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;
165 //FNetForceWeap: Byte; // spam server with this -- this is new weapon we want to use
166 FNetForceWeapFIdx
: LongWord; // frame index; ignore weapon change if it is lesser than this
167 //FCurrFrameIdx: LongWord; // increased in each `Update()`
169 FNextWeapDelay
: Byte; // frames (unused)
170 FBFGFireCounter
: SmallInt;
171 FLastSpawnerUID
: Word;
175 FSpectatePlayer
: Integer;
176 FFirePainTime
: Integer;
179 FSavedState
: TPlayerSavedState
;
181 FModel
: TPlayerModel
;
182 FPunchAnim
: TAnimation
;
185 FActionForce
: Boolean;
186 FActionChanged
: Boolean;
188 FFireAngle
: SmallInt;
190 FShellTimer
: Integer;
192 FSawSound
: TPlayableSound
;
193 FSawSoundIdle
: TPlayableSound
;
194 FSawSoundHit
: TPlayableSound
;
195 FSawSoundSelect
: TPlayableSound
;
196 FJetSoundOn
: TPlayableSound
;
197 FJetSoundOff
: TPlayableSound
;
198 FJetSoundFly
: TPlayableSound
;
202 FJustTeleported
: Boolean;
204 mEDamageType
: Integer;
207 weaponSwitchKeyReleased
: array[0..16] of Byte; // bit 0: was released on prev frame; bit 1: new status
210 function CollideLevel(XInc
, YInc
: Integer): Boolean;
211 function StayOnStep(XInc
, YInc
: Integer): Boolean;
212 function HeadInLiquid(XInc
, YInc
: Integer): Boolean;
213 function BodyInLiquid(XInc
, YInc
: Integer): Boolean;
214 function BodyInAcid(XInc
, YInc
: Integer): Boolean;
215 function FullInLift(XInc
, YInc
: Integer): Integer;
216 {procedure CollideItem();}
217 procedure FlySmoke(Times
: DWORD
= 1);
218 procedure OnFireFlame(Times
: DWORD
= 1);
219 function GetAmmoByWeapon(Weapon
: Byte): Word;
220 procedure SetAction(Action
: Byte; Force
: Boolean = False);
221 procedure OnDamage(Angle
: SmallInt); virtual;
222 function firediry(): Integer;
225 procedure Run(Direction
: TDirection
);
226 procedure NextWeapon();
227 procedure PrevWeapon();
234 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
235 procedure resetWeaponQueue ();
236 function hasAmmoForWeapon (weapon
: Byte): Boolean;
238 procedure doDamage (v
: Integer);
240 function followCorpse(): Boolean;
243 FDamageBuffer
: Integer;
245 FAmmo
: Array [A_BULLETS
..A_HIGH
] of Word;
246 FMaxAmmo
: Array [A_BULLETS
..A_HIGH
] of Word;
247 FWeapon
: Array [WP_FIRST
..WP_LAST
] of Boolean;
248 FRulez
: Set of R_ITEM_BACKPACK
..R_BERSERK
;
250 FMegaRulez
: Array [MR_SUIT
..MR_MAX
] of DWORD
;
251 FReloading
: Array [WP_FIRST
..WP_LAST
] of Word;
252 FTime
: Array [T_RESPAWN
..T_FLAGCAP
] of DWORD
;
253 FKeys
: Array [KEY_LEFT
..KEY_CHAT
] of TKeyState
;
255 FPreferredTeam
: Byte;
258 FWantsInGame
: Boolean;
262 FActualModelName
: string;
269 // debug: viewport offset
270 viewPortX
, viewPortY
, viewPortW
, viewPortH
: Integer;
272 function isValidViewPort (): Boolean; inline;
274 constructor Create(); virtual;
275 destructor Destroy(); override;
276 procedure Respawn(Silent
: Boolean; Force
: Boolean = False); virtual;
277 function GetRespawnPoint(): Byte;
278 procedure PressKey(Key
: Byte; Time
: Word = 1);
279 procedure ReleaseKeys();
280 procedure ReleaseKeysNoWeapon();
281 procedure SetModel(ModelName
: String);
282 procedure SetColor(Color
: TRGB
);
283 procedure SetWeaponHost(W
: Byte);
284 function IsKeyPressed(K
: Byte): Boolean;
285 function GetKeys(): Byte;
286 function PickItem(ItemType
: Byte; arespawn
: Boolean; var remove
: Boolean): Boolean; virtual;
287 function Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean; overload
;
288 function Collide(Panel
: TPanel
): Boolean; overload
;
289 function Collide(X
, Y
: Integer): Boolean; overload
;
290 procedure SetDirection(Direction
: TDirection
);
291 procedure GetSecret();
292 function TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
294 procedure Push(vx
, vy
: Integer);
295 procedure ChangeModel(ModelName
: String);
296 procedure SwitchTeam
;
297 procedure ChangeTeam(Team
: Byte);
299 function GetFlag(Flag
: Byte): Boolean;
300 procedure SetFlag(Flag
: Byte);
301 function DropFlag(): Boolean;
302 procedure AllRulez(Health
: Boolean);
303 procedure RestoreHealthArmor();
304 procedure FragCombo();
305 procedure GiveItem(ItemType
: Byte);
306 procedure Damage(value
: Word; SpawnerUID
: Word; vx
, vy
: Integer; t
: Byte); virtual;
307 function Heal(value
: Word; Soft
: Boolean): Boolean; virtual;
308 procedure MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
309 procedure MakeBloodSimple(Count
: Word);
310 procedure Kill(KillType
: Byte; SpawnerUID
: Word; t
: Byte);
311 procedure Reset(Force
: Boolean);
312 procedure Spectate(NoMove
: Boolean = False);
313 procedure SwitchNoClip
;
314 procedure SoftReset();
315 procedure Draw(); virtual;
316 procedure DrawPain();
317 procedure DrawPickup();
318 procedure DrawRulez();
320 procedure DrawBubble();
322 procedure Update(); virtual;
323 procedure RememberState();
324 procedure RecallState();
325 procedure SaveState (st
: TStream
); virtual;
326 procedure LoadState (st
: TStream
); virtual;
327 procedure PauseSounds(Enable
: Boolean);
328 procedure NetFire(Wpn
: Byte; X
, Y
, AX
, AY
: Integer; WID
: Integer = -1);
329 procedure DoLerp(Level
: Integer = 2);
330 procedure SetLerp(XTo
, YTo
: Integer);
331 procedure QueueWeaponSwitch(Weapon
: Byte);
332 procedure RealizeCurrentWeapon();
334 procedure JetpackOff
;
335 procedure CatchFire(Attacker
: Word);
337 //WARNING! this does nothing for now, but still call it!
338 procedure positionChanged (); //WARNING! call this after entity position was changed, or coldet will not work right!
340 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
341 procedure moveBy (dx
, dy
: Integer); inline;
343 procedure releaseAllWeaponSwitchKeys ();
344 procedure weaponSwitchKeysStateChange (index
: Integer; pressed
: Boolean);
345 function isWeaponSwitchKeyReleased (index
: Integer): Boolean;
346 procedure weaponSwitchKeysShiftNewStates ();
349 property Vel
: TPoint2i read FObj
.Vel
;
350 property Obj
: TObj read FObj
;
352 property Name
: String read FName write FName
;
353 property Model
: TPlayerModel read FModel
;
354 property Health
: Integer read FHealth write FHealth
;
355 property Lives
: Byte read FLives write FLives
;
356 property Armor
: Integer read FArmor write FArmor
;
357 property Air
: Integer read FAir write FAir
;
358 property JetFuel
: Integer read FJetFuel write FJetFuel
;
359 property Frags
: Integer read FFrags write FFrags
;
360 property Death
: Integer read FDeath write FDeath
;
361 property Kills
: Integer read FKills write FKills
;
362 property CurrWeap
: Byte read FCurrWeap write FCurrWeap
;
363 //property NetForceWeap: Byte read FNetForceWeap write FNetForceWeap;
364 property NetForceWeapFIdx
: LongWord read FNetForceWeapFIdx write FNetForceWeapFIdx
;
365 //property CurrFrameIdx: LongWord read FCurrFrameIdx write FCurrFrameIdx;
366 property MonsterKills
: Integer read FMonsterKills write FMonsterKills
;
367 property Secrets
: Integer read FSecrets
;
368 property GodMode
: Boolean read FGodMode write FGodMode
;
369 property NoTarget
: Boolean read FNoTarget write FNoTarget
;
370 property NoReload
: Boolean read FNoReload write FNoReload
;
371 property alive
: Boolean read FAlive write FAlive
;
372 property Flag
: Byte read FFlag
;
373 property Team
: Byte read FTeam write FTeam
;
374 property Direction
: TDirection read FDirection
;
375 property GameX
: Integer read FObj
.X write FObj
.X
;
376 property GameY
: Integer read FObj
.Y write FObj
.Y
;
377 property GameVelX
: Integer read FObj
.Vel
.X write FObj
.Vel
.X
;
378 property GameVelY
: Integer read FObj
.Vel
.Y write FObj
.Vel
.Y
;
379 property GameAccelX
: Integer read FObj
.Accel
.X write FObj
.Accel
.X
;
380 property GameAccelY
: Integer read FObj
.Accel
.Y write FObj
.Accel
.Y
;
381 property IncCam
: Integer read FIncCam write FIncCam
;
382 property UID
: Word read FUID write FUID
;
383 property JustTeleported
: Boolean read FJustTeleported write FJustTeleported
;
384 property NetTime
: LongWord read FNetTime write FNetTime
;
387 property eName
: String read FName write FName
;
388 property eHealth
: Integer read FHealth write FHealth
;
389 property eLives
: Byte read FLives write FLives
;
390 property eArmor
: Integer read FArmor write FArmor
;
391 property eAir
: Integer read FAir write FAir
;
392 property eJetFuel
: Integer read FJetFuel write FJetFuel
;
393 property eFrags
: Integer read FFrags write FFrags
;
394 property eDeath
: Integer read FDeath write FDeath
;
395 property eKills
: Integer read FKills write FKills
;
396 property eCurrWeap
: Byte read FCurrWeap write FCurrWeap
;
397 property eMonsterKills
: Integer read FMonsterKills write FMonsterKills
;
398 property eSecrets
: Integer read FSecrets write FSecrets
;
399 property eGodMode
: Boolean read FGodMode write FGodMode
;
400 property eNoTarget
: Boolean read FNoTarget write FNoTarget
;
401 property eNoReload
: Boolean read FNoReload write FNoReload
;
402 property eAlive
: Boolean read FAlive write FAlive
;
403 property eFlag
: Byte read FFlag
;
404 property eTeam
: Byte read FTeam write FTeam
;
405 property eDirection
: TDirection read FDirection
;
406 property eGameX
: Integer read FObj
.X write FObj
.X
;
407 property eGameY
: Integer read FObj
.Y write FObj
.Y
;
408 property eGameVelX
: Integer read FObj
.Vel
.X write FObj
.Vel
.X
;
409 property eGameVelY
: Integer read FObj
.Vel
.Y write FObj
.Vel
.Y
;
410 property eGameAccelX
: Integer read FObj
.Accel
.X write FObj
.Accel
.X
;
411 property eGameAccelY
: Integer read FObj
.Accel
.Y write FObj
.Accel
.Y
;
412 property eIncCam
: Integer read FIncCam write FIncCam
;
413 property eUID
: Word read FUID
;
414 property eJustTeleported
: Boolean read FJustTeleported
;
415 property eNetTime
: LongWord read FNetTime
;
417 // set this before assigning something to `eDamage`
418 property eDamageType
: Integer read mEDamageType write mEDamageType
;
419 property eDamage
: Integer write doDamage
;
430 WeaponPrior
: packed array [WP_FIRST
..WP_LAST
] of Byte;
431 CloseWeaponPrior
: packed array [WP_FIRST
..WP_LAST
] of Byte;
432 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
435 procedure save (st
: TStream
);
436 procedure load (st
: TStream
);
444 TBot
= class(TPlayer
)
446 FSelectedWeapon
: Byte;
449 FAIFlags
: Array of TAIFlag
;
450 FDifficult
: TDifficult
;
452 function GetRnd(a
: Byte): Boolean;
453 function GetInterval(a
: Byte; radius
: SmallInt): SmallInt;
454 function RunDirection(): TDirection
;
455 function FullInStep(XInc
, YInc
: Integer): Boolean;
456 //function NeedItem(Item: Byte): Byte;
457 procedure SelectWeapon(Dist
: Integer);
458 procedure SetAIFlag(aName
, fValue
: String20
);
459 function GetAIFlag(aName
: String20
): String20
;
460 procedure RemoveAIFlag(aName
: String20
);
461 function Healthy(): Byte;
462 procedure UpdateMove();
463 procedure UpdateCombat();
464 function KeyPressed(Key
: Word): Boolean;
465 procedure ReleaseKey(Key
: Byte);
466 function TargetOnScreen(TX
, TY
: Integer): Boolean;
467 procedure OnDamage(Angle
: SmallInt); override;
470 procedure Respawn(Silent
: Boolean; Force
: Boolean = False); override;
471 constructor Create(); override;
472 destructor Destroy(); override;
473 procedure Draw(); override;
474 function PickItem(ItemType
: Byte; force
: Boolean; var remove
: Boolean): Boolean; override;
475 function Heal(value
: Word; Soft
: Boolean): Boolean; override;
476 procedure Update(); override;
477 procedure SaveState (st
: TStream
); override;
478 procedure LoadState (st
: TStream
); override;
490 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
491 procedure moveBy (dx
, dy
: Integer); inline;
493 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
507 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
508 procedure moveBy (dx
, dy
: Integer); inline;
510 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
513 TCorpse
= class{$IFDEF USE_MEMPOOL}(TPoolObject
){$ENDIF}
522 FAnimation
: TAnimation
;
523 FAnimationMask
: TAnimation
;
526 constructor Create(X
, Y
: Integer; ModelName
: String; aMess
: Boolean);
527 destructor Destroy(); override;
528 procedure Damage(Value
: Word; vx
, vy
: Integer);
531 procedure SaveState (st
: TStream
);
532 procedure LoadState (st
: TStream
);
534 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
535 procedure moveBy (dx
, dy
: Integer); inline;
537 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
539 function ObjPtr (): PObj
; inline;
541 property Obj
: TObj read FObj
; // copies object
542 property State
: Byte read FState
;
543 property Mess
: Boolean read FMess
;
546 TTeamStat
= Array [TEAM_RED
..TEAM_BLUE
] of
552 gPlayers
: Array of TPlayer
;
553 gCorpses
: Array of TCorpse
;
554 gGibs
: Array of TGib
;
555 gShells
: Array of TShell
;
556 gTeamStat
: TTeamStat
;
557 gFly
: Boolean = False;
558 gAimLine
: Boolean = False;
559 gChatBubble
: Byte = 0;
563 MAX_RUNVEL
: Integer = 8;
564 VEL_JUMP
: Integer = 10;
565 SHELL_TIMEOUT
: Cardinal = 60000;
567 function Lerp(X
, Y
, Factor
: Integer): Integer;
569 procedure g_Gibs_SetMax(Count
: Word);
570 function g_Gibs_GetMax(): Word;
571 procedure g_Corpses_SetMax(Count
: Word);
572 function g_Corpses_GetMax(): Word;
573 procedure g_Shells_SetMax(Count
: Word);
574 function g_Shells_GetMax(): Word;
576 procedure g_Player_Init();
577 procedure g_Player_Free();
578 function g_Player_Create(ModelName
: String; Color
: TRGB
; Team
: Byte; Bot
: Boolean): Word;
579 function g_Player_CreateFromState (st
: TStream
): Word;
580 procedure g_Player_Remove(UID
: Word);
581 procedure g_Player_ResetTeams();
582 procedure g_Player_UpdateAll();
583 procedure g_Player_DrawAll();
584 procedure g_Player_DrawDebug(p
: TPlayer
);
585 procedure g_Player_DrawHealth();
586 procedure g_Player_RememberAll();
587 procedure g_Player_ResetAll(Force
, Silent
: Boolean);
588 function g_Player_Get(UID
: Word): TPlayer
;
589 function g_Player_GetCount(): Byte;
590 function g_Player_GetStats(): TPlayerStatArray
;
591 function g_Player_ValidName(Name
: String): Boolean;
592 procedure g_Player_CreateCorpse(Player
: TPlayer
);
593 procedure g_Player_CreateGibs(fX
, fY
: Integer; ModelName
: String; fColor
: TRGB
);
594 procedure g_Player_CreateShell(fX
, fY
, dX
, dY
: Integer; T
: Byte);
595 procedure g_Player_UpdatePhysicalObjects();
596 procedure g_Player_DrawCorpses();
597 procedure g_Player_DrawShells();
598 procedure g_Player_RemoveAllCorpses();
599 procedure g_Player_Corpses_SaveState (st
: TStream
);
600 procedure g_Player_Corpses_LoadState (st
: TStream
);
601 procedure g_Bot_Add(Team
, Difficult
: Byte);
602 procedure g_Bot_AddList(Team
: Byte; lname
: ShortString; num
: Integer = -1);
603 procedure g_Bot_MixNames();
604 procedure g_Bot_RemoveAll();
609 {$INCLUDE ../nogl/noGLuses.inc}
610 {$IFDEF ENABLE_HOLMES}
613 e_log
, g_map
, g_items
, g_console
, g_gfx
, Math
,
614 g_options
, g_triggers
, g_menu
, g_game
, g_grid
,
615 wadreader
, g_main
, g_monsters
, CONFIG
, g_language
,
616 g_net
, g_netmsg
, g_window
,
619 const PLR_SAVE_VERSION
= 0;
629 diag_precision
: Byte;
633 w_prior1
: Array [WP_FIRST
..WP_LAST
] of Byte;
634 w_prior2
: Array [WP_FIRST
..WP_LAST
] of Byte;
635 w_prior3
: Array [WP_FIRST
..WP_LAST
] of Byte;
639 TIME_RESPAWN1
= 1500;
640 TIME_RESPAWN2
= 2000;
641 TIME_RESPAWN3
= 3000;
644 JET_MAX
= 540; // ~30 sec
645 PLAYER_SUIT_TIME
= 30000;
646 PLAYER_INVUL_TIME
= 30000;
647 PLAYER_INVIS_TIME
= 35000;
648 FRAG_COMBO_TIME
= 3000;
652 ANGLE_RIGHTDOWN
= -35;
654 ANGLE_LEFTDOWN
= -145;
655 PLAYER_HEADRECT
: TRectWH
= (X
:24; Y
:12; Width
:20; Height
:12);
656 WEAPONPOINT
: Array [TDirection
] of TDFPoint
= ((X
:16; Y
:32), (X
:47; Y
:32));
659 BOT_UNSAFEDIST
= 128;
660 TEAMCOLOR
: Array [TEAM_RED
..TEAM_BLUE
] of TRGB
= ((R
:255; G
:0; B
:0),
662 DIFFICULT_EASY
: TDifficult
= (DiagFire
: 32; InvisFire
: 32; DiagPrecision
: 32;
663 FlyPrecision
: 32; Cover
: 32; CloseJump
: 32;
664 WeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0));
665 DIFFICULT_MEDIUM
: TDifficult
= (DiagFire
: 127; InvisFire
: 127; DiagPrecision
: 127;
666 FlyPrecision
: 127; Cover
: 127; CloseJump
: 127;
667 WeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0));
668 DIFFICULT_HARD
: TDifficult
= (DiagFire
: 255; InvisFire
: 255; DiagPrecision
: 255;
669 FlyPrecision
: 255; Cover
: 255; CloseJump
: 255;
670 WeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0));
671 WEAPON_PRIOR1
: Array [WP_FIRST
..WP_LAST
] of Byte =
672 (WEAPON_FLAMETHROWER
, WEAPON_SUPERPULEMET
,
673 WEAPON_SHOTGUN2
, WEAPON_SHOTGUN1
,
674 WEAPON_CHAINGUN
, WEAPON_PLASMA
, WEAPON_ROCKETLAUNCHER
,
675 WEAPON_BFG
, WEAPON_PISTOL
, WEAPON_SAW
, WEAPON_KASTET
);
676 WEAPON_PRIOR2
: Array [WP_FIRST
..WP_LAST
] of Byte =
677 (WEAPON_FLAMETHROWER
, WEAPON_SUPERPULEMET
,
678 WEAPON_BFG
, WEAPON_ROCKETLAUNCHER
,
679 WEAPON_SHOTGUN2
, WEAPON_PLASMA
, WEAPON_SHOTGUN1
,
680 WEAPON_CHAINGUN
, WEAPON_PISTOL
, WEAPON_SAW
, WEAPON_KASTET
);
681 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
682 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
683 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
684 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
685 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
686 WEAPON_RELOAD
: Array [WP_FIRST
..WP_LAST
] of Byte =
687 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
689 PLAYER_SIGNATURE
= $52594C50; // 'PLYR'
690 CORPSE_SIGNATURE
= $50524F43; // 'CORP'
692 BOTNAMES_FILENAME
= 'botnames.txt';
693 BOTLIST_FILENAME
= 'botlist.txt';
697 MaxCorpses
: Word = 20;
698 MaxShells
: Word = 300;
699 CurrentGib
: Integer = 0;
700 CurrentShell
: Integer = 0;
701 BotNames
: Array of String;
702 BotList
: Array of TBotProfile
;
705 function Lerp(X
, Y
, Factor
: Integer): Integer;
707 Result
:= X
+ ((Y
- X
) div Factor
);
710 function SameTeam(UID1
, UID2
: Word): Boolean;
714 if (UID1
> UID_MAX_PLAYER
) or (UID1
<= UID_MAX_GAME
) or
715 (UID2
> UID_MAX_PLAYER
) or (UID2
<= UID_MAX_GAME
) then Exit
;
717 if (g_Player_Get(UID1
) = nil) or (g_Player_Get(UID2
) = nil) then Exit
;
719 if ((g_Player_Get(UID1
).Team
= TEAM_NONE
) or
720 (g_Player_Get(UID2
).Team
= TEAM_NONE
)) then Exit
;
722 Result
:= g_Player_Get(UID1
).FTeam
= g_Player_Get(UID2
).FTeam
;
725 procedure g_Gibs_SetMax(Count
: Word);
728 SetLength(gGibs
, Count
);
730 if CurrentGib
>= Count
then
734 function g_Gibs_GetMax(): Word;
739 procedure g_Shells_SetMax(Count
: Word);
742 SetLength(gShells
, Count
);
744 if CurrentShell
>= Count
then
748 function g_Shells_GetMax(): Word;
754 procedure g_Corpses_SetMax(Count
: Word);
757 SetLength(gCorpses
, Count
);
760 function g_Corpses_GetMax(): Word;
762 Result
:= MaxCorpses
;
765 function g_Player_Create(ModelName
: String; Color
: TRGB
; Team
: Byte; Bot
: Boolean): Word;
775 // Åñòü ëè ìåñòî â gPlayers:
776 if gPlayers
<> nil then
777 for a
:= 0 to High(gPlayers
) do
778 if gPlayers
[a
] = nil then
784 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
787 SetLength(gPlayers
, Length(gPlayers
)+1);
791 // Ñîçäàåì îáúåêò èãðîêà:
793 gPlayers
[a
] := TBot
.Create()
795 gPlayers
[a
] := TPlayer
.Create();
798 gPlayers
[a
].FActualModelName
:= ModelName
;
799 gPlayers
[a
].SetModel(ModelName
);
801 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
802 if gPlayers
[a
].FModel
= nil then
806 g_FatalError(Format(_lc
[I_GAME_ERROR_MODEL
], [ModelName
]));
810 if not (Team
in [TEAM_RED
, TEAM_BLUE
]) then
811 if Random(2) = 0 then
815 gPlayers
[a
].FPreferredTeam
:= Team
;
817 case gGameSettings
.GameMode
of
818 GM_DM
: gPlayers
[a
].FTeam
:= TEAM_NONE
;
820 GM_CTF
: gPlayers
[a
].FTeam
:= gPlayers
[a
].FPreferredTeam
;
822 GM_COOP
: gPlayers
[a
].FTeam
:= TEAM_COOP
;
825 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
826 gPlayers
[a
].FColor
:= Color
;
827 if gPlayers
[a
].FTeam
in [TEAM_RED
, TEAM_BLUE
] then
828 gPlayers
[a
].FModel
.Color
:= TEAMCOLOR
[gPlayers
[a
].FTeam
]
830 gPlayers
[a
].FModel
.Color
:= Color
;
832 gPlayers
[a
].FUID
:= g_CreateUID(UID_PLAYER
);
833 gPlayers
[a
].FAlive
:= False;
835 Result
:= gPlayers
[a
].FUID
;
838 function g_Player_CreateFromState (st
: TStream
): Word;
845 if (st
= nil) then exit
; //???
848 if not utils
.checkSign(st
, 'PLYR') then raise XStreamError
.Create('invalid player signature');
849 if (utils
.readByte(st
) <> PLR_SAVE_VERSION
) then raise XStreamError
.Create('invalid player version');
852 Bot
:= utils
.readBool(st
);
857 // Åñòü ëè ìåñòî â gPlayers:
858 for a
:= 0 to High(gPlayers
) do if (gPlayers
[a
] = nil) then begin ok
:= true; break
; end;
860 // Íåò ìåñòà - ðàñøèðÿåì gPlayers
863 SetLength(gPlayers
, Length(gPlayers
)+1);
867 // Ñîçäàåì îáúåêò èãðîêà
869 gPlayers
[a
] := TBot
.Create()
871 gPlayers
[a
] := TPlayer
.Create();
872 gPlayers
[a
].FIamBot
:= Bot
;
873 gPlayers
[a
].FPhysics
:= True;
876 gPlayers
[a
].FUID
:= utils
.readWord(st
);
878 gPlayers
[a
].FName
:= utils
.readStr(st
);
880 gPlayers
[a
].FTeam
:= utils
.readByte(st
);
881 gPlayers
[a
].FPreferredTeam
:= gPlayers
[a
].FTeam
;
883 gPlayers
[a
].FAlive
:= utils
.readBool(st
);
884 // Èçðàñõîäîâàë ëè âñå æèçíè
885 gPlayers
[a
].FNoRespawn
:= utils
.readBool(st
);
887 b
:= utils
.readByte(st
);
888 if b
= 1 then gPlayers
[a
].FDirection
:= TDirection
.D_LEFT
else gPlayers
[a
].FDirection
:= TDirection
.D_RIGHT
; // b = 2
890 gPlayers
[a
].FHealth
:= utils
.readLongInt(st
);
892 gPlayers
[a
].FLives
:= utils
.readByte(st
);
894 gPlayers
[a
].FArmor
:= utils
.readLongInt(st
);
896 gPlayers
[a
].FAir
:= utils
.readLongInt(st
);
898 gPlayers
[a
].FJetFuel
:= utils
.readLongInt(st
);
900 gPlayers
[a
].FPain
:= utils
.readLongInt(st
);
902 gPlayers
[a
].FKills
:= utils
.readLongInt(st
);
904 gPlayers
[a
].FMonsterKills
:= utils
.readLongInt(st
);
906 gPlayers
[a
].FFrags
:= utils
.readLongInt(st
);
908 gPlayers
[a
].FFragCombo
:= utils
.readByte(st
);
909 // Âðåìÿ ïîñëåäíåãî ôðàãà
910 gPlayers
[a
].FLastFrag
:= utils
.readLongWord(st
);
912 gPlayers
[a
].FDeath
:= utils
.readLongInt(st
);
914 gPlayers
[a
].FFlag
:= utils
.readByte(st
);
916 gPlayers
[a
].FSecrets
:= utils
.readLongInt(st
);
918 gPlayers
[a
].FCurrWeap
:= utils
.readByte(st
);
919 //gPlayers[a].FNetForceWeap := gPlayers[a].FCurrWeap;
920 // Ñëåäóþùåå æåëàåìîå îðóæèå
921 gPlayers
[a
].FNextWeap
:= utils
.readWord(st
);
923 gPlayers
[a
].FNextWeapDelay
:= utils
.readByte(st
);
925 gPlayers
[a
].FBFGFireCounter
:= utils
.readSmallInt(st
);
927 gPlayers
[a
].FDamageBuffer
:= utils
.readLongInt(st
);
928 // Ïîñëåäíèé óäàðèâøèé
929 gPlayers
[a
].FLastSpawnerUID
:= utils
.readWord(st
);
930 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
931 gPlayers
[a
].FLastHit
:= utils
.readByte(st
);
933 Obj_LoadState(@gPlayers
[a
].FObj
, st
);
934 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
935 for i
:= A_BULLETS
to A_HIGH
do gPlayers
[a
].FAmmo
[i
] := utils
.readWord(st
);
936 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
937 for i
:= A_BULLETS
to A_HIGH
do gPlayers
[a
].FMaxAmmo
[i
] := utils
.readWord(st
);
939 for i
:= WP_FIRST
to WP_LAST
do gPlayers
[a
].FWeapon
[i
] := utils
.readBool(st
);
940 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
941 for i
:= WP_FIRST
to WP_LAST
do gPlayers
[a
].FReloading
[i
] := utils
.readWord(st
);
943 if utils
.readBool(st
) then Include(gPlayers
[a
].FRulez
, R_ITEM_BACKPACK
);
944 // Íàëè÷èå êðàñíîãî êëþ÷à
945 if utils
.readBool(st
) then Include(gPlayers
[a
].FRulez
, R_KEY_RED
);
946 // Íàëè÷èå çåëåíîãî êëþ÷à
947 if utils
.readBool(st
) then Include(gPlayers
[a
].FRulez
, R_KEY_GREEN
);
948 // Íàëè÷èå ñèíåãî êëþ÷à
949 if utils
.readBool(st
) then Include(gPlayers
[a
].FRulez
, R_KEY_BLUE
);
951 if utils
.readBool(st
) then Include(gPlayers
[a
].FRulez
, R_BERSERK
);
952 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
953 for i
:= MR_SUIT
to MR_MAX
do gPlayers
[a
].FMegaRulez
[i
] := utils
.readLongWord(st
);
954 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
955 for i
:= T_RESPAWN
to T_FLAGCAP
do gPlayers
[a
].FTime
[i
] := utils
.readLongWord(st
);
958 gPlayers
[a
].FActualModelName
:= utils
.readStr(st
);
960 gPlayers
[a
].FColor
.R
:= utils
.readByte(st
);
961 gPlayers
[a
].FColor
.G
:= utils
.readByte(st
);
962 gPlayers
[a
].FColor
.B
:= utils
.readByte(st
);
963 // Îáíîâëÿåì ìîäåëü èãðîêà
964 gPlayers
[a
].SetModel(gPlayers
[a
].FActualModelName
);
966 // Íåò ìîäåëè - ñîçäàíèå íåâîçìîæíî
967 if (gPlayers
[a
].FModel
= nil) then
971 g_FatalError(Format(_lc
[I_GAME_ERROR_MODEL
], [gPlayers
[a
].FActualModelName
]));
975 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû
976 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
977 gPlayers
[a
].FModel
.Color
:= TEAMCOLOR
[gPlayers
[a
].FTeam
]
979 gPlayers
[a
].FModel
.Color
:= gPlayers
[a
].FColor
;
981 result
:= gPlayers
[a
].FUID
;
985 procedure g_Player_ResetTeams();
989 if g_Game_IsClient
then
991 if gPlayers
= nil then
993 for a
:= Low(gPlayers
) to High(gPlayers
) do
994 if gPlayers
[a
] <> nil then
995 case gGameSettings
.GameMode
of
997 gPlayers
[a
].ChangeTeam(TEAM_NONE
);
999 if not (gPlayers
[a
].Team
in [TEAM_RED
, TEAM_BLUE
]) then
1000 if gPlayers
[a
].FPreferredTeam
in [TEAM_RED
, TEAM_BLUE
] then
1001 gPlayers
[a
].ChangeTeam(gPlayers
[a
].FPreferredTeam
)
1004 gPlayers
[a
].ChangeTeam(TEAM_RED
)
1006 gPlayers
[a
].ChangeTeam(TEAM_BLUE
);
1009 gPlayers
[a
].ChangeTeam(TEAM_COOP
);
1013 procedure g_Bot_Add(Team
, Difficult
: Byte);
1016 _name
, _model
: String;
1019 if not g_Game_IsServer
then Exit
;
1021 // Ñïèñîê íàçâàíèé ìîäåëåé:
1022 m
:= g_PlayerModel_GetNames();
1027 if (gGameSettings
.GameType
= GT_SINGLE
) or (gGameSettings
.GameMode
= GM_COOP
) then
1028 Team
:= TEAM_COOP
// COOP
1030 if gGameSettings
.GameMode
= GM_DM
then
1031 Team
:= TEAM_NONE
// DM
1033 if Team
= TEAM_NONE
then // CTF / TDM
1035 // Àâòîáàëàíñ êîìàíä:
1039 for a
:= 0 to High(gPlayers
) do
1040 if gPlayers
[a
] <> nil then
1042 if gPlayers
[a
].Team
= TEAM_RED
then
1045 if gPlayers
[a
].Team
= TEAM_BLUE
then
1055 if Random(2) = 0 then
1061 // Âûáèðàåì áîòó èìÿ:
1063 if BotNames
<> nil then
1064 for a
:= 0 to High(BotNames
) do
1065 if g_Player_ValidName(BotNames
[a
]) then
1067 _name
:= BotNames
[a
];
1071 // Èìåíè íåò, çàäàåì ñëó÷àéíîå:
1074 _name
:= Format('DFBOT%.2d', [Random(100)]);
1075 until g_Player_ValidName(_name
);
1077 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
1078 _model
:= m
[Random(Length(m
))];
1081 with g_Player_Get(g_Player_Create(_model
,
1082 _RGB(Min(Random(9)*32, 255),
1083 Min(Random(9)*32, 255),
1084 Min(Random(9)*32, 255)),
1085 Team
, True)) as TBot
do
1090 1: FDifficult
:= DIFFICULT_EASY
;
1091 2: FDifficult
:= DIFFICULT_MEDIUM
;
1092 else FDifficult
:= DIFFICULT_HARD
;
1095 for a
:= WP_FIRST
to WP_LAST
do
1097 FDifficult
.WeaponPrior
[a
] := WEAPON_PRIOR1
[a
];
1098 FDifficult
.CloseWeaponPrior
[a
] := WEAPON_PRIOR2
[a
];
1099 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1102 g_Console_Add(Format(_lc
[I_PLAYER_JOIN
], [Name
]), True);
1104 if g_Game_IsNet
then MH_SEND_PlayerCreate(UID
);
1105 if g_Game_IsServer
and (gGameSettings
.MaxLives
> 0) then
1110 procedure g_Bot_AddList(Team
: Byte; lName
: ShortString; num
: Integer = -1);
1113 _name
, _model
: String;
1116 if not g_Game_IsServer
then Exit
;
1118 // Ñïèñîê íàçâàíèé ìîäåëåé:
1119 m
:= g_PlayerModel_GetNames();
1124 if (gGameSettings
.GameType
= GT_SINGLE
) or (gGameSettings
.GameMode
= GM_COOP
) then
1125 Team
:= TEAM_COOP
// COOP
1127 if gGameSettings
.GameMode
= GM_DM
then
1128 Team
:= TEAM_NONE
// DM
1130 if Team
= TEAM_NONE
then
1131 Team
:= BotList
[num
].team
; // CTF / TDM
1133 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1134 lName
:= AnsiLowerCase(lName
);
1135 if (num
< 0) or (num
> Length(BotList
)-1) then
1137 if (num
= -1) and (lName
<> '') and (BotList
<> nil) then
1138 for a
:= 0 to High(BotList
) do
1139 if AnsiLowerCase(BotList
[a
].name
) = lName
then
1148 _name
:= BotList
[num
].name
;
1149 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1150 if not g_Player_ValidName(_name
) then
1152 _name
:= Format('DFBOT%.2d', [Random(100)]);
1153 until g_Player_ValidName(_name
);
1156 _model
:= BotList
[num
].model
;
1157 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1158 if not InSArray(_model
, m
) then
1159 _model
:= m
[Random(Length(m
))];
1162 with g_Player_Get(g_Player_Create(_model
, BotList
[num
].color
, Team
, True)) as TBot
do
1166 FDifficult
.DiagFire
:= BotList
[num
].diag_fire
;
1167 FDifficult
.InvisFire
:= BotList
[num
].invis_fire
;
1168 FDifficult
.DiagPrecision
:= BotList
[num
].diag_precision
;
1169 FDifficult
.FlyPrecision
:= BotList
[num
].fly_precision
;
1170 FDifficult
.Cover
:= BotList
[num
].cover
;
1171 FDifficult
.CloseJump
:= BotList
[num
].close_jump
;
1173 for a
:= WP_FIRST
to WP_LAST
do
1175 FDifficult
.WeaponPrior
[a
] := BotList
[num
].w_prior1
[a
];
1176 FDifficult
.CloseWeaponPrior
[a
] := BotList
[num
].w_prior2
[a
];
1177 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1180 g_Console_Add(Format(_lc
[I_PLAYER_JOIN
], [Name
]), True);
1182 if g_Game_IsNet
then MH_SEND_PlayerCreate(UID
);
1186 procedure g_Bot_RemoveAll();
1190 if not g_Game_IsServer
then Exit
;
1191 if gPlayers
= nil then Exit
;
1193 for a
:= 0 to High(gPlayers
) do
1194 if gPlayers
[a
] <> nil then
1195 if gPlayers
[a
] is TBot
then
1197 gPlayers
[a
].Lives
:= 0;
1198 gPlayers
[a
].Kill(K_SIMPLEKILL
, 0, HIT_DISCON
);
1199 g_Console_Add(Format(_lc
[I_PLAYER_LEAVE
], [gPlayers
[a
].Name
]), True);
1200 g_Player_Remove(gPlayers
[a
].FUID
);
1206 procedure g_Bot_MixNames();
1211 if BotNames
<> nil then
1212 for a
:= 0 to High(BotNames
) do
1214 b
:= Random(Length(BotNames
));
1216 Botnames
[a
] := BotNames
[b
];
1221 procedure g_Player_Remove(UID
: Word);
1225 if gPlayers
= nil then Exit
;
1227 if g_Game_IsServer
and g_Game_IsNet
then
1228 MH_SEND_PlayerDelete(UID
);
1230 for i
:= 0 to High(gPlayers
) do
1231 if gPlayers
[i
] <> nil then
1232 if gPlayers
[i
].FUID
= UID
then
1234 if gPlayers
[i
] is TPlayer
then
1235 TPlayer(gPlayers
[i
]).Free()
1237 TBot(gPlayers
[i
]).Free();
1243 procedure g_Player_Init();
1253 if not FileExists(DataDir
+ BOTNAMES_FILENAME
) then
1256 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1257 AssignFile(F
, DataDir
+ BOTNAMES_FILENAME
);
1268 SetLength(BotNames
, Length(BotNames
)+1);
1269 BotNames
[High(BotNames
)] := s
;
1277 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1278 config
:= TConfig
.CreateFile(DataDir
+ BOTLIST_FILENAME
);
1282 while config
.SectionExists(IntToStr(a
)) do
1284 SetLength(BotList
, Length(BotList
)+1);
1286 with BotList
[High(BotList
)] do
1289 name
:= config
.ReadStr(IntToStr(a
), 'name', '');
1291 model
:= config
.ReadStr(IntToStr(a
), 'model', '');
1293 if config
.ReadStr(IntToStr(a
), 'team', 'red') = 'red' then
1298 sa
:= parse(config
.ReadStr(IntToStr(a
), 'color', ''));
1299 color
.R
:= StrToIntDef(sa
[0], 0);
1300 color
.G
:= StrToIntDef(sa
[1], 0);
1301 color
.B
:= StrToIntDef(sa
[2], 0);
1302 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1303 diag_fire
:= config
.ReadInt(IntToStr(a
), 'diag_fire', 0);
1304 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1305 invis_fire
:= config
.ReadInt(IntToStr(a
), 'invis_fire', 0);
1306 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1307 diag_precision
:= config
.ReadInt(IntToStr(a
), 'diag_precision', 0);
1308 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1309 fly_precision
:= config
.ReadInt(IntToStr(a
), 'fly_precision', 0);
1310 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1311 cover
:= config
.ReadInt(IntToStr(a
), 'cover', 0);
1312 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1313 close_jump
:= config
.ReadInt(IntToStr(a
), 'close_jump', 0);
1314 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1315 sa
:= parse(config
.ReadStr(IntToStr(a
), 'w_prior1', ''));
1316 if Length(sa
) = 10 then
1318 w_prior1
[b
] := EnsureRange(StrToInt(sa
[b
]), 0, 9);
1319 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1320 sa
:= parse(config
.ReadStr(IntToStr(a
), 'w_prior2', ''));
1321 if Length(sa
) = 10 then
1323 w_prior2
[b
] := EnsureRange(StrToInt(sa
[b
]), 0, 9);
1325 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1326 if Length(sa) = 10 then
1328 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1337 procedure g_Player_Free();
1341 if gPlayers
<> nil then
1343 for i
:= 0 to High(gPlayers
) do
1344 if gPlayers
[i
] <> nil then
1346 if gPlayers
[i
] is TPlayer
then
1347 TPlayer(gPlayers
[i
]).Free()
1349 TBot(gPlayers
[i
]).Free();
1360 procedure g_Player_UpdateAll();
1364 if gPlayers
= nil then Exit
;
1366 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1367 for i
:= 0 to High(gPlayers
) do
1369 if gPlayers
[i
] <> nil then
1371 if gPlayers
[i
] is TPlayer
then
1373 //if (gPlayers[i].NetForceWeapFIdx > gTime) then writeln('*** PLAYER #', i, '; gTime=', gTime, '; nfwf=', gPlayers[i].NetForceWeapFIdx);
1374 gPlayers
[i
].Update();
1375 if (not gPlayers
[i
].alive
) or (gPlayers
[i
].NetForceWeapFIdx
>= gTime
+15) then gPlayers
[i
].NetForceWeapFIdx
:= 0; // just in case
1376 gPlayers
[i
].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1380 // bot updates weapons in `UpdateCombat()`
1381 TBot(gPlayers
[i
]).Update();
1385 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1388 procedure g_Player_DrawAll();
1392 if gPlayers
= nil then Exit
;
1394 for i
:= 0 to High(gPlayers
) do
1395 if gPlayers
[i
] <> nil then
1396 if gPlayers
[i
] is TPlayer
then gPlayers
[i
].Draw()
1397 else TBot(gPlayers
[i
]).Draw();
1400 procedure g_Player_DrawDebug(p
: TPlayer
);
1404 if p
= nil then Exit
;
1405 if (@p
.FObj
) = nil then Exit
;
1407 e_TextureFontGetSize(gStdFont
, fW
, fH
);
1409 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p
.FObj
.X
), gStdFont
);
1410 e_TextureFontPrint(0, fH
, 'Pos Y: ' + IntToStr(p
.FObj
.Y
), gStdFont
);
1411 e_TextureFontPrint(0, fH
* 2, 'Vel X: ' + IntToStr(p
.FObj
.Vel
.X
), gStdFont
);
1412 e_TextureFontPrint(0, fH
* 3, 'Vel Y: ' + IntToStr(p
.FObj
.Vel
.Y
), gStdFont
);
1413 e_TextureFontPrint(0, fH
* 4, 'Acc X: ' + IntToStr(p
.FObj
.Accel
.X
), gStdFont
);
1414 e_TextureFontPrint(0, fH
* 5, 'Acc Y: ' + IntToStr(p
.FObj
.Accel
.Y
), gStdFont
);
1417 procedure g_Player_DrawHealth();
1422 if gPlayers
= nil then Exit
;
1423 e_TextureFontGetSize(gStdFont
, fW
, fH
);
1425 for i
:= 0 to High(gPlayers
) do
1426 if gPlayers
[i
] <> nil then
1428 e_TextureFontPrint(gPlayers
[i
].FObj
.X
+ gPlayers
[i
].FObj
.Rect
.X
,
1429 gPlayers
[i
].FObj
.Y
+ gPlayers
[i
].FObj
.Rect
.Y
+ gPlayers
[i
].FObj
.Rect
.Height
- fH
* 2,
1430 IntToStr(gPlayers
[i
].FHealth
), gStdFont
);
1431 e_TextureFontPrint(gPlayers
[i
].FObj
.X
+ gPlayers
[i
].FObj
.Rect
.X
,
1432 gPlayers
[i
].FObj
.Y
+ gPlayers
[i
].FObj
.Rect
.Y
+ gPlayers
[i
].FObj
.Rect
.Height
- fH
,
1433 IntToStr(gPlayers
[i
].FArmor
), gStdFont
);
1437 function g_Player_Get(UID
: Word): TPlayer
;
1443 if gPlayers
= nil then
1446 for a
:= 0 to High(gPlayers
) do
1447 if gPlayers
[a
] <> nil then
1448 if gPlayers
[a
].FUID
= UID
then
1450 Result
:= gPlayers
[a
];
1455 function g_Player_GetCount(): Byte;
1461 if gPlayers
= nil then
1464 for a
:= 0 to High(gPlayers
) do
1465 if gPlayers
[a
] <> nil then
1466 Result
:= Result
+ 1;
1469 function g_Player_GetStats(): TPlayerStatArray
;
1475 if gPlayers
= nil then Exit
;
1477 for a
:= 0 to High(gPlayers
) do
1478 if gPlayers
[a
] <> nil then
1480 SetLength(Result
, Length(Result
)+1);
1481 with Result
[High(Result
)] do
1483 Ping
:= gPlayers
[a
].FPing
;
1484 Loss
:= gPlayers
[a
].FLoss
;
1485 Name
:= gPlayers
[a
].FName
;
1486 Team
:= gPlayers
[a
].FTeam
;
1487 Frags
:= gPlayers
[a
].FFrags
;
1488 Deaths
:= gPlayers
[a
].FDeath
;
1489 Kills
:= gPlayers
[a
].FKills
;
1490 Color
:= gPlayers
[a
].FModel
.Color
;
1491 Lives
:= gPlayers
[a
].FLives
;
1492 Spectator
:= gPlayers
[a
].FSpectator
;
1497 procedure g_Player_RememberAll
;
1501 for i
:= Low(gPlayers
) to High(gPlayers
) do
1502 if (gPlayers
[i
] <> nil) and gPlayers
[i
].alive
then
1503 gPlayers
[i
].RememberState
;
1506 procedure g_Player_ResetAll(Force
, Silent
: Boolean);
1510 gTeamStat
[TEAM_RED
].Goals
:= 0;
1511 gTeamStat
[TEAM_BLUE
].Goals
:= 0;
1513 if gPlayers
<> nil then
1514 for i
:= 0 to High(gPlayers
) do
1515 if gPlayers
[i
] <> nil then
1517 gPlayers
[i
].Reset(Force
);
1519 if gPlayers
[i
] is TPlayer
then
1521 if (not gPlayers
[i
].FSpectator
) or gPlayers
[i
].FWantsInGame
then
1522 gPlayers
[i
].Respawn(Silent
)
1524 gPlayers
[i
].Spectate();
1527 TBot(gPlayers
[i
]).Respawn(Silent
);
1531 procedure g_Player_CreateCorpse(Player
: TPlayer
);
1537 if Player
.alive
then
1540 // Ðàçðûâàåì ñâÿçü ñ ïðåæíèì òðóïîì:
1541 if gCorpses
<> nil then
1542 for i
:= 0 to High(gCorpses
) do
1543 if gCorpses
[i
] <> nil then
1544 if gCorpses
[i
].FPlayerUID
= Player
.FUID
then
1545 gCorpses
[i
].FPlayerUID
:= 0;
1547 if Player
.FObj
.Y
>= gMapInfo
.Height
+128 then
1552 if (FHealth
>= -50) or (gGibsCount
= 0) then
1554 if (gCorpses
= nil) or (Length(gCorpses
) = 0) then
1558 for find_id
:= 0 to High(gCorpses
) do
1559 if gCorpses
[find_id
] = nil then
1566 find_id
:= Random(Length(gCorpses
));
1568 gCorpses
[find_id
] := TCorpse
.Create(FObj
.X
, FObj
.Y
, FModel
.Name
, FHealth
< -20);
1569 gCorpses
[find_id
].FColor
:= FModel
.Color
;
1570 gCorpses
[find_id
].FObj
.Vel
:= FObj
.Vel
;
1571 gCorpses
[find_id
].FObj
.Accel
:= FObj
.Accel
;
1572 gCorpses
[find_id
].FPlayerUID
:= FUID
;
1575 g_Player_CreateGibs(FObj
.X
+ PLAYER_RECT_CX
,
1576 FObj
.Y
+ PLAYER_RECT_CY
,
1577 FModel
.Name
, FModel
.Color
);
1581 procedure g_Player_CreateShell(fX
, fY
, dX
, dY
: Integer; T
: Byte);
1585 if (gShells
= nil) or (Length(gShells
) = 0) then
1588 with gShells
[CurrentShell
] do
1594 if T
= SHELL_BULLET
then
1596 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID
) then
1600 Obj
.Rect
.Width
:= 4;
1601 Obj
.Rect
.Height
:= 2;
1605 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID
) then
1609 Obj
.Rect
.Width
:= 7;
1610 Obj
.Rect
.Height
:= 3;
1616 g_Obj_Push(@Obj
, dX
+ Random(4)-Random(4), dY
-Random(4));
1617 positionChanged(); // this updates spatial accelerators
1618 RAngle
:= Random(360);
1619 Timeout
:= gTime
+ SHELL_TIMEOUT
;
1621 if CurrentShell
>= High(gShells
) then
1628 procedure g_Player_CreateGibs(fX
, fY
: Integer; ModelName
: string; fColor
: TRGB
);
1631 GibsArray
: TGibsArray
;
1634 if (gGibs
= nil) or (Length(gGibs
) = 0) then
1636 if not g_PlayerModel_GetGibs(ModelName
, GibsArray
) then
1638 Blood
:= g_PlayerModel_GetBlood(ModelName
);
1640 for a
:= 0 to High(GibsArray
) do
1641 with gGibs
[CurrentGib
] do
1644 ID
:= GibsArray
[a
].ID
;
1645 MaskID
:= GibsArray
[a
].MaskID
;
1648 Obj
.Rect
:= GibsArray
[a
].Rect
;
1649 Obj
.X
:= fX
-GibsArray
[a
].Rect
.X
-(GibsArray
[a
].Rect
.Width
div 2);
1650 Obj
.Y
:= fY
-GibsArray
[a
].Rect
.Y
-(GibsArray
[a
].Rect
.Height
div 2);
1651 g_Obj_PushA(@Obj
, 25 + Random(10), Random(361));
1652 positionChanged(); // this updates spatial accelerators
1653 RAngle
:= Random(360);
1655 if gBloodCount
> 0 then
1656 g_GFX_Blood(fX
, fY
, 16*gBloodCount
+Random(5*gBloodCount
), -16+Random(33), -16+Random(33),
1657 Random(48), Random(48), Blood
.R
, Blood
.G
, Blood
.B
, Blood
.Kind
);
1659 if CurrentGib
>= High(gGibs
) then
1666 procedure g_Player_UpdatePhysicalObjects();
1672 procedure ShellSound_Bounce(X
, Y
: Integer; T
: Byte);
1677 if T
= SHELL_BULLET
then
1678 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k
), X
, Y
)
1680 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k
), X
, Y
);
1685 if gGibs
<> nil then
1686 for i
:= 0 to High(gGibs
) do
1687 if gGibs
[i
].alive
then
1691 mr
:= g_Obj_Move(@Obj
, True, False, True);
1692 positionChanged(); // this updates spatial accelerators
1694 if WordBool(mr
and MOVE_FALLOUT
) then
1700 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1701 if WordBool(mr
and MOVE_HITWALL
) then
1702 Obj
.Vel
.X
:= -(vel
.X
div 2);
1703 if WordBool(mr
and (MOVE_HITCEIL
or MOVE_HITLAND
)) then
1704 Obj
.Vel
.Y
:= -(vel
.Y
div 2);
1706 if (Obj
.Vel
.X
>= 0) then
1708 RAngle
:= RAngle
+ Abs(Obj
.Vel
.X
)*6 + Abs(Obj
.Vel
.Y
);
1709 if RAngle
>= 360 then
1710 RAngle
:= RAngle
mod 360;
1711 end else begin // Counter-clockwise
1712 RAngle
:= RAngle
- Abs(Obj
.Vel
.X
)*6 - Abs(Obj
.Vel
.Y
);
1714 RAngle
:= (360 - (Abs(RAngle
) mod 360)) mod 360;
1717 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1718 if gTime
mod (GAME_TICK
*3) = 0 then
1719 Obj
.Vel
.X
:= z_dec(Obj
.Vel
.X
, 1);
1723 if gCorpses
<> nil then
1724 for i
:= 0 to High(gCorpses
) do
1725 if gCorpses
[i
] <> nil then
1726 if gCorpses
[i
].State
= CORPSE_STATE_REMOVEME
then
1732 gCorpses
[i
].Update();
1735 if gShells
<> nil then
1736 for i
:= 0 to High(gShells
) do
1737 if gShells
[i
].alive
then
1741 mr
:= g_Obj_Move(@Obj
, True, False, True);
1742 positionChanged(); // this updates spatial accelerators
1744 if WordBool(mr
and MOVE_FALLOUT
) or (gShells
[i
].Timeout
< gTime
) then
1750 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1751 if WordBool(mr
and MOVE_HITWALL
) then
1753 Obj
.Vel
.X
:= -(vel
.X
div 2);
1754 if not WordBool(mr
and MOVE_INWATER
) then
1755 ShellSound_Bounce(Obj
.X
, Obj
.Y
, SType
);
1757 if WordBool(mr
and (MOVE_HITCEIL
or MOVE_HITLAND
)) then
1759 Obj
.Vel
.Y
:= -(vel
.Y
div 2);
1760 if Obj
.Vel
.X
<> 0 then Obj
.Vel
.X
:= Obj
.Vel
.X
div 2;
1761 if (Obj
.Vel
.X
= 0) and (Obj
.Vel
.Y
= 0) then
1763 if RAngle
mod 90 <> 0 then
1764 RAngle
:= (RAngle
div 90) * 90;
1766 else if not WordBool(mr
and MOVE_INWATER
) then
1767 ShellSound_Bounce(Obj
.X
, Obj
.Y
, SType
);
1770 if (Obj
.Vel
.X
>= 0) then
1772 RAngle
:= RAngle
+ Abs(Obj
.Vel
.X
)*8 + Abs(Obj
.Vel
.Y
);
1773 if RAngle
>= 360 then
1774 RAngle
:= RAngle
mod 360;
1775 end else begin // Counter-clockwise
1776 RAngle
:= RAngle
- Abs(Obj
.Vel
.X
)*8 - Abs(Obj
.Vel
.Y
);
1778 RAngle
:= (360 - (Abs(RAngle
) mod 360)) mod 360;
1784 procedure TGib
.getMapBox (out x
, y
, w
, h
: Integer); inline;
1786 x
:= Obj
.X
+Obj
.Rect
.X
;
1787 y
:= Obj
.Y
+Obj
.Rect
.Y
;
1788 w
:= Obj
.Rect
.Width
;
1789 h
:= Obj
.Rect
.Height
;
1792 procedure TGib
.moveBy (dx
, dy
: Integer); inline;
1794 if (dx
<> 0) or (dy
<> 0) then
1803 procedure TShell
.getMapBox (out x
, y
, w
, h
: Integer); inline;
1807 w
:= Obj
.Rect
.Width
;
1808 h
:= Obj
.Rect
.Height
;
1811 procedure TShell
.moveBy (dx
, dy
: Integer); inline;
1813 if (dx
<> 0) or (dy
<> 0) then
1822 procedure TGib
.positionChanged (); inline; begin end;
1823 procedure TShell
.positionChanged (); inline; begin end;
1826 procedure g_Player_DrawCorpses();
1831 if gGibs
<> nil then
1832 for i
:= 0 to High(gGibs
) do
1833 if gGibs
[i
].alive
then
1836 if not g_Obj_Collide(sX
, sY
, sWidth
, sHeight
, @Obj
) then
1839 a
.X
:= Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2);
1840 a
.y
:= Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2);
1842 e_DrawAdv(ID
, Obj
.X
, Obj
.Y
, 0, True, False, RAngle
, @a
, TMirrorType
.None
);
1845 e_DrawAdv(MaskID
, Obj
.X
, Obj
.Y
, 0, True, False, RAngle
, @a
, TMirrorType
.None
);
1851 if gCorpses
<> nil then
1852 for i
:= 0 to High(gCorpses
) do
1853 if gCorpses
[i
] <> nil then
1857 procedure g_Player_DrawShells();
1862 if gShells
<> nil then
1863 for i
:= 0 to High(gShells
) do
1864 if gShells
[i
].alive
then
1867 if not g_Obj_Collide(sX
, sY
, sWidth
, sHeight
, @Obj
) then
1873 e_DrawAdv(SpriteID
, Obj
.X
, Obj
.Y
, 0, True, False, RAngle
, @a
, TMirrorType
.None
);
1877 procedure g_Player_RemoveAllCorpses();
1883 SetLength(gGibs
, MaxGibs
);
1884 SetLength(gShells
, MaxGibs
);
1888 if gCorpses
<> nil then
1889 for i
:= 0 to High(gCorpses
) do
1893 SetLength(gCorpses
, MaxCorpses
);
1896 procedure g_Player_Corpses_SaveState (st
: TStream
);
1900 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ
1902 for i
:= 0 to High(gCorpses
) do if (gCorpses
[i
] <> nil) then Inc(count
);
1904 // Êîëè÷åñòâî òðóïîâ
1905 utils
.writeInt(st
, LongInt(count
));
1907 if (count
= 0) then exit
;
1910 for i
:= 0 to High(gCorpses
) do
1912 if gCorpses
[i
] <> nil then
1915 utils
.writeStr(st
, gCorpses
[i
].FModelName
);
1917 utils
.writeBool(st
, gCorpses
[i
].Mess
);
1918 // Ñîõðàíÿåì äàííûå òðóïà:
1919 gCorpses
[i
].SaveState(st
);
1925 procedure g_Player_Corpses_LoadState (st
: TStream
);
1933 g_Player_RemoveAllCorpses();
1935 // Êîëè÷åñòâî òðóïîâ:
1936 count
:= utils
.readLongInt(st
);
1937 if (count
< 0) or (count
> Length(gCorpses
)) then raise XStreamError
.Create('invalid number of corpses');
1939 if (count
= 0) then exit
;
1942 for i
:= 0 to count
-1 do
1945 str
:= utils
.readStr(st
);
1947 b
:= utils
.readBool(st
);
1949 gCorpses
[i
] := TCorpse
.Create(0, 0, str
, b
);
1950 // Çàãðóæàåì äàííûå òðóïà
1951 gCorpses
[i
].LoadState(st
);
1958 function TPlayer
.isValidViewPort (): Boolean; inline; begin result
:= (viewPortW
> 0) and (viewPortH
> 0); end;
1960 procedure TPlayer
.BFGHit();
1962 g_Weapon_BFGHit(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1963 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
1964 if g_Game_IsServer
and g_Game_IsNet
then
1965 MH_SEND_Effect(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1966 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
1970 procedure TPlayer
.ChangeModel(ModelName
: string);
1972 locModel
: TPlayerModel
;
1974 locModel
:= g_PlayerModel_Get(ModelName
);
1975 if locModel
= nil then Exit
;
1981 procedure TPlayer
.SetModel(ModelName
: string);
1985 m
:= g_PlayerModel_Get(ModelName
);
1988 g_SimpleError(Format(_lc
[I_GAME_ERROR_MODEL_FALLBACK
], [ModelName
]));
1989 m
:= g_PlayerModel_Get('doomer');
1992 g_FatalError(Format(_lc
[I_GAME_ERROR_MODEL
], ['doomer']));
1997 if FModel
<> nil then
2002 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
2003 FModel
.Color
:= FColor
2005 FModel
.Color
:= TEAMCOLOR
[FTeam
];
2006 FModel
.SetWeapon(FCurrWeap
);
2007 FModel
.SetFlag(FFlag
);
2008 SetDirection(FDirection
);
2011 procedure TPlayer
.SetColor(Color
: TRGB
);
2014 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
2015 if FModel
<> nil then FModel
.Color
:= Color
;
2018 procedure TPlayer
.SwitchTeam
;
2020 if g_Game_IsClient
then
2022 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then Exit
;
2024 if gGameOn
and FAlive
then
2025 Kill(K_SIMPLEKILL
, FUID
, HIT_SELF
);
2027 if FTeam
= TEAM_RED
then
2029 ChangeTeam(TEAM_BLUE
);
2030 g_Console_Add(Format(_lc
[I_PLAYER_CHTEAM_BLUE
], [FName
]), True);
2031 if g_Game_IsNet
then
2032 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM
, TEAM_BLUE
, FName
);
2036 ChangeTeam(TEAM_RED
);
2037 g_Console_Add(Format(_lc
[I_PLAYER_CHTEAM_RED
], [FName
]), True);
2038 if g_Game_IsNet
then
2039 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM
, TEAM_RED
, FName
);
2041 FPreferredTeam
:= FTeam
;
2044 procedure TPlayer
.ChangeTeam(Team
: Byte);
2051 TEAM_RED
, TEAM_BLUE
:
2052 FModel
.Color
:= TEAMCOLOR
[Team
];
2054 FModel
.Color
:= FColor
;
2056 if (FTeam
<> OldTeam
) and g_Game_IsNet
and g_Game_IsServer
then
2057 MH_SEND_PlayerStats(FUID
);
2061 procedure TPlayer.CollideItem();
2066 if gItems = nil then Exit;
2067 if not FAlive then Exit;
2069 for i := 0 to High(gItems) do
2072 if (ItemType <> ITEM_NONE) and alive then
2073 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
2074 PLAYER_RECT.Height, @Obj) then
2076 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
2078 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
2079 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
2080 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
2081 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
2082 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
2084 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
2085 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
2086 (gGameSettings.GameType = GT_SINGLE) and
2087 (g_Player_GetCount() > 1)) then
2088 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
2094 function TPlayer
.CollideLevel(XInc
, YInc
: Integer): Boolean;
2096 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
2097 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
, PANEL_WALL
,
2101 constructor TPlayer
.Create();
2107 mEDamageType
:= HIT_SOME
;
2113 FSawSound
:= TPlayableSound
.Create();
2114 FSawSoundIdle
:= TPlayableSound
.Create();
2115 FSawSoundHit
:= TPlayableSound
.Create();
2116 FSawSoundSelect
:= TPlayableSound
.Create();
2117 FJetSoundFly
:= TPlayableSound
.Create();
2118 FJetSoundOn
:= TPlayableSound
.Create();
2119 FJetSoundOff
:= TPlayableSound
.Create();
2121 FSawSound
.SetByName('SOUND_WEAPON_FIRESAW');
2122 FSawSoundIdle
.SetByName('SOUND_WEAPON_IDLESAW');
2123 FSawSoundHit
.SetByName('SOUND_WEAPON_HITSAW');
2124 FSawSoundSelect
.SetByName('SOUND_WEAPON_SELECTSAW');
2125 FJetSoundFly
.SetByName('SOUND_PLAYER_JETFLY');
2126 FJetSoundOn
.SetByName('SOUND_PLAYER_JETON');
2127 FJetSoundOff
.SetByName('SOUND_PLAYER_JETOFF');
2129 FSpectatePlayer
:= -1;
2133 FSavedState
.WaitRecall
:= False;
2139 FActualModelName
:= 'doomer';
2142 FObj
.Rect
:= PLAYER_RECT
;
2144 FBFGFireCounter
:= -1;
2145 FJustTeleported
:= False;
2148 //FNetForceWeap := FCurrWeap;
2149 FNetForceWeapFIdx
:= 0;
2150 //FCurrFrameIdx := 0;
2153 releaseAllWeaponSwitchKeys();
2157 procedure TPlayer
.releaseAllWeaponSwitchKeys ();
2161 for f
:= 0 to High(weaponSwitchKeyReleased
) do weaponSwitchKeyReleased
[f
] := $03;
2164 procedure TPlayer
.weaponSwitchKeysStateChange (index
: Integer; pressed
: Boolean);
2166 Inc(index
, 2); // -2: prev; -1: next
2167 if (index
< 0) or (index
> High(weaponSwitchKeyReleased
)) then exit
;
2168 weaponSwitchKeyReleased
[index
] := weaponSwitchKeyReleased
[index
] or $02;
2169 if (pressed
) then weaponSwitchKeyReleased
[index
] := weaponSwitchKeyReleased
[index
] xor $02;
2172 function TPlayer
.isWeaponSwitchKeyReleased (index
: Integer): Boolean;
2174 Inc(index
, 2); // -2: prev; -1: next
2175 if (index
< 0) or (index
> High(weaponSwitchKeyReleased
)) then
2181 result
:= (weaponSwitchKeyReleased
[index
] and $01) <> 0;
2185 procedure TPlayer
.weaponSwitchKeysShiftNewStates ();
2189 // copy bit 1 to bit 0
2190 for f
:= 0 to High(weaponSwitchKeyReleased
) do
2192 weaponSwitchKeyReleased
[f
] :=
2193 (weaponSwitchKeyReleased
[f
] and $02) or
2194 ((weaponSwitchKeyReleased
[f
] shr 1) and $01);
2199 procedure TPlayer
.positionChanged (); inline;
2203 procedure TPlayer
.doDamage (v
: Integer);
2205 if (v
<= 0) then exit
;
2206 if (v
> 32767) then v
:= 32767;
2207 Damage(v
, 0, 0, 0, mEDamageType
);
2210 procedure TPlayer
.Damage(value
: Word; SpawnerUID
: Word; vx
, vy
: Integer; t
: Byte);
2214 if (not g_Game_IsClient
) and (not FAlive
) then
2219 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2220 if ((t
= HIT_TRAP
) or (t
= HIT_SELF
)) and (not FGodMode
) then
2222 if not g_Game_IsClient
then
2225 if t
= HIT_TRAP
then
2227 // Ëîâóøêà óáèâàåò ñðàçó:
2229 Kill(K_EXTRAHARDKILL
, SpawnerUID
, t
);
2231 if t
= HIT_SELF
then
2235 Kill(K_SIMPLEKILL
, SpawnerUID
, t
);
2238 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2239 FMegaRulez
[MR_SUIT
] := 0;
2240 FMegaRulez
[MR_INVUL
] := 0;
2241 FMegaRulez
[MR_INVIS
] := 0;
2245 // Íî îò îñòàëüíîãî ñïàñàåò:
2246 if FMegaRulez
[MR_INVUL
] >= gTime
then
2253 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2254 if LongBool(gGameSettings
.Options
and GAME_OPTION_TEAMDAMAGE
) or
2255 (SpawnerUID
= FUID
) or
2256 (not SameTeam(FUID
, SpawnerUID
)) then
2258 FLastSpawnerUID
:= SpawnerUID
;
2260 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2261 if gBloodCount
> 0 then
2263 c
:= Min(value
, 200)*gBloodCount
+ Random(Min(value
, 200) div 2);
2264 if value
div 4 <= c
then
2265 c
:= c
- (value
div 4)
2269 if (t
= HIT_SOME
) and (vx
= 0) and (vy
= 0) then
2273 HIT_TRAP
, HIT_ACID
, HIT_FLAME
, HIT_SELF
: MakeBloodSimple(c
);
2274 HIT_BFG
, HIT_ROCKET
, HIT_SOME
: MakeBloodVector(c
, vx
, vy
);
2277 if t
= HIT_WATER
then
2278 g_GFX_Bubbles(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2),
2279 FObj
.Y
+PLAYER_RECT
.Y
-4, value
div 2, 8, 4);
2284 Inc(FDamageBuffer
, value
);
2288 FPain
:= FPain
+ value
;
2291 if g_Game_IsServer
and g_Game_IsNet
then
2293 MH_SEND_PlayerDamage(FUID
, t
, SpawnerUID
, value
, vx
, vy
);
2294 MH_SEND_PlayerStats(FUID
);
2295 MH_SEND_PlayerPos(False, FUID
);
2299 function TPlayer
.Heal(value
: Word; Soft
: Boolean): Boolean;
2302 if g_Game_IsClient
then
2307 if Soft
and (FHealth
< PLAYER_HP_SOFT
) then
2309 IncMax(FHealth
, value
, PLAYER_HP_SOFT
);
2312 if (not Soft
) and (FHealth
< PLAYER_HP_LIMIT
) then
2314 IncMax(FHealth
, value
, PLAYER_HP_LIMIT
);
2318 if Result
and g_Game_IsServer
and g_Game_IsNet
then
2319 MH_SEND_PlayerStats(FUID
);
2322 destructor TPlayer
.Destroy();
2324 if (gPlayer1
<> nil) and (gPlayer1
.FUID
= FUID
) then
2326 if (gPlayer2
<> nil) and (gPlayer2
.FUID
= FUID
) then
2330 FSawSoundIdle
.Free();
2331 FSawSoundHit
.Free();
2332 FJetSoundFly
.Free();
2334 FJetSoundOff
.Free();
2336 if FPunchAnim
<> nil then
2342 procedure TPlayer
.DrawBubble();
2344 bubX
, bubY
: Integer;
2347 Rw
, Gw
, Bw
: SmallInt;
2350 bubX
:= FObj
.X
+FObj
.Rect
.X
+ IfThen(FDirection
= TDirection
.D_LEFT
, -4, 18);
2351 bubY
:= FObj
.Y
+FObj
.Rect
.Y
- 18;
2359 1: // simple textual non-bubble
2361 bubX
:= FObj
.X
+FObj
.Rect
.X
- 11;
2362 bubY
:= FObj
.Y
+FObj
.Rect
.Y
- 17;
2363 e_TextureFontPrint(bubX
, bubY
, '[...]', gStdFont
);
2366 2: // advanced pixel-perfect bubble
2368 if FTeam
= TEAM_RED
then
2371 if FTeam
= TEAM_BLUE
then
2374 3: // colored bubble
2376 Rb
:= FModel
.Color
.R
;
2377 Gb
:= FModel
.Color
.G
;
2378 Bb
:= FModel
.Color
.B
;
2379 Rw
:= Min(Rb
* 2 + 64, 255);
2380 Gw
:= Min(Gb
* 2 + 64, 255);
2381 Bw
:= Min(Bb
* 2 + 64, 255);
2382 if (Abs(Rw
- Rb
) < 32)
2383 or (Abs(Gw
- Gb
) < 32)
2384 or (Abs(Bw
- Bb
) < 32) then
2386 Rb
:= Max(Rw
div 2 - 16, 0);
2387 Gb
:= Max(Gw
div 2 - 16, 0);
2388 Bb
:= Max(Bw
div 2 - 16, 0);
2391 4: // custom textured bubble
2393 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID
) then
2394 if FDirection
= TDirection
.D_RIGHT
then
2395 e_Draw(ID
, bubX
- 6, bubY
- 7, 0, True, False)
2397 e_Draw(ID
, bubX
- 6, bubY
- 7, 0, True, False, TMirrorType
.Horizontal
);
2403 e_DrawQuad(bubX
+ 1, bubY
, bubX
+ 18, bubY
+ 13, Rb
, Gb
, Bb
);
2404 e_DrawQuad(bubX
, bubY
+ 1, bubX
+ 19, bubY
+ 12, Rb
, Gb
, Bb
);
2406 e_DrawFillQuad(bubX
+ 1, bubY
+ 1, bubX
+ 18, bubY
+ 12, Rw
, Gw
, Bw
, 0);
2409 Dot
:= IfThen(FDirection
= TDirection
.D_LEFT
, 14, 5);
2410 e_DrawLine(1, bubX
+ Dot
, bubY
+ 14, bubX
+ Dot
, bubY
+ 16, Rb
, Gb
, Bb
);
2411 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
);
2412 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
);
2413 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
);
2414 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
);
2418 e_DrawFillQuad(bubX
+ Dot
, bubY
+ 8, bubX
+ Dot
+ 1, bubY
+ 9, Rb
, Gb
, Bb
, 0);
2419 e_DrawFillQuad(bubX
+ Dot
+ 3, bubY
+ 8, bubX
+ Dot
+ 4, bubY
+ 9, Rb
, Gb
, Bb
, 0);
2420 e_DrawFillQuad(bubX
+ Dot
+ 6, bubY
+ 8, bubX
+ Dot
+ 7, bubY
+ 9, Rb
, Gb
, Bb
, 0);
2423 procedure TPlayer
.Draw();
2428 Mirror
: TMirrorType
;
2432 if Direction
= TDirection
.D_RIGHT
then
2433 Mirror
:= TMirrorType
.None
2435 Mirror
:= TMirrorType
.Horizontal
;
2437 if FPunchAnim
<> nil then
2439 FPunchAnim
.Draw(FObj
.X
+IfThen(Direction
= TDirection
.D_LEFT
, 15-FObj
.Rect
.X
, FObj
.Rect
.X
-15),
2440 FObj
.Y
+FObj
.Rect
.Y
-11, Mirror
);
2441 if FPunchAnim
.played
then
2448 if (FMegaRulez
[MR_INVUL
] > gTime
) and (gPlayerDrawn
<> Self
) then
2449 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID
) then
2451 e_GetTextureSize(ID
, @w
, @h
);
2452 if FDirection
= TDirection
.D_LEFT
then
2453 e_Draw(ID
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-(w
div 2)+4,
2454 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-(h
div 2)-7+FObj
.slopeUpLeft
, 0, True, False)
2456 e_Draw(ID
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-(w
div 2)-2,
2457 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-(h
div 2)-7+FObj
.slopeUpLeft
, 0, True, False);
2460 if FMegaRulez
[MR_INVIS
] > gTime
then
2462 if (gPlayerDrawn
<> nil) and ((Self
= gPlayerDrawn
) or
2463 ((FTeam
= gPlayerDrawn
.Team
) and (gGameSettings
.GameMode
<> GM_DM
))) then
2465 if (FMegaRulez
[MR_INVIS
] - gTime
) <= 2100 then
2466 dr
:= not Odd((FMegaRulez
[MR_INVIS
] - gTime
) div 300)
2470 FModel
.Draw(FObj
.X
, FObj
.Y
+FObj
.slopeUpLeft
, 200)
2472 FModel
.Draw(FObj
.X
, FObj
.Y
+FObj
.slopeUpLeft
);
2475 FModel
.Draw(FObj
.X
, FObj
.Y
+FObj
.slopeUpLeft
, 254);
2478 FModel
.Draw(FObj
.X
, FObj
.Y
+FObj
.slopeUpLeft
);
2481 if g_debug_Frames
then
2483 e_DrawQuad(FObj
.X
+FObj
.Rect
.X
,
2485 FObj
.X
+FObj
.Rect
.X
+FObj
.Rect
.Width
-1,
2486 FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-1,
2490 if (gChatBubble
> 0) and (FKeys
[KEY_CHAT
].Pressed
) and not FGhost
then
2492 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2493 if gAimLine
and alive
and
2494 ((Self
= gPlayer1
) or (Self
= gPlayer2
)) then
2499 procedure TPlayer
.DrawAim();
2500 procedure drawCast (sz
: Integer; ax0
, ay0
, ax1
, ay1
: Integer);
2505 {$IFDEF ENABLE_HOLMES}
2506 if isValidViewPort
and (self
= gPlayer1
) then
2508 g_Holmes_plrLaser(ax0
, ay0
, ax1
, ay1
);
2512 e_DrawLine(sz
, ax0
, ay0
, ax1
, ay1
, 255, 0, 0, 96);
2513 if (g_Map_traceToNearestWall(ax0
, ay0
, ax1
, ay1
, @ex
, @ey
) <> nil) then
2515 e_DrawLine(sz
, ax0
, ay0
, ex
, ey
, 0, 255, 0, 96);
2519 e_DrawLine(sz
, ax0
, ay0
, ex
, ey
, 0, 0, 255, 96);
2524 wx
, wy
, xx
, yy
: Integer;
2528 wx
:= FObj
.X
+ WEAPONPOINT
[FDirection
].X
+ IfThen(FDirection
= TDirection
.D_LEFT
, 7, -7);
2529 wy
:= FObj
.Y
+ WEAPONPOINT
[FDirection
].Y
;
2538 1: begin // Chainsaw
2545 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2546 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2547 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2548 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2553 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2554 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2555 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2556 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2558 4: begin // Double Shotgun
2561 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2562 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2563 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2564 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2566 5: begin // Chaingun
2569 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2570 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2571 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2572 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2574 6: begin // Rocket Launcher
2577 if angle
= ANGLE_RIGHTUP
then Inc(angle
, 2);
2578 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2579 if angle
= ANGLE_LEFTUP
then Dec(angle
, 2);
2580 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2582 7: begin // Plasmagun
2585 if angle
= ANGLE_RIGHTUP
then Inc(angle
);
2586 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 3);
2587 if angle
= ANGLE_LEFTUP
then Dec(angle
);
2588 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 3);
2593 if angle
= ANGLE_RIGHTUP
then Inc(angle
, 1);
2594 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 2);
2595 if angle
= ANGLE_LEFTUP
then Dec(angle
, 1);
2596 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 2);
2598 9: begin // Super Chaingun
2601 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2602 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2603 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2604 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2607 xx
:= Trunc(Cos(-DegToRad(angle
)) * len
) + wx
;
2608 yy
:= Trunc(Sin(-DegToRad(angle
)) * len
) + wy
;
2609 {$IF DEFINED(D2F_DEBUG)}
2610 drawCast(sz
, wx
, wy
, xx
, yy
);
2612 e_DrawLine(sz
, wx
, wy
, xx
, yy
, 255, 0, 0, 96);
2616 procedure TPlayer
.DrawGUI();
2619 X
, Y
, SY
, a
, p
, m
: Integer;
2623 stat
: TPlayerStatArray
;
2625 X
:= gPlayerScreenSize
.X
;
2626 SY
:= gPlayerScreenSize
.Y
;
2629 if gShowGoals
and (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
2631 if gGameSettings
.GameMode
= GM_CTF
then
2635 if gGameSettings
.GameMode
= GM_CTF
then
2637 s
:= 'TEXTURE_PLAYER_REDFLAG';
2638 if gFlags
[FLAG_RED
].State
= FLAG_STATE_CAPTURED
then
2639 s
:= 'TEXTURE_PLAYER_REDFLAG_S';
2640 if gFlags
[FLAG_RED
].State
= FLAG_STATE_DROPPED
then
2641 s
:= 'TEXTURE_PLAYER_REDFLAG_D';
2642 if g_Texture_Get(s
, ID
) then
2643 e_Draw(ID
, X
-16-32, 240-72-4, 0, True, False);
2646 s
:= IntToStr(gTeamStat
[TEAM_RED
].Goals
);
2647 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2648 e_CharFont_PrintEx(gMenuFont
, X
-16-a
-tw
, 240-72-4, s
, TEAMCOLOR
[TEAM_RED
]);
2650 if gGameSettings
.GameMode
= GM_CTF
then
2652 s
:= 'TEXTURE_PLAYER_BLUEFLAG';
2653 if gFlags
[FLAG_BLUE
].State
= FLAG_STATE_CAPTURED
then
2654 s
:= 'TEXTURE_PLAYER_BLUEFLAG_S';
2655 if gFlags
[FLAG_BLUE
].State
= FLAG_STATE_DROPPED
then
2656 s
:= 'TEXTURE_PLAYER_BLUEFLAG_D';
2657 if g_Texture_Get(s
, ID
) then
2658 e_Draw(ID
, X
-16-32, 240-32-4, 0, True, False);
2661 s
:= IntToStr(gTeamStat
[TEAM_BLUE
].Goals
);
2662 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2663 e_CharFont_PrintEx(gMenuFont
, X
-16-a
-tw
, 240-32-4, s
, TEAMCOLOR
[TEAM_BLUE
]);
2666 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID
) then
2667 e_DrawFill(ID
, X
, 0, 1, (gPlayerScreenSize
.Y
div 256)+IfThen(gPlayerScreenSize
.Y
mod 256 > 0, 1, 0),
2670 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID
) then
2671 e_Draw(ID
, X
+2, Y
, 0, True, False);
2673 if gGameSettings
.GameType
in [GT_CUSTOM
, GT_SERVER
, GT_CLIENT
] then
2677 s
:= IntToStr(Frags
);
2678 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2679 e_CharFont_PrintEx(gMenuFont
, X
-16-tw
, Y
, s
, _RGB(255, 0, 0));
2684 stat
:= g_Player_GetStats();
2689 for a
:= 0 to High(stat
) do
2690 if stat
[a
].Name
<> Name
then
2692 if stat
[a
].Frags
> m
then m
:= stat
[a
].Frags
;
2693 if stat
[a
].Frags
> Frags
then p
:= p
+1;
2697 s
:= IntToStr(p
)+' / '+IntToStr(Length(stat
))+' ';
2698 if Frags
>= m
then s
:= s
+'+' else s
:= s
+'-';
2699 s
:= s
+IntToStr(Abs(Frags
-m
));
2701 e_CharFont_GetSize(gMenuSmallFont
, s
, tw
, th
);
2702 e_CharFont_PrintEx(gMenuSmallFont
, X
-16-tw
, Y
+32, s
, _RGB(255, 0, 0));
2705 if gShowLives
and (gGameSettings
.MaxLives
> 0) then
2707 s
:= IntToStr(Lives
);
2708 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2709 e_CharFont_PrintEx(gMenuFont
, X
-16-tw
, SY
-32, s
, _RGB(0, 255, 0));
2713 e_CharFont_GetSize(gMenuSmallFont
, FName
, tw
, th
);
2714 e_CharFont_PrintEx(gMenuSmallFont
, X
+98-(tw
div 2), Y
+8, FName
, _RGB(255, 0, 0));
2716 if R_BERSERK
in FRulez
then
2717 e_Draw(gItemsTexturesID
[ITEM_MEDKIT_BLACK
], X
+37, Y
+45, 0, True, False)
2719 e_Draw(gItemsTexturesID
[ITEM_MEDKIT_LARGE
], X
+37, Y
+45, 0, True, False);
2721 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID
) then
2722 e_Draw(ID
, X
+36, Y
+77, 0, True, False);
2724 s
:= IntToStr(IfThen(FHealth
> 0, FHealth
, 0));
2725 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2726 e_CharFont_PrintEx(gMenuFont
, X
+178-tw
, Y
+40, s
, _RGB(255, 0, 0));
2728 s
:= IntToStr(FArmor
);
2729 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2730 e_CharFont_PrintEx(gMenuFont
, X
+178-tw
, Y
+68, s
, _RGB(255, 0, 0));
2732 s
:= IntToStr(GetAmmoByWeapon(FCurrWeap
));
2738 ID
:= gItemsTexturesID
[ITEM_WEAPON_KASTET
];
2743 ID
:= gItemsTexturesID
[ITEM_WEAPON_SAW
];
2745 WEAPON_PISTOL
: ID
:= gItemsTexturesID
[ITEM_WEAPON_PISTOL
];
2746 WEAPON_CHAINGUN
: ID
:= gItemsTexturesID
[ITEM_WEAPON_CHAINGUN
];
2747 WEAPON_SHOTGUN1
: ID
:= gItemsTexturesID
[ITEM_WEAPON_SHOTGUN1
];
2748 WEAPON_SHOTGUN2
: ID
:= gItemsTexturesID
[ITEM_WEAPON_SHOTGUN2
];
2749 WEAPON_SUPERPULEMET
: ID
:= gItemsTexturesID
[ITEM_WEAPON_SUPERPULEMET
];
2750 WEAPON_ROCKETLAUNCHER
: ID
:= gItemsTexturesID
[ITEM_WEAPON_ROCKETLAUNCHER
];
2751 WEAPON_PLASMA
: ID
:= gItemsTexturesID
[ITEM_WEAPON_PLASMA
];
2752 WEAPON_BFG
: ID
:= gItemsTexturesID
[ITEM_WEAPON_BFG
];
2753 WEAPON_FLAMETHROWER
: ID
:= gItemsTexturesID
[ITEM_WEAPON_FLAMETHROWER
];
2756 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2757 e_CharFont_PrintEx(gMenuFont
, X
+178-tw
, Y
+158, s
, _RGB(255, 0, 0));
2758 e_Draw(ID
, X
+20, Y
+160, 0, True, False);
2760 if R_KEY_RED
in FRulez
then
2761 e_Draw(gItemsTexturesID
[ITEM_KEY_RED
], X
+78, Y
+214, 0, True, False);
2763 if R_KEY_GREEN
in FRulez
then
2764 e_Draw(gItemsTexturesID
[ITEM_KEY_GREEN
], X
+95, Y
+214, 0, True, False);
2766 if R_KEY_BLUE
in FRulez
then
2767 e_Draw(gItemsTexturesID
[ITEM_KEY_BLUE
], X
+112, Y
+214, 0, True, False);
2769 if FJetFuel
> 0 then
2771 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID
) then
2772 e_Draw(ID
, X
+2, Y
+116, 0, True, False);
2773 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID
) then
2774 e_Draw(ID
, X
+2, Y
+126, 0, True, False);
2775 e_DrawLine(4, X
+16, Y
+122, X
+16+Trunc(168*IfThen(FAir
> 0, FAir
, 0)/AIR_MAX
), Y
+122, 0, 0, 196);
2776 e_DrawLine(4, X
+16, Y
+132, X
+16+Trunc(168*FJetFuel
/JET_MAX
), Y
+132, 208, 0, 0);
2780 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID
) then
2781 e_Draw(ID
, X
+2, Y
+124, 0, True, False);
2782 e_DrawLine(4, X
+16, Y
+130, X
+16+Trunc(168*IfThen(FAir
> 0, FAir
, 0)/AIR_MAX
), Y
+130, 0, 0, 196);
2785 if gShowPing
and g_Game_IsClient
then
2787 s
:= _lc
[I_GAME_PING_HUD
] + IntToStr(NetPeer
.lastRoundTripTime
) + _lc
[I_NET_SLIST_PING_MS
];
2788 e_TextureFontPrint(X
+ 4, Y
+ 242, s
, gStdFont
);
2794 e_TextureFontPrint(X
+ 4, Y
+ 242, _lc
[I_PLAYER_SPECT
], gStdFont
);
2795 e_TextureFontPrint(X
+ 4, Y
+ 258, _lc
[I_PLAYER_SPECT2
], gStdFont
);
2796 e_TextureFontPrint(X
+ 4, Y
+ 274, _lc
[I_PLAYER_SPECT1
], gStdFont
);
2799 e_TextureFontGetSize(gStdFont
, cw
, ch
);
2800 s
:= _lc
[I_PLAYER_SPECT4
];
2801 e_TextureFontPrintEx(gScreenWidth
div 2 - cw
*(Length(s
) div 2),
2802 gScreenHeight
-4-ch
, s
, gStdFont
, 255, 255, 255, 1, True);
2803 e_TextureFontPrint(X
+ 4, Y
+ 290, _lc
[I_PLAYER_SPECT1S
], gStdFont
);
2809 procedure TPlayer
.DrawRulez();
2813 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2814 if FMegaRulez
[MR_INVUL
] >= gTime
then
2816 if (FMegaRulez
[MR_INVUL
]-gTime
) <= 2100 then
2817 dr
:= not Odd((FMegaRulez
[MR_INVUL
]-gTime
) div 300)
2822 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1,
2823 191, 191, 191, 0, TBlending
.Invert
);
2826 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2827 if FMegaRulez
[MR_SUIT
] >= gTime
then
2829 if (FMegaRulez
[MR_SUIT
]-gTime
) <= 2100 then
2830 dr
:= not Odd((FMegaRulez
[MR_SUIT
]-gTime
) div 300)
2835 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1,
2836 0, 96, 0, 200, TBlending
.None
);
2839 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2840 if (FBerserk
>= 0) and (LongWord(FBerserk
) >= gTime
) and (gFlash
= 2) then
2842 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1,
2843 255, 0, 0, 200, TBlending
.None
);
2847 procedure TPlayer
.DrawPain();
2851 if FPain
= 0 then Exit
;
2855 if a
< 15 then h
:= 0
2856 else if a
< 35 then h
:= 1
2857 else if a
< 55 then h
:= 2
2858 else if a
< 75 then h
:= 3
2859 else if a
< 95 then h
:= 4
2862 //if a > 255 then a := 255;
2864 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1, 255, 0, 0, 255-h
*50);
2865 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2868 procedure TPlayer
.DrawPickup();
2872 if FPickup
= 0 then Exit
;
2876 if a
< 15 then h
:= 1
2877 else if a
< 35 then h
:= 2
2878 else if a
< 55 then h
:= 3
2879 else if a
< 75 then h
:= 4
2882 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1, 150, 200, 150, 255-h
*50);
2885 procedure TPlayer
.DoPunch();
2890 if FPunchAnim
<> nil then begin
2895 st
:= 'FRAMES_PUNCH';
2896 if R_BERSERK
in FRulez
then
2897 st
:= st
+ '_BERSERK';
2898 if FKeys
[KEY_UP
].Pressed
then
2900 else if FKeys
[KEY_DOWN
].Pressed
then
2902 g_Frames_Get(id
, st
);
2903 FPunchAnim
:= TAnimation
.Create(id
, False, 1);
2906 procedure TPlayer
.Fire();
2908 f
, DidFire
: Boolean;
2909 wx
, wy
, xd
, yd
: Integer;
2912 if g_Game_IsClient
then Exit
;
2913 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2914 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2922 if FReloading
[FCurrWeap
] <> 0 then Exit
;
2927 wx
:= FObj
.X
+WEAPONPOINT
[FDirection
].X
;
2928 wy
:= FObj
.Y
+WEAPONPOINT
[FDirection
].Y
;
2929 xd
:= wx
+IfThen(FDirection
= TDirection
.D_LEFT
, -30, 30);
2930 yd
:= wy
+firediry();
2936 if R_BERSERK
in FRulez
then
2938 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2939 locobj
.X
:= FObj
.X
+FObj
.Rect
.X
;
2940 locobj
.Y
:= FObj
.Y
+FObj
.Rect
.Y
;
2943 locobj
.rect
.Width
:= 39;
2944 locobj
.rect
.Height
:= 52;
2945 locobj
.Vel
.X
:= (xd
-wx
) div 2;
2946 locobj
.Vel
.Y
:= (yd
-wy
) div 2;
2947 locobj
.Accel
.X
:= xd
-wx
;
2948 locobj
.Accel
.y
:= yd
-wy
;
2950 if g_Weapon_Hit(@locobj
, 50, FUID
, HIT_SOME
) <> 0 then
2951 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj
.X
, FObj
.Y
)
2953 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj
.X
, FObj
.Y
);
2955 if (gFlash
= 1) and (FPain
< 50) then FPain
:= min(FPain
+ 25, 50);
2959 g_Weapon_punch(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, 3, FUID
);
2963 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2968 if g_Weapon_chainsaw(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
2969 IfThen(gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
], 9, 3), FUID
) <> 0 then
2971 FSawSoundSelect
.Stop();
2973 FSawSoundHit
.PlayAt(FObj
.X
, FObj
.Y
);
2975 else if not FSawSoundHit
.IsPlaying() then
2977 FSawSoundSelect
.Stop();
2978 FSawSound
.PlayAt(FObj
.X
, FObj
.Y
);
2981 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2987 if FAmmo
[A_BULLETS
] > 0 then
2989 g_Weapon_pistol(wx
, wy
, xd
, yd
, FUID
);
2990 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2991 Dec(FAmmo
[A_BULLETS
]);
2992 FFireAngle
:= FAngle
;
2995 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
2996 GameVelX
, GameVelY
-2, SHELL_BULLET
);
3000 if FAmmo
[A_SHELLS
] > 0 then
3002 g_Weapon_shotgun(wx
, wy
, xd
, yd
, FUID
);
3003 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx
, wy
);
3004 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3005 Dec(FAmmo
[A_SHELLS
]);
3006 FFireAngle
:= FAngle
;
3010 FShellType
:= SHELL_SHELL
;
3014 if FAmmo
[A_SHELLS
] >= 2 then
3016 g_Weapon_dshotgun(wx
, wy
, xd
, yd
, FUID
);
3017 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3018 Dec(FAmmo
[A_SHELLS
], 2);
3019 FFireAngle
:= FAngle
;
3023 FShellType
:= SHELL_DBLSHELL
;
3027 if FAmmo
[A_BULLETS
] > 0 then
3029 g_Weapon_mgun(wx
, wy
, xd
, yd
, FUID
);
3030 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx
, wy
);
3031 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3032 Dec(FAmmo
[A_BULLETS
]);
3033 FFireAngle
:= FAngle
;
3036 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
3037 GameVelX
, GameVelY
-2, SHELL_BULLET
);
3040 WEAPON_ROCKETLAUNCHER
:
3041 if FAmmo
[A_ROCKETS
] > 0 then
3043 g_Weapon_rocket(wx
, wy
, xd
, yd
, FUID
);
3044 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3045 Dec(FAmmo
[A_ROCKETS
]);
3046 FFireAngle
:= FAngle
;
3052 if FAmmo
[A_CELLS
] > 0 then
3054 g_Weapon_plasma(wx
, wy
, xd
, yd
, FUID
);
3055 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3056 Dec(FAmmo
[A_CELLS
]);
3057 FFireAngle
:= FAngle
;
3063 if (FAmmo
[A_CELLS
] >= 40) and (FBFGFireCounter
= -1) then
3065 FBFGFireCounter
:= 17;
3066 if not FNoReload
then
3067 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj
.X
, FObj
.Y
);
3068 Dec(FAmmo
[A_CELLS
], 40);
3072 WEAPON_SUPERPULEMET
:
3073 if FAmmo
[A_SHELLS
] > 0 then
3075 g_Weapon_shotgun(wx
, wy
, xd
, yd
, FUID
);
3076 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
3077 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3078 Dec(FAmmo
[A_SHELLS
]);
3079 FFireAngle
:= FAngle
;
3082 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
3083 GameVelX
, GameVelY
-2, SHELL_SHELL
);
3086 WEAPON_FLAMETHROWER
:
3087 if FAmmo
[A_FUEL
] > 0 then
3089 g_Weapon_flame(wx
, wy
, xd
, yd
, FUID
);
3090 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3092 FFireAngle
:= FAngle
;
3098 if g_Game_IsNet
then
3102 if FCurrWeap
<> WEAPON_BFG
then
3103 MH_SEND_PlayerFire(FUID
, FCurrWeap
, wx
, wy
, xd
, yd
, LastShotID
)
3105 if not FNoReload
then
3106 MH_SEND_Sound(FObj
.X
, FObj
.Y
, 'SOUND_WEAPON_STARTFIREBFG');
3109 MH_SEND_PlayerStats(FUID
);
3114 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
3115 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
3116 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
3119 function TPlayer
.GetAmmoByWeapon(Weapon
: Byte): Word;
3122 WEAPON_PISTOL
, WEAPON_CHAINGUN
: Result
:= FAmmo
[A_BULLETS
];
3123 WEAPON_SHOTGUN1
, WEAPON_SHOTGUN2
, WEAPON_SUPERPULEMET
: Result
:= FAmmo
[A_SHELLS
];
3124 WEAPON_ROCKETLAUNCHER
: Result
:= FAmmo
[A_ROCKETS
];
3125 WEAPON_PLASMA
, WEAPON_BFG
: Result
:= FAmmo
[A_CELLS
];
3126 WEAPON_FLAMETHROWER
: Result
:= FAmmo
[A_FUEL
];
3131 function TPlayer
.HeadInLiquid(XInc
, YInc
: Integer): Boolean;
3133 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_HEADRECT
.X
+XInc
, FObj
.Y
+PLAYER_HEADRECT
.Y
+YInc
,
3134 PLAYER_HEADRECT
.Width
, PLAYER_HEADRECT
.Height
,
3135 PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
, True);
3138 procedure TPlayer
.JetpackOn
;
3142 FJetSoundOn
.SetPosition(0);
3143 FJetSoundOn
.PlayAt(FObj
.X
, FObj
.Y
);
3147 procedure TPlayer
.JetpackOff
;
3151 FJetSoundOff
.SetPosition(0);
3152 FJetSoundOff
.PlayAt(FObj
.X
, FObj
.Y
);
3155 procedure TPlayer
.CatchFire(Attacker
: Word);
3158 FFireAttacker
:= Attacker
;
3159 if g_Game_IsNet
and g_Game_IsServer
then
3160 MH_SEND_PlayerStats(FUID
);
3163 procedure TPlayer
.Jump();
3165 if gFly
or FJetpack
then
3167 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
3168 if FObj
.Vel
.Y
> -VEL_FLY
then
3169 FObj
.Vel
.Y
:= FObj
.Vel
.Y
- 3;
3172 if FJetFuel
> 0 then
3174 if (FJetFuel
< 1) and g_Game_IsServer
then
3178 if g_Game_IsNet
then
3179 MH_SEND_PlayerStats(FUID
);
3185 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
3187 FCanJetpack
:= False;
3189 // Ïðûãàåì èëè âñïëûâàåì:
3190 if (CollideLevel(0, 1) or
3191 g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
+36, PLAYER_RECT
.Width
,
3192 PLAYER_RECT
.Height
-33, PANEL_STEP
, False)
3193 ) and (FObj
.Accel
.Y
= 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
3195 FObj
.Vel
.Y
:= -VEL_JUMP
;
3196 FCanJetpack
:= False;
3200 if BodyInLiquid(0, 0) then
3201 FObj
.Vel
.Y
:= -VEL_SW
3202 else if (FJetFuel
> 0) and FCanJetpack
and
3203 g_Game_IsServer
and (not g_Obj_CollideLiquid(@FObj
, 0, 0)) then
3207 if g_Game_IsNet
then
3208 MH_SEND_PlayerStats(FUID
);
3213 procedure TPlayer
.Kill(KillType
: Byte; SpawnerUID
: Word; t
: Byte);
3215 a
, i
, k
, ab
, ar
: Byte;
3219 srv
, netsrv
: Boolean;
3225 procedure PushItem(t
: Byte);
3229 id
:= g_Items_Create(FObj
.X
, FObj
.Y
, t
, True, False);
3230 it
:= g_Items_ByIdx(id
);
3231 if KillType
= K_EXTRAHARDKILL
then // -7..+7; -8..0
3233 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-7+Random(15),
3234 (FObj
.Vel
.Y
div 2)-Random(9));
3235 it
.positionChanged(); // this updates spatial accelerators
3239 if KillType
= K_HARDKILL
then // -5..+5; -5..0
3241 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-5+Random(11),
3242 (FObj
.Vel
.Y
div 2)-Random(6));
3244 else // -3..+3; -3..0
3246 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-3+Random(7),
3247 (FObj
.Vel
.Y
div 2)-Random(4));
3249 it
.positionChanged(); // this updates spatial accelerators
3252 if g_Game_IsNet
and g_Game_IsServer
then
3253 MH_SEND_ItemSpawn(True, id
);
3257 DoFrags
:= (gGameSettings
.MaxLives
= 0) or (gGameSettings
.GameMode
= GM_COOP
);
3258 Srv
:= g_Game_IsServer
;
3259 Netsrv
:= g_Game_IsServer
and g_Game_IsNet
;
3260 if Srv
then FDeath
:= FDeath
+ 1;
3265 if not FPhysics
then
3271 if (gGameSettings
.MaxLives
> 0) and Srv
and (gLMSRespawn
= LMS_RESPAWN_NONE
) then
3273 if FLives
> 0 then FLives
:= FLives
- 1;
3274 if FLives
= 0 then FNoRespawn
:= True;
3277 // Íîìåð òèïà ñìåðòè:
3280 K_SIMPLEKILL
: a
:= 1;
3282 K_EXTRAHARDKILL
: a
:= 3;
3287 if not FModel
.PlaySound(MODELSOUND_DIE
, a
, FObj
.X
, FObj
.Y
) then
3289 if FModel
.PlaySound(MODELSOUND_DIE
, i
, FObj
.X
, FObj
.Y
) then
3296 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN1
;
3298 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN2
;
3299 K_EXTRAHARDKILL
, K_FALLKILL
:
3300 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN3
;
3303 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3307 K_HARDKILL
, K_EXTRAHARDKILL
:
3311 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3312 if (KillType
<> K_FALLKILL
) and (Srv
) then
3313 g_Monsters_killedp();
3315 if SpawnerUID
= FUID
then
3317 if Srv
and (DoFrags
or (gGameSettings
.GameMode
= GM_TDM
)) then
3322 g_Console_Add(Format(_lc
[I_PLAYER_KILL_SELF
], [FName
]), True);
3325 if g_GetUIDType(SpawnerUID
) = UID_PLAYER
then
3326 begin // Óáèò äðóãèì èãðîêîì
3327 KP
:= g_Player_Get(SpawnerUID
);
3328 if (KP
<> nil) and Srv
then
3330 if (DoFrags
or (gGameSettings
.GameMode
= GM_TDM
)) then
3331 if SameTeam(FUID
, SpawnerUID
) then
3341 if (gGameSettings
.GameMode
= GM_TDM
) and DoFrags
then
3342 Inc(gTeamStat
[KP
.Team
].Goals
,
3343 IfThen(SameTeam(FUID
, SpawnerUID
), -1, 1));
3345 if netsrv
then MH_SEND_PlayerStats(SpawnerUID
);
3348 plr
:= g_Player_Get(SpawnerUID
);
3356 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_2
],
3360 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_1
],
3364 g_Console_Add(Format(_lc
[I_PLAYER_KILL
],
3369 else if g_GetUIDType(SpawnerUID
) = UID_MONSTER
then
3370 begin // Óáèò ìîíñòðîì
3371 mon
:= g_Monsters_ByUID(SpawnerUID
);
3375 s
:= g_Mons_GetKilledByTypeId(mon
.MonsterType
);
3379 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_2
],
3383 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_1
],
3387 g_Console_Add(Format(_lc
[I_PLAYER_KILL
],
3392 else // Îñîáûå òèïû ñìåðòè
3395 HIT_SELF
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_SELF
], [FName
]), True);
3396 HIT_FALL
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_FALL
], [FName
]), True);
3397 HIT_WATER
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_WATER
], [FName
]), True);
3398 HIT_ACID
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_ACID
], [FName
]), True);
3399 HIT_TRAP
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_TRAP
], [FName
]), True);
3400 else g_Console_Add(Format(_lc
[I_PLAYER_DIED
], [FName
]), True);
3406 for a
:= WP_FIRST
to WP_LAST
do
3410 WEAPON_SAW
: i
:= ITEM_WEAPON_SAW
;
3411 WEAPON_SHOTGUN1
: i
:= ITEM_WEAPON_SHOTGUN1
;
3412 WEAPON_SHOTGUN2
: i
:= ITEM_WEAPON_SHOTGUN2
;
3413 WEAPON_CHAINGUN
: i
:= ITEM_WEAPON_CHAINGUN
;
3414 WEAPON_ROCKETLAUNCHER
: i
:= ITEM_WEAPON_ROCKETLAUNCHER
;
3415 WEAPON_PLASMA
: i
:= ITEM_WEAPON_PLASMA
;
3416 WEAPON_BFG
: i
:= ITEM_WEAPON_BFG
;
3417 WEAPON_SUPERPULEMET
: i
:= ITEM_WEAPON_SUPERPULEMET
;
3418 WEAPON_FLAMETHROWER
: i
:= ITEM_WEAPON_FLAMETHROWER
;
3427 if R_ITEM_BACKPACK
in FRulez
then
3428 PushItem(ITEM_AMMO_BACKPACK
);
3430 // Âûáðîñ ðàêåòíîãî ðàíöà:
3431 if FJetFuel
> 0 then
3432 PushItem(ITEM_JETPACK
);
3435 if not (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
]) then
3437 if R_KEY_RED
in FRulez
then
3438 PushItem(ITEM_KEY_RED
);
3440 if R_KEY_GREEN
in FRulez
then
3441 PushItem(ITEM_KEY_GREEN
);
3443 if R_KEY_BLUE
in FRulez
then
3444 PushItem(ITEM_KEY_BLUE
);
3451 g_Player_CreateCorpse(Self
);
3453 if Srv
and (gGameSettings
.MaxLives
> 0) and FNoRespawn
and
3454 (gLMSRespawn
= LMS_RESPAWN_NONE
) then
3460 for i
:= Low(gPlayers
) to High(gPlayers
) do
3462 if gPlayers
[i
] = nil then continue
;
3463 if (not gPlayers
[i
].FNoRespawn
) and (not gPlayers
[i
].FSpectator
) then
3466 if gPlayers
[i
].FTeam
= TEAM_RED
then Inc(ar
)
3467 else if gPlayers
[i
].FTeam
= TEAM_BLUE
then Inc(ab
);
3472 OldLR
:= gLMSRespawn
;
3473 if (gGameSettings
.GameMode
= GM_COOP
) then
3477 // everyone is dead, restart the map
3478 g_Game_Message(_lc
[I_MESSAGE_LMS_LOSE
], 144);
3480 MH_SEND_GameEvent(NET_EV_LMS_LOSE
);
3481 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3482 gLMSRespawnTime
:= gTime
+ 5000;
3484 else if (a
= 1) then
3486 if (gPlayers
[k
] <> nil) and not (gPlayers
[k
] is TBot
) then
3487 if (gPlayers
[k
] = gPlayer1
) or
3488 (gPlayers
[k
] = gPlayer2
) then
3489 g_Console_Add('*** ' + _lc
[I_MESSAGE_LMS_SURVIVOR
] + ' ***', True)
3490 else if Netsrv
and (gPlayers
[k
].FClientID
>= 0) then
3491 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR
, 0, 'N', gPlayers
[k
].FClientID
);
3494 else if (gGameSettings
.GameMode
= GM_TDM
) then
3496 if (ab
= 0) and (ar
<> 0) then
3499 g_Game_Message(Format(_lc
[I_MESSAGE_TLMS_WIN
], [AnsiUpperCase(_lc
[I_GAME_TEAM_RED
])]), 144);
3501 MH_SEND_GameEvent(NET_EV_TLMS_WIN
, TEAM_RED
);
3502 Inc(gTeamStat
[TEAM_RED
].Goals
);
3503 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3504 gLMSRespawnTime
:= gTime
+ 5000;
3506 else if (ar
= 0) and (ab
<> 0) then
3509 g_Game_Message(Format(_lc
[I_MESSAGE_TLMS_WIN
], [AnsiUpperCase(_lc
[I_GAME_TEAM_BLUE
])]), 144);
3511 MH_SEND_GameEvent(NET_EV_TLMS_WIN
, TEAM_BLUE
);
3512 Inc(gTeamStat
[TEAM_BLUE
].Goals
);
3513 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3514 gLMSRespawnTime
:= gTime
+ 5000;
3516 else if (ar
= 0) and (ab
= 0) then
3519 g_Game_Message(_lc
[I_GAME_WIN_DRAW
], 144);
3521 MH_SEND_GameEvent(NET_EV_LMS_DRAW
, 0, FName
);
3522 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3523 gLMSRespawnTime
:= gTime
+ 5000;
3526 else if (gGameSettings
.GameMode
= GM_DM
) then
3530 if gPlayers
[k
] <> nil then
3533 // survivor is the winner
3534 g_Game_Message(Format(_lc
[I_MESSAGE_LMS_WIN
], [AnsiUpperCase(FName
)]), 144);
3536 MH_SEND_GameEvent(NET_EV_LMS_WIN
, 0, FName
);
3539 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3540 gLMSRespawnTime
:= gTime
+ 5000;
3542 else if (a
= 0) then
3544 // everyone is dead, restart the map
3545 g_Game_Message(_lc
[I_GAME_WIN_DRAW
], 144);
3547 MH_SEND_GameEvent(NET_EV_LMS_DRAW
, 0, FName
);
3548 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3549 gLMSRespawnTime
:= gTime
+ 5000;
3552 if srv
and (OldLR
= LMS_RESPAWN_NONE
) and (gLMSRespawn
> LMS_RESPAWN_NONE
) then
3554 if NetMode
= NET_SERVER
then
3555 MH_SEND_GameEvent(NET_EV_LMS_WARMUP
, (gLMSRespawnTime
- gTime
) div 1000)
3557 g_Console_Add(Format(_lc
[I_MSG_WARMUP_START
], [(gLMSRespawnTime
- gTime
) div 1000]), True);
3563 MH_SEND_PlayerStats(FUID
);
3564 MH_SEND_PlayerDeath(FUID
, KillType
, t
, SpawnerUID
);
3565 if gGameSettings
.GameMode
= GM_TDM
then MH_SEND_GameStats
;
3568 if srv
and FNoRespawn
then Spectate(True);
3569 FWantsInGame
:= True;
3572 function TPlayer
.BodyInLiquid(XInc
, YInc
: Integer): Boolean;
3574 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
, PLAYER_RECT
.Width
,
3575 PLAYER_RECT
.Height
-20, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
, False);
3578 function TPlayer
.BodyInAcid(XInc
, YInc
: Integer): Boolean;
3580 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
, PLAYER_RECT
.Width
,
3581 PLAYER_RECT
.Height
-20, PANEL_ACID1
or PANEL_ACID2
, False);
3584 procedure TPlayer
.MakeBloodSimple(Count
: Word);
3586 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)+8,
3587 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3588 Count
div 2, 3, -1, 16, (PLAYER_RECT
.Height
*2 div 3),
3589 FModel
.Blood
.R
, FModel
.Blood
.G
, FModel
.Blood
.B
, FModel
.Blood
.Kind
);
3590 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-8,
3591 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3592 Count
div 2, -3, -1, 16, (PLAYER_RECT
.Height
*2) div 3,
3593 FModel
.Blood
.R
, FModel
.Blood
.G
, FModel
.Blood
.B
, FModel
.Blood
.Kind
);
3596 procedure TPlayer
.MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
3598 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2),
3599 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3600 Count
, VelX
, VelY
, 16, (PLAYER_RECT
.Height
*2) div 3,
3601 FModel
.Blood
.R
, FModel
.Blood
.G
, FModel
.Blood
.B
, FModel
.Blood
.Kind
);
3604 procedure TPlayer
.QueueWeaponSwitch(Weapon
: Byte);
3606 //if g_Game_IsClient then Exit;
3607 if Weapon
> High(FWeapon
) then Exit
;
3608 FNextWeap
:= FNextWeap
or (1 shl Weapon
);
3611 procedure TPlayer
.resetWeaponQueue ();
3614 FNextWeapDelay
:= 0;
3617 function TPlayer
.hasAmmoForWeapon (weapon
: Byte): Boolean;
3621 WEAPON_KASTET
, WEAPON_SAW
: result
:= true;
3622 WEAPON_SHOTGUN1
, WEAPON_SHOTGUN2
, WEAPON_SUPERPULEMET
: result
:= (FAmmo
[A_SHELLS
] > 0);
3623 WEAPON_PISTOL
, WEAPON_CHAINGUN
: result
:= (FAmmo
[A_BULLETS
] > 0);
3624 WEAPON_ROCKETLAUNCHER
: result
:= (FAmmo
[A_ROCKETS
] > 0);
3625 WEAPON_PLASMA
, WEAPON_BFG
: result
:= (FAmmo
[A_CELLS
] > 0);
3626 WEAPON_FLAMETHROWER
: result
:= (FAmmo
[A_FUEL
] > 0);
3627 else result
:= (weapon
< length(FWeapon
));
3631 // return 255 for "no switch"
3632 function TPlayer
.getNextWeaponIndex (): Byte;
3635 wantThisWeapon
: array[0..64] of Boolean;
3636 weaponOrder
: array[0..16] of Integer; // value: index in `FWeapon`
3638 f
, dir
, cwi
, rwidx
, curlidx
: Integer;
3640 function real2log (ridx
: Integer): Integer;
3646 for f
:= 0 to High(weaponOrder
) do if (weaponOrder
[f
] = ridx
) then begin result
:= f
; exit
; end;
3652 result
:= 255; // default result: "no switch"
3654 // had weapon cycling on previous frame? remove that flag
3655 if (FNextWeap
and $2000) <> 0 then
3657 FNextWeap
:= FNextWeap
and $1FFF;
3658 FNextWeapDelay
:= 0;
3661 for f
:= 0 to High(weaponOrder
) do weaponOrder
[f
] := -1;
3663 // build weapon order (k8: i know, i know, learn how to do constants and such... gtfo, please!)
3664 // two knuckles are for "normal" and "berserk" (see `if` below -- it removes the one that is not needed)
3666 // bfg, launcher, plasma, flamethrower, ssg, minigun, sg, pistol, berserk, chainsaw, fist
3667 weaponOrder
[0] := WEAPON_SUPERPULEMET
;
3668 weaponOrder
[1] := WEAPON_BFG
;
3669 weaponOrder
[2] := WEAPON_ROCKETLAUNCHER
;
3670 weaponOrder
[3] := WEAPON_PLASMA
;
3671 weaponOrder
[4] := WEAPON_FLAMETHROWER
;
3672 weaponOrder
[5] := WEAPON_SHOTGUN2
;
3673 weaponOrder
[6] := WEAPON_CHAINGUN
;
3674 weaponOrder
[7] := WEAPON_SHOTGUN1
;
3675 weaponOrder
[8] := WEAPON_PISTOL
;
3676 weaponOrder
[9] := WEAPON_KASTET
+666; // berserk fist
3677 weaponOrder
[10] := WEAPON_SAW
;
3678 weaponOrder
[11] := WEAPON_KASTET
; // normal fist
3680 for f
:= 0 to High(weaponOrder
) do
3682 if (weaponOrder
[f
] = WEAPON_KASTET
) then
3684 // normal fist: remove if we have a berserk pack
3685 if (R_BERSERK
in FRulez
) then weaponOrder
[f
] := -1;
3688 if (weaponOrder
[f
] = WEAPON_KASTET
+666) then
3690 // berserk fist: remove if we don't have a berserk pack
3691 if (R_BERSERK
in FRulez
) then weaponOrder
[f
] := WEAPON_KASTET
else weaponOrder
[f
] := -1;
3699 WEAPON_SHOTGUN1 = 3;
3700 WEAPON_SHOTGUN2 = 4;
3701 WEAPON_CHAINGUN = 5;
3702 WEAPON_ROCKETLAUNCHER = 6;
3705 WEAPON_SUPERPULEMET = 9;
3706 WEAPON_FLAMETHROWER = 10;
3710 if (FNextWeap <> 0) or (FNextWeapDelay <> 0) then
3712 e_WriteLog(Format('!!! FNextWeap=%04x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), TMsgType.Warning);
3716 // cycling has priority
3717 if (FNextWeap
and $C000) <> 0 then
3719 if (FNextWeap
and $8000) <> 0 then dir
:= 1 else dir
:= -1; // should be reversed if we want "priority-driven cycling"
3720 FNextWeap
:= FNextWeap
or $2000; // we need this
3721 if FNextWeapDelay
> 0 then exit
; // cooldown time
3722 //cwi := real2log(FCurrWeap);
3723 //if (cwi < 0) then cwi := 0;
3725 for i
:= 0 to High(FWeapon
) do
3727 cwi
:= (cwi
+length(FWeapon
)+dir
) mod length(FWeapon
);
3728 //rwidx := weaponOrder[cwi];
3729 rwidx
:= cwi
; // sorry
3730 if (rwidx
< 0) then continue
;
3731 if FWeapon
[rwidx
] then
3733 //e_WriteLog(Format(' SWITCH: cur=%d; new=%d (dir=%d; log=%d)', [FCurrWeap, rwidx, dir, cwi]), TMsgType.Warning);
3734 result
:= Byte(rwidx
);
3735 //FNextWeapDelay := 10; //k8: not needed anymore
3744 for i
:= 0 to High(wantThisWeapon
) do wantThisWeapon
[i
] := false;
3747 curlidx
:= -1; // start from a weapon with a highest priority (-1, 'cause loop will immediately increment this index)
3749 for i
:= 0 to High(FWeapon
) do
3751 if (FNextWeap
and (1 shl i
)) <> 0 then
3756 wantThisWeapon
[cwi
] := true;
3758 // if we hit currently selected weapon, start seachring from it, so we'll get "next weaker" weapon
3759 if (i
= FCurrWeap
) then curlidx
:= cwi
; // compare real, start from logical
3764 // slow down alterations a little
3767 // more than one weapon requested, assume "alteration", and check alteration delay
3768 if FNextWeapDelay
> 0 then
3770 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), TMsgType.Warning);
3776 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3777 // but clear all counters if no weapon should be switched
3784 //e_WriteLog(Format('*** wwc=%d; currweap=%d; logweap=%d', [wwc, FCurrWeap, curlidx]), TMsgType.Warning);
3786 // find next weapon to switch onto
3788 for i
:= 0 to High(weaponOrder
) do
3790 cwi
:= (cwi
+length(weaponOrder
)+1) mod length(weaponOrder
);
3791 if (cwi
= curlidx
) then continue
; // skip current weapon
3792 if not wantThisWeapon
[cwi
] then continue
;
3793 rwidx
:= weaponOrder
[cwi
];
3794 if (rwidx
< 0) then continue
;
3795 //e_WriteLog(Format(' trying logical %d (real %d); has=%d, hasammo=%d', [cwi, rwidx, Integer(FWeapon[rwidx]), Integer(hasAmmoForWeapon(rwidx))]), TMsgType.Warning);
3796 if FWeapon
[rwidx
] and ((wwc
= 1) or hasAmmoForWeapon(rwidx
)) then
3798 //e_WriteLog(' I FOUND HER!', TMsgType.Warning);
3800 result
:= Byte(rwidx
);
3802 //FNextWeapDelay := 10; // anyway, 'cause why not; k8: not needed anymore
3807 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3811 procedure TPlayer
.RealizeCurrentWeapon();
3812 function switchAllowed (): Boolean;
3817 if FBFGFireCounter
<> -1 then
3819 if FTime
[T_SWITCH
] > gTime
then
3821 for i
:= WP_FIRST
to WP_LAST
do
3822 if FReloading
[i
] > 0 then
3830 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3831 //FNextWeap := FNextWeap and $1FFF;
3832 //HACK: alteration delay will be reset when player released any weapon switch key
3833 FNextWeapDelay
:= 0; //k8: just in case
3834 //if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
3836 if not switchAllowed
then
3838 //writeln('WEAPON SWITCHING IS NOT ALLOWED! FBFGFireCounter=', FBFGFireCounter, '; gTime=', gTime, '; FTime[T_SWITCH]=', FTime[T_SWITCH]);
3839 //HACK for weapon cycling
3840 if (FNextWeap
and $E000) <> 0 then FNextWeap
:= 0;
3844 if (FNetForceWeapFIdx
>= gTime
+15) then FNetForceWeapFIdx
:= 0;
3846 nw
:= getNextWeaponIndex();
3847 if nw
= 255 then exit
; // don't reset anything here
3848 if nw
> High(FWeapon
) then
3850 // don't forget to reset queue here!
3851 //e_WriteLog(Format(' RealizeCurrentWeapon: WUTAFUUUU?! (%d)', [nw]), TMsgType.Warning);
3858 //k8: emulate this on client immediately, or wait for server confirmation?
3860 if g_Game_IsClient then
3862 FNetForceWeap := nw;
3863 //FNetForceWeapFIdx := FCurrFrameIdx+5; // force for ~5 frames
3864 FNetForceWeapFIdx := gTime+5; // force for ~5 frames
3865 writeln('NETWEAPONSWITCH: fw=', NetForceWeap, '; fwfidx=', NetForceWeapFIdx, '; cfrm=', gTime);
3868 FNetForceWeapFIdx
:= gTime
+5; // force for ~5 frames
3870 if nw
= WEAPON_SAW
then FSawSoundSelect
.PlayAt(FObj
.X
, FObj
.Y
);
3871 FModel
.SetWeapon(nw
);
3872 FTime
[T_SWITCH
] := gTime
+156;
3873 if g_Game_IsNet
then MH_SEND_PlayerStats(FUID
);
3874 //if g_Game_IsNet and g_Game_IsClient then
3878 procedure TPlayer
.NextWeapon();
3880 //if g_Game_IsClient then Exit;
3884 procedure TPlayer
.PrevWeapon();
3886 //if g_Game_IsClient then Exit;
3890 // used exclusively by network layer
3891 procedure TPlayer
.SetWeaponHost(W
: Byte);
3893 if (W
> High(FWeapon
)) then exit
;
3894 if (not FWeapon
[W
]) then exit
; // server is authority!
3896 if FCurrWeap
<> W
then
3897 if (W
= WEAPON_SAW
) then
3898 FSawSoundSelect
.PlayAt(FObj
.X
, FObj
.Y
);
3901 FModel
.SetWeapon(CurrWeap
);
3902 //if g_Game_IsClient then resetWeaponQueue();
3905 function TPlayer
.PickItem(ItemType
: Byte; arespawn
: Boolean; var remove
: Boolean): Boolean;
3907 function allowBerserkSwitching (): Boolean;
3909 if (FBFGFireCounter
<> -1) then begin result
:= false; exit
; end;
3911 if gBerserkAutoswitch
then exit
;
3912 if not conIsCheatsEnabled
then exit
;
3920 if g_Game_IsClient
then Exit
;
3922 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3923 a
:= LongBool(gGameSettings
.Options
and GAME_OPTION_WEAPONSTAY
) and arespawn
;
3928 if FHealth
< PLAYER_HP_SOFT
then
3930 IncMax(FHealth
, 10, PLAYER_HP_SOFT
);
3934 if gFlash
= 2 then Inc(FPickup
, 5);
3938 if FHealth
< PLAYER_HP_SOFT
then
3940 IncMax(FHealth
, 25, PLAYER_HP_SOFT
);
3944 if gFlash
= 2 then Inc(FPickup
, 5);
3948 if FArmor
< PLAYER_AP_SOFT
then
3950 FArmor
:= PLAYER_AP_SOFT
;
3953 if gFlash
= 2 then Inc(FPickup
, 5);
3957 if FArmor
< PLAYER_AP_LIMIT
then
3959 FArmor
:= PLAYER_AP_LIMIT
;
3962 if gFlash
= 2 then Inc(FPickup
, 5);
3966 if FHealth
< PLAYER_HP_LIMIT
then
3968 IncMax(FHealth
, 100, PLAYER_HP_LIMIT
);
3972 if gFlash
= 2 then Inc(FPickup
, 5);
3976 if (FHealth
< PLAYER_HP_LIMIT
) or (FArmor
< PLAYER_AP_LIMIT
) then
3978 if FHealth
< PLAYER_HP_LIMIT
then
3979 FHealth
:= PLAYER_HP_LIMIT
;
3980 if FArmor
< PLAYER_AP_LIMIT
then
3981 FArmor
:= PLAYER_AP_LIMIT
;
3985 if gFlash
= 2 then Inc(FPickup
, 5);
3989 if (not FWeapon
[WEAPON_SAW
]) or ((not arespawn
) and (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
])) then
3991 FWeapon
[WEAPON_SAW
] := True;
3993 if gFlash
= 2 then Inc(FPickup
, 5);
3994 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3997 ITEM_WEAPON_SHOTGUN1
:
3998 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SHOTGUN1
] then
4000 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
4001 if a
and FWeapon
[WEAPON_SHOTGUN1
] then Exit
;
4003 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
4004 FWeapon
[WEAPON_SHOTGUN1
] := True;
4006 if gFlash
= 2 then Inc(FPickup
, 5);
4007 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4010 ITEM_WEAPON_SHOTGUN2
:
4011 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SHOTGUN2
] then
4013 if a
and FWeapon
[WEAPON_SHOTGUN2
] then Exit
;
4015 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
4016 FWeapon
[WEAPON_SHOTGUN2
] := True;
4018 if gFlash
= 2 then Inc(FPickup
, 5);
4019 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4022 ITEM_WEAPON_CHAINGUN
:
4023 if (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or not FWeapon
[WEAPON_CHAINGUN
] then
4025 if a
and FWeapon
[WEAPON_CHAINGUN
] then Exit
;
4027 IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
4028 FWeapon
[WEAPON_CHAINGUN
] := True;
4030 if gFlash
= 2 then Inc(FPickup
, 5);
4031 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4034 ITEM_WEAPON_ROCKETLAUNCHER
:
4035 if (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or not FWeapon
[WEAPON_ROCKETLAUNCHER
] then
4037 if a
and FWeapon
[WEAPON_ROCKETLAUNCHER
] then Exit
;
4039 IncMax(FAmmo
[A_ROCKETS
], 2, FMaxAmmo
[A_ROCKETS
]);
4040 FWeapon
[WEAPON_ROCKETLAUNCHER
] := True;
4042 if gFlash
= 2 then Inc(FPickup
, 5);
4043 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4047 if (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or not FWeapon
[WEAPON_PLASMA
] then
4049 if a
and FWeapon
[WEAPON_PLASMA
] then Exit
;
4051 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
4052 FWeapon
[WEAPON_PLASMA
] := True;
4054 if gFlash
= 2 then Inc(FPickup
, 5);
4055 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4059 if (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or not FWeapon
[WEAPON_BFG
] then
4061 if a
and FWeapon
[WEAPON_BFG
] then Exit
;
4063 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
4064 FWeapon
[WEAPON_BFG
] := True;
4066 if gFlash
= 2 then Inc(FPickup
, 5);
4067 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4070 ITEM_WEAPON_SUPERPULEMET
:
4071 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SUPERPULEMET
] then
4073 if a
and FWeapon
[WEAPON_SUPERPULEMET
] then Exit
;
4075 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
4076 FWeapon
[WEAPON_SUPERPULEMET
] := True;
4078 if gFlash
= 2 then Inc(FPickup
, 5);
4079 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4082 ITEM_WEAPON_FLAMETHROWER
:
4083 if (FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
]) or not FWeapon
[WEAPON_FLAMETHROWER
] then
4085 if a
and FWeapon
[WEAPON_FLAMETHROWER
] then Exit
;
4087 IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
4088 FWeapon
[WEAPON_FLAMETHROWER
] := True;
4090 if gFlash
= 2 then Inc(FPickup
, 5);
4091 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4095 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
4097 IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
4100 if gFlash
= 2 then Inc(FPickup
, 5);
4103 ITEM_AMMO_BULLETS_BOX
:
4104 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
4106 IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
4109 if gFlash
= 2 then Inc(FPickup
, 5);
4113 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
4115 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
4118 if gFlash
= 2 then Inc(FPickup
, 5);
4121 ITEM_AMMO_SHELLS_BOX
:
4122 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
4124 IncMax(FAmmo
[A_SHELLS
], 25, FMaxAmmo
[A_SHELLS
]);
4127 if gFlash
= 2 then Inc(FPickup
, 5);
4131 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
4133 IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
4136 if gFlash
= 2 then Inc(FPickup
, 5);
4139 ITEM_AMMO_ROCKET_BOX
:
4140 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
4142 IncMax(FAmmo
[A_ROCKETS
], 5, FMaxAmmo
[A_ROCKETS
]);
4145 if gFlash
= 2 then Inc(FPickup
, 5);
4149 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
4151 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
4154 if gFlash
= 2 then Inc(FPickup
, 5);
4158 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
4160 IncMax(FAmmo
[A_CELLS
], 100, FMaxAmmo
[A_CELLS
]);
4163 if gFlash
= 2 then Inc(FPickup
, 5);
4167 if FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
] then
4169 IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
4172 if gFlash
= 2 then Inc(FPickup
, 5);
4176 if not(R_ITEM_BACKPACK
in FRulez
) or
4177 (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or
4178 (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or
4179 (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or
4180 (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or
4181 (FMaxAmmo
[A_FUEL
] < AmmoLimits
[1, A_FUEL
]) then
4183 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[1, A_BULLETS
];
4184 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[1, A_SHELLS
];
4185 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[1, A_ROCKETS
];
4186 FMaxAmmo
[A_CELLS
] := AmmoLimits
[1, A_CELLS
];
4187 FMaxAmmo
[A_FUEL
] := AmmoLimits
[1, A_FUEL
];
4189 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
4190 IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
4191 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
4192 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
4193 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
4194 IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
4195 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
4196 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
4198 FRulez
:= FRulez
+ [R_ITEM_BACKPACK
];
4201 if gFlash
= 2 then Inc(FPickup
, 5);
4205 if not(R_KEY_RED
in FRulez
) then
4207 Include(FRulez
, R_KEY_RED
);
4209 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
4210 if gFlash
= 2 then Inc(FPickup
, 5);
4211 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
4215 if not(R_KEY_GREEN
in FRulez
) then
4217 Include(FRulez
, R_KEY_GREEN
);
4219 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
4220 if gFlash
= 2 then Inc(FPickup
, 5);
4221 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
4225 if not(R_KEY_BLUE
in FRulez
) then
4227 Include(FRulez
, R_KEY_BLUE
);
4229 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
4230 if gFlash
= 2 then Inc(FPickup
, 5);
4231 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
4235 if FMegaRulez
[MR_SUIT
] < gTime
+PLAYER_SUIT_TIME
then
4237 FMegaRulez
[MR_SUIT
] := gTime
+PLAYER_SUIT_TIME
;
4241 if gFlash
= 2 then Inc(FPickup
, 5);
4245 if FAir
< AIR_MAX
then
4250 if gFlash
= 2 then Inc(FPickup
, 5);
4255 if not (R_BERSERK
in FRulez
) then
4257 Include(FRulez
, R_BERSERK
);
4258 if allowBerserkSwitching
then
4260 FCurrWeap
:= WEAPON_KASTET
;
4261 //FNetForceWeap := FCurrWeap;
4263 FModel
.SetWeapon(WEAPON_KASTET
);
4268 if gFlash
= 2 then Inc(FPickup
, 5);
4270 FBerserk
:= gTime
+30000;
4274 //k8:do we need it? if g_Game_IsNet and g_Game_IsServer then MH_SEND_PlayerStats(FUID);
4276 if FHealth
< PLAYER_HP_SOFT
then
4278 FHealth
:= PLAYER_HP_SOFT
;
4279 FBerserk
:= gTime
+30000;
4287 if FMegaRulez
[MR_INVUL
] < gTime
+PLAYER_INVUL_TIME
then
4289 FMegaRulez
[MR_INVUL
] := gTime
+PLAYER_INVUL_TIME
;
4292 if gFlash
= 2 then Inc(FPickup
, 5);
4296 if FHealth
< PLAYER_HP_LIMIT
then
4298 IncMax(FHealth
, 4, PLAYER_HP_LIMIT
);
4302 if gFlash
= 2 then Inc(FPickup
, 5);
4306 if FArmor
< PLAYER_AP_LIMIT
then
4308 IncMax(FArmor
, 5, PLAYER_AP_LIMIT
);
4311 if gFlash
= 2 then Inc(FPickup
, 5);
4315 if FJetFuel
< JET_MAX
then
4317 FJetFuel
:= JET_MAX
;
4320 if gFlash
= 2 then Inc(FPickup
, 5);
4324 if FMegaRulez
[MR_INVIS
] < gTime
+PLAYER_INVIS_TIME
then
4326 FMegaRulez
[MR_INVIS
] := gTime
+PLAYER_INVIS_TIME
;
4329 if gFlash
= 2 then Inc(FPickup
, 5);
4334 procedure TPlayer
.Touch();
4338 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
4341 // Áðîñèòü ôëàã òîâàðèùó:
4342 if gGameSettings
.GameMode
= GM_CTF
then
4347 procedure TPlayer
.Push(vx
, vy
: Integer);
4349 if (not FPhysics
) and FGhost
then
4351 FObj
.Accel
.X
:= FObj
.Accel
.X
+ vx
;
4352 FObj
.Accel
.Y
:= FObj
.Accel
.Y
+ vy
;
4353 if g_Game_IsNet
and g_Game_IsServer
then
4354 MH_SEND_PlayerPos(True, FUID
, NET_EVERYONE
);
4357 procedure TPlayer
.Reset(Force
: Boolean);
4365 FTime
[T_RESPAWN
] := 0;
4366 FTime
[T_FLAGCAP
] := 0;
4377 //FCurrFrameIdx := 0;
4378 //FNetForceWeap := FCurrWeap;
4379 FNetForceWeapFIdx
:= 0;
4383 FSpectator
:= False;
4386 FSpectatePlayer
:= -1;
4387 FNoRespawn
:= False;
4389 FLives
:= gGameSettings
.MaxLives
;
4391 FBFGFireCounter
:= -1;
4392 FTime
[T_SWITCH
] := 0;
4393 for i
:= WP_FIRST
to WP_LAST
do FReloading
[i
] := 0;
4398 procedure TPlayer
.SoftReset();
4406 FBFGFireCounter
:= -1;
4412 FNetForceWeapFIdx
:= 0;
4415 FBFGFireCounter
:= -1;
4416 FTime
[T_SWITCH
] := 0;
4417 for i
:= WP_FIRST
to WP_LAST
do FReloading
[i
] := 0;
4420 SetAction(A_STAND
, True);
4423 function TPlayer
.GetRespawnPoint(): Byte;
4428 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4430 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4431 if gGameSettings
.GameMode
in [GM_COOP
, GM_SINGLE
] then
4433 if (Self
= gPlayer1
) or (Self
= gPlayer2
) then
4435 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
4436 if Self
= gPlayer1
then
4437 c
:= RESPAWNPOINT_PLAYER1
4439 c
:= RESPAWNPOINT_PLAYER2
;
4440 if g_Map_GetPointCount(c
) > 0 then
4446 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
4447 if Self
= gPlayer1
then
4448 c
:= RESPAWNPOINT_PLAYER2
4450 c
:= RESPAWNPOINT_PLAYER1
;
4451 if g_Map_GetPointCount(c
) > 0 then
4458 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
4459 if Random(2) = 0 then
4460 c
:= RESPAWNPOINT_PLAYER1
4462 c
:= RESPAWNPOINT_PLAYER2
;
4463 if g_Map_GetPointCount(c
) > 0 then
4470 // Òî÷êà ëþáîé èç êîìàíä
4471 if Random(2) = 0 then
4472 c
:= RESPAWNPOINT_RED
4474 c
:= RESPAWNPOINT_BLUE
;
4475 if g_Map_GetPointCount(c
) > 0 then
4482 c
:= RESPAWNPOINT_DM
;
4483 if g_Map_GetPointCount(c
) > 0 then
4491 if gGameSettings
.GameMode
= GM_DM
then
4494 c
:= RESPAWNPOINT_DM
;
4495 if g_Map_GetPointCount(c
) > 0 then
4501 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4502 if Random(2) = 0 then
4503 c
:= RESPAWNPOINT_PLAYER1
4505 c
:= RESPAWNPOINT_PLAYER2
;
4506 if g_Map_GetPointCount(c
) > 0 then
4512 // Òî÷êà ëþáîé èç êîìàíä
4513 if Random(2) = 0 then
4514 c
:= RESPAWNPOINT_RED
4516 c
:= RESPAWNPOINT_BLUE
;
4517 if g_Map_GetPointCount(c
) > 0 then
4525 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
4527 // Òî÷êà ñâîåé êîìàíäû
4528 c
:= RESPAWNPOINT_DM
;
4529 if FTeam
= TEAM_RED
then
4530 c
:= RESPAWNPOINT_RED
;
4531 if FTeam
= TEAM_BLUE
then
4532 c
:= RESPAWNPOINT_BLUE
;
4533 if g_Map_GetPointCount(c
) > 0 then
4540 c
:= RESPAWNPOINT_DM
;
4541 if g_Map_GetPointCount(c
) > 0 then
4547 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4548 if Random(2) = 0 then
4549 c
:= RESPAWNPOINT_PLAYER1
4551 c
:= RESPAWNPOINT_PLAYER2
;
4552 if g_Map_GetPointCount(c
) > 0 then
4558 // Òî÷êà äðóãîé êîìàíäû
4559 c
:= RESPAWNPOINT_DM
;
4560 if FTeam
= TEAM_RED
then
4561 c
:= RESPAWNPOINT_BLUE
;
4562 if FTeam
= TEAM_BLUE
then
4563 c
:= RESPAWNPOINT_RED
;
4564 if g_Map_GetPointCount(c
) > 0 then
4572 procedure TPlayer
.Respawn(Silent
: Boolean; Force
: Boolean = False);
4574 RespawnPoint
: TRespawnPoint
;
4581 FBFGFireCounter
:= -1;
4585 //FNetForceWeap := FCurrWeap;
4586 FNetForceWeapFIdx
:= 0;
4589 FBFGFireCounter
:= -1;
4590 FTime
[T_SWITCH
] := 0;
4591 for i
:= WP_FIRST
to WP_LAST
do FReloading
[i
] := 0;
4593 if not g_Game_IsServer
then
4597 FWantsInGame
:= True;
4598 FJustTeleported
:= True;
4601 FTime
[T_RESPAWN
] := 0;
4605 // if server changes MaxLives we gotta be ready
4606 if gGameSettings
.MaxLives
= 0 then FNoRespawn
:= False;
4608 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4609 if FTime
[T_RESPAWN
] > gTime
then
4612 // Ïðîñðàë âñå æèçíè:
4615 if not FSpectator
then Spectate(True);
4616 FWantsInGame
:= True;
4620 if (gGameSettings
.GameType
<> GT_SINGLE
) and (gGameSettings
.GameMode
<> GM_COOP
) then
4621 begin // "Ñâîÿ èãðà"
4622 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4623 FRulez
:= FRulez
-[R_BERSERK
];
4625 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4627 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4628 FRulez
:= FRulez
-[R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
, R_BERSERK
];
4631 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4632 c
:= GetRespawnPoint();
4637 // Âîñêðåøåíèå áåç îðóæèÿ:
4640 FHealth
:= PLAYER_HP_SOFT
;
4646 for a
:= WP_FIRST
to WP_LAST
do
4648 FWeapon
[a
] := False;
4652 FWeapon
[WEAPON_PISTOL
] := True;
4653 FWeapon
[WEAPON_KASTET
] := True;
4654 FCurrWeap
:= WEAPON_PISTOL
;
4655 //FNetForceWeap := FCurrWeap;
4656 FNetForceWeapFIdx
:= 0;
4659 FModel
.SetWeapon(FCurrWeap
);
4661 for b
:= A_BULLETS
to A_HIGH
do
4664 FAmmo
[A_BULLETS
] := 50;
4666 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[0, A_BULLETS
];
4667 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[0, A_SHELLS
];
4668 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[0, A_SHELLS
];
4669 FMaxAmmo
[A_CELLS
] := AmmoLimits
[0, A_CELLS
];
4670 FMaxAmmo
[A_FUEL
] := AmmoLimits
[0, A_FUEL
];
4672 if gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
] then
4673 FRulez
:= [R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
]
4678 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4679 if not g_Map_GetPoint(c
, RespawnPoint
) then
4681 g_FatalError(_lc
[I_GAME_ERROR_GET_SPAWN
]);
4685 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4686 FObj
.X
:= RespawnPoint
.X
-PLAYER_RECT
.X
;
4687 FObj
.Y
:= RespawnPoint
.Y
-PLAYER_RECT
.Y
;
4693 FDirection
:= RespawnPoint
.Direction
;
4694 if FDirection
= TDirection
.D_LEFT
then
4699 SetAction(A_STAND
, True);
4700 FModel
.Direction
:= FDirection
;
4702 for a
:= Low(FTime
) to High(FTime
) do
4705 for a
:= Low(FMegaRulez
) to High(FMegaRulez
) do
4710 FCanJetpack
:= False;
4715 // Àíèìàöèÿ âîçðîæäåíèÿ:
4716 if (not gLoadGameMode
) and (not Silent
) then
4717 if g_Frames_Get(ID
, 'FRAMES_TELEPORT') then
4719 Anim
:= TAnimation
.Create(ID
, False, 3);
4720 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4721 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
4725 FSpectator
:= False;
4728 FSpectatePlayer
:= -1;
4731 if (gPlayer1
= nil) and (gLMSPID1
= FUID
) then
4733 if (gPlayer2
= nil) and (gLMSPID2
= FUID
) then
4736 //FNetForceWeap := FCurrWeap;
4738 if g_Game_IsNet
then
4740 MH_SEND_PlayerPos(True, FUID
, NET_EVERYONE
);
4741 MH_SEND_PlayerStats(FUID
, NET_EVERYONE
);
4743 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4744 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32,
4749 procedure TPlayer
.Spectate(NoMove
: Boolean = False);
4752 Kill(K_EXTRAHARDKILL
, FUID
, HIT_SOME
)
4753 else if (not NoMove
) then
4755 GameX
:= gMapInfo
.Width
div 2;
4756 GameY
:= gMapInfo
.Height
div 2;
4765 FWantsInGame
:= False;
4770 if Self
= gPlayer1
then
4775 if Self
= gPlayer2
then
4782 if g_Game_IsNet
then
4783 MH_SEND_PlayerStats(FUID
);
4786 procedure TPlayer
.SwitchNoClip
;
4790 FGhost
:= not FGhost
;
4791 FPhysics
:= not FGhost
;
4803 procedure TPlayer
.Run(Direction
: TDirection
);
4807 if MAX_RUNVEL
> 8 then
4811 if Direction
= TDirection
.D_LEFT
then
4813 if FObj
.Vel
.X
> -MAX_RUNVEL
then
4814 FObj
.Vel
.X
:= FObj
.Vel
.X
- (MAX_RUNVEL
shr 3);
4817 if FObj
.Vel
.X
< MAX_RUNVEL
then
4818 FObj
.Vel
.X
:= FObj
.Vel
.X
+ (MAX_RUNVEL
shr 3);
4820 // Âîçìîæíî, ïèíàåì êóñêè:
4821 if (FObj
.Vel
.X
<> 0) and (gGibs
<> nil) then
4823 b
:= Abs(FObj
.Vel
.X
);
4824 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
4825 for a
:= 0 to High(gGibs
) do
4827 if gGibs
[a
].alive
and
4828 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
4829 FObj
.Rect
.Width
, 8, @gGibs
[a
].Obj
) and (Random(3) = 0) then
4832 if FObj
.Vel
.X
< 0 then
4834 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)+120) // íàëåâî
4838 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)); // íàïðàâî
4840 gGibs
[a
].positionChanged(); // this updates spatial accelerators
4848 procedure TPlayer
.SeeDown();
4850 SetAction(A_SEEDOWN
);
4852 if FDirection
= TDirection
.D_LEFT
then FAngle
:= ANGLE_LEFTDOWN
else FAngle
:= ANGLE_RIGHTDOWN
;
4854 if FIncCam
> -120 then DecMin(FIncCam
, 5, -120);
4857 procedure TPlayer
.SeeUp();
4861 if FDirection
= TDirection
.D_LEFT
then FAngle
:= ANGLE_LEFTUP
else FAngle
:= ANGLE_RIGHTUP
;
4863 if FIncCam
< 120 then IncMax(FIncCam
, 5, 120);
4866 procedure TPlayer
.SetAction(Action
: Byte; Force
: Boolean = False);
4874 A_ATTACK
: Prior
:= 2;
4875 A_SEEUP
: Prior
:= 1;
4876 A_SEEDOWN
: Prior
:= 1;
4877 A_ATTACKUP
: Prior
:= 2;
4878 A_ATTACKDOWN
: Prior
:= 2;
4883 if (Prior
> FActionPrior
) or Force
then
4884 if not ((Prior
= 2) and (FCurrWeap
= WEAPON_SAW
)) then
4886 FActionPrior
:= Prior
;
4887 FActionAnim
:= Action
;
4888 FActionForce
:= Force
;
4889 FActionChanged
:= True;
4892 if Action
in [A_ATTACK
, A_ATTACKUP
, A_ATTACKDOWN
] then FModel
.SetFire(True);
4895 function TPlayer
.StayOnStep(XInc
, YInc
: Integer): Boolean;
4897 Result
:= not g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+YInc
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
-1,
4898 PLAYER_RECT
.Width
, 1, PANEL_STEP
, False)
4899 and g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+YInc
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
,
4900 PLAYER_RECT
.Width
, 1, PANEL_STEP
, False);
4903 function TPlayer
.TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
4910 if g_CollideLevel(X
, Y
, PLAYER_RECT
.Width
, PLAYER_RECT
.Height
) then
4912 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj
.X
, FObj
.Y
);
4913 if g_Game_IsServer
and g_Game_IsNet
then
4914 MH_SEND_Sound(FObj
.X
, FObj
.Y
, 'SOUND_GAME_NOTELEPORT');
4918 FJustTeleported
:= True;
4923 if g_Frames_Get(ID
, 'FRAMES_TELEPORT') then
4925 Anim
:= TAnimation
.Create(ID
, False, 3);
4928 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj
.X
, FObj
.Y
);
4929 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4930 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
4931 if g_Game_IsServer
and g_Game_IsNet
then
4932 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4933 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, 1,
4937 FObj
.X
:= X
-PLAYER_RECT
.X
;
4938 FObj
.Y
:= Y
-PLAYER_RECT
.Y
;
4939 if FAlive
and FGhost
then
4945 if not g_Game_IsNet
then
4949 SetDirection(TDirection
.D_LEFT
);
4955 SetDirection(TDirection
.D_RIGHT
);
4961 if FDirection
= TDirection
.D_RIGHT
then
4963 SetDirection(TDirection
.D_LEFT
);
4968 SetDirection(TDirection
.D_RIGHT
);
4974 if not silent
and (Anim
<> nil) then
4976 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4977 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
4980 if g_Game_IsServer
and g_Game_IsNet
then
4981 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4982 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, 0,
4989 function nonz(a
: Single): Single;
4997 function TPlayer
.followCorpse(): Boolean;
5002 if FAlive
or FSpectator
then
5004 if (gCorpses
= nil) or (Length(gCorpses
) = 0) then
5006 for i
:= 0 to High(gCorpses
) do
5007 if gCorpses
[i
] <> nil then
5008 if gCorpses
[i
].FPlayerUID
= FUID
then
5011 FObj
.X
:= gCorpses
[i
].FObj
.X
;
5012 FObj
.Y
:= gCorpses
[i
].FObj
.Y
;
5013 FObj
.Vel
.X
:= gCorpses
[i
].FObj
.Vel
.X
;
5014 FObj
.Vel
.Y
:= gCorpses
[i
].FObj
.Vel
.Y
;
5015 FObj
.Accel
.X
:= gCorpses
[i
].FObj
.Accel
.X
;
5016 FObj
.Accel
.Y
:= gCorpses
[i
].FObj
.Accel
.Y
;
5021 procedure TPlayer
.Update();
5024 i
, ii
, wx
, wy
, xd
, yd
, k
: Integer;
5025 blockmon
, headwater
, dospawn
: Boolean;
5030 //Inc(FCurrFrameIdx);
5032 NetServer
:= g_Game_IsNet
and g_Game_IsServer
;
5033 AnyServer
:= g_Game_IsServer
;
5035 if g_Game_IsClient
and (NetInterpLevel
> 0) then
5036 DoLerp(NetInterpLevel
+ 1)
5043 if FClientID
>= 0 then
5045 FPing
:= NetClients
[FClientID
].Peer
^.lastRoundTripTime
;
5046 if NetClients
[FClientID
].Peer
^.packetsSent
> 0 then
5047 FLoss
:= Round(100*NetClients
[FClientID
].Peer
^.packetsLost
/NetClients
[FClientID
].Peer
^.packetsSent
)
5057 if FAlive
and (FPunchAnim
<> nil) then
5058 FPunchAnim
.Update();
5060 if FAlive
and (gFly
or FJetpack
) then
5063 if FDirection
= TDirection
.D_LEFT
then
5068 if FAlive
and (not FGhost
) then
5070 if FKeys
[KEY_UP
].Pressed
then
5072 if FKeys
[KEY_DOWN
].Pressed
then
5076 if (not (FKeys
[KEY_UP
].Pressed
or FKeys
[KEY_DOWN
].Pressed
)) and
5079 i
:= g_basic
.Sign(FIncCam
);
5080 FIncCam
:= Abs(FIncCam
);
5081 DecMin(FIncCam
, 5, 0);
5082 FIncCam
:= FIncCam
*i
;
5085 // no need to do that each second frame, weapon queue will take care of it
5086 if FAlive
and FKeys
[KEY_NEXTWEAPON
].Pressed
{and AnyServer} then NextWeapon();
5087 if FAlive
and FKeys
[KEY_PREVWEAPON
].Pressed
{and AnyServer} then PrevWeapon();
5089 if gTime
mod (GAME_TICK
*2) <> 0 then
5091 if (FObj
.Vel
.X
= 0) and FAlive
then
5093 if FKeys
[KEY_LEFT
].Pressed
then
5094 Run(TDirection
.D_LEFT
);
5095 if FKeys
[KEY_RIGHT
].Pressed
then
5096 Run(TDirection
.D_RIGHT
);
5101 if not followCorpse() then
5102 g_Obj_Move(@FObj
, True, True, True);
5103 positionChanged(); // this updates spatial accelerators
5109 FActionChanged
:= False;
5113 // Let alive player do some actions
5114 if FKeys
[KEY_LEFT
].Pressed
then Run(TDirection
.D_LEFT
);
5115 if FKeys
[KEY_RIGHT
].Pressed
then Run(TDirection
.D_RIGHT
);
5116 //if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
5117 //if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
5118 if FKeys
[KEY_FIRE
].Pressed
and AnyServer
then Fire();
5119 if FKeys
[KEY_OPEN
].Pressed
and AnyServer
then Use();
5120 if FKeys
[KEY_JUMP
].Pressed
then Jump()
5123 if AnyServer
and FJetpack
then
5127 if NetServer
then MH_SEND_PlayerStats(FUID
);
5129 FCanJetpack
:= True;
5136 for k
:= Low(FKeys
) to KEY_CHAT
-1 do
5138 if FKeys
[k
].Pressed
then
5146 if gGameSettings
.GameType
in [GT_CUSTOM
, GT_SERVER
, GT_CLIENT
] then
5149 if (FTime
[T_RESPAWN
] <= gTime
) and
5150 gGameOn
and (not FAlive
) then
5152 if (g_Player_GetCount() > 1) then
5156 gExit
:= EXIT_RESTART
;
5161 // Dead spectator actions
5164 if FKeys
[KEY_OPEN
].Pressed
and AnyServer
then Fire();
5165 if FKeys
[KEY_FIRE
].Pressed
and AnyServer
then
5169 if (FSpectatePlayer
>= High(gPlayers
)) then
5170 FSpectatePlayer
:= -1
5174 for I
:= FSpectatePlayer
+ 1 to High(gPlayers
) do
5175 if gPlayers
[I
] <> nil then
5176 if gPlayers
[I
].alive
then
5177 if gPlayers
[I
].UID
<> FUID
then
5179 FSpectatePlayer
:= I
;
5184 if not SetSpect
then FSpectatePlayer
:= -1;
5195 if FKeys
[KEY_UP
].Pressed
or FKeys
[KEY_JUMP
].Pressed
then
5197 FYTo
:= FObj
.Y
- 32;
5198 FSpectatePlayer
:= -1;
5200 if FKeys
[KEY_DOWN
].Pressed
then
5202 FYTo
:= FObj
.Y
+ 32;
5203 FSpectatePlayer
:= -1;
5205 if FKeys
[KEY_LEFT
].Pressed
then
5207 FXTo
:= FObj
.X
- 32;
5208 FSpectatePlayer
:= -1;
5210 if FKeys
[KEY_RIGHT
].Pressed
then
5212 FXTo
:= FObj
.X
+ 32;
5213 FSpectatePlayer
:= -1;
5216 if (FXTo
< -64) then
5218 else if (FXTo
> gMapInfo
.Width
+ 32) then
5219 FXTo
:= gMapInfo
.Width
+ 32;
5220 if (FYTo
< -72) then
5222 else if (FYTo
> gMapInfo
.Height
+ 32) then
5223 FYTo
:= gMapInfo
.Height
+ 32;
5228 if not followCorpse() then
5229 g_Obj_Move(@FObj
, True, True, True);
5230 positionChanged(); // this updates spatial accelerators
5237 if (FSpectatePlayer
<= High(gPlayers
)) and (FSpectatePlayer
>= 0) then
5238 if gPlayers
[FSpectatePlayer
] <> nil then
5239 if gPlayers
[FSpectatePlayer
].alive
then
5241 FXTo
:= gPlayers
[FSpectatePlayer
].GameX
;
5242 FYTo
:= gPlayers
[FSpectatePlayer
].GameY
;
5246 blockmon
:= g_Map_CollidePanel(FObj
.X
+PLAYER_HEADRECT
.X
, FObj
.Y
+PLAYER_HEADRECT
.Y
,
5247 PLAYER_HEADRECT
.Width
, PLAYER_HEADRECT
.Height
,
5248 PANEL_BLOCKMON
, True);
5249 headwater
:= HeadInLiquid(0, 0);
5251 // Ñîïðîòèâëåíèå âîçäóõà:
5252 if (not FAlive
) or not (FKeys
[KEY_LEFT
].Pressed
or FKeys
[KEY_RIGHT
].Pressed
) then
5253 if FObj
.Vel
.X
<> 0 then
5254 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
5256 if (FLastHit
= HIT_TRAP
) and (FPain
> 90) then FPain
:= 90;
5257 DecMin(FPain
, 5, 0);
5258 DecMin(FPickup
, 1, 0);
5260 if FAlive
and (FObj
.Y
> Integer(gMapInfo
.Height
)+128) and AnyServer
then
5262 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
5263 FMegaRulez
[MR_SUIT
] := 0;
5264 FMegaRulez
[MR_INVUL
] := 0;
5265 FMegaRulez
[MR_INVIS
] := 0;
5266 Kill(K_FALLKILL
, 0, HIT_FALL
);
5273 if FCurrWeap
= WEAPON_SAW
then
5274 if not (FSawSound
.IsPlaying() or FSawSoundHit
.IsPlaying() or
5275 FSawSoundSelect
.IsPlaying()) then
5276 FSawSoundIdle
.PlayAt(FObj
.X
, FObj
.Y
);
5279 if (not FJetSoundFly
.IsPlaying()) and (not FJetSoundOn
.IsPlaying()) and
5280 (not FJetSoundOff
.IsPlaying()) then
5282 FJetSoundFly
.SetPosition(0);
5283 FJetSoundFly
.PlayAt(FObj
.X
, FObj
.Y
);
5286 for b
:= WP_FIRST
to WP_LAST
do
5287 if FReloading
[b
] > 0 then
5293 if FShellTimer
> -1 then
5294 if FShellTimer
= 0 then
5296 if FShellType
= SHELL_SHELL
then
5297 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5298 GameVelX
, GameVelY
-2, SHELL_SHELL
)
5299 else if FShellType
= SHELL_DBLSHELL
then
5301 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5302 GameVelX
+1, GameVelY
-2, SHELL_SHELL
);
5303 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5304 GameVelX
-1, GameVelY
-2, SHELL_SHELL
);
5307 end else Dec(FShellTimer
);
5309 if (FBFGFireCounter
> -1) then
5310 if FBFGFireCounter
= 0 then
5314 wx
:= FObj
.X
+WEAPONPOINT
[FDirection
].X
;
5315 wy
:= FObj
.Y
+WEAPONPOINT
[FDirection
].Y
;
5316 xd
:= wx
+IfThen(FDirection
= TDirection
.D_LEFT
, -30, 30);
5317 yd
:= wy
+firediry();
5318 g_Weapon_bfgshot(wx
, wy
, xd
, yd
, FUID
);
5319 if NetServer
then MH_SEND_PlayerFire(FUID
, WEAPON_BFG
, wx
, wy
, xd
, yd
);
5320 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
5321 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
5322 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
5325 FReloading
[WEAPON_BFG
] := WEAPON_RELOAD
[WEAPON_BFG
];
5326 FBFGFireCounter
:= -1;
5329 FBFGFireCounter
:= 0
5331 Dec(FBFGFireCounter
);
5333 if (FMegaRulez
[MR_SUIT
] < gTime
) and AnyServer
then
5335 b
:= g_GetAcidHit(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
, PLAYER_RECT
.Width
, PLAYER_RECT
.Height
);
5337 if (b
> 0) and (gTime
mod (15*GAME_TICK
) = 0) then Damage(b
, 0, 0, 0, HIT_ACID
);
5340 if (headwater
or blockmon
) then
5346 if AnyServer
then Damage(10, 0, 0, 0, HIT_WATER
);
5349 else if (FAir
mod 31 = 0) and not blockmon
then
5351 g_GFX_Bubbles(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2), FObj
.Y
+PLAYER_RECT
.Y
-4, 5+Random(6), 8, 4);
5352 if Random(2) = 0 then
5353 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
5355 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
5357 end else if FAir
< AIR_DEF
then
5360 if FFireTime
> 0 then
5362 if BodyInLiquid(0, 0) then
5367 else if FMegaRulez
[MR_SUIT
] >= gTime
then
5369 if FMegaRulez
[MR_SUIT
] = gTime
then
5376 if FFirePainTime
<= 0 then
5378 if g_Game_IsServer
then
5379 Damage(5, FFireAttacker
, 0, 0, HIT_FLAME
);
5380 FFirePainTime
:= 18;
5382 FFirePainTime
:= FFirePainTime
- 1;
5383 FFireTime
:= FFireTime
- 1;
5384 if (FFireTime
= 0) and g_Game_IsNet
and g_Game_IsServer
then
5385 MH_SEND_PlayerStats(FUID
);
5389 if FDamageBuffer
> 0 then
5391 if FDamageBuffer
>= 9 then
5395 if FDamageBuffer
< 30 then i
:= 9
5396 else if FDamageBuffer
< 100 then i
:= 18
5400 ii
:= Round(FDamageBuffer
*FHealth
/ nonz(FArmor
*(3/4)+FHealth
));
5401 FArmor
:= FArmor
-(FDamageBuffer
-ii
);
5402 FHealth
:= FHealth
-ii
;
5405 FHealth
:= FHealth
+FArmor
;
5410 if FHealth
<= 0 then
5411 if FHealth
> -30 then Kill(K_SIMPLEKILL
, FLastSpawnerUID
, FLastHit
)
5412 else if FHealth
> -50 then Kill(K_HARDKILL
, FLastSpawnerUID
, FLastHit
)
5413 else Kill(K_EXTRAHARDKILL
, FLastSpawnerUID
, FLastHit
);
5417 if FDamageBuffer
<= 20 then FModel
.PlaySound(MODELSOUND_PAIN
, 1, FObj
.X
, FObj
.Y
)
5418 else if FDamageBuffer
<= 55 then FModel
.PlaySound(MODELSOUND_PAIN
, 2, FObj
.X
, FObj
.Y
)
5419 else if FDamageBuffer
<= 120 then FModel
.PlaySound(MODELSOUND_PAIN
, 3, FObj
.X
, FObj
.Y
)
5420 else FModel
.PlaySound(MODELSOUND_PAIN
, 4, FObj
.X
, FObj
.Y
);
5427 end; // if FAlive then ...
5429 if (FActionAnim
= A_PAIN
) and (FModel
.Animation
<> A_PAIN
) then
5431 FModel
.ChangeAnimation(FActionAnim
, FActionForce
);
5432 FModel
.GetCurrentAnimation
.MinLength
:= i
;
5433 FModel
.GetCurrentAnimationMask
.MinLength
:= i
;
5434 end else FModel
.ChangeAnimation(FActionAnim
, FActionForce
and (FModel
.Animation
<> A_STAND
));
5436 if (FModel
.GetCurrentAnimation
.Played
or ((not FActionChanged
) and (FModel
.Animation
= A_WALK
)))
5437 then SetAction(A_STAND
, True);
5439 if not ((FModel
.Animation
= A_WALK
) and (Abs(FObj
.Vel
.X
) < 4) and not FModel
.Fire
) then FModel
.Update
;
5441 for b
:= Low(FKeys
) to High(FKeys
) do
5442 if FKeys
[b
].Time
= 0 then FKeys
[b
].Pressed
:= False else Dec(FKeys
[b
].Time
);
5446 procedure TPlayer
.getMapBox (out x
, y
, w
, h
: Integer); inline;
5448 x
:= FObj
.X
+PLAYER_RECT
.X
;
5449 y
:= FObj
.Y
+PLAYER_RECT
.Y
;
5450 w
:= PLAYER_RECT
.Width
;
5451 h
:= PLAYER_RECT
.Height
;
5455 procedure TPlayer
.moveBy (dx
, dy
: Integer); inline;
5457 if (dx
<> 0) or (dy
<> 0) then
5466 function TPlayer
.Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean;
5468 Result
:= g_Collide(FObj
.X
+PLAYER_RECT
.X
,
5469 FObj
.Y
+PLAYER_RECT
.Y
,
5476 function TPlayer
.Collide(Panel
: TPanel
): Boolean;
5478 Result
:= g_Collide(FObj
.X
+PLAYER_RECT
.X
,
5479 FObj
.Y
+PLAYER_RECT
.Y
,
5483 Panel
.Width
, Panel
.Height
);
5486 function TPlayer
.Collide(X
, Y
: Integer): Boolean;
5488 X
:= X
-FObj
.X
-PLAYER_RECT
.X
;
5489 Y
:= Y
-FObj
.Y
-PLAYER_RECT
.Y
;
5490 Result
:= (x
>= 0) and (x
<= PLAYER_RECT
.Width
) and
5491 (y
>= 0) and (y
<= PLAYER_RECT
.Height
);
5494 function g_Player_ValidName(Name
: string): Boolean;
5500 if gPlayers
= nil then Exit
;
5502 for a
:= 0 to High(gPlayers
) do
5503 if gPlayers
[a
] <> nil then
5504 if LowerCase(Name
) = LowerCase(gPlayers
[a
].FName
) then
5511 procedure TPlayer
.SetDirection(Direction
: TDirection
);
5515 d
:= FModel
.Direction
;
5517 FModel
.Direction
:= Direction
;
5518 if d
<> Direction
then FModel
.ChangeAnimation(FModel
.Animation
, True);
5520 FDirection
:= Direction
;
5523 function TPlayer
.GetKeys(): Byte;
5527 if R_KEY_RED
in FRulez
then Result
:= KEY_RED
;
5528 if R_KEY_GREEN
in FRulez
then Result
:= Result
or KEY_GREEN
;
5529 if R_KEY_BLUE
in FRulez
then Result
:= Result
or KEY_BLUE
;
5531 if FTeam
= TEAM_RED
then Result
:= Result
or KEY_REDTEAM
;
5532 if FTeam
= TEAM_BLUE
then Result
:= Result
or KEY_BLUETEAM
;
5535 procedure TPlayer
.Use();
5539 if FTime
[T_USE
] > gTime
then Exit
;
5541 g_Triggers_PressR(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
, PLAYER_RECT
.Width
,
5542 PLAYER_RECT
.Height
, FUID
, ACTIVATE_PLAYERPRESS
);
5544 for a
:= 0 to High(gPlayers
) do
5545 if (gPlayers
[a
] <> nil) and (gPlayers
[a
] <> Self
) and
5546 gPlayers
[a
].alive
and SameTeam(FUID
, gPlayers
[a
].FUID
) and
5547 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
5548 FObj
.Rect
.Width
, FObj
.Rect
.Height
, @gPlayers
[a
].FObj
) then
5550 gPlayers
[a
].Touch();
5551 if g_Game_IsNet
and g_Game_IsServer
then
5552 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH
, gPlayers
[a
].FUID
);
5555 FTime
[T_USE
] := gTime
+120;
5558 procedure TPlayer
.NetFire(Wpn
: Byte; X
, Y
, AX
, AY
: Integer; WID
: Integer = -1);
5562 WX
, WY
, XD
, YD
: Integer;
5574 if R_BERSERK
in FRulez
then
5576 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5577 locobj
.X
:= FObj
.X
+FObj
.Rect
.X
;
5578 locobj
.Y
:= FObj
.Y
+FObj
.Rect
.Y
;
5581 locobj
.rect
.Width
:= 39;
5582 locobj
.rect
.Height
:= 52;
5583 locobj
.Vel
.X
:= (xd
-wx
) div 2;
5584 locobj
.Vel
.Y
:= (yd
-wy
) div 2;
5585 locobj
.Accel
.X
:= xd
-wx
;
5586 locobj
.Accel
.y
:= yd
-wy
;
5588 if g_Weapon_Hit(@locobj
, 50, FUID
, HIT_SOME
) <> 0 then
5589 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj
.X
, FObj
.Y
)
5591 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj
.X
, FObj
.Y
);
5595 FPain
:= min(FPain
+ 25, 50);
5597 g_Weapon_punch(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, 3, FUID
);
5602 if g_Weapon_chainsaw(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
5603 IfThen(gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
], 9, 3), FUID
) <> 0 then
5605 FSawSoundSelect
.Stop();
5607 FSawSoundHit
.PlayAt(FObj
.X
, FObj
.Y
);
5609 else if not FSawSoundHit
.IsPlaying() then
5611 FSawSoundSelect
.Stop();
5612 FSawSound
.PlayAt(FObj
.X
, FObj
.Y
);
5619 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX
, Gamey
);
5620 FFireAngle
:= FAngle
;
5622 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5623 GameVelX
, GameVelY
-2, SHELL_BULLET
);
5628 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex
, Gamey
);
5629 FFireAngle
:= FAngle
;
5632 FShellType
:= SHELL_SHELL
;
5637 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex
, Gamey
);
5638 FFireAngle
:= FAngle
;
5641 FShellType
:= SHELL_DBLSHELL
;
5646 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex
, Gamey
);
5647 FFireAngle
:= FAngle
;
5649 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5650 GameVelX
, GameVelY
-2, SHELL_BULLET
);
5653 WEAPON_ROCKETLAUNCHER
:
5655 g_Weapon_Rocket(wx
, wy
, xd
, yd
, FUID
, WID
);
5656 FFireAngle
:= FAngle
;
5662 g_Weapon_Plasma(wx
, wy
, xd
, yd
, FUID
, WID
);
5663 FFireAngle
:= FAngle
;
5669 g_Weapon_BFGShot(wx
, wy
, xd
, yd
, FUID
, WID
);
5670 FFireAngle
:= FAngle
;
5674 WEAPON_SUPERPULEMET
:
5676 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex
, Gamey
);
5677 FFireAngle
:= FAngle
;
5679 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5680 GameVelX
, GameVelY
-2, SHELL_SHELL
);
5683 WEAPON_FLAMETHROWER
:
5685 g_Weapon_flame(wx
, wy
, xd
, yd
, FUID
, WID
);
5686 FFireAngle
:= FAngle
;
5693 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
5694 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
5695 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
5698 procedure TPlayer
.DoLerp(Level
: Integer = 2);
5700 if FObj
.X
<> FXTo
then FObj
.X
:= Lerp(FObj
.X
, FXTo
, Level
);
5701 if FObj
.Y
<> FYTo
then FObj
.Y
:= Lerp(FObj
.Y
, FYTo
, Level
);
5704 procedure TPlayer
.SetLerp(XTo
, YTo
: Integer);
5708 if NetInterpLevel
< 1 then
5718 AX
:= Abs(FXTo
- FObj
.X
);
5719 AY
:= Abs(FYTo
- FObj
.Y
);
5720 if (AX
> 32) or (AX
<= NetInterpLevel
) then
5722 if (AY
> 32) or (AY
<= NetInterpLevel
) then
5727 function TPlayer
.FullInLift(XInc
, YInc
: Integer): Integer;
5729 if g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
5730 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
-8,
5731 PANEL_LIFTUP
, False) then Result
:= -1
5733 if g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
5734 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
-8,
5735 PANEL_LIFTDOWN
, False) then Result
:= 1
5739 function TPlayer
.GetFlag(Flag
: Byte): Boolean;
5746 if Flag
= FLAG_NONE
then
5749 if not g_Game_IsServer
then Exit
;
5751 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5752 if (Flag
= FTeam
) and
5753 (gFlags
[Flag
].State
= FLAG_STATE_NORMAL
) and
5754 (FFlag
<> FLAG_NONE
) then
5756 if FFlag
= FLAG_RED
then
5757 s
:= _lc
[I_PLAYER_FLAG_RED
]
5759 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5761 evtype
:= FLAG_STATE_SCORED
;
5763 ts
:= Format('%.4d', [gFlags
[FFlag
].CaptureTime
]);
5764 Insert('.', ts
, Length(ts
) + 1 - 3);
5765 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_CAPTURE
], [FName
, s
, ts
]), True);
5767 g_Map_ResetFlag(FFlag
);
5768 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_CAPTURE
], [AnsiUpperCase(s
)]), 144);
5770 gTeamStat
[FTeam
].Goals
:= gTeamStat
[FTeam
].Goals
+ 1;
5773 if g_Game_IsNet
then
5775 MH_SEND_FlagEvent(evtype
, FFlag
, FUID
, False);
5779 gFlags
[FFlag
].CaptureTime
:= 0;
5784 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5785 if (Flag
= FTeam
) and
5786 (gFlags
[Flag
].State
= FLAG_STATE_DROPPED
) then
5788 if Flag
= FLAG_RED
then
5789 s
:= _lc
[I_PLAYER_FLAG_RED
]
5791 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5793 evtype
:= FLAG_STATE_RETURNED
;
5794 gFlags
[Flag
].CaptureTime
:= 0;
5796 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_RETURN
], [FName
, s
]), True);
5798 g_Map_ResetFlag(Flag
);
5799 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_RETURN
], [AnsiUpperCase(s
)]), 144);
5802 if g_Game_IsNet
then
5804 MH_SEND_FlagEvent(evtype
, Flag
, FUID
, False);
5810 // Ïîäîáðàë ÷óæîé ôëàã:
5811 if (Flag
<> FTeam
) and (FTime
[T_FLAGCAP
] <= gTime
) then
5815 if Flag
= FLAG_RED
then
5816 s
:= _lc
[I_PLAYER_FLAG_RED
]
5818 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5820 evtype
:= FLAG_STATE_CAPTURED
;
5822 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_GET
], [FName
, s
]), True);
5824 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_GET
], [AnsiUpperCase(s
)]), 144);
5826 gFlags
[Flag
].State
:= FLAG_STATE_CAPTURED
;
5829 if g_Game_IsNet
then
5831 MH_SEND_FlagEvent(evtype
, Flag
, FUID
, False);
5837 procedure TPlayer
.SetFlag(Flag
: Byte);
5840 if FModel
<> nil then
5841 FModel
.SetFlag(FFlag
);
5844 function TPlayer
.DropFlag(): Boolean;
5849 if (not g_Game_IsServer
) or (FFlag
= FLAG_NONE
) then
5851 FTime
[T_FLAGCAP
] := gTime
+ 2000;
5852 with gFlags
[FFlag
] do
5856 Direction
:= FDirection
;
5857 State
:= FLAG_STATE_DROPPED
;
5859 g_Obj_Push(@Obj
, (FObj
.Vel
.X
div 2)-2+Random(5),
5860 (FObj
.Vel
.Y
div 2)-2+Random(5));
5861 positionChanged(); // this updates spatial accelerators
5863 if FFlag
= FLAG_RED
then
5864 s
:= _lc
[I_PLAYER_FLAG_RED
]
5866 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5868 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_DROP
], [FName
, s
]), True);
5869 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_DROP
], [AnsiUpperCase(s
)]), 144);
5871 if g_Game_IsNet
then
5872 MH_SEND_FlagEvent(FLAG_STATE_DROPPED
, Flag
, FUID
, False);
5878 procedure TPlayer
.GetSecret();
5883 procedure TPlayer
.PressKey(Key
: Byte; Time
: Word = 1);
5885 Assert(Key
<= High(FKeys
));
5887 FKeys
[Key
].Pressed
:= True;
5888 FKeys
[Key
].Time
:= Time
;
5891 function TPlayer
.IsKeyPressed(K
: Byte): Boolean;
5893 Result
:= FKeys
[K
].Pressed
;
5896 procedure TPlayer
.ReleaseKeys();
5900 for a
:= Low(FKeys
) to High(FKeys
) do
5902 FKeys
[a
].Pressed
:= False;
5907 procedure TPlayer
.ReleaseKeysNoWeapon();
5911 for a
:= Low(FKeys
) to High(FKeys
) do
5913 if (a
= KEY_PREVWEAPON
) or (a
= KEY_NEXTWEAPON
) then continue
;
5914 FKeys
[a
].Pressed
:= False;
5919 procedure TPlayer
.OnDamage(Angle
: SmallInt);
5923 function TPlayer
.firediry(): Integer;
5925 if FKeys
[KEY_UP
].Pressed
then Result
:= -42
5926 else if FKeys
[KEY_DOWN
].Pressed
then Result
:= 19
5930 procedure TPlayer
.RememberState();
5934 FSavedState
.Health
:= FHealth
;
5935 FSavedState
.Armor
:= FArmor
;
5936 FSavedState
.Air
:= FAir
;
5937 FSavedState
.JetFuel
:= FJetFuel
;
5938 FSavedState
.CurrWeap
:= FCurrWeap
;
5939 FSavedState
.NextWeap
:= FNextWeap
;
5940 FSavedState
.NextWeapDelay
:= FNextWeapDelay
;
5943 FSavedState
.Ammo
[i
] := FAmmo
[i
];
5945 FSavedState
.MaxAmmo
[i
] := FMaxAmmo
[i
];
5947 FSavedState
.Rulez
:= FRulez
;
5948 FSavedState
.WaitRecall
:= True;
5951 procedure TPlayer
.RecallState();
5955 if not FSavedState
.WaitRecall
then Exit
;
5957 FHealth
:= FSavedState
.Health
;
5958 FArmor
:= FSavedState
.Armor
;
5959 FAir
:= FSavedState
.Air
;
5960 FJetFuel
:= FSavedState
.JetFuel
;
5961 FCurrWeap
:= FSavedState
.CurrWeap
;
5962 //FNetForceWeap := FCurrWeap;
5963 FNextWeap
:= FSavedState
.NextWeap
;
5964 FNextWeapDelay
:= FSavedState
.NextWeapDelay
;
5967 FAmmo
[i
] := FSavedState
.Ammo
[i
];
5969 FMaxAmmo
[i
] := FSavedState
.MaxAmmo
[i
];
5971 FRulez
:= FSavedState
.Rulez
;
5972 FSavedState
.WaitRecall
:= False;
5974 if gGameSettings
.GameType
= GT_SERVER
then
5975 MH_SEND_PlayerStats(FUID
);
5978 procedure TPlayer
.SaveState (st
: TStream
);
5984 utils
.writeSign(st
, 'PLYR');
5985 utils
.writeInt(st
, Byte(PLR_SAVE_VERSION
)); // version
5987 utils
.writeBool(st
, FIamBot
);
5989 utils
.writeInt(st
, Word(FUID
));
5991 utils
.writeStr(st
, FName
);
5993 utils
.writeInt(st
, Byte(FTeam
));
5995 utils
.writeBool(st
, FAlive
);
5996 // Èçðàñõîäîâàë ëè âñå æèçíè
5997 utils
.writeBool(st
, FNoRespawn
);
5999 if FDirection
= TDirection
.D_LEFT
then b
:= 1 else b
:= 2; // D_RIGHT
6000 utils
.writeInt(st
, Byte(b
));
6002 utils
.writeInt(st
, LongInt(FHealth
));
6004 utils
.writeInt(st
, Byte(FLives
));
6006 utils
.writeInt(st
, LongInt(FArmor
));
6008 utils
.writeInt(st
, LongInt(FAir
));
6010 utils
.writeInt(st
, LongInt(FJetFuel
));
6012 utils
.writeInt(st
, LongInt(FPain
));
6014 utils
.writeInt(st
, LongInt(FKills
));
6016 utils
.writeInt(st
, LongInt(FMonsterKills
));
6018 utils
.writeInt(st
, LongInt(FFrags
));
6020 utils
.writeInt(st
, Byte(FFragCombo
));
6021 // Âðåìÿ ïîñëåäíåãî ôðàãà
6022 utils
.writeInt(st
, LongWord(FLastFrag
));
6024 utils
.writeInt(st
, LongInt(FDeath
));
6026 utils
.writeInt(st
, Byte(FFlag
));
6028 utils
.writeInt(st
, LongInt(FSecrets
));
6030 utils
.writeInt(st
, Byte(FCurrWeap
));
6032 utils
.writeInt(st
, Word(FNextWeap
));
6034 utils
.writeInt(st
, Byte(FNextWeapDelay
));
6035 // Âðåìÿ çàðÿäêè BFG
6036 utils
.writeInt(st
, SmallInt(FBFGFireCounter
));
6038 utils
.writeInt(st
, LongInt(FDamageBuffer
));
6039 // Ïîñëåäíèé óäàðèâøèé
6040 utils
.writeInt(st
, Word(FLastSpawnerUID
));
6041 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6042 utils
.writeInt(st
, Byte(FLastHit
));
6044 Obj_SaveState(st
, @FObj
);
6045 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6046 for i
:= A_BULLETS
to A_HIGH
do utils
.writeInt(st
, Word(FAmmo
[i
]));
6047 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6048 for i
:= A_BULLETS
to A_HIGH
do utils
.writeInt(st
, Word(FMaxAmmo
[i
]));
6050 for i
:= WP_FIRST
to WP_LAST
do utils
.writeBool(st
, FWeapon
[i
]);
6051 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6052 for i
:= WP_FIRST
to WP_LAST
do utils
.writeInt(st
, Word(FReloading
[i
]));
6054 utils
.writeBool(st
, (R_ITEM_BACKPACK
in FRulez
));
6055 // Íàëè÷èå êðàñíîãî êëþ÷à
6056 utils
.writeBool(st
, (R_KEY_RED
in FRulez
));
6057 // Íàëè÷èå çåëåíîãî êëþ÷à
6058 utils
.writeBool(st
, (R_KEY_GREEN
in FRulez
));
6059 // Íàëè÷èå ñèíåãî êëþ÷à
6060 utils
.writeBool(st
, (R_KEY_BLUE
in FRulez
));
6062 utils
.writeBool(st
, (R_BERSERK
in FRulez
));
6063 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6064 for i
:= MR_SUIT
to MR_MAX
do utils
.writeInt(st
, LongWord(FMegaRulez
[i
]));
6065 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6066 for i
:= T_RESPAWN
to T_FLAGCAP
do utils
.writeInt(st
, LongWord(FTime
[i
]));
6068 utils
.writeStr(st
, FModel
.Name
);
6070 utils
.writeInt(st
, Byte(FColor
.R
));
6071 utils
.writeInt(st
, Byte(FColor
.G
));
6072 utils
.writeInt(st
, Byte(FColor
.B
));
6076 procedure TPlayer
.LoadState (st
: TStream
);
6085 if not utils
.checkSign(st
, 'PLYR') then raise XStreamError
.Create('invalid player signature');
6086 if (utils
.readByte(st
) <> PLR_SAVE_VERSION
) then raise XStreamError
.Create('invalid player version');
6088 FIamBot
:= utils
.readBool(st
);
6090 FUID
:= utils
.readWord(st
);
6092 str
:= utils
.readStr(st
);
6093 if (self
<> gPlayer1
) and (self
<> gPlayer2
) then FName
:= str
;
6095 FTeam
:= utils
.readByte(st
);
6097 FAlive
:= utils
.readBool(st
);
6098 // Èçðàñõîäîâàë ëè âñå æèçíè
6099 FNoRespawn
:= utils
.readBool(st
);
6101 b
:= utils
.readByte(st
);
6102 if b
= 1 then FDirection
:= TDirection
.D_LEFT
else FDirection
:= TDirection
.D_RIGHT
; // b = 2
6104 FHealth
:= utils
.readLongInt(st
);
6106 FLives
:= utils
.readByte(st
);
6108 FArmor
:= utils
.readLongInt(st
);
6110 FAir
:= utils
.readLongInt(st
);
6112 FJetFuel
:= utils
.readLongInt(st
);
6114 FPain
:= utils
.readLongInt(st
);
6116 FKills
:= utils
.readLongInt(st
);
6118 FMonsterKills
:= utils
.readLongInt(st
);
6120 FFrags
:= utils
.readLongInt(st
);
6122 FFragCombo
:= utils
.readByte(st
);
6123 // Âðåìÿ ïîñëåäíåãî ôðàãà
6124 FLastFrag
:= utils
.readLongWord(st
);
6126 FDeath
:= utils
.readLongInt(st
);
6128 FFlag
:= utils
.readByte(st
);
6130 FSecrets
:= utils
.readLongInt(st
);
6132 FCurrWeap
:= utils
.readByte(st
);
6133 //FNetForceWeap := FCurrWeap;
6135 FNextWeap
:= utils
.readWord(st
);
6137 FNextWeapDelay
:= utils
.readByte(st
);
6138 // Âðåìÿ çàðÿäêè BFG
6139 FBFGFireCounter
:= utils
.readSmallInt(st
);
6141 FDamageBuffer
:= utils
.readLongInt(st
);
6142 // Ïîñëåäíèé óäàðèâøèé
6143 FLastSpawnerUID
:= utils
.readWord(st
);
6144 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6145 FLastHit
:= utils
.readByte(st
);
6147 Obj_LoadState(@FObj
, st
);
6148 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6149 for i
:= A_BULLETS
to A_HIGH
do FAmmo
[i
] := utils
.readWord(st
);
6150 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6151 for i
:= A_BULLETS
to A_HIGH
do FMaxAmmo
[i
] := utils
.readWord(st
);
6153 for i
:= WP_FIRST
to WP_LAST
do FWeapon
[i
] := utils
.readBool(st
);
6154 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6155 for i
:= WP_FIRST
to WP_LAST
do FReloading
[i
] := utils
.readWord(st
);
6157 if utils
.readBool(st
) then Include(FRulez
, R_ITEM_BACKPACK
);
6158 // Íàëè÷èå êðàñíîãî êëþ÷à
6159 if utils
.readBool(st
) then Include(FRulez
, R_KEY_RED
);
6160 // Íàëè÷èå çåëåíîãî êëþ÷à
6161 if utils
.readBool(st
) then Include(FRulez
, R_KEY_GREEN
);
6162 // Íàëè÷èå ñèíåãî êëþ÷à
6163 if utils
.readBool(st
) then Include(FRulez
, R_KEY_BLUE
);
6165 if utils
.readBool(st
) then Include(FRulez
, R_BERSERK
);
6166 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6167 for i
:= MR_SUIT
to MR_MAX
do FMegaRulez
[i
] := utils
.readLongWord(st
);
6168 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6169 for i
:= T_RESPAWN
to T_FLAGCAP
do FTime
[i
] := utils
.readLongWord(st
);
6171 str
:= utils
.readStr(st
);
6173 FColor
.R
:= utils
.readByte(st
);
6174 FColor
.G
:= utils
.readByte(st
);
6175 FColor
.B
:= utils
.readByte(st
);
6176 if (self
= gPlayer1
) then
6178 str
:= gPlayer1Settings
.Model
;
6179 FColor
:= gPlayer1Settings
.Color
;
6181 else if (self
= gPlayer2
) then
6183 str
:= gPlayer2Settings
.Model
;
6184 FColor
:= gPlayer2Settings
.Color
;
6186 // Îáíîâëÿåì ìîäåëü èãðîêà
6188 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
6189 FModel
.Color
:= TEAMCOLOR
[FTeam
]
6191 FModel
.Color
:= FColor
;
6195 procedure TPlayer
.AllRulez(Health
: Boolean);
6201 FHealth
:= PLAYER_HP_LIMIT
;
6202 FArmor
:= PLAYER_AP_LIMIT
;
6206 for a
:= WP_FIRST
to WP_LAST
do FWeapon
[a
] := True;
6207 for a
:= A_BULLETS
to A_HIGH
do FAmmo
[a
] := 30000;
6208 FRulez
:= FRulez
+[R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
];
6211 procedure TPlayer
.RestoreHealthArmor();
6213 FHealth
:= PLAYER_HP_LIMIT
;
6214 FArmor
:= PLAYER_AP_LIMIT
;
6217 procedure TPlayer
.FragCombo();
6221 if (gGameSettings
.GameMode
in [GM_COOP
, GM_SINGLE
]) or g_Game_IsClient
then
6223 if gTime
- FLastFrag
< FRAG_COMBO_TIME
then
6225 if FFragCombo
< 5 then
6227 Param
:= FUID
or (FFragCombo
shl 16);
6228 if (FComboEvnt
>= Low(gDelayedEvents
)) and
6229 (FComboEvnt
<= High(gDelayedEvents
)) and
6230 gDelayedEvents
[FComboEvnt
].Pending
and
6231 (gDelayedEvents
[FComboEvnt
].DEType
= DE_KILLCOMBO
) and
6232 (gDelayedEvents
[FComboEvnt
].DENum
and $FFFF = FUID
) then
6234 gDelayedEvents
[FComboEvnt
].Time
:= gTime
+ 500;
6235 gDelayedEvents
[FComboEvnt
].DENum
:= Param
;
6238 FComboEvnt
:= g_Game_DelayEvent(DE_KILLCOMBO
, 500, Param
);
6246 procedure TPlayer
.GiveItem(ItemType
: Byte);
6250 if FMegaRulez
[MR_SUIT
] < gTime
+PLAYER_SUIT_TIME
then
6252 FMegaRulez
[MR_SUIT
] := gTime
+PLAYER_SUIT_TIME
;
6256 if FAir
< AIR_MAX
then
6263 if not (R_BERSERK
in FRulez
) then
6265 Include(FRulez
, R_BERSERK
);
6266 if FBFGFireCounter
< 1 then
6268 FCurrWeap
:= WEAPON_KASTET
;
6269 //FNetForceWeap := FCurrWeap;
6270 FNetForceWeapFIdx
:= 0;
6272 FModel
.SetWeapon(WEAPON_KASTET
);
6276 FBerserk
:= gTime
+30000;
6278 if FHealth
< PLAYER_HP_SOFT
then
6280 FHealth
:= PLAYER_HP_SOFT
;
6281 FBerserk
:= gTime
+30000;
6286 if FMegaRulez
[MR_INVUL
] < gTime
+PLAYER_INVUL_TIME
then
6288 FMegaRulez
[MR_INVUL
] := gTime
+PLAYER_INVUL_TIME
;
6292 if FMegaRulez
[MR_INVIS
] < gTime
+PLAYER_INVIS_TIME
then
6294 FMegaRulez
[MR_INVIS
] := gTime
+PLAYER_INVIS_TIME
;
6298 if FJetFuel
< JET_MAX
then
6300 FJetFuel
:= JET_MAX
;
6303 ITEM_MEDKIT_SMALL
: if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 10, PLAYER_HP_SOFT
);
6304 ITEM_MEDKIT_LARGE
: if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 25, PLAYER_HP_SOFT
);
6306 ITEM_ARMOR_GREEN
: if FArmor
< PLAYER_AP_SOFT
then FArmor
:= PLAYER_AP_SOFT
;
6307 ITEM_ARMOR_BLUE
: if FArmor
< PLAYER_AP_LIMIT
then FArmor
:= PLAYER_AP_LIMIT
;
6309 ITEM_SPHERE_BLUE
: if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 100, PLAYER_HP_LIMIT
);
6311 if (FHealth
< PLAYER_HP_LIMIT
) or (FArmor
< PLAYER_AP_LIMIT
) then
6313 if FHealth
< PLAYER_HP_LIMIT
then FHealth
:= PLAYER_HP_LIMIT
;
6314 if FArmor
< PLAYER_AP_LIMIT
then FArmor
:= PLAYER_AP_LIMIT
;
6317 ITEM_WEAPON_SAW
: FWeapon
[WEAPON_SAW
] := True;
6318 ITEM_WEAPON_SHOTGUN1
: FWeapon
[WEAPON_SHOTGUN1
] := True;
6319 ITEM_WEAPON_SHOTGUN2
: FWeapon
[WEAPON_SHOTGUN2
] := True;
6320 ITEM_WEAPON_CHAINGUN
: FWeapon
[WEAPON_CHAINGUN
] := True;
6321 ITEM_WEAPON_ROCKETLAUNCHER
: FWeapon
[WEAPON_ROCKETLAUNCHER
] := True;
6322 ITEM_WEAPON_PLASMA
: FWeapon
[WEAPON_PLASMA
] := True;
6323 ITEM_WEAPON_BFG
: FWeapon
[WEAPON_BFG
] := True;
6324 ITEM_WEAPON_SUPERPULEMET
: FWeapon
[WEAPON_SUPERPULEMET
] := True;
6325 ITEM_WEAPON_FLAMETHROWER
: FWeapon
[WEAPON_FLAMETHROWER
] := True;
6327 ITEM_AMMO_BULLETS
: if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
6328 ITEM_AMMO_BULLETS_BOX
: if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
6329 ITEM_AMMO_SHELLS
: if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
6330 ITEM_AMMO_SHELLS_BOX
: if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 25, FMaxAmmo
[A_SHELLS
]);
6331 ITEM_AMMO_ROCKET
: if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
6332 ITEM_AMMO_ROCKET_BOX
: if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 5, FMaxAmmo
[A_ROCKETS
]);
6333 ITEM_AMMO_CELL
: if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
6334 ITEM_AMMO_CELL_BIG
: if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 100, FMaxAmmo
[A_CELLS
]);
6335 ITEM_AMMO_FUELCAN
: if FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
] then IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
6338 if (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or
6339 (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or
6340 (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or
6341 (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or
6342 (FMaxAmmo
[A_FUEL
] < AmmoLimits
[1, A_FUEL
]) then
6344 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[1, A_BULLETS
];
6345 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[1, A_SHELLS
];
6346 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[1, A_ROCKETS
];
6347 FMaxAmmo
[A_CELLS
] := AmmoLimits
[1, A_CELLS
];
6348 FMaxAmmo
[A_FUEL
] := AmmoLimits
[1, A_FUEL
];
6350 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
6351 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
6352 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
6353 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
6355 FRulez
:= FRulez
+ [R_ITEM_BACKPACK
];
6358 ITEM_KEY_RED
: if not (R_KEY_RED
in FRulez
) then Include(FRulez
, R_KEY_RED
);
6359 ITEM_KEY_GREEN
: if not (R_KEY_GREEN
in FRulez
) then Include(FRulez
, R_KEY_GREEN
);
6360 ITEM_KEY_BLUE
: if not (R_KEY_BLUE
in FRulez
) then Include(FRulez
, R_KEY_BLUE
);
6362 ITEM_BOTTLE
: if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 4, PLAYER_HP_LIMIT
);
6363 ITEM_HELMET
: if FArmor
< PLAYER_AP_LIMIT
then IncMax(FArmor
, 5, PLAYER_AP_LIMIT
);
6368 if g_Game_IsNet
and g_Game_IsServer
then
6369 MH_SEND_PlayerStats(FUID
);
6372 procedure TPlayer
.FlySmoke(Times
: DWORD
= 1);
6377 if (Random(5) = 1) and (Times
= 1) then
6380 if BodyInLiquid(0, 0) then
6382 g_GFX_Bubbles(Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2)+Random(3)-1,
6383 Obj
.Y
+Obj
.Rect
.Height
+8, 1, 8, 4);
6384 if Random(2) = 0 then
6385 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
6387 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
6391 if g_Frames_Get(id
, 'FRAMES_SMOKE') then
6393 for i
:= 1 to Times
do
6395 Anim
:= TAnimation
.Create(id
, False, 3);
6397 g_GFX_OnceAnim(Obj
.X
+Obj
.Rect
.X
+Random(Obj
.Rect
.Width
+Times
*2)-(Anim
.Width
div 2),
6398 Obj
.Y
+Obj
.Rect
.Height
-4+Random(8+Times
*2), Anim
, ONCEANIM_SMOKE
);
6404 procedure TPlayer
.OnFireFlame(Times
: DWORD
= 1);
6409 if (Random(10) = 1) and (Times
= 1) then
6412 if g_Frames_Get(id
, 'FRAMES_FLAME') then
6414 for i
:= 1 to Times
do
6416 Anim
:= TAnimation
.Create(id
, False, 3);
6418 g_GFX_OnceAnim(Obj
.X
+Obj
.Rect
.X
+Random(Obj
.Rect
.Width
+Times
*2)-(Anim
.Width
div 2),
6419 Obj
.Y
+8+Random(8+Times
*2), Anim
, ONCEANIM_SMOKE
);
6425 procedure TPlayer
.PauseSounds(Enable
: Boolean);
6427 FSawSound
.Pause(Enable
);
6428 FSawSoundIdle
.Pause(Enable
);
6429 FSawSoundHit
.Pause(Enable
);
6430 FSawSoundSelect
.Pause(Enable
);
6435 constructor TCorpse
.Create(X
, Y
: Integer; ModelName
: String; aMess
: Boolean);
6440 FObj
.Rect
:= PLAYER_CORPSERECT
;
6441 FModelName
:= ModelName
;
6446 FState
:= CORPSE_STATE_MESS
;
6447 g_PlayerModel_GetAnim(ModelName
, A_DIE2
, FAnimation
, FAnimationMask
);
6451 FState
:= CORPSE_STATE_NORMAL
;
6452 g_PlayerModel_GetAnim(ModelName
, A_DIE1
, FAnimation
, FAnimationMask
);
6456 destructor TCorpse
.Destroy();
6463 function TCorpse
.ObjPtr (): PObj
; inline; begin result
:= @FObj
; end;
6465 procedure TCorpse
.positionChanged (); inline; begin end;
6467 procedure TCorpse
.moveBy (dx
, dy
: Integer); inline;
6469 if (dx
<> 0) or (dy
<> 0) then
6478 procedure TCorpse
.getMapBox (out x
, y
, w
, h
: Integer); inline;
6480 x
:= FObj
.X
+PLAYER_CORPSERECT
.X
;
6481 y
:= FObj
.Y
+PLAYER_CORPSERECT
.Y
;
6482 w
:= PLAYER_CORPSERECT
.Width
;
6483 h
:= PLAYER_CORPSERECT
.Height
;
6487 procedure TCorpse
.Damage(Value
: Word; vx
, vy
: Integer);
6492 if FState
= CORPSE_STATE_REMOVEME
then
6495 FDamage
:= FDamage
+ Value
;
6497 if FDamage
> 150 then
6499 if FAnimation
<> nil then
6504 FState
:= CORPSE_STATE_REMOVEME
;
6506 g_Player_CreateGibs(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
6507 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
6508 FModelName
, FColor
);
6509 // Çâóê ìÿñà îò òðóïà:
6510 pm
:= g_PlayerModel_Get(FModelName
);
6511 pm
.PlaySound(MODELSOUND_DIE
, 5, FObj
.X
, FObj
.Y
);
6515 if (gBodyKillEvent
<> -1)
6516 and gDelayedEvents
[gBodyKillEvent
].Pending
then
6517 gDelayedEvents
[gBodyKillEvent
].Pending
:= False;
6518 gBodyKillEvent
:= g_Game_DelayEvent(DE_BODYKILL
, 1050, 0);
6523 Blood
:= g_PlayerModel_GetBlood(FModelName
);
6524 FObj
.Vel
.X
:= FObj
.Vel
.X
+ vx
;
6525 FObj
.Vel
.Y
:= FObj
.Vel
.Y
+ vy
;
6526 g_GFX_Blood(FObj
.X
+PLAYER_CORPSERECT
.X
+(PLAYER_CORPSERECT
.Width
div 2),
6527 FObj
.Y
+PLAYER_CORPSERECT
.Y
+(PLAYER_CORPSERECT
.Height
div 2),
6528 Value
, vx
, vy
, 16, (PLAYER_CORPSERECT
.Height
*2) div 3,
6529 Blood
.R
, Blood
.G
, Blood
.B
, Blood
.Kind
);
6533 procedure TCorpse
.Draw();
6535 if FState
= CORPSE_STATE_REMOVEME
then
6538 if FAnimation
<> nil then
6539 FAnimation
.Draw(FObj
.X
, FObj
.Y
, TMirrorType
.None
);
6541 if FAnimationMask
<> nil then
6544 FAnimationMask
.Draw(FObj
.X
, FObj
.Y
, TMirrorType
.None
);
6551 procedure TCorpse
.Update();
6555 if FState
= CORPSE_STATE_REMOVEME
then
6558 if gTime
mod (GAME_TICK
*2) <> 0 then
6560 g_Obj_Move(@FObj
, True, True, True);
6561 positionChanged(); // this updates spatial accelerators
6565 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6566 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
6568 st
:= g_Obj_Move(@FObj
, True, True, True);
6569 positionChanged(); // this updates spatial accelerators
6571 if WordBool(st
and MOVE_FALLOUT
) then
6573 FState
:= CORPSE_STATE_REMOVEME
;
6577 if FAnimation
<> nil then
6578 FAnimation
.Update();
6579 if FAnimationMask
<> nil then
6580 FAnimationMask
.Update();
6584 procedure TCorpse
.SaveState (st
: TStream
);
6591 utils
.writeSign(st
, 'CORP');
6592 utils
.writeInt(st
, Byte(0));
6594 utils
.writeInt(st
, Byte(FState
));
6596 utils
.writeInt(st
, Byte(FDamage
));
6598 utils
.writeInt(st
, Byte(FColor
.R
));
6599 utils
.writeInt(st
, Byte(FColor
.G
));
6600 utils
.writeInt(st
, Byte(FColor
.B
));
6602 Obj_SaveState(st
, @FObj
);
6603 utils
.writeInt(st
, Word(FPlayerUID
));
6605 anim
:= (FAnimation
<> nil);
6606 utils
.writeBool(st
, anim
);
6607 // Åñëè åñòü - ñîõðàíÿåì
6608 if anim
then FAnimation
.SaveState(st
);
6609 // Åñòü ëè ìàñêà àíèìàöèè
6610 anim
:= (FAnimationMask
<> nil);
6611 utils
.writeBool(st
, anim
);
6612 // Åñëè åñòü - ñîõðàíÿåì
6613 if anim
then FAnimationMask
.SaveState(st
);
6617 procedure TCorpse
.LoadState (st
: TStream
);
6624 if not utils
.checkSign(st
, 'CORP') then raise XStreamError
.Create('invalid corpse signature');
6625 if (utils
.readByte(st
) <> 0) then raise XStreamError
.Create('invalid corpse version');
6627 FState
:= utils
.readByte(st
);
6629 FDamage
:= utils
.readByte(st
);
6631 FColor
.R
:= utils
.readByte(st
);
6632 FColor
.G
:= utils
.readByte(st
);
6633 FColor
.B
:= utils
.readByte(st
);
6635 Obj_LoadState(@FObj
, st
);
6636 FPlayerUID
:= utils
.readWord(st
);
6638 anim
:= utils
.readBool(st
);
6639 // Åñëè åñòü - çàãðóæàåì
6642 Assert(FAnimation
<> nil, 'TCorpse.LoadState: no FAnimation');
6643 FAnimation
.LoadState(st
);
6645 // Åñòü ëè ìàñêà àíèìàöèè
6646 anim
:= utils
.readBool(st
);
6647 // Åñëè åñòü - çàãðóæàåì
6650 Assert(FAnimationMask
<> nil, 'TCorpse.LoadState: no FAnimationMask');
6651 FAnimationMask
.LoadState(st
);
6657 constructor TBot
.Create();
6664 FSpectator
:= False;
6671 for a
:= WP_FIRST
to WP_LAST
do
6673 FDifficult
.WeaponPrior
[a
] := WEAPON_PRIOR1
[a
];
6674 FDifficult
.CloseWeaponPrior
[a
] := WEAPON_PRIOR2
[a
];
6675 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6679 destructor TBot
.Destroy();
6682 inherited Destroy();
6685 procedure TBot
.Draw();
6689 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6690 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6693 procedure TBot
.Respawn(Silent
: Boolean; Force
: Boolean = False);
6695 inherited Respawn(Silent
, Force
);
6698 FSelectedWeapon
:= FCurrWeap
;
6699 FNetForceWeapFIdx
:= 0;
6704 procedure TBot
.UpdateCombat();
6717 TTargetRecord
= array of TTarget
;
6719 function Compare(a
, b
: TTarget
): Integer;
6721 if a
.Line
and not b
.Line
then // A íà ëèíèè îãíÿ
6724 if not a
.Line
and b
.Line
then // B íà ëèíèè îãíÿ
6726 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6727 if (a
.Line
and b
.Line
) or ((not a
.Line
) and (not b
.Line
)) then
6729 if a
.Dist
> b
.Dist
then // B áëèæå
6731 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6734 else // Ñòðàííî -> A
6739 a
, x1
, y1
, x2
, y2
: Integer;
6740 targets
: TTargetRecord
;
6742 Target
, BestTarget
: TTarget
;
6743 firew
, fireh
: Integer;
6747 vsPlayer
, vsMonster
, ok
: Boolean;
6750 function monsUpdate (mon
: TMonster
): Boolean;
6752 result
:= false; // don't stop
6753 if mon
.alive
and (mon
.MonsterType
<> MONSTER_BARREL
) then
6755 if not TargetOnScreen(mon
.Obj
.X
+mon
.Obj
.Rect
.X
, mon
.Obj
.Y
+mon
.Obj
.Rect
.Y
) then exit
;
6757 x2
:= mon
.Obj
.X
+mon
.Obj
.Rect
.X
+(mon
.Obj
.Rect
.Width
div 2);
6758 y2
:= mon
.Obj
.Y
+mon
.Obj
.Rect
.Y
+(mon
.Obj
.Rect
.Height
div 2);
6760 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6761 if g_TraceVector(x1
, y1
, x2
, y2
) then
6763 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6764 SetLength(targets
, Length(targets
)+1);
6765 with targets
[High(targets
)] do
6772 Rect
:= mon
.Obj
.Rect
;
6773 Dist
:= g_PatchLength(x1
, y1
, x2
, y2
);
6774 Line
:= (y1
+4 < Target
.Y
+ mon
.Obj
.Rect
.Y
+ mon
.Obj
.Rect
.Height
) and
6775 (y1
-4 > Target
.Y
+ mon
.Obj
.Rect
.Y
);
6784 vsPlayer
:= LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSPLAYER
);
6785 vsMonster
:= LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSMONSTER
);
6787 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6788 if FCurrWeap
<> FSelectedWeapon
then
6791 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6792 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap
= FSelectedWeapon
) then
6794 RemoveAIFlag('NEEDFIRE');
6797 WEAPON_PLASMA
, WEAPON_SUPERPULEMET
, WEAPON_CHAINGUN
: PressKey(KEY_FIRE
, 20);
6798 WEAPON_SAW
, WEAPON_KASTET
, WEAPON_FLAMETHROWER
: PressKey(KEY_FIRE
, 40);
6799 else PressKey(KEY_FIRE
);
6803 // Êîîðäèíàòû ñòâîëà:
6804 x1
:= FObj
.X
+ WEAPONPOINT
[FDirection
].X
;
6805 y1
:= FObj
.Y
+ WEAPONPOINT
[FDirection
].Y
;
6807 Target
.UID
:= FTargetUID
;
6810 if Target
.UID
<> 0 then
6811 begin // Öåëü åñòü - íàñòðàèâàåì
6812 if (g_GetUIDType(Target
.UID
) = UID_PLAYER
) and
6815 tpla
:= g_Player_Get(Target
.UID
);
6819 if (@FObj
) <> nil then
6826 Target
.cX
:= Target
.X
+ PLAYER_RECT_CX
;
6827 Target
.cY
:= Target
.Y
+ PLAYER_RECT_CY
;
6828 Target
.Rect
:= PLAYER_RECT
;
6829 Target
.Visible
:= g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
);
6830 Target
.Line
:= (y1
+4 < Target
.Y
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
) and
6831 (y1
-4 > Target
.Y
+PLAYER_RECT
.Y
);
6832 Target
.IsPlayer
:= True;
6836 if (g_GetUIDType(Target
.UID
) = UID_MONSTER
) and
6839 mon
:= g_Monsters_ByUID(Target
.UID
);
6842 Target
.X
:= mon
.Obj
.X
;
6843 Target
.Y
:= mon
.Obj
.Y
;
6845 Target
.cX
:= Target
.X
+ mon
.Obj
.Rect
.X
+ (mon
.Obj
.Rect
.Width
div 2);
6846 Target
.cY
:= Target
.Y
+ mon
.Obj
.Rect
.Y
+ (mon
.Obj
.Rect
.Height
div 2);
6847 Target
.Rect
:= mon
.Obj
.Rect
;
6848 Target
.Visible
:= g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
);
6849 Target
.Line
:= (y1
+4 < Target
.Y
+ mon
.Obj
.Rect
.Y
+ mon
.Obj
.Rect
.Height
) and
6850 (y1
-4 > Target
.Y
+ mon
.Obj
.Rect
.Y
);
6851 Target
.IsPlayer
:= False;
6858 begin // Öåëè íåò - îáíóëÿåì
6863 Target
.Visible
:= False;
6864 Target
.Line
:= False;
6865 Target
.IsPlayer
:= False;
6870 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6871 if (not Target
.Line
) or (not Target
.Visible
) then
6875 for a
:= 0 to High(gPlayers
) do
6876 if (gPlayers
[a
] <> nil) and (gPlayers
[a
].alive
) and
6877 (gPlayers
[a
].FUID
<> FUID
) and
6878 (not SameTeam(FUID
, gPlayers
[a
].FUID
)) and
6879 (not gPlayers
[a
].NoTarget
) and
6880 (gPlayers
[a
].FMegaRulez
[MR_INVIS
] < gTime
) then
6882 if not TargetOnScreen(gPlayers
[a
].FObj
.X
+ PLAYER_RECT
.X
,
6883 gPlayers
[a
].FObj
.Y
+ PLAYER_RECT
.Y
) then
6886 x2
:= gPlayers
[a
].FObj
.X
+ PLAYER_RECT_CX
;
6887 y2
:= gPlayers
[a
].FObj
.Y
+ PLAYER_RECT_CY
;
6889 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6890 if g_TraceVector(x1
, y1
, x2
, y2
) then
6892 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6893 SetLength(targets
, Length(targets
)+1);
6894 with targets
[High(targets
)] do
6896 UID
:= gPlayers
[a
].FUID
;
6897 X
:= gPlayers
[a
].FObj
.X
;
6898 Y
:= gPlayers
[a
].FObj
.Y
;
6901 Rect
:= PLAYER_RECT
;
6902 Dist
:= g_PatchLength(x1
, y1
, x2
, y2
);
6903 Line
:= (y1
+4 < Target
.Y
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
) and
6904 (y1
-4 > Target
.Y
+PLAYER_RECT
.Y
);
6912 if vsMonster
then g_Mons_ForEach(monsUpdate
);
6915 // Åñëè åñòü âîçìîæíûå öåëè:
6916 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6917 if targets
<> nil then
6919 // Âûáèðàåì íàèëó÷øóþ öåëü:
6920 BestTarget
:= targets
[0];
6921 if Length(targets
) > 1 then
6922 for a
:= 1 to High(targets
) do
6923 if Compare(BestTarget
, targets
[a
]) = 1 then
6924 BestTarget
:= targets
[a
];
6926 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6927 if ((not Target
.Visible
) and BestTarget
.Visible
and (Target
.UID
<> BestTarget
.UID
)) or
6928 ((not Target
.Line
) and BestTarget
.Line
and BestTarget
.Visible
) then
6930 Target
:= BestTarget
;
6932 if (Healthy() = 3) or ((Healthy() = 2)) then
6933 begin // Åñëè çäîðîâû - äîãîíÿåì
6934 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
> FObj
.X
)) then
6935 SetAIFlag('GORIGHT', '1');
6936 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
< FObj
.X
)) then
6937 SetAIFlag('GOLEFT', '1');
6940 begin // Åñëè ïîáèòû - óáåãàåì
6941 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
< FObj
.X
)) then
6942 SetAIFlag('GORIGHT', '1');
6943 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
> FObj
.X
)) then
6944 SetAIFlag('GOLEFT', '1');
6947 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6948 SelectWeapon(Abs(x1
-Target
.cX
));
6953 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6954 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6955 if Target
.UID
<> 0 then
6957 if not TargetOnScreen(Target
.X
+ Target
.Rect
.X
,
6958 Target
.Y
+ Target
.Rect
.Y
) then
6959 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6960 if (Healthy() = 3) or ((Healthy() = 2)) then
6961 begin // Åñëè çäîðîâû - äîãîíÿåì
6962 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
> FObj
.X
)) then
6963 SetAIFlag('GORIGHT', '1');
6964 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
< FObj
.X
)) then
6965 SetAIFlag('GOLEFT', '1');
6968 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6970 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
< FObj
.X
)) then
6971 SetAIFlag('GORIGHT', '1');
6972 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
> FObj
.X
)) then
6973 SetAIFlag('GOLEFT', '1');
6977 begin // Öåëü ïîêà íà "ýêðàíå"
6978 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
6979 if g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
6980 FLastVisible
:= gTime
;
6981 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
6982 if (Abs(FObj
.Y
-Target
.Y
) <= 128) then
6984 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
> FObj
.X
)) then
6985 SetAIFlag('GORIGHT', '1');
6986 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
< FObj
.X
)) then
6987 SetAIFlag('GOLEFT', '1');
6991 // Âûáèðàåì óãîë ââåðõ:
6992 if FDirection
= TDirection
.D_LEFT
then
6993 angle
:= ANGLE_LEFTUP
6995 angle
:= ANGLE_RIGHTUP
;
6997 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6998 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7000 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
7001 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
7002 Target
.X
+Target
.Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128), //96
7003 Target
.Y
+Target
.Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
7004 Target
.Rect
.Width
, Target
.Rect
.Height
) and
7005 g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
7006 begin // òî íóæíî ñòðåëÿòü ââåðõ
7007 SetAIFlag('NEEDFIRE', '1');
7008 SetAIFlag('NEEDSEEUP', '1');
7011 // Âûáèðàåì óãîë âíèç:
7012 if FDirection
= TDirection
.D_LEFT
then
7013 angle
:= ANGLE_LEFTDOWN
7015 angle
:= ANGLE_RIGHTDOWN
;
7017 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7018 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7020 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
7021 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
7022 Target
.X
+Target
.Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
7023 Target
.Y
+Target
.Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
7024 Target
.Rect
.Width
, Target
.Rect
.Height
) and
7025 g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
7026 begin // òî íóæíî ñòðåëÿòü âíèç
7027 SetAIFlag('NEEDFIRE', '1');
7028 SetAIFlag('NEEDSEEDOWN', '1');
7031 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
7032 if Target
.Visible
and
7033 (y1
+4 < Target
.Y
+Target
.Rect
.Y
+Target
.Rect
.Height
) and
7034 (y1
-4 > Target
.Y
+Target
.Rect
.Y
) then
7036 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
7037 if ((FDirection
= TDirection
.D_LEFT
) and (Target
.X
< FObj
.X
)) or
7038 ((FDirection
= TDirection
.D_RIGHT
) and (Target
.X
> FObj
.X
)) then
7039 begin // òî íóæíî ñòðåëÿòü âïåðåä
7040 SetAIFlag('NEEDFIRE', '1');
7041 SetAIFlag('NEEDSEEDOWN', '');
7042 SetAIFlag('NEEDSEEUP', '');
7044 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
7045 if Abs(FObj
.X
-Target
.X
) < Trunc(gPlayerScreenSize
.X
*0.75) then
7046 if GetRnd(FDifficult
.CloseJump
) then
7047 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
7048 if Abs(FObj
.X
-Target
.X
) < 128 then
7052 if Random(a
) = 0 then
7053 SetAIFlag('NEEDJUMP', '1');
7057 // Åñëè öåëü âñå åùå åñòü:
7058 if Target
.UID
<> 0 then
7059 if gTime
-FLastVisible
> 2000 then // Åñëè âèäåëè äàâíî
7060 Target
.UID
:= 0 // òî çàáûòü öåëü
7061 else // Åñëè âèäåëè íåäàâíî
7062 begin // íî öåëü óáèëè
7063 if Target
.IsPlayer
then
7064 begin // Öåëü - èãðîê
7065 pla
:= g_Player_Get(Target
.UID
);
7066 if (pla
= nil) or (not pla
.alive
) or pla
.NoTarget
or
7067 (pla
.FMegaRulez
[MR_INVIS
] >= gTime
) then
7068 Target
.UID
:= 0; // òî çàáûòü öåëü
7071 begin // Öåëü - ìîíñòð
7072 mon
:= g_Monsters_ByUID(Target
.UID
);
7073 if (mon
= nil) or (not mon
.alive
) then
7074 Target
.UID
:= 0; // òî çàáûòü öåëü
7077 end; // if Target.UID <> 0
7079 FTargetUID
:= Target
.UID
;
7081 // Åñëè âîçìîæíûõ öåëåé íåò:
7082 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
7083 if targets
= nil then
7084 if GetAIFlag('ATTACKLEFT') <> '' then
7085 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
7086 RemoveAIFlag('ATTACKLEFT');
7088 SetAIFlag('NEEDJUMP', '1');
7090 if RunDirection() = TDirection
.D_RIGHT
then
7091 begin // Èäåì íå â òó ñòîðîíó
7092 if (Healthy() > 1) and GetRnd(FDifficult
.InvisFire
) then
7093 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
7094 SetAIFlag('NEEDFIRE', '1');
7095 SetAIFlag('GOLEFT', '1');
7099 begin // Èäåì â íóæíóþ ñòîðîíó
7100 if GetRnd(FDifficult
.InvisFire
) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7101 SetAIFlag('NEEDFIRE', '1');
7102 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7103 SetAIFlag('GORIGHT', '1');
7107 if GetAIFlag('ATTACKRIGHT') <> '' then
7108 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
7109 RemoveAIFlag('ATTACKRIGHT');
7111 SetAIFlag('NEEDJUMP', '1');
7113 if RunDirection() = TDirection
.D_LEFT
then
7114 begin // Èäåì íå â òó ñòîðîíó
7115 if (Healthy() > 1) and GetRnd(FDifficult
.InvisFire
) then
7116 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
7117 SetAIFlag('NEEDFIRE', '1');
7118 SetAIFlag('GORIGHT', '1');
7123 if GetRnd(FDifficult
.InvisFire
) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7124 SetAIFlag('NEEDFIRE', '1');
7125 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7126 SetAIFlag('GOLEFT', '1');
7130 //HACK! (does it belong there?)
7131 RealizeCurrentWeapon();
7133 // Åñëè åñòü âîçìîæíûå öåëè:
7134 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
7135 if (targets
<> nil) and (GetAIFlag('NEEDFIRE') <> '') then
7136 for a
:= 0 to High(targets
) do
7138 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
7139 if GetRnd(FDifficult
.DiagFire
) then
7141 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
7142 if FDirection
= TDirection
.D_LEFT
then
7143 angle
:= ANGLE_LEFTUP
7145 angle
:= ANGLE_RIGHTUP
;
7147 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7148 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7150 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
7151 targets
[a
].X
+targets
[a
].Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
7152 targets
[a
].Y
+targets
[a
].Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
7153 targets
[a
].Rect
.Width
, targets
[a
].Rect
.Height
) and
7154 g_TraceVector(x1
, y1
, targets
[a
].cX
, targets
[a
].cY
) then
7156 SetAIFlag('NEEDFIRE', '1');
7157 SetAIFlag('NEEDSEEUP', '1');
7160 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
7161 if FDirection
= TDirection
.D_LEFT
then
7162 angle
:= ANGLE_LEFTDOWN
7164 angle
:= ANGLE_RIGHTDOWN
;
7166 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7167 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7169 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
7170 targets
[a
].X
+targets
[a
].Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
7171 targets
[a
].Y
+targets
[a
].Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
7172 targets
[a
].Rect
.Width
, targets
[a
].Rect
.Height
) and
7173 g_TraceVector(x1
, y1
, targets
[a
].cX
, targets
[a
].cY
) then
7175 SetAIFlag('NEEDFIRE', '1');
7176 SetAIFlag('NEEDSEEDOWN', '1');
7180 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
7181 if targets
[a
].Line
and targets
[a
].Visible
and
7182 (((FDirection
= TDirection
.D_LEFT
) and (targets
[a
].X
< FObj
.X
)) or
7183 ((FDirection
= TDirection
.D_RIGHT
) and (targets
[a
].X
> FObj
.X
))) then
7185 SetAIFlag('NEEDFIRE', '1');
7190 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
7191 if g_Weapon_Danger(FUID
, FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
,
7192 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
,
7193 40+GetInterval(FDifficult
.Cover
, 40)) then
7194 SetAIFlag('NEEDJUMP', '1');
7196 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
7197 ammo
:= GetAmmoByWeapon(FCurrWeap
);
7198 if ((FCurrWeap
= WEAPON_SHOTGUN2
) and (ammo
< 2)) or
7199 ((FCurrWeap
= WEAPON_BFG
) and (ammo
< 40)) or
7201 SetAIFlag('SELECTWEAPON', '1');
7203 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
7204 if GetAIFlag('SELECTWEAPON') = '1' then
7207 RemoveAIFlag('SELECTWEAPON');
7211 procedure TBot
.Update();
7224 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
7225 if (g_debug_BotAIOff
= 1) and (Team
= TEAM_RED
) then
7227 if (g_debug_BotAIOff
= 2) and (Team
= TEAM_BLUE
) then
7229 if g_debug_BotAIOff
= 3 then
7239 RealizeCurrentWeapon();
7246 procedure TBot
.ReleaseKey(Key
: Byte);
7255 function TBot
.KeyPressed(Key
: Word): Boolean;
7257 Result
:= FKeys
[Key
].Pressed
;
7260 function TBot
.GetAIFlag(aName
: String20
): String20
;
7266 aName
:= LowerCase(aName
);
7268 if FAIFlags
<> nil then
7269 for a
:= 0 to High(FAIFlags
) do
7270 if LowerCase(FAIFlags
[a
].Name
) = aName
then
7272 Result
:= FAIFlags
[a
].Value
;
7277 procedure TBot
.RemoveAIFlag(aName
: String20
);
7281 if FAIFlags
= nil then Exit
;
7283 aName
:= LowerCase(aName
);
7285 for a
:= 0 to High(FAIFlags
) do
7286 if LowerCase(FAIFlags
[a
].Name
) = aName
then
7288 if a
<> High(FAIFlags
) then
7289 for b
:= a
to High(FAIFlags
)-1 do
7290 FAIFlags
[b
] := FAIFlags
[b
+1];
7292 SetLength(FAIFlags
, Length(FAIFlags
)-1);
7297 procedure TBot
.SetAIFlag(aName
, fValue
: String20
);
7305 aName
:= LowerCase(aName
);
7307 if FAIFlags
<> nil then
7308 for a
:= 0 to High(FAIFlags
) do
7309 if LowerCase(FAIFlags
[a
].Name
) = aName
then
7315 if ok
then FAIFlags
[a
].Value
:= fValue
7318 SetLength(FAIFlags
, Length(FAIFlags
)+1);
7319 with FAIFlags
[High(FAIFlags
)] do
7327 procedure TBot
.UpdateMove
;
7329 procedure GoLeft(Time
: Word = 1);
7331 ReleaseKey(KEY_LEFT
);
7332 ReleaseKey(KEY_RIGHT
);
7333 PressKey(KEY_LEFT
, Time
);
7334 SetDirection(TDirection
.D_LEFT
);
7337 procedure GoRight(Time
: Word = 1);
7339 ReleaseKey(KEY_LEFT
);
7340 ReleaseKey(KEY_RIGHT
);
7341 PressKey(KEY_RIGHT
, Time
);
7342 SetDirection(TDirection
.D_RIGHT
);
7345 function Rnd(a
: Word): Boolean;
7347 Result
:= Random(a
) = 0;
7350 procedure Turn(Time
: Word = 1200);
7352 if RunDirection() = TDirection
.D_LEFT
then GoRight(Time
) else GoLeft(Time
);
7357 ReleaseKey(KEY_LEFT
);
7358 ReleaseKey(KEY_RIGHT
);
7361 function CanRunLeft(): Boolean;
7363 Result
:= not CollideLevel(-1, 0);
7366 function CanRunRight(): Boolean;
7368 Result
:= not CollideLevel(1, 0);
7371 function CanRun(): Boolean;
7373 if RunDirection() = TDirection
.D_LEFT
then Result
:= CanRunLeft() else Result
:= CanRunRight();
7376 procedure Jump(Time
: Word = 30);
7378 PressKey(KEY_JUMP
, Time
);
7381 function NearHole(): Boolean;
7385 { TODO 5 : Ëåñòíèöû }
7386 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
7387 for x
:= 1 to PLAYER_RECT
.Width
do
7388 if (not StayOnStep(x
*sx
, 0)) and
7389 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
7390 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
7399 function BorderHole(): Boolean;
7403 { TODO 5 : Ëåñòíèöû }
7404 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
7405 for x
:= 1 to PLAYER_RECT
.Width
do
7406 if (not StayOnStep(x
*sx
, 0)) and
7407 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
7408 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
7410 for xx
:= x
to x
+32 do
7411 if CollideLevel(xx
*sx
, PLAYER_RECT
.Height
) then
7421 function NearDeepHole(): Boolean;
7427 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
7430 for x
:= 1 to PLAYER_RECT
.Width
do
7431 if (not StayOnStep(x
*sx
, 0)) and
7432 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
7433 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
7435 while FObj
.Y
+y
*PLAYER_RECT
.Height
< gMapInfo
.Height
do
7437 if CollideLevel(x
*sx
, PLAYER_RECT
.Height
*y
) then Exit
;
7442 end else Result
:= False;
7445 function OverDeepHole(): Boolean;
7452 while FObj
.Y
+y
*PLAYER_RECT
.Height
< gMapInfo
.Height
do
7454 if CollideLevel(0, PLAYER_RECT
.Height
*y
) then Exit
;
7461 function OnGround(): Boolean;
7463 Result
:= StayOnStep(0, 0) or CollideLevel(0, 1);
7466 function OnLadder(): Boolean;
7468 Result
:= FullInStep(0, 0);
7471 function BelowLadder(): Boolean;
7473 Result
:= (FullInStep(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
) and
7474 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
)) or
7475 (FullInStep(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
) and
7476 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
));
7479 function BelowLiftUp(): Boolean;
7481 Result
:= ((FullInLift(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
) = -1) and
7482 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
)) or
7483 ((FullInLift(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
) = -1) and
7484 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
));
7487 function OnTopLift(): Boolean;
7489 Result
:= (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7492 function CanJumpOver(): Boolean;
7496 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
7500 if not CollideLevel(sx
, 0) then Exit
;
7502 for y
:= 1 to BOT_MAXJUMP
do
7503 if CollideLevel(0, -y
) then Exit
else
7504 if not CollideLevel(sx
, -y
) then
7511 function CanJumpUp(Dist
: ShortInt): Boolean;
7518 if CollideLevel(Dist
, 0) then Exit
;
7521 for y
:= 0 to BOT_MAXJUMP
do
7522 if CollideLevel(Dist
, -y
) then
7531 for yy
:= y
+1 to BOT_MAXJUMP
do
7532 if not CollideLevel(Dist
, -yy
) then
7541 for y
:= 0 to BOT_MAXJUMP
do
7542 if CollideLevel(0, -y
) then
7550 if y
< yy
then Exit
;
7555 function IsSafeTrigger(): Boolean;
7560 if gTriggers
= nil then
7562 for a
:= 0 to High(gTriggers
) do
7563 if Collide(gTriggers
[a
].X
,
7566 gTriggers
[a
].Height
) and
7567 (gTriggers
[a
].TriggerType
in [TRIGGER_EXIT
, TRIGGER_CLOSEDOOR
,
7568 TRIGGER_CLOSETRAP
, TRIGGER_TRAP
,
7569 TRIGGER_PRESS
, TRIGGER_ON
, TRIGGER_OFF
,
7570 TRIGGER_ONOFF
, TRIGGER_SPAWNMONSTER
,
7571 TRIGGER_DAMAGE
, TRIGGER_SHOT
]) then
7576 // Âîçìîæíî, íàæèìàåì êíîïêó:
7577 if Rnd(16) and IsSafeTrigger() then
7580 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7581 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7583 ReleaseKey(KEY_LEFT
);
7584 ReleaseKey(KEY_RIGHT
);
7588 // Èäåì âëåâî, åñëè íàäî áûëî:
7589 if GetAIFlag('GOLEFT') <> '' then
7591 RemoveAIFlag('GOLEFT');
7592 if CanRunLeft() then
7596 // Èäåì âïðàâî, åñëè íàäî áûëî:
7597 if GetAIFlag('GORIGHT') <> '' then
7599 RemoveAIFlag('GORIGHT');
7600 if CanRunRight() then
7604 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7605 if FObj
.X
< -32 then
7608 if FObj
.X
+32 > gMapInfo
.Width
then
7611 // Ïðûãàåì, åñëè íàäî áûëî:
7612 if GetAIFlag('NEEDJUMP') <> '' then
7615 RemoveAIFlag('NEEDJUMP');
7618 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7619 if GetAIFlag('NEEDSEEUP') <> '' then
7622 ReleaseKey(KEY_DOWN
);
7623 PressKey(KEY_UP
, 20);
7624 RemoveAIFlag('NEEDSEEUP');
7627 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7628 if GetAIFlag('NEEDSEEDOWN') <> '' then
7631 ReleaseKey(KEY_DOWN
);
7632 PressKey(KEY_DOWN
, 20);
7633 RemoveAIFlag('NEEDSEEDOWN');
7636 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7637 if GetAIFlag('GOINHOLE') <> '' then
7638 if not OnGround() then
7640 ReleaseKey(KEY_LEFT
);
7641 ReleaseKey(KEY_RIGHT
);
7642 RemoveAIFlag('GOINHOLE');
7643 SetAIFlag('FALLINHOLE', '1');
7646 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7647 if GetAIFlag('FALLINHOLE') <> '' then
7649 RemoveAIFlag('FALLINHOLE');
7651 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7652 if not (KeyPressed(KEY_LEFT
) or KeyPressed(KEY_RIGHT
)) then
7653 if GetAIFlag('FALLINHOLE') = '' then
7654 if (not OnLadder()) or (FObj
.Vel
.Y
>= 0) or (OnTopLift()) then
7660 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7662 CanJumpUp(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*32) and
7666 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7667 if OnGround() and NearHole() then
7668 if NearDeepHole() then // Åñëè ýòî áåçäíà
7670 0..3: Turn(); // Áåæèì îáðàòíî
7671 4: Jump(); // Ïðûãàåì
7672 5: begin // Ïðûãàåì îáðàòíî
7677 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7678 if GetAIFlag('GOINHOLE') = '' then
7680 0: Turn(); // Íå íóæíî òóäà
7681 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7682 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7683 if BorderHole() then
7684 SetAIFlag('GOINHOLE', '1');
7687 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7688 if (not CanRun()) and OnGround() then
7690 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7691 if CanJumpOver() or OnLadder() then
7693 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7694 if Random(2) = 0 then
7696 if IsSafeTrigger() then
7702 // Îñòàëîñü ìàëî âîçäóõà:
7703 if FAir
< 36 * 2 then
7706 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7707 if (FMegaRulez
[MR_SUIT
] < gTime
) and ((FLastHit
= HIT_ACID
) or (Healthy() <= 1)) then
7708 if BodyInAcid(0, 0) then
7712 function TBot
.FullInStep(XInc
, YInc
: Integer): Boolean;
7714 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
7715 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
, PANEL_STEP
, False);
7718 {function TBot.NeedItem(Item: Byte): Byte;
7723 procedure TBot
.SelectWeapon(Dist
: Integer);
7727 function HaveAmmo(weapon
: Byte): Boolean;
7730 WEAPON_PISTOL
: Result
:= FAmmo
[A_BULLETS
] >= 1;
7731 WEAPON_SHOTGUN1
: Result
:= FAmmo
[A_SHELLS
] >= 1;
7732 WEAPON_SHOTGUN2
: Result
:= FAmmo
[A_SHELLS
] >= 2;
7733 WEAPON_CHAINGUN
: Result
:= FAmmo
[A_BULLETS
] >= 10;
7734 WEAPON_ROCKETLAUNCHER
: Result
:= FAmmo
[A_ROCKETS
] >= 1;
7735 WEAPON_PLASMA
: Result
:= FAmmo
[A_CELLS
] >= 10;
7736 WEAPON_BFG
: Result
:= FAmmo
[A_CELLS
] >= 40;
7737 WEAPON_SUPERPULEMET
: Result
:= FAmmo
[A_SHELLS
] >= 1;
7738 WEAPON_FLAMETHROWER
: Result
:= FAmmo
[A_FUEL
] >= 1;
7739 else Result
:= True;
7744 if Dist
= -1 then Dist
:= BOT_LONGDIST
;
7746 if Dist
> BOT_LONGDIST
then
7747 begin // Äàëüíèé áîé
7749 if FWeapon
[FDifficult
.WeaponPrior
[a
]] and HaveAmmo(FDifficult
.WeaponPrior
[a
]) then
7751 FSelectedWeapon
:= FDifficult
.WeaponPrior
[a
];
7755 else //if Dist > BOT_UNSAFEDIST then
7756 begin // Áëèæíèé áîé
7758 if FWeapon
[FDifficult
.CloseWeaponPrior
[a
]] and HaveAmmo(FDifficult
.CloseWeaponPrior
[a
]) then
7760 FSelectedWeapon
:= FDifficult
.CloseWeaponPrior
[a
];
7767 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7769 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7775 function TBot
.PickItem(ItemType
: Byte; force
: Boolean; var remove
: Boolean): Boolean;
7777 Result
:= inherited PickItem(ItemType
, force
, remove
);
7779 if Result
then SetAIFlag('SELECTWEAPON', '1');
7782 function TBot
.Heal(value
: Word; Soft
: Boolean): Boolean;
7784 Result
:= inherited Heal(value
, Soft
);
7787 function TBot
.Healthy(): Byte;
7789 if FMegaRulez
[MR_INVUL
] >= gTime
then Result
:= 3
7790 else if (FHealth
> 80) or ((FHealth
> 50) and (FArmor
> 20)) then Result
:= 3
7791 else if (FHealth
> 50) then Result
:= 2
7792 else if (FHealth
> 20) then Result
:= 1
7796 function TBot
.TargetOnScreen(TX
, TY
: Integer): Boolean;
7798 Result
:= (Abs(FObj
.X
-TX
) <= Trunc(gPlayerScreenSize
.X
*0.6)) and
7799 (Abs(FObj
.Y
-TY
) <= Trunc(gPlayerScreenSize
.Y
*0.6));
7802 procedure TBot
.OnDamage(Angle
: SmallInt);
7810 if (Angle
= 0) or (Angle
= 180) then
7813 if (g_GetUIDType(FLastSpawnerUID
) = UID_PLAYER
) and
7814 LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSPLAYER
) then
7816 pla
:= g_Player_Get(FLastSpawnerUID
);
7817 ok
:= not TargetOnScreen(pla
.FObj
.X
+ PLAYER_RECT
.X
,
7818 pla
.FObj
.Y
+ PLAYER_RECT
.Y
);
7821 if (g_GetUIDType(FLastSpawnerUID
) = UID_MONSTER
) and
7822 LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSMONSTER
) then
7824 mon
:= g_Monsters_ByUID(FLastSpawnerUID
);
7825 ok
:= not TargetOnScreen(mon
.Obj
.X
+ mon
.Obj
.Rect
.X
,
7826 mon
.Obj
.Y
+ mon
.Obj
.Rect
.Y
);
7831 SetAIFlag('ATTACKLEFT', '1')
7833 SetAIFlag('ATTACKRIGHT', '1');
7837 function TBot
.RunDirection(): TDirection
;
7839 if Abs(Vel
.X
) >= 1 then
7841 if Vel
.X
> 0 then Result
:= TDirection
.D_RIGHT
else Result
:= TDirection
.D_LEFT
;
7843 Result
:= FDirection
;
7846 function TBot
.GetRnd(a
: Byte): Boolean;
7848 if a
= 0 then Result
:= False
7849 else if a
= 255 then Result
:= True
7850 else Result
:= Random(256) > 255-a
;
7853 function TBot
.GetInterval(a
: Byte; radius
: SmallInt): SmallInt;
7855 Result
:= Round((255-a
)/255*radius
*(Random(2)-1));
7859 procedure TDifficult
.save (st
: TStream
);
7861 utils
.writeInt(st
, Byte(DiagFire
));
7862 utils
.writeInt(st
, Byte(InvisFire
));
7863 utils
.writeInt(st
, Byte(DiagPrecision
));
7864 utils
.writeInt(st
, Byte(FlyPrecision
));
7865 utils
.writeInt(st
, Byte(Cover
));
7866 utils
.writeInt(st
, Byte(CloseJump
));
7867 st
.WriteBuffer(WeaponPrior
[Low(WeaponPrior
)], sizeof(WeaponPrior
));
7868 st
.WriteBuffer(CloseWeaponPrior
[Low(CloseWeaponPrior
)], sizeof(CloseWeaponPrior
));
7871 procedure TDifficult
.load (st
: TStream
);
7873 DiagFire
:= utils
.readByte(st
);
7874 InvisFire
:= utils
.readByte(st
);
7875 DiagPrecision
:= utils
.readByte(st
);
7876 FlyPrecision
:= utils
.readByte(st
);
7877 Cover
:= utils
.readByte(st
);
7878 CloseJump
:= utils
.readByte(st
);
7879 st
.ReadBuffer(WeaponPrior
[Low(WeaponPrior
)], sizeof(WeaponPrior
));
7880 st
.ReadBuffer(CloseWeaponPrior
[Low(CloseWeaponPrior
)], sizeof(CloseWeaponPrior
));
7884 procedure TBot
.SaveState (st
: TStream
);
7889 inherited SaveState(st
);
7890 utils
.writeSign(st
, 'BOT0');
7892 utils
.writeInt(st
, Byte(FSelectedWeapon
));
7894 utils
.writeInt(st
, Word(FTargetUID
));
7895 // Âðåìÿ ïîòåðè öåëè
7896 utils
.writeInt(st
, LongWord(FLastVisible
));
7897 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7898 dw
:= Length(FAIFlags
);
7899 utils
.writeInt(st
, LongInt(dw
));
7901 for i
:= 0 to dw
-1 do
7903 utils
.writeStr(st
, FAIFlags
[i
].Name
, 20);
7904 utils
.writeStr(st
, FAIFlags
[i
].Value
, 20);
7906 // Íàñòðîéêè ñëîæíîñòè
7907 FDifficult
.save(st
);
7911 procedure TBot
.LoadState (st
: TStream
);
7916 inherited LoadState(st
);
7917 if not utils
.checkSign(st
, 'BOT0') then raise XStreamError
.Create('invalid bot signature');
7919 FSelectedWeapon
:= utils
.readByte(st
);
7921 FTargetUID
:= utils
.readWord(st
);
7922 // Âðåìÿ ïîòåðè öåëè
7923 FLastVisible
:= utils
.readLongWord(st
);
7924 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7925 dw
:= utils
.readLongInt(st
);
7926 if (dw
< 0) or (dw
> 16384) then raise XStreamError
.Create('invalid number of bot AI flags');
7927 SetLength(FAIFlags
, dw
);
7929 for i
:= 0 to dw
-1 do
7931 FAIFlags
[i
].Name
:= utils
.readStr(st
, 20);
7932 FAIFlags
[i
].Value
:= utils
.readStr(st
, 20);
7934 // Íàñòðîéêè ñëîæíîñòè
7935 FDifficult
.load(st
);
7940 conRegVar('cheat_berserk_autoswitch', @gBerserkAutoswitch
, 'autoswitch to fist when berserk pack taken', '', true, true);