6753 mon
:= g_Monsters_ByUID(Target
.UID
);
6756 Target
.X
:= mon
.Obj
.X
;
6757 Target
.Y
:= mon
.Obj
.Y
;
6759 Target
.cX
:= Target
.X
+ mon
.Obj
.Rect
.X
+ (mon
.Obj
.Rect
.Width
div 2);
6760 Target
.cY
:= Target
.Y
+ mon
.Obj
.Rect
.Y
+ (mon
.Obj
.Rect
.Height
div 2);
6761 Target
.Rect
:= mon
.Obj
.Rect
;
6762 Target
.Visible
:= g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
);
6763 Target
.Line
:= (y1
+4 < Target
.Y
+ mon
.Obj
.Rect
.Y
+ mon
.Obj
.Rect
.Height
) and
6764 (y1
-4 > Target
.Y
+ mon
.Obj
.Rect
.Y
);
6765 Target
.IsPlayer
:= False;
6772 begin // Öåëè íåò - îáíóëÿåì
6777 Target
.Visible
:= False;
6778 Target
.Line
:= False;
6779 Target
.IsPlayer
:= False;
6784 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6785 if (not Target
.Line
) or (not Target
.Visible
) then
6789 for a
:= 0 to High(gPlayers
) do
6790 if (gPlayers
[a
] <> nil) and (gPlayers
[a
].alive
) and
6791 (gPlayers
[a
].FUID
<> FUID
) and
6792 (not SameTeam(FUID
, gPlayers
[a
].FUID
)) and
6793 (not gPlayers
[a
].NoTarget
) and
6794 (gPlayers
[a
].FMegaRulez
[MR_INVIS
] < gTime
) then
6796 if not TargetOnScreen(gPlayers
[a
].FObj
.X
+ PLAYER_RECT
.X
,
6797 gPlayers
[a
].FObj
.Y
+ PLAYER_RECT
.Y
) then
6800 x2
:= gPlayers
[a
].FObj
.X
+ PLAYER_RECT_CX
;
6801 y2
:= gPlayers
[a
].FObj
.Y
+ PLAYER_RECT_CY
;
6803 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6804 if g_TraceVector(x1
, y1
, x2
, y2
) then
6806 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6807 SetLength(targets
, Length(targets
)+1);
6808 with targets
[High(targets
)] do
6810 UID
:= gPlayers
[a
].FUID
;
6811 X
:= gPlayers
[a
].FObj
.X
;
6812 Y
:= gPlayers
[a
].FObj
.Y
;
6815 Rect
:= PLAYER_RECT
;
6816 Dist
:= g_PatchLength(x1
, y1
, x2
, y2
);
6817 Line
:= (y1
+4 < Target
.Y
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
) and
6818 (y1
-4 > Target
.Y
+PLAYER_RECT
.Y
);
6826 if vsMonster
then g_Mons_ForEach(monsUpdate
);
6829 // Åñëè åñòü âîçìîæíûå öåëè:
6830 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6831 if targets
<> nil then
6833 // Âûáèðàåì íàèëó÷øóþ öåëü:
6834 BestTarget
:= targets
[0];
6835 if Length(targets
) > 1 then
6836 for a
:= 1 to High(targets
) do
6837 if Compare(BestTarget
, targets
[a
]) = 1 then
6838 BestTarget
:= targets
[a
];
6840 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6841 if ((not Target
.Visible
) and BestTarget
.Visible
and (Target
.UID
<> BestTarget
.UID
)) or
6842 ((not Target
.Line
) and BestTarget
.Line
and BestTarget
.Visible
) then
6844 Target
:= BestTarget
;
6846 if (Healthy() = 3) or ((Healthy() = 2)) then
6847 begin // Åñëè çäîðîâû - äîãîíÿåì
6848 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
> FObj
.X
)) then
6849 SetAIFlag('GORIGHT', '1');
6850 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
< FObj
.X
)) then
6851 SetAIFlag('GOLEFT', '1');
6854 begin // Åñëè ïîáèòû - óáåãàåì
6855 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
< FObj
.X
)) then
6856 SetAIFlag('GORIGHT', '1');
6857 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
> FObj
.X
)) then
6858 SetAIFlag('GOLEFT', '1');
6861 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6862 SelectWeapon(Abs(x1
-Target
.cX
));
6867 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6868 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6869 if Target
.UID
<> 0 then
6871 if not TargetOnScreen(Target
.X
+ Target
.Rect
.X
,
6872 Target
.Y
+ Target
.Rect
.Y
) then
6873 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6874 if (Healthy() = 3) or ((Healthy() = 2)) then
6875 begin // Åñëè çäîðîâû - äîãîíÿåì
6876 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
> FObj
.X
)) then
6877 SetAIFlag('GORIGHT', '1');
6878 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
< FObj
.X
)) then
6879 SetAIFlag('GOLEFT', '1');
6882 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6884 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
< FObj
.X
)) then
6885 SetAIFlag('GORIGHT', '1');
6886 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
> FObj
.X
)) then
6887 SetAIFlag('GOLEFT', '1');
6891 begin // Öåëü ïîêà íà "ýêðàíå"
6892 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
6893 if g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
6894 FLastVisible
:= gTime
;
6895 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
6896 if (Abs(FObj
.Y
-Target
.Y
) <= 128) then
6898 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
> FObj
.X
)) then
6899 SetAIFlag('GORIGHT', '1');
6900 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
< FObj
.X
)) then
6901 SetAIFlag('GOLEFT', '1');
6905 // Âûáèðàåì óãîë ââåðõ:
6906 if FDirection
= TDirection
.D_LEFT
then
6907 angle
:= ANGLE_LEFTUP
6909 angle
:= ANGLE_RIGHTUP
;
6911 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6912 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6914 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6915 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
6916 Target
.X
+Target
.Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128), //96
6917 Target
.Y
+Target
.Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
6918 Target
.Rect
.Width
, Target
.Rect
.Height
) and
6919 g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
6920 begin // òî íóæíî ñòðåëÿòü ââåðõ
6921 SetAIFlag('NEEDFIRE', '1');
6922 SetAIFlag('NEEDSEEUP', '1');
6925 // Âûáèðàåì óãîë âíèç:
6926 if FDirection
= TDirection
.D_LEFT
then
6927 angle
:= ANGLE_LEFTDOWN
6929 angle
:= ANGLE_RIGHTDOWN
;
6931 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6932 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6934 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6935 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
6936 Target
.X
+Target
.Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
6937 Target
.Y
+Target
.Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
6938 Target
.Rect
.Width
, Target
.Rect
.Height
) and
6939 g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
6940 begin // òî íóæíî ñòðåëÿòü âíèç
6941 SetAIFlag('NEEDFIRE', '1');
6942 SetAIFlag('NEEDSEEDOWN', '1');
6945 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
6946 if Target
.Visible
and
6947 (y1
+4 < Target
.Y
+Target
.Rect
.Y
+Target
.Rect
.Height
) and
6948 (y1
-4 > Target
.Y
+Target
.Rect
.Y
) then
6950 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
6951 if ((FDirection
= TDirection
.D_LEFT
) and (Target
.X
< FObj
.X
)) or
6952 ((FDirection
= TDirection
.D_RIGHT
) and (Target
.X
> FObj
.X
)) then
6953 begin // òî íóæíî ñòðåëÿòü âïåðåä
6954 SetAIFlag('NEEDFIRE', '1');
6955 SetAIFlag('NEEDSEEDOWN', '');
6956 SetAIFlag('NEEDSEEUP', '');
6958 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
6959 if Abs(FObj
.X
-Target
.X
) < Trunc(gPlayerScreenSize
.X
*0.75) then
6960 if GetRnd(FDifficult
.CloseJump
) then
6961 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
6962 if Abs(FObj
.X
-Target
.X
) < 128 then
6966 if Random(a
) = 0 then
6967 SetAIFlag('NEEDJUMP', '1');
6971 // Åñëè öåëü âñå åùå åñòü:
6972 if Target
.UID
<> 0 then
6973 if gTime
-FLastVisible
> 2000 then // Åñëè âèäåëè äàâíî
6974 Target
.UID
:= 0 // òî çàáûòü öåëü
6975 else // Åñëè âèäåëè íåäàâíî
6976 begin // íî öåëü óáèëè
6977 if Target
.IsPlayer
then
6978 begin // Öåëü - èãðîê
6979 pla
:= g_Player_Get(Target
.UID
);
6980 if (pla
= nil) or (not pla
.alive
) or pla
.NoTarget
or
6981 (pla
.FMegaRulez
[MR_INVIS
] >= gTime
) then
6982 Target
.UID
:= 0; // òî çàáûòü öåëü
6985 begin // Öåëü - ìîíñòð
6986 mon
:= g_Monsters_ByUID(Target
.UID
);
6987 if (mon
= nil) or (not mon
.alive
) then
6988 Target
.UID
:= 0; // òî çàáûòü öåëü
6991 end; // if Target.UID <> 0
6993 FTargetUID
:= Target
.UID
;
6995 // Åñëè âîçìîæíûõ öåëåé íåò:
6996 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
6997 if targets
= nil then
6998 if GetAIFlag('ATTACKLEFT') <> '' then
6999 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
7000 RemoveAIFlag('ATTACKLEFT');
7002 SetAIFlag('NEEDJUMP', '1');
7004 if RunDirection() = TDirection
.D_RIGHT
then
7005 begin // Èäåì íå â òó ñòîðîíó
7006 if (Healthy() > 1) and GetRnd(FDifficult
.InvisFire
) then
7007 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
7008 SetAIFlag('NEEDFIRE', '1');
7009 SetAIFlag('GOLEFT', '1');
7013 begin // Èäåì â íóæíóþ ñòîðîíó
7014 if GetRnd(FDifficult
.InvisFire
) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7015 SetAIFlag('NEEDFIRE', '1');
7016 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7017 SetAIFlag('GORIGHT', '1');
7021 if GetAIFlag('ATTACKRIGHT') <> '' then
7022 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
7023 RemoveAIFlag('ATTACKRIGHT');
7025 SetAIFlag('NEEDJUMP', '1');
7027 if RunDirection() = TDirection
.D_LEFT
then
7028 begin // Èäåì íå â òó ñòîðîíó
7029 if (Healthy() > 1) and GetRnd(FDifficult
.InvisFire
) then
7030 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
7031 SetAIFlag('NEEDFIRE', '1');
7032 SetAIFlag('GORIGHT', '1');
7037 if GetRnd(FDifficult
.InvisFire
) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7038 SetAIFlag('NEEDFIRE', '1');
7039 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7040 SetAIFlag('GOLEFT', '1');
7044 //HACK! (does it belongs there?)
7045 RealizeCurrentWeapon();
7047 // Åñëè åñòü âîçìîæíûå öåëè:
7048 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
7049 if (targets
<> nil) and (GetAIFlag('NEEDFIRE') <> '') then
7050 for a
:= 0 to High(targets
) do
7052 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
7053 if GetRnd(FDifficult
.DiagFire
) then
7055 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
7056 if FDirection
= TDirection
.D_LEFT
then
7057 angle
:= ANGLE_LEFTUP
7059 angle
:= ANGLE_RIGHTUP
;
7061 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7062 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7064 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
7065 targets
[a
].X
+targets
[a
].Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
7066 targets
[a
].Y
+targets
[a
].Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
7067 targets
[a
].Rect
.Width
, targets
[a
].Rect
.Height
) and
7068 g_TraceVector(x1
, y1
, targets
[a
].cX
, targets
[a
].cY
) then
7070 SetAIFlag('NEEDFIRE', '1');
7071 SetAIFlag('NEEDSEEUP', '1');
7074 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
7075 if FDirection
= TDirection
.D_LEFT
then
7076 angle
:= ANGLE_LEFTDOWN
7078 angle
:= ANGLE_RIGHTDOWN
;
7080 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7081 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7083 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
7084 targets
[a
].X
+targets
[a
].Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
7085 targets
[a
].Y
+targets
[a
].Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
7086 targets
[a
].Rect
.Width
, targets
[a
].Rect
.Height
) and
7087 g_TraceVector(x1
, y1
, targets
[a
].cX
, targets
[a
].cY
) then
7089 SetAIFlag('NEEDFIRE', '1');
7090 SetAIFlag('NEEDSEEDOWN', '1');
7094 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
7095 if targets
[a
].Line
and targets
[a
].Visible
and
7096 (((FDirection
= TDirection
.D_LEFT
) and (targets
[a
].X
< FObj
.X
)) or
7097 ((FDirection
= TDirection
.D_RIGHT
) and (targets
[a
].X
> FObj
.X
))) then
7099 SetAIFlag('NEEDFIRE', '1');
7104 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
7105 if g_Weapon_Danger(FUID
, FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
,
7106 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
,
7107 40+GetInterval(FDifficult
.Cover
, 40)) then
7108 SetAIFlag('NEEDJUMP', '1');
7110 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
7111 ammo
:= GetAmmoByWeapon(FCurrWeap
);
7112 if ((FCurrWeap
= WEAPON_SHOTGUN2
) and (ammo
< 2)) or
7113 ((FCurrWeap
= WEAPON_BFG
) and (ammo
< 40)) or
7115 SetAIFlag('SELECTWEAPON', '1');
7117 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
7118 if GetAIFlag('SELECTWEAPON') = '1' then
7121 RemoveAIFlag('SELECTWEAPON');
7125 procedure TBot
.Update();
7138 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
7139 if (g_debug_BotAIOff
= 1) and (Team
= TEAM_RED
) then
7141 if (g_debug_BotAIOff
= 2) and (Team
= TEAM_BLUE
) then
7143 if g_debug_BotAIOff
= 3 then
7153 RealizeCurrentWeapon();
7160 procedure TBot
.ReleaseKey(Key
: Byte);
7169 function TBot
.KeyPressed(Key
: Word): Boolean;
7171 Result
:= FKeys
[Key
].Pressed
;
7174 function TBot
.GetAIFlag(aName
: String20
): String20
;
7180 aName
:= LowerCase(aName
);
7182 if FAIFlags
<> nil then
7183 for a
:= 0 to High(FAIFlags
) do
7184 if LowerCase(FAIFlags
[a
].Name
) = aName
then
7186 Result
:= FAIFlags
[a
].Value
;
7191 procedure TBot
.RemoveAIFlag(aName
: String20
);
7195 if FAIFlags
= nil then Exit
;
7197 aName
:= LowerCase(aName
);
7199 for a
:= 0 to High(FAIFlags
) do
7200 if LowerCase(FAIFlags
[a
].Name
) = aName
then
7202 if a
<> High(FAIFlags
) then
7203 for b
:= a
to High(FAIFlags
)-1 do
7204 FAIFlags
[b
] := FAIFlags
[b
+1];
7206 SetLength(FAIFlags
, Length(FAIFlags
)-1);
7211 procedure TBot
.SetAIFlag(aName
, fValue
: String20
);
7219 aName
:= LowerCase(aName
);
7221 if FAIFlags
<> nil then
7222 for a
:= 0 to High(FAIFlags
) do
7223 if LowerCase(FAIFlags
[a
].Name
) = aName
then
7229 if ok
then FAIFlags
[a
].Value
:= fValue
7232 SetLength(FAIFlags
, Length(FAIFlags
)+1);
7233 with FAIFlags
[High(FAIFlags
)] do
7241 procedure TBot
.UpdateMove
;
7243 procedure GoLeft(Time
: Word = 1);
7245 ReleaseKey(KEY_LEFT
);
7246 ReleaseKey(KEY_RIGHT
);
7247 PressKey(KEY_LEFT
, Time
);
7248 SetDirection(TDirection
.D_LEFT
);
7251 procedure GoRight(Time
: Word = 1);
7253 ReleaseKey(KEY_LEFT
);
7254 ReleaseKey(KEY_RIGHT
);
7255 PressKey(KEY_RIGHT
, Time
);
7256 SetDirection(TDirection
.D_RIGHT
);
7259 function Rnd(a
: Word): Boolean;
7261 Result
:= Random(a
) = 0;
7264 procedure Turn(Time
: Word = 1200);
7266 if RunDirection() = TDirection
.D_LEFT
then GoRight(Time
) else GoLeft(Time
);
7271 ReleaseKey(KEY_LEFT
);
7272 ReleaseKey(KEY_RIGHT
);
7275 function CanRunLeft(): Boolean;
7277 Result
:= not CollideLevel(-1, 0);
7280 function CanRunRight(): Boolean;
7282 Result
:= not CollideLevel(1, 0);
7285 function CanRun(): Boolean;
7287 if RunDirection() = TDirection
.D_LEFT
then Result
:= CanRunLeft() else Result
:= CanRunRight();
7290 procedure Jump(Time
: Word = 30);
7292 PressKey(KEY_JUMP
, Time
);
7295 function NearHole(): Boolean;
7299 { TODO 5 : Ëåñòíèöû }
7300 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
7301 for x
:= 1 to PLAYER_RECT
.Width
do
7302 if (not StayOnStep(x
*sx
, 0)) and
7303 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
7304 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
7313 function BorderHole(): Boolean;
7317 { TODO 5 : Ëåñòíèöû }
7318 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
7319 for x
:= 1 to PLAYER_RECT
.Width
do
7320 if (not StayOnStep(x
*sx
, 0)) and
7321 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
7322 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
7324 for xx
:= x
to x
+32 do
7325 if CollideLevel(xx
*sx
, PLAYER_RECT
.Height
) then
7335 function NearDeepHole(): Boolean;
7341 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
7344 for x
:= 1 to PLAYER_RECT
.Width
do
7345 if (not StayOnStep(x
*sx
, 0)) and
7346 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
7347 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
7349 while FObj
.Y
+y
*PLAYER_RECT
.Height
< gMapInfo
.Height
do
7351 if CollideLevel(x
*sx
, PLAYER_RECT
.Height
*y
) then Exit
;
7356 end else Result
:= False;
7359 function OverDeepHole(): Boolean;
7366 while FObj
.Y
+y
*PLAYER_RECT
.Height
< gMapInfo
.Height
do
7368 if CollideLevel(0, PLAYER_RECT
.Height
*y
) then Exit
;
7375 function OnGround(): Boolean;
7377 Result
:= StayOnStep(0, 0) or CollideLevel(0, 1);
7380 function OnLadder(): Boolean;
7382 Result
:= FullInStep(0, 0);
7385 function BelowLadder(): Boolean;
7387 Result
:= (FullInStep(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
) and
7388 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
)) or
7389 (FullInStep(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
) and
7390 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
));
7393 function BelowLiftUp(): Boolean;
7395 Result
:= ((FullInLift(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
) = -1) and
7396 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
)) or
7397 ((FullInLift(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
) = -1) and
7398 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
));
7401 function OnTopLift(): Boolean;
7403 Result
:= (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7406 function CanJumpOver(): Boolean;
7410 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
7414 if not CollideLevel(sx
, 0) then Exit
;
7416 for y
:= 1 to BOT_MAXJUMP
do
7417 if CollideLevel(0, -y
) then Exit
else
7418 if not CollideLevel(sx
, -y
) then
7425 function CanJumpUp(Dist
: ShortInt): Boolean;
7432 if CollideLevel(Dist
, 0) then Exit
;
7435 for y
:= 0 to BOT_MAXJUMP
do
7436 if CollideLevel(Dist
, -y
) then
7445 for yy
:= y
+1 to BOT_MAXJUMP
do
7446 if not CollideLevel(Dist
, -yy
) then
7455 for y
:= 0 to BOT_MAXJUMP
do
7456 if CollideLevel(0, -y
) then
7464 if y
< yy
then Exit
;
7469 function IsSafeTrigger(): Boolean;
7474 if gTriggers
= nil then
7476 for a
:= 0 to High(gTriggers
) do
7477 if Collide(gTriggers
[a
].X
,
7480 gTriggers
[a
].Height
) and
7481 (gTriggers
[a
].TriggerType
in [TRIGGER_EXIT
, TRIGGER_CLOSEDOOR
,
7482 TRIGGER_CLOSETRAP
, TRIGGER_TRAP
,
7483 TRIGGER_PRESS
, TRIGGER_ON
, TRIGGER_OFF
,
7484 TRIGGER_ONOFF
, TRIGGER_SPAWNMONSTER
,
7485 TRIGGER_DAMAGE
, TRIGGER_SHOT
]) then
7490 // Âîçìîæíî, íàæèìàåì êíîïêó:
7491 if Rnd(16) and IsSafeTrigger() then
7494 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7495 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7497 ReleaseKey(KEY_LEFT
);
7498 ReleaseKey(KEY_RIGHT
);
7502 // Èäåì âëåâî, åñëè íàäî áûëî:
7503 if GetAIFlag('GOLEFT') <> '' then
7505 RemoveAIFlag('GOLEFT');
7506 if CanRunLeft() then
7510 // Èäåì âïðàâî, åñëè íàäî áûëî:
7511 if GetAIFlag('GORIGHT') <> '' then
7513 RemoveAIFlag('GORIGHT');
7514 if CanRunRight() then
7518 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7519 if FObj
.X
< -32 then
7522 if FObj
.X
+32 > gMapInfo
.Width
then
7525 // Ïðûãàåì, åñëè íàäî áûëî:
7526 if GetAIFlag('NEEDJUMP') <> '' then
7529 RemoveAIFlag('NEEDJUMP');
7532 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7533 if GetAIFlag('NEEDSEEUP') <> '' then
7536 ReleaseKey(KEY_DOWN
);
7537 PressKey(KEY_UP
, 20);
7538 RemoveAIFlag('NEEDSEEUP');
7541 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7542 if GetAIFlag('NEEDSEEDOWN') <> '' then
7545 ReleaseKey(KEY_DOWN
);
7546 PressKey(KEY_DOWN
, 20);
7547 RemoveAIFlag('NEEDSEEDOWN');
7550 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7551 if GetAIFlag('GOINHOLE') <> '' then
7552 if not OnGround() then
7554 ReleaseKey(KEY_LEFT
);
7555 ReleaseKey(KEY_RIGHT
);
7556 RemoveAIFlag('GOINHOLE');
7557 SetAIFlag('FALLINHOLE', '1');
7560 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7561 if GetAIFlag('FALLINHOLE') <> '' then
7563 RemoveAIFlag('FALLINHOLE');
7565 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7566 if not (KeyPressed(KEY_LEFT
) or KeyPressed(KEY_RIGHT
)) then
7567 if GetAIFlag('FALLINHOLE') = '' then
7568 if (not OnLadder()) or (FObj
.Vel
.Y
>= 0) or (OnTopLift()) then
7574 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7576 CanJumpUp(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*32) and
7580 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7581 if OnGround() and NearHole() then
7582 if NearDeepHole() then // Åñëè ýòî áåçäíà
7584 0..3: Turn(); // Áåæèì îáðàòíî
7585 4: Jump(); // Ïðûãàåì
7586 5: begin // Ïðûãàåì îáðàòíî
7591 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7592 if GetAIFlag('GOINHOLE') = '' then
7594 0: Turn(); // Íå íóæíî òóäà
7595 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7596 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7597 if BorderHole() then
7598 SetAIFlag('GOINHOLE', '1');
7601 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7602 if (not CanRun()) and OnGround() then
7604 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7605 if CanJumpOver() or OnLadder() then
7607 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7608 if Random(2) = 0 then
7610 if IsSafeTrigger() then
7616 // Îñòàëîñü ìàëî âîçäóõà:
7617 if FAir
< 36 * 2 then
7620 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7621 if (FMegaRulez
[MR_SUIT
] < gTime
) and ((FLastHit
= HIT_ACID
) or (Healthy() <= 1)) then
7622 if BodyInAcid(0, 0) then
7626 function TBot
.FullInStep(XInc
, YInc
: Integer): Boolean;
7628 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
7629 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
, PANEL_STEP
, False);
7632 {function TBot.NeedItem(Item: Byte): Byte;
7637 procedure TBot
.SelectWeapon(Dist
: Integer);
7641 function HaveAmmo(weapon
: Byte): Boolean;
7644 WEAPON_PISTOL
: Result
:= FAmmo
[A_BULLETS
] >= 1;
7645 WEAPON_SHOTGUN1
: Result
:= FAmmo
[A_SHELLS
] >= 1;
7646 WEAPON_SHOTGUN2
: Result
:= FAmmo
[A_SHELLS
] >= 2;
7647 WEAPON_CHAINGUN
: Result
:= FAmmo
[A_BULLETS
] >= 10;
7648 WEAPON_ROCKETLAUNCHER
: Result
:= FAmmo
[A_ROCKETS
] >= 1;
7649 WEAPON_PLASMA
: Result
:= FAmmo
[A_CELLS
] >= 10;
7650 WEAPON_BFG
: Result
:= FAmmo
[A_CELLS
] >= 40;
7651 WEAPON_SUPERPULEMET
: Result
:= FAmmo
[A_SHELLS
] >= 1;
7652 WEAPON_FLAMETHROWER
: Result
:= FAmmo
[A_FUEL
] >= 1;
7653 else Result
:= True;
7658 if Dist
= -1 then Dist
:= BOT_LONGDIST
;
7660 if Dist
> BOT_LONGDIST
then
7661 begin // Äàëüíèé áîé
7663 if FWeapon
[FDifficult
.WeaponPrior
[a
]] and HaveAmmo(FDifficult
.WeaponPrior
[a
]) then
7665 FSelectedWeapon
:= FDifficult
.WeaponPrior
[a
];
7669 else //if Dist > BOT_UNSAFEDIST then
7670 begin // Áëèæíèé áîé
7672 if FWeapon
[FDifficult
.CloseWeaponPrior
[a
]] and HaveAmmo(FDifficult
.CloseWeaponPrior
[a
]) then
7674 FSelectedWeapon
:= FDifficult
.CloseWeaponPrior
[a
];
7681 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7683 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7689 function TBot
.PickItem(ItemType
: Byte; force
: Boolean; var remove
: Boolean): Boolean;
7691 Result
:= inherited PickItem(ItemType
, force
, remove
);
7693 if Result
then SetAIFlag('SELECTWEAPON', '1');
7696 function TBot
.Heal(value
: Word; Soft
: Boolean): Boolean;
7698 Result
:= inherited Heal(value
, Soft
);
7701 function TBot
.Healthy(): Byte;
7703 if FMegaRulez
[MR_INVUL
] >= gTime
then Result
:= 3
7704 else if (FHealth
> 80) or ((FHealth
> 50) and (FArmor
> 20)) then Result
:= 3
7705 else if (FHealth
> 50) then Result
:= 2
7706 else if (FHealth
> 20) then Result
:= 1
7710 function TBot
.TargetOnScreen(TX
, TY
: Integer): Boolean;
7712 Result
:= (Abs(FObj
.X
-TX
) <= Trunc(gPlayerScreenSize
.X
*0.6)) and
7713 (Abs(FObj
.Y
-TY
) <= Trunc(gPlayerScreenSize
.Y
*0.6));
7716 procedure TBot
.OnDamage(Angle
: SmallInt);
7724 if (Angle
= 0) or (Angle
= 180) then
7727 if (g_GetUIDType(FLastSpawnerUID
) = UID_PLAYER
) and
7728 LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSPLAYER
) then
7730 pla
:= g_Player_Get(FLastSpawnerUID
);
7731 ok
:= not TargetOnScreen(pla
.FObj
.X
+ PLAYER_RECT
.X
,
7732 pla
.FObj
.Y
+ PLAYER_RECT
.Y
);
7735 if (g_GetUIDType(FLastSpawnerUID
) = UID_MONSTER
) and
7736 LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSMONSTER
) then
7738 mon
:= g_Monsters_ByUID(FLastSpawnerUID
);
7739 ok
:= not TargetOnScreen(mon
.Obj
.X
+ mon
.Obj
.Rect
.X
,
7740 mon
.Obj
.Y
+ mon
.Obj
.Rect
.Y
);
7745 SetAIFlag('ATTACKLEFT', '1')
7747 SetAIFlag('ATTACKRIGHT', '1');
7751 function TBot
.RunDirection(): TDirection
;
7753 if Abs(Vel
.X
) >= 1 then
7755 if Vel
.X
> 0 then Result
:= TDirection
.D_RIGHT
else Result
:= TDirection
.D_LEFT
;
7757 Result
:= FDirection
;
7760 function TBot
.GetRnd(a
: Byte): Boolean;
7762 if a
= 0 then Result
:= False
7763 else if a
= 255 then Result
:= True
7764 else Result
:= Random(256) > 255-a
;
7767 function TBot
.GetInterval(a
: Byte; radius
: SmallInt): SmallInt;
7769 Result
:= Round((255-a
)/255*radius
*(Random(2)-1));
7773 procedure TDifficult
.save (st
: TStream
);
7775 utils
.writeInt(st
, Byte(DiagFire
));
7776 utils
.writeInt(st
, Byte(InvisFire
));
7777 utils
.writeInt(st
, Byte(DiagPrecision
));
7778 utils
.writeInt(st
, Byte(FlyPrecision
));
7779 utils
.writeInt(st
, Byte(Cover
));
7780 utils
.writeInt(st
, Byte(CloseJump
));
7781 st
.WriteBuffer(WeaponPrior
[Low(WeaponPrior
)], sizeof(WeaponPrior
));
7782 st
.WriteBuffer(CloseWeaponPrior
[Low(CloseWeaponPrior
)], sizeof(CloseWeaponPrior
));
7785 procedure TDifficult
.load (st
: TStream
);
7787 DiagFire
:= utils
.readByte(st
);
7788 InvisFire
:= utils
.readByte(st
);
7789 DiagPrecision
:= utils
.readByte(st
);
7790 FlyPrecision
:= utils
.readByte(st
);
7791 Cover
:= utils
.readByte(st
);
7792 CloseJump
:= utils
.readByte(st
);
7793 st
.ReadBuffer(WeaponPrior
[Low(WeaponPrior
)], sizeof(WeaponPrior
));
7794 st
.ReadBuffer(CloseWeaponPrior
[Low(CloseWeaponPrior
)], sizeof(CloseWeaponPrior
));
7798 procedure TBot
.SaveState (st
: TStream
);
7803 inherited SaveState(st
);
7804 utils
.writeSign(st
, 'BOT0');
7806 utils
.writeInt(st
, Byte(FSelectedWeapon
));
7808 utils
.writeInt(st
, Word(FTargetUID
));
7809 // Âðåìÿ ïîòåðè öåëè
7810 utils
.writeInt(st
, LongWord(FLastVisible
));
7811 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7812 dw
:= Length(FAIFlags
);
7813 utils
.writeInt(st
, LongInt(dw
));
7815 for i
:= 0 to dw
-1 do
7817 utils
.writeStr(st
, FAIFlags
[i
].Name
, 20);
7818 utils
.writeStr(st
, FAIFlags
[i
].Value
, 20);
7820 // Íàñòðîéêè ñëîæíîñòè
7821 FDifficult
.save(st
);
7825 procedure TBot
.LoadState (st
: TStream
);
7830 inherited LoadState(st
);
7831 if not utils
.checkSign(st
, 'BOT0') then raise XStreamError
.Create('invalid bot signature');
7833 FSelectedWeapon
:= utils
.readByte(st
);
7835 FTargetUID
:= utils
.readWord(st
);
7836 // Âðåìÿ ïîòåðè öåëè
7837 FLastVisible
:= utils
.readLongWord(st
);
7838 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7839 dw
:= utils
.readLongInt(st
);
7840 if (dw
< 0) or (dw
> 16384) then raise XStreamError
.Create('invalid number of bot AI flags');
7841 SetLength(FAIFlags
, dw
);
7843 for i
:= 0 to dw
-1 do
7845 FAIFlags
[i
].Name
:= utils
.readStr(st
, 20);
7846 FAIFlags
[i
].Value
:= utils
.readStr(st
, 20);
7848 // Íàñòðîéêè ñëîæíîñòè
7849 FDifficult
.load(st
);
7854 conRegVar('cheat_berserk_autoswitch', @gBerserkAutoswitch
, 'autoswitch to fist when berserk pack taken', '', true, true);