1 (* Copyright (C) Doom 2D: Forever Developers
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, either version 3 of the License, or
6 * (at your option) any later version.
8 * This program is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 * GNU General Public License for more details.
13 * You should have received a copy of the GNU General Public License
14 * along with this program. If not, see <http://www.gnu.org/licenses/>.
16 {$INCLUDE ../shared/a_modes.inc}
24 {$IFDEF USE_MEMPOOL}mempool
,{$ENDIF}
25 e_graphics
, g_playermodel
, g_basic
, g_textures
,
26 g_weapons
, g_phys
, g_sound
, g_saveload
, MAPDEF
,
59 AmmoLimits
: Array [0..1] of Array [A_BULLETS
..A_HIGH
] of Word =
60 ((200, 50, 50, 300, 100),
61 (400, 100, 100, 600, 200));
82 ANGLE_NONE
= Low(SmallInt);
84 CORPSE_STATE_REMOVEME
= 0;
85 CORPSE_STATE_NORMAL
= 1;
86 CORPSE_STATE_MESS
= 2;
88 PLAYER_RECT
: TRectWH
= (X
:15; Y
:12; Width
:34; Height
:52);
89 PLAYER_RECT_CX
= 15+(34 div 2);
90 PLAYER_RECT_CY
= 12+(52 div 2);
91 PLAYER_CORPSERECT
: TRectWH
= (X
:15; Y
:48; Width
:34; Height
:16);
94 PLAYER_HP_LIMIT
= 200;
96 PLAYER_AP_LIMIT
= 200;
99 PLAYER1_DEF_COLOR
: TRGB
= (R
:64; G
:175; B
:48);
100 PLAYER2_DEF_COLOR
: TRGB
= (R
:96; G
:96; B
:96);
116 TPlayerStatArray
= Array of TPlayerStat
;
118 TPlayerSavedState
= record
126 Ammo
: Array [A_BULLETS
..A_HIGH
] of Word;
127 MaxAmmo
: Array [A_BULLETS
..A_HIGH
] of Word;
128 Weapon
: Array [WP_FIRST
..WP_LAST
] of Boolean;
129 Rulez
: Set of R_ITEM_BACKPACK
..R_BERSERK
;
138 TPlayer
= class{$IFDEF USE_MEMPOOL}(TPoolObject
){$ENDIF}
146 FDirection
: TDirection
;
154 FMonsterKills
: Integer;
160 FCanJetpack
: Boolean;
165 //FNetForceWeap: Byte; // spam server with this -- this is new weapon we want to use
166 FNetForceWeapFIdx
: LongWord; // frame index; ignore weapon change if it is lesser than this
167 //FCurrFrameIdx: LongWord; // increased in each `Update()`
169 FNextWeapDelay
: Byte; // frames (unused)
170 FBFGFireCounter
: SmallInt;
171 FLastSpawnerUID
: Word;
175 FSpectatePlayer
: Integer;
176 FFirePainTime
: Integer;
179 FSavedState
: TPlayerSavedState
;
181 FModel
: TPlayerModel
;
182 FPunchAnim
: TAnimation
;
185 FActionForce
: Boolean;
186 FActionChanged
: Boolean;
188 FFireAngle
: SmallInt;
190 FShellTimer
: Integer;
192 FSawSound
: TPlayableSound
;
193 FSawSoundIdle
: TPlayableSound
;
194 FSawSoundHit
: TPlayableSound
;
195 FSawSoundSelect
: TPlayableSound
;
196 FJetSoundOn
: TPlayableSound
;
197 FJetSoundOff
: TPlayableSound
;
198 FJetSoundFly
: TPlayableSound
;
202 FJustTeleported
: Boolean;
204 mEDamageType
: Integer;
207 weaponSwitchKeyReleased
: array[0..16] of Byte; // bit 0: was released on prev frame; bit 1: new status
210 function CollideLevel(XInc
, YInc
: Integer): Boolean;
211 function StayOnStep(XInc
, YInc
: Integer): Boolean;
212 function HeadInLiquid(XInc
, YInc
: Integer): Boolean;
213 function BodyInLiquid(XInc
, YInc
: Integer): Boolean;
214 function BodyInAcid(XInc
, YInc
: Integer): Boolean;
215 function FullInLift(XInc
, YInc
: Integer): Integer;
216 {procedure CollideItem();}
217 procedure FlySmoke(Times
: DWORD
= 1);
218 procedure OnFireFlame(Times
: DWORD
= 1);
219 function GetAmmoByWeapon(Weapon
: Byte): Word;
220 procedure SetAction(Action
: Byte; Force
: Boolean = False);
221 procedure OnDamage(Angle
: SmallInt); virtual;
222 function firediry(): Integer;
225 procedure Run(Direction
: TDirection
);
226 procedure NextWeapon();
227 procedure PrevWeapon();
234 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
235 procedure resetWeaponQueue ();
236 function hasAmmoForWeapon (weapon
: Byte): Boolean;
238 procedure doDamage (v
: Integer);
240 function followCorpse(): Boolean;
243 FDamageBuffer
: Integer;
245 FAmmo
: Array [A_BULLETS
..A_HIGH
] of Word;
246 FMaxAmmo
: Array [A_BULLETS
..A_HIGH
] of Word;
247 FWeapon
: Array [WP_FIRST
..WP_LAST
] of Boolean;
248 FRulez
: Set of R_ITEM_BACKPACK
..R_BERSERK
;
250 FMegaRulez
: Array [MR_SUIT
..MR_MAX
] of DWORD
;
251 FReloading
: Array [WP_FIRST
..WP_LAST
] of Word;
252 FTime
: Array [T_RESPAWN
..T_FLAGCAP
] of DWORD
;
253 FKeys
: Array [KEY_LEFT
..KEY_CHAT
] of TKeyState
;
255 FPreferredTeam
: Byte;
258 FWantsInGame
: Boolean;
262 FActualModelName
: string;
269 // debug: viewport offset
270 viewPortX
, viewPortY
, viewPortW
, viewPortH
: Integer;
272 function isValidViewPort (): Boolean; inline;
274 constructor Create(); virtual;
275 destructor Destroy(); override;
276 procedure Respawn(Silent
: Boolean; Force
: Boolean = False); virtual;
277 function GetRespawnPoint(): Byte;
278 procedure PressKey(Key
: Byte; Time
: Word = 1);
279 procedure ReleaseKeys();
280 procedure ReleaseKeysNoWeapon();
281 procedure SetModel(ModelName
: String);
282 procedure SetColor(Color
: TRGB
);
283 procedure SetWeapon(W
: Byte);
284 function IsKeyPressed(K
: Byte): Boolean;
285 function GetKeys(): Byte;
286 function PickItem(ItemType
: Byte; arespawn
: Boolean; var remove
: Boolean): Boolean; virtual;
287 function Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean; overload
;
288 function Collide(Panel
: TPanel
): Boolean; overload
;
289 function Collide(X
, Y
: Integer): Boolean; overload
;
290 procedure SetDirection(Direction
: TDirection
);
291 procedure GetSecret();
292 function TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
294 procedure Push(vx
, vy
: Integer);
295 procedure ChangeModel(ModelName
: String);
296 procedure SwitchTeam
;
297 procedure ChangeTeam(Team
: Byte);
299 function GetFlag(Flag
: Byte): Boolean;
300 procedure SetFlag(Flag
: Byte);
301 function DropFlag(): Boolean;
302 procedure AllRulez(Health
: Boolean);
303 procedure RestoreHealthArmor();
304 procedure FragCombo();
305 procedure GiveItem(ItemType
: Byte);
306 procedure Damage(value
: Word; SpawnerUID
: Word; vx
, vy
: Integer; t
: Byte); virtual;
307 function Heal(value
: Word; Soft
: Boolean): Boolean; virtual;
308 procedure MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
309 procedure MakeBloodSimple(Count
: Word);
310 procedure Kill(KillType
: Byte; SpawnerUID
: Word; t
: Byte);
311 procedure Reset(Force
: Boolean);
312 procedure Spectate(NoMove
: Boolean = False);
313 procedure SwitchNoClip
;
314 procedure SoftReset();
315 procedure Draw(); virtual;
316 procedure DrawPain();
317 procedure DrawPickup();
318 procedure DrawRulez();
320 procedure DrawBubble();
322 procedure Update(); virtual;
323 procedure RememberState();
324 procedure RecallState();
325 procedure SaveState (st
: TStream
); virtual;
326 procedure LoadState (st
: TStream
); virtual;
327 procedure PauseSounds(Enable
: Boolean);
328 procedure NetFire(Wpn
: Byte; X
, Y
, AX
, AY
: Integer; WID
: Integer = -1);
329 procedure DoLerp(Level
: Integer = 2);
330 procedure SetLerp(XTo
, YTo
: Integer);
331 procedure QueueWeaponSwitch(Weapon
: Byte);
332 procedure RealizeCurrentWeapon();
334 procedure JetpackOff
;
335 procedure CatchFire(Attacker
: Word);
337 //WARNING! this does nothing for now, but still call it!
338 procedure positionChanged (); //WARNING! call this after entity position was changed, or coldet will not work right!
340 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
341 procedure moveBy (dx
, dy
: Integer); inline;
343 procedure releaseAllWeaponSwitchKeys ();
344 procedure weaponSwitchKeysStateChange (index
: Integer; pressed
: Boolean);
345 function isWeaponSwitchKeyReleased (index
: Integer): Boolean;
346 procedure weaponSwitchKeysShiftNewStates ();
349 property Vel
: TPoint2i read FObj
.Vel
;
350 property Obj
: TObj read FObj
;
352 property Name
: String read FName write FName
;
353 property Model
: TPlayerModel read FModel
;
354 property Health
: Integer read FHealth write FHealth
;
355 property Lives
: Byte read FLives write FLives
;
356 property Armor
: Integer read FArmor write FArmor
;
357 property Air
: Integer read FAir write FAir
;
358 property JetFuel
: Integer read FJetFuel write FJetFuel
;
359 property Frags
: Integer read FFrags write FFrags
;
360 property Death
: Integer read FDeath write FDeath
;
361 property Kills
: Integer read FKills write FKills
;
362 property CurrWeap
: Byte read FCurrWeap write FCurrWeap
;
363 //property NetForceWeap: Byte read FNetForceWeap write FNetForceWeap;
364 property NetForceWeapFIdx
: LongWord read FNetForceWeapFIdx write FNetForceWeapFIdx
;
365 //property CurrFrameIdx: LongWord read FCurrFrameIdx write FCurrFrameIdx;
366 property MonsterKills
: Integer read FMonsterKills write FMonsterKills
;
367 property Secrets
: Integer read FSecrets
;
368 property GodMode
: Boolean read FGodMode write FGodMode
;
369 property NoTarget
: Boolean read FNoTarget write FNoTarget
;
370 property NoReload
: Boolean read FNoReload write FNoReload
;
371 property alive
: Boolean read FAlive write FAlive
;
372 property Flag
: Byte read FFlag
;
373 property Team
: Byte read FTeam write FTeam
;
374 property Direction
: TDirection read FDirection
;
375 property GameX
: Integer read FObj
.X write FObj
.X
;
376 property GameY
: Integer read FObj
.Y write FObj
.Y
;
377 property GameVelX
: Integer read FObj
.Vel
.X write FObj
.Vel
.X
;
378 property GameVelY
: Integer read FObj
.Vel
.Y write FObj
.Vel
.Y
;
379 property GameAccelX
: Integer read FObj
.Accel
.X write FObj
.Accel
.X
;
380 property GameAccelY
: Integer read FObj
.Accel
.Y write FObj
.Accel
.Y
;
381 property IncCam
: Integer read FIncCam write FIncCam
;
382 property UID
: Word read FUID write FUID
;
383 property JustTeleported
: Boolean read FJustTeleported write FJustTeleported
;
384 property NetTime
: LongWord read FNetTime write FNetTime
;
387 property eName
: String read FName write FName
;
388 property eHealth
: Integer read FHealth write FHealth
;
389 property eLives
: Byte read FLives write FLives
;
390 property eArmor
: Integer read FArmor write FArmor
;
391 property eAir
: Integer read FAir write FAir
;
392 property eJetFuel
: Integer read FJetFuel write FJetFuel
;
393 property eFrags
: Integer read FFrags write FFrags
;
394 property eDeath
: Integer read FDeath write FDeath
;
395 property eKills
: Integer read FKills write FKills
;
396 property eCurrWeap
: Byte read FCurrWeap write FCurrWeap
;
397 property eMonsterKills
: Integer read FMonsterKills write FMonsterKills
;
398 property eSecrets
: Integer read FSecrets write FSecrets
;
399 property eGodMode
: Boolean read FGodMode write FGodMode
;
400 property eNoTarget
: Boolean read FNoTarget write FNoTarget
;
401 property eNoReload
: Boolean read FNoReload write FNoReload
;
402 property eAlive
: Boolean read FAlive write FAlive
;
403 property eFlag
: Byte read FFlag
;
404 property eTeam
: Byte read FTeam write FTeam
;
405 property eDirection
: TDirection read FDirection
;
406 property eGameX
: Integer read FObj
.X write FObj
.X
;
407 property eGameY
: Integer read FObj
.Y write FObj
.Y
;
408 property eGameVelX
: Integer read FObj
.Vel
.X write FObj
.Vel
.X
;
409 property eGameVelY
: Integer read FObj
.Vel
.Y write FObj
.Vel
.Y
;
410 property eGameAccelX
: Integer read FObj
.Accel
.X write FObj
.Accel
.X
;
411 property eGameAccelY
: Integer read FObj
.Accel
.Y write FObj
.Accel
.Y
;
412 property eIncCam
: Integer read FIncCam write FIncCam
;
413 property eUID
: Word read FUID
;
414 property eJustTeleported
: Boolean read FJustTeleported
;
415 property eNetTime
: LongWord read FNetTime
;
417 // set this before assigning something to `eDamage`
418 property eDamageType
: Integer read mEDamageType write mEDamageType
;
419 property eDamage
: Integer write doDamage
;
430 WeaponPrior
: packed array [WP_FIRST
..WP_LAST
] of Byte;
431 CloseWeaponPrior
: packed array [WP_FIRST
..WP_LAST
] of Byte;
432 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
435 procedure save (st
: TStream
);
436 procedure load (st
: TStream
);
444 TBot
= class(TPlayer
)
446 FSelectedWeapon
: Byte;
449 FAIFlags
: Array of TAIFlag
;
450 FDifficult
: TDifficult
;
452 function GetRnd(a
: Byte): Boolean;
453 function GetInterval(a
: Byte; radius
: SmallInt): SmallInt;
454 function RunDirection(): TDirection
;
455 function FullInStep(XInc
, YInc
: Integer): Boolean;
456 //function NeedItem(Item: Byte): Byte;
457 procedure SelectWeapon(Dist
: Integer);
458 procedure SetAIFlag(aName
, fValue
: String20
);
459 function GetAIFlag(aName
: String20
): String20
;
460 procedure RemoveAIFlag(aName
: String20
);
461 function Healthy(): Byte;
462 procedure UpdateMove();
463 procedure UpdateCombat();
464 function KeyPressed(Key
: Word): Boolean;
465 procedure ReleaseKey(Key
: Byte);
466 function TargetOnScreen(TX
, TY
: Integer): Boolean;
467 procedure OnDamage(Angle
: SmallInt); override;
470 procedure Respawn(Silent
: Boolean; Force
: Boolean = False); override;
471 constructor Create(); override;
472 destructor Destroy(); override;
473 procedure Draw(); override;
474 function PickItem(ItemType
: Byte; force
: Boolean; var remove
: Boolean): Boolean; override;
475 function Heal(value
: Word; Soft
: Boolean): Boolean; override;
476 procedure Update(); override;
477 procedure SaveState (st
: TStream
); override;
478 procedure LoadState (st
: TStream
); override;
490 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
491 procedure moveBy (dx
, dy
: Integer); inline;
493 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
507 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
508 procedure moveBy (dx
, dy
: Integer); inline;
510 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
513 TCorpse
= class{$IFDEF USE_MEMPOOL}(TPoolObject
){$ENDIF}
522 FAnimation
: TAnimation
;
523 FAnimationMask
: TAnimation
;
526 constructor Create(X
, Y
: Integer; ModelName
: String; aMess
: Boolean);
527 destructor Destroy(); override;
528 procedure Damage(Value
: Word; vx
, vy
: Integer);
531 procedure SaveState (st
: TStream
);
532 procedure LoadState (st
: TStream
);
534 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
535 procedure moveBy (dx
, dy
: Integer); inline;
537 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
539 function ObjPtr (): PObj
; inline;
541 property Obj
: TObj read FObj
; // copies object
542 property State
: Byte read FState
;
543 property Mess
: Boolean read FMess
;
546 TTeamStat
= Array [TEAM_RED
..TEAM_BLUE
] of
552 gPlayers
: Array of TPlayer
;
553 gCorpses
: Array of TCorpse
;
554 gGibs
: Array of TGib
;
555 gShells
: Array of TShell
;
556 gTeamStat
: TTeamStat
;
557 gFly
: Boolean = False;
558 gAimLine
: Boolean = False;
559 gChatBubble
: Byte = 0;
563 MAX_RUNVEL
: Integer = 8;
564 VEL_JUMP
: Integer = 10;
565 SHELL_TIMEOUT
: Cardinal = 60000;
567 function Lerp(X
, Y
, Factor
: Integer): Integer;
569 procedure g_Gibs_SetMax(Count
: Word);
570 function g_Gibs_GetMax(): Word;
571 procedure g_Corpses_SetMax(Count
: Word);
572 function g_Corpses_GetMax(): Word;
573 procedure g_Shells_SetMax(Count
: Word);
574 function g_Shells_GetMax(): Word;
576 procedure g_Player_Init();
577 procedure g_Player_Free();
578 function g_Player_Create(ModelName
: String; Color
: TRGB
; Team
: Byte; Bot
: Boolean): Word;
579 function g_Player_CreateFromState (st
: TStream
): Word;
580 procedure g_Player_Remove(UID
: Word);
581 procedure g_Player_ResetTeams();
582 procedure g_Player_UpdateAll();
583 procedure g_Player_DrawAll();
584 procedure g_Player_DrawDebug(p
: TPlayer
);
585 procedure g_Player_DrawHealth();
586 procedure g_Player_RememberAll();
587 procedure g_Player_ResetAll(Force
, Silent
: Boolean);
588 function g_Player_Get(UID
: Word): TPlayer
;
589 function g_Player_GetCount(): Byte;
590 function g_Player_GetStats(): TPlayerStatArray
;
591 function g_Player_ValidName(Name
: String): Boolean;
592 procedure g_Player_CreateCorpse(Player
: TPlayer
);
593 procedure g_Player_CreateGibs(fX
, fY
: Integer; ModelName
: String; fColor
: TRGB
);
594 procedure g_Player_CreateShell(fX
, fY
, dX
, dY
: Integer; T
: Byte);
595 procedure g_Player_UpdatePhysicalObjects();
596 procedure g_Player_DrawCorpses();
597 procedure g_Player_DrawShells();
598 procedure g_Player_RemoveAllCorpses();
599 procedure g_Player_Corpses_SaveState (st
: TStream
);
600 procedure g_Player_Corpses_LoadState (st
: TStream
);
601 procedure g_Bot_Add(Team
, Difficult
: Byte);
602 procedure g_Bot_AddList(Team
: Byte; lname
: ShortString; num
: Integer = -1);
603 procedure g_Bot_MixNames();
604 procedure g_Bot_RemoveAll();
609 {$INCLUDE ../nogl/noGLuses.inc}
610 {$IFDEF ENABLE_HOLMES}
613 e_log
, g_map
, g_items
, g_console
, g_gfx
, Math
,
614 g_options
, g_triggers
, g_menu
, g_game
, g_grid
,
615 wadreader
, g_main
, g_monsters
, CONFIG
, g_language
,
616 g_net
, g_netmsg
, g_window
,
619 const PLR_SAVE_VERSION
= 0;
629 diag_precision
: Byte;
633 w_prior1
: Array [WP_FIRST
..WP_LAST
] of Byte;
634 w_prior2
: Array [WP_FIRST
..WP_LAST
] of Byte;
635 w_prior3
: Array [WP_FIRST
..WP_LAST
] of Byte;
639 TIME_RESPAWN1
= 1500;
640 TIME_RESPAWN2
= 2000;
641 TIME_RESPAWN3
= 3000;
644 JET_MAX
= 540; // ~30 sec
645 PLAYER_SUIT_TIME
= 30000;
646 PLAYER_INVUL_TIME
= 30000;
647 PLAYER_INVIS_TIME
= 35000;
648 FRAG_COMBO_TIME
= 3000;
652 ANGLE_RIGHTDOWN
= -35;
654 ANGLE_LEFTDOWN
= -145;
655 PLAYER_HEADRECT
: TRectWH
= (X
:24; Y
:12; Width
:20; Height
:12);
656 WEAPONPOINT
: Array [TDirection
] of TDFPoint
= ((X
:16; Y
:32), (X
:47; Y
:32));
659 BOT_UNSAFEDIST
= 128;
660 TEAMCOLOR
: Array [TEAM_RED
..TEAM_BLUE
] of TRGB
= ((R
:255; G
:0; B
:0),
662 DIFFICULT_EASY
: TDifficult
= (DiagFire
: 32; InvisFire
: 32; DiagPrecision
: 32;
663 FlyPrecision
: 32; Cover
: 32; CloseJump
: 32;
664 WeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0));
665 DIFFICULT_MEDIUM
: TDifficult
= (DiagFire
: 127; InvisFire
: 127; DiagPrecision
: 127;
666 FlyPrecision
: 127; Cover
: 127; CloseJump
: 127;
667 WeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0));
668 DIFFICULT_HARD
: TDifficult
= (DiagFire
: 255; InvisFire
: 255; DiagPrecision
: 255;
669 FlyPrecision
: 255; Cover
: 255; CloseJump
: 255;
670 WeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0));
671 WEAPON_PRIOR1
: Array [WP_FIRST
..WP_LAST
] of Byte =
672 (WEAPON_FLAMETHROWER
, WEAPON_SUPERPULEMET
,
673 WEAPON_SHOTGUN2
, WEAPON_SHOTGUN1
,
674 WEAPON_CHAINGUN
, WEAPON_PLASMA
, WEAPON_ROCKETLAUNCHER
,
675 WEAPON_BFG
, WEAPON_PISTOL
, WEAPON_SAW
, WEAPON_KASTET
);
676 WEAPON_PRIOR2
: Array [WP_FIRST
..WP_LAST
] of Byte =
677 (WEAPON_FLAMETHROWER
, WEAPON_SUPERPULEMET
,
678 WEAPON_BFG
, WEAPON_ROCKETLAUNCHER
,
679 WEAPON_SHOTGUN2
, WEAPON_PLASMA
, WEAPON_SHOTGUN1
,
680 WEAPON_CHAINGUN
, WEAPON_PISTOL
, WEAPON_SAW
, WEAPON_KASTET
);
681 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
682 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
683 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
684 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
685 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
686 WEAPON_RELOAD
: Array [WP_FIRST
..WP_LAST
] of Byte =
687 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
689 PLAYER_SIGNATURE
= $52594C50; // 'PLYR'
690 CORPSE_SIGNATURE
= $50524F43; // 'CORP'
692 BOTNAMES_FILENAME
= 'botnames.txt';
693 BOTLIST_FILENAME
= 'botlist.txt';
697 MaxCorpses
: Word = 20;
698 MaxShells
: Word = 300;
699 CurrentGib
: Integer = 0;
700 CurrentShell
: Integer = 0;
701 BotNames
: Array of String;
702 BotList
: Array of TBotProfile
;
705 function Lerp(X
, Y
, Factor
: Integer): Integer;
707 Result
:= X
+ ((Y
- X
) div Factor
);
710 function SameTeam(UID1
, UID2
: Word): Boolean;
714 if (UID1
> UID_MAX_PLAYER
) or (UID1
<= UID_MAX_GAME
) or
715 (UID2
> UID_MAX_PLAYER
) or (UID2
<= UID_MAX_GAME
) then Exit
;
717 if (g_Player_Get(UID1
) = nil) or (g_Player_Get(UID2
) = nil) then Exit
;
719 if ((g_Player_Get(UID1
).Team
= TEAM_NONE
) or
720 (g_Player_Get(UID2
).Team
= TEAM_NONE
)) then Exit
;
722 Result
:= g_Player_Get(UID1
).FTeam
= g_Player_Get(UID2
).FTeam
;
725 procedure g_Gibs_SetMax(Count
: Word);
728 SetLength(gGibs
, Count
);
730 if CurrentGib
>= Count
then
734 function g_Gibs_GetMax(): Word;
739 procedure g_Shells_SetMax(Count
: Word);
742 SetLength(gShells
, Count
);
744 if CurrentShell
>= Count
then
748 function g_Shells_GetMax(): Word;
754 procedure g_Corpses_SetMax(Count
: Word);
757 SetLength(gCorpses
, Count
);
760 function g_Corpses_GetMax(): Word;
762 Result
:= MaxCorpses
;
765 function g_Player_Create(ModelName
: String; Color
: TRGB
; Team
: Byte; Bot
: Boolean): Word;
775 // Åñòü ëè ìåñòî â gPlayers:
776 if gPlayers
<> nil then
777 for a
:= 0 to High(gPlayers
) do
778 if gPlayers
[a
] = nil then
784 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
787 SetLength(gPlayers
, Length(gPlayers
)+1);
791 // Ñîçäàåì îáúåêò èãðîêà:
793 gPlayers
[a
] := TBot
.Create()
795 gPlayers
[a
] := TPlayer
.Create();
798 gPlayers
[a
].FActualModelName
:= ModelName
;
799 gPlayers
[a
].SetModel(ModelName
);
801 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
802 if gPlayers
[a
].FModel
= nil then
806 g_FatalError(Format(_lc
[I_GAME_ERROR_MODEL
], [ModelName
]));
810 if not (Team
in [TEAM_RED
, TEAM_BLUE
]) then
811 if Random(2) = 0 then
815 gPlayers
[a
].FPreferredTeam
:= Team
;
817 case gGameSettings
.GameMode
of
818 GM_DM
: gPlayers
[a
].FTeam
:= TEAM_NONE
;
820 GM_CTF
: gPlayers
[a
].FTeam
:= gPlayers
[a
].FPreferredTeam
;
822 GM_COOP
: gPlayers
[a
].FTeam
:= TEAM_COOP
;
825 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
826 gPlayers
[a
].FColor
:= Color
;
827 if gPlayers
[a
].FTeam
in [TEAM_RED
, TEAM_BLUE
] then
828 gPlayers
[a
].FModel
.Color
:= TEAMCOLOR
[gPlayers
[a
].FTeam
]
830 gPlayers
[a
].FModel
.Color
:= Color
;
832 gPlayers
[a
].FUID
:= g_CreateUID(UID_PLAYER
);
833 gPlayers
[a
].FAlive
:= False;
835 Result
:= gPlayers
[a
].FUID
;
838 function g_Player_CreateFromState (st
: TStream
): Word;
845 if (st
= nil) then exit
; //???
848 if not utils
.checkSign(st
, 'PLYR') then raise XStreamError
.Create('invalid player signature');
849 if (utils
.readByte(st
) <> PLR_SAVE_VERSION
) then raise XStreamError
.Create('invalid player version');
852 Bot
:= utils
.readBool(st
);
857 // Åñòü ëè ìåñòî â gPlayers:
858 for a
:= 0 to High(gPlayers
) do if (gPlayers
[a
] = nil) then begin ok
:= true; break
; end;
860 // Íåò ìåñòà - ðàñøèðÿåì gPlayers
863 SetLength(gPlayers
, Length(gPlayers
)+1);
867 // Ñîçäàåì îáúåêò èãðîêà
869 gPlayers
[a
] := TBot
.Create()
871 gPlayers
[a
] := TPlayer
.Create();
872 gPlayers
[a
].FIamBot
:= Bot
;
873 gPlayers
[a
].FPhysics
:= True;
876 gPlayers
[a
].FUID
:= utils
.readWord(st
);
878 gPlayers
[a
].FName
:= utils
.readStr(st
);
880 gPlayers
[a
].FTeam
:= utils
.readByte(st
);
881 gPlayers
[a
].FPreferredTeam
:= gPlayers
[a
].FTeam
;
883 gPlayers
[a
].FAlive
:= utils
.readBool(st
);
884 // Èçðàñõîäîâàë ëè âñå æèçíè
885 gPlayers
[a
].FNoRespawn
:= utils
.readBool(st
);
887 b
:= utils
.readByte(st
);
888 if b
= 1 then gPlayers
[a
].FDirection
:= TDirection
.D_LEFT
else gPlayers
[a
].FDirection
:= TDirection
.D_RIGHT
; // b = 2
890 gPlayers
[a
].FHealth
:= utils
.readLongInt(st
);
892 gPlayers
[a
].FLives
:= utils
.readByte(st
);
894 gPlayers
[a
].FArmor
:= utils
.readLongInt(st
);
896 gPlayers
[a
].FAir
:= utils
.readLongInt(st
);
898 gPlayers
[a
].FJetFuel
:= utils
.readLongInt(st
);
900 gPlayers
[a
].FPain
:= utils
.readLongInt(st
);
902 gPlayers
[a
].FKills
:= utils
.readLongInt(st
);
904 gPlayers
[a
].FMonsterKills
:= utils
.readLongInt(st
);
906 gPlayers
[a
].FFrags
:= utils
.readLongInt(st
);
908 gPlayers
[a
].FFragCombo
:= utils
.readByte(st
);
909 // Âðåìÿ ïîñëåäíåãî ôðàãà
910 gPlayers
[a
].FLastFrag
:= utils
.readLongWord(st
);
912 gPlayers
[a
].FDeath
:= utils
.readLongInt(st
);
914 gPlayers
[a
].FFlag
:= utils
.readByte(st
);
916 gPlayers
[a
].FSecrets
:= utils
.readLongInt(st
);
918 gPlayers
[a
].FCurrWeap
:= utils
.readByte(st
);
919 //gPlayers[a].FNetForceWeap := gPlayers[a].FCurrWeap;
920 // Ñëåäóþùåå æåëàåìîå îðóæèå
921 gPlayers
[a
].FNextWeap
:= utils
.readWord(st
);
923 gPlayers
[a
].FNextWeapDelay
:= utils
.readByte(st
);
925 gPlayers
[a
].FBFGFireCounter
:= utils
.readSmallInt(st
);
927 gPlayers
[a
].FDamageBuffer
:= utils
.readLongInt(st
);
928 // Ïîñëåäíèé óäàðèâøèé
929 gPlayers
[a
].FLastSpawnerUID
:= utils
.readWord(st
);
930 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
931 gPlayers
[a
].FLastHit
:= utils
.readByte(st
);
933 Obj_LoadState(@gPlayers
[a
].FObj
, st
);
934 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
935 for i
:= A_BULLETS
to A_HIGH
do gPlayers
[a
].FAmmo
[i
] := utils
.readWord(st
);
936 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
937 for i
:= A_BULLETS
to A_HIGH
do gPlayers
[a
].FMaxAmmo
[i
] := utils
.readWord(st
);
939 for i
:= WP_FIRST
to WP_LAST
do gPlayers
[a
].FWeapon
[i
] := utils
.readBool(st
);
940 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
941 for i
:= WP_FIRST
to WP_LAST
do gPlayers
[a
].FReloading
[i
] := utils
.readWord(st
);
943 if utils
.readBool(st
) then Include(gPlayers
[a
].FRulez
, R_ITEM_BACKPACK
);
944 // Íàëè÷èå êðàñíîãî êëþ÷à
945 if utils
.readBool(st
) then Include(gPlayers
[a
].FRulez
, R_KEY_RED
);
946 // Íàëè÷èå çåëåíîãî êëþ÷à
947 if utils
.readBool(st
) then Include(gPlayers
[a
].FRulez
, R_KEY_GREEN
);
948 // Íàëè÷èå ñèíåãî êëþ÷à
949 if utils
.readBool(st
) then Include(gPlayers
[a
].FRulez
, R_KEY_BLUE
);
951 if utils
.readBool(st
) then Include(gPlayers
[a
].FRulez
, R_BERSERK
);
952 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
953 for i
:= MR_SUIT
to MR_MAX
do gPlayers
[a
].FMegaRulez
[i
] := utils
.readLongWord(st
);
954 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
955 for i
:= T_RESPAWN
to T_FLAGCAP
do gPlayers
[a
].FTime
[i
] := utils
.readLongWord(st
);
958 gPlayers
[a
].FActualModelName
:= utils
.readStr(st
);
960 gPlayers
[a
].FColor
.R
:= utils
.readByte(st
);
961 gPlayers
[a
].FColor
.G
:= utils
.readByte(st
);
962 gPlayers
[a
].FColor
.B
:= utils
.readByte(st
);
963 // Îáíîâëÿåì ìîäåëü èãðîêà
964 gPlayers
[a
].SetModel(gPlayers
[a
].FActualModelName
);
966 // Íåò ìîäåëè - ñîçäàíèå íåâîçìîæíî
967 if (gPlayers
[a
].FModel
= nil) then
971 g_FatalError(Format(_lc
[I_GAME_ERROR_MODEL
], [gPlayers
[a
].FActualModelName
]));
975 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû
976 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
977 gPlayers
[a
].FModel
.Color
:= TEAMCOLOR
[gPlayers
[a
].FTeam
]
979 gPlayers
[a
].FModel
.Color
:= gPlayers
[a
].FColor
;
981 result
:= gPlayers
[a
].FUID
;
985 procedure g_Player_ResetTeams();
989 if g_Game_IsClient
then
991 if gPlayers
= nil then
993 for a
:= Low(gPlayers
) to High(gPlayers
) do
994 if gPlayers
[a
] <> nil then
995 case gGameSettings
.GameMode
of
997 gPlayers
[a
].ChangeTeam(TEAM_NONE
);
999 if not (gPlayers
[a
].Team
in [TEAM_RED
, TEAM_BLUE
]) then
1000 if gPlayers
[a
].FPreferredTeam
in [TEAM_RED
, TEAM_BLUE
] then
1001 gPlayers
[a
].ChangeTeam(gPlayers
[a
].FPreferredTeam
)
1004 gPlayers
[a
].ChangeTeam(TEAM_RED
)
1006 gPlayers
[a
].ChangeTeam(TEAM_BLUE
);
1009 gPlayers
[a
].ChangeTeam(TEAM_COOP
);
1013 procedure g_Bot_Add(Team
, Difficult
: Byte);
1016 _name
, _model
: String;
1019 if not g_Game_IsServer
then Exit
;
1021 // Ñïèñîê íàçâàíèé ìîäåëåé:
1022 m
:= g_PlayerModel_GetNames();
1027 if (gGameSettings
.GameType
= GT_SINGLE
) or (gGameSettings
.GameMode
= GM_COOP
) then
1028 Team
:= TEAM_COOP
// COOP
1030 if gGameSettings
.GameMode
= GM_DM
then
1031 Team
:= TEAM_NONE
// DM
1033 if Team
= TEAM_NONE
then // CTF / TDM
1035 // Àâòîáàëàíñ êîìàíä:
1039 for a
:= 0 to High(gPlayers
) do
1040 if gPlayers
[a
] <> nil then
1042 if gPlayers
[a
].Team
= TEAM_RED
then
1045 if gPlayers
[a
].Team
= TEAM_BLUE
then
1055 if Random(2) = 0 then
1061 // Âûáèðàåì áîòó èìÿ:
1063 if BotNames
<> nil then
1064 for a
:= 0 to High(BotNames
) do
1065 if g_Player_ValidName(BotNames
[a
]) then
1067 _name
:= BotNames
[a
];
1071 // Èìåíè íåò, çàäàåì ñëó÷àéíîå:
1074 _name
:= Format('DFBOT%.2d', [Random(100)]);
1075 until g_Player_ValidName(_name
);
1077 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
1078 _model
:= m
[Random(Length(m
))];
1081 with g_Player_Get(g_Player_Create(_model
,
1082 _RGB(Min(Random(9)*32, 255),
1083 Min(Random(9)*32, 255),
1084 Min(Random(9)*32, 255)),
1085 Team
, True)) as TBot
do
1090 1: FDifficult
:= DIFFICULT_EASY
;
1091 2: FDifficult
:= DIFFICULT_MEDIUM
;
1092 else FDifficult
:= DIFFICULT_HARD
;
1095 for a
:= WP_FIRST
to WP_LAST
do
1097 FDifficult
.WeaponPrior
[a
] := WEAPON_PRIOR1
[a
];
1098 FDifficult
.CloseWeaponPrior
[a
] := WEAPON_PRIOR2
[a
];
1099 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1102 g_Console_Add(Format(_lc
[I_PLAYER_JOIN
], [Name
]), True);
1104 if g_Game_IsNet
then MH_SEND_PlayerCreate(UID
);
1105 if g_Game_IsServer
and (gGameSettings
.MaxLives
> 0) then
1110 procedure g_Bot_AddList(Team
: Byte; lName
: ShortString; num
: Integer = -1);
1113 _name
, _model
: String;
1116 if not g_Game_IsServer
then Exit
;
1118 // Ñïèñîê íàçâàíèé ìîäåëåé:
1119 m
:= g_PlayerModel_GetNames();
1124 if (gGameSettings
.GameType
= GT_SINGLE
) or (gGameSettings
.GameMode
= GM_COOP
) then
1125 Team
:= TEAM_COOP
// COOP
1127 if gGameSettings
.GameMode
= GM_DM
then
1128 Team
:= TEAM_NONE
// DM
1130 if Team
= TEAM_NONE
then
1131 Team
:= BotList
[num
].team
; // CTF / TDM
1133 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1134 lName
:= AnsiLowerCase(lName
);
1135 if (num
< 0) or (num
> Length(BotList
)-1) then
1137 if (num
= -1) and (lName
<> '') and (BotList
<> nil) then
1138 for a
:= 0 to High(BotList
) do
1139 if AnsiLowerCase(BotList
[a
].name
) = lName
then
1148 _name
:= BotList
[num
].name
;
1149 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1150 if not g_Player_ValidName(_name
) then
1152 _name
:= Format('DFBOT%.2d', [Random(100)]);
1153 until g_Player_ValidName(_name
);
1156 _model
:= BotList
[num
].model
;
1157 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1158 if not InSArray(_model
, m
) then
1159 _model
:= m
[Random(Length(m
))];
1162 with g_Player_Get(g_Player_Create(_model
, BotList
[num
].color
, Team
, True)) as TBot
do
1166 FDifficult
.DiagFire
:= BotList
[num
].diag_fire
;
1167 FDifficult
.InvisFire
:= BotList
[num
].invis_fire
;
1168 FDifficult
.DiagPrecision
:= BotList
[num
].diag_precision
;
1169 FDifficult
.FlyPrecision
:= BotList
[num
].fly_precision
;
1170 FDifficult
.Cover
:= BotList
[num
].cover
;
1171 FDifficult
.CloseJump
:= BotList
[num
].close_jump
;
1173 for a
:= WP_FIRST
to WP_LAST
do
1175 FDifficult
.WeaponPrior
[a
] := BotList
[num
].w_prior1
[a
];
1176 FDifficult
.CloseWeaponPrior
[a
] := BotList
[num
].w_prior2
[a
];
1177 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1180 g_Console_Add(Format(_lc
[I_PLAYER_JOIN
], [Name
]), True);
1182 if g_Game_IsNet
then MH_SEND_PlayerCreate(UID
);
1186 procedure g_Bot_RemoveAll();
1190 if not g_Game_IsServer
then Exit
;
1191 if gPlayers
= nil then Exit
;
1193 for a
:= 0 to High(gPlayers
) do
1194 if gPlayers
[a
] <> nil then
1195 if gPlayers
[a
] is TBot
then
1197 gPlayers
[a
].Lives
:= 0;
1198 gPlayers
[a
].Kill(K_SIMPLEKILL
, 0, HIT_DISCON
);
1199 g_Console_Add(Format(_lc
[I_PLAYER_LEAVE
], [gPlayers
[a
].Name
]), True);
1200 g_Player_Remove(gPlayers
[a
].FUID
);
1206 procedure g_Bot_MixNames();
1211 if BotNames
<> nil then
1212 for a
:= 0 to High(BotNames
) do
1214 b
:= Random(Length(BotNames
));
1216 Botnames
[a
] := BotNames
[b
];
1221 procedure g_Player_Remove(UID
: Word);
1225 if gPlayers
= nil then Exit
;
1227 if g_Game_IsServer
and g_Game_IsNet
then
1228 MH_SEND_PlayerDelete(UID
);
1230 for i
:= 0 to High(gPlayers
) do
1231 if gPlayers
[i
] <> nil then
1232 if gPlayers
[i
].FUID
= UID
then
1234 if gPlayers
[i
] is TPlayer
then
1235 TPlayer(gPlayers
[i
]).Free()
1237 TBot(gPlayers
[i
]).Free();
1243 procedure g_Player_Init();
1253 if not FileExists(DataDir
+ BOTNAMES_FILENAME
) then
1256 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1257 AssignFile(F
, DataDir
+ BOTNAMES_FILENAME
);
1268 SetLength(BotNames
, Length(BotNames
)+1);
1269 BotNames
[High(BotNames
)] := s
;
1277 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1278 config
:= TConfig
.CreateFile(DataDir
+ BOTLIST_FILENAME
);
1282 while config
.SectionExists(IntToStr(a
)) do
1284 SetLength(BotList
, Length(BotList
)+1);
1286 with BotList
[High(BotList
)] do
1289 name
:= config
.ReadStr(IntToStr(a
), 'name', '');
1291 model
:= config
.ReadStr(IntToStr(a
), 'model', '');
1293 if config
.ReadStr(IntToStr(a
), 'team', 'red') = 'red' then
1298 sa
:= parse(config
.ReadStr(IntToStr(a
), 'color', ''));
1299 color
.R
:= StrToIntDef(sa
[0], 0);
1300 color
.G
:= StrToIntDef(sa
[1], 0);
1301 color
.B
:= StrToIntDef(sa
[2], 0);
1302 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1303 diag_fire
:= config
.ReadInt(IntToStr(a
), 'diag_fire', 0);
1304 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1305 invis_fire
:= config
.ReadInt(IntToStr(a
), 'invis_fire', 0);
1306 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1307 diag_precision
:= config
.ReadInt(IntToStr(a
), 'diag_precision', 0);
1308 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1309 fly_precision
:= config
.ReadInt(IntToStr(a
), 'fly_precision', 0);
1310 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1311 cover
:= config
.ReadInt(IntToStr(a
), 'cover', 0);
1312 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1313 close_jump
:= config
.ReadInt(IntToStr(a
), 'close_jump', 0);
1314 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1315 sa
:= parse(config
.ReadStr(IntToStr(a
), 'w_prior1', ''));
1316 if Length(sa
) = 10 then
1318 w_prior1
[b
] := EnsureRange(StrToInt(sa
[b
]), 0, 9);
1319 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1320 sa
:= parse(config
.ReadStr(IntToStr(a
), 'w_prior2', ''));
1321 if Length(sa
) = 10 then
1323 w_prior2
[b
] := EnsureRange(StrToInt(sa
[b
]), 0, 9);
1325 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1326 if Length(sa) = 10 then
1328 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1337 procedure g_Player_Free();
1341 if gPlayers
<> nil then
1343 for i
:= 0 to High(gPlayers
) do
1344 if gPlayers
[i
] <> nil then
1346 if gPlayers
[i
] is TPlayer
then
1347 TPlayer(gPlayers
[i
]).Free()
1349 TBot(gPlayers
[i
]).Free();
1360 procedure g_Player_UpdateAll();
1364 if gPlayers
= nil then Exit
;
1366 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1367 for i
:= 0 to High(gPlayers
) do
1369 if gPlayers
[i
] <> nil then
1371 if gPlayers
[i
] is TPlayer
then
1373 gPlayers
[i
].Update();
1374 if (not gPlayers
[i
].alive
) then gPlayers
[i
].NetForceWeapFIdx
:= 0; // just in case
1375 //if g_Game_IsClient or not g_Game_IsNet then
1377 gPlayers
[i
].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1382 // bot updates weapons in `UpdateCombat()`
1383 TBot(gPlayers
[i
]).Update();
1387 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1390 procedure g_Player_DrawAll();
1394 if gPlayers
= nil then Exit
;
1396 for i
:= 0 to High(gPlayers
) do
1397 if gPlayers
[i
] <> nil then
1398 if gPlayers
[i
] is TPlayer
then gPlayers
[i
].Draw()
1399 else TBot(gPlayers
[i
]).Draw();
1402 procedure g_Player_DrawDebug(p
: TPlayer
);
1406 if p
= nil then Exit
;
1407 if (@p
.FObj
) = nil then Exit
;
1409 e_TextureFontGetSize(gStdFont
, fW
, fH
);
1411 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p
.FObj
.X
), gStdFont
);
1412 e_TextureFontPrint(0, fH
, 'Pos Y: ' + IntToStr(p
.FObj
.Y
), gStdFont
);
1413 e_TextureFontPrint(0, fH
* 2, 'Vel X: ' + IntToStr(p
.FObj
.Vel
.X
), gStdFont
);
1414 e_TextureFontPrint(0, fH
* 3, 'Vel Y: ' + IntToStr(p
.FObj
.Vel
.Y
), gStdFont
);
1415 e_TextureFontPrint(0, fH
* 4, 'Acc X: ' + IntToStr(p
.FObj
.Accel
.X
), gStdFont
);
1416 e_TextureFontPrint(0, fH
* 5, 'Acc Y: ' + IntToStr(p
.FObj
.Accel
.Y
), gStdFont
);
1419 procedure g_Player_DrawHealth();
1424 if gPlayers
= nil then Exit
;
1425 e_TextureFontGetSize(gStdFont
, fW
, fH
);
1427 for i
:= 0 to High(gPlayers
) do
1428 if gPlayers
[i
] <> nil then
1430 e_TextureFontPrint(gPlayers
[i
].FObj
.X
+ gPlayers
[i
].FObj
.Rect
.X
,
1431 gPlayers
[i
].FObj
.Y
+ gPlayers
[i
].FObj
.Rect
.Y
+ gPlayers
[i
].FObj
.Rect
.Height
- fH
* 2,
1432 IntToStr(gPlayers
[i
].FHealth
), gStdFont
);
1433 e_TextureFontPrint(gPlayers
[i
].FObj
.X
+ gPlayers
[i
].FObj
.Rect
.X
,
1434 gPlayers
[i
].FObj
.Y
+ gPlayers
[i
].FObj
.Rect
.Y
+ gPlayers
[i
].FObj
.Rect
.Height
- fH
,
1435 IntToStr(gPlayers
[i
].FArmor
), gStdFont
);
1439 function g_Player_Get(UID
: Word): TPlayer
;
1445 if gPlayers
= nil then
1448 for a
:= 0 to High(gPlayers
) do
1449 if gPlayers
[a
] <> nil then
1450 if gPlayers
[a
].FUID
= UID
then
1452 Result
:= gPlayers
[a
];
1457 function g_Player_GetCount(): Byte;
1463 if gPlayers
= nil then
1466 for a
:= 0 to High(gPlayers
) do
1467 if gPlayers
[a
] <> nil then
1468 Result
:= Result
+ 1;
1471 function g_Player_GetStats(): TPlayerStatArray
;
1477 if gPlayers
= nil then Exit
;
1479 for a
:= 0 to High(gPlayers
) do
1480 if gPlayers
[a
] <> nil then
1482 SetLength(Result
, Length(Result
)+1);
1483 with Result
[High(Result
)] do
1485 Ping
:= gPlayers
[a
].FPing
;
1486 Loss
:= gPlayers
[a
].FLoss
;
1487 Name
:= gPlayers
[a
].FName
;
1488 Team
:= gPlayers
[a
].FTeam
;
1489 Frags
:= gPlayers
[a
].FFrags
;
1490 Deaths
:= gPlayers
[a
].FDeath
;
1491 Kills
:= gPlayers
[a
].FKills
;
1492 Color
:= gPlayers
[a
].FModel
.Color
;
1493 Lives
:= gPlayers
[a
].FLives
;
1494 Spectator
:= gPlayers
[a
].FSpectator
;
1499 procedure g_Player_RememberAll
;
1503 for i
:= Low(gPlayers
) to High(gPlayers
) do
1504 if (gPlayers
[i
] <> nil) and gPlayers
[i
].alive
then
1505 gPlayers
[i
].RememberState
;
1508 procedure g_Player_ResetAll(Force
, Silent
: Boolean);
1512 gTeamStat
[TEAM_RED
].Goals
:= 0;
1513 gTeamStat
[TEAM_BLUE
].Goals
:= 0;
1515 if gPlayers
<> nil then
1516 for i
:= 0 to High(gPlayers
) do
1517 if gPlayers
[i
] <> nil then
1519 gPlayers
[i
].Reset(Force
);
1521 if gPlayers
[i
] is TPlayer
then
1523 if (not gPlayers
[i
].FSpectator
) or gPlayers
[i
].FWantsInGame
then
1524 gPlayers
[i
].Respawn(Silent
)
1526 gPlayers
[i
].Spectate();
1529 TBot(gPlayers
[i
]).Respawn(Silent
);
1533 procedure g_Player_CreateCorpse(Player
: TPlayer
);
1539 if Player
.alive
then
1542 // Ðàçðûâàåì ñâÿçü ñ ïðåæíèì òðóïîì:
1543 if gCorpses
<> nil then
1544 for i
:= 0 to High(gCorpses
) do
1545 if gCorpses
[i
] <> nil then
1546 if gCorpses
[i
].FPlayerUID
= Player
.FUID
then
1547 gCorpses
[i
].FPlayerUID
:= 0;
1549 if Player
.FObj
.Y
>= gMapInfo
.Height
+128 then
1554 if (FHealth
>= -50) or (gGibsCount
= 0) then
1556 if (gCorpses
= nil) or (Length(gCorpses
) = 0) then
1560 for find_id
:= 0 to High(gCorpses
) do
1561 if gCorpses
[find_id
] = nil then
1568 find_id
:= Random(Length(gCorpses
));
1570 gCorpses
[find_id
] := TCorpse
.Create(FObj
.X
, FObj
.Y
, FModel
.Name
, FHealth
< -20);
1571 gCorpses
[find_id
].FColor
:= FModel
.Color
;
1572 gCorpses
[find_id
].FObj
.Vel
:= FObj
.Vel
;
1573 gCorpses
[find_id
].FObj
.Accel
:= FObj
.Accel
;
1574 gCorpses
[find_id
].FPlayerUID
:= FUID
;
1577 g_Player_CreateGibs(FObj
.X
+ PLAYER_RECT_CX
,
1578 FObj
.Y
+ PLAYER_RECT_CY
,
1579 FModel
.Name
, FModel
.Color
);
1583 procedure g_Player_CreateShell(fX
, fY
, dX
, dY
: Integer; T
: Byte);
1587 if (gShells
= nil) or (Length(gShells
) = 0) then
1590 with gShells
[CurrentShell
] do
1596 if T
= SHELL_BULLET
then
1598 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID
) then
1602 Obj
.Rect
.Width
:= 4;
1603 Obj
.Rect
.Height
:= 2;
1607 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID
) then
1611 Obj
.Rect
.Width
:= 7;
1612 Obj
.Rect
.Height
:= 3;
1618 g_Obj_Push(@Obj
, dX
+ Random(4)-Random(4), dY
-Random(4));
1619 positionChanged(); // this updates spatial accelerators
1620 RAngle
:= Random(360);
1621 Timeout
:= gTime
+ SHELL_TIMEOUT
;
1623 if CurrentShell
>= High(gShells
) then
1630 procedure g_Player_CreateGibs(fX
, fY
: Integer; ModelName
: string; fColor
: TRGB
);
1633 GibsArray
: TGibsArray
;
1636 if (gGibs
= nil) or (Length(gGibs
) = 0) then
1638 if not g_PlayerModel_GetGibs(ModelName
, GibsArray
) then
1640 Blood
:= g_PlayerModel_GetBlood(ModelName
);
1642 for a
:= 0 to High(GibsArray
) do
1643 with gGibs
[CurrentGib
] do
1646 ID
:= GibsArray
[a
].ID
;
1647 MaskID
:= GibsArray
[a
].MaskID
;
1650 Obj
.Rect
:= GibsArray
[a
].Rect
;
1651 Obj
.X
:= fX
-GibsArray
[a
].Rect
.X
-(GibsArray
[a
].Rect
.Width
div 2);
1652 Obj
.Y
:= fY
-GibsArray
[a
].Rect
.Y
-(GibsArray
[a
].Rect
.Height
div 2);
1653 g_Obj_PushA(@Obj
, 25 + Random(10), Random(361));
1654 positionChanged(); // this updates spatial accelerators
1655 RAngle
:= Random(360);
1657 if gBloodCount
> 0 then
1658 g_GFX_Blood(fX
, fY
, 16*gBloodCount
+Random(5*gBloodCount
), -16+Random(33), -16+Random(33),
1659 Random(48), Random(48), Blood
.R
, Blood
.G
, Blood
.B
, Blood
.Kind
);
1661 if CurrentGib
>= High(gGibs
) then
1668 procedure g_Player_UpdatePhysicalObjects();
1674 procedure ShellSound_Bounce(X
, Y
: Integer; T
: Byte);
1679 if T
= SHELL_BULLET
then
1680 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k
), X
, Y
)
1682 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k
), X
, Y
);
1687 if gGibs
<> nil then
1688 for i
:= 0 to High(gGibs
) do
1689 if gGibs
[i
].alive
then
1693 mr
:= g_Obj_Move(@Obj
, True, False, True);
1694 positionChanged(); // this updates spatial accelerators
1696 if WordBool(mr
and MOVE_FALLOUT
) then
1702 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1703 if WordBool(mr
and MOVE_HITWALL
) then
1704 Obj
.Vel
.X
:= -(vel
.X
div 2);
1705 if WordBool(mr
and (MOVE_HITCEIL
or MOVE_HITLAND
)) then
1706 Obj
.Vel
.Y
:= -(vel
.Y
div 2);
1708 if (Obj
.Vel
.X
>= 0) then
1710 RAngle
:= RAngle
+ Abs(Obj
.Vel
.X
)*6 + Abs(Obj
.Vel
.Y
);
1711 if RAngle
>= 360 then
1712 RAngle
:= RAngle
mod 360;
1713 end else begin // Counter-clockwise
1714 RAngle
:= RAngle
- Abs(Obj
.Vel
.X
)*6 - Abs(Obj
.Vel
.Y
);
1716 RAngle
:= (360 - (Abs(RAngle
) mod 360)) mod 360;
1719 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1720 if gTime
mod (GAME_TICK
*3) = 0 then
1721 Obj
.Vel
.X
:= z_dec(Obj
.Vel
.X
, 1);
1725 if gCorpses
<> nil then
1726 for i
:= 0 to High(gCorpses
) do
1727 if gCorpses
[i
] <> nil then
1728 if gCorpses
[i
].State
= CORPSE_STATE_REMOVEME
then
1734 gCorpses
[i
].Update();
1737 if gShells
<> nil then
1738 for i
:= 0 to High(gShells
) do
1739 if gShells
[i
].alive
then
1743 mr
:= g_Obj_Move(@Obj
, True, False, True);
1744 positionChanged(); // this updates spatial accelerators
1746 if WordBool(mr
and MOVE_FALLOUT
) or (gShells
[i
].Timeout
< gTime
) then
1752 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1753 if WordBool(mr
and MOVE_HITWALL
) then
1755 Obj
.Vel
.X
:= -(vel
.X
div 2);
1756 if not WordBool(mr
and MOVE_INWATER
) then
1757 ShellSound_Bounce(Obj
.X
, Obj
.Y
, SType
);
1759 if WordBool(mr
and (MOVE_HITCEIL
or MOVE_HITLAND
)) then
1761 Obj
.Vel
.Y
:= -(vel
.Y
div 2);
1762 if Obj
.Vel
.X
<> 0 then Obj
.Vel
.X
:= Obj
.Vel
.X
div 2;
1763 if (Obj
.Vel
.X
= 0) and (Obj
.Vel
.Y
= 0) then
1765 if RAngle
mod 90 <> 0 then
1766 RAngle
:= (RAngle
div 90) * 90;
1768 else if not WordBool(mr
and MOVE_INWATER
) then
1769 ShellSound_Bounce(Obj
.X
, Obj
.Y
, SType
);
1772 if (Obj
.Vel
.X
>= 0) then
1774 RAngle
:= RAngle
+ Abs(Obj
.Vel
.X
)*8 + Abs(Obj
.Vel
.Y
);
1775 if RAngle
>= 360 then
1776 RAngle
:= RAngle
mod 360;
1777 end else begin // Counter-clockwise
1778 RAngle
:= RAngle
- Abs(Obj
.Vel
.X
)*8 - Abs(Obj
.Vel
.Y
);
1780 RAngle
:= (360 - (Abs(RAngle
) mod 360)) mod 360;
1786 procedure TGib
.getMapBox (out x
, y
, w
, h
: Integer); inline;
1788 x
:= Obj
.X
+Obj
.Rect
.X
;
1789 y
:= Obj
.Y
+Obj
.Rect
.Y
;
1790 w
:= Obj
.Rect
.Width
;
1791 h
:= Obj
.Rect
.Height
;
1794 procedure TGib
.moveBy (dx
, dy
: Integer); inline;
1796 if (dx
<> 0) or (dy
<> 0) then
1805 procedure TShell
.getMapBox (out x
, y
, w
, h
: Integer); inline;
1809 w
:= Obj
.Rect
.Width
;
1810 h
:= Obj
.Rect
.Height
;
1813 procedure TShell
.moveBy (dx
, dy
: Integer); inline;
1815 if (dx
<> 0) or (dy
<> 0) then
1824 procedure TGib
.positionChanged (); inline; begin end;
1825 procedure TShell
.positionChanged (); inline; begin end;
1828 procedure g_Player_DrawCorpses();
1833 if gGibs
<> nil then
1834 for i
:= 0 to High(gGibs
) do
1835 if gGibs
[i
].alive
then
1838 if not g_Obj_Collide(sX
, sY
, sWidth
, sHeight
, @Obj
) then
1841 a
.X
:= Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2);
1842 a
.y
:= Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2);
1844 e_DrawAdv(ID
, Obj
.X
, Obj
.Y
, 0, True, False, RAngle
, @a
, TMirrorType
.None
);
1847 e_DrawAdv(MaskID
, Obj
.X
, Obj
.Y
, 0, True, False, RAngle
, @a
, TMirrorType
.None
);
1853 if gCorpses
<> nil then
1854 for i
:= 0 to High(gCorpses
) do
1855 if gCorpses
[i
] <> nil then
1859 procedure g_Player_DrawShells();
1864 if gShells
<> nil then
1865 for i
:= 0 to High(gShells
) do
1866 if gShells
[i
].alive
then
1869 if not g_Obj_Collide(sX
, sY
, sWidth
, sHeight
, @Obj
) then
1875 e_DrawAdv(SpriteID
, Obj
.X
, Obj
.Y
, 0, True, False, RAngle
, @a
, TMirrorType
.None
);
1879 procedure g_Player_RemoveAllCorpses();
1885 SetLength(gGibs
, MaxGibs
);
1886 SetLength(gShells
, MaxGibs
);
1890 if gCorpses
<> nil then
1891 for i
:= 0 to High(gCorpses
) do
1895 SetLength(gCorpses
, MaxCorpses
);
1898 procedure g_Player_Corpses_SaveState (st
: TStream
);
1902 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ
1904 for i
:= 0 to High(gCorpses
) do if (gCorpses
[i
] <> nil) then Inc(count
);
1906 // Êîëè÷åñòâî òðóïîâ
1907 utils
.writeInt(st
, LongInt(count
));
1909 if (count
= 0) then exit
;
1912 for i
:= 0 to High(gCorpses
) do
1914 if gCorpses
[i
] <> nil then
1917 utils
.writeStr(st
, gCorpses
[i
].FModelName
);
1919 utils
.writeBool(st
, gCorpses
[i
].Mess
);
1920 // Ñîõðàíÿåì äàííûå òðóïà:
1921 gCorpses
[i
].SaveState(st
);
1927 procedure g_Player_Corpses_LoadState (st
: TStream
);
1935 g_Player_RemoveAllCorpses();
1937 // Êîëè÷åñòâî òðóïîâ:
1938 count
:= utils
.readLongInt(st
);
1939 if (count
< 0) or (count
> Length(gCorpses
)) then raise XStreamError
.Create('invalid number of corpses');
1941 if (count
= 0) then exit
;
1944 for i
:= 0 to count
-1 do
1947 str
:= utils
.readStr(st
);
1949 b
:= utils
.readBool(st
);
1951 gCorpses
[i
] := TCorpse
.Create(0, 0, str
, b
);
1952 // Çàãðóæàåì äàííûå òðóïà
1953 gCorpses
[i
].LoadState(st
);
1960 function TPlayer
.isValidViewPort (): Boolean; inline; begin result
:= (viewPortW
> 0) and (viewPortH
> 0); end;
1962 procedure TPlayer
.BFGHit();
1964 g_Weapon_BFGHit(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1965 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
1966 if g_Game_IsServer
and g_Game_IsNet
then
1967 MH_SEND_Effect(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1968 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
1972 procedure TPlayer
.ChangeModel(ModelName
: string);
1974 locModel
: TPlayerModel
;
1976 locModel
:= g_PlayerModel_Get(ModelName
);
1977 if locModel
= nil then Exit
;
1983 procedure TPlayer
.SetModel(ModelName
: string);
1987 m
:= g_PlayerModel_Get(ModelName
);
1990 g_SimpleError(Format(_lc
[I_GAME_ERROR_MODEL_FALLBACK
], [ModelName
]));
1991 m
:= g_PlayerModel_Get('doomer');
1994 g_FatalError(Format(_lc
[I_GAME_ERROR_MODEL
], ['doomer']));
1999 if FModel
<> nil then
2004 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
2005 FModel
.Color
:= FColor
2007 FModel
.Color
:= TEAMCOLOR
[FTeam
];
2008 FModel
.SetWeapon(FCurrWeap
);
2009 FModel
.SetFlag(FFlag
);
2010 SetDirection(FDirection
);
2013 procedure TPlayer
.SetColor(Color
: TRGB
);
2016 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
2017 if FModel
<> nil then FModel
.Color
:= Color
;
2020 procedure TPlayer
.SwitchTeam
;
2022 if g_Game_IsClient
then
2024 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then Exit
;
2026 if gGameOn
and FAlive
then
2027 Kill(K_SIMPLEKILL
, FUID
, HIT_SELF
);
2029 if FTeam
= TEAM_RED
then
2031 ChangeTeam(TEAM_BLUE
);
2032 g_Console_Add(Format(_lc
[I_PLAYER_CHTEAM_BLUE
], [FName
]), True);
2033 if g_Game_IsNet
then
2034 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM
, TEAM_BLUE
, FName
);
2038 ChangeTeam(TEAM_RED
);
2039 g_Console_Add(Format(_lc
[I_PLAYER_CHTEAM_RED
], [FName
]), True);
2040 if g_Game_IsNet
then
2041 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM
, TEAM_RED
, FName
);
2043 FPreferredTeam
:= FTeam
;
2046 procedure TPlayer
.ChangeTeam(Team
: Byte);
2053 TEAM_RED
, TEAM_BLUE
:
2054 FModel
.Color
:= TEAMCOLOR
[Team
];
2056 FModel
.Color
:= FColor
;
2058 if (FTeam
<> OldTeam
) and g_Game_IsNet
and g_Game_IsServer
then
2059 MH_SEND_PlayerStats(FUID
);
2063 procedure TPlayer.CollideItem();
2068 if gItems = nil then Exit;
2069 if not FAlive then Exit;
2071 for i := 0 to High(gItems) do
2074 if (ItemType <> ITEM_NONE) and alive then
2075 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
2076 PLAYER_RECT.Height, @Obj) then
2078 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
2080 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
2081 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
2082 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
2083 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
2084 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
2086 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
2087 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
2088 (gGameSettings.GameType = GT_SINGLE) and
2089 (g_Player_GetCount() > 1)) then
2090 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
2096 function TPlayer
.CollideLevel(XInc
, YInc
: Integer): Boolean;
2098 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
2099 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
, PANEL_WALL
,
2103 constructor TPlayer
.Create();
2109 mEDamageType
:= HIT_SOME
;
2115 FSawSound
:= TPlayableSound
.Create();
2116 FSawSoundIdle
:= TPlayableSound
.Create();
2117 FSawSoundHit
:= TPlayableSound
.Create();
2118 FSawSoundSelect
:= TPlayableSound
.Create();
2119 FJetSoundFly
:= TPlayableSound
.Create();
2120 FJetSoundOn
:= TPlayableSound
.Create();
2121 FJetSoundOff
:= TPlayableSound
.Create();
2123 FSawSound
.SetByName('SOUND_WEAPON_FIRESAW');
2124 FSawSoundIdle
.SetByName('SOUND_WEAPON_IDLESAW');
2125 FSawSoundHit
.SetByName('SOUND_WEAPON_HITSAW');
2126 FSawSoundSelect
.SetByName('SOUND_WEAPON_SELECTSAW');
2127 FJetSoundFly
.SetByName('SOUND_PLAYER_JETFLY');
2128 FJetSoundOn
.SetByName('SOUND_PLAYER_JETON');
2129 FJetSoundOff
.SetByName('SOUND_PLAYER_JETOFF');
2131 FSpectatePlayer
:= -1;
2135 FSavedState
.WaitRecall
:= False;
2141 FActualModelName
:= 'doomer';
2144 FObj
.Rect
:= PLAYER_RECT
;
2146 FBFGFireCounter
:= -1;
2147 FJustTeleported
:= False;
2150 //FNetForceWeap := FCurrWeap;
2151 FNetForceWeapFIdx
:= 0;
2152 //FCurrFrameIdx := 0;
2155 releaseAllWeaponSwitchKeys();
2159 procedure TPlayer
.releaseAllWeaponSwitchKeys ();
2163 for f
:= 0 to High(weaponSwitchKeyReleased
) do weaponSwitchKeyReleased
[f
] := $03;
2166 procedure TPlayer
.weaponSwitchKeysStateChange (index
: Integer; pressed
: Boolean);
2168 Inc(index
, 2); // -2: prev; -1: next
2169 if (index
< 0) or (index
> High(weaponSwitchKeyReleased
)) then exit
;
2170 weaponSwitchKeyReleased
[index
] := weaponSwitchKeyReleased
[index
] or $02;
2171 if (pressed
) then weaponSwitchKeyReleased
[index
] := weaponSwitchKeyReleased
[index
] xor $02;
2174 function TPlayer
.isWeaponSwitchKeyReleased (index
: Integer): Boolean;
2176 Inc(index
, 2); // -2: prev; -1: next
2177 if (index
< 0) or (index
> High(weaponSwitchKeyReleased
)) then
2183 result
:= (weaponSwitchKeyReleased
[index
] and $01) <> 0;
2187 procedure TPlayer
.weaponSwitchKeysShiftNewStates ();
2191 // copy bit 1 to bit 0
2192 for f
:= 0 to High(weaponSwitchKeyReleased
) do
2194 weaponSwitchKeyReleased
[f
] :=
2195 (weaponSwitchKeyReleased
[f
] and $02) or
2196 ((weaponSwitchKeyReleased
[f
] shr 1) and $01);
2201 procedure TPlayer
.positionChanged (); inline;
2205 procedure TPlayer
.doDamage (v
: Integer);
2207 if (v
<= 0) then exit
;
2208 if (v
> 32767) then v
:= 32767;
2209 Damage(v
, 0, 0, 0, mEDamageType
);
2212 procedure TPlayer
.Damage(value
: Word; SpawnerUID
: Word; vx
, vy
: Integer; t
: Byte);
2216 if (not g_Game_IsClient
) and (not FAlive
) then
2221 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2222 if ((t
= HIT_TRAP
) or (t
= HIT_SELF
)) and (not FGodMode
) then
2224 if not g_Game_IsClient
then
2227 if t
= HIT_TRAP
then
2229 // Ëîâóøêà óáèâàåò ñðàçó:
2231 Kill(K_EXTRAHARDKILL
, SpawnerUID
, t
);
2233 if t
= HIT_SELF
then
2237 Kill(K_SIMPLEKILL
, SpawnerUID
, t
);
2240 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2241 FMegaRulez
[MR_SUIT
] := 0;
2242 FMegaRulez
[MR_INVUL
] := 0;
2243 FMegaRulez
[MR_INVIS
] := 0;
2247 // Íî îò îñòàëüíîãî ñïàñàåò:
2248 if FMegaRulez
[MR_INVUL
] >= gTime
then
2255 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2256 if LongBool(gGameSettings
.Options
and GAME_OPTION_TEAMDAMAGE
) or
2257 (SpawnerUID
= FUID
) or
2258 (not SameTeam(FUID
, SpawnerUID
)) then
2260 FLastSpawnerUID
:= SpawnerUID
;
2262 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2263 if gBloodCount
> 0 then
2265 c
:= Min(value
, 200)*gBloodCount
+ Random(Min(value
, 200) div 2);
2266 if value
div 4 <= c
then
2267 c
:= c
- (value
div 4)
2271 if (t
= HIT_SOME
) and (vx
= 0) and (vy
= 0) then
2275 HIT_TRAP
, HIT_ACID
, HIT_FLAME
, HIT_SELF
: MakeBloodSimple(c
);
2276 HIT_BFG
, HIT_ROCKET
, HIT_SOME
: MakeBloodVector(c
, vx
, vy
);
2279 if t
= HIT_WATER
then
2280 g_GFX_Bubbles(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2),
2281 FObj
.Y
+PLAYER_RECT
.Y
-4, value
div 2, 8, 4);
2286 Inc(FDamageBuffer
, value
);
2290 FPain
:= FPain
+ value
;
2293 if g_Game_IsServer
and g_Game_IsNet
then
2295 MH_SEND_PlayerDamage(FUID
, t
, SpawnerUID
, value
, vx
, vy
);
2296 MH_SEND_PlayerStats(FUID
);
2297 MH_SEND_PlayerPos(False, FUID
);
2301 function TPlayer
.Heal(value
: Word; Soft
: Boolean): Boolean;
2304 if g_Game_IsClient
then
2309 if Soft
and (FHealth
< PLAYER_HP_SOFT
) then
2311 IncMax(FHealth
, value
, PLAYER_HP_SOFT
);
2314 if (not Soft
) and (FHealth
< PLAYER_HP_LIMIT
) then
2316 IncMax(FHealth
, value
, PLAYER_HP_LIMIT
);
2320 if Result
and g_Game_IsServer
and g_Game_IsNet
then
2321 MH_SEND_PlayerStats(FUID
);
2324 destructor TPlayer
.Destroy();
2326 if (gPlayer1
<> nil) and (gPlayer1
.FUID
= FUID
) then
2328 if (gPlayer2
<> nil) and (gPlayer2
.FUID
= FUID
) then
2332 FSawSoundIdle
.Free();
2333 FSawSoundHit
.Free();
2334 FJetSoundFly
.Free();
2336 FJetSoundOff
.Free();
2338 if FPunchAnim
<> nil then
2344 procedure TPlayer
.DrawBubble();
2346 bubX
, bubY
: Integer;
2349 Rw
, Gw
, Bw
: SmallInt;
2352 bubX
:= FObj
.X
+FObj
.Rect
.X
+ IfThen(FDirection
= TDirection
.D_LEFT
, -4, 18);
2353 bubY
:= FObj
.Y
+FObj
.Rect
.Y
- 18;
2361 1: // simple textual non-bubble
2363 bubX
:= FObj
.X
+FObj
.Rect
.X
- 11;
2364 bubY
:= FObj
.Y
+FObj
.Rect
.Y
- 17;
2365 e_TextureFontPrint(bubX
, bubY
, '[...]', gStdFont
);
2368 2: // advanced pixel-perfect bubble
2370 if FTeam
= TEAM_RED
then
2373 if FTeam
= TEAM_BLUE
then
2376 3: // colored bubble
2378 Rb
:= FModel
.Color
.R
;
2379 Gb
:= FModel
.Color
.G
;
2380 Bb
:= FModel
.Color
.B
;
2381 Rw
:= Min(Rb
* 2 + 64, 255);
2382 Gw
:= Min(Gb
* 2 + 64, 255);
2383 Bw
:= Min(Bb
* 2 + 64, 255);
2384 if (Abs(Rw
- Rb
) < 32)
2385 or (Abs(Gw
- Gb
) < 32)
2386 or (Abs(Bw
- Bb
) < 32) then
2388 Rb
:= Max(Rw
div 2 - 16, 0);
2389 Gb
:= Max(Gw
div 2 - 16, 0);
2390 Bb
:= Max(Bw
div 2 - 16, 0);
2393 4: // custom textured bubble
2395 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID
) then
2396 if FDirection
= TDirection
.D_RIGHT
then
2397 e_Draw(ID
, bubX
- 6, bubY
- 7, 0, True, False)
2399 e_Draw(ID
, bubX
- 6, bubY
- 7, 0, True, False, TMirrorType
.Horizontal
);
2405 e_DrawQuad(bubX
+ 1, bubY
, bubX
+ 18, bubY
+ 13, Rb
, Gb
, Bb
);
2406 e_DrawQuad(bubX
, bubY
+ 1, bubX
+ 19, bubY
+ 12, Rb
, Gb
, Bb
);
2408 e_DrawFillQuad(bubX
+ 1, bubY
+ 1, bubX
+ 18, bubY
+ 12, Rw
, Gw
, Bw
, 0);
2411 Dot
:= IfThen(FDirection
= TDirection
.D_LEFT
, 14, 5);
2412 e_DrawLine(1, bubX
+ Dot
, bubY
+ 14, bubX
+ Dot
, bubY
+ 16, Rb
, Gb
, Bb
);
2413 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
);
2414 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
);
2415 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
);
2416 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
);
2420 e_DrawFillQuad(bubX
+ Dot
, bubY
+ 8, bubX
+ Dot
+ 1, bubY
+ 9, Rb
, Gb
, Bb
, 0);
2421 e_DrawFillQuad(bubX
+ Dot
+ 3, bubY
+ 8, bubX
+ Dot
+ 4, bubY
+ 9, Rb
, Gb
, Bb
, 0);
2422 e_DrawFillQuad(bubX
+ Dot
+ 6, bubY
+ 8, bubX
+ Dot
+ 7, bubY
+ 9, Rb
, Gb
, Bb
, 0);
2425 procedure TPlayer
.Draw();
2430 Mirror
: TMirrorType
;
2434 if Direction
= TDirection
.D_RIGHT
then
2435 Mirror
:= TMirrorType
.None
2437 Mirror
:= TMirrorType
.Horizontal
;
2439 if FPunchAnim
<> nil then
2441 FPunchAnim
.Draw(FObj
.X
+IfThen(Direction
= TDirection
.D_LEFT
, 15-FObj
.Rect
.X
, FObj
.Rect
.X
-15),
2442 FObj
.Y
+FObj
.Rect
.Y
-11, Mirror
);
2443 if FPunchAnim
.played
then
2450 if (FMegaRulez
[MR_INVUL
] > gTime
) and (gPlayerDrawn
<> Self
) then
2451 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID
) then
2453 e_GetTextureSize(ID
, @w
, @h
);
2454 if FDirection
= TDirection
.D_LEFT
then
2455 e_Draw(ID
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-(w
div 2)+4,
2456 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-(h
div 2)-7+FObj
.slopeUpLeft
, 0, True, False)
2458 e_Draw(ID
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-(w
div 2)-2,
2459 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-(h
div 2)-7+FObj
.slopeUpLeft
, 0, True, False);
2462 if FMegaRulez
[MR_INVIS
] > gTime
then
2464 if (gPlayerDrawn
<> nil) and ((Self
= gPlayerDrawn
) or
2465 ((FTeam
= gPlayerDrawn
.Team
) and (gGameSettings
.GameMode
<> GM_DM
))) then
2467 if (FMegaRulez
[MR_INVIS
] - gTime
) <= 2100 then
2468 dr
:= not Odd((FMegaRulez
[MR_INVIS
] - gTime
) div 300)
2472 FModel
.Draw(FObj
.X
, FObj
.Y
+FObj
.slopeUpLeft
, 200)
2474 FModel
.Draw(FObj
.X
, FObj
.Y
+FObj
.slopeUpLeft
);
2477 FModel
.Draw(FObj
.X
, FObj
.Y
+FObj
.slopeUpLeft
, 254);
2480 FModel
.Draw(FObj
.X
, FObj
.Y
+FObj
.slopeUpLeft
);
2483 if g_debug_Frames
then
2485 e_DrawQuad(FObj
.X
+FObj
.Rect
.X
,
2487 FObj
.X
+FObj
.Rect
.X
+FObj
.Rect
.Width
-1,
2488 FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-1,
2492 if (gChatBubble
> 0) and (FKeys
[KEY_CHAT
].Pressed
) and not FGhost
then
2494 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2495 if gAimLine
and alive
and
2496 ((Self
= gPlayer1
) or (Self
= gPlayer2
)) then
2501 procedure TPlayer
.DrawAim();
2502 procedure drawCast (sz
: Integer; ax0
, ay0
, ax1
, ay1
: Integer);
2507 {$IFDEF ENABLE_HOLMES}
2508 if isValidViewPort
and (self
= gPlayer1
) then
2510 g_Holmes_plrLaser(ax0
, ay0
, ax1
, ay1
);
2514 e_DrawLine(sz
, ax0
, ay0
, ax1
, ay1
, 255, 0, 0, 96);
2515 if (g_Map_traceToNearestWall(ax0
, ay0
, ax1
, ay1
, @ex
, @ey
) <> nil) then
2517 e_DrawLine(sz
, ax0
, ay0
, ex
, ey
, 0, 255, 0, 96);
2521 e_DrawLine(sz
, ax0
, ay0
, ex
, ey
, 0, 0, 255, 96);
2526 wx
, wy
, xx
, yy
: Integer;
2530 wx
:= FObj
.X
+ WEAPONPOINT
[FDirection
].X
+ IfThen(FDirection
= TDirection
.D_LEFT
, 7, -7);
2531 wy
:= FObj
.Y
+ WEAPONPOINT
[FDirection
].Y
;
2540 1: begin // Chainsaw
2547 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2548 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2549 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2550 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2555 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2556 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2557 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2558 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2560 4: begin // Double Shotgun
2563 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2564 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2565 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2566 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2568 5: begin // Chaingun
2571 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2572 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2573 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2574 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2576 6: begin // Rocket Launcher
2579 if angle
= ANGLE_RIGHTUP
then Inc(angle
, 2);
2580 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2581 if angle
= ANGLE_LEFTUP
then Dec(angle
, 2);
2582 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2584 7: begin // Plasmagun
2587 if angle
= ANGLE_RIGHTUP
then Inc(angle
);
2588 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 3);
2589 if angle
= ANGLE_LEFTUP
then Dec(angle
);
2590 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 3);
2595 if angle
= ANGLE_RIGHTUP
then Inc(angle
, 1);
2596 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 2);
2597 if angle
= ANGLE_LEFTUP
then Dec(angle
, 1);
2598 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 2);
2600 9: begin // Super Chaingun
2603 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2604 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2605 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2606 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2609 xx
:= Trunc(Cos(-DegToRad(angle
)) * len
) + wx
;
2610 yy
:= Trunc(Sin(-DegToRad(angle
)) * len
) + wy
;
2611 {$IF DEFINED(D2F_DEBUG)}
2612 drawCast(sz
, wx
, wy
, xx
, yy
);
2614 e_DrawLine(sz
, wx
, wy
, xx
, yy
, 255, 0, 0, 96);
2618 procedure TPlayer
.DrawGUI();
2621 X
, Y
, SY
, a
, p
, m
: Integer;
2625 stat
: TPlayerStatArray
;
2627 X
:= gPlayerScreenSize
.X
;
2628 SY
:= gPlayerScreenSize
.Y
;
2631 if gShowGoals
and (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
2633 if gGameSettings
.GameMode
= GM_CTF
then
2637 if gGameSettings
.GameMode
= GM_CTF
then
2639 s
:= 'TEXTURE_PLAYER_REDFLAG';
2640 if gFlags
[FLAG_RED
].State
= FLAG_STATE_CAPTURED
then
2641 s
:= 'TEXTURE_PLAYER_REDFLAG_S';
2642 if gFlags
[FLAG_RED
].State
= FLAG_STATE_DROPPED
then
2643 s
:= 'TEXTURE_PLAYER_REDFLAG_D';
2644 if g_Texture_Get(s
, ID
) then
2645 e_Draw(ID
, X
-16-32, 240-72-4, 0, True, False);
2648 s
:= IntToStr(gTeamStat
[TEAM_RED
].Goals
);
2649 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2650 e_CharFont_PrintEx(gMenuFont
, X
-16-a
-tw
, 240-72-4, s
, TEAMCOLOR
[TEAM_RED
]);
2652 if gGameSettings
.GameMode
= GM_CTF
then
2654 s
:= 'TEXTURE_PLAYER_BLUEFLAG';
2655 if gFlags
[FLAG_BLUE
].State
= FLAG_STATE_CAPTURED
then
2656 s
:= 'TEXTURE_PLAYER_BLUEFLAG_S';
2657 if gFlags
[FLAG_BLUE
].State
= FLAG_STATE_DROPPED
then
2658 s
:= 'TEXTURE_PLAYER_BLUEFLAG_D';
2659 if g_Texture_Get(s
, ID
) then
2660 e_Draw(ID
, X
-16-32, 240-32-4, 0, True, False);
2663 s
:= IntToStr(gTeamStat
[TEAM_BLUE
].Goals
);
2664 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2665 e_CharFont_PrintEx(gMenuFont
, X
-16-a
-tw
, 240-32-4, s
, TEAMCOLOR
[TEAM_BLUE
]);
2668 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID
) then
2669 e_DrawFill(ID
, X
, 0, 1, (gPlayerScreenSize
.Y
div 256)+IfThen(gPlayerScreenSize
.Y
mod 256 > 0, 1, 0),
2672 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID
) then
2673 e_Draw(ID
, X
+2, Y
, 0, True, False);
2675 if gGameSettings
.GameType
in [GT_CUSTOM
, GT_SERVER
, GT_CLIENT
] then
2679 s
:= IntToStr(Frags
);
2680 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2681 e_CharFont_PrintEx(gMenuFont
, X
-16-tw
, Y
, s
, _RGB(255, 0, 0));
2686 stat
:= g_Player_GetStats();
2691 for a
:= 0 to High(stat
) do
2692 if stat
[a
].Name
<> Name
then
2694 if stat
[a
].Frags
> m
then m
:= stat
[a
].Frags
;
2695 if stat
[a
].Frags
> Frags
then p
:= p
+1;
2699 s
:= IntToStr(p
)+' / '+IntToStr(Length(stat
))+' ';
2700 if Frags
>= m
then s
:= s
+'+' else s
:= s
+'-';
2701 s
:= s
+IntToStr(Abs(Frags
-m
));
2703 e_CharFont_GetSize(gMenuSmallFont
, s
, tw
, th
);
2704 e_CharFont_PrintEx(gMenuSmallFont
, X
-16-tw
, Y
+32, s
, _RGB(255, 0, 0));
2707 if gShowLives
and (gGameSettings
.MaxLives
> 0) then
2709 s
:= IntToStr(Lives
);
2710 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2711 e_CharFont_PrintEx(gMenuFont
, X
-16-tw
, SY
-32, s
, _RGB(0, 255, 0));
2715 e_CharFont_GetSize(gMenuSmallFont
, FName
, tw
, th
);
2716 e_CharFont_PrintEx(gMenuSmallFont
, X
+98-(tw
div 2), Y
+8, FName
, _RGB(255, 0, 0));
2718 if R_BERSERK
in FRulez
then
2719 e_Draw(gItemsTexturesID
[ITEM_MEDKIT_BLACK
], X
+37, Y
+45, 0, True, False)
2721 e_Draw(gItemsTexturesID
[ITEM_MEDKIT_LARGE
], X
+37, Y
+45, 0, True, False);
2723 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID
) then
2724 e_Draw(ID
, X
+36, Y
+77, 0, True, False);
2726 s
:= IntToStr(IfThen(FHealth
> 0, FHealth
, 0));
2727 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2728 e_CharFont_PrintEx(gMenuFont
, X
+178-tw
, Y
+40, s
, _RGB(255, 0, 0));
2730 s
:= IntToStr(FArmor
);
2731 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2732 e_CharFont_PrintEx(gMenuFont
, X
+178-tw
, Y
+68, s
, _RGB(255, 0, 0));
2734 s
:= IntToStr(GetAmmoByWeapon(FCurrWeap
));
2740 ID
:= gItemsTexturesID
[ITEM_WEAPON_KASTET
];
2745 ID
:= gItemsTexturesID
[ITEM_WEAPON_SAW
];
2747 WEAPON_PISTOL
: ID
:= gItemsTexturesID
[ITEM_WEAPON_PISTOL
];
2748 WEAPON_CHAINGUN
: ID
:= gItemsTexturesID
[ITEM_WEAPON_CHAINGUN
];
2749 WEAPON_SHOTGUN1
: ID
:= gItemsTexturesID
[ITEM_WEAPON_SHOTGUN1
];
2750 WEAPON_SHOTGUN2
: ID
:= gItemsTexturesID
[ITEM_WEAPON_SHOTGUN2
];
2751 WEAPON_SUPERPULEMET
: ID
:= gItemsTexturesID
[ITEM_WEAPON_SUPERPULEMET
];
2752 WEAPON_ROCKETLAUNCHER
: ID
:= gItemsTexturesID
[ITEM_WEAPON_ROCKETLAUNCHER
];
2753 WEAPON_PLASMA
: ID
:= gItemsTexturesID
[ITEM_WEAPON_PLASMA
];
2754 WEAPON_BFG
: ID
:= gItemsTexturesID
[ITEM_WEAPON_BFG
];
2755 WEAPON_FLAMETHROWER
: ID
:= gItemsTexturesID
[ITEM_WEAPON_FLAMETHROWER
];
2758 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2759 e_CharFont_PrintEx(gMenuFont
, X
+178-tw
, Y
+158, s
, _RGB(255, 0, 0));
2760 e_Draw(ID
, X
+20, Y
+160, 0, True, False);
2762 if R_KEY_RED
in FRulez
then
2763 e_Draw(gItemsTexturesID
[ITEM_KEY_RED
], X
+78, Y
+214, 0, True, False);
2765 if R_KEY_GREEN
in FRulez
then
2766 e_Draw(gItemsTexturesID
[ITEM_KEY_GREEN
], X
+95, Y
+214, 0, True, False);
2768 if R_KEY_BLUE
in FRulez
then
2769 e_Draw(gItemsTexturesID
[ITEM_KEY_BLUE
], X
+112, Y
+214, 0, True, False);
2771 if FJetFuel
> 0 then
2773 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID
) then
2774 e_Draw(ID
, X
+2, Y
+116, 0, True, False);
2775 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID
) then
2776 e_Draw(ID
, X
+2, Y
+126, 0, True, False);
2777 e_DrawLine(4, X
+16, Y
+122, X
+16+Trunc(168*IfThen(FAir
> 0, FAir
, 0)/AIR_MAX
), Y
+122, 0, 0, 196);
2778 e_DrawLine(4, X
+16, Y
+132, X
+16+Trunc(168*FJetFuel
/JET_MAX
), Y
+132, 208, 0, 0);
2782 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID
) then
2783 e_Draw(ID
, X
+2, Y
+124, 0, True, False);
2784 e_DrawLine(4, X
+16, Y
+130, X
+16+Trunc(168*IfThen(FAir
> 0, FAir
, 0)/AIR_MAX
), Y
+130, 0, 0, 196);
2787 if gShowPing
and g_Game_IsClient
then
2789 s
:= _lc
[I_GAME_PING_HUD
] + IntToStr(NetPeer
.lastRoundTripTime
) + _lc
[I_NET_SLIST_PING_MS
];
2790 e_TextureFontPrint(X
+ 4, Y
+ 242, s
, gStdFont
);
2796 e_TextureFontPrint(X
+ 4, Y
+ 242, _lc
[I_PLAYER_SPECT
], gStdFont
);
2797 e_TextureFontPrint(X
+ 4, Y
+ 258, _lc
[I_PLAYER_SPECT2
], gStdFont
);
2798 e_TextureFontPrint(X
+ 4, Y
+ 274, _lc
[I_PLAYER_SPECT1
], gStdFont
);
2801 e_TextureFontGetSize(gStdFont
, cw
, ch
);
2802 s
:= _lc
[I_PLAYER_SPECT4
];
2803 e_TextureFontPrintEx(gScreenWidth
div 2 - cw
*(Length(s
) div 2),
2804 gScreenHeight
-4-ch
, s
, gStdFont
, 255, 255, 255, 1, True);
2805 e_TextureFontPrint(X
+ 4, Y
+ 290, _lc
[I_PLAYER_SPECT1S
], gStdFont
);
2811 procedure TPlayer
.DrawRulez();
2815 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2816 if FMegaRulez
[MR_INVUL
] >= gTime
then
2818 if (FMegaRulez
[MR_INVUL
]-gTime
) <= 2100 then
2819 dr
:= not Odd((FMegaRulez
[MR_INVUL
]-gTime
) div 300)
2824 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1,
2825 191, 191, 191, 0, TBlending
.Invert
);
2828 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2829 if FMegaRulez
[MR_SUIT
] >= gTime
then
2831 if (FMegaRulez
[MR_SUIT
]-gTime
) <= 2100 then
2832 dr
:= not Odd((FMegaRulez
[MR_SUIT
]-gTime
) div 300)
2837 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1,
2838 0, 96, 0, 200, TBlending
.None
);
2841 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2842 if (FBerserk
>= 0) and (LongWord(FBerserk
) >= gTime
) and (gFlash
= 2) then
2844 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1,
2845 255, 0, 0, 200, TBlending
.None
);
2849 procedure TPlayer
.DrawPain();
2853 if FPain
= 0 then Exit
;
2857 if a
< 15 then h
:= 0
2858 else if a
< 35 then h
:= 1
2859 else if a
< 55 then h
:= 2
2860 else if a
< 75 then h
:= 3
2861 else if a
< 95 then h
:= 4
2864 //if a > 255 then a := 255;
2866 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1, 255, 0, 0, 255-h
*50);
2867 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2870 procedure TPlayer
.DrawPickup();
2874 if FPickup
= 0 then Exit
;
2878 if a
< 15 then h
:= 1
2879 else if a
< 35 then h
:= 2
2880 else if a
< 55 then h
:= 3
2881 else if a
< 75 then h
:= 4
2884 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1, 150, 200, 150, 255-h
*50);
2887 procedure TPlayer
.DoPunch();
2892 if FPunchAnim
<> nil then begin
2897 st
:= 'FRAMES_PUNCH';
2898 if R_BERSERK
in FRulez
then
2899 st
:= st
+ '_BERSERK';
2900 if FKeys
[KEY_UP
].Pressed
then
2902 else if FKeys
[KEY_DOWN
].Pressed
then
2904 g_Frames_Get(id
, st
);
2905 FPunchAnim
:= TAnimation
.Create(id
, False, 1);
2908 procedure TPlayer
.Fire();
2910 f
, DidFire
: Boolean;
2911 wx
, wy
, xd
, yd
: Integer;
2914 if g_Game_IsClient
then Exit
;
2915 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2916 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2924 if FReloading
[FCurrWeap
] <> 0 then Exit
;
2929 wx
:= FObj
.X
+WEAPONPOINT
[FDirection
].X
;
2930 wy
:= FObj
.Y
+WEAPONPOINT
[FDirection
].Y
;
2931 xd
:= wx
+IfThen(FDirection
= TDirection
.D_LEFT
, -30, 30);
2932 yd
:= wy
+firediry();
2938 if R_BERSERK
in FRulez
then
2940 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2941 locobj
.X
:= FObj
.X
+FObj
.Rect
.X
;
2942 locobj
.Y
:= FObj
.Y
+FObj
.Rect
.Y
;
2945 locobj
.rect
.Width
:= 39;
2946 locobj
.rect
.Height
:= 52;
2947 locobj
.Vel
.X
:= (xd
-wx
) div 2;
2948 locobj
.Vel
.Y
:= (yd
-wy
) div 2;
2949 locobj
.Accel
.X
:= xd
-wx
;
2950 locobj
.Accel
.y
:= yd
-wy
;
2952 if g_Weapon_Hit(@locobj
, 50, FUID
, HIT_SOME
) <> 0 then
2953 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj
.X
, FObj
.Y
)
2955 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj
.X
, FObj
.Y
);
2957 if (gFlash
= 1) and (FPain
< 50) then FPain
:= min(FPain
+ 25, 50);
2961 g_Weapon_punch(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, 3, FUID
);
2965 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2970 if g_Weapon_chainsaw(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
2971 IfThen(gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
], 9, 3), FUID
) <> 0 then
2973 FSawSoundSelect
.Stop();
2975 FSawSoundHit
.PlayAt(FObj
.X
, FObj
.Y
);
2977 else if not FSawSoundHit
.IsPlaying() then
2979 FSawSoundSelect
.Stop();
2980 FSawSound
.PlayAt(FObj
.X
, FObj
.Y
);
2983 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2989 if FAmmo
[A_BULLETS
] > 0 then
2991 g_Weapon_pistol(wx
, wy
, xd
, yd
, FUID
);
2992 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2993 Dec(FAmmo
[A_BULLETS
]);
2994 FFireAngle
:= FAngle
;
2997 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
2998 GameVelX
, GameVelY
-2, SHELL_BULLET
);
3002 if FAmmo
[A_SHELLS
] > 0 then
3004 g_Weapon_shotgun(wx
, wy
, xd
, yd
, FUID
);
3005 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx
, wy
);
3006 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3007 Dec(FAmmo
[A_SHELLS
]);
3008 FFireAngle
:= FAngle
;
3012 FShellType
:= SHELL_SHELL
;
3016 if FAmmo
[A_SHELLS
] >= 2 then
3018 g_Weapon_dshotgun(wx
, wy
, xd
, yd
, FUID
);
3019 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3020 Dec(FAmmo
[A_SHELLS
], 2);
3021 FFireAngle
:= FAngle
;
3025 FShellType
:= SHELL_DBLSHELL
;
3029 if FAmmo
[A_BULLETS
] > 0 then
3031 g_Weapon_mgun(wx
, wy
, xd
, yd
, FUID
);
3032 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx
, wy
);
3033 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3034 Dec(FAmmo
[A_BULLETS
]);
3035 FFireAngle
:= FAngle
;
3038 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
3039 GameVelX
, GameVelY
-2, SHELL_BULLET
);
3042 WEAPON_ROCKETLAUNCHER
:
3043 if FAmmo
[A_ROCKETS
] > 0 then
3045 g_Weapon_rocket(wx
, wy
, xd
, yd
, FUID
);
3046 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3047 Dec(FAmmo
[A_ROCKETS
]);
3048 FFireAngle
:= FAngle
;
3054 if FAmmo
[A_CELLS
] > 0 then
3056 g_Weapon_plasma(wx
, wy
, xd
, yd
, FUID
);
3057 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3058 Dec(FAmmo
[A_CELLS
]);
3059 FFireAngle
:= FAngle
;
3065 if (FAmmo
[A_CELLS
] >= 40) and (FBFGFireCounter
= -1) then
3067 FBFGFireCounter
:= 17;
3068 if not FNoReload
then
3069 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj
.X
, FObj
.Y
);
3070 Dec(FAmmo
[A_CELLS
], 40);
3074 WEAPON_SUPERPULEMET
:
3075 if FAmmo
[A_SHELLS
] > 0 then
3077 g_Weapon_shotgun(wx
, wy
, xd
, yd
, FUID
);
3078 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
3079 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3080 Dec(FAmmo
[A_SHELLS
]);
3081 FFireAngle
:= FAngle
;
3084 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
3085 GameVelX
, GameVelY
-2, SHELL_SHELL
);
3088 WEAPON_FLAMETHROWER
:
3089 if FAmmo
[A_FUEL
] > 0 then
3091 g_Weapon_flame(wx
, wy
, xd
, yd
, FUID
);
3092 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3094 FFireAngle
:= FAngle
;
3100 if g_Game_IsNet
then
3104 if FCurrWeap
<> WEAPON_BFG
then
3105 MH_SEND_PlayerFire(FUID
, FCurrWeap
, wx
, wy
, xd
, yd
, LastShotID
)
3107 if not FNoReload
then
3108 MH_SEND_Sound(FObj
.X
, FObj
.Y
, 'SOUND_WEAPON_STARTFIREBFG');
3111 MH_SEND_PlayerStats(FUID
);
3116 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
3117 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
3118 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
3121 function TPlayer
.GetAmmoByWeapon(Weapon
: Byte): Word;
3124 WEAPON_PISTOL
, WEAPON_CHAINGUN
: Result
:= FAmmo
[A_BULLETS
];
3125 WEAPON_SHOTGUN1
, WEAPON_SHOTGUN2
, WEAPON_SUPERPULEMET
: Result
:= FAmmo
[A_SHELLS
];
3126 WEAPON_ROCKETLAUNCHER
: Result
:= FAmmo
[A_ROCKETS
];
3127 WEAPON_PLASMA
, WEAPON_BFG
: Result
:= FAmmo
[A_CELLS
];
3128 WEAPON_FLAMETHROWER
: Result
:= FAmmo
[A_FUEL
];
3133 function TPlayer
.HeadInLiquid(XInc
, YInc
: Integer): Boolean;
3135 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_HEADRECT
.X
+XInc
, FObj
.Y
+PLAYER_HEADRECT
.Y
+YInc
,
3136 PLAYER_HEADRECT
.Width
, PLAYER_HEADRECT
.Height
,
3137 PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
, True);
3140 procedure TPlayer
.JetpackOn
;
3144 FJetSoundOn
.SetPosition(0);
3145 FJetSoundOn
.PlayAt(FObj
.X
, FObj
.Y
);
3149 procedure TPlayer
.JetpackOff
;
3153 FJetSoundOff
.SetPosition(0);
3154 FJetSoundOff
.PlayAt(FObj
.X
, FObj
.Y
);
3157 procedure TPlayer
.CatchFire(Attacker
: Word);
3160 FFireAttacker
:= Attacker
;
3161 if g_Game_IsNet
and g_Game_IsServer
then
3162 MH_SEND_PlayerStats(FUID
);
3165 procedure TPlayer
.Jump();
3167 if gFly
or FJetpack
then
3169 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
3170 if FObj
.Vel
.Y
> -VEL_FLY
then
3171 FObj
.Vel
.Y
:= FObj
.Vel
.Y
- 3;
3174 if FJetFuel
> 0 then
3176 if (FJetFuel
< 1) and g_Game_IsServer
then
3180 if g_Game_IsNet
then
3181 MH_SEND_PlayerStats(FUID
);
3187 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
3189 FCanJetpack
:= False;
3191 // Ïðûãàåì èëè âñïëûâàåì:
3192 if (CollideLevel(0, 1) or
3193 g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
+36, PLAYER_RECT
.Width
,
3194 PLAYER_RECT
.Height
-33, PANEL_STEP
, False)
3195 ) and (FObj
.Accel
.Y
= 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
3197 FObj
.Vel
.Y
:= -VEL_JUMP
;
3198 FCanJetpack
:= False;
3202 if BodyInLiquid(0, 0) then
3203 FObj
.Vel
.Y
:= -VEL_SW
3204 else if (FJetFuel
> 0) and FCanJetpack
and
3205 g_Game_IsServer
and (not g_Obj_CollideLiquid(@FObj
, 0, 0)) then
3209 if g_Game_IsNet
then
3210 MH_SEND_PlayerStats(FUID
);
3215 procedure TPlayer
.Kill(KillType
: Byte; SpawnerUID
: Word; t
: Byte);
3217 a
, i
, k
, ab
, ar
: Byte;
3221 srv
, netsrv
: Boolean;
3227 procedure PushItem(t
: Byte);
3231 id
:= g_Items_Create(FObj
.X
, FObj
.Y
, t
, True, False);
3232 it
:= g_Items_ByIdx(id
);
3233 if KillType
= K_EXTRAHARDKILL
then // -7..+7; -8..0
3235 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-7+Random(15),
3236 (FObj
.Vel
.Y
div 2)-Random(9));
3237 it
.positionChanged(); // this updates spatial accelerators
3241 if KillType
= K_HARDKILL
then // -5..+5; -5..0
3243 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-5+Random(11),
3244 (FObj
.Vel
.Y
div 2)-Random(6));
3246 else // -3..+3; -3..0
3248 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-3+Random(7),
3249 (FObj
.Vel
.Y
div 2)-Random(4));
3251 it
.positionChanged(); // this updates spatial accelerators
3254 if g_Game_IsNet
and g_Game_IsServer
then
3255 MH_SEND_ItemSpawn(True, id
);
3259 DoFrags
:= (gGameSettings
.MaxLives
= 0) or (gGameSettings
.GameMode
= GM_COOP
);
3260 Srv
:= g_Game_IsServer
;
3261 Netsrv
:= g_Game_IsServer
and g_Game_IsNet
;
3262 if Srv
then FDeath
:= FDeath
+ 1;
3267 if not FPhysics
then
3273 if (gGameSettings
.MaxLives
> 0) and Srv
and (gLMSRespawn
= LMS_RESPAWN_NONE
) then
3275 if FLives
> 0 then FLives
:= FLives
- 1;
3276 if FLives
= 0 then FNoRespawn
:= True;
3279 // Íîìåð òèïà ñìåðòè:
3282 K_SIMPLEKILL
: a
:= 1;
3284 K_EXTRAHARDKILL
: a
:= 3;
3289 if not FModel
.PlaySound(MODELSOUND_DIE
, a
, FObj
.X
, FObj
.Y
) then
3291 if FModel
.PlaySound(MODELSOUND_DIE
, i
, FObj
.X
, FObj
.Y
) then
3298 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN1
;
3300 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN2
;
3301 K_EXTRAHARDKILL
, K_FALLKILL
:
3302 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN3
;
3305 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3309 K_HARDKILL
, K_EXTRAHARDKILL
:
3313 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3314 if (KillType
<> K_FALLKILL
) and (Srv
) then
3315 g_Monsters_killedp();
3317 if SpawnerUID
= FUID
then
3319 if Srv
and (DoFrags
or (gGameSettings
.GameMode
= GM_TDM
)) then
3324 g_Console_Add(Format(_lc
[I_PLAYER_KILL_SELF
], [FName
]), True);
3327 if g_GetUIDType(SpawnerUID
) = UID_PLAYER
then
3328 begin // Óáèò äðóãèì èãðîêîì
3329 KP
:= g_Player_Get(SpawnerUID
);
3330 if (KP
<> nil) and Srv
then
3332 if (DoFrags
or (gGameSettings
.GameMode
= GM_TDM
)) then
3333 if SameTeam(FUID
, SpawnerUID
) then
3343 if (gGameSettings
.GameMode
= GM_TDM
) and DoFrags
then
3344 Inc(gTeamStat
[KP
.Team
].Goals
,
3345 IfThen(SameTeam(FUID
, SpawnerUID
), -1, 1));
3347 if netsrv
then MH_SEND_PlayerStats(SpawnerUID
);
3350 plr
:= g_Player_Get(SpawnerUID
);
3358 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_2
],
3362 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_1
],
3366 g_Console_Add(Format(_lc
[I_PLAYER_KILL
],
3371 else if g_GetUIDType(SpawnerUID
) = UID_MONSTER
then
3372 begin // Óáèò ìîíñòðîì
3373 mon
:= g_Monsters_ByUID(SpawnerUID
);
3377 s
:= g_Mons_GetKilledByTypeId(mon
.MonsterType
);
3381 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_2
],
3385 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_1
],
3389 g_Console_Add(Format(_lc
[I_PLAYER_KILL
],
3394 else // Îñîáûå òèïû ñìåðòè
3397 HIT_SELF
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_SELF
], [FName
]), True);
3398 HIT_FALL
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_FALL
], [FName
]), True);
3399 HIT_WATER
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_WATER
], [FName
]), True);
3400 HIT_ACID
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_ACID
], [FName
]), True);
3401 HIT_TRAP
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_TRAP
], [FName
]), True);
3402 else g_Console_Add(Format(_lc
[I_PLAYER_DIED
], [FName
]), True);
3408 for a
:= WP_FIRST
to WP_LAST
do
3412 WEAPON_SAW
: i
:= ITEM_WEAPON_SAW
;
3413 WEAPON_SHOTGUN1
: i
:= ITEM_WEAPON_SHOTGUN1
;
3414 WEAPON_SHOTGUN2
: i
:= ITEM_WEAPON_SHOTGUN2
;
3415 WEAPON_CHAINGUN
: i
:= ITEM_WEAPON_CHAINGUN
;
3416 WEAPON_ROCKETLAUNCHER
: i
:= ITEM_WEAPON_ROCKETLAUNCHER
;
3417 WEAPON_PLASMA
: i
:= ITEM_WEAPON_PLASMA
;
3418 WEAPON_BFG
: i
:= ITEM_WEAPON_BFG
;
3419 WEAPON_SUPERPULEMET
: i
:= ITEM_WEAPON_SUPERPULEMET
;
3420 WEAPON_FLAMETHROWER
: i
:= ITEM_WEAPON_FLAMETHROWER
;
3429 if R_ITEM_BACKPACK
in FRulez
then
3430 PushItem(ITEM_AMMO_BACKPACK
);
3432 // Âûáðîñ ðàêåòíîãî ðàíöà:
3433 if FJetFuel
> 0 then
3434 PushItem(ITEM_JETPACK
);
3437 if not (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
]) then
3439 if R_KEY_RED
in FRulez
then
3440 PushItem(ITEM_KEY_RED
);
3442 if R_KEY_GREEN
in FRulez
then
3443 PushItem(ITEM_KEY_GREEN
);
3445 if R_KEY_BLUE
in FRulez
then
3446 PushItem(ITEM_KEY_BLUE
);
3453 g_Player_CreateCorpse(Self
);
3455 if Srv
and (gGameSettings
.MaxLives
> 0) and FNoRespawn
and
3456 (gLMSRespawn
= LMS_RESPAWN_NONE
) then
3462 for i
:= Low(gPlayers
) to High(gPlayers
) do
3464 if gPlayers
[i
] = nil then continue
;
3465 if (not gPlayers
[i
].FNoRespawn
) and (not gPlayers
[i
].FSpectator
) then
3468 if gPlayers
[i
].FTeam
= TEAM_RED
then Inc(ar
)
3469 else if gPlayers
[i
].FTeam
= TEAM_BLUE
then Inc(ab
);
3474 OldLR
:= gLMSRespawn
;
3475 if (gGameSettings
.GameMode
= GM_COOP
) then
3479 // everyone is dead, restart the map
3480 g_Game_Message(_lc
[I_MESSAGE_LMS_LOSE
], 144);
3482 MH_SEND_GameEvent(NET_EV_LMS_LOSE
);
3483 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3484 gLMSRespawnTime
:= gTime
+ 5000;
3486 else if (a
= 1) then
3488 if (gPlayers
[k
] <> nil) and not (gPlayers
[k
] is TBot
) then
3489 if (gPlayers
[k
] = gPlayer1
) or
3490 (gPlayers
[k
] = gPlayer2
) then
3491 g_Console_Add('*** ' + _lc
[I_MESSAGE_LMS_SURVIVOR
] + ' ***', True)
3492 else if Netsrv
and (gPlayers
[k
].FClientID
>= 0) then
3493 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR
, 0, 'N', gPlayers
[k
].FClientID
);
3496 else if (gGameSettings
.GameMode
= GM_TDM
) then
3498 if (ab
= 0) and (ar
<> 0) then
3501 g_Game_Message(Format(_lc
[I_MESSAGE_TLMS_WIN
], [AnsiUpperCase(_lc
[I_GAME_TEAM_RED
])]), 144);
3503 MH_SEND_GameEvent(NET_EV_TLMS_WIN
, TEAM_RED
);
3504 Inc(gTeamStat
[TEAM_RED
].Goals
);
3505 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3506 gLMSRespawnTime
:= gTime
+ 5000;
3508 else if (ar
= 0) and (ab
<> 0) then
3511 g_Game_Message(Format(_lc
[I_MESSAGE_TLMS_WIN
], [AnsiUpperCase(_lc
[I_GAME_TEAM_BLUE
])]), 144);
3513 MH_SEND_GameEvent(NET_EV_TLMS_WIN
, TEAM_BLUE
);
3514 Inc(gTeamStat
[TEAM_BLUE
].Goals
);
3515 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3516 gLMSRespawnTime
:= gTime
+ 5000;
3518 else if (ar
= 0) and (ab
= 0) then
3521 g_Game_Message(_lc
[I_GAME_WIN_DRAW
], 144);
3523 MH_SEND_GameEvent(NET_EV_LMS_DRAW
, 0, FName
);
3524 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3525 gLMSRespawnTime
:= gTime
+ 5000;
3528 else if (gGameSettings
.GameMode
= GM_DM
) then
3532 if gPlayers
[k
] <> nil then
3535 // survivor is the winner
3536 g_Game_Message(Format(_lc
[I_MESSAGE_LMS_WIN
], [AnsiUpperCase(FName
)]), 144);
3538 MH_SEND_GameEvent(NET_EV_LMS_WIN
, 0, FName
);
3541 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3542 gLMSRespawnTime
:= gTime
+ 5000;
3544 else if (a
= 0) then
3546 // everyone is dead, restart the map
3547 g_Game_Message(_lc
[I_GAME_WIN_DRAW
], 144);
3549 MH_SEND_GameEvent(NET_EV_LMS_DRAW
, 0, FName
);
3550 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3551 gLMSRespawnTime
:= gTime
+ 5000;
3554 if srv
and (OldLR
= LMS_RESPAWN_NONE
) and (gLMSRespawn
> LMS_RESPAWN_NONE
) then
3556 if NetMode
= NET_SERVER
then
3557 MH_SEND_GameEvent(NET_EV_LMS_WARMUP
, (gLMSRespawnTime
- gTime
) div 1000)
3559 g_Console_Add(Format(_lc
[I_MSG_WARMUP_START
], [(gLMSRespawnTime
- gTime
) div 1000]), True);
3565 MH_SEND_PlayerStats(FUID
);
3566 MH_SEND_PlayerDeath(FUID
, KillType
, t
, SpawnerUID
);
3567 if gGameSettings
.GameMode
= GM_TDM
then MH_SEND_GameStats
;
3570 if srv
and FNoRespawn
then Spectate(True);
3571 FWantsInGame
:= True;
3574 function TPlayer
.BodyInLiquid(XInc
, YInc
: Integer): Boolean;
3576 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
, PLAYER_RECT
.Width
,
3577 PLAYER_RECT
.Height
-20, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
, False);
3580 function TPlayer
.BodyInAcid(XInc
, YInc
: Integer): Boolean;
3582 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
, PLAYER_RECT
.Width
,
3583 PLAYER_RECT
.Height
-20, PANEL_ACID1
or PANEL_ACID2
, False);
3586 procedure TPlayer
.MakeBloodSimple(Count
: Word);
3588 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)+8,
3589 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3590 Count
div 2, 3, -1, 16, (PLAYER_RECT
.Height
*2 div 3),
3591 FModel
.Blood
.R
, FModel
.Blood
.G
, FModel
.Blood
.B
, FModel
.Blood
.Kind
);
3592 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-8,
3593 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3594 Count
div 2, -3, -1, 16, (PLAYER_RECT
.Height
*2) div 3,
3595 FModel
.Blood
.R
, FModel
.Blood
.G
, FModel
.Blood
.B
, FModel
.Blood
.Kind
);
3598 procedure TPlayer
.MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
3600 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2),
3601 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3602 Count
, VelX
, VelY
, 16, (PLAYER_RECT
.Height
*2) div 3,
3603 FModel
.Blood
.R
, FModel
.Blood
.G
, FModel
.Blood
.B
, FModel
.Blood
.Kind
);
3606 procedure TPlayer
.QueueWeaponSwitch(Weapon
: Byte);
3608 //if g_Game_IsClient then Exit;
3609 if Weapon
> High(FWeapon
) then Exit
;
3610 FNextWeap
:= FNextWeap
or (1 shl Weapon
);
3613 procedure TPlayer
.resetWeaponQueue ();
3616 FNextWeapDelay
:= 0;
3619 function TPlayer
.hasAmmoForWeapon (weapon
: Byte): Boolean;
3623 WEAPON_KASTET
, WEAPON_SAW
: result
:= true;
3624 WEAPON_SHOTGUN1
, WEAPON_SHOTGUN2
, WEAPON_SUPERPULEMET
: result
:= (FAmmo
[A_SHELLS
] > 0);
3625 WEAPON_PISTOL
, WEAPON_CHAINGUN
: result
:= (FAmmo
[A_BULLETS
] > 0);
3626 WEAPON_ROCKETLAUNCHER
: result
:= (FAmmo
[A_ROCKETS
] > 0);
3627 WEAPON_PLASMA
, WEAPON_BFG
: result
:= (FAmmo
[A_CELLS
] > 0);
3628 WEAPON_FLAMETHROWER
: result
:= (FAmmo
[A_FUEL
] > 0);
3629 else result
:= (weapon
< length(FWeapon
));
3633 // return 255 for "no switch"
3634 function TPlayer
.getNextWeaponIndex (): Byte;
3637 wantThisWeapon
: array[0..64] of Boolean;
3638 weaponOrder
: array[0..16] of Integer; // value: index in `FWeapon`
3640 f
, dir
, cwi
, rwidx
, curlidx
: Integer;
3642 function real2log (ridx
: Integer): Integer;
3648 for f
:= 0 to High(weaponOrder
) do if (weaponOrder
[f
] = ridx
) then begin result
:= f
; exit
; end;
3654 result
:= 255; // default result: "no switch"
3656 // had weapon cycling on previous frame? remove that flag
3657 if (FNextWeap
and $2000) <> 0 then
3659 FNextWeap
:= FNextWeap
and $1FFF;
3660 FNextWeapDelay
:= 0;
3663 for f
:= 0 to High(weaponOrder
) do weaponOrder
[f
] := -1;
3665 // build weapon order (k8: i know, i know, learn how to do constants and such... gtfo, please!)
3666 // two knuckles are for "normal" and "berserk" (see `if` below -- it removes the one that is not needed)
3668 // bfg, launcher, plasma, flamethrower, ssg, minigun, sg, pistol, berserk, chainsaw, fist
3669 weaponOrder
[0] := WEAPON_SUPERPULEMET
;
3670 weaponOrder
[1] := WEAPON_BFG
;
3671 weaponOrder
[2] := WEAPON_ROCKETLAUNCHER
;
3672 weaponOrder
[3] := WEAPON_PLASMA
;
3673 weaponOrder
[4] := WEAPON_FLAMETHROWER
;
3674 weaponOrder
[5] := WEAPON_SHOTGUN2
;
3675 weaponOrder
[6] := WEAPON_CHAINGUN
;
3676 weaponOrder
[7] := WEAPON_SHOTGUN1
;
3677 weaponOrder
[8] := WEAPON_PISTOL
;
3678 weaponOrder
[9] := WEAPON_KASTET
+666; // berserk fist
3679 weaponOrder
[10] := WEAPON_SAW
;
3680 weaponOrder
[11] := WEAPON_KASTET
; // normal fist
3682 for f
:= 0 to High(weaponOrder
) do
3684 if (weaponOrder
[f
] = WEAPON_KASTET
) then
3686 // normal fist: remove if we have a berserk pack
3687 if (R_BERSERK
in FRulez
) then weaponOrder
[f
] := -1;
3690 if (weaponOrder
[f
] = WEAPON_KASTET
+666) then
3692 // berserk fist: remove if we don't have a berserk pack
3693 if (R_BERSERK
in FRulez
) then weaponOrder
[f
] := WEAPON_KASTET
else weaponOrder
[f
] := -1;
3701 WEAPON_SHOTGUN1 = 3;
3702 WEAPON_SHOTGUN2 = 4;
3703 WEAPON_CHAINGUN = 5;
3704 WEAPON_ROCKETLAUNCHER = 6;
3707 WEAPON_SUPERPULEMET = 9;
3708 WEAPON_FLAMETHROWER = 10;
3711 // cycling has priority
3712 if (FNextWeap
and $C000) <> 0 then
3714 if (FNextWeap
and $8000) <> 0 then dir
:= 1 else dir
:= -1; // should be reversed if we want "priority-driven cycling"
3715 FNextWeap
:= FNextWeap
or $2000; // we need this
3716 if FNextWeapDelay
> 0 then exit
; // cooldown time
3717 //cwi := real2log(FCurrWeap);
3718 //if (cwi < 0) then cwi := 0;
3720 for i
:= 0 to High(FWeapon
) do
3722 cwi
:= (cwi
+length(FWeapon
)+dir
) mod length(FWeapon
);
3723 //rwidx := weaponOrder[cwi];
3724 rwidx
:= cwi
; // sorry
3725 if (rwidx
< 0) then continue
;
3726 if FWeapon
[rwidx
] then
3728 //e_WriteLog(Format(' SWITCH: cur=%d; new=%d (dir=%d; log=%d)', [FCurrWeap, rwidx, dir, cwi]), TMsgType.Warning);
3729 result
:= Byte(rwidx
);
3730 //FNextWeapDelay := 10; //k8: not needed anymore
3739 for i
:= 0 to High(wantThisWeapon
) do wantThisWeapon
[i
] := false;
3742 curlidx
:= -1; // start from a weapon with a highest priority (-1, 'cause loop will immediately increment this index)
3744 for i
:= 0 to High(FWeapon
) do
3746 if (FNextWeap
and (1 shl i
)) <> 0 then
3751 wantThisWeapon
[cwi
] := true;
3753 // if we hit currently selected weapon, start seachring from it, so we'll get "next weaker" weapon
3754 if (i
= FCurrWeap
) then curlidx
:= cwi
; // compare real, start from logical
3759 // slow down alterations a little
3762 // more than one weapon requested, assume "alteration", and check alteration delay
3763 if FNextWeapDelay
> 0 then
3765 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), TMsgType.Warning);
3771 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3772 // but clear all counters if no weapon should be switched
3779 //e_WriteLog(Format('*** wwc=%d; currweap=%d; logweap=%d', [wwc, FCurrWeap, curlidx]), TMsgType.Warning);
3781 // find next weapon to switch onto
3783 for i
:= 0 to High(weaponOrder
) do
3785 cwi
:= (cwi
+length(weaponOrder
)+1) mod length(weaponOrder
);
3786 if (cwi
= curlidx
) then continue
; // skip current weapon
3787 if not wantThisWeapon
[cwi
] then continue
;
3788 rwidx
:= weaponOrder
[cwi
];
3789 if (rwidx
< 0) then continue
;
3790 //e_WriteLog(Format(' trying logical %d (real %d); has=%d, hasammo=%d', [cwi, rwidx, Integer(FWeapon[rwidx]), Integer(hasAmmoForWeapon(rwidx))]), TMsgType.Warning);
3791 if FWeapon
[rwidx
] and ((wwc
= 1) or hasAmmoForWeapon(rwidx
)) then
3793 //e_WriteLog(' I FOUND HER!', TMsgType.Warning);
3795 result
:= Byte(rwidx
);
3797 //FNextWeapDelay := 10; // anyway, 'cause why not; k8: not needed anymore
3802 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3806 procedure TPlayer
.RealizeCurrentWeapon();
3807 function switchAllowed (): Boolean;
3812 if FBFGFireCounter
<> -1 then
3814 if FTime
[T_SWITCH
] > gTime
then
3816 for i
:= WP_FIRST
to WP_LAST
do
3817 if FReloading
[i
] > 0 then
3825 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3826 //FNextWeap := FNextWeap and $1FFF;
3827 //HACK: alteration delay will be reset when player released any weapon switch key
3828 FNextWeapDelay
:= 0; //k8: just in case
3829 //if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
3831 if not switchAllowed
then
3833 //HACK for weapon cycling
3834 if (FNextWeap
and $E000) <> 0 then FNextWeap
:= 0;
3838 nw
:= getNextWeaponIndex();
3839 if nw
= 255 then exit
; // don't reset anything here
3840 if nw
> High(FWeapon
) then
3842 // don't forget to reset queue here!
3843 //e_WriteLog(Format(' RealizeCurrentWeapon: WUTAFUUUU?! (%d)', [nw]), TMsgType.Warning);
3850 //k8: emulate this on client immediately, or wait for server confirmation?
3852 if g_Game_IsClient then
3854 FNetForceWeap := nw;
3855 //FNetForceWeapFIdx := FCurrFrameIdx+5; // force for ~5 frames
3856 FNetForceWeapFIdx := gTime+5; // force for ~5 frames
3857 writeln('NETWEAPONSWITCH: fw=', NetForceWeap, '; fwfidx=', NetForceWeapFIdx, '; cfrm=', gTime);
3860 FNetForceWeapFIdx
:= gTime
+5; // force for ~5 frames
3862 if nw
= WEAPON_SAW
then FSawSoundSelect
.PlayAt(FObj
.X
, FObj
.Y
);
3863 FModel
.SetWeapon(nw
);
3864 FTime
[T_SWITCH
] := gTime
+156;
3865 if g_Game_IsNet
then MH_SEND_PlayerStats(FUID
);
3866 //if g_Game_IsNet and g_Game_IsClient then
3870 procedure TPlayer
.NextWeapon();
3872 //if g_Game_IsClient then Exit;
3876 procedure TPlayer
.PrevWeapon();
3878 //if g_Game_IsClient then Exit;
3882 // used by network layer
3883 procedure TPlayer
.SetWeapon(W
: Byte);
3885 if FCurrWeap
<> W
then
3886 if (W
= WEAPON_SAW
) then
3887 FSawSoundSelect
.PlayAt(FObj
.X
, FObj
.Y
);
3890 FModel
.SetWeapon(CurrWeap
);
3891 //if g_Game_IsClient then resetWeaponQueue();
3894 function TPlayer
.PickItem(ItemType
: Byte; arespawn
: Boolean; var remove
: Boolean): Boolean;
3896 function allowBerserkSwitching (): Boolean;
3898 if (FBFGFireCounter
<> -1) then begin result
:= false; exit
; end;
3900 if gBerserkAutoswitch
then exit
;
3901 if not conIsCheatsEnabled
then exit
;
3909 if g_Game_IsClient
then Exit
;
3911 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3912 a
:= LongBool(gGameSettings
.Options
and GAME_OPTION_WEAPONSTAY
) and arespawn
;
3917 if FHealth
< PLAYER_HP_SOFT
then
3919 IncMax(FHealth
, 10, PLAYER_HP_SOFT
);
3923 if gFlash
= 2 then Inc(FPickup
, 5);
3927 if FHealth
< PLAYER_HP_SOFT
then
3929 IncMax(FHealth
, 25, PLAYER_HP_SOFT
);
3933 if gFlash
= 2 then Inc(FPickup
, 5);
3937 if FArmor
< PLAYER_AP_SOFT
then
3939 FArmor
:= PLAYER_AP_SOFT
;
3942 if gFlash
= 2 then Inc(FPickup
, 5);
3946 if FArmor
< PLAYER_AP_LIMIT
then
3948 FArmor
:= PLAYER_AP_LIMIT
;
3951 if gFlash
= 2 then Inc(FPickup
, 5);
3955 if FHealth
< PLAYER_HP_LIMIT
then
3957 IncMax(FHealth
, 100, PLAYER_HP_LIMIT
);
3961 if gFlash
= 2 then Inc(FPickup
, 5);
3965 if (FHealth
< PLAYER_HP_LIMIT
) or (FArmor
< PLAYER_AP_LIMIT
) then
3967 if FHealth
< PLAYER_HP_LIMIT
then
3968 FHealth
:= PLAYER_HP_LIMIT
;
3969 if FArmor
< PLAYER_AP_LIMIT
then
3970 FArmor
:= PLAYER_AP_LIMIT
;
3974 if gFlash
= 2 then Inc(FPickup
, 5);
3978 if (not FWeapon
[WEAPON_SAW
]) or ((not arespawn
) and (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
])) then
3980 FWeapon
[WEAPON_SAW
] := True;
3982 if gFlash
= 2 then Inc(FPickup
, 5);
3983 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3986 ITEM_WEAPON_SHOTGUN1
:
3987 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SHOTGUN1
] then
3989 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
3990 if a
and FWeapon
[WEAPON_SHOTGUN1
] then Exit
;
3992 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3993 FWeapon
[WEAPON_SHOTGUN1
] := True;
3995 if gFlash
= 2 then Inc(FPickup
, 5);
3996 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3999 ITEM_WEAPON_SHOTGUN2
:
4000 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SHOTGUN2
] then
4002 if a
and FWeapon
[WEAPON_SHOTGUN2
] then Exit
;
4004 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
4005 FWeapon
[WEAPON_SHOTGUN2
] := True;
4007 if gFlash
= 2 then Inc(FPickup
, 5);
4008 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4011 ITEM_WEAPON_CHAINGUN
:
4012 if (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or not FWeapon
[WEAPON_CHAINGUN
] then
4014 if a
and FWeapon
[WEAPON_CHAINGUN
] then Exit
;
4016 IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
4017 FWeapon
[WEAPON_CHAINGUN
] := True;
4019 if gFlash
= 2 then Inc(FPickup
, 5);
4020 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4023 ITEM_WEAPON_ROCKETLAUNCHER
:
4024 if (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or not FWeapon
[WEAPON_ROCKETLAUNCHER
] then
4026 if a
and FWeapon
[WEAPON_ROCKETLAUNCHER
] then Exit
;
4028 IncMax(FAmmo
[A_ROCKETS
], 2, FMaxAmmo
[A_ROCKETS
]);
4029 FWeapon
[WEAPON_ROCKETLAUNCHER
] := True;
4031 if gFlash
= 2 then Inc(FPickup
, 5);
4032 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4036 if (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or not FWeapon
[WEAPON_PLASMA
] then
4038 if a
and FWeapon
[WEAPON_PLASMA
] then Exit
;
4040 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
4041 FWeapon
[WEAPON_PLASMA
] := True;
4043 if gFlash
= 2 then Inc(FPickup
, 5);
4044 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4048 if (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or not FWeapon
[WEAPON_BFG
] then
4050 if a
and FWeapon
[WEAPON_BFG
] then Exit
;
4052 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
4053 FWeapon
[WEAPON_BFG
] := True;
4055 if gFlash
= 2 then Inc(FPickup
, 5);
4056 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4059 ITEM_WEAPON_SUPERPULEMET
:
4060 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SUPERPULEMET
] then
4062 if a
and FWeapon
[WEAPON_SUPERPULEMET
] then Exit
;
4064 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
4065 FWeapon
[WEAPON_SUPERPULEMET
] := True;
4067 if gFlash
= 2 then Inc(FPickup
, 5);
4068 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4071 ITEM_WEAPON_FLAMETHROWER
:
4072 if (FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
]) or not FWeapon
[WEAPON_FLAMETHROWER
] then
4074 if a
and FWeapon
[WEAPON_FLAMETHROWER
] then Exit
;
4076 IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
4077 FWeapon
[WEAPON_FLAMETHROWER
] := True;
4079 if gFlash
= 2 then Inc(FPickup
, 5);
4080 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4084 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
4086 IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
4089 if gFlash
= 2 then Inc(FPickup
, 5);
4092 ITEM_AMMO_BULLETS_BOX
:
4093 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
4095 IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
4098 if gFlash
= 2 then Inc(FPickup
, 5);
4102 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
4104 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
4107 if gFlash
= 2 then Inc(FPickup
, 5);
4110 ITEM_AMMO_SHELLS_BOX
:
4111 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
4113 IncMax(FAmmo
[A_SHELLS
], 25, FMaxAmmo
[A_SHELLS
]);
4116 if gFlash
= 2 then Inc(FPickup
, 5);
4120 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
4122 IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
4125 if gFlash
= 2 then Inc(FPickup
, 5);
4128 ITEM_AMMO_ROCKET_BOX
:
4129 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
4131 IncMax(FAmmo
[A_ROCKETS
], 5, FMaxAmmo
[A_ROCKETS
]);
4134 if gFlash
= 2 then Inc(FPickup
, 5);
4138 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
4140 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
4143 if gFlash
= 2 then Inc(FPickup
, 5);
4147 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
4149 IncMax(FAmmo
[A_CELLS
], 100, FMaxAmmo
[A_CELLS
]);
4152 if gFlash
= 2 then Inc(FPickup
, 5);
4156 if FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
] then
4158 IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
4161 if gFlash
= 2 then Inc(FPickup
, 5);
4165 if not(R_ITEM_BACKPACK
in FRulez
) or
4166 (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or
4167 (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or
4168 (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or
4169 (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or
4170 (FMaxAmmo
[A_FUEL
] < AmmoLimits
[1, A_FUEL
]) then
4172 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[1, A_BULLETS
];
4173 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[1, A_SHELLS
];
4174 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[1, A_ROCKETS
];
4175 FMaxAmmo
[A_CELLS
] := AmmoLimits
[1, A_CELLS
];
4176 FMaxAmmo
[A_FUEL
] := AmmoLimits
[1, A_FUEL
];
4178 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
4179 IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
4180 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
4181 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
4182 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
4183 IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
4184 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
4185 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
4187 FRulez
:= FRulez
+ [R_ITEM_BACKPACK
];
4190 if gFlash
= 2 then Inc(FPickup
, 5);
4194 if not(R_KEY_RED
in FRulez
) then
4196 Include(FRulez
, R_KEY_RED
);
4198 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
4199 if gFlash
= 2 then Inc(FPickup
, 5);
4200 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
4204 if not(R_KEY_GREEN
in FRulez
) then
4206 Include(FRulez
, R_KEY_GREEN
);
4208 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
4209 if gFlash
= 2 then Inc(FPickup
, 5);
4210 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
4214 if not(R_KEY_BLUE
in FRulez
) then
4216 Include(FRulez
, R_KEY_BLUE
);
4218 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
4219 if gFlash
= 2 then Inc(FPickup
, 5);
4220 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
4224 if FMegaRulez
[MR_SUIT
] < gTime
+PLAYER_SUIT_TIME
then
4226 FMegaRulez
[MR_SUIT
] := gTime
+PLAYER_SUIT_TIME
;
4230 if gFlash
= 2 then Inc(FPickup
, 5);
4234 if FAir
< AIR_MAX
then
4239 if gFlash
= 2 then Inc(FPickup
, 5);
4244 if not (R_BERSERK
in FRulez
) then
4246 Include(FRulez
, R_BERSERK
);
4247 if allowBerserkSwitching
then
4249 FCurrWeap
:= WEAPON_KASTET
;
4250 //FNetForceWeap := FCurrWeap;
4252 FModel
.SetWeapon(WEAPON_KASTET
);
4257 if gFlash
= 2 then Inc(FPickup
, 5);
4259 FBerserk
:= gTime
+30000;
4263 //k8:do we need it? if g_Game_IsNet and g_Game_IsServer then MH_SEND_PlayerStats(FUID);
4265 if FHealth
< PLAYER_HP_SOFT
then
4267 FHealth
:= PLAYER_HP_SOFT
;
4268 FBerserk
:= gTime
+30000;
4276 if FMegaRulez
[MR_INVUL
] < gTime
+PLAYER_INVUL_TIME
then
4278 FMegaRulez
[MR_INVUL
] := gTime
+PLAYER_INVUL_TIME
;
4281 if gFlash
= 2 then Inc(FPickup
, 5);
4285 if FHealth
< PLAYER_HP_LIMIT
then
4287 IncMax(FHealth
, 4, PLAYER_HP_LIMIT
);
4291 if gFlash
= 2 then Inc(FPickup
, 5);
4295 if FArmor
< PLAYER_AP_LIMIT
then
4297 IncMax(FArmor
, 5, PLAYER_AP_LIMIT
);
4300 if gFlash
= 2 then Inc(FPickup
, 5);
4304 if FJetFuel
< JET_MAX
then
4306 FJetFuel
:= JET_MAX
;
4309 if gFlash
= 2 then Inc(FPickup
, 5);
4313 if FMegaRulez
[MR_INVIS
] < gTime
+PLAYER_INVIS_TIME
then
4315 FMegaRulez
[MR_INVIS
] := gTime
+PLAYER_INVIS_TIME
;
4318 if gFlash
= 2 then Inc(FPickup
, 5);
4323 procedure TPlayer
.Touch();
4327 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
4330 // Áðîñèòü ôëàã òîâàðèùó:
4331 if gGameSettings
.GameMode
= GM_CTF
then
4336 procedure TPlayer
.Push(vx
, vy
: Integer);
4338 if (not FPhysics
) and FGhost
then
4340 FObj
.Accel
.X
:= FObj
.Accel
.X
+ vx
;
4341 FObj
.Accel
.Y
:= FObj
.Accel
.Y
+ vy
;
4342 if g_Game_IsNet
and g_Game_IsServer
then
4343 MH_SEND_PlayerPos(True, FUID
, NET_EVERYONE
);
4346 procedure TPlayer
.Reset(Force
: Boolean);
4352 FTime
[T_RESPAWN
] := 0;
4353 FTime
[T_FLAGCAP
] := 0;
4364 //FCurrFrameIdx := 0;
4365 //FNetForceWeap := FCurrWeap;
4366 FNetForceWeapFIdx
:= 0;
4369 FSpectator
:= False;
4372 FSpectatePlayer
:= -1;
4373 FNoRespawn
:= False;
4375 FLives
:= gGameSettings
.MaxLives
;
4380 procedure TPlayer
.SoftReset();
4386 FBFGFireCounter
:= -1;
4392 FNetForceWeapFIdx
:= 0;
4395 SetAction(A_STAND
, True);
4398 function TPlayer
.GetRespawnPoint(): Byte;
4403 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4405 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4406 if gGameSettings
.GameMode
in [GM_COOP
, GM_SINGLE
] then
4408 if (Self
= gPlayer1
) or (Self
= gPlayer2
) then
4410 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
4411 if Self
= gPlayer1
then
4412 c
:= RESPAWNPOINT_PLAYER1
4414 c
:= RESPAWNPOINT_PLAYER2
;
4415 if g_Map_GetPointCount(c
) > 0 then
4421 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
4422 if Self
= gPlayer1
then
4423 c
:= RESPAWNPOINT_PLAYER2
4425 c
:= RESPAWNPOINT_PLAYER1
;
4426 if g_Map_GetPointCount(c
) > 0 then
4433 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
4434 if Random(2) = 0 then
4435 c
:= RESPAWNPOINT_PLAYER1
4437 c
:= RESPAWNPOINT_PLAYER2
;
4438 if g_Map_GetPointCount(c
) > 0 then
4445 // Òî÷êà ëþáîé èç êîìàíä
4446 if Random(2) = 0 then
4447 c
:= RESPAWNPOINT_RED
4449 c
:= RESPAWNPOINT_BLUE
;
4450 if g_Map_GetPointCount(c
) > 0 then
4457 c
:= RESPAWNPOINT_DM
;
4458 if g_Map_GetPointCount(c
) > 0 then
4466 if gGameSettings
.GameMode
= GM_DM
then
4469 c
:= RESPAWNPOINT_DM
;
4470 if g_Map_GetPointCount(c
) > 0 then
4476 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4477 if Random(2) = 0 then
4478 c
:= RESPAWNPOINT_PLAYER1
4480 c
:= RESPAWNPOINT_PLAYER2
;
4481 if g_Map_GetPointCount(c
) > 0 then
4487 // Òî÷êà ëþáîé èç êîìàíä
4488 if Random(2) = 0 then
4489 c
:= RESPAWNPOINT_RED
4491 c
:= RESPAWNPOINT_BLUE
;
4492 if g_Map_GetPointCount(c
) > 0 then
4500 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
4502 // Òî÷êà ñâîåé êîìàíäû
4503 c
:= RESPAWNPOINT_DM
;
4504 if FTeam
= TEAM_RED
then
4505 c
:= RESPAWNPOINT_RED
;
4506 if FTeam
= TEAM_BLUE
then
4507 c
:= RESPAWNPOINT_BLUE
;
4508 if g_Map_GetPointCount(c
) > 0 then
4515 c
:= RESPAWNPOINT_DM
;
4516 if g_Map_GetPointCount(c
) > 0 then
4522 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4523 if Random(2) = 0 then
4524 c
:= RESPAWNPOINT_PLAYER1
4526 c
:= RESPAWNPOINT_PLAYER2
;
4527 if g_Map_GetPointCount(c
) > 0 then
4533 // Òî÷êà äðóãîé êîìàíäû
4534 c
:= RESPAWNPOINT_DM
;
4535 if FTeam
= TEAM_RED
then
4536 c
:= RESPAWNPOINT_BLUE
;
4537 if FTeam
= TEAM_BLUE
then
4538 c
:= RESPAWNPOINT_RED
;
4539 if g_Map_GetPointCount(c
) > 0 then
4547 procedure TPlayer
.Respawn(Silent
: Boolean; Force
: Boolean = False);
4549 RespawnPoint
: TRespawnPoint
;
4555 FBFGFireCounter
:= -1;
4559 //FNetForceWeap := FCurrWeap;
4560 FNetForceWeapFIdx
:= 0;
4562 if not g_Game_IsServer
then
4566 FWantsInGame
:= True;
4567 FJustTeleported
:= True;
4570 FTime
[T_RESPAWN
] := 0;
4574 // if server changes MaxLives we gotta be ready
4575 if gGameSettings
.MaxLives
= 0 then FNoRespawn
:= False;
4577 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4578 if FTime
[T_RESPAWN
] > gTime
then
4581 // Ïðîñðàë âñå æèçíè:
4584 if not FSpectator
then Spectate(True);
4585 FWantsInGame
:= True;
4589 if (gGameSettings
.GameType
<> GT_SINGLE
) and (gGameSettings
.GameMode
<> GM_COOP
) then
4590 begin // "Ñâîÿ èãðà"
4591 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4592 FRulez
:= FRulez
-[R_BERSERK
];
4594 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4596 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4597 FRulez
:= FRulez
-[R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
, R_BERSERK
];
4600 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4601 c
:= GetRespawnPoint();
4606 // Âîñêðåøåíèå áåç îðóæèÿ:
4609 FHealth
:= PLAYER_HP_SOFT
;
4615 for a
:= WP_FIRST
to WP_LAST
do
4617 FWeapon
[a
] := False;
4621 FWeapon
[WEAPON_PISTOL
] := True;
4622 FWeapon
[WEAPON_KASTET
] := True;
4623 FCurrWeap
:= WEAPON_PISTOL
;
4624 //FNetForceWeap := FCurrWeap;
4627 FModel
.SetWeapon(FCurrWeap
);
4629 for b
:= A_BULLETS
to A_HIGH
do
4632 FAmmo
[A_BULLETS
] := 50;
4634 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[0, A_BULLETS
];
4635 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[0, A_SHELLS
];
4636 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[0, A_SHELLS
];
4637 FMaxAmmo
[A_CELLS
] := AmmoLimits
[0, A_CELLS
];
4638 FMaxAmmo
[A_FUEL
] := AmmoLimits
[0, A_FUEL
];
4640 if gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
] then
4641 FRulez
:= [R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
]
4646 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4647 if not g_Map_GetPoint(c
, RespawnPoint
) then
4649 g_FatalError(_lc
[I_GAME_ERROR_GET_SPAWN
]);
4653 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4654 FObj
.X
:= RespawnPoint
.X
-PLAYER_RECT
.X
;
4655 FObj
.Y
:= RespawnPoint
.Y
-PLAYER_RECT
.Y
;
4661 FDirection
:= RespawnPoint
.Direction
;
4662 if FDirection
= TDirection
.D_LEFT
then
4667 SetAction(A_STAND
, True);
4668 FModel
.Direction
:= FDirection
;
4670 for a
:= Low(FTime
) to High(FTime
) do
4673 for a
:= Low(FMegaRulez
) to High(FMegaRulez
) do
4678 FCanJetpack
:= False;
4683 // Àíèìàöèÿ âîçðîæäåíèÿ:
4684 if (not gLoadGameMode
) and (not Silent
) then
4685 if g_Frames_Get(ID
, 'FRAMES_TELEPORT') then
4687 Anim
:= TAnimation
.Create(ID
, False, 3);
4688 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4689 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
4693 FSpectator
:= False;
4696 FSpectatePlayer
:= -1;
4699 if (gPlayer1
= nil) and (gLMSPID1
= FUID
) then
4701 if (gPlayer2
= nil) and (gLMSPID2
= FUID
) then
4704 //FNetForceWeap := FCurrWeap;
4706 if g_Game_IsNet
then
4708 MH_SEND_PlayerPos(True, FUID
, NET_EVERYONE
);
4709 MH_SEND_PlayerStats(FUID
, NET_EVERYONE
);
4711 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4712 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32,
4717 procedure TPlayer
.Spectate(NoMove
: Boolean = False);
4720 Kill(K_EXTRAHARDKILL
, FUID
, HIT_SOME
)
4721 else if (not NoMove
) then
4723 GameX
:= gMapInfo
.Width
div 2;
4724 GameY
:= gMapInfo
.Height
div 2;
4733 FWantsInGame
:= False;
4738 if Self
= gPlayer1
then
4743 if Self
= gPlayer2
then
4750 if g_Game_IsNet
then
4751 MH_SEND_PlayerStats(FUID
);
4754 procedure TPlayer
.SwitchNoClip
;
4758 FGhost
:= not FGhost
;
4759 FPhysics
:= not FGhost
;
4771 procedure TPlayer
.Run(Direction
: TDirection
);
4775 if MAX_RUNVEL
> 8 then
4779 if Direction
= TDirection
.D_LEFT
then
4781 if FObj
.Vel
.X
> -MAX_RUNVEL
then
4782 FObj
.Vel
.X
:= FObj
.Vel
.X
- (MAX_RUNVEL
shr 3);
4785 if FObj
.Vel
.X
< MAX_RUNVEL
then
4786 FObj
.Vel
.X
:= FObj
.Vel
.X
+ (MAX_RUNVEL
shr 3);
4788 // Âîçìîæíî, ïèíàåì êóñêè:
4789 if (FObj
.Vel
.X
<> 0) and (gGibs
<> nil) then
4791 b
:= Abs(FObj
.Vel
.X
);
4792 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
4793 for a
:= 0 to High(gGibs
) do
4795 if gGibs
[a
].alive
and
4796 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
4797 FObj
.Rect
.Width
, 8, @gGibs
[a
].Obj
) and (Random(3) = 0) then
4800 if FObj
.Vel
.X
< 0 then
4802 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)+120) // íàëåâî
4806 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)); // íàïðàâî
4808 gGibs
[a
].positionChanged(); // this updates spatial accelerators
4816 procedure TPlayer
.SeeDown();
4818 SetAction(A_SEEDOWN
);
4820 if FDirection
= TDirection
.D_LEFT
then FAngle
:= ANGLE_LEFTDOWN
else FAngle
:= ANGLE_RIGHTDOWN
;
4822 if FIncCam
> -120 then DecMin(FIncCam
, 5, -120);
4825 procedure TPlayer
.SeeUp();
4829 if FDirection
= TDirection
.D_LEFT
then FAngle
:= ANGLE_LEFTUP
else FAngle
:= ANGLE_RIGHTUP
;
4831 if FIncCam
< 120 then IncMax(FIncCam
, 5, 120);
4834 procedure TPlayer
.SetAction(Action
: Byte; Force
: Boolean = False);
4842 A_ATTACK
: Prior
:= 2;
4843 A_SEEUP
: Prior
:= 1;
4844 A_SEEDOWN
: Prior
:= 1;
4845 A_ATTACKUP
: Prior
:= 2;
4846 A_ATTACKDOWN
: Prior
:= 2;
4851 if (Prior
> FActionPrior
) or Force
then
4852 if not ((Prior
= 2) and (FCurrWeap
= WEAPON_SAW
)) then
4854 FActionPrior
:= Prior
;
4855 FActionAnim
:= Action
;
4856 FActionForce
:= Force
;
4857 FActionChanged
:= True;
4860 if Action
in [A_ATTACK
, A_ATTACKUP
, A_ATTACKDOWN
] then FModel
.SetFire(True);
4863 function TPlayer
.StayOnStep(XInc
, YInc
: Integer): Boolean;
4865 Result
:= not g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+YInc
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
-1,
4866 PLAYER_RECT
.Width
, 1, PANEL_STEP
, False)
4867 and g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+YInc
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
,
4868 PLAYER_RECT
.Width
, 1, PANEL_STEP
, False);
4871 function TPlayer
.TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
4878 if g_CollideLevel(X
, Y
, PLAYER_RECT
.Width
, PLAYER_RECT
.Height
) then
4880 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj
.X
, FObj
.Y
);
4881 if g_Game_IsServer
and g_Game_IsNet
then
4882 MH_SEND_Sound(FObj
.X
, FObj
.Y
, 'SOUND_GAME_NOTELEPORT');
4886 FJustTeleported
:= True;
4891 if g_Frames_Get(ID
, 'FRAMES_TELEPORT') then
4893 Anim
:= TAnimation
.Create(ID
, False, 3);
4896 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj
.X
, FObj
.Y
);
4897 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4898 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
4899 if g_Game_IsServer
and g_Game_IsNet
then
4900 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4901 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, 1,
4905 FObj
.X
:= X
-PLAYER_RECT
.X
;
4906 FObj
.Y
:= Y
-PLAYER_RECT
.Y
;
4907 if FAlive
and FGhost
then
4913 if not g_Game_IsNet
then
4917 SetDirection(TDirection
.D_LEFT
);
4923 SetDirection(TDirection
.D_RIGHT
);
4929 if FDirection
= TDirection
.D_RIGHT
then
4931 SetDirection(TDirection
.D_LEFT
);
4936 SetDirection(TDirection
.D_RIGHT
);
4942 if not silent
and (Anim
<> nil) then
4944 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4945 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
4948 if g_Game_IsServer
and g_Game_IsNet
then
4949 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4950 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, 0,
4957 function nonz(a
: Single): Single;
4965 function TPlayer
.followCorpse(): Boolean;
4970 if FAlive
or FSpectator
then
4972 if (gCorpses
= nil) or (Length(gCorpses
) = 0) then
4974 for i
:= 0 to High(gCorpses
) do
4975 if gCorpses
[i
] <> nil then
4976 if gCorpses
[i
].FPlayerUID
= FUID
then
4979 FObj
.X
:= gCorpses
[i
].FObj
.X
;
4980 FObj
.Y
:= gCorpses
[i
].FObj
.Y
;
4981 FObj
.Vel
.X
:= gCorpses
[i
].FObj
.Vel
.X
;
4982 FObj
.Vel
.Y
:= gCorpses
[i
].FObj
.Vel
.Y
;
4983 FObj
.Accel
.X
:= gCorpses
[i
].FObj
.Accel
.X
;
4984 FObj
.Accel
.Y
:= gCorpses
[i
].FObj
.Accel
.Y
;
4989 procedure TPlayer
.Update();
4992 i
, ii
, wx
, wy
, xd
, yd
, k
: Integer;
4993 blockmon
, headwater
, dospawn
: Boolean;
4998 //Inc(FCurrFrameIdx);
5000 NetServer
:= g_Game_IsNet
and g_Game_IsServer
;
5001 AnyServer
:= g_Game_IsServer
;
5003 if g_Game_IsClient
and (NetInterpLevel
> 0) then
5004 DoLerp(NetInterpLevel
+ 1)
5011 if FClientID
>= 0 then
5013 FPing
:= NetClients
[FClientID
].Peer
^.lastRoundTripTime
;
5014 if NetClients
[FClientID
].Peer
^.packetsSent
> 0 then
5015 FLoss
:= Round(100*NetClients
[FClientID
].Peer
^.packetsLost
/NetClients
[FClientID
].Peer
^.packetsSent
)
5025 if FAlive
and (FPunchAnim
<> nil) then
5026 FPunchAnim
.Update();
5028 if FAlive
and (gFly
or FJetpack
) then
5031 if FDirection
= TDirection
.D_LEFT
then
5036 if FAlive
and (not FGhost
) then
5038 if FKeys
[KEY_UP
].Pressed
then
5040 if FKeys
[KEY_DOWN
].Pressed
then
5044 if (not (FKeys
[KEY_UP
].Pressed
or FKeys
[KEY_DOWN
].Pressed
)) and
5047 i
:= g_basic
.Sign(FIncCam
);
5048 FIncCam
:= Abs(FIncCam
);
5049 DecMin(FIncCam
, 5, 0);
5050 FIncCam
:= FIncCam
*i
;
5053 // no need to do that each second frame, weapon queue will take care of it
5054 if FAlive
and FKeys
[KEY_NEXTWEAPON
].Pressed
{and AnyServer} then NextWeapon();
5055 if FAlive
and FKeys
[KEY_PREVWEAPON
].Pressed
{and AnyServer} then PrevWeapon();
5057 if gTime
mod (GAME_TICK
*2) <> 0 then
5059 if (FObj
.Vel
.X
= 0) and FAlive
then
5061 if FKeys
[KEY_LEFT
].Pressed
then
5062 Run(TDirection
.D_LEFT
);
5063 if FKeys
[KEY_RIGHT
].Pressed
then
5064 Run(TDirection
.D_RIGHT
);
5069 if not followCorpse() then
5070 g_Obj_Move(@FObj
, True, True, True);
5071 positionChanged(); // this updates spatial accelerators
5077 FActionChanged
:= False;
5081 // Let alive player do some actions
5082 if FKeys
[KEY_LEFT
].Pressed
then Run(TDirection
.D_LEFT
);
5083 if FKeys
[KEY_RIGHT
].Pressed
then Run(TDirection
.D_RIGHT
);
5084 //if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
5085 //if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
5086 if FKeys
[KEY_FIRE
].Pressed
and AnyServer
then Fire();
5087 if FKeys
[KEY_OPEN
].Pressed
and AnyServer
then Use();
5088 if FKeys
[KEY_JUMP
].Pressed
then Jump()
5091 if AnyServer
and FJetpack
then
5095 if NetServer
then MH_SEND_PlayerStats(FUID
);
5097 FCanJetpack
:= True;
5104 for k
:= Low(FKeys
) to KEY_CHAT
-1 do
5106 if FKeys
[k
].Pressed
then
5114 if gGameSettings
.GameType
in [GT_CUSTOM
, GT_SERVER
, GT_CLIENT
] then
5117 if (FTime
[T_RESPAWN
] <= gTime
) and
5118 gGameOn
and (not FAlive
) then
5120 if (g_Player_GetCount() > 1) then
5124 gExit
:= EXIT_RESTART
;
5129 // Dead spectator actions
5132 if FKeys
[KEY_OPEN
].Pressed
and AnyServer
then Fire();
5133 if FKeys
[KEY_FIRE
].Pressed
and AnyServer
then
5137 if (FSpectatePlayer
>= High(gPlayers
)) then
5138 FSpectatePlayer
:= -1
5142 for I
:= FSpectatePlayer
+ 1 to High(gPlayers
) do
5143 if gPlayers
[I
] <> nil then
5144 if gPlayers
[I
].alive
then
5145 if gPlayers
[I
].UID
<> FUID
then
5147 FSpectatePlayer
:= I
;
5152 if not SetSpect
then FSpectatePlayer
:= -1;
5163 if FKeys
[KEY_UP
].Pressed
or FKeys
[KEY_JUMP
].Pressed
then
5165 FYTo
:= FObj
.Y
- 32;
5166 FSpectatePlayer
:= -1;
5168 if FKeys
[KEY_DOWN
].Pressed
then
5170 FYTo
:= FObj
.Y
+ 32;
5171 FSpectatePlayer
:= -1;
5173 if FKeys
[KEY_LEFT
].Pressed
then
5175 FXTo
:= FObj
.X
- 32;
5176 FSpectatePlayer
:= -1;
5178 if FKeys
[KEY_RIGHT
].Pressed
then
5180 FXTo
:= FObj
.X
+ 32;
5181 FSpectatePlayer
:= -1;
5184 if (FXTo
< -64) then
5186 else if (FXTo
> gMapInfo
.Width
+ 32) then
5187 FXTo
:= gMapInfo
.Width
+ 32;
5188 if (FYTo
< -72) then
5190 else if (FYTo
> gMapInfo
.Height
+ 32) then
5191 FYTo
:= gMapInfo
.Height
+ 32;
5196 if not followCorpse() then
5197 g_Obj_Move(@FObj
, True, True, True);
5198 positionChanged(); // this updates spatial accelerators
5205 if (FSpectatePlayer
<= High(gPlayers
)) and (FSpectatePlayer
>= 0) then
5206 if gPlayers
[FSpectatePlayer
] <> nil then
5207 if gPlayers
[FSpectatePlayer
].alive
then
5209 FXTo
:= gPlayers
[FSpectatePlayer
].GameX
;
5210 FYTo
:= gPlayers
[FSpectatePlayer
].GameY
;
5214 blockmon
:= g_Map_CollidePanel(FObj
.X
+PLAYER_HEADRECT
.X
, FObj
.Y
+PLAYER_HEADRECT
.Y
,
5215 PLAYER_HEADRECT
.Width
, PLAYER_HEADRECT
.Height
,
5216 PANEL_BLOCKMON
, True);
5217 headwater
:= HeadInLiquid(0, 0);
5219 // Ñîïðîòèâëåíèå âîçäóõà:
5220 if (not FAlive
) or not (FKeys
[KEY_LEFT
].Pressed
or FKeys
[KEY_RIGHT
].Pressed
) then
5221 if FObj
.Vel
.X
<> 0 then
5222 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
5224 if (FLastHit
= HIT_TRAP
) and (FPain
> 90) then FPain
:= 90;
5225 DecMin(FPain
, 5, 0);
5226 DecMin(FPickup
, 1, 0);
5228 if FAlive
and (FObj
.Y
> Integer(gMapInfo
.Height
)+128) and AnyServer
then
5230 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
5231 FMegaRulez
[MR_SUIT
] := 0;
5232 FMegaRulez
[MR_INVUL
] := 0;
5233 FMegaRulez
[MR_INVIS
] := 0;
5234 Kill(K_FALLKILL
, 0, HIT_FALL
);
5241 if FCurrWeap
= WEAPON_SAW
then
5242 if not (FSawSound
.IsPlaying() or FSawSoundHit
.IsPlaying() or
5243 FSawSoundSelect
.IsPlaying()) then
5244 FSawSoundIdle
.PlayAt(FObj
.X
, FObj
.Y
);
5247 if (not FJetSoundFly
.IsPlaying()) and (not FJetSoundOn
.IsPlaying()) and
5248 (not FJetSoundOff
.IsPlaying()) then
5250 FJetSoundFly
.SetPosition(0);
5251 FJetSoundFly
.PlayAt(FObj
.X
, FObj
.Y
);
5254 for b
:= WP_FIRST
to WP_LAST
do
5255 if FReloading
[b
] > 0 then
5261 if FShellTimer
> -1 then
5262 if FShellTimer
= 0 then
5264 if FShellType
= SHELL_SHELL
then
5265 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5266 GameVelX
, GameVelY
-2, SHELL_SHELL
)
5267 else if FShellType
= SHELL_DBLSHELL
then
5269 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5270 GameVelX
+1, GameVelY
-2, SHELL_SHELL
);
5271 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5272 GameVelX
-1, GameVelY
-2, SHELL_SHELL
);
5275 end else Dec(FShellTimer
);
5277 if (FBFGFireCounter
> -1) then
5278 if FBFGFireCounter
= 0 then
5282 wx
:= FObj
.X
+WEAPONPOINT
[FDirection
].X
;
5283 wy
:= FObj
.Y
+WEAPONPOINT
[FDirection
].Y
;
5284 xd
:= wx
+IfThen(FDirection
= TDirection
.D_LEFT
, -30, 30);
5285 yd
:= wy
+firediry();
5286 g_Weapon_bfgshot(wx
, wy
, xd
, yd
, FUID
);
5287 if NetServer
then MH_SEND_PlayerFire(FUID
, WEAPON_BFG
, wx
, wy
, xd
, yd
);
5288 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
5289 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
5290 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
5293 FReloading
[WEAPON_BFG
] := WEAPON_RELOAD
[WEAPON_BFG
];
5294 FBFGFireCounter
:= -1;
5297 FBFGFireCounter
:= 0
5299 Dec(FBFGFireCounter
);
5301 if (FMegaRulez
[MR_SUIT
] < gTime
) and AnyServer
then
5303 b
:= g_GetAcidHit(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
, PLAYER_RECT
.Width
, PLAYER_RECT
.Height
);
5305 if (b
> 0) and (gTime
mod (15*GAME_TICK
) = 0) then Damage(b
, 0, 0, 0, HIT_ACID
);
5308 if (headwater
or blockmon
) then
5314 if AnyServer
then Damage(10, 0, 0, 0, HIT_WATER
);
5317 else if (FAir
mod 31 = 0) and not blockmon
then
5319 g_GFX_Bubbles(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2), FObj
.Y
+PLAYER_RECT
.Y
-4, 5+Random(6), 8, 4);
5320 if Random(2) = 0 then
5321 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
5323 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
5325 end else if FAir
< AIR_DEF
then
5328 if FFireTime
> 0 then
5330 if BodyInLiquid(0, 0) then
5335 else if FMegaRulez
[MR_SUIT
] >= gTime
then
5337 if FMegaRulez
[MR_SUIT
] = gTime
then
5344 if FFirePainTime
<= 0 then
5346 if g_Game_IsServer
then
5347 Damage(5, FFireAttacker
, 0, 0, HIT_FLAME
);
5348 FFirePainTime
:= 18;
5350 FFirePainTime
:= FFirePainTime
- 1;
5351 FFireTime
:= FFireTime
- 1;
5352 if (FFireTime
= 0) and g_Game_IsNet
and g_Game_IsServer
then
5353 MH_SEND_PlayerStats(FUID
);
5357 if FDamageBuffer
> 0 then
5359 if FDamageBuffer
>= 9 then
5363 if FDamageBuffer
< 30 then i
:= 9
5364 else if FDamageBuffer
< 100 then i
:= 18
5368 ii
:= Round(FDamageBuffer
*FHealth
/ nonz(FArmor
*(3/4)+FHealth
));
5369 FArmor
:= FArmor
-(FDamageBuffer
-ii
);
5370 FHealth
:= FHealth
-ii
;
5373 FHealth
:= FHealth
+FArmor
;
5378 if FHealth
<= 0 then
5379 if FHealth
> -30 then Kill(K_SIMPLEKILL
, FLastSpawnerUID
, FLastHit
)
5380 else if FHealth
> -50 then Kill(K_HARDKILL
, FLastSpawnerUID
, FLastHit
)
5381 else Kill(K_EXTRAHARDKILL
, FLastSpawnerUID
, FLastHit
);
5385 if FDamageBuffer
<= 20 then FModel
.PlaySound(MODELSOUND_PAIN
, 1, FObj
.X
, FObj
.Y
)
5386 else if FDamageBuffer
<= 55 then FModel
.PlaySound(MODELSOUND_PAIN
, 2, FObj
.X
, FObj
.Y
)
5387 else if FDamageBuffer
<= 120 then FModel
.PlaySound(MODELSOUND_PAIN
, 3, FObj
.X
, FObj
.Y
)
5388 else FModel
.PlaySound(MODELSOUND_PAIN
, 4, FObj
.X
, FObj
.Y
);
5395 end; // if FAlive then ...
5397 if (FActionAnim
= A_PAIN
) and (FModel
.Animation
<> A_PAIN
) then
5399 FModel
.ChangeAnimation(FActionAnim
, FActionForce
);
5400 FModel
.GetCurrentAnimation
.MinLength
:= i
;
5401 FModel
.GetCurrentAnimationMask
.MinLength
:= i
;
5402 end else FModel
.ChangeAnimation(FActionAnim
, FActionForce
and (FModel
.Animation
<> A_STAND
));
5404 if (FModel
.GetCurrentAnimation
.Played
or ((not FActionChanged
) and (FModel
.Animation
= A_WALK
)))
5405 then SetAction(A_STAND
, True);
5407 if not ((FModel
.Animation
= A_WALK
) and (Abs(FObj
.Vel
.X
) < 4) and not FModel
.Fire
) then FModel
.Update
;
5409 for b
:= Low(FKeys
) to High(FKeys
) do
5410 if FKeys
[b
].Time
= 0 then FKeys
[b
].Pressed
:= False else Dec(FKeys
[b
].Time
);
5414 procedure TPlayer
.getMapBox (out x
, y
, w
, h
: Integer); inline;
5416 x
:= FObj
.X
+PLAYER_RECT
.X
;
5417 y
:= FObj
.Y
+PLAYER_RECT
.Y
;
5418 w
:= PLAYER_RECT
.Width
;
5419 h
:= PLAYER_RECT
.Height
;
5423 procedure TPlayer
.moveBy (dx
, dy
: Integer); inline;
5425 if (dx
<> 0) or (dy
<> 0) then
5434 function TPlayer
.Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean;
5436 Result
:= g_Collide(FObj
.X
+PLAYER_RECT
.X
,
5437 FObj
.Y
+PLAYER_RECT
.Y
,
5444 function TPlayer
.Collide(Panel
: TPanel
): Boolean;
5446 Result
:= g_Collide(FObj
.X
+PLAYER_RECT
.X
,
5447 FObj
.Y
+PLAYER_RECT
.Y
,
5451 Panel
.Width
, Panel
.Height
);
5454 function TPlayer
.Collide(X
, Y
: Integer): Boolean;
5456 X
:= X
-FObj
.X
-PLAYER_RECT
.X
;
5457 Y
:= Y
-FObj
.Y
-PLAYER_RECT
.Y
;
5458 Result
:= (x
>= 0) and (x
<= PLAYER_RECT
.Width
) and
5459 (y
>= 0) and (y
<= PLAYER_RECT
.Height
);
5462 function g_Player_ValidName(Name
: string): Boolean;
5468 if gPlayers
= nil then Exit
;
5470 for a
:= 0 to High(gPlayers
) do
5471 if gPlayers
[a
] <> nil then
5472 if LowerCase(Name
) = LowerCase(gPlayers
[a
].FName
) then
5479 procedure TPlayer
.SetDirection(Direction
: TDirection
);
5483 d
:= FModel
.Direction
;
5485 FModel
.Direction
:= Direction
;
5486 if d
<> Direction
then FModel
.ChangeAnimation(FModel
.Animation
, True);
5488 FDirection
:= Direction
;
5491 function TPlayer
.GetKeys(): Byte;
5495 if R_KEY_RED
in FRulez
then Result
:= KEY_RED
;
5496 if R_KEY_GREEN
in FRulez
then Result
:= Result
or KEY_GREEN
;
5497 if R_KEY_BLUE
in FRulez
then Result
:= Result
or KEY_BLUE
;
5499 if FTeam
= TEAM_RED
then Result
:= Result
or KEY_REDTEAM
;
5500 if FTeam
= TEAM_BLUE
then Result
:= Result
or KEY_BLUETEAM
;
5503 procedure TPlayer
.Use();
5507 if FTime
[T_USE
] > gTime
then Exit
;
5509 g_Triggers_PressR(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
, PLAYER_RECT
.Width
,
5510 PLAYER_RECT
.Height
, FUID
, ACTIVATE_PLAYERPRESS
);
5512 for a
:= 0 to High(gPlayers
) do
5513 if (gPlayers
[a
] <> nil) and (gPlayers
[a
] <> Self
) and
5514 gPlayers
[a
].alive
and SameTeam(FUID
, gPlayers
[a
].FUID
) and
5515 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
5516 FObj
.Rect
.Width
, FObj
.Rect
.Height
, @gPlayers
[a
].FObj
) then
5518 gPlayers
[a
].Touch();
5519 if g_Game_IsNet
and g_Game_IsServer
then
5520 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH
, gPlayers
[a
].FUID
);
5523 FTime
[T_USE
] := gTime
+120;
5526 procedure TPlayer
.NetFire(Wpn
: Byte; X
, Y
, AX
, AY
: Integer; WID
: Integer = -1);
5530 WX
, WY
, XD
, YD
: Integer;
5542 if R_BERSERK
in FRulez
then
5544 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5545 locobj
.X
:= FObj
.X
+FObj
.Rect
.X
;
5546 locobj
.Y
:= FObj
.Y
+FObj
.Rect
.Y
;
5549 locobj
.rect
.Width
:= 39;
5550 locobj
.rect
.Height
:= 52;
5551 locobj
.Vel
.X
:= (xd
-wx
) div 2;
5552 locobj
.Vel
.Y
:= (yd
-wy
) div 2;
5553 locobj
.Accel
.X
:= xd
-wx
;
5554 locobj
.Accel
.y
:= yd
-wy
;
5556 if g_Weapon_Hit(@locobj
, 50, FUID
, HIT_SOME
) <> 0 then
5557 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj
.X
, FObj
.Y
)
5559 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj
.X
, FObj
.Y
);
5563 FPain
:= min(FPain
+ 25, 50);
5565 g_Weapon_punch(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, 3, FUID
);
5570 if g_Weapon_chainsaw(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
5571 IfThen(gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
], 9, 3), FUID
) <> 0 then
5573 FSawSoundSelect
.Stop();
5575 FSawSoundHit
.PlayAt(FObj
.X
, FObj
.Y
);
5577 else if not FSawSoundHit
.IsPlaying() then
5579 FSawSoundSelect
.Stop();
5580 FSawSound
.PlayAt(FObj
.X
, FObj
.Y
);
5587 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX
, Gamey
);
5588 FFireAngle
:= FAngle
;
5590 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5591 GameVelX
, GameVelY
-2, SHELL_BULLET
);
5596 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex
, Gamey
);
5597 FFireAngle
:= FAngle
;
5600 FShellType
:= SHELL_SHELL
;
5605 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex
, Gamey
);
5606 FFireAngle
:= FAngle
;
5609 FShellType
:= SHELL_DBLSHELL
;
5614 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex
, Gamey
);
5615 FFireAngle
:= FAngle
;
5617 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5618 GameVelX
, GameVelY
-2, SHELL_BULLET
);
5621 WEAPON_ROCKETLAUNCHER
:
5623 g_Weapon_Rocket(wx
, wy
, xd
, yd
, FUID
, WID
);
5624 FFireAngle
:= FAngle
;
5630 g_Weapon_Plasma(wx
, wy
, xd
, yd
, FUID
, WID
);
5631 FFireAngle
:= FAngle
;
5637 g_Weapon_BFGShot(wx
, wy
, xd
, yd
, FUID
, WID
);
5638 FFireAngle
:= FAngle
;
5642 WEAPON_SUPERPULEMET
:
5644 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex
, Gamey
);
5645 FFireAngle
:= FAngle
;
5647 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5648 GameVelX
, GameVelY
-2, SHELL_SHELL
);
5651 WEAPON_FLAMETHROWER
:
5653 g_Weapon_flame(wx
, wy
, xd
, yd
, FUID
, WID
);
5654 FFireAngle
:= FAngle
;
5661 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
5662 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
5663 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
5666 procedure TPlayer
.DoLerp(Level
: Integer = 2);
5668 if FObj
.X
<> FXTo
then FObj
.X
:= Lerp(FObj
.X
, FXTo
, Level
);
5669 if FObj
.Y
<> FYTo
then FObj
.Y
:= Lerp(FObj
.Y
, FYTo
, Level
);
5672 procedure TPlayer
.SetLerp(XTo
, YTo
: Integer);
5676 if NetInterpLevel
< 1 then
5686 AX
:= Abs(FXTo
- FObj
.X
);
5687 AY
:= Abs(FYTo
- FObj
.Y
);
5688 if (AX
> 32) or (AX
<= NetInterpLevel
) then
5690 if (AY
> 32) or (AY
<= NetInterpLevel
) then
5695 function TPlayer
.FullInLift(XInc
, YInc
: Integer): Integer;
5697 if g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
5698 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
-8,
5699 PANEL_LIFTUP
, False) then Result
:= -1
5701 if g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
5702 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
-8,
5703 PANEL_LIFTDOWN
, False) then Result
:= 1
5707 function TPlayer
.GetFlag(Flag
: Byte): Boolean;
5714 if Flag
= FLAG_NONE
then
5717 if not g_Game_IsServer
then Exit
;
5719 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5720 if (Flag
= FTeam
) and
5721 (gFlags
[Flag
].State
= FLAG_STATE_NORMAL
) and
5722 (FFlag
<> FLAG_NONE
) then
5724 if FFlag
= FLAG_RED
then
5725 s
:= _lc
[I_PLAYER_FLAG_RED
]
5727 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5729 evtype
:= FLAG_STATE_SCORED
;
5731 ts
:= Format('%.4d', [gFlags
[FFlag
].CaptureTime
]);
5732 Insert('.', ts
, Length(ts
) + 1 - 3);
5733 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_CAPTURE
], [FName
, s
, ts
]), True);
5735 g_Map_ResetFlag(FFlag
);
5736 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_CAPTURE
], [AnsiUpperCase(s
)]), 144);
5738 gTeamStat
[FTeam
].Goals
:= gTeamStat
[FTeam
].Goals
+ 1;
5741 if g_Game_IsNet
then
5743 MH_SEND_FlagEvent(evtype
, FFlag
, FUID
, False);
5747 gFlags
[FFlag
].CaptureTime
:= 0;
5752 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5753 if (Flag
= FTeam
) and
5754 (gFlags
[Flag
].State
= FLAG_STATE_DROPPED
) then
5756 if Flag
= FLAG_RED
then
5757 s
:= _lc
[I_PLAYER_FLAG_RED
]
5759 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5761 evtype
:= FLAG_STATE_RETURNED
;
5762 gFlags
[Flag
].CaptureTime
:= 0;
5764 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_RETURN
], [FName
, s
]), True);
5766 g_Map_ResetFlag(Flag
);
5767 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_RETURN
], [AnsiUpperCase(s
)]), 144);
5770 if g_Game_IsNet
then
5772 MH_SEND_FlagEvent(evtype
, Flag
, FUID
, False);
5778 // Ïîäîáðàë ÷óæîé ôëàã:
5779 if (Flag
<> FTeam
) and (FTime
[T_FLAGCAP
] <= gTime
) then
5783 if Flag
= FLAG_RED
then
5784 s
:= _lc
[I_PLAYER_FLAG_RED
]
5786 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5788 evtype
:= FLAG_STATE_CAPTURED
;
5790 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_GET
], [FName
, s
]), True);
5792 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_GET
], [AnsiUpperCase(s
)]), 144);
5794 gFlags
[Flag
].State
:= FLAG_STATE_CAPTURED
;
5797 if g_Game_IsNet
then
5799 MH_SEND_FlagEvent(evtype
, Flag
, FUID
, False);
5805 procedure TPlayer
.SetFlag(Flag
: Byte);
5808 if FModel
<> nil then
5809 FModel
.SetFlag(FFlag
);
5812 function TPlayer
.DropFlag(): Boolean;
5817 if (not g_Game_IsServer
) or (FFlag
= FLAG_NONE
) then
5819 FTime
[T_FLAGCAP
] := gTime
+ 2000;
5820 with gFlags
[FFlag
] do
5824 Direction
:= FDirection
;
5825 State
:= FLAG_STATE_DROPPED
;
5827 g_Obj_Push(@Obj
, (FObj
.Vel
.X
div 2)-2+Random(5),
5828 (FObj
.Vel
.Y
div 2)-2+Random(5));
5829 positionChanged(); // this updates spatial accelerators
5831 if FFlag
= FLAG_RED
then
5832 s
:= _lc
[I_PLAYER_FLAG_RED
]
5834 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5836 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_DROP
], [FName
, s
]), True);
5837 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_DROP
], [AnsiUpperCase(s
)]), 144);
5839 if g_Game_IsNet
then
5840 MH_SEND_FlagEvent(FLAG_STATE_DROPPED
, Flag
, FUID
, False);
5846 procedure TPlayer
.GetSecret();
5851 procedure TPlayer
.PressKey(Key
: Byte; Time
: Word = 1);
5853 Assert(Key
<= High(FKeys
));
5855 FKeys
[Key
].Pressed
:= True;
5856 FKeys
[Key
].Time
:= Time
;
5859 function TPlayer
.IsKeyPressed(K
: Byte): Boolean;
5861 Result
:= FKeys
[K
].Pressed
;
5864 procedure TPlayer
.ReleaseKeys();
5868 for a
:= Low(FKeys
) to High(FKeys
) do
5870 FKeys
[a
].Pressed
:= False;
5875 procedure TPlayer
.ReleaseKeysNoWeapon();
5879 for a
:= Low(FKeys
) to High(FKeys
) do
5881 if (a
= KEY_PREVWEAPON
) or (a
= KEY_NEXTWEAPON
) then continue
;
5882 FKeys
[a
].Pressed
:= False;
5887 procedure TPlayer
.OnDamage(Angle
: SmallInt);
5891 function TPlayer
.firediry(): Integer;
5893 if FKeys
[KEY_UP
].Pressed
then Result
:= -42
5894 else if FKeys
[KEY_DOWN
].Pressed
then Result
:= 19
5898 procedure TPlayer
.RememberState();
5902 FSavedState
.Health
:= FHealth
;
5903 FSavedState
.Armor
:= FArmor
;
5904 FSavedState
.Air
:= FAir
;
5905 FSavedState
.JetFuel
:= FJetFuel
;
5906 FSavedState
.CurrWeap
:= FCurrWeap
;
5907 FSavedState
.NextWeap
:= FNextWeap
;
5908 FSavedState
.NextWeapDelay
:= FNextWeapDelay
;
5911 FSavedState
.Ammo
[i
] := FAmmo
[i
];
5913 FSavedState
.MaxAmmo
[i
] := FMaxAmmo
[i
];
5915 FSavedState
.Rulez
:= FRulez
;
5916 FSavedState
.WaitRecall
:= True;
5919 procedure TPlayer
.RecallState();
5923 if not FSavedState
.WaitRecall
then Exit
;
5925 FHealth
:= FSavedState
.Health
;
5926 FArmor
:= FSavedState
.Armor
;
5927 FAir
:= FSavedState
.Air
;
5928 FJetFuel
:= FSavedState
.JetFuel
;
5929 FCurrWeap
:= FSavedState
.CurrWeap
;
5930 //FNetForceWeap := FCurrWeap;
5931 FNextWeap
:= FSavedState
.NextWeap
;
5932 FNextWeapDelay
:= FSavedState
.NextWeapDelay
;
5935 FAmmo
[i
] := FSavedState
.Ammo
[i
];
5937 FMaxAmmo
[i
] := FSavedState
.MaxAmmo
[i
];
5939 FRulez
:= FSavedState
.Rulez
;
5940 FSavedState
.WaitRecall
:= False;
5942 if gGameSettings
.GameType
= GT_SERVER
then
5943 MH_SEND_PlayerStats(FUID
);
5946 procedure TPlayer
.SaveState (st
: TStream
);
5952 utils
.writeSign(st
, 'PLYR');
5953 utils
.writeInt(st
, Byte(PLR_SAVE_VERSION
)); // version
5955 utils
.writeBool(st
, FIamBot
);
5957 utils
.writeInt(st
, Word(FUID
));
5959 utils
.writeStr(st
, FName
);
5961 utils
.writeInt(st
, Byte(FTeam
));
5963 utils
.writeBool(st
, FAlive
);
5964 // Èçðàñõîäîâàë ëè âñå æèçíè
5965 utils
.writeBool(st
, FNoRespawn
);
5967 if FDirection
= TDirection
.D_LEFT
then b
:= 1 else b
:= 2; // D_RIGHT
5968 utils
.writeInt(st
, Byte(b
));
5970 utils
.writeInt(st
, LongInt(FHealth
));
5972 utils
.writeInt(st
, Byte(FLives
));
5974 utils
.writeInt(st
, LongInt(FArmor
));
5976 utils
.writeInt(st
, LongInt(FAir
));
5978 utils
.writeInt(st
, LongInt(FJetFuel
));
5980 utils
.writeInt(st
, LongInt(FPain
));
5982 utils
.writeInt(st
, LongInt(FKills
));
5984 utils
.writeInt(st
, LongInt(FMonsterKills
));
5986 utils
.writeInt(st
, LongInt(FFrags
));
5988 utils
.writeInt(st
, Byte(FFragCombo
));
5989 // Âðåìÿ ïîñëåäíåãî ôðàãà
5990 utils
.writeInt(st
, LongWord(FLastFrag
));
5992 utils
.writeInt(st
, LongInt(FDeath
));
5994 utils
.writeInt(st
, Byte(FFlag
));
5996 utils
.writeInt(st
, LongInt(FSecrets
));
5998 utils
.writeInt(st
, Byte(FCurrWeap
));
6000 utils
.writeInt(st
, Word(FNextWeap
));
6002 utils
.writeInt(st
, Byte(FNextWeapDelay
));
6003 // Âðåìÿ çàðÿäêè BFG
6004 utils
.writeInt(st
, SmallInt(FBFGFireCounter
));
6006 utils
.writeInt(st
, LongInt(FDamageBuffer
));
6007 // Ïîñëåäíèé óäàðèâøèé
6008 utils
.writeInt(st
, Word(FLastSpawnerUID
));
6009 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6010 utils
.writeInt(st
, Byte(FLastHit
));
6012 Obj_SaveState(st
, @FObj
);
6013 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6014 for i
:= A_BULLETS
to A_HIGH
do utils
.writeInt(st
, Word(FAmmo
[i
]));
6015 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6016 for i
:= A_BULLETS
to A_HIGH
do utils
.writeInt(st
, Word(FMaxAmmo
[i
]));
6018 for i
:= WP_FIRST
to WP_LAST
do utils
.writeBool(st
, FWeapon
[i
]);
6019 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6020 for i
:= WP_FIRST
to WP_LAST
do utils
.writeInt(st
, Word(FReloading
[i
]));
6022 utils
.writeBool(st
, (R_ITEM_BACKPACK
in FRulez
));
6023 // Íàëè÷èå êðàñíîãî êëþ÷à
6024 utils
.writeBool(st
, (R_KEY_RED
in FRulez
));
6025 // Íàëè÷èå çåëåíîãî êëþ÷à
6026 utils
.writeBool(st
, (R_KEY_GREEN
in FRulez
));
6027 // Íàëè÷èå ñèíåãî êëþ÷à
6028 utils
.writeBool(st
, (R_KEY_BLUE
in FRulez
));
6030 utils
.writeBool(st
, (R_BERSERK
in FRulez
));
6031 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6032 for i
:= MR_SUIT
to MR_MAX
do utils
.writeInt(st
, LongWord(FMegaRulez
[i
]));
6033 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6034 for i
:= T_RESPAWN
to T_FLAGCAP
do utils
.writeInt(st
, LongWord(FTime
[i
]));
6036 utils
.writeStr(st
, FModel
.Name
);
6038 utils
.writeInt(st
, Byte(FColor
.R
));
6039 utils
.writeInt(st
, Byte(FColor
.G
));
6040 utils
.writeInt(st
, Byte(FColor
.B
));
6044 procedure TPlayer
.LoadState (st
: TStream
);
6053 if not utils
.checkSign(st
, 'PLYR') then raise XStreamError
.Create('invalid player signature');
6054 if (utils
.readByte(st
) <> PLR_SAVE_VERSION
) then raise XStreamError
.Create('invalid player version');
6056 FIamBot
:= utils
.readBool(st
);
6058 FUID
:= utils
.readWord(st
);
6060 str
:= utils
.readStr(st
);
6061 if (self
<> gPlayer1
) and (self
<> gPlayer2
) then FName
:= str
;
6063 FTeam
:= utils
.readByte(st
);
6065 FAlive
:= utils
.readBool(st
);
6066 // Èçðàñõîäîâàë ëè âñå æèçíè
6067 FNoRespawn
:= utils
.readBool(st
);
6069 b
:= utils
.readByte(st
);
6070 if b
= 1 then FDirection
:= TDirection
.D_LEFT
else FDirection
:= TDirection
.D_RIGHT
; // b = 2
6072 FHealth
:= utils
.readLongInt(st
);
6074 FLives
:= utils
.readByte(st
);
6076 FArmor
:= utils
.readLongInt(st
);
6078 FAir
:= utils
.readLongInt(st
);
6080 FJetFuel
:= utils
.readLongInt(st
);
6082 FPain
:= utils
.readLongInt(st
);
6084 FKills
:= utils
.readLongInt(st
);
6086 FMonsterKills
:= utils
.readLongInt(st
);
6088 FFrags
:= utils
.readLongInt(st
);
6090 FFragCombo
:= utils
.readByte(st
);
6091 // Âðåìÿ ïîñëåäíåãî ôðàãà
6092 FLastFrag
:= utils
.readLongWord(st
);
6094 FDeath
:= utils
.readLongInt(st
);
6096 FFlag
:= utils
.readByte(st
);
6098 FSecrets
:= utils
.readLongInt(st
);
6100 FCurrWeap
:= utils
.readByte(st
);
6101 //FNetForceWeap := FCurrWeap;
6103 FNextWeap
:= utils
.readWord(st
);
6105 FNextWeapDelay
:= utils
.readByte(st
);
6106 // Âðåìÿ çàðÿäêè BFG
6107 FBFGFireCounter
:= utils
.readSmallInt(st
);
6109 FDamageBuffer
:= utils
.readLongInt(st
);
6110 // Ïîñëåäíèé óäàðèâøèé
6111 FLastSpawnerUID
:= utils
.readWord(st
);
6112 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6113 FLastHit
:= utils
.readByte(st
);
6115 Obj_LoadState(@FObj
, st
);
6116 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6117 for i
:= A_BULLETS
to A_HIGH
do FAmmo
[i
] := utils
.readWord(st
);
6118 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6119 for i
:= A_BULLETS
to A_HIGH
do FMaxAmmo
[i
] := utils
.readWord(st
);
6121 for i
:= WP_FIRST
to WP_LAST
do FWeapon
[i
] := utils
.readBool(st
);
6122 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6123 for i
:= WP_FIRST
to WP_LAST
do FReloading
[i
] := utils
.readWord(st
);
6125 if utils
.readBool(st
) then Include(FRulez
, R_ITEM_BACKPACK
);
6126 // Íàëè÷èå êðàñíîãî êëþ÷à
6127 if utils
.readBool(st
) then Include(FRulez
, R_KEY_RED
);
6128 // Íàëè÷èå çåëåíîãî êëþ÷à
6129 if utils
.readBool(st
) then Include(FRulez
, R_KEY_GREEN
);
6130 // Íàëè÷èå ñèíåãî êëþ÷à
6131 if utils
.readBool(st
) then Include(FRulez
, R_KEY_BLUE
);
6133 if utils
.readBool(st
) then Include(FRulez
, R_BERSERK
);
6134 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6135 for i
:= MR_SUIT
to MR_MAX
do FMegaRulez
[i
] := utils
.readLongWord(st
);
6136 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6137 for i
:= T_RESPAWN
to T_FLAGCAP
do FTime
[i
] := utils
.readLongWord(st
);
6139 str
:= utils
.readStr(st
);
6141 FColor
.R
:= utils
.readByte(st
);
6142 FColor
.G
:= utils
.readByte(st
);
6143 FColor
.B
:= utils
.readByte(st
);
6144 if (self
= gPlayer1
) then
6146 str
:= gPlayer1Settings
.Model
;
6147 FColor
:= gPlayer1Settings
.Color
;
6149 else if (self
= gPlayer2
) then
6151 str
:= gPlayer2Settings
.Model
;
6152 FColor
:= gPlayer2Settings
.Color
;
6154 // Îáíîâëÿåì ìîäåëü èãðîêà
6156 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
6157 FModel
.Color
:= TEAMCOLOR
[FTeam
]
6159 FModel
.Color
:= FColor
;
6163 procedure TPlayer
.AllRulez(Health
: Boolean);
6169 FHealth
:= PLAYER_HP_LIMIT
;
6170 FArmor
:= PLAYER_AP_LIMIT
;
6174 for a
:= WP_FIRST
to WP_LAST
do FWeapon
[a
] := True;
6175 for a
:= A_BULLETS
to A_HIGH
do FAmmo
[a
] := 30000;
6176 FRulez
:= FRulez
+[R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
];
6179 procedure TPlayer
.RestoreHealthArmor();
6181 FHealth
:= PLAYER_HP_LIMIT
;
6182 FArmor
:= PLAYER_AP_LIMIT
;
6185 procedure TPlayer
.FragCombo();
6189 if (gGameSettings
.GameMode
in [GM_COOP
, GM_SINGLE
]) or g_Game_IsClient
then
6191 if gTime
- FLastFrag
< FRAG_COMBO_TIME
then
6193 if FFragCombo
< 5 then
6195 Param
:= FUID
or (FFragCombo
shl 16);
6196 if (FComboEvnt
>= Low(gDelayedEvents
)) and
6197 (FComboEvnt
<= High(gDelayedEvents
)) and
6198 gDelayedEvents
[FComboEvnt
].Pending
and
6199 (gDelayedEvents
[FComboEvnt
].DEType
= DE_KILLCOMBO
) and
6200 (gDelayedEvents
[FComboEvnt
].DENum
and $FFFF = FUID
) then
6202 gDelayedEvents
[FComboEvnt
].Time
:= gTime
+ 500;
6203 gDelayedEvents
[FComboEvnt
].DENum
:= Param
;
6206 FComboEvnt
:= g_Game_DelayEvent(DE_KILLCOMBO
, 500, Param
);
6214 procedure TPlayer
.GiveItem(ItemType
: Byte);
6218 if FMegaRulez
[MR_SUIT
] < gTime
+PLAYER_SUIT_TIME
then
6220 FMegaRulez
[MR_SUIT
] := gTime
+PLAYER_SUIT_TIME
;
6224 if FAir
< AIR_MAX
then
6231 if not (R_BERSERK
in FRulez
) then
6233 Include(FRulez
, R_BERSERK
);
6234 if FBFGFireCounter
< 1 then
6236 FCurrWeap
:= WEAPON_KASTET
;
6237 //FNetForceWeap := FCurrWeap;
6239 FModel
.SetWeapon(WEAPON_KASTET
);
6243 FBerserk
:= gTime
+30000;
6245 if FHealth
< PLAYER_HP_SOFT
then
6247 FHealth
:= PLAYER_HP_SOFT
;
6248 FBerserk
:= gTime
+30000;
6253 if FMegaRulez
[MR_INVUL
] < gTime
+PLAYER_INVUL_TIME
then
6255 FMegaRulez
[MR_INVUL
] := gTime
+PLAYER_INVUL_TIME
;
6259 if FMegaRulez
[MR_INVIS
] < gTime
+PLAYER_INVIS_TIME
then
6261 FMegaRulez
[MR_INVIS
] := gTime
+PLAYER_INVIS_TIME
;
6265 if FJetFuel
< JET_MAX
then
6267 FJetFuel
:= JET_MAX
;
6270 ITEM_MEDKIT_SMALL
: if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 10, PLAYER_HP_SOFT
);
6271 ITEM_MEDKIT_LARGE
: if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 25, PLAYER_HP_SOFT
);
6273 ITEM_ARMOR_GREEN
: if FArmor
< PLAYER_AP_SOFT
then FArmor
:= PLAYER_AP_SOFT
;
6274 ITEM_ARMOR_BLUE
: if FArmor
< PLAYER_AP_LIMIT
then FArmor
:= PLAYER_AP_LIMIT
;
6276 ITEM_SPHERE_BLUE
: if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 100, PLAYER_HP_LIMIT
);
6278 if (FHealth
< PLAYER_HP_LIMIT
) or (FArmor
< PLAYER_AP_LIMIT
) then
6280 if FHealth
< PLAYER_HP_LIMIT
then FHealth
:= PLAYER_HP_LIMIT
;
6281 if FArmor
< PLAYER_AP_LIMIT
then FArmor
:= PLAYER_AP_LIMIT
;
6284 ITEM_WEAPON_SAW
: FWeapon
[WEAPON_SAW
] := True;
6285 ITEM_WEAPON_SHOTGUN1
: FWeapon
[WEAPON_SHOTGUN1
] := True;
6286 ITEM_WEAPON_SHOTGUN2
: FWeapon
[WEAPON_SHOTGUN2
] := True;
6287 ITEM_WEAPON_CHAINGUN
: FWeapon
[WEAPON_CHAINGUN
] := True;
6288 ITEM_WEAPON_ROCKETLAUNCHER
: FWeapon
[WEAPON_ROCKETLAUNCHER
] := True;
6289 ITEM_WEAPON_PLASMA
: FWeapon
[WEAPON_PLASMA
] := True;
6290 ITEM_WEAPON_BFG
: FWeapon
[WEAPON_BFG
] := True;
6291 ITEM_WEAPON_SUPERPULEMET
: FWeapon
[WEAPON_SUPERPULEMET
] := True;
6292 ITEM_WEAPON_FLAMETHROWER
: FWeapon
[WEAPON_FLAMETHROWER
] := True;
6294 ITEM_AMMO_BULLETS
: if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
6295 ITEM_AMMO_BULLETS_BOX
: if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
6296 ITEM_AMMO_SHELLS
: if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
6297 ITEM_AMMO_SHELLS_BOX
: if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 25, FMaxAmmo
[A_SHELLS
]);
6298 ITEM_AMMO_ROCKET
: if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
6299 ITEM_AMMO_ROCKET_BOX
: if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 5, FMaxAmmo
[A_ROCKETS
]);
6300 ITEM_AMMO_CELL
: if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
6301 ITEM_AMMO_CELL_BIG
: if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 100, FMaxAmmo
[A_CELLS
]);
6302 ITEM_AMMO_FUELCAN
: if FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
] then IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
6305 if (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or
6306 (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or
6307 (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or
6308 (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or
6309 (FMaxAmmo
[A_FUEL
] < AmmoLimits
[1, A_FUEL
]) then
6311 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[1, A_BULLETS
];
6312 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[1, A_SHELLS
];
6313 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[1, A_ROCKETS
];
6314 FMaxAmmo
[A_CELLS
] := AmmoLimits
[1, A_CELLS
];
6315 FMaxAmmo
[A_FUEL
] := AmmoLimits
[1, A_FUEL
];
6317 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
6318 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
6319 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
6320 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
6322 FRulez
:= FRulez
+ [R_ITEM_BACKPACK
];
6325 ITEM_KEY_RED
: if not (R_KEY_RED
in FRulez
) then Include(FRulez
, R_KEY_RED
);
6326 ITEM_KEY_GREEN
: if not (R_KEY_GREEN
in FRulez
) then Include(FRulez
, R_KEY_GREEN
);
6327 ITEM_KEY_BLUE
: if not (R_KEY_BLUE
in FRulez
) then Include(FRulez
, R_KEY_BLUE
);
6329 ITEM_BOTTLE
: if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 4, PLAYER_HP_LIMIT
);
6330 ITEM_HELMET
: if FArmor
< PLAYER_AP_LIMIT
then IncMax(FArmor
, 5, PLAYER_AP_LIMIT
);
6335 if g_Game_IsNet
and g_Game_IsServer
then
6336 MH_SEND_PlayerStats(FUID
);
6339 procedure TPlayer
.FlySmoke(Times
: DWORD
= 1);
6344 if (Random(5) = 1) and (Times
= 1) then
6347 if BodyInLiquid(0, 0) then
6349 g_GFX_Bubbles(Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2)+Random(3)-1,
6350 Obj
.Y
+Obj
.Rect
.Height
+8, 1, 8, 4);
6351 if Random(2) = 0 then
6352 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
6354 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
6358 if g_Frames_Get(id
, 'FRAMES_SMOKE') then
6360 for i
:= 1 to Times
do
6362 Anim
:= TAnimation
.Create(id
, False, 3);
6364 g_GFX_OnceAnim(Obj
.X
+Obj
.Rect
.X
+Random(Obj
.Rect
.Width
+Times
*2)-(Anim
.Width
div 2),
6365 Obj
.Y
+Obj
.Rect
.Height
-4+Random(8+Times
*2), Anim
, ONCEANIM_SMOKE
);
6371 procedure TPlayer
.OnFireFlame(Times
: DWORD
= 1);
6376 if (Random(10) = 1) and (Times
= 1) then
6379 if g_Frames_Get(id
, 'FRAMES_FLAME') then
6381 for i
:= 1 to Times
do
6383 Anim
:= TAnimation
.Create(id
, False, 3);
6385 g_GFX_OnceAnim(Obj
.X
+Obj
.Rect
.X
+Random(Obj
.Rect
.Width
+Times
*2)-(Anim
.Width
div 2),
6386 Obj
.Y
+8+Random(8+Times
*2), Anim
, ONCEANIM_SMOKE
);
6392 procedure TPlayer
.PauseSounds(Enable
: Boolean);
6394 FSawSound
.Pause(Enable
);
6395 FSawSoundIdle
.Pause(Enable
);
6396 FSawSoundHit
.Pause(Enable
);
6397 FSawSoundSelect
.Pause(Enable
);
6402 constructor TCorpse
.Create(X
, Y
: Integer; ModelName
: String; aMess
: Boolean);
6407 FObj
.Rect
:= PLAYER_CORPSERECT
;
6408 FModelName
:= ModelName
;
6413 FState
:= CORPSE_STATE_MESS
;
6414 g_PlayerModel_GetAnim(ModelName
, A_DIE2
, FAnimation
, FAnimationMask
);
6418 FState
:= CORPSE_STATE_NORMAL
;
6419 g_PlayerModel_GetAnim(ModelName
, A_DIE1
, FAnimation
, FAnimationMask
);
6423 destructor TCorpse
.Destroy();
6430 function TCorpse
.ObjPtr (): PObj
; inline; begin result
:= @FObj
; end;
6432 procedure TCorpse
.positionChanged (); inline; begin end;
6434 procedure TCorpse
.moveBy (dx
, dy
: Integer); inline;
6436 if (dx
<> 0) or (dy
<> 0) then
6445 procedure TCorpse
.getMapBox (out x
, y
, w
, h
: Integer); inline;
6447 x
:= FObj
.X
+PLAYER_CORPSERECT
.X
;
6448 y
:= FObj
.Y
+PLAYER_CORPSERECT
.Y
;
6449 w
:= PLAYER_CORPSERECT
.Width
;
6450 h
:= PLAYER_CORPSERECT
.Height
;
6454 procedure TCorpse
.Damage(Value
: Word; vx
, vy
: Integer);
6459 if FState
= CORPSE_STATE_REMOVEME
then
6462 FDamage
:= FDamage
+ Value
;
6464 if FDamage
> 150 then
6466 if FAnimation
<> nil then
6471 FState
:= CORPSE_STATE_REMOVEME
;
6473 g_Player_CreateGibs(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
6474 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
6475 FModelName
, FColor
);
6476 // Çâóê ìÿñà îò òðóïà:
6477 pm
:= g_PlayerModel_Get(FModelName
);
6478 pm
.PlaySound(MODELSOUND_DIE
, 5, FObj
.X
, FObj
.Y
);
6482 if (gBodyKillEvent
<> -1)
6483 and gDelayedEvents
[gBodyKillEvent
].Pending
then
6484 gDelayedEvents
[gBodyKillEvent
].Pending
:= False;
6485 gBodyKillEvent
:= g_Game_DelayEvent(DE_BODYKILL
, 1050, 0);
6490 Blood
:= g_PlayerModel_GetBlood(FModelName
);
6491 FObj
.Vel
.X
:= FObj
.Vel
.X
+ vx
;
6492 FObj
.Vel
.Y
:= FObj
.Vel
.Y
+ vy
;
6493 g_GFX_Blood(FObj
.X
+PLAYER_CORPSERECT
.X
+(PLAYER_CORPSERECT
.Width
div 2),
6494 FObj
.Y
+PLAYER_CORPSERECT
.Y
+(PLAYER_CORPSERECT
.Height
div 2),
6495 Value
, vx
, vy
, 16, (PLAYER_CORPSERECT
.Height
*2) div 3,
6496 Blood
.R
, Blood
.G
, Blood
.B
, Blood
.Kind
);
6500 procedure TCorpse
.Draw();
6502 if FState
= CORPSE_STATE_REMOVEME
then
6505 if FAnimation
<> nil then
6506 FAnimation
.Draw(FObj
.X
, FObj
.Y
, TMirrorType
.None
);
6508 if FAnimationMask
<> nil then
6511 FAnimationMask
.Draw(FObj
.X
, FObj
.Y
, TMirrorType
.None
);
6518 procedure TCorpse
.Update();
6522 if FState
= CORPSE_STATE_REMOVEME
then
6525 if gTime
mod (GAME_TICK
*2) <> 0 then
6527 g_Obj_Move(@FObj
, True, True, True);
6528 positionChanged(); // this updates spatial accelerators
6532 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6533 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
6535 st
:= g_Obj_Move(@FObj
, True, True, True);
6536 positionChanged(); // this updates spatial accelerators
6538 if WordBool(st
and MOVE_FALLOUT
) then
6540 FState
:= CORPSE_STATE_REMOVEME
;
6544 if FAnimation
<> nil then
6545 FAnimation
.Update();
6546 if FAnimationMask
<> nil then
6547 FAnimationMask
.Update();
6551 procedure TCorpse
.SaveState (st
: TStream
);
6558 utils
.writeSign(st
, 'CORP');
6559 utils
.writeInt(st
, Byte(0));
6561 utils
.writeInt(st
, Byte(FState
));
6563 utils
.writeInt(st
, Byte(FDamage
));
6565 utils
.writeInt(st
, Byte(FColor
.R
));
6566 utils
.writeInt(st
, Byte(FColor
.G
));
6567 utils
.writeInt(st
, Byte(FColor
.B
));
6569 Obj_SaveState(st
, @FObj
);
6570 utils
.writeInt(st
, Word(FPlayerUID
));
6572 anim
:= (FAnimation
<> nil);
6573 utils
.writeBool(st
, anim
);
6574 // Åñëè åñòü - ñîõðàíÿåì
6575 if anim
then FAnimation
.SaveState(st
);
6576 // Åñòü ëè ìàñêà àíèìàöèè
6577 anim
:= (FAnimationMask
<> nil);
6578 utils
.writeBool(st
, anim
);
6579 // Åñëè åñòü - ñîõðàíÿåì
6580 if anim
then FAnimationMask
.SaveState(st
);
6584 procedure TCorpse
.LoadState (st
: TStream
);
6591 if not utils
.checkSign(st
, 'CORP') then raise XStreamError
.Create('invalid corpse signature');
6592 if (utils
.readByte(st
) <> 0) then raise XStreamError
.Create('invalid corpse version');
6594 FState
:= utils
.readByte(st
);
6596 FDamage
:= utils
.readByte(st
);
6598 FColor
.R
:= utils
.readByte(st
);
6599 FColor
.G
:= utils
.readByte(st
);
6600 FColor
.B
:= utils
.readByte(st
);
6602 Obj_LoadState(@FObj
, st
);
6603 FPlayerUID
:= utils
.readWord(st
);
6605 anim
:= utils
.readBool(st
);
6606 // Åñëè åñòü - çàãðóæàåì
6609 Assert(FAnimation
<> nil, 'TCorpse.LoadState: no FAnimation');
6610 FAnimation
.LoadState(st
);
6612 // Åñòü ëè ìàñêà àíèìàöèè
6613 anim
:= utils
.readBool(st
);
6614 // Åñëè åñòü - çàãðóæàåì
6617 Assert(FAnimationMask
<> nil, 'TCorpse.LoadState: no FAnimationMask');
6618 FAnimationMask
.LoadState(st
);
6624 constructor TBot
.Create();
6631 FSpectator
:= False;
6638 for a
:= WP_FIRST
to WP_LAST
do
6640 FDifficult
.WeaponPrior
[a
] := WEAPON_PRIOR1
[a
];
6641 FDifficult
.CloseWeaponPrior
[a
] := WEAPON_PRIOR2
[a
];
6642 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6646 destructor TBot
.Destroy();
6649 inherited Destroy();
6652 procedure TBot
.Draw();
6656 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6657 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6660 procedure TBot
.Respawn(Silent
: Boolean; Force
: Boolean = False);
6662 inherited Respawn(Silent
, Force
);
6665 FSelectedWeapon
:= FCurrWeap
;
6670 procedure TBot
.UpdateCombat();
6683 TTargetRecord
= array of TTarget
;
6685 function Compare(a
, b
: TTarget
): Integer;
6687 if a
.Line
and not b
.Line
then // A íà ëèíèè îãíÿ
6690 if not a
.Line
and b
.Line
then // B íà ëèíèè îãíÿ
6692 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6693 if (a
.Line
and b
.Line
) or ((not a
.Line
) and (not b
.Line
)) then
6695 if a
.Dist
> b
.Dist
then // B áëèæå
6697 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6700 else // Ñòðàííî -> A
6705 a
, x1
, y1
, x2
, y2
: Integer;
6706 targets
: TTargetRecord
;
6708 Target
, BestTarget
: TTarget
;
6709 firew
, fireh
: Integer;
6713 vsPlayer
, vsMonster
, ok
: Boolean;
6716 function monsUpdate (mon
: TMonster
): Boolean;
6718 result
:= false; // don't stop
6719 if mon
.alive
and (mon
.MonsterType
<> MONSTER_BARREL
) then
6721 if not TargetOnScreen(mon
.Obj
.X
+mon
.Obj
.Rect
.X
, mon
.Obj
.Y
+mon
.Obj
.Rect
.Y
) then exit
;
6723 x2
:= mon
.Obj
.X
+mon
.Obj
.Rect
.X
+(mon
.Obj
.Rect
.Width
div 2);
6724 y2
:= mon
.Obj
.Y
+mon
.Obj
.Rect
.Y
+(mon
.Obj
.Rect
.Height
div 2);
6726 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6727 if g_TraceVector(x1
, y1
, x2
, y2
) then
6729 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6730 SetLength(targets
, Length(targets
)+1);
6731 with targets
[High(targets
)] do
6738 Rect
:= mon
.Obj
.Rect
;
6739 Dist
:= g_PatchLength(x1
, y1
, x2
, y2
);
6740 Line
:= (y1
+4 < Target
.Y
+ mon
.Obj
.Rect
.Y
+ mon
.Obj
.Rect
.Height
) and
6741 (y1
-4 > Target
.Y
+ mon
.Obj
.Rect
.Y
);
6750 vsPlayer
:= LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSPLAYER
);
6751 vsMonster
:= LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSMONSTER
);
6753 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6754 if FCurrWeap
<> FSelectedWeapon
then
6757 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6758 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap
= FSelectedWeapon
) then
6760 RemoveAIFlag('NEEDFIRE');
6763 WEAPON_PLASMA
, WEAPON_SUPERPULEMET
, WEAPON_CHAINGUN
: PressKey(KEY_FIRE
, 20);
6764 WEAPON_SAW
, WEAPON_KASTET
, WEAPON_FLAMETHROWER
: PressKey(KEY_FIRE
, 40);
6765 else PressKey(KEY_FIRE
);
6769 // Êîîðäèíàòû ñòâîëà:
6770 x1
:= FObj
.X
+ WEAPONPOINT
[FDirection
].X
;
6771 y1
:= FObj
.Y
+ WEAPONPOINT
[FDirection
].Y
;
6773 Target
.UID
:= FTargetUID
;
6776 if Target
.UID
<> 0 then
6777 begin // Öåëü åñòü - íàñòðàèâàåì
6778 if (g_GetUIDType(Target
.UID
) = UID_PLAYER
) and
6781 tpla
:= g_Player_Get(Target
.UID
);
6785 if (@FObj
) <> nil then
6792 Target
.cX
:= Target
.X
+ PLAYER_RECT_CX
;
6793 Target
.cY
:= Target
.Y
+ PLAYER_RECT_CY
;
6794 Target
.Rect
:= PLAYER_RECT
;
6795 Target
.Visible
:= g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
);
6796 Target
.Line
:= (y1
+4 < Target
.Y
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
) and
6797 (y1
-4 > Target
.Y
+PLAYER_RECT
.Y
);
6798 Target
.IsPlayer
:= True;
6802 if (g_GetUIDType(Target
.UID
) = UID_MONSTER
) and
6805 mon
:= g_Monsters_ByUID(Target
.UID
);
6808 Target
.X
:= mon
.Obj
.X
;
6809 Target
.Y
:= mon
.Obj
.Y
;
6811 Target
.cX
:= Target
.X
+ mon
.Obj
.Rect
.X
+ (mon
.Obj
.Rect
.Width
div 2);
6812 Target
.cY
:= Target
.Y
+ mon
.Obj
.Rect
.Y
+ (mon
.Obj
.Rect
.Height
div 2);
6813 Target
.Rect
:= mon
.Obj
.Rect
;
6814 Target
.Visible
:= g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
);
6815 Target
.Line
:= (y1
+4 < Target
.Y
+ mon
.Obj
.Rect
.Y
+ mon
.Obj
.Rect
.Height
) and
6816 (y1
-4 > Target
.Y
+ mon
.Obj
.Rect
.Y
);
6817 Target
.IsPlayer
:= False;
6824 begin // Öåëè íåò - îáíóëÿåì
6829 Target
.Visible
:= False;
6830 Target
.Line
:= False;
6831 Target
.IsPlayer
:= False;
6836 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6837 if (not Target
.Line
) or (not Target
.Visible
) then
6841 for a
:= 0 to High(gPlayers
) do
6842 if (gPlayers
[a
] <> nil) and (gPlayers
[a
].alive
) and
6843 (gPlayers
[a
].FUID
<> FUID
) and
6844 (not SameTeam(FUID
, gPlayers
[a
].FUID
)) and
6845 (not gPlayers
[a
].NoTarget
) and
6846 (gPlayers
[a
].FMegaRulez
[MR_INVIS
] < gTime
) then
6848 if not TargetOnScreen(gPlayers
[a
].FObj
.X
+ PLAYER_RECT
.X
,
6849 gPlayers
[a
].FObj
.Y
+ PLAYER_RECT
.Y
) then
6852 x2
:= gPlayers
[a
].FObj
.X
+ PLAYER_RECT_CX
;
6853 y2
:= gPlayers
[a
].FObj
.Y
+ PLAYER_RECT_CY
;
6855 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6856 if g_TraceVector(x1
, y1
, x2
, y2
) then
6858 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6859 SetLength(targets
, Length(targets
)+1);
6860 with targets
[High(targets
)] do
6862 UID
:= gPlayers
[a
].FUID
;
6863 X
:= gPlayers
[a
].FObj
.X
;
6864 Y
:= gPlayers
[a
].FObj
.Y
;
6867 Rect
:= PLAYER_RECT
;
6868 Dist
:= g_PatchLength(x1
, y1
, x2
, y2
);
6869 Line
:= (y1
+4 < Target
.Y
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
) and
6870 (y1
-4 > Target
.Y
+PLAYER_RECT
.Y
);
6878 if vsMonster
then g_Mons_ForEach(monsUpdate
);
6881 // Åñëè åñòü âîçìîæíûå öåëè:
6882 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6883 if targets
<> nil then
6885 // Âûáèðàåì íàèëó÷øóþ öåëü:
6886 BestTarget
:= targets
[0];
6887 if Length(targets
) > 1 then
6888 for a
:= 1 to High(targets
) do
6889 if Compare(BestTarget
, targets
[a
]) = 1 then
6890 BestTarget
:= targets
[a
];
6892 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6893 if ((not Target
.Visible
) and BestTarget
.Visible
and (Target
.UID
<> BestTarget
.UID
)) or
6894 ((not Target
.Line
) and BestTarget
.Line
and BestTarget
.Visible
) then
6896 Target
:= BestTarget
;
6898 if (Healthy() = 3) or ((Healthy() = 2)) then
6899 begin // Åñëè çäîðîâû - äîãîíÿåì
6900 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
> FObj
.X
)) then
6901 SetAIFlag('GORIGHT', '1');
6902 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
< FObj
.X
)) then
6903 SetAIFlag('GOLEFT', '1');
6906 begin // Åñëè ïîáèòû - óáåãàåì
6907 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
< FObj
.X
)) then
6908 SetAIFlag('GORIGHT', '1');
6909 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
> FObj
.X
)) then
6910 SetAIFlag('GOLEFT', '1');
6913 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6914 SelectWeapon(Abs(x1
-Target
.cX
));
6919 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6920 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6921 if Target
.UID
<> 0 then
6923 if not TargetOnScreen(Target
.X
+ Target
.Rect
.X
,
6924 Target
.Y
+ Target
.Rect
.Y
) then
6925 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6926 if (Healthy() = 3) or ((Healthy() = 2)) then
6927 begin // Åñëè çäîðîâû - äîãîíÿåì
6928 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
> FObj
.X
)) then
6929 SetAIFlag('GORIGHT', '1');
6930 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
< FObj
.X
)) then
6931 SetAIFlag('GOLEFT', '1');
6934 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6936 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
< FObj
.X
)) then
6937 SetAIFlag('GORIGHT', '1');
6938 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
> FObj
.X
)) then
6939 SetAIFlag('GOLEFT', '1');
6943 begin // Öåëü ïîêà íà "ýêðàíå"
6944 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
6945 if g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
6946 FLastVisible
:= gTime
;
6947 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
6948 if (Abs(FObj
.Y
-Target
.Y
) <= 128) then
6950 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
> FObj
.X
)) then
6951 SetAIFlag('GORIGHT', '1');
6952 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
< FObj
.X
)) then
6953 SetAIFlag('GOLEFT', '1');
6957 // Âûáèðàåì óãîë ââåðõ:
6958 if FDirection
= TDirection
.D_LEFT
then
6959 angle
:= ANGLE_LEFTUP
6961 angle
:= ANGLE_RIGHTUP
;
6963 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6964 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6966 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6967 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
6968 Target
.X
+Target
.Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128), //96
6969 Target
.Y
+Target
.Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
6970 Target
.Rect
.Width
, Target
.Rect
.Height
) and
6971 g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
6972 begin // òî íóæíî ñòðåëÿòü ââåðõ
6973 SetAIFlag('NEEDFIRE', '1');
6974 SetAIFlag('NEEDSEEUP', '1');
6977 // Âûáèðàåì óãîë âíèç:
6978 if FDirection
= TDirection
.D_LEFT
then
6979 angle
:= ANGLE_LEFTDOWN
6981 angle
:= ANGLE_RIGHTDOWN
;
6983 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6984 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6986 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6987 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
6988 Target
.X
+Target
.Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
6989 Target
.Y
+Target
.Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
6990 Target
.Rect
.Width
, Target
.Rect
.Height
) and
6991 g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
6992 begin // òî íóæíî ñòðåëÿòü âíèç
6993 SetAIFlag('NEEDFIRE', '1');
6994 SetAIFlag('NEEDSEEDOWN', '1');
6997 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
6998 if Target
.Visible
and
6999 (y1
+4 < Target
.Y
+Target
.Rect
.Y
+Target
.Rect
.Height
) and
7000 (y1
-4 > Target
.Y
+Target
.Rect
.Y
) then
7002 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
7003 if ((FDirection
= TDirection
.D_LEFT
) and (Target
.X
< FObj
.X
)) or
7004 ((FDirection
= TDirection
.D_RIGHT
) and (Target
.X
> FObj
.X
)) then
7005 begin // òî íóæíî ñòðåëÿòü âïåðåä
7006 SetAIFlag('NEEDFIRE', '1');
7007 SetAIFlag('NEEDSEEDOWN', '');
7008 SetAIFlag('NEEDSEEUP', '');
7010 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
7011 if Abs(FObj
.X
-Target
.X
) < Trunc(gPlayerScreenSize
.X
*0.75) then
7012 if GetRnd(FDifficult
.CloseJump
) then
7013 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
7014 if Abs(FObj
.X
-Target
.X
) < 128 then
7018 if Random(a
) = 0 then
7019 SetAIFlag('NEEDJUMP', '1');
7023 // Åñëè öåëü âñå åùå åñòü:
7024 if Target
.UID
<> 0 then
7025 if gTime
-FLastVisible
> 2000 then // Åñëè âèäåëè äàâíî
7026 Target
.UID
:= 0 // òî çàáûòü öåëü
7027 else // Åñëè âèäåëè íåäàâíî
7028 begin // íî öåëü óáèëè
7029 if Target
.IsPlayer
then
7030 begin // Öåëü - èãðîê
7031 pla
:= g_Player_Get(Target
.UID
);
7032 if (pla
= nil) or (not pla
.alive
) or pla
.NoTarget
or
7033 (pla
.FMegaRulez
[MR_INVIS
] >= gTime
) then
7034 Target
.UID
:= 0; // òî çàáûòü öåëü
7037 begin // Öåëü - ìîíñòð
7038 mon
:= g_Monsters_ByUID(Target
.UID
);
7039 if (mon
= nil) or (not mon
.alive
) then
7040 Target
.UID
:= 0; // òî çàáûòü öåëü
7043 end; // if Target.UID <> 0
7045 FTargetUID
:= Target
.UID
;
7047 // Åñëè âîçìîæíûõ öåëåé íåò:
7048 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
7049 if targets
= nil then
7050 if GetAIFlag('ATTACKLEFT') <> '' then
7051 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
7052 RemoveAIFlag('ATTACKLEFT');
7054 SetAIFlag('NEEDJUMP', '1');
7056 if RunDirection() = TDirection
.D_RIGHT
then
7057 begin // Èäåì íå â òó ñòîðîíó
7058 if (Healthy() > 1) and GetRnd(FDifficult
.InvisFire
) then
7059 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
7060 SetAIFlag('NEEDFIRE', '1');
7061 SetAIFlag('GOLEFT', '1');
7065 begin // Èäåì â íóæíóþ ñòîðîíó
7066 if GetRnd(FDifficult
.InvisFire
) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7067 SetAIFlag('NEEDFIRE', '1');
7068 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7069 SetAIFlag('GORIGHT', '1');
7073 if GetAIFlag('ATTACKRIGHT') <> '' then
7074 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
7075 RemoveAIFlag('ATTACKRIGHT');
7077 SetAIFlag('NEEDJUMP', '1');
7079 if RunDirection() = TDirection
.D_LEFT
then
7080 begin // Èäåì íå â òó ñòîðîíó
7081 if (Healthy() > 1) and GetRnd(FDifficult
.InvisFire
) then
7082 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
7083 SetAIFlag('NEEDFIRE', '1');
7084 SetAIFlag('GORIGHT', '1');
7089 if GetRnd(FDifficult
.InvisFire
) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7090 SetAIFlag('NEEDFIRE', '1');
7091 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7092 SetAIFlag('GOLEFT', '1');
7096 //HACK! (does it belong there?)
7097 RealizeCurrentWeapon();
7099 // Åñëè åñòü âîçìîæíûå öåëè:
7100 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
7101 if (targets
<> nil) and (GetAIFlag('NEEDFIRE') <> '') then
7102 for a
:= 0 to High(targets
) do
7104 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
7105 if GetRnd(FDifficult
.DiagFire
) then
7107 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
7108 if FDirection
= TDirection
.D_LEFT
then
7109 angle
:= ANGLE_LEFTUP
7111 angle
:= ANGLE_RIGHTUP
;
7113 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7114 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7116 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
7117 targets
[a
].X
+targets
[a
].Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
7118 targets
[a
].Y
+targets
[a
].Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
7119 targets
[a
].Rect
.Width
, targets
[a
].Rect
.Height
) and
7120 g_TraceVector(x1
, y1
, targets
[a
].cX
, targets
[a
].cY
) then
7122 SetAIFlag('NEEDFIRE', '1');
7123 SetAIFlag('NEEDSEEUP', '1');
7126 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
7127 if FDirection
= TDirection
.D_LEFT
then
7128 angle
:= ANGLE_LEFTDOWN
7130 angle
:= ANGLE_RIGHTDOWN
;
7132 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7133 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7135 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
7136 targets
[a
].X
+targets
[a
].Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
7137 targets
[a
].Y
+targets
[a
].Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
7138 targets
[a
].Rect
.Width
, targets
[a
].Rect
.Height
) and
7139 g_TraceVector(x1
, y1
, targets
[a
].cX
, targets
[a
].cY
) then
7141 SetAIFlag('NEEDFIRE', '1');
7142 SetAIFlag('NEEDSEEDOWN', '1');
7146 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
7147 if targets
[a
].Line
and targets
[a
].Visible
and
7148 (((FDirection
= TDirection
.D_LEFT
) and (targets
[a
].X
< FObj
.X
)) or
7149 ((FDirection
= TDirection
.D_RIGHT
) and (targets
[a
].X
> FObj
.X
))) then
7151 SetAIFlag('NEEDFIRE', '1');
7156 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
7157 if g_Weapon_Danger(FUID
, FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
,
7158 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
,
7159 40+GetInterval(FDifficult
.Cover
, 40)) then
7160 SetAIFlag('NEEDJUMP', '1');
7162 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
7163 ammo
:= GetAmmoByWeapon(FCurrWeap
);
7164 if ((FCurrWeap
= WEAPON_SHOTGUN2
) and (ammo
< 2)) or
7165 ((FCurrWeap
= WEAPON_BFG
) and (ammo
< 40)) or
7167 SetAIFlag('SELECTWEAPON', '1');
7169 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
7170 if GetAIFlag('SELECTWEAPON') = '1' then
7173 RemoveAIFlag('SELECTWEAPON');
7177 procedure TBot
.Update();
7190 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
7191 if (g_debug_BotAIOff
= 1) and (Team
= TEAM_RED
) then
7193 if (g_debug_BotAIOff
= 2) and (Team
= TEAM_BLUE
) then
7195 if g_debug_BotAIOff
= 3 then
7205 RealizeCurrentWeapon();
7212 procedure TBot
.ReleaseKey(Key
: Byte);
7221 function TBot
.KeyPressed(Key
: Word): Boolean;
7223 Result
:= FKeys
[Key
].Pressed
;
7226 function TBot
.GetAIFlag(aName
: String20
): String20
;
7232 aName
:= LowerCase(aName
);
7234 if FAIFlags
<> nil then
7235 for a
:= 0 to High(FAIFlags
) do
7236 if LowerCase(FAIFlags
[a
].Name
) = aName
then
7238 Result
:= FAIFlags
[a
].Value
;
7243 procedure TBot
.RemoveAIFlag(aName
: String20
);
7247 if FAIFlags
= nil then Exit
;
7249 aName
:= LowerCase(aName
);
7251 for a
:= 0 to High(FAIFlags
) do
7252 if LowerCase(FAIFlags
[a
].Name
) = aName
then
7254 if a
<> High(FAIFlags
) then
7255 for b
:= a
to High(FAIFlags
)-1 do
7256 FAIFlags
[b
] := FAIFlags
[b
+1];
7258 SetLength(FAIFlags
, Length(FAIFlags
)-1);
7263 procedure TBot
.SetAIFlag(aName
, fValue
: String20
);
7271 aName
:= LowerCase(aName
);
7273 if FAIFlags
<> nil then
7274 for a
:= 0 to High(FAIFlags
) do
7275 if LowerCase(FAIFlags
[a
].Name
) = aName
then
7281 if ok
then FAIFlags
[a
].Value
:= fValue
7284 SetLength(FAIFlags
, Length(FAIFlags
)+1);
7285 with FAIFlags
[High(FAIFlags
)] do
7293 procedure TBot
.UpdateMove
;
7295 procedure GoLeft(Time
: Word = 1);
7297 ReleaseKey(KEY_LEFT
);
7298 ReleaseKey(KEY_RIGHT
);
7299 PressKey(KEY_LEFT
, Time
);
7300 SetDirection(TDirection
.D_LEFT
);
7303 procedure GoRight(Time
: Word = 1);
7305 ReleaseKey(KEY_LEFT
);
7306 ReleaseKey(KEY_RIGHT
);
7307 PressKey(KEY_RIGHT
, Time
);
7308 SetDirection(TDirection
.D_RIGHT
);
7311 function Rnd(a
: Word): Boolean;
7313 Result
:= Random(a
) = 0;
7316 procedure Turn(Time
: Word = 1200);
7318 if RunDirection() = TDirection
.D_LEFT
then GoRight(Time
) else GoLeft(Time
);
7323 ReleaseKey(KEY_LEFT
);
7324 ReleaseKey(KEY_RIGHT
);
7327 function CanRunLeft(): Boolean;
7329 Result
:= not CollideLevel(-1, 0);
7332 function CanRunRight(): Boolean;
7334 Result
:= not CollideLevel(1, 0);
7337 function CanRun(): Boolean;
7339 if RunDirection() = TDirection
.D_LEFT
then Result
:= CanRunLeft() else Result
:= CanRunRight();
7342 procedure Jump(Time
: Word = 30);
7344 PressKey(KEY_JUMP
, Time
);
7347 function NearHole(): Boolean;
7351 { TODO 5 : Ëåñòíèöû }
7352 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
7353 for x
:= 1 to PLAYER_RECT
.Width
do
7354 if (not StayOnStep(x
*sx
, 0)) and
7355 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
7356 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
7365 function BorderHole(): Boolean;
7369 { TODO 5 : Ëåñòíèöû }
7370 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
7371 for x
:= 1 to PLAYER_RECT
.Width
do
7372 if (not StayOnStep(x
*sx
, 0)) and
7373 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
7374 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
7376 for xx
:= x
to x
+32 do
7377 if CollideLevel(xx
*sx
, PLAYER_RECT
.Height
) then
7387 function NearDeepHole(): Boolean;
7393 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
7396 for x
:= 1 to PLAYER_RECT
.Width
do
7397 if (not StayOnStep(x
*sx
, 0)) and
7398 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
7399 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
7401 while FObj
.Y
+y
*PLAYER_RECT
.Height
< gMapInfo
.Height
do
7403 if CollideLevel(x
*sx
, PLAYER_RECT
.Height
*y
) then Exit
;
7408 end else Result
:= False;
7411 function OverDeepHole(): Boolean;
7418 while FObj
.Y
+y
*PLAYER_RECT
.Height
< gMapInfo
.Height
do
7420 if CollideLevel(0, PLAYER_RECT
.Height
*y
) then Exit
;
7427 function OnGround(): Boolean;
7429 Result
:= StayOnStep(0, 0) or CollideLevel(0, 1);
7432 function OnLadder(): Boolean;
7434 Result
:= FullInStep(0, 0);
7437 function BelowLadder(): Boolean;
7439 Result
:= (FullInStep(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
) and
7440 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
)) or
7441 (FullInStep(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
) and
7442 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
));
7445 function BelowLiftUp(): Boolean;
7447 Result
:= ((FullInLift(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
) = -1) and
7448 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
)) or
7449 ((FullInLift(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
) = -1) and
7450 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
));
7453 function OnTopLift(): Boolean;
7455 Result
:= (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7458 function CanJumpOver(): Boolean;
7462 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
7466 if not CollideLevel(sx
, 0) then Exit
;
7468 for y
:= 1 to BOT_MAXJUMP
do
7469 if CollideLevel(0, -y
) then Exit
else
7470 if not CollideLevel(sx
, -y
) then
7477 function CanJumpUp(Dist
: ShortInt): Boolean;
7484 if CollideLevel(Dist
, 0) then Exit
;
7487 for y
:= 0 to BOT_MAXJUMP
do
7488 if CollideLevel(Dist
, -y
) then
7497 for yy
:= y
+1 to BOT_MAXJUMP
do
7498 if not CollideLevel(Dist
, -yy
) then
7507 for y
:= 0 to BOT_MAXJUMP
do
7508 if CollideLevel(0, -y
) then
7516 if y
< yy
then Exit
;
7521 function IsSafeTrigger(): Boolean;
7526 if gTriggers
= nil then
7528 for a
:= 0 to High(gTriggers
) do
7529 if Collide(gTriggers
[a
].X
,
7532 gTriggers
[a
].Height
) and
7533 (gTriggers
[a
].TriggerType
in [TRIGGER_EXIT
, TRIGGER_CLOSEDOOR
,
7534 TRIGGER_CLOSETRAP
, TRIGGER_TRAP
,
7535 TRIGGER_PRESS
, TRIGGER_ON
, TRIGGER_OFF
,
7536 TRIGGER_ONOFF
, TRIGGER_SPAWNMONSTER
,
7537 TRIGGER_DAMAGE
, TRIGGER_SHOT
]) then
7542 // Âîçìîæíî, íàæèìàåì êíîïêó:
7543 if Rnd(16) and IsSafeTrigger() then
7546 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7547 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7549 ReleaseKey(KEY_LEFT
);
7550 ReleaseKey(KEY_RIGHT
);
7554 // Èäåì âëåâî, åñëè íàäî áûëî:
7555 if GetAIFlag('GOLEFT') <> '' then
7557 RemoveAIFlag('GOLEFT');
7558 if CanRunLeft() then
7562 // Èäåì âïðàâî, åñëè íàäî áûëî:
7563 if GetAIFlag('GORIGHT') <> '' then
7565 RemoveAIFlag('GORIGHT');
7566 if CanRunRight() then
7570 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7571 if FObj
.X
< -32 then
7574 if FObj
.X
+32 > gMapInfo
.Width
then
7577 // Ïðûãàåì, åñëè íàäî áûëî:
7578 if GetAIFlag('NEEDJUMP') <> '' then
7581 RemoveAIFlag('NEEDJUMP');
7584 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7585 if GetAIFlag('NEEDSEEUP') <> '' then
7588 ReleaseKey(KEY_DOWN
);
7589 PressKey(KEY_UP
, 20);
7590 RemoveAIFlag('NEEDSEEUP');
7593 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7594 if GetAIFlag('NEEDSEEDOWN') <> '' then
7597 ReleaseKey(KEY_DOWN
);
7598 PressKey(KEY_DOWN
, 20);
7599 RemoveAIFlag('NEEDSEEDOWN');
7602 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7603 if GetAIFlag('GOINHOLE') <> '' then
7604 if not OnGround() then
7606 ReleaseKey(KEY_LEFT
);
7607 ReleaseKey(KEY_RIGHT
);
7608 RemoveAIFlag('GOINHOLE');
7609 SetAIFlag('FALLINHOLE', '1');
7612 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7613 if GetAIFlag('FALLINHOLE') <> '' then
7615 RemoveAIFlag('FALLINHOLE');
7617 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7618 if not (KeyPressed(KEY_LEFT
) or KeyPressed(KEY_RIGHT
)) then
7619 if GetAIFlag('FALLINHOLE') = '' then
7620 if (not OnLadder()) or (FObj
.Vel
.Y
>= 0) or (OnTopLift()) then
7626 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7628 CanJumpUp(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*32) and
7632 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7633 if OnGround() and NearHole() then
7634 if NearDeepHole() then // Åñëè ýòî áåçäíà
7636 0..3: Turn(); // Áåæèì îáðàòíî
7637 4: Jump(); // Ïðûãàåì
7638 5: begin // Ïðûãàåì îáðàòíî
7643 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7644 if GetAIFlag('GOINHOLE') = '' then
7646 0: Turn(); // Íå íóæíî òóäà
7647 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7648 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7649 if BorderHole() then
7650 SetAIFlag('GOINHOLE', '1');
7653 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7654 if (not CanRun()) and OnGround() then
7656 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7657 if CanJumpOver() or OnLadder() then
7659 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7660 if Random(2) = 0 then
7662 if IsSafeTrigger() then
7668 // Îñòàëîñü ìàëî âîçäóõà:
7669 if FAir
< 36 * 2 then
7672 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7673 if (FMegaRulez
[MR_SUIT
] < gTime
) and ((FLastHit
= HIT_ACID
) or (Healthy() <= 1)) then
7674 if BodyInAcid(0, 0) then
7678 function TBot
.FullInStep(XInc
, YInc
: Integer): Boolean;
7680 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
7681 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
, PANEL_STEP
, False);
7684 {function TBot.NeedItem(Item: Byte): Byte;
7689 procedure TBot
.SelectWeapon(Dist
: Integer);
7693 function HaveAmmo(weapon
: Byte): Boolean;
7696 WEAPON_PISTOL
: Result
:= FAmmo
[A_BULLETS
] >= 1;
7697 WEAPON_SHOTGUN1
: Result
:= FAmmo
[A_SHELLS
] >= 1;
7698 WEAPON_SHOTGUN2
: Result
:= FAmmo
[A_SHELLS
] >= 2;
7699 WEAPON_CHAINGUN
: Result
:= FAmmo
[A_BULLETS
] >= 10;
7700 WEAPON_ROCKETLAUNCHER
: Result
:= FAmmo
[A_ROCKETS
] >= 1;
7701 WEAPON_PLASMA
: Result
:= FAmmo
[A_CELLS
] >= 10;
7702 WEAPON_BFG
: Result
:= FAmmo
[A_CELLS
] >= 40;
7703 WEAPON_SUPERPULEMET
: Result
:= FAmmo
[A_SHELLS
] >= 1;
7704 WEAPON_FLAMETHROWER
: Result
:= FAmmo
[A_FUEL
] >= 1;
7705 else Result
:= True;
7710 if Dist
= -1 then Dist
:= BOT_LONGDIST
;
7712 if Dist
> BOT_LONGDIST
then
7713 begin // Äàëüíèé áîé
7715 if FWeapon
[FDifficult
.WeaponPrior
[a
]] and HaveAmmo(FDifficult
.WeaponPrior
[a
]) then
7717 FSelectedWeapon
:= FDifficult
.WeaponPrior
[a
];
7721 else //if Dist > BOT_UNSAFEDIST then
7722 begin // Áëèæíèé áîé
7724 if FWeapon
[FDifficult
.CloseWeaponPrior
[a
]] and HaveAmmo(FDifficult
.CloseWeaponPrior
[a
]) then
7726 FSelectedWeapon
:= FDifficult
.CloseWeaponPrior
[a
];
7733 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7735 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7741 function TBot
.PickItem(ItemType
: Byte; force
: Boolean; var remove
: Boolean): Boolean;
7743 Result
:= inherited PickItem(ItemType
, force
, remove
);
7745 if Result
then SetAIFlag('SELECTWEAPON', '1');
7748 function TBot
.Heal(value
: Word; Soft
: Boolean): Boolean;
7750 Result
:= inherited Heal(value
, Soft
);
7753 function TBot
.Healthy(): Byte;
7755 if FMegaRulez
[MR_INVUL
] >= gTime
then Result
:= 3
7756 else if (FHealth
> 80) or ((FHealth
> 50) and (FArmor
> 20)) then Result
:= 3
7757 else if (FHealth
> 50) then Result
:= 2
7758 else if (FHealth
> 20) then Result
:= 1
7762 function TBot
.TargetOnScreen(TX
, TY
: Integer): Boolean;
7764 Result
:= (Abs(FObj
.X
-TX
) <= Trunc(gPlayerScreenSize
.X
*0.6)) and
7765 (Abs(FObj
.Y
-TY
) <= Trunc(gPlayerScreenSize
.Y
*0.6));
7768 procedure TBot
.OnDamage(Angle
: SmallInt);
7776 if (Angle
= 0) or (Angle
= 180) then
7779 if (g_GetUIDType(FLastSpawnerUID
) = UID_PLAYER
) and
7780 LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSPLAYER
) then
7782 pla
:= g_Player_Get(FLastSpawnerUID
);
7783 ok
:= not TargetOnScreen(pla
.FObj
.X
+ PLAYER_RECT
.X
,
7784 pla
.FObj
.Y
+ PLAYER_RECT
.Y
);
7787 if (g_GetUIDType(FLastSpawnerUID
) = UID_MONSTER
) and
7788 LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSMONSTER
) then
7790 mon
:= g_Monsters_ByUID(FLastSpawnerUID
);
7791 ok
:= not TargetOnScreen(mon
.Obj
.X
+ mon
.Obj
.Rect
.X
,
7792 mon
.Obj
.Y
+ mon
.Obj
.Rect
.Y
);
7797 SetAIFlag('ATTACKLEFT', '1')
7799 SetAIFlag('ATTACKRIGHT', '1');
7803 function TBot
.RunDirection(): TDirection
;
7805 if Abs(Vel
.X
) >= 1 then
7807 if Vel
.X
> 0 then Result
:= TDirection
.D_RIGHT
else Result
:= TDirection
.D_LEFT
;
7809 Result
:= FDirection
;
7812 function TBot
.GetRnd(a
: Byte): Boolean;
7814 if a
= 0 then Result
:= False
7815 else if a
= 255 then Result
:= True
7816 else Result
:= Random(256) > 255-a
;
7819 function TBot
.GetInterval(a
: Byte; radius
: SmallInt): SmallInt;
7821 Result
:= Round((255-a
)/255*radius
*(Random(2)-1));
7825 procedure TDifficult
.save (st
: TStream
);
7827 utils
.writeInt(st
, Byte(DiagFire
));
7828 utils
.writeInt(st
, Byte(InvisFire
));
7829 utils
.writeInt(st
, Byte(DiagPrecision
));
7830 utils
.writeInt(st
, Byte(FlyPrecision
));
7831 utils
.writeInt(st
, Byte(Cover
));
7832 utils
.writeInt(st
, Byte(CloseJump
));
7833 st
.WriteBuffer(WeaponPrior
[Low(WeaponPrior
)], sizeof(WeaponPrior
));
7834 st
.WriteBuffer(CloseWeaponPrior
[Low(CloseWeaponPrior
)], sizeof(CloseWeaponPrior
));
7837 procedure TDifficult
.load (st
: TStream
);
7839 DiagFire
:= utils
.readByte(st
);
7840 InvisFire
:= utils
.readByte(st
);
7841 DiagPrecision
:= utils
.readByte(st
);
7842 FlyPrecision
:= utils
.readByte(st
);
7843 Cover
:= utils
.readByte(st
);
7844 CloseJump
:= utils
.readByte(st
);
7845 st
.ReadBuffer(WeaponPrior
[Low(WeaponPrior
)], sizeof(WeaponPrior
));
7846 st
.ReadBuffer(CloseWeaponPrior
[Low(CloseWeaponPrior
)], sizeof(CloseWeaponPrior
));
7850 procedure TBot
.SaveState (st
: TStream
);
7855 inherited SaveState(st
);
7856 utils
.writeSign(st
, 'BOT0');
7858 utils
.writeInt(st
, Byte(FSelectedWeapon
));
7860 utils
.writeInt(st
, Word(FTargetUID
));
7861 // Âðåìÿ ïîòåðè öåëè
7862 utils
.writeInt(st
, LongWord(FLastVisible
));
7863 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7864 dw
:= Length(FAIFlags
);
7865 utils
.writeInt(st
, LongInt(dw
));
7867 for i
:= 0 to dw
-1 do
7869 utils
.writeStr(st
, FAIFlags
[i
].Name
, 20);
7870 utils
.writeStr(st
, FAIFlags
[i
].Value
, 20);
7872 // Íàñòðîéêè ñëîæíîñòè
7873 FDifficult
.save(st
);
7877 procedure TBot
.LoadState (st
: TStream
);
7882 inherited LoadState(st
);
7883 if not utils
.checkSign(st
, 'BOT0') then raise XStreamError
.Create('invalid bot signature');
7885 FSelectedWeapon
:= utils
.readByte(st
);
7887 FTargetUID
:= utils
.readWord(st
);
7888 // Âðåìÿ ïîòåðè öåëè
7889 FLastVisible
:= utils
.readLongWord(st
);
7890 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7891 dw
:= utils
.readLongInt(st
);
7892 if (dw
< 0) or (dw
> 16384) then raise XStreamError
.Create('invalid number of bot AI flags');
7893 SetLength(FAIFlags
, dw
);
7895 for i
:= 0 to dw
-1 do
7897 FAIFlags
[i
].Name
:= utils
.readStr(st
, 20);
7898 FAIFlags
[i
].Value
:= utils
.readStr(st
, 20);
7900 // Íàñòðîéêè ñëîæíîñòè
7901 FDifficult
.load(st
);
7906 conRegVar('cheat_berserk_autoswitch', @gBerserkAutoswitch
, 'autoswitch to fist when berserk pack taken', '', true, true);