1 (* Copyright (C) Doom 2D: Forever Developers
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, either version 3 of the License, or
6 * (at your option) any later version.
8 * This program is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 * GNU General Public License for more details.
13 * You should have received a copy of the GNU General Public License
14 * along with this program. If not, see <http://www.gnu.org/licenses/>.
16 {$INCLUDE ../shared/a_modes.inc}
24 {$IFDEF USE_MEMPOOL}mempool
,{$ENDIF}
25 e_graphics
, g_playermodel
, g_basic
, g_textures
,
26 g_weapons
, g_phys
, g_sound
, g_saveload
, MAPDEF
,
59 AmmoLimits
: Array [0..1] of Array [A_BULLETS
..A_HIGH
] of Word =
60 ((200, 50, 50, 300, 100),
61 (400, 100, 100, 600, 200));
82 ANGLE_NONE
= Low(SmallInt);
84 CORPSE_STATE_REMOVEME
= 0;
85 CORPSE_STATE_NORMAL
= 1;
86 CORPSE_STATE_MESS
= 2;
88 PLAYER_RECT
: TRectWH
= (X
:15; Y
:12; Width
:34; Height
:52);
89 PLAYER_RECT_CX
= 15+(34 div 2);
90 PLAYER_RECT_CY
= 12+(52 div 2);
91 PLAYER_CORPSERECT
: TRectWH
= (X
:15; Y
:48; Width
:34; Height
:16);
94 PLAYER_HP_LIMIT
= 200;
96 PLAYER_AP_LIMIT
= 200;
99 PLAYER1_DEF_COLOR
: TRGB
= (R
:64; G
:175; B
:48);
100 PLAYER2_DEF_COLOR
: TRGB
= (R
:96; G
:96; B
:96);
116 TPlayerStatArray
= Array of TPlayerStat
;
118 TPlayerSavedState
= record
126 Ammo
: Array [A_BULLETS
..A_HIGH
] of Word;
127 MaxAmmo
: Array [A_BULLETS
..A_HIGH
] of Word;
128 Weapon
: Array [WP_FIRST
..WP_LAST
] of Boolean;
129 Rulez
: Set of R_ITEM_BACKPACK
..R_BERSERK
;
138 TPlayer
= class{$IFDEF USE_MEMPOOL}(TPoolObject
){$ENDIF}
146 FDirection
: TDirection
;
154 FMonsterKills
: Integer;
160 FCanJetpack
: Boolean;
166 FNextWeapDelay
: Byte; // frames
167 FBFGFireCounter
: SmallInt;
168 FLastSpawnerUID
: Word;
172 FSpectatePlayer
: Integer;
173 FFirePainTime
: Integer;
176 FSavedState
: TPlayerSavedState
;
178 FModel
: TPlayerModel
;
179 FPunchAnim
: TAnimation
;
182 FActionForce
: Boolean;
183 FActionChanged
: Boolean;
185 FFireAngle
: SmallInt;
187 FShellTimer
: Integer;
189 FSawSound
: TPlayableSound
;
190 FSawSoundIdle
: TPlayableSound
;
191 FSawSoundHit
: TPlayableSound
;
192 FSawSoundSelect
: TPlayableSound
;
193 FJetSoundOn
: TPlayableSound
;
194 FJetSoundOff
: TPlayableSound
;
195 FJetSoundFly
: TPlayableSound
;
199 FJustTeleported
: Boolean;
201 mEDamageType
: Integer;
204 function CollideLevel(XInc
, YInc
: Integer): Boolean;
205 function StayOnStep(XInc
, YInc
: Integer): Boolean;
206 function HeadInLiquid(XInc
, YInc
: Integer): Boolean;
207 function BodyInLiquid(XInc
, YInc
: Integer): Boolean;
208 function BodyInAcid(XInc
, YInc
: Integer): Boolean;
209 function FullInLift(XInc
, YInc
: Integer): Integer;
210 {procedure CollideItem();}
211 procedure FlySmoke(Times
: DWORD
= 1);
212 procedure OnFireFlame(Times
: DWORD
= 1);
213 function GetAmmoByWeapon(Weapon
: Byte): Word;
214 procedure SetAction(Action
: Byte; Force
: Boolean = False);
215 procedure OnDamage(Angle
: SmallInt); virtual;
216 function firediry(): Integer;
219 procedure Run(Direction
: TDirection
);
220 procedure NextWeapon();
221 procedure PrevWeapon();
228 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
229 procedure resetWeaponQueue ();
230 function hasAmmoForWeapon (weapon
: Byte): Boolean;
232 procedure doDamage (v
: Integer);
235 FDamageBuffer
: Integer;
237 FAmmo
: Array [A_BULLETS
..A_HIGH
] of Word;
238 FMaxAmmo
: Array [A_BULLETS
..A_HIGH
] of Word;
239 FWeapon
: Array [WP_FIRST
..WP_LAST
] of Boolean;
240 FRulez
: Set of R_ITEM_BACKPACK
..R_BERSERK
;
242 FMegaRulez
: Array [MR_SUIT
..MR_MAX
] of DWORD
;
243 FReloading
: Array [WP_FIRST
..WP_LAST
] of Word;
244 FTime
: Array [T_RESPAWN
..T_FLAGCAP
] of DWORD
;
245 FKeys
: Array [KEY_LEFT
..KEY_CHAT
] of TKeyState
;
247 FPreferredTeam
: Byte;
250 FWantsInGame
: Boolean;
254 FActualModelName
: string;
261 // debug: viewport offset
262 viewPortX
, viewPortY
, viewPortW
, viewPortH
: Integer;
264 function isValidViewPort (): Boolean; inline;
266 constructor Create(); virtual;
267 destructor Destroy(); override;
268 procedure Respawn(Silent
: Boolean; Force
: Boolean = False); virtual;
269 function GetRespawnPoint(): Byte;
270 procedure PressKey(Key
: Byte; Time
: Word = 1);
271 procedure ReleaseKeys();
272 procedure SetModel(ModelName
: String);
273 procedure SetColor(Color
: TRGB
);
274 procedure SetWeapon(W
: Byte);
275 function IsKeyPressed(K
: Byte): Boolean;
276 function GetKeys(): Byte;
277 function PickItem(ItemType
: Byte; arespawn
: Boolean; var remove
: Boolean): Boolean; virtual;
278 function Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean; overload
;
279 function Collide(Panel
: TPanel
): Boolean; overload
;
280 function Collide(X
, Y
: Integer): Boolean; overload
;
281 procedure SetDirection(Direction
: TDirection
);
282 procedure GetSecret();
283 function TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
285 procedure Push(vx
, vy
: Integer);
286 procedure ChangeModel(ModelName
: String);
287 procedure SwitchTeam
;
288 procedure ChangeTeam(Team
: Byte);
290 function GetFlag(Flag
: Byte): Boolean;
291 procedure SetFlag(Flag
: Byte);
292 function DropFlag(): Boolean;
293 procedure AllRulez(Health
: Boolean);
294 procedure RestoreHealthArmor();
295 procedure FragCombo();
296 procedure GiveItem(ItemType
: Byte);
297 procedure Damage(value
: Word; SpawnerUID
: Word; vx
, vy
: Integer; t
: Byte); virtual;
298 function Heal(value
: Word; Soft
: Boolean): Boolean; virtual;
299 procedure MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
300 procedure MakeBloodSimple(Count
: Word);
301 procedure Kill(KillType
: Byte; SpawnerUID
: Word; t
: Byte);
302 procedure Reset(Force
: Boolean);
303 procedure Spectate(NoMove
: Boolean = False);
304 procedure SwitchNoClip
;
305 procedure SoftReset();
306 procedure Draw(); virtual;
307 procedure DrawPain();
308 procedure DrawPickup();
309 procedure DrawRulez();
311 procedure DrawBubble();
313 procedure Update(); virtual;
314 procedure RememberState();
315 procedure RecallState();
316 procedure SaveState (st
: TStream
); virtual;
317 procedure LoadState (st
: TStream
); virtual;
318 procedure PauseSounds(Enable
: Boolean);
319 procedure NetFire(Wpn
: Byte; X
, Y
, AX
, AY
: Integer; WID
: Integer = -1);
320 procedure DoLerp(Level
: Integer = 2);
321 procedure SetLerp(XTo
, YTo
: Integer);
322 procedure QueueWeaponSwitch(Weapon
: Byte);
323 procedure RealizeCurrentWeapon();
325 procedure JetpackOff
;
326 procedure CatchFire(Attacker
: Word);
328 //WARNING! this does nothing for now, but still call it!
329 procedure positionChanged (); //WARNING! call this after entity position was changed, or coldet will not work right!
331 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
332 procedure moveBy (dx
, dy
: Integer); inline;
335 property Vel
: TPoint2i read FObj
.Vel
;
336 property Obj
: TObj read FObj
;
338 property Name
: String read FName write FName
;
339 property Model
: TPlayerModel read FModel
;
340 property Health
: Integer read FHealth write FHealth
;
341 property Lives
: Byte read FLives write FLives
;
342 property Armor
: Integer read FArmor write FArmor
;
343 property Air
: Integer read FAir write FAir
;
344 property JetFuel
: Integer read FJetFuel write FJetFuel
;
345 property Frags
: Integer read FFrags write FFrags
;
346 property Death
: Integer read FDeath write FDeath
;
347 property Kills
: Integer read FKills write FKills
;
348 property CurrWeap
: Byte read FCurrWeap write FCurrWeap
;
349 property MonsterKills
: Integer read FMonsterKills write FMonsterKills
;
350 property Secrets
: Integer read FSecrets
;
351 property GodMode
: Boolean read FGodMode write FGodMode
;
352 property NoTarget
: Boolean read FNoTarget write FNoTarget
;
353 property NoReload
: Boolean read FNoReload write FNoReload
;
354 property alive
: Boolean read FAlive write FAlive
;
355 property Flag
: Byte read FFlag
;
356 property Team
: Byte read FTeam write FTeam
;
357 property Direction
: TDirection read FDirection
;
358 property GameX
: Integer read FObj
.X write FObj
.X
;
359 property GameY
: Integer read FObj
.Y write FObj
.Y
;
360 property GameVelX
: Integer read FObj
.Vel
.X write FObj
.Vel
.X
;
361 property GameVelY
: Integer read FObj
.Vel
.Y write FObj
.Vel
.Y
;
362 property GameAccelX
: Integer read FObj
.Accel
.X write FObj
.Accel
.X
;
363 property GameAccelY
: Integer read FObj
.Accel
.Y write FObj
.Accel
.Y
;
364 property IncCam
: Integer read FIncCam write FIncCam
;
365 property UID
: Word read FUID write FUID
;
366 property JustTeleported
: Boolean read FJustTeleported write FJustTeleported
;
367 property NetTime
: LongWord read FNetTime write FNetTime
;
370 property eName
: String read FName write FName
;
371 property eHealth
: Integer read FHealth write FHealth
;
372 property eLives
: Byte read FLives write FLives
;
373 property eArmor
: Integer read FArmor write FArmor
;
374 property eAir
: Integer read FAir write FAir
;
375 property eJetFuel
: Integer read FJetFuel write FJetFuel
;
376 property eFrags
: Integer read FFrags write FFrags
;
377 property eDeath
: Integer read FDeath write FDeath
;
378 property eKills
: Integer read FKills write FKills
;
379 property eCurrWeap
: Byte read FCurrWeap write FCurrWeap
;
380 property eMonsterKills
: Integer read FMonsterKills write FMonsterKills
;
381 property eSecrets
: Integer read FSecrets write FSecrets
;
382 property eGodMode
: Boolean read FGodMode write FGodMode
;
383 property eNoTarget
: Boolean read FNoTarget write FNoTarget
;
384 property eNoReload
: Boolean read FNoReload write FNoReload
;
385 property eAlive
: Boolean read FAlive write FAlive
;
386 property eFlag
: Byte read FFlag
;
387 property eTeam
: Byte read FTeam write FTeam
;
388 property eDirection
: TDirection read FDirection
;
389 property eGameX
: Integer read FObj
.X write FObj
.X
;
390 property eGameY
: Integer read FObj
.Y write FObj
.Y
;
391 property eGameVelX
: Integer read FObj
.Vel
.X write FObj
.Vel
.X
;
392 property eGameVelY
: Integer read FObj
.Vel
.Y write FObj
.Vel
.Y
;
393 property eGameAccelX
: Integer read FObj
.Accel
.X write FObj
.Accel
.X
;
394 property eGameAccelY
: Integer read FObj
.Accel
.Y write FObj
.Accel
.Y
;
395 property eIncCam
: Integer read FIncCam write FIncCam
;
396 property eUID
: Word read FUID
;
397 property eJustTeleported
: Boolean read FJustTeleported
;
398 property eNetTime
: LongWord read FNetTime
;
400 // set this before assigning something to `eDamage`
401 property eDamageType
: Integer read mEDamageType write mEDamageType
;
402 property eDamage
: Integer write doDamage
;
413 WeaponPrior
: packed array [WP_FIRST
..WP_LAST
] of Byte;
414 CloseWeaponPrior
: packed array [WP_FIRST
..WP_LAST
] of Byte;
415 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
418 procedure save (st
: TStream
);
419 procedure load (st
: TStream
);
427 TBot
= class(TPlayer
)
429 FSelectedWeapon
: Byte;
432 FAIFlags
: Array of TAIFlag
;
433 FDifficult
: TDifficult
;
435 function GetRnd(a
: Byte): Boolean;
436 function GetInterval(a
: Byte; radius
: SmallInt): SmallInt;
437 function RunDirection(): TDirection
;
438 function FullInStep(XInc
, YInc
: Integer): Boolean;
439 //function NeedItem(Item: Byte): Byte;
440 procedure SelectWeapon(Dist
: Integer);
441 procedure SetAIFlag(aName
, fValue
: String20
);
442 function GetAIFlag(aName
: String20
): String20
;
443 procedure RemoveAIFlag(aName
: String20
);
444 function Healthy(): Byte;
445 procedure UpdateMove();
446 procedure UpdateCombat();
447 function KeyPressed(Key
: Word): Boolean;
448 procedure ReleaseKey(Key
: Byte);
449 function TargetOnScreen(TX
, TY
: Integer): Boolean;
450 procedure OnDamage(Angle
: SmallInt); override;
453 procedure Respawn(Silent
: Boolean; Force
: Boolean = False); override;
454 constructor Create(); override;
455 destructor Destroy(); override;
456 procedure Draw(); override;
457 function PickItem(ItemType
: Byte; force
: Boolean; var remove
: Boolean): Boolean; override;
458 function Heal(value
: Word; Soft
: Boolean): Boolean; override;
459 procedure Update(); override;
460 procedure SaveState (st
: TStream
); override;
461 procedure LoadState (st
: TStream
); override;
473 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
474 procedure moveBy (dx
, dy
: Integer); inline;
476 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
490 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
491 procedure moveBy (dx
, dy
: Integer); inline;
493 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
496 TCorpse
= class{$IFDEF USE_MEMPOOL}(TPoolObject
){$ENDIF}
504 FAnimation
: TAnimation
;
505 FAnimationMask
: TAnimation
;
508 constructor Create(X
, Y
: Integer; ModelName
: String; aMess
: Boolean);
509 destructor Destroy(); override;
510 procedure Damage(Value
: Word; vx
, vy
: Integer);
513 procedure SaveState (st
: TStream
);
514 procedure LoadState (st
: TStream
);
516 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
517 procedure moveBy (dx
, dy
: Integer); inline;
519 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
521 function ObjPtr (): PObj
; inline;
523 property Obj
: TObj read FObj
; // copies object
524 property State
: Byte read FState
;
525 property Mess
: Boolean read FMess
;
528 TTeamStat
= Array [TEAM_RED
..TEAM_BLUE
] of
534 gPlayers
: Array of TPlayer
;
535 gCorpses
: Array of TCorpse
;
536 gGibs
: Array of TGib
;
537 gShells
: Array of TShell
;
538 gTeamStat
: TTeamStat
;
539 gFly
: Boolean = False;
540 gAimLine
: Boolean = False;
541 gChatBubble
: Byte = 0;
545 MAX_RUNVEL
: Integer = 8;
546 VEL_JUMP
: Integer = 10;
547 SHELL_TIMEOUT
: Cardinal = 60000;
549 function Lerp(X
, Y
, Factor
: Integer): Integer;
551 procedure g_Gibs_SetMax(Count
: Word);
552 function g_Gibs_GetMax(): Word;
553 procedure g_Corpses_SetMax(Count
: Word);
554 function g_Corpses_GetMax(): Word;
555 procedure g_Shells_SetMax(Count
: Word);
556 function g_Shells_GetMax(): Word;
558 procedure g_Player_Init();
559 procedure g_Player_Free();
560 function g_Player_Create(ModelName
: String; Color
: TRGB
; Team
: Byte; Bot
: Boolean): Word;
561 function g_Player_CreateFromState (st
: TStream
): Word;
562 procedure g_Player_Remove(UID
: Word);
563 procedure g_Player_ResetTeams();
564 procedure g_Player_UpdateAll();
565 procedure g_Player_DrawAll();
566 procedure g_Player_DrawDebug(p
: TPlayer
);
567 procedure g_Player_DrawHealth();
568 procedure g_Player_RememberAll();
569 procedure g_Player_ResetAll(Force
, Silent
: Boolean);
570 function g_Player_Get(UID
: Word): TPlayer
;
571 function g_Player_GetCount(): Byte;
572 function g_Player_GetStats(): TPlayerStatArray
;
573 function g_Player_ValidName(Name
: String): Boolean;
574 procedure g_Player_CreateCorpse(Player
: TPlayer
);
575 procedure g_Player_CreateGibs(fX
, fY
: Integer; ModelName
: String; fColor
: TRGB
);
576 procedure g_Player_CreateShell(fX
, fY
, dX
, dY
: Integer; T
: Byte);
577 procedure g_Player_UpdatePhysicalObjects();
578 procedure g_Player_DrawCorpses();
579 procedure g_Player_DrawShells();
580 procedure g_Player_RemoveAllCorpses();
581 procedure g_Player_Corpses_SaveState (st
: TStream
);
582 procedure g_Player_Corpses_LoadState (st
: TStream
);
583 procedure g_Bot_Add(Team
, Difficult
: Byte);
584 procedure g_Bot_AddList(Team
: Byte; lname
: ShortString; num
: Integer = -1);
585 procedure g_Bot_MixNames();
586 procedure g_Bot_RemoveAll();
596 e_log
, g_map
, g_items
, g_console
, g_gfx
, Math
,
597 g_options
, g_triggers
, g_menu
, g_game
, g_grid
,
598 wadreader
, g_main
, g_monsters
, CONFIG
, g_language
,
599 g_net
, g_netmsg
, g_window
, g_holmes
,
602 const PLR_SAVE_VERSION
= 0;
612 diag_precision
: Byte;
616 w_prior1
: Array [WP_FIRST
..WP_LAST
] of Byte;
617 w_prior2
: Array [WP_FIRST
..WP_LAST
] of Byte;
618 w_prior3
: Array [WP_FIRST
..WP_LAST
] of Byte;
622 TIME_RESPAWN1
= 1500;
623 TIME_RESPAWN2
= 2000;
624 TIME_RESPAWN3
= 3000;
627 JET_MAX
= 540; // ~30 sec
628 PLAYER_SUIT_TIME
= 30000;
629 PLAYER_INVUL_TIME
= 30000;
630 PLAYER_INVIS_TIME
= 35000;
631 FRAG_COMBO_TIME
= 3000;
635 ANGLE_RIGHTDOWN
= -35;
637 ANGLE_LEFTDOWN
= -145;
638 PLAYER_HEADRECT
: TRectWH
= (X
:24; Y
:12; Width
:20; Height
:12);
639 WEAPONPOINT
: Array [TDirection
] of TDFPoint
= ((X
:16; Y
:32), (X
:47; Y
:32));
642 BOT_UNSAFEDIST
= 128;
643 TEAMCOLOR
: Array [TEAM_RED
..TEAM_BLUE
] of TRGB
= ((R
:255; G
:0; B
:0),
645 DIFFICULT_EASY
: TDifficult
= (DiagFire
: 32; InvisFire
: 32; DiagPrecision
: 32;
646 FlyPrecision
: 32; Cover
: 32; CloseJump
: 32;
647 WeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0));
648 DIFFICULT_MEDIUM
: TDifficult
= (DiagFire
: 127; InvisFire
: 127; DiagPrecision
: 127;
649 FlyPrecision
: 127; Cover
: 127; CloseJump
: 127;
650 WeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0));
651 DIFFICULT_HARD
: TDifficult
= (DiagFire
: 255; InvisFire
: 255; DiagPrecision
: 255;
652 FlyPrecision
: 255; Cover
: 255; CloseJump
: 255;
653 WeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0));
654 WEAPON_PRIOR1
: Array [WP_FIRST
..WP_LAST
] of Byte =
655 (WEAPON_FLAMETHROWER
, WEAPON_SUPERPULEMET
,
656 WEAPON_SHOTGUN2
, WEAPON_SHOTGUN1
,
657 WEAPON_CHAINGUN
, WEAPON_PLASMA
, WEAPON_ROCKETLAUNCHER
,
658 WEAPON_BFG
, WEAPON_PISTOL
, WEAPON_SAW
, WEAPON_KASTET
);
659 WEAPON_PRIOR2
: Array [WP_FIRST
..WP_LAST
] of Byte =
660 (WEAPON_FLAMETHROWER
, WEAPON_SUPERPULEMET
,
661 WEAPON_BFG
, WEAPON_ROCKETLAUNCHER
,
662 WEAPON_SHOTGUN2
, WEAPON_PLASMA
, WEAPON_SHOTGUN1
,
663 WEAPON_CHAINGUN
, WEAPON_PISTOL
, WEAPON_SAW
, WEAPON_KASTET
);
664 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
665 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
666 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
667 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
668 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
669 WEAPON_RELOAD
: Array [WP_FIRST
..WP_LAST
] of Byte =
670 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
672 PLAYER_SIGNATURE
= $52594C50; // 'PLYR'
673 CORPSE_SIGNATURE
= $50524F43; // 'CORP'
675 BOTNAMES_FILENAME
= 'botnames.txt';
676 BOTLIST_FILENAME
= 'botlist.txt';
680 MaxCorpses
: Word = 20;
681 MaxShells
: Word = 300;
682 CurrentGib
: Integer = 0;
683 CurrentShell
: Integer = 0;
684 BotNames
: Array of String;
685 BotList
: Array of TBotProfile
;
688 function Lerp(X
, Y
, Factor
: Integer): Integer;
690 Result
:= X
+ ((Y
- X
) div Factor
);
693 function SameTeam(UID1
, UID2
: Word): Boolean;
697 if (UID1
> UID_MAX_PLAYER
) or (UID1
<= UID_MAX_GAME
) or
698 (UID2
> UID_MAX_PLAYER
) or (UID2
<= UID_MAX_GAME
) then Exit
;
700 if (g_Player_Get(UID1
) = nil) or (g_Player_Get(UID2
) = nil) then Exit
;
702 if ((g_Player_Get(UID1
).Team
= TEAM_NONE
) or
703 (g_Player_Get(UID2
).Team
= TEAM_NONE
)) then Exit
;
705 Result
:= g_Player_Get(UID1
).FTeam
= g_Player_Get(UID2
).FTeam
;
708 procedure g_Gibs_SetMax(Count
: Word);
711 SetLength(gGibs
, Count
);
713 if CurrentGib
>= Count
then
717 function g_Gibs_GetMax(): Word;
722 procedure g_Shells_SetMax(Count
: Word);
725 SetLength(gShells
, Count
);
727 if CurrentShell
>= Count
then
731 function g_Shells_GetMax(): Word;
737 procedure g_Corpses_SetMax(Count
: Word);
740 SetLength(gCorpses
, Count
);
743 function g_Corpses_GetMax(): Word;
745 Result
:= MaxCorpses
;
748 function g_Player_Create(ModelName
: String; Color
: TRGB
; Team
: Byte; Bot
: Boolean): Word;
758 // Åñòü ëè ìåñòî â gPlayers:
759 if gPlayers
<> nil then
760 for a
:= 0 to High(gPlayers
) do
761 if gPlayers
[a
] = nil then
767 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
770 SetLength(gPlayers
, Length(gPlayers
)+1);
774 // Ñîçäàåì îáúåêò èãðîêà:
776 gPlayers
[a
] := TBot
.Create()
778 gPlayers
[a
] := TPlayer
.Create();
781 gPlayers
[a
].FActualModelName
:= ModelName
;
782 gPlayers
[a
].SetModel(ModelName
);
784 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
785 if gPlayers
[a
].FModel
= nil then
789 g_FatalError(Format(_lc
[I_GAME_ERROR_MODEL
], [ModelName
]));
793 if not (Team
in [TEAM_RED
, TEAM_BLUE
]) then
794 if Random(2) = 0 then
798 gPlayers
[a
].FPreferredTeam
:= Team
;
800 case gGameSettings
.GameMode
of
801 GM_DM
: gPlayers
[a
].FTeam
:= TEAM_NONE
;
803 GM_CTF
: gPlayers
[a
].FTeam
:= gPlayers
[a
].FPreferredTeam
;
805 GM_COOP
: gPlayers
[a
].FTeam
:= TEAM_COOP
;
808 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
809 gPlayers
[a
].FColor
:= Color
;
810 if gPlayers
[a
].FTeam
in [TEAM_RED
, TEAM_BLUE
] then
811 gPlayers
[a
].FModel
.Color
:= TEAMCOLOR
[gPlayers
[a
].FTeam
]
813 gPlayers
[a
].FModel
.Color
:= Color
;
815 gPlayers
[a
].FUID
:= g_CreateUID(UID_PLAYER
);
816 gPlayers
[a
].FAlive
:= False;
818 Result
:= gPlayers
[a
].FUID
;
821 function g_Player_CreateFromState (st
: TStream
): Word;
828 if (st
= nil) then exit
; //???
831 if not utils
.checkSign(st
, 'PLYR') then raise XStreamError
.Create('invalid player signature');
832 if (utils
.readByte(st
) <> PLR_SAVE_VERSION
) then raise XStreamError
.Create('invalid player version');
835 Bot
:= utils
.readBool(st
);
840 // Åñòü ëè ìåñòî â gPlayers:
841 for a
:= 0 to High(gPlayers
) do if (gPlayers
[a
] = nil) then begin ok
:= true; break
; end;
843 // Íåò ìåñòà - ðàñøèðÿåì gPlayers
846 SetLength(gPlayers
, Length(gPlayers
)+1);
850 // Ñîçäàåì îáúåêò èãðîêà
852 gPlayers
[a
] := TBot
.Create()
854 gPlayers
[a
] := TPlayer
.Create();
855 gPlayers
[a
].FIamBot
:= Bot
;
856 gPlayers
[a
].FPhysics
:= True;
859 gPlayers
[a
].FUID
:= utils
.readWord(st
);
861 gPlayers
[a
].FName
:= utils
.readStr(st
);
863 gPlayers
[a
].FTeam
:= utils
.readByte(st
);
864 gPlayers
[a
].FPreferredTeam
:= gPlayers
[a
].FTeam
;
866 gPlayers
[a
].FAlive
:= utils
.readBool(st
);
867 // Èçðàñõîäîâàë ëè âñå æèçíè
868 gPlayers
[a
].FNoRespawn
:= utils
.readBool(st
);
870 b
:= utils
.readByte(st
);
871 if b
= 1 then gPlayers
[a
].FDirection
:= TDirection
.D_LEFT
else gPlayers
[a
].FDirection
:= TDirection
.D_RIGHT
; // b = 2
873 gPlayers
[a
].FHealth
:= utils
.readLongInt(st
);
875 gPlayers
[a
].FLives
:= utils
.readByte(st
);
877 gPlayers
[a
].FArmor
:= utils
.readLongInt(st
);
879 gPlayers
[a
].FAir
:= utils
.readLongInt(st
);
881 gPlayers
[a
].FJetFuel
:= utils
.readLongInt(st
);
883 gPlayers
[a
].FPain
:= utils
.readLongInt(st
);
885 gPlayers
[a
].FKills
:= utils
.readLongInt(st
);
887 gPlayers
[a
].FMonsterKills
:= utils
.readLongInt(st
);
889 gPlayers
[a
].FFrags
:= utils
.readLongInt(st
);
891 gPlayers
[a
].FFragCombo
:= utils
.readByte(st
);
892 // Âðåìÿ ïîñëåäíåãî ôðàãà
893 gPlayers
[a
].FLastFrag
:= utils
.readLongWord(st
);
895 gPlayers
[a
].FDeath
:= utils
.readLongInt(st
);
897 gPlayers
[a
].FFlag
:= utils
.readByte(st
);
899 gPlayers
[a
].FSecrets
:= utils
.readLongInt(st
);
901 gPlayers
[a
].FCurrWeap
:= utils
.readByte(st
);
902 // Ñëåäóþùåå æåëàåìîå îðóæèå
903 gPlayers
[a
].FNextWeap
:= utils
.readWord(st
);
905 gPlayers
[a
].FNextWeapDelay
:= utils
.readByte(st
);
907 gPlayers
[a
].FBFGFireCounter
:= utils
.readSmallInt(st
);
909 gPlayers
[a
].FDamageBuffer
:= utils
.readLongInt(st
);
910 // Ïîñëåäíèé óäàðèâøèé
911 gPlayers
[a
].FLastSpawnerUID
:= utils
.readWord(st
);
912 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
913 gPlayers
[a
].FLastHit
:= utils
.readByte(st
);
915 Obj_LoadState(@gPlayers
[a
].FObj
, st
);
916 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
917 for i
:= A_BULLETS
to A_HIGH
do gPlayers
[a
].FAmmo
[i
] := utils
.readWord(st
);
918 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
919 for i
:= A_BULLETS
to A_HIGH
do gPlayers
[a
].FMaxAmmo
[i
] := utils
.readWord(st
);
921 for i
:= WP_FIRST
to WP_LAST
do gPlayers
[a
].FWeapon
[i
] := utils
.readBool(st
);
922 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
923 for i
:= WP_FIRST
to WP_LAST
do gPlayers
[a
].FReloading
[i
] := utils
.readWord(st
);
925 if utils
.readBool(st
) then Include(gPlayers
[a
].FRulez
, R_ITEM_BACKPACK
);
926 // Íàëè÷èå êðàñíîãî êëþ÷à
927 if utils
.readBool(st
) then Include(gPlayers
[a
].FRulez
, R_KEY_RED
);
928 // Íàëè÷èå çåëåíîãî êëþ÷à
929 if utils
.readBool(st
) then Include(gPlayers
[a
].FRulez
, R_KEY_GREEN
);
930 // Íàëè÷èå ñèíåãî êëþ÷à
931 if utils
.readBool(st
) then Include(gPlayers
[a
].FRulez
, R_KEY_BLUE
);
933 if utils
.readBool(st
) then Include(gPlayers
[a
].FRulez
, R_BERSERK
);
934 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
935 for i
:= MR_SUIT
to MR_MAX
do gPlayers
[a
].FMegaRulez
[i
] := utils
.readLongWord(st
);
936 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
937 for i
:= T_RESPAWN
to T_FLAGCAP
do gPlayers
[a
].FTime
[i
] := utils
.readLongWord(st
);
940 gPlayers
[a
].FActualModelName
:= utils
.readStr(st
);
942 gPlayers
[a
].FColor
.R
:= utils
.readByte(st
);
943 gPlayers
[a
].FColor
.G
:= utils
.readByte(st
);
944 gPlayers
[a
].FColor
.B
:= utils
.readByte(st
);
945 // Îáíîâëÿåì ìîäåëü èãðîêà
946 gPlayers
[a
].SetModel(gPlayers
[a
].FActualModelName
);
948 // Íåò ìîäåëè - ñîçäàíèå íåâîçìîæíî
949 if (gPlayers
[a
].FModel
= nil) then
953 g_FatalError(Format(_lc
[I_GAME_ERROR_MODEL
], [gPlayers
[a
].FActualModelName
]));
957 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû
958 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
959 gPlayers
[a
].FModel
.Color
:= TEAMCOLOR
[gPlayers
[a
].FTeam
]
961 gPlayers
[a
].FModel
.Color
:= gPlayers
[a
].FColor
;
963 result
:= gPlayers
[a
].FUID
;
967 procedure g_Player_ResetTeams();
971 if g_Game_IsClient
then
973 if gPlayers
= nil then
975 for a
:= Low(gPlayers
) to High(gPlayers
) do
976 if gPlayers
[a
] <> nil then
977 case gGameSettings
.GameMode
of
979 gPlayers
[a
].ChangeTeam(TEAM_NONE
);
981 if not (gPlayers
[a
].Team
in [TEAM_RED
, TEAM_BLUE
]) then
982 if gPlayers
[a
].FPreferredTeam
in [TEAM_RED
, TEAM_BLUE
] then
983 gPlayers
[a
].ChangeTeam(gPlayers
[a
].FPreferredTeam
)
986 gPlayers
[a
].ChangeTeam(TEAM_RED
)
988 gPlayers
[a
].ChangeTeam(TEAM_BLUE
);
991 gPlayers
[a
].ChangeTeam(TEAM_COOP
);
995 procedure g_Bot_Add(Team
, Difficult
: Byte);
998 _name
, _model
: String;
1001 if not g_Game_IsServer
then Exit
;
1003 // Ñïèñîê íàçâàíèé ìîäåëåé:
1004 m
:= g_PlayerModel_GetNames();
1009 if (gGameSettings
.GameType
= GT_SINGLE
) or (gGameSettings
.GameMode
= GM_COOP
) then
1010 Team
:= TEAM_COOP
// COOP
1012 if gGameSettings
.GameMode
= GM_DM
then
1013 Team
:= TEAM_NONE
// DM
1015 if Team
= TEAM_NONE
then // CTF / TDM
1017 // Àâòîáàëàíñ êîìàíä:
1021 for a
:= 0 to High(gPlayers
) do
1022 if gPlayers
[a
] <> nil then
1024 if gPlayers
[a
].Team
= TEAM_RED
then
1027 if gPlayers
[a
].Team
= TEAM_BLUE
then
1037 if Random(2) = 0 then
1043 // Âûáèðàåì áîòó èìÿ:
1045 if BotNames
<> nil then
1046 for a
:= 0 to High(BotNames
) do
1047 if g_Player_ValidName(BotNames
[a
]) then
1049 _name
:= BotNames
[a
];
1053 // Èìåíè íåò, çàäàåì ñëó÷àéíîå:
1056 _name
:= Format('DFBOT%.2d', [Random(100)]);
1057 until g_Player_ValidName(_name
);
1059 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
1060 _model
:= m
[Random(Length(m
))];
1063 with g_Player_Get(g_Player_Create(_model
,
1064 _RGB(Min(Random(9)*32, 255),
1065 Min(Random(9)*32, 255),
1066 Min(Random(9)*32, 255)),
1067 Team
, True)) as TBot
do
1072 1: FDifficult
:= DIFFICULT_EASY
;
1073 2: FDifficult
:= DIFFICULT_MEDIUM
;
1074 else FDifficult
:= DIFFICULT_HARD
;
1077 for a
:= WP_FIRST
to WP_LAST
do
1079 FDifficult
.WeaponPrior
[a
] := WEAPON_PRIOR1
[a
];
1080 FDifficult
.CloseWeaponPrior
[a
] := WEAPON_PRIOR2
[a
];
1081 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1084 g_Console_Add(Format(_lc
[I_PLAYER_JOIN
], [Name
]), True);
1086 if g_Game_IsNet
then MH_SEND_PlayerCreate(UID
);
1087 if g_Game_IsServer
and (gGameSettings
.MaxLives
> 0) then
1092 procedure g_Bot_AddList(Team
: Byte; lName
: ShortString; num
: Integer = -1);
1095 _name
, _model
: String;
1098 if not g_Game_IsServer
then Exit
;
1100 // Ñïèñîê íàçâàíèé ìîäåëåé:
1101 m
:= g_PlayerModel_GetNames();
1106 if (gGameSettings
.GameType
= GT_SINGLE
) or (gGameSettings
.GameMode
= GM_COOP
) then
1107 Team
:= TEAM_COOP
// COOP
1109 if gGameSettings
.GameMode
= GM_DM
then
1110 Team
:= TEAM_NONE
// DM
1112 if Team
= TEAM_NONE
then
1113 Team
:= BotList
[num
].team
; // CTF / TDM
1115 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1116 lName
:= AnsiLowerCase(lName
);
1117 if (num
< 0) or (num
> Length(BotList
)-1) then
1119 if (num
= -1) and (lName
<> '') and (BotList
<> nil) then
1120 for a
:= 0 to High(BotList
) do
1121 if AnsiLowerCase(BotList
[a
].name
) = lName
then
1130 _name
:= BotList
[num
].name
;
1131 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1132 if not g_Player_ValidName(_name
) then
1134 _name
:= Format('DFBOT%.2d', [Random(100)]);
1135 until g_Player_ValidName(_name
);
1138 _model
:= BotList
[num
].model
;
1139 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1140 if not InSArray(_model
, m
) then
1141 _model
:= m
[Random(Length(m
))];
1144 with g_Player_Get(g_Player_Create(_model
, BotList
[num
].color
, Team
, True)) as TBot
do
1148 FDifficult
.DiagFire
:= BotList
[num
].diag_fire
;
1149 FDifficult
.InvisFire
:= BotList
[num
].invis_fire
;
1150 FDifficult
.DiagPrecision
:= BotList
[num
].diag_precision
;
1151 FDifficult
.FlyPrecision
:= BotList
[num
].fly_precision
;
1152 FDifficult
.Cover
:= BotList
[num
].cover
;
1153 FDifficult
.CloseJump
:= BotList
[num
].close_jump
;
1155 for a
:= WP_FIRST
to WP_LAST
do
1157 FDifficult
.WeaponPrior
[a
] := BotList
[num
].w_prior1
[a
];
1158 FDifficult
.CloseWeaponPrior
[a
] := BotList
[num
].w_prior2
[a
];
1159 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1162 g_Console_Add(Format(_lc
[I_PLAYER_JOIN
], [Name
]), True);
1164 if g_Game_IsNet
then MH_SEND_PlayerCreate(UID
);
1168 procedure g_Bot_RemoveAll();
1172 if not g_Game_IsServer
then Exit
;
1173 if gPlayers
= nil then Exit
;
1175 for a
:= 0 to High(gPlayers
) do
1176 if gPlayers
[a
] <> nil then
1177 if gPlayers
[a
] is TBot
then
1179 gPlayers
[a
].Lives
:= 0;
1180 gPlayers
[a
].Kill(K_SIMPLEKILL
, 0, HIT_DISCON
);
1181 g_Console_Add(Format(_lc
[I_PLAYER_LEAVE
], [gPlayers
[a
].Name
]), True);
1182 g_Player_Remove(gPlayers
[a
].FUID
);
1188 procedure g_Bot_MixNames();
1193 if BotNames
<> nil then
1194 for a
:= 0 to High(BotNames
) do
1196 b
:= Random(Length(BotNames
));
1198 Botnames
[a
] := BotNames
[b
];
1203 procedure g_Player_Remove(UID
: Word);
1207 if gPlayers
= nil then Exit
;
1209 if g_Game_IsServer
and g_Game_IsNet
then
1210 MH_SEND_PlayerDelete(UID
);
1212 for i
:= 0 to High(gPlayers
) do
1213 if gPlayers
[i
] <> nil then
1214 if gPlayers
[i
].FUID
= UID
then
1216 if gPlayers
[i
] is TPlayer
then
1217 TPlayer(gPlayers
[i
]).Free()
1219 TBot(gPlayers
[i
]).Free();
1225 procedure g_Player_Init();
1235 if not FileExists(DataDir
+ BOTNAMES_FILENAME
) then
1238 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1239 AssignFile(F
, DataDir
+ BOTNAMES_FILENAME
);
1250 SetLength(BotNames
, Length(BotNames
)+1);
1251 BotNames
[High(BotNames
)] := s
;
1259 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1260 config
:= TConfig
.CreateFile(DataDir
+ BOTLIST_FILENAME
);
1264 while config
.SectionExists(IntToStr(a
)) do
1266 SetLength(BotList
, Length(BotList
)+1);
1268 with BotList
[High(BotList
)] do
1271 name
:= config
.ReadStr(IntToStr(a
), 'name', '');
1273 model
:= config
.ReadStr(IntToStr(a
), 'model', '');
1275 if config
.ReadStr(IntToStr(a
), 'team', 'red') = 'red' then
1280 sa
:= parse(config
.ReadStr(IntToStr(a
), 'color', ''));
1281 color
.R
:= StrToIntDef(sa
[0], 0);
1282 color
.G
:= StrToIntDef(sa
[1], 0);
1283 color
.B
:= StrToIntDef(sa
[2], 0);
1284 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1285 diag_fire
:= config
.ReadInt(IntToStr(a
), 'diag_fire', 0);
1286 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1287 invis_fire
:= config
.ReadInt(IntToStr(a
), 'invis_fire', 0);
1288 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1289 diag_precision
:= config
.ReadInt(IntToStr(a
), 'diag_precision', 0);
1290 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1291 fly_precision
:= config
.ReadInt(IntToStr(a
), 'fly_precision', 0);
1292 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1293 cover
:= config
.ReadInt(IntToStr(a
), 'cover', 0);
1294 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1295 close_jump
:= config
.ReadInt(IntToStr(a
), 'close_jump', 0);
1296 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1297 sa
:= parse(config
.ReadStr(IntToStr(a
), 'w_prior1', ''));
1298 if Length(sa
) = 10 then
1300 w_prior1
[b
] := EnsureRange(StrToInt(sa
[b
]), 0, 9);
1301 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1302 sa
:= parse(config
.ReadStr(IntToStr(a
), 'w_prior2', ''));
1303 if Length(sa
) = 10 then
1305 w_prior2
[b
] := EnsureRange(StrToInt(sa
[b
]), 0, 9);
1307 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1308 if Length(sa) = 10 then
1310 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1319 procedure g_Player_Free();
1323 if gPlayers
<> nil then
1325 for i
:= 0 to High(gPlayers
) do
1326 if gPlayers
[i
] <> nil then
1328 if gPlayers
[i
] is TPlayer
then
1329 TPlayer(gPlayers
[i
]).Free()
1331 TBot(gPlayers
[i
]).Free();
1342 procedure g_Player_UpdateAll();
1346 if gPlayers
= nil then Exit
;
1348 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1349 for i
:= 0 to High(gPlayers
) do
1351 if gPlayers
[i
] <> nil then
1353 if gPlayers
[i
] is TPlayer
then
1355 gPlayers
[i
].Update();
1356 gPlayers
[i
].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1360 // bot updates weapons in `UpdateCombat()`
1361 TBot(gPlayers
[i
]).Update();
1365 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1368 procedure g_Player_DrawAll();
1372 if gPlayers
= nil then Exit
;
1374 for i
:= 0 to High(gPlayers
) do
1375 if gPlayers
[i
] <> nil then
1376 if gPlayers
[i
] is TPlayer
then gPlayers
[i
].Draw()
1377 else TBot(gPlayers
[i
]).Draw();
1380 procedure g_Player_DrawDebug(p
: TPlayer
);
1384 if p
= nil then Exit
;
1385 if (@p
.FObj
) = nil then Exit
;
1387 e_TextureFontGetSize(gStdFont
, fW
, fH
);
1389 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p
.FObj
.X
), gStdFont
);
1390 e_TextureFontPrint(0, fH
, 'Pos Y: ' + IntToStr(p
.FObj
.Y
), gStdFont
);
1391 e_TextureFontPrint(0, fH
* 2, 'Vel X: ' + IntToStr(p
.FObj
.Vel
.X
), gStdFont
);
1392 e_TextureFontPrint(0, fH
* 3, 'Vel Y: ' + IntToStr(p
.FObj
.Vel
.Y
), gStdFont
);
1393 e_TextureFontPrint(0, fH
* 4, 'Acc X: ' + IntToStr(p
.FObj
.Accel
.X
), gStdFont
);
1394 e_TextureFontPrint(0, fH
* 5, 'Acc Y: ' + IntToStr(p
.FObj
.Accel
.Y
), gStdFont
);
1397 procedure g_Player_DrawHealth();
1402 if gPlayers
= nil then Exit
;
1403 e_TextureFontGetSize(gStdFont
, fW
, fH
);
1405 for i
:= 0 to High(gPlayers
) do
1406 if gPlayers
[i
] <> nil then
1408 e_TextureFontPrint(gPlayers
[i
].FObj
.X
+ gPlayers
[i
].FObj
.Rect
.X
,
1409 gPlayers
[i
].FObj
.Y
+ gPlayers
[i
].FObj
.Rect
.Y
+ gPlayers
[i
].FObj
.Rect
.Height
- fH
* 2,
1410 IntToStr(gPlayers
[i
].FHealth
), gStdFont
);
1411 e_TextureFontPrint(gPlayers
[i
].FObj
.X
+ gPlayers
[i
].FObj
.Rect
.X
,
1412 gPlayers
[i
].FObj
.Y
+ gPlayers
[i
].FObj
.Rect
.Y
+ gPlayers
[i
].FObj
.Rect
.Height
- fH
,
1413 IntToStr(gPlayers
[i
].FArmor
), gStdFont
);
1417 function g_Player_Get(UID
: Word): TPlayer
;
1423 if gPlayers
= nil then
1426 for a
:= 0 to High(gPlayers
) do
1427 if gPlayers
[a
] <> nil then
1428 if gPlayers
[a
].FUID
= UID
then
1430 Result
:= gPlayers
[a
];
1435 function g_Player_GetCount(): Byte;
1441 if gPlayers
= nil then
1444 for a
:= 0 to High(gPlayers
) do
1445 if gPlayers
[a
] <> nil then
1446 Result
:= Result
+ 1;
1449 function g_Player_GetStats(): TPlayerStatArray
;
1455 if gPlayers
= nil then Exit
;
1457 for a
:= 0 to High(gPlayers
) do
1458 if gPlayers
[a
] <> nil then
1460 SetLength(Result
, Length(Result
)+1);
1461 with Result
[High(Result
)] do
1463 Ping
:= gPlayers
[a
].FPing
;
1464 Loss
:= gPlayers
[a
].FLoss
;
1465 Name
:= gPlayers
[a
].FName
;
1466 Team
:= gPlayers
[a
].FTeam
;
1467 Frags
:= gPlayers
[a
].FFrags
;
1468 Deaths
:= gPlayers
[a
].FDeath
;
1469 Kills
:= gPlayers
[a
].FKills
;
1470 Color
:= gPlayers
[a
].FModel
.Color
;
1471 Lives
:= gPlayers
[a
].FLives
;
1472 Spectator
:= gPlayers
[a
].FSpectator
;
1477 procedure g_Player_RememberAll
;
1481 for i
:= Low(gPlayers
) to High(gPlayers
) do
1482 if (gPlayers
[i
] <> nil) and gPlayers
[i
].alive
then
1483 gPlayers
[i
].RememberState
;
1486 procedure g_Player_ResetAll(Force
, Silent
: Boolean);
1490 gTeamStat
[TEAM_RED
].Goals
:= 0;
1491 gTeamStat
[TEAM_BLUE
].Goals
:= 0;
1493 if gPlayers
<> nil then
1494 for i
:= 0 to High(gPlayers
) do
1495 if gPlayers
[i
] <> nil then
1497 gPlayers
[i
].Reset(Force
);
1499 if gPlayers
[i
] is TPlayer
then
1501 if (not gPlayers
[i
].FSpectator
) or gPlayers
[i
].FWantsInGame
then
1502 gPlayers
[i
].Respawn(Silent
)
1504 gPlayers
[i
].Spectate();
1507 TBot(gPlayers
[i
]).Respawn(Silent
);
1511 procedure g_Player_CreateCorpse(Player
: TPlayer
);
1516 if Player
.alive
then
1518 if Player
.FObj
.Y
>= gMapInfo
.Height
+128 then
1523 if (FHealth
>= -50) or (gGibsCount
= 0) then
1525 if (gCorpses
= nil) or (Length(gCorpses
) = 0) then
1529 for find_id
:= 0 to High(gCorpses
) do
1530 if gCorpses
[find_id
] = nil then
1537 find_id
:= Random(Length(gCorpses
));
1539 gCorpses
[find_id
] := TCorpse
.Create(FObj
.X
, FObj
.Y
, FModel
.Name
, FHealth
< -20);
1540 gCorpses
[find_id
].FColor
:= FModel
.Color
;
1541 gCorpses
[find_id
].FObj
.Vel
:= FObj
.Vel
;
1542 gCorpses
[find_id
].FObj
.Accel
:= FObj
.Accel
;
1545 g_Player_CreateGibs(FObj
.X
+ PLAYER_RECT_CX
,
1546 FObj
.Y
+ PLAYER_RECT_CY
,
1547 FModel
.Name
, FModel
.Color
);
1551 procedure g_Player_CreateShell(fX
, fY
, dX
, dY
: Integer; T
: Byte);
1555 if (gShells
= nil) or (Length(gShells
) = 0) then
1558 with gShells
[CurrentShell
] do
1564 if T
= SHELL_BULLET
then
1566 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID
) then
1570 Obj
.Rect
.Width
:= 4;
1571 Obj
.Rect
.Height
:= 2;
1575 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID
) then
1579 Obj
.Rect
.Width
:= 7;
1580 Obj
.Rect
.Height
:= 3;
1586 g_Obj_Push(@Obj
, dX
+ Random(4)-Random(4), dY
-Random(4));
1587 positionChanged(); // this updates spatial accelerators
1588 RAngle
:= Random(360);
1589 Timeout
:= gTime
+ SHELL_TIMEOUT
;
1591 if CurrentShell
>= High(gShells
) then
1598 procedure g_Player_CreateGibs(fX
, fY
: Integer; ModelName
: string; fColor
: TRGB
);
1601 GibsArray
: TGibsArray
;
1603 if (gGibs
= nil) or (Length(gGibs
) = 0) then
1605 if not g_PlayerModel_GetGibs(ModelName
, GibsArray
) then
1608 for a
:= 0 to High(GibsArray
) do
1609 with gGibs
[CurrentGib
] do
1612 ID
:= GibsArray
[a
].ID
;
1613 MaskID
:= GibsArray
[a
].MaskID
;
1616 Obj
.Rect
:= GibsArray
[a
].Rect
;
1617 Obj
.X
:= fX
-GibsArray
[a
].Rect
.X
-(GibsArray
[a
].Rect
.Width
div 2);
1618 Obj
.Y
:= fY
-GibsArray
[a
].Rect
.Y
-(GibsArray
[a
].Rect
.Height
div 2);
1619 g_Obj_PushA(@Obj
, 25 + Random(10), Random(361));
1620 positionChanged(); // this updates spatial accelerators
1621 RAngle
:= Random(360);
1623 if gBloodCount
> 0 then
1624 g_GFX_Blood(fX
, fY
, 16*gBloodCount
+Random(5*gBloodCount
), -16+Random(33), -16+Random(33),
1625 Random(48), Random(48), 150, 0, 0);
1627 if CurrentGib
>= High(gGibs
) then
1634 procedure g_Player_UpdatePhysicalObjects();
1640 procedure ShellSound_Bounce(X
, Y
: Integer; T
: Byte);
1645 if T
= SHELL_BULLET
then
1646 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k
), X
, Y
)
1648 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k
), X
, Y
);
1653 if gGibs
<> nil then
1654 for i
:= 0 to High(gGibs
) do
1655 if gGibs
[i
].alive
then
1659 mr
:= g_Obj_Move(@Obj
, True, False, True);
1660 positionChanged(); // this updates spatial accelerators
1662 if WordBool(mr
and MOVE_FALLOUT
) then
1668 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1669 if WordBool(mr
and MOVE_HITWALL
) then
1670 Obj
.Vel
.X
:= -(vel
.X
div 2);
1671 if WordBool(mr
and (MOVE_HITCEIL
or MOVE_HITLAND
)) then
1672 Obj
.Vel
.Y
:= -(vel
.Y
div 2);
1674 if (Obj
.Vel
.X
>= 0) then
1676 RAngle
:= RAngle
+ Abs(Obj
.Vel
.X
)*6 + Abs(Obj
.Vel
.Y
);
1677 if RAngle
>= 360 then
1678 RAngle
:= RAngle
mod 360;
1679 end else begin // Counter-clockwise
1680 RAngle
:= RAngle
- Abs(Obj
.Vel
.X
)*6 - Abs(Obj
.Vel
.Y
);
1682 RAngle
:= (360 - (Abs(RAngle
) mod 360)) mod 360;
1685 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1686 if gTime
mod (GAME_TICK
*3) = 0 then
1687 Obj
.Vel
.X
:= z_dec(Obj
.Vel
.X
, 1);
1691 if gCorpses
<> nil then
1692 for i
:= 0 to High(gCorpses
) do
1693 if gCorpses
[i
] <> nil then
1694 if gCorpses
[i
].State
= CORPSE_STATE_REMOVEME
then
1700 gCorpses
[i
].Update();
1703 if gShells
<> nil then
1704 for i
:= 0 to High(gShells
) do
1705 if gShells
[i
].alive
then
1709 mr
:= g_Obj_Move(@Obj
, True, False, True);
1710 positionChanged(); // this updates spatial accelerators
1712 if WordBool(mr
and MOVE_FALLOUT
) or (gShells
[i
].Timeout
< gTime
) then
1718 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1719 if WordBool(mr
and MOVE_HITWALL
) then
1721 Obj
.Vel
.X
:= -(vel
.X
div 2);
1722 if not WordBool(mr
and MOVE_INWATER
) then
1723 ShellSound_Bounce(Obj
.X
, Obj
.Y
, SType
);
1725 if WordBool(mr
and (MOVE_HITCEIL
or MOVE_HITLAND
)) then
1727 Obj
.Vel
.Y
:= -(vel
.Y
div 2);
1728 if Obj
.Vel
.X
<> 0 then Obj
.Vel
.X
:= Obj
.Vel
.X
div 2;
1729 if (Obj
.Vel
.X
= 0) and (Obj
.Vel
.Y
= 0) then
1731 if RAngle
mod 90 <> 0 then
1732 RAngle
:= (RAngle
div 90) * 90;
1734 else if not WordBool(mr
and MOVE_INWATER
) then
1735 ShellSound_Bounce(Obj
.X
, Obj
.Y
, SType
);
1738 if (Obj
.Vel
.X
>= 0) then
1740 RAngle
:= RAngle
+ Abs(Obj
.Vel
.X
)*8 + Abs(Obj
.Vel
.Y
);
1741 if RAngle
>= 360 then
1742 RAngle
:= RAngle
mod 360;
1743 end else begin // Counter-clockwise
1744 RAngle
:= RAngle
- Abs(Obj
.Vel
.X
)*8 - Abs(Obj
.Vel
.Y
);
1746 RAngle
:= (360 - (Abs(RAngle
) mod 360)) mod 360;
1752 procedure TGib
.getMapBox (out x
, y
, w
, h
: Integer); inline;
1754 x
:= Obj
.X
+Obj
.Rect
.X
;
1755 y
:= Obj
.Y
+Obj
.Rect
.Y
;
1756 w
:= Obj
.Rect
.Width
;
1757 h
:= Obj
.Rect
.Height
;
1760 procedure TGib
.moveBy (dx
, dy
: Integer); inline;
1762 if (dx
<> 0) or (dy
<> 0) then
1771 procedure TShell
.getMapBox (out x
, y
, w
, h
: Integer); inline;
1775 w
:= Obj
.Rect
.Width
;
1776 h
:= Obj
.Rect
.Height
;
1779 procedure TShell
.moveBy (dx
, dy
: Integer); inline;
1781 if (dx
<> 0) or (dy
<> 0) then
1790 procedure TGib
.positionChanged (); inline; begin end;
1791 procedure TShell
.positionChanged (); inline; begin end;
1794 procedure g_Player_DrawCorpses();
1799 if gGibs
<> nil then
1800 for i
:= 0 to High(gGibs
) do
1801 if gGibs
[i
].alive
then
1804 if not g_Obj_Collide(sX
, sY
, sWidth
, sHeight
, @Obj
) then
1807 a
.X
:= Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2);
1808 a
.y
:= Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2);
1810 e_DrawAdv(ID
, Obj
.X
, Obj
.Y
, 0, True, False, RAngle
, @a
, TMirrorType
.None
);
1813 e_DrawAdv(MaskID
, Obj
.X
, Obj
.Y
, 0, True, False, RAngle
, @a
, TMirrorType
.None
);
1819 if gCorpses
<> nil then
1820 for i
:= 0 to High(gCorpses
) do
1821 if gCorpses
[i
] <> nil then
1825 procedure g_Player_DrawShells();
1830 if gShells
<> nil then
1831 for i
:= 0 to High(gShells
) do
1832 if gShells
[i
].alive
then
1835 if not g_Obj_Collide(sX
, sY
, sWidth
, sHeight
, @Obj
) then
1841 e_DrawAdv(SpriteID
, Obj
.X
, Obj
.Y
, 0, True, False, RAngle
, @a
, TMirrorType
.None
);
1845 procedure g_Player_RemoveAllCorpses();
1851 SetLength(gGibs
, MaxGibs
);
1852 SetLength(gShells
, MaxGibs
);
1856 if gCorpses
<> nil then
1857 for i
:= 0 to High(gCorpses
) do
1861 SetLength(gCorpses
, MaxCorpses
);
1864 procedure g_Player_Corpses_SaveState (st
: TStream
);
1868 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ
1870 for i
:= 0 to High(gCorpses
) do if (gCorpses
[i
] <> nil) then Inc(count
);
1872 // Êîëè÷åñòâî òðóïîâ
1873 utils
.writeInt(st
, LongInt(count
));
1875 if (count
= 0) then exit
;
1878 for i
:= 0 to High(gCorpses
) do
1880 if gCorpses
[i
] <> nil then
1883 utils
.writeStr(st
, gCorpses
[i
].FModelName
);
1885 utils
.writeBool(st
, gCorpses
[i
].Mess
);
1886 // Ñîõðàíÿåì äàííûå òðóïà:
1887 gCorpses
[i
].SaveState(st
);
1893 procedure g_Player_Corpses_LoadState (st
: TStream
);
1901 g_Player_RemoveAllCorpses();
1903 // Êîëè÷åñòâî òðóïîâ:
1904 count
:= utils
.readLongInt(st
);
1905 if (count
< 0) or (count
> Length(gCorpses
)) then raise XStreamError
.Create('invalid number of corpses');
1907 if (count
= 0) then exit
;
1910 for i
:= 0 to count
-1 do
1913 str
:= utils
.readStr(st
);
1915 b
:= utils
.readBool(st
);
1917 gCorpses
[i
] := TCorpse
.Create(0, 0, str
, b
);
1918 // Çàãðóæàåì äàííûå òðóïà
1919 gCorpses
[i
].LoadState(st
);
1926 function TPlayer
.isValidViewPort (): Boolean; inline; begin result
:= (viewPortW
> 0) and (viewPortH
> 0); end;
1928 procedure TPlayer
.BFGHit();
1930 g_Weapon_BFGHit(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1931 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
1932 if g_Game_IsServer
and g_Game_IsNet
then
1933 MH_SEND_Effect(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1934 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
1938 procedure TPlayer
.ChangeModel(ModelName
: string);
1940 locModel
: TPlayerModel
;
1942 locModel
:= g_PlayerModel_Get(ModelName
);
1943 if locModel
= nil then Exit
;
1949 procedure TPlayer
.SetModel(ModelName
: string);
1953 m
:= g_PlayerModel_Get(ModelName
);
1956 g_SimpleError(Format(_lc
[I_GAME_ERROR_MODEL_FALLBACK
], [ModelName
]));
1957 m
:= g_PlayerModel_Get('doomer');
1960 g_FatalError(Format(_lc
[I_GAME_ERROR_MODEL
], ['doomer']));
1965 if FModel
<> nil then
1970 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
1971 FModel
.Color
:= FColor
1973 FModel
.Color
:= TEAMCOLOR
[FTeam
];
1974 FModel
.SetWeapon(FCurrWeap
);
1975 FModel
.SetFlag(FFlag
);
1976 SetDirection(FDirection
);
1979 procedure TPlayer
.SetColor(Color
: TRGB
);
1982 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
1983 if FModel
<> nil then FModel
.Color
:= Color
;
1986 procedure TPlayer
.SwitchTeam
;
1988 if g_Game_IsClient
then
1990 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then Exit
;
1992 if gGameOn
and FAlive
then
1993 Kill(K_SIMPLEKILL
, FUID
, HIT_SELF
);
1995 if FTeam
= TEAM_RED
then
1997 ChangeTeam(TEAM_BLUE
);
1998 g_Console_Add(Format(_lc
[I_PLAYER_CHTEAM_BLUE
], [FName
]), True);
1999 if g_Game_IsNet
then
2000 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM
, TEAM_BLUE
, FName
);
2004 ChangeTeam(TEAM_RED
);
2005 g_Console_Add(Format(_lc
[I_PLAYER_CHTEAM_RED
], [FName
]), True);
2006 if g_Game_IsNet
then
2007 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM
, TEAM_RED
, FName
);
2009 FPreferredTeam
:= FTeam
;
2012 procedure TPlayer
.ChangeTeam(Team
: Byte);
2019 TEAM_RED
, TEAM_BLUE
:
2020 FModel
.Color
:= TEAMCOLOR
[Team
];
2022 FModel
.Color
:= FColor
;
2024 if (FTeam
<> OldTeam
) and g_Game_IsNet
and g_Game_IsServer
then
2025 MH_SEND_PlayerStats(FUID
);
2029 procedure TPlayer.CollideItem();
2034 if gItems = nil then Exit;
2035 if not FAlive then Exit;
2037 for i := 0 to High(gItems) do
2040 if (ItemType <> ITEM_NONE) and alive then
2041 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
2042 PLAYER_RECT.Height, @Obj) then
2044 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
2046 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
2047 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
2048 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
2049 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
2050 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
2052 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
2053 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
2054 (gGameSettings.GameType = GT_SINGLE) and
2055 (g_Player_GetCount() > 1)) then
2056 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
2062 function TPlayer
.CollideLevel(XInc
, YInc
: Integer): Boolean;
2064 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
2065 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
, PANEL_WALL
,
2069 constructor TPlayer
.Create();
2075 mEDamageType
:= HIT_SOME
;
2081 FSawSound
:= TPlayableSound
.Create();
2082 FSawSoundIdle
:= TPlayableSound
.Create();
2083 FSawSoundHit
:= TPlayableSound
.Create();
2084 FSawSoundSelect
:= TPlayableSound
.Create();
2085 FJetSoundFly
:= TPlayableSound
.Create();
2086 FJetSoundOn
:= TPlayableSound
.Create();
2087 FJetSoundOff
:= TPlayableSound
.Create();
2089 FSawSound
.SetByName('SOUND_WEAPON_FIRESAW');
2090 FSawSoundIdle
.SetByName('SOUND_WEAPON_IDLESAW');
2091 FSawSoundHit
.SetByName('SOUND_WEAPON_HITSAW');
2092 FSawSoundSelect
.SetByName('SOUND_WEAPON_SELECTSAW');
2093 FJetSoundFly
.SetByName('SOUND_PLAYER_JETFLY');
2094 FJetSoundOn
.SetByName('SOUND_PLAYER_JETON');
2095 FJetSoundOff
.SetByName('SOUND_PLAYER_JETOFF');
2097 FSpectatePlayer
:= -1;
2101 FSavedState
.WaitRecall
:= False;
2107 FActualModelName
:= 'doomer';
2110 FObj
.Rect
:= PLAYER_RECT
;
2112 FBFGFireCounter
:= -1;
2113 FJustTeleported
:= False;
2119 procedure TPlayer
.positionChanged (); inline;
2123 procedure TPlayer
.doDamage (v
: Integer);
2125 if (v
<= 0) then exit
;
2126 if (v
> 32767) then v
:= 32767;
2127 Damage(v
, 0, 0, 0, mEDamageType
);
2130 procedure TPlayer
.Damage(value
: Word; SpawnerUID
: Word; vx
, vy
: Integer; t
: Byte);
2134 if (not g_Game_IsClient
) and (not FAlive
) then
2139 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2140 if ((t
= HIT_TRAP
) or (t
= HIT_SELF
)) and (not FGodMode
) then
2142 if not g_Game_IsClient
then
2145 if t
= HIT_TRAP
then
2147 // Ëîâóøêà óáèâàåò ñðàçó:
2149 Kill(K_EXTRAHARDKILL
, SpawnerUID
, t
);
2151 if t
= HIT_SELF
then
2155 Kill(K_SIMPLEKILL
, SpawnerUID
, t
);
2158 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2159 FMegaRulez
[MR_SUIT
] := 0;
2160 FMegaRulez
[MR_INVUL
] := 0;
2161 FMegaRulez
[MR_INVIS
] := 0;
2165 // Íî îò îñòàëüíîãî ñïàñàåò:
2166 if FMegaRulez
[MR_INVUL
] >= gTime
then
2173 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2174 if LongBool(gGameSettings
.Options
and GAME_OPTION_TEAMDAMAGE
) or
2175 (SpawnerUID
= FUID
) or
2176 (not SameTeam(FUID
, SpawnerUID
)) then
2178 FLastSpawnerUID
:= SpawnerUID
;
2180 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2181 if gBloodCount
> 0 then
2183 c
:= Min(value
, 200)*gBloodCount
+ Random(Min(value
, 200) div 2);
2184 if value
div 4 <= c
then
2185 c
:= c
- (value
div 4)
2189 if (t
= HIT_SOME
) and (vx
= 0) and (vy
= 0) then
2193 HIT_TRAP
, HIT_ACID
, HIT_FLAME
, HIT_SELF
: MakeBloodSimple(c
);
2194 HIT_BFG
, HIT_ROCKET
, HIT_SOME
: MakeBloodVector(c
, vx
, vy
);
2197 if t
= HIT_WATER
then
2198 g_GFX_Bubbles(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2),
2199 FObj
.Y
+PLAYER_RECT
.Y
-4, value
div 2, 8, 4);
2204 Inc(FDamageBuffer
, value
);
2208 FPain
:= FPain
+ value
;
2211 if g_Game_IsServer
and g_Game_IsNet
then
2213 MH_SEND_PlayerDamage(FUID
, t
, SpawnerUID
, value
, vx
, vy
);
2214 MH_SEND_PlayerStats(FUID
);
2215 MH_SEND_PlayerPos(False, FUID
);
2219 function TPlayer
.Heal(value
: Word; Soft
: Boolean): Boolean;
2222 if g_Game_IsClient
then
2227 if Soft
and (FHealth
< PLAYER_HP_SOFT
) then
2229 IncMax(FHealth
, value
, PLAYER_HP_SOFT
);
2232 if (not Soft
) and (FHealth
< PLAYER_HP_LIMIT
) then
2234 IncMax(FHealth
, value
, PLAYER_HP_LIMIT
);
2238 if Result
and g_Game_IsServer
and g_Game_IsNet
then
2239 MH_SEND_PlayerStats(FUID
);
2242 destructor TPlayer
.Destroy();
2244 if (gPlayer1
<> nil) and (gPlayer1
.FUID
= FUID
) then
2246 if (gPlayer2
<> nil) and (gPlayer2
.FUID
= FUID
) then
2250 FSawSoundIdle
.Free();
2251 FSawSoundHit
.Free();
2252 FJetSoundFly
.Free();
2254 FJetSoundOff
.Free();
2256 if FPunchAnim
<> nil then
2262 procedure TPlayer
.DrawBubble();
2264 bubX
, bubY
: Integer;
2267 Rw
, Gw
, Bw
: SmallInt;
2270 bubX
:= FObj
.X
+FObj
.Rect
.X
+ IfThen(FDirection
= TDirection
.D_LEFT
, -4, 18);
2271 bubY
:= FObj
.Y
+FObj
.Rect
.Y
- 18;
2279 1: // simple textual non-bubble
2281 bubX
:= FObj
.X
+FObj
.Rect
.X
- 11;
2282 bubY
:= FObj
.Y
+FObj
.Rect
.Y
- 17;
2283 e_TextureFontPrint(bubX
, bubY
, '[...]', gStdFont
);
2286 2: // advanced pixel-perfect bubble
2288 if FTeam
= TEAM_RED
then
2291 if FTeam
= TEAM_BLUE
then
2294 3: // colored bubble
2296 Rb
:= FModel
.Color
.R
;
2297 Gb
:= FModel
.Color
.G
;
2298 Bb
:= FModel
.Color
.B
;
2299 Rw
:= Min(Rb
* 2 + 64, 255);
2300 Gw
:= Min(Gb
* 2 + 64, 255);
2301 Bw
:= Min(Bb
* 2 + 64, 255);
2302 if (Abs(Rw
- Rb
) < 32)
2303 or (Abs(Gw
- Gb
) < 32)
2304 or (Abs(Bw
- Bb
) < 32) then
2306 Rb
:= Max(Rw
div 2 - 16, 0);
2307 Gb
:= Max(Gw
div 2 - 16, 0);
2308 Bb
:= Max(Bw
div 2 - 16, 0);
2311 4: // custom textured bubble
2313 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID
) then
2314 if FDirection
= TDirection
.D_RIGHT
then
2315 e_Draw(ID
, bubX
- 6, bubY
- 7, 0, True, False)
2317 e_Draw(ID
, bubX
- 6, bubY
- 7, 0, True, False, TMirrorType
.Horizontal
);
2323 e_DrawQuad(bubX
+ 1, bubY
, bubX
+ 18, bubY
+ 13, Rb
, Gb
, Bb
);
2324 e_DrawQuad(bubX
, bubY
+ 1, bubX
+ 19, bubY
+ 12, Rb
, Gb
, Bb
);
2326 e_DrawFillQuad(bubX
+ 1, bubY
+ 1, bubX
+ 18, bubY
+ 12, Rw
, Gw
, Bw
, 0);
2329 Dot
:= IfThen(FDirection
= TDirection
.D_LEFT
, 14, 5);
2330 e_DrawLine(1, bubX
+ Dot
, bubY
+ 14, bubX
+ Dot
, bubY
+ 16, Rb
, Gb
, Bb
);
2331 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
);
2332 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
);
2333 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
);
2334 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
);
2338 e_DrawFillQuad(bubX
+ Dot
, bubY
+ 8, bubX
+ Dot
+ 1, bubY
+ 9, Rb
, Gb
, Bb
, 0);
2339 e_DrawFillQuad(bubX
+ Dot
+ 3, bubY
+ 8, bubX
+ Dot
+ 4, bubY
+ 9, Rb
, Gb
, Bb
, 0);
2340 e_DrawFillQuad(bubX
+ Dot
+ 6, bubY
+ 8, bubX
+ Dot
+ 7, bubY
+ 9, Rb
, Gb
, Bb
, 0);
2343 procedure TPlayer
.Draw();
2348 Mirror
: TMirrorType
;
2352 if Direction
= TDirection
.D_RIGHT
then
2353 Mirror
:= TMirrorType
.None
2355 Mirror
:= TMirrorType
.Horizontal
;
2357 if FPunchAnim
<> nil then
2358 FPunchAnim
.Draw(FObj
.X
+IfThen(Direction
= TDirection
.D_LEFT
, 15-FObj
.Rect
.X
, FObj
.Rect
.X
-15),
2359 FObj
.Y
+FObj
.Rect
.Y
-11, Mirror
);
2361 if (FMegaRulez
[MR_INVUL
] > gTime
) and (gPlayerDrawn
<> Self
) then
2362 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID
) then
2364 e_GetTextureSize(ID
, @w
, @h
);
2365 if FDirection
= TDirection
.D_LEFT
then
2366 e_Draw(ID
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-(w
div 2)+4,
2367 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-(h
div 2)-7+FObj
.slopeUpLeft
, 0, True, False)
2369 e_Draw(ID
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-(w
div 2)-2,
2370 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-(h
div 2)-7+FObj
.slopeUpLeft
, 0, True, False);
2373 if FMegaRulez
[MR_INVIS
] > gTime
then
2375 if (gPlayerDrawn
<> nil) and ((Self
= gPlayerDrawn
) or
2376 ((FTeam
= gPlayerDrawn
.Team
) and (gGameSettings
.GameMode
<> GM_DM
))) then
2378 if (FMegaRulez
[MR_INVIS
] - gTime
) <= 2100 then
2379 dr
:= not Odd((FMegaRulez
[MR_INVIS
] - gTime
) div 300)
2383 FModel
.Draw(FObj
.X
, FObj
.Y
+FObj
.slopeUpLeft
, 200)
2385 FModel
.Draw(FObj
.X
, FObj
.Y
+FObj
.slopeUpLeft
);
2388 FModel
.Draw(FObj
.X
, FObj
.Y
+FObj
.slopeUpLeft
, 254);
2391 FModel
.Draw(FObj
.X
, FObj
.Y
+FObj
.slopeUpLeft
);
2394 if g_debug_Frames
then
2396 e_DrawQuad(FObj
.X
+FObj
.Rect
.X
,
2398 FObj
.X
+FObj
.Rect
.X
+FObj
.Rect
.Width
-1,
2399 FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-1,
2403 if (gChatBubble
> 0) and (FKeys
[KEY_CHAT
].Pressed
) and not FGhost
then
2405 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2406 if gAimLine
and alive
and
2407 ((Self
= gPlayer1
) or (Self
= gPlayer2
)) then
2412 procedure TPlayer
.DrawAim();
2413 procedure drawCast (sz
: Integer; ax0
, ay0
, ax1
, ay1
: Integer);
2417 if isValidViewPort
and (self
= gPlayer1
) then
2419 g_Holmes_plrLaser(ax0
, ay0
, ax1
, ay1
);
2422 e_DrawLine(sz
, ax0
, ay0
, ax1
, ay1
, 255, 0, 0, 96);
2423 if (g_Map_traceToNearestWall(ax0
, ay0
, ax1
, ay1
, @ex
, @ey
) <> nil) then
2425 e_DrawLine(sz
, ax0
, ay0
, ex
, ey
, 0, 255, 0, 96);
2429 e_DrawLine(sz
, ax0
, ay0
, ex
, ey
, 0, 0, 255, 96);
2434 wx
, wy
, xx
, yy
: Integer;
2438 wx
:= FObj
.X
+ WEAPONPOINT
[FDirection
].X
+ IfThen(FDirection
= TDirection
.D_LEFT
, 7, -7);
2439 wy
:= FObj
.Y
+ WEAPONPOINT
[FDirection
].Y
;
2448 1: begin // Chainsaw
2455 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2456 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2457 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2458 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2463 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2464 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2465 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2466 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2468 4: begin // Double Shotgun
2471 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2472 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2473 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2474 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2476 5: begin // Chaingun
2479 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2480 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2481 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2482 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2484 6: begin // Rocket Launcher
2487 if angle
= ANGLE_RIGHTUP
then Inc(angle
, 2);
2488 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2489 if angle
= ANGLE_LEFTUP
then Dec(angle
, 2);
2490 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2492 7: begin // Plasmagun
2495 if angle
= ANGLE_RIGHTUP
then Inc(angle
);
2496 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 3);
2497 if angle
= ANGLE_LEFTUP
then Dec(angle
);
2498 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 3);
2503 if angle
= ANGLE_RIGHTUP
then Inc(angle
, 1);
2504 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 2);
2505 if angle
= ANGLE_LEFTUP
then Dec(angle
, 1);
2506 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 2);
2508 9: begin // Super Chaingun
2511 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2512 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2513 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2514 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2517 xx
:= Trunc(Cos(-DegToRad(angle
)) * len
) + wx
;
2518 yy
:= Trunc(Sin(-DegToRad(angle
)) * len
) + wy
;
2519 {$IF DEFINED(D2F_DEBUG)}
2520 drawCast(sz
, wx
, wy
, xx
, yy
);
2522 e_DrawLine(sz
, wx
, wy
, xx
, yy
, 255, 0, 0, 96);
2526 procedure TPlayer
.DrawGUI();
2529 X
, Y
, SY
, a
, p
, m
: Integer;
2533 stat
: TPlayerStatArray
;
2535 X
:= gPlayerScreenSize
.X
;
2536 SY
:= gPlayerScreenSize
.Y
;
2539 if gShowGoals
and (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
2541 if gGameSettings
.GameMode
= GM_CTF
then
2545 if gGameSettings
.GameMode
= GM_CTF
then
2547 s
:= 'TEXTURE_PLAYER_REDFLAG';
2548 if gFlags
[FLAG_RED
].State
= FLAG_STATE_CAPTURED
then
2549 s
:= 'TEXTURE_PLAYER_REDFLAG_S';
2550 if gFlags
[FLAG_RED
].State
= FLAG_STATE_DROPPED
then
2551 s
:= 'TEXTURE_PLAYER_REDFLAG_D';
2552 if g_Texture_Get(s
, ID
) then
2553 e_Draw(ID
, X
-16-32, 240-72-4, 0, True, False);
2556 s
:= IntToStr(gTeamStat
[TEAM_RED
].Goals
);
2557 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2558 e_CharFont_PrintEx(gMenuFont
, X
-16-a
-tw
, 240-72-4, s
, TEAMCOLOR
[TEAM_RED
]);
2560 if gGameSettings
.GameMode
= GM_CTF
then
2562 s
:= 'TEXTURE_PLAYER_BLUEFLAG';
2563 if gFlags
[FLAG_BLUE
].State
= FLAG_STATE_CAPTURED
then
2564 s
:= 'TEXTURE_PLAYER_BLUEFLAG_S';
2565 if gFlags
[FLAG_BLUE
].State
= FLAG_STATE_DROPPED
then
2566 s
:= 'TEXTURE_PLAYER_BLUEFLAG_D';
2567 if g_Texture_Get(s
, ID
) then
2568 e_Draw(ID
, X
-16-32, 240-32-4, 0, True, False);
2571 s
:= IntToStr(gTeamStat
[TEAM_BLUE
].Goals
);
2572 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2573 e_CharFont_PrintEx(gMenuFont
, X
-16-a
-tw
, 240-32-4, s
, TEAMCOLOR
[TEAM_BLUE
]);
2576 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID
) then
2577 e_DrawFill(ID
, X
, 0, 1, (gPlayerScreenSize
.Y
div 256)+IfThen(gPlayerScreenSize
.Y
mod 256 > 0, 1, 0),
2580 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID
) then
2581 e_Draw(ID
, X
+2, Y
, 0, True, False);
2583 if gGameSettings
.GameType
in [GT_CUSTOM
, GT_SERVER
, GT_CLIENT
] then
2587 s
:= IntToStr(Frags
);
2588 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2589 e_CharFont_PrintEx(gMenuFont
, X
-16-tw
, Y
, s
, _RGB(255, 0, 0));
2594 stat
:= g_Player_GetStats();
2599 for a
:= 0 to High(stat
) do
2600 if stat
[a
].Name
<> Name
then
2602 if stat
[a
].Frags
> m
then m
:= stat
[a
].Frags
;
2603 if stat
[a
].Frags
> Frags
then p
:= p
+1;
2607 s
:= IntToStr(p
)+' / '+IntToStr(Length(stat
))+' ';
2608 if Frags
>= m
then s
:= s
+'+' else s
:= s
+'-';
2609 s
:= s
+IntToStr(Abs(Frags
-m
));
2611 e_CharFont_GetSize(gMenuSmallFont
, s
, tw
, th
);
2612 e_CharFont_PrintEx(gMenuSmallFont
, X
-16-tw
, Y
+32, s
, _RGB(255, 0, 0));
2615 if gShowLives
and (gGameSettings
.MaxLives
> 0) then
2617 s
:= IntToStr(Lives
);
2618 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2619 e_CharFont_PrintEx(gMenuFont
, X
-16-tw
, SY
-32, s
, _RGB(0, 255, 0));
2623 e_CharFont_GetSize(gMenuSmallFont
, FName
, tw
, th
);
2624 e_CharFont_PrintEx(gMenuSmallFont
, X
+98-(tw
div 2), Y
+8, FName
, _RGB(255, 0, 0));
2626 if R_BERSERK
in FRulez
then
2627 e_Draw(gItemsTexturesID
[ITEM_MEDKIT_BLACK
], X
+37, Y
+45, 0, True, False)
2629 e_Draw(gItemsTexturesID
[ITEM_MEDKIT_LARGE
], X
+37, Y
+45, 0, True, False);
2631 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID
) then
2632 e_Draw(ID
, X
+36, Y
+77, 0, True, False);
2634 s
:= IntToStr(IfThen(FHealth
> 0, FHealth
, 0));
2635 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2636 e_CharFont_PrintEx(gMenuFont
, X
+178-tw
, Y
+40, s
, _RGB(255, 0, 0));
2638 s
:= IntToStr(FArmor
);
2639 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2640 e_CharFont_PrintEx(gMenuFont
, X
+178-tw
, Y
+68, s
, _RGB(255, 0, 0));
2642 s
:= IntToStr(GetAmmoByWeapon(FCurrWeap
));
2648 ID
:= gItemsTexturesID
[ITEM_WEAPON_KASTET
];
2653 ID
:= gItemsTexturesID
[ITEM_WEAPON_SAW
];
2655 WEAPON_PISTOL
: ID
:= gItemsTexturesID
[ITEM_WEAPON_PISTOL
];
2656 WEAPON_CHAINGUN
: ID
:= gItemsTexturesID
[ITEM_WEAPON_CHAINGUN
];
2657 WEAPON_SHOTGUN1
: ID
:= gItemsTexturesID
[ITEM_WEAPON_SHOTGUN1
];
2658 WEAPON_SHOTGUN2
: ID
:= gItemsTexturesID
[ITEM_WEAPON_SHOTGUN2
];
2659 WEAPON_SUPERPULEMET
: ID
:= gItemsTexturesID
[ITEM_WEAPON_SUPERPULEMET
];
2660 WEAPON_ROCKETLAUNCHER
: ID
:= gItemsTexturesID
[ITEM_WEAPON_ROCKETLAUNCHER
];
2661 WEAPON_PLASMA
: ID
:= gItemsTexturesID
[ITEM_WEAPON_PLASMA
];
2662 WEAPON_BFG
: ID
:= gItemsTexturesID
[ITEM_WEAPON_BFG
];
2663 WEAPON_FLAMETHROWER
: ID
:= gItemsTexturesID
[ITEM_WEAPON_FLAMETHROWER
];
2666 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2667 e_CharFont_PrintEx(gMenuFont
, X
+178-tw
, Y
+158, s
, _RGB(255, 0, 0));
2668 e_Draw(ID
, X
+20, Y
+160, 0, True, False);
2670 if R_KEY_RED
in FRulez
then
2671 e_Draw(gItemsTexturesID
[ITEM_KEY_RED
], X
+78, Y
+214, 0, True, False);
2673 if R_KEY_GREEN
in FRulez
then
2674 e_Draw(gItemsTexturesID
[ITEM_KEY_GREEN
], X
+95, Y
+214, 0, True, False);
2676 if R_KEY_BLUE
in FRulez
then
2677 e_Draw(gItemsTexturesID
[ITEM_KEY_BLUE
], X
+112, Y
+214, 0, True, False);
2679 if FJetFuel
> 0 then
2681 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID
) then
2682 e_Draw(ID
, X
+2, Y
+116, 0, True, False);
2683 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID
) then
2684 e_Draw(ID
, X
+2, Y
+126, 0, True, False);
2685 e_DrawLine(4, X
+16, Y
+122, X
+16+Trunc(168*IfThen(FAir
> 0, FAir
, 0)/AIR_MAX
), Y
+122, 0, 0, 196);
2686 e_DrawLine(4, X
+16, Y
+132, X
+16+Trunc(168*FJetFuel
/JET_MAX
), Y
+132, 208, 0, 0);
2690 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID
) then
2691 e_Draw(ID
, X
+2, Y
+124, 0, True, False);
2692 e_DrawLine(4, X
+16, Y
+130, X
+16+Trunc(168*IfThen(FAir
> 0, FAir
, 0)/AIR_MAX
), Y
+130, 0, 0, 196);
2695 if gShowPing
and g_Game_IsClient
then
2697 s
:= _lc
[I_GAME_PING_HUD
] + IntToStr(NetPeer
.lastRoundTripTime
) + _lc
[I_NET_SLIST_PING_MS
];
2698 e_TextureFontPrint(X
+ 4, Y
+ 242, s
, gStdFont
);
2704 e_TextureFontPrint(X
+ 4, Y
+ 242, _lc
[I_PLAYER_SPECT
], gStdFont
);
2705 e_TextureFontPrint(X
+ 4, Y
+ 258, _lc
[I_PLAYER_SPECT2
], gStdFont
);
2706 e_TextureFontPrint(X
+ 4, Y
+ 274, _lc
[I_PLAYER_SPECT1
], gStdFont
);
2709 e_TextureFontGetSize(gStdFont
, cw
, ch
);
2710 s
:= _lc
[I_PLAYER_SPECT4
];
2711 e_TextureFontPrintEx(gScreenWidth
div 2 - cw
*(Length(s
) div 2),
2712 gScreenHeight
-4-ch
, s
, gStdFont
, 255, 255, 255, 1, True);
2713 e_TextureFontPrint(X
+ 4, Y
+ 290, _lc
[I_PLAYER_SPECT1S
], gStdFont
);
2719 procedure TPlayer
.DrawRulez();
2723 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2724 if FMegaRulez
[MR_INVUL
] >= gTime
then
2726 if (FMegaRulez
[MR_INVUL
]-gTime
) <= 2100 then
2727 dr
:= not Odd((FMegaRulez
[MR_INVUL
]-gTime
) div 300)
2732 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1,
2733 191, 191, 191, 0, TBlending
.Invert
);
2736 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2737 if FMegaRulez
[MR_SUIT
] >= gTime
then
2739 if (FMegaRulez
[MR_SUIT
]-gTime
) <= 2100 then
2740 dr
:= not Odd((FMegaRulez
[MR_SUIT
]-gTime
) div 300)
2745 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1,
2746 0, 96, 0, 200, TBlending
.None
);
2749 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2750 if (FBerserk
>= 0) and (LongWord(FBerserk
) >= gTime
) and (gFlash
= 2) then
2752 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1,
2753 255, 0, 0, 200, TBlending
.None
);
2757 procedure TPlayer
.DrawPain();
2761 if FPain
= 0 then Exit
;
2765 if a
< 15 then h
:= 0
2766 else if a
< 35 then h
:= 1
2767 else if a
< 55 then h
:= 2
2768 else if a
< 75 then h
:= 3
2769 else if a
< 95 then h
:= 4
2772 //if a > 255 then a := 255;
2774 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1, 255, 0, 0, 255-h
*50);
2775 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2778 procedure TPlayer
.DrawPickup();
2782 if FPickup
= 0 then Exit
;
2786 if a
< 15 then h
:= 1
2787 else if a
< 35 then h
:= 2
2788 else if a
< 55 then h
:= 3
2789 else if a
< 75 then h
:= 4
2792 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1, 150, 200, 150, 255-h
*50);
2795 procedure TPlayer
.DoPunch();
2799 if FPunchAnim
= nil then begin
2800 g_Frames_Get(id
, 'FRAMES_PUNCH');
2801 FPunchAnim
:= TAnimation
.Create(id
, False, 1);
2806 procedure TPlayer
.Fire();
2808 f
, DidFire
: Boolean;
2809 wx
, wy
, xd
, yd
: Integer;
2812 if g_Game_IsClient
then Exit
;
2813 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2814 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2822 if FReloading
[FCurrWeap
] <> 0 then Exit
;
2827 wx
:= FObj
.X
+WEAPONPOINT
[FDirection
].X
;
2828 wy
:= FObj
.Y
+WEAPONPOINT
[FDirection
].Y
;
2829 xd
:= wx
+IfThen(FDirection
= TDirection
.D_LEFT
, -30, 30);
2830 yd
:= wy
+firediry();
2835 if R_BERSERK
in FRulez
then
2837 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2838 locobj
.X
:= FObj
.X
+FObj
.Rect
.X
;
2839 locobj
.Y
:= FObj
.Y
+FObj
.Rect
.Y
;
2842 locobj
.rect
.Width
:= 39;
2843 locobj
.rect
.Height
:= 52;
2844 locobj
.Vel
.X
:= (xd
-wx
) div 2;
2845 locobj
.Vel
.Y
:= (yd
-wy
) div 2;
2846 locobj
.Accel
.X
:= xd
-wx
;
2847 locobj
.Accel
.y
:= yd
-wy
;
2851 if g_Weapon_Hit(@locobj
, 50, FUID
, HIT_SOME
) <> 0 then
2852 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj
.X
, FObj
.Y
)
2854 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj
.X
, FObj
.Y
);
2856 if (gFlash
= 1) and (FPain
< 50) then FPain
:= min(FPain
+ 25, 50);
2860 g_Weapon_punch(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, 3, FUID
);
2864 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2869 if g_Weapon_chainsaw(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
2870 IfThen(gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
], 9, 3), FUID
) <> 0 then
2872 FSawSoundSelect
.Stop();
2874 FSawSoundHit
.PlayAt(FObj
.X
, FObj
.Y
);
2876 else if not FSawSoundHit
.IsPlaying() then
2878 FSawSoundSelect
.Stop();
2879 FSawSound
.PlayAt(FObj
.X
, FObj
.Y
);
2882 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2888 if FAmmo
[A_BULLETS
] > 0 then
2890 g_Weapon_pistol(wx
, wy
, xd
, yd
, FUID
);
2891 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2892 Dec(FAmmo
[A_BULLETS
]);
2893 FFireAngle
:= FAngle
;
2896 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
2897 GameVelX
, GameVelY
-2, SHELL_BULLET
);
2901 if FAmmo
[A_SHELLS
] > 0 then
2903 g_Weapon_shotgun(wx
, wy
, xd
, yd
, FUID
);
2904 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx
, wy
);
2905 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2906 Dec(FAmmo
[A_SHELLS
]);
2907 FFireAngle
:= FAngle
;
2911 FShellType
:= SHELL_SHELL
;
2915 if FAmmo
[A_SHELLS
] >= 2 then
2917 g_Weapon_dshotgun(wx
, wy
, xd
, yd
, FUID
);
2918 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2919 Dec(FAmmo
[A_SHELLS
], 2);
2920 FFireAngle
:= FAngle
;
2924 FShellType
:= SHELL_DBLSHELL
;
2928 if FAmmo
[A_BULLETS
] > 0 then
2930 g_Weapon_mgun(wx
, wy
, xd
, yd
, FUID
);
2931 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx
, wy
);
2932 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2933 Dec(FAmmo
[A_BULLETS
]);
2934 FFireAngle
:= FAngle
;
2937 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
2938 GameVelX
, GameVelY
-2, SHELL_BULLET
);
2941 WEAPON_ROCKETLAUNCHER
:
2942 if FAmmo
[A_ROCKETS
] > 0 then
2944 g_Weapon_rocket(wx
, wy
, xd
, yd
, FUID
);
2945 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2946 Dec(FAmmo
[A_ROCKETS
]);
2947 FFireAngle
:= FAngle
;
2953 if FAmmo
[A_CELLS
] > 0 then
2955 g_Weapon_plasma(wx
, wy
, xd
, yd
, FUID
);
2956 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2957 Dec(FAmmo
[A_CELLS
]);
2958 FFireAngle
:= FAngle
;
2964 if (FAmmo
[A_CELLS
] >= 40) and (FBFGFireCounter
= -1) then
2966 FBFGFireCounter
:= 17;
2967 if not FNoReload
then
2968 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj
.X
, FObj
.Y
);
2969 Dec(FAmmo
[A_CELLS
], 40);
2973 WEAPON_SUPERPULEMET
:
2974 if FAmmo
[A_SHELLS
] > 0 then
2976 g_Weapon_shotgun(wx
, wy
, xd
, yd
, FUID
);
2977 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
2978 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2979 Dec(FAmmo
[A_SHELLS
]);
2980 FFireAngle
:= FAngle
;
2983 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
2984 GameVelX
, GameVelY
-2, SHELL_SHELL
);
2987 WEAPON_FLAMETHROWER
:
2988 if FAmmo
[A_FUEL
] > 0 then
2990 g_Weapon_flame(wx
, wy
, xd
, yd
, FUID
);
2991 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2993 FFireAngle
:= FAngle
;
2999 if g_Game_IsNet
then
3003 if FCurrWeap
<> WEAPON_BFG
then
3004 MH_SEND_PlayerFire(FUID
, FCurrWeap
, wx
, wy
, xd
, yd
, LastShotID
)
3006 if not FNoReload
then
3007 MH_SEND_Sound(FObj
.X
, FObj
.Y
, 'SOUND_WEAPON_STARTFIREBFG');
3010 MH_SEND_PlayerStats(FUID
);
3015 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
3016 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
3017 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
3020 function TPlayer
.GetAmmoByWeapon(Weapon
: Byte): Word;
3023 WEAPON_PISTOL
, WEAPON_CHAINGUN
: Result
:= FAmmo
[A_BULLETS
];
3024 WEAPON_SHOTGUN1
, WEAPON_SHOTGUN2
, WEAPON_SUPERPULEMET
: Result
:= FAmmo
[A_SHELLS
];
3025 WEAPON_ROCKETLAUNCHER
: Result
:= FAmmo
[A_ROCKETS
];
3026 WEAPON_PLASMA
, WEAPON_BFG
: Result
:= FAmmo
[A_CELLS
];
3027 WEAPON_FLAMETHROWER
: Result
:= FAmmo
[A_FUEL
];
3032 function TPlayer
.HeadInLiquid(XInc
, YInc
: Integer): Boolean;
3034 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_HEADRECT
.X
+XInc
, FObj
.Y
+PLAYER_HEADRECT
.Y
+YInc
,
3035 PLAYER_HEADRECT
.Width
, PLAYER_HEADRECT
.Height
,
3036 PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
, True);
3039 procedure TPlayer
.JetpackOn
;
3043 FJetSoundOn
.SetPosition(0);
3044 FJetSoundOn
.PlayAt(FObj
.X
, FObj
.Y
);
3048 procedure TPlayer
.JetpackOff
;
3052 FJetSoundOff
.SetPosition(0);
3053 FJetSoundOff
.PlayAt(FObj
.X
, FObj
.Y
);
3056 procedure TPlayer
.CatchFire(Attacker
: Word);
3059 FFireAttacker
:= Attacker
;
3060 if g_Game_IsNet
and g_Game_IsServer
then
3061 MH_SEND_PlayerStats(FUID
);
3064 procedure TPlayer
.Jump();
3066 if gFly
or FJetpack
then
3068 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
3069 if FObj
.Vel
.Y
> -VEL_FLY
then
3070 FObj
.Vel
.Y
:= FObj
.Vel
.Y
- 3;
3073 if FJetFuel
> 0 then
3075 if (FJetFuel
< 1) and g_Game_IsServer
then
3079 if g_Game_IsNet
then
3080 MH_SEND_PlayerStats(FUID
);
3086 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
3088 FCanJetpack
:= False;
3090 // Ïðûãàåì èëè âñïëûâàåì:
3091 if (CollideLevel(0, 1) or
3092 g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
+36, PLAYER_RECT
.Width
,
3093 PLAYER_RECT
.Height
-33, PANEL_STEP
, False)
3094 ) and (FObj
.Accel
.Y
= 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
3096 FObj
.Vel
.Y
:= -VEL_JUMP
;
3097 FCanJetpack
:= False;
3101 if BodyInLiquid(0, 0) then
3102 FObj
.Vel
.Y
:= -VEL_SW
3103 else if (FJetFuel
> 0) and FCanJetpack
and
3104 g_Game_IsServer
and (not g_Obj_CollideLiquid(@FObj
, 0, 0)) then
3108 if g_Game_IsNet
then
3109 MH_SEND_PlayerStats(FUID
);
3114 procedure TPlayer
.Kill(KillType
: Byte; SpawnerUID
: Word; t
: Byte);
3116 a
, i
, k
, ab
, ar
: Byte;
3120 srv
, netsrv
: Boolean;
3126 procedure PushItem(t
: Byte);
3130 id
:= g_Items_Create(FObj
.X
, FObj
.Y
, t
, True, False);
3131 it
:= g_Items_ByIdx(id
);
3132 if KillType
= K_EXTRAHARDKILL
then // -7..+7; -8..0
3134 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-7+Random(15),
3135 (FObj
.Vel
.Y
div 2)-Random(9));
3136 it
.positionChanged(); // this updates spatial accelerators
3140 if KillType
= K_HARDKILL
then // -5..+5; -5..0
3142 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-5+Random(11),
3143 (FObj
.Vel
.Y
div 2)-Random(6));
3145 else // -3..+3; -3..0
3147 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-3+Random(7),
3148 (FObj
.Vel
.Y
div 2)-Random(4));
3150 it
.positionChanged(); // this updates spatial accelerators
3153 if g_Game_IsNet
and g_Game_IsServer
then
3154 MH_SEND_ItemSpawn(True, id
);
3158 DoFrags
:= (gGameSettings
.MaxLives
= 0) or (gGameSettings
.GameMode
= GM_COOP
);
3159 Srv
:= g_Game_IsServer
;
3160 Netsrv
:= g_Game_IsServer
and g_Game_IsNet
;
3161 if Srv
then FDeath
:= FDeath
+ 1;
3166 if not FPhysics
then
3172 if (gGameSettings
.MaxLives
> 0) and Srv
and (gLMSRespawn
= LMS_RESPAWN_NONE
) then
3174 if FLives
> 0 then FLives
:= FLives
- 1;
3175 if FLives
= 0 then FNoRespawn
:= True;
3178 // Íîìåð òèïà ñìåðòè:
3181 K_SIMPLEKILL
: a
:= 1;
3183 K_EXTRAHARDKILL
: a
:= 3;
3188 if not FModel
.PlaySound(MODELSOUND_DIE
, a
, FObj
.X
, FObj
.Y
) then
3190 if FModel
.PlaySound(MODELSOUND_DIE
, i
, FObj
.X
, FObj
.Y
) then
3197 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN1
;
3199 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN2
;
3200 K_EXTRAHARDKILL
, K_FALLKILL
:
3201 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN3
;
3204 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3208 K_HARDKILL
, K_EXTRAHARDKILL
:
3212 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3213 if (KillType
<> K_FALLKILL
) and (Srv
) then
3214 g_Monsters_killedp();
3216 if SpawnerUID
= FUID
then
3218 if Srv
and (DoFrags
or (gGameSettings
.GameMode
= GM_TDM
)) then
3223 g_Console_Add(Format(_lc
[I_PLAYER_KILL_SELF
], [FName
]), True);
3226 if g_GetUIDType(SpawnerUID
) = UID_PLAYER
then
3227 begin // Óáèò äðóãèì èãðîêîì
3228 KP
:= g_Player_Get(SpawnerUID
);
3229 if (KP
<> nil) and Srv
then
3231 if (DoFrags
or (gGameSettings
.GameMode
= GM_TDM
)) then
3232 if SameTeam(FUID
, SpawnerUID
) then
3242 if (gGameSettings
.GameMode
= GM_TDM
) and DoFrags
then
3243 Inc(gTeamStat
[KP
.Team
].Goals
,
3244 IfThen(SameTeam(FUID
, SpawnerUID
), -1, 1));
3246 if netsrv
then MH_SEND_PlayerStats(SpawnerUID
);
3249 plr
:= g_Player_Get(SpawnerUID
);
3257 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_2
],
3261 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_1
],
3265 g_Console_Add(Format(_lc
[I_PLAYER_KILL
],
3270 else if g_GetUIDType(SpawnerUID
) = UID_MONSTER
then
3271 begin // Óáèò ìîíñòðîì
3272 mon
:= g_Monsters_ByUID(SpawnerUID
);
3276 s
:= g_Mons_GetKilledByTypeId(mon
.MonsterType
);
3280 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_2
],
3284 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_1
],
3288 g_Console_Add(Format(_lc
[I_PLAYER_KILL
],
3293 else // Îñîáûå òèïû ñìåðòè
3296 HIT_SELF
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_SELF
], [FName
]), True);
3297 HIT_FALL
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_FALL
], [FName
]), True);
3298 HIT_WATER
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_WATER
], [FName
]), True);
3299 HIT_ACID
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_ACID
], [FName
]), True);
3300 HIT_TRAP
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_TRAP
], [FName
]), True);
3301 else g_Console_Add(Format(_lc
[I_PLAYER_DIED
], [FName
]), True);
3307 for a
:= WP_FIRST
to WP_LAST
do
3311 WEAPON_SAW
: i
:= ITEM_WEAPON_SAW
;
3312 WEAPON_SHOTGUN1
: i
:= ITEM_WEAPON_SHOTGUN1
;
3313 WEAPON_SHOTGUN2
: i
:= ITEM_WEAPON_SHOTGUN2
;
3314 WEAPON_CHAINGUN
: i
:= ITEM_WEAPON_CHAINGUN
;
3315 WEAPON_ROCKETLAUNCHER
: i
:= ITEM_WEAPON_ROCKETLAUNCHER
;
3316 WEAPON_PLASMA
: i
:= ITEM_WEAPON_PLASMA
;
3317 WEAPON_BFG
: i
:= ITEM_WEAPON_BFG
;
3318 WEAPON_SUPERPULEMET
: i
:= ITEM_WEAPON_SUPERPULEMET
;
3319 WEAPON_FLAMETHROWER
: i
:= ITEM_WEAPON_FLAMETHROWER
;
3328 if R_ITEM_BACKPACK
in FRulez
then
3329 PushItem(ITEM_AMMO_BACKPACK
);
3331 // Âûáðîñ ðàêåòíîãî ðàíöà:
3332 if FJetFuel
> 0 then
3333 PushItem(ITEM_JETPACK
);
3336 if not (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
]) then
3338 if R_KEY_RED
in FRulez
then
3339 PushItem(ITEM_KEY_RED
);
3341 if R_KEY_GREEN
in FRulez
then
3342 PushItem(ITEM_KEY_GREEN
);
3344 if R_KEY_BLUE
in FRulez
then
3345 PushItem(ITEM_KEY_BLUE
);
3352 g_Player_CreateCorpse(Self
);
3354 if Srv
and (gGameSettings
.MaxLives
> 0) and FNoRespawn
and
3355 (gLMSRespawn
= LMS_RESPAWN_NONE
) then
3361 for i
:= Low(gPlayers
) to High(gPlayers
) do
3363 if gPlayers
[i
] = nil then continue
;
3364 if (not gPlayers
[i
].FNoRespawn
) and (not gPlayers
[i
].FSpectator
) then
3367 if gPlayers
[i
].FTeam
= TEAM_RED
then Inc(ar
)
3368 else if gPlayers
[i
].FTeam
= TEAM_BLUE
then Inc(ab
);
3373 OldLR
:= gLMSRespawn
;
3374 if (gGameSettings
.GameMode
= GM_COOP
) then
3378 // everyone is dead, restart the map
3379 g_Game_Message(_lc
[I_MESSAGE_LMS_LOSE
], 144);
3381 MH_SEND_GameEvent(NET_EV_LMS_LOSE
);
3382 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3383 gLMSRespawnTime
:= gTime
+ 5000;
3385 else if (a
= 1) then
3387 if (gPlayers
[k
] <> nil) and not (gPlayers
[k
] is TBot
) then
3388 if (gPlayers
[k
] = gPlayer1
) or
3389 (gPlayers
[k
] = gPlayer2
) then
3390 g_Console_Add('*** ' + _lc
[I_MESSAGE_LMS_SURVIVOR
] + ' ***', True)
3391 else if Netsrv
and (gPlayers
[k
].FClientID
>= 0) then
3392 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR
, 0, 'N', gPlayers
[k
].FClientID
);
3395 else if (gGameSettings
.GameMode
= GM_TDM
) then
3397 if (ab
= 0) and (ar
<> 0) then
3400 g_Game_Message(Format(_lc
[I_MESSAGE_TLMS_WIN
], [AnsiUpperCase(_lc
[I_GAME_TEAM_RED
])]), 144);
3402 MH_SEND_GameEvent(NET_EV_TLMS_WIN
, TEAM_RED
);
3403 Inc(gTeamStat
[TEAM_RED
].Goals
);
3404 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3405 gLMSRespawnTime
:= gTime
+ 5000;
3407 else if (ar
= 0) and (ab
<> 0) then
3410 g_Game_Message(Format(_lc
[I_MESSAGE_TLMS_WIN
], [AnsiUpperCase(_lc
[I_GAME_TEAM_BLUE
])]), 144);
3412 MH_SEND_GameEvent(NET_EV_TLMS_WIN
, TEAM_BLUE
);
3413 Inc(gTeamStat
[TEAM_BLUE
].Goals
);
3414 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3415 gLMSRespawnTime
:= gTime
+ 5000;
3417 else if (ar
= 0) and (ab
= 0) then
3420 g_Game_Message(_lc
[I_GAME_WIN_DRAW
], 144);
3422 MH_SEND_GameEvent(NET_EV_LMS_DRAW
, 0, FName
);
3423 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3424 gLMSRespawnTime
:= gTime
+ 5000;
3427 else if (gGameSettings
.GameMode
= GM_DM
) then
3431 if gPlayers
[k
] <> nil then
3434 // survivor is the winner
3435 g_Game_Message(Format(_lc
[I_MESSAGE_LMS_WIN
], [AnsiUpperCase(FName
)]), 144);
3437 MH_SEND_GameEvent(NET_EV_LMS_WIN
, 0, FName
);
3440 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3441 gLMSRespawnTime
:= gTime
+ 5000;
3443 else if (a
= 0) then
3445 // everyone is dead, restart the map
3446 g_Game_Message(_lc
[I_GAME_WIN_DRAW
], 144);
3448 MH_SEND_GameEvent(NET_EV_LMS_DRAW
, 0, FName
);
3449 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3450 gLMSRespawnTime
:= gTime
+ 5000;
3453 if srv
and (OldLR
= LMS_RESPAWN_NONE
) and (gLMSRespawn
> LMS_RESPAWN_NONE
) then
3455 if NetMode
= NET_SERVER
then
3456 MH_SEND_GameEvent(NET_EV_LMS_WARMUP
, (gLMSRespawnTime
- gTime
) div 1000)
3458 g_Console_Add(Format(_lc
[I_MSG_WARMUP_START
], [(gLMSRespawnTime
- gTime
) div 1000]), True);
3464 MH_SEND_PlayerStats(FUID
);
3465 MH_SEND_PlayerDeath(FUID
, KillType
, t
, SpawnerUID
);
3466 if gGameSettings
.GameMode
= GM_TDM
then MH_SEND_GameStats
;
3469 if srv
and FNoRespawn
then Spectate(True);
3470 FWantsInGame
:= True;
3473 function TPlayer
.BodyInLiquid(XInc
, YInc
: Integer): Boolean;
3475 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
, PLAYER_RECT
.Width
,
3476 PLAYER_RECT
.Height
-20, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
, False);
3479 function TPlayer
.BodyInAcid(XInc
, YInc
: Integer): Boolean;
3481 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
, PLAYER_RECT
.Width
,
3482 PLAYER_RECT
.Height
-20, PANEL_ACID1
or PANEL_ACID2
, False);
3485 procedure TPlayer
.MakeBloodSimple(Count
: Word);
3487 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)+8,
3488 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3489 Count
div 2, 3, -1, 16, (PLAYER_RECT
.Height
*2 div 3),
3491 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-8,
3492 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3493 Count
div 2, -3, -1, 16, (PLAYER_RECT
.Height
*2) div 3,
3497 procedure TPlayer
.MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
3499 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2),
3500 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3501 Count
, VelX
, VelY
, 16, (PLAYER_RECT
.Height
*2) div 3,
3505 procedure TPlayer
.QueueWeaponSwitch(Weapon
: Byte);
3507 if g_Game_IsClient
then Exit
;
3508 if Weapon
> High(FWeapon
) then Exit
;
3509 FNextWeap
:= FNextWeap
or (1 shl Weapon
);
3512 procedure TPlayer
.resetWeaponQueue ();
3515 FNextWeapDelay
:= 0;
3518 function TPlayer
.hasAmmoForWeapon (weapon
: Byte): Boolean;
3522 WEAPON_KASTET
, WEAPON_SAW
: result
:= true;
3523 WEAPON_SHOTGUN1
, WEAPON_SHOTGUN2
: result
:= (FAmmo
[A_SHELLS
] > 0);
3524 WEAPON_PISTOL
, WEAPON_CHAINGUN
, WEAPON_SUPERPULEMET
: result
:= (FAmmo
[A_BULLETS
] > 0);
3525 WEAPON_ROCKETLAUNCHER
: result
:= (FAmmo
[A_ROCKETS
] > 0);
3526 WEAPON_PLASMA
, WEAPON_BFG
: result
:= (FAmmo
[A_CELLS
] > 0);
3527 WEAPON_FLAMETHROWER
: result
:= (FAmmo
[A_FUEL
] > 0);
3528 else result
:= (weapon
< length(FWeapon
));
3532 // return 255 for "no switch"
3533 function TPlayer
.getNextWeaponIndex (): Byte;
3536 wantThisWeapon
: array[0..64] of Boolean;
3537 wwc
: Integer = 0; //HACK!
3540 result
:= 255; // default result: "no switch"
3541 // had weapon cycling on previous frame? remove that flag
3542 if (FNextWeap
and $2000) <> 0 then
3544 FNextWeap
:= FNextWeap
and $1FFF;
3545 FNextWeapDelay
:= 0;
3547 // cycling has priority
3548 if (FNextWeap
and $C000) <> 0 then
3550 if (FNextWeap
and $8000) <> 0 then
3554 FNextWeap
:= FNextWeap
or $2000; // we need this
3555 if FNextWeapDelay
> 0 then
3556 exit
; // cooldown time
3558 for i
:= 0 to High(FWeapon
) do
3560 cwi
:= (cwi
+length(FWeapon
)+dir
) mod length(FWeapon
);
3561 if FWeapon
[cwi
] then
3563 //e_WriteLog(Format(' SWITCH: cur=%d; new=%d', [FCurrWeap, cwi]), MSG_WARNING);
3564 result
:= Byte(cwi
);
3565 FNextWeapDelay
:= 10;
3573 for i
:= 0 to High(wantThisWeapon
) do
3574 wantThisWeapon
[i
] := false;
3575 for i
:= 0 to High(FWeapon
) do
3576 if (FNextWeap
and (1 shl i
)) <> 0 then
3578 wantThisWeapon
[i
] := true;
3581 // exclude currently selected weapon from the set
3582 wantThisWeapon
[FCurrWeap
] := false;
3583 // slow down alterations a little
3586 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3587 // more than one weapon requested, assume "alteration" and check alteration delay
3588 if FNextWeapDelay
> 0 then
3594 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3595 // but clear all counters if no weapon should be switched
3601 //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
3602 // try weapons in descending order
3603 for i
:= High(FWeapon
) downto 0 do
3605 if wantThisWeapon
[i
] and FWeapon
[i
] and ((wwc
= 1) or hasAmmoForWeapon(i
)) then
3610 FNextWeapDelay
:= 10; // anyway, 'cause why not
3614 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3618 procedure TPlayer
.RealizeCurrentWeapon();
3619 function switchAllowed (): Boolean;
3624 if FBFGFireCounter
<> -1 then
3626 if FTime
[T_SWITCH
] > gTime
then
3628 for i
:= WP_FIRST
to WP_LAST
do
3629 if FReloading
[i
] > 0 then
3637 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3638 //FNextWeap := FNextWeap and $1FFF;
3639 if FNextWeapDelay
> 0 then Dec(FNextWeapDelay
); // "alteration delay"
3641 if not switchAllowed
then
3643 //HACK for weapon cycling
3644 if (FNextWeap
and $7000) <> 0 then FNextWeap
:= 0;
3648 nw
:= getNextWeaponIndex();
3649 if nw
= 255 then exit
; // don't reset anything here
3650 if nw
> High(FWeapon
) then
3652 // don't forget to reset queue here!
3653 //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
3661 FTime
[T_SWITCH
] := gTime
+156;
3662 if FCurrWeap
= WEAPON_SAW
then FSawSoundSelect
.PlayAt(FObj
.X
, FObj
.Y
);
3663 FModel
.SetWeapon(FCurrWeap
);
3664 if g_Game_IsNet
then MH_SEND_PlayerStats(FUID
);
3668 procedure TPlayer
.NextWeapon();
3670 if g_Game_IsClient
then Exit
;
3674 procedure TPlayer
.PrevWeapon();
3676 if g_Game_IsClient
then Exit
;
3680 procedure TPlayer
.SetWeapon(W
: Byte);
3682 if FCurrWeap
<> W
then
3683 if W
= WEAPON_SAW
then
3684 FSawSoundSelect
.PlayAt(FObj
.X
, FObj
.Y
);
3687 FModel
.SetWeapon(CurrWeap
);
3691 function TPlayer
.PickItem(ItemType
: Byte; arespawn
: Boolean; var remove
: Boolean): Boolean;
3693 function allowBerserkSwitching (): Boolean;
3695 if (FBFGFireCounter
<> -1) then begin result
:= false; exit
; end;
3697 if gBerserkAutoswitch
then exit
;
3698 if not conIsCheatsEnabled
then exit
;
3706 if g_Game_IsClient
then Exit
;
3708 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3709 a
:= LongBool(gGameSettings
.Options
and GAME_OPTION_WEAPONSTAY
) and arespawn
;
3714 if FHealth
< PLAYER_HP_SOFT
then
3716 IncMax(FHealth
, 10, PLAYER_HP_SOFT
);
3720 if gFlash
= 2 then Inc(FPickup
, 5);
3724 if FHealth
< PLAYER_HP_SOFT
then
3726 IncMax(FHealth
, 25, PLAYER_HP_SOFT
);
3730 if gFlash
= 2 then Inc(FPickup
, 5);
3734 if FArmor
< PLAYER_AP_SOFT
then
3736 FArmor
:= PLAYER_AP_SOFT
;
3739 if gFlash
= 2 then Inc(FPickup
, 5);
3743 if FArmor
< PLAYER_AP_LIMIT
then
3745 FArmor
:= PLAYER_AP_LIMIT
;
3748 if gFlash
= 2 then Inc(FPickup
, 5);
3752 if FHealth
< PLAYER_HP_LIMIT
then
3754 IncMax(FHealth
, 100, PLAYER_HP_LIMIT
);
3758 if gFlash
= 2 then Inc(FPickup
, 5);
3762 if (FHealth
< PLAYER_HP_LIMIT
) or (FArmor
< PLAYER_AP_LIMIT
) then
3764 if FHealth
< PLAYER_HP_LIMIT
then
3765 FHealth
:= PLAYER_HP_LIMIT
;
3766 if FArmor
< PLAYER_AP_LIMIT
then
3767 FArmor
:= PLAYER_AP_LIMIT
;
3771 if gFlash
= 2 then Inc(FPickup
, 5);
3775 if (not FWeapon
[WEAPON_SAW
]) or ((not arespawn
) and (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
])) then
3777 FWeapon
[WEAPON_SAW
] := True;
3779 if gFlash
= 2 then Inc(FPickup
, 5);
3780 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3783 ITEM_WEAPON_SHOTGUN1
:
3784 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SHOTGUN1
] then
3786 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
3787 if a
and FWeapon
[WEAPON_SHOTGUN1
] then Exit
;
3789 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3790 FWeapon
[WEAPON_SHOTGUN1
] := True;
3792 if gFlash
= 2 then Inc(FPickup
, 5);
3793 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3796 ITEM_WEAPON_SHOTGUN2
:
3797 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SHOTGUN2
] then
3799 if a
and FWeapon
[WEAPON_SHOTGUN2
] then Exit
;
3801 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3802 FWeapon
[WEAPON_SHOTGUN2
] := True;
3804 if gFlash
= 2 then Inc(FPickup
, 5);
3805 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3808 ITEM_WEAPON_CHAINGUN
:
3809 if (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or not FWeapon
[WEAPON_CHAINGUN
] then
3811 if a
and FWeapon
[WEAPON_CHAINGUN
] then Exit
;
3813 IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
3814 FWeapon
[WEAPON_CHAINGUN
] := True;
3816 if gFlash
= 2 then Inc(FPickup
, 5);
3817 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3820 ITEM_WEAPON_ROCKETLAUNCHER
:
3821 if (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or not FWeapon
[WEAPON_ROCKETLAUNCHER
] then
3823 if a
and FWeapon
[WEAPON_ROCKETLAUNCHER
] then Exit
;
3825 IncMax(FAmmo
[A_ROCKETS
], 2, FMaxAmmo
[A_ROCKETS
]);
3826 FWeapon
[WEAPON_ROCKETLAUNCHER
] := True;
3828 if gFlash
= 2 then Inc(FPickup
, 5);
3829 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3833 if (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or not FWeapon
[WEAPON_PLASMA
] then
3835 if a
and FWeapon
[WEAPON_PLASMA
] then Exit
;
3837 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
3838 FWeapon
[WEAPON_PLASMA
] := True;
3840 if gFlash
= 2 then Inc(FPickup
, 5);
3841 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3845 if (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or not FWeapon
[WEAPON_BFG
] then
3847 if a
and FWeapon
[WEAPON_BFG
] then Exit
;
3849 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
3850 FWeapon
[WEAPON_BFG
] := True;
3852 if gFlash
= 2 then Inc(FPickup
, 5);
3853 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3856 ITEM_WEAPON_SUPERPULEMET
:
3857 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SUPERPULEMET
] then
3859 if a
and FWeapon
[WEAPON_SUPERPULEMET
] then Exit
;
3861 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3862 FWeapon
[WEAPON_SUPERPULEMET
] := True;
3864 if gFlash
= 2 then Inc(FPickup
, 5);
3865 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3868 ITEM_WEAPON_FLAMETHROWER
:
3869 if (FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
]) or not FWeapon
[WEAPON_FLAMETHROWER
] then
3871 if a
and FWeapon
[WEAPON_FLAMETHROWER
] then Exit
;
3873 IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
3874 FWeapon
[WEAPON_FLAMETHROWER
] := True;
3876 if gFlash
= 2 then Inc(FPickup
, 5);
3877 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3881 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
3883 IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
3886 if gFlash
= 2 then Inc(FPickup
, 5);
3889 ITEM_AMMO_BULLETS_BOX
:
3890 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
3892 IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
3895 if gFlash
= 2 then Inc(FPickup
, 5);
3899 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
3901 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3904 if gFlash
= 2 then Inc(FPickup
, 5);
3907 ITEM_AMMO_SHELLS_BOX
:
3908 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
3910 IncMax(FAmmo
[A_SHELLS
], 25, FMaxAmmo
[A_SHELLS
]);
3913 if gFlash
= 2 then Inc(FPickup
, 5);
3917 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
3919 IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
3922 if gFlash
= 2 then Inc(FPickup
, 5);
3925 ITEM_AMMO_ROCKET_BOX
:
3926 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
3928 IncMax(FAmmo
[A_ROCKETS
], 5, FMaxAmmo
[A_ROCKETS
]);
3931 if gFlash
= 2 then Inc(FPickup
, 5);
3935 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
3937 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
3940 if gFlash
= 2 then Inc(FPickup
, 5);
3944 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
3946 IncMax(FAmmo
[A_CELLS
], 100, FMaxAmmo
[A_CELLS
]);
3949 if gFlash
= 2 then Inc(FPickup
, 5);
3953 if FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
] then
3955 IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
3958 if gFlash
= 2 then Inc(FPickup
, 5);
3962 if not(R_ITEM_BACKPACK
in FRulez
) or
3963 (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or
3964 (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or
3965 (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or
3966 (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or
3967 (FMaxAmmo
[A_FUEL
] < AmmoLimits
[1, A_FUEL
]) then
3969 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[1, A_BULLETS
];
3970 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[1, A_SHELLS
];
3971 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[1, A_ROCKETS
];
3972 FMaxAmmo
[A_CELLS
] := AmmoLimits
[1, A_CELLS
];
3973 FMaxAmmo
[A_FUEL
] := AmmoLimits
[1, A_FUEL
];
3975 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
3976 IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
3977 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
3978 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3979 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
3980 IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
3981 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
3982 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
3984 FRulez
:= FRulez
+ [R_ITEM_BACKPACK
];
3987 if gFlash
= 2 then Inc(FPickup
, 5);
3991 if not(R_KEY_RED
in FRulez
) then
3993 Include(FRulez
, R_KEY_RED
);
3995 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
3996 if gFlash
= 2 then Inc(FPickup
, 5);
3997 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
4001 if not(R_KEY_GREEN
in FRulez
) then
4003 Include(FRulez
, R_KEY_GREEN
);
4005 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
4006 if gFlash
= 2 then Inc(FPickup
, 5);
4007 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
4011 if not(R_KEY_BLUE
in FRulez
) then
4013 Include(FRulez
, R_KEY_BLUE
);
4015 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
4016 if gFlash
= 2 then Inc(FPickup
, 5);
4017 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
4021 if FMegaRulez
[MR_SUIT
] < gTime
+PLAYER_SUIT_TIME
then
4023 FMegaRulez
[MR_SUIT
] := gTime
+PLAYER_SUIT_TIME
;
4027 if gFlash
= 2 then Inc(FPickup
, 5);
4031 if FAir
< AIR_MAX
then
4036 if gFlash
= 2 then Inc(FPickup
, 5);
4041 if not (R_BERSERK
in FRulez
) then
4043 Include(FRulez
, R_BERSERK
);
4044 if allowBerserkSwitching
then
4046 FCurrWeap
:= WEAPON_KASTET
;
4048 FModel
.SetWeapon(WEAPON_KASTET
);
4053 if gFlash
= 2 then Inc(FPickup
, 5);
4055 FBerserk
:= gTime
+30000;
4060 if FHealth
< PLAYER_HP_SOFT
then
4062 FHealth
:= PLAYER_HP_SOFT
;
4063 FBerserk
:= gTime
+30000;
4071 if FMegaRulez
[MR_INVUL
] < gTime
+PLAYER_INVUL_TIME
then
4073 FMegaRulez
[MR_INVUL
] := gTime
+PLAYER_INVUL_TIME
;
4076 if gFlash
= 2 then Inc(FPickup
, 5);
4080 if FHealth
< PLAYER_HP_LIMIT
then
4082 IncMax(FHealth
, 4, PLAYER_HP_LIMIT
);
4086 if gFlash
= 2 then Inc(FPickup
, 5);
4090 if FArmor
< PLAYER_AP_LIMIT
then
4092 IncMax(FArmor
, 5, PLAYER_AP_LIMIT
);
4095 if gFlash
= 2 then Inc(FPickup
, 5);
4099 if FJetFuel
< JET_MAX
then
4101 FJetFuel
:= JET_MAX
;
4104 if gFlash
= 2 then Inc(FPickup
, 5);
4108 if FMegaRulez
[MR_INVIS
] < gTime
+PLAYER_INVIS_TIME
then
4110 FMegaRulez
[MR_INVIS
] := gTime
+PLAYER_INVIS_TIME
;
4113 if gFlash
= 2 then Inc(FPickup
, 5);
4118 procedure TPlayer
.Touch();
4122 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
4125 // Áðîñèòü ôëàã òîâàðèùó:
4126 if gGameSettings
.GameMode
= GM_CTF
then
4131 procedure TPlayer
.Push(vx
, vy
: Integer);
4133 if (not FPhysics
) and FGhost
then
4135 FObj
.Accel
.X
:= FObj
.Accel
.X
+ vx
;
4136 FObj
.Accel
.Y
:= FObj
.Accel
.Y
+ vy
;
4137 if g_Game_IsNet
and g_Game_IsServer
then
4138 MH_SEND_PlayerPos(True, FUID
, NET_EVERYONE
);
4141 procedure TPlayer
.Reset(Force
: Boolean);
4147 FTime
[T_RESPAWN
] := 0;
4148 FTime
[T_FLAGCAP
] := 0;
4161 FSpectator
:= False;
4164 FSpectatePlayer
:= -1;
4165 FNoRespawn
:= False;
4167 FLives
:= gGameSettings
.MaxLives
;
4172 procedure TPlayer
.SoftReset();
4178 FBFGFireCounter
:= -1;
4186 SetAction(A_STAND
, True);
4189 function TPlayer
.GetRespawnPoint(): Byte;
4194 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4196 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4197 if gGameSettings
.GameMode
in [GM_COOP
, GM_SINGLE
] then
4199 if (Self
= gPlayer1
) or (Self
= gPlayer2
) then
4201 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
4202 if Self
= gPlayer1
then
4203 c
:= RESPAWNPOINT_PLAYER1
4205 c
:= RESPAWNPOINT_PLAYER2
;
4206 if g_Map_GetPointCount(c
) > 0 then
4212 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
4213 if Self
= gPlayer1
then
4214 c
:= RESPAWNPOINT_PLAYER2
4216 c
:= RESPAWNPOINT_PLAYER1
;
4217 if g_Map_GetPointCount(c
) > 0 then
4224 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
4225 if Random(2) = 0 then
4226 c
:= RESPAWNPOINT_PLAYER1
4228 c
:= RESPAWNPOINT_PLAYER2
;
4229 if g_Map_GetPointCount(c
) > 0 then
4236 // Òî÷êà ëþáîé èç êîìàíä
4237 if Random(2) = 0 then
4238 c
:= RESPAWNPOINT_RED
4240 c
:= RESPAWNPOINT_BLUE
;
4241 if g_Map_GetPointCount(c
) > 0 then
4248 c
:= RESPAWNPOINT_DM
;
4249 if g_Map_GetPointCount(c
) > 0 then
4257 if gGameSettings
.GameMode
= GM_DM
then
4260 c
:= RESPAWNPOINT_DM
;
4261 if g_Map_GetPointCount(c
) > 0 then
4267 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4268 if Random(2) = 0 then
4269 c
:= RESPAWNPOINT_PLAYER1
4271 c
:= RESPAWNPOINT_PLAYER2
;
4272 if g_Map_GetPointCount(c
) > 0 then
4278 // Òî÷êà ëþáîé èç êîìàíä
4279 if Random(2) = 0 then
4280 c
:= RESPAWNPOINT_RED
4282 c
:= RESPAWNPOINT_BLUE
;
4283 if g_Map_GetPointCount(c
) > 0 then
4291 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
4293 // Òî÷êà ñâîåé êîìàíäû
4294 c
:= RESPAWNPOINT_DM
;
4295 if FTeam
= TEAM_RED
then
4296 c
:= RESPAWNPOINT_RED
;
4297 if FTeam
= TEAM_BLUE
then
4298 c
:= RESPAWNPOINT_BLUE
;
4299 if g_Map_GetPointCount(c
) > 0 then
4306 c
:= RESPAWNPOINT_DM
;
4307 if g_Map_GetPointCount(c
) > 0 then
4313 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4314 if Random(2) = 0 then
4315 c
:= RESPAWNPOINT_PLAYER1
4317 c
:= RESPAWNPOINT_PLAYER2
;
4318 if g_Map_GetPointCount(c
) > 0 then
4324 // Òî÷êà äðóãîé êîìàíäû
4325 c
:= RESPAWNPOINT_DM
;
4326 if FTeam
= TEAM_RED
then
4327 c
:= RESPAWNPOINT_BLUE
;
4328 if FTeam
= TEAM_BLUE
then
4329 c
:= RESPAWNPOINT_RED
;
4330 if g_Map_GetPointCount(c
) > 0 then
4338 procedure TPlayer
.Respawn(Silent
: Boolean; Force
: Boolean = False);
4340 RespawnPoint
: TRespawnPoint
;
4345 if not g_Game_IsServer
then
4349 FWantsInGame
:= True;
4350 FJustTeleported
:= True;
4353 FTime
[T_RESPAWN
] := 0;
4357 // if server changes MaxLives we gotta be ready
4358 if gGameSettings
.MaxLives
= 0 then FNoRespawn
:= False;
4360 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4361 if FTime
[T_RESPAWN
] > gTime
then
4364 // Ïðîñðàë âñå æèçíè:
4367 if not FSpectator
then Spectate(True);
4368 FWantsInGame
:= True;
4372 if (gGameSettings
.GameType
<> GT_SINGLE
) and (gGameSettings
.GameMode
<> GM_COOP
) then
4373 begin // "Ñâîÿ èãðà"
4374 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4375 FRulez
:= FRulez
-[R_BERSERK
];
4377 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4379 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4380 FRulez
:= FRulez
-[R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
, R_BERSERK
];
4383 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4384 c
:= GetRespawnPoint();
4389 // Âîñêðåøåíèå áåç îðóæèÿ:
4392 FHealth
:= PLAYER_HP_SOFT
;
4398 for a
:= WP_FIRST
to WP_LAST
do
4400 FWeapon
[a
] := False;
4404 FWeapon
[WEAPON_PISTOL
] := True;
4405 FWeapon
[WEAPON_KASTET
] := True;
4406 FCurrWeap
:= WEAPON_PISTOL
;
4409 FModel
.SetWeapon(FCurrWeap
);
4411 for b
:= A_BULLETS
to A_HIGH
do
4414 FAmmo
[A_BULLETS
] := 50;
4416 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[0, A_BULLETS
];
4417 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[0, A_SHELLS
];
4418 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[0, A_SHELLS
];
4419 FMaxAmmo
[A_CELLS
] := AmmoLimits
[0, A_CELLS
];
4420 FMaxAmmo
[A_FUEL
] := AmmoLimits
[0, A_FUEL
];
4422 if gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
] then
4423 FRulez
:= [R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
]
4428 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4429 if not g_Map_GetPoint(c
, RespawnPoint
) then
4431 g_FatalError(_lc
[I_GAME_ERROR_GET_SPAWN
]);
4435 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4436 FObj
.X
:= RespawnPoint
.X
-PLAYER_RECT
.X
;
4437 FObj
.Y
:= RespawnPoint
.Y
-PLAYER_RECT
.Y
;
4443 FDirection
:= RespawnPoint
.Direction
;
4444 if FDirection
= TDirection
.D_LEFT
then
4450 FBFGFireCounter
:= -1;
4455 SetAction(A_STAND
, True);
4456 FModel
.Direction
:= FDirection
;
4458 for a
:= Low(FTime
) to High(FTime
) do
4461 for a
:= Low(FMegaRulez
) to High(FMegaRulez
) do
4466 FCanJetpack
:= False;
4471 // Àíèìàöèÿ âîçðîæäåíèÿ:
4472 if (not gLoadGameMode
) and (not Silent
) then
4473 if g_Frames_Get(ID
, 'FRAMES_TELEPORT') then
4475 Anim
:= TAnimation
.Create(ID
, False, 3);
4476 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4477 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
4481 FSpectator
:= False;
4484 FSpectatePlayer
:= -1;
4487 if (gPlayer1
= nil) and (gLMSPID1
= FUID
) then
4489 if (gPlayer2
= nil) and (gLMSPID2
= FUID
) then
4492 if g_Game_IsNet
then
4494 MH_SEND_PlayerPos(True, FUID
, NET_EVERYONE
);
4495 MH_SEND_PlayerStats(FUID
, NET_EVERYONE
);
4497 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4498 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32,
4503 procedure TPlayer
.Spectate(NoMove
: Boolean = False);
4506 Kill(K_EXTRAHARDKILL
, FUID
, HIT_SOME
)
4507 else if (not NoMove
) then
4509 GameX
:= gMapInfo
.Width
div 2;
4510 GameY
:= gMapInfo
.Height
div 2;
4519 FWantsInGame
:= False;
4524 if Self
= gPlayer1
then
4529 if Self
= gPlayer2
then
4536 if g_Game_IsNet
then
4537 MH_SEND_PlayerStats(FUID
);
4540 procedure TPlayer
.SwitchNoClip
;
4544 FGhost
:= not FGhost
;
4545 FPhysics
:= not FGhost
;
4557 procedure TPlayer
.Run(Direction
: TDirection
);
4561 if MAX_RUNVEL
> 8 then
4565 if Direction
= TDirection
.D_LEFT
then
4567 if FObj
.Vel
.X
> -MAX_RUNVEL
then
4568 FObj
.Vel
.X
:= FObj
.Vel
.X
- (MAX_RUNVEL
shr 3);
4571 if FObj
.Vel
.X
< MAX_RUNVEL
then
4572 FObj
.Vel
.X
:= FObj
.Vel
.X
+ (MAX_RUNVEL
shr 3);
4574 // Âîçìîæíî, ïèíàåì êóñêè:
4575 if (FObj
.Vel
.X
<> 0) and (gGibs
<> nil) then
4577 b
:= Abs(FObj
.Vel
.X
);
4578 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
4579 for a
:= 0 to High(gGibs
) do
4581 if gGibs
[a
].alive
and
4582 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
4583 FObj
.Rect
.Width
, 8, @gGibs
[a
].Obj
) and (Random(3) = 0) then
4586 if FObj
.Vel
.X
< 0 then
4588 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)+120) // íàëåâî
4592 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)); // íàïðàâî
4594 gGibs
[a
].positionChanged(); // this updates spatial accelerators
4602 procedure TPlayer
.SeeDown();
4604 SetAction(A_SEEDOWN
);
4606 if FDirection
= TDirection
.D_LEFT
then FAngle
:= ANGLE_LEFTDOWN
else FAngle
:= ANGLE_RIGHTDOWN
;
4608 if FIncCam
> -120 then DecMin(FIncCam
, 5, -120);
4611 procedure TPlayer
.SeeUp();
4615 if FDirection
= TDirection
.D_LEFT
then FAngle
:= ANGLE_LEFTUP
else FAngle
:= ANGLE_RIGHTUP
;
4617 if FIncCam
< 120 then IncMax(FIncCam
, 5, 120);
4620 procedure TPlayer
.SetAction(Action
: Byte; Force
: Boolean = False);
4628 A_ATTACK
: Prior
:= 2;
4629 A_SEEUP
: Prior
:= 1;
4630 A_SEEDOWN
: Prior
:= 1;
4631 A_ATTACKUP
: Prior
:= 2;
4632 A_ATTACKDOWN
: Prior
:= 2;
4637 if (Prior
> FActionPrior
) or Force
then
4638 if not ((Prior
= 2) and (FCurrWeap
= WEAPON_SAW
)) then
4640 FActionPrior
:= Prior
;
4641 FActionAnim
:= Action
;
4642 FActionForce
:= Force
;
4643 FActionChanged
:= True;
4646 if Action
in [A_ATTACK
, A_ATTACKUP
, A_ATTACKDOWN
] then FModel
.SetFire(True);
4649 function TPlayer
.StayOnStep(XInc
, YInc
: Integer): Boolean;
4651 Result
:= not g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+YInc
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
-1,
4652 PLAYER_RECT
.Width
, 1, PANEL_STEP
, False)
4653 and g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+YInc
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
,
4654 PLAYER_RECT
.Width
, 1, PANEL_STEP
, False);
4657 function TPlayer
.TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
4664 if g_CollideLevel(X
, Y
, PLAYER_RECT
.Width
, PLAYER_RECT
.Height
) then
4666 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj
.X
, FObj
.Y
);
4667 if g_Game_IsServer
and g_Game_IsNet
then
4668 MH_SEND_Sound(FObj
.X
, FObj
.Y
, 'SOUND_GAME_NOTELEPORT');
4672 FJustTeleported
:= True;
4677 if g_Frames_Get(ID
, 'FRAMES_TELEPORT') then
4679 Anim
:= TAnimation
.Create(ID
, False, 3);
4682 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj
.X
, FObj
.Y
);
4683 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4684 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
4685 if g_Game_IsServer
and g_Game_IsNet
then
4686 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4687 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, 1,
4691 FObj
.X
:= X
-PLAYER_RECT
.X
;
4692 FObj
.Y
:= Y
-PLAYER_RECT
.Y
;
4693 if FAlive
and FGhost
then
4699 if not g_Game_IsNet
then
4703 SetDirection(TDirection
.D_LEFT
);
4709 SetDirection(TDirection
.D_RIGHT
);
4715 if FDirection
= TDirection
.D_RIGHT
then
4717 SetDirection(TDirection
.D_LEFT
);
4722 SetDirection(TDirection
.D_RIGHT
);
4728 if not silent
and (Anim
<> nil) then
4730 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4731 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
4734 if g_Game_IsServer
and g_Game_IsNet
then
4735 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4736 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, 0,
4743 function nonz(a
: Single): Single;
4751 procedure TPlayer
.Update();
4754 i
, ii
, wx
, wy
, xd
, yd
, k
: Integer;
4755 blockmon
, headwater
, dospawn
: Boolean;
4760 NetServer
:= g_Game_IsNet
and g_Game_IsServer
;
4761 AnyServer
:= g_Game_IsServer
;
4763 if g_Game_IsClient
and (NetInterpLevel
> 0) then
4764 DoLerp(NetInterpLevel
+ 1)
4770 if FClientID
>= 0 then
4772 FPing
:= NetClients
[FClientID
].Peer
^.lastRoundTripTime
;
4773 if NetClients
[FClientID
].Peer
^.packetsSent
> 0 then
4774 FLoss
:= Round(100*NetClients
[FClientID
].Peer
^.packetsLost
/NetClients
[FClientID
].Peer
^.packetsSent
)
4783 if FAlive
and (FPunchAnim
<> nil) then
4784 FPunchAnim
.Update();
4786 if FAlive
and (gFly
or FJetpack
) then
4789 if FDirection
= TDirection
.D_LEFT
then
4794 if FAlive
and (not FGhost
) then
4796 if FKeys
[KEY_UP
].Pressed
then
4798 if FKeys
[KEY_DOWN
].Pressed
then
4802 if (not (FKeys
[KEY_UP
].Pressed
or FKeys
[KEY_DOWN
].Pressed
)) and
4805 i
:= g_basic
.Sign(FIncCam
);
4806 FIncCam
:= Abs(FIncCam
);
4807 DecMin(FIncCam
, 5, 0);
4808 FIncCam
:= FIncCam
*i
;
4811 // no need to do that each second frame, weapon queue will take care of it
4812 if FAlive
and FKeys
[KEY_NEXTWEAPON
].Pressed
and AnyServer
then NextWeapon();
4813 if FAlive
and FKeys
[KEY_PREVWEAPON
].Pressed
and AnyServer
then PrevWeapon();
4815 if gTime
mod (GAME_TICK
*2) <> 0 then
4817 if (FObj
.Vel
.X
= 0) and FAlive
then
4819 if FKeys
[KEY_LEFT
].Pressed
then
4820 Run(TDirection
.D_LEFT
);
4821 if FKeys
[KEY_RIGHT
].Pressed
then
4822 Run(TDirection
.D_RIGHT
);
4827 g_Obj_Move(@FObj
, True, True, True);
4828 positionChanged(); // this updates spatial accelerators
4834 FActionChanged
:= False;
4838 // Let alive player do some actions
4839 if FKeys
[KEY_LEFT
].Pressed
then Run(TDirection
.D_LEFT
);
4840 if FKeys
[KEY_RIGHT
].Pressed
then Run(TDirection
.D_RIGHT
);
4841 //if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4842 //if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4843 if FKeys
[KEY_FIRE
].Pressed
and AnyServer
then Fire();
4844 if FKeys
[KEY_OPEN
].Pressed
and AnyServer
then Use();
4845 if FKeys
[KEY_JUMP
].Pressed
then Jump()
4848 if AnyServer
and FJetpack
then
4852 if NetServer
then MH_SEND_PlayerStats(FUID
);
4854 FCanJetpack
:= True;
4861 for k
:= Low(FKeys
) to KEY_CHAT
-1 do
4863 if FKeys
[k
].Pressed
then
4871 if gGameSettings
.GameType
in [GT_CUSTOM
, GT_SERVER
, GT_CLIENT
] then
4874 if (FTime
[T_RESPAWN
] <= gTime
) and
4875 gGameOn
and (not FAlive
) then
4877 if (g_Player_GetCount() > 1) then
4881 gExit
:= EXIT_RESTART
;
4886 // Dead spectator actions
4889 if FKeys
[KEY_OPEN
].Pressed
and AnyServer
then Fire();
4890 if FKeys
[KEY_FIRE
].Pressed
and AnyServer
then
4894 if (FSpectatePlayer
>= High(gPlayers
)) then
4895 FSpectatePlayer
:= -1
4899 for I
:= FSpectatePlayer
+ 1 to High(gPlayers
) do
4900 if gPlayers
[I
] <> nil then
4901 if gPlayers
[I
].alive
then
4902 if gPlayers
[I
].UID
<> FUID
then
4904 FSpectatePlayer
:= I
;
4909 if not SetSpect
then FSpectatePlayer
:= -1;
4920 if FKeys
[KEY_UP
].Pressed
or FKeys
[KEY_JUMP
].Pressed
then
4922 FYTo
:= FObj
.Y
- 32;
4923 FSpectatePlayer
:= -1;
4925 if FKeys
[KEY_DOWN
].Pressed
then
4927 FYTo
:= FObj
.Y
+ 32;
4928 FSpectatePlayer
:= -1;
4930 if FKeys
[KEY_LEFT
].Pressed
then
4932 FXTo
:= FObj
.X
- 32;
4933 FSpectatePlayer
:= -1;
4935 if FKeys
[KEY_RIGHT
].Pressed
then
4937 FXTo
:= FObj
.X
+ 32;
4938 FSpectatePlayer
:= -1;
4941 if (FXTo
< -64) then
4943 else if (FXTo
> gMapInfo
.Width
+ 32) then
4944 FXTo
:= gMapInfo
.Width
+ 32;
4945 if (FYTo
< -72) then
4947 else if (FYTo
> gMapInfo
.Height
+ 32) then
4948 FYTo
:= gMapInfo
.Height
+ 32;
4953 g_Obj_Move(@FObj
, True, True, True);
4954 positionChanged(); // this updates spatial accelerators
4961 if (FSpectatePlayer
<= High(gPlayers
)) and (FSpectatePlayer
>= 0) then
4962 if gPlayers
[FSpectatePlayer
] <> nil then
4963 if gPlayers
[FSpectatePlayer
].alive
then
4965 FXTo
:= gPlayers
[FSpectatePlayer
].GameX
;
4966 FYTo
:= gPlayers
[FSpectatePlayer
].GameY
;
4970 blockmon
:= g_Map_CollidePanel(FObj
.X
+PLAYER_HEADRECT
.X
, FObj
.Y
+PLAYER_HEADRECT
.Y
,
4971 PLAYER_HEADRECT
.Width
, PLAYER_HEADRECT
.Height
,
4972 PANEL_BLOCKMON
, True);
4973 headwater
:= HeadInLiquid(0, 0);
4975 // Ñîïðîòèâëåíèå âîçäóõà:
4976 if (not FAlive
) or not (FKeys
[KEY_LEFT
].Pressed
or FKeys
[KEY_RIGHT
].Pressed
) then
4977 if FObj
.Vel
.X
<> 0 then
4978 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
4980 if (FLastHit
= HIT_TRAP
) and (FPain
> 90) then FPain
:= 90;
4981 DecMin(FPain
, 5, 0);
4982 DecMin(FPickup
, 1, 0);
4984 if FAlive
and (FObj
.Y
> Integer(gMapInfo
.Height
)+128) and AnyServer
then
4986 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
4987 FMegaRulez
[MR_SUIT
] := 0;
4988 FMegaRulez
[MR_INVUL
] := 0;
4989 FMegaRulez
[MR_INVIS
] := 0;
4990 Kill(K_FALLKILL
, 0, HIT_FALL
);
4997 if FCurrWeap
= WEAPON_SAW
then
4998 if not (FSawSound
.IsPlaying() or FSawSoundHit
.IsPlaying() or
4999 FSawSoundSelect
.IsPlaying()) then
5000 FSawSoundIdle
.PlayAt(FObj
.X
, FObj
.Y
);
5003 if (not FJetSoundFly
.IsPlaying()) and (not FJetSoundOn
.IsPlaying()) and
5004 (not FJetSoundOff
.IsPlaying()) then
5006 FJetSoundFly
.SetPosition(0);
5007 FJetSoundFly
.PlayAt(FObj
.X
, FObj
.Y
);
5010 for b
:= WP_FIRST
to WP_LAST
do
5011 if FReloading
[b
] > 0 then
5017 if FShellTimer
> -1 then
5018 if FShellTimer
= 0 then
5020 if FShellType
= SHELL_SHELL
then
5021 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5022 GameVelX
, GameVelY
-2, SHELL_SHELL
)
5023 else if FShellType
= SHELL_DBLSHELL
then
5025 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5026 GameVelX
+1, GameVelY
-2, SHELL_SHELL
);
5027 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5028 GameVelX
-1, GameVelY
-2, SHELL_SHELL
);
5031 end else Dec(FShellTimer
);
5033 if (FBFGFireCounter
> -1) then
5034 if FBFGFireCounter
= 0 then
5038 wx
:= FObj
.X
+WEAPONPOINT
[FDirection
].X
;
5039 wy
:= FObj
.Y
+WEAPONPOINT
[FDirection
].Y
;
5040 xd
:= wx
+IfThen(FDirection
= TDirection
.D_LEFT
, -30, 30);
5041 yd
:= wy
+firediry();
5042 g_Weapon_bfgshot(wx
, wy
, xd
, yd
, FUID
);
5043 if NetServer
then MH_SEND_PlayerFire(FUID
, WEAPON_BFG
, wx
, wy
, xd
, yd
);
5044 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
5045 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
5046 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
5049 FReloading
[WEAPON_BFG
] := WEAPON_RELOAD
[WEAPON_BFG
];
5050 FBFGFireCounter
:= -1;
5053 FBFGFireCounter
:= 0
5055 Dec(FBFGFireCounter
);
5057 if (FMegaRulez
[MR_SUIT
] < gTime
) and AnyServer
then
5059 b
:= g_GetAcidHit(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
, PLAYER_RECT
.Width
, PLAYER_RECT
.Height
);
5061 if (b
> 0) and (gTime
mod (15*GAME_TICK
) = 0) then Damage(b
, 0, 0, 0, HIT_ACID
);
5064 if (headwater
or blockmon
) then
5070 if AnyServer
then Damage(10, 0, 0, 0, HIT_WATER
);
5073 else if (FAir
mod 31 = 0) and not blockmon
then
5075 g_GFX_Bubbles(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2), FObj
.Y
+PLAYER_RECT
.Y
-4, 5+Random(6), 8, 4);
5076 if Random(2) = 0 then
5077 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
5079 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
5081 end else if FAir
< AIR_DEF
then
5084 if FFireTime
> 0 then
5086 if BodyInLiquid(0, 0) then
5091 else if FMegaRulez
[MR_SUIT
] >= gTime
then
5093 if FMegaRulez
[MR_SUIT
] = gTime
then
5100 if FFirePainTime
<= 0 then
5102 if g_Game_IsServer
then
5103 Damage(5, FFireAttacker
, 0, 0, HIT_FLAME
);
5104 FFirePainTime
:= 18;
5106 FFirePainTime
:= FFirePainTime
- 1;
5107 FFireTime
:= FFireTime
- 1;
5108 if (FFireTime
= 0) and g_Game_IsNet
and g_Game_IsServer
then
5109 MH_SEND_PlayerStats(FUID
);
5113 if FDamageBuffer
> 0 then
5115 if FDamageBuffer
>= 9 then
5119 if FDamageBuffer
< 30 then i
:= 9
5120 else if FDamageBuffer
< 100 then i
:= 18
5124 ii
:= Round(FDamageBuffer
*FHealth
/ nonz(FArmor
*(3/4)+FHealth
));
5125 FArmor
:= FArmor
-(FDamageBuffer
-ii
);
5126 FHealth
:= FHealth
-ii
;
5129 FHealth
:= FHealth
+FArmor
;
5134 if FHealth
<= 0 then
5135 if FHealth
> -30 then Kill(K_SIMPLEKILL
, FLastSpawnerUID
, FLastHit
)
5136 else if FHealth
> -50 then Kill(K_HARDKILL
, FLastSpawnerUID
, FLastHit
)
5137 else Kill(K_EXTRAHARDKILL
, FLastSpawnerUID
, FLastHit
);
5141 if FDamageBuffer
<= 20 then FModel
.PlaySound(MODELSOUND_PAIN
, 1, FObj
.X
, FObj
.Y
)
5142 else if FDamageBuffer
<= 55 then FModel
.PlaySound(MODELSOUND_PAIN
, 2, FObj
.X
, FObj
.Y
)
5143 else if FDamageBuffer
<= 120 then FModel
.PlaySound(MODELSOUND_PAIN
, 3, FObj
.X
, FObj
.Y
)
5144 else FModel
.PlaySound(MODELSOUND_PAIN
, 4, FObj
.X
, FObj
.Y
);
5151 end; // if FAlive then ...
5153 if (FActionAnim
= A_PAIN
) and (FModel
.Animation
<> A_PAIN
) then
5155 FModel
.ChangeAnimation(FActionAnim
, FActionForce
);
5156 FModel
.GetCurrentAnimation
.MinLength
:= i
;
5157 FModel
.GetCurrentAnimationMask
.MinLength
:= i
;
5158 end else FModel
.ChangeAnimation(FActionAnim
, FActionForce
and (FModel
.Animation
<> A_STAND
));
5160 if (FModel
.GetCurrentAnimation
.Played
or ((not FActionChanged
) and (FModel
.Animation
= A_WALK
)))
5161 then SetAction(A_STAND
, True);
5163 if not ((FModel
.Animation
= A_WALK
) and (Abs(FObj
.Vel
.X
) < 4) and not FModel
.Fire
) then FModel
.Update
;
5165 for b
:= Low(FKeys
) to High(FKeys
) do
5166 if FKeys
[b
].Time
= 0 then FKeys
[b
].Pressed
:= False else Dec(FKeys
[b
].Time
);
5170 procedure TPlayer
.getMapBox (out x
, y
, w
, h
: Integer); inline;
5172 x
:= FObj
.X
+PLAYER_RECT
.X
;
5173 y
:= FObj
.Y
+PLAYER_RECT
.Y
;
5174 w
:= PLAYER_RECT
.Width
;
5175 h
:= PLAYER_RECT
.Height
;
5179 procedure TPlayer
.moveBy (dx
, dy
: Integer); inline;
5181 if (dx
<> 0) or (dy
<> 0) then
5190 function TPlayer
.Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean;
5192 Result
:= g_Collide(FObj
.X
+PLAYER_RECT
.X
,
5193 FObj
.Y
+PLAYER_RECT
.Y
,
5200 function TPlayer
.Collide(Panel
: TPanel
): Boolean;
5202 Result
:= g_Collide(FObj
.X
+PLAYER_RECT
.X
,
5203 FObj
.Y
+PLAYER_RECT
.Y
,
5207 Panel
.Width
, Panel
.Height
);
5210 function TPlayer
.Collide(X
, Y
: Integer): Boolean;
5212 X
:= X
-FObj
.X
-PLAYER_RECT
.X
;
5213 Y
:= Y
-FObj
.Y
-PLAYER_RECT
.Y
;
5214 Result
:= (x
>= 0) and (x
<= PLAYER_RECT
.Width
) and
5215 (y
>= 0) and (y
<= PLAYER_RECT
.Height
);
5218 function g_Player_ValidName(Name
: string): Boolean;
5224 if gPlayers
= nil then Exit
;
5226 for a
:= 0 to High(gPlayers
) do
5227 if gPlayers
[a
] <> nil then
5228 if LowerCase(Name
) = LowerCase(gPlayers
[a
].FName
) then
5235 procedure TPlayer
.SetDirection(Direction
: TDirection
);
5239 d
:= FModel
.Direction
;
5241 FModel
.Direction
:= Direction
;
5242 if d
<> Direction
then FModel
.ChangeAnimation(FModel
.Animation
, True);
5244 FDirection
:= Direction
;
5247 function TPlayer
.GetKeys(): Byte;
5251 if R_KEY_RED
in FRulez
then Result
:= KEY_RED
;
5252 if R_KEY_GREEN
in FRulez
then Result
:= Result
or KEY_GREEN
;
5253 if R_KEY_BLUE
in FRulez
then Result
:= Result
or KEY_BLUE
;
5255 if FTeam
= TEAM_RED
then Result
:= Result
or KEY_REDTEAM
;
5256 if FTeam
= TEAM_BLUE
then Result
:= Result
or KEY_BLUETEAM
;
5259 procedure TPlayer
.Use();
5263 if FTime
[T_USE
] > gTime
then Exit
;
5265 g_Triggers_PressR(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
, PLAYER_RECT
.Width
,
5266 PLAYER_RECT
.Height
, FUID
, ACTIVATE_PLAYERPRESS
);
5268 for a
:= 0 to High(gPlayers
) do
5269 if (gPlayers
[a
] <> nil) and (gPlayers
[a
] <> Self
) and
5270 gPlayers
[a
].alive
and SameTeam(FUID
, gPlayers
[a
].FUID
) and
5271 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
5272 FObj
.Rect
.Width
, FObj
.Rect
.Height
, @gPlayers
[a
].FObj
) then
5274 gPlayers
[a
].Touch();
5275 if g_Game_IsNet
and g_Game_IsServer
then
5276 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH
, gPlayers
[a
].FUID
);
5279 FTime
[T_USE
] := gTime
+120;
5282 procedure TPlayer
.NetFire(Wpn
: Byte; X
, Y
, AX
, AY
: Integer; WID
: Integer = -1);
5286 WX
, WY
, XD
, YD
: Integer;
5297 if R_BERSERK
in FRulez
then
5299 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5300 locobj
.X
:= FObj
.X
+FObj
.Rect
.X
;
5301 locobj
.Y
:= FObj
.Y
+FObj
.Rect
.Y
;
5304 locobj
.rect
.Width
:= 39;
5305 locobj
.rect
.Height
:= 52;
5306 locobj
.Vel
.X
:= (xd
-wx
) div 2;
5307 locobj
.Vel
.Y
:= (yd
-wy
) div 2;
5308 locobj
.Accel
.X
:= xd
-wx
;
5309 locobj
.Accel
.y
:= yd
-wy
;
5313 if g_Weapon_Hit(@locobj
, 50, FUID
, HIT_SOME
) <> 0 then
5314 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj
.X
, FObj
.Y
)
5316 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj
.X
, FObj
.Y
);
5320 FPain
:= min(FPain
+ 25, 50);
5322 g_Weapon_punch(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, 3, FUID
);
5327 if g_Weapon_chainsaw(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
5328 IfThen(gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
], 9, 3), FUID
) <> 0 then
5330 FSawSoundSelect
.Stop();
5332 FSawSoundHit
.PlayAt(FObj
.X
, FObj
.Y
);
5334 else if not FSawSoundHit
.IsPlaying() then
5336 FSawSoundSelect
.Stop();
5337 FSawSound
.PlayAt(FObj
.X
, FObj
.Y
);
5344 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX
, Gamey
);
5345 FFireAngle
:= FAngle
;
5347 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5348 GameVelX
, GameVelY
-2, SHELL_BULLET
);
5353 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex
, Gamey
);
5354 FFireAngle
:= FAngle
;
5357 FShellType
:= SHELL_SHELL
;
5362 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex
, Gamey
);
5363 FFireAngle
:= FAngle
;
5366 FShellType
:= SHELL_DBLSHELL
;
5371 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex
, Gamey
);
5372 FFireAngle
:= FAngle
;
5374 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5375 GameVelX
, GameVelY
-2, SHELL_BULLET
);
5378 WEAPON_ROCKETLAUNCHER
:
5380 g_Weapon_Rocket(wx
, wy
, xd
, yd
, FUID
, WID
);
5381 FFireAngle
:= FAngle
;
5387 g_Weapon_Plasma(wx
, wy
, xd
, yd
, FUID
, WID
);
5388 FFireAngle
:= FAngle
;
5394 g_Weapon_BFGShot(wx
, wy
, xd
, yd
, FUID
, WID
);
5395 FFireAngle
:= FAngle
;
5399 WEAPON_SUPERPULEMET
:
5401 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex
, Gamey
);
5402 FFireAngle
:= FAngle
;
5404 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5405 GameVelX
, GameVelY
-2, SHELL_SHELL
);
5408 WEAPON_FLAMETHROWER
:
5410 g_Weapon_flame(wx
, wy
, xd
, yd
, FUID
, WID
);
5411 FFireAngle
:= FAngle
;
5418 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
5419 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
5420 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
5423 procedure TPlayer
.DoLerp(Level
: Integer = 2);
5425 if FObj
.X
<> FXTo
then FObj
.X
:= Lerp(FObj
.X
, FXTo
, Level
);
5426 if FObj
.Y
<> FYTo
then FObj
.Y
:= Lerp(FObj
.Y
, FYTo
, Level
);
5429 procedure TPlayer
.SetLerp(XTo
, YTo
: Integer);
5433 if NetInterpLevel
< 1 then
5443 AX
:= Abs(FXTo
- FObj
.X
);
5444 AY
:= Abs(FYTo
- FObj
.Y
);
5445 if (AX
> 32) or (AX
<= NetInterpLevel
) then
5447 if (AY
> 32) or (AY
<= NetInterpLevel
) then
5452 function TPlayer
.FullInLift(XInc
, YInc
: Integer): Integer;
5454 if g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
5455 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
-8,
5456 PANEL_LIFTUP
, False) then Result
:= -1
5458 if g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
5459 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
-8,
5460 PANEL_LIFTDOWN
, False) then Result
:= 1
5464 function TPlayer
.GetFlag(Flag
: Byte): Boolean;
5471 if Flag
= FLAG_NONE
then
5474 if not g_Game_IsServer
then Exit
;
5476 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5477 if (Flag
= FTeam
) and
5478 (gFlags
[Flag
].State
= FLAG_STATE_NORMAL
) and
5479 (FFlag
<> FLAG_NONE
) then
5481 if FFlag
= FLAG_RED
then
5482 s
:= _lc
[I_PLAYER_FLAG_RED
]
5484 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5486 evtype
:= FLAG_STATE_SCORED
;
5488 ts
:= Format('%.4d', [gFlags
[FFlag
].CaptureTime
]);
5489 Insert('.', ts
, Length(ts
) + 1 - 3);
5490 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_CAPTURE
], [FName
, s
, ts
]), True);
5492 g_Map_ResetFlag(FFlag
);
5493 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_CAPTURE
], [AnsiUpperCase(s
)]), 144);
5495 gTeamStat
[FTeam
].Goals
:= gTeamStat
[FTeam
].Goals
+ 1;
5498 if g_Game_IsNet
then
5500 MH_SEND_FlagEvent(evtype
, FFlag
, FUID
, False);
5504 gFlags
[FFlag
].CaptureTime
:= 0;
5509 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5510 if (Flag
= FTeam
) and
5511 (gFlags
[Flag
].State
= FLAG_STATE_DROPPED
) then
5513 if Flag
= FLAG_RED
then
5514 s
:= _lc
[I_PLAYER_FLAG_RED
]
5516 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5518 evtype
:= FLAG_STATE_RETURNED
;
5519 gFlags
[Flag
].CaptureTime
:= 0;
5521 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_RETURN
], [FName
, s
]), True);
5523 g_Map_ResetFlag(Flag
);
5524 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_RETURN
], [AnsiUpperCase(s
)]), 144);
5527 if g_Game_IsNet
then
5529 MH_SEND_FlagEvent(evtype
, Flag
, FUID
, False);
5535 // Ïîäîáðàë ÷óæîé ôëàã:
5536 if (Flag
<> FTeam
) and (FTime
[T_FLAGCAP
] <= gTime
) then
5540 if Flag
= FLAG_RED
then
5541 s
:= _lc
[I_PLAYER_FLAG_RED
]
5543 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5545 evtype
:= FLAG_STATE_CAPTURED
;
5547 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_GET
], [FName
, s
]), True);
5549 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_GET
], [AnsiUpperCase(s
)]), 144);
5551 gFlags
[Flag
].State
:= FLAG_STATE_CAPTURED
;
5554 if g_Game_IsNet
then
5556 MH_SEND_FlagEvent(evtype
, Flag
, FUID
, False);
5562 procedure TPlayer
.SetFlag(Flag
: Byte);
5565 if FModel
<> nil then
5566 FModel
.SetFlag(FFlag
);
5569 function TPlayer
.DropFlag(): Boolean;
5574 if (not g_Game_IsServer
) or (FFlag
= FLAG_NONE
) then
5576 FTime
[T_FLAGCAP
] := gTime
+ 2000;
5577 with gFlags
[FFlag
] do
5581 Direction
:= FDirection
;
5582 State
:= FLAG_STATE_DROPPED
;
5584 g_Obj_Push(@Obj
, (FObj
.Vel
.X
div 2)-2+Random(5),
5585 (FObj
.Vel
.Y
div 2)-2+Random(5));
5586 positionChanged(); // this updates spatial accelerators
5588 if FFlag
= FLAG_RED
then
5589 s
:= _lc
[I_PLAYER_FLAG_RED
]
5591 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5593 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_DROP
], [FName
, s
]), True);
5594 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_DROP
], [AnsiUpperCase(s
)]), 144);
5596 if g_Game_IsNet
then
5597 MH_SEND_FlagEvent(FLAG_STATE_DROPPED
, Flag
, FUID
, False);
5603 procedure TPlayer
.GetSecret();
5608 procedure TPlayer
.PressKey(Key
: Byte; Time
: Word = 1);
5610 Assert(Key
<= High(FKeys
));
5612 FKeys
[Key
].Pressed
:= True;
5613 FKeys
[Key
].Time
:= Time
;
5616 function TPlayer
.IsKeyPressed(K
: Byte): Boolean;
5618 Result
:= FKeys
[K
].Pressed
;
5621 procedure TPlayer
.ReleaseKeys();
5625 for a
:= Low(FKeys
) to High(FKeys
) do
5627 FKeys
[a
].Pressed
:= False;
5632 procedure TPlayer
.OnDamage(Angle
: SmallInt);
5636 function TPlayer
.firediry(): Integer;
5638 if FKeys
[KEY_UP
].Pressed
then Result
:= -42
5639 else if FKeys
[KEY_DOWN
].Pressed
then Result
:= 19
5643 procedure TPlayer
.RememberState();
5647 FSavedState
.Health
:= FHealth
;
5648 FSavedState
.Armor
:= FArmor
;
5649 FSavedState
.Air
:= FAir
;
5650 FSavedState
.JetFuel
:= FJetFuel
;
5651 FSavedState
.CurrWeap
:= FCurrWeap
;
5652 FSavedState
.NextWeap
:= FNextWeap
;
5653 FSavedState
.NextWeapDelay
:= FNextWeapDelay
;
5656 FSavedState
.Ammo
[i
] := FAmmo
[i
];
5658 FSavedState
.MaxAmmo
[i
] := FMaxAmmo
[i
];
5660 FSavedState
.Rulez
:= FRulez
;
5661 FSavedState
.WaitRecall
:= True;
5664 procedure TPlayer
.RecallState();
5668 if not FSavedState
.WaitRecall
then Exit
;
5670 FHealth
:= FSavedState
.Health
;
5671 FArmor
:= FSavedState
.Armor
;
5672 FAir
:= FSavedState
.Air
;
5673 FJetFuel
:= FSavedState
.JetFuel
;
5674 FCurrWeap
:= FSavedState
.CurrWeap
;
5675 FNextWeap
:= FSavedState
.NextWeap
;
5676 FNextWeapDelay
:= FSavedState
.NextWeapDelay
;
5679 FAmmo
[i
] := FSavedState
.Ammo
[i
];
5681 FMaxAmmo
[i
] := FSavedState
.MaxAmmo
[i
];
5683 FRulez
:= FSavedState
.Rulez
;
5684 FSavedState
.WaitRecall
:= False;
5686 if gGameSettings
.GameType
= GT_SERVER
then
5687 MH_SEND_PlayerStats(FUID
);
5690 procedure TPlayer
.SaveState (st
: TStream
);
5696 utils
.writeSign(st
, 'PLYR');
5697 utils
.writeInt(st
, Byte(PLR_SAVE_VERSION
)); // version
5699 utils
.writeBool(st
, FIamBot
);
5701 utils
.writeInt(st
, Word(FUID
));
5703 utils
.writeStr(st
, FName
);
5705 utils
.writeInt(st
, Byte(FTeam
));
5707 utils
.writeBool(st
, FAlive
);
5708 // Èçðàñõîäîâàë ëè âñå æèçíè
5709 utils
.writeBool(st
, FNoRespawn
);
5711 if FDirection
= TDirection
.D_LEFT
then b
:= 1 else b
:= 2; // D_RIGHT
5712 utils
.writeInt(st
, Byte(b
));
5714 utils
.writeInt(st
, LongInt(FHealth
));
5716 utils
.writeInt(st
, Byte(FLives
));
5718 utils
.writeInt(st
, LongInt(FArmor
));
5720 utils
.writeInt(st
, LongInt(FAir
));
5722 utils
.writeInt(st
, LongInt(FJetFuel
));
5724 utils
.writeInt(st
, LongInt(FPain
));
5726 utils
.writeInt(st
, LongInt(FKills
));
5728 utils
.writeInt(st
, LongInt(FMonsterKills
));
5730 utils
.writeInt(st
, LongInt(FFrags
));
5732 utils
.writeInt(st
, Byte(FFragCombo
));
5733 // Âðåìÿ ïîñëåäíåãî ôðàãà
5734 utils
.writeInt(st
, LongWord(FLastFrag
));
5736 utils
.writeInt(st
, LongInt(FDeath
));
5738 utils
.writeInt(st
, Byte(FFlag
));
5740 utils
.writeInt(st
, LongInt(FSecrets
));
5742 utils
.writeInt(st
, Byte(FCurrWeap
));
5744 utils
.writeInt(st
, Word(FNextWeap
));
5746 utils
.writeInt(st
, Byte(FNextWeapDelay
));
5747 // Âðåìÿ çàðÿäêè BFG
5748 utils
.writeInt(st
, SmallInt(FBFGFireCounter
));
5750 utils
.writeInt(st
, LongInt(FDamageBuffer
));
5751 // Ïîñëåäíèé óäàðèâøèé
5752 utils
.writeInt(st
, Word(FLastSpawnerUID
));
5753 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
5754 utils
.writeInt(st
, Byte(FLastHit
));
5756 Obj_SaveState(st
, @FObj
);
5757 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
5758 for i
:= A_BULLETS
to A_HIGH
do utils
.writeInt(st
, Word(FAmmo
[i
]));
5759 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
5760 for i
:= A_BULLETS
to A_HIGH
do utils
.writeInt(st
, Word(FMaxAmmo
[i
]));
5762 for i
:= WP_FIRST
to WP_LAST
do utils
.writeBool(st
, FWeapon
[i
]);
5763 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
5764 for i
:= WP_FIRST
to WP_LAST
do utils
.writeInt(st
, Word(FReloading
[i
]));
5766 utils
.writeBool(st
, (R_ITEM_BACKPACK
in FRulez
));
5767 // Íàëè÷èå êðàñíîãî êëþ÷à
5768 utils
.writeBool(st
, (R_KEY_RED
in FRulez
));
5769 // Íàëè÷èå çåëåíîãî êëþ÷à
5770 utils
.writeBool(st
, (R_KEY_GREEN
in FRulez
));
5771 // Íàëè÷èå ñèíåãî êëþ÷à
5772 utils
.writeBool(st
, (R_KEY_BLUE
in FRulez
));
5774 utils
.writeBool(st
, (R_BERSERK
in FRulez
));
5775 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
5776 for i
:= MR_SUIT
to MR_MAX
do utils
.writeInt(st
, LongWord(FMegaRulez
[i
]));
5777 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
5778 for i
:= T_RESPAWN
to T_FLAGCAP
do utils
.writeInt(st
, LongWord(FTime
[i
]));
5780 utils
.writeStr(st
, FModel
.Name
);
5782 utils
.writeInt(st
, Byte(FColor
.R
));
5783 utils
.writeInt(st
, Byte(FColor
.G
));
5784 utils
.writeInt(st
, Byte(FColor
.B
));
5788 procedure TPlayer
.LoadState (st
: TStream
);
5797 if not utils
.checkSign(st
, 'PLYR') then raise XStreamError
.Create('invalid player signature');
5798 if (utils
.readByte(st
) <> PLR_SAVE_VERSION
) then raise XStreamError
.Create('invalid player version');
5800 FIamBot
:= utils
.readBool(st
);
5802 FUID
:= utils
.readWord(st
);
5804 str
:= utils
.readStr(st
);
5805 if (self
<> gPlayer1
) and (self
<> gPlayer2
) then FName
:= str
;
5807 FTeam
:= utils
.readByte(st
);
5809 FAlive
:= utils
.readBool(st
);
5810 // Èçðàñõîäîâàë ëè âñå æèçíè
5811 FNoRespawn
:= utils
.readBool(st
);
5813 b
:= utils
.readByte(st
);
5814 if b
= 1 then FDirection
:= TDirection
.D_LEFT
else FDirection
:= TDirection
.D_RIGHT
; // b = 2
5816 FHealth
:= utils
.readLongInt(st
);
5818 FLives
:= utils
.readByte(st
);
5820 FArmor
:= utils
.readLongInt(st
);
5822 FAir
:= utils
.readLongInt(st
);
5824 FJetFuel
:= utils
.readLongInt(st
);
5826 FPain
:= utils
.readLongInt(st
);
5828 FKills
:= utils
.readLongInt(st
);
5830 FMonsterKills
:= utils
.readLongInt(st
);
5832 FFrags
:= utils
.readLongInt(st
);
5834 FFragCombo
:= utils
.readByte(st
);
5835 // Âðåìÿ ïîñëåäíåãî ôðàãà
5836 FLastFrag
:= utils
.readLongWord(st
);
5838 FDeath
:= utils
.readLongInt(st
);
5840 FFlag
:= utils
.readByte(st
);
5842 FSecrets
:= utils
.readLongInt(st
);
5844 FCurrWeap
:= utils
.readByte(st
);
5846 FNextWeap
:= utils
.readWord(st
);
5848 FNextWeapDelay
:= utils
.readByte(st
);
5849 // Âðåìÿ çàðÿäêè BFG
5850 FBFGFireCounter
:= utils
.readSmallInt(st
);
5852 FDamageBuffer
:= utils
.readLongInt(st
);
5853 // Ïîñëåäíèé óäàðèâøèé
5854 FLastSpawnerUID
:= utils
.readWord(st
);
5855 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
5856 FLastHit
:= utils
.readByte(st
);
5858 Obj_LoadState(@FObj
, st
);
5859 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
5860 for i
:= A_BULLETS
to A_HIGH
do FAmmo
[i
] := utils
.readWord(st
);
5861 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
5862 for i
:= A_BULLETS
to A_HIGH
do FMaxAmmo
[i
] := utils
.readWord(st
);
5864 for i
:= WP_FIRST
to WP_LAST
do FWeapon
[i
] := utils
.readBool(st
);
5865 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
5866 for i
:= WP_FIRST
to WP_LAST
do FReloading
[i
] := utils
.readWord(st
);
5868 if utils
.readBool(st
) then Include(FRulez
, R_ITEM_BACKPACK
);
5869 // Íàëè÷èå êðàñíîãî êëþ÷à
5870 if utils
.readBool(st
) then Include(FRulez
, R_KEY_RED
);
5871 // Íàëè÷èå çåëåíîãî êëþ÷à
5872 if utils
.readBool(st
) then Include(FRulez
, R_KEY_GREEN
);
5873 // Íàëè÷èå ñèíåãî êëþ÷à
5874 if utils
.readBool(st
) then Include(FRulez
, R_KEY_BLUE
);
5876 if utils
.readBool(st
) then Include(FRulez
, R_BERSERK
);
5877 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
5878 for i
:= MR_SUIT
to MR_MAX
do FMegaRulez
[i
] := utils
.readLongWord(st
);
5879 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
5880 for i
:= T_RESPAWN
to T_FLAGCAP
do FTime
[i
] := utils
.readLongWord(st
);
5882 str
:= utils
.readStr(st
);
5884 FColor
.R
:= utils
.readByte(st
);
5885 FColor
.G
:= utils
.readByte(st
);
5886 FColor
.B
:= utils
.readByte(st
);
5887 if (self
= gPlayer1
) then
5889 str
:= gPlayer1Settings
.Model
;
5890 FColor
:= gPlayer1Settings
.Color
;
5892 else if (self
= gPlayer2
) then
5894 str
:= gPlayer2Settings
.Model
;
5895 FColor
:= gPlayer2Settings
.Color
;
5897 // Îáíîâëÿåì ìîäåëü èãðîêà
5899 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
5900 FModel
.Color
:= TEAMCOLOR
[FTeam
]
5902 FModel
.Color
:= FColor
;
5906 procedure TPlayer
.AllRulez(Health
: Boolean);
5912 FHealth
:= PLAYER_HP_LIMIT
;
5913 FArmor
:= PLAYER_AP_LIMIT
;
5917 for a
:= WP_FIRST
to WP_LAST
do FWeapon
[a
] := True;
5918 for a
:= A_BULLETS
to A_HIGH
do FAmmo
[a
] := 30000;
5919 FRulez
:= FRulez
+[R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
];
5922 procedure TPlayer
.RestoreHealthArmor();
5924 FHealth
:= PLAYER_HP_LIMIT
;
5925 FArmor
:= PLAYER_AP_LIMIT
;
5928 procedure TPlayer
.FragCombo();
5932 if (gGameSettings
.GameMode
in [GM_COOP
, GM_SINGLE
]) or g_Game_IsClient
then
5934 if gTime
- FLastFrag
< FRAG_COMBO_TIME
then
5936 if FFragCombo
< 5 then
5938 Param
:= FUID
or (FFragCombo
shl 16);
5939 if (FComboEvnt
>= Low(gDelayedEvents
)) and
5940 (FComboEvnt
<= High(gDelayedEvents
)) and
5941 gDelayedEvents
[FComboEvnt
].Pending
and
5942 (gDelayedEvents
[FComboEvnt
].DEType
= DE_KILLCOMBO
) and
5943 (gDelayedEvents
[FComboEvnt
].DENum
and $FFFF = FUID
) then
5945 gDelayedEvents
[FComboEvnt
].Time
:= gTime
+ 500;
5946 gDelayedEvents
[FComboEvnt
].DENum
:= Param
;
5949 FComboEvnt
:= g_Game_DelayEvent(DE_KILLCOMBO
, 500, Param
);
5957 procedure TPlayer
.GiveItem(ItemType
: Byte);
5961 if FMegaRulez
[MR_SUIT
] < gTime
+PLAYER_SUIT_TIME
then
5963 FMegaRulez
[MR_SUIT
] := gTime
+PLAYER_SUIT_TIME
;
5967 if FAir
< AIR_MAX
then
5974 if not (R_BERSERK
in FRulez
) then
5976 Include(FRulez
, R_BERSERK
);
5977 if FBFGFireCounter
< 1 then
5979 FCurrWeap
:= WEAPON_KASTET
;
5981 FModel
.SetWeapon(WEAPON_KASTET
);
5985 FBerserk
:= gTime
+30000;
5987 if FHealth
< PLAYER_HP_SOFT
then
5989 FHealth
:= PLAYER_HP_SOFT
;
5990 FBerserk
:= gTime
+30000;
5995 if FMegaRulez
[MR_INVUL
] < gTime
+PLAYER_INVUL_TIME
then
5997 FMegaRulez
[MR_INVUL
] := gTime
+PLAYER_INVUL_TIME
;
6001 if FMegaRulez
[MR_INVIS
] < gTime
+PLAYER_INVIS_TIME
then
6003 FMegaRulez
[MR_INVIS
] := gTime
+PLAYER_INVIS_TIME
;
6007 if FJetFuel
< JET_MAX
then
6009 FJetFuel
:= JET_MAX
;
6012 ITEM_MEDKIT_SMALL
: if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 10, PLAYER_HP_SOFT
);
6013 ITEM_MEDKIT_LARGE
: if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 25, PLAYER_HP_SOFT
);
6015 ITEM_ARMOR_GREEN
: if FArmor
< PLAYER_AP_SOFT
then FArmor
:= PLAYER_AP_SOFT
;
6016 ITEM_ARMOR_BLUE
: if FArmor
< PLAYER_AP_LIMIT
then FArmor
:= PLAYER_AP_LIMIT
;
6018 ITEM_SPHERE_BLUE
: if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 100, PLAYER_HP_LIMIT
);
6020 if (FHealth
< PLAYER_HP_LIMIT
) or (FArmor
< PLAYER_AP_LIMIT
) then
6022 if FHealth
< PLAYER_HP_LIMIT
then FHealth
:= PLAYER_HP_LIMIT
;
6023 if FArmor
< PLAYER_AP_LIMIT
then FArmor
:= PLAYER_AP_LIMIT
;
6026 ITEM_WEAPON_SAW
: FWeapon
[WEAPON_SAW
] := True;
6027 ITEM_WEAPON_SHOTGUN1
: FWeapon
[WEAPON_SHOTGUN1
] := True;
6028 ITEM_WEAPON_SHOTGUN2
: FWeapon
[WEAPON_SHOTGUN2
] := True;
6029 ITEM_WEAPON_CHAINGUN
: FWeapon
[WEAPON_CHAINGUN
] := True;
6030 ITEM_WEAPON_ROCKETLAUNCHER
: FWeapon
[WEAPON_ROCKETLAUNCHER
] := True;
6031 ITEM_WEAPON_PLASMA
: FWeapon
[WEAPON_PLASMA
] := True;
6032 ITEM_WEAPON_BFG
: FWeapon
[WEAPON_BFG
] := True;
6033 ITEM_WEAPON_SUPERPULEMET
: FWeapon
[WEAPON_SUPERPULEMET
] := True;
6034 ITEM_WEAPON_FLAMETHROWER
: FWeapon
[WEAPON_FLAMETHROWER
] := True;
6036 ITEM_AMMO_BULLETS
: if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
6037 ITEM_AMMO_BULLETS_BOX
: if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
6038 ITEM_AMMO_SHELLS
: if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
6039 ITEM_AMMO_SHELLS_BOX
: if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 25, FMaxAmmo
[A_SHELLS
]);
6040 ITEM_AMMO_ROCKET
: if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
6041 ITEM_AMMO_ROCKET_BOX
: if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 5, FMaxAmmo
[A_ROCKETS
]);
6042 ITEM_AMMO_CELL
: if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
6043 ITEM_AMMO_CELL_BIG
: if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 100, FMaxAmmo
[A_CELLS
]);
6044 ITEM_AMMO_FUELCAN
: if FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
] then IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
6047 if (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or
6048 (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or
6049 (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or
6050 (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or
6051 (FMaxAmmo
[A_FUEL
] < AmmoLimits
[1, A_FUEL
]) then
6053 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[1, A_BULLETS
];
6054 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[1, A_SHELLS
];
6055 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[1, A_ROCKETS
];
6056 FMaxAmmo
[A_CELLS
] := AmmoLimits
[1, A_CELLS
];
6057 FMaxAmmo
[A_FUEL
] := AmmoLimits
[1, A_FUEL
];
6059 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
6060 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
6061 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
6062 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
6064 FRulez
:= FRulez
+ [R_ITEM_BACKPACK
];
6067 ITEM_KEY_RED
: if not (R_KEY_RED
in FRulez
) then Include(FRulez
, R_KEY_RED
);
6068 ITEM_KEY_GREEN
: if not (R_KEY_GREEN
in FRulez
) then Include(FRulez
, R_KEY_GREEN
);
6069 ITEM_KEY_BLUE
: if not (R_KEY_BLUE
in FRulez
) then Include(FRulez
, R_KEY_BLUE
);
6071 ITEM_BOTTLE
: if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 4, PLAYER_HP_LIMIT
);
6072 ITEM_HELMET
: if FArmor
< PLAYER_AP_LIMIT
then IncMax(FArmor
, 5, PLAYER_AP_LIMIT
);
6077 if g_Game_IsNet
and g_Game_IsServer
then
6078 MH_SEND_PlayerStats(FUID
);
6081 procedure TPlayer
.FlySmoke(Times
: DWORD
= 1);
6086 if (Random(5) = 1) and (Times
= 1) then
6089 if BodyInLiquid(0, 0) then
6091 g_GFX_Bubbles(Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2)+Random(3)-1,
6092 Obj
.Y
+Obj
.Rect
.Height
+8, 1, 8, 4);
6093 if Random(2) = 0 then
6094 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
6096 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
6100 if g_Frames_Get(id
, 'FRAMES_SMOKE') then
6102 for i
:= 1 to Times
do
6104 Anim
:= TAnimation
.Create(id
, False, 3);
6106 g_GFX_OnceAnim(Obj
.X
+Obj
.Rect
.X
+Random(Obj
.Rect
.Width
+Times
*2)-(Anim
.Width
div 2),
6107 Obj
.Y
+Obj
.Rect
.Height
-4+Random(8+Times
*2), Anim
, ONCEANIM_SMOKE
);
6113 procedure TPlayer
.OnFireFlame(Times
: DWORD
= 1);
6118 if (Random(10) = 1) and (Times
= 1) then
6121 if g_Frames_Get(id
, 'FRAMES_FLAME') then
6123 for i
:= 1 to Times
do
6125 Anim
:= TAnimation
.Create(id
, False, 3);
6127 g_GFX_OnceAnim(Obj
.X
+Obj
.Rect
.X
+Random(Obj
.Rect
.Width
+Times
*2)-(Anim
.Width
div 2),
6128 Obj
.Y
+8+Random(8+Times
*2), Anim
, ONCEANIM_SMOKE
);
6134 procedure TPlayer
.PauseSounds(Enable
: Boolean);
6136 FSawSound
.Pause(Enable
);
6137 FSawSoundIdle
.Pause(Enable
);
6138 FSawSoundHit
.Pause(Enable
);
6139 FSawSoundSelect
.Pause(Enable
);
6144 constructor TCorpse
.Create(X
, Y
: Integer; ModelName
: String; aMess
: Boolean);
6149 FObj
.Rect
:= PLAYER_CORPSERECT
;
6150 FModelName
:= ModelName
;
6155 FState
:= CORPSE_STATE_MESS
;
6156 g_PlayerModel_GetAnim(ModelName
, A_DIE2
, FAnimation
, FAnimationMask
);
6160 FState
:= CORPSE_STATE_NORMAL
;
6161 g_PlayerModel_GetAnim(ModelName
, A_DIE1
, FAnimation
, FAnimationMask
);
6165 destructor TCorpse
.Destroy();
6172 function TCorpse
.ObjPtr (): PObj
; inline; begin result
:= @FObj
; end;
6174 procedure TCorpse
.positionChanged (); inline; begin end;
6176 procedure TCorpse
.moveBy (dx
, dy
: Integer); inline;
6178 if (dx
<> 0) or (dy
<> 0) then
6187 procedure TCorpse
.getMapBox (out x
, y
, w
, h
: Integer); inline;
6189 x
:= FObj
.X
+PLAYER_CORPSERECT
.X
;
6190 y
:= FObj
.Y
+PLAYER_CORPSERECT
.Y
;
6191 w
:= PLAYER_CORPSERECT
.Width
;
6192 h
:= PLAYER_CORPSERECT
.Height
;
6196 procedure TCorpse
.Damage(Value
: Word; vx
, vy
: Integer);
6200 if FState
= CORPSE_STATE_REMOVEME
then
6203 FDamage
:= FDamage
+ Value
;
6205 if FDamage
> 150 then
6207 if FAnimation
<> nil then
6212 FState
:= CORPSE_STATE_REMOVEME
;
6214 g_Player_CreateGibs(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
6215 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
6216 FModelName
, FColor
);
6217 // Çâóê ìÿñà îò òðóïà:
6218 pm
:= g_PlayerModel_Get(FModelName
);
6219 pm
.PlaySound(MODELSOUND_DIE
, 5, FObj
.X
, FObj
.Y
);
6225 FObj
.Vel
.X
:= FObj
.Vel
.X
+ vx
;
6226 FObj
.Vel
.Y
:= FObj
.Vel
.Y
+ vy
;
6227 g_GFX_Blood(FObj
.X
+PLAYER_CORPSERECT
.X
+(PLAYER_CORPSERECT
.Width
div 2),
6228 FObj
.Y
+PLAYER_CORPSERECT
.Y
+(PLAYER_CORPSERECT
.Height
div 2),
6229 Value
, vx
, vy
, 16, (PLAYER_CORPSERECT
.Height
*2) div 3,
6234 procedure TCorpse
.Draw();
6236 if FState
= CORPSE_STATE_REMOVEME
then
6239 if FAnimation
<> nil then
6240 FAnimation
.Draw(FObj
.X
, FObj
.Y
, TMirrorType
.None
);
6242 if FAnimationMask
<> nil then
6245 FAnimationMask
.Draw(FObj
.X
, FObj
.Y
, TMirrorType
.None
);
6252 procedure TCorpse
.Update();
6256 if FState
= CORPSE_STATE_REMOVEME
then
6259 if gTime
mod (GAME_TICK
*2) <> 0 then
6261 g_Obj_Move(@FObj
, True, True, True);
6262 positionChanged(); // this updates spatial accelerators
6266 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6267 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
6269 st
:= g_Obj_Move(@FObj
, True, True, True);
6270 positionChanged(); // this updates spatial accelerators
6272 if WordBool(st
and MOVE_FALLOUT
) then
6274 FState
:= CORPSE_STATE_REMOVEME
;
6278 if FAnimation
<> nil then
6279 FAnimation
.Update();
6280 if FAnimationMask
<> nil then
6281 FAnimationMask
.Update();
6285 procedure TCorpse
.SaveState (st
: TStream
);
6292 utils
.writeSign(st
, 'CORP');
6293 utils
.writeInt(st
, Byte(0));
6295 utils
.writeInt(st
, Byte(FState
));
6297 utils
.writeInt(st
, Byte(FDamage
));
6299 utils
.writeInt(st
, Byte(FColor
.R
));
6300 utils
.writeInt(st
, Byte(FColor
.G
));
6301 utils
.writeInt(st
, Byte(FColor
.B
));
6303 Obj_SaveState(st
, @FObj
);
6305 anim
:= (FAnimation
<> nil);
6306 utils
.writeBool(st
, anim
);
6307 // Åñëè åñòü - ñîõðàíÿåì
6308 if anim
then FAnimation
.SaveState(st
);
6309 // Åñòü ëè ìàñêà àíèìàöèè
6310 anim
:= (FAnimationMask
<> nil);
6311 utils
.writeBool(st
, anim
);
6312 // Åñëè åñòü - ñîõðàíÿåì
6313 if anim
then FAnimationMask
.SaveState(st
);
6317 procedure TCorpse
.LoadState (st
: TStream
);
6324 if not utils
.checkSign(st
, 'CORP') then raise XStreamError
.Create('invalid corpse signature');
6325 if (utils
.readByte(st
) <> 0) then raise XStreamError
.Create('invalid corpse version');
6327 FState
:= utils
.readByte(st
);
6329 FDamage
:= utils
.readByte(st
);
6331 FColor
.R
:= utils
.readByte(st
);
6332 FColor
.G
:= utils
.readByte(st
);
6333 FColor
.B
:= utils
.readByte(st
);
6335 Obj_LoadState(@FObj
, st
);
6337 anim
:= utils
.readBool(st
);
6338 // Åñëè åñòü - çàãðóæàåì
6341 Assert(FAnimation
<> nil, 'TCorpse.LoadState: no FAnimation');
6342 FAnimation
.LoadState(st
);
6344 // Åñòü ëè ìàñêà àíèìàöèè
6345 anim
:= utils
.readBool(st
);
6346 // Åñëè åñòü - çàãðóæàåì
6349 Assert(FAnimationMask
<> nil, 'TCorpse.LoadState: no FAnimationMask');
6350 FAnimationMask
.LoadState(st
);
6356 constructor TBot
.Create();
6363 FSpectator
:= False;
6370 for a
:= WP_FIRST
to WP_LAST
do
6372 FDifficult
.WeaponPrior
[a
] := WEAPON_PRIOR1
[a
];
6373 FDifficult
.CloseWeaponPrior
[a
] := WEAPON_PRIOR2
[a
];
6374 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6378 destructor TBot
.Destroy();
6381 inherited Destroy();
6384 procedure TBot
.Draw();
6388 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6389 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6392 procedure TBot
.Respawn(Silent
: Boolean; Force
: Boolean = False);
6394 inherited Respawn(Silent
, Force
);
6397 FSelectedWeapon
:= FCurrWeap
;
6402 procedure TBot
.UpdateCombat();
6415 TTargetRecord
= array of TTarget
;
6417 function Compare(a
, b
: TTarget
): Integer;
6419 if a
.Line
and not b
.Line
then // A íà ëèíèè îãíÿ
6422 if not a
.Line
and b
.Line
then // B íà ëèíèè îãíÿ
6424 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6425 if (a
.Line
and b
.Line
) or ((not a
.Line
) and (not b
.Line
)) then
6427 if a
.Dist
> b
.Dist
then // B áëèæå
6429 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6432 else // Ñòðàííî -> A
6437 a
, x1
, y1
, x2
, y2
: Integer;
6438 targets
: TTargetRecord
;
6440 Target
, BestTarget
: TTarget
;
6441 firew
, fireh
: Integer;
6445 vsPlayer
, vsMonster
, ok
: Boolean;
6448 function monsUpdate (mon
: TMonster
): Boolean;
6450 result
:= false; // don't stop
6451 if mon
.alive
and (mon
.MonsterType
<> MONSTER_BARREL
) then
6453 if not TargetOnScreen(mon
.Obj
.X
+mon
.Obj
.Rect
.X
, mon
.Obj
.Y
+mon
.Obj
.Rect
.Y
) then exit
;
6455 x2
:= mon
.Obj
.X
+mon
.Obj
.Rect
.X
+(mon
.Obj
.Rect
.Width
div 2);
6456 y2
:= mon
.Obj
.Y
+mon
.Obj
.Rect
.Y
+(mon
.Obj
.Rect
.Height
div 2);
6458 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6459 if g_TraceVector(x1
, y1
, x2
, y2
) then
6461 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6462 SetLength(targets
, Length(targets
)+1);
6463 with targets
[High(targets
)] do
6470 Rect
:= mon
.Obj
.Rect
;
6471 Dist
:= g_PatchLength(x1
, y1
, x2
, y2
);
6472 Line
:= (y1
+4 < Target
.Y
+ mon
.Obj
.Rect
.Y
+ mon
.Obj
.Rect
.Height
) and
6473 (y1
-4 > Target
.Y
+ mon
.Obj
.Rect
.Y
);
6482 vsPlayer
:= LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSPLAYER
);
6483 vsMonster
:= LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSMONSTER
);
6485 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6486 if FCurrWeap
<> FSelectedWeapon
then
6489 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6490 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap
= FSelectedWeapon
) then
6492 RemoveAIFlag('NEEDFIRE');
6495 WEAPON_PLASMA
, WEAPON_SUPERPULEMET
, WEAPON_CHAINGUN
: PressKey(KEY_FIRE
, 20);
6496 WEAPON_SAW
, WEAPON_KASTET
, WEAPON_FLAMETHROWER
: PressKey(KEY_FIRE
, 40);
6497 else PressKey(KEY_FIRE
);
6501 // Êîîðäèíàòû ñòâîëà:
6502 x1
:= FObj
.X
+ WEAPONPOINT
[FDirection
].X
;
6503 y1
:= FObj
.Y
+ WEAPONPOINT
[FDirection
].Y
;
6505 Target
.UID
:= FTargetUID
;
6508 if Target
.UID
<> 0 then
6509 begin // Öåëü åñòü - íàñòðàèâàåì
6510 if (g_GetUIDType(Target
.UID
) = UID_PLAYER
) and
6513 tpla
:= g_Player_Get(Target
.UID
);
6517 if (@FObj
) <> nil then
6524 Target
.cX
:= Target
.X
+ PLAYER_RECT_CX
;
6525 Target
.cY
:= Target
.Y
+ PLAYER_RECT_CY
;
6526 Target
.Rect
:= PLAYER_RECT
;
6527 Target
.Visible
:= g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
);
6528 Target
.Line
:= (y1
+4 < Target
.Y
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
) and
6529 (y1
-4 > Target
.Y
+PLAYER_RECT
.Y
);
6530 Target
.IsPlayer
:= True;
6534 if (g_GetUIDType(Target
.UID
) = UID_MONSTER
) and
6537 mon
:= g_Monsters_ByUID(Target
.UID
);
6540 Target
.X
:= mon
.Obj
.X
;
6541 Target
.Y
:= mon
.Obj
.Y
;
6543 Target
.cX
:= Target
.X
+ mon
.Obj
.Rect
.X
+ (mon
.Obj
.Rect
.Width
div 2);
6544 Target
.cY
:= Target
.Y
+ mon
.Obj
.Rect
.Y
+ (mon
.Obj
.Rect
.Height
div 2);
6545 Target
.Rect
:= mon
.Obj
.Rect
;
6546 Target
.Visible
:= g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
);
6547 Target
.Line
:= (y1
+4 < Target
.Y
+ mon
.Obj
.Rect
.Y
+ mon
.Obj
.Rect
.Height
) and
6548 (y1
-4 > Target
.Y
+ mon
.Obj
.Rect
.Y
);
6549 Target
.IsPlayer
:= False;
6556 begin // Öåëè íåò - îáíóëÿåì
6561 Target
.Visible
:= False;
6562 Target
.Line
:= False;
6563 Target
.IsPlayer
:= False;
6568 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6569 if (not Target
.Line
) or (not Target
.Visible
) then
6573 for a
:= 0 to High(gPlayers
) do
6574 if (gPlayers
[a
] <> nil) and (gPlayers
[a
].alive
) and
6575 (gPlayers
[a
].FUID
<> FUID
) and
6576 (not SameTeam(FUID
, gPlayers
[a
].FUID
)) and
6577 (not gPlayers
[a
].NoTarget
) and
6578 (gPlayers
[a
].FMegaRulez
[MR_INVIS
] < gTime
) then
6580 if not TargetOnScreen(gPlayers
[a
].FObj
.X
+ PLAYER_RECT
.X
,
6581 gPlayers
[a
].FObj
.Y
+ PLAYER_RECT
.Y
) then
6584 x2
:= gPlayers
[a
].FObj
.X
+ PLAYER_RECT_CX
;
6585 y2
:= gPlayers
[a
].FObj
.Y
+ PLAYER_RECT_CY
;
6587 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6588 if g_TraceVector(x1
, y1
, x2
, y2
) then
6590 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6591 SetLength(targets
, Length(targets
)+1);
6592 with targets
[High(targets
)] do
6594 UID
:= gPlayers
[a
].FUID
;
6595 X
:= gPlayers
[a
].FObj
.X
;
6596 Y
:= gPlayers
[a
].FObj
.Y
;
6599 Rect
:= PLAYER_RECT
;
6600 Dist
:= g_PatchLength(x1
, y1
, x2
, y2
);
6601 Line
:= (y1
+4 < Target
.Y
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
) and
6602 (y1
-4 > Target
.Y
+PLAYER_RECT
.Y
);
6610 if vsMonster
then g_Mons_ForEach(monsUpdate
);
6613 // Åñëè åñòü âîçìîæíûå öåëè:
6614 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6615 if targets
<> nil then
6617 // Âûáèðàåì íàèëó÷øóþ öåëü:
6618 BestTarget
:= targets
[0];
6619 if Length(targets
) > 1 then
6620 for a
:= 1 to High(targets
) do
6621 if Compare(BestTarget
, targets
[a
]) = 1 then
6622 BestTarget
:= targets
[a
];
6624 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6625 if ((not Target
.Visible
) and BestTarget
.Visible
and (Target
.UID
<> BestTarget
.UID
)) or
6626 ((not Target
.Line
) and BestTarget
.Line
and BestTarget
.Visible
) then
6628 Target
:= BestTarget
;
6630 if (Healthy() = 3) or ((Healthy() = 2)) then
6631 begin // Åñëè çäîðîâû - äîãîíÿåì
6632 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
> FObj
.X
)) then
6633 SetAIFlag('GORIGHT', '1');
6634 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
< FObj
.X
)) then
6635 SetAIFlag('GOLEFT', '1');
6638 begin // Åñëè ïîáèòû - óáåãàåì
6639 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
< FObj
.X
)) then
6640 SetAIFlag('GORIGHT', '1');
6641 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
> FObj
.X
)) then
6642 SetAIFlag('GOLEFT', '1');
6645 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6646 SelectWeapon(Abs(x1
-Target
.cX
));
6651 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6652 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6653 if Target
.UID
<> 0 then
6655 if not TargetOnScreen(Target
.X
+ Target
.Rect
.X
,
6656 Target
.Y
+ Target
.Rect
.Y
) then
6657 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6658 if (Healthy() = 3) or ((Healthy() = 2)) then
6659 begin // Åñëè çäîðîâû - äîãîíÿåì
6660 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
> FObj
.X
)) then
6661 SetAIFlag('GORIGHT', '1');
6662 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
< FObj
.X
)) then
6663 SetAIFlag('GOLEFT', '1');
6666 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6668 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
< FObj
.X
)) then
6669 SetAIFlag('GORIGHT', '1');
6670 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
> FObj
.X
)) then
6671 SetAIFlag('GOLEFT', '1');
6675 begin // Öåëü ïîêà íà "ýêðàíå"
6676 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
6677 if g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
6678 FLastVisible
:= gTime
;
6679 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
6680 if (Abs(FObj
.Y
-Target
.Y
) <= 128) then
6682 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
> FObj
.X
)) then
6683 SetAIFlag('GORIGHT', '1');
6684 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
< FObj
.X
)) then
6685 SetAIFlag('GOLEFT', '1');
6689 // Âûáèðàåì óãîë ââåðõ:
6690 if FDirection
= TDirection
.D_LEFT
then
6691 angle
:= ANGLE_LEFTUP
6693 angle
:= ANGLE_RIGHTUP
;
6695 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6696 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6698 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6699 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
6700 Target
.X
+Target
.Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128), //96
6701 Target
.Y
+Target
.Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
6702 Target
.Rect
.Width
, Target
.Rect
.Height
) and
6703 g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
6704 begin // òî íóæíî ñòðåëÿòü ââåðõ
6705 SetAIFlag('NEEDFIRE', '1');
6706 SetAIFlag('NEEDSEEUP', '1');
6709 // Âûáèðàåì óãîë âíèç:
6710 if FDirection
= TDirection
.D_LEFT
then
6711 angle
:= ANGLE_LEFTDOWN
6713 angle
:= ANGLE_RIGHTDOWN
;
6715 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6716 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6718 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6719 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
6720 Target
.X
+Target
.Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
6721 Target
.Y
+Target
.Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
6722 Target
.Rect
.Width
, Target
.Rect
.Height
) and
6723 g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
6724 begin // òî íóæíî ñòðåëÿòü âíèç
6725 SetAIFlag('NEEDFIRE', '1');
6726 SetAIFlag('NEEDSEEDOWN', '1');
6729 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
6730 if Target
.Visible
and
6731 (y1
+4 < Target
.Y
+Target
.Rect
.Y
+Target
.Rect
.Height
) and
6732 (y1
-4 > Target
.Y
+Target
.Rect
.Y
) then
6734 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
6735 if ((FDirection
= TDirection
.D_LEFT
) and (Target
.X
< FObj
.X
)) or
6736 ((FDirection
= TDirection
.D_RIGHT
) and (Target
.X
> FObj
.X
)) then
6737 begin // òî íóæíî ñòðåëÿòü âïåðåä
6738 SetAIFlag('NEEDFIRE', '1');
6739 SetAIFlag('NEEDSEEDOWN', '');
6740 SetAIFlag('NEEDSEEUP', '');
6742 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
6743 if Abs(FObj
.X
-Target
.X
) < Trunc(gPlayerScreenSize
.X
*0.75) then
6744 if GetRnd(FDifficult
.CloseJump
) then
6745 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
6746 if Abs(FObj
.X
-Target
.X
) < 128 then
6750 if Random(a
) = 0 then
6751 SetAIFlag('NEEDJUMP', '1');
6755 // Åñëè öåëü âñå åùå åñòü:
6756 if Target
.UID
<> 0 then
6757 if gTime
-FLastVisible
> 2000 then // Åñëè âèäåëè äàâíî
6758 Target
.UID
:= 0 // òî çàáûòü öåëü
6759 else // Åñëè âèäåëè íåäàâíî
6760 begin // íî öåëü óáèëè
6761 if Target
.IsPlayer
then
6762 begin // Öåëü - èãðîê
6763 pla
:= g_Player_Get(Target
.UID
);
6764 if (pla
= nil) or (not pla
.alive
) or pla
.NoTarget
or
6765 (pla
.FMegaRulez
[MR_INVIS
] >= gTime
) then
6766 Target
.UID
:= 0; // òî çàáûòü öåëü
6769 begin // Öåëü - ìîíñòð
6770 mon
:= g_Monsters_ByUID(Target
.UID
);
6771 if (mon
= nil) or (not mon
.alive
) then
6772 Target
.UID
:= 0; // òî çàáûòü öåëü
6775 end; // if Target.UID <> 0
6777 FTargetUID
:= Target
.UID
;
6779 // Åñëè âîçìîæíûõ öåëåé íåò:
6780 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
6781 if targets
= nil then
6782 if GetAIFlag('ATTACKLEFT') <> '' then
6783 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
6784 RemoveAIFlag('ATTACKLEFT');
6786 SetAIFlag('NEEDJUMP', '1');
6788 if RunDirection() = TDirection
.D_RIGHT
then
6789 begin // Èäåì íå â òó ñòîðîíó
6790 if (Healthy() > 1) and GetRnd(FDifficult
.InvisFire
) then
6791 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
6792 SetAIFlag('NEEDFIRE', '1');
6793 SetAIFlag('GOLEFT', '1');
6797 begin // Èäåì â íóæíóþ ñòîðîíó
6798 if GetRnd(FDifficult
.InvisFire
) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6799 SetAIFlag('NEEDFIRE', '1');
6800 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6801 SetAIFlag('GORIGHT', '1');
6805 if GetAIFlag('ATTACKRIGHT') <> '' then
6806 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
6807 RemoveAIFlag('ATTACKRIGHT');
6809 SetAIFlag('NEEDJUMP', '1');
6811 if RunDirection() = TDirection
.D_LEFT
then
6812 begin // Èäåì íå â òó ñòîðîíó
6813 if (Healthy() > 1) and GetRnd(FDifficult
.InvisFire
) then
6814 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
6815 SetAIFlag('NEEDFIRE', '1');
6816 SetAIFlag('GORIGHT', '1');
6821 if GetRnd(FDifficult
.InvisFire
) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6822 SetAIFlag('NEEDFIRE', '1');
6823 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6824 SetAIFlag('GOLEFT', '1');
6828 //HACK! (does it belongs there?)
6829 RealizeCurrentWeapon();
6831 // Åñëè åñòü âîçìîæíûå öåëè:
6832 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
6833 if (targets
<> nil) and (GetAIFlag('NEEDFIRE') <> '') then
6834 for a
:= 0 to High(targets
) do
6836 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
6837 if GetRnd(FDifficult
.DiagFire
) then
6839 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
6840 if FDirection
= TDirection
.D_LEFT
then
6841 angle
:= ANGLE_LEFTUP
6843 angle
:= ANGLE_RIGHTUP
;
6845 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6846 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6848 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
6849 targets
[a
].X
+targets
[a
].Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
6850 targets
[a
].Y
+targets
[a
].Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
6851 targets
[a
].Rect
.Width
, targets
[a
].Rect
.Height
) and
6852 g_TraceVector(x1
, y1
, targets
[a
].cX
, targets
[a
].cY
) then
6854 SetAIFlag('NEEDFIRE', '1');
6855 SetAIFlag('NEEDSEEUP', '1');
6858 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
6859 if FDirection
= TDirection
.D_LEFT
then
6860 angle
:= ANGLE_LEFTDOWN
6862 angle
:= ANGLE_RIGHTDOWN
;
6864 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6865 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6867 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
6868 targets
[a
].X
+targets
[a
].Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
6869 targets
[a
].Y
+targets
[a
].Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
6870 targets
[a
].Rect
.Width
, targets
[a
].Rect
.Height
) and
6871 g_TraceVector(x1
, y1
, targets
[a
].cX
, targets
[a
].cY
) then
6873 SetAIFlag('NEEDFIRE', '1');
6874 SetAIFlag('NEEDSEEDOWN', '1');
6878 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
6879 if targets
[a
].Line
and targets
[a
].Visible
and
6880 (((FDirection
= TDirection
.D_LEFT
) and (targets
[a
].X
< FObj
.X
)) or
6881 ((FDirection
= TDirection
.D_RIGHT
) and (targets
[a
].X
> FObj
.X
))) then
6883 SetAIFlag('NEEDFIRE', '1');
6888 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
6889 if g_Weapon_Danger(FUID
, FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
,
6890 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
,
6891 40+GetInterval(FDifficult
.Cover
, 40)) then
6892 SetAIFlag('NEEDJUMP', '1');
6894 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
6895 ammo
:= GetAmmoByWeapon(FCurrWeap
);
6896 if ((FCurrWeap
= WEAPON_SHOTGUN2
) and (ammo
< 2)) or
6897 ((FCurrWeap
= WEAPON_BFG
) and (ammo
< 40)) or
6899 SetAIFlag('SELECTWEAPON', '1');
6901 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
6902 if GetAIFlag('SELECTWEAPON') = '1' then
6905 RemoveAIFlag('SELECTWEAPON');
6909 procedure TBot
.Update();
6922 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
6923 if (g_debug_BotAIOff
= 1) and (Team
= TEAM_RED
) then
6925 if (g_debug_BotAIOff
= 2) and (Team
= TEAM_BLUE
) then
6927 if g_debug_BotAIOff
= 3 then
6937 RealizeCurrentWeapon();
6944 procedure TBot
.ReleaseKey(Key
: Byte);
6953 function TBot
.KeyPressed(Key
: Word): Boolean;
6955 Result
:= FKeys
[Key
].Pressed
;
6958 function TBot
.GetAIFlag(aName
: String20
): String20
;
6964 aName
:= LowerCase(aName
);
6966 if FAIFlags
<> nil then
6967 for a
:= 0 to High(FAIFlags
) do
6968 if LowerCase(FAIFlags
[a
].Name
) = aName
then
6970 Result
:= FAIFlags
[a
].Value
;
6975 procedure TBot
.RemoveAIFlag(aName
: String20
);
6979 if FAIFlags
= nil then Exit
;
6981 aName
:= LowerCase(aName
);
6983 for a
:= 0 to High(FAIFlags
) do
6984 if LowerCase(FAIFlags
[a
].Name
) = aName
then
6986 if a
<> High(FAIFlags
) then
6987 for b
:= a
to High(FAIFlags
)-1 do
6988 FAIFlags
[b
] := FAIFlags
[b
+1];
6990 SetLength(FAIFlags
, Length(FAIFlags
)-1);
6995 procedure TBot
.SetAIFlag(aName
, fValue
: String20
);
7003 aName
:= LowerCase(aName
);
7005 if FAIFlags
<> nil then
7006 for a
:= 0 to High(FAIFlags
) do
7007 if LowerCase(FAIFlags
[a
].Name
) = aName
then
7013 if ok
then FAIFlags
[a
].Value
:= fValue
7016 SetLength(FAIFlags
, Length(FAIFlags
)+1);
7017 with FAIFlags
[High(FAIFlags
)] do
7025 procedure TBot
.UpdateMove
;
7027 procedure GoLeft(Time
: Word = 1);
7029 ReleaseKey(KEY_LEFT
);
7030 ReleaseKey(KEY_RIGHT
);
7031 PressKey(KEY_LEFT
, Time
);
7032 SetDirection(TDirection
.D_LEFT
);
7035 procedure GoRight(Time
: Word = 1);
7037 ReleaseKey(KEY_LEFT
);
7038 ReleaseKey(KEY_RIGHT
);
7039 PressKey(KEY_RIGHT
, Time
);
7040 SetDirection(TDirection
.D_RIGHT
);
7043 function Rnd(a
: Word): Boolean;
7045 Result
:= Random(a
) = 0;
7048 procedure Turn(Time
: Word = 1200);
7050 if RunDirection() = TDirection
.D_LEFT
then GoRight(Time
) else GoLeft(Time
);
7055 ReleaseKey(KEY_LEFT
);
7056 ReleaseKey(KEY_RIGHT
);
7059 function CanRunLeft(): Boolean;
7061 Result
:= not CollideLevel(-1, 0);
7064 function CanRunRight(): Boolean;
7066 Result
:= not CollideLevel(1, 0);
7069 function CanRun(): Boolean;
7071 if RunDirection() = TDirection
.D_LEFT
then Result
:= CanRunLeft() else Result
:= CanRunRight();
7074 procedure Jump(Time
: Word = 30);
7076 PressKey(KEY_JUMP
, Time
);
7079 function NearHole(): Boolean;
7083 { TODO 5 : Ëåñòíèöû }
7084 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
7085 for x
:= 1 to PLAYER_RECT
.Width
do
7086 if (not StayOnStep(x
*sx
, 0)) and
7087 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
7088 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
7097 function BorderHole(): Boolean;
7101 { TODO 5 : Ëåñòíèöû }
7102 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
7103 for x
:= 1 to PLAYER_RECT
.Width
do
7104 if (not StayOnStep(x
*sx
, 0)) and
7105 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
7106 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
7108 for xx
:= x
to x
+32 do
7109 if CollideLevel(xx
*sx
, PLAYER_RECT
.Height
) then
7119 function NearDeepHole(): Boolean;
7125 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
7128 for x
:= 1 to PLAYER_RECT
.Width
do
7129 if (not StayOnStep(x
*sx
, 0)) and
7130 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
7131 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
7133 while FObj
.Y
+y
*PLAYER_RECT
.Height
< gMapInfo
.Height
do
7135 if CollideLevel(x
*sx
, PLAYER_RECT
.Height
*y
) then Exit
;
7140 end else Result
:= False;
7143 function OverDeepHole(): Boolean;
7150 while FObj
.Y
+y
*PLAYER_RECT
.Height
< gMapInfo
.Height
do
7152 if CollideLevel(0, PLAYER_RECT
.Height
*y
) then Exit
;
7159 function OnGround(): Boolean;
7161 Result
:= StayOnStep(0, 0) or CollideLevel(0, 1);
7164 function OnLadder(): Boolean;
7166 Result
:= FullInStep(0, 0);
7169 function BelowLadder(): Boolean;
7171 Result
:= (FullInStep(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
) and
7172 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
)) or
7173 (FullInStep(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
) and
7174 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
));
7177 function BelowLiftUp(): Boolean;
7179 Result
:= ((FullInLift(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
) = -1) and
7180 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
)) or
7181 ((FullInLift(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
) = -1) and
7182 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
));
7185 function OnTopLift(): Boolean;
7187 Result
:= (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7190 function CanJumpOver(): Boolean;
7194 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
7198 if not CollideLevel(sx
, 0) then Exit
;
7200 for y
:= 1 to BOT_MAXJUMP
do
7201 if CollideLevel(0, -y
) then Exit
else
7202 if not CollideLevel(sx
, -y
) then
7209 function CanJumpUp(Dist
: ShortInt): Boolean;
7216 if CollideLevel(Dist
, 0) then Exit
;
7219 for y
:= 0 to BOT_MAXJUMP
do
7220 if CollideLevel(Dist
, -y
) then
7229 for yy
:= y
+1 to BOT_MAXJUMP
do
7230 if not CollideLevel(Dist
, -yy
) then
7239 for y
:= 0 to BOT_MAXJUMP
do
7240 if CollideLevel(0, -y
) then
7248 if y
< yy
then Exit
;
7253 function IsSafeTrigger(): Boolean;
7258 if gTriggers
= nil then
7260 for a
:= 0 to High(gTriggers
) do
7261 if Collide(gTriggers
[a
].X
,
7264 gTriggers
[a
].Height
) and
7265 (gTriggers
[a
].TriggerType
in [TRIGGER_EXIT
, TRIGGER_CLOSEDOOR
,
7266 TRIGGER_CLOSETRAP
, TRIGGER_TRAP
,
7267 TRIGGER_PRESS
, TRIGGER_ON
, TRIGGER_OFF
,
7268 TRIGGER_ONOFF
, TRIGGER_SPAWNMONSTER
,
7269 TRIGGER_DAMAGE
, TRIGGER_SHOT
]) then
7274 // Âîçìîæíî, íàæèìàåì êíîïêó:
7275 if Rnd(16) and IsSafeTrigger() then
7278 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7279 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7281 ReleaseKey(KEY_LEFT
);
7282 ReleaseKey(KEY_RIGHT
);
7286 // Èäåì âëåâî, åñëè íàäî áûëî:
7287 if GetAIFlag('GOLEFT') <> '' then
7289 RemoveAIFlag('GOLEFT');
7290 if CanRunLeft() then
7294 // Èäåì âïðàâî, åñëè íàäî áûëî:
7295 if GetAIFlag('GORIGHT') <> '' then
7297 RemoveAIFlag('GORIGHT');
7298 if CanRunRight() then
7302 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7303 if FObj
.X
< -32 then
7306 if FObj
.X
+32 > gMapInfo
.Width
then
7309 // Ïðûãàåì, åñëè íàäî áûëî:
7310 if GetAIFlag('NEEDJUMP') <> '' then
7313 RemoveAIFlag('NEEDJUMP');
7316 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7317 if GetAIFlag('NEEDSEEUP') <> '' then
7320 ReleaseKey(KEY_DOWN
);
7321 PressKey(KEY_UP
, 20);
7322 RemoveAIFlag('NEEDSEEUP');
7325 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7326 if GetAIFlag('NEEDSEEDOWN') <> '' then
7329 ReleaseKey(KEY_DOWN
);
7330 PressKey(KEY_DOWN
, 20);
7331 RemoveAIFlag('NEEDSEEDOWN');
7334 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7335 if GetAIFlag('GOINHOLE') <> '' then
7336 if not OnGround() then
7338 ReleaseKey(KEY_LEFT
);
7339 ReleaseKey(KEY_RIGHT
);
7340 RemoveAIFlag('GOINHOLE');
7341 SetAIFlag('FALLINHOLE', '1');
7344 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7345 if GetAIFlag('FALLINHOLE') <> '' then
7347 RemoveAIFlag('FALLINHOLE');
7349 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7350 if not (KeyPressed(KEY_LEFT
) or KeyPressed(KEY_RIGHT
)) then
7351 if GetAIFlag('FALLINHOLE') = '' then
7352 if (not OnLadder()) or (FObj
.Vel
.Y
>= 0) or (OnTopLift()) then
7358 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7360 CanJumpUp(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*32) and
7364 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7365 if OnGround() and NearHole() then
7366 if NearDeepHole() then // Åñëè ýòî áåçäíà
7368 0..3: Turn(); // Áåæèì îáðàòíî
7369 4: Jump(); // Ïðûãàåì
7370 5: begin // Ïðûãàåì îáðàòíî
7375 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7376 if GetAIFlag('GOINHOLE') = '' then
7378 0: Turn(); // Íå íóæíî òóäà
7379 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7380 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7381 if BorderHole() then
7382 SetAIFlag('GOINHOLE', '1');
7385 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7386 if (not CanRun()) and OnGround() then
7388 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7389 if CanJumpOver() or OnLadder() then
7391 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7392 if Random(2) = 0 then
7394 if IsSafeTrigger() then
7400 // Îñòàëîñü ìàëî âîçäóõà:
7401 if FAir
< 36 * 2 then
7404 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7405 if (FMegaRulez
[MR_SUIT
] < gTime
) and ((FLastHit
= HIT_ACID
) or (Healthy() <= 1)) then
7406 if BodyInAcid(0, 0) then
7410 function TBot
.FullInStep(XInc
, YInc
: Integer): Boolean;
7412 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
7413 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
, PANEL_STEP
, False);
7416 {function TBot.NeedItem(Item: Byte): Byte;
7421 procedure TBot
.SelectWeapon(Dist
: Integer);
7425 function HaveAmmo(weapon
: Byte): Boolean;
7428 WEAPON_PISTOL
: Result
:= FAmmo
[A_BULLETS
] >= 1;
7429 WEAPON_SHOTGUN1
: Result
:= FAmmo
[A_SHELLS
] >= 1;
7430 WEAPON_SHOTGUN2
: Result
:= FAmmo
[A_SHELLS
] >= 2;
7431 WEAPON_CHAINGUN
: Result
:= FAmmo
[A_BULLETS
] >= 10;
7432 WEAPON_ROCKETLAUNCHER
: Result
:= FAmmo
[A_ROCKETS
] >= 1;
7433 WEAPON_PLASMA
: Result
:= FAmmo
[A_CELLS
] >= 10;
7434 WEAPON_BFG
: Result
:= FAmmo
[A_CELLS
] >= 40;
7435 WEAPON_SUPERPULEMET
: Result
:= FAmmo
[A_SHELLS
] >= 1;
7436 WEAPON_FLAMETHROWER
: Result
:= FAmmo
[A_FUEL
] >= 1;
7437 else Result
:= True;
7442 if Dist
= -1 then Dist
:= BOT_LONGDIST
;
7444 if Dist
> BOT_LONGDIST
then
7445 begin // Äàëüíèé áîé
7447 if FWeapon
[FDifficult
.WeaponPrior
[a
]] and HaveAmmo(FDifficult
.WeaponPrior
[a
]) then
7449 FSelectedWeapon
:= FDifficult
.WeaponPrior
[a
];
7453 else //if Dist > BOT_UNSAFEDIST then
7454 begin // Áëèæíèé áîé
7456 if FWeapon
[FDifficult
.CloseWeaponPrior
[a
]] and HaveAmmo(FDifficult
.CloseWeaponPrior
[a
]) then
7458 FSelectedWeapon
:= FDifficult
.CloseWeaponPrior
[a
];
7465 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7467 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7473 function TBot
.PickItem(ItemType
: Byte; force
: Boolean; var remove
: Boolean): Boolean;
7475 Result
:= inherited PickItem(ItemType
, force
, remove
);
7477 if Result
then SetAIFlag('SELECTWEAPON', '1');
7480 function TBot
.Heal(value
: Word; Soft
: Boolean): Boolean;
7482 Result
:= inherited Heal(value
, Soft
);
7485 function TBot
.Healthy(): Byte;
7487 if FMegaRulez
[MR_INVUL
] >= gTime
then Result
:= 3
7488 else if (FHealth
> 80) or ((FHealth
> 50) and (FArmor
> 20)) then Result
:= 3
7489 else if (FHealth
> 50) then Result
:= 2
7490 else if (FHealth
> 20) then Result
:= 1
7494 function TBot
.TargetOnScreen(TX
, TY
: Integer): Boolean;
7496 Result
:= (Abs(FObj
.X
-TX
) <= Trunc(gPlayerScreenSize
.X
*0.6)) and
7497 (Abs(FObj
.Y
-TY
) <= Trunc(gPlayerScreenSize
.Y
*0.6));
7500 procedure TBot
.OnDamage(Angle
: SmallInt);
7508 if (Angle
= 0) or (Angle
= 180) then
7511 if (g_GetUIDType(FLastSpawnerUID
) = UID_PLAYER
) and
7512 LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSPLAYER
) then
7514 pla
:= g_Player_Get(FLastSpawnerUID
);
7515 ok
:= not TargetOnScreen(pla
.FObj
.X
+ PLAYER_RECT
.X
,
7516 pla
.FObj
.Y
+ PLAYER_RECT
.Y
);
7519 if (g_GetUIDType(FLastSpawnerUID
) = UID_MONSTER
) and
7520 LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSMONSTER
) then
7522 mon
:= g_Monsters_ByUID(FLastSpawnerUID
);
7523 ok
:= not TargetOnScreen(mon
.Obj
.X
+ mon
.Obj
.Rect
.X
,
7524 mon
.Obj
.Y
+ mon
.Obj
.Rect
.Y
);
7529 SetAIFlag('ATTACKLEFT', '1')
7531 SetAIFlag('ATTACKRIGHT', '1');
7535 function TBot
.RunDirection(): TDirection
;
7537 if Abs(Vel
.X
) >= 1 then
7539 if Vel
.X
> 0 then Result
:= TDirection
.D_RIGHT
else Result
:= TDirection
.D_LEFT
;
7541 Result
:= FDirection
;
7544 function TBot
.GetRnd(a
: Byte): Boolean;
7546 if a
= 0 then Result
:= False
7547 else if a
= 255 then Result
:= True
7548 else Result
:= Random(256) > 255-a
;
7551 function TBot
.GetInterval(a
: Byte; radius
: SmallInt): SmallInt;
7553 Result
:= Round((255-a
)/255*radius
*(Random(2)-1));
7557 procedure TDifficult
.save (st
: TStream
);
7559 utils
.writeInt(st
, Byte(DiagFire
));
7560 utils
.writeInt(st
, Byte(InvisFire
));
7561 utils
.writeInt(st
, Byte(DiagPrecision
));
7562 utils
.writeInt(st
, Byte(FlyPrecision
));
7563 utils
.writeInt(st
, Byte(Cover
));
7564 utils
.writeInt(st
, Byte(CloseJump
));
7565 st
.WriteBuffer(WeaponPrior
[Low(WeaponPrior
)], sizeof(WeaponPrior
));
7566 st
.WriteBuffer(CloseWeaponPrior
[Low(CloseWeaponPrior
)], sizeof(CloseWeaponPrior
));
7569 procedure TDifficult
.load (st
: TStream
);
7571 DiagFire
:= utils
.readByte(st
);
7572 InvisFire
:= utils
.readByte(st
);
7573 DiagPrecision
:= utils
.readByte(st
);
7574 FlyPrecision
:= utils
.readByte(st
);
7575 Cover
:= utils
.readByte(st
);
7576 CloseJump
:= utils
.readByte(st
);
7577 st
.ReadBuffer(WeaponPrior
[Low(WeaponPrior
)], sizeof(WeaponPrior
));
7578 st
.ReadBuffer(CloseWeaponPrior
[Low(CloseWeaponPrior
)], sizeof(CloseWeaponPrior
));
7582 procedure TBot
.SaveState (st
: TStream
);
7587 inherited SaveState(st
);
7588 utils
.writeSign(st
, 'BOT0');
7590 utils
.writeInt(st
, Byte(FSelectedWeapon
));
7592 utils
.writeInt(st
, Word(FTargetUID
));
7593 // Âðåìÿ ïîòåðè öåëè
7594 utils
.writeInt(st
, LongWord(FLastVisible
));
7595 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7596 dw
:= Length(FAIFlags
);
7597 utils
.writeInt(st
, LongInt(dw
));
7599 for i
:= 0 to dw
-1 do
7601 utils
.writeStr(st
, FAIFlags
[i
].Name
, 20);
7602 utils
.writeStr(st
, FAIFlags
[i
].Value
, 20);
7604 // Íàñòðîéêè ñëîæíîñòè
7605 FDifficult
.save(st
);
7609 procedure TBot
.LoadState (st
: TStream
);
7614 inherited LoadState(st
);
7615 if not utils
.checkSign(st
, 'BOT0') then raise XStreamError
.Create('invalid bot signature');
7617 FSelectedWeapon
:= utils
.readByte(st
);
7619 FTargetUID
:= utils
.readWord(st
);
7620 // Âðåìÿ ïîòåðè öåëè
7621 FLastVisible
:= utils
.readLongWord(st
);
7622 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7623 dw
:= utils
.readLongInt(st
);
7624 if (dw
< 0) or (dw
> 16384) then raise XStreamError
.Create('invalid number of bot AI flags');
7625 SetLength(FAIFlags
, dw
);
7627 for i
:= 0 to dw
-1 do
7629 FAIFlags
[i
].Name
:= utils
.readStr(st
, 20);
7630 FAIFlags
[i
].Value
:= utils
.readStr(st
, 20);
7632 // Íàñòðîéêè ñëîæíîñòè
7633 FDifficult
.load(st
);
7638 conRegVar('cheat_berserk_autoswitch', @gBerserkAutoswitch
, 'autoswitch to fist when berserk pack taken', '', true, true);