1 (* Copyright (C) Doom 2D: Forever Developers
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, version 3 of the License ONLY.
7 * This program is distributed in the hope that it will be useful,
8 * but WITHOUT ANY WARRANTY; without even the implied warranty of
9 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
10 * GNU General Public License for more details.
12 * You should have received a copy of the GNU General Public License
13 * along with this program. If not, see <http://www.gnu.org/licenses/>.
15 {$INCLUDE ../shared/a_modes.inc}
23 {$IFDEF USE_MEMPOOL}mempool
,{$ENDIF}
24 g_base
, g_playermodel
, g_basic
, g_textures
,
25 g_weapons
, g_phys
, g_sound
, g_saveload
, MAPDEF
,
61 AmmoLimits
: Array [0..1] of Array [A_BULLETS
..A_HIGH
] of Word =
62 ((200, 50, 50, 300, 100),
63 (400, 100, 100, 600, 200));
84 ANGLE_NONE
= Low(SmallInt);
86 CORPSE_STATE_REMOVEME
= 0;
87 CORPSE_STATE_NORMAL
= 1;
88 CORPSE_STATE_MESS
= 2;
90 PLAYER_RECT
: TRectWH
= (X
:15; Y
:12; Width
:34; Height
:52);
91 PLAYER_RECT_CX
= 15+(34 div 2);
92 PLAYER_RECT_CY
= 12+(52 div 2);
93 PLAYER_CORPSERECT
: TRectWH
= (X
:15; Y
:48; Width
:34; Height
:16);
96 PLAYER_HP_LIMIT
= 200;
98 PLAYER_AP_LIMIT
= 200;
102 PLAYER_BURN_TIME
= 110;
104 PLAYER1_DEF_COLOR
: TRGB
= (R
:64; G
:175; B
:48);
105 PLAYER2_DEF_COLOR
: TRGB
= (R
:96; G
:96; B
:96);
109 JET_MAX
= 540; // ~30 sec
111 ANGLE_RIGHTDOWN
= -35;
113 ANGLE_LEFTDOWN
= -145;
114 WEAPONPOINT
: Array [TDirection
] of TDFPoint
= ((X
:16; Y
:32), (X
:47; Y
:32));
115 TEAMCOLOR
: Array [TEAM_RED
..TEAM_BLUE
] of TRGB
= ((R
:255; G
:0; B
:0),
134 TPlayerStatArray
= Array of TPlayerStat
;
136 TPlayerSavedState
= record
144 Ammo
: Array [A_BULLETS
..A_HIGH
] of Word;
145 MaxAmmo
: Array [A_BULLETS
..A_HIGH
] of Word;
146 Weapon
: Array [WP_FIRST
..WP_LAST
] of Boolean;
147 Rulez
: Set of R_ITEM_BACKPACK
..R_BERSERK
;
156 TPlayer
= class{$IFDEF USE_MEMPOOL}(TPoolObject
){$ENDIF}
164 FDirection
: TDirection
;
172 FMonsterKills
: Integer;
178 FCanJetpack
: Boolean;
184 FNextWeapDelay
: Byte; // frames
185 FBFGFireCounter
: SmallInt;
186 FLastSpawnerUID
: Word;
190 FSpectatePlayer
: Integer;
191 FFirePainTime
: Integer;
194 FSavedStateNum
: Integer;
196 FModel
: TPlayerModel
;
197 FPunchAnim
: TAnimation
;
200 FActionForce
: Boolean;
201 FActionChanged
: Boolean;
203 FFireAngle
: SmallInt;
207 FShellTimer
: Integer;
209 FSawSound
: TPlayableSound
;
210 FSawSoundIdle
: TPlayableSound
;
211 FSawSoundHit
: TPlayableSound
;
212 FSawSoundSelect
: TPlayableSound
;
213 FFlameSoundOn
: TPlayableSound
;
214 FFlameSoundOff
: TPlayableSound
;
215 FFlameSoundWork
: TPlayableSound
;
216 FJetSoundOn
: TPlayableSound
;
217 FJetSoundOff
: TPlayableSound
;
218 FJetSoundFly
: TPlayableSound
;
222 FJustTeleported
: Boolean;
224 mEDamageType
: Integer;
227 function CollideLevel(XInc
, YInc
: Integer): Boolean;
228 function StayOnStep(XInc
, YInc
: Integer): Boolean;
229 function HeadInLiquid(XInc
, YInc
: Integer): Boolean;
230 function BodyInLiquid(XInc
, YInc
: Integer): Boolean;
231 function BodyInAcid(XInc
, YInc
: Integer): Boolean;
232 function FullInLift(XInc
, YInc
: Integer): Integer;
233 {procedure CollideItem();}
234 procedure FlySmoke(Times
: DWORD
= 1);
235 procedure OnFireFlame(Times
: DWORD
= 1);
236 procedure SetAction(Action
: Byte; Force
: Boolean = False);
237 procedure OnDamage(Angle
: SmallInt); virtual;
238 function firediry(): Integer;
241 procedure Run(Direction
: TDirection
);
242 procedure NextWeapon();
243 procedure PrevWeapon();
250 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
251 procedure resetWeaponQueue ();
252 function hasAmmoForWeapon (weapon
: Byte): Boolean;
253 function hasAmmoForShooting (weapon
: Byte): Boolean;
254 function shouldSwitch (weapon
: Byte; hadWeapon
: Boolean) : Boolean;
256 procedure doDamage (v
: Integer);
258 function refreshCorpse(): Boolean;
261 FDamageBuffer
: Integer;
263 FAmmo
: Array [A_BULLETS
..A_HIGH
] of Word;
264 FMaxAmmo
: Array [A_BULLETS
..A_HIGH
] of Word;
265 FWeapon
: Array [WP_FIRST
..WP_LAST
] of Boolean;
266 FRulez
: Set of R_ITEM_BACKPACK
..R_BERSERK
;
268 FMegaRulez
: Array [MR_SUIT
..MR_MAX
] of DWORD
;
269 FReloading
: Array [WP_FIRST
..WP_LAST
] of Word;
270 FTime
: Array [T_RESPAWN
..T_FLAGCAP
] of DWORD
;
271 FKeys
: Array [KEY_LEFT
..KEY_CHAT
] of TKeyState
;
272 FWeapSwitchMode
: Byte;
273 FWeapPreferences
: Array [WP_FIRST
.. WP_LAST
+1] of Byte;
274 FSwitchToEmpty
: Byte;
277 FPreferredTeam
: Byte;
280 FWantsInGame
: Boolean;
285 FActualModelName
: string;
292 FSpawnInvul
: Integer;
294 FWaitForFirstSpawn
: Boolean; // set to `true` in server, used to spawn a player on first full state request
297 // debug: viewport offset
298 viewPortX
, viewPortY
, viewPortW
, viewPortH
: Integer;
300 function isValidViewPort (): Boolean; inline;
302 constructor Create(); virtual;
303 destructor Destroy(); override;
304 procedure Respawn(Silent
: Boolean; Force
: Boolean = False); virtual;
305 function GetRespawnPoint(): Byte;
306 procedure PressKey(Key
: Byte; Time
: Word = 1);
307 procedure ReleaseKeys();
308 procedure SetModel(ModelName
: String);
309 procedure SetColor(Color
: TRGB
);
310 function GetColor(): TRGB
;
311 procedure SetWeapon(W
: Byte);
312 function IsKeyPressed(K
: Byte): Boolean;
313 function GetKeys(): Byte;
314 function PickItem(ItemType
: Byte; arespawn
: Boolean; var remove
: Boolean): Boolean; virtual;
315 procedure SetWeaponPrefs(Prefs
: Array of Byte);
316 procedure SetWeaponPref(Weapon
, Pref
: Byte);
317 function GetWeaponPref(Weapon
: Byte) : Byte;
318 function GetMorePrefered() : Byte;
319 function MaySwitch(Weapon
: Byte) : Boolean;
320 function Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean; overload
;
321 function Collide(Panel
: TPanel
): Boolean; overload
;
322 function Collide(X
, Y
: Integer): Boolean; overload
;
323 procedure SetDirection(Direction
: TDirection
);
324 procedure GetSecret();
325 function TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
327 procedure Push(vx
, vy
: Integer);
328 procedure ChangeModel(ModelName
: String);
329 procedure SwitchTeam
;
330 procedure ChangeTeam(Team
: Byte);
332 function GetFlag(Flag
: Byte): Boolean;
333 procedure SetFlag(Flag
: Byte);
334 function DropFlag(Silent
: Boolean = True; DoThrow
: Boolean = False): Boolean;
335 function TryDropFlag(): Boolean;
336 procedure AllRulez(Health
: Boolean);
337 procedure RestoreHealthArmor();
338 procedure FragCombo();
339 procedure GiveItem(ItemType
: Byte);
340 procedure Damage(value
: Word; SpawnerUID
: Word; vx
, vy
: Integer; t
: Byte); virtual;
341 function Heal(value
: Word; Soft
: Boolean): Boolean; virtual;
342 procedure MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
343 procedure MakeBloodSimple(Count
: Word);
344 procedure Kill(KillType
: Byte; SpawnerUID
: Word; t
: Byte);
345 procedure Reset(Force
: Boolean);
346 procedure Spectate(NoMove
: Boolean = False);
347 procedure SwitchNoClip
;
348 procedure SoftReset();
349 procedure PreUpdate();
350 procedure Update(); virtual;
351 procedure RememberState();
352 procedure RecallState();
353 procedure SaveState (st
: TStream
); virtual;
354 procedure LoadState (st
: TStream
); virtual;
355 procedure PauseSounds(Enable
: Boolean);
356 procedure NetFire(Wpn
: Byte; X
, Y
, AX
, AY
: Integer; WID
: Integer = -1);
357 procedure DoLerp(Level
: Integer = 2);
358 procedure SetLerp(XTo
, YTo
: Integer);
359 procedure ProcessWeaponAction(Action
: Byte);
360 procedure QueueWeaponSwitch(Weapon
: Byte);
361 procedure RealizeCurrentWeapon();
365 procedure JetpackOff
;
366 procedure CatchFire(Attacker
: Word; Timeout
: Integer = PLAYER_BURN_TIME
);
368 //WARNING! this does nothing for now, but still call it!
369 procedure positionChanged (); //WARNING! call this after entity position was changed, or coldet will not work right!
371 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
372 procedure moveBy (dx
, dy
: Integer); inline;
374 function getCameraObj(): TObj
;
376 function GetAmmoByWeapon(Weapon
: Byte): Word; // private state
379 property Vel
: TPoint2i read FObj
.Vel
;
380 property Obj
: TObj read FObj
;
382 property Name
: String read FName write FName
;
383 property Model
: TPlayerModel read FModel
;
384 property Health
: Integer read FHealth write FHealth
;
385 property Lives
: Byte read FLives write FLives
;
386 property Armor
: Integer read FArmor write FArmor
;
387 property Air
: Integer read FAir write FAir
;
388 property JetFuel
: Integer read FJetFuel write FJetFuel
;
389 property Frags
: Integer read FFrags write FFrags
;
390 property Death
: Integer read FDeath write FDeath
;
391 property Kills
: Integer read FKills write FKills
;
392 property CurrWeap
: Byte read FCurrWeap write FCurrWeap
;
393 property WeapSwitchMode
: Byte read FWeapSwitchMode write FWeapSwitchMode
;
394 property SwitchToEmpty
: Byte read FSwitchToEmpty write FSwitchToEmpty
;
395 property SkipFist
: Byte read FSkipFist write FSkipFist
;
396 property MonsterKills
: Integer read FMonsterKills write FMonsterKills
;
397 property Secrets
: Integer read FSecrets
;
398 property GodMode
: Boolean read FGodMode write FGodMode
;
399 property NoTarget
: Boolean read FNoTarget write FNoTarget
;
400 property NoReload
: Boolean read FNoReload write FNoReload
;
401 property alive
: Boolean read FAlive write FAlive
;
402 property Flag
: Byte read FFlag
;
403 property Team
: Byte read FTeam write FTeam
;
404 property Direction
: TDirection read FDirection
;
405 property GameX
: Integer read FObj
.X write FObj
.X
;
406 property GameY
: Integer read FObj
.Y write FObj
.Y
;
407 property GameVelX
: Integer read FObj
.Vel
.X write FObj
.Vel
.X
;
408 property GameVelY
: Integer read FObj
.Vel
.Y write FObj
.Vel
.Y
;
409 property GameAccelX
: Integer read FObj
.Accel
.X write FObj
.Accel
.X
;
410 property GameAccelY
: Integer read FObj
.Accel
.Y write FObj
.Accel
.Y
;
411 property IncCam
: Integer read FIncCam write FIncCam
;
412 property IncCamOld
: Integer read FIncCamOld write FIncCamOld
;
413 property SlopeOld
: Integer read FSlopeOld write FSlopeOld
;
414 property UID
: Word read FUID write FUID
;
415 property JustTeleported
: Boolean read FJustTeleported write FJustTeleported
;
416 property NetTime
: LongWord read FNetTime write FNetTime
;
419 property Angle_
: SmallInt read FAngle
;
420 property Spectator
: Boolean read FSpectator
;
421 property NoRespawn
: Boolean read FNoRespawn
;
422 property Berserk
: Integer read FBerserk
;
423 property Pain
: Integer read FPain
;
424 property Pickup
: Integer read FPickup
;
425 property PunchAnim
: TAnimation read FPunchAnim write FPunchAnim
;
426 property SpawnInvul
: Integer read FSpawnInvul
;
427 property Ghost
: Boolean read FGhost
;
430 property eName
: String read FName write FName
;
431 property eHealth
: Integer read FHealth write FHealth
;
432 property eLives
: Byte read FLives write FLives
;
433 property eArmor
: Integer read FArmor write FArmor
;
434 property eAir
: Integer read FAir write FAir
;
435 property eJetFuel
: Integer read FJetFuel write FJetFuel
;
436 property eFrags
: Integer read FFrags write FFrags
;
437 property eDeath
: Integer read FDeath write FDeath
;
438 property eKills
: Integer read FKills write FKills
;
439 property eCurrWeap
: Byte read FCurrWeap write FCurrWeap
;
440 property eMonsterKills
: Integer read FMonsterKills write FMonsterKills
;
441 property eSecrets
: Integer read FSecrets write FSecrets
;
442 property eGodMode
: Boolean read FGodMode write FGodMode
;
443 property eNoTarget
: Boolean read FNoTarget write FNoTarget
;
444 property eNoReload
: Boolean read FNoReload write FNoReload
;
445 property eAlive
: Boolean read FAlive write FAlive
;
446 property eFlag
: Byte read FFlag
;
447 property eTeam
: Byte read FTeam write FTeam
;
448 property eDirection
: TDirection read FDirection
;
449 property eGameX
: Integer read FObj
.X write FObj
.X
;
450 property eGameY
: Integer read FObj
.Y write FObj
.Y
;
451 property eGameVelX
: Integer read FObj
.Vel
.X write FObj
.Vel
.X
;
452 property eGameVelY
: Integer read FObj
.Vel
.Y write FObj
.Vel
.Y
;
453 property eGameAccelX
: Integer read FObj
.Accel
.X write FObj
.Accel
.X
;
454 property eGameAccelY
: Integer read FObj
.Accel
.Y write FObj
.Accel
.Y
;
455 property eIncCam
: Integer read FIncCam write FIncCam
;
456 property eUID
: Word read FUID
;
457 property eJustTeleported
: Boolean read FJustTeleported
;
458 property eNetTime
: LongWord read FNetTime
;
460 // set this before assigning something to `eDamage`
461 property eDamageType
: Integer read mEDamageType write mEDamageType
;
462 property eDamage
: Integer write doDamage
;
473 WeaponPrior
: packed array [WP_FIRST
..WP_LAST
] of Byte;
474 CloseWeaponPrior
: packed array [WP_FIRST
..WP_LAST
] of Byte;
475 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
478 procedure save (st
: TStream
);
479 procedure load (st
: TStream
);
487 TBot
= class(TPlayer
)
489 FSelectedWeapon
: Byte;
492 FAIFlags
: Array of TAIFlag
;
493 FDifficult
: TDifficult
;
495 function GetRnd(a
: Byte): Boolean;
496 function GetInterval(a
: Byte; radius
: SmallInt): SmallInt;
497 function RunDirection(): TDirection
;
498 function FullInStep(XInc
, YInc
: Integer): Boolean;
499 //function NeedItem(Item: Byte): Byte;
500 procedure SelectWeapon(Dist
: Integer);
501 procedure SetAIFlag(aName
, fValue
: String20
);
502 function GetAIFlag(aName
: String20
): String20
;
503 procedure RemoveAIFlag(aName
: String20
);
504 function Healthy(): Byte;
505 procedure UpdateMove();
506 procedure UpdateCombat();
507 function KeyPressed(Key
: Word): Boolean;
508 procedure ReleaseKey(Key
: Byte);
509 function TargetOnScreen(TX
, TY
: Integer): Boolean;
510 procedure OnDamage(Angle
: SmallInt); override;
513 procedure Respawn(Silent
: Boolean; Force
: Boolean = False); override;
514 constructor Create(); override;
515 destructor Destroy(); override;
516 function PickItem(ItemType
: Byte; force
: Boolean; var remove
: Boolean): Boolean; override;
517 function Heal(value
: Word; Soft
: Boolean): Boolean; override;
518 procedure Update(); override;
519 procedure SaveState (st
: TStream
); override;
520 procedure LoadState (st
: TStream
); override;
532 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
533 procedure moveBy (dx
, dy
: Integer); inline;
535 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
549 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
550 procedure moveBy (dx
, dy
: Integer); inline;
552 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
555 TCorpse
= class{$IFDEF USE_MEMPOOL}(TPoolObject
){$ENDIF}
564 FAnimation
: TAnimation
;
565 FAnimationMask
: TAnimation
;
568 constructor Create(X
, Y
: Integer; ModelName
: String; aMess
: Boolean);
569 destructor Destroy(); override;
570 procedure Damage(Value
: Word; SpawnerUID
: Word; vx
, vy
: Integer);
572 procedure SaveState (st
: TStream
);
573 procedure LoadState (st
: TStream
);
575 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
576 procedure moveBy (dx
, dy
: Integer); inline;
578 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
580 function ObjPtr (): PObj
; inline;
582 property Obj
: TObj read FObj
; // copies object
583 property State
: Byte read FState
;
584 property Mess
: Boolean read FMess
;
587 property Color
: TRGB read FColor
;
588 property Animation
: TAnimation read FAnimation
;
589 property AnimationMask
: TAnimation read FAnimationMask
;
592 TTeamStat
= Array [TEAM_RED
..TEAM_BLUE
] of
598 gPlayers
: Array of TPlayer
;
599 gCorpses
: Array of TCorpse
;
600 gGibs
: Array of TGib
;
601 gShells
: Array of TShell
;
602 gTeamStat
: TTeamStat
;
603 gFly
: Boolean = False;
604 gAimLine
: Boolean = False;
605 gChatBubble
: Integer = 0;
606 gPlayerIndicator
: Integer = 1;
607 gPlayerIndicatorStyle
: Integer = 0;
609 gSpectLatchPID1
: Word = 0;
610 gSpectLatchPID2
: Word = 0;
611 MAX_RUNVEL
: Integer = 8;
612 VEL_JUMP
: Integer = 10;
613 SHELL_TIMEOUT
: Cardinal = 60000;
615 function Lerp(X
, Y
, Factor
: Integer): Integer;
617 procedure g_Gibs_SetMax(Count
: Word);
618 function g_Gibs_GetMax(): Word;
619 procedure g_Corpses_SetMax(Count
: Word);
620 function g_Corpses_GetMax(): Word;
621 procedure g_Force_Model_Set(Mode
: Word);
622 function g_Force_Model_Get(): Word;
623 procedure g_Forced_Model_SetName(Model
: String);
624 function g_Forced_Model_GetName(): String;
625 procedure g_Shells_SetMax(Count
: Word);
626 function g_Shells_GetMax(): Word;
628 procedure g_Player_Init();
629 procedure g_Player_Free();
630 function g_Player_Create(ModelName
: String; Color
: TRGB
; Team
: Byte; Bot
: Boolean): Word;
631 function g_Player_CreateFromState (st
: TStream
): Word;
632 procedure g_Player_Remove(UID
: Word);
633 procedure g_Player_ResetTeams();
634 procedure g_Player_PreUpdate();
635 procedure g_Player_UpdateAll();
636 procedure g_Player_RememberAll();
637 procedure g_Player_ResetAll(Force
, Silent
: Boolean);
638 function g_Player_Get(UID
: Word): TPlayer
;
639 function g_Player_GetCount(): Byte;
640 function g_Player_GetStats(): TPlayerStatArray
;
641 function g_Player_ValidName(Name
: String): Boolean;
642 function g_Player_CreateCorpse(Player
: TPlayer
): Integer;
643 procedure g_Player_CreateGibs(fX
, fY
: Integer; ModelName
: String; fColor
: TRGB
);
644 procedure g_Player_CreateShell(fX
, fY
, dX
, dY
: Integer; T
: Byte);
645 procedure g_Player_UpdatePhysicalObjects();
646 procedure g_Player_RemoveAllCorpses();
647 procedure g_Player_Corpses_SaveState (st
: TStream
);
648 procedure g_Player_Corpses_LoadState (st
: TStream
);
649 procedure g_Player_ResetReady();
650 procedure g_Bot_Add(Team
, Difficult
: Byte; Handicap
: Integer = 100);
651 procedure g_Bot_AddList(Team
: Byte; lname
: ShortString; num
: Integer = -1; Handicap
: Integer = 100);
652 procedure g_Bot_MixNames();
653 procedure g_Bot_RemoveAll();
654 function g_Bot_GetCount(): Integer;
659 {$IFDEF ENABLE_HOLMES}
662 e_log
, g_map
, g_items
, g_console
, g_gfx
, Math
,
663 g_options
, g_triggers
, g_menu
, g_game
, g_grid
, e_res
,
664 wadreader
, g_main
, g_monsters
, CONFIG
, g_language
,
665 g_net
, g_netmsg
, g_window
,
668 const PLR_SAVE_VERSION
= 0;
678 diag_precision
: Byte;
682 w_prior1
: Array [WP_FIRST
..WP_LAST
] of Byte;
683 w_prior2
: Array [WP_FIRST
..WP_LAST
] of Byte;
684 w_prior3
: Array [WP_FIRST
..WP_LAST
] of Byte;
688 TIME_RESPAWN1
= 1500;
689 TIME_RESPAWN2
= 2000;
690 TIME_RESPAWN3
= 3000;
691 PLAYER_SUIT_TIME
= 30000;
692 PLAYER_INVUL_TIME
= 30000;
693 PLAYER_INVIS_TIME
= 35000;
694 FRAG_COMBO_TIME
= 3000;
697 PLAYER_HEADRECT
: TRectWH
= (X
:24; Y
:12; Width
:20; Height
:12);
700 BOT_UNSAFEDIST
= 128;
701 DIFFICULT_EASY
: TDifficult
= (DiagFire
: 32; InvisFire
: 32; DiagPrecision
: 32;
702 FlyPrecision
: 32; Cover
: 32; CloseJump
: 32;
703 WeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0));
704 DIFFICULT_MEDIUM
: TDifficult
= (DiagFire
: 127; InvisFire
: 127; DiagPrecision
: 127;
705 FlyPrecision
: 127; Cover
: 127; CloseJump
: 127;
706 WeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0));
707 DIFFICULT_HARD
: TDifficult
= (DiagFire
: 255; InvisFire
: 255; DiagPrecision
: 255;
708 FlyPrecision
: 255; Cover
: 255; CloseJump
: 255;
709 WeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0));
710 WEAPON_PRIOR1
: Array [WP_FIRST
..WP_LAST
] of Byte =
711 (WEAPON_FLAMETHROWER
, WEAPON_SUPERPULEMET
,
712 WEAPON_SHOTGUN2
, WEAPON_SHOTGUN1
,
713 WEAPON_CHAINGUN
, WEAPON_PLASMA
, WEAPON_ROCKETLAUNCHER
,
714 WEAPON_BFG
, WEAPON_PISTOL
, WEAPON_SAW
, WEAPON_KASTET
);
715 WEAPON_PRIOR2
: Array [WP_FIRST
..WP_LAST
] of Byte =
716 (WEAPON_FLAMETHROWER
, WEAPON_SUPERPULEMET
,
717 WEAPON_BFG
, WEAPON_ROCKETLAUNCHER
,
718 WEAPON_SHOTGUN2
, WEAPON_PLASMA
, WEAPON_SHOTGUN1
,
719 WEAPON_CHAINGUN
, WEAPON_PISTOL
, WEAPON_SAW
, WEAPON_KASTET
);
720 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
721 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
722 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
723 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
724 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
725 WEAPON_RELOAD
: Array [WP_FIRST
..WP_LAST
] of Byte =
726 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
728 PLAYER_SIGNATURE
= $52594C50; // 'PLYR'
729 CORPSE_SIGNATURE
= $50524F43; // 'CORP'
731 BOTNAMES_FILENAME
= 'botnames.txt';
732 BOTLIST_FILENAME
= 'botlist.txt';
736 MaxCorpses
: Word = 20;
737 MaxShells
: Word = 300;
738 ForceModel
: Word = 0;
739 ForcedModelName
: String = STD_PLAYER_MODEL
;
740 CurrentGib
: Integer = 0;
741 CurrentShell
: Integer = 0;
742 BotNames
: Array of String;
743 BotList
: Array of TBotProfile
;
744 SavedStates
: Array of TPlayerSavedState
;
747 function Lerp(X
, Y
, Factor
: Integer): Integer;
749 Result
:= X
+ ((Y
- X
) div Factor
);
752 function SameTeam(UID1
, UID2
: Word): Boolean;
756 if (UID1
> UID_MAX_PLAYER
) or (UID1
<= UID_MAX_GAME
) or
757 (UID2
> UID_MAX_PLAYER
) or (UID2
<= UID_MAX_GAME
) then Exit
;
759 if (g_Player_Get(UID1
) = nil) or (g_Player_Get(UID2
) = nil) then Exit
;
761 if ((g_Player_Get(UID1
).Team
= TEAM_NONE
) or
762 (g_Player_Get(UID2
).Team
= TEAM_NONE
)) then Exit
;
764 Result
:= g_Player_Get(UID1
).FTeam
= g_Player_Get(UID2
).FTeam
;
767 procedure g_Gibs_SetMax(Count
: Word);
770 SetLength(gGibs
, Count
);
772 if CurrentGib
>= Count
then
776 function g_Gibs_GetMax(): Word;
781 procedure g_Shells_SetMax(Count
: Word);
784 SetLength(gShells
, Count
);
786 if CurrentShell
>= Count
then
790 function g_Shells_GetMax(): Word;
796 procedure g_Corpses_SetMax(Count
: Word);
799 SetLength(gCorpses
, Count
);
802 function g_Corpses_GetMax(): Word;
804 Result
:= MaxCorpses
;
807 procedure g_Force_Model_Set(Mode
: Word);
812 function g_Force_Model_Get(): Word;
814 Result
:= ForceModel
;
817 procedure g_Forced_Model_SetName(Model
: String);
819 ForcedModelName
:= Model
;
822 function g_Forced_Model_GetName(): String;
824 Result
:= ForcedModelName
;
827 function g_Player_Create(ModelName
: String; Color
: TRGB
; Team
: Byte; Bot
: Boolean): Word;
837 // Есть ли место в gPlayers:
838 if gPlayers
<> nil then
839 for a
:= 0 to High(gPlayers
) do
840 if gPlayers
[a
] = nil then
846 // Нет места - расширяем gPlayers:
849 SetLength(gPlayers
, Length(gPlayers
)+1);
853 // Создаем объект игрока:
855 gPlayers
[a
] := TBot
.Create()
857 gPlayers
[a
] := TPlayer
.Create();
860 gPlayers
[a
].FActualModelName
:= ModelName
;
861 gPlayers
[a
].SetModel(ModelName
);
862 if Bot
and (g_Force_Model_Get() <> 0) then
863 gPlayers
[a
].SetModel(g_Forced_Model_GetName());
865 // Нет модели - создание не возможно:
866 if gPlayers
[a
].FModel
= nil then
870 g_FatalError(Format(_lc
[I_GAME_ERROR_MODEL
], [ModelName
]));
874 if not (Team
in [TEAM_RED
, TEAM_BLUE
]) then
875 if Random(2) = 0 then
879 gPlayers
[a
].FPreferredTeam
:= Team
;
881 case gGameSettings
.GameMode
of
882 GM_DM
: gPlayers
[a
].FTeam
:= TEAM_NONE
;
884 GM_CTF
: gPlayers
[a
].FTeam
:= gPlayers
[a
].FPreferredTeam
;
886 GM_COOP
: gPlayers
[a
].FTeam
:= TEAM_COOP
;
889 // Если командная игра - красим модель в цвет команды:
890 gPlayers
[a
].FColor
:= Color
;
891 if gPlayers
[a
].FTeam
in [TEAM_RED
, TEAM_BLUE
] then
892 gPlayers
[a
].FModel
.Color
:= TEAMCOLOR
[gPlayers
[a
].FTeam
]
894 gPlayers
[a
].FModel
.Color
:= Color
;
896 gPlayers
[a
].FUID
:= g_CreateUID(UID_PLAYER
);
897 gPlayers
[a
].FAlive
:= False;
899 Result
:= gPlayers
[a
].FUID
;
902 function g_Player_CreateFromState (st
: TStream
): Word;
903 var a
: Integer; ok
, Bot
: Boolean; pos
: Int64;
907 // check signature and entity type
909 if not utils
.checkSign(st
, 'PLYR') then raise XStreamError
.Create('invalid player signature');
910 if (utils
.readByte(st
) <> PLR_SAVE_VERSION
) then raise XStreamError
.Create('invalid player version');
911 Bot
:= utils
.readBool(st
);
914 // find free player slot
916 for a
:= 0 to High(gPlayers
) do
917 if gPlayers
[a
] = nil then
923 // allocate player slot
926 SetLength(gPlayers
, Length(gPlayers
)+1);
930 // create entity and load state
933 gPlayers
[a
] := TBot
.Create();
934 if (g_Force_Model_Get() <> 0) then
935 gPlayers
[a
].SetModel(g_Forced_Model_GetName());
938 gPlayers
[a
] := TPlayer
.Create();
939 gPlayers
[a
].FPhysics
:= True; // ???
940 gPlayers
[a
].LoadState(st
);
942 result
:= gPlayers
[a
].FUID
;
946 procedure g_Player_ResetTeams();
950 if g_Game_IsClient
then
952 if gPlayers
= nil then
954 for a
:= Low(gPlayers
) to High(gPlayers
) do
955 if gPlayers
[a
] <> nil then
956 case gGameSettings
.GameMode
of
958 gPlayers
[a
].ChangeTeam(TEAM_NONE
);
960 if not (gPlayers
[a
].Team
in [TEAM_RED
, TEAM_BLUE
]) then
961 if gPlayers
[a
].FPreferredTeam
in [TEAM_RED
, TEAM_BLUE
] then
962 gPlayers
[a
].ChangeTeam(gPlayers
[a
].FPreferredTeam
)
965 gPlayers
[a
].ChangeTeam(TEAM_RED
)
967 gPlayers
[a
].ChangeTeam(TEAM_BLUE
);
970 gPlayers
[a
].ChangeTeam(TEAM_COOP
);
974 procedure g_Bot_Add(Team
, Difficult
: Byte; Handicap
: Integer = 100);
977 _name
, _model
: String;
980 if not g_Game_IsServer
then Exit
;
982 if (g_Bot_GetCount() >= gMaxBots
) then Exit
;
984 // Список названий моделей:
985 m
:= g_PlayerModel_GetNames();
990 if (gGameSettings
.GameType
= GT_SINGLE
) or (gGameSettings
.GameMode
= GM_COOP
) then
991 Team
:= TEAM_COOP
// COOP
993 if gGameSettings
.GameMode
= GM_DM
then
994 Team
:= TEAM_NONE
// DM
996 if Team
= TEAM_NONE
then // CTF / TDM
998 // Автобаланс команд:
1002 for a
:= 0 to High(gPlayers
) do
1003 if gPlayers
[a
] <> nil then
1005 if gPlayers
[a
].Team
= TEAM_RED
then
1008 if gPlayers
[a
].Team
= TEAM_BLUE
then
1018 if Random(2) = 0 then
1024 // Выбираем боту имя:
1026 if BotNames
<> nil then
1027 for a
:= 0 to High(BotNames
) do
1028 if g_Player_ValidName(BotNames
[a
]) then
1030 _name
:= BotNames
[a
];
1034 // Выбираем случайную модель:
1035 _model
:= m
[Random(Length(m
))];
1038 with g_Player_Get(g_Player_Create(_model
,
1039 _RGB(Min(Random(9)*32, 255),
1040 Min(Random(9)*32, 255),
1041 Min(Random(9)*32, 255)),
1042 Team
, True)) as TBot
do
1044 // Если имени нет, делаем его из UID бота
1046 Name
:= Format('DFBOT%.5d', [UID
])
1051 1: FDifficult
:= DIFFICULT_EASY
;
1052 2: FDifficult
:= DIFFICULT_MEDIUM
;
1053 else FDifficult
:= DIFFICULT_HARD
;
1056 for a
:= WP_FIRST
to WP_LAST
do
1058 FDifficult
.WeaponPrior
[a
] := WEAPON_PRIOR1
[a
];
1059 FDifficult
.CloseWeaponPrior
[a
] := WEAPON_PRIOR2
[a
];
1060 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1063 FHandicap
:= Handicap
;
1065 g_Console_Add(Format(_lc
[I_PLAYER_JOIN
], [Name
]), True);
1067 if g_Game_IsNet
then MH_SEND_PlayerCreate(UID
);
1068 if g_Game_IsServer
and (gGameSettings
.MaxLives
> 0) then
1073 procedure g_Bot_AddList(Team
: Byte; lName
: ShortString; num
: Integer = -1; Handicap
: Integer = 100);
1076 _name
, _model
: String;
1079 if not g_Game_IsServer
then Exit
;
1081 if (g_Bot_GetCount() >= gMaxBots
) then Exit
;
1083 // Список названий моделей:
1084 m
:= g_PlayerModel_GetNames();
1089 if (gGameSettings
.GameType
= GT_SINGLE
) or (gGameSettings
.GameMode
= GM_COOP
) then
1090 Team
:= TEAM_COOP
// COOP
1092 if gGameSettings
.GameMode
= GM_DM
then
1093 Team
:= TEAM_NONE
// DM
1095 if Team
= TEAM_NONE
then
1096 Team
:= BotList
[num
].team
; // CTF / TDM
1098 // Выбираем настройки бота из списка по номеру или имени:
1099 lName
:= AnsiLowerCase(lName
);
1100 if (num
< 0) or (num
> Length(BotList
)-1) then
1102 if (num
= -1) and (lName
<> '') and (BotList
<> nil) then
1103 for a
:= 0 to High(BotList
) do
1104 if AnsiLowerCase(BotList
[a
].name
) = lName
then
1113 _name
:= BotList
[num
].name
;
1114 // Занято - выбираем случайное:
1115 if not g_Player_ValidName(_name
) then
1117 _name
:= Format('DFBOT%.2d', [Random(100)]);
1118 until g_Player_ValidName(_name
);
1121 _model
:= BotList
[num
].model
;
1122 // Нет такой - выбираем случайную:
1123 if not InSArray(_model
, m
) then
1124 _model
:= m
[Random(Length(m
))];
1127 with g_Player_Get(g_Player_Create(_model
, BotList
[num
].color
, Team
, True)) as TBot
do
1131 FDifficult
.DiagFire
:= BotList
[num
].diag_fire
;
1132 FDifficult
.InvisFire
:= BotList
[num
].invis_fire
;
1133 FDifficult
.DiagPrecision
:= BotList
[num
].diag_precision
;
1134 FDifficult
.FlyPrecision
:= BotList
[num
].fly_precision
;
1135 FDifficult
.Cover
:= BotList
[num
].cover
;
1136 FDifficult
.CloseJump
:= BotList
[num
].close_jump
;
1138 FHandicap
:= Handicap
;
1140 for a
:= WP_FIRST
to WP_LAST
do
1142 FDifficult
.WeaponPrior
[a
] := BotList
[num
].w_prior1
[a
];
1143 FDifficult
.CloseWeaponPrior
[a
] := BotList
[num
].w_prior2
[a
];
1144 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1147 g_Console_Add(Format(_lc
[I_PLAYER_JOIN
], [Name
]), True);
1149 if g_Game_IsNet
then MH_SEND_PlayerCreate(UID
);
1153 procedure g_Bot_RemoveAll();
1157 if not g_Game_IsServer
then Exit
;
1158 if gPlayers
= nil then Exit
;
1160 for a
:= 0 to High(gPlayers
) do
1161 if gPlayers
[a
] <> nil then
1162 if gPlayers
[a
] is TBot
then
1164 gPlayers
[a
].Lives
:= 0;
1165 gPlayers
[a
].Kill(K_SIMPLEKILL
, 0, HIT_DISCON
);
1166 g_Console_Add(Format(_lc
[I_PLAYER_LEAVE
], [gPlayers
[a
].Name
]), True);
1167 g_Player_Remove(gPlayers
[a
].FUID
);
1173 procedure g_Bot_MixNames();
1178 if BotNames
<> nil then
1179 for a
:= 0 to High(BotNames
) do
1181 b
:= Random(Length(BotNames
));
1183 Botnames
[a
] := BotNames
[b
];
1188 procedure g_Player_Remove(UID
: Word);
1192 if gPlayers
= nil then Exit
;
1194 if g_Game_IsServer
and g_Game_IsNet
then
1195 MH_SEND_PlayerDelete(UID
);
1197 for i
:= 0 to High(gPlayers
) do
1198 if gPlayers
[i
] <> nil then
1199 if gPlayers
[i
].FUID
= UID
then
1201 if gPlayers
[i
] is TPlayer
then
1202 TPlayer(gPlayers
[i
]).Free()
1204 TBot(gPlayers
[i
]).Free();
1210 procedure g_Player_Init();
1221 path
:= BOTNAMES_FILENAME
;
1222 if e_FindResource(DataDirs
, path
) = false then
1225 // Читаем возможные имена ботов из файла:
1226 AssignFile(F
, path
);
1237 SetLength(BotNames
, Length(BotNames
)+1);
1238 BotNames
[High(BotNames
)] := s
;
1246 // Читаем файл с параметрами ботов:
1247 config
:= TConfig
.CreateFile(path
);
1251 while config
.SectionExists(IntToStr(a
)) do
1253 SetLength(BotList
, Length(BotList
)+1);
1255 with BotList
[High(BotList
)] do
1258 name
:= config
.ReadStr(IntToStr(a
), 'name', '');
1260 model
:= config
.ReadStr(IntToStr(a
), 'model', '');
1262 if config
.ReadStr(IntToStr(a
), 'team', 'red') = 'red' then
1267 sa
:= parse(config
.ReadStr(IntToStr(a
), 'color', ''));
1268 color
.R
:= StrToIntDef(sa
[0], 0);
1269 color
.G
:= StrToIntDef(sa
[1], 0);
1270 color
.B
:= StrToIntDef(sa
[2], 0);
1271 // Вероятность стрельбы под углом:
1272 diag_fire
:= config
.ReadInt(IntToStr(a
), 'diag_fire', 0);
1273 // Вероятность ответного огня по невидимому сопернику:
1274 invis_fire
:= config
.ReadInt(IntToStr(a
), 'invis_fire', 0);
1275 // Точность стрельбы под углом:
1276 diag_precision
:= config
.ReadInt(IntToStr(a
), 'diag_precision', 0);
1277 // Точность стрельбы в полете:
1278 fly_precision
:= config
.ReadInt(IntToStr(a
), 'fly_precision', 0);
1279 // Точность уклонения от снарядов:
1280 cover
:= config
.ReadInt(IntToStr(a
), 'cover', 0);
1281 // Вероятность прыжка при приближении соперника:
1282 close_jump
:= config
.ReadInt(IntToStr(a
), 'close_jump', 0);
1283 // Приоритеты оружия для дальнего боя:
1284 sa
:= parse(config
.ReadStr(IntToStr(a
), 'w_prior1', ''));
1285 if Length(sa
) = 10 then
1287 w_prior1
[b
] := EnsureRange(StrToInt(sa
[b
]), 0, 9);
1288 // Приоритеты оружия для ближнего боя:
1289 sa
:= parse(config
.ReadStr(IntToStr(a
), 'w_prior2', ''));
1290 if Length(sa
) = 10 then
1292 w_prior2
[b
] := EnsureRange(StrToInt(sa
[b
]), 0, 9);
1294 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1295 if Length(sa) = 10 then
1297 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1304 SetLength(SavedStates
, 0);
1307 procedure g_Player_Free();
1311 if gPlayers
<> nil then
1313 for i
:= 0 to High(gPlayers
) do
1314 if gPlayers
[i
] <> nil then
1316 if gPlayers
[i
] is TPlayer
then
1317 TPlayer(gPlayers
[i
]).Free()
1319 TBot(gPlayers
[i
]).Free();
1328 SetLength(SavedStates
, 0);
1331 procedure g_Player_PreUpdate();
1335 if gPlayers
= nil then Exit
;
1336 for i
:= 0 to High(gPlayers
) do
1337 if gPlayers
[i
] <> nil then
1338 gPlayers
[i
].PreUpdate();
1341 procedure g_Player_UpdateAll();
1345 if gPlayers
= nil then Exit
;
1347 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1348 for i
:= 0 to High(gPlayers
) do
1350 if gPlayers
[i
] <> nil then
1352 if gPlayers
[i
] is TPlayer
then
1354 gPlayers
[i
].Update();
1355 gPlayers
[i
].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1359 // bot updates weapons in `UpdateCombat()`
1360 TBot(gPlayers
[i
]).Update();
1364 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1367 function g_Player_Get(UID
: Word): TPlayer
;
1373 if gPlayers
= nil then
1376 for a
:= 0 to High(gPlayers
) do
1377 if gPlayers
[a
] <> nil then
1378 if gPlayers
[a
].FUID
= UID
then
1380 Result
:= gPlayers
[a
];
1385 function g_Player_GetCount(): Byte;
1391 if gPlayers
= nil then
1394 for a
:= 0 to High(gPlayers
) do
1395 if gPlayers
[a
] <> nil then
1396 Result
:= Result
+ 1;
1399 function g_Bot_GetCount(): Integer;
1405 if gPlayers
= nil then
1408 for a
:= 0 to High(gPlayers
) do
1409 if (gPlayers
[a
] <> nil) and (gPlayers
[a
] is TBot
) then
1410 Result
:= Result
+ 1;
1413 function g_Player_GetStats(): TPlayerStatArray
;
1419 if gPlayers
= nil then Exit
;
1421 for a
:= 0 to High(gPlayers
) do
1422 if gPlayers
[a
] <> nil then
1424 SetLength(Result
, Length(Result
)+1);
1425 with Result
[High(Result
)] do
1428 Ping
:= gPlayers
[a
].FPing
;
1429 Loss
:= gPlayers
[a
].FLoss
;
1430 Name
:= gPlayers
[a
].FName
;
1431 Team
:= gPlayers
[a
].FTeam
;
1432 Frags
:= gPlayers
[a
].FFrags
;
1433 Deaths
:= gPlayers
[a
].FDeath
;
1434 Kills
:= gPlayers
[a
].FKills
;
1435 Color
:= gPlayers
[a
].FModel
.Color
;
1436 Lives
:= gPlayers
[a
].FLives
;
1437 Spectator
:= gPlayers
[a
].FSpectator
;
1438 UID
:= gPlayers
[a
].FUID
;
1443 procedure g_Player_ResetReady();
1447 if not g_Game_IsServer
then Exit
;
1448 if gPlayers
= nil then Exit
;
1450 for a
:= 0 to High(gPlayers
) do
1451 if gPlayers
[a
] <> nil then
1453 gPlayers
[a
].FReady
:= False;
1454 if g_Game_IsNet
then
1455 MH_SEND_GameEvent(NET_EV_INTER_READY
, gPlayers
[a
].UID
, 'N');
1459 procedure g_Player_RememberAll
;
1463 for i
:= Low(gPlayers
) to High(gPlayers
) do
1464 if (gPlayers
[i
] <> nil) and gPlayers
[i
].alive
then
1465 gPlayers
[i
].RememberState
;
1468 procedure g_Player_ResetAll(Force
, Silent
: Boolean);
1472 gTeamStat
[TEAM_RED
].Score
:= 0;
1473 gTeamStat
[TEAM_BLUE
].Score
:= 0;
1475 if gPlayers
<> nil then
1476 for i
:= 0 to High(gPlayers
) do
1477 if gPlayers
[i
] <> nil then
1479 gPlayers
[i
].Reset(Force
);
1481 if gPlayers
[i
] is TPlayer
then
1483 if (not gPlayers
[i
].FSpectator
) or gPlayers
[i
].FWantsInGame
then
1484 gPlayers
[i
].Respawn(Silent
)
1486 gPlayers
[i
].Spectate();
1489 TBot(gPlayers
[i
]).Respawn(Silent
);
1493 function g_Player_CreateCorpse(Player
: TPlayer
): Integer;
1501 if Player
.alive
then
1504 // Разрываем связь с прежним трупом:
1505 i
:= Player
.FCorpse
;
1506 if (i
>= 0) and (i
< Length(gCorpses
)) then
1508 if (gCorpses
[i
] <> nil) and (gCorpses
[i
].FPlayerUID
= Player
.FUID
) then
1509 gCorpses
[i
].FPlayerUID
:= 0;
1512 if Player
.FObj
.Y
>= gMapInfo
.Height
+128 then
1517 if (FHealth
>= -50) or (gGibsCount
= 0) then
1519 if (gCorpses
= nil) or (Length(gCorpses
) = 0) then
1523 for find_id
:= 0 to High(gCorpses
) do
1524 if gCorpses
[find_id
] = nil then
1531 find_id
:= Random(Length(gCorpses
));
1533 gCorpses
[find_id
] := TCorpse
.Create(FObj
.X
, FObj
.Y
, FModel
.Name
, FHealth
< -20);
1534 gCorpses
[find_id
].FColor
:= FModel
.Color
;
1535 gCorpses
[find_id
].FObj
.Vel
:= FObj
.Vel
;
1536 gCorpses
[find_id
].FObj
.Accel
:= FObj
.Accel
;
1537 gCorpses
[find_id
].FPlayerUID
:= FUID
;
1542 g_Player_CreateGibs(FObj
.X
+ PLAYER_RECT_CX
,
1543 FObj
.Y
+ PLAYER_RECT_CY
,
1544 FModel
.Name
, FModel
.Color
);
1548 procedure g_Player_CreateShell(fX
, fY
, dX
, dY
: Integer; T
: Byte);
1552 if (gShells
= nil) or (Length(gShells
) = 0) then
1555 with gShells
[CurrentShell
] do
1561 if T
= SHELL_BULLET
then
1563 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID
) then
1567 Obj
.Rect
.Width
:= 4;
1568 Obj
.Rect
.Height
:= 2;
1572 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID
) then
1576 Obj
.Rect
.Width
:= 7;
1577 Obj
.Rect
.Height
:= 3;
1583 g_Obj_Push(@Obj
, dX
+ Random(4)-Random(4), dY
-Random(4));
1584 positionChanged(); // this updates spatial accelerators
1585 RAngle
:= Random(360);
1586 Timeout
:= gTime
+ SHELL_TIMEOUT
;
1588 if CurrentShell
>= High(gShells
) then
1595 procedure g_Player_CreateGibs(fX
, fY
: Integer; ModelName
: string; fColor
: TRGB
);
1598 GibsArray
: TGibsArray
;
1601 if (gGibs
= nil) or (Length(gGibs
) = 0) then
1603 if not g_PlayerModel_GetGibs(ModelName
, GibsArray
) then
1605 Blood
:= g_PlayerModel_GetBlood(ModelName
);
1607 for a
:= 0 to High(GibsArray
) do
1608 with gGibs
[CurrentGib
] do
1611 ID
:= GibsArray
[a
].ID
;
1612 MaskID
:= GibsArray
[a
].MaskID
;
1615 Obj
.Rect
:= GibsArray
[a
].Rect
;
1616 Obj
.X
:= fX
-GibsArray
[a
].Rect
.X
-(GibsArray
[a
].Rect
.Width
div 2);
1617 Obj
.Y
:= fY
-GibsArray
[a
].Rect
.Y
-(GibsArray
[a
].Rect
.Height
div 2);
1618 g_Obj_PushA(@Obj
, 25 + Random(10), Random(361));
1619 positionChanged(); // this updates spatial accelerators
1620 RAngle
:= Random(360);
1622 if gBloodCount
> 0 then
1623 g_GFX_Blood(fX
, fY
, 16*gBloodCount
+Random(5*gBloodCount
), -16+Random(33), -16+Random(33),
1624 Random(48), Random(48), Blood
.R
, Blood
.G
, Blood
.B
, Blood
.Kind
);
1626 if CurrentGib
>= High(gGibs
) then
1633 procedure g_Player_UpdatePhysicalObjects();
1639 procedure ShellSound_Bounce(X
, Y
: Integer; T
: Byte);
1644 if T
= SHELL_BULLET
then
1645 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k
), X
, Y
)
1647 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k
), X
, Y
);
1652 if gGibs
<> nil then
1653 for i
:= 0 to High(gGibs
) do
1654 if gGibs
[i
].alive
then
1661 mr
:= g_Obj_Move(@Obj
, True, False, True);
1662 positionChanged(); // this updates spatial accelerators
1664 if WordBool(mr
and MOVE_FALLOUT
) then
1670 // Отлетает от удара о стену/потолок/пол:
1671 if WordBool(mr
and MOVE_HITWALL
) then
1672 Obj
.Vel
.X
:= -(vel
.X
div 2);
1673 if WordBool(mr
and (MOVE_HITCEIL
or MOVE_HITLAND
)) then
1674 Obj
.Vel
.Y
:= -(vel
.Y
div 2);
1676 if (Obj
.Vel
.X
>= 0) then
1678 RAngle
:= RAngle
+ Abs(Obj
.Vel
.X
)*6 + Abs(Obj
.Vel
.Y
);
1679 if RAngle
>= 360 then
1680 RAngle
:= RAngle
mod 360;
1681 end else begin // Counter-clockwise
1682 RAngle
:= RAngle
- Abs(Obj
.Vel
.X
)*6 - Abs(Obj
.Vel
.Y
);
1684 RAngle
:= (360 - (Abs(RAngle
) mod 360)) mod 360;
1687 // Сопротивление воздуха для куска трупа:
1688 if gTime
mod (GAME_TICK
*3) = 0 then
1689 Obj
.Vel
.X
:= z_dec(Obj
.Vel
.X
, 1);
1693 if gCorpses
<> nil then
1694 for i
:= 0 to High(gCorpses
) do
1695 if gCorpses
[i
] <> nil then
1696 if gCorpses
[i
].State
= CORPSE_STATE_REMOVEME
then
1702 gCorpses
[i
].Update();
1705 if gShells
<> nil then
1706 for i
:= 0 to High(gShells
) do
1707 if gShells
[i
].alive
then
1714 mr
:= g_Obj_Move(@Obj
, True, False, True);
1715 positionChanged(); // this updates spatial accelerators
1717 if WordBool(mr
and MOVE_FALLOUT
) or (gShells
[i
].Timeout
< gTime
) then
1723 // Отлетает от удара о стену/потолок/пол:
1724 if WordBool(mr
and MOVE_HITWALL
) then
1726 Obj
.Vel
.X
:= -(vel
.X
div 2);
1727 if not WordBool(mr
and MOVE_INWATER
) then
1728 ShellSound_Bounce(Obj
.X
, Obj
.Y
, SType
);
1730 if WordBool(mr
and (MOVE_HITCEIL
or MOVE_HITLAND
)) then
1732 Obj
.Vel
.Y
:= -(vel
.Y
div 2);
1733 if Obj
.Vel
.X
<> 0 then Obj
.Vel
.X
:= Obj
.Vel
.X
div 2;
1734 if (Obj
.Vel
.X
= 0) and (Obj
.Vel
.Y
= 0) then
1736 if RAngle
mod 90 <> 0 then
1737 RAngle
:= (RAngle
div 90) * 90;
1739 else if not WordBool(mr
and MOVE_INWATER
) then
1740 ShellSound_Bounce(Obj
.X
, Obj
.Y
, SType
);
1743 if (Obj
.Vel
.X
>= 0) then
1745 RAngle
:= RAngle
+ Abs(Obj
.Vel
.X
)*8 + Abs(Obj
.Vel
.Y
);
1746 if RAngle
>= 360 then
1747 RAngle
:= RAngle
mod 360;
1748 end else begin // Counter-clockwise
1749 RAngle
:= RAngle
- Abs(Obj
.Vel
.X
)*8 - Abs(Obj
.Vel
.Y
);
1751 RAngle
:= (360 - (Abs(RAngle
) mod 360)) mod 360;
1757 procedure TGib
.getMapBox (out x
, y
, w
, h
: Integer); inline;
1759 x
:= Obj
.X
+Obj
.Rect
.X
;
1760 y
:= Obj
.Y
+Obj
.Rect
.Y
;
1761 w
:= Obj
.Rect
.Width
;
1762 h
:= Obj
.Rect
.Height
;
1765 procedure TGib
.moveBy (dx
, dy
: Integer); inline;
1767 if (dx
<> 0) or (dy
<> 0) then
1776 procedure TShell
.getMapBox (out x
, y
, w
, h
: Integer); inline;
1780 w
:= Obj
.Rect
.Width
;
1781 h
:= Obj
.Rect
.Height
;
1784 procedure TShell
.moveBy (dx
, dy
: Integer); inline;
1786 if (dx
<> 0) or (dy
<> 0) then
1795 procedure TGib
.positionChanged (); inline; begin end;
1796 procedure TShell
.positionChanged (); inline; begin end;
1799 procedure g_Player_RemoveAllCorpses();
1805 SetLength(gGibs
, MaxGibs
);
1806 SetLength(gShells
, MaxGibs
);
1810 if gCorpses
<> nil then
1811 for i
:= 0 to High(gCorpses
) do
1815 SetLength(gCorpses
, MaxCorpses
);
1818 procedure g_Player_Corpses_SaveState (st
: TStream
);
1822 // Считаем количество существующих трупов
1824 for i
:= 0 to High(gCorpses
) do if (gCorpses
[i
] <> nil) then Inc(count
);
1826 // Количество трупов
1827 utils
.writeInt(st
, LongInt(count
));
1829 if (count
= 0) then exit
;
1832 for i
:= 0 to High(gCorpses
) do
1834 if gCorpses
[i
] <> nil then
1837 utils
.writeStr(st
, gCorpses
[i
].FModelName
);
1839 utils
.writeBool(st
, gCorpses
[i
].Mess
);
1840 // Сохраняем данные трупа:
1841 gCorpses
[i
].SaveState(st
);
1847 procedure g_Player_Corpses_LoadState (st
: TStream
);
1855 g_Player_RemoveAllCorpses();
1857 // Количество трупов:
1858 count
:= utils
.readLongInt(st
);
1859 if (count
< 0) or (count
> Length(gCorpses
)) then raise XStreamError
.Create('invalid number of corpses');
1861 if (count
= 0) then exit
;
1864 for i
:= 0 to count
-1 do
1867 str
:= utils
.readStr(st
);
1869 b
:= utils
.readBool(st
);
1871 gCorpses
[i
] := TCorpse
.Create(0, 0, str
, b
);
1872 // Загружаем данные трупа
1873 gCorpses
[i
].LoadState(st
);
1880 function TPlayer
.isValidViewPort (): Boolean; inline; begin result
:= (viewPortW
> 0) and (viewPortH
> 0); end;
1882 procedure TPlayer
.BFGHit();
1884 g_Weapon_BFGHit(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1885 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
1886 if g_Game_IsServer
and g_Game_IsNet
then
1887 MH_SEND_Effect(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1888 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
1892 procedure TPlayer
.ChangeModel(ModelName
: string);
1894 locModel
: TPlayerModel
;
1896 locModel
:= g_PlayerModel_Get(ModelName
);
1897 if locModel
= nil then Exit
;
1903 procedure TPlayer
.SetModel(ModelName
: string);
1907 m
:= g_PlayerModel_Get(ModelName
);
1910 g_SimpleError(Format(_lc
[I_GAME_ERROR_MODEL_FALLBACK
], [ModelName
]));
1911 m
:= g_PlayerModel_Get('doomer');
1914 g_FatalError(Format(_lc
[I_GAME_ERROR_MODEL
], ['doomer']));
1919 if FModel
<> nil then
1924 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
1925 FModel
.Color
:= FColor
1927 FModel
.Color
:= TEAMCOLOR
[FTeam
];
1928 FModel
.SetWeapon(FCurrWeap
);
1929 FModel
.SetFlag(FFlag
);
1930 SetDirection(FDirection
);
1933 procedure TPlayer
.SetColor(Color
: TRGB
);
1936 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
1937 if FModel
<> nil then FModel
.Color
:= Color
;
1942 function TPlayer
.GetColor(): TRGB
;
1944 result
:= FModel
.Color
;
1947 procedure TPlayer
.SetWeaponPrefs(Prefs
: Array of Byte);
1951 for i
:= WP_FIRST
to WP_LAST
+ 1 do
1953 if (Prefs
[i
] > WP_LAST
+ 1) then
1954 FWeapPreferences
[i
] := 0
1956 FWeapPreferences
[i
] := Prefs
[i
];
1960 procedure TPlayer
.SetWeaponPref(Weapon
, Pref
: Byte);
1962 if (Weapon
> WP_LAST
+ 1) then
1964 else if (Pref
<= WP_LAST
+ 1) and (Weapon
<= WP_LAST
+ 1) then
1965 FWeapPreferences
[Weapon
] := Pref
1966 else if (Weapon
<= WP_LAST
+ 1) and (Pref
> WP_LAST
+ 1) then
1967 FWeapPreferences
[Weapon
] := 0;
1970 function TPlayer
.GetWeaponPref(Weapon
: Byte) : Byte;
1972 if (Weapon
> WP_LAST
+ 1) then
1974 else if (FWeapPreferences
[Weapon
] > WP_LAST
+ 1) then
1977 result
:= FWeapPreferences
[Weapon
];
1980 function TPlayer
.GetMorePrefered() : Byte;
1982 testedWeap
, i
: Byte;
1984 testedWeap
:= FCurrWeap
;
1985 for i
:= WP_FIRST
to WP_LAST
do
1986 if FWeapon
[i
] and maySwitch(i
) and (FWeapPreferences
[i
] > FWeapPreferences
[testedWeap
]) then
1988 if (R_BERSERK
in FRulez
) and (FWeapPreferences
[WP_LAST
+ 1] > FWeapPreferences
[testedWeap
]) then
1989 testedWeap
:= WEAPON_KASTET
;
1990 result
:= testedWeap
;
1993 function TPlayer
.maySwitch(Weapon
: Byte) : Boolean;
1996 if (Weapon
= WEAPON_KASTET
) and (FSkipFist
<> 0) then
1998 if (FSkipFist
= 1) and (not (R_BERSERK
in FRulez
)) then
2001 else if (FSwitchToEmpty
= 0) and (not hasAmmoForShooting(Weapon
)) then
2005 procedure TPlayer
.SwitchTeam
;
2007 if g_Game_IsClient
then
2009 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then Exit
;
2011 if gGameOn
and FAlive
then
2012 Kill(K_SIMPLEKILL
, FUID
, HIT_SELF
);
2014 if FTeam
= TEAM_RED
then
2016 ChangeTeam(TEAM_BLUE
);
2017 g_Console_Add(Format(_lc
[I_PLAYER_CHTEAM_BLUE
], [FName
]), True);
2018 if g_Game_IsNet
then
2019 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM
, TEAM_BLUE
, FName
);
2023 ChangeTeam(TEAM_RED
);
2024 g_Console_Add(Format(_lc
[I_PLAYER_CHTEAM_RED
], [FName
]), True);
2025 if g_Game_IsNet
then
2026 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM
, TEAM_RED
, FName
);
2028 FPreferredTeam
:= FTeam
;
2031 procedure TPlayer
.ChangeTeam(Team
: Byte);
2038 TEAM_RED
, TEAM_BLUE
:
2039 FModel
.Color
:= TEAMCOLOR
[Team
];
2041 FModel
.Color
:= FColor
;
2043 if (FTeam
<> OldTeam
) and g_Game_IsNet
and g_Game_IsServer
then
2044 MH_SEND_PlayerStats(FUID
);
2048 procedure TPlayer.CollideItem();
2053 if gItems = nil then Exit;
2054 if not FAlive then Exit;
2056 for i := 0 to High(gItems) do
2059 if (ItemType <> ITEM_NONE) and alive then
2060 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
2061 PLAYER_RECT.Height, @Obj) then
2063 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
2065 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
2066 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
2067 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
2068 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
2069 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
2071 // Надо убрать с карты, если это не ключ, которым нужно поделится с другим игроком:
2072 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
2073 (gGameSettings.GameType = GT_SINGLE) and
2074 (g_Player_GetCount() > 1)) then
2075 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
2081 function TPlayer
.CollideLevel(XInc
, YInc
: Integer): Boolean;
2083 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
2084 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
, PANEL_WALL
,
2088 constructor TPlayer
.Create();
2094 mEDamageType
:= HIT_SOME
;
2100 FSawSound
:= TPlayableSound
.Create();
2101 FSawSoundIdle
:= TPlayableSound
.Create();
2102 FSawSoundHit
:= TPlayableSound
.Create();
2103 FSawSoundSelect
:= TPlayableSound
.Create();
2104 FFlameSoundOn
:= TPlayableSound
.Create();
2105 FFlameSoundOff
:= TPlayableSound
.Create();
2106 FFlameSoundWork
:= TPlayableSound
.Create();
2107 FJetSoundFly
:= TPlayableSound
.Create();
2108 FJetSoundOn
:= TPlayableSound
.Create();
2109 FJetSoundOff
:= TPlayableSound
.Create();
2111 FSawSound
.SetByName('SOUND_WEAPON_FIRESAW');
2112 FSawSoundIdle
.SetByName('SOUND_WEAPON_IDLESAW');
2113 FSawSoundHit
.SetByName('SOUND_WEAPON_HITSAW');
2114 FSawSoundSelect
.SetByName('SOUND_WEAPON_SELECTSAW');
2115 FFlameSoundOn
.SetByName('SOUND_WEAPON_FLAMEON');
2116 FFlameSoundOff
.SetByName('SOUND_WEAPON_FLAMEOFF');
2117 FFlameSoundWork
.SetByName('SOUND_WEAPON_FLAMEWORK');
2118 FJetSoundFly
.SetByName('SOUND_PLAYER_JETFLY');
2119 FJetSoundOn
.SetByName('SOUND_PLAYER_JETON');
2120 FJetSoundOff
.SetByName('SOUND_PLAYER_JETOFF');
2122 FSpectatePlayer
:= -1;
2126 FSavedStateNum
:= -1;
2134 FActualModelName
:= 'doomer';
2137 FObj
.Rect
:= PLAYER_RECT
;
2139 FBFGFireCounter
:= -1;
2140 FJustTeleported
:= False;
2143 FWaitForFirstSpawn
:= false;
2148 procedure TPlayer
.positionChanged (); inline;
2152 procedure TPlayer
.doDamage (v
: Integer);
2154 if (v
<= 0) then exit
;
2155 if (v
> 32767) then v
:= 32767;
2156 Damage(v
, 0, 0, 0, mEDamageType
);
2159 procedure TPlayer
.Damage(value
: Word; SpawnerUID
: Word; vx
, vy
: Integer; t
: Byte);
2163 if (not g_Game_IsClient
) and (not FAlive
) then
2168 // Неуязвимость не спасает от ловушек:
2169 if ((t
= HIT_TRAP
) or (t
= HIT_SELF
)) and (not FGodMode
) then
2171 if not g_Game_IsClient
then
2174 if t
= HIT_TRAP
then
2176 // Ловушка убивает сразу:
2178 Kill(K_EXTRAHARDKILL
, SpawnerUID
, t
);
2180 if t
= HIT_SELF
then
2184 Kill(K_SIMPLEKILL
, SpawnerUID
, t
);
2187 // Обнулить действия примочек, чтобы фон пропал
2188 FMegaRulez
[MR_SUIT
] := 0;
2189 FMegaRulez
[MR_INVUL
] := 0;
2190 FMegaRulez
[MR_INVIS
] := 0;
2195 // Но от остального спасает:
2196 if FMegaRulez
[MR_INVUL
] >= gTime
then
2203 // Если есть урон своим, или ранил сам себя, или тебя ранил противник:
2204 if LongBool(gGameSettings
.Options
and GAME_OPTION_TEAMDAMAGE
) or
2205 (SpawnerUID
= FUID
) or
2206 (not SameTeam(FUID
, SpawnerUID
)) then
2208 FLastSpawnerUID
:= SpawnerUID
;
2210 // Кровь (пузырьки, если в воде):
2211 if gBloodCount
> 0 then
2213 c
:= Min(value
, 200)*gBloodCount
+ Random(Min(value
, 200) div 2);
2214 if value
div 4 <= c
then
2215 c
:= c
- (value
div 4)
2219 if (t
= HIT_SOME
) and (vx
= 0) and (vy
= 0) then
2223 HIT_TRAP
, HIT_ACID
, HIT_FLAME
, HIT_SELF
: MakeBloodSimple(c
);
2224 HIT_BFG
, HIT_ROCKET
, HIT_SOME
: MakeBloodVector(c
, vx
, vy
);
2227 if t
= HIT_WATER
then
2229 g_GFX_Bubbles(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2),
2230 FObj
.Y
+PLAYER_RECT
.Y
-4, value
div 2, 8, 4);
2232 then g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
2233 else g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
2239 Inc(FDamageBuffer
, value
);
2243 FPain
:= FPain
+ value
;
2246 if g_Game_IsServer
and g_Game_IsNet
then
2248 MH_SEND_PlayerDamage(FUID
, t
, SpawnerUID
, value
, vx
, vy
);
2249 MH_SEND_PlayerStats(FUID
);
2250 MH_SEND_PlayerPos(False, FUID
);
2254 function TPlayer
.Heal(value
: Word; Soft
: Boolean): Boolean;
2257 if g_Game_IsClient
then
2262 if Soft
and (FHealth
< PLAYER_HP_SOFT
) then
2264 IncMax(FHealth
, value
, PLAYER_HP_SOFT
);
2267 if (not Soft
) and (FHealth
< PLAYER_HP_LIMIT
) then
2269 IncMax(FHealth
, value
, PLAYER_HP_LIMIT
);
2273 if Result
and g_Game_IsServer
and g_Game_IsNet
then
2274 MH_SEND_PlayerStats(FUID
);
2277 destructor TPlayer
.Destroy();
2279 if (gPlayer1
<> nil) and (gPlayer1
.FUID
= FUID
) then
2281 if (gPlayer2
<> nil) and (gPlayer2
.FUID
= FUID
) then
2285 FSawSoundIdle
.Free();
2286 FSawSoundHit
.Free();
2287 FSawSoundSelect
.Free();
2288 FFlameSoundOn
.Free();
2289 FFlameSoundOff
.Free();
2290 FFlameSoundWork
.Free();
2291 FJetSoundFly
.Free();
2293 FJetSoundOff
.Free();
2295 if FPunchAnim
<> nil then
2301 procedure TPlayer
.DoPunch();
2306 if FPunchAnim
<> nil then begin
2311 st
:= 'FRAMES_PUNCH';
2312 if R_BERSERK
in FRulez
then
2313 st
:= st
+ '_BERSERK';
2314 if FKeys
[KEY_UP
].Pressed
then
2316 else if FKeys
[KEY_DOWN
].Pressed
then
2318 g_Frames_Get(id
, st
);
2319 FPunchAnim
:= TAnimation
.Create(id
, False, 1);
2322 procedure TPlayer
.Fire();
2324 f
, DidFire
: Boolean;
2325 wx
, wy
, xd
, yd
: Integer;
2328 if g_Game_IsClient
then Exit
;
2329 // FBFGFireCounter - время перед выстрелом (для BFG)
2330 // FReloading - время после выстрела (для всего)
2338 if FReloading
[FCurrWeap
] <> 0 then Exit
;
2343 wx
:= FObj
.X
+WEAPONPOINT
[FDirection
].X
;
2344 wy
:= FObj
.Y
+WEAPONPOINT
[FDirection
].Y
;
2345 xd
:= wx
+IfThen(FDirection
= TDirection
.D_LEFT
, -30, 30);
2346 yd
:= wy
+firediry();
2352 if R_BERSERK
in FRulez
then
2354 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2355 locobj
.X
:= FObj
.X
+FObj
.Rect
.X
;
2356 locobj
.Y
:= FObj
.Y
+FObj
.Rect
.Y
;
2359 locobj
.rect
.Width
:= 39;
2360 locobj
.rect
.Height
:= 52;
2361 locobj
.Vel
.X
:= (xd
-wx
) div 2;
2362 locobj
.Vel
.Y
:= (yd
-wy
) div 2;
2363 locobj
.Accel
.X
:= xd
-wx
;
2364 locobj
.Accel
.y
:= yd
-wy
;
2366 if g_Weapon_Hit(@locobj
, 50, FUID
, HIT_SOME
) <> 0 then
2367 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj
.X
, FObj
.Y
)
2369 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj
.X
, FObj
.Y
);
2371 if (gFlash
= 1) and (FPain
< 50) then FPain
:= min(FPain
+ 25, 50);
2375 g_Weapon_punch(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, 3, FUID
);
2379 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2384 if g_Weapon_chainsaw(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
2385 IfThen(gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
], 9, 3), FUID
) <> 0 then
2387 FSawSoundSelect
.Stop();
2389 FSawSoundHit
.PlayAt(FObj
.X
, FObj
.Y
);
2391 else if not FSawSoundHit
.IsPlaying() then
2393 FSawSoundSelect
.Stop();
2394 FSawSound
.PlayAt(FObj
.X
, FObj
.Y
);
2397 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2403 if FAmmo
[A_BULLETS
] > 0 then
2405 g_Weapon_pistol(wx
, wy
, xd
, yd
, FUID
);
2406 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2407 Dec(FAmmo
[A_BULLETS
]);
2408 FFireAngle
:= FAngle
;
2411 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
2412 GameVelX
, GameVelY
-2, SHELL_BULLET
);
2416 if FAmmo
[A_SHELLS
] > 0 then
2418 g_Weapon_shotgun(wx
, wy
, xd
, yd
, FUID
);
2419 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx
, wy
);
2420 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2421 Dec(FAmmo
[A_SHELLS
]);
2422 FFireAngle
:= FAngle
;
2426 FShellType
:= SHELL_SHELL
;
2430 if FAmmo
[A_SHELLS
] >= 2 then
2432 g_Weapon_dshotgun(wx
, wy
, xd
, yd
, FUID
);
2433 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2434 Dec(FAmmo
[A_SHELLS
], 2);
2435 FFireAngle
:= FAngle
;
2439 FShellType
:= SHELL_DBLSHELL
;
2443 if FAmmo
[A_BULLETS
] > 0 then
2445 g_Weapon_mgun(wx
, wy
, xd
, yd
, FUID
);
2446 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx
, wy
);
2447 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2448 Dec(FAmmo
[A_BULLETS
]);
2449 FFireAngle
:= FAngle
;
2452 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
2453 GameVelX
, GameVelY
-2, SHELL_BULLET
);
2456 WEAPON_ROCKETLAUNCHER
:
2457 if FAmmo
[A_ROCKETS
] > 0 then
2459 g_Weapon_rocket(wx
, wy
, xd
, yd
, FUID
);
2460 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2461 Dec(FAmmo
[A_ROCKETS
]);
2462 FFireAngle
:= FAngle
;
2468 if FAmmo
[A_CELLS
] > 0 then
2470 g_Weapon_plasma(wx
, wy
, xd
, yd
, FUID
);
2471 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2472 Dec(FAmmo
[A_CELLS
]);
2473 FFireAngle
:= FAngle
;
2479 if (FAmmo
[A_CELLS
] >= 40) and (FBFGFireCounter
= -1) then
2481 FBFGFireCounter
:= 17;
2482 if not FNoReload
then
2483 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj
.X
, FObj
.Y
);
2484 Dec(FAmmo
[A_CELLS
], 40);
2488 WEAPON_SUPERPULEMET
:
2489 if FAmmo
[A_SHELLS
] > 0 then
2491 g_Weapon_shotgun(wx
, wy
, xd
, yd
, FUID
);
2492 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
2493 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2494 Dec(FAmmo
[A_SHELLS
]);
2495 FFireAngle
:= FAngle
;
2498 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
2499 GameVelX
, GameVelY
-2, SHELL_SHELL
);
2502 WEAPON_FLAMETHROWER
:
2503 if FAmmo
[A_FUEL
] > 0 then
2505 g_Weapon_flame(wx
, wy
, xd
, yd
, FUID
);
2507 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2509 FFireAngle
:= FAngle
;
2516 if g_Game_IsNet
and g_Game_IsServer
then MH_SEND_PlayerStats(FUID
);
2520 if g_Game_IsNet
then
2524 if FCurrWeap
<> WEAPON_BFG
then
2525 MH_SEND_PlayerFire(FUID
, FCurrWeap
, wx
, wy
, xd
, yd
, LastShotID
)
2527 if not FNoReload
then
2528 MH_SEND_Sound(FObj
.X
, FObj
.Y
, 'SOUND_WEAPON_STARTFIREBFG');
2531 MH_SEND_PlayerStats(FUID
);
2536 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
2537 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
2538 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
2541 function TPlayer
.GetAmmoByWeapon(Weapon
: Byte): Word;
2544 WEAPON_PISTOL
, WEAPON_CHAINGUN
: Result
:= FAmmo
[A_BULLETS
];
2545 WEAPON_SHOTGUN1
, WEAPON_SHOTGUN2
, WEAPON_SUPERPULEMET
: Result
:= FAmmo
[A_SHELLS
];
2546 WEAPON_ROCKETLAUNCHER
: Result
:= FAmmo
[A_ROCKETS
];
2547 WEAPON_PLASMA
, WEAPON_BFG
: Result
:= FAmmo
[A_CELLS
];
2548 WEAPON_FLAMETHROWER
: Result
:= FAmmo
[A_FUEL
];
2553 function TPlayer
.HeadInLiquid(XInc
, YInc
: Integer): Boolean;
2555 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_HEADRECT
.X
+XInc
, FObj
.Y
+PLAYER_HEADRECT
.Y
+YInc
,
2556 PLAYER_HEADRECT
.Width
, PLAYER_HEADRECT
.Height
,
2557 PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
, True);
2560 procedure TPlayer
.FlamerOn
;
2562 FFlameSoundOff
.Stop();
2563 FFlameSoundOff
.SetPosition(0);
2566 if (not FFlameSoundOn
.IsPlaying()) and (not FFlameSoundWork
.IsPlaying()) then
2567 FFlameSoundWork
.PlayAt(FObj
.X
, FObj
.Y
);
2571 FFlameSoundOn
.PlayAt(FObj
.X
, FObj
.Y
);
2576 procedure TPlayer
.FlamerOff
;
2580 FFlameSoundOn
.Stop();
2581 FFlameSoundOn
.SetPosition(0);
2582 FFlameSoundWork
.Stop();
2583 FFlameSoundWork
.SetPosition(0);
2584 FFlameSoundOff
.PlayAt(FObj
.X
, FObj
.Y
);
2589 procedure TPlayer
.JetpackOn
;
2593 FJetSoundOn
.SetPosition(0);
2594 FJetSoundOn
.PlayAt(FObj
.X
, FObj
.Y
);
2598 procedure TPlayer
.JetpackOff
;
2602 FJetSoundOff
.SetPosition(0);
2603 FJetSoundOff
.PlayAt(FObj
.X
, FObj
.Y
);
2606 procedure TPlayer
.CatchFire(Attacker
: Word; Timeout
: Integer = PLAYER_BURN_TIME
);
2608 if Timeout
<= 0 then
2610 if (FMegaRulez
[MR_SUIT
] > gTime
) or (FMegaRulez
[MR_INVUL
] > gTime
) then
2611 exit
; // Не загораемся когда есть защита
2612 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
) then
2613 exit
; // Не подгораем в воде на всякий случай
2614 if FFireTime
<= 0 then
2615 g_Sound_PlayExAt('SOUND_IGNITE', FObj
.X
, FObj
.Y
);
2616 FFireTime
:= Timeout
;
2617 FFireAttacker
:= Attacker
;
2618 if g_Game_IsNet
and g_Game_IsServer
then
2619 MH_SEND_PlayerStats(FUID
);
2622 procedure TPlayer
.Jump();
2624 if gFly
or FJetpack
then
2626 // Полет (чит-код или джетпак):
2627 if FObj
.Vel
.Y
> -VEL_FLY
then
2628 FObj
.Vel
.Y
:= FObj
.Vel
.Y
- 3;
2631 if FJetFuel
> 0 then
2633 if (FJetFuel
< 1) and g_Game_IsServer
then
2637 if g_Game_IsNet
then
2638 MH_SEND_PlayerStats(FUID
);
2644 // Не включать джетпак в режиме прохождения сквозь стены
2646 FCanJetpack
:= False;
2648 // Прыгаем или всплываем:
2649 if (CollideLevel(0, 1) or
2650 g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
+36, PLAYER_RECT
.Width
,
2651 PLAYER_RECT
.Height
-33, PANEL_STEP
, False)
2652 ) and (FObj
.Accel
.Y
= 0) then // Не прыгать, если есть вертикальное ускорение
2654 FObj
.Vel
.Y
:= -VEL_JUMP
;
2655 FCanJetpack
:= False;
2659 if BodyInLiquid(0, 0) then
2660 FObj
.Vel
.Y
:= -VEL_SW
2661 else if (FJetFuel
> 0) and FCanJetpack
and
2662 g_Game_IsServer
and (not g_Obj_CollideLiquid(@FObj
, 0, 0)) then
2666 if g_Game_IsNet
then
2667 MH_SEND_PlayerStats(FUID
);
2672 procedure TPlayer
.Kill(KillType
: Byte; SpawnerUID
: Word; t
: Byte);
2674 a
, i
, k
, ab
, ar
: Byte;
2678 srv
, netsrv
: Boolean;
2684 procedure PushItem(t
: Byte);
2688 id
:= g_Items_Create(FObj
.X
, FObj
.Y
, t
, True, False);
2689 it
:= g_Items_ByIdx(id
);
2690 if KillType
= K_EXTRAHARDKILL
then // -7..+7; -8..0
2692 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-7+Random(15),
2693 (FObj
.Vel
.Y
div 2)-Random(9));
2694 it
.positionChanged(); // this updates spatial accelerators
2698 if KillType
= K_HARDKILL
then // -5..+5; -5..0
2700 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-5+Random(11),
2701 (FObj
.Vel
.Y
div 2)-Random(6));
2703 else // -3..+3; -3..0
2705 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-3+Random(7),
2706 (FObj
.Vel
.Y
div 2)-Random(4));
2708 it
.positionChanged(); // this updates spatial accelerators
2711 if g_Game_IsNet
and g_Game_IsServer
then
2712 MH_SEND_ItemSpawn(True, id
);
2716 DoFrags
:= (gGameSettings
.MaxLives
= 0) or (gGameSettings
.GameMode
= GM_COOP
);
2717 Srv
:= g_Game_IsServer
;
2718 Netsrv
:= g_Game_IsServer
and g_Game_IsNet
;
2719 if Srv
then FDeath
:= FDeath
+ 1;
2724 if not FPhysics
then
2730 if (gGameSettings
.MaxLives
> 0) and Srv
and (gLMSRespawn
= LMS_RESPAWN_NONE
) then
2732 if FLives
> 0 then FLives
:= FLives
- 1;
2733 if FLives
= 0 then FNoRespawn
:= True;
2736 // Номер типа смерти:
2739 K_SIMPLEKILL
: a
:= 1;
2741 K_EXTRAHARDKILL
: a
:= 3;
2746 if not FModel
.PlaySound(MODELSOUND_DIE
, a
, FObj
.X
, FObj
.Y
) then
2748 if FModel
.PlaySound(MODELSOUND_DIE
, i
, FObj
.X
, FObj
.Y
) then
2755 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN1
;
2757 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN2
;
2758 K_EXTRAHARDKILL
, K_FALLKILL
:
2759 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN3
;
2762 // Переключаем состояние:
2766 K_HARDKILL
, K_EXTRAHARDKILL
:
2770 // Реакция монстров на смерть игрока:
2771 if (KillType
<> K_FALLKILL
) and (Srv
) then
2772 g_Monsters_killedp();
2774 if SpawnerUID
= FUID
then
2778 if gGameSettings
.GameMode
= GM_TDM
then
2779 Dec(gTeamStat
[FTeam
].Score
);
2780 if DoFrags
or (gGameSettings
.GameMode
= GM_TDM
) then
2786 g_Console_Add(Format(_lc
[I_PLAYER_KILL_SELF
], [FName
]), True);
2789 if g_GetUIDType(SpawnerUID
) = UID_PLAYER
then
2790 begin // Убит другим игроком
2791 KP
:= g_Player_Get(SpawnerUID
);
2792 if (KP
<> nil) and Srv
then
2794 if (DoFrags
or (gGameSettings
.GameMode
= GM_TDM
)) then
2795 if SameTeam(FUID
, SpawnerUID
) then
2805 if (gGameSettings
.GameMode
= GM_TDM
) and DoFrags
then
2806 Inc(gTeamStat
[KP
.Team
].Score
,
2807 IfThen(SameTeam(FUID
, SpawnerUID
), -1, 1));
2809 if netsrv
then MH_SEND_PlayerStats(SpawnerUID
);
2812 plr
:= g_Player_Get(SpawnerUID
);
2820 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_2
],
2824 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_1
],
2828 g_Console_Add(Format(_lc
[I_PLAYER_KILL
],
2833 else if g_GetUIDType(SpawnerUID
) = UID_MONSTER
then
2834 begin // Убит монстром
2835 mon
:= g_Monsters_ByUID(SpawnerUID
);
2839 s
:= g_Mons_GetKilledByTypeId(mon
.MonsterType
);
2843 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_2
],
2847 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_1
],
2851 g_Console_Add(Format(_lc
[I_PLAYER_KILL
],
2856 else // Особые типы смерти
2859 HIT_SELF
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_SELF
], [FName
]), True);
2860 HIT_FALL
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_FALL
], [FName
]), True);
2861 HIT_WATER
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_WATER
], [FName
]), True);
2862 HIT_ACID
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_ACID
], [FName
]), True);
2863 HIT_TRAP
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_TRAP
], [FName
]), True);
2864 else g_Console_Add(Format(_lc
[I_PLAYER_DIED
], [FName
]), True);
2870 for a
:= WP_FIRST
to WP_LAST
do
2874 WEAPON_SAW
: i
:= ITEM_WEAPON_SAW
;
2875 WEAPON_SHOTGUN1
: i
:= ITEM_WEAPON_SHOTGUN1
;
2876 WEAPON_SHOTGUN2
: i
:= ITEM_WEAPON_SHOTGUN2
;
2877 WEAPON_CHAINGUN
: i
:= ITEM_WEAPON_CHAINGUN
;
2878 WEAPON_ROCKETLAUNCHER
: i
:= ITEM_WEAPON_ROCKETLAUNCHER
;
2879 WEAPON_PLASMA
: i
:= ITEM_WEAPON_PLASMA
;
2880 WEAPON_BFG
: i
:= ITEM_WEAPON_BFG
;
2881 WEAPON_SUPERPULEMET
: i
:= ITEM_WEAPON_SUPERPULEMET
;
2882 WEAPON_FLAMETHROWER
: i
:= ITEM_WEAPON_FLAMETHROWER
;
2891 if R_ITEM_BACKPACK
in FRulez
then
2892 PushItem(ITEM_AMMO_BACKPACK
);
2894 // Выброс ракетного ранца:
2895 if FJetFuel
> 0 then
2896 PushItem(ITEM_JETPACK
);
2899 if (not (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
])) or
2900 (not LongBool(gGameSettings
.Options
and GAME_OPTION_DMKEYS
)) then
2902 if R_KEY_RED
in FRulez
then
2903 PushItem(ITEM_KEY_RED
);
2905 if R_KEY_GREEN
in FRulez
then
2906 PushItem(ITEM_KEY_GREEN
);
2908 if R_KEY_BLUE
in FRulez
then
2909 PushItem(ITEM_KEY_BLUE
);
2913 DropFlag(KillType
= K_FALLKILL
);
2916 FCorpse
:= g_Player_CreateCorpse(Self
);
2918 if Srv
and (gGameSettings
.MaxLives
> 0) and FNoRespawn
and
2919 (gLMSRespawn
= LMS_RESPAWN_NONE
) then
2925 for i
:= Low(gPlayers
) to High(gPlayers
) do
2927 if gPlayers
[i
] = nil then continue
;
2928 if (not gPlayers
[i
].FNoRespawn
) and (not gPlayers
[i
].FSpectator
) then
2931 if gPlayers
[i
].FTeam
= TEAM_RED
then Inc(ar
)
2932 else if gPlayers
[i
].FTeam
= TEAM_BLUE
then Inc(ab
);
2937 OldLR
:= gLMSRespawn
;
2938 if (gGameSettings
.GameMode
= GM_COOP
) then
2942 // everyone is dead, restart the map
2943 g_Game_Message(_lc
[I_MESSAGE_LMS_LOSE
], 144);
2945 MH_SEND_GameEvent(NET_EV_LMS_LOSE
);
2946 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
2947 gLMSRespawnTime
:= gTime
+ 5000;
2949 else if (a
= 1) then
2951 if (gPlayers
[k
] <> nil) and not (gPlayers
[k
] is TBot
) then
2952 if (gPlayers
[k
] = gPlayer1
) or
2953 (gPlayers
[k
] = gPlayer2
) then
2954 g_Console_Add('*** ' + _lc
[I_MESSAGE_LMS_SURVIVOR
] + ' ***', True)
2955 else if Netsrv
and (gPlayers
[k
].FClientID
>= 0) then
2956 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR
, 0, 'N', gPlayers
[k
].FClientID
);
2959 else if (gGameSettings
.GameMode
= GM_TDM
) then
2961 if (ab
= 0) and (ar
<> 0) then
2964 g_Game_Message(Format(_lc
[I_MESSAGE_TLMS_WIN
], [AnsiUpperCase(_lc
[I_GAME_TEAM_RED
])]), 144);
2966 MH_SEND_GameEvent(NET_EV_TLMS_WIN
, TEAM_RED
);
2967 Inc(gTeamStat
[TEAM_RED
].Score
);
2968 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
2969 gLMSRespawnTime
:= gTime
+ 5000;
2971 else if (ar
= 0) and (ab
<> 0) then
2974 g_Game_Message(Format(_lc
[I_MESSAGE_TLMS_WIN
], [AnsiUpperCase(_lc
[I_GAME_TEAM_BLUE
])]), 144);
2976 MH_SEND_GameEvent(NET_EV_TLMS_WIN
, TEAM_BLUE
);
2977 Inc(gTeamStat
[TEAM_BLUE
].Score
);
2978 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
2979 gLMSRespawnTime
:= gTime
+ 5000;
2981 else if (ar
= 0) and (ab
= 0) then
2984 g_Game_Message(_lc
[I_GAME_WIN_DRAW
], 144);
2986 MH_SEND_GameEvent(NET_EV_LMS_DRAW
, 0, FName
);
2987 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
2988 gLMSRespawnTime
:= gTime
+ 5000;
2991 else if (gGameSettings
.GameMode
= GM_DM
) then
2995 if gPlayers
[k
] <> nil then
2998 // survivor is the winner
2999 g_Game_Message(Format(_lc
[I_MESSAGE_LMS_WIN
], [AnsiUpperCase(FName
)]), 144);
3001 MH_SEND_GameEvent(NET_EV_LMS_WIN
, 0, FName
);
3004 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3005 gLMSRespawnTime
:= gTime
+ 5000;
3007 else if (a
= 0) then
3009 // everyone is dead, restart the map
3010 g_Game_Message(_lc
[I_GAME_WIN_DRAW
], 144);
3012 MH_SEND_GameEvent(NET_EV_LMS_DRAW
, 0, FName
);
3013 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3014 gLMSRespawnTime
:= gTime
+ 5000;
3017 if srv
and (OldLR
= LMS_RESPAWN_NONE
) and (gLMSRespawn
> LMS_RESPAWN_NONE
) then
3019 if NetMode
= NET_SERVER
then
3020 MH_SEND_GameEvent(NET_EV_LMS_WARMUP
, gLMSRespawnTime
- gTime
)
3022 g_Console_Add(Format(_lc
[I_MSG_WARMUP_START
], [(gLMSRespawnTime
- gTime
) div 1000]), True);
3028 MH_SEND_PlayerStats(FUID
);
3029 MH_SEND_PlayerDeath(FUID
, KillType
, t
, SpawnerUID
);
3030 if gGameSettings
.GameMode
= GM_TDM
then MH_SEND_GameStats
;
3033 if srv
and FNoRespawn
then Spectate(True);
3034 FWantsInGame
:= True;
3037 function TPlayer
.BodyInLiquid(XInc
, YInc
: Integer): Boolean;
3039 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
, PLAYER_RECT
.Width
,
3040 PLAYER_RECT
.Height
-20, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
, False);
3043 function TPlayer
.BodyInAcid(XInc
, YInc
: Integer): Boolean;
3045 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
, PLAYER_RECT
.Width
,
3046 PLAYER_RECT
.Height
-20, PANEL_ACID1
or PANEL_ACID2
, False);
3049 procedure TPlayer
.MakeBloodSimple(Count
: Word);
3051 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)+8,
3052 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3053 Count
div 2, 3, -1, 16, (PLAYER_RECT
.Height
*2 div 3),
3054 FModel
.Blood
.R
, FModel
.Blood
.G
, FModel
.Blood
.B
, FModel
.Blood
.Kind
);
3055 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-8,
3056 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3057 Count
div 2, -3, -1, 16, (PLAYER_RECT
.Height
*2) div 3,
3058 FModel
.Blood
.R
, FModel
.Blood
.G
, FModel
.Blood
.B
, FModel
.Blood
.Kind
);
3061 procedure TPlayer
.MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
3063 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2),
3064 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3065 Count
, VelX
, VelY
, 16, (PLAYER_RECT
.Height
*2) div 3,
3066 FModel
.Blood
.R
, FModel
.Blood
.G
, FModel
.Blood
.B
, FModel
.Blood
.Kind
);
3069 procedure TPlayer
.ProcessWeaponAction(Action
: Byte);
3071 if g_Game_IsClient
then Exit
;
3073 WP_PREV
: PrevWeapon();
3074 WP_NEXT
: NextWeapon();
3078 procedure TPlayer
.QueueWeaponSwitch(Weapon
: Byte);
3080 if g_Game_IsClient
then Exit
;
3081 if Weapon
> High(FWeapon
) then Exit
;
3082 FNextWeap
:= FNextWeap
or (1 shl Weapon
);
3085 procedure TPlayer
.resetWeaponQueue ();
3088 FNextWeapDelay
:= 0;
3091 function TPlayer
.hasAmmoForWeapon (weapon
: Byte): Boolean;
3095 WEAPON_KASTET
, WEAPON_SAW
: result
:= true;
3096 WEAPON_SHOTGUN1
, WEAPON_SHOTGUN2
, WEAPON_SUPERPULEMET
: result
:= (FAmmo
[A_SHELLS
] > 0);
3097 WEAPON_PISTOL
, WEAPON_CHAINGUN
: result
:= (FAmmo
[A_BULLETS
] > 0);
3098 WEAPON_ROCKETLAUNCHER
: result
:= (FAmmo
[A_ROCKETS
] > 0);
3099 WEAPON_PLASMA
, WEAPON_BFG
: result
:= (FAmmo
[A_CELLS
] > 0);
3100 WEAPON_FLAMETHROWER
: result
:= (FAmmo
[A_FUEL
] > 0);
3101 else result
:= (weapon
< length(FWeapon
));
3105 function TPlayer
.hasAmmoForShooting (weapon
: Byte): Boolean;
3109 WEAPON_KASTET
, WEAPON_SAW
: result
:= true;
3110 WEAPON_SHOTGUN1
, WEAPON_SUPERPULEMET
: result
:= (FAmmo
[A_SHELLS
] > 0);
3111 WEAPON_SHOTGUN2
: result
:= (FAmmo
[A_SHELLS
] > 1);
3112 WEAPON_PISTOL
, WEAPON_CHAINGUN
: result
:= (FAmmo
[A_BULLETS
] > 0);
3113 WEAPON_ROCKETLAUNCHER
: result
:= (FAmmo
[A_ROCKETS
] > 0);
3114 WEAPON_PLASMA
: result
:= (FAmmo
[A_CELLS
] > 0);
3115 WEAPON_BFG
: result
:= (FAmmo
[A_CELLS
] >= 40);
3116 WEAPON_FLAMETHROWER
: result
:= (FAmmo
[A_FUEL
] > 0);
3117 else result
:= (weapon
< length(FWeapon
));
3121 function TPlayer
.shouldSwitch (weapon
: Byte; hadWeapon
: Boolean): Boolean;
3124 if (weapon
> WP_LAST
+ 1) then
3129 if (FWeapSwitchMode
= 1) and not hadWeapon
then
3131 else if (FWeapSwitchMode
= 2) then
3132 result
:= (FWeapPreferences
[weapon
] > FWeapPreferences
[FCurrWeap
]);
3135 // return 255 for "no switch"
3136 function TPlayer
.getNextWeaponIndex (): Byte;
3139 wantThisWeapon
: array[0..64] of Boolean;
3140 wwc
: Integer = 0; //HACK!
3143 result
:= 255; // default result: "no switch"
3144 //e_LogWriteFln('FSWITCHTOEMPTY: %s', [FSwitchToEmpty], TMsgType.Notify);
3145 // had weapon cycling on previous frame? remove that flag
3146 if (FNextWeap
and $2000) <> 0 then
3148 FNextWeap
:= FNextWeap
and $1FFF;
3149 FNextWeapDelay
:= 0;
3151 // cycling has priority
3152 if (FNextWeap
and $C000) <> 0 then
3154 if (FNextWeap
and $8000) <> 0 then
3158 FNextWeap
:= FNextWeap
or $2000; // we need this
3159 if FNextWeapDelay
> 0 then
3160 exit
; // cooldown time
3162 for i
:= 0 to High(FWeapon
) do
3164 cwi
:= (cwi
+length(FWeapon
)+dir
) mod length(FWeapon
);
3165 if FWeapon
[cwi
] and maySwitch(cwi
) then
3167 //e_LogWriteFln(' SWITCH: cur=%d; new=%d %s %s', [FCurrWeap, cwi, FSwitchToEmpty, hasAmmoForWeapon(cwi)], TMsgType.Notify);
3168 result
:= Byte(cwi
);
3169 FNextWeapDelay
:= WEAPON_DELAY
;
3177 for i
:= 0 to High(wantThisWeapon
) do
3178 wantThisWeapon
[i
] := false;
3179 for i
:= 0 to High(FWeapon
) do
3180 if (FNextWeap
and (1 shl i
)) <> 0 then
3182 wantThisWeapon
[i
] := true;
3186 // exclude currently selected weapon from the set
3187 wantThisWeapon
[FCurrWeap
] := false;
3188 // slow down alterations a little
3191 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3192 // more than one weapon requested, assume "alteration" and check alteration delay
3193 if FNextWeapDelay
> 0 then
3199 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3200 // but clear all counters if no weapon should be switched
3206 //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
3207 // try weapons in descending order
3208 for i
:= High(FWeapon
) downto 0 do
3210 if wantThisWeapon
[i
] and FWeapon
[i
] and ((wwc
= 1) or hasAmmoForWeapon(i
)) then
3215 FNextWeapDelay
:= WEAPON_DELAY
* 2; // anyway, 'cause why not
3216 //e_LogWriteFln('FOUND %s %s %s', [result, FSwitchToEmpty, hasAmmoForWeapon(i)], TMsgType.Notify);
3220 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3224 procedure TPlayer
.RealizeCurrentWeapon();
3225 function switchAllowed (): Boolean;
3230 if FBFGFireCounter
<> -1 then
3232 if FTime
[T_SWITCH
] > gTime
then
3234 for i
:= WP_FIRST
to WP_LAST
do
3235 if FReloading
[i
] > 0 then
3243 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3244 //FNextWeap := FNextWeap and $1FFF;
3245 if FNextWeapDelay
> 0 then Dec(FNextWeapDelay
); // "alteration delay"
3247 if not switchAllowed
then
3249 //HACK for weapon cycling
3250 if (FNextWeap
and $E000) <> 0 then FNextWeap
:= 0;
3254 nw
:= getNextWeaponIndex();
3256 if nw
= 255 then exit
; // don't reset anything here
3257 if nw
> High(FWeapon
) then
3259 // don't forget to reset queue here!
3260 //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
3268 FTime
[T_SWITCH
] := gTime
+156;
3269 if FCurrWeap
= WEAPON_SAW
then FSawSoundSelect
.PlayAt(FObj
.X
, FObj
.Y
);
3270 FModel
.SetWeapon(FCurrWeap
);
3271 if g_Game_IsNet
then MH_SEND_PlayerStats(FUID
);
3275 procedure TPlayer
.NextWeapon();
3277 if g_Game_IsClient
then Exit
;
3281 procedure TPlayer
.PrevWeapon();
3283 if g_Game_IsClient
then Exit
;
3287 procedure TPlayer
.SetWeapon(W
: Byte);
3289 if FCurrWeap
<> W
then
3290 if W
= WEAPON_SAW
then
3291 FSawSoundSelect
.PlayAt(FObj
.X
, FObj
.Y
);
3294 FModel
.SetWeapon(CurrWeap
);
3298 function TPlayer
.PickItem(ItemType
: Byte; arespawn
: Boolean; var remove
: Boolean): Boolean;
3301 switchWeapon
: Byte = 255;
3302 hadWeapon
: Boolean = False;
3305 if g_Game_IsClient
then Exit
;
3307 // a = true - место спавна предмета:
3308 a
:= LongBool(gGameSettings
.Options
and GAME_OPTION_WEAPONSTAY
) and arespawn
;
3312 if (FHealth
< PLAYER_HP_SOFT
) or (FFireTime
> 0) then
3314 if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 10, PLAYER_HP_SOFT
);
3318 if gFlash
= 2 then Inc(FPickup
, 5);
3322 if (FHealth
< PLAYER_HP_SOFT
) or (FFireTime
> 0) then
3324 if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 25, PLAYER_HP_SOFT
);
3328 if gFlash
= 2 then Inc(FPickup
, 5);
3332 if FArmor
< PLAYER_AP_SOFT
then
3334 FArmor
:= PLAYER_AP_SOFT
;
3337 if gFlash
= 2 then Inc(FPickup
, 5);
3341 if FArmor
< PLAYER_AP_LIMIT
then
3343 FArmor
:= PLAYER_AP_LIMIT
;
3346 if gFlash
= 2 then Inc(FPickup
, 5);
3350 if (FHealth
< PLAYER_HP_LIMIT
) or (FFireTime
> 0) then
3352 if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 100, PLAYER_HP_LIMIT
);
3356 if gFlash
= 2 then Inc(FPickup
, 5);
3360 if (FHealth
< PLAYER_HP_LIMIT
) or (FArmor
< PLAYER_AP_LIMIT
) or (FFireTime
> 0) then
3362 if FHealth
< PLAYER_HP_LIMIT
then
3363 FHealth
:= PLAYER_HP_LIMIT
;
3364 if FArmor
< PLAYER_AP_LIMIT
then
3365 FArmor
:= PLAYER_AP_LIMIT
;
3369 if gFlash
= 2 then Inc(FPickup
, 5);
3373 if (not FWeapon
[WEAPON_SAW
]) or ((not arespawn
) and (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
])) then
3375 hadWeapon
:= FWeapon
[WEAPON_SAW
];
3376 switchWeapon
:= WEAPON_SAW
;
3377 FWeapon
[WEAPON_SAW
] := True;
3379 if gFlash
= 2 then Inc(FPickup
, 5);
3380 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3383 ITEM_WEAPON_SHOTGUN1
:
3384 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SHOTGUN1
] then
3386 // Нужно, чтобы не взять все пули сразу:
3387 if a
and FWeapon
[WEAPON_SHOTGUN1
] then Exit
;
3388 hadWeapon
:= FWeapon
[WEAPON_SHOTGUN1
];
3389 switchWeapon
:= WEAPON_SHOTGUN1
;
3390 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3391 FWeapon
[WEAPON_SHOTGUN1
] := True;
3393 if gFlash
= 2 then Inc(FPickup
, 5);
3394 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3397 ITEM_WEAPON_SHOTGUN2
:
3398 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SHOTGUN2
] then
3400 if a
and FWeapon
[WEAPON_SHOTGUN2
] then Exit
;
3401 hadWeapon
:= FWeapon
[WEAPON_SHOTGUN2
];
3402 switchWeapon
:= WEAPON_SHOTGUN2
;
3403 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3404 FWeapon
[WEAPON_SHOTGUN2
] := True;
3406 if gFlash
= 2 then Inc(FPickup
, 5);
3407 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3410 ITEM_WEAPON_CHAINGUN
:
3411 if (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or not FWeapon
[WEAPON_CHAINGUN
] then
3413 if a
and FWeapon
[WEAPON_CHAINGUN
] then Exit
;
3414 hadWeapon
:= FWeapon
[WEAPON_CHAINGUN
];
3415 switchWeapon
:= WEAPON_CHAINGUN
;
3416 IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
3417 FWeapon
[WEAPON_CHAINGUN
] := True;
3419 if gFlash
= 2 then Inc(FPickup
, 5);
3420 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3423 ITEM_WEAPON_ROCKETLAUNCHER
:
3424 if (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or not FWeapon
[WEAPON_ROCKETLAUNCHER
] then
3426 if a
and FWeapon
[WEAPON_ROCKETLAUNCHER
] then Exit
;
3427 switchWeapon
:= WEAPON_ROCKETLAUNCHER
;
3428 hadWeapon
:= FWeapon
[WEAPON_ROCKETLAUNCHER
];
3429 IncMax(FAmmo
[A_ROCKETS
], 2, FMaxAmmo
[A_ROCKETS
]);
3430 FWeapon
[WEAPON_ROCKETLAUNCHER
] := True;
3432 if gFlash
= 2 then Inc(FPickup
, 5);
3433 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3437 if (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or not FWeapon
[WEAPON_PLASMA
] then
3439 if a
and FWeapon
[WEAPON_PLASMA
] then Exit
;
3440 switchWeapon
:= WEAPON_PLASMA
;
3441 hadWeapon
:= FWeapon
[WEAPON_PLASMA
];
3442 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
3443 FWeapon
[WEAPON_PLASMA
] := True;
3445 if gFlash
= 2 then Inc(FPickup
, 5);
3446 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3450 if (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or not FWeapon
[WEAPON_BFG
] then
3452 if a
and FWeapon
[WEAPON_BFG
] then Exit
;
3453 switchWeapon
:= WEAPON_BFG
;
3454 hadWeapon
:= FWeapon
[WEAPON_BFG
];
3455 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
3456 FWeapon
[WEAPON_BFG
] := True;
3458 if gFlash
= 2 then Inc(FPickup
, 5);
3459 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3462 ITEM_WEAPON_SUPERPULEMET
:
3463 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SUPERPULEMET
] then
3465 if a
and FWeapon
[WEAPON_SUPERPULEMET
] then Exit
;
3466 switchWeapon
:= WEAPON_SUPERPULEMET
;
3467 hadWeapon
:= FWeapon
[WEAPON_SUPERPULEMET
];
3468 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3469 FWeapon
[WEAPON_SUPERPULEMET
] := True;
3471 if gFlash
= 2 then Inc(FPickup
, 5);
3472 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3475 ITEM_WEAPON_FLAMETHROWER
:
3476 if (FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
]) or not FWeapon
[WEAPON_FLAMETHROWER
] then
3478 if a
and FWeapon
[WEAPON_FLAMETHROWER
] then Exit
;
3479 switchWeapon
:= WEAPON_FLAMETHROWER
;
3480 hadWeapon
:= FWeapon
[WEAPON_FLAMETHROWER
];
3481 IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
3482 FWeapon
[WEAPON_FLAMETHROWER
] := True;
3484 if gFlash
= 2 then Inc(FPickup
, 5);
3485 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3489 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
3491 IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
3494 if gFlash
= 2 then Inc(FPickup
, 5);
3497 ITEM_AMMO_BULLETS_BOX
:
3498 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
3500 IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
3503 if gFlash
= 2 then Inc(FPickup
, 5);
3507 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
3509 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3512 if gFlash
= 2 then Inc(FPickup
, 5);
3515 ITEM_AMMO_SHELLS_BOX
:
3516 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
3518 IncMax(FAmmo
[A_SHELLS
], 25, FMaxAmmo
[A_SHELLS
]);
3521 if gFlash
= 2 then Inc(FPickup
, 5);
3525 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
3527 IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
3530 if gFlash
= 2 then Inc(FPickup
, 5);
3533 ITEM_AMMO_ROCKET_BOX
:
3534 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
3536 IncMax(FAmmo
[A_ROCKETS
], 5, FMaxAmmo
[A_ROCKETS
]);
3539 if gFlash
= 2 then Inc(FPickup
, 5);
3543 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
3545 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
3548 if gFlash
= 2 then Inc(FPickup
, 5);
3552 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
3554 IncMax(FAmmo
[A_CELLS
], 100, FMaxAmmo
[A_CELLS
]);
3557 if gFlash
= 2 then Inc(FPickup
, 5);
3561 if FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
] then
3563 IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
3566 if gFlash
= 2 then Inc(FPickup
, 5);
3570 if not(R_ITEM_BACKPACK
in FRulez
) or
3571 (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or
3572 (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or
3573 (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or
3574 (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or
3575 (FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
]) then
3577 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[1, A_BULLETS
];
3578 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[1, A_SHELLS
];
3579 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[1, A_ROCKETS
];
3580 FMaxAmmo
[A_CELLS
] := AmmoLimits
[1, A_CELLS
];
3581 FMaxAmmo
[A_FUEL
] := AmmoLimits
[1, A_FUEL
];
3583 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
3584 IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
3585 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
3586 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3587 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
3588 IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
3589 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
3590 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
3591 if FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
] then
3592 IncMax(FAmmo
[A_FUEL
], 50, FMaxAmmo
[A_FUEL
]);
3594 FRulez
:= FRulez
+ [R_ITEM_BACKPACK
];
3597 if gFlash
= 2 then Inc(FPickup
, 5);
3601 if not(R_KEY_RED
in FRulez
) then
3603 Include(FRulez
, R_KEY_RED
);
3605 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
3606 if gFlash
= 2 then Inc(FPickup
, 5);
3607 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
3611 if not(R_KEY_GREEN
in FRulez
) then
3613 Include(FRulez
, R_KEY_GREEN
);
3615 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
3616 if gFlash
= 2 then Inc(FPickup
, 5);
3617 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
3621 if not(R_KEY_BLUE
in FRulez
) then
3623 Include(FRulez
, R_KEY_BLUE
);
3625 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
3626 if gFlash
= 2 then Inc(FPickup
, 5);
3627 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
3631 if FMegaRulez
[MR_SUIT
] < gTime
+PLAYER_SUIT_TIME
then
3633 FMegaRulez
[MR_SUIT
] := gTime
+PLAYER_SUIT_TIME
;
3637 if gFlash
= 2 then Inc(FPickup
, 5);
3641 if FAir
< AIR_MAX
then
3646 if gFlash
= 2 then Inc(FPickup
, 5);
3651 if not (R_BERSERK
in FRulez
) then
3653 Include(FRulez
, R_BERSERK
);
3654 if (FBFGFireCounter
= -1) then
3656 FCurrWeap
:= WEAPON_KASTET
;
3658 FModel
.SetWeapon(WEAPON_KASTET
);
3663 if gFlash
= 2 then Inc(FPickup
, 5);
3665 FBerserk
:= gTime
+30000;
3670 if (FHealth
< PLAYER_HP_SOFT
) or (FFireTime
> 0) then
3672 if FHealth
< PLAYER_HP_SOFT
then FHealth
:= PLAYER_HP_SOFT
;
3673 FBerserk
:= gTime
+30000;
3681 if FMegaRulez
[MR_INVUL
] < gTime
+PLAYER_INVUL_TIME
then
3683 FMegaRulez
[MR_INVUL
] := gTime
+PLAYER_INVUL_TIME
;
3687 if gFlash
= 2 then Inc(FPickup
, 5);
3691 if (FHealth
< PLAYER_HP_LIMIT
) or (FFireTime
> 0) then
3693 if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 4, PLAYER_HP_LIMIT
);
3697 if gFlash
= 2 then Inc(FPickup
, 5);
3701 if FArmor
< PLAYER_AP_LIMIT
then
3703 IncMax(FArmor
, 5, PLAYER_AP_LIMIT
);
3706 if gFlash
= 2 then Inc(FPickup
, 5);
3710 if FJetFuel
< JET_MAX
then
3712 FJetFuel
:= JET_MAX
;
3715 if gFlash
= 2 then Inc(FPickup
, 5);
3719 if FMegaRulez
[MR_INVIS
] < gTime
+PLAYER_INVIS_TIME
then
3721 FMegaRulez
[MR_INVIS
] := gTime
+PLAYER_INVIS_TIME
;
3724 if gFlash
= 2 then Inc(FPickup
, 5);
3728 if (shouldSwitch(switchWeapon
, hadWeapon
)) then
3729 QueueWeaponSwitch(switchWeapon
);
3732 procedure TPlayer
.Touch();
3736 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
3739 // Бросить флаг товарищу:
3740 if gGameSettings
.GameMode
= GM_CTF
then
3745 procedure TPlayer
.Push(vx
, vy
: Integer);
3747 if (not FPhysics
) and FGhost
then
3749 FObj
.Accel
.X
:= FObj
.Accel
.X
+ vx
;
3750 FObj
.Accel
.Y
:= FObj
.Accel
.Y
+ vy
;
3751 if g_Game_IsNet
and g_Game_IsServer
then
3752 MH_SEND_PlayerPos(True, FUID
, NET_EVERYONE
);
3755 procedure TPlayer
.Reset(Force
: Boolean);
3761 FTime
[T_RESPAWN
] := 0;
3762 FTime
[T_FLAGCAP
] := 0;
3778 FSpectator
:= False;
3781 FSpectatePlayer
:= -1;
3782 FNoRespawn
:= False;
3784 FLives
:= gGameSettings
.MaxLives
;
3789 procedure TPlayer
.SoftReset();
3797 FBFGFireCounter
:= -1;
3805 SetAction(A_STAND
, True);
3808 function TPlayer
.GetRespawnPoint(): Byte;
3813 // На будущее: FSpawn - игрок уже играл и перерождается
3815 // Одиночная игра/кооператив
3816 if gGameSettings
.GameMode
in [GM_COOP
, GM_SINGLE
] then
3818 if Self
= gPlayer1
then
3820 // player 1 should try to spawn on the player 1 point
3821 if g_Map_GetPointCount(RESPAWNPOINT_PLAYER1
) > 0 then
3822 Exit(RESPAWNPOINT_PLAYER1
)
3823 else if g_Map_GetPointCount(RESPAWNPOINT_PLAYER2
) > 0 then
3824 Exit(RESPAWNPOINT_PLAYER2
);
3826 else if Self
= gPlayer2
then
3828 // player 2 should try to spawn on the player 2 point
3829 if g_Map_GetPointCount(RESPAWNPOINT_PLAYER2
) > 0 then
3830 Exit(RESPAWNPOINT_PLAYER2
)
3831 else if g_Map_GetPointCount(RESPAWNPOINT_PLAYER1
) > 0 then
3832 Exit(RESPAWNPOINT_PLAYER1
);
3836 // other players randomly pick either the first or the second point
3837 c
:= IfThen((Random(2) = 0), RESPAWNPOINT_PLAYER1
, RESPAWNPOINT_PLAYER2
);
3838 if g_Map_GetPointCount(c
) > 0 then
3840 // try the other one
3841 c
:= IfThen((c
= RESPAWNPOINT_PLAYER1
), RESPAWNPOINT_PLAYER2
, RESPAWNPOINT_PLAYER1
);
3842 if g_Map_GetPointCount(c
) > 0 then
3848 if gGameSettings
.GameMode
= GM_DM
then
3850 // try DM points first
3851 if g_Map_GetPointCount(RESPAWNPOINT_DM
) > 0 then
3852 Exit(RESPAWNPOINT_DM
);
3856 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
3858 // try team points first
3859 c
:= RESPAWNPOINT_DM
;
3860 if FTeam
= TEAM_RED
then
3861 c
:= RESPAWNPOINT_RED
3862 else if FTeam
= TEAM_BLUE
then
3863 c
:= RESPAWNPOINT_BLUE
;
3864 if g_Map_GetPointCount(c
) > 0 then
3868 // still haven't found a spawnpoint, try random shit
3869 Result
:= g_Map_GetRandomPointType();
3872 procedure TPlayer
.Respawn(Silent
: Boolean; Force
: Boolean = False);
3874 RespawnPoint
: TRespawnPoint
;
3882 FBFGFireCounter
:= -1;
3889 if not g_Game_IsServer
then
3893 FWantsInGame
:= True;
3894 FJustTeleported
:= True;
3897 FTime
[T_RESPAWN
] := 0;
3901 // if server changes MaxLives we gotta be ready
3902 if gGameSettings
.MaxLives
= 0 then FNoRespawn
:= False;
3904 // Еще нельзя возродиться:
3905 if FTime
[T_RESPAWN
] > gTime
then
3908 // Просрал все жизни:
3911 if not FSpectator
then Spectate(True);
3912 FWantsInGame
:= True;
3916 if (gGameSettings
.GameType
<> GT_SINGLE
) and (gGameSettings
.GameMode
<> GM_COOP
) then
3917 begin // "Своя игра"
3918 // Берсерк не сохраняется между уровнями:
3919 FRulez
:= FRulez
-[R_BERSERK
];
3921 else // "Одиночная игра"/"Кооп"
3923 // Берсерк и ключи не сохраняются между уровнями:
3924 FRulez
:= FRulez
-[R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
, R_BERSERK
];
3927 // Получаем точку спауна игрока:
3928 c
:= GetRespawnPoint();
3933 // Воскрешение без оружия:
3936 FHealth
:= Round(PLAYER_HP_SOFT
* (FHandicap
/ 100));
3942 for a
:= WP_FIRST
to WP_LAST
do
3944 FWeapon
[a
] := False;
3948 FWeapon
[WEAPON_PISTOL
] := True;
3949 FWeapon
[WEAPON_KASTET
] := True;
3950 FCurrWeap
:= WEAPON_PISTOL
;
3953 FModel
.SetWeapon(FCurrWeap
);
3955 for b
:= A_BULLETS
to A_HIGH
do
3958 FAmmo
[A_BULLETS
] := 50;
3960 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[0, A_BULLETS
];
3961 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[0, A_SHELLS
];
3962 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[0, A_SHELLS
];
3963 FMaxAmmo
[A_CELLS
] := AmmoLimits
[0, A_CELLS
];
3964 FMaxAmmo
[A_FUEL
] := AmmoLimits
[0, A_FUEL
];
3966 if (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
]) and
3967 LongBool(gGameSettings
.Options
and GAME_OPTION_DMKEYS
) then
3968 FRulez
:= [R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
]
3973 // Получаем координаты точки возрождения:
3974 if not g_Map_GetPoint(c
, RespawnPoint
) then
3976 g_FatalError(_lc
[I_GAME_ERROR_GET_SPAWN
]);
3980 // Установка координат и сброс всех параметров:
3981 FObj
.X
:= RespawnPoint
.X
-PLAYER_RECT
.X
;
3982 FObj
.Y
:= RespawnPoint
.Y
-PLAYER_RECT
.Y
;
3983 FObj
.oldX
:= FObj
.X
; // don't interpolate after respawn
3984 FObj
.oldY
:= FObj
.Y
;
3990 FDirection
:= RespawnPoint
.Direction
;
3991 if FDirection
= TDirection
.D_LEFT
then
3996 SetAction(A_STAND
, True);
3997 FModel
.Direction
:= FDirection
;
3999 for a
:= Low(FTime
) to High(FTime
) do
4002 for a
:= Low(FMegaRulez
) to High(FMegaRulez
) do
4005 // Respawn invulnerability
4006 if (gGameSettings
.GameType
<> GT_SINGLE
) and (gGameSettings
.SpawnInvul
> 0) then
4008 FMegaRulez
[MR_INVUL
] := gTime
+ gGameSettings
.SpawnInvul
* 1000;
4009 FSpawnInvul
:= FMegaRulez
[MR_INVUL
];
4014 FCanJetpack
:= False;
4020 // Анимация возрождения:
4021 if (not gLoadGameMode
) and (not Silent
) then
4022 if g_Frames_Get(ID
, 'FRAMES_TELEPORT') then
4024 Anim
:= TAnimation
.Create(ID
, False, 3);
4025 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4026 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
4030 FSpectator
:= False;
4033 FSpectatePlayer
:= -1;
4036 if (gPlayer1
= nil) and (gSpectLatchPID1
= FUID
) then
4038 if (gPlayer2
= nil) and (gSpectLatchPID2
= FUID
) then
4041 if g_Game_IsNet
then
4043 MH_SEND_PlayerPos(True, FUID
, NET_EVERYONE
);
4044 MH_SEND_PlayerStats(FUID
, NET_EVERYONE
);
4046 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4047 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32,
4052 procedure TPlayer
.Spectate(NoMove
: Boolean = False);
4055 Kill(K_EXTRAHARDKILL
, FUID
, HIT_SOME
)
4056 else if (not NoMove
) then
4058 GameX
:= gMapInfo
.Width
div 2;
4059 GameY
:= gMapInfo
.Height
div 2;
4068 FWantsInGame
:= False;
4074 if Self
= gPlayer1
then
4076 gSpectLatchPID1
:= FUID
;
4079 else if Self
= gPlayer2
then
4081 gSpectLatchPID2
:= FUID
;
4086 if g_Game_IsNet
then
4087 MH_SEND_PlayerStats(FUID
);
4090 procedure TPlayer
.SwitchNoClip
;
4094 FGhost
:= not FGhost
;
4095 FPhysics
:= not FGhost
;
4107 procedure TPlayer
.Run(Direction
: TDirection
);
4111 if MAX_RUNVEL
> 8 then
4115 if Direction
= TDirection
.D_LEFT
then
4117 if FObj
.Vel
.X
> -MAX_RUNVEL
then
4118 FObj
.Vel
.X
:= FObj
.Vel
.X
- (MAX_RUNVEL
shr 3);
4121 if FObj
.Vel
.X
< MAX_RUNVEL
then
4122 FObj
.Vel
.X
:= FObj
.Vel
.X
+ (MAX_RUNVEL
shr 3);
4124 // Возможно, пинаем куски:
4125 if (FObj
.Vel
.X
<> 0) and (gGibs
<> nil) then
4127 b
:= Abs(FObj
.Vel
.X
);
4128 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
4129 for a
:= 0 to High(gGibs
) do
4131 if gGibs
[a
].alive
and
4132 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
4133 FObj
.Rect
.Width
, 8, @gGibs
[a
].Obj
) and (Random(3) = 0) then
4136 if FObj
.Vel
.X
< 0 then
4138 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)+120) // налево
4142 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)); // направо
4144 gGibs
[a
].positionChanged(); // this updates spatial accelerators
4152 procedure TPlayer
.SeeDown();
4154 SetAction(A_SEEDOWN
);
4156 if FDirection
= TDirection
.D_LEFT
then FAngle
:= ANGLE_LEFTDOWN
else FAngle
:= ANGLE_RIGHTDOWN
;
4158 if FIncCam
> -120 then DecMin(FIncCam
, 5, -120);
4161 procedure TPlayer
.SeeUp();
4165 if FDirection
= TDirection
.D_LEFT
then FAngle
:= ANGLE_LEFTUP
else FAngle
:= ANGLE_RIGHTUP
;
4167 if FIncCam
< 120 then IncMax(FIncCam
, 5, 120);
4170 procedure TPlayer
.SetAction(Action
: Byte; Force
: Boolean = False);
4178 A_ATTACK
: Prior
:= 2;
4179 A_SEEUP
: Prior
:= 1;
4180 A_SEEDOWN
: Prior
:= 1;
4181 A_ATTACKUP
: Prior
:= 2;
4182 A_ATTACKDOWN
: Prior
:= 2;
4187 if (Prior
> FActionPrior
) or Force
then
4188 if not ((Prior
= 2) and (FCurrWeap
= WEAPON_SAW
)) then
4190 FActionPrior
:= Prior
;
4191 FActionAnim
:= Action
;
4192 FActionForce
:= Force
;
4193 FActionChanged
:= True;
4196 if Action
in [A_ATTACK
, A_ATTACKUP
, A_ATTACKDOWN
] then FModel
.SetFire(True);
4199 function TPlayer
.StayOnStep(XInc
, YInc
: Integer): Boolean;
4201 Result
:= not g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+YInc
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
-1,
4202 PLAYER_RECT
.Width
, 1, PANEL_STEP
, False)
4203 and g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+YInc
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
,
4204 PLAYER_RECT
.Width
, 1, PANEL_STEP
, False);
4207 function TPlayer
.TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
4214 if g_CollideLevel(X
, Y
, PLAYER_RECT
.Width
, PLAYER_RECT
.Height
) then
4216 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj
.X
, FObj
.Y
);
4217 if g_Game_IsServer
and g_Game_IsNet
then
4218 MH_SEND_Sound(FObj
.X
, FObj
.Y
, 'SOUND_GAME_NOTELEPORT');
4222 FJustTeleported
:= True;
4227 if g_Frames_Get(ID
, 'FRAMES_TELEPORT') then
4229 Anim
:= TAnimation
.Create(ID
, False, 3);
4232 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj
.X
, FObj
.Y
);
4233 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4234 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
4235 if g_Game_IsServer
and g_Game_IsNet
then
4236 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4237 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, 1,
4241 FObj
.X
:= X
-PLAYER_RECT
.X
;
4242 FObj
.Y
:= Y
-PLAYER_RECT
.Y
;
4243 FObj
.oldX
:= FObj
.X
; // don't interpolate after respawn
4244 FObj
.oldY
:= FObj
.Y
;
4245 if FAlive
and FGhost
then
4251 if not g_Game_IsNet
then
4255 SetDirection(TDirection
.D_LEFT
);
4261 SetDirection(TDirection
.D_RIGHT
);
4267 if FDirection
= TDirection
.D_RIGHT
then
4269 SetDirection(TDirection
.D_LEFT
);
4274 SetDirection(TDirection
.D_RIGHT
);
4280 if not silent
and (Anim
<> nil) then
4282 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4283 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
4286 if g_Game_IsServer
and g_Game_IsNet
then
4287 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4288 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, 0,
4295 function nonz(a
: Single): Single;
4303 function TPlayer
.refreshCorpse(): Boolean;
4309 if FAlive
or FSpectator
then
4311 if (gCorpses
= nil) or (Length(gCorpses
) = 0) then
4313 for i
:= 0 to High(gCorpses
) do
4314 if gCorpses
[i
] <> nil then
4315 if gCorpses
[i
].FPlayerUID
= FUID
then
4323 function TPlayer
.getCameraObj(): TObj
;
4325 if (not FAlive
) and (not FSpectator
) and
4326 (FCorpse
>= 0) and (FCorpse
< Length(gCorpses
)) and
4327 (gCorpses
[FCorpse
] <> nil) and (gCorpses
[FCorpse
].FPlayerUID
= FUID
) then
4329 gCorpses
[FCorpse
].FObj
.slopeUpLeft
:= FObj
.slopeUpLeft
;
4330 Result
:= gCorpses
[FCorpse
].FObj
;
4338 procedure TPlayer
.PreUpdate();
4340 FSlopeOld
:= FObj
.slopeUpLeft
;
4341 FIncCamOld
:= FIncCam
;
4342 FObj
.oldX
:= FObj
.X
;
4343 FObj
.oldY
:= FObj
.Y
;
4346 procedure TPlayer
.Update();
4349 i
, ii
, wx
, wy
, xd
, yd
, k
: Integer;
4350 blockmon
, headwater
, dospawn
: Boolean;
4355 NetServer
:= g_Game_IsNet
and g_Game_IsServer
;
4356 AnyServer
:= g_Game_IsServer
;
4358 if g_Game_IsClient
and (NetInterpLevel
> 0) then
4359 DoLerp(NetInterpLevel
+ 1)
4365 if (FClientID
>= 0) and (NetClients
[FClientID
].Peer
<> nil) then
4367 FPing
:= NetClients
[FClientID
].Peer
^.lastRoundTripTime
;
4368 if NetClients
[FClientID
].Peer
^.packetsSent
> 0 then
4369 FLoss
:= Round(100*NetClients
[FClientID
].Peer
^.packetsLost
/NetClients
[FClientID
].Peer
^.packetsSent
)
4378 if FAlive
and (FPunchAnim
<> nil) then
4379 FPunchAnim
.Update();
4381 if FAlive
and (gFly
or FJetpack
) then
4384 if FDirection
= TDirection
.D_LEFT
then
4389 if FAlive
and (not FGhost
) then
4391 if FKeys
[KEY_UP
].Pressed
then
4393 if FKeys
[KEY_DOWN
].Pressed
then
4397 if (not (FKeys
[KEY_UP
].Pressed
or FKeys
[KEY_DOWN
].Pressed
)) and
4400 i
:= g_basic
.Sign(FIncCam
);
4401 FIncCam
:= Abs(FIncCam
);
4402 DecMin(FIncCam
, 5, 0);
4403 FIncCam
:= FIncCam
*i
;
4406 if gTime
mod (GAME_TICK
*2) <> 0 then
4408 if (FObj
.Vel
.X
= 0) and FAlive
then
4410 if FKeys
[KEY_LEFT
].Pressed
then
4411 Run(TDirection
.D_LEFT
);
4412 if FKeys
[KEY_RIGHT
].Pressed
then
4413 Run(TDirection
.D_RIGHT
);
4418 g_Obj_Move(@FObj
, True, True, True);
4419 positionChanged(); // this updates spatial accelerators
4425 FActionChanged
:= False;
4429 // Let alive player do some actions
4430 if FKeys
[KEY_LEFT
].Pressed
then Run(TDirection
.D_LEFT
);
4431 if FKeys
[KEY_RIGHT
].Pressed
then Run(TDirection
.D_RIGHT
);
4432 if FKeys
[KEY_FIRE
].Pressed
and AnyServer
then Fire()
4438 if NetServer
then MH_SEND_PlayerStats(FUID
);
4441 if FKeys
[KEY_OPEN
].Pressed
and AnyServer
then Use();
4442 if FKeys
[KEY_JUMP
].Pressed
then Jump()
4445 if AnyServer
and FJetpack
then
4449 if NetServer
then MH_SEND_PlayerStats(FUID
);
4451 FCanJetpack
:= True;
4458 for k
:= Low(FKeys
) to KEY_CHAT
-1 do
4460 if FKeys
[k
].Pressed
then
4468 if gGameSettings
.GameType
in [GT_CUSTOM
, GT_SERVER
, GT_CLIENT
] then
4471 if (FTime
[T_RESPAWN
] <= gTime
) and
4472 gGameOn
and (not FAlive
) then
4474 if (g_Player_GetCount() > 1) then
4478 gExit
:= EXIT_RESTART
;
4483 // Dead spectator actions
4486 if FKeys
[KEY_OPEN
].Pressed
and AnyServer
then Fire();
4487 if FKeys
[KEY_FIRE
].Pressed
and AnyServer
then
4491 if (FSpectatePlayer
>= High(gPlayers
)) then
4492 FSpectatePlayer
:= -1
4496 for I
:= FSpectatePlayer
+ 1 to High(gPlayers
) do
4497 if gPlayers
[I
] <> nil then
4498 if gPlayers
[I
].alive
then
4499 if gPlayers
[I
].UID
<> FUID
then
4501 FSpectatePlayer
:= I
;
4506 if not SetSpect
then FSpectatePlayer
:= -1;
4517 if FKeys
[KEY_UP
].Pressed
or FKeys
[KEY_JUMP
].Pressed
then
4519 FYTo
:= FObj
.Y
- 32;
4520 FSpectatePlayer
:= -1;
4522 if FKeys
[KEY_DOWN
].Pressed
then
4524 FYTo
:= FObj
.Y
+ 32;
4525 FSpectatePlayer
:= -1;
4527 if FKeys
[KEY_LEFT
].Pressed
then
4529 FXTo
:= FObj
.X
- 32;
4530 FSpectatePlayer
:= -1;
4532 if FKeys
[KEY_RIGHT
].Pressed
then
4534 FXTo
:= FObj
.X
+ 32;
4535 FSpectatePlayer
:= -1;
4538 if (FXTo
< -64) then
4540 else if (FXTo
> gMapInfo
.Width
+ 32) then
4541 FXTo
:= gMapInfo
.Width
+ 32;
4542 if (FYTo
< -72) then
4544 else if (FYTo
> gMapInfo
.Height
+ 32) then
4545 FYTo
:= gMapInfo
.Height
+ 32;
4550 g_Obj_Move(@FObj
, True, True, True);
4551 positionChanged(); // this updates spatial accelerators
4558 if (FSpectatePlayer
<= High(gPlayers
)) and (FSpectatePlayer
>= 0) then
4559 if gPlayers
[FSpectatePlayer
] <> nil then
4560 if gPlayers
[FSpectatePlayer
].alive
then
4562 FXTo
:= gPlayers
[FSpectatePlayer
].GameX
;
4563 FYTo
:= gPlayers
[FSpectatePlayer
].GameY
;
4567 blockmon
:= g_Map_CollidePanel(FObj
.X
+PLAYER_HEADRECT
.X
, FObj
.Y
+PLAYER_HEADRECT
.Y
,
4568 PLAYER_HEADRECT
.Width
, PLAYER_HEADRECT
.Height
,
4569 PANEL_BLOCKMON
, True);
4570 headwater
:= HeadInLiquid(0, 0);
4572 // Сопротивление воздуха:
4573 if (not FAlive
) or not (FKeys
[KEY_LEFT
].Pressed
or FKeys
[KEY_RIGHT
].Pressed
) then
4574 if FObj
.Vel
.X
<> 0 then
4575 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
4577 if (FLastHit
= HIT_TRAP
) and (FPain
> 90) then FPain
:= 90;
4578 DecMin(FPain
, 5, 0);
4579 DecMin(FPickup
, 1, 0);
4581 if FAlive
and (FObj
.Y
> Integer(gMapInfo
.Height
)+128) and AnyServer
then
4583 // Обнулить действия примочек, чтобы фон пропал
4584 FMegaRulez
[MR_SUIT
] := 0;
4585 FMegaRulez
[MR_INVUL
] := 0;
4586 FMegaRulez
[MR_INVIS
] := 0;
4587 Kill(K_FALLKILL
, 0, HIT_FALL
);
4594 if FCurrWeap
= WEAPON_SAW
then
4595 if not (FSawSound
.IsPlaying() or FSawSoundHit
.IsPlaying() or
4596 FSawSoundSelect
.IsPlaying()) then
4597 FSawSoundIdle
.PlayAt(FObj
.X
, FObj
.Y
);
4600 if (not FJetSoundFly
.IsPlaying()) and (not FJetSoundOn
.IsPlaying()) and
4601 (not FJetSoundOff
.IsPlaying()) then
4603 FJetSoundFly
.SetPosition(0);
4604 FJetSoundFly
.PlayAt(FObj
.X
, FObj
.Y
);
4607 for b
:= WP_FIRST
to WP_LAST
do
4608 if FReloading
[b
] > 0 then
4614 if FShellTimer
> -1 then
4615 if FShellTimer
= 0 then
4617 if FShellType
= SHELL_SHELL
then
4618 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
4619 GameVelX
, GameVelY
-2, SHELL_SHELL
)
4620 else if FShellType
= SHELL_DBLSHELL
then
4622 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
4623 GameVelX
+1, GameVelY
-2, SHELL_SHELL
);
4624 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
4625 GameVelX
-1, GameVelY
-2, SHELL_SHELL
);
4628 end else Dec(FShellTimer
);
4630 if (FBFGFireCounter
> -1) then
4631 if FBFGFireCounter
= 0 then
4635 wx
:= FObj
.X
+WEAPONPOINT
[FDirection
].X
;
4636 wy
:= FObj
.Y
+WEAPONPOINT
[FDirection
].Y
;
4637 xd
:= wx
+IfThen(FDirection
= TDirection
.D_LEFT
, -30, 30);
4638 yd
:= wy
+firediry();
4639 g_Weapon_bfgshot(wx
, wy
, xd
, yd
, FUID
);
4640 if NetServer
then MH_SEND_PlayerFire(FUID
, WEAPON_BFG
, wx
, wy
, xd
, yd
);
4641 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
4642 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
4643 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
4646 FReloading
[WEAPON_BFG
] := WEAPON_RELOAD
[WEAPON_BFG
];
4647 FBFGFireCounter
:= -1;
4650 FBFGFireCounter
:= 0
4652 Dec(FBFGFireCounter
);
4654 if (FMegaRulez
[MR_SUIT
] < gTime
) and AnyServer
then
4656 b
:= g_GetAcidHit(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
, PLAYER_RECT
.Width
, PLAYER_RECT
.Height
);
4658 if (b
> 0) and (gTime
mod (15*GAME_TICK
) = 0) then Damage(b
, 0, 0, 0, HIT_ACID
);
4661 if (headwater
or blockmon
) then
4667 if AnyServer
then Damage(10, 0, 0, 0, HIT_WATER
);
4670 else if (FAir
mod 31 = 0) and not blockmon
then
4672 g_GFX_Bubbles(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2), FObj
.Y
+PLAYER_RECT
.Y
-4, 5+Random(6), 8, 4);
4674 then g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
4675 else g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
4677 end else if FAir
< AIR_DEF
then
4680 if FFireTime
> 0 then
4682 if BodyInLiquid(0, 0) then
4687 else if FMegaRulez
[MR_SUIT
] >= gTime
then
4689 if FMegaRulez
[MR_SUIT
] = gTime
then
4696 if FFirePainTime
<= 0 then
4698 if g_Game_IsServer
then
4699 Damage(2, FFireAttacker
, 0, 0, HIT_FLAME
);
4700 FFirePainTime
:= 12 - FFireTime
div 12;
4702 FFirePainTime
:= FFirePainTime
- 1;
4703 FFireTime
:= FFireTime
- 1;
4704 if ((FFireTime
mod 33) = 0) and (FMegaRulez
[MR_INVUL
] < gTime
) then
4705 FModel
.PlaySound(MODELSOUND_PAIN
, 1, FObj
.X
, FObj
.Y
);
4706 if (FFireTime
= 0) and g_Game_IsNet
and g_Game_IsServer
then
4707 MH_SEND_PlayerStats(FUID
);
4711 if FDamageBuffer
> 0 then
4713 if FDamageBuffer
>= 9 then
4717 if FDamageBuffer
< 30 then i
:= 9
4718 else if FDamageBuffer
< 100 then i
:= 18
4722 ii
:= Round(FDamageBuffer
*FHealth
/ nonz(FArmor
*(3/4)+FHealth
));
4723 FArmor
:= FArmor
-(FDamageBuffer
-ii
);
4724 FHealth
:= FHealth
-ii
;
4727 FHealth
:= FHealth
+FArmor
;
4732 if FHealth
<= 0 then
4733 if FHealth
> -30 then Kill(K_SIMPLEKILL
, FLastSpawnerUID
, FLastHit
)
4734 else if FHealth
> -50 then Kill(K_HARDKILL
, FLastSpawnerUID
, FLastHit
)
4735 else Kill(K_EXTRAHARDKILL
, FLastSpawnerUID
, FLastHit
);
4737 if FAlive
and ((FLastHit
<> HIT_FLAME
) or (FFireTime
<= 0)) then
4739 if FDamageBuffer
<= 20 then FModel
.PlaySound(MODELSOUND_PAIN
, 1, FObj
.X
, FObj
.Y
)
4740 else if FDamageBuffer
<= 55 then FModel
.PlaySound(MODELSOUND_PAIN
, 2, FObj
.X
, FObj
.Y
)
4741 else if FDamageBuffer
<= 120 then FModel
.PlaySound(MODELSOUND_PAIN
, 3, FObj
.X
, FObj
.Y
)
4742 else FModel
.PlaySound(MODELSOUND_PAIN
, 4, FObj
.X
, FObj
.Y
);
4749 end; // if FAlive then ...
4751 if (FActionAnim
= A_PAIN
) and (FModel
.Animation
<> A_PAIN
) then
4753 FModel
.ChangeAnimation(FActionAnim
, FActionForce
);
4754 FModel
.GetCurrentAnimation
.MinLength
:= i
;
4755 FModel
.GetCurrentAnimationMask
.MinLength
:= i
;
4756 end else FModel
.ChangeAnimation(FActionAnim
, FActionForce
and (FModel
.Animation
<> A_STAND
));
4758 if (FModel
.GetCurrentAnimation
.Played
or ((not FActionChanged
) and (FModel
.Animation
= A_WALK
)))
4759 then SetAction(A_STAND
, True);
4761 if not ((FModel
.Animation
= A_WALK
) and (Abs(FObj
.Vel
.X
) < 4) and not FModel
.Fire
) then FModel
.Update
;
4763 for b
:= Low(FKeys
) to High(FKeys
) do
4764 if FKeys
[b
].Time
= 0 then FKeys
[b
].Pressed
:= False else Dec(FKeys
[b
].Time
);
4768 procedure TPlayer
.getMapBox (out x
, y
, w
, h
: Integer); inline;
4770 x
:= FObj
.X
+PLAYER_RECT
.X
;
4771 y
:= FObj
.Y
+PLAYER_RECT
.Y
;
4772 w
:= PLAYER_RECT
.Width
;
4773 h
:= PLAYER_RECT
.Height
;
4777 procedure TPlayer
.moveBy (dx
, dy
: Integer); inline;
4779 if (dx
<> 0) or (dy
<> 0) then
4788 function TPlayer
.Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean;
4790 Result
:= g_Collide(FObj
.X
+PLAYER_RECT
.X
,
4791 FObj
.Y
+PLAYER_RECT
.Y
,
4798 function TPlayer
.Collide(Panel
: TPanel
): Boolean;
4800 Result
:= g_Collide(FObj
.X
+PLAYER_RECT
.X
,
4801 FObj
.Y
+PLAYER_RECT
.Y
,
4805 Panel
.Width
, Panel
.Height
);
4808 function TPlayer
.Collide(X
, Y
: Integer): Boolean;
4810 X
:= X
-FObj
.X
-PLAYER_RECT
.X
;
4811 Y
:= Y
-FObj
.Y
-PLAYER_RECT
.Y
;
4812 Result
:= (x
>= 0) and (x
<= PLAYER_RECT
.Width
) and
4813 (y
>= 0) and (y
<= PLAYER_RECT
.Height
);
4816 function g_Player_ValidName(Name
: string): Boolean;
4822 if gPlayers
= nil then Exit
;
4824 for a
:= 0 to High(gPlayers
) do
4825 if gPlayers
[a
] <> nil then
4826 if LowerCase(Name
) = LowerCase(gPlayers
[a
].FName
) then
4833 procedure TPlayer
.SetDirection(Direction
: TDirection
);
4837 d
:= FModel
.Direction
;
4839 FModel
.Direction
:= Direction
;
4840 if d
<> Direction
then FModel
.ChangeAnimation(FModel
.Animation
, True);
4842 FDirection
:= Direction
;
4845 function TPlayer
.GetKeys(): Byte;
4849 if R_KEY_RED
in FRulez
then Result
:= KEY_RED
;
4850 if R_KEY_GREEN
in FRulez
then Result
:= Result
or KEY_GREEN
;
4851 if R_KEY_BLUE
in FRulez
then Result
:= Result
or KEY_BLUE
;
4853 if FTeam
= TEAM_RED
then Result
:= Result
or KEY_REDTEAM
;
4854 if FTeam
= TEAM_BLUE
then Result
:= Result
or KEY_BLUETEAM
;
4857 procedure TPlayer
.Use();
4861 if FTime
[T_USE
] > gTime
then Exit
;
4863 g_Triggers_PressR(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
, PLAYER_RECT
.Width
,
4864 PLAYER_RECT
.Height
, FUID
, ACTIVATE_PLAYERPRESS
);
4866 for a
:= 0 to High(gPlayers
) do
4867 if (gPlayers
[a
] <> nil) and (gPlayers
[a
] <> Self
) and
4868 gPlayers
[a
].alive
and SameTeam(FUID
, gPlayers
[a
].FUID
) and
4869 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
4870 FObj
.Rect
.Width
, FObj
.Rect
.Height
, @gPlayers
[a
].FObj
) then
4872 gPlayers
[a
].Touch();
4873 if g_Game_IsNet
and g_Game_IsServer
then
4874 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH
, gPlayers
[a
].FUID
);
4877 FTime
[T_USE
] := gTime
+120;
4880 procedure TPlayer
.NetFire(Wpn
: Byte; X
, Y
, AX
, AY
: Integer; WID
: Integer = -1);
4883 visible
: Boolean = True;
4884 WX
, WY
, XD
, YD
: Integer;
4896 if R_BERSERK
in FRulez
then
4898 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
4899 locobj
.X
:= FObj
.X
+FObj
.Rect
.X
;
4900 locobj
.Y
:= FObj
.Y
+FObj
.Rect
.Y
;
4903 locobj
.rect
.Width
:= 39;
4904 locobj
.rect
.Height
:= 52;
4905 locobj
.Vel
.X
:= (xd
-wx
) div 2;
4906 locobj
.Vel
.Y
:= (yd
-wy
) div 2;
4907 locobj
.Accel
.X
:= xd
-wx
;
4908 locobj
.Accel
.y
:= yd
-wy
;
4910 if g_Weapon_Hit(@locobj
, 50, FUID
, HIT_SOME
) <> 0 then
4911 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj
.X
, FObj
.Y
)
4913 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj
.X
, FObj
.Y
);
4917 FPain
:= min(FPain
+ 25, 50);
4919 g_Weapon_punch(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, 3, FUID
);
4924 if g_Weapon_chainsaw(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
4925 IfThen(gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
], 9, 3), FUID
) <> 0 then
4927 FSawSoundSelect
.Stop();
4929 FSawSoundHit
.PlayAt(FObj
.X
, FObj
.Y
);
4931 else if not FSawSoundHit
.IsPlaying() then
4933 FSawSoundSelect
.Stop();
4934 FSawSound
.PlayAt(FObj
.X
, FObj
.Y
);
4940 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX
, Gamey
);
4941 FFireAngle
:= FAngle
;
4942 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
4943 GameVelX
, GameVelY
-2, SHELL_BULLET
);
4948 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex
, Gamey
);
4949 FFireAngle
:= FAngle
;
4951 FShellType
:= SHELL_SHELL
;
4956 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex
, Gamey
);
4957 FFireAngle
:= FAngle
;
4959 FShellType
:= SHELL_DBLSHELL
;
4964 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex
, Gamey
);
4965 FFireAngle
:= FAngle
;
4966 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
4967 GameVelX
, GameVelY
-2, SHELL_BULLET
);
4970 WEAPON_ROCKETLAUNCHER
:
4972 g_Weapon_Rocket(wx
, wy
, xd
, yd
, FUID
, WID
);
4973 FFireAngle
:= FAngle
;
4978 g_Weapon_Plasma(wx
, wy
, xd
, yd
, FUID
, WID
);
4979 FFireAngle
:= FAngle
;
4984 g_Weapon_BFGShot(wx
, wy
, xd
, yd
, FUID
, WID
);
4985 FFireAngle
:= FAngle
;
4988 WEAPON_SUPERPULEMET
:
4990 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex
, Gamey
);
4991 FFireAngle
:= FAngle
;
4992 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
4993 GameVelX
, GameVelY
-2, SHELL_SHELL
);
4996 WEAPON_FLAMETHROWER
:
4998 g_Weapon_flame(wx
, wy
, xd
, yd
, FUID
, WID
);
5000 FFireAngle
:= FAngle
;
5004 if not visible
then Exit
;
5006 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
5007 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
5008 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
5011 procedure TPlayer
.DoLerp(Level
: Integer = 2);
5013 if FObj
.X
<> FXTo
then FObj
.X
:= Lerp(FObj
.X
, FXTo
, Level
);
5014 if FObj
.Y
<> FYTo
then FObj
.Y
:= Lerp(FObj
.Y
, FYTo
, Level
);
5017 procedure TPlayer
.SetLerp(XTo
, YTo
: Integer);
5023 if FJustTeleported
or (NetInterpLevel
< 1) then
5027 if FJustTeleported
then
5029 FObj
.oldX
:= FObj
.X
;
5030 FObj
.oldY
:= FObj
.Y
;
5035 AX
:= Abs(FXTo
- FObj
.X
);
5036 AY
:= Abs(FYTo
- FObj
.Y
);
5037 if (AX
> 32) or (AX
<= NetInterpLevel
) then
5039 if (AY
> 32) or (AY
<= NetInterpLevel
) then
5044 function TPlayer
.FullInLift(XInc
, YInc
: Integer): Integer;
5046 if g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
5047 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
-8,
5048 PANEL_LIFTUP
, False) then Result
:= -1
5050 if g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
5051 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
-8,
5052 PANEL_LIFTDOWN
, False) then Result
:= 1
5056 function TPlayer
.GetFlag(Flag
: Byte): Boolean;
5063 if Flag
= FLAG_NONE
then
5066 if not g_Game_IsServer
then Exit
;
5068 // Принес чужой флаг на свою базу:
5069 if (Flag
= FTeam
) and
5070 (gFlags
[Flag
].State
= FLAG_STATE_NORMAL
) and
5071 (FFlag
<> FLAG_NONE
) then
5073 if FFlag
= FLAG_RED
then
5074 s
:= _lc
[I_PLAYER_FLAG_RED
]
5076 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5078 evtype
:= FLAG_STATE_SCORED
;
5080 ts
:= Format('%.4d', [gFlags
[FFlag
].CaptureTime
]);
5081 Insert('.', ts
, Length(ts
) + 1 - 3);
5082 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_CAPTURE
], [FName
, s
, ts
]), True);
5084 g_Map_ResetFlag(FFlag
);
5085 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_CAPTURE
], [AnsiUpperCase(s
)]), 144);
5087 if ((Self
= gPlayer1
) or (Self
= gPlayer2
)
5088 or ((gPlayer1
<> nil) and (gPlayer1
.Team
= FTeam
))
5089 or ((gPlayer2
<> nil) and (gPlayer2
.Team
= FTeam
))) then
5094 if not sound_cap_flag
[a
].IsPlaying() then
5095 sound_cap_flag
[a
].Play();
5097 gTeamStat
[FTeam
].Score
+= 1;
5100 if g_Game_IsNet
then
5102 MH_SEND_FlagEvent(evtype
, FFlag
, FUID
, False);
5106 gFlags
[FFlag
].CaptureTime
:= 0;
5111 // Подобрал свой флаг - вернул его на базу:
5112 if (Flag
= FTeam
) and
5113 (gFlags
[Flag
].State
= FLAG_STATE_DROPPED
) then
5115 if Flag
= FLAG_RED
then
5116 s
:= _lc
[I_PLAYER_FLAG_RED
]
5118 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5120 evtype
:= FLAG_STATE_RETURNED
;
5121 gFlags
[Flag
].CaptureTime
:= 0;
5123 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_RETURN
], [FName
, s
]), True);
5125 g_Map_ResetFlag(Flag
);
5126 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_RETURN
], [AnsiUpperCase(s
)]), 144);
5128 if ((Self
= gPlayer1
) or (Self
= gPlayer2
)
5129 or ((gPlayer1
<> nil) and (gPlayer1
.Team
= FTeam
))
5130 or ((gPlayer2
<> nil) and (gPlayer2
.Team
= FTeam
))) then
5135 if not sound_ret_flag
[a
].IsPlaying() then
5136 sound_ret_flag
[a
].Play();
5139 if g_Game_IsNet
then
5141 MH_SEND_FlagEvent(evtype
, Flag
, FUID
, False);
5147 // Подобрал чужой флаг:
5148 if (Flag
<> FTeam
) and (FTime
[T_FLAGCAP
] <= gTime
) then
5152 if Flag
= FLAG_RED
then
5153 s
:= _lc
[I_PLAYER_FLAG_RED
]
5155 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5157 evtype
:= FLAG_STATE_CAPTURED
;
5159 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_GET
], [FName
, s
]), True);
5161 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_GET
], [AnsiUpperCase(s
)]), 144);
5163 gFlags
[Flag
].State
:= FLAG_STATE_CAPTURED
;
5165 if ((Self
= gPlayer1
) or (Self
= gPlayer2
)
5166 or ((gPlayer1
<> nil) and (gPlayer1
.Team
= FTeam
))
5167 or ((gPlayer2
<> nil) and (gPlayer2
.Team
= FTeam
))) then
5172 if not sound_get_flag
[a
].IsPlaying() then
5173 sound_get_flag
[a
].Play();
5176 if g_Game_IsNet
then
5178 MH_SEND_FlagEvent(evtype
, Flag
, FUID
, False);
5184 procedure TPlayer
.SetFlag(Flag
: Byte);
5187 if FModel
<> nil then
5188 FModel
.SetFlag(FFlag
);
5191 function TPlayer
.TryDropFlag(): Boolean;
5193 if LongBool(gGameSettings
.Options
and GAME_OPTION_ALLOWDROPFLAG
) then
5194 Result
:= DropFlag(False, LongBool(gGameSettings
.Options
and GAME_OPTION_THROWFLAG
))
5199 function TPlayer
.DropFlag(Silent
: Boolean = True; DoThrow
: Boolean = False): Boolean;
5206 if (not g_Game_IsServer
) or (FFlag
= FLAG_NONE
) then
5208 FTime
[T_FLAGCAP
] := gTime
+ 2000;
5209 with gFlags
[FFlag
] do
5213 Direction
:= FDirection
;
5214 State
:= FLAG_STATE_DROPPED
;
5218 xv
:= FObj
.Vel
.X
+ IfThen(Direction
= TDirection
.D_RIGHT
, 10, -10);
5219 yv
:= FObj
.Vel
.Y
- 2;
5223 xv
:= (FObj
.Vel
.X
div 2);
5224 yv
:= (FObj
.Vel
.Y
div 2) - 2;
5226 g_Obj_Push(@Obj
, xv
, yv
);
5228 positionChanged(); // this updates spatial accelerators
5230 if FFlag
= FLAG_RED
then
5231 s
:= _lc
[I_PLAYER_FLAG_RED
]
5233 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5235 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_DROP
], [FName
, s
]), True);
5236 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_DROP
], [AnsiUpperCase(s
)]), 144);
5238 if ((Self
= gPlayer1
) or (Self
= gPlayer2
)
5239 or ((gPlayer1
<> nil) and (gPlayer1
.Team
= FTeam
))
5240 or ((gPlayer2
<> nil) and (gPlayer2
.Team
= FTeam
))) then
5245 if (not Silent
) and (not sound_lost_flag
[a
].IsPlaying()) then
5246 sound_lost_flag
[a
].Play();
5248 if g_Game_IsNet
then
5249 MH_SEND_FlagEvent(FLAG_STATE_DROPPED
, Flag
, FUID
, False);
5255 procedure TPlayer
.GetSecret();
5257 if (self
= gPlayer1
) or (self
= gPlayer2
) then
5259 g_Console_Add(Format(_lc
[I_PLAYER_SECRET
], [FName
]), True);
5260 g_Sound_PlayEx('SOUND_GAME_SECRET');
5265 procedure TPlayer
.PressKey(Key
: Byte; Time
: Word = 1);
5267 Assert(Key
<= High(FKeys
));
5269 FKeys
[Key
].Pressed
:= True;
5270 FKeys
[Key
].Time
:= Time
;
5273 function TPlayer
.IsKeyPressed(K
: Byte): Boolean;
5275 Result
:= FKeys
[K
].Pressed
;
5278 procedure TPlayer
.ReleaseKeys();
5282 for a
:= Low(FKeys
) to High(FKeys
) do
5284 FKeys
[a
].Pressed
:= False;
5289 procedure TPlayer
.OnDamage(Angle
: SmallInt);
5293 function TPlayer
.firediry(): Integer;
5295 if FKeys
[KEY_UP
].Pressed
then Result
:= -42
5296 else if FKeys
[KEY_DOWN
].Pressed
then Result
:= 19
5300 procedure TPlayer
.RememberState();
5303 SavedState
: TPlayerSavedState
;
5305 SavedState
.Health
:= FHealth
;
5306 SavedState
.Armor
:= FArmor
;
5307 SavedState
.Air
:= FAir
;
5308 SavedState
.JetFuel
:= FJetFuel
;
5309 SavedState
.CurrWeap
:= FCurrWeap
;
5310 SavedState
.NextWeap
:= FNextWeap
;
5311 SavedState
.NextWeapDelay
:= FNextWeapDelay
;
5312 for i
:= Low(FWeapon
) to High(FWeapon
) do
5313 SavedState
.Weapon
[i
] := FWeapon
[i
];
5314 for i
:= Low(FAmmo
) to High(FAmmo
) do
5315 SavedState
.Ammo
[i
] := FAmmo
[i
];
5316 for i
:= Low(FMaxAmmo
) to High(FMaxAmmo
) do
5317 SavedState
.MaxAmmo
[i
] := FMaxAmmo
[i
];
5318 SavedState
.Rulez
:= FRulez
- [R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
];
5320 FSavedStateNum
:= -1;
5321 for i
:= Low(SavedStates
) to High(SavedStates
) do
5322 if not SavedStates
[i
].Used
then
5324 FSavedStateNum
:= i
;
5327 if FSavedStateNum
< 0 then
5329 SetLength(SavedStates
, Length(SavedStates
) + 1);
5330 FSavedStateNum
:= High(SavedStates
);
5333 SavedState
.Used
:= True;
5334 SavedStates
[FSavedStateNum
] := SavedState
;
5337 procedure TPlayer
.RecallState();
5340 SavedState
: TPlayerSavedState
;
5342 if(FSavedStateNum
< 0) or (FSavedStateNum
> High(SavedStates
)) then
5345 SavedState
:= SavedStates
[FSavedStateNum
];
5346 SavedStates
[FSavedStateNum
].Used
:= False;
5347 FSavedStateNum
:= -1;
5349 FHealth
:= SavedState
.Health
;
5350 FArmor
:= SavedState
.Armor
;
5351 FAir
:= SavedState
.Air
;
5352 FJetFuel
:= SavedState
.JetFuel
;
5353 FCurrWeap
:= SavedState
.CurrWeap
;
5354 FNextWeap
:= SavedState
.NextWeap
;
5355 FNextWeapDelay
:= SavedState
.NextWeapDelay
;
5356 for i
:= Low(FWeapon
) to High(FWeapon
) do
5357 FWeapon
[i
] := SavedState
.Weapon
[i
];
5358 for i
:= Low(FAmmo
) to High(FAmmo
) do
5359 FAmmo
[i
] := SavedState
.Ammo
[i
];
5360 for i
:= Low(FMaxAmmo
) to High(FMaxAmmo
) do
5361 FMaxAmmo
[i
] := SavedState
.MaxAmmo
[i
];
5362 FRulez
:= SavedState
.Rulez
;
5364 if gGameSettings
.GameType
= GT_SERVER
then
5365 MH_SEND_PlayerStats(FUID
);
5368 procedure TPlayer
.SaveState (st
: TStream
);
5374 utils
.writeSign(st
, 'PLYR');
5375 utils
.writeInt(st
, Byte(PLR_SAVE_VERSION
)); // version
5377 utils
.writeBool(st
, FIamBot
);
5379 utils
.writeInt(st
, Word(FUID
));
5381 utils
.writeStr(st
, FName
);
5383 utils
.writeInt(st
, Byte(FTeam
));
5385 utils
.writeBool(st
, FAlive
);
5386 // Израсходовал ли все жизни
5387 utils
.writeBool(st
, FNoRespawn
);
5389 if FDirection
= TDirection
.D_LEFT
then b
:= 1 else b
:= 2; // D_RIGHT
5390 utils
.writeInt(st
, Byte(b
));
5392 utils
.writeInt(st
, LongInt(FHealth
));
5393 // Коэффициент инвалидности
5394 utils
.writeInt(st
, LongInt(FHandicap
));
5396 utils
.writeInt(st
, Byte(FLives
));
5398 utils
.writeInt(st
, LongInt(FArmor
));
5400 utils
.writeInt(st
, LongInt(FAir
));
5402 utils
.writeInt(st
, LongInt(FJetFuel
));
5404 utils
.writeInt(st
, LongInt(FPain
));
5406 utils
.writeInt(st
, LongInt(FKills
));
5408 utils
.writeInt(st
, LongInt(FMonsterKills
));
5410 utils
.writeInt(st
, LongInt(FFrags
));
5412 utils
.writeInt(st
, Byte(FFragCombo
));
5413 // Время последнего фрага
5414 utils
.writeInt(st
, LongWord(FLastFrag
));
5416 utils
.writeInt(st
, LongInt(FDeath
));
5418 utils
.writeInt(st
, Byte(FFlag
));
5420 utils
.writeInt(st
, LongInt(FSecrets
));
5422 utils
.writeInt(st
, Byte(FCurrWeap
));
5424 utils
.writeInt(st
, Word(FNextWeap
));
5426 utils
.writeInt(st
, Byte(FNextWeapDelay
));
5427 // Время зарядки BFG
5428 utils
.writeInt(st
, SmallInt(FBFGFireCounter
));
5430 utils
.writeInt(st
, LongInt(FDamageBuffer
));
5431 // Последний ударивший
5432 utils
.writeInt(st
, Word(FLastSpawnerUID
));
5433 // Тип последнего полученного урона
5434 utils
.writeInt(st
, Byte(FLastHit
));
5436 Obj_SaveState(st
, @FObj
);
5437 // Текущее количество патронов
5438 for i
:= A_BULLETS
to A_HIGH
do utils
.writeInt(st
, Word(FAmmo
[i
]));
5439 // Максимальное количество патронов
5440 for i
:= A_BULLETS
to A_HIGH
do utils
.writeInt(st
, Word(FMaxAmmo
[i
]));
5442 for i
:= WP_FIRST
to WP_LAST
do utils
.writeBool(st
, FWeapon
[i
]);
5443 // Время перезарядки оружия
5444 for i
:= WP_FIRST
to WP_LAST
do utils
.writeInt(st
, Word(FReloading
[i
]));
5446 utils
.writeBool(st
, (R_ITEM_BACKPACK
in FRulez
));
5447 // Наличие красного ключа
5448 utils
.writeBool(st
, (R_KEY_RED
in FRulez
));
5449 // Наличие зеленого ключа
5450 utils
.writeBool(st
, (R_KEY_GREEN
in FRulez
));
5451 // Наличие синего ключа
5452 utils
.writeBool(st
, (R_KEY_BLUE
in FRulez
));
5454 utils
.writeBool(st
, (R_BERSERK
in FRulez
));
5455 // Время действия специальных предметов
5456 for i
:= MR_SUIT
to MR_MAX
do utils
.writeInt(st
, LongWord(FMegaRulez
[i
]));
5457 // Время до повторного респауна, смены оружия, исользования, захвата флага
5458 for i
:= T_RESPAWN
to T_FLAGCAP
do utils
.writeInt(st
, LongWord(FTime
[i
]));
5460 utils
.writeStr(st
, FModel
.Name
);
5462 utils
.writeInt(st
, Byte(FColor
.R
));
5463 utils
.writeInt(st
, Byte(FColor
.G
));
5464 utils
.writeInt(st
, Byte(FColor
.B
));
5468 procedure TPlayer
.LoadState (st
: TStream
);
5477 if not utils
.checkSign(st
, 'PLYR') then raise XStreamError
.Create('invalid player signature');
5478 if (utils
.readByte(st
) <> PLR_SAVE_VERSION
) then raise XStreamError
.Create('invalid player version');
5480 FIamBot
:= utils
.readBool(st
);
5482 FUID
:= utils
.readWord(st
);
5484 str
:= utils
.readStr(st
);
5485 if (self
<> gPlayer1
) and (self
<> gPlayer2
) then FName
:= str
;
5487 FTeam
:= utils
.readByte(st
);
5489 FAlive
:= utils
.readBool(st
);
5490 // Израсходовал ли все жизни
5491 FNoRespawn
:= utils
.readBool(st
);
5493 b
:= utils
.readByte(st
);
5494 if b
= 1 then FDirection
:= TDirection
.D_LEFT
else FDirection
:= TDirection
.D_RIGHT
; // b = 2
5496 FHealth
:= utils
.readLongInt(st
);
5497 // Коэффициент инвалидности
5498 FHandicap
:= utils
.readLongInt(st
);
5500 FLives
:= utils
.readByte(st
);
5502 FArmor
:= utils
.readLongInt(st
);
5504 FAir
:= utils
.readLongInt(st
);
5506 FJetFuel
:= utils
.readLongInt(st
);
5508 FPain
:= utils
.readLongInt(st
);
5510 FKills
:= utils
.readLongInt(st
);
5512 FMonsterKills
:= utils
.readLongInt(st
);
5514 FFrags
:= utils
.readLongInt(st
);
5516 FFragCombo
:= utils
.readByte(st
);
5517 // Время последнего фрага
5518 FLastFrag
:= utils
.readLongWord(st
);
5520 FDeath
:= utils
.readLongInt(st
);
5522 FFlag
:= utils
.readByte(st
);
5524 FSecrets
:= utils
.readLongInt(st
);
5526 FCurrWeap
:= utils
.readByte(st
);
5528 FNextWeap
:= utils
.readWord(st
);
5530 FNextWeapDelay
:= utils
.readByte(st
);
5531 // Время зарядки BFG
5532 FBFGFireCounter
:= utils
.readSmallInt(st
);
5534 FDamageBuffer
:= utils
.readLongInt(st
);
5535 // Последний ударивший
5536 FLastSpawnerUID
:= utils
.readWord(st
);
5537 // Тип последнего полученного урона
5538 FLastHit
:= utils
.readByte(st
);
5540 Obj_LoadState(@FObj
, st
);
5541 // Текущее количество патронов
5542 for i
:= A_BULLETS
to A_HIGH
do FAmmo
[i
] := utils
.readWord(st
);
5543 // Максимальное количество патронов
5544 for i
:= A_BULLETS
to A_HIGH
do FMaxAmmo
[i
] := utils
.readWord(st
);
5546 for i
:= WP_FIRST
to WP_LAST
do FWeapon
[i
] := utils
.readBool(st
);
5547 // Время перезарядки оружия
5548 for i
:= WP_FIRST
to WP_LAST
do FReloading
[i
] := utils
.readWord(st
);
5550 if utils
.readBool(st
) then Include(FRulez
, R_ITEM_BACKPACK
);
5551 // Наличие красного ключа
5552 if utils
.readBool(st
) then Include(FRulez
, R_KEY_RED
);
5553 // Наличие зеленого ключа
5554 if utils
.readBool(st
) then Include(FRulez
, R_KEY_GREEN
);
5555 // Наличие синего ключа
5556 if utils
.readBool(st
) then Include(FRulez
, R_KEY_BLUE
);
5558 if utils
.readBool(st
) then Include(FRulez
, R_BERSERK
);
5559 // Время действия специальных предметов
5560 for i
:= MR_SUIT
to MR_MAX
do FMegaRulez
[i
] := utils
.readLongWord(st
);
5561 // Время до повторного респауна, смены оружия, исользования, захвата флага
5562 for i
:= T_RESPAWN
to T_FLAGCAP
do FTime
[i
] := utils
.readLongWord(st
);
5564 str
:= utils
.readStr(st
);
5566 FColor
.R
:= utils
.readByte(st
);
5567 FColor
.G
:= utils
.readByte(st
);
5568 FColor
.B
:= utils
.readByte(st
);
5569 if (self
= gPlayer1
) then
5571 str
:= gPlayer1Settings
.Model
;
5572 FColor
:= gPlayer1Settings
.Color
;
5574 else if (self
= gPlayer2
) then
5576 str
:= gPlayer2Settings
.Model
;
5577 FColor
:= gPlayer2Settings
.Color
;
5579 // Обновляем модель игрока
5581 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
5582 FModel
.Color
:= TEAMCOLOR
[FTeam
]
5584 FModel
.Color
:= FColor
;
5588 procedure TPlayer
.AllRulez(Health
: Boolean);
5594 FHealth
:= PLAYER_HP_LIMIT
;
5595 FArmor
:= PLAYER_AP_LIMIT
;
5599 for a
:= WP_FIRST
to WP_LAST
do FWeapon
[a
] := True;
5600 for a
:= A_BULLETS
to A_HIGH
do FAmmo
[a
] := 30000;
5601 FRulez
:= FRulez
+[R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
];
5604 procedure TPlayer
.RestoreHealthArmor();
5606 FHealth
:= PLAYER_HP_LIMIT
;
5607 FArmor
:= PLAYER_AP_LIMIT
;
5610 procedure TPlayer
.FragCombo();
5614 if (gGameSettings
.GameMode
in [GM_COOP
, GM_SINGLE
]) or g_Game_IsClient
then
5616 if gTime
- FLastFrag
< FRAG_COMBO_TIME
then
5618 if FFragCombo
< 5 then
5620 Param
:= FUID
or (FFragCombo
shl 16);
5621 if (FComboEvnt
>= Low(gDelayedEvents
)) and
5622 (FComboEvnt
<= High(gDelayedEvents
)) and
5623 gDelayedEvents
[FComboEvnt
].Pending
and
5624 (gDelayedEvents
[FComboEvnt
].DEType
= DE_KILLCOMBO
) and
5625 (gDelayedEvents
[FComboEvnt
].DENum
and $FFFF = FUID
) then
5627 gDelayedEvents
[FComboEvnt
].Time
:= gTime
+ 500;
5628 gDelayedEvents
[FComboEvnt
].DENum
:= Param
;
5631 FComboEvnt
:= g_Game_DelayEvent(DE_KILLCOMBO
, 500, Param
);
5639 procedure TPlayer
.GiveItem(ItemType
: Byte);
5643 if FMegaRulez
[MR_SUIT
] < gTime
+PLAYER_SUIT_TIME
then
5645 FMegaRulez
[MR_SUIT
] := gTime
+PLAYER_SUIT_TIME
;
5649 if FAir
< AIR_MAX
then
5656 if not (R_BERSERK
in FRulez
) then
5658 Include(FRulez
, R_BERSERK
);
5659 if FBFGFireCounter
< 1 then
5661 FCurrWeap
:= WEAPON_KASTET
;
5663 FModel
.SetWeapon(WEAPON_KASTET
);
5667 FBerserk
:= gTime
+30000;
5669 if FHealth
< PLAYER_HP_SOFT
then
5671 FHealth
:= PLAYER_HP_SOFT
;
5672 FBerserk
:= gTime
+30000;
5677 if FMegaRulez
[MR_INVUL
] < gTime
+PLAYER_INVUL_TIME
then
5679 FMegaRulez
[MR_INVUL
] := gTime
+PLAYER_INVUL_TIME
;
5684 if FMegaRulez
[MR_INVIS
] < gTime
+PLAYER_INVIS_TIME
then
5686 FMegaRulez
[MR_INVIS
] := gTime
+PLAYER_INVIS_TIME
;
5690 if FJetFuel
< JET_MAX
then
5692 FJetFuel
:= JET_MAX
;
5695 ITEM_MEDKIT_SMALL
: if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 10, PLAYER_HP_SOFT
);
5696 ITEM_MEDKIT_LARGE
: if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 25, PLAYER_HP_SOFT
);
5698 ITEM_ARMOR_GREEN
: if FArmor
< PLAYER_AP_SOFT
then FArmor
:= PLAYER_AP_SOFT
;
5699 ITEM_ARMOR_BLUE
: if FArmor
< PLAYER_AP_LIMIT
then FArmor
:= PLAYER_AP_LIMIT
;
5701 ITEM_SPHERE_BLUE
: if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 100, PLAYER_HP_LIMIT
);
5703 if (FHealth
< PLAYER_HP_LIMIT
) or (FArmor
< PLAYER_AP_LIMIT
) then
5705 if FHealth
< PLAYER_HP_LIMIT
then FHealth
:= PLAYER_HP_LIMIT
;
5706 if FArmor
< PLAYER_AP_LIMIT
then FArmor
:= PLAYER_AP_LIMIT
;
5709 ITEM_WEAPON_SAW
: FWeapon
[WEAPON_SAW
] := True;
5710 ITEM_WEAPON_SHOTGUN1
: FWeapon
[WEAPON_SHOTGUN1
] := True;
5711 ITEM_WEAPON_SHOTGUN2
: FWeapon
[WEAPON_SHOTGUN2
] := True;
5712 ITEM_WEAPON_CHAINGUN
: FWeapon
[WEAPON_CHAINGUN
] := True;
5713 ITEM_WEAPON_ROCKETLAUNCHER
: FWeapon
[WEAPON_ROCKETLAUNCHER
] := True;
5714 ITEM_WEAPON_PLASMA
: FWeapon
[WEAPON_PLASMA
] := True;
5715 ITEM_WEAPON_BFG
: FWeapon
[WEAPON_BFG
] := True;
5716 ITEM_WEAPON_SUPERPULEMET
: FWeapon
[WEAPON_SUPERPULEMET
] := True;
5717 ITEM_WEAPON_FLAMETHROWER
: FWeapon
[WEAPON_FLAMETHROWER
] := True;
5719 ITEM_AMMO_BULLETS
: if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
5720 ITEM_AMMO_BULLETS_BOX
: if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
5721 ITEM_AMMO_SHELLS
: if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
5722 ITEM_AMMO_SHELLS_BOX
: if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 25, FMaxAmmo
[A_SHELLS
]);
5723 ITEM_AMMO_ROCKET
: if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
5724 ITEM_AMMO_ROCKET_BOX
: if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 5, FMaxAmmo
[A_ROCKETS
]);
5725 ITEM_AMMO_CELL
: if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
5726 ITEM_AMMO_CELL_BIG
: if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 100, FMaxAmmo
[A_CELLS
]);
5727 ITEM_AMMO_FUELCAN
: if FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
] then IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
5730 if (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or
5731 (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or
5732 (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or
5733 (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or
5734 (FMaxAmmo
[A_FUEL
] < AmmoLimits
[1, A_FUEL
]) then
5736 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[1, A_BULLETS
];
5737 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[1, A_SHELLS
];
5738 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[1, A_ROCKETS
];
5739 FMaxAmmo
[A_CELLS
] := AmmoLimits
[1, A_CELLS
];
5740 FMaxAmmo
[A_FUEL
] := AmmoLimits
[1, A_FUEL
];
5742 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
5743 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
5744 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
5745 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
5747 FRulez
:= FRulez
+ [R_ITEM_BACKPACK
];
5750 ITEM_KEY_RED
: if not (R_KEY_RED
in FRulez
) then Include(FRulez
, R_KEY_RED
);
5751 ITEM_KEY_GREEN
: if not (R_KEY_GREEN
in FRulez
) then Include(FRulez
, R_KEY_GREEN
);
5752 ITEM_KEY_BLUE
: if not (R_KEY_BLUE
in FRulez
) then Include(FRulez
, R_KEY_BLUE
);
5754 ITEM_BOTTLE
: if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 4, PLAYER_HP_LIMIT
);
5755 ITEM_HELMET
: if FArmor
< PLAYER_AP_LIMIT
then IncMax(FArmor
, 5, PLAYER_AP_LIMIT
);
5760 if g_Game_IsNet
and g_Game_IsServer
then
5761 MH_SEND_PlayerStats(FUID
);
5764 procedure TPlayer
.FlySmoke(Times
: DWORD
= 1);
5769 if (Random(5) = 1) and (Times
= 1) then
5772 if BodyInLiquid(0, 0) then
5774 g_GFX_Bubbles(Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2)+Random(3)-1,
5775 Obj
.Y
+Obj
.Rect
.Height
+8, 1, 8, 4);
5777 then g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
5778 else g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
5782 if g_Frames_Get(id
, 'FRAMES_SMOKE') then
5784 for i
:= 1 to Times
do
5786 Anim
:= TAnimation
.Create(id
, False, 3);
5788 g_GFX_OnceAnim(Obj
.X
+Obj
.Rect
.X
+Random(Obj
.Rect
.Width
+Times
*2)-(Anim
.Width
div 2),
5789 Obj
.Y
+Obj
.Rect
.Height
-4+Random(8+Times
*2), Anim
, ONCEANIM_SMOKE
);
5795 procedure TPlayer
.OnFireFlame(Times
: DWORD
= 1);
5800 if (Random(10) = 1) and (Times
= 1) then
5803 if g_Frames_Get(id
, 'FRAMES_FLAME') then
5805 for i
:= 1 to Times
do
5807 Anim
:= TAnimation
.Create(id
, False, 3);
5809 g_GFX_OnceAnim(Obj
.X
+Obj
.Rect
.X
+Random(Obj
.Rect
.Width
+Times
*2)-(Anim
.Width
div 2),
5810 Obj
.Y
+8+Random(8+Times
*2), Anim
, ONCEANIM_SMOKE
);
5816 procedure TPlayer
.PauseSounds(Enable
: Boolean);
5818 FSawSound
.Pause(Enable
);
5819 FSawSoundIdle
.Pause(Enable
);
5820 FSawSoundHit
.Pause(Enable
);
5821 FSawSoundSelect
.Pause(Enable
);
5822 FFlameSoundOn
.Pause(Enable
);
5823 FFlameSoundOff
.Pause(Enable
);
5824 FFlameSoundWork
.Pause(Enable
);
5825 FJetSoundFly
.Pause(Enable
);
5826 FJetSoundOn
.Pause(Enable
);
5827 FJetSoundOff
.Pause(Enable
);
5832 constructor TCorpse
.Create(X
, Y
: Integer; ModelName
: String; aMess
: Boolean);
5837 FObj
.Rect
:= PLAYER_CORPSERECT
;
5838 FModelName
:= ModelName
;
5843 FState
:= CORPSE_STATE_MESS
;
5844 g_PlayerModel_GetAnim(ModelName
, A_DIE2
, FAnimation
, FAnimationMask
);
5848 FState
:= CORPSE_STATE_NORMAL
;
5849 g_PlayerModel_GetAnim(ModelName
, A_DIE1
, FAnimation
, FAnimationMask
);
5853 destructor TCorpse
.Destroy();
5860 function TCorpse
.ObjPtr (): PObj
; inline; begin result
:= @FObj
; end;
5862 procedure TCorpse
.positionChanged (); inline; begin end;
5864 procedure TCorpse
.moveBy (dx
, dy
: Integer); inline;
5866 if (dx
<> 0) or (dy
<> 0) then
5875 procedure TCorpse
.getMapBox (out x
, y
, w
, h
: Integer); inline;
5877 x
:= FObj
.X
+PLAYER_CORPSERECT
.X
;
5878 y
:= FObj
.Y
+PLAYER_CORPSERECT
.Y
;
5879 w
:= PLAYER_CORPSERECT
.Width
;
5880 h
:= PLAYER_CORPSERECT
.Height
;
5884 procedure TCorpse
.Damage(Value
: Word; SpawnerUID
: Word; vx
, vy
: Integer);
5889 if FState
= CORPSE_STATE_REMOVEME
then
5892 FDamage
:= FDamage
+ Value
;
5894 if FDamage
> 150 then
5896 if FAnimation
<> nil then
5901 FState
:= CORPSE_STATE_REMOVEME
;
5903 g_Player_CreateGibs(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
5904 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
5905 FModelName
, FColor
);
5906 // Звук мяса от трупа:
5907 pm
:= g_PlayerModel_Get(FModelName
);
5908 pm
.PlaySound(MODELSOUND_DIE
, 5, FObj
.X
, FObj
.Y
);
5912 if (gBodyKillEvent
<> -1)
5913 and gDelayedEvents
[gBodyKillEvent
].Pending
then
5914 gDelayedEvents
[gBodyKillEvent
].Pending
:= False;
5915 gBodyKillEvent
:= g_Game_DelayEvent(DE_BODYKILL
, 1050, SpawnerUID
);
5920 Blood
:= g_PlayerModel_GetBlood(FModelName
);
5921 FObj
.Vel
.X
:= FObj
.Vel
.X
+ vx
;
5922 FObj
.Vel
.Y
:= FObj
.Vel
.Y
+ vy
;
5923 g_GFX_Blood(FObj
.X
+PLAYER_CORPSERECT
.X
+(PLAYER_CORPSERECT
.Width
div 2),
5924 FObj
.Y
+PLAYER_CORPSERECT
.Y
+(PLAYER_CORPSERECT
.Height
div 2),
5925 Value
, vx
, vy
, 16, (PLAYER_CORPSERECT
.Height
*2) div 3,
5926 Blood
.R
, Blood
.G
, Blood
.B
, Blood
.Kind
);
5930 procedure TCorpse
.Update();
5934 if FState
= CORPSE_STATE_REMOVEME
then
5937 FObj
.oldX
:= FObj
.X
;
5938 FObj
.oldY
:= FObj
.Y
;
5940 if gTime
mod (GAME_TICK
*2) <> 0 then
5942 g_Obj_Move(@FObj
, True, True, True);
5943 positionChanged(); // this updates spatial accelerators
5947 // Сопротивление воздуха для трупа:
5948 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
5950 st
:= g_Obj_Move(@FObj
, True, True, True);
5951 positionChanged(); // this updates spatial accelerators
5953 if WordBool(st
and MOVE_FALLOUT
) then
5955 FState
:= CORPSE_STATE_REMOVEME
;
5959 if FAnimation
<> nil then
5960 FAnimation
.Update();
5961 if FAnimationMask
<> nil then
5962 FAnimationMask
.Update();
5966 procedure TCorpse
.SaveState (st
: TStream
);
5973 utils
.writeSign(st
, 'CORP');
5974 utils
.writeInt(st
, Byte(0));
5976 utils
.writeInt(st
, Byte(FState
));
5978 utils
.writeInt(st
, Byte(FDamage
));
5980 utils
.writeInt(st
, Byte(FColor
.R
));
5981 utils
.writeInt(st
, Byte(FColor
.G
));
5982 utils
.writeInt(st
, Byte(FColor
.B
));
5984 Obj_SaveState(st
, @FObj
);
5985 utils
.writeInt(st
, Word(FPlayerUID
));
5987 anim
:= (FAnimation
<> nil);
5988 utils
.writeBool(st
, anim
);
5989 // Если есть - сохраняем
5990 if anim
then FAnimation
.SaveState(st
);
5991 // Есть ли маска анимации
5992 anim
:= (FAnimationMask
<> nil);
5993 utils
.writeBool(st
, anim
);
5994 // Если есть - сохраняем
5995 if anim
then FAnimationMask
.SaveState(st
);
5999 procedure TCorpse
.LoadState (st
: TStream
);
6006 if not utils
.checkSign(st
, 'CORP') then raise XStreamError
.Create('invalid corpse signature');
6007 if (utils
.readByte(st
) <> 0) then raise XStreamError
.Create('invalid corpse version');
6009 FState
:= utils
.readByte(st
);
6011 FDamage
:= utils
.readByte(st
);
6013 FColor
.R
:= utils
.readByte(st
);
6014 FColor
.G
:= utils
.readByte(st
);
6015 FColor
.B
:= utils
.readByte(st
);
6017 Obj_LoadState(@FObj
, st
);
6018 FPlayerUID
:= utils
.readWord(st
);
6020 anim
:= utils
.readBool(st
);
6021 // Если есть - загружаем
6024 Assert(FAnimation
<> nil, 'TCorpse.LoadState: no FAnimation');
6025 FAnimation
.LoadState(st
);
6027 // Есть ли маска анимации
6028 anim
:= utils
.readBool(st
);
6029 // Если есть - загружаем
6032 Assert(FAnimationMask
<> nil, 'TCorpse.LoadState: no FAnimationMask');
6033 FAnimationMask
.LoadState(st
);
6039 constructor TBot
.Create();
6046 FSpectator
:= False;
6053 for a
:= WP_FIRST
to WP_LAST
do
6055 FDifficult
.WeaponPrior
[a
] := WEAPON_PRIOR1
[a
];
6056 FDifficult
.CloseWeaponPrior
[a
] := WEAPON_PRIOR2
[a
];
6057 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6061 destructor TBot
.Destroy();
6064 inherited Destroy();
6067 procedure TBot
.Respawn(Silent
: Boolean; Force
: Boolean = False);
6069 inherited Respawn(Silent
, Force
);
6072 FSelectedWeapon
:= FCurrWeap
;
6077 procedure TBot
.UpdateCombat();
6090 TTargetRecord
= array of TTarget
;
6092 function Compare(a
, b
: TTarget
): Integer;
6094 if a
.Line
and not b
.Line
then // A на линии огня
6097 if not a
.Line
and b
.Line
then // B на линии огня
6099 else // И A, и B на линии или не на линии огня
6100 if (a
.Line
and b
.Line
) or ((not a
.Line
) and (not b
.Line
)) then
6102 if a
.Dist
> b
.Dist
then // B ближе
6104 else // A ближе или равноудаленно с B
6107 else // Странно -> A
6112 a
, x1
, y1
, x2
, y2
: Integer;
6113 targets
: TTargetRecord
;
6115 Target
, BestTarget
: TTarget
;
6116 firew
, fireh
: Integer;
6120 vsPlayer
, vsMonster
, ok
: Boolean;
6123 function monsUpdate (mon
: TMonster
): Boolean;
6125 result
:= false; // don't stop
6126 if mon
.alive
and (mon
.MonsterType
<> MONSTER_BARREL
) then
6128 if not TargetOnScreen(mon
.Obj
.X
+mon
.Obj
.Rect
.X
, mon
.Obj
.Y
+mon
.Obj
.Rect
.Y
) then exit
;
6130 x2
:= mon
.Obj
.X
+mon
.Obj
.Rect
.X
+(mon
.Obj
.Rect
.Width
div 2);
6131 y2
:= mon
.Obj
.Y
+mon
.Obj
.Rect
.Y
+(mon
.Obj
.Rect
.Height
div 2);
6133 // Если монстр на экране и не прикрыт стеной
6134 if g_TraceVector(x1
, y1
, x2
, y2
) then
6136 // Добавляем к списку возможных целей
6137 SetLength(targets
, Length(targets
)+1);
6138 with targets
[High(targets
)] do
6145 Rect
:= mon
.Obj
.Rect
;
6146 Dist
:= g_PatchLength(x1
, y1
, x2
, y2
);
6147 Line
:= (y1
+4 < Target
.Y
+ mon
.Obj
.Rect
.Y
+ mon
.Obj
.Rect
.Height
) and
6148 (y1
-4 > Target
.Y
+ mon
.Obj
.Rect
.Y
);
6157 vsPlayer
:= LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSPLAYER
);
6158 vsMonster
:= LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSMONSTER
);
6160 // Если текущее оружие не то, что нужно, то меняем:
6161 if FCurrWeap
<> FSelectedWeapon
then
6164 // Если нужно стрелять и нужное оружие, то нажать "Стрелять":
6165 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap
= FSelectedWeapon
) then
6167 RemoveAIFlag('NEEDFIRE');
6170 WEAPON_PLASMA
, WEAPON_SUPERPULEMET
, WEAPON_CHAINGUN
: PressKey(KEY_FIRE
, 20);
6171 WEAPON_SAW
, WEAPON_KASTET
, WEAPON_FLAMETHROWER
: PressKey(KEY_FIRE
, 40);
6172 else PressKey(KEY_FIRE
);
6176 // Координаты ствола:
6177 x1
:= FObj
.X
+ WEAPONPOINT
[FDirection
].X
;
6178 y1
:= FObj
.Y
+ WEAPONPOINT
[FDirection
].Y
;
6180 Target
.UID
:= FTargetUID
;
6183 if Target
.UID
<> 0 then
6184 begin // Цель есть - настраиваем
6185 if (g_GetUIDType(Target
.UID
) = UID_PLAYER
) and
6188 tpla
:= g_Player_Get(Target
.UID
);
6192 if (@FObj
) <> nil then
6199 Target
.cX
:= Target
.X
+ PLAYER_RECT_CX
;
6200 Target
.cY
:= Target
.Y
+ PLAYER_RECT_CY
;
6201 Target
.Rect
:= PLAYER_RECT
;
6202 Target
.Visible
:= g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
);
6203 Target
.Line
:= (y1
+4 < Target
.Y
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
) and
6204 (y1
-4 > Target
.Y
+PLAYER_RECT
.Y
);
6205 Target
.IsPlayer
:= True;
6209 if (g_GetUIDType(Target
.UID
) = UID_MONSTER
) and
6212 mon
:= g_Monsters_ByUID(Target
.UID
);
6215 Target
.X
:= mon
.Obj
.X
;
6216 Target
.Y
:= mon
.Obj
.Y
;
6218 Target
.cX
:= Target
.X
+ mon
.Obj
.Rect
.X
+ (mon
.Obj
.Rect
.Width
div 2);
6219 Target
.cY
:= Target
.Y
+ mon
.Obj
.Rect
.Y
+ (mon
.Obj
.Rect
.Height
div 2);
6220 Target
.Rect
:= mon
.Obj
.Rect
;
6221 Target
.Visible
:= g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
);
6222 Target
.Line
:= (y1
+4 < Target
.Y
+ mon
.Obj
.Rect
.Y
+ mon
.Obj
.Rect
.Height
) and
6223 (y1
-4 > Target
.Y
+ mon
.Obj
.Rect
.Y
);
6224 Target
.IsPlayer
:= False;
6231 begin // Цели нет - обнуляем
6236 Target
.Visible
:= False;
6237 Target
.Line
:= False;
6238 Target
.IsPlayer
:= False;
6243 // Если цель не видима или не на линии огня, то ищем все возможные цели:
6244 if (not Target
.Line
) or (not Target
.Visible
) then
6248 for a
:= 0 to High(gPlayers
) do
6249 if (gPlayers
[a
] <> nil) and (gPlayers
[a
].alive
) and
6250 (gPlayers
[a
].FUID
<> FUID
) and
6251 (not SameTeam(FUID
, gPlayers
[a
].FUID
)) and
6252 (not gPlayers
[a
].NoTarget
) and
6253 (gPlayers
[a
].FMegaRulez
[MR_INVIS
] < gTime
) then
6255 if not TargetOnScreen(gPlayers
[a
].FObj
.X
+ PLAYER_RECT
.X
,
6256 gPlayers
[a
].FObj
.Y
+ PLAYER_RECT
.Y
) then
6259 x2
:= gPlayers
[a
].FObj
.X
+ PLAYER_RECT_CX
;
6260 y2
:= gPlayers
[a
].FObj
.Y
+ PLAYER_RECT_CY
;
6262 // Если игрок на экране и не прикрыт стеной:
6263 if g_TraceVector(x1
, y1
, x2
, y2
) then
6265 // Добавляем к списку возможных целей:
6266 SetLength(targets
, Length(targets
)+1);
6267 with targets
[High(targets
)] do
6269 UID
:= gPlayers
[a
].FUID
;
6270 X
:= gPlayers
[a
].FObj
.X
;
6271 Y
:= gPlayers
[a
].FObj
.Y
;
6274 Rect
:= PLAYER_RECT
;
6275 Dist
:= g_PatchLength(x1
, y1
, x2
, y2
);
6276 Line
:= (y1
+4 < Target
.Y
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
) and
6277 (y1
-4 > Target
.Y
+PLAYER_RECT
.Y
);
6285 if vsMonster
then g_Mons_ForEach(monsUpdate
);
6288 // Если есть возможные цели:
6289 // (Выбираем лучшую, меняем оружие и бежим к ней/от нее)
6290 if targets
<> nil then
6292 // Выбираем наилучшую цель:
6293 BestTarget
:= targets
[0];
6294 if Length(targets
) > 1 then
6295 for a
:= 1 to High(targets
) do
6296 if Compare(BestTarget
, targets
[a
]) = 1 then
6297 BestTarget
:= targets
[a
];
6299 // Если лучшая цель "виднее" текущей, то текущая := лучшая:
6300 if ((not Target
.Visible
) and BestTarget
.Visible
and (Target
.UID
<> BestTarget
.UID
)) or
6301 ((not Target
.Line
) and BestTarget
.Line
and BestTarget
.Visible
) then
6303 Target
:= BestTarget
;
6305 if (Healthy() = 3) or ((Healthy() = 2)) then
6306 begin // Если здоровы - догоняем
6307 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
> FObj
.X
)) then
6308 SetAIFlag('GORIGHT', '1');
6309 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
< FObj
.X
)) then
6310 SetAIFlag('GOLEFT', '1');
6313 begin // Если побиты - убегаем
6314 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
< FObj
.X
)) then
6315 SetAIFlag('GORIGHT', '1');
6316 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
> FObj
.X
)) then
6317 SetAIFlag('GOLEFT', '1');
6320 // Выбираем оружие на основе расстояния и приоритетов:
6321 SelectWeapon(Abs(x1
-Target
.cX
));
6326 // (Догоняем/убегаем, стреляем по направлению к цели)
6327 // (Если цель далеко, то хватит следить за ней)
6328 if Target
.UID
<> 0 then
6330 if not TargetOnScreen(Target
.X
+ Target
.Rect
.X
,
6331 Target
.Y
+ Target
.Rect
.Y
) then
6332 begin // Цель сбежала с "экрана"
6333 if (Healthy() = 3) or ((Healthy() = 2)) then
6334 begin // Если здоровы - догоняем
6335 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
> FObj
.X
)) then
6336 SetAIFlag('GORIGHT', '1');
6337 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
< FObj
.X
)) then
6338 SetAIFlag('GOLEFT', '1');
6341 begin // Если побиты - забываем о цели и убегаем
6343 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
< FObj
.X
)) then
6344 SetAIFlag('GORIGHT', '1');
6345 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
> FObj
.X
)) then
6346 SetAIFlag('GOLEFT', '1');
6350 begin // Цель пока на "экране"
6351 // Если цель не загорожена стеной, то отмечаем, когда ее видели:
6352 if g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
6353 FLastVisible
:= gTime
;
6354 // Если разница высот не велика, то догоняем:
6355 if (Abs(FObj
.Y
-Target
.Y
) <= 128) then
6357 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
> FObj
.X
)) then
6358 SetAIFlag('GORIGHT', '1');
6359 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
< FObj
.X
)) then
6360 SetAIFlag('GOLEFT', '1');
6364 // Выбираем угол вверх:
6365 if FDirection
= TDirection
.D_LEFT
then
6366 angle
:= ANGLE_LEFTUP
6368 angle
:= ANGLE_RIGHTUP
;
6370 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6371 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6373 // Если при угле вверх можно попасть в приблизительное положение цели:
6374 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
6375 Target
.X
+Target
.Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128), //96
6376 Target
.Y
+Target
.Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
6377 Target
.Rect
.Width
, Target
.Rect
.Height
) and
6378 g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
6379 begin // то нужно стрелять вверх
6380 SetAIFlag('NEEDFIRE', '1');
6381 SetAIFlag('NEEDSEEUP', '1');
6384 // Выбираем угол вниз:
6385 if FDirection
= TDirection
.D_LEFT
then
6386 angle
:= ANGLE_LEFTDOWN
6388 angle
:= ANGLE_RIGHTDOWN
;
6390 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6391 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6393 // Если при угле вниз можно попасть в приблизительное положение цели:
6394 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
6395 Target
.X
+Target
.Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
6396 Target
.Y
+Target
.Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
6397 Target
.Rect
.Width
, Target
.Rect
.Height
) and
6398 g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
6399 begin // то нужно стрелять вниз
6400 SetAIFlag('NEEDFIRE', '1');
6401 SetAIFlag('NEEDSEEDOWN', '1');
6404 // Если цель видно и она на такой же высоте:
6405 if Target
.Visible
and
6406 (y1
+4 < Target
.Y
+Target
.Rect
.Y
+Target
.Rect
.Height
) and
6407 (y1
-4 > Target
.Y
+Target
.Rect
.Y
) then
6409 // Если идем в сторону цели, то надо стрелять:
6410 if ((FDirection
= TDirection
.D_LEFT
) and (Target
.X
< FObj
.X
)) or
6411 ((FDirection
= TDirection
.D_RIGHT
) and (Target
.X
> FObj
.X
)) then
6412 begin // то нужно стрелять вперед
6413 SetAIFlag('NEEDFIRE', '1');
6414 SetAIFlag('NEEDSEEDOWN', '');
6415 SetAIFlag('NEEDSEEUP', '');
6417 // Если цель в пределах "экрана" и сложность позволяет прыжки сближения:
6418 if Abs(FObj
.X
-Target
.X
) < Trunc(gPlayerScreenSize
.X
*0.75) then
6419 if GetRnd(FDifficult
.CloseJump
) then
6420 begin // то если повезет - прыгаем (особенно, если близко)
6421 if Abs(FObj
.X
-Target
.X
) < 128 then
6425 if Random(a
) = 0 then
6426 SetAIFlag('NEEDJUMP', '1');
6430 // Если цель все еще есть:
6431 if Target
.UID
<> 0 then
6432 if gTime
-FLastVisible
> 2000 then // Если видели давно
6433 Target
.UID
:= 0 // то забыть цель
6434 else // Если видели недавно
6435 begin // но цель убили
6436 if Target
.IsPlayer
then
6437 begin // Цель - игрок
6438 pla
:= g_Player_Get(Target
.UID
);
6439 if (pla
= nil) or (not pla
.alive
) or pla
.NoTarget
or
6440 (pla
.FMegaRulez
[MR_INVIS
] >= gTime
) then
6441 Target
.UID
:= 0; // то забыть цель
6444 begin // Цель - монстр
6445 mon
:= g_Monsters_ByUID(Target
.UID
);
6446 if (mon
= nil) or (not mon
.alive
) then
6447 Target
.UID
:= 0; // то забыть цель
6450 end; // if Target.UID <> 0
6452 FTargetUID
:= Target
.UID
;
6454 // Если возможных целей нет:
6455 // (Атака чего-нибудь слева или справа)
6456 if targets
= nil then
6457 if GetAIFlag('ATTACKLEFT') <> '' then
6458 begin // Если нужно атаковать налево
6459 RemoveAIFlag('ATTACKLEFT');
6461 SetAIFlag('NEEDJUMP', '1');
6463 if RunDirection() = TDirection
.D_RIGHT
then
6464 begin // Идем не в ту сторону
6465 if (Healthy() > 1) and GetRnd(FDifficult
.InvisFire
) then
6466 begin // Если здоровы, то, возможно, стреляем бежим влево и стреляем
6467 SetAIFlag('NEEDFIRE', '1');
6468 SetAIFlag('GOLEFT', '1');
6472 begin // Идем в нужную сторону
6473 if GetRnd(FDifficult
.InvisFire
) then // Возможно, стреляем вслепую
6474 SetAIFlag('NEEDFIRE', '1');
6475 if Healthy() <= 1 then // Побиты - убегаем
6476 SetAIFlag('GORIGHT', '1');
6480 if GetAIFlag('ATTACKRIGHT') <> '' then
6481 begin // Если нужно атаковать направо
6482 RemoveAIFlag('ATTACKRIGHT');
6484 SetAIFlag('NEEDJUMP', '1');
6486 if RunDirection() = TDirection
.D_LEFT
then
6487 begin // Идем не в ту сторону
6488 if (Healthy() > 1) and GetRnd(FDifficult
.InvisFire
) then
6489 begin // Если здоровы, то, возможно, бежим вправо и стреляем
6490 SetAIFlag('NEEDFIRE', '1');
6491 SetAIFlag('GORIGHT', '1');
6496 if GetRnd(FDifficult
.InvisFire
) then // Возможно, стреляем вслепую
6497 SetAIFlag('NEEDFIRE', '1');
6498 if Healthy() <= 1 then // Побиты - убегаем
6499 SetAIFlag('GOLEFT', '1');
6503 //HACK! (does it belongs there?)
6504 RealizeCurrentWeapon();
6506 // Если есть возможные цели:
6507 // (Стреляем по направлению к целям)
6508 if (targets
<> nil) and (GetAIFlag('NEEDFIRE') <> '') then
6509 for a
:= 0 to High(targets
) do
6511 // Если можем стрелять по диагонали:
6512 if GetRnd(FDifficult
.DiagFire
) then
6514 // Ищем цель сверху и стреляем, если есть:
6515 if FDirection
= TDirection
.D_LEFT
then
6516 angle
:= ANGLE_LEFTUP
6518 angle
:= ANGLE_RIGHTUP
;
6520 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6521 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6523 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
6524 targets
[a
].X
+targets
[a
].Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
6525 targets
[a
].Y
+targets
[a
].Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
6526 targets
[a
].Rect
.Width
, targets
[a
].Rect
.Height
) and
6527 g_TraceVector(x1
, y1
, targets
[a
].cX
, targets
[a
].cY
) then
6529 SetAIFlag('NEEDFIRE', '1');
6530 SetAIFlag('NEEDSEEUP', '1');
6533 // Ищем цель снизу и стреляем, если есть:
6534 if FDirection
= TDirection
.D_LEFT
then
6535 angle
:= ANGLE_LEFTDOWN
6537 angle
:= ANGLE_RIGHTDOWN
;
6539 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6540 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6542 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
6543 targets
[a
].X
+targets
[a
].Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
6544 targets
[a
].Y
+targets
[a
].Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
6545 targets
[a
].Rect
.Width
, targets
[a
].Rect
.Height
) and
6546 g_TraceVector(x1
, y1
, targets
[a
].cX
, targets
[a
].cY
) then
6548 SetAIFlag('NEEDFIRE', '1');
6549 SetAIFlag('NEEDSEEDOWN', '1');
6553 // Если цель "перед носом", то стреляем:
6554 if targets
[a
].Line
and targets
[a
].Visible
and
6555 (((FDirection
= TDirection
.D_LEFT
) and (targets
[a
].X
< FObj
.X
)) or
6556 ((FDirection
= TDirection
.D_RIGHT
) and (targets
[a
].X
> FObj
.X
))) then
6558 SetAIFlag('NEEDFIRE', '1');
6563 // Если летит пуля, то, возможно, подпрыгиваем:
6564 if g_Weapon_Danger(FUID
, FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
,
6565 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
,
6566 40+GetInterval(FDifficult
.Cover
, 40)) then
6567 SetAIFlag('NEEDJUMP', '1');
6569 // Если кончились паторны, то нужно сменить оружие:
6570 ammo
:= GetAmmoByWeapon(FCurrWeap
);
6571 if ((FCurrWeap
= WEAPON_SHOTGUN2
) and (ammo
< 2)) or
6572 ((FCurrWeap
= WEAPON_BFG
) and (ammo
< 40)) or
6574 SetAIFlag('SELECTWEAPON', '1');
6576 // Если нужно сменить оружие, то выбираем нужное:
6577 if GetAIFlag('SELECTWEAPON') = '1' then
6580 RemoveAIFlag('SELECTWEAPON');
6584 procedure TBot
.Update();
6597 // Проверяем, отключён ли AI ботов
6598 if (g_debug_BotAIOff
= 1) and (Team
= TEAM_RED
) then
6600 if (g_debug_BotAIOff
= 2) and (Team
= TEAM_BLUE
) then
6602 if g_debug_BotAIOff
= 3 then
6612 RealizeCurrentWeapon();
6619 procedure TBot
.ReleaseKey(Key
: Byte);
6628 function TBot
.KeyPressed(Key
: Word): Boolean;
6630 Result
:= FKeys
[Key
].Pressed
;
6633 function TBot
.GetAIFlag(aName
: String20
): String20
;
6639 aName
:= LowerCase(aName
);
6641 if FAIFlags
<> nil then
6642 for a
:= 0 to High(FAIFlags
) do
6643 if LowerCase(FAIFlags
[a
].Name
) = aName
then
6645 Result
:= FAIFlags
[a
].Value
;
6650 procedure TBot
.RemoveAIFlag(aName
: String20
);
6654 if FAIFlags
= nil then Exit
;
6656 aName
:= LowerCase(aName
);
6658 for a
:= 0 to High(FAIFlags
) do
6659 if LowerCase(FAIFlags
[a
].Name
) = aName
then
6661 if a
<> High(FAIFlags
) then
6662 for b
:= a
to High(FAIFlags
)-1 do
6663 FAIFlags
[b
] := FAIFlags
[b
+1];
6665 SetLength(FAIFlags
, Length(FAIFlags
)-1);
6670 procedure TBot
.SetAIFlag(aName
, fValue
: String20
);
6678 aName
:= LowerCase(aName
);
6680 if FAIFlags
<> nil then
6681 for a
:= 0 to High(FAIFlags
) do
6682 if LowerCase(FAIFlags
[a
].Name
) = aName
then
6688 if ok
then FAIFlags
[a
].Value
:= fValue
6691 SetLength(FAIFlags
, Length(FAIFlags
)+1);
6692 with FAIFlags
[High(FAIFlags
)] do
6700 procedure TBot
.UpdateMove
;
6702 procedure GoLeft(Time
: Word = 1);
6704 ReleaseKey(KEY_LEFT
);
6705 ReleaseKey(KEY_RIGHT
);
6706 PressKey(KEY_LEFT
, Time
);
6707 SetDirection(TDirection
.D_LEFT
);
6710 procedure GoRight(Time
: Word = 1);
6712 ReleaseKey(KEY_LEFT
);
6713 ReleaseKey(KEY_RIGHT
);
6714 PressKey(KEY_RIGHT
, Time
);
6715 SetDirection(TDirection
.D_RIGHT
);
6718 function Rnd(a
: Word): Boolean;
6720 Result
:= Random(a
) = 0;
6723 procedure Turn(Time
: Word = 1200);
6725 if RunDirection() = TDirection
.D_LEFT
then GoRight(Time
) else GoLeft(Time
);
6730 ReleaseKey(KEY_LEFT
);
6731 ReleaseKey(KEY_RIGHT
);
6734 function CanRunLeft(): Boolean;
6736 Result
:= not CollideLevel(-1, 0);
6739 function CanRunRight(): Boolean;
6741 Result
:= not CollideLevel(1, 0);
6744 function CanRun(): Boolean;
6746 if RunDirection() = TDirection
.D_LEFT
then Result
:= CanRunLeft() else Result
:= CanRunRight();
6749 procedure Jump(Time
: Word = 30);
6751 PressKey(KEY_JUMP
, Time
);
6754 function NearHole(): Boolean;
6758 { TODO 5 : Лестницы }
6759 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
6760 for x
:= 1 to PLAYER_RECT
.Width
do
6761 if (not StayOnStep(x
*sx
, 0)) and
6762 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
6763 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
6772 function BorderHole(): Boolean;
6776 { TODO 5 : Лестницы }
6777 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
6778 for x
:= 1 to PLAYER_RECT
.Width
do
6779 if (not StayOnStep(x
*sx
, 0)) and
6780 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
6781 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
6783 for xx
:= x
to x
+32 do
6784 if CollideLevel(xx
*sx
, PLAYER_RECT
.Height
) then
6794 function NearDeepHole(): Boolean;
6800 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
6803 for x
:= 1 to PLAYER_RECT
.Width
do
6804 if (not StayOnStep(x
*sx
, 0)) and
6805 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
6806 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
6808 while FObj
.Y
+y
*PLAYER_RECT
.Height
< gMapInfo
.Height
do
6810 if CollideLevel(x
*sx
, PLAYER_RECT
.Height
*y
) then Exit
;
6815 end else Result
:= False;
6818 function OverDeepHole(): Boolean;
6825 while FObj
.Y
+y
*PLAYER_RECT
.Height
< gMapInfo
.Height
do
6827 if CollideLevel(0, PLAYER_RECT
.Height
*y
) then Exit
;
6834 function OnGround(): Boolean;
6836 Result
:= StayOnStep(0, 0) or CollideLevel(0, 1);
6839 function OnLadder(): Boolean;
6841 Result
:= FullInStep(0, 0);
6844 function BelowLadder(): Boolean;
6846 Result
:= (FullInStep(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
) and
6847 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
)) or
6848 (FullInStep(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
) and
6849 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
));
6852 function BelowLiftUp(): Boolean;
6854 Result
:= ((FullInLift(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
) = -1) and
6855 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
)) or
6856 ((FullInLift(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
) = -1) and
6857 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
));
6860 function OnTopLift(): Boolean;
6862 Result
:= (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
6865 function CanJumpOver(): Boolean;
6869 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
6873 if not CollideLevel(sx
, 0) then Exit
;
6875 for y
:= 1 to BOT_MAXJUMP
do
6876 if CollideLevel(0, -y
) then Exit
else
6877 if not CollideLevel(sx
, -y
) then
6884 function CanJumpUp(Dist
: ShortInt): Boolean;
6891 if CollideLevel(Dist
, 0) then Exit
;
6894 for y
:= 0 to BOT_MAXJUMP
do
6895 if CollideLevel(Dist
, -y
) then
6904 for yy
:= y
+1 to BOT_MAXJUMP
do
6905 if not CollideLevel(Dist
, -yy
) then
6914 for y
:= 0 to BOT_MAXJUMP
do
6915 if CollideLevel(0, -y
) then
6923 if y
< yy
then Exit
;
6928 function IsSafeTrigger(): Boolean;
6933 if gTriggers
= nil then
6935 for a
:= 0 to High(gTriggers
) do
6936 if Collide(gTriggers
[a
].X
,
6939 gTriggers
[a
].Height
) and
6940 (gTriggers
[a
].TriggerType
in [TRIGGER_EXIT
, TRIGGER_CLOSEDOOR
,
6941 TRIGGER_CLOSETRAP
, TRIGGER_TRAP
,
6942 TRIGGER_PRESS
, TRIGGER_ON
, TRIGGER_OFF
,
6943 TRIGGER_ONOFF
, TRIGGER_SPAWNMONSTER
,
6944 TRIGGER_DAMAGE
, TRIGGER_SHOT
]) then
6949 // Возможно, нажимаем кнопку:
6950 if Rnd(16) and IsSafeTrigger() then
6953 // Если под лифтом или ступеньками, то, возможно, прыгаем:
6954 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
6956 ReleaseKey(KEY_LEFT
);
6957 ReleaseKey(KEY_RIGHT
);
6961 // Идем влево, если надо было:
6962 if GetAIFlag('GOLEFT') <> '' then
6964 RemoveAIFlag('GOLEFT');
6965 if CanRunLeft() then
6969 // Идем вправо, если надо было:
6970 if GetAIFlag('GORIGHT') <> '' then
6972 RemoveAIFlag('GORIGHT');
6973 if CanRunRight() then
6977 // Если вылетели за карту, то пробуем вернуться:
6978 if FObj
.X
< -32 then
6981 if FObj
.X
+32 > gMapInfo
.Width
then
6984 // Прыгаем, если надо было:
6985 if GetAIFlag('NEEDJUMP') <> '' then
6988 RemoveAIFlag('NEEDJUMP');
6991 // Смотрим вверх, если надо было:
6992 if GetAIFlag('NEEDSEEUP') <> '' then
6995 ReleaseKey(KEY_DOWN
);
6996 PressKey(KEY_UP
, 20);
6997 RemoveAIFlag('NEEDSEEUP');
7000 // Смотрим вниз, если надо было:
7001 if GetAIFlag('NEEDSEEDOWN') <> '' then
7004 ReleaseKey(KEY_DOWN
);
7005 PressKey(KEY_DOWN
, 20);
7006 RemoveAIFlag('NEEDSEEDOWN');
7009 // Если нужно было в дыру и мы не на земле, то покорно летим:
7010 if GetAIFlag('GOINHOLE') <> '' then
7011 if not OnGround() then
7013 ReleaseKey(KEY_LEFT
);
7014 ReleaseKey(KEY_RIGHT
);
7015 RemoveAIFlag('GOINHOLE');
7016 SetAIFlag('FALLINHOLE', '1');
7019 // Если падали и достигли земли, то хватит падать:
7020 if GetAIFlag('FALLINHOLE') <> '' then
7022 RemoveAIFlag('FALLINHOLE');
7024 // Если летели прямо и сейчас не на лестнице или на вершине лифта, то отходим в сторону:
7025 if not (KeyPressed(KEY_LEFT
) or KeyPressed(KEY_RIGHT
)) then
7026 if GetAIFlag('FALLINHOLE') = '' then
7027 if (not OnLadder()) or (FObj
.Vel
.Y
>= 0) or (OnTopLift()) then
7033 // Если на земле и можно подпрыгнуть, то, возможно, прыгаем:
7035 CanJumpUp(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*32) and
7039 // Если на земле и возле дыры (глубина > 2 ростов игрока):
7040 if OnGround() and NearHole() then
7041 if NearDeepHole() then // Если это бездна
7043 0..3: Turn(); // Бежим обратно
7044 4: Jump(); // Прыгаем
7045 5: begin // Прыгаем обратно
7050 else // Это не бездна и мы еще не летим туда
7051 if GetAIFlag('GOINHOLE') = '' then
7053 0: Turn(); // Не нужно туда
7054 1: Jump(); // Вдруг повезет - прыгаем
7055 else // Если яма с границей, то при случае можно туда прыгнуть
7056 if BorderHole() then
7057 SetAIFlag('GOINHOLE', '1');
7060 // Если на земле, но некуда идти:
7061 if (not CanRun()) and OnGround() then
7063 // Если мы на лестнице или можно перепрыгнуть, то прыгаем:
7064 if CanJumpOver() or OnLadder() then
7066 else // иначе попытаемся в другую сторону
7067 if Random(2) = 0 then
7069 if IsSafeTrigger() then
7075 // Осталось мало воздуха:
7076 if FAir
< 36 * 2 then
7079 // Выбираемся из кислоты, если нет костюма, обожглись, или мало здоровья:
7080 if (FMegaRulez
[MR_SUIT
] < gTime
) and ((FLastHit
= HIT_ACID
) or (Healthy() <= 1)) then
7081 if BodyInAcid(0, 0) then
7085 function TBot
.FullInStep(XInc
, YInc
: Integer): Boolean;
7087 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
7088 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
, PANEL_STEP
, False);
7091 {function TBot.NeedItem(Item: Byte): Byte;
7096 procedure TBot
.SelectWeapon(Dist
: Integer);
7100 function HaveAmmo(weapon
: Byte): Boolean;
7103 WEAPON_PISTOL
: Result
:= FAmmo
[A_BULLETS
] >= 1;
7104 WEAPON_SHOTGUN1
: Result
:= FAmmo
[A_SHELLS
] >= 1;
7105 WEAPON_SHOTGUN2
: Result
:= FAmmo
[A_SHELLS
] >= 2;
7106 WEAPON_CHAINGUN
: Result
:= FAmmo
[A_BULLETS
] >= 10;
7107 WEAPON_ROCKETLAUNCHER
: Result
:= FAmmo
[A_ROCKETS
] >= 1;
7108 WEAPON_PLASMA
: Result
:= FAmmo
[A_CELLS
] >= 10;
7109 WEAPON_BFG
: Result
:= FAmmo
[A_CELLS
] >= 40;
7110 WEAPON_SUPERPULEMET
: Result
:= FAmmo
[A_SHELLS
] >= 1;
7111 WEAPON_FLAMETHROWER
: Result
:= FAmmo
[A_FUEL
] >= 1;
7112 else Result
:= True;
7117 if Dist
= -1 then Dist
:= BOT_LONGDIST
;
7119 if Dist
> BOT_LONGDIST
then
7120 begin // Дальний бой
7122 if FWeapon
[FDifficult
.WeaponPrior
[a
]] and HaveAmmo(FDifficult
.WeaponPrior
[a
]) then
7124 FSelectedWeapon
:= FDifficult
.WeaponPrior
[a
];
7128 else //if Dist > BOT_UNSAFEDIST then
7129 begin // Ближний бой
7131 if FWeapon
[FDifficult
.CloseWeaponPrior
[a
]] and HaveAmmo(FDifficult
.CloseWeaponPrior
[a
]) then
7133 FSelectedWeapon
:= FDifficult
.CloseWeaponPrior
[a
];
7140 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7142 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7148 function TBot
.PickItem(ItemType
: Byte; force
: Boolean; var remove
: Boolean): Boolean;
7150 Result
:= inherited PickItem(ItemType
, force
, remove
);
7152 if Result
then SetAIFlag('SELECTWEAPON', '1');
7155 function TBot
.Heal(value
: Word; Soft
: Boolean): Boolean;
7157 Result
:= inherited Heal(value
, Soft
);
7160 function TBot
.Healthy(): Byte;
7162 if FMegaRulez
[MR_INVUL
] >= gTime
then Result
:= 3
7163 else if (FHealth
> 80) or ((FHealth
> 50) and (FArmor
> 20)) then Result
:= 3
7164 else if (FHealth
> 50) then Result
:= 2
7165 else if (FHealth
> 20) then Result
:= 1
7169 function TBot
.TargetOnScreen(TX
, TY
: Integer): Boolean;
7171 Result
:= (Abs(FObj
.X
-TX
) <= Trunc(gPlayerScreenSize
.X
*0.6)) and
7172 (Abs(FObj
.Y
-TY
) <= Trunc(gPlayerScreenSize
.Y
*0.6));
7175 procedure TBot
.OnDamage(Angle
: SmallInt);
7183 if (Angle
= 0) or (Angle
= 180) then
7186 if (g_GetUIDType(FLastSpawnerUID
) = UID_PLAYER
) and
7187 LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSPLAYER
) then
7189 pla
:= g_Player_Get(FLastSpawnerUID
);
7190 ok
:= not TargetOnScreen(pla
.FObj
.X
+ PLAYER_RECT
.X
,
7191 pla
.FObj
.Y
+ PLAYER_RECT
.Y
);
7194 if (g_GetUIDType(FLastSpawnerUID
) = UID_MONSTER
) and
7195 LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSMONSTER
) then
7197 mon
:= g_Monsters_ByUID(FLastSpawnerUID
);
7198 ok
:= not TargetOnScreen(mon
.Obj
.X
+ mon
.Obj
.Rect
.X
,
7199 mon
.Obj
.Y
+ mon
.Obj
.Rect
.Y
);
7204 SetAIFlag('ATTACKLEFT', '1')
7206 SetAIFlag('ATTACKRIGHT', '1');
7210 function TBot
.RunDirection(): TDirection
;
7212 if Abs(Vel
.X
) >= 1 then
7214 if Vel
.X
> 0 then Result
:= TDirection
.D_RIGHT
else Result
:= TDirection
.D_LEFT
;
7216 Result
:= FDirection
;
7219 function TBot
.GetRnd(a
: Byte): Boolean;
7221 if a
= 0 then Result
:= False
7222 else if a
= 255 then Result
:= True
7223 else Result
:= Random(256) > 255-a
;
7226 function TBot
.GetInterval(a
: Byte; radius
: SmallInt): SmallInt;
7228 Result
:= Round((255-a
)/255*radius
*(Random(2)-1));
7232 procedure TDifficult
.save (st
: TStream
);
7234 utils
.writeInt(st
, Byte(DiagFire
));
7235 utils
.writeInt(st
, Byte(InvisFire
));
7236 utils
.writeInt(st
, Byte(DiagPrecision
));
7237 utils
.writeInt(st
, Byte(FlyPrecision
));
7238 utils
.writeInt(st
, Byte(Cover
));
7239 utils
.writeInt(st
, Byte(CloseJump
));
7240 st
.WriteBuffer(WeaponPrior
[Low(WeaponPrior
)], sizeof(WeaponPrior
));
7241 st
.WriteBuffer(CloseWeaponPrior
[Low(CloseWeaponPrior
)], sizeof(CloseWeaponPrior
));
7244 procedure TDifficult
.load (st
: TStream
);
7246 DiagFire
:= utils
.readByte(st
);
7247 InvisFire
:= utils
.readByte(st
);
7248 DiagPrecision
:= utils
.readByte(st
);
7249 FlyPrecision
:= utils
.readByte(st
);
7250 Cover
:= utils
.readByte(st
);
7251 CloseJump
:= utils
.readByte(st
);
7252 st
.ReadBuffer(WeaponPrior
[Low(WeaponPrior
)], sizeof(WeaponPrior
));
7253 st
.ReadBuffer(CloseWeaponPrior
[Low(CloseWeaponPrior
)], sizeof(CloseWeaponPrior
));
7257 procedure TBot
.SaveState (st
: TStream
);
7262 inherited SaveState(st
);
7263 utils
.writeSign(st
, 'BOT0');
7265 utils
.writeInt(st
, Byte(FSelectedWeapon
));
7267 utils
.writeInt(st
, Word(FTargetUID
));
7268 // Время потери цели
7269 utils
.writeInt(st
, LongWord(FLastVisible
));
7270 // Количество флагов ИИ
7271 dw
:= Length(FAIFlags
);
7272 utils
.writeInt(st
, LongInt(dw
));
7274 for i
:= 0 to dw
-1 do
7276 utils
.writeStr(st
, FAIFlags
[i
].Name
, 20);
7277 utils
.writeStr(st
, FAIFlags
[i
].Value
, 20);
7279 // Настройки сложности
7280 FDifficult
.save(st
);
7284 procedure TBot
.LoadState (st
: TStream
);
7289 inherited LoadState(st
);
7290 if not utils
.checkSign(st
, 'BOT0') then raise XStreamError
.Create('invalid bot signature');
7292 FSelectedWeapon
:= utils
.readByte(st
);
7294 FTargetUID
:= utils
.readWord(st
);
7295 // Время потери цели
7296 FLastVisible
:= utils
.readLongWord(st
);
7297 // Количество флагов ИИ
7298 dw
:= utils
.readLongInt(st
);
7299 if (dw
< 0) or (dw
> 16384) then raise XStreamError
.Create('invalid number of bot AI flags');
7300 SetLength(FAIFlags
, dw
);
7302 for i
:= 0 to dw
-1 do
7304 FAIFlags
[i
].Name
:= utils
.readStr(st
, 20);
7305 FAIFlags
[i
].Value
:= utils
.readStr(st
, 20);
7307 // Настройки сложности
7308 FDifficult
.load(st
);
7313 conRegVar('player_indicator', @gPlayerIndicator
, 'Draw indicator only for current player, also for teammates, or not at all', 'Draw indicator only for current player, also for teammates, or not at all');
7314 conRegVar('player_indicator_style', @gPlayerIndicatorStyle
, 'Visual appearance of indicator', 'Visual appearance of indicator');