1 (* Copyright (C) Doom 2D: Forever Developers
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, version 3 of the License ONLY.
7 * This program is distributed in the hope that it will be useful,
8 * but WITHOUT ANY WARRANTY; without even the implied warranty of
9 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
10 * GNU General Public License for more details.
12 * You should have received a copy of the GNU General Public License
13 * along with this program. If not, see <http://www.gnu.org/licenses/>.
15 {$INCLUDE ../shared/a_modes.inc}
23 {$IFDEF USE_MEMPOOL}mempool
,{$ENDIF}
24 e_graphics
, g_playermodel
, g_basic
, g_textures
,
25 g_weapons
, g_phys
, g_sound
, g_saveload
, MAPDEF
,
61 AmmoLimits
: Array [0..1] of Array [A_BULLETS
..A_HIGH
] of Word =
62 ((200, 50, 50, 300, 100),
63 (400, 100, 100, 600, 200));
84 ANGLE_NONE
= Low(SmallInt);
86 CORPSE_STATE_REMOVEME
= 0;
87 CORPSE_STATE_NORMAL
= 1;
88 CORPSE_STATE_MESS
= 2;
90 PLAYER_RECT
: TRectWH
= (X
:15; Y
:12; Width
:34; Height
:52);
91 PLAYER_RECT_CX
= 15+(34 div 2);
92 PLAYER_RECT_CY
= 12+(52 div 2);
93 PLAYER_CORPSERECT
: TRectWH
= (X
:15; Y
:48; Width
:34; Height
:16);
96 PLAYER_HP_LIMIT
= 200;
98 PLAYER_AP_LIMIT
= 200;
102 PLAYER_BURN_TIME
= 110;
104 PLAYER1_DEF_COLOR
: TRGB
= (R
:64; G
:175; B
:48);
105 PLAYER2_DEF_COLOR
: TRGB
= (R
:96; G
:96; B
:96);
123 TPlayerStatArray
= Array of TPlayerStat
;
125 TPlayerSavedState
= record
133 Ammo
: Array [A_BULLETS
..A_HIGH
] of Word;
134 MaxAmmo
: Array [A_BULLETS
..A_HIGH
] of Word;
135 Weapon
: Array [WP_FIRST
..WP_LAST
] of Boolean;
136 Rulez
: Set of R_ITEM_BACKPACK
..R_BERSERK
;
145 TPlayer
= class{$IFDEF USE_MEMPOOL}(TPoolObject
){$ENDIF}
153 FDirection
: TDirection
;
161 FMonsterKills
: Integer;
167 FCanJetpack
: Boolean;
173 FNextWeapDelay
: Byte; // frames
174 FBFGFireCounter
: SmallInt;
175 FLastSpawnerUID
: Word;
179 FSpectatePlayer
: Integer;
180 FFirePainTime
: Integer;
183 FSavedStateNum
: Integer;
185 FModel
: TPlayerModel
;
186 FPunchAnim
: TAnimation
;
189 FActionForce
: Boolean;
190 FActionChanged
: Boolean;
192 FFireAngle
: SmallInt;
196 FShellTimer
: Integer;
198 FSawSound
: TPlayableSound
;
199 FSawSoundIdle
: TPlayableSound
;
200 FSawSoundHit
: TPlayableSound
;
201 FSawSoundSelect
: TPlayableSound
;
202 FFlameSoundOn
: TPlayableSound
;
203 FFlameSoundOff
: TPlayableSound
;
204 FFlameSoundWork
: TPlayableSound
;
205 FJetSoundOn
: TPlayableSound
;
206 FJetSoundOff
: TPlayableSound
;
207 FJetSoundFly
: TPlayableSound
;
211 FJustTeleported
: Boolean;
213 mEDamageType
: Integer;
216 function CollideLevel(XInc
, YInc
: Integer): Boolean;
217 function StayOnStep(XInc
, YInc
: Integer): Boolean;
218 function HeadInLiquid(XInc
, YInc
: Integer): Boolean;
219 function BodyInLiquid(XInc
, YInc
: Integer): Boolean;
220 function BodyInAcid(XInc
, YInc
: Integer): Boolean;
221 function FullInLift(XInc
, YInc
: Integer): Integer;
222 {procedure CollideItem();}
223 procedure FlySmoke(Times
: DWORD
= 1);
224 procedure OnFireFlame(Times
: DWORD
= 1);
225 function GetAmmoByWeapon(Weapon
: Byte): Word;
226 procedure SetAction(Action
: Byte; Force
: Boolean = False);
227 procedure OnDamage(Angle
: SmallInt); virtual;
228 function firediry(): Integer;
231 procedure Run(Direction
: TDirection
);
232 procedure NextWeapon();
233 procedure PrevWeapon();
240 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
241 procedure resetWeaponQueue ();
242 function hasAmmoForWeapon (weapon
: Byte): Boolean;
244 procedure doDamage (v
: Integer);
246 function refreshCorpse(): Boolean;
249 FDamageBuffer
: Integer;
251 FAmmo
: Array [A_BULLETS
..A_HIGH
] of Word;
252 FMaxAmmo
: Array [A_BULLETS
..A_HIGH
] of Word;
253 FWeapon
: Array [WP_FIRST
..WP_LAST
] of Boolean;
254 FRulez
: Set of R_ITEM_BACKPACK
..R_BERSERK
;
256 FMegaRulez
: Array [MR_SUIT
..MR_MAX
] of DWORD
;
257 FReloading
: Array [WP_FIRST
..WP_LAST
] of Word;
258 FTime
: Array [T_RESPAWN
..T_FLAGCAP
] of DWORD
;
259 FKeys
: Array [KEY_LEFT
..KEY_CHAT
] of TKeyState
;
261 FPreferredTeam
: Byte;
264 FWantsInGame
: Boolean;
269 FActualModelName
: string;
276 FSpawnInvul
: Integer;
278 FWaitForFirstSpawn
: Boolean; // set to `true` in server, used to spawn a player on first full state request
281 // debug: viewport offset
282 viewPortX
, viewPortY
, viewPortW
, viewPortH
: Integer;
284 function isValidViewPort (): Boolean; inline;
286 constructor Create(); virtual;
287 destructor Destroy(); override;
288 procedure Respawn(Silent
: Boolean; Force
: Boolean = False); virtual;
289 function GetRespawnPoint(): Byte;
290 procedure PressKey(Key
: Byte; Time
: Word = 1);
291 procedure ReleaseKeys();
292 procedure SetModel(ModelName
: String);
293 procedure SetColor(Color
: TRGB
);
294 function GetColor(): TRGB
;
295 procedure SetWeapon(W
: Byte);
296 function IsKeyPressed(K
: Byte): Boolean;
297 function GetKeys(): Byte;
298 function PickItem(ItemType
: Byte; arespawn
: Boolean; var remove
: Boolean): Boolean; virtual;
299 function Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean; overload
;
300 function Collide(Panel
: TPanel
): Boolean; overload
;
301 function Collide(X
, Y
: Integer): Boolean; overload
;
302 procedure SetDirection(Direction
: TDirection
);
303 procedure GetSecret();
304 function TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
306 procedure Push(vx
, vy
: Integer);
307 procedure ChangeModel(ModelName
: String);
308 procedure SwitchTeam
;
309 procedure ChangeTeam(Team
: Byte);
311 function GetFlag(Flag
: Byte): Boolean;
312 procedure SetFlag(Flag
: Byte);
313 function DropFlag(Silent
: Boolean = True; DoThrow
: Boolean = False): Boolean;
314 function TryDropFlag(): Boolean;
315 procedure AllRulez(Health
: Boolean);
316 procedure RestoreHealthArmor();
317 procedure FragCombo();
318 procedure GiveItem(ItemType
: Byte);
319 procedure Damage(value
: Word; SpawnerUID
: Word; vx
, vy
: Integer; t
: Byte); virtual;
320 function Heal(value
: Word; Soft
: Boolean): Boolean; virtual;
321 procedure MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
322 procedure MakeBloodSimple(Count
: Word);
323 procedure Kill(KillType
: Byte; SpawnerUID
: Word; t
: Byte);
324 procedure Reset(Force
: Boolean);
325 procedure Spectate(NoMove
: Boolean = False);
326 procedure SwitchNoClip
;
327 procedure SoftReset();
328 procedure Draw(); virtual;
329 procedure DrawPain();
330 procedure DrawPickup();
331 procedure DrawRulez();
333 procedure DrawIndicator(Color
: TRGB
);
334 procedure DrawBubble();
336 procedure PreUpdate();
337 procedure Update(); virtual;
338 procedure RememberState();
339 procedure RecallState();
340 procedure SaveState (st
: TStream
); virtual;
341 procedure LoadState (st
: TStream
); virtual;
342 procedure PauseSounds(Enable
: Boolean);
343 procedure NetFire(Wpn
: Byte; X
, Y
, AX
, AY
: Integer; WID
: Integer = -1);
344 procedure DoLerp(Level
: Integer = 2);
345 procedure SetLerp(XTo
, YTo
: Integer);
346 procedure ProcessWeaponAction(Action
: Byte);
347 procedure QueueWeaponSwitch(Weapon
: Byte);
348 procedure RealizeCurrentWeapon();
352 procedure JetpackOff
;
353 procedure CatchFire(Attacker
: Word; Timeout
: Integer = PLAYER_BURN_TIME
);
355 //WARNING! this does nothing for now, but still call it!
356 procedure positionChanged (); //WARNING! call this after entity position was changed, or coldet will not work right!
358 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
359 procedure moveBy (dx
, dy
: Integer); inline;
361 function getCameraObj(): TObj
;
364 property Vel
: TPoint2i read FObj
.Vel
;
365 property Obj
: TObj read FObj
;
367 property Name
: String read FName write FName
;
368 property Model
: TPlayerModel read FModel
;
369 property Health
: Integer read FHealth write FHealth
;
370 property Lives
: Byte read FLives write FLives
;
371 property Armor
: Integer read FArmor write FArmor
;
372 property Air
: Integer read FAir write FAir
;
373 property JetFuel
: Integer read FJetFuel write FJetFuel
;
374 property Frags
: Integer read FFrags write FFrags
;
375 property Death
: Integer read FDeath write FDeath
;
376 property Kills
: Integer read FKills write FKills
;
377 property CurrWeap
: Byte read FCurrWeap write FCurrWeap
;
378 property MonsterKills
: Integer read FMonsterKills write FMonsterKills
;
379 property Secrets
: Integer read FSecrets
;
380 property GodMode
: Boolean read FGodMode write FGodMode
;
381 property NoTarget
: Boolean read FNoTarget write FNoTarget
;
382 property NoReload
: Boolean read FNoReload write FNoReload
;
383 property alive
: Boolean read FAlive write FAlive
;
384 property Flag
: Byte read FFlag
;
385 property Team
: Byte read FTeam write FTeam
;
386 property Direction
: TDirection read FDirection
;
387 property GameX
: Integer read FObj
.X write FObj
.X
;
388 property GameY
: Integer read FObj
.Y write FObj
.Y
;
389 property GameVelX
: Integer read FObj
.Vel
.X write FObj
.Vel
.X
;
390 property GameVelY
: Integer read FObj
.Vel
.Y write FObj
.Vel
.Y
;
391 property GameAccelX
: Integer read FObj
.Accel
.X write FObj
.Accel
.X
;
392 property GameAccelY
: Integer read FObj
.Accel
.Y write FObj
.Accel
.Y
;
393 property IncCam
: Integer read FIncCam write FIncCam
;
394 property IncCamOld
: Integer read FIncCamOld write FIncCamOld
;
395 property SlopeOld
: Integer read FSlopeOld write FSlopeOld
;
396 property UID
: Word read FUID write FUID
;
397 property JustTeleported
: Boolean read FJustTeleported write FJustTeleported
;
398 property NetTime
: LongWord read FNetTime write FNetTime
;
401 property eName
: String read FName write FName
;
402 property eHealth
: Integer read FHealth write FHealth
;
403 property eLives
: Byte read FLives write FLives
;
404 property eArmor
: Integer read FArmor write FArmor
;
405 property eAir
: Integer read FAir write FAir
;
406 property eJetFuel
: Integer read FJetFuel write FJetFuel
;
407 property eFrags
: Integer read FFrags write FFrags
;
408 property eDeath
: Integer read FDeath write FDeath
;
409 property eKills
: Integer read FKills write FKills
;
410 property eCurrWeap
: Byte read FCurrWeap write FCurrWeap
;
411 property eMonsterKills
: Integer read FMonsterKills write FMonsterKills
;
412 property eSecrets
: Integer read FSecrets write FSecrets
;
413 property eGodMode
: Boolean read FGodMode write FGodMode
;
414 property eNoTarget
: Boolean read FNoTarget write FNoTarget
;
415 property eNoReload
: Boolean read FNoReload write FNoReload
;
416 property eAlive
: Boolean read FAlive write FAlive
;
417 property eFlag
: Byte read FFlag
;
418 property eTeam
: Byte read FTeam write FTeam
;
419 property eDirection
: TDirection read FDirection
;
420 property eGameX
: Integer read FObj
.X write FObj
.X
;
421 property eGameY
: Integer read FObj
.Y write FObj
.Y
;
422 property eGameVelX
: Integer read FObj
.Vel
.X write FObj
.Vel
.X
;
423 property eGameVelY
: Integer read FObj
.Vel
.Y write FObj
.Vel
.Y
;
424 property eGameAccelX
: Integer read FObj
.Accel
.X write FObj
.Accel
.X
;
425 property eGameAccelY
: Integer read FObj
.Accel
.Y write FObj
.Accel
.Y
;
426 property eIncCam
: Integer read FIncCam write FIncCam
;
427 property eUID
: Word read FUID
;
428 property eJustTeleported
: Boolean read FJustTeleported
;
429 property eNetTime
: LongWord read FNetTime
;
431 // set this before assigning something to `eDamage`
432 property eDamageType
: Integer read mEDamageType write mEDamageType
;
433 property eDamage
: Integer write doDamage
;
444 WeaponPrior
: packed array [WP_FIRST
..WP_LAST
] of Byte;
445 CloseWeaponPrior
: packed array [WP_FIRST
..WP_LAST
] of Byte;
446 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
449 procedure save (st
: TStream
);
450 procedure load (st
: TStream
);
458 TBot
= class(TPlayer
)
460 FSelectedWeapon
: Byte;
463 FAIFlags
: Array of TAIFlag
;
464 FDifficult
: TDifficult
;
466 function GetRnd(a
: Byte): Boolean;
467 function GetInterval(a
: Byte; radius
: SmallInt): SmallInt;
468 function RunDirection(): TDirection
;
469 function FullInStep(XInc
, YInc
: Integer): Boolean;
470 //function NeedItem(Item: Byte): Byte;
471 procedure SelectWeapon(Dist
: Integer);
472 procedure SetAIFlag(aName
, fValue
: String20
);
473 function GetAIFlag(aName
: String20
): String20
;
474 procedure RemoveAIFlag(aName
: String20
);
475 function Healthy(): Byte;
476 procedure UpdateMove();
477 procedure UpdateCombat();
478 function KeyPressed(Key
: Word): Boolean;
479 procedure ReleaseKey(Key
: Byte);
480 function TargetOnScreen(TX
, TY
: Integer): Boolean;
481 procedure OnDamage(Angle
: SmallInt); override;
484 procedure Respawn(Silent
: Boolean; Force
: Boolean = False); override;
485 constructor Create(); override;
486 destructor Destroy(); override;
487 procedure Draw(); override;
488 function PickItem(ItemType
: Byte; force
: Boolean; var remove
: Boolean): Boolean; override;
489 function Heal(value
: Word; Soft
: Boolean): Boolean; override;
490 procedure Update(); override;
491 procedure SaveState (st
: TStream
); override;
492 procedure LoadState (st
: TStream
); override;
504 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
505 procedure moveBy (dx
, dy
: Integer); inline;
507 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
521 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
522 procedure moveBy (dx
, dy
: Integer); inline;
524 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
527 TCorpse
= class{$IFDEF USE_MEMPOOL}(TPoolObject
){$ENDIF}
536 FAnimation
: TAnimation
;
537 FAnimationMask
: TAnimation
;
540 constructor Create(X
, Y
: Integer; ModelName
: String; aMess
: Boolean);
541 destructor Destroy(); override;
542 procedure Damage(Value
: Word; SpawnerUID
: Word; vx
, vy
: Integer);
545 procedure SaveState (st
: TStream
);
546 procedure LoadState (st
: TStream
);
548 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
549 procedure moveBy (dx
, dy
: Integer); inline;
551 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
553 function ObjPtr (): PObj
; inline;
555 property Obj
: TObj read FObj
; // copies object
556 property State
: Byte read FState
;
557 property Mess
: Boolean read FMess
;
560 TTeamStat
= Array [TEAM_RED
..TEAM_BLUE
] of
566 gPlayers
: Array of TPlayer
;
567 gCorpses
: Array of TCorpse
;
568 gGibs
: Array of TGib
;
569 gShells
: Array of TShell
;
570 gTeamStat
: TTeamStat
;
571 gFly
: Boolean = False;
572 gAimLine
: Boolean = False;
573 gChatBubble
: Integer = 0;
574 gPlayerIndicator
: Integer = 1;
575 gPlayerIndicatorStyle
: Integer = 0;
577 gSpectLatchPID1
: Word = 0;
578 gSpectLatchPID2
: Word = 0;
579 MAX_RUNVEL
: Integer = 8;
580 VEL_JUMP
: Integer = 10;
581 SHELL_TIMEOUT
: Cardinal = 60000;
583 function Lerp(X
, Y
, Factor
: Integer): Integer;
585 procedure g_Gibs_SetMax(Count
: Word);
586 function g_Gibs_GetMax(): Word;
587 procedure g_Corpses_SetMax(Count
: Word);
588 function g_Corpses_GetMax(): Word;
589 procedure g_Shells_SetMax(Count
: Word);
590 function g_Shells_GetMax(): Word;
592 procedure g_Player_Init();
593 procedure g_Player_Free();
594 function g_Player_Create(ModelName
: String; Color
: TRGB
; Team
: Byte; Bot
: Boolean): Word;
595 function g_Player_CreateFromState (st
: TStream
): Word;
596 procedure g_Player_Remove(UID
: Word);
597 procedure g_Player_ResetTeams();
598 procedure g_Player_PreUpdate();
599 procedure g_Player_UpdateAll();
600 procedure g_Player_DrawAll();
601 procedure g_Player_DrawDebug(p
: TPlayer
);
602 procedure g_Player_DrawHealth();
603 procedure g_Player_RememberAll();
604 procedure g_Player_ResetAll(Force
, Silent
: Boolean);
605 function g_Player_Get(UID
: Word): TPlayer
;
606 function g_Player_GetCount(): Byte;
607 function g_Player_GetStats(): TPlayerStatArray
;
608 function g_Player_ValidName(Name
: String): Boolean;
609 function g_Player_CreateCorpse(Player
: TPlayer
): Integer;
610 procedure g_Player_CreateGibs(fX
, fY
: Integer; ModelName
: String; fColor
: TRGB
);
611 procedure g_Player_CreateShell(fX
, fY
, dX
, dY
: Integer; T
: Byte);
612 procedure g_Player_UpdatePhysicalObjects();
613 procedure g_Player_DrawCorpses();
614 procedure g_Player_DrawShells();
615 procedure g_Player_RemoveAllCorpses();
616 procedure g_Player_Corpses_SaveState (st
: TStream
);
617 procedure g_Player_Corpses_LoadState (st
: TStream
);
618 procedure g_Player_ResetReady();
619 procedure g_Bot_Add(Team
, Difficult
: Byte; Handicap
: Integer = 100);
620 procedure g_Bot_AddList(Team
: Byte; lname
: ShortString; num
: Integer = -1; Handicap
: Integer = 100);
621 procedure g_Bot_MixNames();
622 procedure g_Bot_RemoveAll();
627 {$INCLUDE ../nogl/noGLuses.inc}
628 {$IFDEF ENABLE_HOLMES}
631 e_log
, g_map
, g_items
, g_console
, g_gfx
, Math
,
632 g_options
, g_triggers
, g_menu
, g_game
, g_grid
, e_res
,
633 wadreader
, g_main
, g_monsters
, CONFIG
, g_language
,
634 g_net
, g_netmsg
, g_window
,
637 const PLR_SAVE_VERSION
= 0;
647 diag_precision
: Byte;
651 w_prior1
: Array [WP_FIRST
..WP_LAST
] of Byte;
652 w_prior2
: Array [WP_FIRST
..WP_LAST
] of Byte;
653 w_prior3
: Array [WP_FIRST
..WP_LAST
] of Byte;
657 TIME_RESPAWN1
= 1500;
658 TIME_RESPAWN2
= 2000;
659 TIME_RESPAWN3
= 3000;
662 JET_MAX
= 540; // ~30 sec
663 PLAYER_SUIT_TIME
= 30000;
664 PLAYER_INVUL_TIME
= 30000;
665 PLAYER_INVIS_TIME
= 35000;
666 FRAG_COMBO_TIME
= 3000;
670 ANGLE_RIGHTDOWN
= -35;
672 ANGLE_LEFTDOWN
= -145;
673 PLAYER_HEADRECT
: TRectWH
= (X
:24; Y
:12; Width
:20; Height
:12);
674 WEAPONPOINT
: Array [TDirection
] of TDFPoint
= ((X
:16; Y
:32), (X
:47; Y
:32));
677 BOT_UNSAFEDIST
= 128;
678 TEAMCOLOR
: Array [TEAM_RED
..TEAM_BLUE
] of TRGB
= ((R
:255; G
:0; B
:0),
680 DIFFICULT_EASY
: TDifficult
= (DiagFire
: 32; InvisFire
: 32; DiagPrecision
: 32;
681 FlyPrecision
: 32; Cover
: 32; CloseJump
: 32;
682 WeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0));
683 DIFFICULT_MEDIUM
: TDifficult
= (DiagFire
: 127; InvisFire
: 127; DiagPrecision
: 127;
684 FlyPrecision
: 127; Cover
: 127; CloseJump
: 127;
685 WeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0));
686 DIFFICULT_HARD
: TDifficult
= (DiagFire
: 255; InvisFire
: 255; DiagPrecision
: 255;
687 FlyPrecision
: 255; Cover
: 255; CloseJump
: 255;
688 WeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0));
689 WEAPON_PRIOR1
: Array [WP_FIRST
..WP_LAST
] of Byte =
690 (WEAPON_FLAMETHROWER
, WEAPON_SUPERPULEMET
,
691 WEAPON_SHOTGUN2
, WEAPON_SHOTGUN1
,
692 WEAPON_CHAINGUN
, WEAPON_PLASMA
, WEAPON_ROCKETLAUNCHER
,
693 WEAPON_BFG
, WEAPON_PISTOL
, WEAPON_SAW
, WEAPON_KASTET
);
694 WEAPON_PRIOR2
: Array [WP_FIRST
..WP_LAST
] of Byte =
695 (WEAPON_FLAMETHROWER
, WEAPON_SUPERPULEMET
,
696 WEAPON_BFG
, WEAPON_ROCKETLAUNCHER
,
697 WEAPON_SHOTGUN2
, WEAPON_PLASMA
, WEAPON_SHOTGUN1
,
698 WEAPON_CHAINGUN
, WEAPON_PISTOL
, WEAPON_SAW
, WEAPON_KASTET
);
699 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
700 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
701 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
702 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
703 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
704 WEAPON_RELOAD
: Array [WP_FIRST
..WP_LAST
] of Byte =
705 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
707 PLAYER_SIGNATURE
= $52594C50; // 'PLYR'
708 CORPSE_SIGNATURE
= $50524F43; // 'CORP'
710 BOTNAMES_FILENAME
= 'botnames.txt';
711 BOTLIST_FILENAME
= 'botlist.txt';
715 MaxCorpses
: Word = 20;
716 MaxShells
: Word = 300;
717 CurrentGib
: Integer = 0;
718 CurrentShell
: Integer = 0;
719 BotNames
: Array of String;
720 BotList
: Array of TBotProfile
;
721 SavedStates
: Array of TPlayerSavedState
;
724 function Lerp(X
, Y
, Factor
: Integer): Integer;
726 Result
:= X
+ ((Y
- X
) div Factor
);
729 function SameTeam(UID1
, UID2
: Word): Boolean;
733 if (UID1
> UID_MAX_PLAYER
) or (UID1
<= UID_MAX_GAME
) or
734 (UID2
> UID_MAX_PLAYER
) or (UID2
<= UID_MAX_GAME
) then Exit
;
736 if (g_Player_Get(UID1
) = nil) or (g_Player_Get(UID2
) = nil) then Exit
;
738 if ((g_Player_Get(UID1
).Team
= TEAM_NONE
) or
739 (g_Player_Get(UID2
).Team
= TEAM_NONE
)) then Exit
;
741 Result
:= g_Player_Get(UID1
).FTeam
= g_Player_Get(UID2
).FTeam
;
744 procedure g_Gibs_SetMax(Count
: Word);
747 SetLength(gGibs
, Count
);
749 if CurrentGib
>= Count
then
753 function g_Gibs_GetMax(): Word;
758 procedure g_Shells_SetMax(Count
: Word);
761 SetLength(gShells
, Count
);
763 if CurrentShell
>= Count
then
767 function g_Shells_GetMax(): Word;
773 procedure g_Corpses_SetMax(Count
: Word);
776 SetLength(gCorpses
, Count
);
779 function g_Corpses_GetMax(): Word;
781 Result
:= MaxCorpses
;
784 function g_Player_Create(ModelName
: String; Color
: TRGB
; Team
: Byte; Bot
: Boolean): Word;
794 // Åñòü ëè ìåñòî â gPlayers:
795 if gPlayers
<> nil then
796 for a
:= 0 to High(gPlayers
) do
797 if gPlayers
[a
] = nil then
803 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
806 SetLength(gPlayers
, Length(gPlayers
)+1);
810 // Ñîçäàåì îáúåêò èãðîêà:
812 gPlayers
[a
] := TBot
.Create()
814 gPlayers
[a
] := TPlayer
.Create();
817 gPlayers
[a
].FActualModelName
:= ModelName
;
818 gPlayers
[a
].SetModel(ModelName
);
820 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
821 if gPlayers
[a
].FModel
= nil then
825 g_FatalError(Format(_lc
[I_GAME_ERROR_MODEL
], [ModelName
]));
829 if not (Team
in [TEAM_RED
, TEAM_BLUE
]) then
830 if Random(2) = 0 then
834 gPlayers
[a
].FPreferredTeam
:= Team
;
836 case gGameSettings
.GameMode
of
837 GM_DM
: gPlayers
[a
].FTeam
:= TEAM_NONE
;
839 GM_CTF
: gPlayers
[a
].FTeam
:= gPlayers
[a
].FPreferredTeam
;
841 GM_COOP
: gPlayers
[a
].FTeam
:= TEAM_COOP
;
844 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
845 gPlayers
[a
].FColor
:= Color
;
846 if gPlayers
[a
].FTeam
in [TEAM_RED
, TEAM_BLUE
] then
847 gPlayers
[a
].FModel
.Color
:= TEAMCOLOR
[gPlayers
[a
].FTeam
]
849 gPlayers
[a
].FModel
.Color
:= Color
;
851 gPlayers
[a
].FUID
:= g_CreateUID(UID_PLAYER
);
852 gPlayers
[a
].FAlive
:= False;
854 Result
:= gPlayers
[a
].FUID
;
857 function g_Player_CreateFromState (st
: TStream
): Word;
858 var a
: Integer; ok
, Bot
: Boolean; pos
: Int64;
862 // check signature and entity type
864 if not utils
.checkSign(st
, 'PLYR') then raise XStreamError
.Create('invalid player signature');
865 if (utils
.readByte(st
) <> PLR_SAVE_VERSION
) then raise XStreamError
.Create('invalid player version');
866 Bot
:= utils
.readBool(st
);
869 // find free player slot
871 for a
:= 0 to High(gPlayers
) do
872 if gPlayers
[a
] = nil then
878 // allocate player slot
881 SetLength(gPlayers
, Length(gPlayers
)+1);
885 // create entity and load state
887 gPlayers
[a
] := TBot
.Create()
889 gPlayers
[a
] := TPlayer
.Create();
890 gPlayers
[a
].FPhysics
:= True; // ???
891 gPlayers
[a
].LoadState(st
);
893 result
:= gPlayers
[a
].FUID
;
897 procedure g_Player_ResetTeams();
901 if g_Game_IsClient
then
903 if gPlayers
= nil then
905 for a
:= Low(gPlayers
) to High(gPlayers
) do
906 if gPlayers
[a
] <> nil then
907 case gGameSettings
.GameMode
of
909 gPlayers
[a
].ChangeTeam(TEAM_NONE
);
911 if not (gPlayers
[a
].Team
in [TEAM_RED
, TEAM_BLUE
]) then
912 if gPlayers
[a
].FPreferredTeam
in [TEAM_RED
, TEAM_BLUE
] then
913 gPlayers
[a
].ChangeTeam(gPlayers
[a
].FPreferredTeam
)
916 gPlayers
[a
].ChangeTeam(TEAM_RED
)
918 gPlayers
[a
].ChangeTeam(TEAM_BLUE
);
921 gPlayers
[a
].ChangeTeam(TEAM_COOP
);
925 procedure g_Bot_Add(Team
, Difficult
: Byte; Handicap
: Integer = 100);
928 _name
, _model
: String;
931 if not g_Game_IsServer
then Exit
;
933 // Ñïèñîê íàçâàíèé ìîäåëåé:
934 m
:= g_PlayerModel_GetNames();
939 if (gGameSettings
.GameType
= GT_SINGLE
) or (gGameSettings
.GameMode
= GM_COOP
) then
940 Team
:= TEAM_COOP
// COOP
942 if gGameSettings
.GameMode
= GM_DM
then
943 Team
:= TEAM_NONE
// DM
945 if Team
= TEAM_NONE
then // CTF / TDM
947 // Àâòîáàëàíñ êîìàíä:
951 for a
:= 0 to High(gPlayers
) do
952 if gPlayers
[a
] <> nil then
954 if gPlayers
[a
].Team
= TEAM_RED
then
957 if gPlayers
[a
].Team
= TEAM_BLUE
then
967 if Random(2) = 0 then
973 // Âûáèðàåì áîòó èìÿ:
975 if BotNames
<> nil then
976 for a
:= 0 to High(BotNames
) do
977 if g_Player_ValidName(BotNames
[a
]) then
979 _name
:= BotNames
[a
];
983 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
984 _model
:= m
[Random(Length(m
))];
987 with g_Player_Get(g_Player_Create(_model
,
988 _RGB(Min(Random(9)*32, 255),
989 Min(Random(9)*32, 255),
990 Min(Random(9)*32, 255)),
991 Team
, True)) as TBot
do
993 // Åñëè èìåíè íåò, äåëàåì åãî èç UID áîòà
995 Name
:= Format('DFBOT%.5d', [UID
])
1000 1: FDifficult
:= DIFFICULT_EASY
;
1001 2: FDifficult
:= DIFFICULT_MEDIUM
;
1002 else FDifficult
:= DIFFICULT_HARD
;
1005 for a
:= WP_FIRST
to WP_LAST
do
1007 FDifficult
.WeaponPrior
[a
] := WEAPON_PRIOR1
[a
];
1008 FDifficult
.CloseWeaponPrior
[a
] := WEAPON_PRIOR2
[a
];
1009 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1012 FHandicap
:= Handicap
;
1014 g_Console_Add(Format(_lc
[I_PLAYER_JOIN
], [Name
]), True);
1016 if g_Game_IsNet
then MH_SEND_PlayerCreate(UID
);
1017 if g_Game_IsServer
and (gGameSettings
.MaxLives
> 0) then
1022 procedure g_Bot_AddList(Team
: Byte; lName
: ShortString; num
: Integer = -1; Handicap
: Integer = 100);
1025 _name
, _model
: String;
1028 if not g_Game_IsServer
then Exit
;
1030 // Ñïèñîê íàçâàíèé ìîäåëåé:
1031 m
:= g_PlayerModel_GetNames();
1036 if (gGameSettings
.GameType
= GT_SINGLE
) or (gGameSettings
.GameMode
= GM_COOP
) then
1037 Team
:= TEAM_COOP
// COOP
1039 if gGameSettings
.GameMode
= GM_DM
then
1040 Team
:= TEAM_NONE
// DM
1042 if Team
= TEAM_NONE
then
1043 Team
:= BotList
[num
].team
; // CTF / TDM
1045 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1046 lName
:= AnsiLowerCase(lName
);
1047 if (num
< 0) or (num
> Length(BotList
)-1) then
1049 if (num
= -1) and (lName
<> '') and (BotList
<> nil) then
1050 for a
:= 0 to High(BotList
) do
1051 if AnsiLowerCase(BotList
[a
].name
) = lName
then
1060 _name
:= BotList
[num
].name
;
1061 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1062 if not g_Player_ValidName(_name
) then
1064 _name
:= Format('DFBOT%.2d', [Random(100)]);
1065 until g_Player_ValidName(_name
);
1068 _model
:= BotList
[num
].model
;
1069 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1070 if not InSArray(_model
, m
) then
1071 _model
:= m
[Random(Length(m
))];
1074 with g_Player_Get(g_Player_Create(_model
, BotList
[num
].color
, Team
, True)) as TBot
do
1078 FDifficult
.DiagFire
:= BotList
[num
].diag_fire
;
1079 FDifficult
.InvisFire
:= BotList
[num
].invis_fire
;
1080 FDifficult
.DiagPrecision
:= BotList
[num
].diag_precision
;
1081 FDifficult
.FlyPrecision
:= BotList
[num
].fly_precision
;
1082 FDifficult
.Cover
:= BotList
[num
].cover
;
1083 FDifficult
.CloseJump
:= BotList
[num
].close_jump
;
1085 FHandicap
:= Handicap
;
1087 for a
:= WP_FIRST
to WP_LAST
do
1089 FDifficult
.WeaponPrior
[a
] := BotList
[num
].w_prior1
[a
];
1090 FDifficult
.CloseWeaponPrior
[a
] := BotList
[num
].w_prior2
[a
];
1091 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1094 g_Console_Add(Format(_lc
[I_PLAYER_JOIN
], [Name
]), True);
1096 if g_Game_IsNet
then MH_SEND_PlayerCreate(UID
);
1100 procedure g_Bot_RemoveAll();
1104 if not g_Game_IsServer
then Exit
;
1105 if gPlayers
= nil then Exit
;
1107 for a
:= 0 to High(gPlayers
) do
1108 if gPlayers
[a
] <> nil then
1109 if gPlayers
[a
] is TBot
then
1111 gPlayers
[a
].Lives
:= 0;
1112 gPlayers
[a
].Kill(K_SIMPLEKILL
, 0, HIT_DISCON
);
1113 g_Console_Add(Format(_lc
[I_PLAYER_LEAVE
], [gPlayers
[a
].Name
]), True);
1114 g_Player_Remove(gPlayers
[a
].FUID
);
1120 procedure g_Bot_MixNames();
1125 if BotNames
<> nil then
1126 for a
:= 0 to High(BotNames
) do
1128 b
:= Random(Length(BotNames
));
1130 Botnames
[a
] := BotNames
[b
];
1135 procedure g_Player_Remove(UID
: Word);
1139 if gPlayers
= nil then Exit
;
1141 if g_Game_IsServer
and g_Game_IsNet
then
1142 MH_SEND_PlayerDelete(UID
);
1144 for i
:= 0 to High(gPlayers
) do
1145 if gPlayers
[i
] <> nil then
1146 if gPlayers
[i
].FUID
= UID
then
1148 if gPlayers
[i
] is TPlayer
then
1149 TPlayer(gPlayers
[i
]).Free()
1151 TBot(gPlayers
[i
]).Free();
1157 procedure g_Player_Init();
1168 path
:= BOTNAMES_FILENAME
;
1169 if e_FindResource(DataDirs
, path
) = false then
1172 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1173 AssignFile(F
, path
);
1184 SetLength(BotNames
, Length(BotNames
)+1);
1185 BotNames
[High(BotNames
)] := s
;
1193 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1194 config
:= TConfig
.CreateFile(path
);
1198 while config
.SectionExists(IntToStr(a
)) do
1200 SetLength(BotList
, Length(BotList
)+1);
1202 with BotList
[High(BotList
)] do
1205 name
:= config
.ReadStr(IntToStr(a
), 'name', '');
1207 model
:= config
.ReadStr(IntToStr(a
), 'model', '');
1209 if config
.ReadStr(IntToStr(a
), 'team', 'red') = 'red' then
1214 sa
:= parse(config
.ReadStr(IntToStr(a
), 'color', ''));
1215 color
.R
:= StrToIntDef(sa
[0], 0);
1216 color
.G
:= StrToIntDef(sa
[1], 0);
1217 color
.B
:= StrToIntDef(sa
[2], 0);
1218 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1219 diag_fire
:= config
.ReadInt(IntToStr(a
), 'diag_fire', 0);
1220 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1221 invis_fire
:= config
.ReadInt(IntToStr(a
), 'invis_fire', 0);
1222 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1223 diag_precision
:= config
.ReadInt(IntToStr(a
), 'diag_precision', 0);
1224 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1225 fly_precision
:= config
.ReadInt(IntToStr(a
), 'fly_precision', 0);
1226 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1227 cover
:= config
.ReadInt(IntToStr(a
), 'cover', 0);
1228 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1229 close_jump
:= config
.ReadInt(IntToStr(a
), 'close_jump', 0);
1230 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1231 sa
:= parse(config
.ReadStr(IntToStr(a
), 'w_prior1', ''));
1232 if Length(sa
) = 10 then
1234 w_prior1
[b
] := EnsureRange(StrToInt(sa
[b
]), 0, 9);
1235 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1236 sa
:= parse(config
.ReadStr(IntToStr(a
), 'w_prior2', ''));
1237 if Length(sa
) = 10 then
1239 w_prior2
[b
] := EnsureRange(StrToInt(sa
[b
]), 0, 9);
1241 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1242 if Length(sa) = 10 then
1244 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1251 SetLength(SavedStates
, 0);
1254 procedure g_Player_Free();
1258 if gPlayers
<> nil then
1260 for i
:= 0 to High(gPlayers
) do
1261 if gPlayers
[i
] <> nil then
1263 if gPlayers
[i
] is TPlayer
then
1264 TPlayer(gPlayers
[i
]).Free()
1266 TBot(gPlayers
[i
]).Free();
1275 SetLength(SavedStates
, 0);
1278 procedure g_Player_PreUpdate();
1282 if gPlayers
= nil then Exit
;
1283 for i
:= 0 to High(gPlayers
) do
1284 if gPlayers
[i
] <> nil then
1285 gPlayers
[i
].PreUpdate();
1288 procedure g_Player_UpdateAll();
1292 if gPlayers
= nil then Exit
;
1294 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1295 for i
:= 0 to High(gPlayers
) do
1297 if gPlayers
[i
] <> nil then
1299 if gPlayers
[i
] is TPlayer
then
1301 gPlayers
[i
].Update();
1302 gPlayers
[i
].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1306 // bot updates weapons in `UpdateCombat()`
1307 TBot(gPlayers
[i
]).Update();
1311 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1314 procedure g_Player_DrawAll();
1318 if gPlayers
= nil then Exit
;
1320 for i
:= 0 to High(gPlayers
) do
1321 if gPlayers
[i
] <> nil then
1322 if gPlayers
[i
] is TPlayer
then gPlayers
[i
].Draw()
1323 else TBot(gPlayers
[i
]).Draw();
1326 procedure g_Player_DrawDebug(p
: TPlayer
);
1330 if p
= nil then Exit
;
1331 if (@p
.FObj
) = nil then Exit
;
1333 e_TextureFontGetSize(gStdFont
, fW
, fH
);
1335 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p
.FObj
.X
), gStdFont
);
1336 e_TextureFontPrint(0, fH
, 'Pos Y: ' + IntToStr(p
.FObj
.Y
), gStdFont
);
1337 e_TextureFontPrint(0, fH
* 2, 'Vel X: ' + IntToStr(p
.FObj
.Vel
.X
), gStdFont
);
1338 e_TextureFontPrint(0, fH
* 3, 'Vel Y: ' + IntToStr(p
.FObj
.Vel
.Y
), gStdFont
);
1339 e_TextureFontPrint(0, fH
* 4, 'Acc X: ' + IntToStr(p
.FObj
.Accel
.X
), gStdFont
);
1340 e_TextureFontPrint(0, fH
* 5, 'Acc Y: ' + IntToStr(p
.FObj
.Accel
.Y
), gStdFont
);
1341 e_TextureFontPrint(0, fH
* 6, 'Old X: ' + IntToStr(p
.FObj
.oldX
), gStdFont
);
1342 e_TextureFontPrint(0, fH
* 7, 'Old Y: ' + IntToStr(p
.FObj
.oldY
), gStdFont
);
1345 procedure g_Player_DrawHealth();
1350 if gPlayers
= nil then Exit
;
1351 e_TextureFontGetSize(gStdFont
, fW
, fH
);
1353 for i
:= 0 to High(gPlayers
) do
1354 if gPlayers
[i
] <> nil then
1356 e_TextureFontPrint(gPlayers
[i
].FObj
.X
+ gPlayers
[i
].FObj
.Rect
.X
,
1357 gPlayers
[i
].FObj
.Y
+ gPlayers
[i
].FObj
.Rect
.Y
+ gPlayers
[i
].FObj
.Rect
.Height
- fH
* 2,
1358 IntToStr(gPlayers
[i
].FHealth
), gStdFont
);
1359 e_TextureFontPrint(gPlayers
[i
].FObj
.X
+ gPlayers
[i
].FObj
.Rect
.X
,
1360 gPlayers
[i
].FObj
.Y
+ gPlayers
[i
].FObj
.Rect
.Y
+ gPlayers
[i
].FObj
.Rect
.Height
- fH
,
1361 IntToStr(gPlayers
[i
].FArmor
), gStdFont
);
1365 function g_Player_Get(UID
: Word): TPlayer
;
1371 if gPlayers
= nil then
1374 for a
:= 0 to High(gPlayers
) do
1375 if gPlayers
[a
] <> nil then
1376 if gPlayers
[a
].FUID
= UID
then
1378 Result
:= gPlayers
[a
];
1383 function g_Player_GetCount(): Byte;
1389 if gPlayers
= nil then
1392 for a
:= 0 to High(gPlayers
) do
1393 if gPlayers
[a
] <> nil then
1394 Result
:= Result
+ 1;
1397 function g_Player_GetStats(): TPlayerStatArray
;
1403 if gPlayers
= nil then Exit
;
1405 for a
:= 0 to High(gPlayers
) do
1406 if gPlayers
[a
] <> nil then
1408 SetLength(Result
, Length(Result
)+1);
1409 with Result
[High(Result
)] do
1412 Ping
:= gPlayers
[a
].FPing
;
1413 Loss
:= gPlayers
[a
].FLoss
;
1414 Name
:= gPlayers
[a
].FName
;
1415 Team
:= gPlayers
[a
].FTeam
;
1416 Frags
:= gPlayers
[a
].FFrags
;
1417 Deaths
:= gPlayers
[a
].FDeath
;
1418 Kills
:= gPlayers
[a
].FKills
;
1419 Color
:= gPlayers
[a
].FModel
.Color
;
1420 Lives
:= gPlayers
[a
].FLives
;
1421 Spectator
:= gPlayers
[a
].FSpectator
;
1422 UID
:= gPlayers
[a
].FUID
;
1427 procedure g_Player_ResetReady();
1431 if not g_Game_IsServer
then Exit
;
1432 if gPlayers
= nil then Exit
;
1434 for a
:= 0 to High(gPlayers
) do
1435 if gPlayers
[a
] <> nil then
1437 gPlayers
[a
].FReady
:= False;
1438 if g_Game_IsNet
then
1439 MH_SEND_GameEvent(NET_EV_INTER_READY
, gPlayers
[a
].UID
, 'N');
1443 procedure g_Player_RememberAll
;
1447 for i
:= Low(gPlayers
) to High(gPlayers
) do
1448 if (gPlayers
[i
] <> nil) and gPlayers
[i
].alive
then
1449 gPlayers
[i
].RememberState
;
1452 procedure g_Player_ResetAll(Force
, Silent
: Boolean);
1456 gTeamStat
[TEAM_RED
].Goals
:= 0;
1457 gTeamStat
[TEAM_BLUE
].Goals
:= 0;
1459 if gPlayers
<> nil then
1460 for i
:= 0 to High(gPlayers
) do
1461 if gPlayers
[i
] <> nil then
1463 gPlayers
[i
].Reset(Force
);
1465 if gPlayers
[i
] is TPlayer
then
1467 if (not gPlayers
[i
].FSpectator
) or gPlayers
[i
].FWantsInGame
then
1468 gPlayers
[i
].Respawn(Silent
)
1470 gPlayers
[i
].Spectate();
1473 TBot(gPlayers
[i
]).Respawn(Silent
);
1477 function g_Player_CreateCorpse(Player
: TPlayer
): Integer;
1485 if Player
.alive
then
1488 // Ðàçðûâàåì ñâÿçü ñ ïðåæíèì òðóïîì:
1489 i
:= Player
.FCorpse
;
1490 if (i
>= 0) and (i
< Length(gCorpses
)) then
1492 if (gCorpses
[i
] <> nil) and (gCorpses
[i
].FPlayerUID
= Player
.FUID
) then
1493 gCorpses
[i
].FPlayerUID
:= 0;
1496 if Player
.FObj
.Y
>= gMapInfo
.Height
+128 then
1501 if (FHealth
>= -50) or (gGibsCount
= 0) then
1503 if (gCorpses
= nil) or (Length(gCorpses
) = 0) then
1507 for find_id
:= 0 to High(gCorpses
) do
1508 if gCorpses
[find_id
] = nil then
1515 find_id
:= Random(Length(gCorpses
));
1517 gCorpses
[find_id
] := TCorpse
.Create(FObj
.X
, FObj
.Y
, FModel
.Name
, FHealth
< -20);
1518 gCorpses
[find_id
].FColor
:= FModel
.Color
;
1519 gCorpses
[find_id
].FObj
.Vel
:= FObj
.Vel
;
1520 gCorpses
[find_id
].FObj
.Accel
:= FObj
.Accel
;
1521 gCorpses
[find_id
].FPlayerUID
:= FUID
;
1526 g_Player_CreateGibs(FObj
.X
+ PLAYER_RECT_CX
,
1527 FObj
.Y
+ PLAYER_RECT_CY
,
1528 FModel
.Name
, FModel
.Color
);
1532 procedure g_Player_CreateShell(fX
, fY
, dX
, dY
: Integer; T
: Byte);
1536 if (gShells
= nil) or (Length(gShells
) = 0) then
1539 with gShells
[CurrentShell
] do
1545 if T
= SHELL_BULLET
then
1547 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID
) then
1551 Obj
.Rect
.Width
:= 4;
1552 Obj
.Rect
.Height
:= 2;
1556 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID
) then
1560 Obj
.Rect
.Width
:= 7;
1561 Obj
.Rect
.Height
:= 3;
1567 g_Obj_Push(@Obj
, dX
+ Random(4)-Random(4), dY
-Random(4));
1568 positionChanged(); // this updates spatial accelerators
1569 RAngle
:= Random(360);
1570 Timeout
:= gTime
+ SHELL_TIMEOUT
;
1572 if CurrentShell
>= High(gShells
) then
1579 procedure g_Player_CreateGibs(fX
, fY
: Integer; ModelName
: string; fColor
: TRGB
);
1582 GibsArray
: TGibsArray
;
1585 if (gGibs
= nil) or (Length(gGibs
) = 0) then
1587 if not g_PlayerModel_GetGibs(ModelName
, GibsArray
) then
1589 Blood
:= g_PlayerModel_GetBlood(ModelName
);
1591 for a
:= 0 to High(GibsArray
) do
1592 with gGibs
[CurrentGib
] do
1595 ID
:= GibsArray
[a
].ID
;
1596 MaskID
:= GibsArray
[a
].MaskID
;
1599 Obj
.Rect
:= GibsArray
[a
].Rect
;
1600 Obj
.X
:= fX
-GibsArray
[a
].Rect
.X
-(GibsArray
[a
].Rect
.Width
div 2);
1601 Obj
.Y
:= fY
-GibsArray
[a
].Rect
.Y
-(GibsArray
[a
].Rect
.Height
div 2);
1602 g_Obj_PushA(@Obj
, 25 + Random(10), Random(361));
1603 positionChanged(); // this updates spatial accelerators
1604 RAngle
:= Random(360);
1606 if gBloodCount
> 0 then
1607 g_GFX_Blood(fX
, fY
, 16*gBloodCount
+Random(5*gBloodCount
), -16+Random(33), -16+Random(33),
1608 Random(48), Random(48), Blood
.R
, Blood
.G
, Blood
.B
, Blood
.Kind
);
1610 if CurrentGib
>= High(gGibs
) then
1617 procedure g_Player_UpdatePhysicalObjects();
1623 procedure ShellSound_Bounce(X
, Y
: Integer; T
: Byte);
1628 if T
= SHELL_BULLET
then
1629 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k
), X
, Y
)
1631 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k
), X
, Y
);
1636 if gGibs
<> nil then
1637 for i
:= 0 to High(gGibs
) do
1638 if gGibs
[i
].alive
then
1645 mr
:= g_Obj_Move(@Obj
, True, False, True);
1646 positionChanged(); // this updates spatial accelerators
1648 if WordBool(mr
and MOVE_FALLOUT
) then
1654 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1655 if WordBool(mr
and MOVE_HITWALL
) then
1656 Obj
.Vel
.X
:= -(vel
.X
div 2);
1657 if WordBool(mr
and (MOVE_HITCEIL
or MOVE_HITLAND
)) then
1658 Obj
.Vel
.Y
:= -(vel
.Y
div 2);
1660 if (Obj
.Vel
.X
>= 0) then
1662 RAngle
:= RAngle
+ Abs(Obj
.Vel
.X
)*6 + Abs(Obj
.Vel
.Y
);
1663 if RAngle
>= 360 then
1664 RAngle
:= RAngle
mod 360;
1665 end else begin // Counter-clockwise
1666 RAngle
:= RAngle
- Abs(Obj
.Vel
.X
)*6 - Abs(Obj
.Vel
.Y
);
1668 RAngle
:= (360 - (Abs(RAngle
) mod 360)) mod 360;
1671 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1672 if gTime
mod (GAME_TICK
*3) = 0 then
1673 Obj
.Vel
.X
:= z_dec(Obj
.Vel
.X
, 1);
1677 if gCorpses
<> nil then
1678 for i
:= 0 to High(gCorpses
) do
1679 if gCorpses
[i
] <> nil then
1680 if gCorpses
[i
].State
= CORPSE_STATE_REMOVEME
then
1686 gCorpses
[i
].Update();
1689 if gShells
<> nil then
1690 for i
:= 0 to High(gShells
) do
1691 if gShells
[i
].alive
then
1698 mr
:= g_Obj_Move(@Obj
, True, False, True);
1699 positionChanged(); // this updates spatial accelerators
1701 if WordBool(mr
and MOVE_FALLOUT
) or (gShells
[i
].Timeout
< gTime
) then
1707 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1708 if WordBool(mr
and MOVE_HITWALL
) then
1710 Obj
.Vel
.X
:= -(vel
.X
div 2);
1711 if not WordBool(mr
and MOVE_INWATER
) then
1712 ShellSound_Bounce(Obj
.X
, Obj
.Y
, SType
);
1714 if WordBool(mr
and (MOVE_HITCEIL
or MOVE_HITLAND
)) then
1716 Obj
.Vel
.Y
:= -(vel
.Y
div 2);
1717 if Obj
.Vel
.X
<> 0 then Obj
.Vel
.X
:= Obj
.Vel
.X
div 2;
1718 if (Obj
.Vel
.X
= 0) and (Obj
.Vel
.Y
= 0) then
1720 if RAngle
mod 90 <> 0 then
1721 RAngle
:= (RAngle
div 90) * 90;
1723 else if not WordBool(mr
and MOVE_INWATER
) then
1724 ShellSound_Bounce(Obj
.X
, Obj
.Y
, SType
);
1727 if (Obj
.Vel
.X
>= 0) then
1729 RAngle
:= RAngle
+ Abs(Obj
.Vel
.X
)*8 + Abs(Obj
.Vel
.Y
);
1730 if RAngle
>= 360 then
1731 RAngle
:= RAngle
mod 360;
1732 end else begin // Counter-clockwise
1733 RAngle
:= RAngle
- Abs(Obj
.Vel
.X
)*8 - Abs(Obj
.Vel
.Y
);
1735 RAngle
:= (360 - (Abs(RAngle
) mod 360)) mod 360;
1741 procedure TGib
.getMapBox (out x
, y
, w
, h
: Integer); inline;
1743 x
:= Obj
.X
+Obj
.Rect
.X
;
1744 y
:= Obj
.Y
+Obj
.Rect
.Y
;
1745 w
:= Obj
.Rect
.Width
;
1746 h
:= Obj
.Rect
.Height
;
1749 procedure TGib
.moveBy (dx
, dy
: Integer); inline;
1751 if (dx
<> 0) or (dy
<> 0) then
1760 procedure TShell
.getMapBox (out x
, y
, w
, h
: Integer); inline;
1764 w
:= Obj
.Rect
.Width
;
1765 h
:= Obj
.Rect
.Height
;
1768 procedure TShell
.moveBy (dx
, dy
: Integer); inline;
1770 if (dx
<> 0) or (dy
<> 0) then
1779 procedure TGib
.positionChanged (); inline; begin end;
1780 procedure TShell
.positionChanged (); inline; begin end;
1783 procedure g_Player_DrawCorpses();
1788 if gGibs
<> nil then
1789 for i
:= 0 to High(gGibs
) do
1790 if gGibs
[i
].alive
then
1793 if not g_Obj_Collide(sX
, sY
, sWidth
, sHeight
, @Obj
) then
1796 Obj
.lerp(gLerpFactor
, fX
, fY
);
1798 a
.X
:= Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2);
1799 a
.y
:= Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2);
1801 e_DrawAdv(ID
, fX
, fY
, 0, True, False, RAngle
, @a
, TMirrorType
.None
);
1804 e_DrawAdv(MaskID
, fX
, fY
, 0, True, False, RAngle
, @a
, TMirrorType
.None
);
1810 if gCorpses
<> nil then
1811 for i
:= 0 to High(gCorpses
) do
1812 if gCorpses
[i
] <> nil then
1816 procedure g_Player_DrawShells();
1821 if gShells
<> nil then
1822 for i
:= 0 to High(gShells
) do
1823 if gShells
[i
].alive
then
1826 if not g_Obj_Collide(sX
, sY
, sWidth
, sHeight
, @Obj
) then
1829 Obj
.lerp(gLerpFactor
, fX
, fY
);
1834 e_DrawAdv(SpriteID
, fX
, fY
, 0, True, False, RAngle
, @a
, TMirrorType
.None
);
1838 procedure g_Player_RemoveAllCorpses();
1844 SetLength(gGibs
, MaxGibs
);
1845 SetLength(gShells
, MaxGibs
);
1849 if gCorpses
<> nil then
1850 for i
:= 0 to High(gCorpses
) do
1854 SetLength(gCorpses
, MaxCorpses
);
1857 procedure g_Player_Corpses_SaveState (st
: TStream
);
1861 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ
1863 for i
:= 0 to High(gCorpses
) do if (gCorpses
[i
] <> nil) then Inc(count
);
1865 // Êîëè÷åñòâî òðóïîâ
1866 utils
.writeInt(st
, LongInt(count
));
1868 if (count
= 0) then exit
;
1871 for i
:= 0 to High(gCorpses
) do
1873 if gCorpses
[i
] <> nil then
1876 utils
.writeStr(st
, gCorpses
[i
].FModelName
);
1878 utils
.writeBool(st
, gCorpses
[i
].Mess
);
1879 // Ñîõðàíÿåì äàííûå òðóïà:
1880 gCorpses
[i
].SaveState(st
);
1886 procedure g_Player_Corpses_LoadState (st
: TStream
);
1894 g_Player_RemoveAllCorpses();
1896 // Êîëè÷åñòâî òðóïîâ:
1897 count
:= utils
.readLongInt(st
);
1898 if (count
< 0) or (count
> Length(gCorpses
)) then raise XStreamError
.Create('invalid number of corpses');
1900 if (count
= 0) then exit
;
1903 for i
:= 0 to count
-1 do
1906 str
:= utils
.readStr(st
);
1908 b
:= utils
.readBool(st
);
1910 gCorpses
[i
] := TCorpse
.Create(0, 0, str
, b
);
1911 // Çàãðóæàåì äàííûå òðóïà
1912 gCorpses
[i
].LoadState(st
);
1919 function TPlayer
.isValidViewPort (): Boolean; inline; begin result
:= (viewPortW
> 0) and (viewPortH
> 0); end;
1921 procedure TPlayer
.BFGHit();
1923 g_Weapon_BFGHit(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1924 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
1925 if g_Game_IsServer
and g_Game_IsNet
then
1926 MH_SEND_Effect(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1927 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
1931 procedure TPlayer
.ChangeModel(ModelName
: string);
1933 locModel
: TPlayerModel
;
1935 locModel
:= g_PlayerModel_Get(ModelName
);
1936 if locModel
= nil then Exit
;
1942 procedure TPlayer
.SetModel(ModelName
: string);
1946 m
:= g_PlayerModel_Get(ModelName
);
1949 g_SimpleError(Format(_lc
[I_GAME_ERROR_MODEL_FALLBACK
], [ModelName
]));
1950 m
:= g_PlayerModel_Get('doomer');
1953 g_FatalError(Format(_lc
[I_GAME_ERROR_MODEL
], ['doomer']));
1958 if FModel
<> nil then
1963 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
1964 FModel
.Color
:= FColor
1966 FModel
.Color
:= TEAMCOLOR
[FTeam
];
1967 FModel
.SetWeapon(FCurrWeap
);
1968 FModel
.SetFlag(FFlag
);
1969 SetDirection(FDirection
);
1972 procedure TPlayer
.SetColor(Color
: TRGB
);
1975 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
1976 if FModel
<> nil then FModel
.Color
:= Color
;
1979 function TPlayer
.GetColor(): TRGB
;
1981 result
:= FModel
.Color
;
1984 procedure TPlayer
.SwitchTeam
;
1986 if g_Game_IsClient
then
1988 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then Exit
;
1990 if gGameOn
and FAlive
then
1991 Kill(K_SIMPLEKILL
, FUID
, HIT_SELF
);
1993 if FTeam
= TEAM_RED
then
1995 ChangeTeam(TEAM_BLUE
);
1996 g_Console_Add(Format(_lc
[I_PLAYER_CHTEAM_BLUE
], [FName
]), True);
1997 if g_Game_IsNet
then
1998 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM
, TEAM_BLUE
, FName
);
2002 ChangeTeam(TEAM_RED
);
2003 g_Console_Add(Format(_lc
[I_PLAYER_CHTEAM_RED
], [FName
]), True);
2004 if g_Game_IsNet
then
2005 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM
, TEAM_RED
, FName
);
2007 FPreferredTeam
:= FTeam
;
2010 procedure TPlayer
.ChangeTeam(Team
: Byte);
2017 TEAM_RED
, TEAM_BLUE
:
2018 FModel
.Color
:= TEAMCOLOR
[Team
];
2020 FModel
.Color
:= FColor
;
2022 if (FTeam
<> OldTeam
) and g_Game_IsNet
and g_Game_IsServer
then
2023 MH_SEND_PlayerStats(FUID
);
2027 procedure TPlayer.CollideItem();
2032 if gItems = nil then Exit;
2033 if not FAlive then Exit;
2035 for i := 0 to High(gItems) do
2038 if (ItemType <> ITEM_NONE) and alive then
2039 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
2040 PLAYER_RECT.Height, @Obj) then
2042 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
2044 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
2045 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
2046 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
2047 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
2048 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
2050 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
2051 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
2052 (gGameSettings.GameType = GT_SINGLE) and
2053 (g_Player_GetCount() > 1)) then
2054 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
2060 function TPlayer
.CollideLevel(XInc
, YInc
: Integer): Boolean;
2062 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
2063 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
, PANEL_WALL
,
2067 constructor TPlayer
.Create();
2073 mEDamageType
:= HIT_SOME
;
2079 FSawSound
:= TPlayableSound
.Create();
2080 FSawSoundIdle
:= TPlayableSound
.Create();
2081 FSawSoundHit
:= TPlayableSound
.Create();
2082 FSawSoundSelect
:= TPlayableSound
.Create();
2083 FFlameSoundOn
:= TPlayableSound
.Create();
2084 FFlameSoundOff
:= TPlayableSound
.Create();
2085 FFlameSoundWork
:= TPlayableSound
.Create();
2086 FJetSoundFly
:= TPlayableSound
.Create();
2087 FJetSoundOn
:= TPlayableSound
.Create();
2088 FJetSoundOff
:= TPlayableSound
.Create();
2090 FSawSound
.SetByName('SOUND_WEAPON_FIRESAW');
2091 FSawSoundIdle
.SetByName('SOUND_WEAPON_IDLESAW');
2092 FSawSoundHit
.SetByName('SOUND_WEAPON_HITSAW');
2093 FSawSoundSelect
.SetByName('SOUND_WEAPON_SELECTSAW');
2094 FFlameSoundOn
.SetByName('SOUND_WEAPON_FLAMEON');
2095 FFlameSoundOff
.SetByName('SOUND_WEAPON_FLAMEOFF');
2096 FFlameSoundWork
.SetByName('SOUND_WEAPON_FLAMEWORK');
2097 FJetSoundFly
.SetByName('SOUND_PLAYER_JETFLY');
2098 FJetSoundOn
.SetByName('SOUND_PLAYER_JETON');
2099 FJetSoundOff
.SetByName('SOUND_PLAYER_JETOFF');
2101 FSpectatePlayer
:= -1;
2105 FSavedStateNum
:= -1;
2113 FActualModelName
:= 'doomer';
2116 FObj
.Rect
:= PLAYER_RECT
;
2118 FBFGFireCounter
:= -1;
2119 FJustTeleported
:= False;
2122 FWaitForFirstSpawn
:= false;
2127 procedure TPlayer
.positionChanged (); inline;
2131 procedure TPlayer
.doDamage (v
: Integer);
2133 if (v
<= 0) then exit
;
2134 if (v
> 32767) then v
:= 32767;
2135 Damage(v
, 0, 0, 0, mEDamageType
);
2138 procedure TPlayer
.Damage(value
: Word; SpawnerUID
: Word; vx
, vy
: Integer; t
: Byte);
2142 if (not g_Game_IsClient
) and (not FAlive
) then
2147 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2148 if ((t
= HIT_TRAP
) or (t
= HIT_SELF
)) and (not FGodMode
) then
2150 if not g_Game_IsClient
then
2153 if t
= HIT_TRAP
then
2155 // Ëîâóøêà óáèâàåò ñðàçó:
2157 Kill(K_EXTRAHARDKILL
, SpawnerUID
, t
);
2159 if t
= HIT_SELF
then
2163 Kill(K_SIMPLEKILL
, SpawnerUID
, t
);
2166 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2167 FMegaRulez
[MR_SUIT
] := 0;
2168 FMegaRulez
[MR_INVUL
] := 0;
2169 FMegaRulez
[MR_INVIS
] := 0;
2174 // Íî îò îñòàëüíîãî ñïàñàåò:
2175 if FMegaRulez
[MR_INVUL
] >= gTime
then
2182 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2183 if LongBool(gGameSettings
.Options
and GAME_OPTION_TEAMDAMAGE
) or
2184 (SpawnerUID
= FUID
) or
2185 (not SameTeam(FUID
, SpawnerUID
)) then
2187 FLastSpawnerUID
:= SpawnerUID
;
2189 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2190 if gBloodCount
> 0 then
2192 c
:= Min(value
, 200)*gBloodCount
+ Random(Min(value
, 200) div 2);
2193 if value
div 4 <= c
then
2194 c
:= c
- (value
div 4)
2198 if (t
= HIT_SOME
) and (vx
= 0) and (vy
= 0) then
2202 HIT_TRAP
, HIT_ACID
, HIT_FLAME
, HIT_SELF
: MakeBloodSimple(c
);
2203 HIT_BFG
, HIT_ROCKET
, HIT_SOME
: MakeBloodVector(c
, vx
, vy
);
2206 if t
= HIT_WATER
then
2207 g_GFX_Bubbles(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2),
2208 FObj
.Y
+PLAYER_RECT
.Y
-4, value
div 2, 8, 4);
2213 Inc(FDamageBuffer
, value
);
2217 FPain
:= FPain
+ value
;
2220 if g_Game_IsServer
and g_Game_IsNet
then
2222 MH_SEND_PlayerDamage(FUID
, t
, SpawnerUID
, value
, vx
, vy
);
2223 MH_SEND_PlayerStats(FUID
);
2224 MH_SEND_PlayerPos(False, FUID
);
2228 function TPlayer
.Heal(value
: Word; Soft
: Boolean): Boolean;
2231 if g_Game_IsClient
then
2236 if Soft
and (FHealth
< PLAYER_HP_SOFT
) then
2238 IncMax(FHealth
, value
, PLAYER_HP_SOFT
);
2241 if (not Soft
) and (FHealth
< PLAYER_HP_LIMIT
) then
2243 IncMax(FHealth
, value
, PLAYER_HP_LIMIT
);
2247 if Result
and g_Game_IsServer
and g_Game_IsNet
then
2248 MH_SEND_PlayerStats(FUID
);
2251 destructor TPlayer
.Destroy();
2253 if (gPlayer1
<> nil) and (gPlayer1
.FUID
= FUID
) then
2255 if (gPlayer2
<> nil) and (gPlayer2
.FUID
= FUID
) then
2259 FSawSoundIdle
.Free();
2260 FSawSoundHit
.Free();
2261 FSawSoundSelect
.Free();
2262 FFlameSoundOn
.Free();
2263 FFlameSoundOff
.Free();
2264 FFlameSoundWork
.Free();
2265 FJetSoundFly
.Free();
2267 FJetSoundOff
.Free();
2269 if FPunchAnim
<> nil then
2275 procedure TPlayer
.DrawIndicator(Color
: TRGB
);
2277 indX
, indY
, fX
, fY
, fSlope
: Integer;
2287 FObj
.lerp(gLerpFactor
, fX
, fY
);
2288 fSlope
:= nlerp(FSlopeOld
, FObj
.slopeUpLeft
, gLerpFactor
);
2290 case gPlayerIndicatorStyle
of
2293 if g_Texture_Get('TEXTURE_PLAYER_INDICATOR', ID
) then
2295 e_GetTextureSize(ID
, @indW
, @indH
);
2299 if (FObj
.X
+ FObj
.Rect
.X
) < 0 then
2302 indX
:= fX
+ FObj
.Rect
.X
+ FObj
.Rect
.Width
;
2303 indY
:= fY
+ FObj
.Rect
.Y
+ (FObj
.Rect
.Height
- indW
) div 2;
2306 else if (FObj
.X
+ FObj
.Rect
.X
+ FObj
.Rect
.Width
) > Max(gMapInfo
.Width
, gPlayerScreenSize
.X
) then
2309 indX
:= fX
+ FObj
.Rect
.X
- indH
;
2310 indY
:= fY
+ FObj
.Rect
.Y
+ (FObj
.Rect
.Height
- indW
) div 2;
2313 else if (FObj
.Y
- indH
) < 0 then
2316 indX
:= fX
+ FObj
.Rect
.X
+ (FObj
.Rect
.Width
- indW
) div 2;
2317 indY
:= fY
+ FObj
.Rect
.Y
+ FObj
.Rect
.Height
;
2323 indX
:= fX
+ FObj
.Rect
.X
+ (FObj
.Rect
.Width
- indW
) div 2;
2327 indY
:= indY
+ fSlope
;
2328 indX
:= EnsureRange(indX
, 0, Max(gMapInfo
.Width
, gPlayerScreenSize
.X
) - indW
);
2329 indY
:= EnsureRange(indY
, 0, Max(gMapInfo
.Height
, gPlayerScreenSize
.Y
) - indH
);
2333 e_DrawAdv(ID
, indX
, indY
, 0, True, False, indA
, @a
);
2340 e_TextureFontGetSize(gStdFont
, nW
, nH
);
2341 indX
:= fX
+ FObj
.Rect
.X
+ (FObj
.Rect
.Width
- Length(FName
) * nW
) div 2;
2342 indY
:= fY
- nH
+ fSlope
;
2343 e_TextureFontPrintEx(indX
, indY
, FName
, gStdFont
, Color
.R
, Color
.G
, Color
.B
, 1.0, True);
2349 procedure TPlayer
.DrawBubble();
2351 bubX
, bubY
, fX
, fY
: Integer;
2354 Rw
, Gw
, Bw
: SmallInt;
2358 CObj
:= getCameraObj();
2359 CObj
.lerp(gLerpFactor
, fX
, fY
);
2360 // NB: _F_Obj.Rect is used to keep the bubble higher; this is not a mistake
2361 bubX
:= fX
+FObj
.Rect
.X
+ IfThen(FDirection
= TDirection
.D_LEFT
, -4, 18);
2362 bubY
:= fY
+FObj
.Rect
.Y
- 18;
2370 1: // simple textual non-bubble
2372 bubX
:= fX
+FObj
.Rect
.X
- 11;
2373 bubY
:= fY
+FObj
.Rect
.Y
- 17;
2374 e_TextureFontPrint(bubX
, bubY
, '[...]', gStdFont
);
2377 2: // advanced pixel-perfect bubble
2379 if FTeam
= TEAM_RED
then
2382 if FTeam
= TEAM_BLUE
then
2385 3: // colored bubble
2387 Rb
:= FModel
.Color
.R
;
2388 Gb
:= FModel
.Color
.G
;
2389 Bb
:= FModel
.Color
.B
;
2390 Rw
:= Min(Rb
* 2 + 64, 255);
2391 Gw
:= Min(Gb
* 2 + 64, 255);
2392 Bw
:= Min(Bb
* 2 + 64, 255);
2393 if (Abs(Rw
- Rb
) < 32)
2394 or (Abs(Gw
- Gb
) < 32)
2395 or (Abs(Bw
- Bb
) < 32) then
2397 Rb
:= Max(Rw
div 2 - 16, 0);
2398 Gb
:= Max(Gw
div 2 - 16, 0);
2399 Bb
:= Max(Bw
div 2 - 16, 0);
2402 4: // custom textured bubble
2404 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID
) then
2405 if FDirection
= TDirection
.D_RIGHT
then
2406 e_Draw(ID
, bubX
- 6, bubY
- 7, 0, True, False)
2408 e_Draw(ID
, bubX
- 6, bubY
- 7, 0, True, False, TMirrorType
.Horizontal
);
2414 e_DrawQuad(bubX
+ 1, bubY
, bubX
+ 18, bubY
+ 13, Rb
, Gb
, Bb
);
2415 e_DrawQuad(bubX
, bubY
+ 1, bubX
+ 19, bubY
+ 12, Rb
, Gb
, Bb
);
2417 e_DrawFillQuad(bubX
+ 1, bubY
+ 1, bubX
+ 18, bubY
+ 12, Rw
, Gw
, Bw
, 0);
2420 Dot
:= IfThen(FDirection
= TDirection
.D_LEFT
, 14, 5);
2421 e_DrawLine(1, bubX
+ Dot
, bubY
+ 14, bubX
+ Dot
, bubY
+ 16, Rb
, Gb
, Bb
);
2422 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
);
2423 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
);
2424 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
);
2425 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
);
2429 e_DrawFillQuad(bubX
+ Dot
, bubY
+ 8, bubX
+ Dot
+ 1, bubY
+ 9, Rb
, Gb
, Bb
, 0);
2430 e_DrawFillQuad(bubX
+ Dot
+ 3, bubY
+ 8, bubX
+ Dot
+ 4, bubY
+ 9, Rb
, Gb
, Bb
, 0);
2431 e_DrawFillQuad(bubX
+ Dot
+ 6, bubY
+ 8, bubX
+ Dot
+ 7, bubY
+ 9, Rb
, Gb
, Bb
, 0);
2434 procedure TPlayer
.Draw();
2439 Mirror
: TMirrorType
;
2440 fX
, fY
, fSlope
: Integer;
2442 FObj
.lerp(gLerpFactor
, fX
, fY
);
2443 fSlope
:= nlerp(FSlopeOld
, FObj
.slopeUpLeft
, gLerpFactor
);
2447 if Direction
= TDirection
.D_RIGHT
then
2448 Mirror
:= TMirrorType
.None
2450 Mirror
:= TMirrorType
.Horizontal
;
2452 if FPunchAnim
<> nil then
2454 FPunchAnim
.Draw(fX
+IfThen(Direction
= TDirection
.D_LEFT
, 15-FObj
.Rect
.X
, FObj
.Rect
.X
-15),
2455 fY
+fSlope
+FObj
.Rect
.Y
-11, Mirror
);
2456 if FPunchAnim
.played
then
2463 if (FMegaRulez
[MR_INVUL
] > gTime
) and ((gPlayerDrawn
<> Self
) or (FSpawnInvul
>= gTime
)) then
2464 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID
) then
2466 e_GetTextureSize(ID
, @w
, @h
);
2467 if FDirection
= TDirection
.D_LEFT
then
2468 e_Draw(ID
, fX
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-(w
div 2)+4,
2469 fY
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-(h
div 2)-7+fSlope
, 0, True, False)
2471 e_Draw(ID
, fX
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-(w
div 2)-2,
2472 fY
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-(h
div 2)-7+fSlope
, 0, True, False);
2475 if FMegaRulez
[MR_INVIS
] > gTime
then
2477 if (gPlayerDrawn
<> nil) and ((Self
= gPlayerDrawn
) or
2478 ((FTeam
= gPlayerDrawn
.Team
) and (gGameSettings
.GameMode
<> GM_DM
))) then
2480 if (FMegaRulez
[MR_INVIS
] - gTime
) <= 2100 then
2481 dr
:= not Odd((FMegaRulez
[MR_INVIS
] - gTime
) div 300)
2485 FModel
.Draw(fX
, fY
+fSlope
, 200)
2487 FModel
.Draw(fX
, fY
+fSlope
);
2490 FModel
.Draw(fX
, fY
+fSlope
, 254);
2493 FModel
.Draw(fX
, fY
+fSlope
);
2496 if g_debug_Frames
then
2498 e_DrawQuad(FObj
.X
+FObj
.Rect
.X
,
2500 FObj
.X
+FObj
.Rect
.X
+FObj
.Rect
.Width
-1,
2501 FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-1,
2505 if (gChatBubble
> 0) and (FKeys
[KEY_CHAT
].Pressed
) and not FGhost
then
2506 if (FMegaRulez
[MR_INVIS
] <= gTime
) or ((gPlayerDrawn
<> nil) and ((Self
= gPlayerDrawn
) or
2507 ((FTeam
= gPlayerDrawn
.Team
) and (gGameSettings
.GameMode
<> GM_DM
)))) then
2509 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2510 if gAimLine
and alive
and
2511 ((Self
= gPlayer1
) or (Self
= gPlayer2
)) then
2516 procedure TPlayer
.DrawAim();
2517 procedure drawCast (sz
: Integer; ax0
, ay0
, ax1
, ay1
: Integer);
2522 {$IFDEF ENABLE_HOLMES}
2523 if isValidViewPort
and (self
= gPlayer1
) then
2525 g_Holmes_plrLaser(ax0
, ay0
, ax1
, ay1
);
2529 e_DrawLine(sz
, ax0
, ay0
, ax1
, ay1
, 255, 0, 0, 96);
2530 if (g_Map_traceToNearestWall(ax0
, ay0
, ax1
, ay1
, @ex
, @ey
) <> nil) then
2532 e_DrawLine(sz
, ax0
, ay0
, ex
, ey
, 0, 255, 0, 96);
2536 e_DrawLine(sz
, ax0
, ay0
, ex
, ey
, 0, 0, 255, 96);
2541 wx
, wy
, xx
, yy
: Integer;
2545 wx
:= FObj
.X
+ WEAPONPOINT
[FDirection
].X
+ IfThen(FDirection
= TDirection
.D_LEFT
, 7, -7);
2546 wy
:= FObj
.Y
+ WEAPONPOINT
[FDirection
].Y
;
2555 1: begin // Chainsaw
2562 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2563 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2564 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2565 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2570 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2571 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2572 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2573 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2575 4: begin // Double Shotgun
2578 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2579 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2580 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2581 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2583 5: begin // Chaingun
2586 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2587 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2588 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2589 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2591 6: begin // Rocket Launcher
2594 if angle
= ANGLE_RIGHTUP
then Inc(angle
, 2);
2595 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2596 if angle
= ANGLE_LEFTUP
then Dec(angle
, 2);
2597 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2599 7: begin // Plasmagun
2602 if angle
= ANGLE_RIGHTUP
then Inc(angle
);
2603 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 3);
2604 if angle
= ANGLE_LEFTUP
then Dec(angle
);
2605 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 3);
2610 if angle
= ANGLE_RIGHTUP
then Inc(angle
, 1);
2611 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 2);
2612 if angle
= ANGLE_LEFTUP
then Dec(angle
, 1);
2613 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 2);
2615 9: begin // Super Chaingun
2618 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2619 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2620 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2621 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2624 xx
:= Trunc(Cos(-DegToRad(angle
)) * len
) + wx
;
2625 yy
:= Trunc(Sin(-DegToRad(angle
)) * len
) + wy
;
2626 {$IF DEFINED(D2F_DEBUG)}
2627 drawCast(sz
, wx
, wy
, xx
, yy
);
2629 e_DrawLine(sz
, wx
, wy
, xx
, yy
, 255, 0, 0, 96);
2633 procedure TPlayer
.DrawGUI();
2636 X
, Y
, SY
, a
, p
, m
: Integer;
2640 stat
: TPlayerStatArray
;
2642 X
:= gPlayerScreenSize
.X
;
2643 SY
:= gPlayerScreenSize
.Y
;
2646 if gShowGoals
and (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
2648 if gGameSettings
.GameMode
= GM_CTF
then
2652 if gGameSettings
.GameMode
= GM_CTF
then
2654 s
:= 'TEXTURE_PLAYER_REDFLAG';
2655 if gFlags
[FLAG_RED
].State
= FLAG_STATE_CAPTURED
then
2656 s
:= 'TEXTURE_PLAYER_REDFLAG_S';
2657 if gFlags
[FLAG_RED
].State
= FLAG_STATE_DROPPED
then
2658 s
:= 'TEXTURE_PLAYER_REDFLAG_D';
2659 if g_Texture_Get(s
, ID
) then
2660 e_Draw(ID
, X
-16-32, 240-72-4, 0, True, False);
2663 s
:= IntToStr(gTeamStat
[TEAM_RED
].Goals
);
2664 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2665 e_CharFont_PrintEx(gMenuFont
, X
-16-a
-tw
, 240-72-4, s
, TEAMCOLOR
[TEAM_RED
]);
2667 if gGameSettings
.GameMode
= GM_CTF
then
2669 s
:= 'TEXTURE_PLAYER_BLUEFLAG';
2670 if gFlags
[FLAG_BLUE
].State
= FLAG_STATE_CAPTURED
then
2671 s
:= 'TEXTURE_PLAYER_BLUEFLAG_S';
2672 if gFlags
[FLAG_BLUE
].State
= FLAG_STATE_DROPPED
then
2673 s
:= 'TEXTURE_PLAYER_BLUEFLAG_D';
2674 if g_Texture_Get(s
, ID
) then
2675 e_Draw(ID
, X
-16-32, 240-32-4, 0, True, False);
2678 s
:= IntToStr(gTeamStat
[TEAM_BLUE
].Goals
);
2679 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2680 e_CharFont_PrintEx(gMenuFont
, X
-16-a
-tw
, 240-32-4, s
, TEAMCOLOR
[TEAM_BLUE
]);
2683 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID
) then
2684 e_DrawFill(ID
, X
, 0, 1, (gPlayerScreenSize
.Y
div 256)+IfThen(gPlayerScreenSize
.Y
mod 256 > 0, 1, 0),
2687 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID
) then
2688 e_Draw(ID
, X
+2, Y
, 0, True, False);
2690 if gGameSettings
.GameType
in [GT_CUSTOM
, GT_SERVER
, GT_CLIENT
] then
2694 s
:= IntToStr(Frags
);
2695 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2696 e_CharFont_PrintEx(gMenuFont
, X
-16-tw
, Y
, s
, _RGB(255, 0, 0));
2701 stat
:= g_Player_GetStats();
2706 for a
:= 0 to High(stat
) do
2707 if stat
[a
].Name
<> Name
then
2709 if stat
[a
].Frags
> m
then m
:= stat
[a
].Frags
;
2710 if stat
[a
].Frags
> Frags
then p
:= p
+1;
2714 s
:= IntToStr(p
)+' / '+IntToStr(Length(stat
))+' ';
2715 if Frags
>= m
then s
:= s
+'+' else s
:= s
+'-';
2716 s
:= s
+IntToStr(Abs(Frags
-m
));
2718 e_CharFont_GetSize(gMenuSmallFont
, s
, tw
, th
);
2719 e_CharFont_PrintEx(gMenuSmallFont
, X
-16-tw
, Y
+32, s
, _RGB(255, 0, 0));
2722 if gLMSRespawn
> LMS_RESPAWN_NONE
then
2724 s
:= _lc
[I_GAME_WARMUP
];
2725 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2726 s
:= s
+ ': ' + IntToStr((gLMSRespawnTime
- gTime
) div 1000);
2727 e_CharFont_PrintEx(gMenuFont
, X
-64-tw
, SY
-32, s
, _RGB(0, 255, 0));
2729 else if gShowLives
and (gGameSettings
.MaxLives
> 0) then
2731 s
:= IntToStr(Lives
);
2732 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2733 e_CharFont_PrintEx(gMenuFont
, X
-16-tw
, SY
-32, s
, _RGB(0, 255, 0));
2737 e_CharFont_GetSize(gMenuSmallFont
, FName
, tw
, th
);
2738 e_CharFont_PrintEx(gMenuSmallFont
, X
+98-(tw
div 2), Y
+8, FName
, _RGB(255, 0, 0));
2740 if R_BERSERK
in FRulez
then
2741 e_Draw(gItemsTexturesID
[ITEM_MEDKIT_BLACK
], X
+37, Y
+45, 0, True, False)
2743 e_Draw(gItemsTexturesID
[ITEM_MEDKIT_LARGE
], X
+37, Y
+45, 0, True, False);
2745 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID
) then
2746 e_Draw(ID
, X
+36, Y
+77, 0, True, False);
2748 s
:= IntToStr(IfThen(FHealth
> 0, FHealth
, 0));
2749 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2750 e_CharFont_PrintEx(gMenuFont
, X
+178-tw
, Y
+40, s
, _RGB(255, 0, 0));
2752 s
:= IntToStr(FArmor
);
2753 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2754 e_CharFont_PrintEx(gMenuFont
, X
+178-tw
, Y
+68, s
, _RGB(255, 0, 0));
2756 s
:= IntToStr(GetAmmoByWeapon(FCurrWeap
));
2762 ID
:= gItemsTexturesID
[ITEM_WEAPON_KASTET
];
2767 ID
:= gItemsTexturesID
[ITEM_WEAPON_SAW
];
2769 WEAPON_PISTOL
: ID
:= gItemsTexturesID
[ITEM_WEAPON_PISTOL
];
2770 WEAPON_CHAINGUN
: ID
:= gItemsTexturesID
[ITEM_WEAPON_CHAINGUN
];
2771 WEAPON_SHOTGUN1
: ID
:= gItemsTexturesID
[ITEM_WEAPON_SHOTGUN1
];
2772 WEAPON_SHOTGUN2
: ID
:= gItemsTexturesID
[ITEM_WEAPON_SHOTGUN2
];
2773 WEAPON_SUPERPULEMET
: ID
:= gItemsTexturesID
[ITEM_WEAPON_SUPERPULEMET
];
2774 WEAPON_ROCKETLAUNCHER
: ID
:= gItemsTexturesID
[ITEM_WEAPON_ROCKETLAUNCHER
];
2775 WEAPON_PLASMA
: ID
:= gItemsTexturesID
[ITEM_WEAPON_PLASMA
];
2776 WEAPON_BFG
: ID
:= gItemsTexturesID
[ITEM_WEAPON_BFG
];
2777 WEAPON_FLAMETHROWER
: ID
:= gItemsTexturesID
[ITEM_WEAPON_FLAMETHROWER
];
2780 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2781 e_CharFont_PrintEx(gMenuFont
, X
+178-tw
, Y
+158, s
, _RGB(255, 0, 0));
2782 e_Draw(ID
, X
+20, Y
+160, 0, True, False);
2784 if R_KEY_RED
in FRulez
then
2785 e_Draw(gItemsTexturesID
[ITEM_KEY_RED
], X
+78, Y
+214, 0, True, False);
2787 if R_KEY_GREEN
in FRulez
then
2788 e_Draw(gItemsTexturesID
[ITEM_KEY_GREEN
], X
+95, Y
+214, 0, True, False);
2790 if R_KEY_BLUE
in FRulez
then
2791 e_Draw(gItemsTexturesID
[ITEM_KEY_BLUE
], X
+112, Y
+214, 0, True, False);
2793 if FJetFuel
> 0 then
2795 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID
) then
2796 e_Draw(ID
, X
+2, Y
+116, 0, True, False);
2797 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID
) then
2798 e_Draw(ID
, X
+2, Y
+126, 0, True, False);
2799 e_DrawLine(4, X
+16, Y
+122, X
+16+Trunc(168*IfThen(FAir
> 0, FAir
, 0)/AIR_MAX
), Y
+122, 0, 0, 196);
2800 e_DrawLine(4, X
+16, Y
+132, X
+16+Trunc(168*FJetFuel
/JET_MAX
), Y
+132, 208, 0, 0);
2804 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID
) then
2805 e_Draw(ID
, X
+2, Y
+124, 0, True, False);
2806 e_DrawLine(4, X
+16, Y
+130, X
+16+Trunc(168*IfThen(FAir
> 0, FAir
, 0)/AIR_MAX
), Y
+130, 0, 0, 196);
2809 if gShowPing
and g_Game_IsClient
then
2811 s
:= _lc
[I_GAME_PING_HUD
] + IntToStr(NetPeer
.lastRoundTripTime
) + _lc
[I_NET_SLIST_PING_MS
];
2812 e_TextureFontPrint(X
+ 4, Y
+ 242, s
, gStdFont
);
2818 e_TextureFontPrint(X
+ 4, Y
+ 242, _lc
[I_PLAYER_SPECT
], gStdFont
);
2819 e_TextureFontPrint(X
+ 4, Y
+ 258, _lc
[I_PLAYER_SPECT2
], gStdFont
);
2820 e_TextureFontPrint(X
+ 4, Y
+ 274, _lc
[I_PLAYER_SPECT1
], gStdFont
);
2823 e_TextureFontGetSize(gStdFont
, cw
, ch
);
2824 s
:= _lc
[I_PLAYER_SPECT4
];
2825 e_TextureFontPrintEx(gScreenWidth
div 2 - cw
*(Length(s
) div 2),
2826 gScreenHeight
-4-ch
, s
, gStdFont
, 255, 255, 255, 1, True);
2827 e_TextureFontPrint(X
+ 4, Y
+ 290, _lc
[I_PLAYER_SPECT1S
], gStdFont
);
2833 procedure TPlayer
.DrawRulez();
2837 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2838 if (FMegaRulez
[MR_INVUL
] >= gTime
) and (FSpawnInvul
< gTime
) then
2840 if (FMegaRulez
[MR_INVUL
]-gTime
) <= 2100 then
2841 dr
:= not Odd((FMegaRulez
[MR_INVUL
]-gTime
) div 300)
2846 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1,
2847 191, 191, 191, 0, TBlending
.Invert
);
2850 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2851 if FMegaRulez
[MR_SUIT
] >= gTime
then
2853 if (FMegaRulez
[MR_SUIT
]-gTime
) <= 2100 then
2854 dr
:= not Odd((FMegaRulez
[MR_SUIT
]-gTime
) div 300)
2859 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1,
2860 0, 96, 0, 200, TBlending
.None
);
2863 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2864 if (FBerserk
>= 0) and (LongWord(FBerserk
) >= gTime
) and (gFlash
= 2) then
2866 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1,
2867 255, 0, 0, 200, TBlending
.None
);
2871 procedure TPlayer
.DrawPain();
2875 if FPain
= 0 then Exit
;
2879 if a
< 15 then h
:= 0
2880 else if a
< 35 then h
:= 1
2881 else if a
< 55 then h
:= 2
2882 else if a
< 75 then h
:= 3
2883 else if a
< 95 then h
:= 4
2886 //if a > 255 then a := 255;
2888 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1, 255, 0, 0, 255-h
*50);
2889 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2892 procedure TPlayer
.DrawPickup();
2896 if FPickup
= 0 then Exit
;
2900 if a
< 15 then h
:= 1
2901 else if a
< 35 then h
:= 2
2902 else if a
< 55 then h
:= 3
2903 else if a
< 75 then h
:= 4
2906 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1, 150, 200, 150, 255-h
*50);
2909 procedure TPlayer
.DoPunch();
2914 if FPunchAnim
<> nil then begin
2919 st
:= 'FRAMES_PUNCH';
2920 if R_BERSERK
in FRulez
then
2921 st
:= st
+ '_BERSERK';
2922 if FKeys
[KEY_UP
].Pressed
then
2924 else if FKeys
[KEY_DOWN
].Pressed
then
2926 g_Frames_Get(id
, st
);
2927 FPunchAnim
:= TAnimation
.Create(id
, False, 1);
2930 procedure TPlayer
.Fire();
2932 f
, DidFire
: Boolean;
2933 wx
, wy
, xd
, yd
: Integer;
2936 if g_Game_IsClient
then Exit
;
2937 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2938 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2946 if FReloading
[FCurrWeap
] <> 0 then Exit
;
2951 wx
:= FObj
.X
+WEAPONPOINT
[FDirection
].X
;
2952 wy
:= FObj
.Y
+WEAPONPOINT
[FDirection
].Y
;
2953 xd
:= wx
+IfThen(FDirection
= TDirection
.D_LEFT
, -30, 30);
2954 yd
:= wy
+firediry();
2960 if R_BERSERK
in FRulez
then
2962 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2963 locobj
.X
:= FObj
.X
+FObj
.Rect
.X
;
2964 locobj
.Y
:= FObj
.Y
+FObj
.Rect
.Y
;
2967 locobj
.rect
.Width
:= 39;
2968 locobj
.rect
.Height
:= 52;
2969 locobj
.Vel
.X
:= (xd
-wx
) div 2;
2970 locobj
.Vel
.Y
:= (yd
-wy
) div 2;
2971 locobj
.Accel
.X
:= xd
-wx
;
2972 locobj
.Accel
.y
:= yd
-wy
;
2974 if g_Weapon_Hit(@locobj
, 50, FUID
, HIT_SOME
) <> 0 then
2975 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj
.X
, FObj
.Y
)
2977 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj
.X
, FObj
.Y
);
2979 if (gFlash
= 1) and (FPain
< 50) then FPain
:= min(FPain
+ 25, 50);
2983 g_Weapon_punch(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, 3, FUID
);
2987 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2992 if g_Weapon_chainsaw(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
2993 IfThen(gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
], 9, 3), FUID
) <> 0 then
2995 FSawSoundSelect
.Stop();
2997 FSawSoundHit
.PlayAt(FObj
.X
, FObj
.Y
);
2999 else if not FSawSoundHit
.IsPlaying() then
3001 FSawSoundSelect
.Stop();
3002 FSawSound
.PlayAt(FObj
.X
, FObj
.Y
);
3005 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3011 if FAmmo
[A_BULLETS
] > 0 then
3013 g_Weapon_pistol(wx
, wy
, xd
, yd
, FUID
);
3014 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3015 Dec(FAmmo
[A_BULLETS
]);
3016 FFireAngle
:= FAngle
;
3019 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
3020 GameVelX
, GameVelY
-2, SHELL_BULLET
);
3024 if FAmmo
[A_SHELLS
] > 0 then
3026 g_Weapon_shotgun(wx
, wy
, xd
, yd
, FUID
);
3027 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx
, wy
);
3028 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3029 Dec(FAmmo
[A_SHELLS
]);
3030 FFireAngle
:= FAngle
;
3034 FShellType
:= SHELL_SHELL
;
3038 if FAmmo
[A_SHELLS
] >= 2 then
3040 g_Weapon_dshotgun(wx
, wy
, xd
, yd
, FUID
);
3041 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3042 Dec(FAmmo
[A_SHELLS
], 2);
3043 FFireAngle
:= FAngle
;
3047 FShellType
:= SHELL_DBLSHELL
;
3051 if FAmmo
[A_BULLETS
] > 0 then
3053 g_Weapon_mgun(wx
, wy
, xd
, yd
, FUID
);
3054 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx
, wy
);
3055 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3056 Dec(FAmmo
[A_BULLETS
]);
3057 FFireAngle
:= FAngle
;
3060 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
3061 GameVelX
, GameVelY
-2, SHELL_BULLET
);
3064 WEAPON_ROCKETLAUNCHER
:
3065 if FAmmo
[A_ROCKETS
] > 0 then
3067 g_Weapon_rocket(wx
, wy
, xd
, yd
, FUID
);
3068 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3069 Dec(FAmmo
[A_ROCKETS
]);
3070 FFireAngle
:= FAngle
;
3076 if FAmmo
[A_CELLS
] > 0 then
3078 g_Weapon_plasma(wx
, wy
, xd
, yd
, FUID
);
3079 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3080 Dec(FAmmo
[A_CELLS
]);
3081 FFireAngle
:= FAngle
;
3087 if (FAmmo
[A_CELLS
] >= 40) and (FBFGFireCounter
= -1) then
3089 FBFGFireCounter
:= 17;
3090 if not FNoReload
then
3091 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj
.X
, FObj
.Y
);
3092 Dec(FAmmo
[A_CELLS
], 40);
3096 WEAPON_SUPERPULEMET
:
3097 if FAmmo
[A_SHELLS
] > 0 then
3099 g_Weapon_shotgun(wx
, wy
, xd
, yd
, FUID
);
3100 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
3101 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3102 Dec(FAmmo
[A_SHELLS
]);
3103 FFireAngle
:= FAngle
;
3106 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
3107 GameVelX
, GameVelY
-2, SHELL_SHELL
);
3110 WEAPON_FLAMETHROWER
:
3111 if FAmmo
[A_FUEL
] > 0 then
3113 g_Weapon_flame(wx
, wy
, xd
, yd
, FUID
);
3115 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3117 FFireAngle
:= FAngle
;
3124 if g_Game_IsNet
and g_Game_IsServer
then MH_SEND_PlayerStats(FUID
);
3128 if g_Game_IsNet
then
3132 if FCurrWeap
<> WEAPON_BFG
then
3133 MH_SEND_PlayerFire(FUID
, FCurrWeap
, wx
, wy
, xd
, yd
, LastShotID
)
3135 if not FNoReload
then
3136 MH_SEND_Sound(FObj
.X
, FObj
.Y
, 'SOUND_WEAPON_STARTFIREBFG');
3139 MH_SEND_PlayerStats(FUID
);
3144 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
3145 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
3146 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
3149 function TPlayer
.GetAmmoByWeapon(Weapon
: Byte): Word;
3152 WEAPON_PISTOL
, WEAPON_CHAINGUN
: Result
:= FAmmo
[A_BULLETS
];
3153 WEAPON_SHOTGUN1
, WEAPON_SHOTGUN2
, WEAPON_SUPERPULEMET
: Result
:= FAmmo
[A_SHELLS
];
3154 WEAPON_ROCKETLAUNCHER
: Result
:= FAmmo
[A_ROCKETS
];
3155 WEAPON_PLASMA
, WEAPON_BFG
: Result
:= FAmmo
[A_CELLS
];
3156 WEAPON_FLAMETHROWER
: Result
:= FAmmo
[A_FUEL
];
3161 function TPlayer
.HeadInLiquid(XInc
, YInc
: Integer): Boolean;
3163 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_HEADRECT
.X
+XInc
, FObj
.Y
+PLAYER_HEADRECT
.Y
+YInc
,
3164 PLAYER_HEADRECT
.Width
, PLAYER_HEADRECT
.Height
,
3165 PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
, True);
3168 procedure TPlayer
.FlamerOn
;
3170 FFlameSoundOff
.Stop();
3171 FFlameSoundOff
.SetPosition(0);
3174 if (not FFlameSoundOn
.IsPlaying()) and (not FFlameSoundWork
.IsPlaying()) then
3175 FFlameSoundWork
.PlayAt(FObj
.X
, FObj
.Y
);
3179 FFlameSoundOn
.PlayAt(FObj
.X
, FObj
.Y
);
3184 procedure TPlayer
.FlamerOff
;
3188 FFlameSoundOn
.Stop();
3189 FFlameSoundOn
.SetPosition(0);
3190 FFlameSoundWork
.Stop();
3191 FFlameSoundWork
.SetPosition(0);
3192 FFlameSoundOff
.PlayAt(FObj
.X
, FObj
.Y
);
3197 procedure TPlayer
.JetpackOn
;
3201 FJetSoundOn
.SetPosition(0);
3202 FJetSoundOn
.PlayAt(FObj
.X
, FObj
.Y
);
3206 procedure TPlayer
.JetpackOff
;
3210 FJetSoundOff
.SetPosition(0);
3211 FJetSoundOff
.PlayAt(FObj
.X
, FObj
.Y
);
3214 procedure TPlayer
.CatchFire(Attacker
: Word; Timeout
: Integer = PLAYER_BURN_TIME
);
3216 if Timeout
<= 0 then
3218 if (FMegaRulez
[MR_SUIT
] > gTime
) or (FMegaRulez
[MR_INVUL
] > gTime
) then
3219 exit
; // Íå çàãîðàåìñÿ êîãäà åñòü çàùèòà
3220 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
) then
3221 exit
; // Íå ïîäãîðàåì â âîäå íà âñÿêèé ñëó÷àé
3222 if FFireTime
<= 0 then
3223 g_Sound_PlayExAt('SOUND_IGNITE', FObj
.X
, FObj
.Y
);
3224 FFireTime
:= Timeout
;
3225 FFireAttacker
:= Attacker
;
3226 if g_Game_IsNet
and g_Game_IsServer
then
3227 MH_SEND_PlayerStats(FUID
);
3230 procedure TPlayer
.Jump();
3232 if gFly
or FJetpack
then
3234 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
3235 if FObj
.Vel
.Y
> -VEL_FLY
then
3236 FObj
.Vel
.Y
:= FObj
.Vel
.Y
- 3;
3239 if FJetFuel
> 0 then
3241 if (FJetFuel
< 1) and g_Game_IsServer
then
3245 if g_Game_IsNet
then
3246 MH_SEND_PlayerStats(FUID
);
3252 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
3254 FCanJetpack
:= False;
3256 // Ïðûãàåì èëè âñïëûâàåì:
3257 if (CollideLevel(0, 1) or
3258 g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
+36, PLAYER_RECT
.Width
,
3259 PLAYER_RECT
.Height
-33, PANEL_STEP
, False)
3260 ) and (FObj
.Accel
.Y
= 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
3262 FObj
.Vel
.Y
:= -VEL_JUMP
;
3263 FCanJetpack
:= False;
3267 if BodyInLiquid(0, 0) then
3268 FObj
.Vel
.Y
:= -VEL_SW
3269 else if (FJetFuel
> 0) and FCanJetpack
and
3270 g_Game_IsServer
and (not g_Obj_CollideLiquid(@FObj
, 0, 0)) then
3274 if g_Game_IsNet
then
3275 MH_SEND_PlayerStats(FUID
);
3280 procedure TPlayer
.Kill(KillType
: Byte; SpawnerUID
: Word; t
: Byte);
3282 a
, i
, k
, ab
, ar
: Byte;
3286 srv
, netsrv
: Boolean;
3292 procedure PushItem(t
: Byte);
3296 id
:= g_Items_Create(FObj
.X
, FObj
.Y
, t
, True, False);
3297 it
:= g_Items_ByIdx(id
);
3298 if KillType
= K_EXTRAHARDKILL
then // -7..+7; -8..0
3300 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-7+Random(15),
3301 (FObj
.Vel
.Y
div 2)-Random(9));
3302 it
.positionChanged(); // this updates spatial accelerators
3306 if KillType
= K_HARDKILL
then // -5..+5; -5..0
3308 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-5+Random(11),
3309 (FObj
.Vel
.Y
div 2)-Random(6));
3311 else // -3..+3; -3..0
3313 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-3+Random(7),
3314 (FObj
.Vel
.Y
div 2)-Random(4));
3316 it
.positionChanged(); // this updates spatial accelerators
3319 if g_Game_IsNet
and g_Game_IsServer
then
3320 MH_SEND_ItemSpawn(True, id
);
3324 DoFrags
:= (gGameSettings
.MaxLives
= 0) or (gGameSettings
.GameMode
= GM_COOP
);
3325 Srv
:= g_Game_IsServer
;
3326 Netsrv
:= g_Game_IsServer
and g_Game_IsNet
;
3327 if Srv
then FDeath
:= FDeath
+ 1;
3332 if not FPhysics
then
3338 if (gGameSettings
.MaxLives
> 0) and Srv
and (gLMSRespawn
= LMS_RESPAWN_NONE
) then
3340 if FLives
> 0 then FLives
:= FLives
- 1;
3341 if FLives
= 0 then FNoRespawn
:= True;
3344 // Íîìåð òèïà ñìåðòè:
3347 K_SIMPLEKILL
: a
:= 1;
3349 K_EXTRAHARDKILL
: a
:= 3;
3354 if not FModel
.PlaySound(MODELSOUND_DIE
, a
, FObj
.X
, FObj
.Y
) then
3356 if FModel
.PlaySound(MODELSOUND_DIE
, i
, FObj
.X
, FObj
.Y
) then
3363 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN1
;
3365 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN2
;
3366 K_EXTRAHARDKILL
, K_FALLKILL
:
3367 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN3
;
3370 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3374 K_HARDKILL
, K_EXTRAHARDKILL
:
3378 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3379 if (KillType
<> K_FALLKILL
) and (Srv
) then
3380 g_Monsters_killedp();
3382 if SpawnerUID
= FUID
then
3384 if Srv
and (gGameSettings
.GameMode
= GM_TDM
) then
3385 Dec(gTeamStat
[FTeam
].Goals
);
3390 g_Console_Add(Format(_lc
[I_PLAYER_KILL_SELF
], [FName
]), True);
3393 if g_GetUIDType(SpawnerUID
) = UID_PLAYER
then
3394 begin // Óáèò äðóãèì èãðîêîì
3395 KP
:= g_Player_Get(SpawnerUID
);
3396 if (KP
<> nil) and Srv
then
3398 if (DoFrags
or (gGameSettings
.GameMode
= GM_TDM
)) then
3399 if SameTeam(FUID
, SpawnerUID
) then
3409 if (gGameSettings
.GameMode
= GM_TDM
) and DoFrags
then
3410 Inc(gTeamStat
[KP
.Team
].Goals
,
3411 IfThen(SameTeam(FUID
, SpawnerUID
), -1, 1));
3413 if netsrv
then MH_SEND_PlayerStats(SpawnerUID
);
3416 plr
:= g_Player_Get(SpawnerUID
);
3424 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_2
],
3428 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_1
],
3432 g_Console_Add(Format(_lc
[I_PLAYER_KILL
],
3437 else if g_GetUIDType(SpawnerUID
) = UID_MONSTER
then
3438 begin // Óáèò ìîíñòðîì
3439 mon
:= g_Monsters_ByUID(SpawnerUID
);
3443 s
:= g_Mons_GetKilledByTypeId(mon
.MonsterType
);
3447 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_2
],
3451 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_1
],
3455 g_Console_Add(Format(_lc
[I_PLAYER_KILL
],
3460 else // Îñîáûå òèïû ñìåðòè
3463 HIT_SELF
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_SELF
], [FName
]), True);
3464 HIT_FALL
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_FALL
], [FName
]), True);
3465 HIT_WATER
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_WATER
], [FName
]), True);
3466 HIT_ACID
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_ACID
], [FName
]), True);
3467 HIT_TRAP
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_TRAP
], [FName
]), True);
3468 else g_Console_Add(Format(_lc
[I_PLAYER_DIED
], [FName
]), True);
3474 for a
:= WP_FIRST
to WP_LAST
do
3478 WEAPON_SAW
: i
:= ITEM_WEAPON_SAW
;
3479 WEAPON_SHOTGUN1
: i
:= ITEM_WEAPON_SHOTGUN1
;
3480 WEAPON_SHOTGUN2
: i
:= ITEM_WEAPON_SHOTGUN2
;
3481 WEAPON_CHAINGUN
: i
:= ITEM_WEAPON_CHAINGUN
;
3482 WEAPON_ROCKETLAUNCHER
: i
:= ITEM_WEAPON_ROCKETLAUNCHER
;
3483 WEAPON_PLASMA
: i
:= ITEM_WEAPON_PLASMA
;
3484 WEAPON_BFG
: i
:= ITEM_WEAPON_BFG
;
3485 WEAPON_SUPERPULEMET
: i
:= ITEM_WEAPON_SUPERPULEMET
;
3486 WEAPON_FLAMETHROWER
: i
:= ITEM_WEAPON_FLAMETHROWER
;
3495 if R_ITEM_BACKPACK
in FRulez
then
3496 PushItem(ITEM_AMMO_BACKPACK
);
3498 // Âûáðîñ ðàêåòíîãî ðàíöà:
3499 if FJetFuel
> 0 then
3500 PushItem(ITEM_JETPACK
);
3503 if (not (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
])) or
3504 (not LongBool(gGameSettings
.Options
and GAME_OPTION_DMKEYS
)) then
3506 if R_KEY_RED
in FRulez
then
3507 PushItem(ITEM_KEY_RED
);
3509 if R_KEY_GREEN
in FRulez
then
3510 PushItem(ITEM_KEY_GREEN
);
3512 if R_KEY_BLUE
in FRulez
then
3513 PushItem(ITEM_KEY_BLUE
);
3517 DropFlag(KillType
= K_FALLKILL
);
3520 FCorpse
:= g_Player_CreateCorpse(Self
);
3522 if Srv
and (gGameSettings
.MaxLives
> 0) and FNoRespawn
and
3523 (gLMSRespawn
= LMS_RESPAWN_NONE
) then
3529 for i
:= Low(gPlayers
) to High(gPlayers
) do
3531 if gPlayers
[i
] = nil then continue
;
3532 if (not gPlayers
[i
].FNoRespawn
) and (not gPlayers
[i
].FSpectator
) then
3535 if gPlayers
[i
].FTeam
= TEAM_RED
then Inc(ar
)
3536 else if gPlayers
[i
].FTeam
= TEAM_BLUE
then Inc(ab
);
3541 OldLR
:= gLMSRespawn
;
3542 if (gGameSettings
.GameMode
= GM_COOP
) then
3546 // everyone is dead, restart the map
3547 g_Game_Message(_lc
[I_MESSAGE_LMS_LOSE
], 144);
3549 MH_SEND_GameEvent(NET_EV_LMS_LOSE
);
3550 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3551 gLMSRespawnTime
:= gTime
+ 5000;
3553 else if (a
= 1) then
3555 if (gPlayers
[k
] <> nil) and not (gPlayers
[k
] is TBot
) then
3556 if (gPlayers
[k
] = gPlayer1
) or
3557 (gPlayers
[k
] = gPlayer2
) then
3558 g_Console_Add('*** ' + _lc
[I_MESSAGE_LMS_SURVIVOR
] + ' ***', True)
3559 else if Netsrv
and (gPlayers
[k
].FClientID
>= 0) then
3560 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR
, 0, 'N', gPlayers
[k
].FClientID
);
3563 else if (gGameSettings
.GameMode
= GM_TDM
) then
3565 if (ab
= 0) and (ar
<> 0) then
3568 g_Game_Message(Format(_lc
[I_MESSAGE_TLMS_WIN
], [AnsiUpperCase(_lc
[I_GAME_TEAM_RED
])]), 144);
3570 MH_SEND_GameEvent(NET_EV_TLMS_WIN
, TEAM_RED
);
3571 Inc(gTeamStat
[TEAM_RED
].Goals
);
3572 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3573 gLMSRespawnTime
:= gTime
+ 5000;
3575 else if (ar
= 0) and (ab
<> 0) then
3578 g_Game_Message(Format(_lc
[I_MESSAGE_TLMS_WIN
], [AnsiUpperCase(_lc
[I_GAME_TEAM_BLUE
])]), 144);
3580 MH_SEND_GameEvent(NET_EV_TLMS_WIN
, TEAM_BLUE
);
3581 Inc(gTeamStat
[TEAM_BLUE
].Goals
);
3582 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3583 gLMSRespawnTime
:= gTime
+ 5000;
3585 else if (ar
= 0) and (ab
= 0) then
3588 g_Game_Message(_lc
[I_GAME_WIN_DRAW
], 144);
3590 MH_SEND_GameEvent(NET_EV_LMS_DRAW
, 0, FName
);
3591 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3592 gLMSRespawnTime
:= gTime
+ 5000;
3595 else if (gGameSettings
.GameMode
= GM_DM
) then
3599 if gPlayers
[k
] <> nil then
3602 // survivor is the winner
3603 g_Game_Message(Format(_lc
[I_MESSAGE_LMS_WIN
], [AnsiUpperCase(FName
)]), 144);
3605 MH_SEND_GameEvent(NET_EV_LMS_WIN
, 0, FName
);
3608 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3609 gLMSRespawnTime
:= gTime
+ 5000;
3611 else if (a
= 0) then
3613 // everyone is dead, restart the map
3614 g_Game_Message(_lc
[I_GAME_WIN_DRAW
], 144);
3616 MH_SEND_GameEvent(NET_EV_LMS_DRAW
, 0, FName
);
3617 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3618 gLMSRespawnTime
:= gTime
+ 5000;
3621 if srv
and (OldLR
= LMS_RESPAWN_NONE
) and (gLMSRespawn
> LMS_RESPAWN_NONE
) then
3623 if NetMode
= NET_SERVER
then
3624 MH_SEND_GameEvent(NET_EV_LMS_WARMUP
, gLMSRespawnTime
- gTime
)
3626 g_Console_Add(Format(_lc
[I_MSG_WARMUP_START
], [(gLMSRespawnTime
- gTime
) div 1000]), True);
3632 MH_SEND_PlayerStats(FUID
);
3633 MH_SEND_PlayerDeath(FUID
, KillType
, t
, SpawnerUID
);
3634 if gGameSettings
.GameMode
= GM_TDM
then MH_SEND_GameStats
;
3637 if srv
and FNoRespawn
then Spectate(True);
3638 FWantsInGame
:= True;
3641 function TPlayer
.BodyInLiquid(XInc
, YInc
: Integer): Boolean;
3643 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
, PLAYER_RECT
.Width
,
3644 PLAYER_RECT
.Height
-20, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
, False);
3647 function TPlayer
.BodyInAcid(XInc
, YInc
: Integer): Boolean;
3649 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
, PLAYER_RECT
.Width
,
3650 PLAYER_RECT
.Height
-20, PANEL_ACID1
or PANEL_ACID2
, False);
3653 procedure TPlayer
.MakeBloodSimple(Count
: Word);
3655 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)+8,
3656 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3657 Count
div 2, 3, -1, 16, (PLAYER_RECT
.Height
*2 div 3),
3658 FModel
.Blood
.R
, FModel
.Blood
.G
, FModel
.Blood
.B
, FModel
.Blood
.Kind
);
3659 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-8,
3660 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3661 Count
div 2, -3, -1, 16, (PLAYER_RECT
.Height
*2) div 3,
3662 FModel
.Blood
.R
, FModel
.Blood
.G
, FModel
.Blood
.B
, FModel
.Blood
.Kind
);
3665 procedure TPlayer
.MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
3667 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2),
3668 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3669 Count
, VelX
, VelY
, 16, (PLAYER_RECT
.Height
*2) div 3,
3670 FModel
.Blood
.R
, FModel
.Blood
.G
, FModel
.Blood
.B
, FModel
.Blood
.Kind
);
3673 procedure TPlayer
.ProcessWeaponAction(Action
: Byte);
3675 if g_Game_IsClient
then Exit
;
3677 WP_PREV
: PrevWeapon();
3678 WP_NEXT
: NextWeapon();
3682 procedure TPlayer
.QueueWeaponSwitch(Weapon
: Byte);
3684 if g_Game_IsClient
then Exit
;
3685 if Weapon
> High(FWeapon
) then Exit
;
3686 FNextWeap
:= FNextWeap
or (1 shl Weapon
);
3689 procedure TPlayer
.resetWeaponQueue ();
3692 FNextWeapDelay
:= 0;
3695 function TPlayer
.hasAmmoForWeapon (weapon
: Byte): Boolean;
3699 WEAPON_KASTET
, WEAPON_SAW
: result
:= true;
3700 WEAPON_SHOTGUN1
, WEAPON_SHOTGUN2
, WEAPON_SUPERPULEMET
: result
:= (FAmmo
[A_SHELLS
] > 0);
3701 WEAPON_PISTOL
, WEAPON_CHAINGUN
: result
:= (FAmmo
[A_BULLETS
] > 0);
3702 WEAPON_ROCKETLAUNCHER
: result
:= (FAmmo
[A_ROCKETS
] > 0);
3703 WEAPON_PLASMA
, WEAPON_BFG
: result
:= (FAmmo
[A_CELLS
] > 0);
3704 WEAPON_FLAMETHROWER
: result
:= (FAmmo
[A_FUEL
] > 0);
3705 else result
:= (weapon
< length(FWeapon
));
3709 // return 255 for "no switch"
3710 function TPlayer
.getNextWeaponIndex (): Byte;
3713 wantThisWeapon
: array[0..64] of Boolean;
3714 wwc
: Integer = 0; //HACK!
3717 result
:= 255; // default result: "no switch"
3718 // had weapon cycling on previous frame? remove that flag
3719 if (FNextWeap
and $2000) <> 0 then
3721 FNextWeap
:= FNextWeap
and $1FFF;
3722 FNextWeapDelay
:= 0;
3724 // cycling has priority
3725 if (FNextWeap
and $C000) <> 0 then
3727 if (FNextWeap
and $8000) <> 0 then
3731 FNextWeap
:= FNextWeap
or $2000; // we need this
3732 if FNextWeapDelay
> 0 then
3733 exit
; // cooldown time
3735 for i
:= 0 to High(FWeapon
) do
3737 cwi
:= (cwi
+length(FWeapon
)+dir
) mod length(FWeapon
);
3738 if FWeapon
[cwi
] then
3740 //e_WriteLog(Format(' SWITCH: cur=%d; new=%d', [FCurrWeap, cwi]), MSG_WARNING);
3741 result
:= Byte(cwi
);
3742 FNextWeapDelay
:= WEAPON_DELAY
;
3750 for i
:= 0 to High(wantThisWeapon
) do
3751 wantThisWeapon
[i
] := false;
3752 for i
:= 0 to High(FWeapon
) do
3753 if (FNextWeap
and (1 shl i
)) <> 0 then
3755 wantThisWeapon
[i
] := true;
3758 // exclude currently selected weapon from the set
3759 wantThisWeapon
[FCurrWeap
] := false;
3760 // slow down alterations a little
3763 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3764 // more than one weapon requested, assume "alteration" and check alteration delay
3765 if FNextWeapDelay
> 0 then
3771 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3772 // but clear all counters if no weapon should be switched
3778 //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
3779 // try weapons in descending order
3780 for i
:= High(FWeapon
) downto 0 do
3782 if wantThisWeapon
[i
] and FWeapon
[i
] and ((wwc
= 1) or hasAmmoForWeapon(i
)) then
3787 FNextWeapDelay
:= WEAPON_DELAY
* 2; // anyway, 'cause why not
3791 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3795 procedure TPlayer
.RealizeCurrentWeapon();
3796 function switchAllowed (): Boolean;
3801 if FBFGFireCounter
<> -1 then
3803 if FTime
[T_SWITCH
] > gTime
then
3805 for i
:= WP_FIRST
to WP_LAST
do
3806 if FReloading
[i
] > 0 then
3814 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3815 //FNextWeap := FNextWeap and $1FFF;
3816 if FNextWeapDelay
> 0 then Dec(FNextWeapDelay
); // "alteration delay"
3818 if not switchAllowed
then
3820 //HACK for weapon cycling
3821 if (FNextWeap
and $E000) <> 0 then FNextWeap
:= 0;
3825 nw
:= getNextWeaponIndex();
3826 if nw
= 255 then exit
; // don't reset anything here
3827 if nw
> High(FWeapon
) then
3829 // don't forget to reset queue here!
3830 //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
3838 FTime
[T_SWITCH
] := gTime
+156;
3839 if FCurrWeap
= WEAPON_SAW
then FSawSoundSelect
.PlayAt(FObj
.X
, FObj
.Y
);
3840 FModel
.SetWeapon(FCurrWeap
);
3841 if g_Game_IsNet
then MH_SEND_PlayerStats(FUID
);
3845 procedure TPlayer
.NextWeapon();
3847 if g_Game_IsClient
then Exit
;
3851 procedure TPlayer
.PrevWeapon();
3853 if g_Game_IsClient
then Exit
;
3857 procedure TPlayer
.SetWeapon(W
: Byte);
3859 if FCurrWeap
<> W
then
3860 if W
= WEAPON_SAW
then
3861 FSawSoundSelect
.PlayAt(FObj
.X
, FObj
.Y
);
3864 FModel
.SetWeapon(CurrWeap
);
3868 function TPlayer
.PickItem(ItemType
: Byte; arespawn
: Boolean; var remove
: Boolean): Boolean;
3870 function allowBerserkSwitching (): Boolean;
3872 if (FBFGFireCounter
<> -1) then begin result
:= false; exit
; end;
3874 if gBerserkAutoswitch
then exit
;
3875 if not conIsCheatsEnabled
then exit
;
3885 if g_Game_IsClient
then Exit
;
3887 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3888 a
:= LongBool(gGameSettings
.Options
and GAME_OPTION_WEAPONSTAY
) and arespawn
;
3892 if (FHealth
< PLAYER_HP_SOFT
) or (FFireTime
> 0) then
3894 if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 10, PLAYER_HP_SOFT
);
3898 if gFlash
= 2 then Inc(FPickup
, 5);
3902 if (FHealth
< PLAYER_HP_SOFT
) or (FFireTime
> 0) then
3904 if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 25, PLAYER_HP_SOFT
);
3908 if gFlash
= 2 then Inc(FPickup
, 5);
3912 if FArmor
< PLAYER_AP_SOFT
then
3914 FArmor
:= PLAYER_AP_SOFT
;
3917 if gFlash
= 2 then Inc(FPickup
, 5);
3921 if FArmor
< PLAYER_AP_LIMIT
then
3923 FArmor
:= PLAYER_AP_LIMIT
;
3926 if gFlash
= 2 then Inc(FPickup
, 5);
3930 if (FHealth
< PLAYER_HP_LIMIT
) or (FFireTime
> 0) then
3932 if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 100, PLAYER_HP_LIMIT
);
3936 if gFlash
= 2 then Inc(FPickup
, 5);
3940 if (FHealth
< PLAYER_HP_LIMIT
) or (FArmor
< PLAYER_AP_LIMIT
) or (FFireTime
> 0) then
3942 if FHealth
< PLAYER_HP_LIMIT
then
3943 FHealth
:= PLAYER_HP_LIMIT
;
3944 if FArmor
< PLAYER_AP_LIMIT
then
3945 FArmor
:= PLAYER_AP_LIMIT
;
3949 if gFlash
= 2 then Inc(FPickup
, 5);
3953 if (not FWeapon
[WEAPON_SAW
]) or ((not arespawn
) and (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
])) then
3955 hadWeapon
:= FWeapon
[WEAPON_SAW
];
3956 switchWeapon
:= WEAPON_SAW
;
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
;
3968 hadWeapon
:= FWeapon
[WEAPON_SHOTGUN1
];
3969 switchWeapon
:= WEAPON_SHOTGUN1
;
3970 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3971 FWeapon
[WEAPON_SHOTGUN1
] := True;
3973 if gFlash
= 2 then Inc(FPickup
, 5);
3974 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3977 ITEM_WEAPON_SHOTGUN2
:
3978 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SHOTGUN2
] then
3980 if a
and FWeapon
[WEAPON_SHOTGUN2
] then Exit
;
3981 hadWeapon
:= FWeapon
[WEAPON_SHOTGUN2
];
3982 switchWeapon
:= WEAPON_SHOTGUN2
;
3983 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3984 FWeapon
[WEAPON_SHOTGUN2
] := True;
3986 if gFlash
= 2 then Inc(FPickup
, 5);
3987 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3990 ITEM_WEAPON_CHAINGUN
:
3991 if (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or not FWeapon
[WEAPON_CHAINGUN
] then
3993 if a
and FWeapon
[WEAPON_CHAINGUN
] then Exit
;
3994 hadWeapon
:= FWeapon
[WEAPON_CHAINGUN
];
3995 switchWeapon
:= WEAPON_CHAINGUN
;
3996 IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
3997 FWeapon
[WEAPON_CHAINGUN
] := True;
3999 if gFlash
= 2 then Inc(FPickup
, 5);
4000 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4003 ITEM_WEAPON_ROCKETLAUNCHER
:
4004 if (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or not FWeapon
[WEAPON_ROCKETLAUNCHER
] then
4006 if a
and FWeapon
[WEAPON_ROCKETLAUNCHER
] then Exit
;
4007 switchWeapon
:= WEAPON_ROCKETLAUNCHER
;
4008 hadWeapon
:= FWeapon
[WEAPON_ROCKETLAUNCHER
];
4009 IncMax(FAmmo
[A_ROCKETS
], 2, FMaxAmmo
[A_ROCKETS
]);
4010 FWeapon
[WEAPON_ROCKETLAUNCHER
] := True;
4012 if gFlash
= 2 then Inc(FPickup
, 5);
4013 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4017 if (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or not FWeapon
[WEAPON_PLASMA
] then
4019 if a
and FWeapon
[WEAPON_PLASMA
] then Exit
;
4020 switchWeapon
:= WEAPON_PLASMA
;
4021 hadWeapon
:= FWeapon
[WEAPON_PLASMA
];
4022 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
4023 FWeapon
[WEAPON_PLASMA
] := True;
4025 if gFlash
= 2 then Inc(FPickup
, 5);
4026 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4030 if (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or not FWeapon
[WEAPON_BFG
] then
4032 if a
and FWeapon
[WEAPON_BFG
] then Exit
;
4033 switchWeapon
:= WEAPON_BFG
;
4034 hadWeapon
:= FWeapon
[WEAPON_BFG
];
4035 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
4036 FWeapon
[WEAPON_BFG
] := True;
4038 if gFlash
= 2 then Inc(FPickup
, 5);
4039 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4042 ITEM_WEAPON_SUPERPULEMET
:
4043 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SUPERPULEMET
] then
4045 if a
and FWeapon
[WEAPON_SUPERPULEMET
] then Exit
;
4046 switchWeapon
:= WEAPON_SUPERPULEMET
;
4047 hadWeapon
:= FWeapon
[WEAPON_SUPERPULEMET
];
4048 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
4049 FWeapon
[WEAPON_SUPERPULEMET
] := True;
4051 if gFlash
= 2 then Inc(FPickup
, 5);
4052 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4055 ITEM_WEAPON_FLAMETHROWER
:
4056 if (FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
]) or not FWeapon
[WEAPON_FLAMETHROWER
] then
4058 if a
and FWeapon
[WEAPON_FLAMETHROWER
] then Exit
;
4059 switchWeapon
:= WEAPON_FLAMETHROWER
;
4060 hadWeapon
:= FWeapon
[WEAPON_FLAMETHROWER
];
4061 IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
4062 FWeapon
[WEAPON_FLAMETHROWER
] := True;
4064 if gFlash
= 2 then Inc(FPickup
, 5);
4065 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4069 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
4071 IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
4074 if gFlash
= 2 then Inc(FPickup
, 5);
4077 ITEM_AMMO_BULLETS_BOX
:
4078 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
4080 IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
4083 if gFlash
= 2 then Inc(FPickup
, 5);
4087 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
4089 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
4092 if gFlash
= 2 then Inc(FPickup
, 5);
4095 ITEM_AMMO_SHELLS_BOX
:
4096 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
4098 IncMax(FAmmo
[A_SHELLS
], 25, FMaxAmmo
[A_SHELLS
]);
4101 if gFlash
= 2 then Inc(FPickup
, 5);
4105 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
4107 IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
4110 if gFlash
= 2 then Inc(FPickup
, 5);
4113 ITEM_AMMO_ROCKET_BOX
:
4114 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
4116 IncMax(FAmmo
[A_ROCKETS
], 5, FMaxAmmo
[A_ROCKETS
]);
4119 if gFlash
= 2 then Inc(FPickup
, 5);
4123 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
4125 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
4128 if gFlash
= 2 then Inc(FPickup
, 5);
4132 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
4134 IncMax(FAmmo
[A_CELLS
], 100, FMaxAmmo
[A_CELLS
]);
4137 if gFlash
= 2 then Inc(FPickup
, 5);
4141 if FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
] then
4143 IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
4146 if gFlash
= 2 then Inc(FPickup
, 5);
4150 if not(R_ITEM_BACKPACK
in FRulez
) or
4151 (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or
4152 (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or
4153 (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or
4154 (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or
4155 (FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
]) then
4157 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[1, A_BULLETS
];
4158 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[1, A_SHELLS
];
4159 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[1, A_ROCKETS
];
4160 FMaxAmmo
[A_CELLS
] := AmmoLimits
[1, A_CELLS
];
4161 FMaxAmmo
[A_FUEL
] := AmmoLimits
[1, A_FUEL
];
4163 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
4164 IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
4165 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
4166 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
4167 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
4168 IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
4169 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
4170 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
4171 if FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
] then
4172 IncMax(FAmmo
[A_FUEL
], 50, FMaxAmmo
[A_FUEL
]);
4174 FRulez
:= FRulez
+ [R_ITEM_BACKPACK
];
4177 if gFlash
= 2 then Inc(FPickup
, 5);
4181 if not(R_KEY_RED
in FRulez
) then
4183 Include(FRulez
, R_KEY_RED
);
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_GREEN
in FRulez
) then
4193 Include(FRulez
, R_KEY_GREEN
);
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 not(R_KEY_BLUE
in FRulez
) then
4203 Include(FRulez
, R_KEY_BLUE
);
4205 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
4206 if gFlash
= 2 then Inc(FPickup
, 5);
4207 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
4211 if FMegaRulez
[MR_SUIT
] < gTime
+PLAYER_SUIT_TIME
then
4213 FMegaRulez
[MR_SUIT
] := gTime
+PLAYER_SUIT_TIME
;
4217 if gFlash
= 2 then Inc(FPickup
, 5);
4221 if FAir
< AIR_MAX
then
4226 if gFlash
= 2 then Inc(FPickup
, 5);
4231 if not (R_BERSERK
in FRulez
) then
4233 Include(FRulez
, R_BERSERK
);
4235 if allowBerserkSwitching then
4237 FCurrWeap := WEAPON_KASTET;
4239 FModel.SetWeapon(WEAPON_KASTET);
4241 if ( (g_Game_IsNet
= False) or (NetMode
= NET_SERVER
) ) and ( ( (Self
= gPlayer1
) and (gPlayer1Settings
.WeaponSwitch
<> 0) ) or ( (gPlayer2
<> nil) and (Self
= gPlayer2
) and (gPlayer2Settings
.WeaponSwitch
<> 0) )) then
4243 if (Self
= gPlayer1
) then
4245 if (gPlayer1Settings
.WeaponSwitch
= 1) or ( (gPlayer1Settings
.WeaponSwitch
= 2) and (gPlayer1Settings
.WeaponPreferences
[WP_LAST
+1] > gPlayer1Settings
.WeaponPreferences
[FCurrWeap
]) ) then
4247 FCurrWeap
:= WEAPON_KASTET
;
4249 FModel
.SetWeapon(WEAPON_KASTET
);
4254 if (gPlayer2Settings
.WeaponSwitch
= 1) or ( (gPlayer2Settings
.WeaponSwitch
= 2) and (gPlayer2Settings
.WeaponPreferences
[WP_LAST
+1] > gPlayer2Settings
.WeaponPreferences
[FCurrWeap
]) ) then
4256 FCurrWeap
:= WEAPON_KASTET
;
4258 FModel
.SetWeapon(WEAPON_KASTET
);
4265 if gFlash
= 2 then Inc(FPickup
, 5);
4267 FBerserk
:= gTime
+30000;
4272 if (FHealth
< PLAYER_HP_SOFT
) or (FFireTime
> 0) then
4274 if FHealth
< PLAYER_HP_SOFT
then FHealth
:= PLAYER_HP_SOFT
;
4275 FBerserk
:= gTime
+30000;
4283 if FMegaRulez
[MR_INVUL
] < gTime
+PLAYER_INVUL_TIME
then
4285 FMegaRulez
[MR_INVUL
] := gTime
+PLAYER_INVUL_TIME
;
4289 if gFlash
= 2 then Inc(FPickup
, 5);
4293 if (FHealth
< PLAYER_HP_LIMIT
) or (FFireTime
> 0) then
4295 if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 4, PLAYER_HP_LIMIT
);
4299 if gFlash
= 2 then Inc(FPickup
, 5);
4303 if FArmor
< PLAYER_AP_LIMIT
then
4305 IncMax(FArmor
, 5, PLAYER_AP_LIMIT
);
4308 if gFlash
= 2 then Inc(FPickup
, 5);
4312 if FJetFuel
< JET_MAX
then
4314 FJetFuel
:= JET_MAX
;
4317 if gFlash
= 2 then Inc(FPickup
, 5);
4321 if FMegaRulez
[MR_INVIS
] < gTime
+PLAYER_INVIS_TIME
then
4323 FMegaRulez
[MR_INVIS
] := gTime
+PLAYER_INVIS_TIME
;
4326 if gFlash
= 2 then Inc(FPickup
, 5);
4329 if ( (g_Game_IsNet
= False) or (NetMode
= NET_SERVER
) ) and ( ( (Self
= gPlayer1
) and (gPlayer1Settings
.WeaponSwitch
<> 0) ) or ( (gPlayer2
<> nil) and (Self
= gPlayer2
) and (gPlayer2Settings
.WeaponSwitch
<> 0) )) then
4331 if (hadWeapon
= False) then
4333 if (Self
= gPlayer1
) and ( (gPlayer1Settings
.WeaponSwitch
= 1) or ( (gPlayer1Settings
.WeaponSwitch
= 2)
4334 and (gPlayer1Settings
.WeaponPreferences
[switchWeapon
] > gPlayer1Settings
.WeaponPreferences
[FCurrWeap
]) ) ) then
4336 FCurrWeap
:= switchWeapon
;
4338 FModel
.SetWeapon(switchWeapon
);
4340 else if (Self
= gPlayer2
) and ( (gPlayer2Settings
.WeaponSwitch
= 1) or ( (gPlayer2Settings
.WeaponSwitch
= 2)
4341 and (gPlayer2Settings
.WeaponPreferences
[switchWeapon
] > gPlayer2Settings
.WeaponPreferences
[FCurrWeap
]) ) ) then
4343 FCurrWeap
:= switchWeapon
;
4345 FModel
.SetWeapon(switchWeapon
);
4351 procedure TPlayer
.Touch();
4355 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
4358 // Áðîñèòü ôëàã òîâàðèùó:
4359 if gGameSettings
.GameMode
= GM_CTF
then
4364 procedure TPlayer
.Push(vx
, vy
: Integer);
4366 if (not FPhysics
) and FGhost
then
4368 FObj
.Accel
.X
:= FObj
.Accel
.X
+ vx
;
4369 FObj
.Accel
.Y
:= FObj
.Accel
.Y
+ vy
;
4370 if g_Game_IsNet
and g_Game_IsServer
then
4371 MH_SEND_PlayerPos(True, FUID
, NET_EVERYONE
);
4374 procedure TPlayer
.Reset(Force
: Boolean);
4380 FTime
[T_RESPAWN
] := 0;
4381 FTime
[T_FLAGCAP
] := 0;
4397 FSpectator
:= False;
4400 FSpectatePlayer
:= -1;
4401 FNoRespawn
:= False;
4403 FLives
:= gGameSettings
.MaxLives
;
4408 procedure TPlayer
.SoftReset();
4416 FBFGFireCounter
:= -1;
4424 SetAction(A_STAND
, True);
4427 function TPlayer
.GetRespawnPoint(): Byte;
4432 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4434 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4435 if gGameSettings
.GameMode
in [GM_COOP
, GM_SINGLE
] then
4437 if Self
= gPlayer1
then
4439 // player 1 should try to spawn on the player 1 point
4440 if g_Map_GetPointCount(RESPAWNPOINT_PLAYER1
) > 0 then
4441 Exit(RESPAWNPOINT_PLAYER1
)
4442 else if g_Map_GetPointCount(RESPAWNPOINT_PLAYER2
) > 0 then
4443 Exit(RESPAWNPOINT_PLAYER2
);
4445 else if Self
= gPlayer2
then
4447 // player 2 should try to spawn on the player 2 point
4448 if g_Map_GetPointCount(RESPAWNPOINT_PLAYER2
) > 0 then
4449 Exit(RESPAWNPOINT_PLAYER2
)
4450 else if g_Map_GetPointCount(RESPAWNPOINT_PLAYER1
) > 0 then
4451 Exit(RESPAWNPOINT_PLAYER1
);
4455 // other players randomly pick either the first or the second point
4456 c
:= IfThen((Random(2) = 0), RESPAWNPOINT_PLAYER1
, RESPAWNPOINT_PLAYER2
);
4457 if g_Map_GetPointCount(c
) > 0 then
4459 // try the other one
4460 c
:= IfThen((c
= RESPAWNPOINT_PLAYER1
), RESPAWNPOINT_PLAYER2
, RESPAWNPOINT_PLAYER1
);
4461 if g_Map_GetPointCount(c
) > 0 then
4467 if gGameSettings
.GameMode
= GM_DM
then
4469 // try DM points first
4470 if g_Map_GetPointCount(RESPAWNPOINT_DM
) > 0 then
4471 Exit(RESPAWNPOINT_DM
);
4475 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
4477 // try team points first
4478 c
:= RESPAWNPOINT_DM
;
4479 if FTeam
= TEAM_RED
then
4480 c
:= RESPAWNPOINT_RED
4481 else if FTeam
= TEAM_BLUE
then
4482 c
:= RESPAWNPOINT_BLUE
;
4483 if g_Map_GetPointCount(c
) > 0 then
4487 // still haven't found a spawnpoint, try random shit
4488 Result
:= g_Map_GetRandomPointType();
4491 procedure TPlayer
.Respawn(Silent
: Boolean; Force
: Boolean = False);
4493 RespawnPoint
: TRespawnPoint
;
4501 FBFGFireCounter
:= -1;
4508 if not g_Game_IsServer
then
4512 FWantsInGame
:= True;
4513 FJustTeleported
:= True;
4516 FTime
[T_RESPAWN
] := 0;
4520 // if server changes MaxLives we gotta be ready
4521 if gGameSettings
.MaxLives
= 0 then FNoRespawn
:= False;
4523 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4524 if FTime
[T_RESPAWN
] > gTime
then
4527 // Ïðîñðàë âñå æèçíè:
4530 if not FSpectator
then Spectate(True);
4531 FWantsInGame
:= True;
4535 if (gGameSettings
.GameType
<> GT_SINGLE
) and (gGameSettings
.GameMode
<> GM_COOP
) then
4536 begin // "Ñâîÿ èãðà"
4537 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4538 FRulez
:= FRulez
-[R_BERSERK
];
4540 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4542 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4543 FRulez
:= FRulez
-[R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
, R_BERSERK
];
4546 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4547 c
:= GetRespawnPoint();
4552 // Âîñêðåøåíèå áåç îðóæèÿ:
4555 FHealth
:= Round(PLAYER_HP_SOFT
* (FHandicap
/ 100));
4561 for a
:= WP_FIRST
to WP_LAST
do
4563 FWeapon
[a
] := False;
4567 FWeapon
[WEAPON_PISTOL
] := True;
4568 FWeapon
[WEAPON_KASTET
] := True;
4569 FCurrWeap
:= WEAPON_PISTOL
;
4572 FModel
.SetWeapon(FCurrWeap
);
4574 for b
:= A_BULLETS
to A_HIGH
do
4577 FAmmo
[A_BULLETS
] := 50;
4579 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[0, A_BULLETS
];
4580 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[0, A_SHELLS
];
4581 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[0, A_SHELLS
];
4582 FMaxAmmo
[A_CELLS
] := AmmoLimits
[0, A_CELLS
];
4583 FMaxAmmo
[A_FUEL
] := AmmoLimits
[0, A_FUEL
];
4585 if (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
]) and
4586 LongBool(gGameSettings
.Options
and GAME_OPTION_DMKEYS
) then
4587 FRulez
:= [R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
]
4592 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4593 if not g_Map_GetPoint(c
, RespawnPoint
) then
4595 g_FatalError(_lc
[I_GAME_ERROR_GET_SPAWN
]);
4599 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4600 FObj
.X
:= RespawnPoint
.X
-PLAYER_RECT
.X
;
4601 FObj
.Y
:= RespawnPoint
.Y
-PLAYER_RECT
.Y
;
4602 FObj
.oldX
:= FObj
.X
; // don't interpolate after respawn
4603 FObj
.oldY
:= FObj
.Y
;
4609 FDirection
:= RespawnPoint
.Direction
;
4610 if FDirection
= TDirection
.D_LEFT
then
4615 SetAction(A_STAND
, True);
4616 FModel
.Direction
:= FDirection
;
4618 for a
:= Low(FTime
) to High(FTime
) do
4621 for a
:= Low(FMegaRulez
) to High(FMegaRulez
) do
4624 // Respawn invulnerability
4625 if (gGameSettings
.GameType
<> GT_SINGLE
) and (gGameSettings
.SpawnInvul
> 0) then
4627 FMegaRulez
[MR_INVUL
] := gTime
+ gGameSettings
.SpawnInvul
* 1000;
4628 FSpawnInvul
:= FMegaRulez
[MR_INVUL
];
4633 FCanJetpack
:= False;
4639 // Àíèìàöèÿ âîçðîæäåíèÿ:
4640 if (not gLoadGameMode
) and (not Silent
) then
4641 if g_Frames_Get(ID
, 'FRAMES_TELEPORT') then
4643 Anim
:= TAnimation
.Create(ID
, False, 3);
4644 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4645 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
4649 FSpectator
:= False;
4652 FSpectatePlayer
:= -1;
4655 if (gPlayer1
= nil) and (gSpectLatchPID1
= FUID
) then
4657 if (gPlayer2
= nil) and (gSpectLatchPID2
= FUID
) then
4660 if g_Game_IsNet
then
4662 MH_SEND_PlayerPos(True, FUID
, NET_EVERYONE
);
4663 MH_SEND_PlayerStats(FUID
, NET_EVERYONE
);
4665 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4666 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32,
4671 procedure TPlayer
.Spectate(NoMove
: Boolean = False);
4674 Kill(K_EXTRAHARDKILL
, FUID
, HIT_SOME
)
4675 else if (not NoMove
) then
4677 GameX
:= gMapInfo
.Width
div 2;
4678 GameY
:= gMapInfo
.Height
div 2;
4687 FWantsInGame
:= False;
4693 if Self
= gPlayer1
then
4695 gSpectLatchPID1
:= FUID
;
4698 else if Self
= gPlayer2
then
4700 gSpectLatchPID2
:= FUID
;
4705 if g_Game_IsNet
then
4706 MH_SEND_PlayerStats(FUID
);
4709 procedure TPlayer
.SwitchNoClip
;
4713 FGhost
:= not FGhost
;
4714 FPhysics
:= not FGhost
;
4726 procedure TPlayer
.Run(Direction
: TDirection
);
4730 if MAX_RUNVEL
> 8 then
4734 if Direction
= TDirection
.D_LEFT
then
4736 if FObj
.Vel
.X
> -MAX_RUNVEL
then
4737 FObj
.Vel
.X
:= FObj
.Vel
.X
- (MAX_RUNVEL
shr 3);
4740 if FObj
.Vel
.X
< MAX_RUNVEL
then
4741 FObj
.Vel
.X
:= FObj
.Vel
.X
+ (MAX_RUNVEL
shr 3);
4743 // Âîçìîæíî, ïèíàåì êóñêè:
4744 if (FObj
.Vel
.X
<> 0) and (gGibs
<> nil) then
4746 b
:= Abs(FObj
.Vel
.X
);
4747 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
4748 for a
:= 0 to High(gGibs
) do
4750 if gGibs
[a
].alive
and
4751 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
4752 FObj
.Rect
.Width
, 8, @gGibs
[a
].Obj
) and (Random(3) = 0) then
4755 if FObj
.Vel
.X
< 0 then
4757 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)+120) // íàëåâî
4761 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)); // íàïðàâî
4763 gGibs
[a
].positionChanged(); // this updates spatial accelerators
4771 procedure TPlayer
.SeeDown();
4773 SetAction(A_SEEDOWN
);
4775 if FDirection
= TDirection
.D_LEFT
then FAngle
:= ANGLE_LEFTDOWN
else FAngle
:= ANGLE_RIGHTDOWN
;
4777 if FIncCam
> -120 then DecMin(FIncCam
, 5, -120);
4780 procedure TPlayer
.SeeUp();
4784 if FDirection
= TDirection
.D_LEFT
then FAngle
:= ANGLE_LEFTUP
else FAngle
:= ANGLE_RIGHTUP
;
4786 if FIncCam
< 120 then IncMax(FIncCam
, 5, 120);
4789 procedure TPlayer
.SetAction(Action
: Byte; Force
: Boolean = False);
4797 A_ATTACK
: Prior
:= 2;
4798 A_SEEUP
: Prior
:= 1;
4799 A_SEEDOWN
: Prior
:= 1;
4800 A_ATTACKUP
: Prior
:= 2;
4801 A_ATTACKDOWN
: Prior
:= 2;
4806 if (Prior
> FActionPrior
) or Force
then
4807 if not ((Prior
= 2) and (FCurrWeap
= WEAPON_SAW
)) then
4809 FActionPrior
:= Prior
;
4810 FActionAnim
:= Action
;
4811 FActionForce
:= Force
;
4812 FActionChanged
:= True;
4815 if Action
in [A_ATTACK
, A_ATTACKUP
, A_ATTACKDOWN
] then FModel
.SetFire(True);
4818 function TPlayer
.StayOnStep(XInc
, YInc
: Integer): Boolean;
4820 Result
:= not g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+YInc
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
-1,
4821 PLAYER_RECT
.Width
, 1, PANEL_STEP
, False)
4822 and g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+YInc
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
,
4823 PLAYER_RECT
.Width
, 1, PANEL_STEP
, False);
4826 function TPlayer
.TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
4833 if g_CollideLevel(X
, Y
, PLAYER_RECT
.Width
, PLAYER_RECT
.Height
) then
4835 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj
.X
, FObj
.Y
);
4836 if g_Game_IsServer
and g_Game_IsNet
then
4837 MH_SEND_Sound(FObj
.X
, FObj
.Y
, 'SOUND_GAME_NOTELEPORT');
4841 FJustTeleported
:= True;
4846 if g_Frames_Get(ID
, 'FRAMES_TELEPORT') then
4848 Anim
:= TAnimation
.Create(ID
, False, 3);
4851 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj
.X
, FObj
.Y
);
4852 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4853 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
4854 if g_Game_IsServer
and g_Game_IsNet
then
4855 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4856 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, 1,
4860 FObj
.X
:= X
-PLAYER_RECT
.X
;
4861 FObj
.Y
:= Y
-PLAYER_RECT
.Y
;
4862 FObj
.oldX
:= FObj
.X
; // don't interpolate after respawn
4863 FObj
.oldY
:= FObj
.Y
;
4864 if FAlive
and FGhost
then
4870 if not g_Game_IsNet
then
4874 SetDirection(TDirection
.D_LEFT
);
4880 SetDirection(TDirection
.D_RIGHT
);
4886 if FDirection
= TDirection
.D_RIGHT
then
4888 SetDirection(TDirection
.D_LEFT
);
4893 SetDirection(TDirection
.D_RIGHT
);
4899 if not silent
and (Anim
<> nil) then
4901 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4902 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
4905 if g_Game_IsServer
and g_Game_IsNet
then
4906 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4907 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, 0,
4914 function nonz(a
: Single): Single;
4922 function TPlayer
.refreshCorpse(): Boolean;
4928 if FAlive
or FSpectator
then
4930 if (gCorpses
= nil) or (Length(gCorpses
) = 0) then
4932 for i
:= 0 to High(gCorpses
) do
4933 if gCorpses
[i
] <> nil then
4934 if gCorpses
[i
].FPlayerUID
= FUID
then
4942 function TPlayer
.getCameraObj(): TObj
;
4944 if (not FAlive
) and (not FSpectator
) and
4945 (FCorpse
>= 0) and (FCorpse
< Length(gCorpses
)) and
4946 (gCorpses
[FCorpse
] <> nil) and (gCorpses
[FCorpse
].FPlayerUID
= FUID
) then
4948 gCorpses
[FCorpse
].FObj
.slopeUpLeft
:= FObj
.slopeUpLeft
;
4949 Result
:= gCorpses
[FCorpse
].FObj
;
4957 procedure TPlayer
.PreUpdate();
4959 FSlopeOld
:= FObj
.slopeUpLeft
;
4960 FIncCamOld
:= FIncCam
;
4961 FObj
.oldX
:= FObj
.X
;
4962 FObj
.oldY
:= FObj
.Y
;
4965 procedure TPlayer
.Update();
4968 i
, ii
, wx
, wy
, xd
, yd
, k
: Integer;
4969 blockmon
, headwater
, dospawn
: Boolean;
4974 NetServer
:= g_Game_IsNet
and g_Game_IsServer
;
4975 AnyServer
:= g_Game_IsServer
;
4977 if g_Game_IsClient
and (NetInterpLevel
> 0) then
4978 DoLerp(NetInterpLevel
+ 1)
4984 if (FClientID
>= 0) and (NetClients
[FClientID
].Peer
<> nil) then
4986 FPing
:= NetClients
[FClientID
].Peer
^.lastRoundTripTime
;
4987 if NetClients
[FClientID
].Peer
^.packetsSent
> 0 then
4988 FLoss
:= Round(100*NetClients
[FClientID
].Peer
^.packetsLost
/NetClients
[FClientID
].Peer
^.packetsSent
)
4997 if FAlive
and (FPunchAnim
<> nil) then
4998 FPunchAnim
.Update();
5000 if FAlive
and (gFly
or FJetpack
) then
5003 if FDirection
= TDirection
.D_LEFT
then
5008 if FAlive
and (not FGhost
) then
5010 if FKeys
[KEY_UP
].Pressed
then
5012 if FKeys
[KEY_DOWN
].Pressed
then
5016 if (not (FKeys
[KEY_UP
].Pressed
or FKeys
[KEY_DOWN
].Pressed
)) and
5019 i
:= g_basic
.Sign(FIncCam
);
5020 FIncCam
:= Abs(FIncCam
);
5021 DecMin(FIncCam
, 5, 0);
5022 FIncCam
:= FIncCam
*i
;
5025 if gTime
mod (GAME_TICK
*2) <> 0 then
5027 if (FObj
.Vel
.X
= 0) and FAlive
then
5029 if FKeys
[KEY_LEFT
].Pressed
then
5030 Run(TDirection
.D_LEFT
);
5031 if FKeys
[KEY_RIGHT
].Pressed
then
5032 Run(TDirection
.D_RIGHT
);
5037 g_Obj_Move(@FObj
, True, True, True);
5038 positionChanged(); // this updates spatial accelerators
5044 FActionChanged
:= False;
5048 // Let alive player do some actions
5049 if FKeys
[KEY_LEFT
].Pressed
then Run(TDirection
.D_LEFT
);
5050 if FKeys
[KEY_RIGHT
].Pressed
then Run(TDirection
.D_RIGHT
);
5051 if FKeys
[KEY_FIRE
].Pressed
and AnyServer
then Fire()
5057 if NetServer
then MH_SEND_PlayerStats(FUID
);
5060 if FKeys
[KEY_OPEN
].Pressed
and AnyServer
then Use();
5061 if FKeys
[KEY_JUMP
].Pressed
then Jump()
5064 if AnyServer
and FJetpack
then
5068 if NetServer
then MH_SEND_PlayerStats(FUID
);
5070 FCanJetpack
:= True;
5077 for k
:= Low(FKeys
) to KEY_CHAT
-1 do
5079 if FKeys
[k
].Pressed
then
5087 if gGameSettings
.GameType
in [GT_CUSTOM
, GT_SERVER
, GT_CLIENT
] then
5090 if (FTime
[T_RESPAWN
] <= gTime
) and
5091 gGameOn
and (not FAlive
) then
5093 if (g_Player_GetCount() > 1) then
5097 gExit
:= EXIT_RESTART
;
5102 // Dead spectator actions
5105 if FKeys
[KEY_OPEN
].Pressed
and AnyServer
then Fire();
5106 if FKeys
[KEY_FIRE
].Pressed
and AnyServer
then
5110 if (FSpectatePlayer
>= High(gPlayers
)) then
5111 FSpectatePlayer
:= -1
5115 for I
:= FSpectatePlayer
+ 1 to High(gPlayers
) do
5116 if gPlayers
[I
] <> nil then
5117 if gPlayers
[I
].alive
then
5118 if gPlayers
[I
].UID
<> FUID
then
5120 FSpectatePlayer
:= I
;
5125 if not SetSpect
then FSpectatePlayer
:= -1;
5136 if FKeys
[KEY_UP
].Pressed
or FKeys
[KEY_JUMP
].Pressed
then
5138 FYTo
:= FObj
.Y
- 32;
5139 FSpectatePlayer
:= -1;
5141 if FKeys
[KEY_DOWN
].Pressed
then
5143 FYTo
:= FObj
.Y
+ 32;
5144 FSpectatePlayer
:= -1;
5146 if FKeys
[KEY_LEFT
].Pressed
then
5148 FXTo
:= FObj
.X
- 32;
5149 FSpectatePlayer
:= -1;
5151 if FKeys
[KEY_RIGHT
].Pressed
then
5153 FXTo
:= FObj
.X
+ 32;
5154 FSpectatePlayer
:= -1;
5157 if (FXTo
< -64) then
5159 else if (FXTo
> gMapInfo
.Width
+ 32) then
5160 FXTo
:= gMapInfo
.Width
+ 32;
5161 if (FYTo
< -72) then
5163 else if (FYTo
> gMapInfo
.Height
+ 32) then
5164 FYTo
:= gMapInfo
.Height
+ 32;
5169 g_Obj_Move(@FObj
, True, True, True);
5170 positionChanged(); // this updates spatial accelerators
5177 if (FSpectatePlayer
<= High(gPlayers
)) and (FSpectatePlayer
>= 0) then
5178 if gPlayers
[FSpectatePlayer
] <> nil then
5179 if gPlayers
[FSpectatePlayer
].alive
then
5181 FXTo
:= gPlayers
[FSpectatePlayer
].GameX
;
5182 FYTo
:= gPlayers
[FSpectatePlayer
].GameY
;
5186 blockmon
:= g_Map_CollidePanel(FObj
.X
+PLAYER_HEADRECT
.X
, FObj
.Y
+PLAYER_HEADRECT
.Y
,
5187 PLAYER_HEADRECT
.Width
, PLAYER_HEADRECT
.Height
,
5188 PANEL_BLOCKMON
, True);
5189 headwater
:= HeadInLiquid(0, 0);
5191 // Ñîïðîòèâëåíèå âîçäóõà:
5192 if (not FAlive
) or not (FKeys
[KEY_LEFT
].Pressed
or FKeys
[KEY_RIGHT
].Pressed
) then
5193 if FObj
.Vel
.X
<> 0 then
5194 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
5196 if (FLastHit
= HIT_TRAP
) and (FPain
> 90) then FPain
:= 90;
5197 DecMin(FPain
, 5, 0);
5198 DecMin(FPickup
, 1, 0);
5200 if FAlive
and (FObj
.Y
> Integer(gMapInfo
.Height
)+128) and AnyServer
then
5202 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
5203 FMegaRulez
[MR_SUIT
] := 0;
5204 FMegaRulez
[MR_INVUL
] := 0;
5205 FMegaRulez
[MR_INVIS
] := 0;
5206 Kill(K_FALLKILL
, 0, HIT_FALL
);
5213 if FCurrWeap
= WEAPON_SAW
then
5214 if not (FSawSound
.IsPlaying() or FSawSoundHit
.IsPlaying() or
5215 FSawSoundSelect
.IsPlaying()) then
5216 FSawSoundIdle
.PlayAt(FObj
.X
, FObj
.Y
);
5219 if (not FJetSoundFly
.IsPlaying()) and (not FJetSoundOn
.IsPlaying()) and
5220 (not FJetSoundOff
.IsPlaying()) then
5222 FJetSoundFly
.SetPosition(0);
5223 FJetSoundFly
.PlayAt(FObj
.X
, FObj
.Y
);
5226 for b
:= WP_FIRST
to WP_LAST
do
5227 if FReloading
[b
] > 0 then
5233 if FShellTimer
> -1 then
5234 if FShellTimer
= 0 then
5236 if FShellType
= SHELL_SHELL
then
5237 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5238 GameVelX
, GameVelY
-2, SHELL_SHELL
)
5239 else if FShellType
= SHELL_DBLSHELL
then
5241 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5242 GameVelX
+1, GameVelY
-2, SHELL_SHELL
);
5243 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5244 GameVelX
-1, GameVelY
-2, SHELL_SHELL
);
5247 end else Dec(FShellTimer
);
5249 if (FBFGFireCounter
> -1) then
5250 if FBFGFireCounter
= 0 then
5254 wx
:= FObj
.X
+WEAPONPOINT
[FDirection
].X
;
5255 wy
:= FObj
.Y
+WEAPONPOINT
[FDirection
].Y
;
5256 xd
:= wx
+IfThen(FDirection
= TDirection
.D_LEFT
, -30, 30);
5257 yd
:= wy
+firediry();
5258 g_Weapon_bfgshot(wx
, wy
, xd
, yd
, FUID
);
5259 if NetServer
then MH_SEND_PlayerFire(FUID
, WEAPON_BFG
, wx
, wy
, xd
, yd
);
5260 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
5261 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
5262 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
5265 FReloading
[WEAPON_BFG
] := WEAPON_RELOAD
[WEAPON_BFG
];
5266 FBFGFireCounter
:= -1;
5269 FBFGFireCounter
:= 0
5271 Dec(FBFGFireCounter
);
5273 if (FMegaRulez
[MR_SUIT
] < gTime
) and AnyServer
then
5275 b
:= g_GetAcidHit(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
, PLAYER_RECT
.Width
, PLAYER_RECT
.Height
);
5277 if (b
> 0) and (gTime
mod (15*GAME_TICK
) = 0) then Damage(b
, 0, 0, 0, HIT_ACID
);
5280 if (headwater
or blockmon
) then
5286 if AnyServer
then Damage(10, 0, 0, 0, HIT_WATER
);
5289 else if (FAir
mod 31 = 0) and not blockmon
then
5291 g_GFX_Bubbles(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2), FObj
.Y
+PLAYER_RECT
.Y
-4, 5+Random(6), 8, 4);
5292 if Random(2) = 0 then
5293 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
5295 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
5297 end else if FAir
< AIR_DEF
then
5300 if FFireTime
> 0 then
5302 if BodyInLiquid(0, 0) then
5307 else if FMegaRulez
[MR_SUIT
] >= gTime
then
5309 if FMegaRulez
[MR_SUIT
] = gTime
then
5316 if FFirePainTime
<= 0 then
5318 if g_Game_IsServer
then
5319 Damage(2, FFireAttacker
, 0, 0, HIT_FLAME
);
5320 FFirePainTime
:= 12 - FFireTime
div 12;
5322 FFirePainTime
:= FFirePainTime
- 1;
5323 FFireTime
:= FFireTime
- 1;
5324 if ((FFireTime
mod 33) = 0) and (FMegaRulez
[MR_INVUL
] < gTime
) then
5325 FModel
.PlaySound(MODELSOUND_PAIN
, 1, FObj
.X
, FObj
.Y
);
5326 if (FFireTime
= 0) and g_Game_IsNet
and g_Game_IsServer
then
5327 MH_SEND_PlayerStats(FUID
);
5331 if FDamageBuffer
> 0 then
5333 if FDamageBuffer
>= 9 then
5337 if FDamageBuffer
< 30 then i
:= 9
5338 else if FDamageBuffer
< 100 then i
:= 18
5342 ii
:= Round(FDamageBuffer
*FHealth
/ nonz(FArmor
*(3/4)+FHealth
));
5343 FArmor
:= FArmor
-(FDamageBuffer
-ii
);
5344 FHealth
:= FHealth
-ii
;
5347 FHealth
:= FHealth
+FArmor
;
5352 if FHealth
<= 0 then
5353 if FHealth
> -30 then Kill(K_SIMPLEKILL
, FLastSpawnerUID
, FLastHit
)
5354 else if FHealth
> -50 then Kill(K_HARDKILL
, FLastSpawnerUID
, FLastHit
)
5355 else Kill(K_EXTRAHARDKILL
, FLastSpawnerUID
, FLastHit
);
5357 if FAlive
and ((FLastHit
<> HIT_FLAME
) or (FFireTime
<= 0)) then
5359 if FDamageBuffer
<= 20 then FModel
.PlaySound(MODELSOUND_PAIN
, 1, FObj
.X
, FObj
.Y
)
5360 else if FDamageBuffer
<= 55 then FModel
.PlaySound(MODELSOUND_PAIN
, 2, FObj
.X
, FObj
.Y
)
5361 else if FDamageBuffer
<= 120 then FModel
.PlaySound(MODELSOUND_PAIN
, 3, FObj
.X
, FObj
.Y
)
5362 else FModel
.PlaySound(MODELSOUND_PAIN
, 4, FObj
.X
, FObj
.Y
);
5369 end; // if FAlive then ...
5371 if (FActionAnim
= A_PAIN
) and (FModel
.Animation
<> A_PAIN
) then
5373 FModel
.ChangeAnimation(FActionAnim
, FActionForce
);
5374 FModel
.GetCurrentAnimation
.MinLength
:= i
;
5375 FModel
.GetCurrentAnimationMask
.MinLength
:= i
;
5376 end else FModel
.ChangeAnimation(FActionAnim
, FActionForce
and (FModel
.Animation
<> A_STAND
));
5378 if (FModel
.GetCurrentAnimation
.Played
or ((not FActionChanged
) and (FModel
.Animation
= A_WALK
)))
5379 then SetAction(A_STAND
, True);
5381 if not ((FModel
.Animation
= A_WALK
) and (Abs(FObj
.Vel
.X
) < 4) and not FModel
.Fire
) then FModel
.Update
;
5383 for b
:= Low(FKeys
) to High(FKeys
) do
5384 if FKeys
[b
].Time
= 0 then FKeys
[b
].Pressed
:= False else Dec(FKeys
[b
].Time
);
5388 procedure TPlayer
.getMapBox (out x
, y
, w
, h
: Integer); inline;
5390 x
:= FObj
.X
+PLAYER_RECT
.X
;
5391 y
:= FObj
.Y
+PLAYER_RECT
.Y
;
5392 w
:= PLAYER_RECT
.Width
;
5393 h
:= PLAYER_RECT
.Height
;
5397 procedure TPlayer
.moveBy (dx
, dy
: Integer); inline;
5399 if (dx
<> 0) or (dy
<> 0) then
5408 function TPlayer
.Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean;
5410 Result
:= g_Collide(FObj
.X
+PLAYER_RECT
.X
,
5411 FObj
.Y
+PLAYER_RECT
.Y
,
5418 function TPlayer
.Collide(Panel
: TPanel
): Boolean;
5420 Result
:= g_Collide(FObj
.X
+PLAYER_RECT
.X
,
5421 FObj
.Y
+PLAYER_RECT
.Y
,
5425 Panel
.Width
, Panel
.Height
);
5428 function TPlayer
.Collide(X
, Y
: Integer): Boolean;
5430 X
:= X
-FObj
.X
-PLAYER_RECT
.X
;
5431 Y
:= Y
-FObj
.Y
-PLAYER_RECT
.Y
;
5432 Result
:= (x
>= 0) and (x
<= PLAYER_RECT
.Width
) and
5433 (y
>= 0) and (y
<= PLAYER_RECT
.Height
);
5436 function g_Player_ValidName(Name
: string): Boolean;
5442 if gPlayers
= nil then Exit
;
5444 for a
:= 0 to High(gPlayers
) do
5445 if gPlayers
[a
] <> nil then
5446 if LowerCase(Name
) = LowerCase(gPlayers
[a
].FName
) then
5453 procedure TPlayer
.SetDirection(Direction
: TDirection
);
5457 d
:= FModel
.Direction
;
5459 FModel
.Direction
:= Direction
;
5460 if d
<> Direction
then FModel
.ChangeAnimation(FModel
.Animation
, True);
5462 FDirection
:= Direction
;
5465 function TPlayer
.GetKeys(): Byte;
5469 if R_KEY_RED
in FRulez
then Result
:= KEY_RED
;
5470 if R_KEY_GREEN
in FRulez
then Result
:= Result
or KEY_GREEN
;
5471 if R_KEY_BLUE
in FRulez
then Result
:= Result
or KEY_BLUE
;
5473 if FTeam
= TEAM_RED
then Result
:= Result
or KEY_REDTEAM
;
5474 if FTeam
= TEAM_BLUE
then Result
:= Result
or KEY_BLUETEAM
;
5477 procedure TPlayer
.Use();
5481 if FTime
[T_USE
] > gTime
then Exit
;
5483 g_Triggers_PressR(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
, PLAYER_RECT
.Width
,
5484 PLAYER_RECT
.Height
, FUID
, ACTIVATE_PLAYERPRESS
);
5486 for a
:= 0 to High(gPlayers
) do
5487 if (gPlayers
[a
] <> nil) and (gPlayers
[a
] <> Self
) and
5488 gPlayers
[a
].alive
and SameTeam(FUID
, gPlayers
[a
].FUID
) and
5489 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
5490 FObj
.Rect
.Width
, FObj
.Rect
.Height
, @gPlayers
[a
].FObj
) then
5492 gPlayers
[a
].Touch();
5493 if g_Game_IsNet
and g_Game_IsServer
then
5494 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH
, gPlayers
[a
].FUID
);
5497 FTime
[T_USE
] := gTime
+120;
5500 procedure TPlayer
.NetFire(Wpn
: Byte; X
, Y
, AX
, AY
: Integer; WID
: Integer = -1);
5504 WX
, WY
, XD
, YD
: Integer;
5516 if R_BERSERK
in FRulez
then
5518 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5519 locobj
.X
:= FObj
.X
+FObj
.Rect
.X
;
5520 locobj
.Y
:= FObj
.Y
+FObj
.Rect
.Y
;
5523 locobj
.rect
.Width
:= 39;
5524 locobj
.rect
.Height
:= 52;
5525 locobj
.Vel
.X
:= (xd
-wx
) div 2;
5526 locobj
.Vel
.Y
:= (yd
-wy
) div 2;
5527 locobj
.Accel
.X
:= xd
-wx
;
5528 locobj
.Accel
.y
:= yd
-wy
;
5530 if g_Weapon_Hit(@locobj
, 50, FUID
, HIT_SOME
) <> 0 then
5531 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj
.X
, FObj
.Y
)
5533 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj
.X
, FObj
.Y
);
5537 FPain
:= min(FPain
+ 25, 50);
5539 g_Weapon_punch(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, 3, FUID
);
5544 if g_Weapon_chainsaw(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
5545 IfThen(gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
], 9, 3), FUID
) <> 0 then
5547 FSawSoundSelect
.Stop();
5549 FSawSoundHit
.PlayAt(FObj
.X
, FObj
.Y
);
5551 else if not FSawSoundHit
.IsPlaying() then
5553 FSawSoundSelect
.Stop();
5554 FSawSound
.PlayAt(FObj
.X
, FObj
.Y
);
5561 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX
, Gamey
);
5562 FFireAngle
:= FAngle
;
5564 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5565 GameVelX
, GameVelY
-2, SHELL_BULLET
);
5570 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex
, Gamey
);
5571 FFireAngle
:= FAngle
;
5574 FShellType
:= SHELL_SHELL
;
5579 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex
, Gamey
);
5580 FFireAngle
:= FAngle
;
5583 FShellType
:= SHELL_DBLSHELL
;
5588 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex
, Gamey
);
5589 FFireAngle
:= FAngle
;
5591 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5592 GameVelX
, GameVelY
-2, SHELL_BULLET
);
5595 WEAPON_ROCKETLAUNCHER
:
5597 g_Weapon_Rocket(wx
, wy
, xd
, yd
, FUID
, WID
);
5598 FFireAngle
:= FAngle
;
5604 g_Weapon_Plasma(wx
, wy
, xd
, yd
, FUID
, WID
);
5605 FFireAngle
:= FAngle
;
5611 g_Weapon_BFGShot(wx
, wy
, xd
, yd
, FUID
, WID
);
5612 FFireAngle
:= FAngle
;
5616 WEAPON_SUPERPULEMET
:
5618 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex
, Gamey
);
5619 FFireAngle
:= FAngle
;
5621 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5622 GameVelX
, GameVelY
-2, SHELL_SHELL
);
5625 WEAPON_FLAMETHROWER
:
5627 g_Weapon_flame(wx
, wy
, xd
, yd
, FUID
, WID
);
5629 FFireAngle
:= FAngle
;
5636 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
5637 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
5638 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
5641 procedure TPlayer
.DoLerp(Level
: Integer = 2);
5643 if FObj
.X
<> FXTo
then FObj
.X
:= Lerp(FObj
.X
, FXTo
, Level
);
5644 if FObj
.Y
<> FYTo
then FObj
.Y
:= Lerp(FObj
.Y
, FYTo
, Level
);
5647 procedure TPlayer
.SetLerp(XTo
, YTo
: Integer);
5653 if FJustTeleported
or (NetInterpLevel
< 1) then
5657 if FJustTeleported
then
5659 FObj
.oldX
:= FObj
.X
;
5660 FObj
.oldY
:= FObj
.Y
;
5665 AX
:= Abs(FXTo
- FObj
.X
);
5666 AY
:= Abs(FYTo
- FObj
.Y
);
5667 if (AX
> 32) or (AX
<= NetInterpLevel
) then
5669 if (AY
> 32) or (AY
<= NetInterpLevel
) then
5674 function TPlayer
.FullInLift(XInc
, YInc
: Integer): Integer;
5676 if g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
5677 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
-8,
5678 PANEL_LIFTUP
, False) then Result
:= -1
5680 if g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
5681 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
-8,
5682 PANEL_LIFTDOWN
, False) then Result
:= 1
5686 function TPlayer
.GetFlag(Flag
: Byte): Boolean;
5693 if Flag
= FLAG_NONE
then
5696 if not g_Game_IsServer
then Exit
;
5698 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5699 if (Flag
= FTeam
) and
5700 (gFlags
[Flag
].State
= FLAG_STATE_NORMAL
) and
5701 (FFlag
<> FLAG_NONE
) then
5703 if FFlag
= FLAG_RED
then
5704 s
:= _lc
[I_PLAYER_FLAG_RED
]
5706 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5708 evtype
:= FLAG_STATE_SCORED
;
5710 ts
:= Format('%.4d', [gFlags
[FFlag
].CaptureTime
]);
5711 Insert('.', ts
, Length(ts
) + 1 - 3);
5712 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_CAPTURE
], [FName
, s
, ts
]), True);
5714 g_Map_ResetFlag(FFlag
);
5715 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_CAPTURE
], [AnsiUpperCase(s
)]), 144);
5717 if ((Self
= gPlayer1
) or (Self
= gPlayer2
)
5718 or ((gPlayer1
<> nil) and (gPlayer1
.Team
= FTeam
))
5719 or ((gPlayer2
<> nil) and (gPlayer2
.Team
= FTeam
))) then
5724 if not sound_cap_flag
[a
].IsPlaying() then
5725 sound_cap_flag
[a
].Play();
5727 gTeamStat
[FTeam
].Goals
:= gTeamStat
[FTeam
].Goals
+ 1;
5730 if g_Game_IsNet
then
5732 MH_SEND_FlagEvent(evtype
, FFlag
, FUID
, False);
5736 gFlags
[FFlag
].CaptureTime
:= 0;
5741 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5742 if (Flag
= FTeam
) and
5743 (gFlags
[Flag
].State
= FLAG_STATE_DROPPED
) then
5745 if Flag
= FLAG_RED
then
5746 s
:= _lc
[I_PLAYER_FLAG_RED
]
5748 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5750 evtype
:= FLAG_STATE_RETURNED
;
5751 gFlags
[Flag
].CaptureTime
:= 0;
5753 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_RETURN
], [FName
, s
]), True);
5755 g_Map_ResetFlag(Flag
);
5756 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_RETURN
], [AnsiUpperCase(s
)]), 144);
5758 if ((Self
= gPlayer1
) or (Self
= gPlayer2
)
5759 or ((gPlayer1
<> nil) and (gPlayer1
.Team
= FTeam
))
5760 or ((gPlayer2
<> nil) and (gPlayer2
.Team
= FTeam
))) then
5765 if not sound_ret_flag
[a
].IsPlaying() then
5766 sound_ret_flag
[a
].Play();
5769 if g_Game_IsNet
then
5771 MH_SEND_FlagEvent(evtype
, Flag
, FUID
, False);
5777 // Ïîäîáðàë ÷óæîé ôëàã:
5778 if (Flag
<> FTeam
) and (FTime
[T_FLAGCAP
] <= gTime
) then
5782 if Flag
= FLAG_RED
then
5783 s
:= _lc
[I_PLAYER_FLAG_RED
]
5785 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5787 evtype
:= FLAG_STATE_CAPTURED
;
5789 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_GET
], [FName
, s
]), True);
5791 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_GET
], [AnsiUpperCase(s
)]), 144);
5793 gFlags
[Flag
].State
:= FLAG_STATE_CAPTURED
;
5795 if ((Self
= gPlayer1
) or (Self
= gPlayer2
)
5796 or ((gPlayer1
<> nil) and (gPlayer1
.Team
= FTeam
))
5797 or ((gPlayer2
<> nil) and (gPlayer2
.Team
= FTeam
))) then
5802 if not sound_get_flag
[a
].IsPlaying() then
5803 sound_get_flag
[a
].Play();
5806 if g_Game_IsNet
then
5808 MH_SEND_FlagEvent(evtype
, Flag
, FUID
, False);
5814 procedure TPlayer
.SetFlag(Flag
: Byte);
5817 if FModel
<> nil then
5818 FModel
.SetFlag(FFlag
);
5821 function TPlayer
.TryDropFlag(): Boolean;
5823 if LongBool(gGameSettings
.Options
and GAME_OPTION_ALLOWDROPFLAG
) then
5824 Result
:= DropFlag(False, LongBool(gGameSettings
.Options
and GAME_OPTION_THROWFLAG
))
5829 function TPlayer
.DropFlag(Silent
: Boolean = True; DoThrow
: Boolean = False): Boolean;
5836 if (not g_Game_IsServer
) or (FFlag
= FLAG_NONE
) then
5838 FTime
[T_FLAGCAP
] := gTime
+ 2000;
5839 with gFlags
[FFlag
] do
5843 Direction
:= FDirection
;
5844 State
:= FLAG_STATE_DROPPED
;
5848 xv
:= FObj
.Vel
.X
+ IfThen(Direction
= TDirection
.D_RIGHT
, 10, -10);
5849 yv
:= FObj
.Vel
.Y
- 2;
5853 xv
:= (FObj
.Vel
.X
div 2);
5854 yv
:= (FObj
.Vel
.Y
div 2) - 2;
5856 g_Obj_Push(@Obj
, xv
, yv
);
5858 positionChanged(); // this updates spatial accelerators
5860 if FFlag
= FLAG_RED
then
5861 s
:= _lc
[I_PLAYER_FLAG_RED
]
5863 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5865 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_DROP
], [FName
, s
]), True);
5866 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_DROP
], [AnsiUpperCase(s
)]), 144);
5868 if ((Self
= gPlayer1
) or (Self
= gPlayer2
)
5869 or ((gPlayer1
<> nil) and (gPlayer1
.Team
= FTeam
))
5870 or ((gPlayer2
<> nil) and (gPlayer2
.Team
= FTeam
))) then
5875 if (not Silent
) and (not sound_lost_flag
[a
].IsPlaying()) then
5876 sound_lost_flag
[a
].Play();
5878 if g_Game_IsNet
then
5879 MH_SEND_FlagEvent(FLAG_STATE_DROPPED
, Flag
, FUID
, False);
5885 procedure TPlayer
.GetSecret();
5887 if (self
= gPlayer1
) or (self
= gPlayer2
) then
5889 g_Console_Add(Format(_lc
[I_PLAYER_SECRET
], [FName
]), True);
5890 g_Sound_PlayEx('SOUND_GAME_SECRET');
5895 procedure TPlayer
.PressKey(Key
: Byte; Time
: Word = 1);
5897 Assert(Key
<= High(FKeys
));
5899 FKeys
[Key
].Pressed
:= True;
5900 FKeys
[Key
].Time
:= Time
;
5903 function TPlayer
.IsKeyPressed(K
: Byte): Boolean;
5905 Result
:= FKeys
[K
].Pressed
;
5908 procedure TPlayer
.ReleaseKeys();
5912 for a
:= Low(FKeys
) to High(FKeys
) do
5914 FKeys
[a
].Pressed
:= False;
5919 procedure TPlayer
.OnDamage(Angle
: SmallInt);
5923 function TPlayer
.firediry(): Integer;
5925 if FKeys
[KEY_UP
].Pressed
then Result
:= -42
5926 else if FKeys
[KEY_DOWN
].Pressed
then Result
:= 19
5930 procedure TPlayer
.RememberState();
5933 SavedState
: TPlayerSavedState
;
5935 SavedState
.Health
:= FHealth
;
5936 SavedState
.Armor
:= FArmor
;
5937 SavedState
.Air
:= FAir
;
5938 SavedState
.JetFuel
:= FJetFuel
;
5939 SavedState
.CurrWeap
:= FCurrWeap
;
5940 SavedState
.NextWeap
:= FNextWeap
;
5941 SavedState
.NextWeapDelay
:= FNextWeapDelay
;
5942 for i
:= Low(FWeapon
) to High(FWeapon
) do
5943 SavedState
.Weapon
[i
] := FWeapon
[i
];
5944 for i
:= Low(FAmmo
) to High(FAmmo
) do
5945 SavedState
.Ammo
[i
] := FAmmo
[i
];
5946 for i
:= Low(FMaxAmmo
) to High(FMaxAmmo
) do
5947 SavedState
.MaxAmmo
[i
] := FMaxAmmo
[i
];
5948 SavedState
.Rulez
:= FRulez
- [R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
];
5950 FSavedStateNum
:= -1;
5951 for i
:= Low(SavedStates
) to High(SavedStates
) do
5952 if not SavedStates
[i
].Used
then
5954 FSavedStateNum
:= i
;
5957 if FSavedStateNum
< 0 then
5959 SetLength(SavedStates
, Length(SavedStates
) + 1);
5960 FSavedStateNum
:= High(SavedStates
);
5963 SavedState
.Used
:= True;
5964 SavedStates
[FSavedStateNum
] := SavedState
;
5967 procedure TPlayer
.RecallState();
5970 SavedState
: TPlayerSavedState
;
5972 if(FSavedStateNum
< 0) or (FSavedStateNum
> High(SavedStates
)) then
5975 SavedState
:= SavedStates
[FSavedStateNum
];
5976 SavedStates
[FSavedStateNum
].Used
:= False;
5977 FSavedStateNum
:= -1;
5979 FHealth
:= SavedState
.Health
;
5980 FArmor
:= SavedState
.Armor
;
5981 FAir
:= SavedState
.Air
;
5982 FJetFuel
:= SavedState
.JetFuel
;
5983 FCurrWeap
:= SavedState
.CurrWeap
;
5984 FNextWeap
:= SavedState
.NextWeap
;
5985 FNextWeapDelay
:= SavedState
.NextWeapDelay
;
5986 for i
:= Low(FWeapon
) to High(FWeapon
) do
5987 FWeapon
[i
] := SavedState
.Weapon
[i
];
5988 for i
:= Low(FAmmo
) to High(FAmmo
) do
5989 FAmmo
[i
] := SavedState
.Ammo
[i
];
5990 for i
:= Low(FMaxAmmo
) to High(FMaxAmmo
) do
5991 FMaxAmmo
[i
] := SavedState
.MaxAmmo
[i
];
5992 FRulez
:= SavedState
.Rulez
;
5994 if gGameSettings
.GameType
= GT_SERVER
then
5995 MH_SEND_PlayerStats(FUID
);
5998 procedure TPlayer
.SaveState (st
: TStream
);
6004 utils
.writeSign(st
, 'PLYR');
6005 utils
.writeInt(st
, Byte(PLR_SAVE_VERSION
)); // version
6007 utils
.writeBool(st
, FIamBot
);
6009 utils
.writeInt(st
, Word(FUID
));
6011 utils
.writeStr(st
, FName
);
6013 utils
.writeInt(st
, Byte(FTeam
));
6015 utils
.writeBool(st
, FAlive
);
6016 // Èçðàñõîäîâàë ëè âñå æèçíè
6017 utils
.writeBool(st
, FNoRespawn
);
6019 if FDirection
= TDirection
.D_LEFT
then b
:= 1 else b
:= 2; // D_RIGHT
6020 utils
.writeInt(st
, Byte(b
));
6022 utils
.writeInt(st
, LongInt(FHealth
));
6023 // Êîýôôèöèåíò èíâàëèäíîñòè
6024 utils
.writeInt(st
, LongInt(FHandicap
));
6026 utils
.writeInt(st
, Byte(FLives
));
6028 utils
.writeInt(st
, LongInt(FArmor
));
6030 utils
.writeInt(st
, LongInt(FAir
));
6032 utils
.writeInt(st
, LongInt(FJetFuel
));
6034 utils
.writeInt(st
, LongInt(FPain
));
6036 utils
.writeInt(st
, LongInt(FKills
));
6038 utils
.writeInt(st
, LongInt(FMonsterKills
));
6040 utils
.writeInt(st
, LongInt(FFrags
));
6042 utils
.writeInt(st
, Byte(FFragCombo
));
6043 // Âðåìÿ ïîñëåäíåãî ôðàãà
6044 utils
.writeInt(st
, LongWord(FLastFrag
));
6046 utils
.writeInt(st
, LongInt(FDeath
));
6048 utils
.writeInt(st
, Byte(FFlag
));
6050 utils
.writeInt(st
, LongInt(FSecrets
));
6052 utils
.writeInt(st
, Byte(FCurrWeap
));
6054 utils
.writeInt(st
, Word(FNextWeap
));
6056 utils
.writeInt(st
, Byte(FNextWeapDelay
));
6057 // Âðåìÿ çàðÿäêè BFG
6058 utils
.writeInt(st
, SmallInt(FBFGFireCounter
));
6060 utils
.writeInt(st
, LongInt(FDamageBuffer
));
6061 // Ïîñëåäíèé óäàðèâøèé
6062 utils
.writeInt(st
, Word(FLastSpawnerUID
));
6063 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6064 utils
.writeInt(st
, Byte(FLastHit
));
6066 Obj_SaveState(st
, @FObj
);
6067 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6068 for i
:= A_BULLETS
to A_HIGH
do utils
.writeInt(st
, Word(FAmmo
[i
]));
6069 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6070 for i
:= A_BULLETS
to A_HIGH
do utils
.writeInt(st
, Word(FMaxAmmo
[i
]));
6072 for i
:= WP_FIRST
to WP_LAST
do utils
.writeBool(st
, FWeapon
[i
]);
6073 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6074 for i
:= WP_FIRST
to WP_LAST
do utils
.writeInt(st
, Word(FReloading
[i
]));
6076 utils
.writeBool(st
, (R_ITEM_BACKPACK
in FRulez
));
6077 // Íàëè÷èå êðàñíîãî êëþ÷à
6078 utils
.writeBool(st
, (R_KEY_RED
in FRulez
));
6079 // Íàëè÷èå çåëåíîãî êëþ÷à
6080 utils
.writeBool(st
, (R_KEY_GREEN
in FRulez
));
6081 // Íàëè÷èå ñèíåãî êëþ÷à
6082 utils
.writeBool(st
, (R_KEY_BLUE
in FRulez
));
6084 utils
.writeBool(st
, (R_BERSERK
in FRulez
));
6085 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6086 for i
:= MR_SUIT
to MR_MAX
do utils
.writeInt(st
, LongWord(FMegaRulez
[i
]));
6087 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6088 for i
:= T_RESPAWN
to T_FLAGCAP
do utils
.writeInt(st
, LongWord(FTime
[i
]));
6090 utils
.writeStr(st
, FModel
.Name
);
6092 utils
.writeInt(st
, Byte(FColor
.R
));
6093 utils
.writeInt(st
, Byte(FColor
.G
));
6094 utils
.writeInt(st
, Byte(FColor
.B
));
6098 procedure TPlayer
.LoadState (st
: TStream
);
6107 if not utils
.checkSign(st
, 'PLYR') then raise XStreamError
.Create('invalid player signature');
6108 if (utils
.readByte(st
) <> PLR_SAVE_VERSION
) then raise XStreamError
.Create('invalid player version');
6110 FIamBot
:= utils
.readBool(st
);
6112 FUID
:= utils
.readWord(st
);
6114 str
:= utils
.readStr(st
);
6115 if (self
<> gPlayer1
) and (self
<> gPlayer2
) then FName
:= str
;
6117 FTeam
:= utils
.readByte(st
);
6119 FAlive
:= utils
.readBool(st
);
6120 // Èçðàñõîäîâàë ëè âñå æèçíè
6121 FNoRespawn
:= utils
.readBool(st
);
6123 b
:= utils
.readByte(st
);
6124 if b
= 1 then FDirection
:= TDirection
.D_LEFT
else FDirection
:= TDirection
.D_RIGHT
; // b = 2
6126 FHealth
:= utils
.readLongInt(st
);
6127 // Êîýôôèöèåíò èíâàëèäíîñòè
6128 FHandicap
:= utils
.readLongInt(st
);
6130 FLives
:= utils
.readByte(st
);
6132 FArmor
:= utils
.readLongInt(st
);
6134 FAir
:= utils
.readLongInt(st
);
6136 FJetFuel
:= utils
.readLongInt(st
);
6138 FPain
:= utils
.readLongInt(st
);
6140 FKills
:= utils
.readLongInt(st
);
6142 FMonsterKills
:= utils
.readLongInt(st
);
6144 FFrags
:= utils
.readLongInt(st
);
6146 FFragCombo
:= utils
.readByte(st
);
6147 // Âðåìÿ ïîñëåäíåãî ôðàãà
6148 FLastFrag
:= utils
.readLongWord(st
);
6150 FDeath
:= utils
.readLongInt(st
);
6152 FFlag
:= utils
.readByte(st
);
6154 FSecrets
:= utils
.readLongInt(st
);
6156 FCurrWeap
:= utils
.readByte(st
);
6158 FNextWeap
:= utils
.readWord(st
);
6160 FNextWeapDelay
:= utils
.readByte(st
);
6161 // Âðåìÿ çàðÿäêè BFG
6162 FBFGFireCounter
:= utils
.readSmallInt(st
);
6164 FDamageBuffer
:= utils
.readLongInt(st
);
6165 // Ïîñëåäíèé óäàðèâøèé
6166 FLastSpawnerUID
:= utils
.readWord(st
);
6167 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6168 FLastHit
:= utils
.readByte(st
);
6170 Obj_LoadState(@FObj
, st
);
6171 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6172 for i
:= A_BULLETS
to A_HIGH
do FAmmo
[i
] := utils
.readWord(st
);
6173 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6174 for i
:= A_BULLETS
to A_HIGH
do FMaxAmmo
[i
] := utils
.readWord(st
);
6176 for i
:= WP_FIRST
to WP_LAST
do FWeapon
[i
] := utils
.readBool(st
);
6177 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6178 for i
:= WP_FIRST
to WP_LAST
do FReloading
[i
] := utils
.readWord(st
);
6180 if utils
.readBool(st
) then Include(FRulez
, R_ITEM_BACKPACK
);
6181 // Íàëè÷èå êðàñíîãî êëþ÷à
6182 if utils
.readBool(st
) then Include(FRulez
, R_KEY_RED
);
6183 // Íàëè÷èå çåëåíîãî êëþ÷à
6184 if utils
.readBool(st
) then Include(FRulez
, R_KEY_GREEN
);
6185 // Íàëè÷èå ñèíåãî êëþ÷à
6186 if utils
.readBool(st
) then Include(FRulez
, R_KEY_BLUE
);
6188 if utils
.readBool(st
) then Include(FRulez
, R_BERSERK
);
6189 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6190 for i
:= MR_SUIT
to MR_MAX
do FMegaRulez
[i
] := utils
.readLongWord(st
);
6191 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6192 for i
:= T_RESPAWN
to T_FLAGCAP
do FTime
[i
] := utils
.readLongWord(st
);
6194 str
:= utils
.readStr(st
);
6196 FColor
.R
:= utils
.readByte(st
);
6197 FColor
.G
:= utils
.readByte(st
);
6198 FColor
.B
:= utils
.readByte(st
);
6199 if (self
= gPlayer1
) then
6201 str
:= gPlayer1Settings
.Model
;
6202 FColor
:= gPlayer1Settings
.Color
;
6204 else if (self
= gPlayer2
) then
6206 str
:= gPlayer2Settings
.Model
;
6207 FColor
:= gPlayer2Settings
.Color
;
6209 // Îáíîâëÿåì ìîäåëü èãðîêà
6211 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
6212 FModel
.Color
:= TEAMCOLOR
[FTeam
]
6214 FModel
.Color
:= FColor
;
6218 procedure TPlayer
.AllRulez(Health
: Boolean);
6224 FHealth
:= PLAYER_HP_LIMIT
;
6225 FArmor
:= PLAYER_AP_LIMIT
;
6229 for a
:= WP_FIRST
to WP_LAST
do FWeapon
[a
] := True;
6230 for a
:= A_BULLETS
to A_HIGH
do FAmmo
[a
] := 30000;
6231 FRulez
:= FRulez
+[R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
];
6234 procedure TPlayer
.RestoreHealthArmor();
6236 FHealth
:= PLAYER_HP_LIMIT
;
6237 FArmor
:= PLAYER_AP_LIMIT
;
6240 procedure TPlayer
.FragCombo();
6244 if (gGameSettings
.GameMode
in [GM_COOP
, GM_SINGLE
]) or g_Game_IsClient
then
6246 if gTime
- FLastFrag
< FRAG_COMBO_TIME
then
6248 if FFragCombo
< 5 then
6250 Param
:= FUID
or (FFragCombo
shl 16);
6251 if (FComboEvnt
>= Low(gDelayedEvents
)) and
6252 (FComboEvnt
<= High(gDelayedEvents
)) and
6253 gDelayedEvents
[FComboEvnt
].Pending
and
6254 (gDelayedEvents
[FComboEvnt
].DEType
= DE_KILLCOMBO
) and
6255 (gDelayedEvents
[FComboEvnt
].DENum
and $FFFF = FUID
) then
6257 gDelayedEvents
[FComboEvnt
].Time
:= gTime
+ 500;
6258 gDelayedEvents
[FComboEvnt
].DENum
:= Param
;
6261 FComboEvnt
:= g_Game_DelayEvent(DE_KILLCOMBO
, 500, Param
);
6269 procedure TPlayer
.GiveItem(ItemType
: Byte);
6273 if FMegaRulez
[MR_SUIT
] < gTime
+PLAYER_SUIT_TIME
then
6275 FMegaRulez
[MR_SUIT
] := gTime
+PLAYER_SUIT_TIME
;
6279 if FAir
< AIR_MAX
then
6286 if not (R_BERSERK
in FRulez
) then
6288 Include(FRulez
, R_BERSERK
);
6289 if FBFGFireCounter
< 1 then
6291 FCurrWeap
:= WEAPON_KASTET
;
6293 FModel
.SetWeapon(WEAPON_KASTET
);
6297 FBerserk
:= gTime
+30000;
6299 if FHealth
< PLAYER_HP_SOFT
then
6301 FHealth
:= PLAYER_HP_SOFT
;
6302 FBerserk
:= gTime
+30000;
6307 if FMegaRulez
[MR_INVUL
] < gTime
+PLAYER_INVUL_TIME
then
6309 FMegaRulez
[MR_INVUL
] := gTime
+PLAYER_INVUL_TIME
;
6314 if FMegaRulez
[MR_INVIS
] < gTime
+PLAYER_INVIS_TIME
then
6316 FMegaRulez
[MR_INVIS
] := gTime
+PLAYER_INVIS_TIME
;
6320 if FJetFuel
< JET_MAX
then
6322 FJetFuel
:= JET_MAX
;
6325 ITEM_MEDKIT_SMALL
: if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 10, PLAYER_HP_SOFT
);
6326 ITEM_MEDKIT_LARGE
: if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 25, PLAYER_HP_SOFT
);
6328 ITEM_ARMOR_GREEN
: if FArmor
< PLAYER_AP_SOFT
then FArmor
:= PLAYER_AP_SOFT
;
6329 ITEM_ARMOR_BLUE
: if FArmor
< PLAYER_AP_LIMIT
then FArmor
:= PLAYER_AP_LIMIT
;
6331 ITEM_SPHERE_BLUE
: if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 100, PLAYER_HP_LIMIT
);
6333 if (FHealth
< PLAYER_HP_LIMIT
) or (FArmor
< PLAYER_AP_LIMIT
) then
6335 if FHealth
< PLAYER_HP_LIMIT
then FHealth
:= PLAYER_HP_LIMIT
;
6336 if FArmor
< PLAYER_AP_LIMIT
then FArmor
:= PLAYER_AP_LIMIT
;
6339 ITEM_WEAPON_SAW
: FWeapon
[WEAPON_SAW
] := True;
6340 ITEM_WEAPON_SHOTGUN1
: FWeapon
[WEAPON_SHOTGUN1
] := True;
6341 ITEM_WEAPON_SHOTGUN2
: FWeapon
[WEAPON_SHOTGUN2
] := True;
6342 ITEM_WEAPON_CHAINGUN
: FWeapon
[WEAPON_CHAINGUN
] := True;
6343 ITEM_WEAPON_ROCKETLAUNCHER
: FWeapon
[WEAPON_ROCKETLAUNCHER
] := True;
6344 ITEM_WEAPON_PLASMA
: FWeapon
[WEAPON_PLASMA
] := True;
6345 ITEM_WEAPON_BFG
: FWeapon
[WEAPON_BFG
] := True;
6346 ITEM_WEAPON_SUPERPULEMET
: FWeapon
[WEAPON_SUPERPULEMET
] := True;
6347 ITEM_WEAPON_FLAMETHROWER
: FWeapon
[WEAPON_FLAMETHROWER
] := True;
6349 ITEM_AMMO_BULLETS
: if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
6350 ITEM_AMMO_BULLETS_BOX
: if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
6351 ITEM_AMMO_SHELLS
: if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
6352 ITEM_AMMO_SHELLS_BOX
: if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 25, FMaxAmmo
[A_SHELLS
]);
6353 ITEM_AMMO_ROCKET
: if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
6354 ITEM_AMMO_ROCKET_BOX
: if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 5, FMaxAmmo
[A_ROCKETS
]);
6355 ITEM_AMMO_CELL
: if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
6356 ITEM_AMMO_CELL_BIG
: if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 100, FMaxAmmo
[A_CELLS
]);
6357 ITEM_AMMO_FUELCAN
: if FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
] then IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
6360 if (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or
6361 (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or
6362 (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or
6363 (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or
6364 (FMaxAmmo
[A_FUEL
] < AmmoLimits
[1, A_FUEL
]) then
6366 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[1, A_BULLETS
];
6367 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[1, A_SHELLS
];
6368 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[1, A_ROCKETS
];
6369 FMaxAmmo
[A_CELLS
] := AmmoLimits
[1, A_CELLS
];
6370 FMaxAmmo
[A_FUEL
] := AmmoLimits
[1, A_FUEL
];
6372 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
6373 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
6374 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
6375 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
6377 FRulez
:= FRulez
+ [R_ITEM_BACKPACK
];
6380 ITEM_KEY_RED
: if not (R_KEY_RED
in FRulez
) then Include(FRulez
, R_KEY_RED
);
6381 ITEM_KEY_GREEN
: if not (R_KEY_GREEN
in FRulez
) then Include(FRulez
, R_KEY_GREEN
);
6382 ITEM_KEY_BLUE
: if not (R_KEY_BLUE
in FRulez
) then Include(FRulez
, R_KEY_BLUE
);
6384 ITEM_BOTTLE
: if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 4, PLAYER_HP_LIMIT
);
6385 ITEM_HELMET
: if FArmor
< PLAYER_AP_LIMIT
then IncMax(FArmor
, 5, PLAYER_AP_LIMIT
);
6390 if g_Game_IsNet
and g_Game_IsServer
then
6391 MH_SEND_PlayerStats(FUID
);
6394 procedure TPlayer
.FlySmoke(Times
: DWORD
= 1);
6399 if (Random(5) = 1) and (Times
= 1) then
6402 if BodyInLiquid(0, 0) then
6404 g_GFX_Bubbles(Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2)+Random(3)-1,
6405 Obj
.Y
+Obj
.Rect
.Height
+8, 1, 8, 4);
6406 if Random(2) = 0 then
6407 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
6409 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
6413 if g_Frames_Get(id
, 'FRAMES_SMOKE') then
6415 for i
:= 1 to Times
do
6417 Anim
:= TAnimation
.Create(id
, False, 3);
6419 g_GFX_OnceAnim(Obj
.X
+Obj
.Rect
.X
+Random(Obj
.Rect
.Width
+Times
*2)-(Anim
.Width
div 2),
6420 Obj
.Y
+Obj
.Rect
.Height
-4+Random(8+Times
*2), Anim
, ONCEANIM_SMOKE
);
6426 procedure TPlayer
.OnFireFlame(Times
: DWORD
= 1);
6431 if (Random(10) = 1) and (Times
= 1) then
6434 if g_Frames_Get(id
, 'FRAMES_FLAME') then
6436 for i
:= 1 to Times
do
6438 Anim
:= TAnimation
.Create(id
, False, 3);
6440 g_GFX_OnceAnim(Obj
.X
+Obj
.Rect
.X
+Random(Obj
.Rect
.Width
+Times
*2)-(Anim
.Width
div 2),
6441 Obj
.Y
+8+Random(8+Times
*2), Anim
, ONCEANIM_SMOKE
);
6447 procedure TPlayer
.PauseSounds(Enable
: Boolean);
6449 FSawSound
.Pause(Enable
);
6450 FSawSoundIdle
.Pause(Enable
);
6451 FSawSoundHit
.Pause(Enable
);
6452 FSawSoundSelect
.Pause(Enable
);
6453 FFlameSoundOn
.Pause(Enable
);
6454 FFlameSoundOff
.Pause(Enable
);
6455 FFlameSoundWork
.Pause(Enable
);
6456 FJetSoundFly
.Pause(Enable
);
6457 FJetSoundOn
.Pause(Enable
);
6458 FJetSoundOff
.Pause(Enable
);
6463 constructor TCorpse
.Create(X
, Y
: Integer; ModelName
: String; aMess
: Boolean);
6468 FObj
.Rect
:= PLAYER_CORPSERECT
;
6469 FModelName
:= ModelName
;
6474 FState
:= CORPSE_STATE_MESS
;
6475 g_PlayerModel_GetAnim(ModelName
, A_DIE2
, FAnimation
, FAnimationMask
);
6479 FState
:= CORPSE_STATE_NORMAL
;
6480 g_PlayerModel_GetAnim(ModelName
, A_DIE1
, FAnimation
, FAnimationMask
);
6484 destructor TCorpse
.Destroy();
6491 function TCorpse
.ObjPtr (): PObj
; inline; begin result
:= @FObj
; end;
6493 procedure TCorpse
.positionChanged (); inline; begin end;
6495 procedure TCorpse
.moveBy (dx
, dy
: Integer); inline;
6497 if (dx
<> 0) or (dy
<> 0) then
6506 procedure TCorpse
.getMapBox (out x
, y
, w
, h
: Integer); inline;
6508 x
:= FObj
.X
+PLAYER_CORPSERECT
.X
;
6509 y
:= FObj
.Y
+PLAYER_CORPSERECT
.Y
;
6510 w
:= PLAYER_CORPSERECT
.Width
;
6511 h
:= PLAYER_CORPSERECT
.Height
;
6515 procedure TCorpse
.Damage(Value
: Word; SpawnerUID
: Word; vx
, vy
: Integer);
6520 if FState
= CORPSE_STATE_REMOVEME
then
6523 FDamage
:= FDamage
+ Value
;
6525 if FDamage
> 150 then
6527 if FAnimation
<> nil then
6532 FState
:= CORPSE_STATE_REMOVEME
;
6534 g_Player_CreateGibs(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
6535 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
6536 FModelName
, FColor
);
6537 // Çâóê ìÿñà îò òðóïà:
6538 pm
:= g_PlayerModel_Get(FModelName
);
6539 pm
.PlaySound(MODELSOUND_DIE
, 5, FObj
.X
, FObj
.Y
);
6543 if (gBodyKillEvent
<> -1)
6544 and gDelayedEvents
[gBodyKillEvent
].Pending
then
6545 gDelayedEvents
[gBodyKillEvent
].Pending
:= False;
6546 gBodyKillEvent
:= g_Game_DelayEvent(DE_BODYKILL
, 1050, SpawnerUID
);
6551 Blood
:= g_PlayerModel_GetBlood(FModelName
);
6552 FObj
.Vel
.X
:= FObj
.Vel
.X
+ vx
;
6553 FObj
.Vel
.Y
:= FObj
.Vel
.Y
+ vy
;
6554 g_GFX_Blood(FObj
.X
+PLAYER_CORPSERECT
.X
+(PLAYER_CORPSERECT
.Width
div 2),
6555 FObj
.Y
+PLAYER_CORPSERECT
.Y
+(PLAYER_CORPSERECT
.Height
div 2),
6556 Value
, vx
, vy
, 16, (PLAYER_CORPSERECT
.Height
*2) div 3,
6557 Blood
.R
, Blood
.G
, Blood
.B
, Blood
.Kind
);
6561 procedure TCorpse
.Draw();
6565 if FState
= CORPSE_STATE_REMOVEME
then
6568 FObj
.lerp(gLerpFactor
, fX
, fY
);
6570 if FAnimation
<> nil then
6571 FAnimation
.Draw(fX
, fY
, TMirrorType
.None
);
6573 if FAnimationMask
<> nil then
6576 FAnimationMask
.Draw(fX
, fY
, TMirrorType
.None
);
6583 procedure TCorpse
.Update();
6587 if FState
= CORPSE_STATE_REMOVEME
then
6590 FObj
.oldX
:= FObj
.X
;
6591 FObj
.oldY
:= FObj
.Y
;
6593 if gTime
mod (GAME_TICK
*2) <> 0 then
6595 g_Obj_Move(@FObj
, True, True, True);
6596 positionChanged(); // this updates spatial accelerators
6600 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6601 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
6603 st
:= g_Obj_Move(@FObj
, True, True, True);
6604 positionChanged(); // this updates spatial accelerators
6606 if WordBool(st
and MOVE_FALLOUT
) then
6608 FState
:= CORPSE_STATE_REMOVEME
;
6612 if FAnimation
<> nil then
6613 FAnimation
.Update();
6614 if FAnimationMask
<> nil then
6615 FAnimationMask
.Update();
6619 procedure TCorpse
.SaveState (st
: TStream
);
6626 utils
.writeSign(st
, 'CORP');
6627 utils
.writeInt(st
, Byte(0));
6629 utils
.writeInt(st
, Byte(FState
));
6631 utils
.writeInt(st
, Byte(FDamage
));
6633 utils
.writeInt(st
, Byte(FColor
.R
));
6634 utils
.writeInt(st
, Byte(FColor
.G
));
6635 utils
.writeInt(st
, Byte(FColor
.B
));
6637 Obj_SaveState(st
, @FObj
);
6638 utils
.writeInt(st
, Word(FPlayerUID
));
6640 anim
:= (FAnimation
<> nil);
6641 utils
.writeBool(st
, anim
);
6642 // Åñëè åñòü - ñîõðàíÿåì
6643 if anim
then FAnimation
.SaveState(st
);
6644 // Åñòü ëè ìàñêà àíèìàöèè
6645 anim
:= (FAnimationMask
<> nil);
6646 utils
.writeBool(st
, anim
);
6647 // Åñëè åñòü - ñîõðàíÿåì
6648 if anim
then FAnimationMask
.SaveState(st
);
6652 procedure TCorpse
.LoadState (st
: TStream
);
6659 if not utils
.checkSign(st
, 'CORP') then raise XStreamError
.Create('invalid corpse signature');
6660 if (utils
.readByte(st
) <> 0) then raise XStreamError
.Create('invalid corpse version');
6662 FState
:= utils
.readByte(st
);
6664 FDamage
:= utils
.readByte(st
);
6666 FColor
.R
:= utils
.readByte(st
);
6667 FColor
.G
:= utils
.readByte(st
);
6668 FColor
.B
:= utils
.readByte(st
);
6670 Obj_LoadState(@FObj
, st
);
6671 FPlayerUID
:= utils
.readWord(st
);
6673 anim
:= utils
.readBool(st
);
6674 // Åñëè åñòü - çàãðóæàåì
6677 Assert(FAnimation
<> nil, 'TCorpse.LoadState: no FAnimation');
6678 FAnimation
.LoadState(st
);
6680 // Åñòü ëè ìàñêà àíèìàöèè
6681 anim
:= utils
.readBool(st
);
6682 // Åñëè åñòü - çàãðóæàåì
6685 Assert(FAnimationMask
<> nil, 'TCorpse.LoadState: no FAnimationMask');
6686 FAnimationMask
.LoadState(st
);
6692 constructor TBot
.Create();
6699 FSpectator
:= False;
6706 for a
:= WP_FIRST
to WP_LAST
do
6708 FDifficult
.WeaponPrior
[a
] := WEAPON_PRIOR1
[a
];
6709 FDifficult
.CloseWeaponPrior
[a
] := WEAPON_PRIOR2
[a
];
6710 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6714 destructor TBot
.Destroy();
6717 inherited Destroy();
6720 procedure TBot
.Draw();
6724 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6725 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6728 procedure TBot
.Respawn(Silent
: Boolean; Force
: Boolean = False);
6730 inherited Respawn(Silent
, Force
);
6733 FSelectedWeapon
:= FCurrWeap
;
6738 procedure TBot
.UpdateCombat();
6751 TTargetRecord
= array of TTarget
;
6753 function Compare(a
, b
: TTarget
): Integer;
6755 if a
.Line
and not b
.Line
then // A íà ëèíèè îãíÿ
6758 if not a
.Line
and b
.Line
then // B íà ëèíèè îãíÿ
6760 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6761 if (a
.Line
and b
.Line
) or ((not a
.Line
) and (not b
.Line
)) then
6763 if a
.Dist
> b
.Dist
then // B áëèæå
6765 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6768 else // Ñòðàííî -> A
6773 a
, x1
, y1
, x2
, y2
: Integer;
6774 targets
: TTargetRecord
;
6776 Target
, BestTarget
: TTarget
;
6777 firew
, fireh
: Integer;
6781 vsPlayer
, vsMonster
, ok
: Boolean;
6784 function monsUpdate (mon
: TMonster
): Boolean;
6786 result
:= false; // don't stop
6787 if mon
.alive
and (mon
.MonsterType
<> MONSTER_BARREL
) then
6789 if not TargetOnScreen(mon
.Obj
.X
+mon
.Obj
.Rect
.X
, mon
.Obj
.Y
+mon
.Obj
.Rect
.Y
) then exit
;
6791 x2
:= mon
.Obj
.X
+mon
.Obj
.Rect
.X
+(mon
.Obj
.Rect
.Width
div 2);
6792 y2
:= mon
.Obj
.Y
+mon
.Obj
.Rect
.Y
+(mon
.Obj
.Rect
.Height
div 2);
6794 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6795 if g_TraceVector(x1
, y1
, x2
, y2
) then
6797 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6798 SetLength(targets
, Length(targets
)+1);
6799 with targets
[High(targets
)] do
6806 Rect
:= mon
.Obj
.Rect
;
6807 Dist
:= g_PatchLength(x1
, y1
, x2
, y2
);
6808 Line
:= (y1
+4 < Target
.Y
+ mon
.Obj
.Rect
.Y
+ mon
.Obj
.Rect
.Height
) and
6809 (y1
-4 > Target
.Y
+ mon
.Obj
.Rect
.Y
);
6818 vsPlayer
:= LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSPLAYER
);
6819 vsMonster
:= LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSMONSTER
);
6821 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6822 if FCurrWeap
<> FSelectedWeapon
then
6825 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6826 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap
= FSelectedWeapon
) then
6828 RemoveAIFlag('NEEDFIRE');
6831 WEAPON_PLASMA
, WEAPON_SUPERPULEMET
, WEAPON_CHAINGUN
: PressKey(KEY_FIRE
, 20);
6832 WEAPON_SAW
, WEAPON_KASTET
, WEAPON_FLAMETHROWER
: PressKey(KEY_FIRE
, 40);
6833 else PressKey(KEY_FIRE
);
6837 // Êîîðäèíàòû ñòâîëà:
6838 x1
:= FObj
.X
+ WEAPONPOINT
[FDirection
].X
;
6839 y1
:= FObj
.Y
+ WEAPONPOINT
[FDirection
].Y
;
6841 Target
.UID
:= FTargetUID
;
6844 if Target
.UID
<> 0 then
6845 begin // Öåëü åñòü - íàñòðàèâàåì
6846 if (g_GetUIDType(Target
.UID
) = UID_PLAYER
) and
6849 tpla
:= g_Player_Get(Target
.UID
);
6853 if (@FObj
) <> nil then
6860 Target
.cX
:= Target
.X
+ PLAYER_RECT_CX
;
6861 Target
.cY
:= Target
.Y
+ PLAYER_RECT_CY
;
6862 Target
.Rect
:= PLAYER_RECT
;
6863 Target
.Visible
:= g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
);
6864 Target
.Line
:= (y1
+4 < Target
.Y
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
) and
6865 (y1
-4 > Target
.Y
+PLAYER_RECT
.Y
);
6866 Target
.IsPlayer
:= True;
6870 if (g_GetUIDType(Target
.UID
) = UID_MONSTER
) and
6873 mon
:= g_Monsters_ByUID(Target
.UID
);
6876 Target
.X
:= mon
.Obj
.X
;
6877 Target
.Y
:= mon
.Obj
.Y
;
6879 Target
.cX
:= Target
.X
+ mon
.Obj
.Rect
.X
+ (mon
.Obj
.Rect
.Width
div 2);
6880 Target
.cY
:= Target
.Y
+ mon
.Obj
.Rect
.Y
+ (mon
.Obj
.Rect
.Height
div 2);
6881 Target
.Rect
:= mon
.Obj
.Rect
;
6882 Target
.Visible
:= g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
);
6883 Target
.Line
:= (y1
+4 < Target
.Y
+ mon
.Obj
.Rect
.Y
+ mon
.Obj
.Rect
.Height
) and
6884 (y1
-4 > Target
.Y
+ mon
.Obj
.Rect
.Y
);
6885 Target
.IsPlayer
:= False;
6892 begin // Öåëè íåò - îáíóëÿåì
6897 Target
.Visible
:= False;
6898 Target
.Line
:= False;
6899 Target
.IsPlayer
:= False;
6904 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6905 if (not Target
.Line
) or (not Target
.Visible
) then
6909 for a
:= 0 to High(gPlayers
) do
6910 if (gPlayers
[a
] <> nil) and (gPlayers
[a
].alive
) and
6911 (gPlayers
[a
].FUID
<> FUID
) and
6912 (not SameTeam(FUID
, gPlayers
[a
].FUID
)) and
6913 (not gPlayers
[a
].NoTarget
) and
6914 (gPlayers
[a
].FMegaRulez
[MR_INVIS
] < gTime
) then
6916 if not TargetOnScreen(gPlayers
[a
].FObj
.X
+ PLAYER_RECT
.X
,
6917 gPlayers
[a
].FObj
.Y
+ PLAYER_RECT
.Y
) then
6920 x2
:= gPlayers
[a
].FObj
.X
+ PLAYER_RECT_CX
;
6921 y2
:= gPlayers
[a
].FObj
.Y
+ PLAYER_RECT_CY
;
6923 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6924 if g_TraceVector(x1
, y1
, x2
, y2
) then
6926 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6927 SetLength(targets
, Length(targets
)+1);
6928 with targets
[High(targets
)] do
6930 UID
:= gPlayers
[a
].FUID
;
6931 X
:= gPlayers
[a
].FObj
.X
;
6932 Y
:= gPlayers
[a
].FObj
.Y
;
6935 Rect
:= PLAYER_RECT
;
6936 Dist
:= g_PatchLength(x1
, y1
, x2
, y2
);
6937 Line
:= (y1
+4 < Target
.Y
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
) and
6938 (y1
-4 > Target
.Y
+PLAYER_RECT
.Y
);
6946 if vsMonster
then g_Mons_ForEach(monsUpdate
);
6949 // Åñëè åñòü âîçìîæíûå öåëè:
6950 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6951 if targets
<> nil then
6953 // Âûáèðàåì íàèëó÷øóþ öåëü:
6954 BestTarget
:= targets
[0];
6955 if Length(targets
) > 1 then
6956 for a
:= 1 to High(targets
) do
6957 if Compare(BestTarget
, targets
[a
]) = 1 then
6958 BestTarget
:= targets
[a
];
6960 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6961 if ((not Target
.Visible
) and BestTarget
.Visible
and (Target
.UID
<> BestTarget
.UID
)) or
6962 ((not Target
.Line
) and BestTarget
.Line
and BestTarget
.Visible
) then
6964 Target
:= BestTarget
;
6966 if (Healthy() = 3) or ((Healthy() = 2)) then
6967 begin // Åñëè çäîðîâû - äîãîíÿåì
6968 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
> FObj
.X
)) then
6969 SetAIFlag('GORIGHT', '1');
6970 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
< FObj
.X
)) then
6971 SetAIFlag('GOLEFT', '1');
6974 begin // Åñëè ïîáèòû - óáåãàåì
6975 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
< FObj
.X
)) then
6976 SetAIFlag('GORIGHT', '1');
6977 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
> FObj
.X
)) then
6978 SetAIFlag('GOLEFT', '1');
6981 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6982 SelectWeapon(Abs(x1
-Target
.cX
));
6987 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6988 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6989 if Target
.UID
<> 0 then
6991 if not TargetOnScreen(Target
.X
+ Target
.Rect
.X
,
6992 Target
.Y
+ Target
.Rect
.Y
) then
6993 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6994 if (Healthy() = 3) or ((Healthy() = 2)) then
6995 begin // Åñëè çäîðîâû - äîãîíÿåì
6996 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
> FObj
.X
)) then
6997 SetAIFlag('GORIGHT', '1');
6998 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
< FObj
.X
)) then
6999 SetAIFlag('GOLEFT', '1');
7002 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
7004 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
< FObj
.X
)) then
7005 SetAIFlag('GORIGHT', '1');
7006 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
> FObj
.X
)) then
7007 SetAIFlag('GOLEFT', '1');
7011 begin // Öåëü ïîêà íà "ýêðàíå"
7012 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
7013 if g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
7014 FLastVisible
:= gTime
;
7015 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
7016 if (Abs(FObj
.Y
-Target
.Y
) <= 128) then
7018 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
> FObj
.X
)) then
7019 SetAIFlag('GORIGHT', '1');
7020 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
< FObj
.X
)) then
7021 SetAIFlag('GOLEFT', '1');
7025 // Âûáèðàåì óãîë ââåðõ:
7026 if FDirection
= TDirection
.D_LEFT
then
7027 angle
:= ANGLE_LEFTUP
7029 angle
:= ANGLE_RIGHTUP
;
7031 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7032 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7034 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
7035 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
7036 Target
.X
+Target
.Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128), //96
7037 Target
.Y
+Target
.Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
7038 Target
.Rect
.Width
, Target
.Rect
.Height
) and
7039 g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
7040 begin // òî íóæíî ñòðåëÿòü ââåðõ
7041 SetAIFlag('NEEDFIRE', '1');
7042 SetAIFlag('NEEDSEEUP', '1');
7045 // Âûáèðàåì óãîë âíèç:
7046 if FDirection
= TDirection
.D_LEFT
then
7047 angle
:= ANGLE_LEFTDOWN
7049 angle
:= ANGLE_RIGHTDOWN
;
7051 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7052 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7054 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
7055 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
7056 Target
.X
+Target
.Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
7057 Target
.Y
+Target
.Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
7058 Target
.Rect
.Width
, Target
.Rect
.Height
) and
7059 g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
7060 begin // òî íóæíî ñòðåëÿòü âíèç
7061 SetAIFlag('NEEDFIRE', '1');
7062 SetAIFlag('NEEDSEEDOWN', '1');
7065 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
7066 if Target
.Visible
and
7067 (y1
+4 < Target
.Y
+Target
.Rect
.Y
+Target
.Rect
.Height
) and
7068 (y1
-4 > Target
.Y
+Target
.Rect
.Y
) then
7070 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
7071 if ((FDirection
= TDirection
.D_LEFT
) and (Target
.X
< FObj
.X
)) or
7072 ((FDirection
= TDirection
.D_RIGHT
) and (Target
.X
> FObj
.X
)) then
7073 begin // òî íóæíî ñòðåëÿòü âïåðåä
7074 SetAIFlag('NEEDFIRE', '1');
7075 SetAIFlag('NEEDSEEDOWN', '');
7076 SetAIFlag('NEEDSEEUP', '');
7078 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
7079 if Abs(FObj
.X
-Target
.X
) < Trunc(gPlayerScreenSize
.X
*0.75) then
7080 if GetRnd(FDifficult
.CloseJump
) then
7081 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
7082 if Abs(FObj
.X
-Target
.X
) < 128 then
7086 if Random(a
) = 0 then
7087 SetAIFlag('NEEDJUMP', '1');
7091 // Åñëè öåëü âñå åùå åñòü:
7092 if Target
.UID
<> 0 then
7093 if gTime
-FLastVisible
> 2000 then // Åñëè âèäåëè äàâíî
7094 Target
.UID
:= 0 // òî çàáûòü öåëü
7095 else // Åñëè âèäåëè íåäàâíî
7096 begin // íî öåëü óáèëè
7097 if Target
.IsPlayer
then
7098 begin // Öåëü - èãðîê
7099 pla
:= g_Player_Get(Target
.UID
);
7100 if (pla
= nil) or (not pla
.alive
) or pla
.NoTarget
or
7101 (pla
.FMegaRulez
[MR_INVIS
] >= gTime
) then
7102 Target
.UID
:= 0; // òî çàáûòü öåëü
7105 begin // Öåëü - ìîíñòð
7106 mon
:= g_Monsters_ByUID(Target
.UID
);
7107 if (mon
= nil) or (not mon
.alive
) then
7108 Target
.UID
:= 0; // òî çàáûòü öåëü
7111 end; // if Target.UID <> 0
7113 FTargetUID
:= Target
.UID
;
7115 // Åñëè âîçìîæíûõ öåëåé íåò:
7116 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
7117 if targets
= nil then
7118 if GetAIFlag('ATTACKLEFT') <> '' then
7119 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
7120 RemoveAIFlag('ATTACKLEFT');
7122 SetAIFlag('NEEDJUMP', '1');
7124 if RunDirection() = TDirection
.D_RIGHT
then
7125 begin // Èäåì íå â òó ñòîðîíó
7126 if (Healthy() > 1) and GetRnd(FDifficult
.InvisFire
) then
7127 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
7128 SetAIFlag('NEEDFIRE', '1');
7129 SetAIFlag('GOLEFT', '1');
7133 begin // Èäåì â íóæíóþ ñòîðîíó
7134 if GetRnd(FDifficult
.InvisFire
) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7135 SetAIFlag('NEEDFIRE', '1');
7136 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7137 SetAIFlag('GORIGHT', '1');
7141 if GetAIFlag('ATTACKRIGHT') <> '' then
7142 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
7143 RemoveAIFlag('ATTACKRIGHT');
7145 SetAIFlag('NEEDJUMP', '1');
7147 if RunDirection() = TDirection
.D_LEFT
then
7148 begin // Èäåì íå â òó ñòîðîíó
7149 if (Healthy() > 1) and GetRnd(FDifficult
.InvisFire
) then
7150 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
7151 SetAIFlag('NEEDFIRE', '1');
7152 SetAIFlag('GORIGHT', '1');
7157 if GetRnd(FDifficult
.InvisFire
) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7158 SetAIFlag('NEEDFIRE', '1');
7159 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7160 SetAIFlag('GOLEFT', '1');
7164 //HACK! (does it belongs there?)
7165 RealizeCurrentWeapon();
7167 // Åñëè åñòü âîçìîæíûå öåëè:
7168 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
7169 if (targets
<> nil) and (GetAIFlag('NEEDFIRE') <> '') then
7170 for a
:= 0 to High(targets
) do
7172 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
7173 if GetRnd(FDifficult
.DiagFire
) then
7175 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
7176 if FDirection
= TDirection
.D_LEFT
then
7177 angle
:= ANGLE_LEFTUP
7179 angle
:= ANGLE_RIGHTUP
;
7181 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7182 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7184 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
7185 targets
[a
].X
+targets
[a
].Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
7186 targets
[a
].Y
+targets
[a
].Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
7187 targets
[a
].Rect
.Width
, targets
[a
].Rect
.Height
) and
7188 g_TraceVector(x1
, y1
, targets
[a
].cX
, targets
[a
].cY
) then
7190 SetAIFlag('NEEDFIRE', '1');
7191 SetAIFlag('NEEDSEEUP', '1');
7194 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
7195 if FDirection
= TDirection
.D_LEFT
then
7196 angle
:= ANGLE_LEFTDOWN
7198 angle
:= ANGLE_RIGHTDOWN
;
7200 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7201 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7203 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
7204 targets
[a
].X
+targets
[a
].Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
7205 targets
[a
].Y
+targets
[a
].Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
7206 targets
[a
].Rect
.Width
, targets
[a
].Rect
.Height
) and
7207 g_TraceVector(x1
, y1
, targets
[a
].cX
, targets
[a
].cY
) then
7209 SetAIFlag('NEEDFIRE', '1');
7210 SetAIFlag('NEEDSEEDOWN', '1');
7214 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
7215 if targets
[a
].Line
and targets
[a
].Visible
and
7216 (((FDirection
= TDirection
.D_LEFT
) and (targets
[a
].X
< FObj
.X
)) or
7217 ((FDirection
= TDirection
.D_RIGHT
) and (targets
[a
].X
> FObj
.X
))) then
7219 SetAIFlag('NEEDFIRE', '1');
7224 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
7225 if g_Weapon_Danger(FUID
, FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
,
7226 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
,
7227 40+GetInterval(FDifficult
.Cover
, 40)) then
7228 SetAIFlag('NEEDJUMP', '1');
7230 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
7231 ammo
:= GetAmmoByWeapon(FCurrWeap
);
7232 if ((FCurrWeap
= WEAPON_SHOTGUN2
) and (ammo
< 2)) or
7233 ((FCurrWeap
= WEAPON_BFG
) and (ammo
< 40)) or
7235 SetAIFlag('SELECTWEAPON', '1');
7237 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
7238 if GetAIFlag('SELECTWEAPON') = '1' then
7241 RemoveAIFlag('SELECTWEAPON');
7245 procedure TBot
.Update();
7258 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
7259 if (g_debug_BotAIOff
= 1) and (Team
= TEAM_RED
) then
7261 if (g_debug_BotAIOff
= 2) and (Team
= TEAM_BLUE
) then
7263 if g_debug_BotAIOff
= 3 then
7273 RealizeCurrentWeapon();
7280 procedure TBot
.ReleaseKey(Key
: Byte);
7289 function TBot
.KeyPressed(Key
: Word): Boolean;
7291 Result
:= FKeys
[Key
].Pressed
;
7294 function TBot
.GetAIFlag(aName
: String20
): String20
;
7300 aName
:= LowerCase(aName
);
7302 if FAIFlags
<> nil then
7303 for a
:= 0 to High(FAIFlags
) do
7304 if LowerCase(FAIFlags
[a
].Name
) = aName
then
7306 Result
:= FAIFlags
[a
].Value
;
7311 procedure TBot
.RemoveAIFlag(aName
: String20
);
7315 if FAIFlags
= nil then Exit
;
7317 aName
:= LowerCase(aName
);
7319 for a
:= 0 to High(FAIFlags
) do
7320 if LowerCase(FAIFlags
[a
].Name
) = aName
then
7322 if a
<> High(FAIFlags
) then
7323 for b
:= a
to High(FAIFlags
)-1 do
7324 FAIFlags
[b
] := FAIFlags
[b
+1];
7326 SetLength(FAIFlags
, Length(FAIFlags
)-1);
7331 procedure TBot
.SetAIFlag(aName
, fValue
: String20
);
7339 aName
:= LowerCase(aName
);
7341 if FAIFlags
<> nil then
7342 for a
:= 0 to High(FAIFlags
) do
7343 if LowerCase(FAIFlags
[a
].Name
) = aName
then
7349 if ok
then FAIFlags
[a
].Value
:= fValue
7352 SetLength(FAIFlags
, Length(FAIFlags
)+1);
7353 with FAIFlags
[High(FAIFlags
)] do
7361 procedure TBot
.UpdateMove
;
7363 procedure GoLeft(Time
: Word = 1);
7365 ReleaseKey(KEY_LEFT
);
7366 ReleaseKey(KEY_RIGHT
);
7367 PressKey(KEY_LEFT
, Time
);
7368 SetDirection(TDirection
.D_LEFT
);
7371 procedure GoRight(Time
: Word = 1);
7373 ReleaseKey(KEY_LEFT
);
7374 ReleaseKey(KEY_RIGHT
);
7375 PressKey(KEY_RIGHT
, Time
);
7376 SetDirection(TDirection
.D_RIGHT
);
7379 function Rnd(a
: Word): Boolean;
7381 Result
:= Random(a
) = 0;
7384 procedure Turn(Time
: Word = 1200);
7386 if RunDirection() = TDirection
.D_LEFT
then GoRight(Time
) else GoLeft(Time
);
7391 ReleaseKey(KEY_LEFT
);
7392 ReleaseKey(KEY_RIGHT
);
7395 function CanRunLeft(): Boolean;
7397 Result
:= not CollideLevel(-1, 0);
7400 function CanRunRight(): Boolean;
7402 Result
:= not CollideLevel(1, 0);
7405 function CanRun(): Boolean;
7407 if RunDirection() = TDirection
.D_LEFT
then Result
:= CanRunLeft() else Result
:= CanRunRight();
7410 procedure Jump(Time
: Word = 30);
7412 PressKey(KEY_JUMP
, Time
);
7415 function NearHole(): Boolean;
7419 { TODO 5 : Ëåñòíèöû }
7420 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
7421 for x
:= 1 to PLAYER_RECT
.Width
do
7422 if (not StayOnStep(x
*sx
, 0)) and
7423 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
7424 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
7433 function BorderHole(): Boolean;
7437 { TODO 5 : Ëåñòíèöû }
7438 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
7439 for x
:= 1 to PLAYER_RECT
.Width
do
7440 if (not StayOnStep(x
*sx
, 0)) and
7441 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
7442 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
7444 for xx
:= x
to x
+32 do
7445 if CollideLevel(xx
*sx
, PLAYER_RECT
.Height
) then
7455 function NearDeepHole(): Boolean;
7461 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
7464 for x
:= 1 to PLAYER_RECT
.Width
do
7465 if (not StayOnStep(x
*sx
, 0)) and
7466 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
7467 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
7469 while FObj
.Y
+y
*PLAYER_RECT
.Height
< gMapInfo
.Height
do
7471 if CollideLevel(x
*sx
, PLAYER_RECT
.Height
*y
) then Exit
;
7476 end else Result
:= False;
7479 function OverDeepHole(): Boolean;
7486 while FObj
.Y
+y
*PLAYER_RECT
.Height
< gMapInfo
.Height
do
7488 if CollideLevel(0, PLAYER_RECT
.Height
*y
) then Exit
;
7495 function OnGround(): Boolean;
7497 Result
:= StayOnStep(0, 0) or CollideLevel(0, 1);
7500 function OnLadder(): Boolean;
7502 Result
:= FullInStep(0, 0);
7505 function BelowLadder(): Boolean;
7507 Result
:= (FullInStep(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
) and
7508 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
)) or
7509 (FullInStep(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
) and
7510 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
));
7513 function BelowLiftUp(): Boolean;
7515 Result
:= ((FullInLift(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
) = -1) and
7516 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
)) or
7517 ((FullInLift(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
) = -1) and
7518 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
));
7521 function OnTopLift(): Boolean;
7523 Result
:= (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7526 function CanJumpOver(): Boolean;
7530 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
7534 if not CollideLevel(sx
, 0) then Exit
;
7536 for y
:= 1 to BOT_MAXJUMP
do
7537 if CollideLevel(0, -y
) then Exit
else
7538 if not CollideLevel(sx
, -y
) then
7545 function CanJumpUp(Dist
: ShortInt): Boolean;
7552 if CollideLevel(Dist
, 0) then Exit
;
7555 for y
:= 0 to BOT_MAXJUMP
do
7556 if CollideLevel(Dist
, -y
) then
7565 for yy
:= y
+1 to BOT_MAXJUMP
do
7566 if not CollideLevel(Dist
, -yy
) then
7575 for y
:= 0 to BOT_MAXJUMP
do
7576 if CollideLevel(0, -y
) then
7584 if y
< yy
then Exit
;
7589 function IsSafeTrigger(): Boolean;
7594 if gTriggers
= nil then
7596 for a
:= 0 to High(gTriggers
) do
7597 if Collide(gTriggers
[a
].X
,
7600 gTriggers
[a
].Height
) and
7601 (gTriggers
[a
].TriggerType
in [TRIGGER_EXIT
, TRIGGER_CLOSEDOOR
,
7602 TRIGGER_CLOSETRAP
, TRIGGER_TRAP
,
7603 TRIGGER_PRESS
, TRIGGER_ON
, TRIGGER_OFF
,
7604 TRIGGER_ONOFF
, TRIGGER_SPAWNMONSTER
,
7605 TRIGGER_DAMAGE
, TRIGGER_SHOT
]) then
7610 // Âîçìîæíî, íàæèìàåì êíîïêó:
7611 if Rnd(16) and IsSafeTrigger() then
7614 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7615 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7617 ReleaseKey(KEY_LEFT
);
7618 ReleaseKey(KEY_RIGHT
);
7622 // Èäåì âëåâî, åñëè íàäî áûëî:
7623 if GetAIFlag('GOLEFT') <> '' then
7625 RemoveAIFlag('GOLEFT');
7626 if CanRunLeft() then
7630 // Èäåì âïðàâî, åñëè íàäî áûëî:
7631 if GetAIFlag('GORIGHT') <> '' then
7633 RemoveAIFlag('GORIGHT');
7634 if CanRunRight() then
7638 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7639 if FObj
.X
< -32 then
7642 if FObj
.X
+32 > gMapInfo
.Width
then
7645 // Ïðûãàåì, åñëè íàäî áûëî:
7646 if GetAIFlag('NEEDJUMP') <> '' then
7649 RemoveAIFlag('NEEDJUMP');
7652 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7653 if GetAIFlag('NEEDSEEUP') <> '' then
7656 ReleaseKey(KEY_DOWN
);
7657 PressKey(KEY_UP
, 20);
7658 RemoveAIFlag('NEEDSEEUP');
7661 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7662 if GetAIFlag('NEEDSEEDOWN') <> '' then
7665 ReleaseKey(KEY_DOWN
);
7666 PressKey(KEY_DOWN
, 20);
7667 RemoveAIFlag('NEEDSEEDOWN');
7670 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7671 if GetAIFlag('GOINHOLE') <> '' then
7672 if not OnGround() then
7674 ReleaseKey(KEY_LEFT
);
7675 ReleaseKey(KEY_RIGHT
);
7676 RemoveAIFlag('GOINHOLE');
7677 SetAIFlag('FALLINHOLE', '1');
7680 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7681 if GetAIFlag('FALLINHOLE') <> '' then
7683 RemoveAIFlag('FALLINHOLE');
7685 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7686 if not (KeyPressed(KEY_LEFT
) or KeyPressed(KEY_RIGHT
)) then
7687 if GetAIFlag('FALLINHOLE') = '' then
7688 if (not OnLadder()) or (FObj
.Vel
.Y
>= 0) or (OnTopLift()) then
7694 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7696 CanJumpUp(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*32) and
7700 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7701 if OnGround() and NearHole() then
7702 if NearDeepHole() then // Åñëè ýòî áåçäíà
7704 0..3: Turn(); // Áåæèì îáðàòíî
7705 4: Jump(); // Ïðûãàåì
7706 5: begin // Ïðûãàåì îáðàòíî
7711 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7712 if GetAIFlag('GOINHOLE') = '' then
7714 0: Turn(); // Íå íóæíî òóäà
7715 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7716 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7717 if BorderHole() then
7718 SetAIFlag('GOINHOLE', '1');
7721 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7722 if (not CanRun()) and OnGround() then
7724 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7725 if CanJumpOver() or OnLadder() then
7727 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7728 if Random(2) = 0 then
7730 if IsSafeTrigger() then
7736 // Îñòàëîñü ìàëî âîçäóõà:
7737 if FAir
< 36 * 2 then
7740 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7741 if (FMegaRulez
[MR_SUIT
] < gTime
) and ((FLastHit
= HIT_ACID
) or (Healthy() <= 1)) then
7742 if BodyInAcid(0, 0) then
7746 function TBot
.FullInStep(XInc
, YInc
: Integer): Boolean;
7748 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
7749 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
, PANEL_STEP
, False);
7752 {function TBot.NeedItem(Item: Byte): Byte;
7757 procedure TBot
.SelectWeapon(Dist
: Integer);
7761 function HaveAmmo(weapon
: Byte): Boolean;
7764 WEAPON_PISTOL
: Result
:= FAmmo
[A_BULLETS
] >= 1;
7765 WEAPON_SHOTGUN1
: Result
:= FAmmo
[A_SHELLS
] >= 1;
7766 WEAPON_SHOTGUN2
: Result
:= FAmmo
[A_SHELLS
] >= 2;
7767 WEAPON_CHAINGUN
: Result
:= FAmmo
[A_BULLETS
] >= 10;
7768 WEAPON_ROCKETLAUNCHER
: Result
:= FAmmo
[A_ROCKETS
] >= 1;
7769 WEAPON_PLASMA
: Result
:= FAmmo
[A_CELLS
] >= 10;
7770 WEAPON_BFG
: Result
:= FAmmo
[A_CELLS
] >= 40;
7771 WEAPON_SUPERPULEMET
: Result
:= FAmmo
[A_SHELLS
] >= 1;
7772 WEAPON_FLAMETHROWER
: Result
:= FAmmo
[A_FUEL
] >= 1;
7773 else Result
:= True;
7778 if Dist
= -1 then Dist
:= BOT_LONGDIST
;
7780 if Dist
> BOT_LONGDIST
then
7781 begin // Äàëüíèé áîé
7783 if FWeapon
[FDifficult
.WeaponPrior
[a
]] and HaveAmmo(FDifficult
.WeaponPrior
[a
]) then
7785 FSelectedWeapon
:= FDifficult
.WeaponPrior
[a
];
7789 else //if Dist > BOT_UNSAFEDIST then
7790 begin // Áëèæíèé áîé
7792 if FWeapon
[FDifficult
.CloseWeaponPrior
[a
]] and HaveAmmo(FDifficult
.CloseWeaponPrior
[a
]) then
7794 FSelectedWeapon
:= FDifficult
.CloseWeaponPrior
[a
];
7801 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7803 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7809 function TBot
.PickItem(ItemType
: Byte; force
: Boolean; var remove
: Boolean): Boolean;
7811 Result
:= inherited PickItem(ItemType
, force
, remove
);
7813 if Result
then SetAIFlag('SELECTWEAPON', '1');
7816 function TBot
.Heal(value
: Word; Soft
: Boolean): Boolean;
7818 Result
:= inherited Heal(value
, Soft
);
7821 function TBot
.Healthy(): Byte;
7823 if FMegaRulez
[MR_INVUL
] >= gTime
then Result
:= 3
7824 else if (FHealth
> 80) or ((FHealth
> 50) and (FArmor
> 20)) then Result
:= 3
7825 else if (FHealth
> 50) then Result
:= 2
7826 else if (FHealth
> 20) then Result
:= 1
7830 function TBot
.TargetOnScreen(TX
, TY
: Integer): Boolean;
7832 Result
:= (Abs(FObj
.X
-TX
) <= Trunc(gPlayerScreenSize
.X
*0.6)) and
7833 (Abs(FObj
.Y
-TY
) <= Trunc(gPlayerScreenSize
.Y
*0.6));
7836 procedure TBot
.OnDamage(Angle
: SmallInt);
7844 if (Angle
= 0) or (Angle
= 180) then
7847 if (g_GetUIDType(FLastSpawnerUID
) = UID_PLAYER
) and
7848 LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSPLAYER
) then
7850 pla
:= g_Player_Get(FLastSpawnerUID
);
7851 ok
:= not TargetOnScreen(pla
.FObj
.X
+ PLAYER_RECT
.X
,
7852 pla
.FObj
.Y
+ PLAYER_RECT
.Y
);
7855 if (g_GetUIDType(FLastSpawnerUID
) = UID_MONSTER
) and
7856 LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSMONSTER
) then
7858 mon
:= g_Monsters_ByUID(FLastSpawnerUID
);
7859 ok
:= not TargetOnScreen(mon
.Obj
.X
+ mon
.Obj
.Rect
.X
,
7860 mon
.Obj
.Y
+ mon
.Obj
.Rect
.Y
);
7865 SetAIFlag('ATTACKLEFT', '1')
7867 SetAIFlag('ATTACKRIGHT', '1');
7871 function TBot
.RunDirection(): TDirection
;
7873 if Abs(Vel
.X
) >= 1 then
7875 if Vel
.X
> 0 then Result
:= TDirection
.D_RIGHT
else Result
:= TDirection
.D_LEFT
;
7877 Result
:= FDirection
;
7880 function TBot
.GetRnd(a
: Byte): Boolean;
7882 if a
= 0 then Result
:= False
7883 else if a
= 255 then Result
:= True
7884 else Result
:= Random(256) > 255-a
;
7887 function TBot
.GetInterval(a
: Byte; radius
: SmallInt): SmallInt;
7889 Result
:= Round((255-a
)/255*radius
*(Random(2)-1));
7893 procedure TDifficult
.save (st
: TStream
);
7895 utils
.writeInt(st
, Byte(DiagFire
));
7896 utils
.writeInt(st
, Byte(InvisFire
));
7897 utils
.writeInt(st
, Byte(DiagPrecision
));
7898 utils
.writeInt(st
, Byte(FlyPrecision
));
7899 utils
.writeInt(st
, Byte(Cover
));
7900 utils
.writeInt(st
, Byte(CloseJump
));
7901 st
.WriteBuffer(WeaponPrior
[Low(WeaponPrior
)], sizeof(WeaponPrior
));
7902 st
.WriteBuffer(CloseWeaponPrior
[Low(CloseWeaponPrior
)], sizeof(CloseWeaponPrior
));
7905 procedure TDifficult
.load (st
: TStream
);
7907 DiagFire
:= utils
.readByte(st
);
7908 InvisFire
:= utils
.readByte(st
);
7909 DiagPrecision
:= utils
.readByte(st
);
7910 FlyPrecision
:= utils
.readByte(st
);
7911 Cover
:= utils
.readByte(st
);
7912 CloseJump
:= utils
.readByte(st
);
7913 st
.ReadBuffer(WeaponPrior
[Low(WeaponPrior
)], sizeof(WeaponPrior
));
7914 st
.ReadBuffer(CloseWeaponPrior
[Low(CloseWeaponPrior
)], sizeof(CloseWeaponPrior
));
7918 procedure TBot
.SaveState (st
: TStream
);
7923 inherited SaveState(st
);
7924 utils
.writeSign(st
, 'BOT0');
7926 utils
.writeInt(st
, Byte(FSelectedWeapon
));
7928 utils
.writeInt(st
, Word(FTargetUID
));
7929 // Âðåìÿ ïîòåðè öåëè
7930 utils
.writeInt(st
, LongWord(FLastVisible
));
7931 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7932 dw
:= Length(FAIFlags
);
7933 utils
.writeInt(st
, LongInt(dw
));
7935 for i
:= 0 to dw
-1 do
7937 utils
.writeStr(st
, FAIFlags
[i
].Name
, 20);
7938 utils
.writeStr(st
, FAIFlags
[i
].Value
, 20);
7940 // Íàñòðîéêè ñëîæíîñòè
7941 FDifficult
.save(st
);
7945 procedure TBot
.LoadState (st
: TStream
);
7950 inherited LoadState(st
);
7951 if not utils
.checkSign(st
, 'BOT0') then raise XStreamError
.Create('invalid bot signature');
7953 FSelectedWeapon
:= utils
.readByte(st
);
7955 FTargetUID
:= utils
.readWord(st
);
7956 // Âðåìÿ ïîòåðè öåëè
7957 FLastVisible
:= utils
.readLongWord(st
);
7958 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7959 dw
:= utils
.readLongInt(st
);
7960 if (dw
< 0) or (dw
> 16384) then raise XStreamError
.Create('invalid number of bot AI flags');
7961 SetLength(FAIFlags
, dw
);
7963 for i
:= 0 to dw
-1 do
7965 FAIFlags
[i
].Name
:= utils
.readStr(st
, 20);
7966 FAIFlags
[i
].Value
:= utils
.readStr(st
, 20);
7968 // Íàñòðîéêè ñëîæíîñòè
7969 FDifficult
.load(st
);
7974 conRegVar('cheat_berserk_autoswitch', @gBerserkAutoswitch
, 'autoswitch to fist when berserk pack taken', '', true, true);
7975 conRegVar('player_indicator', @gPlayerIndicator
, 'Draw indicator only for current player, also for teammates, or not at all', 'Draw indicator only for current player, also for teammates, or not at all');
7976 conRegVar('player_indicator_style', @gPlayerIndicatorStyle
, 'Visual appearance of indicator', 'Visual appearance of indicator');