1 (* Copyright (C) Doom 2D: Forever Developers
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, either version 3 of the License, or
6 * (at your option) any later version.
8 * This program is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 * GNU General Public License for more details.
13 * You should have received a copy of the GNU General Public License
14 * along with this program. If not, see <http://www.gnu.org/licenses/>.
16 {$INCLUDE ../shared/a_modes.inc}
24 {$IFDEF USE_MEMPOOL}mempool
,{$ENDIF}
25 e_graphics
, g_playermodel
, g_basic
, g_textures
,
26 g_weapons
, g_phys
, g_sound
, g_saveload
, MAPDEF
,
59 AmmoLimits
: Array [0..1] of Array [A_BULLETS
..A_HIGH
] of Word =
60 ((200, 50, 50, 300, 100),
61 (400, 100, 100, 600, 200));
82 ANGLE_NONE
= Low(SmallInt);
84 CORPSE_STATE_REMOVEME
= 0;
85 CORPSE_STATE_NORMAL
= 1;
86 CORPSE_STATE_MESS
= 2;
88 PLAYER_RECT
: TRectWH
= (X
:15; Y
:12; Width
:34; Height
:52);
89 PLAYER_RECT_CX
= 15+(34 div 2);
90 PLAYER_RECT_CY
= 12+(52 div 2);
91 PLAYER_CORPSERECT
: TRectWH
= (X
:15; Y
:48; Width
:34; Height
:16);
94 PLAYER_HP_LIMIT
= 200;
96 PLAYER_AP_LIMIT
= 200;
99 PLAYER1_DEF_COLOR
: TRGB
= (R
:64; G
:175; B
:48);
100 PLAYER2_DEF_COLOR
: TRGB
= (R
:96; G
:96; B
:96);
116 TPlayerStatArray
= Array of TPlayerStat
;
118 TPlayerSavedState
= record
126 Ammo
: Array [A_BULLETS
..A_HIGH
] of Word;
127 MaxAmmo
: Array [A_BULLETS
..A_HIGH
] of Word;
128 Weapon
: Array [WP_FIRST
..WP_LAST
] of Boolean;
129 Rulez
: Set of R_ITEM_BACKPACK
..R_BERSERK
;
138 TPlayer
= class{$IFDEF USE_MEMPOOL}(TPoolObject
){$ENDIF}
146 FDirection
: TDirection
;
154 FMonsterKills
: Integer;
160 FCanJetpack
: Boolean;
166 FNextWeapDelay
: Byte; // frames
167 FBFGFireCounter
: SmallInt;
168 FLastSpawnerUID
: Word;
172 FSpectatePlayer
: Integer;
173 FFirePainTime
: Integer;
176 FSavedState
: TPlayerSavedState
;
178 FModel
: TPlayerModel
;
179 FPunchAnim
: TAnimation
;
182 FActionForce
: Boolean;
183 FActionChanged
: Boolean;
185 FFireAngle
: SmallInt;
187 FShellTimer
: Integer;
189 FSawSound
: TPlayableSound
;
190 FSawSoundIdle
: TPlayableSound
;
191 FSawSoundHit
: TPlayableSound
;
192 FSawSoundSelect
: TPlayableSound
;
193 FJetSoundOn
: TPlayableSound
;
194 FJetSoundOff
: TPlayableSound
;
195 FJetSoundFly
: TPlayableSound
;
199 FJustTeleported
: Boolean;
201 mEDamageType
: Integer;
204 function CollideLevel(XInc
, YInc
: Integer): Boolean;
205 function StayOnStep(XInc
, YInc
: Integer): Boolean;
206 function HeadInLiquid(XInc
, YInc
: Integer): Boolean;
207 function BodyInLiquid(XInc
, YInc
: Integer): Boolean;
208 function BodyInAcid(XInc
, YInc
: Integer): Boolean;
209 function FullInLift(XInc
, YInc
: Integer): Integer;
210 {procedure CollideItem();}
211 procedure FlySmoke(Times
: DWORD
= 1);
212 procedure OnFireFlame(Times
: DWORD
= 1);
213 function GetAmmoByWeapon(Weapon
: Byte): Word;
214 procedure SetAction(Action
: Byte; Force
: Boolean = False);
215 procedure OnDamage(Angle
: SmallInt); virtual;
216 function firediry(): Integer;
219 procedure Run(Direction
: TDirection
);
220 procedure NextWeapon();
221 procedure PrevWeapon();
228 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
229 procedure resetWeaponQueue ();
230 function hasAmmoForWeapon (weapon
: Byte): Boolean;
232 procedure doDamage (v
: Integer);
234 function followCorpse(): Boolean;
237 FDamageBuffer
: Integer;
239 FAmmo
: Array [A_BULLETS
..A_HIGH
] of Word;
240 FMaxAmmo
: Array [A_BULLETS
..A_HIGH
] of Word;
241 FWeapon
: Array [WP_FIRST
..WP_LAST
] of Boolean;
242 FRulez
: Set of R_ITEM_BACKPACK
..R_BERSERK
;
244 FMegaRulez
: Array [MR_SUIT
..MR_MAX
] of DWORD
;
245 FReloading
: Array [WP_FIRST
..WP_LAST
] of Word;
246 FTime
: Array [T_RESPAWN
..T_FLAGCAP
] of DWORD
;
247 FKeys
: Array [KEY_LEFT
..KEY_CHAT
] of TKeyState
;
249 FPreferredTeam
: Byte;
252 FWantsInGame
: Boolean;
256 FActualModelName
: string;
263 // debug: viewport offset
264 viewPortX
, viewPortY
, viewPortW
, viewPortH
: Integer;
266 function isValidViewPort (): Boolean; inline;
268 constructor Create(); virtual;
269 destructor Destroy(); override;
270 procedure Respawn(Silent
: Boolean; Force
: Boolean = False); virtual;
271 function GetRespawnPoint(): Byte;
272 procedure PressKey(Key
: Byte; Time
: Word = 1);
273 procedure ReleaseKeys();
274 procedure SetModel(ModelName
: String);
275 procedure SetColor(Color
: TRGB
);
276 procedure SetWeapon(W
: Byte);
277 function IsKeyPressed(K
: Byte): Boolean;
278 function GetKeys(): Byte;
279 function PickItem(ItemType
: Byte; arespawn
: Boolean; var remove
: Boolean): Boolean; virtual;
280 function Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean; overload
;
281 function Collide(Panel
: TPanel
): Boolean; overload
;
282 function Collide(X
, Y
: Integer): Boolean; overload
;
283 procedure SetDirection(Direction
: TDirection
);
284 procedure GetSecret();
285 function TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
287 procedure Push(vx
, vy
: Integer);
288 procedure ChangeModel(ModelName
: String);
289 procedure SwitchTeam
;
290 procedure ChangeTeam(Team
: Byte);
292 function GetFlag(Flag
: Byte): Boolean;
293 procedure SetFlag(Flag
: Byte);
294 function DropFlag(): Boolean;
295 procedure AllRulez(Health
: Boolean);
296 procedure RestoreHealthArmor();
297 procedure FragCombo();
298 procedure GiveItem(ItemType
: Byte);
299 procedure Damage(value
: Word; SpawnerUID
: Word; vx
, vy
: Integer; t
: Byte); virtual;
300 function Heal(value
: Word; Soft
: Boolean): Boolean; virtual;
301 procedure MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
302 procedure MakeBloodSimple(Count
: Word);
303 procedure Kill(KillType
: Byte; SpawnerUID
: Word; t
: Byte);
304 procedure Reset(Force
: Boolean);
305 procedure Spectate(NoMove
: Boolean = False);
306 procedure SwitchNoClip
;
307 procedure SoftReset();
308 procedure Draw(); virtual;
309 procedure DrawPain();
310 procedure DrawPickup();
311 procedure DrawRulez();
313 procedure DrawIndicator();
314 procedure DrawBubble();
316 procedure Update(); virtual;
317 procedure RememberState();
318 procedure RecallState();
319 procedure SaveState (st
: TStream
); virtual;
320 procedure LoadState (st
: TStream
); virtual;
321 procedure PauseSounds(Enable
: Boolean);
322 procedure NetFire(Wpn
: Byte; X
, Y
, AX
, AY
: Integer; WID
: Integer = -1);
323 procedure DoLerp(Level
: Integer = 2);
324 procedure SetLerp(XTo
, YTo
: Integer);
325 procedure QueueWeaponSwitch(Weapon
: Byte);
326 procedure RealizeCurrentWeapon();
328 procedure JetpackOff
;
329 procedure CatchFire(Attacker
: Word);
331 //WARNING! this does nothing for now, but still call it!
332 procedure positionChanged (); //WARNING! call this after entity position was changed, or coldet will not work right!
334 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
335 procedure moveBy (dx
, dy
: Integer); inline;
338 property Vel
: TPoint2i read FObj
.Vel
;
339 property Obj
: TObj read FObj
;
341 property Name
: String read FName write FName
;
342 property Model
: TPlayerModel read FModel
;
343 property Health
: Integer read FHealth write FHealth
;
344 property Lives
: Byte read FLives write FLives
;
345 property Armor
: Integer read FArmor write FArmor
;
346 property Air
: Integer read FAir write FAir
;
347 property JetFuel
: Integer read FJetFuel write FJetFuel
;
348 property Frags
: Integer read FFrags write FFrags
;
349 property Death
: Integer read FDeath write FDeath
;
350 property Kills
: Integer read FKills write FKills
;
351 property CurrWeap
: Byte read FCurrWeap write FCurrWeap
;
352 property MonsterKills
: Integer read FMonsterKills write FMonsterKills
;
353 property Secrets
: Integer read FSecrets
;
354 property GodMode
: Boolean read FGodMode write FGodMode
;
355 property NoTarget
: Boolean read FNoTarget write FNoTarget
;
356 property NoReload
: Boolean read FNoReload write FNoReload
;
357 property alive
: Boolean read FAlive write FAlive
;
358 property Flag
: Byte read FFlag
;
359 property Team
: Byte read FTeam write FTeam
;
360 property Direction
: TDirection read FDirection
;
361 property GameX
: Integer read FObj
.X write FObj
.X
;
362 property GameY
: Integer read FObj
.Y write FObj
.Y
;
363 property GameVelX
: Integer read FObj
.Vel
.X write FObj
.Vel
.X
;
364 property GameVelY
: Integer read FObj
.Vel
.Y write FObj
.Vel
.Y
;
365 property GameAccelX
: Integer read FObj
.Accel
.X write FObj
.Accel
.X
;
366 property GameAccelY
: Integer read FObj
.Accel
.Y write FObj
.Accel
.Y
;
367 property IncCam
: Integer read FIncCam write FIncCam
;
368 property UID
: Word read FUID write FUID
;
369 property JustTeleported
: Boolean read FJustTeleported write FJustTeleported
;
370 property NetTime
: LongWord read FNetTime write FNetTime
;
373 property eName
: String read FName write FName
;
374 property eHealth
: Integer read FHealth write FHealth
;
375 property eLives
: Byte read FLives write FLives
;
376 property eArmor
: Integer read FArmor write FArmor
;
377 property eAir
: Integer read FAir write FAir
;
378 property eJetFuel
: Integer read FJetFuel write FJetFuel
;
379 property eFrags
: Integer read FFrags write FFrags
;
380 property eDeath
: Integer read FDeath write FDeath
;
381 property eKills
: Integer read FKills write FKills
;
382 property eCurrWeap
: Byte read FCurrWeap write FCurrWeap
;
383 property eMonsterKills
: Integer read FMonsterKills write FMonsterKills
;
384 property eSecrets
: Integer read FSecrets write FSecrets
;
385 property eGodMode
: Boolean read FGodMode write FGodMode
;
386 property eNoTarget
: Boolean read FNoTarget write FNoTarget
;
387 property eNoReload
: Boolean read FNoReload write FNoReload
;
388 property eAlive
: Boolean read FAlive write FAlive
;
389 property eFlag
: Byte read FFlag
;
390 property eTeam
: Byte read FTeam write FTeam
;
391 property eDirection
: TDirection read FDirection
;
392 property eGameX
: Integer read FObj
.X write FObj
.X
;
393 property eGameY
: Integer read FObj
.Y write FObj
.Y
;
394 property eGameVelX
: Integer read FObj
.Vel
.X write FObj
.Vel
.X
;
395 property eGameVelY
: Integer read FObj
.Vel
.Y write FObj
.Vel
.Y
;
396 property eGameAccelX
: Integer read FObj
.Accel
.X write FObj
.Accel
.X
;
397 property eGameAccelY
: Integer read FObj
.Accel
.Y write FObj
.Accel
.Y
;
398 property eIncCam
: Integer read FIncCam write FIncCam
;
399 property eUID
: Word read FUID
;
400 property eJustTeleported
: Boolean read FJustTeleported
;
401 property eNetTime
: LongWord read FNetTime
;
403 // set this before assigning something to `eDamage`
404 property eDamageType
: Integer read mEDamageType write mEDamageType
;
405 property eDamage
: Integer write doDamage
;
416 WeaponPrior
: packed array [WP_FIRST
..WP_LAST
] of Byte;
417 CloseWeaponPrior
: packed array [WP_FIRST
..WP_LAST
] of Byte;
418 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
421 procedure save (st
: TStream
);
422 procedure load (st
: TStream
);
430 TBot
= class(TPlayer
)
432 FSelectedWeapon
: Byte;
435 FAIFlags
: Array of TAIFlag
;
436 FDifficult
: TDifficult
;
438 function GetRnd(a
: Byte): Boolean;
439 function GetInterval(a
: Byte; radius
: SmallInt): SmallInt;
440 function RunDirection(): TDirection
;
441 function FullInStep(XInc
, YInc
: Integer): Boolean;
442 //function NeedItem(Item: Byte): Byte;
443 procedure SelectWeapon(Dist
: Integer);
444 procedure SetAIFlag(aName
, fValue
: String20
);
445 function GetAIFlag(aName
: String20
): String20
;
446 procedure RemoveAIFlag(aName
: String20
);
447 function Healthy(): Byte;
448 procedure UpdateMove();
449 procedure UpdateCombat();
450 function KeyPressed(Key
: Word): Boolean;
451 procedure ReleaseKey(Key
: Byte);
452 function TargetOnScreen(TX
, TY
: Integer): Boolean;
453 procedure OnDamage(Angle
: SmallInt); override;
456 procedure Respawn(Silent
: Boolean; Force
: Boolean = False); override;
457 constructor Create(); override;
458 destructor Destroy(); override;
459 procedure Draw(); override;
460 function PickItem(ItemType
: Byte; force
: Boolean; var remove
: Boolean): Boolean; override;
461 function Heal(value
: Word; Soft
: Boolean): Boolean; override;
462 procedure Update(); override;
463 procedure SaveState (st
: TStream
); override;
464 procedure LoadState (st
: TStream
); override;
476 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
477 procedure moveBy (dx
, dy
: Integer); inline;
479 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
493 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
494 procedure moveBy (dx
, dy
: Integer); inline;
496 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
499 TCorpse
= class{$IFDEF USE_MEMPOOL}(TPoolObject
){$ENDIF}
508 FAnimation
: TAnimation
;
509 FAnimationMask
: TAnimation
;
512 constructor Create(X
, Y
: Integer; ModelName
: String; aMess
: Boolean);
513 destructor Destroy(); override;
514 procedure Damage(Value
: Word; vx
, vy
: Integer);
517 procedure SaveState (st
: TStream
);
518 procedure LoadState (st
: TStream
);
520 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
521 procedure moveBy (dx
, dy
: Integer); inline;
523 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
525 function ObjPtr (): PObj
; inline;
527 property Obj
: TObj read FObj
; // copies object
528 property State
: Byte read FState
;
529 property Mess
: Boolean read FMess
;
532 TTeamStat
= Array [TEAM_RED
..TEAM_BLUE
] of
538 gPlayers
: Array of TPlayer
;
539 gCorpses
: Array of TCorpse
;
540 gGibs
: Array of TGib
;
541 gShells
: Array of TShell
;
542 gTeamStat
: TTeamStat
;
543 gFly
: Boolean = False;
544 gAimLine
: Boolean = False;
545 gChatBubble
: Byte = 0;
546 gPlayerIndicator
: Boolean = True;
550 MAX_RUNVEL
: Integer = 8;
551 VEL_JUMP
: Integer = 10;
552 SHELL_TIMEOUT
: Cardinal = 60000;
554 function Lerp(X
, Y
, Factor
: Integer): Integer;
556 procedure g_Gibs_SetMax(Count
: Word);
557 function g_Gibs_GetMax(): Word;
558 procedure g_Corpses_SetMax(Count
: Word);
559 function g_Corpses_GetMax(): Word;
560 procedure g_Shells_SetMax(Count
: Word);
561 function g_Shells_GetMax(): Word;
563 procedure g_Player_Init();
564 procedure g_Player_Free();
565 function g_Player_Create(ModelName
: String; Color
: TRGB
; Team
: Byte; Bot
: Boolean): Word;
566 function g_Player_CreateFromState (st
: TStream
): Word;
567 procedure g_Player_Remove(UID
: Word);
568 procedure g_Player_ResetTeams();
569 procedure g_Player_UpdateAll();
570 procedure g_Player_DrawAll();
571 procedure g_Player_DrawDebug(p
: TPlayer
);
572 procedure g_Player_DrawHealth();
573 procedure g_Player_RememberAll();
574 procedure g_Player_ResetAll(Force
, Silent
: Boolean);
575 function g_Player_Get(UID
: Word): TPlayer
;
576 function g_Player_GetCount(): Byte;
577 function g_Player_GetStats(): TPlayerStatArray
;
578 function g_Player_ValidName(Name
: String): Boolean;
579 procedure g_Player_CreateCorpse(Player
: TPlayer
);
580 procedure g_Player_CreateGibs(fX
, fY
: Integer; ModelName
: String; fColor
: TRGB
);
581 procedure g_Player_CreateShell(fX
, fY
, dX
, dY
: Integer; T
: Byte);
582 procedure g_Player_UpdatePhysicalObjects();
583 procedure g_Player_DrawCorpses();
584 procedure g_Player_DrawShells();
585 procedure g_Player_RemoveAllCorpses();
586 procedure g_Player_Corpses_SaveState (st
: TStream
);
587 procedure g_Player_Corpses_LoadState (st
: TStream
);
588 procedure g_Bot_Add(Team
, Difficult
: Byte);
589 procedure g_Bot_AddList(Team
: Byte; lname
: ShortString; num
: Integer = -1);
590 procedure g_Bot_MixNames();
591 procedure g_Bot_RemoveAll();
596 {$INCLUDE ../nogl/noGLuses.inc}
597 {$IFDEF ENABLE_HOLMES}
600 e_log
, g_map
, g_items
, g_console
, g_gfx
, Math
,
601 g_options
, g_triggers
, g_menu
, g_game
, g_grid
,
602 wadreader
, g_main
, g_monsters
, CONFIG
, g_language
,
603 g_net
, g_netmsg
, g_window
,
606 const PLR_SAVE_VERSION
= 0;
616 diag_precision
: Byte;
620 w_prior1
: Array [WP_FIRST
..WP_LAST
] of Byte;
621 w_prior2
: Array [WP_FIRST
..WP_LAST
] of Byte;
622 w_prior3
: Array [WP_FIRST
..WP_LAST
] of Byte;
626 TIME_RESPAWN1
= 1500;
627 TIME_RESPAWN2
= 2000;
628 TIME_RESPAWN3
= 3000;
631 JET_MAX
= 540; // ~30 sec
632 PLAYER_SUIT_TIME
= 30000;
633 PLAYER_INVUL_TIME
= 30000;
634 PLAYER_INVIS_TIME
= 35000;
635 FRAG_COMBO_TIME
= 3000;
639 ANGLE_RIGHTDOWN
= -35;
641 ANGLE_LEFTDOWN
= -145;
642 PLAYER_HEADRECT
: TRectWH
= (X
:24; Y
:12; Width
:20; Height
:12);
643 WEAPONPOINT
: Array [TDirection
] of TDFPoint
= ((X
:16; Y
:32), (X
:47; Y
:32));
646 BOT_UNSAFEDIST
= 128;
647 TEAMCOLOR
: Array [TEAM_RED
..TEAM_BLUE
] of TRGB
= ((R
:255; G
:0; B
:0),
649 DIFFICULT_EASY
: TDifficult
= (DiagFire
: 32; InvisFire
: 32; DiagPrecision
: 32;
650 FlyPrecision
: 32; Cover
: 32; CloseJump
: 32;
651 WeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0));
652 DIFFICULT_MEDIUM
: TDifficult
= (DiagFire
: 127; InvisFire
: 127; DiagPrecision
: 127;
653 FlyPrecision
: 127; Cover
: 127; CloseJump
: 127;
654 WeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0));
655 DIFFICULT_HARD
: TDifficult
= (DiagFire
: 255; InvisFire
: 255; DiagPrecision
: 255;
656 FlyPrecision
: 255; Cover
: 255; CloseJump
: 255;
657 WeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0));
658 WEAPON_PRIOR1
: Array [WP_FIRST
..WP_LAST
] of Byte =
659 (WEAPON_FLAMETHROWER
, WEAPON_SUPERPULEMET
,
660 WEAPON_SHOTGUN2
, WEAPON_SHOTGUN1
,
661 WEAPON_CHAINGUN
, WEAPON_PLASMA
, WEAPON_ROCKETLAUNCHER
,
662 WEAPON_BFG
, WEAPON_PISTOL
, WEAPON_SAW
, WEAPON_KASTET
);
663 WEAPON_PRIOR2
: Array [WP_FIRST
..WP_LAST
] of Byte =
664 (WEAPON_FLAMETHROWER
, WEAPON_SUPERPULEMET
,
665 WEAPON_BFG
, WEAPON_ROCKETLAUNCHER
,
666 WEAPON_SHOTGUN2
, WEAPON_PLASMA
, WEAPON_SHOTGUN1
,
667 WEAPON_CHAINGUN
, WEAPON_PISTOL
, WEAPON_SAW
, WEAPON_KASTET
);
668 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
669 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
670 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
671 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
672 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
673 WEAPON_RELOAD
: Array [WP_FIRST
..WP_LAST
] of Byte =
674 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
676 PLAYER_SIGNATURE
= $52594C50; // 'PLYR'
677 CORPSE_SIGNATURE
= $50524F43; // 'CORP'
679 BOTNAMES_FILENAME
= 'botnames.txt';
680 BOTLIST_FILENAME
= 'botlist.txt';
684 MaxCorpses
: Word = 20;
685 MaxShells
: Word = 300;
686 CurrentGib
: Integer = 0;
687 CurrentShell
: Integer = 0;
688 BotNames
: Array of String;
689 BotList
: Array of TBotProfile
;
692 function Lerp(X
, Y
, Factor
: Integer): Integer;
694 Result
:= X
+ ((Y
- X
) div Factor
);
697 function SameTeam(UID1
, UID2
: Word): Boolean;
701 if (UID1
> UID_MAX_PLAYER
) or (UID1
<= UID_MAX_GAME
) or
702 (UID2
> UID_MAX_PLAYER
) or (UID2
<= UID_MAX_GAME
) then Exit
;
704 if (g_Player_Get(UID1
) = nil) or (g_Player_Get(UID2
) = nil) then Exit
;
706 if ((g_Player_Get(UID1
).Team
= TEAM_NONE
) or
707 (g_Player_Get(UID2
).Team
= TEAM_NONE
)) then Exit
;
709 Result
:= g_Player_Get(UID1
).FTeam
= g_Player_Get(UID2
).FTeam
;
712 procedure g_Gibs_SetMax(Count
: Word);
715 SetLength(gGibs
, Count
);
717 if CurrentGib
>= Count
then
721 function g_Gibs_GetMax(): Word;
726 procedure g_Shells_SetMax(Count
: Word);
729 SetLength(gShells
, Count
);
731 if CurrentShell
>= Count
then
735 function g_Shells_GetMax(): Word;
741 procedure g_Corpses_SetMax(Count
: Word);
744 SetLength(gCorpses
, Count
);
747 function g_Corpses_GetMax(): Word;
749 Result
:= MaxCorpses
;
752 function g_Player_Create(ModelName
: String; Color
: TRGB
; Team
: Byte; Bot
: Boolean): Word;
762 // Åñòü ëè ìåñòî â gPlayers:
763 if gPlayers
<> nil then
764 for a
:= 0 to High(gPlayers
) do
765 if gPlayers
[a
] = nil then
771 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
774 SetLength(gPlayers
, Length(gPlayers
)+1);
778 // Ñîçäàåì îáúåêò èãðîêà:
780 gPlayers
[a
] := TBot
.Create()
782 gPlayers
[a
] := TPlayer
.Create();
785 gPlayers
[a
].FActualModelName
:= ModelName
;
786 gPlayers
[a
].SetModel(ModelName
);
788 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
789 if gPlayers
[a
].FModel
= nil then
793 g_FatalError(Format(_lc
[I_GAME_ERROR_MODEL
], [ModelName
]));
797 if not (Team
in [TEAM_RED
, TEAM_BLUE
]) then
798 if Random(2) = 0 then
802 gPlayers
[a
].FPreferredTeam
:= Team
;
804 case gGameSettings
.GameMode
of
805 GM_DM
: gPlayers
[a
].FTeam
:= TEAM_NONE
;
807 GM_CTF
: gPlayers
[a
].FTeam
:= gPlayers
[a
].FPreferredTeam
;
809 GM_COOP
: gPlayers
[a
].FTeam
:= TEAM_COOP
;
812 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
813 gPlayers
[a
].FColor
:= Color
;
814 if gPlayers
[a
].FTeam
in [TEAM_RED
, TEAM_BLUE
] then
815 gPlayers
[a
].FModel
.Color
:= TEAMCOLOR
[gPlayers
[a
].FTeam
]
817 gPlayers
[a
].FModel
.Color
:= Color
;
819 gPlayers
[a
].FUID
:= g_CreateUID(UID_PLAYER
);
820 gPlayers
[a
].FAlive
:= False;
822 Result
:= gPlayers
[a
].FUID
;
825 function g_Player_CreateFromState (st
: TStream
): Word;
832 if (st
= nil) then exit
; //???
835 if not utils
.checkSign(st
, 'PLYR') then raise XStreamError
.Create('invalid player signature');
836 if (utils
.readByte(st
) <> PLR_SAVE_VERSION
) then raise XStreamError
.Create('invalid player version');
839 Bot
:= utils
.readBool(st
);
844 // Åñòü ëè ìåñòî â gPlayers:
845 for a
:= 0 to High(gPlayers
) do if (gPlayers
[a
] = nil) then begin ok
:= true; break
; end;
847 // Íåò ìåñòà - ðàñøèðÿåì gPlayers
850 SetLength(gPlayers
, Length(gPlayers
)+1);
854 // Ñîçäàåì îáúåêò èãðîêà
856 gPlayers
[a
] := TBot
.Create()
858 gPlayers
[a
] := TPlayer
.Create();
859 gPlayers
[a
].FIamBot
:= Bot
;
860 gPlayers
[a
].FPhysics
:= True;
863 gPlayers
[a
].FUID
:= utils
.readWord(st
);
865 gPlayers
[a
].FName
:= utils
.readStr(st
);
867 gPlayers
[a
].FTeam
:= utils
.readByte(st
);
868 gPlayers
[a
].FPreferredTeam
:= gPlayers
[a
].FTeam
;
870 gPlayers
[a
].FAlive
:= utils
.readBool(st
);
871 // Èçðàñõîäîâàë ëè âñå æèçíè
872 gPlayers
[a
].FNoRespawn
:= utils
.readBool(st
);
874 b
:= utils
.readByte(st
);
875 if b
= 1 then gPlayers
[a
].FDirection
:= TDirection
.D_LEFT
else gPlayers
[a
].FDirection
:= TDirection
.D_RIGHT
; // b = 2
877 gPlayers
[a
].FHealth
:= utils
.readLongInt(st
);
879 gPlayers
[a
].FLives
:= utils
.readByte(st
);
881 gPlayers
[a
].FArmor
:= utils
.readLongInt(st
);
883 gPlayers
[a
].FAir
:= utils
.readLongInt(st
);
885 gPlayers
[a
].FJetFuel
:= utils
.readLongInt(st
);
887 gPlayers
[a
].FPain
:= utils
.readLongInt(st
);
889 gPlayers
[a
].FKills
:= utils
.readLongInt(st
);
891 gPlayers
[a
].FMonsterKills
:= utils
.readLongInt(st
);
893 gPlayers
[a
].FFrags
:= utils
.readLongInt(st
);
895 gPlayers
[a
].FFragCombo
:= utils
.readByte(st
);
896 // Âðåìÿ ïîñëåäíåãî ôðàãà
897 gPlayers
[a
].FLastFrag
:= utils
.readLongWord(st
);
899 gPlayers
[a
].FDeath
:= utils
.readLongInt(st
);
901 gPlayers
[a
].FFlag
:= utils
.readByte(st
);
903 gPlayers
[a
].FSecrets
:= utils
.readLongInt(st
);
905 gPlayers
[a
].FCurrWeap
:= utils
.readByte(st
);
906 // Ñëåäóþùåå æåëàåìîå îðóæèå
907 gPlayers
[a
].FNextWeap
:= utils
.readWord(st
);
909 gPlayers
[a
].FNextWeapDelay
:= utils
.readByte(st
);
911 gPlayers
[a
].FBFGFireCounter
:= utils
.readSmallInt(st
);
913 gPlayers
[a
].FDamageBuffer
:= utils
.readLongInt(st
);
914 // Ïîñëåäíèé óäàðèâøèé
915 gPlayers
[a
].FLastSpawnerUID
:= utils
.readWord(st
);
916 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
917 gPlayers
[a
].FLastHit
:= utils
.readByte(st
);
919 Obj_LoadState(@gPlayers
[a
].FObj
, st
);
920 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
921 for i
:= A_BULLETS
to A_HIGH
do gPlayers
[a
].FAmmo
[i
] := utils
.readWord(st
);
922 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
923 for i
:= A_BULLETS
to A_HIGH
do gPlayers
[a
].FMaxAmmo
[i
] := utils
.readWord(st
);
925 for i
:= WP_FIRST
to WP_LAST
do gPlayers
[a
].FWeapon
[i
] := utils
.readBool(st
);
926 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
927 for i
:= WP_FIRST
to WP_LAST
do gPlayers
[a
].FReloading
[i
] := utils
.readWord(st
);
929 if utils
.readBool(st
) then Include(gPlayers
[a
].FRulez
, R_ITEM_BACKPACK
);
930 // Íàëè÷èå êðàñíîãî êëþ÷à
931 if utils
.readBool(st
) then Include(gPlayers
[a
].FRulez
, R_KEY_RED
);
932 // Íàëè÷èå çåëåíîãî êëþ÷à
933 if utils
.readBool(st
) then Include(gPlayers
[a
].FRulez
, R_KEY_GREEN
);
934 // Íàëè÷èå ñèíåãî êëþ÷à
935 if utils
.readBool(st
) then Include(gPlayers
[a
].FRulez
, R_KEY_BLUE
);
937 if utils
.readBool(st
) then Include(gPlayers
[a
].FRulez
, R_BERSERK
);
938 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
939 for i
:= MR_SUIT
to MR_MAX
do gPlayers
[a
].FMegaRulez
[i
] := utils
.readLongWord(st
);
940 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
941 for i
:= T_RESPAWN
to T_FLAGCAP
do gPlayers
[a
].FTime
[i
] := utils
.readLongWord(st
);
944 gPlayers
[a
].FActualModelName
:= utils
.readStr(st
);
946 gPlayers
[a
].FColor
.R
:= utils
.readByte(st
);
947 gPlayers
[a
].FColor
.G
:= utils
.readByte(st
);
948 gPlayers
[a
].FColor
.B
:= utils
.readByte(st
);
949 // Îáíîâëÿåì ìîäåëü èãðîêà
950 gPlayers
[a
].SetModel(gPlayers
[a
].FActualModelName
);
952 // Íåò ìîäåëè - ñîçäàíèå íåâîçìîæíî
953 if (gPlayers
[a
].FModel
= nil) then
957 g_FatalError(Format(_lc
[I_GAME_ERROR_MODEL
], [gPlayers
[a
].FActualModelName
]));
961 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû
962 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
963 gPlayers
[a
].FModel
.Color
:= TEAMCOLOR
[gPlayers
[a
].FTeam
]
965 gPlayers
[a
].FModel
.Color
:= gPlayers
[a
].FColor
;
967 result
:= gPlayers
[a
].FUID
;
971 procedure g_Player_ResetTeams();
975 if g_Game_IsClient
then
977 if gPlayers
= nil then
979 for a
:= Low(gPlayers
) to High(gPlayers
) do
980 if gPlayers
[a
] <> nil then
981 case gGameSettings
.GameMode
of
983 gPlayers
[a
].ChangeTeam(TEAM_NONE
);
985 if not (gPlayers
[a
].Team
in [TEAM_RED
, TEAM_BLUE
]) then
986 if gPlayers
[a
].FPreferredTeam
in [TEAM_RED
, TEAM_BLUE
] then
987 gPlayers
[a
].ChangeTeam(gPlayers
[a
].FPreferredTeam
)
990 gPlayers
[a
].ChangeTeam(TEAM_RED
)
992 gPlayers
[a
].ChangeTeam(TEAM_BLUE
);
995 gPlayers
[a
].ChangeTeam(TEAM_COOP
);
999 procedure g_Bot_Add(Team
, Difficult
: Byte);
1002 _name
, _model
: String;
1005 if not g_Game_IsServer
then Exit
;
1007 // Ñïèñîê íàçâàíèé ìîäåëåé:
1008 m
:= g_PlayerModel_GetNames();
1013 if (gGameSettings
.GameType
= GT_SINGLE
) or (gGameSettings
.GameMode
= GM_COOP
) then
1014 Team
:= TEAM_COOP
// COOP
1016 if gGameSettings
.GameMode
= GM_DM
then
1017 Team
:= TEAM_NONE
// DM
1019 if Team
= TEAM_NONE
then // CTF / TDM
1021 // Àâòîáàëàíñ êîìàíä:
1025 for a
:= 0 to High(gPlayers
) do
1026 if gPlayers
[a
] <> nil then
1028 if gPlayers
[a
].Team
= TEAM_RED
then
1031 if gPlayers
[a
].Team
= TEAM_BLUE
then
1041 if Random(2) = 0 then
1047 // Âûáèðàåì áîòó èìÿ:
1049 if BotNames
<> nil then
1050 for a
:= 0 to High(BotNames
) do
1051 if g_Player_ValidName(BotNames
[a
]) then
1053 _name
:= BotNames
[a
];
1057 // Èìåíè íåò, çàäàåì ñëó÷àéíîå:
1060 _name
:= Format('DFBOT%.2d', [Random(100)]);
1061 until g_Player_ValidName(_name
);
1063 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
1064 _model
:= m
[Random(Length(m
))];
1067 with g_Player_Get(g_Player_Create(_model
,
1068 _RGB(Min(Random(9)*32, 255),
1069 Min(Random(9)*32, 255),
1070 Min(Random(9)*32, 255)),
1071 Team
, True)) as TBot
do
1076 1: FDifficult
:= DIFFICULT_EASY
;
1077 2: FDifficult
:= DIFFICULT_MEDIUM
;
1078 else FDifficult
:= DIFFICULT_HARD
;
1081 for a
:= WP_FIRST
to WP_LAST
do
1083 FDifficult
.WeaponPrior
[a
] := WEAPON_PRIOR1
[a
];
1084 FDifficult
.CloseWeaponPrior
[a
] := WEAPON_PRIOR2
[a
];
1085 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1088 g_Console_Add(Format(_lc
[I_PLAYER_JOIN
], [Name
]), True);
1090 if g_Game_IsNet
then MH_SEND_PlayerCreate(UID
);
1091 if g_Game_IsServer
and (gGameSettings
.MaxLives
> 0) then
1096 procedure g_Bot_AddList(Team
: Byte; lName
: ShortString; num
: Integer = -1);
1099 _name
, _model
: String;
1102 if not g_Game_IsServer
then Exit
;
1104 // Ñïèñîê íàçâàíèé ìîäåëåé:
1105 m
:= g_PlayerModel_GetNames();
1110 if (gGameSettings
.GameType
= GT_SINGLE
) or (gGameSettings
.GameMode
= GM_COOP
) then
1111 Team
:= TEAM_COOP
// COOP
1113 if gGameSettings
.GameMode
= GM_DM
then
1114 Team
:= TEAM_NONE
// DM
1116 if Team
= TEAM_NONE
then
1117 Team
:= BotList
[num
].team
; // CTF / TDM
1119 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1120 lName
:= AnsiLowerCase(lName
);
1121 if (num
< 0) or (num
> Length(BotList
)-1) then
1123 if (num
= -1) and (lName
<> '') and (BotList
<> nil) then
1124 for a
:= 0 to High(BotList
) do
1125 if AnsiLowerCase(BotList
[a
].name
) = lName
then
1134 _name
:= BotList
[num
].name
;
1135 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1136 if not g_Player_ValidName(_name
) then
1138 _name
:= Format('DFBOT%.2d', [Random(100)]);
1139 until g_Player_ValidName(_name
);
1142 _model
:= BotList
[num
].model
;
1143 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1144 if not InSArray(_model
, m
) then
1145 _model
:= m
[Random(Length(m
))];
1148 with g_Player_Get(g_Player_Create(_model
, BotList
[num
].color
, Team
, True)) as TBot
do
1152 FDifficult
.DiagFire
:= BotList
[num
].diag_fire
;
1153 FDifficult
.InvisFire
:= BotList
[num
].invis_fire
;
1154 FDifficult
.DiagPrecision
:= BotList
[num
].diag_precision
;
1155 FDifficult
.FlyPrecision
:= BotList
[num
].fly_precision
;
1156 FDifficult
.Cover
:= BotList
[num
].cover
;
1157 FDifficult
.CloseJump
:= BotList
[num
].close_jump
;
1159 for a
:= WP_FIRST
to WP_LAST
do
1161 FDifficult
.WeaponPrior
[a
] := BotList
[num
].w_prior1
[a
];
1162 FDifficult
.CloseWeaponPrior
[a
] := BotList
[num
].w_prior2
[a
];
1163 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1166 g_Console_Add(Format(_lc
[I_PLAYER_JOIN
], [Name
]), True);
1168 if g_Game_IsNet
then MH_SEND_PlayerCreate(UID
);
1172 procedure g_Bot_RemoveAll();
1176 if not g_Game_IsServer
then Exit
;
1177 if gPlayers
= nil then Exit
;
1179 for a
:= 0 to High(gPlayers
) do
1180 if gPlayers
[a
] <> nil then
1181 if gPlayers
[a
] is TBot
then
1183 gPlayers
[a
].Lives
:= 0;
1184 gPlayers
[a
].Kill(K_SIMPLEKILL
, 0, HIT_DISCON
);
1185 g_Console_Add(Format(_lc
[I_PLAYER_LEAVE
], [gPlayers
[a
].Name
]), True);
1186 g_Player_Remove(gPlayers
[a
].FUID
);
1192 procedure g_Bot_MixNames();
1197 if BotNames
<> nil then
1198 for a
:= 0 to High(BotNames
) do
1200 b
:= Random(Length(BotNames
));
1202 Botnames
[a
] := BotNames
[b
];
1207 procedure g_Player_Remove(UID
: Word);
1211 if gPlayers
= nil then Exit
;
1213 if g_Game_IsServer
and g_Game_IsNet
then
1214 MH_SEND_PlayerDelete(UID
);
1216 for i
:= 0 to High(gPlayers
) do
1217 if gPlayers
[i
] <> nil then
1218 if gPlayers
[i
].FUID
= UID
then
1220 if gPlayers
[i
] is TPlayer
then
1221 TPlayer(gPlayers
[i
]).Free()
1223 TBot(gPlayers
[i
]).Free();
1229 procedure g_Player_Init();
1239 if not FileExists(DataDir
+ BOTNAMES_FILENAME
) then
1242 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1243 AssignFile(F
, DataDir
+ BOTNAMES_FILENAME
);
1254 SetLength(BotNames
, Length(BotNames
)+1);
1255 BotNames
[High(BotNames
)] := s
;
1263 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1264 config
:= TConfig
.CreateFile(DataDir
+ BOTLIST_FILENAME
);
1268 while config
.SectionExists(IntToStr(a
)) do
1270 SetLength(BotList
, Length(BotList
)+1);
1272 with BotList
[High(BotList
)] do
1275 name
:= config
.ReadStr(IntToStr(a
), 'name', '');
1277 model
:= config
.ReadStr(IntToStr(a
), 'model', '');
1279 if config
.ReadStr(IntToStr(a
), 'team', 'red') = 'red' then
1284 sa
:= parse(config
.ReadStr(IntToStr(a
), 'color', ''));
1285 color
.R
:= StrToIntDef(sa
[0], 0);
1286 color
.G
:= StrToIntDef(sa
[1], 0);
1287 color
.B
:= StrToIntDef(sa
[2], 0);
1288 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1289 diag_fire
:= config
.ReadInt(IntToStr(a
), 'diag_fire', 0);
1290 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1291 invis_fire
:= config
.ReadInt(IntToStr(a
), 'invis_fire', 0);
1292 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1293 diag_precision
:= config
.ReadInt(IntToStr(a
), 'diag_precision', 0);
1294 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1295 fly_precision
:= config
.ReadInt(IntToStr(a
), 'fly_precision', 0);
1296 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1297 cover
:= config
.ReadInt(IntToStr(a
), 'cover', 0);
1298 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1299 close_jump
:= config
.ReadInt(IntToStr(a
), 'close_jump', 0);
1300 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1301 sa
:= parse(config
.ReadStr(IntToStr(a
), 'w_prior1', ''));
1302 if Length(sa
) = 10 then
1304 w_prior1
[b
] := EnsureRange(StrToInt(sa
[b
]), 0, 9);
1305 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1306 sa
:= parse(config
.ReadStr(IntToStr(a
), 'w_prior2', ''));
1307 if Length(sa
) = 10 then
1309 w_prior2
[b
] := EnsureRange(StrToInt(sa
[b
]), 0, 9);
1311 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1312 if Length(sa) = 10 then
1314 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1323 procedure g_Player_Free();
1327 if gPlayers
<> nil then
1329 for i
:= 0 to High(gPlayers
) do
1330 if gPlayers
[i
] <> nil then
1332 if gPlayers
[i
] is TPlayer
then
1333 TPlayer(gPlayers
[i
]).Free()
1335 TBot(gPlayers
[i
]).Free();
1346 procedure g_Player_UpdateAll();
1350 if gPlayers
= nil then Exit
;
1352 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1353 for i
:= 0 to High(gPlayers
) do
1355 if gPlayers
[i
] <> nil then
1357 if gPlayers
[i
] is TPlayer
then
1359 gPlayers
[i
].Update();
1360 gPlayers
[i
].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1364 // bot updates weapons in `UpdateCombat()`
1365 TBot(gPlayers
[i
]).Update();
1369 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1372 procedure g_Player_DrawAll();
1376 if gPlayers
= nil then Exit
;
1378 for i
:= 0 to High(gPlayers
) do
1379 if gPlayers
[i
] <> nil then
1380 if gPlayers
[i
] is TPlayer
then gPlayers
[i
].Draw()
1381 else TBot(gPlayers
[i
]).Draw();
1384 procedure g_Player_DrawDebug(p
: TPlayer
);
1388 if p
= nil then Exit
;
1389 if (@p
.FObj
) = nil then Exit
;
1391 e_TextureFontGetSize(gStdFont
, fW
, fH
);
1393 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p
.FObj
.X
), gStdFont
);
1394 e_TextureFontPrint(0, fH
, 'Pos Y: ' + IntToStr(p
.FObj
.Y
), gStdFont
);
1395 e_TextureFontPrint(0, fH
* 2, 'Vel X: ' + IntToStr(p
.FObj
.Vel
.X
), gStdFont
);
1396 e_TextureFontPrint(0, fH
* 3, 'Vel Y: ' + IntToStr(p
.FObj
.Vel
.Y
), gStdFont
);
1397 e_TextureFontPrint(0, fH
* 4, 'Acc X: ' + IntToStr(p
.FObj
.Accel
.X
), gStdFont
);
1398 e_TextureFontPrint(0, fH
* 5, 'Acc Y: ' + IntToStr(p
.FObj
.Accel
.Y
), gStdFont
);
1401 procedure g_Player_DrawHealth();
1406 if gPlayers
= nil then Exit
;
1407 e_TextureFontGetSize(gStdFont
, fW
, fH
);
1409 for i
:= 0 to High(gPlayers
) do
1410 if gPlayers
[i
] <> nil then
1412 e_TextureFontPrint(gPlayers
[i
].FObj
.X
+ gPlayers
[i
].FObj
.Rect
.X
,
1413 gPlayers
[i
].FObj
.Y
+ gPlayers
[i
].FObj
.Rect
.Y
+ gPlayers
[i
].FObj
.Rect
.Height
- fH
* 2,
1414 IntToStr(gPlayers
[i
].FHealth
), gStdFont
);
1415 e_TextureFontPrint(gPlayers
[i
].FObj
.X
+ gPlayers
[i
].FObj
.Rect
.X
,
1416 gPlayers
[i
].FObj
.Y
+ gPlayers
[i
].FObj
.Rect
.Y
+ gPlayers
[i
].FObj
.Rect
.Height
- fH
,
1417 IntToStr(gPlayers
[i
].FArmor
), gStdFont
);
1421 function g_Player_Get(UID
: Word): TPlayer
;
1427 if gPlayers
= nil then
1430 for a
:= 0 to High(gPlayers
) do
1431 if gPlayers
[a
] <> nil then
1432 if gPlayers
[a
].FUID
= UID
then
1434 Result
:= gPlayers
[a
];
1439 function g_Player_GetCount(): Byte;
1445 if gPlayers
= nil then
1448 for a
:= 0 to High(gPlayers
) do
1449 if gPlayers
[a
] <> nil then
1450 Result
:= Result
+ 1;
1453 function g_Player_GetStats(): TPlayerStatArray
;
1459 if gPlayers
= nil then Exit
;
1461 for a
:= 0 to High(gPlayers
) do
1462 if gPlayers
[a
] <> nil then
1464 SetLength(Result
, Length(Result
)+1);
1465 with Result
[High(Result
)] do
1467 Ping
:= gPlayers
[a
].FPing
;
1468 Loss
:= gPlayers
[a
].FLoss
;
1469 Name
:= gPlayers
[a
].FName
;
1470 Team
:= gPlayers
[a
].FTeam
;
1471 Frags
:= gPlayers
[a
].FFrags
;
1472 Deaths
:= gPlayers
[a
].FDeath
;
1473 Kills
:= gPlayers
[a
].FKills
;
1474 Color
:= gPlayers
[a
].FModel
.Color
;
1475 Lives
:= gPlayers
[a
].FLives
;
1476 Spectator
:= gPlayers
[a
].FSpectator
;
1481 procedure g_Player_RememberAll
;
1485 for i
:= Low(gPlayers
) to High(gPlayers
) do
1486 if (gPlayers
[i
] <> nil) and gPlayers
[i
].alive
then
1487 gPlayers
[i
].RememberState
;
1490 procedure g_Player_ResetAll(Force
, Silent
: Boolean);
1494 gTeamStat
[TEAM_RED
].Goals
:= 0;
1495 gTeamStat
[TEAM_BLUE
].Goals
:= 0;
1497 if gPlayers
<> nil then
1498 for i
:= 0 to High(gPlayers
) do
1499 if gPlayers
[i
] <> nil then
1501 gPlayers
[i
].Reset(Force
);
1503 if gPlayers
[i
] is TPlayer
then
1505 if (not gPlayers
[i
].FSpectator
) or gPlayers
[i
].FWantsInGame
then
1506 gPlayers
[i
].Respawn(Silent
)
1508 gPlayers
[i
].Spectate();
1511 TBot(gPlayers
[i
]).Respawn(Silent
);
1515 procedure g_Player_CreateCorpse(Player
: TPlayer
);
1521 if Player
.alive
then
1524 // Ðàçðûâàåì ñâÿçü ñ ïðåæíèì òðóïîì:
1525 if gCorpses
<> nil then
1526 for i
:= 0 to High(gCorpses
) do
1527 if gCorpses
[i
] <> nil then
1528 if gCorpses
[i
].FPlayerUID
= Player
.FUID
then
1529 gCorpses
[i
].FPlayerUID
:= 0;
1531 if Player
.FObj
.Y
>= gMapInfo
.Height
+128 then
1536 if (FHealth
>= -50) or (gGibsCount
= 0) then
1538 if (gCorpses
= nil) or (Length(gCorpses
) = 0) then
1542 for find_id
:= 0 to High(gCorpses
) do
1543 if gCorpses
[find_id
] = nil then
1550 find_id
:= Random(Length(gCorpses
));
1552 gCorpses
[find_id
] := TCorpse
.Create(FObj
.X
, FObj
.Y
, FModel
.Name
, FHealth
< -20);
1553 gCorpses
[find_id
].FColor
:= FModel
.Color
;
1554 gCorpses
[find_id
].FObj
.Vel
:= FObj
.Vel
;
1555 gCorpses
[find_id
].FObj
.Accel
:= FObj
.Accel
;
1556 gCorpses
[find_id
].FPlayerUID
:= FUID
;
1559 g_Player_CreateGibs(FObj
.X
+ PLAYER_RECT_CX
,
1560 FObj
.Y
+ PLAYER_RECT_CY
,
1561 FModel
.Name
, FModel
.Color
);
1565 procedure g_Player_CreateShell(fX
, fY
, dX
, dY
: Integer; T
: Byte);
1569 if (gShells
= nil) or (Length(gShells
) = 0) then
1572 with gShells
[CurrentShell
] do
1578 if T
= SHELL_BULLET
then
1580 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID
) then
1584 Obj
.Rect
.Width
:= 4;
1585 Obj
.Rect
.Height
:= 2;
1589 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID
) then
1593 Obj
.Rect
.Width
:= 7;
1594 Obj
.Rect
.Height
:= 3;
1600 g_Obj_Push(@Obj
, dX
+ Random(4)-Random(4), dY
-Random(4));
1601 positionChanged(); // this updates spatial accelerators
1602 RAngle
:= Random(360);
1603 Timeout
:= gTime
+ SHELL_TIMEOUT
;
1605 if CurrentShell
>= High(gShells
) then
1612 procedure g_Player_CreateGibs(fX
, fY
: Integer; ModelName
: string; fColor
: TRGB
);
1615 GibsArray
: TGibsArray
;
1618 if (gGibs
= nil) or (Length(gGibs
) = 0) then
1620 if not g_PlayerModel_GetGibs(ModelName
, GibsArray
) then
1622 Blood
:= g_PlayerModel_GetBlood(ModelName
);
1624 for a
:= 0 to High(GibsArray
) do
1625 with gGibs
[CurrentGib
] do
1628 ID
:= GibsArray
[a
].ID
;
1629 MaskID
:= GibsArray
[a
].MaskID
;
1632 Obj
.Rect
:= GibsArray
[a
].Rect
;
1633 Obj
.X
:= fX
-GibsArray
[a
].Rect
.X
-(GibsArray
[a
].Rect
.Width
div 2);
1634 Obj
.Y
:= fY
-GibsArray
[a
].Rect
.Y
-(GibsArray
[a
].Rect
.Height
div 2);
1635 g_Obj_PushA(@Obj
, 25 + Random(10), Random(361));
1636 positionChanged(); // this updates spatial accelerators
1637 RAngle
:= Random(360);
1639 if gBloodCount
> 0 then
1640 g_GFX_Blood(fX
, fY
, 16*gBloodCount
+Random(5*gBloodCount
), -16+Random(33), -16+Random(33),
1641 Random(48), Random(48), Blood
.R
, Blood
.G
, Blood
.B
, Blood
.Kind
);
1643 if CurrentGib
>= High(gGibs
) then
1650 procedure g_Player_UpdatePhysicalObjects();
1656 procedure ShellSound_Bounce(X
, Y
: Integer; T
: Byte);
1661 if T
= SHELL_BULLET
then
1662 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k
), X
, Y
)
1664 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k
), X
, Y
);
1669 if gGibs
<> nil then
1670 for i
:= 0 to High(gGibs
) do
1671 if gGibs
[i
].alive
then
1675 mr
:= g_Obj_Move(@Obj
, True, False, True);
1676 positionChanged(); // this updates spatial accelerators
1678 if WordBool(mr
and MOVE_FALLOUT
) then
1684 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1685 if WordBool(mr
and MOVE_HITWALL
) then
1686 Obj
.Vel
.X
:= -(vel
.X
div 2);
1687 if WordBool(mr
and (MOVE_HITCEIL
or MOVE_HITLAND
)) then
1688 Obj
.Vel
.Y
:= -(vel
.Y
div 2);
1690 if (Obj
.Vel
.X
>= 0) then
1692 RAngle
:= RAngle
+ Abs(Obj
.Vel
.X
)*6 + Abs(Obj
.Vel
.Y
);
1693 if RAngle
>= 360 then
1694 RAngle
:= RAngle
mod 360;
1695 end else begin // Counter-clockwise
1696 RAngle
:= RAngle
- Abs(Obj
.Vel
.X
)*6 - Abs(Obj
.Vel
.Y
);
1698 RAngle
:= (360 - (Abs(RAngle
) mod 360)) mod 360;
1701 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1702 if gTime
mod (GAME_TICK
*3) = 0 then
1703 Obj
.Vel
.X
:= z_dec(Obj
.Vel
.X
, 1);
1707 if gCorpses
<> nil then
1708 for i
:= 0 to High(gCorpses
) do
1709 if gCorpses
[i
] <> nil then
1710 if gCorpses
[i
].State
= CORPSE_STATE_REMOVEME
then
1716 gCorpses
[i
].Update();
1719 if gShells
<> nil then
1720 for i
:= 0 to High(gShells
) do
1721 if gShells
[i
].alive
then
1725 mr
:= g_Obj_Move(@Obj
, True, False, True);
1726 positionChanged(); // this updates spatial accelerators
1728 if WordBool(mr
and MOVE_FALLOUT
) or (gShells
[i
].Timeout
< gTime
) then
1734 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1735 if WordBool(mr
and MOVE_HITWALL
) then
1737 Obj
.Vel
.X
:= -(vel
.X
div 2);
1738 if not WordBool(mr
and MOVE_INWATER
) then
1739 ShellSound_Bounce(Obj
.X
, Obj
.Y
, SType
);
1741 if WordBool(mr
and (MOVE_HITCEIL
or MOVE_HITLAND
)) then
1743 Obj
.Vel
.Y
:= -(vel
.Y
div 2);
1744 if Obj
.Vel
.X
<> 0 then Obj
.Vel
.X
:= Obj
.Vel
.X
div 2;
1745 if (Obj
.Vel
.X
= 0) and (Obj
.Vel
.Y
= 0) then
1747 if RAngle
mod 90 <> 0 then
1748 RAngle
:= (RAngle
div 90) * 90;
1750 else if not WordBool(mr
and MOVE_INWATER
) then
1751 ShellSound_Bounce(Obj
.X
, Obj
.Y
, SType
);
1754 if (Obj
.Vel
.X
>= 0) then
1756 RAngle
:= RAngle
+ Abs(Obj
.Vel
.X
)*8 + Abs(Obj
.Vel
.Y
);
1757 if RAngle
>= 360 then
1758 RAngle
:= RAngle
mod 360;
1759 end else begin // Counter-clockwise
1760 RAngle
:= RAngle
- Abs(Obj
.Vel
.X
)*8 - Abs(Obj
.Vel
.Y
);
1762 RAngle
:= (360 - (Abs(RAngle
) mod 360)) mod 360;
1768 procedure TGib
.getMapBox (out x
, y
, w
, h
: Integer); inline;
1770 x
:= Obj
.X
+Obj
.Rect
.X
;
1771 y
:= Obj
.Y
+Obj
.Rect
.Y
;
1772 w
:= Obj
.Rect
.Width
;
1773 h
:= Obj
.Rect
.Height
;
1776 procedure TGib
.moveBy (dx
, dy
: Integer); inline;
1778 if (dx
<> 0) or (dy
<> 0) then
1787 procedure TShell
.getMapBox (out x
, y
, w
, h
: Integer); inline;
1791 w
:= Obj
.Rect
.Width
;
1792 h
:= Obj
.Rect
.Height
;
1795 procedure TShell
.moveBy (dx
, dy
: Integer); inline;
1797 if (dx
<> 0) or (dy
<> 0) then
1806 procedure TGib
.positionChanged (); inline; begin end;
1807 procedure TShell
.positionChanged (); inline; begin end;
1810 procedure g_Player_DrawCorpses();
1815 if gGibs
<> nil then
1816 for i
:= 0 to High(gGibs
) do
1817 if gGibs
[i
].alive
then
1820 if not g_Obj_Collide(sX
, sY
, sWidth
, sHeight
, @Obj
) then
1823 a
.X
:= Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2);
1824 a
.y
:= Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2);
1826 e_DrawAdv(ID
, Obj
.X
, Obj
.Y
, 0, True, False, RAngle
, @a
, TMirrorType
.None
);
1829 e_DrawAdv(MaskID
, Obj
.X
, Obj
.Y
, 0, True, False, RAngle
, @a
, TMirrorType
.None
);
1835 if gCorpses
<> nil then
1836 for i
:= 0 to High(gCorpses
) do
1837 if gCorpses
[i
] <> nil then
1841 procedure g_Player_DrawShells();
1846 if gShells
<> nil then
1847 for i
:= 0 to High(gShells
) do
1848 if gShells
[i
].alive
then
1851 if not g_Obj_Collide(sX
, sY
, sWidth
, sHeight
, @Obj
) then
1857 e_DrawAdv(SpriteID
, Obj
.X
, Obj
.Y
, 0, True, False, RAngle
, @a
, TMirrorType
.None
);
1861 procedure g_Player_RemoveAllCorpses();
1867 SetLength(gGibs
, MaxGibs
);
1868 SetLength(gShells
, MaxGibs
);
1872 if gCorpses
<> nil then
1873 for i
:= 0 to High(gCorpses
) do
1877 SetLength(gCorpses
, MaxCorpses
);
1880 procedure g_Player_Corpses_SaveState (st
: TStream
);
1884 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ
1886 for i
:= 0 to High(gCorpses
) do if (gCorpses
[i
] <> nil) then Inc(count
);
1888 // Êîëè÷åñòâî òðóïîâ
1889 utils
.writeInt(st
, LongInt(count
));
1891 if (count
= 0) then exit
;
1894 for i
:= 0 to High(gCorpses
) do
1896 if gCorpses
[i
] <> nil then
1899 utils
.writeStr(st
, gCorpses
[i
].FModelName
);
1901 utils
.writeBool(st
, gCorpses
[i
].Mess
);
1902 // Ñîõðàíÿåì äàííûå òðóïà:
1903 gCorpses
[i
].SaveState(st
);
1909 procedure g_Player_Corpses_LoadState (st
: TStream
);
1917 g_Player_RemoveAllCorpses();
1919 // Êîëè÷åñòâî òðóïîâ:
1920 count
:= utils
.readLongInt(st
);
1921 if (count
< 0) or (count
> Length(gCorpses
)) then raise XStreamError
.Create('invalid number of corpses');
1923 if (count
= 0) then exit
;
1926 for i
:= 0 to count
-1 do
1929 str
:= utils
.readStr(st
);
1931 b
:= utils
.readBool(st
);
1933 gCorpses
[i
] := TCorpse
.Create(0, 0, str
, b
);
1934 // Çàãðóæàåì äàííûå òðóïà
1935 gCorpses
[i
].LoadState(st
);
1942 function TPlayer
.isValidViewPort (): Boolean; inline; begin result
:= (viewPortW
> 0) and (viewPortH
> 0); end;
1944 procedure TPlayer
.BFGHit();
1946 g_Weapon_BFGHit(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1947 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
1948 if g_Game_IsServer
and g_Game_IsNet
then
1949 MH_SEND_Effect(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1950 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
1954 procedure TPlayer
.ChangeModel(ModelName
: string);
1956 locModel
: TPlayerModel
;
1958 locModel
:= g_PlayerModel_Get(ModelName
);
1959 if locModel
= nil then Exit
;
1965 procedure TPlayer
.SetModel(ModelName
: string);
1969 m
:= g_PlayerModel_Get(ModelName
);
1972 g_SimpleError(Format(_lc
[I_GAME_ERROR_MODEL_FALLBACK
], [ModelName
]));
1973 m
:= g_PlayerModel_Get('doomer');
1976 g_FatalError(Format(_lc
[I_GAME_ERROR_MODEL
], ['doomer']));
1981 if FModel
<> nil then
1986 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
1987 FModel
.Color
:= FColor
1989 FModel
.Color
:= TEAMCOLOR
[FTeam
];
1990 FModel
.SetWeapon(FCurrWeap
);
1991 FModel
.SetFlag(FFlag
);
1992 SetDirection(FDirection
);
1995 procedure TPlayer
.SetColor(Color
: TRGB
);
1998 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
1999 if FModel
<> nil then FModel
.Color
:= Color
;
2002 procedure TPlayer
.SwitchTeam
;
2004 if g_Game_IsClient
then
2006 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then Exit
;
2008 if gGameOn
and FAlive
then
2009 Kill(K_SIMPLEKILL
, FUID
, HIT_SELF
);
2011 if FTeam
= TEAM_RED
then
2013 ChangeTeam(TEAM_BLUE
);
2014 g_Console_Add(Format(_lc
[I_PLAYER_CHTEAM_BLUE
], [FName
]), True);
2015 if g_Game_IsNet
then
2016 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM
, TEAM_BLUE
, FName
);
2020 ChangeTeam(TEAM_RED
);
2021 g_Console_Add(Format(_lc
[I_PLAYER_CHTEAM_RED
], [FName
]), True);
2022 if g_Game_IsNet
then
2023 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM
, TEAM_RED
, FName
);
2025 FPreferredTeam
:= FTeam
;
2028 procedure TPlayer
.ChangeTeam(Team
: Byte);
2035 TEAM_RED
, TEAM_BLUE
:
2036 FModel
.Color
:= TEAMCOLOR
[Team
];
2038 FModel
.Color
:= FColor
;
2040 if (FTeam
<> OldTeam
) and g_Game_IsNet
and g_Game_IsServer
then
2041 MH_SEND_PlayerStats(FUID
);
2045 procedure TPlayer.CollideItem();
2050 if gItems = nil then Exit;
2051 if not FAlive then Exit;
2053 for i := 0 to High(gItems) do
2056 if (ItemType <> ITEM_NONE) and alive then
2057 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
2058 PLAYER_RECT.Height, @Obj) then
2060 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
2062 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
2063 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
2064 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
2065 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
2066 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
2068 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
2069 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
2070 (gGameSettings.GameType = GT_SINGLE) and
2071 (g_Player_GetCount() > 1)) then
2072 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
2078 function TPlayer
.CollideLevel(XInc
, YInc
: Integer): Boolean;
2080 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
2081 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
, PANEL_WALL
,
2085 constructor TPlayer
.Create();
2091 mEDamageType
:= HIT_SOME
;
2097 FSawSound
:= TPlayableSound
.Create();
2098 FSawSoundIdle
:= TPlayableSound
.Create();
2099 FSawSoundHit
:= TPlayableSound
.Create();
2100 FSawSoundSelect
:= TPlayableSound
.Create();
2101 FJetSoundFly
:= TPlayableSound
.Create();
2102 FJetSoundOn
:= TPlayableSound
.Create();
2103 FJetSoundOff
:= TPlayableSound
.Create();
2105 FSawSound
.SetByName('SOUND_WEAPON_FIRESAW');
2106 FSawSoundIdle
.SetByName('SOUND_WEAPON_IDLESAW');
2107 FSawSoundHit
.SetByName('SOUND_WEAPON_HITSAW');
2108 FSawSoundSelect
.SetByName('SOUND_WEAPON_SELECTSAW');
2109 FJetSoundFly
.SetByName('SOUND_PLAYER_JETFLY');
2110 FJetSoundOn
.SetByName('SOUND_PLAYER_JETON');
2111 FJetSoundOff
.SetByName('SOUND_PLAYER_JETOFF');
2113 FSpectatePlayer
:= -1;
2117 FSavedState
.WaitRecall
:= False;
2123 FActualModelName
:= 'doomer';
2126 FObj
.Rect
:= PLAYER_RECT
;
2128 FBFGFireCounter
:= -1;
2129 FJustTeleported
:= False;
2135 procedure TPlayer
.positionChanged (); inline;
2139 procedure TPlayer
.doDamage (v
: Integer);
2141 if (v
<= 0) then exit
;
2142 if (v
> 32767) then v
:= 32767;
2143 Damage(v
, 0, 0, 0, mEDamageType
);
2146 procedure TPlayer
.Damage(value
: Word; SpawnerUID
: Word; vx
, vy
: Integer; t
: Byte);
2150 if (not g_Game_IsClient
) and (not FAlive
) then
2155 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2156 if ((t
= HIT_TRAP
) or (t
= HIT_SELF
)) and (not FGodMode
) then
2158 if not g_Game_IsClient
then
2161 if t
= HIT_TRAP
then
2163 // Ëîâóøêà óáèâàåò ñðàçó:
2165 Kill(K_EXTRAHARDKILL
, SpawnerUID
, t
);
2167 if t
= HIT_SELF
then
2171 Kill(K_SIMPLEKILL
, SpawnerUID
, t
);
2174 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2175 FMegaRulez
[MR_SUIT
] := 0;
2176 FMegaRulez
[MR_INVUL
] := 0;
2177 FMegaRulez
[MR_INVIS
] := 0;
2181 // Íî îò îñòàëüíîãî ñïàñàåò:
2182 if FMegaRulez
[MR_INVUL
] >= gTime
then
2189 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2190 if LongBool(gGameSettings
.Options
and GAME_OPTION_TEAMDAMAGE
) or
2191 (SpawnerUID
= FUID
) or
2192 (not SameTeam(FUID
, SpawnerUID
)) then
2194 FLastSpawnerUID
:= SpawnerUID
;
2196 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2197 if gBloodCount
> 0 then
2199 c
:= Min(value
, 200)*gBloodCount
+ Random(Min(value
, 200) div 2);
2200 if value
div 4 <= c
then
2201 c
:= c
- (value
div 4)
2205 if (t
= HIT_SOME
) and (vx
= 0) and (vy
= 0) then
2209 HIT_TRAP
, HIT_ACID
, HIT_FLAME
, HIT_SELF
: MakeBloodSimple(c
);
2210 HIT_BFG
, HIT_ROCKET
, HIT_SOME
: MakeBloodVector(c
, vx
, vy
);
2213 if t
= HIT_WATER
then
2214 g_GFX_Bubbles(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2),
2215 FObj
.Y
+PLAYER_RECT
.Y
-4, value
div 2, 8, 4);
2220 Inc(FDamageBuffer
, value
);
2224 FPain
:= FPain
+ value
;
2227 if g_Game_IsServer
and g_Game_IsNet
then
2229 MH_SEND_PlayerDamage(FUID
, t
, SpawnerUID
, value
, vx
, vy
);
2230 MH_SEND_PlayerStats(FUID
);
2231 MH_SEND_PlayerPos(False, FUID
);
2235 function TPlayer
.Heal(value
: Word; Soft
: Boolean): Boolean;
2238 if g_Game_IsClient
then
2243 if Soft
and (FHealth
< PLAYER_HP_SOFT
) then
2245 IncMax(FHealth
, value
, PLAYER_HP_SOFT
);
2248 if (not Soft
) and (FHealth
< PLAYER_HP_LIMIT
) then
2250 IncMax(FHealth
, value
, PLAYER_HP_LIMIT
);
2254 if Result
and g_Game_IsServer
and g_Game_IsNet
then
2255 MH_SEND_PlayerStats(FUID
);
2258 destructor TPlayer
.Destroy();
2260 if (gPlayer1
<> nil) and (gPlayer1
.FUID
= FUID
) then
2262 if (gPlayer2
<> nil) and (gPlayer2
.FUID
= FUID
) then
2266 FSawSoundIdle
.Free();
2267 FSawSoundHit
.Free();
2268 FJetSoundFly
.Free();
2270 FJetSoundOff
.Free();
2272 if FPunchAnim
<> nil then
2278 procedure TPlayer
.DrawIndicator();
2280 indX
, indY
: Integer;
2286 indX
:= FObj
.X
+FObj
.Rect
.X
;
2288 if g_Texture_Get('TEXTURE_PLAYER_INDICATOR', ID
) then
2290 e_GetTextureSize(ID
, @indW
, @indH
);
2291 e_Draw(ID
, indX
+ indW
div 2, indY
- indH
, 0, True, False);
2294 //e_TextureFontPrint(indX, indY, FName, gStdFont); // Shows player name overhead
2297 procedure TPlayer
.DrawBubble();
2299 bubX
, bubY
: Integer;
2302 Rw
, Gw
, Bw
: SmallInt;
2305 bubX
:= FObj
.X
+FObj
.Rect
.X
+ IfThen(FDirection
= TDirection
.D_LEFT
, -4, 18);
2306 bubY
:= FObj
.Y
+FObj
.Rect
.Y
- 18;
2314 1: // simple textual non-bubble
2316 bubX
:= FObj
.X
+FObj
.Rect
.X
- 11;
2317 bubY
:= FObj
.Y
+FObj
.Rect
.Y
- 17;
2318 e_TextureFontPrint(bubX
, bubY
, '[...]', gStdFont
);
2321 2: // advanced pixel-perfect bubble
2323 if FTeam
= TEAM_RED
then
2326 if FTeam
= TEAM_BLUE
then
2329 3: // colored bubble
2331 Rb
:= FModel
.Color
.R
;
2332 Gb
:= FModel
.Color
.G
;
2333 Bb
:= FModel
.Color
.B
;
2334 Rw
:= Min(Rb
* 2 + 64, 255);
2335 Gw
:= Min(Gb
* 2 + 64, 255);
2336 Bw
:= Min(Bb
* 2 + 64, 255);
2337 if (Abs(Rw
- Rb
) < 32)
2338 or (Abs(Gw
- Gb
) < 32)
2339 or (Abs(Bw
- Bb
) < 32) then
2341 Rb
:= Max(Rw
div 2 - 16, 0);
2342 Gb
:= Max(Gw
div 2 - 16, 0);
2343 Bb
:= Max(Bw
div 2 - 16, 0);
2346 4: // custom textured bubble
2348 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID
) then
2349 if FDirection
= TDirection
.D_RIGHT
then
2350 e_Draw(ID
, bubX
- 6, bubY
- 7, 0, True, False)
2352 e_Draw(ID
, bubX
- 6, bubY
- 7, 0, True, False, TMirrorType
.Horizontal
);
2358 e_DrawQuad(bubX
+ 1, bubY
, bubX
+ 18, bubY
+ 13, Rb
, Gb
, Bb
);
2359 e_DrawQuad(bubX
, bubY
+ 1, bubX
+ 19, bubY
+ 12, Rb
, Gb
, Bb
);
2361 e_DrawFillQuad(bubX
+ 1, bubY
+ 1, bubX
+ 18, bubY
+ 12, Rw
, Gw
, Bw
, 0);
2364 Dot
:= IfThen(FDirection
= TDirection
.D_LEFT
, 14, 5);
2365 e_DrawLine(1, bubX
+ Dot
, bubY
+ 14, bubX
+ Dot
, bubY
+ 16, Rb
, Gb
, Bb
);
2366 e_DrawLine(1, bubX
+ IfThen(FDirection
= TDirection
.D_LEFT
, Dot
- 1, Dot
+ 1), bubY
+ 13, bubX
+ IfThen(FDirection
= TDirection
.D_LEFT
, Dot
- 1, Dot
+ 1), bubY
+ 15, Rw
, Gw
, Bw
);
2367 e_DrawLine(1, bubX
+ IfThen(FDirection
= TDirection
.D_LEFT
, Dot
- 2, Dot
+ 2), bubY
+ 13, bubX
+ IfThen(FDirection
= TDirection
.D_LEFT
, Dot
- 2, Dot
+ 2), bubY
+ 14, Rw
, Gw
, Bw
);
2368 e_DrawLine(1, bubX
+ IfThen(FDirection
= TDirection
.D_LEFT
, Dot
- 3, Dot
+ 3), bubY
+ 13, bubX
+ IfThen(FDirection
= TDirection
.D_LEFT
, Dot
- 3, Dot
+ 3), bubY
+ 13, Rw
, Gw
, Bw
);
2369 e_DrawLine(1, bubX
+ IfThen(FDirection
= TDirection
.D_LEFT
, Dot
- 3, Dot
+ 3), bubY
+ 14, bubX
+ IfThen(FDirection
= TDirection
.D_LEFT
, Dot
- 1, Dot
+ 1), bubY
+ 16, Rb
, Gb
, Bb
);
2373 e_DrawFillQuad(bubX
+ Dot
, bubY
+ 8, bubX
+ Dot
+ 1, bubY
+ 9, Rb
, Gb
, Bb
, 0);
2374 e_DrawFillQuad(bubX
+ Dot
+ 3, bubY
+ 8, bubX
+ Dot
+ 4, bubY
+ 9, Rb
, Gb
, Bb
, 0);
2375 e_DrawFillQuad(bubX
+ Dot
+ 6, bubY
+ 8, bubX
+ Dot
+ 7, bubY
+ 9, Rb
, Gb
, Bb
, 0);
2378 procedure TPlayer
.Draw();
2383 Mirror
: TMirrorType
;
2387 if Direction
= TDirection
.D_RIGHT
then
2388 Mirror
:= TMirrorType
.None
2390 Mirror
:= TMirrorType
.Horizontal
;
2392 if FPunchAnim
<> nil then
2394 FPunchAnim
.Draw(FObj
.X
+IfThen(Direction
= TDirection
.D_LEFT
, 15-FObj
.Rect
.X
, FObj
.Rect
.X
-15),
2395 FObj
.Y
+FObj
.Rect
.Y
-11, Mirror
);
2396 if FPunchAnim
.played
then
2403 if (FMegaRulez
[MR_INVUL
] > gTime
) and (gPlayerDrawn
<> Self
) then
2404 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID
) then
2406 e_GetTextureSize(ID
, @w
, @h
);
2407 if FDirection
= TDirection
.D_LEFT
then
2408 e_Draw(ID
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-(w
div 2)+4,
2409 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-(h
div 2)-7+FObj
.slopeUpLeft
, 0, True, False)
2411 e_Draw(ID
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-(w
div 2)-2,
2412 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-(h
div 2)-7+FObj
.slopeUpLeft
, 0, True, False);
2415 if FMegaRulez
[MR_INVIS
] > gTime
then
2417 if (gPlayerDrawn
<> nil) and ((Self
= gPlayerDrawn
) or
2418 ((FTeam
= gPlayerDrawn
.Team
) and (gGameSettings
.GameMode
<> GM_DM
))) then
2420 if (FMegaRulez
[MR_INVIS
] - gTime
) <= 2100 then
2421 dr
:= not Odd((FMegaRulez
[MR_INVIS
] - gTime
) div 300)
2425 FModel
.Draw(FObj
.X
, FObj
.Y
+FObj
.slopeUpLeft
, 200)
2427 FModel
.Draw(FObj
.X
, FObj
.Y
+FObj
.slopeUpLeft
);
2430 FModel
.Draw(FObj
.X
, FObj
.Y
+FObj
.slopeUpLeft
, 254);
2433 FModel
.Draw(FObj
.X
, FObj
.Y
+FObj
.slopeUpLeft
);
2436 if g_debug_Frames
then
2438 e_DrawQuad(FObj
.X
+FObj
.Rect
.X
,
2440 FObj
.X
+FObj
.Rect
.X
+FObj
.Rect
.Width
-1,
2441 FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-1,
2445 if (gChatBubble
> 0) and (FKeys
[KEY_CHAT
].Pressed
) and not FGhost
then
2447 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2448 if gAimLine
and alive
and
2449 ((Self
= gPlayer1
) or (Self
= gPlayer2
)) then
2454 procedure TPlayer
.DrawAim();
2455 procedure drawCast (sz
: Integer; ax0
, ay0
, ax1
, ay1
: Integer);
2460 {$IFDEF ENABLE_HOLMES}
2461 if isValidViewPort
and (self
= gPlayer1
) then
2463 g_Holmes_plrLaser(ax0
, ay0
, ax1
, ay1
);
2467 e_DrawLine(sz
, ax0
, ay0
, ax1
, ay1
, 255, 0, 0, 96);
2468 if (g_Map_traceToNearestWall(ax0
, ay0
, ax1
, ay1
, @ex
, @ey
) <> nil) then
2470 e_DrawLine(sz
, ax0
, ay0
, ex
, ey
, 0, 255, 0, 96);
2474 e_DrawLine(sz
, ax0
, ay0
, ex
, ey
, 0, 0, 255, 96);
2479 wx
, wy
, xx
, yy
: Integer;
2483 wx
:= FObj
.X
+ WEAPONPOINT
[FDirection
].X
+ IfThen(FDirection
= TDirection
.D_LEFT
, 7, -7);
2484 wy
:= FObj
.Y
+ WEAPONPOINT
[FDirection
].Y
;
2493 1: begin // Chainsaw
2500 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2501 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2502 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2503 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2508 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2509 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2510 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2511 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2513 4: begin // Double Shotgun
2516 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2517 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2518 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2519 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2521 5: begin // Chaingun
2524 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2525 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2526 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2527 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2529 6: begin // Rocket Launcher
2532 if angle
= ANGLE_RIGHTUP
then Inc(angle
, 2);
2533 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2534 if angle
= ANGLE_LEFTUP
then Dec(angle
, 2);
2535 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2537 7: begin // Plasmagun
2540 if angle
= ANGLE_RIGHTUP
then Inc(angle
);
2541 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 3);
2542 if angle
= ANGLE_LEFTUP
then Dec(angle
);
2543 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 3);
2548 if angle
= ANGLE_RIGHTUP
then Inc(angle
, 1);
2549 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 2);
2550 if angle
= ANGLE_LEFTUP
then Dec(angle
, 1);
2551 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 2);
2553 9: begin // Super Chaingun
2556 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2557 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2558 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2559 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2562 xx
:= Trunc(Cos(-DegToRad(angle
)) * len
) + wx
;
2563 yy
:= Trunc(Sin(-DegToRad(angle
)) * len
) + wy
;
2564 {$IF DEFINED(D2F_DEBUG)}
2565 drawCast(sz
, wx
, wy
, xx
, yy
);
2567 e_DrawLine(sz
, wx
, wy
, xx
, yy
, 255, 0, 0, 96);
2571 procedure TPlayer
.DrawGUI();
2574 X
, Y
, SY
, a
, p
, m
: Integer;
2578 stat
: TPlayerStatArray
;
2580 X
:= gPlayerScreenSize
.X
;
2581 SY
:= gPlayerScreenSize
.Y
;
2584 if gShowGoals
and (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
2586 if gGameSettings
.GameMode
= GM_CTF
then
2590 if gGameSettings
.GameMode
= GM_CTF
then
2592 s
:= 'TEXTURE_PLAYER_REDFLAG';
2593 if gFlags
[FLAG_RED
].State
= FLAG_STATE_CAPTURED
then
2594 s
:= 'TEXTURE_PLAYER_REDFLAG_S';
2595 if gFlags
[FLAG_RED
].State
= FLAG_STATE_DROPPED
then
2596 s
:= 'TEXTURE_PLAYER_REDFLAG_D';
2597 if g_Texture_Get(s
, ID
) then
2598 e_Draw(ID
, X
-16-32, 240-72-4, 0, True, False);
2601 s
:= IntToStr(gTeamStat
[TEAM_RED
].Goals
);
2602 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2603 e_CharFont_PrintEx(gMenuFont
, X
-16-a
-tw
, 240-72-4, s
, TEAMCOLOR
[TEAM_RED
]);
2605 if gGameSettings
.GameMode
= GM_CTF
then
2607 s
:= 'TEXTURE_PLAYER_BLUEFLAG';
2608 if gFlags
[FLAG_BLUE
].State
= FLAG_STATE_CAPTURED
then
2609 s
:= 'TEXTURE_PLAYER_BLUEFLAG_S';
2610 if gFlags
[FLAG_BLUE
].State
= FLAG_STATE_DROPPED
then
2611 s
:= 'TEXTURE_PLAYER_BLUEFLAG_D';
2612 if g_Texture_Get(s
, ID
) then
2613 e_Draw(ID
, X
-16-32, 240-32-4, 0, True, False);
2616 s
:= IntToStr(gTeamStat
[TEAM_BLUE
].Goals
);
2617 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2618 e_CharFont_PrintEx(gMenuFont
, X
-16-a
-tw
, 240-32-4, s
, TEAMCOLOR
[TEAM_BLUE
]);
2621 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID
) then
2622 e_DrawFill(ID
, X
, 0, 1, (gPlayerScreenSize
.Y
div 256)+IfThen(gPlayerScreenSize
.Y
mod 256 > 0, 1, 0),
2625 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID
) then
2626 e_Draw(ID
, X
+2, Y
, 0, True, False);
2628 if gGameSettings
.GameType
in [GT_CUSTOM
, GT_SERVER
, GT_CLIENT
] then
2632 s
:= IntToStr(Frags
);
2633 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2634 e_CharFont_PrintEx(gMenuFont
, X
-16-tw
, Y
, s
, _RGB(255, 0, 0));
2639 stat
:= g_Player_GetStats();
2644 for a
:= 0 to High(stat
) do
2645 if stat
[a
].Name
<> Name
then
2647 if stat
[a
].Frags
> m
then m
:= stat
[a
].Frags
;
2648 if stat
[a
].Frags
> Frags
then p
:= p
+1;
2652 s
:= IntToStr(p
)+' / '+IntToStr(Length(stat
))+' ';
2653 if Frags
>= m
then s
:= s
+'+' else s
:= s
+'-';
2654 s
:= s
+IntToStr(Abs(Frags
-m
));
2656 e_CharFont_GetSize(gMenuSmallFont
, s
, tw
, th
);
2657 e_CharFont_PrintEx(gMenuSmallFont
, X
-16-tw
, Y
+32, s
, _RGB(255, 0, 0));
2660 if gShowLives
and (gGameSettings
.MaxLives
> 0) then
2662 s
:= IntToStr(Lives
);
2663 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2664 e_CharFont_PrintEx(gMenuFont
, X
-16-tw
, SY
-32, s
, _RGB(0, 255, 0));
2668 e_CharFont_GetSize(gMenuSmallFont
, FName
, tw
, th
);
2669 e_CharFont_PrintEx(gMenuSmallFont
, X
+98-(tw
div 2), Y
+8, FName
, _RGB(255, 0, 0));
2671 if R_BERSERK
in FRulez
then
2672 e_Draw(gItemsTexturesID
[ITEM_MEDKIT_BLACK
], X
+37, Y
+45, 0, True, False)
2674 e_Draw(gItemsTexturesID
[ITEM_MEDKIT_LARGE
], X
+37, Y
+45, 0, True, False);
2676 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID
) then
2677 e_Draw(ID
, X
+36, Y
+77, 0, True, False);
2679 s
:= IntToStr(IfThen(FHealth
> 0, FHealth
, 0));
2680 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2681 e_CharFont_PrintEx(gMenuFont
, X
+178-tw
, Y
+40, s
, _RGB(255, 0, 0));
2683 s
:= IntToStr(FArmor
);
2684 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2685 e_CharFont_PrintEx(gMenuFont
, X
+178-tw
, Y
+68, s
, _RGB(255, 0, 0));
2687 s
:= IntToStr(GetAmmoByWeapon(FCurrWeap
));
2693 ID
:= gItemsTexturesID
[ITEM_WEAPON_KASTET
];
2698 ID
:= gItemsTexturesID
[ITEM_WEAPON_SAW
];
2700 WEAPON_PISTOL
: ID
:= gItemsTexturesID
[ITEM_WEAPON_PISTOL
];
2701 WEAPON_CHAINGUN
: ID
:= gItemsTexturesID
[ITEM_WEAPON_CHAINGUN
];
2702 WEAPON_SHOTGUN1
: ID
:= gItemsTexturesID
[ITEM_WEAPON_SHOTGUN1
];
2703 WEAPON_SHOTGUN2
: ID
:= gItemsTexturesID
[ITEM_WEAPON_SHOTGUN2
];
2704 WEAPON_SUPERPULEMET
: ID
:= gItemsTexturesID
[ITEM_WEAPON_SUPERPULEMET
];
2705 WEAPON_ROCKETLAUNCHER
: ID
:= gItemsTexturesID
[ITEM_WEAPON_ROCKETLAUNCHER
];
2706 WEAPON_PLASMA
: ID
:= gItemsTexturesID
[ITEM_WEAPON_PLASMA
];
2707 WEAPON_BFG
: ID
:= gItemsTexturesID
[ITEM_WEAPON_BFG
];
2708 WEAPON_FLAMETHROWER
: ID
:= gItemsTexturesID
[ITEM_WEAPON_FLAMETHROWER
];
2711 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2712 e_CharFont_PrintEx(gMenuFont
, X
+178-tw
, Y
+158, s
, _RGB(255, 0, 0));
2713 e_Draw(ID
, X
+20, Y
+160, 0, True, False);
2715 if R_KEY_RED
in FRulez
then
2716 e_Draw(gItemsTexturesID
[ITEM_KEY_RED
], X
+78, Y
+214, 0, True, False);
2718 if R_KEY_GREEN
in FRulez
then
2719 e_Draw(gItemsTexturesID
[ITEM_KEY_GREEN
], X
+95, Y
+214, 0, True, False);
2721 if R_KEY_BLUE
in FRulez
then
2722 e_Draw(gItemsTexturesID
[ITEM_KEY_BLUE
], X
+112, Y
+214, 0, True, False);
2724 if FJetFuel
> 0 then
2726 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID
) then
2727 e_Draw(ID
, X
+2, Y
+116, 0, True, False);
2728 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID
) then
2729 e_Draw(ID
, X
+2, Y
+126, 0, True, False);
2730 e_DrawLine(4, X
+16, Y
+122, X
+16+Trunc(168*IfThen(FAir
> 0, FAir
, 0)/AIR_MAX
), Y
+122, 0, 0, 196);
2731 e_DrawLine(4, X
+16, Y
+132, X
+16+Trunc(168*FJetFuel
/JET_MAX
), Y
+132, 208, 0, 0);
2735 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID
) then
2736 e_Draw(ID
, X
+2, Y
+124, 0, True, False);
2737 e_DrawLine(4, X
+16, Y
+130, X
+16+Trunc(168*IfThen(FAir
> 0, FAir
, 0)/AIR_MAX
), Y
+130, 0, 0, 196);
2740 if gShowPing
and g_Game_IsClient
then
2742 s
:= _lc
[I_GAME_PING_HUD
] + IntToStr(NetPeer
.lastRoundTripTime
) + _lc
[I_NET_SLIST_PING_MS
];
2743 e_TextureFontPrint(X
+ 4, Y
+ 242, s
, gStdFont
);
2749 e_TextureFontPrint(X
+ 4, Y
+ 242, _lc
[I_PLAYER_SPECT
], gStdFont
);
2750 e_TextureFontPrint(X
+ 4, Y
+ 258, _lc
[I_PLAYER_SPECT2
], gStdFont
);
2751 e_TextureFontPrint(X
+ 4, Y
+ 274, _lc
[I_PLAYER_SPECT1
], gStdFont
);
2754 e_TextureFontGetSize(gStdFont
, cw
, ch
);
2755 s
:= _lc
[I_PLAYER_SPECT4
];
2756 e_TextureFontPrintEx(gScreenWidth
div 2 - cw
*(Length(s
) div 2),
2757 gScreenHeight
-4-ch
, s
, gStdFont
, 255, 255, 255, 1, True);
2758 e_TextureFontPrint(X
+ 4, Y
+ 290, _lc
[I_PLAYER_SPECT1S
], gStdFont
);
2764 procedure TPlayer
.DrawRulez();
2768 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2769 if FMegaRulez
[MR_INVUL
] >= gTime
then
2771 if (FMegaRulez
[MR_INVUL
]-gTime
) <= 2100 then
2772 dr
:= not Odd((FMegaRulez
[MR_INVUL
]-gTime
) div 300)
2777 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1,
2778 191, 191, 191, 0, TBlending
.Invert
);
2781 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2782 if FMegaRulez
[MR_SUIT
] >= gTime
then
2784 if (FMegaRulez
[MR_SUIT
]-gTime
) <= 2100 then
2785 dr
:= not Odd((FMegaRulez
[MR_SUIT
]-gTime
) div 300)
2790 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1,
2791 0, 96, 0, 200, TBlending
.None
);
2794 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2795 if (FBerserk
>= 0) and (LongWord(FBerserk
) >= gTime
) and (gFlash
= 2) then
2797 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1,
2798 255, 0, 0, 200, TBlending
.None
);
2802 procedure TPlayer
.DrawPain();
2806 if FPain
= 0 then Exit
;
2810 if a
< 15 then h
:= 0
2811 else if a
< 35 then h
:= 1
2812 else if a
< 55 then h
:= 2
2813 else if a
< 75 then h
:= 3
2814 else if a
< 95 then h
:= 4
2817 //if a > 255 then a := 255;
2819 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1, 255, 0, 0, 255-h
*50);
2820 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2823 procedure TPlayer
.DrawPickup();
2827 if FPickup
= 0 then Exit
;
2831 if a
< 15 then h
:= 1
2832 else if a
< 35 then h
:= 2
2833 else if a
< 55 then h
:= 3
2834 else if a
< 75 then h
:= 4
2837 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1, 150, 200, 150, 255-h
*50);
2840 procedure TPlayer
.DoPunch();
2845 if FPunchAnim
<> nil then begin
2850 st
:= 'FRAMES_PUNCH';
2851 if R_BERSERK
in FRulez
then
2852 st
:= st
+ '_BERSERK';
2853 if FKeys
[KEY_UP
].Pressed
then
2855 else if FKeys
[KEY_DOWN
].Pressed
then
2857 g_Frames_Get(id
, st
);
2858 FPunchAnim
:= TAnimation
.Create(id
, False, 1);
2861 procedure TPlayer
.Fire();
2863 f
, DidFire
: Boolean;
2864 wx
, wy
, xd
, yd
: Integer;
2867 if g_Game_IsClient
then Exit
;
2868 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2869 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2877 if FReloading
[FCurrWeap
] <> 0 then Exit
;
2882 wx
:= FObj
.X
+WEAPONPOINT
[FDirection
].X
;
2883 wy
:= FObj
.Y
+WEAPONPOINT
[FDirection
].Y
;
2884 xd
:= wx
+IfThen(FDirection
= TDirection
.D_LEFT
, -30, 30);
2885 yd
:= wy
+firediry();
2891 if R_BERSERK
in FRulez
then
2893 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2894 locobj
.X
:= FObj
.X
+FObj
.Rect
.X
;
2895 locobj
.Y
:= FObj
.Y
+FObj
.Rect
.Y
;
2898 locobj
.rect
.Width
:= 39;
2899 locobj
.rect
.Height
:= 52;
2900 locobj
.Vel
.X
:= (xd
-wx
) div 2;
2901 locobj
.Vel
.Y
:= (yd
-wy
) div 2;
2902 locobj
.Accel
.X
:= xd
-wx
;
2903 locobj
.Accel
.y
:= yd
-wy
;
2905 if g_Weapon_Hit(@locobj
, 50, FUID
, HIT_SOME
) <> 0 then
2906 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj
.X
, FObj
.Y
)
2908 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj
.X
, FObj
.Y
);
2910 if (gFlash
= 1) and (FPain
< 50) then FPain
:= min(FPain
+ 25, 50);
2914 g_Weapon_punch(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, 3, FUID
);
2918 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2923 if g_Weapon_chainsaw(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
2924 IfThen(gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
], 9, 3), FUID
) <> 0 then
2926 FSawSoundSelect
.Stop();
2928 FSawSoundHit
.PlayAt(FObj
.X
, FObj
.Y
);
2930 else if not FSawSoundHit
.IsPlaying() then
2932 FSawSoundSelect
.Stop();
2933 FSawSound
.PlayAt(FObj
.X
, FObj
.Y
);
2936 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2942 if FAmmo
[A_BULLETS
] > 0 then
2944 g_Weapon_pistol(wx
, wy
, xd
, yd
, FUID
);
2945 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2946 Dec(FAmmo
[A_BULLETS
]);
2947 FFireAngle
:= FAngle
;
2950 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
2951 GameVelX
, GameVelY
-2, SHELL_BULLET
);
2955 if FAmmo
[A_SHELLS
] > 0 then
2957 g_Weapon_shotgun(wx
, wy
, xd
, yd
, FUID
);
2958 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx
, wy
);
2959 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2960 Dec(FAmmo
[A_SHELLS
]);
2961 FFireAngle
:= FAngle
;
2965 FShellType
:= SHELL_SHELL
;
2969 if FAmmo
[A_SHELLS
] >= 2 then
2971 g_Weapon_dshotgun(wx
, wy
, xd
, yd
, FUID
);
2972 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2973 Dec(FAmmo
[A_SHELLS
], 2);
2974 FFireAngle
:= FAngle
;
2978 FShellType
:= SHELL_DBLSHELL
;
2982 if FAmmo
[A_BULLETS
] > 0 then
2984 g_Weapon_mgun(wx
, wy
, xd
, yd
, FUID
);
2985 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx
, wy
);
2986 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2987 Dec(FAmmo
[A_BULLETS
]);
2988 FFireAngle
:= FAngle
;
2991 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
2992 GameVelX
, GameVelY
-2, SHELL_BULLET
);
2995 WEAPON_ROCKETLAUNCHER
:
2996 if FAmmo
[A_ROCKETS
] > 0 then
2998 g_Weapon_rocket(wx
, wy
, xd
, yd
, FUID
);
2999 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3000 Dec(FAmmo
[A_ROCKETS
]);
3001 FFireAngle
:= FAngle
;
3007 if FAmmo
[A_CELLS
] > 0 then
3009 g_Weapon_plasma(wx
, wy
, xd
, yd
, FUID
);
3010 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3011 Dec(FAmmo
[A_CELLS
]);
3012 FFireAngle
:= FAngle
;
3018 if (FAmmo
[A_CELLS
] >= 40) and (FBFGFireCounter
= -1) then
3020 FBFGFireCounter
:= 17;
3021 if not FNoReload
then
3022 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj
.X
, FObj
.Y
);
3023 Dec(FAmmo
[A_CELLS
], 40);
3027 WEAPON_SUPERPULEMET
:
3028 if FAmmo
[A_SHELLS
] > 0 then
3030 g_Weapon_shotgun(wx
, wy
, xd
, yd
, FUID
);
3031 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
3032 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3033 Dec(FAmmo
[A_SHELLS
]);
3034 FFireAngle
:= FAngle
;
3037 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
3038 GameVelX
, GameVelY
-2, SHELL_SHELL
);
3041 WEAPON_FLAMETHROWER
:
3042 if FAmmo
[A_FUEL
] > 0 then
3044 g_Weapon_flame(wx
, wy
, xd
, yd
, FUID
);
3045 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3047 FFireAngle
:= FAngle
;
3053 if g_Game_IsNet
then
3057 if FCurrWeap
<> WEAPON_BFG
then
3058 MH_SEND_PlayerFire(FUID
, FCurrWeap
, wx
, wy
, xd
, yd
, LastShotID
)
3060 if not FNoReload
then
3061 MH_SEND_Sound(FObj
.X
, FObj
.Y
, 'SOUND_WEAPON_STARTFIREBFG');
3064 MH_SEND_PlayerStats(FUID
);
3069 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
3070 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
3071 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
3074 function TPlayer
.GetAmmoByWeapon(Weapon
: Byte): Word;
3077 WEAPON_PISTOL
, WEAPON_CHAINGUN
: Result
:= FAmmo
[A_BULLETS
];
3078 WEAPON_SHOTGUN1
, WEAPON_SHOTGUN2
, WEAPON_SUPERPULEMET
: Result
:= FAmmo
[A_SHELLS
];
3079 WEAPON_ROCKETLAUNCHER
: Result
:= FAmmo
[A_ROCKETS
];
3080 WEAPON_PLASMA
, WEAPON_BFG
: Result
:= FAmmo
[A_CELLS
];
3081 WEAPON_FLAMETHROWER
: Result
:= FAmmo
[A_FUEL
];
3086 function TPlayer
.HeadInLiquid(XInc
, YInc
: Integer): Boolean;
3088 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_HEADRECT
.X
+XInc
, FObj
.Y
+PLAYER_HEADRECT
.Y
+YInc
,
3089 PLAYER_HEADRECT
.Width
, PLAYER_HEADRECT
.Height
,
3090 PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
, True);
3093 procedure TPlayer
.JetpackOn
;
3097 FJetSoundOn
.SetPosition(0);
3098 FJetSoundOn
.PlayAt(FObj
.X
, FObj
.Y
);
3102 procedure TPlayer
.JetpackOff
;
3106 FJetSoundOff
.SetPosition(0);
3107 FJetSoundOff
.PlayAt(FObj
.X
, FObj
.Y
);
3110 procedure TPlayer
.CatchFire(Attacker
: Word);
3113 FFireAttacker
:= Attacker
;
3114 if g_Game_IsNet
and g_Game_IsServer
then
3115 MH_SEND_PlayerStats(FUID
);
3118 procedure TPlayer
.Jump();
3120 if gFly
or FJetpack
then
3122 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
3123 if FObj
.Vel
.Y
> -VEL_FLY
then
3124 FObj
.Vel
.Y
:= FObj
.Vel
.Y
- 3;
3127 if FJetFuel
> 0 then
3129 if (FJetFuel
< 1) and g_Game_IsServer
then
3133 if g_Game_IsNet
then
3134 MH_SEND_PlayerStats(FUID
);
3140 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
3142 FCanJetpack
:= False;
3144 // Ïðûãàåì èëè âñïëûâàåì:
3145 if (CollideLevel(0, 1) or
3146 g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
+36, PLAYER_RECT
.Width
,
3147 PLAYER_RECT
.Height
-33, PANEL_STEP
, False)
3148 ) and (FObj
.Accel
.Y
= 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
3150 FObj
.Vel
.Y
:= -VEL_JUMP
;
3151 FCanJetpack
:= False;
3155 if BodyInLiquid(0, 0) then
3156 FObj
.Vel
.Y
:= -VEL_SW
3157 else if (FJetFuel
> 0) and FCanJetpack
and
3158 g_Game_IsServer
and (not g_Obj_CollideLiquid(@FObj
, 0, 0)) then
3162 if g_Game_IsNet
then
3163 MH_SEND_PlayerStats(FUID
);
3168 procedure TPlayer
.Kill(KillType
: Byte; SpawnerUID
: Word; t
: Byte);
3170 a
, i
, k
, ab
, ar
: Byte;
3174 srv
, netsrv
: Boolean;
3180 procedure PushItem(t
: Byte);
3184 id
:= g_Items_Create(FObj
.X
, FObj
.Y
, t
, True, False);
3185 it
:= g_Items_ByIdx(id
);
3186 if KillType
= K_EXTRAHARDKILL
then // -7..+7; -8..0
3188 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-7+Random(15),
3189 (FObj
.Vel
.Y
div 2)-Random(9));
3190 it
.positionChanged(); // this updates spatial accelerators
3194 if KillType
= K_HARDKILL
then // -5..+5; -5..0
3196 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-5+Random(11),
3197 (FObj
.Vel
.Y
div 2)-Random(6));
3199 else // -3..+3; -3..0
3201 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-3+Random(7),
3202 (FObj
.Vel
.Y
div 2)-Random(4));
3204 it
.positionChanged(); // this updates spatial accelerators
3207 if g_Game_IsNet
and g_Game_IsServer
then
3208 MH_SEND_ItemSpawn(True, id
);
3212 DoFrags
:= (gGameSettings
.MaxLives
= 0) or (gGameSettings
.GameMode
= GM_COOP
);
3213 Srv
:= g_Game_IsServer
;
3214 Netsrv
:= g_Game_IsServer
and g_Game_IsNet
;
3215 if Srv
then FDeath
:= FDeath
+ 1;
3220 if not FPhysics
then
3226 if (gGameSettings
.MaxLives
> 0) and Srv
and (gLMSRespawn
= LMS_RESPAWN_NONE
) then
3228 if FLives
> 0 then FLives
:= FLives
- 1;
3229 if FLives
= 0 then FNoRespawn
:= True;
3232 // Íîìåð òèïà ñìåðòè:
3235 K_SIMPLEKILL
: a
:= 1;
3237 K_EXTRAHARDKILL
: a
:= 3;
3242 if not FModel
.PlaySound(MODELSOUND_DIE
, a
, FObj
.X
, FObj
.Y
) then
3244 if FModel
.PlaySound(MODELSOUND_DIE
, i
, FObj
.X
, FObj
.Y
) then
3251 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN1
;
3253 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN2
;
3254 K_EXTRAHARDKILL
, K_FALLKILL
:
3255 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN3
;
3258 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3262 K_HARDKILL
, K_EXTRAHARDKILL
:
3266 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3267 if (KillType
<> K_FALLKILL
) and (Srv
) then
3268 g_Monsters_killedp();
3270 if SpawnerUID
= FUID
then
3272 if Srv
and (DoFrags
or (gGameSettings
.GameMode
= GM_TDM
)) then
3277 g_Console_Add(Format(_lc
[I_PLAYER_KILL_SELF
], [FName
]), True);
3280 if g_GetUIDType(SpawnerUID
) = UID_PLAYER
then
3281 begin // Óáèò äðóãèì èãðîêîì
3282 KP
:= g_Player_Get(SpawnerUID
);
3283 if (KP
<> nil) and Srv
then
3285 if (DoFrags
or (gGameSettings
.GameMode
= GM_TDM
)) then
3286 if SameTeam(FUID
, SpawnerUID
) then
3296 if (gGameSettings
.GameMode
= GM_TDM
) and DoFrags
then
3297 Inc(gTeamStat
[KP
.Team
].Goals
,
3298 IfThen(SameTeam(FUID
, SpawnerUID
), -1, 1));
3300 if netsrv
then MH_SEND_PlayerStats(SpawnerUID
);
3303 plr
:= g_Player_Get(SpawnerUID
);
3311 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_2
],
3315 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_1
],
3319 g_Console_Add(Format(_lc
[I_PLAYER_KILL
],
3324 else if g_GetUIDType(SpawnerUID
) = UID_MONSTER
then
3325 begin // Óáèò ìîíñòðîì
3326 mon
:= g_Monsters_ByUID(SpawnerUID
);
3330 s
:= g_Mons_GetKilledByTypeId(mon
.MonsterType
);
3334 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_2
],
3338 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_1
],
3342 g_Console_Add(Format(_lc
[I_PLAYER_KILL
],
3347 else // Îñîáûå òèïû ñìåðòè
3350 HIT_SELF
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_SELF
], [FName
]), True);
3351 HIT_FALL
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_FALL
], [FName
]), True);
3352 HIT_WATER
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_WATER
], [FName
]), True);
3353 HIT_ACID
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_ACID
], [FName
]), True);
3354 HIT_TRAP
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_TRAP
], [FName
]), True);
3355 else g_Console_Add(Format(_lc
[I_PLAYER_DIED
], [FName
]), True);
3361 for a
:= WP_FIRST
to WP_LAST
do
3365 WEAPON_SAW
: i
:= ITEM_WEAPON_SAW
;
3366 WEAPON_SHOTGUN1
: i
:= ITEM_WEAPON_SHOTGUN1
;
3367 WEAPON_SHOTGUN2
: i
:= ITEM_WEAPON_SHOTGUN2
;
3368 WEAPON_CHAINGUN
: i
:= ITEM_WEAPON_CHAINGUN
;
3369 WEAPON_ROCKETLAUNCHER
: i
:= ITEM_WEAPON_ROCKETLAUNCHER
;
3370 WEAPON_PLASMA
: i
:= ITEM_WEAPON_PLASMA
;
3371 WEAPON_BFG
: i
:= ITEM_WEAPON_BFG
;
3372 WEAPON_SUPERPULEMET
: i
:= ITEM_WEAPON_SUPERPULEMET
;
3373 WEAPON_FLAMETHROWER
: i
:= ITEM_WEAPON_FLAMETHROWER
;
3382 if R_ITEM_BACKPACK
in FRulez
then
3383 PushItem(ITEM_AMMO_BACKPACK
);
3385 // Âûáðîñ ðàêåòíîãî ðàíöà:
3386 if FJetFuel
> 0 then
3387 PushItem(ITEM_JETPACK
);
3390 if not (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
]) then
3392 if R_KEY_RED
in FRulez
then
3393 PushItem(ITEM_KEY_RED
);
3395 if R_KEY_GREEN
in FRulez
then
3396 PushItem(ITEM_KEY_GREEN
);
3398 if R_KEY_BLUE
in FRulez
then
3399 PushItem(ITEM_KEY_BLUE
);
3406 g_Player_CreateCorpse(Self
);
3408 if Srv
and (gGameSettings
.MaxLives
> 0) and FNoRespawn
and
3409 (gLMSRespawn
= LMS_RESPAWN_NONE
) then
3415 for i
:= Low(gPlayers
) to High(gPlayers
) do
3417 if gPlayers
[i
] = nil then continue
;
3418 if (not gPlayers
[i
].FNoRespawn
) and (not gPlayers
[i
].FSpectator
) then
3421 if gPlayers
[i
].FTeam
= TEAM_RED
then Inc(ar
)
3422 else if gPlayers
[i
].FTeam
= TEAM_BLUE
then Inc(ab
);
3427 OldLR
:= gLMSRespawn
;
3428 if (gGameSettings
.GameMode
= GM_COOP
) then
3432 // everyone is dead, restart the map
3433 g_Game_Message(_lc
[I_MESSAGE_LMS_LOSE
], 144);
3435 MH_SEND_GameEvent(NET_EV_LMS_LOSE
);
3436 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3437 gLMSRespawnTime
:= gTime
+ 5000;
3439 else if (a
= 1) then
3441 if (gPlayers
[k
] <> nil) and not (gPlayers
[k
] is TBot
) then
3442 if (gPlayers
[k
] = gPlayer1
) or
3443 (gPlayers
[k
] = gPlayer2
) then
3444 g_Console_Add('*** ' + _lc
[I_MESSAGE_LMS_SURVIVOR
] + ' ***', True)
3445 else if Netsrv
and (gPlayers
[k
].FClientID
>= 0) then
3446 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR
, 0, 'N', gPlayers
[k
].FClientID
);
3449 else if (gGameSettings
.GameMode
= GM_TDM
) then
3451 if (ab
= 0) and (ar
<> 0) then
3454 g_Game_Message(Format(_lc
[I_MESSAGE_TLMS_WIN
], [AnsiUpperCase(_lc
[I_GAME_TEAM_RED
])]), 144);
3456 MH_SEND_GameEvent(NET_EV_TLMS_WIN
, TEAM_RED
);
3457 Inc(gTeamStat
[TEAM_RED
].Goals
);
3458 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3459 gLMSRespawnTime
:= gTime
+ 5000;
3461 else if (ar
= 0) and (ab
<> 0) then
3464 g_Game_Message(Format(_lc
[I_MESSAGE_TLMS_WIN
], [AnsiUpperCase(_lc
[I_GAME_TEAM_BLUE
])]), 144);
3466 MH_SEND_GameEvent(NET_EV_TLMS_WIN
, TEAM_BLUE
);
3467 Inc(gTeamStat
[TEAM_BLUE
].Goals
);
3468 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3469 gLMSRespawnTime
:= gTime
+ 5000;
3471 else if (ar
= 0) and (ab
= 0) then
3474 g_Game_Message(_lc
[I_GAME_WIN_DRAW
], 144);
3476 MH_SEND_GameEvent(NET_EV_LMS_DRAW
, 0, FName
);
3477 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3478 gLMSRespawnTime
:= gTime
+ 5000;
3481 else if (gGameSettings
.GameMode
= GM_DM
) then
3485 if gPlayers
[k
] <> nil then
3488 // survivor is the winner
3489 g_Game_Message(Format(_lc
[I_MESSAGE_LMS_WIN
], [AnsiUpperCase(FName
)]), 144);
3491 MH_SEND_GameEvent(NET_EV_LMS_WIN
, 0, FName
);
3494 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3495 gLMSRespawnTime
:= gTime
+ 5000;
3497 else if (a
= 0) then
3499 // everyone is dead, restart the map
3500 g_Game_Message(_lc
[I_GAME_WIN_DRAW
], 144);
3502 MH_SEND_GameEvent(NET_EV_LMS_DRAW
, 0, FName
);
3503 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3504 gLMSRespawnTime
:= gTime
+ 5000;
3507 if srv
and (OldLR
= LMS_RESPAWN_NONE
) and (gLMSRespawn
> LMS_RESPAWN_NONE
) then
3509 if NetMode
= NET_SERVER
then
3510 MH_SEND_GameEvent(NET_EV_LMS_WARMUP
, (gLMSRespawnTime
- gTime
) div 1000)
3512 g_Console_Add(Format(_lc
[I_MSG_WARMUP_START
], [(gLMSRespawnTime
- gTime
) div 1000]), True);
3518 MH_SEND_PlayerStats(FUID
);
3519 MH_SEND_PlayerDeath(FUID
, KillType
, t
, SpawnerUID
);
3520 if gGameSettings
.GameMode
= GM_TDM
then MH_SEND_GameStats
;
3523 if srv
and FNoRespawn
then Spectate(True);
3524 FWantsInGame
:= True;
3527 function TPlayer
.BodyInLiquid(XInc
, YInc
: Integer): Boolean;
3529 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
, PLAYER_RECT
.Width
,
3530 PLAYER_RECT
.Height
-20, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
, False);
3533 function TPlayer
.BodyInAcid(XInc
, YInc
: Integer): Boolean;
3535 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
, PLAYER_RECT
.Width
,
3536 PLAYER_RECT
.Height
-20, PANEL_ACID1
or PANEL_ACID2
, False);
3539 procedure TPlayer
.MakeBloodSimple(Count
: Word);
3541 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)+8,
3542 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3543 Count
div 2, 3, -1, 16, (PLAYER_RECT
.Height
*2 div 3),
3544 FModel
.Blood
.R
, FModel
.Blood
.G
, FModel
.Blood
.B
, FModel
.Blood
.Kind
);
3545 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-8,
3546 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3547 Count
div 2, -3, -1, 16, (PLAYER_RECT
.Height
*2) div 3,
3548 FModel
.Blood
.R
, FModel
.Blood
.G
, FModel
.Blood
.B
, FModel
.Blood
.Kind
);
3551 procedure TPlayer
.MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
3553 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2),
3554 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3555 Count
, VelX
, VelY
, 16, (PLAYER_RECT
.Height
*2) div 3,
3556 FModel
.Blood
.R
, FModel
.Blood
.G
, FModel
.Blood
.B
, FModel
.Blood
.Kind
);
3559 procedure TPlayer
.QueueWeaponSwitch(Weapon
: Byte);
3561 if g_Game_IsClient
then Exit
;
3562 if Weapon
> High(FWeapon
) then Exit
;
3563 FNextWeap
:= FNextWeap
or (1 shl Weapon
);
3566 procedure TPlayer
.resetWeaponQueue ();
3569 FNextWeapDelay
:= 0;
3572 function TPlayer
.hasAmmoForWeapon (weapon
: Byte): Boolean;
3576 WEAPON_KASTET
, WEAPON_SAW
: result
:= true;
3577 WEAPON_SHOTGUN1
, WEAPON_SHOTGUN2
: result
:= (FAmmo
[A_SHELLS
] > 0);
3578 WEAPON_PISTOL
, WEAPON_CHAINGUN
, WEAPON_SUPERPULEMET
: result
:= (FAmmo
[A_BULLETS
] > 0);
3579 WEAPON_ROCKETLAUNCHER
: result
:= (FAmmo
[A_ROCKETS
] > 0);
3580 WEAPON_PLASMA
, WEAPON_BFG
: result
:= (FAmmo
[A_CELLS
] > 0);
3581 WEAPON_FLAMETHROWER
: result
:= (FAmmo
[A_FUEL
] > 0);
3582 else result
:= (weapon
< length(FWeapon
));
3586 // return 255 for "no switch"
3587 function TPlayer
.getNextWeaponIndex (): Byte;
3590 wantThisWeapon
: array[0..64] of Boolean;
3591 wwc
: Integer = 0; //HACK!
3594 result
:= 255; // default result: "no switch"
3595 // had weapon cycling on previous frame? remove that flag
3596 if (FNextWeap
and $2000) <> 0 then
3598 FNextWeap
:= FNextWeap
and $1FFF;
3599 FNextWeapDelay
:= 0;
3601 // cycling has priority
3602 if (FNextWeap
and $C000) <> 0 then
3604 if (FNextWeap
and $8000) <> 0 then
3608 FNextWeap
:= FNextWeap
or $2000; // we need this
3609 if FNextWeapDelay
> 0 then
3610 exit
; // cooldown time
3612 for i
:= 0 to High(FWeapon
) do
3614 cwi
:= (cwi
+length(FWeapon
)+dir
) mod length(FWeapon
);
3615 if FWeapon
[cwi
] then
3617 //e_WriteLog(Format(' SWITCH: cur=%d; new=%d', [FCurrWeap, cwi]), MSG_WARNING);
3618 result
:= Byte(cwi
);
3619 FNextWeapDelay
:= 10;
3627 for i
:= 0 to High(wantThisWeapon
) do
3628 wantThisWeapon
[i
] := false;
3629 for i
:= 0 to High(FWeapon
) do
3630 if (FNextWeap
and (1 shl i
)) <> 0 then
3632 wantThisWeapon
[i
] := true;
3635 // exclude currently selected weapon from the set
3636 wantThisWeapon
[FCurrWeap
] := false;
3637 // slow down alterations a little
3640 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3641 // more than one weapon requested, assume "alteration" and check alteration delay
3642 if FNextWeapDelay
> 0 then
3648 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3649 // but clear all counters if no weapon should be switched
3655 //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
3656 // try weapons in descending order
3657 for i
:= High(FWeapon
) downto 0 do
3659 if wantThisWeapon
[i
] and FWeapon
[i
] and ((wwc
= 1) or hasAmmoForWeapon(i
)) then
3664 FNextWeapDelay
:= 10; // anyway, 'cause why not
3668 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3672 procedure TPlayer
.RealizeCurrentWeapon();
3673 function switchAllowed (): Boolean;
3678 if FBFGFireCounter
<> -1 then
3680 if FTime
[T_SWITCH
] > gTime
then
3682 for i
:= WP_FIRST
to WP_LAST
do
3683 if FReloading
[i
] > 0 then
3691 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3692 //FNextWeap := FNextWeap and $1FFF;
3693 if FNextWeapDelay
> 0 then Dec(FNextWeapDelay
); // "alteration delay"
3695 if not switchAllowed
then
3697 //HACK for weapon cycling
3698 if (FNextWeap
and $E000) <> 0 then FNextWeap
:= 0;
3702 nw
:= getNextWeaponIndex();
3703 if nw
= 255 then exit
; // don't reset anything here
3704 if nw
> High(FWeapon
) then
3706 // don't forget to reset queue here!
3707 //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
3715 FTime
[T_SWITCH
] := gTime
+156;
3716 if FCurrWeap
= WEAPON_SAW
then FSawSoundSelect
.PlayAt(FObj
.X
, FObj
.Y
);
3717 FModel
.SetWeapon(FCurrWeap
);
3718 if g_Game_IsNet
then MH_SEND_PlayerStats(FUID
);
3722 procedure TPlayer
.NextWeapon();
3724 if g_Game_IsClient
then Exit
;
3728 procedure TPlayer
.PrevWeapon();
3730 if g_Game_IsClient
then Exit
;
3734 procedure TPlayer
.SetWeapon(W
: Byte);
3736 if FCurrWeap
<> W
then
3737 if W
= WEAPON_SAW
then
3738 FSawSoundSelect
.PlayAt(FObj
.X
, FObj
.Y
);
3741 FModel
.SetWeapon(CurrWeap
);
3745 function TPlayer
.PickItem(ItemType
: Byte; arespawn
: Boolean; var remove
: Boolean): Boolean;
3747 function allowBerserkSwitching (): Boolean;
3749 if (FBFGFireCounter
<> -1) then begin result
:= false; exit
; end;
3751 if gBerserkAutoswitch
then exit
;
3752 if not conIsCheatsEnabled
then exit
;
3760 if g_Game_IsClient
then Exit
;
3762 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3763 a
:= LongBool(gGameSettings
.Options
and GAME_OPTION_WEAPONSTAY
) and arespawn
;
3768 if FHealth
< PLAYER_HP_SOFT
then
3770 IncMax(FHealth
, 10, PLAYER_HP_SOFT
);
3774 if gFlash
= 2 then Inc(FPickup
, 5);
3778 if FHealth
< PLAYER_HP_SOFT
then
3780 IncMax(FHealth
, 25, PLAYER_HP_SOFT
);
3784 if gFlash
= 2 then Inc(FPickup
, 5);
3788 if FArmor
< PLAYER_AP_SOFT
then
3790 FArmor
:= PLAYER_AP_SOFT
;
3793 if gFlash
= 2 then Inc(FPickup
, 5);
3797 if FArmor
< PLAYER_AP_LIMIT
then
3799 FArmor
:= PLAYER_AP_LIMIT
;
3802 if gFlash
= 2 then Inc(FPickup
, 5);
3806 if FHealth
< PLAYER_HP_LIMIT
then
3808 IncMax(FHealth
, 100, PLAYER_HP_LIMIT
);
3812 if gFlash
= 2 then Inc(FPickup
, 5);
3816 if (FHealth
< PLAYER_HP_LIMIT
) or (FArmor
< PLAYER_AP_LIMIT
) then
3818 if FHealth
< PLAYER_HP_LIMIT
then
3819 FHealth
:= PLAYER_HP_LIMIT
;
3820 if FArmor
< PLAYER_AP_LIMIT
then
3821 FArmor
:= PLAYER_AP_LIMIT
;
3825 if gFlash
= 2 then Inc(FPickup
, 5);
3829 if (not FWeapon
[WEAPON_SAW
]) or ((not arespawn
) and (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
])) then
3831 FWeapon
[WEAPON_SAW
] := True;
3833 if gFlash
= 2 then Inc(FPickup
, 5);
3834 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3837 ITEM_WEAPON_SHOTGUN1
:
3838 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SHOTGUN1
] then
3840 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
3841 if a
and FWeapon
[WEAPON_SHOTGUN1
] then Exit
;
3843 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3844 FWeapon
[WEAPON_SHOTGUN1
] := True;
3846 if gFlash
= 2 then Inc(FPickup
, 5);
3847 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3850 ITEM_WEAPON_SHOTGUN2
:
3851 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SHOTGUN2
] then
3853 if a
and FWeapon
[WEAPON_SHOTGUN2
] then Exit
;
3855 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3856 FWeapon
[WEAPON_SHOTGUN2
] := True;
3858 if gFlash
= 2 then Inc(FPickup
, 5);
3859 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3862 ITEM_WEAPON_CHAINGUN
:
3863 if (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or not FWeapon
[WEAPON_CHAINGUN
] then
3865 if a
and FWeapon
[WEAPON_CHAINGUN
] then Exit
;
3867 IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
3868 FWeapon
[WEAPON_CHAINGUN
] := True;
3870 if gFlash
= 2 then Inc(FPickup
, 5);
3871 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3874 ITEM_WEAPON_ROCKETLAUNCHER
:
3875 if (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or not FWeapon
[WEAPON_ROCKETLAUNCHER
] then
3877 if a
and FWeapon
[WEAPON_ROCKETLAUNCHER
] then Exit
;
3879 IncMax(FAmmo
[A_ROCKETS
], 2, FMaxAmmo
[A_ROCKETS
]);
3880 FWeapon
[WEAPON_ROCKETLAUNCHER
] := True;
3882 if gFlash
= 2 then Inc(FPickup
, 5);
3883 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3887 if (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or not FWeapon
[WEAPON_PLASMA
] then
3889 if a
and FWeapon
[WEAPON_PLASMA
] then Exit
;
3891 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
3892 FWeapon
[WEAPON_PLASMA
] := True;
3894 if gFlash
= 2 then Inc(FPickup
, 5);
3895 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3899 if (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or not FWeapon
[WEAPON_BFG
] then
3901 if a
and FWeapon
[WEAPON_BFG
] then Exit
;
3903 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
3904 FWeapon
[WEAPON_BFG
] := True;
3906 if gFlash
= 2 then Inc(FPickup
, 5);
3907 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3910 ITEM_WEAPON_SUPERPULEMET
:
3911 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SUPERPULEMET
] then
3913 if a
and FWeapon
[WEAPON_SUPERPULEMET
] then Exit
;
3915 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3916 FWeapon
[WEAPON_SUPERPULEMET
] := True;
3918 if gFlash
= 2 then Inc(FPickup
, 5);
3919 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3922 ITEM_WEAPON_FLAMETHROWER
:
3923 if (FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
]) or not FWeapon
[WEAPON_FLAMETHROWER
] then
3925 if a
and FWeapon
[WEAPON_FLAMETHROWER
] then Exit
;
3927 IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
3928 FWeapon
[WEAPON_FLAMETHROWER
] := True;
3930 if gFlash
= 2 then Inc(FPickup
, 5);
3931 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3935 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
3937 IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
3940 if gFlash
= 2 then Inc(FPickup
, 5);
3943 ITEM_AMMO_BULLETS_BOX
:
3944 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
3946 IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
3949 if gFlash
= 2 then Inc(FPickup
, 5);
3953 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
3955 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3958 if gFlash
= 2 then Inc(FPickup
, 5);
3961 ITEM_AMMO_SHELLS_BOX
:
3962 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
3964 IncMax(FAmmo
[A_SHELLS
], 25, FMaxAmmo
[A_SHELLS
]);
3967 if gFlash
= 2 then Inc(FPickup
, 5);
3971 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
3973 IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
3976 if gFlash
= 2 then Inc(FPickup
, 5);
3979 ITEM_AMMO_ROCKET_BOX
:
3980 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
3982 IncMax(FAmmo
[A_ROCKETS
], 5, FMaxAmmo
[A_ROCKETS
]);
3985 if gFlash
= 2 then Inc(FPickup
, 5);
3989 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
3991 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
3994 if gFlash
= 2 then Inc(FPickup
, 5);
3998 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
4000 IncMax(FAmmo
[A_CELLS
], 100, FMaxAmmo
[A_CELLS
]);
4003 if gFlash
= 2 then Inc(FPickup
, 5);
4007 if FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
] then
4009 IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
4012 if gFlash
= 2 then Inc(FPickup
, 5);
4016 if not(R_ITEM_BACKPACK
in FRulez
) or
4017 (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or
4018 (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or
4019 (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or
4020 (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or
4021 (FMaxAmmo
[A_FUEL
] < AmmoLimits
[1, A_FUEL
]) then
4023 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[1, A_BULLETS
];
4024 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[1, A_SHELLS
];
4025 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[1, A_ROCKETS
];
4026 FMaxAmmo
[A_CELLS
] := AmmoLimits
[1, A_CELLS
];
4027 FMaxAmmo
[A_FUEL
] := AmmoLimits
[1, A_FUEL
];
4029 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
4030 IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
4031 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
4032 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
4033 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
4034 IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
4035 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
4036 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
4038 FRulez
:= FRulez
+ [R_ITEM_BACKPACK
];
4041 if gFlash
= 2 then Inc(FPickup
, 5);
4045 if not(R_KEY_RED
in FRulez
) then
4047 Include(FRulez
, R_KEY_RED
);
4049 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
4050 if gFlash
= 2 then Inc(FPickup
, 5);
4051 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
4055 if not(R_KEY_GREEN
in FRulez
) then
4057 Include(FRulez
, R_KEY_GREEN
);
4059 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
4060 if gFlash
= 2 then Inc(FPickup
, 5);
4061 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
4065 if not(R_KEY_BLUE
in FRulez
) then
4067 Include(FRulez
, R_KEY_BLUE
);
4069 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
4070 if gFlash
= 2 then Inc(FPickup
, 5);
4071 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
4075 if FMegaRulez
[MR_SUIT
] < gTime
+PLAYER_SUIT_TIME
then
4077 FMegaRulez
[MR_SUIT
] := gTime
+PLAYER_SUIT_TIME
;
4081 if gFlash
= 2 then Inc(FPickup
, 5);
4085 if FAir
< AIR_MAX
then
4090 if gFlash
= 2 then Inc(FPickup
, 5);
4095 if not (R_BERSERK
in FRulez
) then
4097 Include(FRulez
, R_BERSERK
);
4098 if allowBerserkSwitching
then
4100 FCurrWeap
:= WEAPON_KASTET
;
4102 FModel
.SetWeapon(WEAPON_KASTET
);
4107 if gFlash
= 2 then Inc(FPickup
, 5);
4109 FBerserk
:= gTime
+30000;
4114 if FHealth
< PLAYER_HP_SOFT
then
4116 FHealth
:= PLAYER_HP_SOFT
;
4117 FBerserk
:= gTime
+30000;
4125 if FMegaRulez
[MR_INVUL
] < gTime
+PLAYER_INVUL_TIME
then
4127 FMegaRulez
[MR_INVUL
] := gTime
+PLAYER_INVUL_TIME
;
4130 if gFlash
= 2 then Inc(FPickup
, 5);
4134 if FHealth
< PLAYER_HP_LIMIT
then
4136 IncMax(FHealth
, 4, PLAYER_HP_LIMIT
);
4140 if gFlash
= 2 then Inc(FPickup
, 5);
4144 if FArmor
< PLAYER_AP_LIMIT
then
4146 IncMax(FArmor
, 5, PLAYER_AP_LIMIT
);
4149 if gFlash
= 2 then Inc(FPickup
, 5);
4153 if FJetFuel
< JET_MAX
then
4155 FJetFuel
:= JET_MAX
;
4158 if gFlash
= 2 then Inc(FPickup
, 5);
4162 if FMegaRulez
[MR_INVIS
] < gTime
+PLAYER_INVIS_TIME
then
4164 FMegaRulez
[MR_INVIS
] := gTime
+PLAYER_INVIS_TIME
;
4167 if gFlash
= 2 then Inc(FPickup
, 5);
4172 procedure TPlayer
.Touch();
4176 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
4179 // Áðîñèòü ôëàã òîâàðèùó:
4180 if gGameSettings
.GameMode
= GM_CTF
then
4185 procedure TPlayer
.Push(vx
, vy
: Integer);
4187 if (not FPhysics
) and FGhost
then
4189 FObj
.Accel
.X
:= FObj
.Accel
.X
+ vx
;
4190 FObj
.Accel
.Y
:= FObj
.Accel
.Y
+ vy
;
4191 if g_Game_IsNet
and g_Game_IsServer
then
4192 MH_SEND_PlayerPos(True, FUID
, NET_EVERYONE
);
4195 procedure TPlayer
.Reset(Force
: Boolean);
4201 FTime
[T_RESPAWN
] := 0;
4202 FTime
[T_FLAGCAP
] := 0;
4215 FSpectator
:= False;
4218 FSpectatePlayer
:= -1;
4219 FNoRespawn
:= False;
4221 FLives
:= gGameSettings
.MaxLives
;
4226 procedure TPlayer
.SoftReset();
4232 FBFGFireCounter
:= -1;
4240 SetAction(A_STAND
, True);
4243 function TPlayer
.GetRespawnPoint(): Byte;
4248 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4250 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4251 if gGameSettings
.GameMode
in [GM_COOP
, GM_SINGLE
] then
4253 if (Self
= gPlayer1
) or (Self
= gPlayer2
) then
4255 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
4256 if Self
= gPlayer1
then
4257 c
:= RESPAWNPOINT_PLAYER1
4259 c
:= RESPAWNPOINT_PLAYER2
;
4260 if g_Map_GetPointCount(c
) > 0 then
4266 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
4267 if Self
= gPlayer1
then
4268 c
:= RESPAWNPOINT_PLAYER2
4270 c
:= RESPAWNPOINT_PLAYER1
;
4271 if g_Map_GetPointCount(c
) > 0 then
4278 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
4279 if Random(2) = 0 then
4280 c
:= RESPAWNPOINT_PLAYER1
4282 c
:= RESPAWNPOINT_PLAYER2
;
4283 if g_Map_GetPointCount(c
) > 0 then
4290 // Òî÷êà ëþáîé èç êîìàíä
4291 if Random(2) = 0 then
4292 c
:= RESPAWNPOINT_RED
4294 c
:= RESPAWNPOINT_BLUE
;
4295 if g_Map_GetPointCount(c
) > 0 then
4302 c
:= RESPAWNPOINT_DM
;
4303 if g_Map_GetPointCount(c
) > 0 then
4311 if gGameSettings
.GameMode
= GM_DM
then
4314 c
:= RESPAWNPOINT_DM
;
4315 if g_Map_GetPointCount(c
) > 0 then
4321 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4322 if Random(2) = 0 then
4323 c
:= RESPAWNPOINT_PLAYER1
4325 c
:= RESPAWNPOINT_PLAYER2
;
4326 if g_Map_GetPointCount(c
) > 0 then
4332 // Òî÷êà ëþáîé èç êîìàíä
4333 if Random(2) = 0 then
4334 c
:= RESPAWNPOINT_RED
4336 c
:= RESPAWNPOINT_BLUE
;
4337 if g_Map_GetPointCount(c
) > 0 then
4345 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
4347 // Òî÷êà ñâîåé êîìàíäû
4348 c
:= RESPAWNPOINT_DM
;
4349 if FTeam
= TEAM_RED
then
4350 c
:= RESPAWNPOINT_RED
;
4351 if FTeam
= TEAM_BLUE
then
4352 c
:= RESPAWNPOINT_BLUE
;
4353 if g_Map_GetPointCount(c
) > 0 then
4360 c
:= RESPAWNPOINT_DM
;
4361 if g_Map_GetPointCount(c
) > 0 then
4367 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4368 if Random(2) = 0 then
4369 c
:= RESPAWNPOINT_PLAYER1
4371 c
:= RESPAWNPOINT_PLAYER2
;
4372 if g_Map_GetPointCount(c
) > 0 then
4378 // Òî÷êà äðóãîé êîìàíäû
4379 c
:= RESPAWNPOINT_DM
;
4380 if FTeam
= TEAM_RED
then
4381 c
:= RESPAWNPOINT_BLUE
;
4382 if FTeam
= TEAM_BLUE
then
4383 c
:= RESPAWNPOINT_RED
;
4384 if g_Map_GetPointCount(c
) > 0 then
4392 procedure TPlayer
.Respawn(Silent
: Boolean; Force
: Boolean = False);
4394 RespawnPoint
: TRespawnPoint
;
4400 FBFGFireCounter
:= -1;
4405 if not g_Game_IsServer
then
4409 FWantsInGame
:= True;
4410 FJustTeleported
:= True;
4413 FTime
[T_RESPAWN
] := 0;
4417 // if server changes MaxLives we gotta be ready
4418 if gGameSettings
.MaxLives
= 0 then FNoRespawn
:= False;
4420 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4421 if FTime
[T_RESPAWN
] > gTime
then
4424 // Ïðîñðàë âñå æèçíè:
4427 if not FSpectator
then Spectate(True);
4428 FWantsInGame
:= True;
4432 if (gGameSettings
.GameType
<> GT_SINGLE
) and (gGameSettings
.GameMode
<> GM_COOP
) then
4433 begin // "Ñâîÿ èãðà"
4434 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4435 FRulez
:= FRulez
-[R_BERSERK
];
4437 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4439 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4440 FRulez
:= FRulez
-[R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
, R_BERSERK
];
4443 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4444 c
:= GetRespawnPoint();
4449 // Âîñêðåøåíèå áåç îðóæèÿ:
4452 FHealth
:= PLAYER_HP_SOFT
;
4458 for a
:= WP_FIRST
to WP_LAST
do
4460 FWeapon
[a
] := False;
4464 FWeapon
[WEAPON_PISTOL
] := True;
4465 FWeapon
[WEAPON_KASTET
] := True;
4466 FCurrWeap
:= WEAPON_PISTOL
;
4469 FModel
.SetWeapon(FCurrWeap
);
4471 for b
:= A_BULLETS
to A_HIGH
do
4474 FAmmo
[A_BULLETS
] := 50;
4476 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[0, A_BULLETS
];
4477 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[0, A_SHELLS
];
4478 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[0, A_SHELLS
];
4479 FMaxAmmo
[A_CELLS
] := AmmoLimits
[0, A_CELLS
];
4480 FMaxAmmo
[A_FUEL
] := AmmoLimits
[0, A_FUEL
];
4482 if gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
] then
4483 FRulez
:= [R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
]
4488 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4489 if not g_Map_GetPoint(c
, RespawnPoint
) then
4491 g_FatalError(_lc
[I_GAME_ERROR_GET_SPAWN
]);
4495 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4496 FObj
.X
:= RespawnPoint
.X
-PLAYER_RECT
.X
;
4497 FObj
.Y
:= RespawnPoint
.Y
-PLAYER_RECT
.Y
;
4503 FDirection
:= RespawnPoint
.Direction
;
4504 if FDirection
= TDirection
.D_LEFT
then
4509 SetAction(A_STAND
, True);
4510 FModel
.Direction
:= FDirection
;
4512 for a
:= Low(FTime
) to High(FTime
) do
4515 for a
:= Low(FMegaRulez
) to High(FMegaRulez
) do
4520 FCanJetpack
:= False;
4525 // Àíèìàöèÿ âîçðîæäåíèÿ:
4526 if (not gLoadGameMode
) and (not Silent
) then
4527 if g_Frames_Get(ID
, 'FRAMES_TELEPORT') then
4529 Anim
:= TAnimation
.Create(ID
, False, 3);
4530 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4531 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
4535 FSpectator
:= False;
4538 FSpectatePlayer
:= -1;
4541 if (gPlayer1
= nil) and (gLMSPID1
= FUID
) then
4543 if (gPlayer2
= nil) and (gLMSPID2
= FUID
) then
4546 if g_Game_IsNet
then
4548 MH_SEND_PlayerPos(True, FUID
, NET_EVERYONE
);
4549 MH_SEND_PlayerStats(FUID
, NET_EVERYONE
);
4551 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4552 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32,
4557 procedure TPlayer
.Spectate(NoMove
: Boolean = False);
4560 Kill(K_EXTRAHARDKILL
, FUID
, HIT_SOME
)
4561 else if (not NoMove
) then
4563 GameX
:= gMapInfo
.Width
div 2;
4564 GameY
:= gMapInfo
.Height
div 2;
4573 FWantsInGame
:= False;
4578 if Self
= gPlayer1
then
4583 if Self
= gPlayer2
then
4590 if g_Game_IsNet
then
4591 MH_SEND_PlayerStats(FUID
);
4594 procedure TPlayer
.SwitchNoClip
;
4598 FGhost
:= not FGhost
;
4599 FPhysics
:= not FGhost
;
4611 procedure TPlayer
.Run(Direction
: TDirection
);
4615 if MAX_RUNVEL
> 8 then
4619 if Direction
= TDirection
.D_LEFT
then
4621 if FObj
.Vel
.X
> -MAX_RUNVEL
then
4622 FObj
.Vel
.X
:= FObj
.Vel
.X
- (MAX_RUNVEL
shr 3);
4625 if FObj
.Vel
.X
< MAX_RUNVEL
then
4626 FObj
.Vel
.X
:= FObj
.Vel
.X
+ (MAX_RUNVEL
shr 3);
4628 // Âîçìîæíî, ïèíàåì êóñêè:
4629 if (FObj
.Vel
.X
<> 0) and (gGibs
<> nil) then
4631 b
:= Abs(FObj
.Vel
.X
);
4632 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
4633 for a
:= 0 to High(gGibs
) do
4635 if gGibs
[a
].alive
and
4636 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
4637 FObj
.Rect
.Width
, 8, @gGibs
[a
].Obj
) and (Random(3) = 0) then
4640 if FObj
.Vel
.X
< 0 then
4642 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)+120) // íàëåâî
4646 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)); // íàïðàâî
4648 gGibs
[a
].positionChanged(); // this updates spatial accelerators
4656 procedure TPlayer
.SeeDown();
4658 SetAction(A_SEEDOWN
);
4660 if FDirection
= TDirection
.D_LEFT
then FAngle
:= ANGLE_LEFTDOWN
else FAngle
:= ANGLE_RIGHTDOWN
;
4662 if FIncCam
> -120 then DecMin(FIncCam
, 5, -120);
4665 procedure TPlayer
.SeeUp();
4669 if FDirection
= TDirection
.D_LEFT
then FAngle
:= ANGLE_LEFTUP
else FAngle
:= ANGLE_RIGHTUP
;
4671 if FIncCam
< 120 then IncMax(FIncCam
, 5, 120);
4674 procedure TPlayer
.SetAction(Action
: Byte; Force
: Boolean = False);
4682 A_ATTACK
: Prior
:= 2;
4683 A_SEEUP
: Prior
:= 1;
4684 A_SEEDOWN
: Prior
:= 1;
4685 A_ATTACKUP
: Prior
:= 2;
4686 A_ATTACKDOWN
: Prior
:= 2;
4691 if (Prior
> FActionPrior
) or Force
then
4692 if not ((Prior
= 2) and (FCurrWeap
= WEAPON_SAW
)) then
4694 FActionPrior
:= Prior
;
4695 FActionAnim
:= Action
;
4696 FActionForce
:= Force
;
4697 FActionChanged
:= True;
4700 if Action
in [A_ATTACK
, A_ATTACKUP
, A_ATTACKDOWN
] then FModel
.SetFire(True);
4703 function TPlayer
.StayOnStep(XInc
, YInc
: Integer): Boolean;
4705 Result
:= not g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+YInc
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
-1,
4706 PLAYER_RECT
.Width
, 1, PANEL_STEP
, False)
4707 and g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+YInc
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
,
4708 PLAYER_RECT
.Width
, 1, PANEL_STEP
, False);
4711 function TPlayer
.TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
4718 if g_CollideLevel(X
, Y
, PLAYER_RECT
.Width
, PLAYER_RECT
.Height
) then
4720 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj
.X
, FObj
.Y
);
4721 if g_Game_IsServer
and g_Game_IsNet
then
4722 MH_SEND_Sound(FObj
.X
, FObj
.Y
, 'SOUND_GAME_NOTELEPORT');
4726 FJustTeleported
:= True;
4731 if g_Frames_Get(ID
, 'FRAMES_TELEPORT') then
4733 Anim
:= TAnimation
.Create(ID
, False, 3);
4736 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj
.X
, FObj
.Y
);
4737 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4738 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
4739 if g_Game_IsServer
and g_Game_IsNet
then
4740 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4741 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, 1,
4745 FObj
.X
:= X
-PLAYER_RECT
.X
;
4746 FObj
.Y
:= Y
-PLAYER_RECT
.Y
;
4747 if FAlive
and FGhost
then
4753 if not g_Game_IsNet
then
4757 SetDirection(TDirection
.D_LEFT
);
4763 SetDirection(TDirection
.D_RIGHT
);
4769 if FDirection
= TDirection
.D_RIGHT
then
4771 SetDirection(TDirection
.D_LEFT
);
4776 SetDirection(TDirection
.D_RIGHT
);
4782 if not silent
and (Anim
<> nil) then
4784 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4785 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
4788 if g_Game_IsServer
and g_Game_IsNet
then
4789 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4790 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, 0,
4797 function nonz(a
: Single): Single;
4805 function TPlayer
.followCorpse(): Boolean;
4810 if FAlive
or FSpectator
then
4812 if (gCorpses
= nil) or (Length(gCorpses
) = 0) then
4814 for i
:= 0 to High(gCorpses
) do
4815 if gCorpses
[i
] <> nil then
4816 if gCorpses
[i
].FPlayerUID
= FUID
then
4819 FObj
.X
:= gCorpses
[i
].FObj
.X
;
4820 FObj
.Y
:= gCorpses
[i
].FObj
.Y
;
4821 FObj
.Vel
.X
:= gCorpses
[i
].FObj
.Vel
.X
;
4822 FObj
.Vel
.Y
:= gCorpses
[i
].FObj
.Vel
.Y
;
4823 FObj
.Accel
.X
:= gCorpses
[i
].FObj
.Accel
.X
;
4824 FObj
.Accel
.Y
:= gCorpses
[i
].FObj
.Accel
.Y
;
4829 procedure TPlayer
.Update();
4832 i
, ii
, wx
, wy
, xd
, yd
, k
: Integer;
4833 blockmon
, headwater
, dospawn
: Boolean;
4838 NetServer
:= g_Game_IsNet
and g_Game_IsServer
;
4839 AnyServer
:= g_Game_IsServer
;
4841 if g_Game_IsClient
and (NetInterpLevel
> 0) then
4842 DoLerp(NetInterpLevel
+ 1)
4848 if FClientID
>= 0 then
4850 FPing
:= NetClients
[FClientID
].Peer
^.lastRoundTripTime
;
4851 if NetClients
[FClientID
].Peer
^.packetsSent
> 0 then
4852 FLoss
:= Round(100*NetClients
[FClientID
].Peer
^.packetsLost
/NetClients
[FClientID
].Peer
^.packetsSent
)
4861 if FAlive
and (FPunchAnim
<> nil) then
4862 FPunchAnim
.Update();
4864 if FAlive
and (gFly
or FJetpack
) then
4867 if FDirection
= TDirection
.D_LEFT
then
4872 if FAlive
and (not FGhost
) then
4874 if FKeys
[KEY_UP
].Pressed
then
4876 if FKeys
[KEY_DOWN
].Pressed
then
4880 if (not (FKeys
[KEY_UP
].Pressed
or FKeys
[KEY_DOWN
].Pressed
)) and
4883 i
:= g_basic
.Sign(FIncCam
);
4884 FIncCam
:= Abs(FIncCam
);
4885 DecMin(FIncCam
, 5, 0);
4886 FIncCam
:= FIncCam
*i
;
4889 // no need to do that each second frame, weapon queue will take care of it
4890 if FAlive
and FKeys
[KEY_NEXTWEAPON
].Pressed
and AnyServer
then NextWeapon();
4891 if FAlive
and FKeys
[KEY_PREVWEAPON
].Pressed
and AnyServer
then PrevWeapon();
4893 if gTime
mod (GAME_TICK
*2) <> 0 then
4895 if (FObj
.Vel
.X
= 0) and FAlive
then
4897 if FKeys
[KEY_LEFT
].Pressed
then
4898 Run(TDirection
.D_LEFT
);
4899 if FKeys
[KEY_RIGHT
].Pressed
then
4900 Run(TDirection
.D_RIGHT
);
4905 if not followCorpse() then
4906 g_Obj_Move(@FObj
, True, True, True);
4907 positionChanged(); // this updates spatial accelerators
4913 FActionChanged
:= False;
4917 // Let alive player do some actions
4918 if FKeys
[KEY_LEFT
].Pressed
then Run(TDirection
.D_LEFT
);
4919 if FKeys
[KEY_RIGHT
].Pressed
then Run(TDirection
.D_RIGHT
);
4920 //if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4921 //if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4922 if FKeys
[KEY_FIRE
].Pressed
and AnyServer
then Fire();
4923 if FKeys
[KEY_OPEN
].Pressed
and AnyServer
then Use();
4924 if FKeys
[KEY_JUMP
].Pressed
then Jump()
4927 if AnyServer
and FJetpack
then
4931 if NetServer
then MH_SEND_PlayerStats(FUID
);
4933 FCanJetpack
:= True;
4940 for k
:= Low(FKeys
) to KEY_CHAT
-1 do
4942 if FKeys
[k
].Pressed
then
4950 if gGameSettings
.GameType
in [GT_CUSTOM
, GT_SERVER
, GT_CLIENT
] then
4953 if (FTime
[T_RESPAWN
] <= gTime
) and
4954 gGameOn
and (not FAlive
) then
4956 if (g_Player_GetCount() > 1) then
4960 gExit
:= EXIT_RESTART
;
4965 // Dead spectator actions
4968 if FKeys
[KEY_OPEN
].Pressed
and AnyServer
then Fire();
4969 if FKeys
[KEY_FIRE
].Pressed
and AnyServer
then
4973 if (FSpectatePlayer
>= High(gPlayers
)) then
4974 FSpectatePlayer
:= -1
4978 for I
:= FSpectatePlayer
+ 1 to High(gPlayers
) do
4979 if gPlayers
[I
] <> nil then
4980 if gPlayers
[I
].alive
then
4981 if gPlayers
[I
].UID
<> FUID
then
4983 FSpectatePlayer
:= I
;
4988 if not SetSpect
then FSpectatePlayer
:= -1;
4999 if FKeys
[KEY_UP
].Pressed
or FKeys
[KEY_JUMP
].Pressed
then
5001 FYTo
:= FObj
.Y
- 32;
5002 FSpectatePlayer
:= -1;
5004 if FKeys
[KEY_DOWN
].Pressed
then
5006 FYTo
:= FObj
.Y
+ 32;
5007 FSpectatePlayer
:= -1;
5009 if FKeys
[KEY_LEFT
].Pressed
then
5011 FXTo
:= FObj
.X
- 32;
5012 FSpectatePlayer
:= -1;
5014 if FKeys
[KEY_RIGHT
].Pressed
then
5016 FXTo
:= FObj
.X
+ 32;
5017 FSpectatePlayer
:= -1;
5020 if (FXTo
< -64) then
5022 else if (FXTo
> gMapInfo
.Width
+ 32) then
5023 FXTo
:= gMapInfo
.Width
+ 32;
5024 if (FYTo
< -72) then
5026 else if (FYTo
> gMapInfo
.Height
+ 32) then
5027 FYTo
:= gMapInfo
.Height
+ 32;
5032 if not followCorpse() then
5033 g_Obj_Move(@FObj
, True, True, True);
5034 positionChanged(); // this updates spatial accelerators
5041 if (FSpectatePlayer
<= High(gPlayers
)) and (FSpectatePlayer
>= 0) then
5042 if gPlayers
[FSpectatePlayer
] <> nil then
5043 if gPlayers
[FSpectatePlayer
].alive
then
5045 FXTo
:= gPlayers
[FSpectatePlayer
].GameX
;
5046 FYTo
:= gPlayers
[FSpectatePlayer
].GameY
;
5050 blockmon
:= g_Map_CollidePanel(FObj
.X
+PLAYER_HEADRECT
.X
, FObj
.Y
+PLAYER_HEADRECT
.Y
,
5051 PLAYER_HEADRECT
.Width
, PLAYER_HEADRECT
.Height
,
5052 PANEL_BLOCKMON
, True);
5053 headwater
:= HeadInLiquid(0, 0);
5055 // Ñîïðîòèâëåíèå âîçäóõà:
5056 if (not FAlive
) or not (FKeys
[KEY_LEFT
].Pressed
or FKeys
[KEY_RIGHT
].Pressed
) then
5057 if FObj
.Vel
.X
<> 0 then
5058 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
5060 if (FLastHit
= HIT_TRAP
) and (FPain
> 90) then FPain
:= 90;
5061 DecMin(FPain
, 5, 0);
5062 DecMin(FPickup
, 1, 0);
5064 if FAlive
and (FObj
.Y
> Integer(gMapInfo
.Height
)+128) and AnyServer
then
5066 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
5067 FMegaRulez
[MR_SUIT
] := 0;
5068 FMegaRulez
[MR_INVUL
] := 0;
5069 FMegaRulez
[MR_INVIS
] := 0;
5070 Kill(K_FALLKILL
, 0, HIT_FALL
);
5077 if FCurrWeap
= WEAPON_SAW
then
5078 if not (FSawSound
.IsPlaying() or FSawSoundHit
.IsPlaying() or
5079 FSawSoundSelect
.IsPlaying()) then
5080 FSawSoundIdle
.PlayAt(FObj
.X
, FObj
.Y
);
5083 if (not FJetSoundFly
.IsPlaying()) and (not FJetSoundOn
.IsPlaying()) and
5084 (not FJetSoundOff
.IsPlaying()) then
5086 FJetSoundFly
.SetPosition(0);
5087 FJetSoundFly
.PlayAt(FObj
.X
, FObj
.Y
);
5090 for b
:= WP_FIRST
to WP_LAST
do
5091 if FReloading
[b
] > 0 then
5097 if FShellTimer
> -1 then
5098 if FShellTimer
= 0 then
5100 if FShellType
= SHELL_SHELL
then
5101 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5102 GameVelX
, GameVelY
-2, SHELL_SHELL
)
5103 else if FShellType
= SHELL_DBLSHELL
then
5105 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5106 GameVelX
+1, GameVelY
-2, SHELL_SHELL
);
5107 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5108 GameVelX
-1, GameVelY
-2, SHELL_SHELL
);
5111 end else Dec(FShellTimer
);
5113 if (FBFGFireCounter
> -1) then
5114 if FBFGFireCounter
= 0 then
5118 wx
:= FObj
.X
+WEAPONPOINT
[FDirection
].X
;
5119 wy
:= FObj
.Y
+WEAPONPOINT
[FDirection
].Y
;
5120 xd
:= wx
+IfThen(FDirection
= TDirection
.D_LEFT
, -30, 30);
5121 yd
:= wy
+firediry();
5122 g_Weapon_bfgshot(wx
, wy
, xd
, yd
, FUID
);
5123 if NetServer
then MH_SEND_PlayerFire(FUID
, WEAPON_BFG
, wx
, wy
, xd
, yd
);
5124 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
5125 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
5126 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
5129 FReloading
[WEAPON_BFG
] := WEAPON_RELOAD
[WEAPON_BFG
];
5130 FBFGFireCounter
:= -1;
5133 FBFGFireCounter
:= 0
5135 Dec(FBFGFireCounter
);
5137 if (FMegaRulez
[MR_SUIT
] < gTime
) and AnyServer
then
5139 b
:= g_GetAcidHit(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
, PLAYER_RECT
.Width
, PLAYER_RECT
.Height
);
5141 if (b
> 0) and (gTime
mod (15*GAME_TICK
) = 0) then Damage(b
, 0, 0, 0, HIT_ACID
);
5144 if (headwater
or blockmon
) then
5150 if AnyServer
then Damage(10, 0, 0, 0, HIT_WATER
);
5153 else if (FAir
mod 31 = 0) and not blockmon
then
5155 g_GFX_Bubbles(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2), FObj
.Y
+PLAYER_RECT
.Y
-4, 5+Random(6), 8, 4);
5156 if Random(2) = 0 then
5157 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
5159 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
5161 end else if FAir
< AIR_DEF
then
5164 if FFireTime
> 0 then
5166 if BodyInLiquid(0, 0) then
5171 else if FMegaRulez
[MR_SUIT
] >= gTime
then
5173 if FMegaRulez
[MR_SUIT
] = gTime
then
5180 if FFirePainTime
<= 0 then
5182 if g_Game_IsServer
then
5183 Damage(5, FFireAttacker
, 0, 0, HIT_FLAME
);
5184 FFirePainTime
:= 18;
5186 FFirePainTime
:= FFirePainTime
- 1;
5187 FFireTime
:= FFireTime
- 1;
5188 if (FFireTime
= 0) and g_Game_IsNet
and g_Game_IsServer
then
5189 MH_SEND_PlayerStats(FUID
);
5193 if FDamageBuffer
> 0 then
5195 if FDamageBuffer
>= 9 then
5199 if FDamageBuffer
< 30 then i
:= 9
5200 else if FDamageBuffer
< 100 then i
:= 18
5204 ii
:= Round(FDamageBuffer
*FHealth
/ nonz(FArmor
*(3/4)+FHealth
));
5205 FArmor
:= FArmor
-(FDamageBuffer
-ii
);
5206 FHealth
:= FHealth
-ii
;
5209 FHealth
:= FHealth
+FArmor
;
5214 if FHealth
<= 0 then
5215 if FHealth
> -30 then Kill(K_SIMPLEKILL
, FLastSpawnerUID
, FLastHit
)
5216 else if FHealth
> -50 then Kill(K_HARDKILL
, FLastSpawnerUID
, FLastHit
)
5217 else Kill(K_EXTRAHARDKILL
, FLastSpawnerUID
, FLastHit
);
5221 if FDamageBuffer
<= 20 then FModel
.PlaySound(MODELSOUND_PAIN
, 1, FObj
.X
, FObj
.Y
)
5222 else if FDamageBuffer
<= 55 then FModel
.PlaySound(MODELSOUND_PAIN
, 2, FObj
.X
, FObj
.Y
)
5223 else if FDamageBuffer
<= 120 then FModel
.PlaySound(MODELSOUND_PAIN
, 3, FObj
.X
, FObj
.Y
)
5224 else FModel
.PlaySound(MODELSOUND_PAIN
, 4, FObj
.X
, FObj
.Y
);
5231 end; // if FAlive then ...
5233 if (FActionAnim
= A_PAIN
) and (FModel
.Animation
<> A_PAIN
) then
5235 FModel
.ChangeAnimation(FActionAnim
, FActionForce
);
5236 FModel
.GetCurrentAnimation
.MinLength
:= i
;
5237 FModel
.GetCurrentAnimationMask
.MinLength
:= i
;
5238 end else FModel
.ChangeAnimation(FActionAnim
, FActionForce
and (FModel
.Animation
<> A_STAND
));
5240 if (FModel
.GetCurrentAnimation
.Played
or ((not FActionChanged
) and (FModel
.Animation
= A_WALK
)))
5241 then SetAction(A_STAND
, True);
5243 if not ((FModel
.Animation
= A_WALK
) and (Abs(FObj
.Vel
.X
) < 4) and not FModel
.Fire
) then FModel
.Update
;
5245 for b
:= Low(FKeys
) to High(FKeys
) do
5246 if FKeys
[b
].Time
= 0 then FKeys
[b
].Pressed
:= False else Dec(FKeys
[b
].Time
);
5250 procedure TPlayer
.getMapBox (out x
, y
, w
, h
: Integer); inline;
5252 x
:= FObj
.X
+PLAYER_RECT
.X
;
5253 y
:= FObj
.Y
+PLAYER_RECT
.Y
;
5254 w
:= PLAYER_RECT
.Width
;
5255 h
:= PLAYER_RECT
.Height
;
5259 procedure TPlayer
.moveBy (dx
, dy
: Integer); inline;
5261 if (dx
<> 0) or (dy
<> 0) then
5270 function TPlayer
.Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean;
5272 Result
:= g_Collide(FObj
.X
+PLAYER_RECT
.X
,
5273 FObj
.Y
+PLAYER_RECT
.Y
,
5280 function TPlayer
.Collide(Panel
: TPanel
): Boolean;
5282 Result
:= g_Collide(FObj
.X
+PLAYER_RECT
.X
,
5283 FObj
.Y
+PLAYER_RECT
.Y
,
5287 Panel
.Width
, Panel
.Height
);
5290 function TPlayer
.Collide(X
, Y
: Integer): Boolean;
5292 X
:= X
-FObj
.X
-PLAYER_RECT
.X
;
5293 Y
:= Y
-FObj
.Y
-PLAYER_RECT
.Y
;
5294 Result
:= (x
>= 0) and (x
<= PLAYER_RECT
.Width
) and
5295 (y
>= 0) and (y
<= PLAYER_RECT
.Height
);
5298 function g_Player_ValidName(Name
: string): Boolean;
5304 if gPlayers
= nil then Exit
;
5306 for a
:= 0 to High(gPlayers
) do
5307 if gPlayers
[a
] <> nil then
5308 if LowerCase(Name
) = LowerCase(gPlayers
[a
].FName
) then
5315 procedure TPlayer
.SetDirection(Direction
: TDirection
);
5319 d
:= FModel
.Direction
;
5321 FModel
.Direction
:= Direction
;
5322 if d
<> Direction
then FModel
.ChangeAnimation(FModel
.Animation
, True);
5324 FDirection
:= Direction
;
5327 function TPlayer
.GetKeys(): Byte;
5331 if R_KEY_RED
in FRulez
then Result
:= KEY_RED
;
5332 if R_KEY_GREEN
in FRulez
then Result
:= Result
or KEY_GREEN
;
5333 if R_KEY_BLUE
in FRulez
then Result
:= Result
or KEY_BLUE
;
5335 if FTeam
= TEAM_RED
then Result
:= Result
or KEY_REDTEAM
;
5336 if FTeam
= TEAM_BLUE
then Result
:= Result
or KEY_BLUETEAM
;
5339 procedure TPlayer
.Use();
5343 if FTime
[T_USE
] > gTime
then Exit
;
5345 g_Triggers_PressR(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
, PLAYER_RECT
.Width
,
5346 PLAYER_RECT
.Height
, FUID
, ACTIVATE_PLAYERPRESS
);
5348 for a
:= 0 to High(gPlayers
) do
5349 if (gPlayers
[a
] <> nil) and (gPlayers
[a
] <> Self
) and
5350 gPlayers
[a
].alive
and SameTeam(FUID
, gPlayers
[a
].FUID
) and
5351 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
5352 FObj
.Rect
.Width
, FObj
.Rect
.Height
, @gPlayers
[a
].FObj
) then
5354 gPlayers
[a
].Touch();
5355 if g_Game_IsNet
and g_Game_IsServer
then
5356 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH
, gPlayers
[a
].FUID
);
5359 FTime
[T_USE
] := gTime
+120;
5362 procedure TPlayer
.NetFire(Wpn
: Byte; X
, Y
, AX
, AY
: Integer; WID
: Integer = -1);
5366 WX
, WY
, XD
, YD
: Integer;
5378 if R_BERSERK
in FRulez
then
5380 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5381 locobj
.X
:= FObj
.X
+FObj
.Rect
.X
;
5382 locobj
.Y
:= FObj
.Y
+FObj
.Rect
.Y
;
5385 locobj
.rect
.Width
:= 39;
5386 locobj
.rect
.Height
:= 52;
5387 locobj
.Vel
.X
:= (xd
-wx
) div 2;
5388 locobj
.Vel
.Y
:= (yd
-wy
) div 2;
5389 locobj
.Accel
.X
:= xd
-wx
;
5390 locobj
.Accel
.y
:= yd
-wy
;
5392 if g_Weapon_Hit(@locobj
, 50, FUID
, HIT_SOME
) <> 0 then
5393 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj
.X
, FObj
.Y
)
5395 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj
.X
, FObj
.Y
);
5399 FPain
:= min(FPain
+ 25, 50);
5401 g_Weapon_punch(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, 3, FUID
);
5406 if g_Weapon_chainsaw(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
5407 IfThen(gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
], 9, 3), FUID
) <> 0 then
5409 FSawSoundSelect
.Stop();
5411 FSawSoundHit
.PlayAt(FObj
.X
, FObj
.Y
);
5413 else if not FSawSoundHit
.IsPlaying() then
5415 FSawSoundSelect
.Stop();
5416 FSawSound
.PlayAt(FObj
.X
, FObj
.Y
);
5423 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX
, Gamey
);
5424 FFireAngle
:= FAngle
;
5426 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5427 GameVelX
, GameVelY
-2, SHELL_BULLET
);
5432 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex
, Gamey
);
5433 FFireAngle
:= FAngle
;
5436 FShellType
:= SHELL_SHELL
;
5441 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex
, Gamey
);
5442 FFireAngle
:= FAngle
;
5445 FShellType
:= SHELL_DBLSHELL
;
5450 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex
, Gamey
);
5451 FFireAngle
:= FAngle
;
5453 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5454 GameVelX
, GameVelY
-2, SHELL_BULLET
);
5457 WEAPON_ROCKETLAUNCHER
:
5459 g_Weapon_Rocket(wx
, wy
, xd
, yd
, FUID
, WID
);
5460 FFireAngle
:= FAngle
;
5466 g_Weapon_Plasma(wx
, wy
, xd
, yd
, FUID
, WID
);
5467 FFireAngle
:= FAngle
;
5473 g_Weapon_BFGShot(wx
, wy
, xd
, yd
, FUID
, WID
);
5474 FFireAngle
:= FAngle
;
5478 WEAPON_SUPERPULEMET
:
5480 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex
, Gamey
);
5481 FFireAngle
:= FAngle
;
5483 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5484 GameVelX
, GameVelY
-2, SHELL_SHELL
);
5487 WEAPON_FLAMETHROWER
:
5489 g_Weapon_flame(wx
, wy
, xd
, yd
, FUID
, WID
);
5490 FFireAngle
:= FAngle
;
5497 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
5498 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
5499 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
5502 procedure TPlayer
.DoLerp(Level
: Integer = 2);
5504 if FObj
.X
<> FXTo
then FObj
.X
:= Lerp(FObj
.X
, FXTo
, Level
);
5505 if FObj
.Y
<> FYTo
then FObj
.Y
:= Lerp(FObj
.Y
, FYTo
, Level
);
5508 procedure TPlayer
.SetLerp(XTo
, YTo
: Integer);
5512 if NetInterpLevel
< 1 then
5522 AX
:= Abs(FXTo
- FObj
.X
);
5523 AY
:= Abs(FYTo
- FObj
.Y
);
5524 if (AX
> 32) or (AX
<= NetInterpLevel
) then
5526 if (AY
> 32) or (AY
<= NetInterpLevel
) then
5531 function TPlayer
.FullInLift(XInc
, YInc
: Integer): Integer;
5533 if g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
5534 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
-8,
5535 PANEL_LIFTUP
, False) then Result
:= -1
5537 if g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
5538 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
-8,
5539 PANEL_LIFTDOWN
, False) then Result
:= 1
5543 function TPlayer
.GetFlag(Flag
: Byte): Boolean;
5550 if Flag
= FLAG_NONE
then
5553 if not g_Game_IsServer
then Exit
;
5555 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5556 if (Flag
= FTeam
) and
5557 (gFlags
[Flag
].State
= FLAG_STATE_NORMAL
) and
5558 (FFlag
<> FLAG_NONE
) then
5560 if FFlag
= FLAG_RED
then
5561 s
:= _lc
[I_PLAYER_FLAG_RED
]
5563 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5565 evtype
:= FLAG_STATE_SCORED
;
5567 ts
:= Format('%.4d', [gFlags
[FFlag
].CaptureTime
]);
5568 Insert('.', ts
, Length(ts
) + 1 - 3);
5569 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_CAPTURE
], [FName
, s
, ts
]), True);
5571 g_Map_ResetFlag(FFlag
);
5572 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_CAPTURE
], [AnsiUpperCase(s
)]), 144);
5574 gTeamStat
[FTeam
].Goals
:= gTeamStat
[FTeam
].Goals
+ 1;
5577 if g_Game_IsNet
then
5579 MH_SEND_FlagEvent(evtype
, FFlag
, FUID
, False);
5583 gFlags
[FFlag
].CaptureTime
:= 0;
5588 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5589 if (Flag
= FTeam
) and
5590 (gFlags
[Flag
].State
= FLAG_STATE_DROPPED
) then
5592 if Flag
= FLAG_RED
then
5593 s
:= _lc
[I_PLAYER_FLAG_RED
]
5595 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5597 evtype
:= FLAG_STATE_RETURNED
;
5598 gFlags
[Flag
].CaptureTime
:= 0;
5600 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_RETURN
], [FName
, s
]), True);
5602 g_Map_ResetFlag(Flag
);
5603 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_RETURN
], [AnsiUpperCase(s
)]), 144);
5606 if g_Game_IsNet
then
5608 MH_SEND_FlagEvent(evtype
, Flag
, FUID
, False);
5614 // Ïîäîáðàë ÷óæîé ôëàã:
5615 if (Flag
<> FTeam
) and (FTime
[T_FLAGCAP
] <= gTime
) then
5619 if Flag
= FLAG_RED
then
5620 s
:= _lc
[I_PLAYER_FLAG_RED
]
5622 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5624 evtype
:= FLAG_STATE_CAPTURED
;
5626 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_GET
], [FName
, s
]), True);
5628 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_GET
], [AnsiUpperCase(s
)]), 144);
5630 gFlags
[Flag
].State
:= FLAG_STATE_CAPTURED
;
5633 if g_Game_IsNet
then
5635 MH_SEND_FlagEvent(evtype
, Flag
, FUID
, False);
5641 procedure TPlayer
.SetFlag(Flag
: Byte);
5644 if FModel
<> nil then
5645 FModel
.SetFlag(FFlag
);
5648 function TPlayer
.DropFlag(): Boolean;
5653 if (not g_Game_IsServer
) or (FFlag
= FLAG_NONE
) then
5655 FTime
[T_FLAGCAP
] := gTime
+ 2000;
5656 with gFlags
[FFlag
] do
5660 Direction
:= FDirection
;
5661 State
:= FLAG_STATE_DROPPED
;
5663 g_Obj_Push(@Obj
, (FObj
.Vel
.X
div 2)-2+Random(5),
5664 (FObj
.Vel
.Y
div 2)-2+Random(5));
5665 positionChanged(); // this updates spatial accelerators
5667 if FFlag
= FLAG_RED
then
5668 s
:= _lc
[I_PLAYER_FLAG_RED
]
5670 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5672 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_DROP
], [FName
, s
]), True);
5673 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_DROP
], [AnsiUpperCase(s
)]), 144);
5675 if g_Game_IsNet
then
5676 MH_SEND_FlagEvent(FLAG_STATE_DROPPED
, Flag
, FUID
, False);
5682 procedure TPlayer
.GetSecret();
5687 procedure TPlayer
.PressKey(Key
: Byte; Time
: Word = 1);
5689 Assert(Key
<= High(FKeys
));
5691 FKeys
[Key
].Pressed
:= True;
5692 FKeys
[Key
].Time
:= Time
;
5695 function TPlayer
.IsKeyPressed(K
: Byte): Boolean;
5697 Result
:= FKeys
[K
].Pressed
;
5700 procedure TPlayer
.ReleaseKeys();
5704 for a
:= Low(FKeys
) to High(FKeys
) do
5706 FKeys
[a
].Pressed
:= False;
5711 procedure TPlayer
.OnDamage(Angle
: SmallInt);
5715 function TPlayer
.firediry(): Integer;
5717 if FKeys
[KEY_UP
].Pressed
then Result
:= -42
5718 else if FKeys
[KEY_DOWN
].Pressed
then Result
:= 19
5722 procedure TPlayer
.RememberState();
5726 FSavedState
.Health
:= FHealth
;
5727 FSavedState
.Armor
:= FArmor
;
5728 FSavedState
.Air
:= FAir
;
5729 FSavedState
.JetFuel
:= FJetFuel
;
5730 FSavedState
.CurrWeap
:= FCurrWeap
;
5731 FSavedState
.NextWeap
:= FNextWeap
;
5732 FSavedState
.NextWeapDelay
:= FNextWeapDelay
;
5735 FSavedState
.Ammo
[i
] := FAmmo
[i
];
5737 FSavedState
.MaxAmmo
[i
] := FMaxAmmo
[i
];
5739 FSavedState
.Rulez
:= FRulez
;
5740 FSavedState
.WaitRecall
:= True;
5743 procedure TPlayer
.RecallState();
5747 if not FSavedState
.WaitRecall
then Exit
;
5749 FHealth
:= FSavedState
.Health
;
5750 FArmor
:= FSavedState
.Armor
;
5751 FAir
:= FSavedState
.Air
;
5752 FJetFuel
:= FSavedState
.JetFuel
;
5753 FCurrWeap
:= FSavedState
.CurrWeap
;
5754 FNextWeap
:= FSavedState
.NextWeap
;
5755 FNextWeapDelay
:= FSavedState
.NextWeapDelay
;
5758 FAmmo
[i
] := FSavedState
.Ammo
[i
];
5760 FMaxAmmo
[i
] := FSavedState
.MaxAmmo
[i
];
5762 FRulez
:= FSavedState
.Rulez
;
5763 FSavedState
.WaitRecall
:= False;
5765 if gGameSettings
.GameType
= GT_SERVER
then
5766 MH_SEND_PlayerStats(FUID
);
5769 procedure TPlayer
.SaveState (st
: TStream
);
5775 utils
.writeSign(st
, 'PLYR');
5776 utils
.writeInt(st
, Byte(PLR_SAVE_VERSION
)); // version
5778 utils
.writeBool(st
, FIamBot
);
5780 utils
.writeInt(st
, Word(FUID
));
5782 utils
.writeStr(st
, FName
);
5784 utils
.writeInt(st
, Byte(FTeam
));
5786 utils
.writeBool(st
, FAlive
);
5787 // Èçðàñõîäîâàë ëè âñå æèçíè
5788 utils
.writeBool(st
, FNoRespawn
);
5790 if FDirection
= TDirection
.D_LEFT
then b
:= 1 else b
:= 2; // D_RIGHT
5791 utils
.writeInt(st
, Byte(b
));
5793 utils
.writeInt(st
, LongInt(FHealth
));
5795 utils
.writeInt(st
, Byte(FLives
));
5797 utils
.writeInt(st
, LongInt(FArmor
));
5799 utils
.writeInt(st
, LongInt(FAir
));
5801 utils
.writeInt(st
, LongInt(FJetFuel
));
5803 utils
.writeInt(st
, LongInt(FPain
));
5805 utils
.writeInt(st
, LongInt(FKills
));
5807 utils
.writeInt(st
, LongInt(FMonsterKills
));
5809 utils
.writeInt(st
, LongInt(FFrags
));
5811 utils
.writeInt(st
, Byte(FFragCombo
));
5812 // Âðåìÿ ïîñëåäíåãî ôðàãà
5813 utils
.writeInt(st
, LongWord(FLastFrag
));
5815 utils
.writeInt(st
, LongInt(FDeath
));
5817 utils
.writeInt(st
, Byte(FFlag
));
5819 utils
.writeInt(st
, LongInt(FSecrets
));
5821 utils
.writeInt(st
, Byte(FCurrWeap
));
5823 utils
.writeInt(st
, Word(FNextWeap
));
5825 utils
.writeInt(st
, Byte(FNextWeapDelay
));
5826 // Âðåìÿ çàðÿäêè BFG
5827 utils
.writeInt(st
, SmallInt(FBFGFireCounter
));
5829 utils
.writeInt(st
, LongInt(FDamageBuffer
));
5830 // Ïîñëåäíèé óäàðèâøèé
5831 utils
.writeInt(st
, Word(FLastSpawnerUID
));
5832 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
5833 utils
.writeInt(st
, Byte(FLastHit
));
5835 Obj_SaveState(st
, @FObj
);
5836 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
5837 for i
:= A_BULLETS
to A_HIGH
do utils
.writeInt(st
, Word(FAmmo
[i
]));
5838 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
5839 for i
:= A_BULLETS
to A_HIGH
do utils
.writeInt(st
, Word(FMaxAmmo
[i
]));
5841 for i
:= WP_FIRST
to WP_LAST
do utils
.writeBool(st
, FWeapon
[i
]);
5842 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
5843 for i
:= WP_FIRST
to WP_LAST
do utils
.writeInt(st
, Word(FReloading
[i
]));
5845 utils
.writeBool(st
, (R_ITEM_BACKPACK
in FRulez
));
5846 // Íàëè÷èå êðàñíîãî êëþ÷à
5847 utils
.writeBool(st
, (R_KEY_RED
in FRulez
));
5848 // Íàëè÷èå çåëåíîãî êëþ÷à
5849 utils
.writeBool(st
, (R_KEY_GREEN
in FRulez
));
5850 // Íàëè÷èå ñèíåãî êëþ÷à
5851 utils
.writeBool(st
, (R_KEY_BLUE
in FRulez
));
5853 utils
.writeBool(st
, (R_BERSERK
in FRulez
));
5854 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
5855 for i
:= MR_SUIT
to MR_MAX
do utils
.writeInt(st
, LongWord(FMegaRulez
[i
]));
5856 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
5857 for i
:= T_RESPAWN
to T_FLAGCAP
do utils
.writeInt(st
, LongWord(FTime
[i
]));
5859 utils
.writeStr(st
, FModel
.Name
);
5861 utils
.writeInt(st
, Byte(FColor
.R
));
5862 utils
.writeInt(st
, Byte(FColor
.G
));
5863 utils
.writeInt(st
, Byte(FColor
.B
));
5867 procedure TPlayer
.LoadState (st
: TStream
);
5876 if not utils
.checkSign(st
, 'PLYR') then raise XStreamError
.Create('invalid player signature');
5877 if (utils
.readByte(st
) <> PLR_SAVE_VERSION
) then raise XStreamError
.Create('invalid player version');
5879 FIamBot
:= utils
.readBool(st
);
5881 FUID
:= utils
.readWord(st
);
5883 str
:= utils
.readStr(st
);
5884 if (self
<> gPlayer1
) and (self
<> gPlayer2
) then FName
:= str
;
5886 FTeam
:= utils
.readByte(st
);
5888 FAlive
:= utils
.readBool(st
);
5889 // Èçðàñõîäîâàë ëè âñå æèçíè
5890 FNoRespawn
:= utils
.readBool(st
);
5892 b
:= utils
.readByte(st
);
5893 if b
= 1 then FDirection
:= TDirection
.D_LEFT
else FDirection
:= TDirection
.D_RIGHT
; // b = 2
5895 FHealth
:= utils
.readLongInt(st
);
5897 FLives
:= utils
.readByte(st
);
5899 FArmor
:= utils
.readLongInt(st
);
5901 FAir
:= utils
.readLongInt(st
);
5903 FJetFuel
:= utils
.readLongInt(st
);
5905 FPain
:= utils
.readLongInt(st
);
5907 FKills
:= utils
.readLongInt(st
);
5909 FMonsterKills
:= utils
.readLongInt(st
);
5911 FFrags
:= utils
.readLongInt(st
);
5913 FFragCombo
:= utils
.readByte(st
);
5914 // Âðåìÿ ïîñëåäíåãî ôðàãà
5915 FLastFrag
:= utils
.readLongWord(st
);
5917 FDeath
:= utils
.readLongInt(st
);
5919 FFlag
:= utils
.readByte(st
);
5921 FSecrets
:= utils
.readLongInt(st
);
5923 FCurrWeap
:= utils
.readByte(st
);
5925 FNextWeap
:= utils
.readWord(st
);
5927 FNextWeapDelay
:= utils
.readByte(st
);
5928 // Âðåìÿ çàðÿäêè BFG
5929 FBFGFireCounter
:= utils
.readSmallInt(st
);
5931 FDamageBuffer
:= utils
.readLongInt(st
);
5932 // Ïîñëåäíèé óäàðèâøèé
5933 FLastSpawnerUID
:= utils
.readWord(st
);
5934 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
5935 FLastHit
:= utils
.readByte(st
);
5937 Obj_LoadState(@FObj
, st
);
5938 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
5939 for i
:= A_BULLETS
to A_HIGH
do FAmmo
[i
] := utils
.readWord(st
);
5940 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
5941 for i
:= A_BULLETS
to A_HIGH
do FMaxAmmo
[i
] := utils
.readWord(st
);
5943 for i
:= WP_FIRST
to WP_LAST
do FWeapon
[i
] := utils
.readBool(st
);
5944 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
5945 for i
:= WP_FIRST
to WP_LAST
do FReloading
[i
] := utils
.readWord(st
);
5947 if utils
.readBool(st
) then Include(FRulez
, R_ITEM_BACKPACK
);
5948 // Íàëè÷èå êðàñíîãî êëþ÷à
5949 if utils
.readBool(st
) then Include(FRulez
, R_KEY_RED
);
5950 // Íàëè÷èå çåëåíîãî êëþ÷à
5951 if utils
.readBool(st
) then Include(FRulez
, R_KEY_GREEN
);
5952 // Íàëè÷èå ñèíåãî êëþ÷à
5953 if utils
.readBool(st
) then Include(FRulez
, R_KEY_BLUE
);
5955 if utils
.readBool(st
) then Include(FRulez
, R_BERSERK
);
5956 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
5957 for i
:= MR_SUIT
to MR_MAX
do FMegaRulez
[i
] := utils
.readLongWord(st
);
5958 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
5959 for i
:= T_RESPAWN
to T_FLAGCAP
do FTime
[i
] := utils
.readLongWord(st
);
5961 str
:= utils
.readStr(st
);
5963 FColor
.R
:= utils
.readByte(st
);
5964 FColor
.G
:= utils
.readByte(st
);
5965 FColor
.B
:= utils
.readByte(st
);
5966 if (self
= gPlayer1
) then
5968 str
:= gPlayer1Settings
.Model
;
5969 FColor
:= gPlayer1Settings
.Color
;
5971 else if (self
= gPlayer2
) then
5973 str
:= gPlayer2Settings
.Model
;
5974 FColor
:= gPlayer2Settings
.Color
;
5976 // Îáíîâëÿåì ìîäåëü èãðîêà
5978 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
5979 FModel
.Color
:= TEAMCOLOR
[FTeam
]
5981 FModel
.Color
:= FColor
;
5985 procedure TPlayer
.AllRulez(Health
: Boolean);
5991 FHealth
:= PLAYER_HP_LIMIT
;
5992 FArmor
:= PLAYER_AP_LIMIT
;
5996 for a
:= WP_FIRST
to WP_LAST
do FWeapon
[a
] := True;
5997 for a
:= A_BULLETS
to A_HIGH
do FAmmo
[a
] := 30000;
5998 FRulez
:= FRulez
+[R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
];
6001 procedure TPlayer
.RestoreHealthArmor();
6003 FHealth
:= PLAYER_HP_LIMIT
;
6004 FArmor
:= PLAYER_AP_LIMIT
;
6007 procedure TPlayer
.FragCombo();
6011 if (gGameSettings
.GameMode
in [GM_COOP
, GM_SINGLE
]) or g_Game_IsClient
then
6013 if gTime
- FLastFrag
< FRAG_COMBO_TIME
then
6015 if FFragCombo
< 5 then
6017 Param
:= FUID
or (FFragCombo
shl 16);
6018 if (FComboEvnt
>= Low(gDelayedEvents
)) and
6019 (FComboEvnt
<= High(gDelayedEvents
)) and
6020 gDelayedEvents
[FComboEvnt
].Pending
and
6021 (gDelayedEvents
[FComboEvnt
].DEType
= DE_KILLCOMBO
) and
6022 (gDelayedEvents
[FComboEvnt
].DENum
and $FFFF = FUID
) then
6024 gDelayedEvents
[FComboEvnt
].Time
:= gTime
+ 500;
6025 gDelayedEvents
[FComboEvnt
].DENum
:= Param
;
6028 FComboEvnt
:= g_Game_DelayEvent(DE_KILLCOMBO
, 500, Param
);
6036 procedure TPlayer
.GiveItem(ItemType
: Byte);
6040 if FMegaRulez
[MR_SUIT
] < gTime
+PLAYER_SUIT_TIME
then
6042 FMegaRulez
[MR_SUIT
] := gTime
+PLAYER_SUIT_TIME
;
6046 if FAir
< AIR_MAX
then
6053 if not (R_BERSERK
in FRulez
) then
6055 Include(FRulez
, R_BERSERK
);
6056 if FBFGFireCounter
< 1 then
6058 FCurrWeap
:= WEAPON_KASTET
;
6060 FModel
.SetWeapon(WEAPON_KASTET
);
6064 FBerserk
:= gTime
+30000;
6066 if FHealth
< PLAYER_HP_SOFT
then
6068 FHealth
:= PLAYER_HP_SOFT
;
6069 FBerserk
:= gTime
+30000;
6074 if FMegaRulez
[MR_INVUL
] < gTime
+PLAYER_INVUL_TIME
then
6076 FMegaRulez
[MR_INVUL
] := gTime
+PLAYER_INVUL_TIME
;
6080 if FMegaRulez
[MR_INVIS
] < gTime
+PLAYER_INVIS_TIME
then
6082 FMegaRulez
[MR_INVIS
] := gTime
+PLAYER_INVIS_TIME
;
6086 if FJetFuel
< JET_MAX
then
6088 FJetFuel
:= JET_MAX
;
6091 ITEM_MEDKIT_SMALL
: if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 10, PLAYER_HP_SOFT
);
6092 ITEM_MEDKIT_LARGE
: if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 25, PLAYER_HP_SOFT
);
6094 ITEM_ARMOR_GREEN
: if FArmor
< PLAYER_AP_SOFT
then FArmor
:= PLAYER_AP_SOFT
;
6095 ITEM_ARMOR_BLUE
: if FArmor
< PLAYER_AP_LIMIT
then FArmor
:= PLAYER_AP_LIMIT
;
6097 ITEM_SPHERE_BLUE
: if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 100, PLAYER_HP_LIMIT
);
6099 if (FHealth
< PLAYER_HP_LIMIT
) or (FArmor
< PLAYER_AP_LIMIT
) then
6101 if FHealth
< PLAYER_HP_LIMIT
then FHealth
:= PLAYER_HP_LIMIT
;
6102 if FArmor
< PLAYER_AP_LIMIT
then FArmor
:= PLAYER_AP_LIMIT
;
6105 ITEM_WEAPON_SAW
: FWeapon
[WEAPON_SAW
] := True;
6106 ITEM_WEAPON_SHOTGUN1
: FWeapon
[WEAPON_SHOTGUN1
] := True;
6107 ITEM_WEAPON_SHOTGUN2
: FWeapon
[WEAPON_SHOTGUN2
] := True;
6108 ITEM_WEAPON_CHAINGUN
: FWeapon
[WEAPON_CHAINGUN
] := True;
6109 ITEM_WEAPON_ROCKETLAUNCHER
: FWeapon
[WEAPON_ROCKETLAUNCHER
] := True;
6110 ITEM_WEAPON_PLASMA
: FWeapon
[WEAPON_PLASMA
] := True;
6111 ITEM_WEAPON_BFG
: FWeapon
[WEAPON_BFG
] := True;
6112 ITEM_WEAPON_SUPERPULEMET
: FWeapon
[WEAPON_SUPERPULEMET
] := True;
6113 ITEM_WEAPON_FLAMETHROWER
: FWeapon
[WEAPON_FLAMETHROWER
] := True;
6115 ITEM_AMMO_BULLETS
: if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
6116 ITEM_AMMO_BULLETS_BOX
: if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
6117 ITEM_AMMO_SHELLS
: if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
6118 ITEM_AMMO_SHELLS_BOX
: if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 25, FMaxAmmo
[A_SHELLS
]);
6119 ITEM_AMMO_ROCKET
: if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
6120 ITEM_AMMO_ROCKET_BOX
: if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 5, FMaxAmmo
[A_ROCKETS
]);
6121 ITEM_AMMO_CELL
: if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
6122 ITEM_AMMO_CELL_BIG
: if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 100, FMaxAmmo
[A_CELLS
]);
6123 ITEM_AMMO_FUELCAN
: if FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
] then IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
6126 if (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or
6127 (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or
6128 (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or
6129 (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or
6130 (FMaxAmmo
[A_FUEL
] < AmmoLimits
[1, A_FUEL
]) then
6132 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[1, A_BULLETS
];
6133 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[1, A_SHELLS
];
6134 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[1, A_ROCKETS
];
6135 FMaxAmmo
[A_CELLS
] := AmmoLimits
[1, A_CELLS
];
6136 FMaxAmmo
[A_FUEL
] := AmmoLimits
[1, A_FUEL
];
6138 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
6139 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
6140 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
6141 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
6143 FRulez
:= FRulez
+ [R_ITEM_BACKPACK
];
6146 ITEM_KEY_RED
: if not (R_KEY_RED
in FRulez
) then Include(FRulez
, R_KEY_RED
);
6147 ITEM_KEY_GREEN
: if not (R_KEY_GREEN
in FRulez
) then Include(FRulez
, R_KEY_GREEN
);
6148 ITEM_KEY_BLUE
: if not (R_KEY_BLUE
in FRulez
) then Include(FRulez
, R_KEY_BLUE
);
6150 ITEM_BOTTLE
: if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 4, PLAYER_HP_LIMIT
);
6151 ITEM_HELMET
: if FArmor
< PLAYER_AP_LIMIT
then IncMax(FArmor
, 5, PLAYER_AP_LIMIT
);
6156 if g_Game_IsNet
and g_Game_IsServer
then
6157 MH_SEND_PlayerStats(FUID
);
6160 procedure TPlayer
.FlySmoke(Times
: DWORD
= 1);
6165 if (Random(5) = 1) and (Times
= 1) then
6168 if BodyInLiquid(0, 0) then
6170 g_GFX_Bubbles(Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2)+Random(3)-1,
6171 Obj
.Y
+Obj
.Rect
.Height
+8, 1, 8, 4);
6172 if Random(2) = 0 then
6173 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
6175 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
6179 if g_Frames_Get(id
, 'FRAMES_SMOKE') then
6181 for i
:= 1 to Times
do
6183 Anim
:= TAnimation
.Create(id
, False, 3);
6185 g_GFX_OnceAnim(Obj
.X
+Obj
.Rect
.X
+Random(Obj
.Rect
.Width
+Times
*2)-(Anim
.Width
div 2),
6186 Obj
.Y
+Obj
.Rect
.Height
-4+Random(8+Times
*2), Anim
, ONCEANIM_SMOKE
);
6192 procedure TPlayer
.OnFireFlame(Times
: DWORD
= 1);
6197 if (Random(10) = 1) and (Times
= 1) then
6200 if g_Frames_Get(id
, 'FRAMES_FLAME') then
6202 for i
:= 1 to Times
do
6204 Anim
:= TAnimation
.Create(id
, False, 3);
6206 g_GFX_OnceAnim(Obj
.X
+Obj
.Rect
.X
+Random(Obj
.Rect
.Width
+Times
*2)-(Anim
.Width
div 2),
6207 Obj
.Y
+8+Random(8+Times
*2), Anim
, ONCEANIM_SMOKE
);
6213 procedure TPlayer
.PauseSounds(Enable
: Boolean);
6215 FSawSound
.Pause(Enable
);
6216 FSawSoundIdle
.Pause(Enable
);
6217 FSawSoundHit
.Pause(Enable
);
6218 FSawSoundSelect
.Pause(Enable
);
6223 constructor TCorpse
.Create(X
, Y
: Integer; ModelName
: String; aMess
: Boolean);
6228 FObj
.Rect
:= PLAYER_CORPSERECT
;
6229 FModelName
:= ModelName
;
6234 FState
:= CORPSE_STATE_MESS
;
6235 g_PlayerModel_GetAnim(ModelName
, A_DIE2
, FAnimation
, FAnimationMask
);
6239 FState
:= CORPSE_STATE_NORMAL
;
6240 g_PlayerModel_GetAnim(ModelName
, A_DIE1
, FAnimation
, FAnimationMask
);
6244 destructor TCorpse
.Destroy();
6251 function TCorpse
.ObjPtr (): PObj
; inline; begin result
:= @FObj
; end;
6253 procedure TCorpse
.positionChanged (); inline; begin end;
6255 procedure TCorpse
.moveBy (dx
, dy
: Integer); inline;
6257 if (dx
<> 0) or (dy
<> 0) then
6266 procedure TCorpse
.getMapBox (out x
, y
, w
, h
: Integer); inline;
6268 x
:= FObj
.X
+PLAYER_CORPSERECT
.X
;
6269 y
:= FObj
.Y
+PLAYER_CORPSERECT
.Y
;
6270 w
:= PLAYER_CORPSERECT
.Width
;
6271 h
:= PLAYER_CORPSERECT
.Height
;
6275 procedure TCorpse
.Damage(Value
: Word; vx
, vy
: Integer);
6280 if FState
= CORPSE_STATE_REMOVEME
then
6283 FDamage
:= FDamage
+ Value
;
6285 if FDamage
> 150 then
6287 if FAnimation
<> nil then
6292 FState
:= CORPSE_STATE_REMOVEME
;
6294 g_Player_CreateGibs(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
6295 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
6296 FModelName
, FColor
);
6297 // Çâóê ìÿñà îò òðóïà:
6298 pm
:= g_PlayerModel_Get(FModelName
);
6299 pm
.PlaySound(MODELSOUND_DIE
, 5, FObj
.X
, FObj
.Y
);
6303 if (gBodyKillEvent
<> -1)
6304 and gDelayedEvents
[gBodyKillEvent
].Pending
then
6305 gDelayedEvents
[gBodyKillEvent
].Pending
:= False;
6306 gBodyKillEvent
:= g_Game_DelayEvent(DE_BODYKILL
, 1050, 0);
6311 Blood
:= g_PlayerModel_GetBlood(FModelName
);
6312 FObj
.Vel
.X
:= FObj
.Vel
.X
+ vx
;
6313 FObj
.Vel
.Y
:= FObj
.Vel
.Y
+ vy
;
6314 g_GFX_Blood(FObj
.X
+PLAYER_CORPSERECT
.X
+(PLAYER_CORPSERECT
.Width
div 2),
6315 FObj
.Y
+PLAYER_CORPSERECT
.Y
+(PLAYER_CORPSERECT
.Height
div 2),
6316 Value
, vx
, vy
, 16, (PLAYER_CORPSERECT
.Height
*2) div 3,
6317 Blood
.R
, Blood
.G
, Blood
.B
, Blood
.Kind
);
6321 procedure TCorpse
.Draw();
6323 if FState
= CORPSE_STATE_REMOVEME
then
6326 if FAnimation
<> nil then
6327 FAnimation
.Draw(FObj
.X
, FObj
.Y
, TMirrorType
.None
);
6329 if FAnimationMask
<> nil then
6332 FAnimationMask
.Draw(FObj
.X
, FObj
.Y
, TMirrorType
.None
);
6339 procedure TCorpse
.Update();
6343 if FState
= CORPSE_STATE_REMOVEME
then
6346 if gTime
mod (GAME_TICK
*2) <> 0 then
6348 g_Obj_Move(@FObj
, True, True, True);
6349 positionChanged(); // this updates spatial accelerators
6353 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6354 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
6356 st
:= g_Obj_Move(@FObj
, True, True, True);
6357 positionChanged(); // this updates spatial accelerators
6359 if WordBool(st
and MOVE_FALLOUT
) then
6361 FState
:= CORPSE_STATE_REMOVEME
;
6365 if FAnimation
<> nil then
6366 FAnimation
.Update();
6367 if FAnimationMask
<> nil then
6368 FAnimationMask
.Update();
6372 procedure TCorpse
.SaveState (st
: TStream
);
6379 utils
.writeSign(st
, 'CORP');
6380 utils
.writeInt(st
, Byte(0));
6382 utils
.writeInt(st
, Byte(FState
));
6384 utils
.writeInt(st
, Byte(FDamage
));
6386 utils
.writeInt(st
, Byte(FColor
.R
));
6387 utils
.writeInt(st
, Byte(FColor
.G
));
6388 utils
.writeInt(st
, Byte(FColor
.B
));
6390 Obj_SaveState(st
, @FObj
);
6391 utils
.writeInt(st
, Word(FPlayerUID
));
6393 anim
:= (FAnimation
<> nil);
6394 utils
.writeBool(st
, anim
);
6395 // Åñëè åñòü - ñîõðàíÿåì
6396 if anim
then FAnimation
.SaveState(st
);
6397 // Åñòü ëè ìàñêà àíèìàöèè
6398 anim
:= (FAnimationMask
<> nil);
6399 utils
.writeBool(st
, anim
);
6400 // Åñëè åñòü - ñîõðàíÿåì
6401 if anim
then FAnimationMask
.SaveState(st
);
6405 procedure TCorpse
.LoadState (st
: TStream
);
6412 if not utils
.checkSign(st
, 'CORP') then raise XStreamError
.Create('invalid corpse signature');
6413 if (utils
.readByte(st
) <> 0) then raise XStreamError
.Create('invalid corpse version');
6415 FState
:= utils
.readByte(st
);
6417 FDamage
:= utils
.readByte(st
);
6419 FColor
.R
:= utils
.readByte(st
);
6420 FColor
.G
:= utils
.readByte(st
);
6421 FColor
.B
:= utils
.readByte(st
);
6423 Obj_LoadState(@FObj
, st
);
6424 FPlayerUID
:= utils
.readWord(st
);
6426 anim
:= utils
.readBool(st
);
6427 // Åñëè åñòü - çàãðóæàåì
6430 Assert(FAnimation
<> nil, 'TCorpse.LoadState: no FAnimation');
6431 FAnimation
.LoadState(st
);
6433 // Åñòü ëè ìàñêà àíèìàöèè
6434 anim
:= utils
.readBool(st
);
6435 // Åñëè åñòü - çàãðóæàåì
6438 Assert(FAnimationMask
<> nil, 'TCorpse.LoadState: no FAnimationMask');
6439 FAnimationMask
.LoadState(st
);
6445 constructor TBot
.Create();
6452 FSpectator
:= False;
6459 for a
:= WP_FIRST
to WP_LAST
do
6461 FDifficult
.WeaponPrior
[a
] := WEAPON_PRIOR1
[a
];
6462 FDifficult
.CloseWeaponPrior
[a
] := WEAPON_PRIOR2
[a
];
6463 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6467 destructor TBot
.Destroy();
6470 inherited Destroy();
6473 procedure TBot
.Draw();
6477 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6478 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6481 procedure TBot
.Respawn(Silent
: Boolean; Force
: Boolean = False);
6483 inherited Respawn(Silent
, Force
);
6486 FSelectedWeapon
:= FCurrWeap
;
6491 procedure TBot
.UpdateCombat();
6504 TTargetRecord
= array of TTarget
;
6506 function Compare(a
, b
: TTarget
): Integer;
6508 if a
.Line
and not b
.Line
then // A íà ëèíèè îãíÿ
6511 if not a
.Line
and b
.Line
then // B íà ëèíèè îãíÿ
6513 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6514 if (a
.Line
and b
.Line
) or ((not a
.Line
) and (not b
.Line
)) then
6516 if a
.Dist
> b
.Dist
then // B áëèæå
6518 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6521 else // Ñòðàííî -> A
6526 a
, x1
, y1
, x2
, y2
: Integer;
6527 targets
: TTargetRecord
;
6529 Target
, BestTarget
: TTarget
;
6530 firew
, fireh
: Integer;
6534 vsPlayer
, vsMonster
, ok
: Boolean;
6537 function monsUpdate (mon
: TMonster
): Boolean;
6539 result
:= false; // don't stop
6540 if mon
.alive
and (mon
.MonsterType
<> MONSTER_BARREL
) then
6542 if not TargetOnScreen(mon
.Obj
.X
+mon
.Obj
.Rect
.X
, mon
.Obj
.Y
+mon
.Obj
.Rect
.Y
) then exit
;
6544 x2
:= mon
.Obj
.X
+mon
.Obj
.Rect
.X
+(mon
.Obj
.Rect
.Width
div 2);
6545 y2
:= mon
.Obj
.Y
+mon
.Obj
.Rect
.Y
+(mon
.Obj
.Rect
.Height
div 2);
6547 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6548 if g_TraceVector(x1
, y1
, x2
, y2
) then
6550 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6551 SetLength(targets
, Length(targets
)+1);
6552 with targets
[High(targets
)] do
6559 Rect
:= mon
.Obj
.Rect
;
6560 Dist
:= g_PatchLength(x1
, y1
, x2
, y2
);
6561 Line
:= (y1
+4 < Target
.Y
+ mon
.Obj
.Rect
.Y
+ mon
.Obj
.Rect
.Height
) and
6562 (y1
-4 > Target
.Y
+ mon
.Obj
.Rect
.Y
);
6571 vsPlayer
:= LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSPLAYER
);
6572 vsMonster
:= LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSMONSTER
);
6574 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6575 if FCurrWeap
<> FSelectedWeapon
then
6578 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6579 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap
= FSelectedWeapon
) then
6581 RemoveAIFlag('NEEDFIRE');
6584 WEAPON_PLASMA
, WEAPON_SUPERPULEMET
, WEAPON_CHAINGUN
: PressKey(KEY_FIRE
, 20);
6585 WEAPON_SAW
, WEAPON_KASTET
, WEAPON_FLAMETHROWER
: PressKey(KEY_FIRE
, 40);
6586 else PressKey(KEY_FIRE
);
6590 // Êîîðäèíàòû ñòâîëà:
6591 x1
:= FObj
.X
+ WEAPONPOINT
[FDirection
].X
;
6592 y1
:= FObj
.Y
+ WEAPONPOINT
[FDirection
].Y
;
6594 Target
.UID
:= FTargetUID
;
6597 if Target
.UID
<> 0 then
6598 begin // Öåëü åñòü - íàñòðàèâàåì
6599 if (g_GetUIDType(Target
.UID
) = UID_PLAYER
) and
6602 tpla
:= g_Player_Get(Target
.UID
);
6606 if (@FObj
) <> nil then
6613 Target
.cX
:= Target
.X
+ PLAYER_RECT_CX
;
6614 Target
.cY
:= Target
.Y
+ PLAYER_RECT_CY
;
6615 Target
.Rect
:= PLAYER_RECT
;
6616 Target
.Visible
:= g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
);
6617 Target
.Line
:= (y1
+4 < Target
.Y
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
) and
6618 (y1
-4 > Target
.Y
+PLAYER_RECT
.Y
);
6619 Target
.IsPlayer
:= True;
6623 if (g_GetUIDType(Target
.UID
) = UID_MONSTER
) and
6626 mon
:= g_Monsters_ByUID(Target
.UID
);
6629 Target
.X
:= mon
.Obj
.X
;
6630 Target
.Y
:= mon
.Obj
.Y
;
6632 Target
.cX
:= Target
.X
+ mon
.Obj
.Rect
.X
+ (mon
.Obj
.Rect
.Width
div 2);
6633 Target
.cY
:= Target
.Y
+ mon
.Obj
.Rect
.Y
+ (mon
.Obj
.Rect
.Height
div 2);
6634 Target
.Rect
:= mon
.Obj
.Rect
;
6635 Target
.Visible
:= g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
);
6636 Target
.Line
:= (y1
+4 < Target
.Y
+ mon
.Obj
.Rect
.Y
+ mon
.Obj
.Rect
.Height
) and
6637 (y1
-4 > Target
.Y
+ mon
.Obj
.Rect
.Y
);
6638 Target
.IsPlayer
:= False;
6645 begin // Öåëè íåò - îáíóëÿåì
6650 Target
.Visible
:= False;
6651 Target
.Line
:= False;
6652 Target
.IsPlayer
:= False;
6657 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6658 if (not Target
.Line
) or (not Target
.Visible
) then
6662 for a
:= 0 to High(gPlayers
) do
6663 if (gPlayers
[a
] <> nil) and (gPlayers
[a
].alive
) and
6664 (gPlayers
[a
].FUID
<> FUID
) and
6665 (not SameTeam(FUID
, gPlayers
[a
].FUID
)) and
6666 (not gPlayers
[a
].NoTarget
) and
6667 (gPlayers
[a
].FMegaRulez
[MR_INVIS
] < gTime
) then
6669 if not TargetOnScreen(gPlayers
[a
].FObj
.X
+ PLAYER_RECT
.X
,
6670 gPlayers
[a
].FObj
.Y
+ PLAYER_RECT
.Y
) then
6673 x2
:= gPlayers
[a
].FObj
.X
+ PLAYER_RECT_CX
;
6674 y2
:= gPlayers
[a
].FObj
.Y
+ PLAYER_RECT_CY
;
6676 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6677 if g_TraceVector(x1
, y1
, x2
, y2
) then
6679 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6680 SetLength(targets
, Length(targets
)+1);
6681 with targets
[High(targets
)] do
6683 UID
:= gPlayers
[a
].FUID
;
6684 X
:= gPlayers
[a
].FObj
.X
;
6685 Y
:= gPlayers
[a
].FObj
.Y
;
6688 Rect
:= PLAYER_RECT
;
6689 Dist
:= g_PatchLength(x1
, y1
, x2
, y2
);
6690 Line
:= (y1
+4 < Target
.Y
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
) and
6691 (y1
-4 > Target
.Y
+PLAYER_RECT
.Y
);
6699 if vsMonster
then g_Mons_ForEach(monsUpdate
);
6702 // Åñëè åñòü âîçìîæíûå öåëè:
6703 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6704 if targets
<> nil then
6706 // Âûáèðàåì íàèëó÷øóþ öåëü:
6707 BestTarget
:= targets
[0];
6708 if Length(targets
) > 1 then
6709 for a
:= 1 to High(targets
) do
6710 if Compare(BestTarget
, targets
[a
]) = 1 then
6711 BestTarget
:= targets
[a
];
6713 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6714 if ((not Target
.Visible
) and BestTarget
.Visible
and (Target
.UID
<> BestTarget
.UID
)) or
6715 ((not Target
.Line
) and BestTarget
.Line
and BestTarget
.Visible
) then
6717 Target
:= BestTarget
;
6719 if (Healthy() = 3) or ((Healthy() = 2)) then
6720 begin // Åñëè çäîðîâû - äîãîíÿåì
6721 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
> FObj
.X
)) then
6722 SetAIFlag('GORIGHT', '1');
6723 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
< FObj
.X
)) then
6724 SetAIFlag('GOLEFT', '1');
6727 begin // Åñëè ïîáèòû - óáåãàåì
6728 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
< FObj
.X
)) then
6729 SetAIFlag('GORIGHT', '1');
6730 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
> FObj
.X
)) then
6731 SetAIFlag('GOLEFT', '1');
6734 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6735 SelectWeapon(Abs(x1
-Target
.cX
));
6740 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6741 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6742 if Target
.UID
<> 0 then
6744 if not TargetOnScreen(Target
.X
+ Target
.Rect
.X
,
6745 Target
.Y
+ Target
.Rect
.Y
) then
6746 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6747 if (Healthy() = 3) or ((Healthy() = 2)) then
6748 begin // Åñëè çäîðîâû - äîãîíÿåì
6749 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
> FObj
.X
)) then
6750 SetAIFlag('GORIGHT', '1');
6751 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
< FObj
.X
)) then
6752 SetAIFlag('GOLEFT', '1');
6755 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6757 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
< FObj
.X
)) then
6758 SetAIFlag('GORIGHT', '1');
6759 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
> FObj
.X
)) then
6760 SetAIFlag('GOLEFT', '1');
6764 begin // Öåëü ïîêà íà "ýêðàíå"
6765 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
6766 if g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
6767 FLastVisible
:= gTime
;
6768 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
6769 if (Abs(FObj
.Y
-Target
.Y
) <= 128) then
6771 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
> FObj
.X
)) then
6772 SetAIFlag('GORIGHT', '1');
6773 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
< FObj
.X
)) then
6774 SetAIFlag('GOLEFT', '1');
6778 // Âûáèðàåì óãîë ââåðõ:
6779 if FDirection
= TDirection
.D_LEFT
then
6780 angle
:= ANGLE_LEFTUP
6782 angle
:= ANGLE_RIGHTUP
;
6784 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6785 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6787 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6788 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
6789 Target
.X
+Target
.Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128), //96
6790 Target
.Y
+Target
.Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
6791 Target
.Rect
.Width
, Target
.Rect
.Height
) and
6792 g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
6793 begin // òî íóæíî ñòðåëÿòü ââåðõ
6794 SetAIFlag('NEEDFIRE', '1');
6795 SetAIFlag('NEEDSEEUP', '1');
6798 // Âûáèðàåì óãîë âíèç:
6799 if FDirection
= TDirection
.D_LEFT
then
6800 angle
:= ANGLE_LEFTDOWN
6802 angle
:= ANGLE_RIGHTDOWN
;
6804 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6805 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6807 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6808 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
6809 Target
.X
+Target
.Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
6810 Target
.Y
+Target
.Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
6811 Target
.Rect
.Width
, Target
.Rect
.Height
) and
6812 g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
6813 begin // òî íóæíî ñòðåëÿòü âíèç
6814 SetAIFlag('NEEDFIRE', '1');
6815 SetAIFlag('NEEDSEEDOWN', '1');
6818 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
6819 if Target
.Visible
and
6820 (y1
+4 < Target
.Y
+Target
.Rect
.Y
+Target
.Rect
.Height
) and
6821 (y1
-4 > Target
.Y
+Target
.Rect
.Y
) then
6823 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
6824 if ((FDirection
= TDirection
.D_LEFT
) and (Target
.X
< FObj
.X
)) or
6825 ((FDirection
= TDirection
.D_RIGHT
) and (Target
.X
> FObj
.X
)) then
6826 begin // òî íóæíî ñòðåëÿòü âïåðåä
6827 SetAIFlag('NEEDFIRE', '1');
6828 SetAIFlag('NEEDSEEDOWN', '');
6829 SetAIFlag('NEEDSEEUP', '');
6831 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
6832 if Abs(FObj
.X
-Target
.X
) < Trunc(gPlayerScreenSize
.X
*0.75) then
6833 if GetRnd(FDifficult
.CloseJump
) then
6834 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
6835 if Abs(FObj
.X
-Target
.X
) < 128 then
6839 if Random(a
) = 0 then
6840 SetAIFlag('NEEDJUMP', '1');
6844 // Åñëè öåëü âñå åùå åñòü:
6845 if Target
.UID
<> 0 then
6846 if gTime
-FLastVisible
> 2000 then // Åñëè âèäåëè äàâíî
6847 Target
.UID
:= 0 // òî çàáûòü öåëü
6848 else // Åñëè âèäåëè íåäàâíî
6849 begin // íî öåëü óáèëè
6850 if Target
.IsPlayer
then
6851 begin // Öåëü - èãðîê
6852 pla
:= g_Player_Get(Target
.UID
);
6853 if (pla
= nil) or (not pla
.alive
) or pla
.NoTarget
or
6854 (pla
.FMegaRulez
[MR_INVIS
] >= gTime
) then
6855 Target
.UID
:= 0; // òî çàáûòü öåëü
6858 begin // Öåëü - ìîíñòð
6859 mon
:= g_Monsters_ByUID(Target
.UID
);
6860 if (mon
= nil) or (not mon
.alive
) then
6861 Target
.UID
:= 0; // òî çàáûòü öåëü
6864 end; // if Target.UID <> 0
6866 FTargetUID
:= Target
.UID
;
6868 // Åñëè âîçìîæíûõ öåëåé íåò:
6869 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
6870 if targets
= nil then
6871 if GetAIFlag('ATTACKLEFT') <> '' then
6872 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
6873 RemoveAIFlag('ATTACKLEFT');
6875 SetAIFlag('NEEDJUMP', '1');
6877 if RunDirection() = TDirection
.D_RIGHT
then
6878 begin // Èäåì íå â òó ñòîðîíó
6879 if (Healthy() > 1) and GetRnd(FDifficult
.InvisFire
) then
6880 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
6881 SetAIFlag('NEEDFIRE', '1');
6882 SetAIFlag('GOLEFT', '1');
6886 begin // Èäåì â íóæíóþ ñòîðîíó
6887 if GetRnd(FDifficult
.InvisFire
) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6888 SetAIFlag('NEEDFIRE', '1');
6889 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6890 SetAIFlag('GORIGHT', '1');
6894 if GetAIFlag('ATTACKRIGHT') <> '' then
6895 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
6896 RemoveAIFlag('ATTACKRIGHT');
6898 SetAIFlag('NEEDJUMP', '1');
6900 if RunDirection() = TDirection
.D_LEFT
then
6901 begin // Èäåì íå â òó ñòîðîíó
6902 if (Healthy() > 1) and GetRnd(FDifficult
.InvisFire
) then
6903 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
6904 SetAIFlag('NEEDFIRE', '1');
6905 SetAIFlag('GORIGHT', '1');
6910 if GetRnd(FDifficult
.InvisFire
) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6911 SetAIFlag('NEEDFIRE', '1');
6912 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6913 SetAIFlag('GOLEFT', '1');
6917 //HACK! (does it belongs there?)
6918 RealizeCurrentWeapon();
6920 // Åñëè åñòü âîçìîæíûå öåëè:
6921 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
6922 if (targets
<> nil) and (GetAIFlag('NEEDFIRE') <> '') then
6923 for a
:= 0 to High(targets
) do
6925 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
6926 if GetRnd(FDifficult
.DiagFire
) then
6928 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
6929 if FDirection
= TDirection
.D_LEFT
then
6930 angle
:= ANGLE_LEFTUP
6932 angle
:= ANGLE_RIGHTUP
;
6934 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6935 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6937 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
6938 targets
[a
].X
+targets
[a
].Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
6939 targets
[a
].Y
+targets
[a
].Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
6940 targets
[a
].Rect
.Width
, targets
[a
].Rect
.Height
) and
6941 g_TraceVector(x1
, y1
, targets
[a
].cX
, targets
[a
].cY
) then
6943 SetAIFlag('NEEDFIRE', '1');
6944 SetAIFlag('NEEDSEEUP', '1');
6947 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
6948 if FDirection
= TDirection
.D_LEFT
then
6949 angle
:= ANGLE_LEFTDOWN
6951 angle
:= ANGLE_RIGHTDOWN
;
6953 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6954 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6956 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
6957 targets
[a
].X
+targets
[a
].Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
6958 targets
[a
].Y
+targets
[a
].Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
6959 targets
[a
].Rect
.Width
, targets
[a
].Rect
.Height
) and
6960 g_TraceVector(x1
, y1
, targets
[a
].cX
, targets
[a
].cY
) then
6962 SetAIFlag('NEEDFIRE', '1');
6963 SetAIFlag('NEEDSEEDOWN', '1');
6967 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
6968 if targets
[a
].Line
and targets
[a
].Visible
and
6969 (((FDirection
= TDirection
.D_LEFT
) and (targets
[a
].X
< FObj
.X
)) or
6970 ((FDirection
= TDirection
.D_RIGHT
) and (targets
[a
].X
> FObj
.X
))) then
6972 SetAIFlag('NEEDFIRE', '1');
6977 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
6978 if g_Weapon_Danger(FUID
, FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
,
6979 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
,
6980 40+GetInterval(FDifficult
.Cover
, 40)) then
6981 SetAIFlag('NEEDJUMP', '1');
6983 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
6984 ammo
:= GetAmmoByWeapon(FCurrWeap
);
6985 if ((FCurrWeap
= WEAPON_SHOTGUN2
) and (ammo
< 2)) or
6986 ((FCurrWeap
= WEAPON_BFG
) and (ammo
< 40)) or
6988 SetAIFlag('SELECTWEAPON', '1');
6990 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
6991 if GetAIFlag('SELECTWEAPON') = '1' then
6994 RemoveAIFlag('SELECTWEAPON');
6998 procedure TBot
.Update();
7011 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
7012 if (g_debug_BotAIOff
= 1) and (Team
= TEAM_RED
) then
7014 if (g_debug_BotAIOff
= 2) and (Team
= TEAM_BLUE
) then
7016 if g_debug_BotAIOff
= 3 then
7026 RealizeCurrentWeapon();
7033 procedure TBot
.ReleaseKey(Key
: Byte);
7042 function TBot
.KeyPressed(Key
: Word): Boolean;
7044 Result
:= FKeys
[Key
].Pressed
;
7047 function TBot
.GetAIFlag(aName
: String20
): String20
;
7053 aName
:= LowerCase(aName
);
7055 if FAIFlags
<> nil then
7056 for a
:= 0 to High(FAIFlags
) do
7057 if LowerCase(FAIFlags
[a
].Name
) = aName
then
7059 Result
:= FAIFlags
[a
].Value
;
7064 procedure TBot
.RemoveAIFlag(aName
: String20
);
7068 if FAIFlags
= nil then Exit
;
7070 aName
:= LowerCase(aName
);
7072 for a
:= 0 to High(FAIFlags
) do
7073 if LowerCase(FAIFlags
[a
].Name
) = aName
then
7075 if a
<> High(FAIFlags
) then
7076 for b
:= a
to High(FAIFlags
)-1 do
7077 FAIFlags
[b
] := FAIFlags
[b
+1];
7079 SetLength(FAIFlags
, Length(FAIFlags
)-1);
7084 procedure TBot
.SetAIFlag(aName
, fValue
: String20
);
7092 aName
:= LowerCase(aName
);
7094 if FAIFlags
<> nil then
7095 for a
:= 0 to High(FAIFlags
) do
7096 if LowerCase(FAIFlags
[a
].Name
) = aName
then
7102 if ok
then FAIFlags
[a
].Value
:= fValue
7105 SetLength(FAIFlags
, Length(FAIFlags
)+1);
7106 with FAIFlags
[High(FAIFlags
)] do
7114 procedure TBot
.UpdateMove
;
7116 procedure GoLeft(Time
: Word = 1);
7118 ReleaseKey(KEY_LEFT
);
7119 ReleaseKey(KEY_RIGHT
);
7120 PressKey(KEY_LEFT
, Time
);
7121 SetDirection(TDirection
.D_LEFT
);
7124 procedure GoRight(Time
: Word = 1);
7126 ReleaseKey(KEY_LEFT
);
7127 ReleaseKey(KEY_RIGHT
);
7128 PressKey(KEY_RIGHT
, Time
);
7129 SetDirection(TDirection
.D_RIGHT
);
7132 function Rnd(a
: Word): Boolean;
7134 Result
:= Random(a
) = 0;
7137 procedure Turn(Time
: Word = 1200);
7139 if RunDirection() = TDirection
.D_LEFT
then GoRight(Time
) else GoLeft(Time
);
7144 ReleaseKey(KEY_LEFT
);
7145 ReleaseKey(KEY_RIGHT
);
7148 function CanRunLeft(): Boolean;
7150 Result
:= not CollideLevel(-1, 0);
7153 function CanRunRight(): Boolean;
7155 Result
:= not CollideLevel(1, 0);
7158 function CanRun(): Boolean;
7160 if RunDirection() = TDirection
.D_LEFT
then Result
:= CanRunLeft() else Result
:= CanRunRight();
7163 procedure Jump(Time
: Word = 30);
7165 PressKey(KEY_JUMP
, Time
);
7168 function NearHole(): Boolean;
7172 { TODO 5 : Ëåñòíèöû }
7173 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
7174 for x
:= 1 to PLAYER_RECT
.Width
do
7175 if (not StayOnStep(x
*sx
, 0)) and
7176 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
7177 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
7186 function BorderHole(): Boolean;
7190 { TODO 5 : Ëåñòíèöû }
7191 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
7192 for x
:= 1 to PLAYER_RECT
.Width
do
7193 if (not StayOnStep(x
*sx
, 0)) and
7194 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
7195 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
7197 for xx
:= x
to x
+32 do
7198 if CollideLevel(xx
*sx
, PLAYER_RECT
.Height
) then
7208 function NearDeepHole(): Boolean;
7214 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
7217 for x
:= 1 to PLAYER_RECT
.Width
do
7218 if (not StayOnStep(x
*sx
, 0)) and
7219 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
7220 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
7222 while FObj
.Y
+y
*PLAYER_RECT
.Height
< gMapInfo
.Height
do
7224 if CollideLevel(x
*sx
, PLAYER_RECT
.Height
*y
) then Exit
;
7229 end else Result
:= False;
7232 function OverDeepHole(): Boolean;
7239 while FObj
.Y
+y
*PLAYER_RECT
.Height
< gMapInfo
.Height
do
7241 if CollideLevel(0, PLAYER_RECT
.Height
*y
) then Exit
;
7248 function OnGround(): Boolean;
7250 Result
:= StayOnStep(0, 0) or CollideLevel(0, 1);
7253 function OnLadder(): Boolean;
7255 Result
:= FullInStep(0, 0);
7258 function BelowLadder(): Boolean;
7260 Result
:= (FullInStep(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
) and
7261 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
)) or
7262 (FullInStep(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
) and
7263 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
));
7266 function BelowLiftUp(): Boolean;
7268 Result
:= ((FullInLift(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
) = -1) and
7269 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
)) or
7270 ((FullInLift(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
) = -1) and
7271 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
));
7274 function OnTopLift(): Boolean;
7276 Result
:= (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7279 function CanJumpOver(): Boolean;
7283 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
7287 if not CollideLevel(sx
, 0) then Exit
;
7289 for y
:= 1 to BOT_MAXJUMP
do
7290 if CollideLevel(0, -y
) then Exit
else
7291 if not CollideLevel(sx
, -y
) then
7298 function CanJumpUp(Dist
: ShortInt): Boolean;
7305 if CollideLevel(Dist
, 0) then Exit
;
7308 for y
:= 0 to BOT_MAXJUMP
do
7309 if CollideLevel(Dist
, -y
) then
7318 for yy
:= y
+1 to BOT_MAXJUMP
do
7319 if not CollideLevel(Dist
, -yy
) then
7328 for y
:= 0 to BOT_MAXJUMP
do
7329 if CollideLevel(0, -y
) then
7337 if y
< yy
then Exit
;
7342 function IsSafeTrigger(): Boolean;
7347 if gTriggers
= nil then
7349 for a
:= 0 to High(gTriggers
) do
7350 if Collide(gTriggers
[a
].X
,
7353 gTriggers
[a
].Height
) and
7354 (gTriggers
[a
].TriggerType
in [TRIGGER_EXIT
, TRIGGER_CLOSEDOOR
,
7355 TRIGGER_CLOSETRAP
, TRIGGER_TRAP
,
7356 TRIGGER_PRESS
, TRIGGER_ON
, TRIGGER_OFF
,
7357 TRIGGER_ONOFF
, TRIGGER_SPAWNMONSTER
,
7358 TRIGGER_DAMAGE
, TRIGGER_SHOT
]) then
7363 // Âîçìîæíî, íàæèìàåì êíîïêó:
7364 if Rnd(16) and IsSafeTrigger() then
7367 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7368 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7370 ReleaseKey(KEY_LEFT
);
7371 ReleaseKey(KEY_RIGHT
);
7375 // Èäåì âëåâî, åñëè íàäî áûëî:
7376 if GetAIFlag('GOLEFT') <> '' then
7378 RemoveAIFlag('GOLEFT');
7379 if CanRunLeft() then
7383 // Èäåì âïðàâî, åñëè íàäî áûëî:
7384 if GetAIFlag('GORIGHT') <> '' then
7386 RemoveAIFlag('GORIGHT');
7387 if CanRunRight() then
7391 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7392 if FObj
.X
< -32 then
7395 if FObj
.X
+32 > gMapInfo
.Width
then
7398 // Ïðûãàåì, åñëè íàäî áûëî:
7399 if GetAIFlag('NEEDJUMP') <> '' then
7402 RemoveAIFlag('NEEDJUMP');
7405 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7406 if GetAIFlag('NEEDSEEUP') <> '' then
7409 ReleaseKey(KEY_DOWN
);
7410 PressKey(KEY_UP
, 20);
7411 RemoveAIFlag('NEEDSEEUP');
7414 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7415 if GetAIFlag('NEEDSEEDOWN') <> '' then
7418 ReleaseKey(KEY_DOWN
);
7419 PressKey(KEY_DOWN
, 20);
7420 RemoveAIFlag('NEEDSEEDOWN');
7423 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7424 if GetAIFlag('GOINHOLE') <> '' then
7425 if not OnGround() then
7427 ReleaseKey(KEY_LEFT
);
7428 ReleaseKey(KEY_RIGHT
);
7429 RemoveAIFlag('GOINHOLE');
7430 SetAIFlag('FALLINHOLE', '1');
7433 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7434 if GetAIFlag('FALLINHOLE') <> '' then
7436 RemoveAIFlag('FALLINHOLE');
7438 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7439 if not (KeyPressed(KEY_LEFT
) or KeyPressed(KEY_RIGHT
)) then
7440 if GetAIFlag('FALLINHOLE') = '' then
7441 if (not OnLadder()) or (FObj
.Vel
.Y
>= 0) or (OnTopLift()) then
7447 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7449 CanJumpUp(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*32) and
7453 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7454 if OnGround() and NearHole() then
7455 if NearDeepHole() then // Åñëè ýòî áåçäíà
7457 0..3: Turn(); // Áåæèì îáðàòíî
7458 4: Jump(); // Ïðûãàåì
7459 5: begin // Ïðûãàåì îáðàòíî
7464 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7465 if GetAIFlag('GOINHOLE') = '' then
7467 0: Turn(); // Íå íóæíî òóäà
7468 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7469 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7470 if BorderHole() then
7471 SetAIFlag('GOINHOLE', '1');
7474 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7475 if (not CanRun()) and OnGround() then
7477 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7478 if CanJumpOver() or OnLadder() then
7480 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7481 if Random(2) = 0 then
7483 if IsSafeTrigger() then
7489 // Îñòàëîñü ìàëî âîçäóõà:
7490 if FAir
< 36 * 2 then
7493 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7494 if (FMegaRulez
[MR_SUIT
] < gTime
) and ((FLastHit
= HIT_ACID
) or (Healthy() <= 1)) then
7495 if BodyInAcid(0, 0) then
7499 function TBot
.FullInStep(XInc
, YInc
: Integer): Boolean;
7501 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
7502 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
, PANEL_STEP
, False);
7505 {function TBot.NeedItem(Item: Byte): Byte;
7510 procedure TBot
.SelectWeapon(Dist
: Integer);
7514 function HaveAmmo(weapon
: Byte): Boolean;
7517 WEAPON_PISTOL
: Result
:= FAmmo
[A_BULLETS
] >= 1;
7518 WEAPON_SHOTGUN1
: Result
:= FAmmo
[A_SHELLS
] >= 1;
7519 WEAPON_SHOTGUN2
: Result
:= FAmmo
[A_SHELLS
] >= 2;
7520 WEAPON_CHAINGUN
: Result
:= FAmmo
[A_BULLETS
] >= 10;
7521 WEAPON_ROCKETLAUNCHER
: Result
:= FAmmo
[A_ROCKETS
] >= 1;
7522 WEAPON_PLASMA
: Result
:= FAmmo
[A_CELLS
] >= 10;
7523 WEAPON_BFG
: Result
:= FAmmo
[A_CELLS
] >= 40;
7524 WEAPON_SUPERPULEMET
: Result
:= FAmmo
[A_SHELLS
] >= 1;
7525 WEAPON_FLAMETHROWER
: Result
:= FAmmo
[A_FUEL
] >= 1;
7526 else Result
:= True;
7531 if Dist
= -1 then Dist
:= BOT_LONGDIST
;
7533 if Dist
> BOT_LONGDIST
then
7534 begin // Äàëüíèé áîé
7536 if FWeapon
[FDifficult
.WeaponPrior
[a
]] and HaveAmmo(FDifficult
.WeaponPrior
[a
]) then
7538 FSelectedWeapon
:= FDifficult
.WeaponPrior
[a
];
7542 else //if Dist > BOT_UNSAFEDIST then
7543 begin // Áëèæíèé áîé
7545 if FWeapon
[FDifficult
.CloseWeaponPrior
[a
]] and HaveAmmo(FDifficult
.CloseWeaponPrior
[a
]) then
7547 FSelectedWeapon
:= FDifficult
.CloseWeaponPrior
[a
];
7554 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7556 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7562 function TBot
.PickItem(ItemType
: Byte; force
: Boolean; var remove
: Boolean): Boolean;
7564 Result
:= inherited PickItem(ItemType
, force
, remove
);
7566 if Result
then SetAIFlag('SELECTWEAPON', '1');
7569 function TBot
.Heal(value
: Word; Soft
: Boolean): Boolean;
7571 Result
:= inherited Heal(value
, Soft
);
7574 function TBot
.Healthy(): Byte;
7576 if FMegaRulez
[MR_INVUL
] >= gTime
then Result
:= 3
7577 else if (FHealth
> 80) or ((FHealth
> 50) and (FArmor
> 20)) then Result
:= 3
7578 else if (FHealth
> 50) then Result
:= 2
7579 else if (FHealth
> 20) then Result
:= 1
7583 function TBot
.TargetOnScreen(TX
, TY
: Integer): Boolean;
7585 Result
:= (Abs(FObj
.X
-TX
) <= Trunc(gPlayerScreenSize
.X
*0.6)) and
7586 (Abs(FObj
.Y
-TY
) <= Trunc(gPlayerScreenSize
.Y
*0.6));
7589 procedure TBot
.OnDamage(Angle
: SmallInt);
7597 if (Angle
= 0) or (Angle
= 180) then
7600 if (g_GetUIDType(FLastSpawnerUID
) = UID_PLAYER
) and
7601 LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSPLAYER
) then
7603 pla
:= g_Player_Get(FLastSpawnerUID
);
7604 ok
:= not TargetOnScreen(pla
.FObj
.X
+ PLAYER_RECT
.X
,
7605 pla
.FObj
.Y
+ PLAYER_RECT
.Y
);
7608 if (g_GetUIDType(FLastSpawnerUID
) = UID_MONSTER
) and
7609 LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSMONSTER
) then
7611 mon
:= g_Monsters_ByUID(FLastSpawnerUID
);
7612 ok
:= not TargetOnScreen(mon
.Obj
.X
+ mon
.Obj
.Rect
.X
,
7613 mon
.Obj
.Y
+ mon
.Obj
.Rect
.Y
);
7618 SetAIFlag('ATTACKLEFT', '1')
7620 SetAIFlag('ATTACKRIGHT', '1');
7624 function TBot
.RunDirection(): TDirection
;
7626 if Abs(Vel
.X
) >= 1 then
7628 if Vel
.X
> 0 then Result
:= TDirection
.D_RIGHT
else Result
:= TDirection
.D_LEFT
;
7630 Result
:= FDirection
;
7633 function TBot
.GetRnd(a
: Byte): Boolean;
7635 if a
= 0 then Result
:= False
7636 else if a
= 255 then Result
:= True
7637 else Result
:= Random(256) > 255-a
;
7640 function TBot
.GetInterval(a
: Byte; radius
: SmallInt): SmallInt;
7642 Result
:= Round((255-a
)/255*radius
*(Random(2)-1));
7646 procedure TDifficult
.save (st
: TStream
);
7648 utils
.writeInt(st
, Byte(DiagFire
));
7649 utils
.writeInt(st
, Byte(InvisFire
));
7650 utils
.writeInt(st
, Byte(DiagPrecision
));
7651 utils
.writeInt(st
, Byte(FlyPrecision
));
7652 utils
.writeInt(st
, Byte(Cover
));
7653 utils
.writeInt(st
, Byte(CloseJump
));
7654 st
.WriteBuffer(WeaponPrior
[Low(WeaponPrior
)], sizeof(WeaponPrior
));
7655 st
.WriteBuffer(CloseWeaponPrior
[Low(CloseWeaponPrior
)], sizeof(CloseWeaponPrior
));
7658 procedure TDifficult
.load (st
: TStream
);
7660 DiagFire
:= utils
.readByte(st
);
7661 InvisFire
:= utils
.readByte(st
);
7662 DiagPrecision
:= utils
.readByte(st
);
7663 FlyPrecision
:= utils
.readByte(st
);
7664 Cover
:= utils
.readByte(st
);
7665 CloseJump
:= utils
.readByte(st
);
7666 st
.ReadBuffer(WeaponPrior
[Low(WeaponPrior
)], sizeof(WeaponPrior
));
7667 st
.ReadBuffer(CloseWeaponPrior
[Low(CloseWeaponPrior
)], sizeof(CloseWeaponPrior
));
7671 procedure TBot
.SaveState (st
: TStream
);
7676 inherited SaveState(st
);
7677 utils
.writeSign(st
, 'BOT0');
7679 utils
.writeInt(st
, Byte(FSelectedWeapon
));
7681 utils
.writeInt(st
, Word(FTargetUID
));
7682 // Âðåìÿ ïîòåðè öåëè
7683 utils
.writeInt(st
, LongWord(FLastVisible
));
7684 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7685 dw
:= Length(FAIFlags
);
7686 utils
.writeInt(st
, LongInt(dw
));
7688 for i
:= 0 to dw
-1 do
7690 utils
.writeStr(st
, FAIFlags
[i
].Name
, 20);
7691 utils
.writeStr(st
, FAIFlags
[i
].Value
, 20);
7693 // Íàñòðîéêè ñëîæíîñòè
7694 FDifficult
.save(st
);
7698 procedure TBot
.LoadState (st
: TStream
);
7703 inherited LoadState(st
);
7704 if not utils
.checkSign(st
, 'BOT0') then raise XStreamError
.Create('invalid bot signature');
7706 FSelectedWeapon
:= utils
.readByte(st
);
7708 FTargetUID
:= utils
.readWord(st
);
7709 // Âðåìÿ ïîòåðè öåëè
7710 FLastVisible
:= utils
.readLongWord(st
);
7711 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7712 dw
:= utils
.readLongInt(st
);
7713 if (dw
< 0) or (dw
> 16384) then raise XStreamError
.Create('invalid number of bot AI flags');
7714 SetLength(FAIFlags
, dw
);
7716 for i
:= 0 to dw
-1 do
7718 FAIFlags
[i
].Name
:= utils
.readStr(st
, 20);
7719 FAIFlags
[i
].Value
:= utils
.readStr(st
, 20);
7721 // Íàñòðîéêè ñëîæíîñòè
7722 FDifficult
.load(st
);
7727 conRegVar('cheat_berserk_autoswitch', @gBerserkAutoswitch
, 'autoswitch to fist when berserk pack taken', '', true, true);