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}
23 e_graphics
, g_playermodel
, g_basic
, g_textures
,
24 g_weapons
, g_phys
, g_sound
, g_saveload
, MAPDEF
,
57 AmmoLimits
: Array [0..1] of Array [A_BULLETS
..A_HIGH
] of Word =
58 ((200, 50, 50, 300, 100),
59 (400, 100, 100, 600, 200));
80 ANGLE_NONE
= Low(SmallInt);
82 CORPSE_STATE_REMOVEME
= 0;
83 CORPSE_STATE_NORMAL
= 1;
84 CORPSE_STATE_MESS
= 2;
86 PLAYER_RECT
: TRectWH
= (X
:15; Y
:12; Width
:34; Height
:52);
87 PLAYER_RECT_CX
= 15+(34 div 2);
88 PLAYER_RECT_CY
= 12+(52 div 2);
89 PLAYER_CORPSERECT
: TRectWH
= (X
:15; Y
:48; Width
:34; Height
:16);
92 PLAYER_HP_LIMIT
= 200;
94 PLAYER_AP_LIMIT
= 200;
97 PLAYER1_DEF_COLOR
: TRGB
= (R
:64; G
:175; B
:48);
98 PLAYER2_DEF_COLOR
: TRGB
= (R
:96; G
:96; B
:96);
114 TPlayerStatArray
= Array of TPlayerStat
;
116 TPlayerSavedState
= record
124 Ammo
: Array [A_BULLETS
..A_HIGH
] of Word;
125 MaxAmmo
: Array [A_BULLETS
..A_HIGH
] of Word;
126 Weapon
: Array [WP_FIRST
..WP_LAST
] of Boolean;
127 Rulez
: Set of R_ITEM_BACKPACK
..R_BERSERK
;
136 TPlayer
= class (TObject
)
144 FDirection
: TDirection
;
152 FMonsterKills
: Integer;
158 FCanJetpack
: Boolean;
164 FNextWeapDelay
: Byte; // frames
165 FBFGFireCounter
: SmallInt;
166 FLastSpawnerUID
: Word;
170 FSpectatePlayer
: Integer;
171 FFirePainTime
: Integer;
174 FSavedState
: TPlayerSavedState
;
176 FModel
: TPlayerModel
;
179 FActionForce
: Boolean;
180 FActionChanged
: Boolean;
182 FFireAngle
: SmallInt;
184 FShellTimer
: Integer;
186 FSawSound
: TPlayableSound
;
187 FSawSoundIdle
: TPlayableSound
;
188 FSawSoundHit
: TPlayableSound
;
189 FSawSoundSelect
: TPlayableSound
;
190 FJetSoundOn
: TPlayableSound
;
191 FJetSoundOff
: TPlayableSound
;
192 FJetSoundFly
: TPlayableSound
;
196 FJustTeleported
: Boolean;
199 function CollideLevel(XInc
, YInc
: Integer): Boolean;
200 function StayOnStep(XInc
, YInc
: Integer): Boolean;
201 function HeadInLiquid(XInc
, YInc
: Integer): Boolean;
202 function BodyInLiquid(XInc
, YInc
: Integer): Boolean;
203 function BodyInAcid(XInc
, YInc
: Integer): Boolean;
204 function FullInLift(XInc
, YInc
: Integer): Integer;
205 {procedure CollideItem();}
206 procedure FlySmoke(Times
: DWORD
= 1);
207 procedure OnFireFlame(Times
: DWORD
= 1);
208 function GetAmmoByWeapon(Weapon
: Byte): Word;
209 procedure SetAction(Action
: Byte; Force
: Boolean = False);
210 procedure OnDamage(Angle
: SmallInt); virtual;
211 function firediry(): Integer;
213 procedure Run(Direction
: TDirection
);
214 procedure NextWeapon();
215 procedure PrevWeapon();
222 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
223 procedure resetWeaponQueue ();
224 function hasAmmoForWeapon (weapon
: Byte): Boolean;
227 FDamageBuffer
: Integer;
229 FAmmo
: Array [A_BULLETS
..A_HIGH
] of Word;
230 FMaxAmmo
: Array [A_BULLETS
..A_HIGH
] of Word;
231 FWeapon
: Array [WP_FIRST
..WP_LAST
] of Boolean;
232 FRulez
: Set of R_ITEM_BACKPACK
..R_BERSERK
;
234 FMegaRulez
: Array [MR_SUIT
..MR_MAX
] of DWORD
;
235 FReloading
: Array [WP_FIRST
..WP_LAST
] of Word;
236 FTime
: Array [T_RESPAWN
..T_FLAGCAP
] of DWORD
;
237 FKeys
: Array [KEY_LEFT
..KEY_CHAT
] of TKeyState
;
239 FPreferredTeam
: Byte;
242 FWantsInGame
: Boolean;
246 FActualModelName
: string;
253 // debug: viewport offset
254 viewPortX
, viewPortY
, viewPortW
, viewPortH
: Integer;
256 function isValidViewPort (): Boolean; inline;
258 constructor Create(); virtual;
259 destructor Destroy(); override;
260 procedure Respawn(Silent
: Boolean; Force
: Boolean = False); virtual;
261 function GetRespawnPoint(): Byte;
262 procedure PressKey(Key
: Byte; Time
: Word = 1);
263 procedure ReleaseKeys();
264 procedure SetModel(ModelName
: String);
265 procedure SetColor(Color
: TRGB
);
266 procedure SetWeapon(W
: Byte);
267 function IsKeyPressed(K
: Byte): Boolean;
268 function GetKeys(): Byte;
269 function PickItem(ItemType
: Byte; arespawn
: Boolean; var remove
: Boolean): Boolean; virtual;
270 function Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean; overload
;
271 function Collide(Panel
: TPanel
): Boolean; overload
;
272 function Collide(X
, Y
: Integer): Boolean; overload
;
273 procedure SetDirection(Direction
: TDirection
);
274 procedure GetSecret();
275 function TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
277 procedure Push(vx
, vy
: Integer);
278 procedure ChangeModel(ModelName
: String);
279 procedure SwitchTeam
;
280 procedure ChangeTeam(Team
: Byte);
282 function GetFlag(Flag
: Byte): Boolean;
283 procedure SetFlag(Flag
: Byte);
284 function DropFlag(): Boolean;
285 procedure AllRulez(Health
: Boolean);
286 procedure RestoreHealthArmor();
287 procedure FragCombo();
288 procedure GiveItem(ItemType
: Byte);
289 procedure Damage(value
: Word; SpawnerUID
: Word; vx
, vy
: Integer; t
: Byte); virtual;
290 function Heal(value
: Word; Soft
: Boolean): Boolean; virtual;
291 procedure MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
292 procedure MakeBloodSimple(Count
: Word);
293 procedure Kill(KillType
: Byte; SpawnerUID
: Word; t
: Byte);
294 procedure Reset(Force
: Boolean);
295 procedure Spectate(NoMove
: Boolean = False);
296 procedure SwitchNoClip
;
297 procedure SoftReset();
298 procedure Draw(); virtual;
299 procedure DrawPain();
300 procedure DrawPickup();
301 procedure DrawRulez();
303 procedure DrawBubble();
305 procedure Update(); virtual;
306 procedure RememberState();
307 procedure RecallState();
308 procedure SaveState(var Mem
: TBinMemoryWriter
); virtual;
309 procedure LoadState(var Mem
: TBinMemoryReader
); virtual;
310 procedure PauseSounds(Enable
: Boolean);
311 procedure NetFire(Wpn
: Byte; X
, Y
, AX
, AY
: Integer; WID
: Integer = -1);
312 procedure DoLerp(Level
: Integer = 2);
313 procedure SetLerp(XTo
, YTo
: Integer);
314 procedure QueueWeaponSwitch(Weapon
: Byte);
315 procedure RealizeCurrentWeapon();
317 procedure JetpackOff
;
318 procedure CatchFire(Attacker
: Word);
320 //WARNING! this does nothing for now, but still call it!
321 procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right!
323 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
326 property Vel
: TPoint2i read FObj
.Vel
;
327 property Obj
: TObj read FObj
;
330 property Name
: String read FName write FName
;
331 property Model
: TPlayerModel read FModel
;
332 property Health
: Integer read FHealth write FHealth
;
333 property Lives
: Byte read FLives write FLives
;
334 property Armor
: Integer read FArmor write FArmor
;
335 property Air
: Integer read FAir write FAir
;
336 property JetFuel
: Integer read FJetFuel write FJetFuel
;
337 property Frags
: Integer read FFrags write FFrags
;
338 property Death
: Integer read FDeath write FDeath
;
339 property Kills
: Integer read FKills write FKills
;
340 property CurrWeap
: Byte read FCurrWeap write FCurrWeap
;
341 property MonsterKills
: Integer read FMonsterKills write FMonsterKills
;
342 property Secrets
: Integer read FSecrets
;
343 property GodMode
: Boolean read FGodMode write FGodMode
;
344 property NoTarget
: Boolean read FNoTarget write FNoTarget
;
345 property NoReload
: Boolean read FNoReload write FNoReload
;
346 property Live
: Boolean read FLive write FLive
;
347 property Flag
: Byte read FFlag
;
348 property Team
: Byte read FTeam write FTeam
;
349 property Direction
: TDirection read FDirection
;
350 property GameX
: Integer read FObj
.X write FObj
.X
;
351 property GameY
: Integer read FObj
.Y write FObj
.Y
;
352 property GameVelX
: Integer read FObj
.Vel
.X write FObj
.Vel
.X
;
353 property GameVelY
: Integer read FObj
.Vel
.Y write FObj
.Vel
.Y
;
354 property GameAccelX
: Integer read FObj
.Accel
.X write FObj
.Accel
.X
;
355 property GameAccelY
: Integer read FObj
.Accel
.Y write FObj
.Accel
.Y
;
356 property IncCam
: Integer read FIncCam write FIncCam
;
357 property UID
: Word read FUID write FUID
;
358 property JustTeleported
: Boolean read FJustTeleported write FJustTeleported
;
359 property NetTime
: LongWord read FNetTime write FNetTime
;
369 WeaponPrior
: Array [WP_FIRST
..WP_LAST
] of Byte;
370 CloseWeaponPrior
: Array [WP_FIRST
..WP_LAST
] of Byte;
371 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
379 TBot
= class (TPlayer
)
381 FSelectedWeapon
: Byte;
384 FAIFlags
: Array of TAIFlag
;
385 FDifficult
: TDifficult
;
387 function GetRnd(a
: Byte): Boolean;
388 function GetInterval(a
: Byte; radius
: SmallInt): SmallInt;
389 function RunDirection(): TDirection
;
390 function FullInStep(XInc
, YInc
: Integer): Boolean;
391 //function NeedItem(Item: Byte): Byte;
392 procedure SelectWeapon(Dist
: Integer);
393 procedure SetAIFlag(aName
, fValue
: String20
);
394 function GetAIFlag(aName
: String20
): String20
;
395 procedure RemoveAIFlag(aName
: String20
);
396 function Healthy(): Byte;
397 procedure UpdateMove();
398 procedure UpdateCombat();
399 function KeyPressed(Key
: Word): Boolean;
400 procedure ReleaseKey(Key
: Byte);
401 function TargetOnScreen(TX
, TY
: Integer): Boolean;
402 procedure OnDamage(Angle
: SmallInt); override;
405 procedure Respawn(Silent
: Boolean; Force
: Boolean = False); override;
406 constructor Create(); override;
407 destructor Destroy(); override;
408 procedure Draw(); override;
409 function PickItem(ItemType
: Byte; force
: Boolean; var remove
: Boolean): Boolean; override;
410 function Heal(value
: Word; Soft
: Boolean): Boolean; override;
411 procedure Update(); override;
412 procedure SaveState(var Mem
: TBinMemoryWriter
); override;
413 procedure LoadState(var Mem
: TBinMemoryReader
); override;
424 procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right!
437 procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right!
440 TCorpse
= class (TObject
)
448 FAnimation
: TAnimation
;
449 FAnimationMask
: TAnimation
;
452 constructor Create(X
, Y
: Integer; ModelName
: String; aMess
: Boolean);
453 destructor Destroy(); override;
454 procedure Damage(Value
: Word; vx
, vy
: Integer);
457 procedure SaveState(var Mem
: TBinMemoryWriter
);
458 procedure LoadState(var Mem
: TBinMemoryReader
);
460 procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right!
462 property Obj
: TObj read FObj
;
463 property State
: Byte read FState
;
464 property Mess
: Boolean read FMess
;
467 TTeamStat
= Array [TEAM_RED
..TEAM_BLUE
] of
473 gPlayers
: Array of TPlayer
;
474 gCorpses
: Array of TCorpse
;
475 gGibs
: Array of TGib
;
476 gShells
: Array of TShell
;
477 gTeamStat
: TTeamStat
;
478 gFly
: Boolean = False;
479 gAimLine
: Boolean = False;
480 gChatBubble
: Byte = 0;
484 MAX_RUNVEL
: Integer = 8;
485 VEL_JUMP
: Integer = 10;
486 SHELL_TIMEOUT
: Cardinal = 60000;
488 function Lerp(X
, Y
, Factor
: Integer): Integer;
490 procedure g_Gibs_SetMax(Count
: Word);
491 function g_Gibs_GetMax(): Word;
492 procedure g_Corpses_SetMax(Count
: Word);
493 function g_Corpses_GetMax(): Word;
494 procedure g_Shells_SetMax(Count
: Word);
495 function g_Shells_GetMax(): Word;
497 procedure g_Player_Init();
498 procedure g_Player_Free();
499 function g_Player_Create(ModelName
: String; Color
: TRGB
; Team
: Byte; Bot
: Boolean): Word;
500 function g_Player_CreateFromState(var Mem
: TBinMemoryReader
): Word;
501 procedure g_Player_Remove(UID
: Word);
502 procedure g_Player_ResetTeams();
503 procedure g_Player_UpdateAll();
504 procedure g_Player_DrawAll();
505 procedure g_Player_DrawDebug(p
: TPlayer
);
506 procedure g_Player_DrawHealth();
507 procedure g_Player_RememberAll();
508 procedure g_Player_ResetAll(Force
, Silent
: Boolean);
509 function g_Player_Get(UID
: Word): TPlayer
;
510 function g_Player_GetCount(): Byte;
511 function g_Player_GetStats(): TPlayerStatArray
;
512 function g_Player_ValidName(Name
: String): Boolean;
513 procedure g_Player_CreateCorpse(Player
: TPlayer
);
514 procedure g_Player_CreateGibs(fX
, fY
: Integer; ModelName
: String; fColor
: TRGB
);
515 procedure g_Player_CreateShell(fX
, fY
, dX
, dY
: Integer; T
: Byte);
516 procedure g_Player_UpdatePhysicalObjects();
517 procedure g_Player_DrawCorpses();
518 procedure g_Player_DrawShells();
519 procedure g_Player_RemoveAllCorpses();
520 procedure g_Player_Corpses_SaveState(var Mem
: TBinMemoryWriter
);
521 procedure g_Player_Corpses_LoadState(var Mem
: TBinMemoryReader
);
522 procedure g_Bot_Add(Team
, Difficult
: Byte);
523 procedure g_Bot_AddList(Team
: Byte; lname
: ShortString; num
: Integer = -1);
524 procedure g_Bot_MixNames();
525 procedure g_Bot_RemoveAll();
530 e_log
, g_map
, g_items
, g_console
, SysUtils
, g_gfx
, Math
,
531 g_options
, g_triggers
, g_menu
, g_game
, g_grid
,
532 wadreader
, g_main
, g_monsters
, CONFIG
, g_language
,
533 g_net
, g_netmsg
, g_window
, GL
, g_holmes
;
543 diag_precision
: Byte;
547 w_prior1
: Array [WP_FIRST
..WP_LAST
] of Byte;
548 w_prior2
: Array [WP_FIRST
..WP_LAST
] of Byte;
549 w_prior3
: Array [WP_FIRST
..WP_LAST
] of Byte;
553 TIME_RESPAWN1
= 1500;
554 TIME_RESPAWN2
= 2000;
555 TIME_RESPAWN3
= 3000;
558 JET_MAX
= 540; // ~30 sec
559 PLAYER_SUIT_TIME
= 30000;
560 PLAYER_INVUL_TIME
= 30000;
561 PLAYER_INVIS_TIME
= 35000;
562 FRAG_COMBO_TIME
= 3000;
566 ANGLE_RIGHTDOWN
= -35;
568 ANGLE_LEFTDOWN
= -145;
569 PLAYER_HEADRECT
: TRectWH
= (X
:24; Y
:12; Width
:20; Height
:12);
570 WEAPONPOINT
: Array [TDirection
] of TDFPoint
= ((X
:16; Y
:32), (X
:47; Y
:32));
573 BOT_UNSAFEDIST
= 128;
574 TEAMCOLOR
: Array [TEAM_RED
..TEAM_BLUE
] of TRGB
= ((R
:255; G
:0; B
:0),
576 DIFFICULT_EASY
: TDifficult
= (DiagFire
: 32; InvisFire
: 32; DiagPrecision
: 32;
577 FlyPrecision
: 32; Cover
: 32; CloseJump
: 32;
578 WeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0));
579 DIFFICULT_MEDIUM
: TDifficult
= (DiagFire
: 127; InvisFire
: 127; DiagPrecision
: 127;
580 FlyPrecision
: 127; Cover
: 127; CloseJump
: 127;
581 WeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0));
582 DIFFICULT_HARD
: TDifficult
= (DiagFire
: 255; InvisFire
: 255; DiagPrecision
: 255;
583 FlyPrecision
: 255; Cover
: 255; CloseJump
: 255;
584 WeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0));
585 WEAPON_PRIOR1
: Array [WP_FIRST
..WP_LAST
] of Byte =
586 (WEAPON_FLAMETHROWER
, WEAPON_SUPERPULEMET
,
587 WEAPON_SHOTGUN2
, WEAPON_SHOTGUN1
,
588 WEAPON_CHAINGUN
, WEAPON_PLASMA
, WEAPON_ROCKETLAUNCHER
,
589 WEAPON_BFG
, WEAPON_PISTOL
, WEAPON_SAW
, WEAPON_KASTET
);
590 WEAPON_PRIOR2
: Array [WP_FIRST
..WP_LAST
] of Byte =
591 (WEAPON_FLAMETHROWER
, WEAPON_SUPERPULEMET
,
592 WEAPON_BFG
, WEAPON_ROCKETLAUNCHER
,
593 WEAPON_SHOTGUN2
, WEAPON_PLASMA
, WEAPON_SHOTGUN1
,
594 WEAPON_CHAINGUN
, WEAPON_PISTOL
, WEAPON_SAW
, WEAPON_KASTET
);
595 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
596 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
597 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
598 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
599 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
600 WEAPON_RELOAD
: Array [WP_FIRST
..WP_LAST
] of Byte =
601 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
603 PLAYER_SIGNATURE
= $52594C50; // 'PLYR'
604 CORPSE_SIGNATURE
= $50524F43; // 'CORP'
606 BOTNAMES_FILENAME
= 'botnames.txt';
607 BOTLIST_FILENAME
= 'botlist.txt';
611 MaxCorpses
: Word = 20;
612 MaxShells
: Word = 300;
613 CurrentGib
: Integer = 0;
614 CurrentShell
: Integer = 0;
615 BotNames
: Array of String;
616 BotList
: Array of TBotProfile
;
619 procedure TGib
.positionChanged (); begin end;
620 procedure TShell
.positionChanged (); begin end;
623 function Lerp(X
, Y
, Factor
: Integer): Integer;
625 Result
:= X
+ ((Y
- X
) div Factor
);
628 function SameTeam(UID1
, UID2
: Word): Boolean;
632 if (UID1
> UID_MAX_PLAYER
) or (UID1
<= UID_MAX_GAME
) or
633 (UID2
> UID_MAX_PLAYER
) or (UID2
<= UID_MAX_GAME
) then Exit
;
635 if (g_Player_Get(UID1
) = nil) or (g_Player_Get(UID2
) = nil) then Exit
;
637 if ((g_Player_Get(UID1
).Team
= TEAM_NONE
) or
638 (g_Player_Get(UID2
).Team
= TEAM_NONE
)) then Exit
;
640 Result
:= g_Player_Get(UID1
).FTeam
= g_Player_Get(UID2
).FTeam
;
643 procedure g_Gibs_SetMax(Count
: Word);
646 SetLength(gGibs
, Count
);
648 if CurrentGib
>= Count
then
652 function g_Gibs_GetMax(): Word;
657 procedure g_Shells_SetMax(Count
: Word);
660 SetLength(gShells
, Count
);
662 if CurrentShell
>= Count
then
666 function g_Shells_GetMax(): Word;
672 procedure g_Corpses_SetMax(Count
: Word);
675 SetLength(gCorpses
, Count
);
678 function g_Corpses_GetMax(): Word;
680 Result
:= MaxCorpses
;
683 function g_Player_Create(ModelName
: String; Color
: TRGB
; Team
: Byte; Bot
: Boolean): Word;
693 // Åñòü ëè ìåñòî â gPlayers:
694 if gPlayers
<> nil then
695 for a
:= 0 to High(gPlayers
) do
696 if gPlayers
[a
] = nil then
702 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
705 SetLength(gPlayers
, Length(gPlayers
)+1);
709 // Ñîçäàåì îáúåêò èãðîêà:
711 gPlayers
[a
] := TBot
.Create()
713 gPlayers
[a
] := TPlayer
.Create();
716 gPlayers
[a
].FActualModelName
:= ModelName
;
717 gPlayers
[a
].SetModel(ModelName
);
719 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
720 if gPlayers
[a
].FModel
= nil then
724 g_FatalError(Format(_lc
[I_GAME_ERROR_MODEL
], [ModelName
]));
728 if not (Team
in [TEAM_RED
, TEAM_BLUE
]) then
729 if Random(2) = 0 then
733 gPlayers
[a
].FPreferredTeam
:= Team
;
735 case gGameSettings
.GameMode
of
736 GM_DM
: gPlayers
[a
].FTeam
:= TEAM_NONE
;
738 GM_CTF
: gPlayers
[a
].FTeam
:= gPlayers
[a
].FPreferredTeam
;
740 GM_COOP
: gPlayers
[a
].FTeam
:= TEAM_COOP
;
743 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
744 gPlayers
[a
].FColor
:= Color
;
745 if gPlayers
[a
].FTeam
in [TEAM_RED
, TEAM_BLUE
] then
746 gPlayers
[a
].FModel
.Color
:= TEAMCOLOR
[gPlayers
[a
].FTeam
]
748 gPlayers
[a
].FModel
.Color
:= Color
;
750 gPlayers
[a
].FUID
:= g_CreateUID(UID_PLAYER
);
751 gPlayers
[a
].FLive
:= False;
753 Result
:= gPlayers
[a
].FUID
;
756 function g_Player_CreateFromState(var Mem
: TBinMemoryReader
): Word;
769 if sig
<> PLAYER_SIGNATURE
then // 'PLYR'
771 raise EBinSizeError
.Create('g_Player_CreateFromState: Wrong Player Signature');
775 Mem
.ReadBoolean(Bot
);
780 // Åñòü ëè ìåñòî â gPlayers:
781 if gPlayers
<> nil then
782 for a
:= 0 to High(gPlayers
) do
783 if gPlayers
[a
] = nil then
789 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
792 SetLength(gPlayers
, Length(gPlayers
)+1);
796 // Ñîçäàåì îáúåêò èãðîêà:
798 gPlayers
[a
] := TBot
.Create()
800 gPlayers
[a
] := TPlayer
.Create();
801 gPlayers
[a
].FIamBot
:= Bot
;
802 gPlayers
[a
].FPhysics
:= True;
805 Mem
.ReadWord(gPlayers
[a
].FUID
);
807 Mem
.ReadString(gPlayers
[a
].FName
);
809 Mem
.ReadByte(gPlayers
[a
].FTeam
);
810 gPlayers
[a
].FPreferredTeam
:= gPlayers
[a
].FTeam
;
812 Mem
.ReadBoolean(gPlayers
[a
].FLive
);
813 // Èçðàñõîäîâàë ëè âñå æèçíè:
814 Mem
.ReadBoolean(gPlayers
[a
].FNoRespawn
);
818 gPlayers
[a
].FDirection
:= D_LEFT
820 gPlayers
[a
].FDirection
:= D_RIGHT
;
822 Mem
.ReadInt(gPlayers
[a
].FHealth
);
824 Mem
.ReadByte(gPlayers
[a
].FLives
);
826 Mem
.ReadInt(gPlayers
[a
].FArmor
);
828 Mem
.ReadInt(gPlayers
[a
].FAir
);
830 Mem
.ReadInt(gPlayers
[a
].FJetFuel
);
832 Mem
.ReadInt(gPlayers
[a
].FPain
);
834 Mem
.ReadInt(gPlayers
[a
].FKills
);
836 Mem
.ReadInt(gPlayers
[a
].FMonsterKills
);
838 Mem
.ReadInt(gPlayers
[a
].FFrags
);
840 Mem
.ReadByte(gPlayers
[a
].FFragCombo
);
841 // Âðåìÿ ïîñëåäíåãî ôðàãà:
842 Mem
.ReadDWORD(gPlayers
[a
].FLastFrag
);
844 Mem
.ReadInt(gPlayers
[a
].FDeath
);
846 Mem
.ReadByte(gPlayers
[a
].FFlag
);
848 Mem
.ReadInt(gPlayers
[a
].FSecrets
);
850 Mem
.ReadByte(gPlayers
[a
].FCurrWeap
);
851 // Ñëåäóþùåå æåëàåìîå îðóæèå:
852 Mem
.ReadWord(gPlayers
[a
].FNextWeap
);
854 Mem
.ReadByte(gPlayers
[a
].FNextWeapDelay
);
855 // Âðåìÿ çàðÿäêè BFG:
856 Mem
.ReadSmallInt(gPlayers
[a
].FBFGFireCounter
);
858 Mem
.ReadInt(gPlayers
[a
].FDamageBuffer
);
859 // Ïîñëåäíèé óäàðèâøèé:
860 Mem
.ReadWord(gPlayers
[a
].FLastSpawnerUID
);
861 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
862 Mem
.ReadByte(gPlayers
[a
].FLastHit
);
864 Obj_LoadState(@gPlayers
[a
].FObj
, Mem
);
865 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
866 for i
:= A_BULLETS
to A_HIGH
do
867 Mem
.ReadWord(gPlayers
[a
].FAmmo
[i
]);
868 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
869 for i
:= A_BULLETS
to A_HIGH
do
870 Mem
.ReadWord(gPlayers
[a
].FMaxAmmo
[i
]);
872 for i
:= WP_FIRST
to WP_LAST
do
873 Mem
.ReadBoolean(gPlayers
[a
].FWeapon
[i
]);
874 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
875 for i
:= WP_FIRST
to WP_LAST
do
876 Mem
.ReadWord(gPlayers
[a
].FReloading
[i
]);
880 Include(gPlayers
[a
].FRulez
, R_ITEM_BACKPACK
);
881 // Íàëè÷èå êðàñíîãî êëþ÷à:
884 Include(gPlayers
[a
].FRulez
, R_KEY_RED
);
885 // Íàëè÷èå çåëåíîãî êëþ÷à:
888 Include(gPlayers
[a
].FRulez
, R_KEY_GREEN
);
889 // Íàëè÷èå ñèíåãî êëþ÷à:
892 Include(gPlayers
[a
].FRulez
, R_KEY_BLUE
);
896 Include(gPlayers
[a
].FRulez
, R_BERSERK
);
897 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
898 for i
:= MR_SUIT
to MR_MAX
do
899 Mem
.ReadDWORD(gPlayers
[a
].FMegaRulez
[i
]);
900 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
901 for i
:= T_RESPAWN
to T_FLAGCAP
do
902 Mem
.ReadDWORD(gPlayers
[a
].FTime
[i
]);
905 Mem
.ReadString(gPlayers
[a
].FActualModelName
);
907 Mem
.ReadByte(gPlayers
[a
].FColor
.R
);
908 Mem
.ReadByte(gPlayers
[a
].FColor
.G
);
909 Mem
.ReadByte(gPlayers
[a
].FColor
.B
);
910 // Îáíîâëÿåì ìîäåëü èãðîêà:
911 gPlayers
[a
].SetModel(gPlayers
[a
].FActualModelName
);
913 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
914 if gPlayers
[a
].FModel
= nil then
918 g_FatalError(Format(_lc
[I_GAME_ERROR_MODEL
], [gPlayers
[a
].FActualModelName
]));
922 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
923 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
924 gPlayers
[a
].FModel
.Color
:= TEAMCOLOR
[gPlayers
[a
].FTeam
]
926 gPlayers
[a
].FModel
.Color
:= gPlayers
[a
].FColor
;
928 Result
:= gPlayers
[a
].FUID
;
931 procedure g_Player_ResetTeams();
935 if g_Game_IsClient
then
937 if gPlayers
= nil then
939 for a
:= Low(gPlayers
) to High(gPlayers
) do
940 if gPlayers
[a
] <> nil then
941 case gGameSettings
.GameMode
of
943 gPlayers
[a
].ChangeTeam(TEAM_NONE
);
945 if not (gPlayers
[a
].Team
in [TEAM_RED
, TEAM_BLUE
]) then
946 if gPlayers
[a
].FPreferredTeam
in [TEAM_RED
, TEAM_BLUE
] then
947 gPlayers
[a
].ChangeTeam(gPlayers
[a
].FPreferredTeam
)
950 gPlayers
[a
].ChangeTeam(TEAM_RED
)
952 gPlayers
[a
].ChangeTeam(TEAM_BLUE
);
955 gPlayers
[a
].ChangeTeam(TEAM_COOP
);
959 procedure g_Bot_Add(Team
, Difficult
: Byte);
962 _name
, _model
: String;
965 if not g_Game_IsServer
then Exit
;
967 // Ñïèñîê íàçâàíèé ìîäåëåé:
968 m
:= g_PlayerModel_GetNames();
973 if (gGameSettings
.GameType
= GT_SINGLE
) or (gGameSettings
.GameMode
= GM_COOP
) then
974 Team
:= TEAM_COOP
// COOP
976 if gGameSettings
.GameMode
= GM_DM
then
977 Team
:= TEAM_NONE
// DM
979 if Team
= TEAM_NONE
then // CTF / TDM
981 // Àâòîáàëàíñ êîìàíä:
985 for a
:= 0 to High(gPlayers
) do
986 if gPlayers
[a
] <> nil then
988 if gPlayers
[a
].Team
= TEAM_RED
then
991 if gPlayers
[a
].Team
= TEAM_BLUE
then
1001 if Random(2) = 0 then
1007 // Âûáèðàåì áîòó èìÿ:
1009 if BotNames
<> nil then
1010 for a
:= 0 to High(BotNames
) do
1011 if g_Player_ValidName(BotNames
[a
]) then
1013 _name
:= BotNames
[a
];
1017 // Èìåíè íåò, çàäàåì ñëó÷àéíîå:
1020 _name
:= Format('DFBOT%.2d', [Random(100)]);
1021 until g_Player_ValidName(_name
);
1023 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
1024 _model
:= m
[Random(Length(m
))];
1027 with g_Player_Get(g_Player_Create(_model
,
1028 _RGB(Min(Random(9)*32, 255),
1029 Min(Random(9)*32, 255),
1030 Min(Random(9)*32, 255)),
1031 Team
, True)) as TBot
do
1036 1: FDifficult
:= DIFFICULT_EASY
;
1037 2: FDifficult
:= DIFFICULT_MEDIUM
;
1038 else FDifficult
:= DIFFICULT_HARD
;
1041 for a
:= WP_FIRST
to WP_LAST
do
1043 FDifficult
.WeaponPrior
[a
] := WEAPON_PRIOR1
[a
];
1044 FDifficult
.CloseWeaponPrior
[a
] := WEAPON_PRIOR2
[a
];
1045 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1048 g_Console_Add(Format(_lc
[I_PLAYER_JOIN
], [Name
]), True);
1050 if g_Game_IsNet
then MH_SEND_PlayerCreate(UID
);
1051 if g_Game_IsServer
and (gGameSettings
.MaxLives
> 0) then
1056 procedure g_Bot_AddList(Team
: Byte; lName
: ShortString; num
: Integer = -1);
1059 _name
, _model
: String;
1062 if not g_Game_IsServer
then Exit
;
1064 // Ñïèñîê íàçâàíèé ìîäåëåé:
1065 m
:= g_PlayerModel_GetNames();
1070 if (gGameSettings
.GameType
= GT_SINGLE
) or (gGameSettings
.GameMode
= GM_COOP
) then
1071 Team
:= TEAM_COOP
// COOP
1073 if gGameSettings
.GameMode
= GM_DM
then
1074 Team
:= TEAM_NONE
// DM
1076 if Team
= TEAM_NONE
then
1077 Team
:= BotList
[num
].team
; // CTF / TDM
1079 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1080 lName
:= AnsiLowerCase(lName
);
1081 if (num
< 0) or (num
> Length(BotList
)-1) then
1083 if (num
= -1) and (lName
<> '') and (BotList
<> nil) then
1084 for a
:= 0 to High(BotList
) do
1085 if AnsiLowerCase(BotList
[a
].name
) = lName
then
1094 _name
:= BotList
[num
].name
;
1095 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1096 if not g_Player_ValidName(_name
) then
1098 _name
:= Format('DFBOT%.2d', [Random(100)]);
1099 until g_Player_ValidName(_name
);
1102 _model
:= BotList
[num
].model
;
1103 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1104 if not InSArray(_model
, m
) then
1105 _model
:= m
[Random(Length(m
))];
1108 with g_Player_Get(g_Player_Create(_model
, BotList
[num
].color
, Team
, True)) as TBot
do
1112 FDifficult
.DiagFire
:= BotList
[num
].diag_fire
;
1113 FDifficult
.InvisFire
:= BotList
[num
].invis_fire
;
1114 FDifficult
.DiagPrecision
:= BotList
[num
].diag_precision
;
1115 FDifficult
.FlyPrecision
:= BotList
[num
].fly_precision
;
1116 FDifficult
.Cover
:= BotList
[num
].cover
;
1117 FDifficult
.CloseJump
:= BotList
[num
].close_jump
;
1119 for a
:= WP_FIRST
to WP_LAST
do
1121 FDifficult
.WeaponPrior
[a
] := BotList
[num
].w_prior1
[a
];
1122 FDifficult
.CloseWeaponPrior
[a
] := BotList
[num
].w_prior2
[a
];
1123 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1126 g_Console_Add(Format(_lc
[I_PLAYER_JOIN
], [Name
]), True);
1128 if g_Game_IsNet
then MH_SEND_PlayerCreate(UID
);
1132 procedure g_Bot_RemoveAll();
1136 if not g_Game_IsServer
then Exit
;
1137 if gPlayers
= nil then Exit
;
1139 for a
:= 0 to High(gPlayers
) do
1140 if gPlayers
[a
] <> nil then
1141 if gPlayers
[a
] is TBot
then
1143 gPlayers
[a
].Lives
:= 0;
1144 gPlayers
[a
].Kill(K_SIMPLEKILL
, 0, HIT_DISCON
);
1145 g_Console_Add(Format(_lc
[I_PLAYER_LEAVE
], [gPlayers
[a
].Name
]), True);
1146 g_Player_Remove(gPlayers
[a
].FUID
);
1152 procedure g_Bot_MixNames();
1157 if BotNames
<> nil then
1158 for a
:= 0 to High(BotNames
) do
1160 b
:= Random(Length(BotNames
));
1162 Botnames
[a
] := BotNames
[b
];
1167 procedure g_Player_Remove(UID
: Word);
1171 if gPlayers
= nil then Exit
;
1173 if g_Game_IsServer
and g_Game_IsNet
then
1174 MH_SEND_PlayerDelete(UID
);
1176 for i
:= 0 to High(gPlayers
) do
1177 if gPlayers
[i
] <> nil then
1178 if gPlayers
[i
].FUID
= UID
then
1180 if gPlayers
[i
] is TPlayer
then
1181 TPlayer(gPlayers
[i
]).Free()
1183 TBot(gPlayers
[i
]).Free();
1189 procedure g_Player_Init();
1199 if not FileExists(DataDir
+ BOTNAMES_FILENAME
) then
1202 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1203 AssignFile(F
, DataDir
+ BOTNAMES_FILENAME
);
1214 SetLength(BotNames
, Length(BotNames
)+1);
1215 BotNames
[High(BotNames
)] := s
;
1223 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1224 config
:= TConfig
.CreateFile(DataDir
+ BOTLIST_FILENAME
);
1228 while config
.SectionExists(IntToStr(a
)) do
1230 SetLength(BotList
, Length(BotList
)+1);
1232 with BotList
[High(BotList
)] do
1235 name
:= config
.ReadStr(IntToStr(a
), 'name', '');
1237 model
:= config
.ReadStr(IntToStr(a
), 'model', '');
1239 if config
.ReadStr(IntToStr(a
), 'team', 'red') = 'red' then
1244 sa
:= parse(config
.ReadStr(IntToStr(a
), 'color', ''));
1245 color
.R
:= StrToIntDef(sa
[0], 0);
1246 color
.G
:= StrToIntDef(sa
[1], 0);
1247 color
.B
:= StrToIntDef(sa
[2], 0);
1248 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1249 diag_fire
:= config
.ReadInt(IntToStr(a
), 'diag_fire', 0);
1250 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1251 invis_fire
:= config
.ReadInt(IntToStr(a
), 'invis_fire', 0);
1252 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1253 diag_precision
:= config
.ReadInt(IntToStr(a
), 'diag_precision', 0);
1254 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1255 fly_precision
:= config
.ReadInt(IntToStr(a
), 'fly_precision', 0);
1256 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1257 cover
:= config
.ReadInt(IntToStr(a
), 'cover', 0);
1258 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1259 close_jump
:= config
.ReadInt(IntToStr(a
), 'close_jump', 0);
1260 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1261 sa
:= parse(config
.ReadStr(IntToStr(a
), 'w_prior1', ''));
1262 if Length(sa
) = 10 then
1264 w_prior1
[b
] := EnsureRange(StrToInt(sa
[b
]), 0, 9);
1265 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1266 sa
:= parse(config
.ReadStr(IntToStr(a
), 'w_prior2', ''));
1267 if Length(sa
) = 10 then
1269 w_prior2
[b
] := EnsureRange(StrToInt(sa
[b
]), 0, 9);
1271 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1272 if Length(sa) = 10 then
1274 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1283 procedure g_Player_Free();
1287 if gPlayers
<> nil then
1289 for i
:= 0 to High(gPlayers
) do
1290 if gPlayers
[i
] <> nil then
1292 if gPlayers
[i
] is TPlayer
then
1293 TPlayer(gPlayers
[i
]).Free()
1295 TBot(gPlayers
[i
]).Free();
1306 procedure g_Player_UpdateAll();
1310 if gPlayers
= nil then Exit
;
1312 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1313 for i
:= 0 to High(gPlayers
) do
1315 if gPlayers
[i
] <> nil then
1317 if gPlayers
[i
] is TPlayer
then
1319 gPlayers
[i
].Update();
1320 gPlayers
[i
].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1324 // bot updates weapons in `UpdateCombat()`
1325 TBot(gPlayers
[i
]).Update();
1329 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1332 procedure g_Player_DrawAll();
1336 if gPlayers
= nil then Exit
;
1338 for i
:= 0 to High(gPlayers
) do
1339 if gPlayers
[i
] <> nil then
1340 if gPlayers
[i
] is TPlayer
then gPlayers
[i
].Draw()
1341 else TBot(gPlayers
[i
]).Draw();
1344 procedure g_Player_DrawDebug(p
: TPlayer
);
1348 if p
= nil then Exit
;
1349 if (@p
.FObj
) = nil then Exit
;
1351 e_TextureFontGetSize(gStdFont
, fW
, fH
);
1353 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p
.FObj
.X
), gStdFont
);
1354 e_TextureFontPrint(0, fH
, 'Pos Y: ' + IntToStr(p
.FObj
.Y
), gStdFont
);
1355 e_TextureFontPrint(0, fH
* 2, 'Vel X: ' + IntToStr(p
.FObj
.Vel
.X
), gStdFont
);
1356 e_TextureFontPrint(0, fH
* 3, 'Vel Y: ' + IntToStr(p
.FObj
.Vel
.Y
), gStdFont
);
1357 e_TextureFontPrint(0, fH
* 4, 'Acc X: ' + IntToStr(p
.FObj
.Accel
.X
), gStdFont
);
1358 e_TextureFontPrint(0, fH
* 5, 'Acc Y: ' + IntToStr(p
.FObj
.Accel
.Y
), gStdFont
);
1361 procedure g_Player_DrawHealth();
1366 if gPlayers
= nil then Exit
;
1367 e_TextureFontGetSize(gStdFont
, fW
, fH
);
1369 for i
:= 0 to High(gPlayers
) do
1370 if gPlayers
[i
] <> nil then
1372 e_TextureFontPrint(gPlayers
[i
].FObj
.X
+ gPlayers
[i
].FObj
.Rect
.X
,
1373 gPlayers
[i
].FObj
.Y
+ gPlayers
[i
].FObj
.Rect
.Y
+ gPlayers
[i
].FObj
.Rect
.Height
- fH
* 2,
1374 IntToStr(gPlayers
[i
].FHealth
), gStdFont
);
1375 e_TextureFontPrint(gPlayers
[i
].FObj
.X
+ gPlayers
[i
].FObj
.Rect
.X
,
1376 gPlayers
[i
].FObj
.Y
+ gPlayers
[i
].FObj
.Rect
.Y
+ gPlayers
[i
].FObj
.Rect
.Height
- fH
,
1377 IntToStr(gPlayers
[i
].FArmor
), gStdFont
);
1381 function g_Player_Get(UID
: Word): TPlayer
;
1387 if gPlayers
= nil then
1390 for a
:= 0 to High(gPlayers
) do
1391 if gPlayers
[a
] <> nil then
1392 if gPlayers
[a
].FUID
= UID
then
1394 Result
:= gPlayers
[a
];
1399 function g_Player_GetCount(): Byte;
1405 if gPlayers
= nil then
1408 for a
:= 0 to High(gPlayers
) do
1409 if gPlayers
[a
] <> nil then
1410 Result
:= Result
+ 1;
1413 function g_Player_GetStats(): TPlayerStatArray
;
1419 if gPlayers
= nil then Exit
;
1421 for a
:= 0 to High(gPlayers
) do
1422 if gPlayers
[a
] <> nil then
1424 SetLength(Result
, Length(Result
)+1);
1425 with Result
[High(Result
)] do
1427 Ping
:= gPlayers
[a
].FPing
;
1428 Loss
:= gPlayers
[a
].FLoss
;
1429 Name
:= gPlayers
[a
].FName
;
1430 Team
:= gPlayers
[a
].FTeam
;
1431 Frags
:= gPlayers
[a
].FFrags
;
1432 Deaths
:= gPlayers
[a
].FDeath
;
1433 Kills
:= gPlayers
[a
].FKills
;
1434 Color
:= gPlayers
[a
].FModel
.Color
;
1435 Lives
:= gPlayers
[a
].FLives
;
1436 Spectator
:= gPlayers
[a
].FSpectator
;
1441 procedure g_Player_RememberAll
;
1445 for i
:= Low(gPlayers
) to High(gPlayers
) do
1446 if (gPlayers
[i
] <> nil) and gPlayers
[i
].Live
then
1447 gPlayers
[i
].RememberState
;
1450 procedure g_Player_ResetAll(Force
, Silent
: Boolean);
1454 gTeamStat
[TEAM_RED
].Goals
:= 0;
1455 gTeamStat
[TEAM_BLUE
].Goals
:= 0;
1457 if gPlayers
<> nil then
1458 for i
:= 0 to High(gPlayers
) do
1459 if gPlayers
[i
] <> nil then
1461 gPlayers
[i
].Reset(Force
);
1463 if gPlayers
[i
] is TPlayer
then
1465 if (not gPlayers
[i
].FSpectator
) or gPlayers
[i
].FWantsInGame
then
1466 gPlayers
[i
].Respawn(Silent
)
1468 gPlayers
[i
].Spectate();
1471 TBot(gPlayers
[i
]).Respawn(Silent
);
1475 procedure g_Player_CreateCorpse(Player
: TPlayer
);
1482 if Player
.FObj
.Y
>= gMapInfo
.Height
+128 then
1487 if (FHealth
>= -50) or (gGibsCount
= 0) then
1489 if (gCorpses
= nil) or (Length(gCorpses
) = 0) then
1493 for find_id
:= 0 to High(gCorpses
) do
1494 if gCorpses
[find_id
] = nil then
1501 find_id
:= Random(Length(gCorpses
));
1503 gCorpses
[find_id
] := TCorpse
.Create(FObj
.X
, FObj
.Y
, FModel
.Name
, FHealth
< -20);
1504 gCorpses
[find_id
].FColor
:= FModel
.Color
;
1505 gCorpses
[find_id
].FObj
.Vel
:= FObj
.Vel
;
1506 gCorpses
[find_id
].FObj
.Accel
:= FObj
.Accel
;
1509 g_Player_CreateGibs(FObj
.X
+ PLAYER_RECT_CX
,
1510 FObj
.Y
+ PLAYER_RECT_CY
,
1511 FModel
.Name
, FModel
.Color
);
1515 procedure g_Player_CreateShell(fX
, fY
, dX
, dY
: Integer; T
: Byte);
1519 if (gShells
= nil) or (Length(gShells
) = 0) then
1522 with gShells
[CurrentShell
] do
1528 if T
= SHELL_BULLET
then
1530 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID
) then
1534 Obj
.Rect
.Width
:= 4;
1535 Obj
.Rect
.Height
:= 2;
1539 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID
) then
1543 Obj
.Rect
.Width
:= 7;
1544 Obj
.Rect
.Height
:= 3;
1550 g_Obj_Push(@Obj
, dX
+ Random(4)-Random(4), dY
-Random(4));
1551 positionChanged(); // this updates spatial accelerators
1552 RAngle
:= Random(360);
1553 Timeout
:= gTime
+ SHELL_TIMEOUT
;
1555 if CurrentShell
>= High(gShells
) then
1562 procedure g_Player_CreateGibs(fX
, fY
: Integer; ModelName
: string; fColor
: TRGB
);
1565 GibsArray
: TGibsArray
;
1567 if (gGibs
= nil) or (Length(gGibs
) = 0) then
1569 if not g_PlayerModel_GetGibs(ModelName
, GibsArray
) then
1572 for a
:= 0 to High(GibsArray
) do
1573 with gGibs
[CurrentGib
] do
1576 ID
:= GibsArray
[a
].ID
;
1577 MaskID
:= GibsArray
[a
].MaskID
;
1580 Obj
.Rect
:= GibsArray
[a
].Rect
;
1581 Obj
.X
:= fX
-GibsArray
[a
].Rect
.X
-(GibsArray
[a
].Rect
.Width
div 2);
1582 Obj
.Y
:= fY
-GibsArray
[a
].Rect
.Y
-(GibsArray
[a
].Rect
.Height
div 2);
1583 g_Obj_PushA(@Obj
, 25 + Random(10), Random(361));
1584 positionChanged(); // this updates spatial accelerators
1585 RAngle
:= Random(360);
1587 if gBloodCount
> 0 then
1588 g_GFX_Blood(fX
, fY
, 16*gBloodCount
+Random(5*gBloodCount
), -16+Random(33), -16+Random(33),
1589 Random(48), Random(48), 150, 0, 0);
1591 if CurrentGib
>= High(gGibs
) then
1598 procedure g_Player_UpdatePhysicalObjects();
1604 procedure ShellSound_Bounce(X
, Y
: Integer; T
: Byte);
1609 if T
= SHELL_BULLET
then
1610 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k
), X
, Y
)
1612 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k
), X
, Y
);
1617 if gGibs
<> nil then
1618 for i
:= 0 to High(gGibs
) do
1619 if gGibs
[i
].Live
then
1623 mr
:= g_Obj_Move(@Obj
, True, False, True);
1624 positionChanged(); // this updates spatial accelerators
1626 if WordBool(mr
and MOVE_FALLOUT
) then
1632 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1633 if WordBool(mr
and MOVE_HITWALL
) then
1634 Obj
.Vel
.X
:= -(vel
.X
div 2);
1635 if WordBool(mr
and (MOVE_HITCEIL
or MOVE_HITLAND
)) then
1636 Obj
.Vel
.Y
:= -(vel
.Y
div 2);
1638 if (Obj
.Vel
.X
>= 0) then
1640 RAngle
:= RAngle
+ Abs(Obj
.Vel
.X
)*6 + Abs(Obj
.Vel
.Y
);
1641 if RAngle
>= 360 then
1642 RAngle
:= RAngle
mod 360;
1643 end else begin // Counter-clockwise
1644 RAngle
:= RAngle
- Abs(Obj
.Vel
.X
)*6 - Abs(Obj
.Vel
.Y
);
1646 RAngle
:= (360 - (Abs(RAngle
) mod 360)) mod 360;
1649 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1650 if gTime
mod (GAME_TICK
*3) = 0 then
1651 Obj
.Vel
.X
:= z_dec(Obj
.Vel
.X
, 1);
1655 if gCorpses
<> nil then
1656 for i
:= 0 to High(gCorpses
) do
1657 if gCorpses
[i
] <> nil then
1658 if gCorpses
[i
].State
= CORPSE_STATE_REMOVEME
then
1664 gCorpses
[i
].Update();
1667 if gShells
<> nil then
1668 for i
:= 0 to High(gShells
) do
1669 if gShells
[i
].Live
then
1673 mr
:= g_Obj_Move(@Obj
, True, False, True);
1674 positionChanged(); // this updates spatial accelerators
1676 if WordBool(mr
and MOVE_FALLOUT
) or (gShells
[i
].Timeout
< gTime
) then
1682 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1683 if WordBool(mr
and MOVE_HITWALL
) then
1685 Obj
.Vel
.X
:= -(vel
.X
div 2);
1686 if not WordBool(mr
and MOVE_INWATER
) then
1687 ShellSound_Bounce(Obj
.X
, Obj
.Y
, SType
);
1689 if WordBool(mr
and (MOVE_HITCEIL
or MOVE_HITLAND
)) then
1691 Obj
.Vel
.Y
:= -(vel
.Y
div 2);
1692 if Obj
.Vel
.X
<> 0 then Obj
.Vel
.X
:= Obj
.Vel
.X
div 2;
1693 if (Obj
.Vel
.X
= 0) and (Obj
.Vel
.Y
= 0) then
1695 if RAngle
mod 90 <> 0 then
1696 RAngle
:= (RAngle
div 90) * 90;
1698 else if not WordBool(mr
and MOVE_INWATER
) then
1699 ShellSound_Bounce(Obj
.X
, Obj
.Y
, SType
);
1702 if (Obj
.Vel
.X
>= 0) then
1704 RAngle
:= RAngle
+ Abs(Obj
.Vel
.X
)*8 + Abs(Obj
.Vel
.Y
);
1705 if RAngle
>= 360 then
1706 RAngle
:= RAngle
mod 360;
1707 end else begin // Counter-clockwise
1708 RAngle
:= RAngle
- Abs(Obj
.Vel
.X
)*8 - Abs(Obj
.Vel
.Y
);
1710 RAngle
:= (360 - (Abs(RAngle
) mod 360)) mod 360;
1715 procedure g_Player_DrawCorpses();
1720 if gGibs
<> nil then
1721 for i
:= 0 to High(gGibs
) do
1722 if gGibs
[i
].Live
then
1725 if not g_Obj_Collide(sX
, sY
, sWidth
, sHeight
, @Obj
) then
1728 a
.X
:= Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2);
1729 a
.y
:= Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2);
1731 e_DrawAdv(ID
, Obj
.X
, Obj
.Y
, 0, True, False, RAngle
, @a
, M_NONE
);
1734 e_DrawAdv(MaskID
, Obj
.X
, Obj
.Y
, 0, True, False, RAngle
, @a
, M_NONE
);
1740 if gCorpses
<> nil then
1741 for i
:= 0 to High(gCorpses
) do
1742 if gCorpses
[i
] <> nil then
1746 procedure g_Player_DrawShells();
1751 if gShells
<> nil then
1752 for i
:= 0 to High(gShells
) do
1753 if gShells
[i
].Live
then
1756 if not g_Obj_Collide(sX
, sY
, sWidth
, sHeight
, @Obj
) then
1762 e_DrawAdv(SpriteID
, Obj
.X
, Obj
.Y
, 0, True, False, RAngle
, @a
, M_NONE
);
1766 procedure g_Player_RemoveAllCorpses();
1772 SetLength(gGibs
, MaxGibs
);
1773 SetLength(gShells
, MaxGibs
);
1777 if gCorpses
<> nil then
1778 for i
:= 0 to High(gCorpses
) do
1782 SetLength(gCorpses
, MaxCorpses
);
1785 procedure g_Player_Corpses_SaveState(var Mem
: TBinMemoryWriter
);
1790 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ:
1792 if gCorpses
<> nil then
1793 for i
:= 0 to High(gCorpses
) do
1794 if gCorpses
[i
] <> nil then
1797 Mem
:= TBinMemoryWriter
.Create((count
+1) * 128);
1799 // Êîëè÷åñòâî òðóïîâ:
1800 Mem
.WriteInt(count
);
1806 for i
:= 0 to High(gCorpses
) do
1807 if gCorpses
[i
] <> nil then
1810 Mem
.WriteString(gCorpses
[i
].FModelName
);
1812 b
:= gCorpses
[i
].Mess
;
1813 Mem
.WriteBoolean(b
);
1814 // Ñîõðàíÿåì äàííûå òðóïà:
1815 gCorpses
[i
].SaveState(Mem
);
1819 procedure g_Player_Corpses_LoadState(var Mem
: TBinMemoryReader
);
1828 g_Player_RemoveAllCorpses();
1830 // Êîëè÷åñòâî òðóïîâ:
1833 if count
> Length(gCorpses
) then
1835 raise EBinSizeError
.Create('g_Player_Corpses_LoadState: Too Many Corpses');
1842 for i
:= 0 to count
-1 do
1845 Mem
.ReadString(str
);
1849 gCorpses
[i
] := TCorpse
.Create(0, 0, str
, b
);
1850 // Çàãðóæàåì äàííûå òðóïà:
1851 gCorpses
[i
].LoadState(Mem
);
1857 function TPlayer
.isValidViewPort (): Boolean; inline; begin result
:= (viewPortW
> 0) and (viewPortH
> 0); end;
1859 procedure TPlayer
.BFGHit();
1861 g_Weapon_BFGHit(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1862 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
1863 if g_Game_IsServer
and g_Game_IsNet
then
1864 MH_SEND_Effect(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1865 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
1869 procedure TPlayer
.ChangeModel(ModelName
: string);
1871 locModel
: TPlayerModel
;
1873 locModel
:= g_PlayerModel_Get(ModelName
);
1874 if locModel
= nil then Exit
;
1880 procedure TPlayer
.SetModel(ModelName
: string);
1884 m
:= g_PlayerModel_Get(ModelName
);
1887 g_SimpleError(Format(_lc
[I_GAME_ERROR_MODEL_FALLBACK
], [ModelName
]));
1888 m
:= g_PlayerModel_Get('doomer');
1891 g_FatalError(Format(_lc
[I_GAME_ERROR_MODEL
], ['doomer']));
1896 if FModel
<> nil then
1901 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
1902 FModel
.Color
:= FColor
1904 FModel
.Color
:= TEAMCOLOR
[FTeam
];
1905 FModel
.SetWeapon(FCurrWeap
);
1906 FModel
.SetFlag(FFlag
);
1907 SetDirection(FDirection
);
1910 procedure TPlayer
.SetColor(Color
: TRGB
);
1913 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
1914 if FModel
<> nil then FModel
.Color
:= Color
;
1917 procedure TPlayer
.SwitchTeam
;
1919 if g_Game_IsClient
then
1921 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then Exit
;
1923 if gGameOn
and FLive
then
1924 Kill(K_SIMPLEKILL
, FUID
, HIT_SELF
);
1926 if FTeam
= TEAM_RED
then
1928 ChangeTeam(TEAM_BLUE
);
1929 g_Console_Add(Format(_lc
[I_PLAYER_CHTEAM_BLUE
], [FName
]), True);
1930 if g_Game_IsNet
then
1931 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM
, TEAM_BLUE
, FName
);
1935 ChangeTeam(TEAM_RED
);
1936 g_Console_Add(Format(_lc
[I_PLAYER_CHTEAM_RED
], [FName
]), True);
1937 if g_Game_IsNet
then
1938 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM
, TEAM_RED
, FName
);
1940 FPreferredTeam
:= FTeam
;
1943 procedure TPlayer
.ChangeTeam(Team
: Byte);
1950 TEAM_RED
, TEAM_BLUE
:
1951 FModel
.Color
:= TEAMCOLOR
[Team
];
1953 FModel
.Color
:= FColor
;
1955 if (FTeam
<> OldTeam
) and g_Game_IsNet
and g_Game_IsServer
then
1956 MH_SEND_PlayerStats(FUID
);
1960 procedure TPlayer.CollideItem();
1965 if gItems = nil then Exit;
1966 if not FLive then Exit;
1968 for i := 0 to High(gItems) do
1971 if (ItemType <> ITEM_NONE) and Live then
1972 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
1973 PLAYER_RECT.Height, @Obj) then
1975 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
1977 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
1978 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
1979 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
1980 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
1981 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
1983 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
1984 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
1985 (gGameSettings.GameType = GT_SINGLE) and
1986 (g_Player_GetCount() > 1)) then
1987 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
1993 function TPlayer
.CollideLevel(XInc
, YInc
: Integer): Boolean;
1995 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
1996 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
, PANEL_WALL
,
2000 constructor TPlayer
.Create();
2011 FSawSound
:= TPlayableSound
.Create();
2012 FSawSoundIdle
:= TPlayableSound
.Create();
2013 FSawSoundHit
:= TPlayableSound
.Create();
2014 FSawSoundSelect
:= TPlayableSound
.Create();
2015 FJetSoundFly
:= TPlayableSound
.Create();
2016 FJetSoundOn
:= TPlayableSound
.Create();
2017 FJetSoundOff
:= TPlayableSound
.Create();
2019 FSawSound
.SetByName('SOUND_WEAPON_FIRESAW');
2020 FSawSoundIdle
.SetByName('SOUND_WEAPON_IDLESAW');
2021 FSawSoundHit
.SetByName('SOUND_WEAPON_HITSAW');
2022 FSawSoundSelect
.SetByName('SOUND_WEAPON_SELECTSAW');
2023 FJetSoundFly
.SetByName('SOUND_PLAYER_JETFLY');
2024 FJetSoundOn
.SetByName('SOUND_PLAYER_JETON');
2025 FJetSoundOff
.SetByName('SOUND_PLAYER_JETOFF');
2027 FSpectatePlayer
:= -1;
2031 FSavedState
.WaitRecall
:= False;
2037 FActualModelName
:= 'doomer';
2040 FObj
.Rect
:= PLAYER_RECT
;
2042 FBFGFireCounter
:= -1;
2043 FJustTeleported
:= False;
2049 procedure TPlayer
.positionChanged ();
2053 procedure TPlayer
.Damage(value
: Word; SpawnerUID
: Word; vx
, vy
: Integer; t
: Byte);
2057 if (not g_Game_IsClient
) and (not FLive
) then
2062 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2063 if ((t
= HIT_TRAP
) or (t
= HIT_SELF
)) and (not FGodMode
) then
2065 if not g_Game_IsClient
then
2068 if t
= HIT_TRAP
then
2070 // Ëîâóøêà óáèâàåò ñðàçó:
2072 Kill(K_EXTRAHARDKILL
, SpawnerUID
, t
);
2074 if t
= HIT_SELF
then
2078 Kill(K_SIMPLEKILL
, SpawnerUID
, t
);
2081 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2082 FMegaRulez
[MR_SUIT
] := 0;
2083 FMegaRulez
[MR_INVUL
] := 0;
2084 FMegaRulez
[MR_INVIS
] := 0;
2088 // Íî îò îñòàëüíîãî ñïàñàåò:
2089 if FMegaRulez
[MR_INVUL
] >= gTime
then
2096 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2097 if LongBool(gGameSettings
.Options
and GAME_OPTION_TEAMDAMAGE
) or
2098 (SpawnerUID
= FUID
) or
2099 (not SameTeam(FUID
, SpawnerUID
)) then
2101 FLastSpawnerUID
:= SpawnerUID
;
2103 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2104 if gBloodCount
> 0 then
2106 c
:= Min(value
, 200)*gBloodCount
+ Random(Min(value
, 200) div 2);
2107 if value
div 4 <= c
then
2108 c
:= c
- (value
div 4)
2112 if (t
= HIT_SOME
) and (vx
= 0) and (vy
= 0) then
2116 HIT_TRAP
, HIT_ACID
, HIT_FLAME
, HIT_SELF
: MakeBloodSimple(c
);
2117 HIT_BFG
, HIT_ROCKET
, HIT_SOME
: MakeBloodVector(c
, vx
, vy
);
2120 if t
= HIT_WATER
then
2121 g_GFX_Bubbles(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2),
2122 FObj
.Y
+PLAYER_RECT
.Y
-4, value
div 2, 8, 4);
2127 Inc(FDamageBuffer
, value
);
2131 FPain
:= FPain
+ value
;
2134 if g_Game_IsServer
and g_Game_IsNet
then
2136 MH_SEND_PlayerDamage(FUID
, t
, SpawnerUID
, value
, vx
, vy
);
2137 MH_SEND_PlayerStats(FUID
);
2138 MH_SEND_PlayerPos(False, FUID
);
2142 function TPlayer
.Heal(value
: Word; Soft
: Boolean): Boolean;
2145 if g_Game_IsClient
then
2150 if Soft
and (FHealth
< PLAYER_HP_SOFT
) then
2152 IncMax(FHealth
, value
, PLAYER_HP_SOFT
);
2155 if (not Soft
) and (FHealth
< PLAYER_HP_LIMIT
) then
2157 IncMax(FHealth
, value
, PLAYER_HP_LIMIT
);
2161 if Result
and g_Game_IsServer
and g_Game_IsNet
then
2162 MH_SEND_PlayerStats(FUID
);
2165 destructor TPlayer
.Destroy();
2167 if (gPlayer1
<> nil) and (gPlayer1
.FUID
= FUID
) then
2169 if (gPlayer2
<> nil) and (gPlayer2
.FUID
= FUID
) then
2173 FSawSoundIdle
.Free();
2174 FSawSoundHit
.Free();
2175 FJetSoundFly
.Free();
2177 FJetSoundOff
.Free();
2183 procedure TPlayer
.DrawBubble();
2185 bubX
, bubY
: Integer;
2188 Rw
, Gw
, Bw
: SmallInt;
2191 bubX
:= FObj
.X
+FObj
.Rect
.X
+ IfThen(FDirection
= D_LEFT
, -4, 18);
2192 bubY
:= FObj
.Y
+FObj
.Rect
.Y
- 18;
2200 1: // simple textual non-bubble
2202 bubX
:= FObj
.X
+FObj
.Rect
.X
- 11;
2203 bubY
:= FObj
.Y
+FObj
.Rect
.Y
- 17;
2204 e_TextureFontPrint(bubX
, bubY
, '[...]', gStdFont
);
2207 2: // advanced pixel-perfect bubble
2209 if FTeam
= TEAM_RED
then
2212 if FTeam
= TEAM_BLUE
then
2215 3: // colored bubble
2217 Rb
:= FModel
.Color
.R
;
2218 Gb
:= FModel
.Color
.G
;
2219 Bb
:= FModel
.Color
.B
;
2220 Rw
:= Min(Rb
* 2 + 64, 255);
2221 Gw
:= Min(Gb
* 2 + 64, 255);
2222 Bw
:= Min(Bb
* 2 + 64, 255);
2223 if (Abs(Rw
- Rb
) < 32)
2224 or (Abs(Gw
- Gb
) < 32)
2225 or (Abs(Bw
- Bb
) < 32) then
2227 Rb
:= Max(Rw
div 2 - 16, 0);
2228 Gb
:= Max(Gw
div 2 - 16, 0);
2229 Bb
:= Max(Bw
div 2 - 16, 0);
2232 4: // custom textured bubble
2234 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID
) then
2235 if FDirection
= D_RIGHT
then
2236 e_Draw(ID
, bubX
- 6, bubY
- 7, 0, True, False)
2238 e_Draw(ID
, bubX
- 6, bubY
- 7, 0, True, False, M_HORIZONTAL
);
2244 e_DrawQuad(bubX
+ 1, bubY
, bubX
+ 18, bubY
+ 13, Rb
, Gb
, Bb
);
2245 e_DrawQuad(bubX
, bubY
+ 1, bubX
+ 19, bubY
+ 12, Rb
, Gb
, Bb
);
2247 e_DrawFillQuad(bubX
+ 1, bubY
+ 1, bubX
+ 18, bubY
+ 12, Rw
, Gw
, Bw
, 0);
2250 Dot
:= IfThen(FDirection
= D_LEFT
, 14, 5);
2251 e_DrawLine(1, bubX
+ Dot
, bubY
+ 14, bubX
+ Dot
, bubY
+ 16, Rb
, Gb
, Bb
);
2252 e_DrawLine(1, bubX
+ IfThen(FDirection
= D_LEFT
, Dot
- 1, Dot
+ 1), bubY
+ 13, bubX
+ IfThen(FDirection
= D_LEFT
, Dot
- 1, Dot
+ 1), bubY
+ 15, Rw
, Gw
, Bw
);
2253 e_DrawLine(1, bubX
+ IfThen(FDirection
= D_LEFT
, Dot
- 2, Dot
+ 2), bubY
+ 13, bubX
+ IfThen(FDirection
= D_LEFT
, Dot
- 2, Dot
+ 2), bubY
+ 14, Rw
, Gw
, Bw
);
2254 e_DrawLine(1, bubX
+ IfThen(FDirection
= D_LEFT
, Dot
- 3, Dot
+ 3), bubY
+ 13, bubX
+ IfThen(FDirection
= D_LEFT
, Dot
- 3, Dot
+ 3), bubY
+ 13, Rw
, Gw
, Bw
);
2255 e_DrawLine(1, bubX
+ IfThen(FDirection
= D_LEFT
, Dot
- 3, Dot
+ 3), bubY
+ 14, bubX
+ IfThen(FDirection
= D_LEFT
, Dot
- 1, Dot
+ 1), bubY
+ 16, Rb
, Gb
, Bb
);
2259 e_DrawFillQuad(bubX
+ Dot
, bubY
+ 8, bubX
+ Dot
+ 1, bubY
+ 9, Rb
, Gb
, Bb
, 0);
2260 e_DrawFillQuad(bubX
+ Dot
+ 3, bubY
+ 8, bubX
+ Dot
+ 4, bubY
+ 9, Rb
, Gb
, Bb
, 0);
2261 e_DrawFillQuad(bubX
+ Dot
+ 6, bubY
+ 8, bubX
+ Dot
+ 7, bubY
+ 9, Rb
, Gb
, Bb
, 0);
2264 procedure TPlayer
.Draw();
2272 if (FMegaRulez
[MR_INVUL
] > gTime
) and (gPlayerDrawn
<> Self
) then
2273 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID
) then
2275 e_GetTextureSize(ID
, @w
, @h
);
2276 if FDirection
= D_LEFT
then
2277 e_Draw(ID
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-(w
div 2)+4,
2278 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-(h
div 2)-7+FObj
.slopeUpLeft
, 0, True, False)
2280 e_Draw(ID
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-(w
div 2)-2,
2281 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-(h
div 2)-7+FObj
.slopeUpLeft
, 0, True, False);
2284 if FMegaRulez
[MR_INVIS
] > gTime
then
2286 if (gPlayerDrawn
<> nil) and ((Self
= gPlayerDrawn
) or
2287 ((FTeam
= gPlayerDrawn
.Team
) and (gGameSettings
.GameMode
<> GM_DM
))) then
2289 if (FMegaRulez
[MR_INVIS
] - gTime
) <= 2100 then
2290 dr
:= not Odd((FMegaRulez
[MR_INVIS
] - gTime
) div 300)
2294 FModel
.Draw(FObj
.X
, FObj
.Y
+FObj
.slopeUpLeft
, 200)
2296 FModel
.Draw(FObj
.X
, FObj
.Y
+FObj
.slopeUpLeft
);
2299 FModel
.Draw(FObj
.X
, FObj
.Y
+FObj
.slopeUpLeft
, 254);
2302 FModel
.Draw(FObj
.X
, FObj
.Y
+FObj
.slopeUpLeft
);
2305 if g_debug_Frames
then
2307 e_DrawQuad(FObj
.X
+FObj
.Rect
.X
,
2309 FObj
.X
+FObj
.Rect
.X
+FObj
.Rect
.Width
-1,
2310 FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-1,
2314 if (gChatBubble
> 0) and (FKeys
[KEY_CHAT
].Pressed
) and not FGhost
then
2316 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2317 if gAimLine
and Live
and
2318 ((Self
= gPlayer1
) or (Self
= gPlayer2
)) then
2323 procedure TPlayer
.DrawAim();
2324 procedure drawCast (sz
: Integer; ax0
, ay0
, ax1
, ay1
: Integer);
2328 if isValidViewPort
and (self
= gPlayer1
) then
2330 g_Holmes_plrLaser(ax0
, ay0
, ax1
, ay1
);
2333 e_DrawLine(sz
, ax0
, ay0
, ax1
, ay1
, 255, 0, 0, 96);
2334 if (g_Map_traceToNearestWall(ax0
, ay0
, ax1
, ay1
, @ex
, @ey
) <> nil) then
2336 e_DrawLine(sz
, ax0
, ay0
, ex
, ey
, 0, 255, 0, 96);
2340 e_DrawLine(sz
, ax0
, ay0
, ex
, ey
, 0, 0, 255, 96);
2345 wx
, wy
, xx
, yy
: Integer;
2349 wx
:= FObj
.X
+ WEAPONPOINT
[FDirection
].X
+ IfThen(FDirection
= D_LEFT
, 7, -7);
2350 wy
:= FObj
.Y
+ WEAPONPOINT
[FDirection
].Y
;
2359 1: begin // Chainsaw
2366 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2367 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2368 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2369 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2374 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2375 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2376 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2377 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2379 4: begin // Double Shotgun
2382 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2383 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2384 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2385 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2387 5: begin // Chaingun
2390 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2391 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2392 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2393 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2395 6: begin // Rocket Launcher
2398 if angle
= ANGLE_RIGHTUP
then Inc(angle
, 2);
2399 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2400 if angle
= ANGLE_LEFTUP
then Dec(angle
, 2);
2401 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2403 7: begin // Plasmagun
2406 if angle
= ANGLE_RIGHTUP
then Inc(angle
);
2407 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 3);
2408 if angle
= ANGLE_LEFTUP
then Dec(angle
);
2409 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 3);
2414 if angle
= ANGLE_RIGHTUP
then Inc(angle
, 1);
2415 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 2);
2416 if angle
= ANGLE_LEFTUP
then Dec(angle
, 1);
2417 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 2);
2419 9: begin // Super Chaingun
2422 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2423 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2424 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2425 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2428 xx
:= Trunc(Cos(-DegToRad(angle
)) * len
) + wx
;
2429 yy
:= Trunc(Sin(-DegToRad(angle
)) * len
) + wy
;
2430 {$IF DEFINED(D2F_DEBUG)}
2431 drawCast(sz
, wx
, wy
, xx
, yy
);
2433 e_DrawLine(sz
, wx
, wy
, xx
, yy
, 255, 0, 0, 96);
2437 procedure TPlayer
.DrawGUI();
2440 X
, Y
, SY
, a
, p
, m
: Integer;
2444 stat
: TPlayerStatArray
;
2446 X
:= gPlayerScreenSize
.X
;
2447 SY
:= gPlayerScreenSize
.Y
;
2450 if gShowGoals
and (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
2452 if gGameSettings
.GameMode
= GM_CTF
then
2456 if gGameSettings
.GameMode
= GM_CTF
then
2458 s
:= 'TEXTURE_PLAYER_REDFLAG';
2459 if gFlags
[FLAG_RED
].State
= FLAG_STATE_CAPTURED
then
2460 s
:= 'TEXTURE_PLAYER_REDFLAG_S';
2461 if gFlags
[FLAG_RED
].State
= FLAG_STATE_DROPPED
then
2462 s
:= 'TEXTURE_PLAYER_REDFLAG_D';
2463 if g_Texture_Get(s
, ID
) then
2464 e_Draw(ID
, X
-16-32, 240-72-4, 0, True, False);
2467 s
:= IntToStr(gTeamStat
[TEAM_RED
].Goals
);
2468 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2469 e_CharFont_PrintEx(gMenuFont
, X
-16-a
-tw
, 240-72-4, s
, TEAMCOLOR
[TEAM_RED
]);
2471 if gGameSettings
.GameMode
= GM_CTF
then
2473 s
:= 'TEXTURE_PLAYER_BLUEFLAG';
2474 if gFlags
[FLAG_BLUE
].State
= FLAG_STATE_CAPTURED
then
2475 s
:= 'TEXTURE_PLAYER_BLUEFLAG_S';
2476 if gFlags
[FLAG_BLUE
].State
= FLAG_STATE_DROPPED
then
2477 s
:= 'TEXTURE_PLAYER_BLUEFLAG_D';
2478 if g_Texture_Get(s
, ID
) then
2479 e_Draw(ID
, X
-16-32, 240-32-4, 0, True, False);
2482 s
:= IntToStr(gTeamStat
[TEAM_BLUE
].Goals
);
2483 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2484 e_CharFont_PrintEx(gMenuFont
, X
-16-a
-tw
, 240-32-4, s
, TEAMCOLOR
[TEAM_BLUE
]);
2487 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID
) then
2488 e_DrawFill(ID
, X
, 0, 1, (gPlayerScreenSize
.Y
div 256)+IfThen(gPlayerScreenSize
.Y
mod 256 > 0, 1, 0),
2491 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID
) then
2492 e_Draw(ID
, X
+2, Y
, 0, True, False);
2494 if gGameSettings
.GameType
in [GT_CUSTOM
, GT_SERVER
, GT_CLIENT
] then
2498 s
:= IntToStr(Frags
);
2499 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2500 e_CharFont_PrintEx(gMenuFont
, X
-16-tw
, Y
, s
, _RGB(255, 0, 0));
2505 stat
:= g_Player_GetStats();
2510 for a
:= 0 to High(stat
) do
2511 if stat
[a
].Name
<> Name
then
2513 if stat
[a
].Frags
> m
then m
:= stat
[a
].Frags
;
2514 if stat
[a
].Frags
> Frags
then p
:= p
+1;
2518 s
:= IntToStr(p
)+' / '+IntToStr(Length(stat
))+' ';
2519 if Frags
>= m
then s
:= s
+'+' else s
:= s
+'-';
2520 s
:= s
+IntToStr(Abs(Frags
-m
));
2522 e_CharFont_GetSize(gMenuSmallFont
, s
, tw
, th
);
2523 e_CharFont_PrintEx(gMenuSmallFont
, X
-16-tw
, Y
+32, s
, _RGB(255, 0, 0));
2526 if gShowLives
and (gGameSettings
.MaxLives
> 0) then
2528 s
:= IntToStr(Lives
);
2529 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2530 e_CharFont_PrintEx(gMenuFont
, X
-16-tw
, SY
-32, s
, _RGB(0, 255, 0));
2534 e_CharFont_GetSize(gMenuSmallFont
, FName
, tw
, th
);
2535 e_CharFont_PrintEx(gMenuSmallFont
, X
+98-(tw
div 2), Y
+8, FName
, _RGB(255, 0, 0));
2537 if R_BERSERK
in FRulez
then
2538 e_Draw(gItemsTexturesID
[ITEM_MEDKIT_BLACK
], X
+37, Y
+45, 0, True, False)
2540 e_Draw(gItemsTexturesID
[ITEM_MEDKIT_LARGE
], X
+37, Y
+45, 0, True, False);
2542 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID
) then
2543 e_Draw(ID
, X
+36, Y
+77, 0, True, False);
2545 s
:= IntToStr(IfThen(FHealth
> 0, FHealth
, 0));
2546 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2547 e_CharFont_PrintEx(gMenuFont
, X
+178-tw
, Y
+40, s
, _RGB(255, 0, 0));
2549 s
:= IntToStr(FArmor
);
2550 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2551 e_CharFont_PrintEx(gMenuFont
, X
+178-tw
, Y
+68, s
, _RGB(255, 0, 0));
2553 s
:= IntToStr(GetAmmoByWeapon(FCurrWeap
));
2559 ID
:= gItemsTexturesID
[ITEM_WEAPON_KASTET
];
2564 ID
:= gItemsTexturesID
[ITEM_WEAPON_SAW
];
2566 WEAPON_PISTOL
: ID
:= gItemsTexturesID
[ITEM_WEAPON_PISTOL
];
2567 WEAPON_CHAINGUN
: ID
:= gItemsTexturesID
[ITEM_WEAPON_CHAINGUN
];
2568 WEAPON_SHOTGUN1
: ID
:= gItemsTexturesID
[ITEM_WEAPON_SHOTGUN1
];
2569 WEAPON_SHOTGUN2
: ID
:= gItemsTexturesID
[ITEM_WEAPON_SHOTGUN2
];
2570 WEAPON_SUPERPULEMET
: ID
:= gItemsTexturesID
[ITEM_WEAPON_SUPERPULEMET
];
2571 WEAPON_ROCKETLAUNCHER
: ID
:= gItemsTexturesID
[ITEM_WEAPON_ROCKETLAUNCHER
];
2572 WEAPON_PLASMA
: ID
:= gItemsTexturesID
[ITEM_WEAPON_PLASMA
];
2573 WEAPON_BFG
: ID
:= gItemsTexturesID
[ITEM_WEAPON_BFG
];
2574 WEAPON_FLAMETHROWER
: ID
:= gItemsTexturesID
[ITEM_WEAPON_FLAMETHROWER
];
2577 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2578 e_CharFont_PrintEx(gMenuFont
, X
+178-tw
, Y
+158, s
, _RGB(255, 0, 0));
2579 e_Draw(ID
, X
+20, Y
+160, 0, True, False);
2581 if R_KEY_RED
in FRulez
then
2582 e_Draw(gItemsTexturesID
[ITEM_KEY_RED
], X
+78, Y
+214, 0, True, False);
2584 if R_KEY_GREEN
in FRulez
then
2585 e_Draw(gItemsTexturesID
[ITEM_KEY_GREEN
], X
+95, Y
+214, 0, True, False);
2587 if R_KEY_BLUE
in FRulez
then
2588 e_Draw(gItemsTexturesID
[ITEM_KEY_BLUE
], X
+112, Y
+214, 0, True, False);
2590 if FJetFuel
> 0 then
2592 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID
) then
2593 e_Draw(ID
, X
+2, Y
+116, 0, True, False);
2594 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID
) then
2595 e_Draw(ID
, X
+2, Y
+126, 0, True, False);
2596 e_DrawLine(4, X
+16, Y
+122, X
+16+Trunc(168*IfThen(FAir
> 0, FAir
, 0)/AIR_MAX
), Y
+122, 0, 0, 196);
2597 e_DrawLine(4, X
+16, Y
+132, X
+16+Trunc(168*FJetFuel
/JET_MAX
), Y
+132, 208, 0, 0);
2601 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID
) then
2602 e_Draw(ID
, X
+2, Y
+124, 0, True, False);
2603 e_DrawLine(4, X
+16, Y
+130, X
+16+Trunc(168*IfThen(FAir
> 0, FAir
, 0)/AIR_MAX
), Y
+130, 0, 0, 196);
2606 if gShowPing
and g_Game_IsClient
then
2608 s
:= _lc
[I_GAME_PING_HUD
] + IntToStr(NetPeer
.lastRoundTripTime
) + _lc
[I_NET_SLIST_PING_MS
];
2609 e_TextureFontPrint(X
+ 4, Y
+ 242, s
, gStdFont
);
2615 e_TextureFontPrint(X
+ 4, Y
+ 242, _lc
[I_PLAYER_SPECT
], gStdFont
);
2616 e_TextureFontPrint(X
+ 4, Y
+ 258, _lc
[I_PLAYER_SPECT2
], gStdFont
);
2617 e_TextureFontPrint(X
+ 4, Y
+ 274, _lc
[I_PLAYER_SPECT1
], gStdFont
);
2620 e_TextureFontGetSize(gStdFont
, cw
, ch
);
2621 s
:= _lc
[I_PLAYER_SPECT4
];
2622 e_TextureFontPrintEx(gScreenWidth
div 2 - cw
*(Length(s
) div 2),
2623 gScreenHeight
-4-ch
, s
, gStdFont
, 255, 255, 255, 1, True);
2624 e_TextureFontPrint(X
+ 4, Y
+ 290, _lc
[I_PLAYER_SPECT1S
], gStdFont
);
2630 procedure TPlayer
.DrawRulez();
2634 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2635 if FMegaRulez
[MR_INVUL
] >= gTime
then
2637 if (FMegaRulez
[MR_INVUL
]-gTime
) <= 2100 then
2638 dr
:= not Odd((FMegaRulez
[MR_INVUL
]-gTime
) div 300)
2643 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1,
2644 191, 191, 191, 0, B_INVERT
);
2647 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2648 if FMegaRulez
[MR_SUIT
] >= gTime
then
2650 if (FMegaRulez
[MR_SUIT
]-gTime
) <= 2100 then
2651 dr
:= not Odd((FMegaRulez
[MR_SUIT
]-gTime
) div 300)
2656 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1,
2657 0, 96, 0, 200, B_NONE
);
2660 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2661 if (FBerserk
>= 0) and (LongWord(FBerserk
) >= gTime
) and (gFlash
= 2) then
2663 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1,
2664 255, 0, 0, 200, B_NONE
);
2668 procedure TPlayer
.DrawPain();
2672 if FPain
= 0 then Exit
;
2676 if a
< 15 then h
:= 0
2677 else if a
< 35 then h
:= 1
2678 else if a
< 55 then h
:= 2
2679 else if a
< 75 then h
:= 3
2680 else if a
< 95 then h
:= 4
2683 //if a > 255 then a := 255;
2685 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1, 255, 0, 0, 255-h
*50);
2686 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2689 procedure TPlayer
.DrawPickup();
2693 if FPickup
= 0 then Exit
;
2697 if a
< 15 then h
:= 1
2698 else if a
< 35 then h
:= 2
2699 else if a
< 55 then h
:= 3
2700 else if a
< 75 then h
:= 4
2703 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1, 150, 200, 150, 255-h
*50);
2706 procedure TPlayer
.Fire();
2708 f
, DidFire
: Boolean;
2709 wx
, wy
, xd
, yd
: Integer;
2712 if g_Game_IsClient
then Exit
;
2713 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2714 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2722 if FReloading
[FCurrWeap
] <> 0 then Exit
;
2727 wx
:= FObj
.X
+WEAPONPOINT
[FDirection
].X
;
2728 wy
:= FObj
.Y
+WEAPONPOINT
[FDirection
].Y
;
2729 xd
:= wx
+IfThen(FDirection
= D_LEFT
, -30, 30);
2730 yd
:= wy
+firediry();
2735 if R_BERSERK
in FRulez
then
2737 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2738 locobj
.X
:= FObj
.X
+FObj
.Rect
.X
;
2739 locobj
.Y
:= FObj
.Y
+FObj
.Rect
.Y
;
2742 locobj
.rect
.Width
:= 39;
2743 locobj
.rect
.Height
:= 52;
2744 locobj
.Vel
.X
:= (xd
-wx
) div 2;
2745 locobj
.Vel
.Y
:= (yd
-wy
) div 2;
2746 locobj
.Accel
.X
:= xd
-wx
;
2747 locobj
.Accel
.y
:= yd
-wy
;
2749 if g_Weapon_Hit(@locobj
, 50, FUID
, HIT_SOME
) <> 0 then
2750 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj
.X
, FObj
.Y
)
2752 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj
.X
, FObj
.Y
);
2756 FPain
:= min(FPain
+ 25, 50);
2757 end else g_Weapon_punch(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, 3, FUID
);
2760 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2765 if g_Weapon_chainsaw(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
2766 IfThen(gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
], 9, 3), FUID
) <> 0 then
2768 FSawSoundSelect
.Stop();
2770 FSawSoundHit
.PlayAt(FObj
.X
, FObj
.Y
);
2772 else if not FSawSoundHit
.IsPlaying() then
2774 FSawSoundSelect
.Stop();
2775 FSawSound
.PlayAt(FObj
.X
, FObj
.Y
);
2778 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2784 if FAmmo
[A_BULLETS
] > 0 then
2786 g_Weapon_pistol(wx
, wy
, xd
, yd
, FUID
);
2787 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2788 Dec(FAmmo
[A_BULLETS
]);
2789 FFireAngle
:= FAngle
;
2792 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
2793 GameVelX
, GameVelY
-2, SHELL_BULLET
);
2797 if FAmmo
[A_SHELLS
] > 0 then
2799 g_Weapon_shotgun(wx
, wy
, xd
, yd
, FUID
);
2800 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx
, wy
);
2801 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2802 Dec(FAmmo
[A_SHELLS
]);
2803 FFireAngle
:= FAngle
;
2807 FShellType
:= SHELL_SHELL
;
2811 if FAmmo
[A_SHELLS
] >= 2 then
2813 g_Weapon_dshotgun(wx
, wy
, xd
, yd
, FUID
);
2814 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2815 Dec(FAmmo
[A_SHELLS
], 2);
2816 FFireAngle
:= FAngle
;
2820 FShellType
:= SHELL_DBLSHELL
;
2824 if FAmmo
[A_BULLETS
] > 0 then
2826 g_Weapon_mgun(wx
, wy
, xd
, yd
, FUID
);
2827 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx
, wy
);
2828 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2829 Dec(FAmmo
[A_BULLETS
]);
2830 FFireAngle
:= FAngle
;
2833 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
2834 GameVelX
, GameVelY
-2, SHELL_BULLET
);
2837 WEAPON_ROCKETLAUNCHER
:
2838 if FAmmo
[A_ROCKETS
] > 0 then
2840 g_Weapon_rocket(wx
, wy
, xd
, yd
, FUID
);
2841 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2842 Dec(FAmmo
[A_ROCKETS
]);
2843 FFireAngle
:= FAngle
;
2849 if FAmmo
[A_CELLS
] > 0 then
2851 g_Weapon_plasma(wx
, wy
, xd
, yd
, FUID
);
2852 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2853 Dec(FAmmo
[A_CELLS
]);
2854 FFireAngle
:= FAngle
;
2860 if (FAmmo
[A_CELLS
] >= 40) and (FBFGFireCounter
= -1) then
2862 FBFGFireCounter
:= 17;
2863 if not FNoReload
then
2864 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj
.X
, FObj
.Y
);
2865 Dec(FAmmo
[A_CELLS
], 40);
2869 WEAPON_SUPERPULEMET
:
2870 if FAmmo
[A_SHELLS
] > 0 then
2872 g_Weapon_shotgun(wx
, wy
, xd
, yd
, FUID
);
2873 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
2874 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2875 Dec(FAmmo
[A_SHELLS
]);
2876 FFireAngle
:= FAngle
;
2879 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
2880 GameVelX
, GameVelY
-2, SHELL_SHELL
);
2883 WEAPON_FLAMETHROWER
:
2884 if FAmmo
[A_FUEL
] > 0 then
2886 g_Weapon_flame(wx
, wy
, xd
, yd
, FUID
);
2887 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2889 FFireAngle
:= FAngle
;
2895 if g_Game_IsNet
then
2899 if FCurrWeap
<> WEAPON_BFG
then
2900 MH_SEND_PlayerFire(FUID
, FCurrWeap
, wx
, wy
, xd
, yd
, LastShotID
)
2902 if not FNoReload
then
2903 MH_SEND_Sound(FObj
.X
, FObj
.Y
, 'SOUND_WEAPON_STARTFIREBFG');
2906 MH_SEND_PlayerStats(FUID
);
2911 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
2912 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
2913 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
2916 function TPlayer
.GetAmmoByWeapon(Weapon
: Byte): Word;
2919 WEAPON_PISTOL
, WEAPON_CHAINGUN
: Result
:= FAmmo
[A_BULLETS
];
2920 WEAPON_SHOTGUN1
, WEAPON_SHOTGUN2
, WEAPON_SUPERPULEMET
: Result
:= FAmmo
[A_SHELLS
];
2921 WEAPON_ROCKETLAUNCHER
: Result
:= FAmmo
[A_ROCKETS
];
2922 WEAPON_PLASMA
, WEAPON_BFG
: Result
:= FAmmo
[A_CELLS
];
2923 WEAPON_FLAMETHROWER
: Result
:= FAmmo
[A_FUEL
];
2928 function TPlayer
.HeadInLiquid(XInc
, YInc
: Integer): Boolean;
2930 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_HEADRECT
.X
+XInc
, FObj
.Y
+PLAYER_HEADRECT
.Y
+YInc
,
2931 PLAYER_HEADRECT
.Width
, PLAYER_HEADRECT
.Height
,
2932 PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
, True);
2935 procedure TPlayer
.JetpackOn
;
2939 FJetSoundOn
.SetPosition(0);
2940 FJetSoundOn
.PlayAt(FObj
.X
, FObj
.Y
);
2944 procedure TPlayer
.JetpackOff
;
2948 FJetSoundOff
.SetPosition(0);
2949 FJetSoundOff
.PlayAt(FObj
.X
, FObj
.Y
);
2952 procedure TPlayer
.CatchFire(Attacker
: Word);
2955 FFireAttacker
:= Attacker
;
2956 if g_Game_IsNet
and g_Game_IsServer
then
2957 MH_SEND_PlayerStats(FUID
);
2960 procedure TPlayer
.Jump();
2962 if gFly
or FJetpack
then
2964 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
2965 if FObj
.Vel
.Y
> -VEL_FLY
then
2966 FObj
.Vel
.Y
:= FObj
.Vel
.Y
- 3;
2969 if FJetFuel
> 0 then
2971 if (FJetFuel
< 1) and g_Game_IsServer
then
2975 if g_Game_IsNet
then
2976 MH_SEND_PlayerStats(FUID
);
2982 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
2984 FCanJetpack
:= False;
2986 // Ïðûãàåì èëè âñïëûâàåì:
2987 if (CollideLevel(0, 1) or
2988 g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
+36, PLAYER_RECT
.Width
,
2989 PLAYER_RECT
.Height
-33, PANEL_STEP
, False)
2990 ) and (FObj
.Accel
.Y
= 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
2992 FObj
.Vel
.Y
:= -VEL_JUMP
;
2993 FCanJetpack
:= False;
2997 if BodyInLiquid(0, 0) then
2998 FObj
.Vel
.Y
:= -VEL_SW
2999 else if (FJetFuel
> 0) and FCanJetpack
and
3000 g_Game_IsServer
and (not g_Obj_CollideLiquid(@FObj
, 0, 0)) then
3004 if g_Game_IsNet
then
3005 MH_SEND_PlayerStats(FUID
);
3010 procedure TPlayer
.Kill(KillType
: Byte; SpawnerUID
: Word; t
: Byte);
3012 a
, i
, k
, ab
, ar
: Byte;
3016 srv
, netsrv
: Boolean;
3022 procedure PushItem(t
: Byte);
3026 id
:= g_Items_Create(FObj
.X
, FObj
.Y
, t
, True, False);
3027 it
:= g_Items_ByIdx(id
);
3028 if KillType
= K_EXTRAHARDKILL
then // -7..+7; -8..0
3030 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-7+Random(15),
3031 (FObj
.Vel
.Y
div 2)-Random(9));
3032 it
.positionChanged(); // this updates spatial accelerators
3036 if KillType
= K_HARDKILL
then // -5..+5; -5..0
3038 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-5+Random(11),
3039 (FObj
.Vel
.Y
div 2)-Random(6));
3041 else // -3..+3; -3..0
3043 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-3+Random(7),
3044 (FObj
.Vel
.Y
div 2)-Random(4));
3046 it
.positionChanged(); // this updates spatial accelerators
3049 if g_Game_IsNet
and g_Game_IsServer
then
3050 MH_SEND_ItemSpawn(True, id
);
3054 DoFrags
:= (gGameSettings
.MaxLives
= 0) or (gGameSettings
.GameMode
= GM_COOP
);
3055 Srv
:= g_Game_IsServer
;
3056 Netsrv
:= g_Game_IsServer
and g_Game_IsNet
;
3057 if Srv
then FDeath
:= FDeath
+ 1;
3062 if not FPhysics
then
3068 if (gGameSettings
.MaxLives
> 0) and Srv
and (gLMSRespawn
= LMS_RESPAWN_NONE
) then
3070 if FLives
> 0 then FLives
:= FLives
- 1;
3071 if FLives
= 0 then FNoRespawn
:= True;
3074 // Íîìåð òèïà ñìåðòè:
3077 K_SIMPLEKILL
: a
:= 1;
3079 K_EXTRAHARDKILL
: a
:= 3;
3084 if not FModel
.PlaySound(MODELSOUND_DIE
, a
, FObj
.X
, FObj
.Y
) then
3086 if FModel
.PlaySound(MODELSOUND_DIE
, i
, FObj
.X
, FObj
.Y
) then
3093 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN1
;
3095 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN2
;
3096 K_EXTRAHARDKILL
, K_FALLKILL
:
3097 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN3
;
3100 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3104 K_HARDKILL
, K_EXTRAHARDKILL
:
3108 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3109 if (KillType
<> K_FALLKILL
) and (Srv
) then
3110 g_Monsters_killedp();
3112 if SpawnerUID
= FUID
then
3114 if Srv
and (DoFrags
or (gGameSettings
.GameMode
= GM_TDM
)) then
3119 g_Console_Add(Format(_lc
[I_PLAYER_KILL_SELF
], [FName
]), True);
3122 if g_GetUIDType(SpawnerUID
) = UID_PLAYER
then
3123 begin // Óáèò äðóãèì èãðîêîì
3124 KP
:= g_Player_Get(SpawnerUID
);
3125 if (KP
<> nil) and Srv
then
3127 if (DoFrags
or (gGameSettings
.GameMode
= GM_TDM
)) then
3128 if SameTeam(FUID
, SpawnerUID
) then
3138 if (gGameSettings
.GameMode
= GM_TDM
) and DoFrags
then
3139 Inc(gTeamStat
[KP
.Team
].Goals
,
3140 IfThen(SameTeam(FUID
, SpawnerUID
), -1, 1));
3142 if netsrv
then MH_SEND_PlayerStats(SpawnerUID
);
3145 plr
:= g_Player_Get(SpawnerUID
);
3153 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_2
],
3157 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_1
],
3161 g_Console_Add(Format(_lc
[I_PLAYER_KILL
],
3166 else if g_GetUIDType(SpawnerUID
) = UID_MONSTER
then
3167 begin // Óáèò ìîíñòðîì
3168 mon
:= g_Monsters_ByUID(SpawnerUID
);
3172 s
:= g_Monsters_GetKilledBy(mon
.MonsterType
);
3176 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_2
],
3180 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_1
],
3184 g_Console_Add(Format(_lc
[I_PLAYER_KILL
],
3189 else // Îñîáûå òèïû ñìåðòè
3192 HIT_SELF
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_SELF
], [FName
]), True);
3193 HIT_FALL
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_FALL
], [FName
]), True);
3194 HIT_WATER
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_WATER
], [FName
]), True);
3195 HIT_ACID
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_ACID
], [FName
]), True);
3196 HIT_TRAP
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_TRAP
], [FName
]), True);
3197 else g_Console_Add(Format(_lc
[I_PLAYER_DIED
], [FName
]), True);
3203 for a
:= WP_FIRST
to WP_LAST
do
3207 WEAPON_SAW
: i
:= ITEM_WEAPON_SAW
;
3208 WEAPON_SHOTGUN1
: i
:= ITEM_WEAPON_SHOTGUN1
;
3209 WEAPON_SHOTGUN2
: i
:= ITEM_WEAPON_SHOTGUN2
;
3210 WEAPON_CHAINGUN
: i
:= ITEM_WEAPON_CHAINGUN
;
3211 WEAPON_ROCKETLAUNCHER
: i
:= ITEM_WEAPON_ROCKETLAUNCHER
;
3212 WEAPON_PLASMA
: i
:= ITEM_WEAPON_PLASMA
;
3213 WEAPON_BFG
: i
:= ITEM_WEAPON_BFG
;
3214 WEAPON_SUPERPULEMET
: i
:= ITEM_WEAPON_SUPERPULEMET
;
3215 WEAPON_FLAMETHROWER
: i
:= ITEM_WEAPON_FLAMETHROWER
;
3224 if R_ITEM_BACKPACK
in FRulez
then
3225 PushItem(ITEM_AMMO_BACKPACK
);
3227 // Âûáðîñ ðàêåòíîãî ðàíöà:
3228 if FJetFuel
> 0 then
3229 PushItem(ITEM_JETPACK
);
3232 if not (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
]) then
3234 if R_KEY_RED
in FRulez
then
3235 PushItem(ITEM_KEY_RED
);
3237 if R_KEY_GREEN
in FRulez
then
3238 PushItem(ITEM_KEY_GREEN
);
3240 if R_KEY_BLUE
in FRulez
then
3241 PushItem(ITEM_KEY_BLUE
);
3248 g_Player_CreateCorpse(Self
);
3250 if Srv
and (gGameSettings
.MaxLives
> 0) and FNoRespawn
and
3251 (gLMSRespawn
= LMS_RESPAWN_NONE
) then
3257 for i
:= Low(gPlayers
) to High(gPlayers
) do
3259 if gPlayers
[i
] = nil then continue
;
3260 if (not gPlayers
[i
].FNoRespawn
) and (not gPlayers
[i
].FSpectator
) then
3263 if gPlayers
[i
].FTeam
= TEAM_RED
then Inc(ar
)
3264 else if gPlayers
[i
].FTeam
= TEAM_BLUE
then Inc(ab
);
3269 OldLR
:= gLMSRespawn
;
3270 if (gGameSettings
.GameMode
= GM_COOP
) then
3274 // everyone is dead, restart the map
3275 g_Game_Message(_lc
[I_MESSAGE_LMS_LOSE
], 144);
3277 MH_SEND_GameEvent(NET_EV_LMS_LOSE
);
3278 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3279 gLMSRespawnTime
:= gTime
+ 5000;
3281 else if (a
= 1) then
3283 if (gPlayers
[k
] <> nil) and not (gPlayers
[k
] is TBot
) then
3284 if (gPlayers
[k
] = gPlayer1
) or
3285 (gPlayers
[k
] = gPlayer2
) then
3286 g_Console_Add('*** ' + _lc
[I_MESSAGE_LMS_SURVIVOR
] + ' ***', True)
3287 else if Netsrv
and (gPlayers
[k
].FClientID
>= 0) then
3288 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR
, 0, 'N', gPlayers
[k
].FClientID
);
3291 else if (gGameSettings
.GameMode
= GM_TDM
) then
3293 if (ab
= 0) and (ar
<> 0) then
3296 g_Game_Message(Format(_lc
[I_MESSAGE_TLMS_WIN
], [AnsiUpperCase(_lc
[I_GAME_TEAM_RED
])]), 144);
3298 MH_SEND_GameEvent(NET_EV_TLMS_WIN
, TEAM_RED
);
3299 Inc(gTeamStat
[TEAM_RED
].Goals
);
3300 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3301 gLMSRespawnTime
:= gTime
+ 5000;
3303 else if (ar
= 0) and (ab
<> 0) then
3306 g_Game_Message(Format(_lc
[I_MESSAGE_TLMS_WIN
], [AnsiUpperCase(_lc
[I_GAME_TEAM_BLUE
])]), 144);
3308 MH_SEND_GameEvent(NET_EV_TLMS_WIN
, TEAM_BLUE
);
3309 Inc(gTeamStat
[TEAM_BLUE
].Goals
);
3310 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3311 gLMSRespawnTime
:= gTime
+ 5000;
3313 else if (ar
= 0) and (ab
= 0) then
3316 g_Game_Message(_lc
[I_GAME_WIN_DRAW
], 144);
3318 MH_SEND_GameEvent(NET_EV_LMS_DRAW
, 0, FName
);
3319 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3320 gLMSRespawnTime
:= gTime
+ 5000;
3323 else if (gGameSettings
.GameMode
= GM_DM
) then
3327 if gPlayers
[k
] <> nil then
3330 // survivor is the winner
3331 g_Game_Message(Format(_lc
[I_MESSAGE_LMS_WIN
], [AnsiUpperCase(FName
)]), 144);
3333 MH_SEND_GameEvent(NET_EV_LMS_WIN
, 0, FName
);
3336 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3337 gLMSRespawnTime
:= gTime
+ 5000;
3339 else if (a
= 0) then
3341 // everyone is dead, restart the map
3342 g_Game_Message(_lc
[I_GAME_WIN_DRAW
], 144);
3344 MH_SEND_GameEvent(NET_EV_LMS_DRAW
, 0, FName
);
3345 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3346 gLMSRespawnTime
:= gTime
+ 5000;
3349 if srv
and (OldLR
= LMS_RESPAWN_NONE
) and (gLMSRespawn
> LMS_RESPAWN_NONE
) then
3351 if NetMode
= NET_SERVER
then
3352 MH_SEND_GameEvent(NET_EV_LMS_WARMUP
, (gLMSRespawnTime
- gTime
) div 1000)
3354 g_Console_Add(Format(_lc
[I_MSG_WARMUP_START
], [(gLMSRespawnTime
- gTime
) div 1000]), True);
3360 MH_SEND_PlayerStats(FUID
);
3361 MH_SEND_PlayerDeath(FUID
, KillType
, t
, SpawnerUID
);
3362 if gGameSettings
.GameMode
= GM_TDM
then MH_SEND_GameStats
;
3365 if srv
and FNoRespawn
then Spectate(True);
3366 FWantsInGame
:= True;
3369 function TPlayer
.BodyInLiquid(XInc
, YInc
: Integer): Boolean;
3371 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
, PLAYER_RECT
.Width
,
3372 PLAYER_RECT
.Height
-20, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
, False);
3375 function TPlayer
.BodyInAcid(XInc
, YInc
: Integer): Boolean;
3377 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
, PLAYER_RECT
.Width
,
3378 PLAYER_RECT
.Height
-20, PANEL_ACID1
or PANEL_ACID2
, False);
3381 procedure TPlayer
.MakeBloodSimple(Count
: Word);
3383 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)+8,
3384 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3385 Count
div 2, 3, -1, 16, (PLAYER_RECT
.Height
*2 div 3),
3387 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-8,
3388 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3389 Count
div 2, -3, -1, 16, (PLAYER_RECT
.Height
*2) div 3,
3393 procedure TPlayer
.MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
3395 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2),
3396 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3397 Count
, VelX
, VelY
, 16, (PLAYER_RECT
.Height
*2) div 3,
3401 procedure TPlayer
.QueueWeaponSwitch(Weapon
: Byte);
3403 if g_Game_IsClient
then Exit
;
3404 if Weapon
> High(FWeapon
) then Exit
;
3405 FNextWeap
:= FNextWeap
or (1 shl Weapon
);
3408 procedure TPlayer
.resetWeaponQueue ();
3411 FNextWeapDelay
:= 0;
3414 function TPlayer
.hasAmmoForWeapon (weapon
: Byte): Boolean;
3418 WEAPON_KASTET
, WEAPON_SAW
: result
:= true;
3419 WEAPON_SHOTGUN1
, WEAPON_SHOTGUN2
: result
:= (FAmmo
[A_SHELLS
] > 0);
3420 WEAPON_PISTOL
, WEAPON_CHAINGUN
, WEAPON_SUPERPULEMET
: result
:= (FAmmo
[A_BULLETS
] > 0);
3421 WEAPON_ROCKETLAUNCHER
: result
:= (FAmmo
[A_ROCKETS
] > 0);
3422 WEAPON_PLASMA
, WEAPON_BFG
: result
:= (FAmmo
[A_CELLS
] > 0);
3423 WEAPON_FLAMETHROWER
: result
:= (FAmmo
[A_FUEL
] > 0);
3424 else result
:= (weapon
< length(FWeapon
));
3428 // return 255 for "no switch"
3429 function TPlayer
.getNextWeaponIndex (): Byte;
3432 wantThisWeapon
: array[0..64] of Boolean;
3433 wwc
: Integer = 0; //HACK!
3436 result
:= 255; // default result: "no switch"
3437 // had weapon cycling on previous frame? remove that flag
3438 if (FNextWeap
and $2000) <> 0 then
3440 FNextWeap
:= FNextWeap
and $1FFF;
3441 FNextWeapDelay
:= 0;
3443 // cycling has priority
3444 if (FNextWeap
and $C000) <> 0 then
3446 if (FNextWeap
and $8000) <> 0 then
3450 FNextWeap
:= FNextWeap
or $2000; // we need this
3451 if FNextWeapDelay
> 0 then
3452 exit
; // cooldown time
3454 for i
:= 0 to High(FWeapon
) do
3456 cwi
:= (cwi
+length(FWeapon
)+dir
) mod length(FWeapon
);
3457 if FWeapon
[cwi
] then
3459 //e_WriteLog(Format(' SWITCH: cur=%d; new=%d', [FCurrWeap, cwi]), MSG_WARNING);
3460 result
:= Byte(cwi
);
3461 FNextWeapDelay
:= 10;
3469 for i
:= 0 to High(wantThisWeapon
) do
3470 wantThisWeapon
[i
] := false;
3471 for i
:= 0 to High(FWeapon
) do
3472 if (FNextWeap
and (1 shl i
)) <> 0 then
3474 wantThisWeapon
[i
] := true;
3477 // exclude currently selected weapon from the set
3478 wantThisWeapon
[FCurrWeap
] := false;
3479 // slow down alterations a little
3482 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3483 // more than one weapon requested, assume "alteration" and check alteration delay
3484 if FNextWeapDelay
> 0 then
3490 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3491 // but clear all counters if no weapon should be switched
3497 //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
3498 // try weapons in descending order
3499 for i
:= High(FWeapon
) downto 0 do
3501 if wantThisWeapon
[i
] and FWeapon
[i
] and ((wwc
= 1) or hasAmmoForWeapon(i
)) then
3506 FNextWeapDelay
:= 10; // anyway, 'cause why not
3510 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3514 procedure TPlayer
.RealizeCurrentWeapon();
3515 function switchAllowed (): Boolean;
3520 if FBFGFireCounter
<> -1 then
3522 if FTime
[T_SWITCH
] > gTime
then
3524 for i
:= WP_FIRST
to WP_LAST
do
3525 if FReloading
[i
] > 0 then
3533 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3534 //FNextWeap := FNextWeap and $1FFF;
3535 if FNextWeapDelay
> 0 then Dec(FNextWeapDelay
); // "alteration delay"
3537 if not switchAllowed
then
3539 //HACK for weapon cycling
3540 if (FNextWeap
and $7000) <> 0 then FNextWeap
:= 0;
3544 nw
:= getNextWeaponIndex();
3545 if nw
= 255 then exit
; // don't reset anything here
3546 if nw
> High(FWeapon
) then
3548 // don't forget to reset queue here!
3549 //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
3557 FTime
[T_SWITCH
] := gTime
+156;
3558 if FCurrWeap
= WEAPON_SAW
then FSawSoundSelect
.PlayAt(FObj
.X
, FObj
.Y
);
3559 FModel
.SetWeapon(FCurrWeap
);
3560 if g_Game_IsNet
then MH_SEND_PlayerStats(FUID
);
3564 procedure TPlayer
.NextWeapon();
3566 if g_Game_IsClient
then Exit
;
3570 procedure TPlayer
.PrevWeapon();
3572 if g_Game_IsClient
then Exit
;
3576 procedure TPlayer
.SetWeapon(W
: Byte);
3578 if FCurrWeap
<> W
then
3579 if W
= WEAPON_SAW
then
3580 FSawSoundSelect
.PlayAt(FObj
.X
, FObj
.Y
);
3583 FModel
.SetWeapon(CurrWeap
);
3587 function TPlayer
.PickItem(ItemType
: Byte; arespawn
: Boolean; var remove
: Boolean): Boolean;
3592 if g_Game_IsClient
then Exit
;
3594 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3595 a
:= LongBool(gGameSettings
.Options
and GAME_OPTION_WEAPONSTAY
) and arespawn
;
3600 if FHealth
< PLAYER_HP_SOFT
then
3602 IncMax(FHealth
, 10, PLAYER_HP_SOFT
);
3606 if gFlash
= 2 then Inc(FPickup
, 5);
3610 if FHealth
< PLAYER_HP_SOFT
then
3612 IncMax(FHealth
, 25, PLAYER_HP_SOFT
);
3616 if gFlash
= 2 then Inc(FPickup
, 5);
3620 if FArmor
< PLAYER_AP_SOFT
then
3622 FArmor
:= PLAYER_AP_SOFT
;
3625 if gFlash
= 2 then Inc(FPickup
, 5);
3629 if FArmor
< PLAYER_AP_LIMIT
then
3631 FArmor
:= PLAYER_AP_LIMIT
;
3634 if gFlash
= 2 then Inc(FPickup
, 5);
3638 if FHealth
< PLAYER_HP_LIMIT
then
3640 IncMax(FHealth
, 100, PLAYER_HP_LIMIT
);
3644 if gFlash
= 2 then Inc(FPickup
, 5);
3648 if (FHealth
< PLAYER_HP_LIMIT
) or (FArmor
< PLAYER_AP_LIMIT
) then
3650 if FHealth
< PLAYER_HP_LIMIT
then
3651 FHealth
:= PLAYER_HP_LIMIT
;
3652 if FArmor
< PLAYER_AP_LIMIT
then
3653 FArmor
:= PLAYER_AP_LIMIT
;
3657 if gFlash
= 2 then Inc(FPickup
, 5);
3661 if (not FWeapon
[WEAPON_SAW
]) or ((not arespawn
) and (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
])) then
3663 FWeapon
[WEAPON_SAW
] := True;
3665 if gFlash
= 2 then Inc(FPickup
, 5);
3666 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3669 ITEM_WEAPON_SHOTGUN1
:
3670 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SHOTGUN1
] then
3672 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
3673 if a
and FWeapon
[WEAPON_SHOTGUN1
] then Exit
;
3675 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3676 FWeapon
[WEAPON_SHOTGUN1
] := True;
3678 if gFlash
= 2 then Inc(FPickup
, 5);
3679 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3682 ITEM_WEAPON_SHOTGUN2
:
3683 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SHOTGUN2
] then
3685 if a
and FWeapon
[WEAPON_SHOTGUN2
] then Exit
;
3687 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3688 FWeapon
[WEAPON_SHOTGUN2
] := True;
3690 if gFlash
= 2 then Inc(FPickup
, 5);
3691 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3694 ITEM_WEAPON_CHAINGUN
:
3695 if (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or not FWeapon
[WEAPON_CHAINGUN
] then
3697 if a
and FWeapon
[WEAPON_CHAINGUN
] then Exit
;
3699 IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
3700 FWeapon
[WEAPON_CHAINGUN
] := True;
3702 if gFlash
= 2 then Inc(FPickup
, 5);
3703 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3706 ITEM_WEAPON_ROCKETLAUNCHER
:
3707 if (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or not FWeapon
[WEAPON_ROCKETLAUNCHER
] then
3709 if a
and FWeapon
[WEAPON_ROCKETLAUNCHER
] then Exit
;
3711 IncMax(FAmmo
[A_ROCKETS
], 2, FMaxAmmo
[A_ROCKETS
]);
3712 FWeapon
[WEAPON_ROCKETLAUNCHER
] := True;
3714 if gFlash
= 2 then Inc(FPickup
, 5);
3715 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3719 if (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or not FWeapon
[WEAPON_PLASMA
] then
3721 if a
and FWeapon
[WEAPON_PLASMA
] then Exit
;
3723 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
3724 FWeapon
[WEAPON_PLASMA
] := True;
3726 if gFlash
= 2 then Inc(FPickup
, 5);
3727 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3731 if (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or not FWeapon
[WEAPON_BFG
] then
3733 if a
and FWeapon
[WEAPON_BFG
] then Exit
;
3735 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
3736 FWeapon
[WEAPON_BFG
] := True;
3738 if gFlash
= 2 then Inc(FPickup
, 5);
3739 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3742 ITEM_WEAPON_SUPERPULEMET
:
3743 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SUPERPULEMET
] then
3745 if a
and FWeapon
[WEAPON_SUPERPULEMET
] then Exit
;
3747 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3748 FWeapon
[WEAPON_SUPERPULEMET
] := True;
3750 if gFlash
= 2 then Inc(FPickup
, 5);
3751 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3754 ITEM_WEAPON_FLAMETHROWER
:
3755 if (FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
]) or not FWeapon
[WEAPON_FLAMETHROWER
] then
3757 if a
and FWeapon
[WEAPON_FLAMETHROWER
] then Exit
;
3759 IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
3760 FWeapon
[WEAPON_FLAMETHROWER
] := True;
3762 if gFlash
= 2 then Inc(FPickup
, 5);
3763 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3767 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
3769 IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
3772 if gFlash
= 2 then Inc(FPickup
, 5);
3775 ITEM_AMMO_BULLETS_BOX
:
3776 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
3778 IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
3781 if gFlash
= 2 then Inc(FPickup
, 5);
3785 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
3787 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3790 if gFlash
= 2 then Inc(FPickup
, 5);
3793 ITEM_AMMO_SHELLS_BOX
:
3794 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
3796 IncMax(FAmmo
[A_SHELLS
], 25, FMaxAmmo
[A_SHELLS
]);
3799 if gFlash
= 2 then Inc(FPickup
, 5);
3803 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
3805 IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
3808 if gFlash
= 2 then Inc(FPickup
, 5);
3811 ITEM_AMMO_ROCKET_BOX
:
3812 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
3814 IncMax(FAmmo
[A_ROCKETS
], 5, FMaxAmmo
[A_ROCKETS
]);
3817 if gFlash
= 2 then Inc(FPickup
, 5);
3821 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
3823 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
3826 if gFlash
= 2 then Inc(FPickup
, 5);
3830 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
3832 IncMax(FAmmo
[A_CELLS
], 100, FMaxAmmo
[A_CELLS
]);
3835 if gFlash
= 2 then Inc(FPickup
, 5);
3839 if FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
] then
3841 IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
3844 if gFlash
= 2 then Inc(FPickup
, 5);
3848 if not(R_ITEM_BACKPACK
in FRulez
) or
3849 (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or
3850 (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or
3851 (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or
3852 (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or
3853 (FMaxAmmo
[A_FUEL
] < AmmoLimits
[1, A_FUEL
]) then
3855 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[1, A_BULLETS
];
3856 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[1, A_SHELLS
];
3857 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[1, A_ROCKETS
];
3858 FMaxAmmo
[A_CELLS
] := AmmoLimits
[1, A_CELLS
];
3859 FMaxAmmo
[A_FUEL
] := AmmoLimits
[1, A_FUEL
];
3861 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
3862 IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
3863 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
3864 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3865 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
3866 IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
3867 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
3868 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
3870 FRulez
:= FRulez
+ [R_ITEM_BACKPACK
];
3873 if gFlash
= 2 then Inc(FPickup
, 5);
3877 if not(R_KEY_RED
in FRulez
) then
3879 Include(FRulez
, R_KEY_RED
);
3881 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
3882 if gFlash
= 2 then Inc(FPickup
, 5);
3883 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
3887 if not(R_KEY_GREEN
in FRulez
) then
3889 Include(FRulez
, R_KEY_GREEN
);
3891 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
3892 if gFlash
= 2 then Inc(FPickup
, 5);
3893 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
3897 if not(R_KEY_BLUE
in FRulez
) then
3899 Include(FRulez
, R_KEY_BLUE
);
3901 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
3902 if gFlash
= 2 then Inc(FPickup
, 5);
3903 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
3907 if FMegaRulez
[MR_SUIT
] < gTime
+PLAYER_SUIT_TIME
then
3909 FMegaRulez
[MR_SUIT
] := gTime
+PLAYER_SUIT_TIME
;
3913 if gFlash
= 2 then Inc(FPickup
, 5);
3917 if FAir
< AIR_MAX
then
3922 if gFlash
= 2 then Inc(FPickup
, 5);
3927 if not (R_BERSERK
in FRulez
) then
3929 Include(FRulez
, R_BERSERK
);
3930 if FBFGFireCounter
= -1 then
3932 FCurrWeap
:= WEAPON_KASTET
;
3934 FModel
.SetWeapon(WEAPON_KASTET
);
3938 if gFlash
= 2 then Inc(FPickup
, 5);
3939 FBerserk
:= gTime
+30000;
3944 if FHealth
< PLAYER_HP_SOFT
then
3946 FHealth
:= PLAYER_HP_SOFT
;
3947 FBerserk
:= gTime
+30000;
3955 if FMegaRulez
[MR_INVUL
] < gTime
+PLAYER_INVUL_TIME
then
3957 FMegaRulez
[MR_INVUL
] := gTime
+PLAYER_INVUL_TIME
;
3960 if gFlash
= 2 then Inc(FPickup
, 5);
3964 if FHealth
< PLAYER_HP_LIMIT
then
3966 IncMax(FHealth
, 4, PLAYER_HP_LIMIT
);
3970 if gFlash
= 2 then Inc(FPickup
, 5);
3974 if FArmor
< PLAYER_AP_LIMIT
then
3976 IncMax(FArmor
, 5, PLAYER_AP_LIMIT
);
3979 if gFlash
= 2 then Inc(FPickup
, 5);
3983 if FJetFuel
< JET_MAX
then
3985 FJetFuel
:= JET_MAX
;
3988 if gFlash
= 2 then Inc(FPickup
, 5);
3992 if FMegaRulez
[MR_INVIS
] < gTime
+PLAYER_INVIS_TIME
then
3994 FMegaRulez
[MR_INVIS
] := gTime
+PLAYER_INVIS_TIME
;
3997 if gFlash
= 2 then Inc(FPickup
, 5);
4002 procedure TPlayer
.Touch();
4006 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
4009 // Áðîñèòü ôëàã òîâàðèùó:
4010 if gGameSettings
.GameMode
= GM_CTF
then
4015 procedure TPlayer
.Push(vx
, vy
: Integer);
4017 if (not FPhysics
) and FGhost
then
4019 FObj
.Accel
.X
:= FObj
.Accel
.X
+ vx
;
4020 FObj
.Accel
.Y
:= FObj
.Accel
.Y
+ vy
;
4021 if g_Game_IsNet
and g_Game_IsServer
then
4022 MH_SEND_PlayerPos(True, FUID
, NET_EVERYONE
);
4025 procedure TPlayer
.Reset(Force
: Boolean);
4031 FTime
[T_RESPAWN
] := 0;
4032 FTime
[T_FLAGCAP
] := 0;
4045 FSpectator
:= False;
4048 FSpectatePlayer
:= -1;
4049 FNoRespawn
:= False;
4051 FLives
:= gGameSettings
.MaxLives
;
4056 procedure TPlayer
.SoftReset();
4062 FBFGFireCounter
:= -1;
4070 SetAction(A_STAND
, True);
4073 function TPlayer
.GetRespawnPoint(): Byte;
4078 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4080 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4081 if gGameSettings
.GameMode
in [GM_COOP
, GM_SINGLE
] then
4083 if (Self
= gPlayer1
) or (Self
= gPlayer2
) then
4085 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
4086 if Self
= gPlayer1
then
4087 c
:= RESPAWNPOINT_PLAYER1
4089 c
:= RESPAWNPOINT_PLAYER2
;
4090 if g_Map_GetPointCount(c
) > 0 then
4096 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
4097 if Self
= gPlayer1
then
4098 c
:= RESPAWNPOINT_PLAYER2
4100 c
:= RESPAWNPOINT_PLAYER1
;
4101 if g_Map_GetPointCount(c
) > 0 then
4108 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
4109 if Random(2) = 0 then
4110 c
:= RESPAWNPOINT_PLAYER1
4112 c
:= RESPAWNPOINT_PLAYER2
;
4113 if g_Map_GetPointCount(c
) > 0 then
4120 // Òî÷êà ëþáîé èç êîìàíä
4121 if Random(2) = 0 then
4122 c
:= RESPAWNPOINT_RED
4124 c
:= RESPAWNPOINT_BLUE
;
4125 if g_Map_GetPointCount(c
) > 0 then
4132 c
:= RESPAWNPOINT_DM
;
4133 if g_Map_GetPointCount(c
) > 0 then
4141 if gGameSettings
.GameMode
= GM_DM
then
4144 c
:= RESPAWNPOINT_DM
;
4145 if g_Map_GetPointCount(c
) > 0 then
4151 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4152 if Random(2) = 0 then
4153 c
:= RESPAWNPOINT_PLAYER1
4155 c
:= RESPAWNPOINT_PLAYER2
;
4156 if g_Map_GetPointCount(c
) > 0 then
4162 // Òî÷êà ëþáîé èç êîìàíä
4163 if Random(2) = 0 then
4164 c
:= RESPAWNPOINT_RED
4166 c
:= RESPAWNPOINT_BLUE
;
4167 if g_Map_GetPointCount(c
) > 0 then
4175 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
4177 // Òî÷êà ñâîåé êîìàíäû
4178 c
:= RESPAWNPOINT_DM
;
4179 if FTeam
= TEAM_RED
then
4180 c
:= RESPAWNPOINT_RED
;
4181 if FTeam
= TEAM_BLUE
then
4182 c
:= RESPAWNPOINT_BLUE
;
4183 if g_Map_GetPointCount(c
) > 0 then
4190 c
:= RESPAWNPOINT_DM
;
4191 if g_Map_GetPointCount(c
) > 0 then
4197 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4198 if Random(2) = 0 then
4199 c
:= RESPAWNPOINT_PLAYER1
4201 c
:= RESPAWNPOINT_PLAYER2
;
4202 if g_Map_GetPointCount(c
) > 0 then
4208 // Òî÷êà äðóãîé êîìàíäû
4209 c
:= RESPAWNPOINT_DM
;
4210 if FTeam
= TEAM_RED
then
4211 c
:= RESPAWNPOINT_BLUE
;
4212 if FTeam
= TEAM_BLUE
then
4213 c
:= RESPAWNPOINT_RED
;
4214 if g_Map_GetPointCount(c
) > 0 then
4222 procedure TPlayer
.Respawn(Silent
: Boolean; Force
: Boolean = False);
4224 RespawnPoint
: TRespawnPoint
;
4229 if not g_Game_IsServer
then
4233 FWantsInGame
:= True;
4234 FJustTeleported
:= True;
4237 FTime
[T_RESPAWN
] := 0;
4241 // if server changes MaxLives we gotta be ready
4242 if gGameSettings
.MaxLives
= 0 then FNoRespawn
:= False;
4244 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4245 if FTime
[T_RESPAWN
] > gTime
then
4248 // Ïðîñðàë âñå æèçíè:
4251 if not FSpectator
then Spectate(True);
4252 FWantsInGame
:= True;
4256 if (gGameSettings
.GameType
<> GT_SINGLE
) and (gGameSettings
.GameMode
<> GM_COOP
) then
4257 begin // "Ñâîÿ èãðà"
4258 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4259 FRulez
:= FRulez
-[R_BERSERK
];
4261 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4263 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4264 FRulez
:= FRulez
-[R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
, R_BERSERK
];
4267 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4268 c
:= GetRespawnPoint();
4273 // Âîñêðåøåíèå áåç îðóæèÿ:
4276 FHealth
:= PLAYER_HP_SOFT
;
4282 for a
:= WP_FIRST
to WP_LAST
do
4284 FWeapon
[a
] := False;
4288 FWeapon
[WEAPON_PISTOL
] := True;
4289 FWeapon
[WEAPON_KASTET
] := True;
4290 FCurrWeap
:= WEAPON_PISTOL
;
4293 FModel
.SetWeapon(FCurrWeap
);
4295 for b
:= A_BULLETS
to A_HIGH
do
4298 FAmmo
[A_BULLETS
] := 50;
4300 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[0, A_BULLETS
];
4301 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[0, A_SHELLS
];
4302 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[0, A_SHELLS
];
4303 FMaxAmmo
[A_CELLS
] := AmmoLimits
[0, A_CELLS
];
4304 FMaxAmmo
[A_FUEL
] := AmmoLimits
[0, A_FUEL
];
4306 if gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
] then
4307 FRulez
:= [R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
]
4312 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4313 if not g_Map_GetPoint(c
, RespawnPoint
) then
4315 g_FatalError(_lc
[I_GAME_ERROR_GET_SPAWN
]);
4319 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4320 FObj
.X
:= RespawnPoint
.X
-PLAYER_RECT
.X
;
4321 FObj
.Y
:= RespawnPoint
.Y
-PLAYER_RECT
.Y
;
4327 FDirection
:= RespawnPoint
.Direction
;
4328 if FDirection
= D_LEFT
then
4334 FBFGFireCounter
:= -1;
4339 SetAction(A_STAND
, True);
4340 FModel
.Direction
:= FDirection
;
4342 for a
:= Low(FTime
) to High(FTime
) do
4345 for a
:= Low(FMegaRulez
) to High(FMegaRulez
) do
4350 FCanJetpack
:= False;
4355 // Àíèìàöèÿ âîçðîæäåíèÿ:
4356 if (not gLoadGameMode
) and (not Silent
) then
4357 if g_Frames_Get(ID
, 'FRAMES_TELEPORT') then
4359 Anim
:= TAnimation
.Create(ID
, False, 3);
4360 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4361 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
4365 FSpectator
:= False;
4368 FSpectatePlayer
:= -1;
4371 if g_Game_IsNet
then
4373 MH_SEND_PlayerPos(True, FUID
, NET_EVERYONE
);
4374 MH_SEND_PlayerStats(FUID
, NET_EVERYONE
);
4376 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4377 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32,
4382 procedure TPlayer
.Spectate(NoMove
: Boolean = False);
4385 Kill(K_EXTRAHARDKILL
, FUID
, HIT_SOME
)
4386 else if (not NoMove
) then
4388 GameX
:= gMapInfo
.Width
div 2;
4389 GameY
:= gMapInfo
.Height
div 2;
4398 FWantsInGame
:= False;
4403 if Self
= gPlayer1
then
4408 if Self
= gPlayer2
then
4415 if g_Game_IsNet
then
4416 MH_SEND_PlayerStats(FUID
);
4419 procedure TPlayer
.SwitchNoClip
;
4423 FGhost
:= not FGhost
;
4424 FPhysics
:= not FGhost
;
4436 procedure TPlayer
.Run(Direction
: TDirection
);
4440 if MAX_RUNVEL
> 8 then
4444 if Direction
= D_LEFT
then
4446 if FObj
.Vel
.X
> -MAX_RUNVEL
then
4447 FObj
.Vel
.X
:= FObj
.Vel
.X
- (MAX_RUNVEL
shr 3);
4450 if FObj
.Vel
.X
< MAX_RUNVEL
then
4451 FObj
.Vel
.X
:= FObj
.Vel
.X
+ (MAX_RUNVEL
shr 3);
4453 // Âîçìîæíî, ïèíàåì êóñêè:
4454 if (FObj
.Vel
.X
<> 0) and (gGibs
<> nil) then
4456 b
:= Abs(FObj
.Vel
.X
);
4457 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
4458 for a
:= 0 to High(gGibs
) do
4460 if gGibs
[a
].Live
and
4461 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
4462 FObj
.Rect
.Width
, 8, @gGibs
[a
].Obj
) and (Random(3) = 0) then
4465 if FObj
.Vel
.X
< 0 then
4467 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)+120) // íàëåâî
4471 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)); // íàïðàâî
4473 gGibs
[a
].positionChanged(); // this updates spatial accelerators
4481 procedure TPlayer
.SeeDown();
4483 SetAction(A_SEEDOWN
);
4485 if FDirection
= D_LEFT
then FAngle
:= ANGLE_LEFTDOWN
else FAngle
:= ANGLE_RIGHTDOWN
;
4487 if FIncCam
> -120 then DecMin(FIncCam
, 5, -120);
4490 procedure TPlayer
.SeeUp();
4494 if FDirection
= D_LEFT
then FAngle
:= ANGLE_LEFTUP
else FAngle
:= ANGLE_RIGHTUP
;
4496 if FIncCam
< 120 then IncMax(FIncCam
, 5, 120);
4499 procedure TPlayer
.SetAction(Action
: Byte; Force
: Boolean = False);
4507 A_ATTACK
: Prior
:= 2;
4508 A_SEEUP
: Prior
:= 1;
4509 A_SEEDOWN
: Prior
:= 1;
4510 A_ATTACKUP
: Prior
:= 2;
4511 A_ATTACKDOWN
: Prior
:= 2;
4516 if (Prior
> FActionPrior
) or Force
then
4517 if not ((Prior
= 2) and (FCurrWeap
= WEAPON_SAW
)) then
4519 FActionPrior
:= Prior
;
4520 FActionAnim
:= Action
;
4521 FActionForce
:= Force
;
4522 FActionChanged
:= True;
4525 if Action
in [A_ATTACK
, A_ATTACKUP
, A_ATTACKDOWN
] then FModel
.SetFire(True);
4528 function TPlayer
.StayOnStep(XInc
, YInc
: Integer): Boolean;
4530 Result
:= not g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+YInc
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
-1,
4531 PLAYER_RECT
.Width
, 1, PANEL_STEP
, False)
4532 and g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+YInc
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
,
4533 PLAYER_RECT
.Width
, 1, PANEL_STEP
, False);
4536 function TPlayer
.TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
4543 if g_CollideLevel(X
, Y
, PLAYER_RECT
.Width
, PLAYER_RECT
.Height
) then
4545 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj
.X
, FObj
.Y
);
4546 if g_Game_IsServer
and g_Game_IsNet
then
4547 MH_SEND_Sound(FObj
.X
, FObj
.Y
, 'SOUND_GAME_NOTELEPORT');
4551 FJustTeleported
:= True;
4556 if g_Frames_Get(ID
, 'FRAMES_TELEPORT') then
4558 Anim
:= TAnimation
.Create(ID
, False, 3);
4561 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj
.X
, FObj
.Y
);
4562 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4563 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
4564 if g_Game_IsServer
and g_Game_IsNet
then
4565 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4566 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, 1,
4570 FObj
.X
:= X
-PLAYER_RECT
.X
;
4571 FObj
.Y
:= Y
-PLAYER_RECT
.Y
;
4572 if FLive
and FGhost
then
4578 if not g_Game_IsNet
then
4582 SetDirection(D_LEFT
);
4588 SetDirection(D_RIGHT
);
4594 if FDirection
= D_RIGHT
then
4596 SetDirection(D_LEFT
);
4601 SetDirection(D_RIGHT
);
4607 if not silent
and (Anim
<> nil) then
4609 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4610 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
4613 if g_Game_IsServer
and g_Game_IsNet
then
4614 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4615 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, 0,
4622 function nonz(a
: Single): Single;
4630 procedure TPlayer
.Update();
4633 i
, ii
, wx
, wy
, xd
, yd
, k
: Integer;
4634 blockmon
, headwater
, dospawn
: Boolean;
4639 NetServer
:= g_Game_IsNet
and g_Game_IsServer
;
4640 AnyServer
:= g_Game_IsServer
;
4642 if g_Game_IsClient
and (NetInterpLevel
> 0) then
4643 DoLerp(NetInterpLevel
+ 1)
4649 if FClientID
>= 0 then
4651 FPing
:= NetClients
[FClientID
].Peer
^.lastRoundTripTime
;
4652 if NetClients
[FClientID
].Peer
^.packetsSent
> 0 then
4653 FLoss
:= Round(100*NetClients
[FClientID
].Peer
^.packetsLost
/NetClients
[FClientID
].Peer
^.packetsSent
)
4662 if FLive
and (gFly
or FJetpack
) then
4665 if FDirection
= D_LEFT
then
4670 if FLive
and (not FGhost
) then
4672 if FKeys
[KEY_UP
].Pressed
then
4674 if FKeys
[KEY_DOWN
].Pressed
then
4678 if (not (FKeys
[KEY_UP
].Pressed
or FKeys
[KEY_DOWN
].Pressed
)) and
4681 i
:= g_basic
.Sign(FIncCam
);
4682 FIncCam
:= Abs(FIncCam
);
4683 DecMin(FIncCam
, 5, 0);
4684 FIncCam
:= FIncCam
*i
;
4687 // no need to do that each second frame, weapon queue will take care of it
4688 if FLive
and FKeys
[KEY_NEXTWEAPON
].Pressed
and AnyServer
then NextWeapon();
4689 if FLive
and FKeys
[KEY_PREVWEAPON
].Pressed
and AnyServer
then PrevWeapon();
4691 if gTime
mod (GAME_TICK
*2) <> 0 then
4693 if (FObj
.Vel
.X
= 0) and FLive
then
4695 if FKeys
[KEY_LEFT
].Pressed
then
4697 if FKeys
[KEY_RIGHT
].Pressed
then
4703 g_Obj_Move(@FObj
, True, True, True);
4704 positionChanged(); // this updates spatial accelerators
4710 FActionChanged
:= False;
4714 // Let alive player do some actions
4715 if FKeys
[KEY_LEFT
].Pressed
then Run(D_LEFT
);
4716 if FKeys
[KEY_RIGHT
].Pressed
then Run(D_RIGHT
);
4717 //if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4718 //if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4719 if FKeys
[KEY_FIRE
].Pressed
and AnyServer
then Fire();
4720 if FKeys
[KEY_OPEN
].Pressed
and AnyServer
then Use();
4721 if FKeys
[KEY_JUMP
].Pressed
then Jump()
4724 if AnyServer
and FJetpack
then
4728 if NetServer
then MH_SEND_PlayerStats(FUID
);
4730 FCanJetpack
:= True;
4737 for k
:= Low(FKeys
) to KEY_CHAT
-1 do
4739 if FKeys
[k
].Pressed
then
4747 if gGameSettings
.GameType
in [GT_CUSTOM
, GT_SERVER
, GT_CLIENT
] then
4750 if (FTime
[T_RESPAWN
] <= gTime
) and
4751 gGameOn
and (not FLive
) then
4753 if (g_Player_GetCount() > 1) then
4757 gExit
:= EXIT_RESTART
;
4762 // Dead spectator actions
4765 if FKeys
[KEY_OPEN
].Pressed
and AnyServer
then Fire();
4766 if FKeys
[KEY_FIRE
].Pressed
and AnyServer
then
4770 if (FSpectatePlayer
>= High(gPlayers
)) then
4771 FSpectatePlayer
:= -1
4775 for I
:= FSpectatePlayer
+ 1 to High(gPlayers
) do
4776 if gPlayers
[I
] <> nil then
4777 if gPlayers
[I
].Live
then
4778 if gPlayers
[I
].UID
<> FUID
then
4780 FSpectatePlayer
:= I
;
4785 if not SetSpect
then FSpectatePlayer
:= -1;
4796 if FKeys
[KEY_UP
].Pressed
or FKeys
[KEY_JUMP
].Pressed
then
4798 FYTo
:= FObj
.Y
- 32;
4799 FSpectatePlayer
:= -1;
4801 if FKeys
[KEY_DOWN
].Pressed
then
4803 FYTo
:= FObj
.Y
+ 32;
4804 FSpectatePlayer
:= -1;
4806 if FKeys
[KEY_LEFT
].Pressed
then
4808 FXTo
:= FObj
.X
- 32;
4809 FSpectatePlayer
:= -1;
4811 if FKeys
[KEY_RIGHT
].Pressed
then
4813 FXTo
:= FObj
.X
+ 32;
4814 FSpectatePlayer
:= -1;
4817 if (FXTo
< -64) then
4819 else if (FXTo
> gMapInfo
.Width
+ 32) then
4820 FXTo
:= gMapInfo
.Width
+ 32;
4821 if (FYTo
< -72) then
4823 else if (FYTo
> gMapInfo
.Height
+ 32) then
4824 FYTo
:= gMapInfo
.Height
+ 32;
4829 g_Obj_Move(@FObj
, True, True, True);
4830 positionChanged(); // this updates spatial accelerators
4837 if (FSpectatePlayer
<= High(gPlayers
)) and (FSpectatePlayer
>= 0) then
4838 if gPlayers
[FSpectatePlayer
] <> nil then
4839 if gPlayers
[FSpectatePlayer
].Live
then
4841 FXTo
:= gPlayers
[FSpectatePlayer
].GameX
;
4842 FYTo
:= gPlayers
[FSpectatePlayer
].GameY
;
4846 blockmon
:= g_Map_CollidePanel(FObj
.X
+PLAYER_HEADRECT
.X
, FObj
.Y
+PLAYER_HEADRECT
.Y
,
4847 PLAYER_HEADRECT
.Width
, PLAYER_HEADRECT
.Height
,
4848 PANEL_BLOCKMON
, True);
4849 headwater
:= HeadInLiquid(0, 0);
4851 // Ñîïðîòèâëåíèå âîçäóõà:
4852 if (not FLive
) or not (FKeys
[KEY_LEFT
].Pressed
or FKeys
[KEY_RIGHT
].Pressed
) then
4853 if FObj
.Vel
.X
<> 0 then
4854 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
4856 if (FLastHit
= HIT_TRAP
) and (FPain
> 90) then FPain
:= 90;
4857 DecMin(FPain
, 5, 0);
4858 DecMin(FPickup
, 1, 0);
4860 if FLive
and (FObj
.Y
> Integer(gMapInfo
.Height
)+128) and AnyServer
then
4862 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
4863 FMegaRulez
[MR_SUIT
] := 0;
4864 FMegaRulez
[MR_INVUL
] := 0;
4865 FMegaRulez
[MR_INVIS
] := 0;
4866 Kill(K_FALLKILL
, 0, HIT_FALL
);
4873 if FCurrWeap
= WEAPON_SAW
then
4874 if not (FSawSound
.IsPlaying() or FSawSoundHit
.IsPlaying() or
4875 FSawSoundSelect
.IsPlaying()) then
4876 FSawSoundIdle
.PlayAt(FObj
.X
, FObj
.Y
);
4879 if (not FJetSoundFly
.IsPlaying()) and (not FJetSoundOn
.IsPlaying()) and
4880 (not FJetSoundOff
.IsPlaying()) then
4882 FJetSoundFly
.SetPosition(0);
4883 FJetSoundFly
.PlayAt(FObj
.X
, FObj
.Y
);
4886 for b
:= WP_FIRST
to WP_LAST
do
4887 if FReloading
[b
] > 0 then
4893 if FShellTimer
> -1 then
4894 if FShellTimer
= 0 then
4896 if FShellType
= SHELL_SHELL
then
4897 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
4898 GameVelX
, GameVelY
-2, SHELL_SHELL
)
4899 else if FShellType
= SHELL_DBLSHELL
then
4901 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
4902 GameVelX
+1, GameVelY
-2, SHELL_SHELL
);
4903 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
4904 GameVelX
-1, GameVelY
-2, SHELL_SHELL
);
4907 end else Dec(FShellTimer
);
4909 if (FBFGFireCounter
> -1) then
4910 if FBFGFireCounter
= 0 then
4914 wx
:= FObj
.X
+WEAPONPOINT
[FDirection
].X
;
4915 wy
:= FObj
.Y
+WEAPONPOINT
[FDirection
].Y
;
4916 xd
:= wx
+IfThen(FDirection
= D_LEFT
, -30, 30);
4917 yd
:= wy
+firediry();
4918 g_Weapon_bfgshot(wx
, wy
, xd
, yd
, FUID
);
4919 if NetServer
then MH_SEND_PlayerFire(FUID
, WEAPON_BFG
, wx
, wy
, xd
, yd
);
4920 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
4921 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
4922 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
4925 FReloading
[WEAPON_BFG
] := WEAPON_RELOAD
[WEAPON_BFG
];
4926 FBFGFireCounter
:= -1;
4929 FBFGFireCounter
:= 0
4931 Dec(FBFGFireCounter
);
4933 if (FMegaRulez
[MR_SUIT
] < gTime
) and AnyServer
then
4935 b
:= g_GetAcidHit(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
, PLAYER_RECT
.Width
, PLAYER_RECT
.Height
);
4937 if (b
> 0) and (gTime
mod (15*GAME_TICK
) = 0) then Damage(b
, 0, 0, 0, HIT_ACID
);
4940 if (headwater
or blockmon
) then
4946 if AnyServer
then Damage(10, 0, 0, 0, HIT_WATER
);
4949 else if (FAir
mod 31 = 0) and not blockmon
then
4951 g_GFX_Bubbles(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2), FObj
.Y
+PLAYER_RECT
.Y
-4, 5+Random(6), 8, 4);
4952 if Random(2) = 0 then
4953 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
4955 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
4957 end else if FAir
< AIR_DEF
then
4960 if FFireTime
> 0 then
4962 if BodyInLiquid(0, 0) then
4967 else if FMegaRulez
[MR_SUIT
] >= gTime
then
4969 if FMegaRulez
[MR_SUIT
] = gTime
then
4976 if FFirePainTime
<= 0 then
4978 if g_Game_IsServer
then
4979 Damage(5, FFireAttacker
, 0, 0, HIT_FLAME
);
4980 FFirePainTime
:= 18;
4982 FFirePainTime
:= FFirePainTime
- 1;
4983 FFireTime
:= FFireTime
- 1;
4984 if (FFireTime
= 0) and g_Game_IsNet
and g_Game_IsServer
then
4985 MH_SEND_PlayerStats(FUID
);
4989 if FDamageBuffer
> 0 then
4991 if FDamageBuffer
>= 9 then
4995 if FDamageBuffer
< 30 then i
:= 9
4996 else if FDamageBuffer
< 100 then i
:= 18
5000 ii
:= Round(FDamageBuffer
*FHealth
/ nonz(FArmor
*(3/4)+FHealth
));
5001 FArmor
:= FArmor
-(FDamageBuffer
-ii
);
5002 FHealth
:= FHealth
-ii
;
5005 FHealth
:= FHealth
+FArmor
;
5010 if FHealth
<= 0 then
5011 if FHealth
> -30 then Kill(K_SIMPLEKILL
, FLastSpawnerUID
, FLastHit
)
5012 else if FHealth
> -50 then Kill(K_HARDKILL
, FLastSpawnerUID
, FLastHit
)
5013 else Kill(K_EXTRAHARDKILL
, FLastSpawnerUID
, FLastHit
);
5017 if FDamageBuffer
<= 20 then FModel
.PlaySound(MODELSOUND_PAIN
, 1, FObj
.X
, FObj
.Y
)
5018 else if FDamageBuffer
<= 55 then FModel
.PlaySound(MODELSOUND_PAIN
, 2, FObj
.X
, FObj
.Y
)
5019 else if FDamageBuffer
<= 120 then FModel
.PlaySound(MODELSOUND_PAIN
, 3, FObj
.X
, FObj
.Y
)
5020 else FModel
.PlaySound(MODELSOUND_PAIN
, 4, FObj
.X
, FObj
.Y
);
5027 end; // if FLive then ...
5029 if (FActionAnim
= A_PAIN
) and (FModel
.Animation
<> A_PAIN
) then
5031 FModel
.ChangeAnimation(FActionAnim
, FActionForce
);
5032 FModel
.GetCurrentAnimation
.MinLength
:= i
;
5033 FModel
.GetCurrentAnimationMask
.MinLength
:= i
;
5034 end else FModel
.ChangeAnimation(FActionAnim
, FActionForce
and (FModel
.Animation
<> A_STAND
));
5036 if (FModel
.GetCurrentAnimation
.Played
or ((not FActionChanged
) and (FModel
.Animation
= A_WALK
)))
5037 then SetAction(A_STAND
, True);
5039 if not ((FModel
.Animation
= A_WALK
) and (Abs(FObj
.Vel
.X
) < 4) and not FModel
.Fire
) then FModel
.Update
;
5041 for b
:= Low(FKeys
) to High(FKeys
) do
5042 if FKeys
[b
].Time
= 0 then FKeys
[b
].Pressed
:= False else Dec(FKeys
[b
].Time
);
5045 procedure TPlayer
.getMapBox (out x
, y
, w
, h
: Integer); inline;
5047 x
:= FObj
.X
+PLAYER_RECT
.X
;
5048 y
:= FObj
.Y
+PLAYER_RECT
.Y
;
5049 w
:= PLAYER_RECT
.Width
;
5050 h
:= PLAYER_RECT
.Height
;
5053 function TPlayer
.Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean;
5055 Result
:= g_Collide(FObj
.X
+PLAYER_RECT
.X
,
5056 FObj
.Y
+PLAYER_RECT
.Y
,
5063 function TPlayer
.Collide(Panel
: TPanel
): Boolean;
5065 Result
:= g_Collide(FObj
.X
+PLAYER_RECT
.X
,
5066 FObj
.Y
+PLAYER_RECT
.Y
,
5070 Panel
.Width
, Panel
.Height
);
5073 function TPlayer
.Collide(X
, Y
: Integer): Boolean;
5075 X
:= X
-FObj
.X
-PLAYER_RECT
.X
;
5076 Y
:= Y
-FObj
.Y
-PLAYER_RECT
.Y
;
5077 Result
:= (x
>= 0) and (x
<= PLAYER_RECT
.Width
) and
5078 (y
>= 0) and (y
<= PLAYER_RECT
.Height
);
5081 function g_Player_ValidName(Name
: string): Boolean;
5087 if gPlayers
= nil then Exit
;
5089 for a
:= 0 to High(gPlayers
) do
5090 if gPlayers
[a
] <> nil then
5091 if LowerCase(Name
) = LowerCase(gPlayers
[a
].FName
) then
5098 procedure TPlayer
.SetDirection(Direction
: TDirection
);
5102 d
:= FModel
.Direction
;
5104 FModel
.Direction
:= Direction
;
5105 if d
<> Direction
then FModel
.ChangeAnimation(FModel
.Animation
, True);
5107 FDirection
:= Direction
;
5110 function TPlayer
.GetKeys(): Byte;
5114 if R_KEY_RED
in FRulez
then Result
:= KEY_RED
;
5115 if R_KEY_GREEN
in FRulez
then Result
:= Result
or KEY_GREEN
;
5116 if R_KEY_BLUE
in FRulez
then Result
:= Result
or KEY_BLUE
;
5118 if FTeam
= TEAM_RED
then Result
:= Result
or KEY_REDTEAM
;
5119 if FTeam
= TEAM_BLUE
then Result
:= Result
or KEY_BLUETEAM
;
5122 procedure TPlayer
.Use();
5126 if FTime
[T_USE
] > gTime
then Exit
;
5128 g_Triggers_PressR(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
, PLAYER_RECT
.Width
,
5129 PLAYER_RECT
.Height
, FUID
, ACTIVATE_PLAYERPRESS
);
5131 for a
:= 0 to High(gPlayers
) do
5132 if (gPlayers
[a
] <> nil) and (gPlayers
[a
] <> Self
) and
5133 gPlayers
[a
].Live
and SameTeam(FUID
, gPlayers
[a
].FUID
) and
5134 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
5135 FObj
.Rect
.Width
, FObj
.Rect
.Height
, @gPlayers
[a
].FObj
) then
5137 gPlayers
[a
].Touch();
5138 if g_Game_IsNet
and g_Game_IsServer
then
5139 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH
, gPlayers
[a
].FUID
);
5142 FTime
[T_USE
] := gTime
+120;
5145 procedure TPlayer
.NetFire(Wpn
: Byte; X
, Y
, AX
, AY
: Integer; WID
: Integer = -1);
5149 WX
, WY
, XD
, YD
: Integer;
5160 if R_BERSERK
in FRulez
then
5162 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5163 locobj
.X
:= FObj
.X
+FObj
.Rect
.X
;
5164 locobj
.Y
:= FObj
.Y
+FObj
.Rect
.Y
;
5167 locobj
.rect
.Width
:= 39;
5168 locobj
.rect
.Height
:= 52;
5169 locobj
.Vel
.X
:= (xd
-wx
) div 2;
5170 locobj
.Vel
.Y
:= (yd
-wy
) div 2;
5171 locobj
.Accel
.X
:= xd
-wx
;
5172 locobj
.Accel
.y
:= yd
-wy
;
5174 if g_Weapon_Hit(@locobj
, 50, FUID
, HIT_SOME
) <> 0 then
5175 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj
.X
, FObj
.Y
)
5177 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj
.X
, FObj
.Y
);
5181 FPain
:= min(FPain
+ 25, 50);
5183 g_Weapon_punch(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, 3, FUID
);
5188 if g_Weapon_chainsaw(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
5189 IfThen(gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
], 9, 3), FUID
) <> 0 then
5191 FSawSoundSelect
.Stop();
5193 FSawSoundHit
.PlayAt(FObj
.X
, FObj
.Y
);
5195 else if not FSawSoundHit
.IsPlaying() then
5197 FSawSoundSelect
.Stop();
5198 FSawSound
.PlayAt(FObj
.X
, FObj
.Y
);
5205 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX
, Gamey
);
5206 FFireAngle
:= FAngle
;
5208 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5209 GameVelX
, GameVelY
-2, SHELL_BULLET
);
5214 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex
, Gamey
);
5215 FFireAngle
:= FAngle
;
5218 FShellType
:= SHELL_SHELL
;
5223 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex
, Gamey
);
5224 FFireAngle
:= FAngle
;
5227 FShellType
:= SHELL_DBLSHELL
;
5232 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex
, Gamey
);
5233 FFireAngle
:= FAngle
;
5235 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5236 GameVelX
, GameVelY
-2, SHELL_BULLET
);
5239 WEAPON_ROCKETLAUNCHER
:
5241 g_Weapon_Rocket(wx
, wy
, xd
, yd
, FUID
, WID
);
5242 FFireAngle
:= FAngle
;
5248 g_Weapon_Plasma(wx
, wy
, xd
, yd
, FUID
, WID
);
5249 FFireAngle
:= FAngle
;
5255 g_Weapon_BFGShot(wx
, wy
, xd
, yd
, FUID
, WID
);
5256 FFireAngle
:= FAngle
;
5260 WEAPON_SUPERPULEMET
:
5262 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex
, Gamey
);
5263 FFireAngle
:= FAngle
;
5265 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5266 GameVelX
, GameVelY
-2, SHELL_SHELL
);
5269 WEAPON_FLAMETHROWER
:
5271 g_Weapon_flame(wx
, wy
, xd
, yd
, FUID
, WID
);
5272 FFireAngle
:= FAngle
;
5279 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
5280 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
5281 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
5284 procedure TPlayer
.DoLerp(Level
: Integer = 2);
5286 if FObj
.X
<> FXTo
then FObj
.X
:= Lerp(FObj
.X
, FXTo
, Level
);
5287 if FObj
.Y
<> FYTo
then FObj
.Y
:= Lerp(FObj
.Y
, FYTo
, Level
);
5290 procedure TPlayer
.SetLerp(XTo
, YTo
: Integer);
5294 if NetInterpLevel
< 1 then
5304 AX
:= Abs(FXTo
- FObj
.X
);
5305 AY
:= Abs(FYTo
- FObj
.Y
);
5306 if (AX
> 32) or (AX
<= NetInterpLevel
) then
5308 if (AY
> 32) or (AY
<= NetInterpLevel
) then
5313 function TPlayer
.FullInLift(XInc
, YInc
: Integer): Integer;
5315 if g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
5316 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
-8,
5317 PANEL_LIFTUP
, False) then Result
:= -1
5319 if g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
5320 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
-8,
5321 PANEL_LIFTDOWN
, False) then Result
:= 1
5325 function TPlayer
.GetFlag(Flag
: Byte): Boolean;
5332 if Flag
= FLAG_NONE
then
5335 if not g_Game_IsServer
then Exit
;
5337 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5338 if (Flag
= FTeam
) and
5339 (gFlags
[Flag
].State
= FLAG_STATE_NORMAL
) and
5340 (FFlag
<> FLAG_NONE
) then
5342 if FFlag
= FLAG_RED
then
5343 s
:= _lc
[I_PLAYER_FLAG_RED
]
5345 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5347 evtype
:= FLAG_STATE_SCORED
;
5349 ts
:= Format('%.4d', [gFlags
[FFlag
].CaptureTime
]);
5350 Insert('.', ts
, Length(ts
) + 1 - 3);
5351 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_CAPTURE
], [FName
, s
, ts
]), True);
5353 g_Map_ResetFlag(FFlag
);
5354 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_CAPTURE
], [AnsiUpperCase(s
)]), 144);
5356 gTeamStat
[FTeam
].Goals
:= gTeamStat
[FTeam
].Goals
+ 1;
5359 if g_Game_IsNet
then
5361 MH_SEND_FlagEvent(evtype
, FFlag
, FUID
, False);
5365 gFlags
[FFlag
].CaptureTime
:= 0;
5370 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5371 if (Flag
= FTeam
) and
5372 (gFlags
[Flag
].State
= FLAG_STATE_DROPPED
) then
5374 if Flag
= FLAG_RED
then
5375 s
:= _lc
[I_PLAYER_FLAG_RED
]
5377 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5379 evtype
:= FLAG_STATE_RETURNED
;
5380 gFlags
[Flag
].CaptureTime
:= 0;
5382 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_RETURN
], [FName
, s
]), True);
5384 g_Map_ResetFlag(Flag
);
5385 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_RETURN
], [AnsiUpperCase(s
)]), 144);
5388 if g_Game_IsNet
then
5390 MH_SEND_FlagEvent(evtype
, Flag
, FUID
, False);
5396 // Ïîäîáðàë ÷óæîé ôëàã:
5397 if (Flag
<> FTeam
) and (FTime
[T_FLAGCAP
] <= gTime
) then
5401 if Flag
= FLAG_RED
then
5402 s
:= _lc
[I_PLAYER_FLAG_RED
]
5404 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5406 evtype
:= FLAG_STATE_CAPTURED
;
5408 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_GET
], [FName
, s
]), True);
5410 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_GET
], [AnsiUpperCase(s
)]), 144);
5412 gFlags
[Flag
].State
:= FLAG_STATE_CAPTURED
;
5415 if g_Game_IsNet
then
5417 MH_SEND_FlagEvent(evtype
, Flag
, FUID
, False);
5423 procedure TPlayer
.SetFlag(Flag
: Byte);
5426 if FModel
<> nil then
5427 FModel
.SetFlag(FFlag
);
5430 function TPlayer
.DropFlag(): Boolean;
5435 if (not g_Game_IsServer
) or (FFlag
= FLAG_NONE
) then
5437 FTime
[T_FLAGCAP
] := gTime
+ 2000;
5438 with gFlags
[FFlag
] do
5442 Direction
:= FDirection
;
5443 State
:= FLAG_STATE_DROPPED
;
5445 g_Obj_Push(@Obj
, (FObj
.Vel
.X
div 2)-2+Random(5),
5446 (FObj
.Vel
.Y
div 2)-2+Random(5));
5447 positionChanged(); // this updates spatial accelerators
5449 if FFlag
= FLAG_RED
then
5450 s
:= _lc
[I_PLAYER_FLAG_RED
]
5452 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5454 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_DROP
], [FName
, s
]), True);
5455 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_DROP
], [AnsiUpperCase(s
)]), 144);
5457 if g_Game_IsNet
then
5458 MH_SEND_FlagEvent(FLAG_STATE_DROPPED
, Flag
, FUID
, False);
5464 procedure TPlayer
.GetSecret();
5469 procedure TPlayer
.PressKey(Key
: Byte; Time
: Word = 1);
5471 Assert(Key
<= High(FKeys
));
5473 FKeys
[Key
].Pressed
:= True;
5474 FKeys
[Key
].Time
:= Time
;
5477 function TPlayer
.IsKeyPressed(K
: Byte): Boolean;
5479 Result
:= FKeys
[K
].Pressed
;
5482 procedure TPlayer
.ReleaseKeys();
5486 for a
:= Low(FKeys
) to High(FKeys
) do
5488 FKeys
[a
].Pressed
:= False;
5493 procedure TPlayer
.OnDamage(Angle
: SmallInt);
5497 function TPlayer
.firediry(): Integer;
5499 if FKeys
[KEY_UP
].Pressed
then Result
:= -42
5500 else if FKeys
[KEY_DOWN
].Pressed
then Result
:= 19
5504 procedure TPlayer
.RememberState();
5508 FSavedState
.Health
:= FHealth
;
5509 FSavedState
.Armor
:= FArmor
;
5510 FSavedState
.Air
:= FAir
;
5511 FSavedState
.JetFuel
:= FJetFuel
;
5512 FSavedState
.CurrWeap
:= FCurrWeap
;
5513 FSavedState
.NextWeap
:= FNextWeap
;
5514 FSavedState
.NextWeapDelay
:= FNextWeapDelay
;
5517 FSavedState
.Ammo
[i
] := FAmmo
[i
];
5519 FSavedState
.MaxAmmo
[i
] := FMaxAmmo
[i
];
5521 FSavedState
.Rulez
:= FRulez
;
5522 FSavedState
.WaitRecall
:= True;
5525 procedure TPlayer
.RecallState();
5529 if not FSavedState
.WaitRecall
then Exit
;
5531 FHealth
:= FSavedState
.Health
;
5532 FArmor
:= FSavedState
.Armor
;
5533 FAir
:= FSavedState
.Air
;
5534 FJetFuel
:= FSavedState
.JetFuel
;
5535 FCurrWeap
:= FSavedState
.CurrWeap
;
5536 FNextWeap
:= FSavedState
.NextWeap
;
5537 FNextWeapDelay
:= FSavedState
.NextWeapDelay
;
5540 FAmmo
[i
] := FSavedState
.Ammo
[i
];
5542 FMaxAmmo
[i
] := FSavedState
.MaxAmmo
[i
];
5544 FRulez
:= FSavedState
.Rulez
;
5545 FSavedState
.WaitRecall
:= False;
5547 if gGameSettings
.GameType
= GT_SERVER
then
5548 MH_SEND_PlayerStats(FUID
);
5551 procedure TPlayer
.SaveState(var Mem
: TBinMemoryWriter
);
5563 Mem
:= TBinMemoryWriter
.Create(i
);
5565 // Ñèãíàòóðà èãðîêà:
5566 sig
:= PLAYER_SIGNATURE
; // 'PLYR'
5567 Mem
.WriteDWORD(sig
);
5569 Mem
.WriteBoolean(FIamBot
);
5571 Mem
.WriteWord(FUID
);
5573 Mem
.WriteString(FName
, 32);
5575 Mem
.WriteByte(FTeam
);
5577 Mem
.WriteBoolean(FLive
);
5578 // Èçðàñõîäîâàë ëè âñå æèçíè:
5579 Mem
.WriteBoolean(FNoRespawn
);
5581 if FDirection
= D_LEFT
then
5587 Mem
.WriteInt(FHealth
);
5589 Mem
.WriteByte(FLives
);
5591 Mem
.WriteInt(FArmor
);
5595 Mem
.WriteInt(FJetFuel
);
5597 Mem
.WriteInt(FPain
);
5599 Mem
.WriteInt(FKills
);
5601 Mem
.WriteInt(FMonsterKills
);
5603 Mem
.WriteInt(FFrags
);
5605 Mem
.WriteByte(FFragCombo
);
5606 // Âðåìÿ ïîñëåäíåãî ôðàãà:
5607 Mem
.WriteDWORD(FLastFrag
);
5609 Mem
.WriteInt(FDeath
);
5610 // Êàêîé ôëàã íåñåò:
5611 Mem
.WriteByte(FFlag
);
5613 Mem
.WriteInt(FSecrets
);
5615 Mem
.WriteByte(FCurrWeap
);
5617 Mem
.WriteWord(FNextWeap
);
5619 Mem
.WriteByte(FNextWeapDelay
);
5620 // Âðåìÿ çàðÿäêè BFG:
5621 Mem
.WriteSmallInt(FBFGFireCounter
);
5623 Mem
.WriteInt(FDamageBuffer
);
5624 // Ïîñëåäíèé óäàðèâøèé:
5625 Mem
.WriteWord(FLastSpawnerUID
);
5626 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
5627 Mem
.WriteByte(FLastHit
);
5629 Obj_SaveState(@FObj
, Mem
);
5630 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
5631 for i
:= A_BULLETS
to A_HIGH
do
5632 Mem
.WriteWord(FAmmo
[i
]);
5633 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
5634 for i
:= A_BULLETS
to A_HIGH
do
5635 Mem
.WriteWord(FMaxAmmo
[i
]);
5637 for i
:= WP_FIRST
to WP_LAST
do
5638 Mem
.WriteBoolean(FWeapon
[i
]);
5639 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
5640 for i
:= WP_FIRST
to WP_LAST
do
5641 Mem
.WriteWord(FReloading
[i
]);
5643 if R_ITEM_BACKPACK
in FRulez
then
5648 // Íàëè÷èå êðàñíîãî êëþ÷à:
5649 if R_KEY_RED
in FRulez
then
5654 // Íàëè÷èå çåëåíîãî êëþ÷à:
5655 if R_KEY_GREEN
in FRulez
then
5660 // Íàëè÷èå ñèíåãî êëþ÷à:
5661 if R_KEY_BLUE
in FRulez
then
5666 // Íàëè÷èå áåðñåðêà:
5667 if R_BERSERK
in FRulez
then
5672 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
5673 for i
:= MR_SUIT
to MR_MAX
do
5674 Mem
.WriteDWORD(FMegaRulez
[i
]);
5675 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
5676 for i
:= T_RESPAWN
to T_FLAGCAP
do
5677 Mem
.WriteDWORD(FTime
[i
]);
5680 Mem
.WriteString(str
);
5690 procedure TPlayer
.LoadState(var Mem
: TBinMemoryReader
);
5700 // Ñèãíàòóðà èãðîêà:
5702 if sig
<> PLAYER_SIGNATURE
then // 'PLYR'
5704 raise EBinSizeError
.Create('TPlayer.LoadState: Wrong Player Signature');
5707 Mem
.ReadBoolean(FIamBot
);
5711 Mem
.ReadString(str
);
5712 if (Self
<> gPlayer1
) and (Self
<> gPlayer2
) then
5715 Mem
.ReadByte(FTeam
);
5717 Mem
.ReadBoolean(FLive
);
5718 // Èçðàñõîäîâàë ëè âñå æèçíè:
5719 Mem
.ReadBoolean(FNoRespawn
);
5723 FDirection
:= D_LEFT
5725 FDirection
:= D_RIGHT
;
5727 Mem
.ReadInt(FHealth
);
5729 Mem
.ReadByte(FLives
);
5731 Mem
.ReadInt(FArmor
);
5735 Mem
.ReadInt(FJetFuel
);
5739 Mem
.ReadInt(FKills
);
5741 Mem
.ReadInt(FMonsterKills
);
5743 Mem
.ReadInt(FFrags
);
5745 Mem
.ReadByte(FFragCombo
);
5746 // Âðåìÿ ïîñëåäíåãî ôðàãà:
5747 Mem
.ReadDWORD(FLastFrag
);
5749 Mem
.ReadInt(FDeath
);
5750 // Êàêîé ôëàã íåñåò:
5751 Mem
.ReadByte(FFlag
);
5753 Mem
.ReadInt(FSecrets
);
5755 Mem
.ReadByte(FCurrWeap
);
5757 Mem
.ReadWord(FNextWeap
);
5759 Mem
.ReadByte(FNextWeapDelay
);
5760 // Âðåìÿ çàðÿäêè BFG:
5761 Mem
.ReadSmallInt(FBFGFireCounter
);
5763 Mem
.ReadInt(FDamageBuffer
);
5764 // Ïîñëåäíèé óäàðèâøèé:
5765 Mem
.ReadWord(FLastSpawnerUID
);
5766 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
5767 Mem
.ReadByte(FLastHit
);
5769 Obj_LoadState(@FObj
, Mem
);
5770 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
5771 for i
:= A_BULLETS
to A_HIGH
do
5772 Mem
.ReadWord(FAmmo
[i
]);
5773 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
5774 for i
:= A_BULLETS
to A_HIGH
do
5775 Mem
.ReadWord(FMaxAmmo
[i
]);
5777 for i
:= WP_FIRST
to WP_LAST
do
5778 Mem
.ReadBoolean(FWeapon
[i
]);
5779 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
5780 for i
:= WP_FIRST
to WP_LAST
do
5781 Mem
.ReadWord(FReloading
[i
]);
5785 Include(FRulez
, R_ITEM_BACKPACK
);
5786 // Íàëè÷èå êðàñíîãî êëþ÷à:
5789 Include(FRulez
, R_KEY_RED
);
5790 // Íàëè÷èå çåëåíîãî êëþ÷à:
5793 Include(FRulez
, R_KEY_GREEN
);
5794 // Íàëè÷èå ñèíåãî êëþ÷à:
5797 Include(FRulez
, R_KEY_BLUE
);
5798 // Íàëè÷èå áåðñåðêà:
5801 Include(FRulez
, R_BERSERK
);
5802 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
5803 for i
:= MR_SUIT
to MR_MAX
do
5804 Mem
.ReadDWORD(FMegaRulez
[i
]);
5805 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
5806 for i
:= T_RESPAWN
to T_FLAGCAP
do
5807 Mem
.ReadDWORD(FTime
[i
]);
5809 Mem
.ReadString(str
);
5811 Mem
.ReadByte(FColor
.R
);
5812 Mem
.ReadByte(FColor
.G
);
5813 Mem
.ReadByte(FColor
.B
);
5814 if Self
= gPlayer1
then
5816 str
:= gPlayer1Settings
.Model
;
5817 FColor
:= gPlayer1Settings
.Color
;
5819 if Self
= gPlayer2
then
5821 str
:= gPlayer2Settings
.Model
;
5822 FColor
:= gPlayer2Settings
.Color
;
5824 // Îáíîâëÿåì ìîäåëü èãðîêà:
5826 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
5827 FModel
.Color
:= TEAMCOLOR
[FTeam
]
5829 FModel
.Color
:= FColor
;
5832 procedure TPlayer
.AllRulez(Health
: Boolean);
5838 FHealth
:= PLAYER_HP_LIMIT
;
5839 FArmor
:= PLAYER_AP_LIMIT
;
5843 for a
:= WP_FIRST
to WP_LAST
do FWeapon
[a
] := True;
5844 for a
:= A_BULLETS
to A_HIGH
do FAmmo
[a
] := 30000;
5845 FRulez
:= FRulez
+[R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
];
5848 procedure TPlayer
.RestoreHealthArmor();
5850 FHealth
:= PLAYER_HP_LIMIT
;
5851 FArmor
:= PLAYER_AP_LIMIT
;
5854 procedure TPlayer
.FragCombo();
5858 if (gGameSettings
.GameMode
in [GM_COOP
, GM_SINGLE
]) or g_Game_IsClient
then
5860 if gTime
- FLastFrag
< FRAG_COMBO_TIME
then
5862 if FFragCombo
< 5 then
5864 Param
:= FUID
or (FFragCombo
shl 16);
5865 if (FComboEvnt
>= Low(gDelayedEvents
)) and
5866 (FComboEvnt
<= High(gDelayedEvents
)) and
5867 gDelayedEvents
[FComboEvnt
].Pending
and
5868 (gDelayedEvents
[FComboEvnt
].DEType
= DE_KILLCOMBO
) and
5869 (gDelayedEvents
[FComboEvnt
].DENum
and $FFFF = FUID
) then
5871 gDelayedEvents
[FComboEvnt
].Time
:= gTime
+ 500;
5872 gDelayedEvents
[FComboEvnt
].DENum
:= Param
;
5875 FComboEvnt
:= g_Game_DelayEvent(DE_KILLCOMBO
, 500, Param
);
5883 procedure TPlayer
.GiveItem(ItemType
: Byte);
5887 if FMegaRulez
[MR_SUIT
] < gTime
+PLAYER_SUIT_TIME
then
5889 FMegaRulez
[MR_SUIT
] := gTime
+PLAYER_SUIT_TIME
;
5893 if FAir
< AIR_MAX
then
5900 if not (R_BERSERK
in FRulez
) then
5902 Include(FRulez
, R_BERSERK
);
5903 if FBFGFireCounter
< 1 then
5905 FCurrWeap
:= WEAPON_KASTET
;
5907 FModel
.SetWeapon(WEAPON_KASTET
);
5911 FBerserk
:= gTime
+30000;
5913 if FHealth
< PLAYER_HP_SOFT
then
5915 FHealth
:= PLAYER_HP_SOFT
;
5916 FBerserk
:= gTime
+30000;
5921 if FMegaRulez
[MR_INVUL
] < gTime
+PLAYER_INVUL_TIME
then
5923 FMegaRulez
[MR_INVUL
] := gTime
+PLAYER_INVUL_TIME
;
5927 if FMegaRulez
[MR_INVIS
] < gTime
+PLAYER_INVIS_TIME
then
5929 FMegaRulez
[MR_INVIS
] := gTime
+PLAYER_INVIS_TIME
;
5933 if FJetFuel
< JET_MAX
then
5935 FJetFuel
:= JET_MAX
;
5938 ITEM_MEDKIT_SMALL
: if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 10, PLAYER_HP_SOFT
);
5939 ITEM_MEDKIT_LARGE
: if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 25, PLAYER_HP_SOFT
);
5941 ITEM_ARMOR_GREEN
: if FArmor
< PLAYER_AP_SOFT
then FArmor
:= PLAYER_AP_SOFT
;
5942 ITEM_ARMOR_BLUE
: if FArmor
< PLAYER_AP_LIMIT
then FArmor
:= PLAYER_AP_LIMIT
;
5944 ITEM_SPHERE_BLUE
: if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 100, PLAYER_HP_LIMIT
);
5946 if (FHealth
< PLAYER_HP_LIMIT
) or (FArmor
< PLAYER_AP_LIMIT
) then
5948 if FHealth
< PLAYER_HP_LIMIT
then FHealth
:= PLAYER_HP_LIMIT
;
5949 if FArmor
< PLAYER_AP_LIMIT
then FArmor
:= PLAYER_AP_LIMIT
;
5952 ITEM_WEAPON_SAW
: FWeapon
[WEAPON_SAW
] := True;
5953 ITEM_WEAPON_SHOTGUN1
: FWeapon
[WEAPON_SHOTGUN1
] := True;
5954 ITEM_WEAPON_SHOTGUN2
: FWeapon
[WEAPON_SHOTGUN2
] := True;
5955 ITEM_WEAPON_CHAINGUN
: FWeapon
[WEAPON_CHAINGUN
] := True;
5956 ITEM_WEAPON_ROCKETLAUNCHER
: FWeapon
[WEAPON_ROCKETLAUNCHER
] := True;
5957 ITEM_WEAPON_PLASMA
: FWeapon
[WEAPON_PLASMA
] := True;
5958 ITEM_WEAPON_BFG
: FWeapon
[WEAPON_BFG
] := True;
5959 ITEM_WEAPON_SUPERPULEMET
: FWeapon
[WEAPON_SUPERPULEMET
] := True;
5960 ITEM_WEAPON_FLAMETHROWER
: FWeapon
[WEAPON_FLAMETHROWER
] := True;
5962 ITEM_AMMO_BULLETS
: if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
5963 ITEM_AMMO_BULLETS_BOX
: if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
5964 ITEM_AMMO_SHELLS
: if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
5965 ITEM_AMMO_SHELLS_BOX
: if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 25, FMaxAmmo
[A_SHELLS
]);
5966 ITEM_AMMO_ROCKET
: if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
5967 ITEM_AMMO_ROCKET_BOX
: if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 5, FMaxAmmo
[A_ROCKETS
]);
5968 ITEM_AMMO_CELL
: if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
5969 ITEM_AMMO_CELL_BIG
: if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 100, FMaxAmmo
[A_CELLS
]);
5970 ITEM_AMMO_FUELCAN
: if FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
] then IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
5973 if (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or
5974 (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or
5975 (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or
5976 (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or
5977 (FMaxAmmo
[A_FUEL
] < AmmoLimits
[1, A_FUEL
]) then
5979 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[1, A_BULLETS
];
5980 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[1, A_SHELLS
];
5981 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[1, A_ROCKETS
];
5982 FMaxAmmo
[A_CELLS
] := AmmoLimits
[1, A_CELLS
];
5983 FMaxAmmo
[A_FUEL
] := AmmoLimits
[1, A_FUEL
];
5985 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
5986 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
5987 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
5988 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
5990 FRulez
:= FRulez
+ [R_ITEM_BACKPACK
];
5993 ITEM_KEY_RED
: if not (R_KEY_RED
in FRulez
) then Include(FRulez
, R_KEY_RED
);
5994 ITEM_KEY_GREEN
: if not (R_KEY_GREEN
in FRulez
) then Include(FRulez
, R_KEY_GREEN
);
5995 ITEM_KEY_BLUE
: if not (R_KEY_BLUE
in FRulez
) then Include(FRulez
, R_KEY_BLUE
);
5997 ITEM_BOTTLE
: if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 4, PLAYER_HP_LIMIT
);
5998 ITEM_HELMET
: if FArmor
< PLAYER_AP_LIMIT
then IncMax(FArmor
, 5, PLAYER_AP_LIMIT
);
6003 if g_Game_IsNet
and g_Game_IsServer
then
6004 MH_SEND_PlayerStats(FUID
);
6007 procedure TPlayer
.FlySmoke(Times
: DWORD
= 1);
6012 if (Random(5) = 1) and (Times
= 1) then
6015 if BodyInLiquid(0, 0) then
6017 g_GFX_Bubbles(Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2)+Random(3)-1,
6018 Obj
.Y
+Obj
.Rect
.Height
+8, 1, 8, 4);
6019 if Random(2) = 0 then
6020 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
6022 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
6026 if g_Frames_Get(id
, 'FRAMES_SMOKE') then
6028 for i
:= 1 to Times
do
6030 Anim
:= TAnimation
.Create(id
, False, 3);
6032 g_GFX_OnceAnim(Obj
.X
+Obj
.Rect
.X
+Random(Obj
.Rect
.Width
+Times
*2)-(Anim
.Width
div 2),
6033 Obj
.Y
+Obj
.Rect
.Height
-4+Random(8+Times
*2), Anim
, ONCEANIM_SMOKE
);
6039 procedure TPlayer
.OnFireFlame(Times
: DWORD
= 1);
6044 if (Random(10) = 1) and (Times
= 1) then
6047 if g_Frames_Get(id
, 'FRAMES_FLAME') then
6049 for i
:= 1 to Times
do
6051 Anim
:= TAnimation
.Create(id
, False, 3);
6053 g_GFX_OnceAnim(Obj
.X
+Obj
.Rect
.X
+Random(Obj
.Rect
.Width
+Times
*2)-(Anim
.Width
div 2),
6054 Obj
.Y
+8+Random(8+Times
*2), Anim
, ONCEANIM_SMOKE
);
6060 procedure TPlayer
.PauseSounds(Enable
: Boolean);
6062 FSawSound
.Pause(Enable
);
6063 FSawSoundIdle
.Pause(Enable
);
6064 FSawSoundHit
.Pause(Enable
);
6065 FSawSoundSelect
.Pause(Enable
);
6070 constructor TCorpse
.Create(X
, Y
: Integer; ModelName
: String; aMess
: Boolean);
6075 FObj
.Rect
:= PLAYER_CORPSERECT
;
6076 FModelName
:= ModelName
;
6081 FState
:= CORPSE_STATE_MESS
;
6082 g_PlayerModel_GetAnim(ModelName
, A_DIE2
, FAnimation
, FAnimationMask
);
6086 FState
:= CORPSE_STATE_NORMAL
;
6087 g_PlayerModel_GetAnim(ModelName
, A_DIE1
, FAnimation
, FAnimationMask
);
6091 destructor TCorpse
.Destroy();
6098 procedure TCorpse
.positionChanged (); begin end;
6100 procedure TCorpse
.Damage(Value
: Word; vx
, vy
: Integer);
6104 if FState
= CORPSE_STATE_REMOVEME
then
6107 FDamage
:= FDamage
+ Value
;
6109 if FDamage
> 150 then
6111 if FAnimation
<> nil then
6116 FState
:= CORPSE_STATE_REMOVEME
;
6118 g_Player_CreateGibs(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
6119 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
6120 FModelName
, FColor
);
6121 // Çâóê ìÿñà îò òðóïà:
6122 pm
:= g_PlayerModel_Get(FModelName
);
6123 pm
.PlaySound(MODELSOUND_DIE
, 5, FObj
.X
, FObj
.Y
);
6129 FObj
.Vel
.X
:= FObj
.Vel
.X
+ vx
;
6130 FObj
.Vel
.Y
:= FObj
.Vel
.Y
+ vy
;
6131 g_GFX_Blood(FObj
.X
+PLAYER_CORPSERECT
.X
+(PLAYER_CORPSERECT
.Width
div 2),
6132 FObj
.Y
+PLAYER_CORPSERECT
.Y
+(PLAYER_CORPSERECT
.Height
div 2),
6133 Value
, vx
, vy
, 16, (PLAYER_CORPSERECT
.Height
*2) div 3,
6138 procedure TCorpse
.Draw();
6140 if FState
= CORPSE_STATE_REMOVEME
then
6143 if FAnimation
<> nil then
6144 FAnimation
.Draw(FObj
.X
, FObj
.Y
, M_NONE
);
6146 if FAnimationMask
<> nil then
6149 FAnimationMask
.Draw(FObj
.X
, FObj
.Y
, M_NONE
);
6156 procedure TCorpse
.Update();
6160 if FState
= CORPSE_STATE_REMOVEME
then
6163 if gTime
mod (GAME_TICK
*2) <> 0 then
6165 g_Obj_Move(@FObj
, True, True, True);
6166 positionChanged(); // this updates spatial accelerators
6170 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6171 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
6173 st
:= g_Obj_Move(@FObj
, True, True, True);
6174 positionChanged(); // this updates spatial accelerators
6176 if WordBool(st
and MOVE_FALLOUT
) then
6178 FState
:= CORPSE_STATE_REMOVEME
;
6182 if FAnimation
<> nil then
6183 FAnimation
.Update();
6184 if FAnimationMask
<> nil then
6185 FAnimationMask
.Update();
6188 procedure TCorpse
.SaveState(var Mem
: TBinMemoryWriter
);
6197 sig
:= CORPSE_SIGNATURE
; // 'CORP'
6198 Mem
.WriteDWORD(sig
);
6200 Mem
.WriteByte(FState
);
6201 // Íàêîïëåííûé óðîí:
6202 Mem
.WriteByte(FDamage
);
6204 Mem
.WriteByte(FColor
.R
);
6205 Mem
.WriteByte(FColor
.G
);
6206 Mem
.WriteByte(FColor
.B
);
6208 Obj_SaveState(@FObj
, Mem
);
6209 // Åñòü ëè àíèìàöèÿ:
6210 anim
:= FAnimation
<> nil;
6211 Mem
.WriteBoolean(anim
);
6212 // Åñëè åñòü - ñîõðàíÿåì:
6214 FAnimation
.SaveState(Mem
);
6215 // Åñòü ëè ìàñêà àíèìàöèè:
6216 anim
:= FAnimationMask
<> nil;
6217 Mem
.WriteBoolean(anim
);
6218 // Åñëè åñòü - ñîõðàíÿåì:
6220 FAnimationMask
.SaveState(Mem
);
6223 procedure TCorpse
.LoadState(var Mem
: TBinMemoryReader
);
6233 if sig
<> CORPSE_SIGNATURE
then // 'CORP'
6235 raise EBinSizeError
.Create('TCorpse.LoadState: Wrong Corpse Signature');
6238 Mem
.ReadByte(FState
);
6239 // Íàêîïëåííûé óðîí:
6240 Mem
.ReadByte(FDamage
);
6242 Mem
.ReadByte(FColor
.R
);
6243 Mem
.ReadByte(FColor
.G
);
6244 Mem
.ReadByte(FColor
.B
);
6246 Obj_LoadState(@FObj
, Mem
);
6247 // Åñòü ëè àíèìàöèÿ:
6248 Mem
.ReadBoolean(anim
);
6249 // Åñëè åñòü - çàãðóæàåì:
6252 Assert(FAnimation
<> nil, 'TCorpse.LoadState: no FAnimation');
6253 FAnimation
.LoadState(Mem
);
6255 // Åñòü ëè ìàñêà àíèìàöèè:
6256 Mem
.ReadBoolean(anim
);
6257 // Åñëè åñòü - çàãðóæàåì:
6260 Assert(FAnimationMask
<> nil, 'TCorpse.LoadState: no FAnimationMask');
6261 FAnimationMask
.LoadState(Mem
);
6267 constructor TBot
.Create();
6274 FSpectator
:= False;
6281 for a
:= WP_FIRST
to WP_LAST
do
6283 FDifficult
.WeaponPrior
[a
] := WEAPON_PRIOR1
[a
];
6284 FDifficult
.CloseWeaponPrior
[a
] := WEAPON_PRIOR2
[a
];
6285 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6289 destructor TBot
.Destroy();
6292 inherited Destroy();
6295 procedure TBot
.Draw();
6299 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6300 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6303 procedure TBot
.Respawn(Silent
: Boolean; Force
: Boolean = False);
6305 inherited Respawn(Silent
, Force
);
6308 FSelectedWeapon
:= FCurrWeap
;
6313 procedure TBot
.UpdateCombat();
6326 TTargetRecord
= array of TTarget
;
6328 function Compare(a
, b
: TTarget
): Integer;
6330 if a
.Line
and not b
.Line
then // A íà ëèíèè îãíÿ
6333 if not a
.Line
and b
.Line
then // B íà ëèíèè îãíÿ
6335 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6336 if (a
.Line
and b
.Line
) or ((not a
.Line
) and (not b
.Line
)) then
6338 if a
.Dist
> b
.Dist
then // B áëèæå
6340 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6343 else // Ñòðàííî -> A
6348 a
, x1
, y1
, x2
, y2
: Integer;
6349 targets
: TTargetRecord
;
6351 Target
, BestTarget
: TTarget
;
6352 firew
, fireh
: Integer;
6356 vsPlayer
, vsMonster
, ok
: Boolean;
6359 function monsUpdate (mon
: TMonster
): Boolean;
6361 result
:= false; // don't stop
6362 if mon
.Live
and (mon
.MonsterType
<> MONSTER_BARREL
) then
6364 if not TargetOnScreen(mon
.Obj
.X
+mon
.Obj
.Rect
.X
, mon
.Obj
.Y
+mon
.Obj
.Rect
.Y
) then exit
;
6366 x2
:= mon
.Obj
.X
+mon
.Obj
.Rect
.X
+(mon
.Obj
.Rect
.Width
div 2);
6367 y2
:= mon
.Obj
.Y
+mon
.Obj
.Rect
.Y
+(mon
.Obj
.Rect
.Height
div 2);
6369 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6370 if g_TraceVector(x1
, y1
, x2
, y2
) then
6372 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6373 SetLength(targets
, Length(targets
)+1);
6374 with targets
[High(targets
)] do
6381 Rect
:= mon
.Obj
.Rect
;
6382 Dist
:= g_PatchLength(x1
, y1
, x2
, y2
);
6383 Line
:= (y1
+4 < Target
.Y
+ mon
.Obj
.Rect
.Y
+ mon
.Obj
.Rect
.Height
) and
6384 (y1
-4 > Target
.Y
+ mon
.Obj
.Rect
.Y
);
6393 vsPlayer
:= LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSPLAYER
);
6394 vsMonster
:= LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSMONSTER
);
6396 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6397 if FCurrWeap
<> FSelectedWeapon
then
6400 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6401 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap
= FSelectedWeapon
) then
6403 RemoveAIFlag('NEEDFIRE');
6406 WEAPON_PLASMA
, WEAPON_SUPERPULEMET
, WEAPON_CHAINGUN
: PressKey(KEY_FIRE
, 20);
6407 WEAPON_SAW
, WEAPON_KASTET
, WEAPON_FLAMETHROWER
: PressKey(KEY_FIRE
, 40);
6408 else PressKey(KEY_FIRE
);
6412 // Êîîðäèíàòû ñòâîëà:
6413 x1
:= FObj
.X
+ WEAPONPOINT
[FDirection
].X
;
6414 y1
:= FObj
.Y
+ WEAPONPOINT
[FDirection
].Y
;
6416 Target
.UID
:= FTargetUID
;
6419 if Target
.UID
<> 0 then
6420 begin // Öåëü åñòü - íàñòðàèâàåì
6421 if (g_GetUIDType(Target
.UID
) = UID_PLAYER
) and
6424 tpla
:= g_Player_Get(Target
.UID
);
6428 if (@FObj
) <> nil then
6435 Target
.cX
:= Target
.X
+ PLAYER_RECT_CX
;
6436 Target
.cY
:= Target
.Y
+ PLAYER_RECT_CY
;
6437 Target
.Rect
:= PLAYER_RECT
;
6438 Target
.Visible
:= g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
);
6439 Target
.Line
:= (y1
+4 < Target
.Y
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
) and
6440 (y1
-4 > Target
.Y
+PLAYER_RECT
.Y
);
6441 Target
.IsPlayer
:= True;
6445 if (g_GetUIDType(Target
.UID
) = UID_MONSTER
) and
6448 mon
:= g_Monsters_ByUID(Target
.UID
);
6451 Target
.X
:= mon
.Obj
.X
;
6452 Target
.Y
:= mon
.Obj
.Y
;
6454 Target
.cX
:= Target
.X
+ mon
.Obj
.Rect
.X
+ (mon
.Obj
.Rect
.Width
div 2);
6455 Target
.cY
:= Target
.Y
+ mon
.Obj
.Rect
.Y
+ (mon
.Obj
.Rect
.Height
div 2);
6456 Target
.Rect
:= mon
.Obj
.Rect
;
6457 Target
.Visible
:= g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
);
6458 Target
.Line
:= (y1
+4 < Target
.Y
+ mon
.Obj
.Rect
.Y
+ mon
.Obj
.Rect
.Height
) and
6459 (y1
-4 > Target
.Y
+ mon
.Obj
.Rect
.Y
);
6460 Target
.IsPlayer
:= False;
6467 begin // Öåëè íåò - îáíóëÿåì
6472 Target
.Visible
:= False;
6473 Target
.Line
:= False;
6474 Target
.IsPlayer
:= False;
6479 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6480 if (not Target
.Line
) or (not Target
.Visible
) then
6484 for a
:= 0 to High(gPlayers
) do
6485 if (gPlayers
[a
] <> nil) and (gPlayers
[a
].Live
) and
6486 (gPlayers
[a
].FUID
<> FUID
) and
6487 (not SameTeam(FUID
, gPlayers
[a
].FUID
)) and
6488 (not gPlayers
[a
].NoTarget
) and
6489 (gPlayers
[a
].FMegaRulez
[MR_INVIS
] < gTime
) then
6491 if not TargetOnScreen(gPlayers
[a
].FObj
.X
+ PLAYER_RECT
.X
,
6492 gPlayers
[a
].FObj
.Y
+ PLAYER_RECT
.Y
) then
6495 x2
:= gPlayers
[a
].FObj
.X
+ PLAYER_RECT_CX
;
6496 y2
:= gPlayers
[a
].FObj
.Y
+ PLAYER_RECT_CY
;
6498 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6499 if g_TraceVector(x1
, y1
, x2
, y2
) then
6501 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6502 SetLength(targets
, Length(targets
)+1);
6503 with targets
[High(targets
)] do
6505 UID
:= gPlayers
[a
].FUID
;
6506 X
:= gPlayers
[a
].FObj
.X
;
6507 Y
:= gPlayers
[a
].FObj
.Y
;
6510 Rect
:= PLAYER_RECT
;
6511 Dist
:= g_PatchLength(x1
, y1
, x2
, y2
);
6512 Line
:= (y1
+4 < Target
.Y
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
) and
6513 (y1
-4 > Target
.Y
+PLAYER_RECT
.Y
);
6521 if vsMonster
then g_Mons_ForEach(monsUpdate
);
6524 // Åñëè åñòü âîçìîæíûå öåëè:
6525 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6526 if targets
<> nil then
6528 // Âûáèðàåì íàèëó÷øóþ öåëü:
6529 BestTarget
:= targets
[0];
6530 if Length(targets
) > 1 then
6531 for a
:= 1 to High(targets
) do
6532 if Compare(BestTarget
, targets
[a
]) = 1 then
6533 BestTarget
:= targets
[a
];
6535 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6536 if ((not Target
.Visible
) and BestTarget
.Visible
and (Target
.UID
<> BestTarget
.UID
)) or
6537 ((not Target
.Line
) and BestTarget
.Line
and BestTarget
.Visible
) then
6539 Target
:= BestTarget
;
6541 if (Healthy() = 3) or ((Healthy() = 2)) then
6542 begin // Åñëè çäîðîâû - äîãîíÿåì
6543 if ((RunDirection() = D_LEFT
) and (Target
.X
> FObj
.X
)) then
6544 SetAIFlag('GORIGHT', '1');
6545 if ((RunDirection() = D_RIGHT
) and (Target
.X
< FObj
.X
)) then
6546 SetAIFlag('GOLEFT', '1');
6549 begin // Åñëè ïîáèòû - óáåãàåì
6550 if ((RunDirection() = D_LEFT
) and (Target
.X
< FObj
.X
)) then
6551 SetAIFlag('GORIGHT', '1');
6552 if ((RunDirection() = D_RIGHT
) and (Target
.X
> FObj
.X
)) then
6553 SetAIFlag('GOLEFT', '1');
6556 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6557 SelectWeapon(Abs(x1
-Target
.cX
));
6562 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6563 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6564 if Target
.UID
<> 0 then
6566 if not TargetOnScreen(Target
.X
+ Target
.Rect
.X
,
6567 Target
.Y
+ Target
.Rect
.Y
) then
6568 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6569 if (Healthy() = 3) or ((Healthy() = 2)) then
6570 begin // Åñëè çäîðîâû - äîãîíÿåì
6571 if ((RunDirection() = D_LEFT
) and (Target
.X
> FObj
.X
)) then
6572 SetAIFlag('GORIGHT', '1');
6573 if ((RunDirection() = D_RIGHT
) and (Target
.X
< FObj
.X
)) then
6574 SetAIFlag('GOLEFT', '1');
6577 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6579 if ((RunDirection() = D_LEFT
) and (Target
.X
< FObj
.X
)) then
6580 SetAIFlag('GORIGHT', '1');
6581 if ((RunDirection() = D_RIGHT
) and (Target
.X
> FObj
.X
)) then
6582 SetAIFlag('GOLEFT', '1');
6586 begin // Öåëü ïîêà íà "ýêðàíå"
6587 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
6588 if g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
6589 FLastVisible
:= gTime
;
6590 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
6591 if (Abs(FObj
.Y
-Target
.Y
) <= 128) then
6593 if ((RunDirection() = D_LEFT
) and (Target
.X
> FObj
.X
)) then
6594 SetAIFlag('GORIGHT', '1');
6595 if ((RunDirection() = D_RIGHT
) and (Target
.X
< FObj
.X
)) then
6596 SetAIFlag('GOLEFT', '1');
6600 // Âûáèðàåì óãîë ââåðõ:
6601 if FDirection
= D_LEFT
then
6602 angle
:= ANGLE_LEFTUP
6604 angle
:= ANGLE_RIGHTUP
;
6606 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6607 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6609 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6610 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
6611 Target
.X
+Target
.Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128), //96
6612 Target
.Y
+Target
.Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
6613 Target
.Rect
.Width
, Target
.Rect
.Height
) and
6614 g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
6615 begin // òî íóæíî ñòðåëÿòü ââåðõ
6616 SetAIFlag('NEEDFIRE', '1');
6617 SetAIFlag('NEEDSEEUP', '1');
6620 // Âûáèðàåì óãîë âíèç:
6621 if FDirection
= D_LEFT
then
6622 angle
:= ANGLE_LEFTDOWN
6624 angle
:= ANGLE_RIGHTDOWN
;
6626 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6627 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6629 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6630 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
6631 Target
.X
+Target
.Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
6632 Target
.Y
+Target
.Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
6633 Target
.Rect
.Width
, Target
.Rect
.Height
) and
6634 g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
6635 begin // òî íóæíî ñòðåëÿòü âíèç
6636 SetAIFlag('NEEDFIRE', '1');
6637 SetAIFlag('NEEDSEEDOWN', '1');
6640 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
6641 if Target
.Visible
and
6642 (y1
+4 < Target
.Y
+Target
.Rect
.Y
+Target
.Rect
.Height
) and
6643 (y1
-4 > Target
.Y
+Target
.Rect
.Y
) then
6645 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
6646 if ((FDirection
= D_LEFT
) and (Target
.X
< FObj
.X
)) or
6647 ((FDirection
= D_RIGHT
) and (Target
.X
> FObj
.X
)) then
6648 begin // òî íóæíî ñòðåëÿòü âïåðåä
6649 SetAIFlag('NEEDFIRE', '1');
6650 SetAIFlag('NEEDSEEDOWN', '');
6651 SetAIFlag('NEEDSEEUP', '');
6653 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
6654 if Abs(FObj
.X
-Target
.X
) < Trunc(gPlayerScreenSize
.X
*0.75) then
6655 if GetRnd(FDifficult
.CloseJump
) then
6656 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
6657 if Abs(FObj
.X
-Target
.X
) < 128 then
6661 if Random(a
) = 0 then
6662 SetAIFlag('NEEDJUMP', '1');
6666 // Åñëè öåëü âñå åùå åñòü:
6667 if Target
.UID
<> 0 then
6668 if gTime
-FLastVisible
> 2000 then // Åñëè âèäåëè äàâíî
6669 Target
.UID
:= 0 // òî çàáûòü öåëü
6670 else // Åñëè âèäåëè íåäàâíî
6671 begin // íî öåëü óáèëè
6672 if Target
.IsPlayer
then
6673 begin // Öåëü - èãðîê
6674 pla
:= g_Player_Get(Target
.UID
);
6675 if (pla
= nil) or (not pla
.Live
) or pla
.NoTarget
or
6676 (pla
.FMegaRulez
[MR_INVIS
] >= gTime
) then
6677 Target
.UID
:= 0; // òî çàáûòü öåëü
6680 begin // Öåëü - ìîíñòð
6681 mon
:= g_Monsters_ByUID(Target
.UID
);
6682 if (mon
= nil) or (not mon
.Live
) then
6683 Target
.UID
:= 0; // òî çàáûòü öåëü
6686 end; // if Target.UID <> 0
6688 FTargetUID
:= Target
.UID
;
6690 // Åñëè âîçìîæíûõ öåëåé íåò:
6691 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
6692 if targets
= nil then
6693 if GetAIFlag('ATTACKLEFT') <> '' then
6694 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
6695 RemoveAIFlag('ATTACKLEFT');
6697 SetAIFlag('NEEDJUMP', '1');
6699 if RunDirection() = D_RIGHT
then
6700 begin // Èäåì íå â òó ñòîðîíó
6701 if (Healthy() > 1) and GetRnd(FDifficult
.InvisFire
) then
6702 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
6703 SetAIFlag('NEEDFIRE', '1');
6704 SetAIFlag('GOLEFT', '1');
6708 begin // Èäåì â íóæíóþ ñòîðîíó
6709 if GetRnd(FDifficult
.InvisFire
) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6710 SetAIFlag('NEEDFIRE', '1');
6711 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6712 SetAIFlag('GORIGHT', '1');
6716 if GetAIFlag('ATTACKRIGHT') <> '' then
6717 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
6718 RemoveAIFlag('ATTACKRIGHT');
6720 SetAIFlag('NEEDJUMP', '1');
6722 if RunDirection() = D_LEFT
then
6723 begin // Èäåì íå â òó ñòîðîíó
6724 if (Healthy() > 1) and GetRnd(FDifficult
.InvisFire
) then
6725 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
6726 SetAIFlag('NEEDFIRE', '1');
6727 SetAIFlag('GORIGHT', '1');
6732 if GetRnd(FDifficult
.InvisFire
) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6733 SetAIFlag('NEEDFIRE', '1');
6734 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6735 SetAIFlag('GOLEFT', '1');
6739 //HACK! (does it belongs there?)
6740 RealizeCurrentWeapon();
6742 // Åñëè åñòü âîçìîæíûå öåëè:
6743 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
6744 if (targets
<> nil) and (GetAIFlag('NEEDFIRE') <> '') then
6745 for a
:= 0 to High(targets
) do
6747 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
6748 if GetRnd(FDifficult
.DiagFire
) then
6750 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
6751 if FDirection
= D_LEFT
then
6752 angle
:= ANGLE_LEFTUP
6754 angle
:= ANGLE_RIGHTUP
;
6756 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6757 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6759 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
6760 targets
[a
].X
+targets
[a
].Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
6761 targets
[a
].Y
+targets
[a
].Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
6762 targets
[a
].Rect
.Width
, targets
[a
].Rect
.Height
) and
6763 g_TraceVector(x1
, y1
, targets
[a
].cX
, targets
[a
].cY
) then
6765 SetAIFlag('NEEDFIRE', '1');
6766 SetAIFlag('NEEDSEEUP', '1');
6769 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
6770 if FDirection
= D_LEFT
then
6771 angle
:= ANGLE_LEFTDOWN
6773 angle
:= ANGLE_RIGHTDOWN
;
6775 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6776 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6778 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
6779 targets
[a
].X
+targets
[a
].Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
6780 targets
[a
].Y
+targets
[a
].Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
6781 targets
[a
].Rect
.Width
, targets
[a
].Rect
.Height
) and
6782 g_TraceVector(x1
, y1
, targets
[a
].cX
, targets
[a
].cY
) then
6784 SetAIFlag('NEEDFIRE', '1');
6785 SetAIFlag('NEEDSEEDOWN', '1');
6789 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
6790 if targets
[a
].Line
and targets
[a
].Visible
and
6791 (((FDirection
= D_LEFT
) and (targets
[a
].X
< FObj
.X
)) or
6792 ((FDirection
= D_RIGHT
) and (targets
[a
].X
> FObj
.X
))) then
6794 SetAIFlag('NEEDFIRE', '1');
6799 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
6800 if g_Weapon_Danger(FUID
, FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
,
6801 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
,
6802 40+GetInterval(FDifficult
.Cover
, 40)) then
6803 SetAIFlag('NEEDJUMP', '1');
6805 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
6806 ammo
:= GetAmmoByWeapon(FCurrWeap
);
6807 if ((FCurrWeap
= WEAPON_SHOTGUN2
) and (ammo
< 2)) or
6808 ((FCurrWeap
= WEAPON_BFG
) and (ammo
< 40)) or
6810 SetAIFlag('SELECTWEAPON', '1');
6812 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
6813 if GetAIFlag('SELECTWEAPON') = '1' then
6816 RemoveAIFlag('SELECTWEAPON');
6820 procedure TBot
.Update();
6833 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
6834 if (g_debug_BotAIOff
= 1) and (Team
= TEAM_RED
) then
6836 if (g_debug_BotAIOff
= 2) and (Team
= TEAM_BLUE
) then
6838 if g_debug_BotAIOff
= 3 then
6848 RealizeCurrentWeapon();
6855 procedure TBot
.ReleaseKey(Key
: Byte);
6864 function TBot
.KeyPressed(Key
: Word): Boolean;
6866 Result
:= FKeys
[Key
].Pressed
;
6869 function TBot
.GetAIFlag(aName
: String20
): String20
;
6875 aName
:= LowerCase(aName
);
6877 if FAIFlags
<> nil then
6878 for a
:= 0 to High(FAIFlags
) do
6879 if LowerCase(FAIFlags
[a
].Name
) = aName
then
6881 Result
:= FAIFlags
[a
].Value
;
6886 procedure TBot
.RemoveAIFlag(aName
: String20
);
6890 if FAIFlags
= nil then Exit
;
6892 aName
:= LowerCase(aName
);
6894 for a
:= 0 to High(FAIFlags
) do
6895 if LowerCase(FAIFlags
[a
].Name
) = aName
then
6897 if a
<> High(FAIFlags
) then
6898 for b
:= a
to High(FAIFlags
)-1 do
6899 FAIFlags
[b
] := FAIFlags
[b
+1];
6901 SetLength(FAIFlags
, Length(FAIFlags
)-1);
6906 procedure TBot
.SetAIFlag(aName
, fValue
: String20
);
6914 aName
:= LowerCase(aName
);
6916 if FAIFlags
<> nil then
6917 for a
:= 0 to High(FAIFlags
) do
6918 if LowerCase(FAIFlags
[a
].Name
) = aName
then
6924 if ok
then FAIFlags
[a
].Value
:= fValue
6927 SetLength(FAIFlags
, Length(FAIFlags
)+1);
6928 with FAIFlags
[High(FAIFlags
)] do
6936 procedure TBot
.UpdateMove
;
6938 procedure GoLeft(Time
: Word = 1);
6940 ReleaseKey(KEY_LEFT
);
6941 ReleaseKey(KEY_RIGHT
);
6942 PressKey(KEY_LEFT
, Time
);
6943 SetDirection(D_LEFT
);
6946 procedure GoRight(Time
: Word = 1);
6948 ReleaseKey(KEY_LEFT
);
6949 ReleaseKey(KEY_RIGHT
);
6950 PressKey(KEY_RIGHT
, Time
);
6951 SetDirection(D_RIGHT
);
6954 function Rnd(a
: Word): Boolean;
6956 Result
:= Random(a
) = 0;
6959 procedure Turn(Time
: Word = 1200);
6961 if RunDirection() = D_LEFT
then GoRight(Time
) else GoLeft(Time
);
6966 ReleaseKey(KEY_LEFT
);
6967 ReleaseKey(KEY_RIGHT
);
6970 function CanRunLeft(): Boolean;
6972 Result
:= not CollideLevel(-1, 0);
6975 function CanRunRight(): Boolean;
6977 Result
:= not CollideLevel(1, 0);
6980 function CanRun(): Boolean;
6982 if RunDirection() = D_LEFT
then Result
:= CanRunLeft() else Result
:= CanRunRight();
6985 procedure Jump(Time
: Word = 30);
6987 PressKey(KEY_JUMP
, Time
);
6990 function NearHole(): Boolean;
6994 { TODO 5 : Ëåñòíèöû }
6995 sx
:= IfThen(RunDirection() = D_LEFT
, -1, 1);
6996 for x
:= 1 to PLAYER_RECT
.Width
do
6997 if (not StayOnStep(x
*sx
, 0)) and
6998 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
6999 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
7008 function BorderHole(): Boolean;
7012 { TODO 5 : Ëåñòíèöû }
7013 sx
:= IfThen(RunDirection() = D_LEFT
, -1, 1);
7014 for x
:= 1 to PLAYER_RECT
.Width
do
7015 if (not StayOnStep(x
*sx
, 0)) and
7016 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
7017 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
7019 for xx
:= x
to x
+32 do
7020 if CollideLevel(xx
*sx
, PLAYER_RECT
.Height
) then
7030 function NearDeepHole(): Boolean;
7036 sx
:= IfThen(RunDirection() = D_LEFT
, -1, 1);
7039 for x
:= 1 to PLAYER_RECT
.Width
do
7040 if (not StayOnStep(x
*sx
, 0)) and
7041 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
7042 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
7044 while FObj
.Y
+y
*PLAYER_RECT
.Height
< gMapInfo
.Height
do
7046 if CollideLevel(x
*sx
, PLAYER_RECT
.Height
*y
) then Exit
;
7051 end else Result
:= False;
7054 function OverDeepHole(): Boolean;
7061 while FObj
.Y
+y
*PLAYER_RECT
.Height
< gMapInfo
.Height
do
7063 if CollideLevel(0, PLAYER_RECT
.Height
*y
) then Exit
;
7070 function OnGround(): Boolean;
7072 Result
:= StayOnStep(0, 0) or CollideLevel(0, 1);
7075 function OnLadder(): Boolean;
7077 Result
:= FullInStep(0, 0);
7080 function BelowLadder(): Boolean;
7082 Result
:= (FullInStep(IfThen(RunDirection() = D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
) and
7083 not CollideLevel(IfThen(RunDirection() = D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
)) or
7084 (FullInStep(IfThen(RunDirection() = D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
) and
7085 not CollideLevel(IfThen(RunDirection() = D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
));
7088 function BelowLiftUp(): Boolean;
7090 Result
:= ((FullInLift(IfThen(RunDirection() = D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
) = -1) and
7091 not CollideLevel(IfThen(RunDirection() = D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
)) or
7092 ((FullInLift(IfThen(RunDirection() = D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
) = -1) and
7093 not CollideLevel(IfThen(RunDirection() = D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
));
7096 function OnTopLift(): Boolean;
7098 Result
:= (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7101 function CanJumpOver(): Boolean;
7105 sx
:= IfThen(RunDirection() = D_LEFT
, -1, 1);
7109 if not CollideLevel(sx
, 0) then Exit
;
7111 for y
:= 1 to BOT_MAXJUMP
do
7112 if CollideLevel(0, -y
) then Exit
else
7113 if not CollideLevel(sx
, -y
) then
7120 function CanJumpUp(Dist
: ShortInt): Boolean;
7127 if CollideLevel(Dist
, 0) then Exit
;
7130 for y
:= 0 to BOT_MAXJUMP
do
7131 if CollideLevel(Dist
, -y
) then
7140 for yy
:= y
+1 to BOT_MAXJUMP
do
7141 if not CollideLevel(Dist
, -yy
) then
7150 for y
:= 0 to BOT_MAXJUMP
do
7151 if CollideLevel(0, -y
) then
7159 if y
< yy
then Exit
;
7164 function IsSafeTrigger(): Boolean;
7169 if gTriggers
= nil then
7171 for a
:= 0 to High(gTriggers
) do
7172 if Collide(gTriggers
[a
].X
,
7175 gTriggers
[a
].Height
) and
7176 (gTriggers
[a
].TriggerType
in [TRIGGER_EXIT
, TRIGGER_CLOSEDOOR
,
7177 TRIGGER_CLOSETRAP
, TRIGGER_TRAP
,
7178 TRIGGER_PRESS
, TRIGGER_ON
, TRIGGER_OFF
,
7179 TRIGGER_ONOFF
, TRIGGER_SPAWNMONSTER
,
7180 TRIGGER_DAMAGE
, TRIGGER_SHOT
]) then
7185 // Âîçìîæíî, íàæèìàåì êíîïêó:
7186 if Rnd(16) and IsSafeTrigger() then
7189 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7190 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7192 ReleaseKey(KEY_LEFT
);
7193 ReleaseKey(KEY_RIGHT
);
7197 // Èäåì âëåâî, åñëè íàäî áûëî:
7198 if GetAIFlag('GOLEFT') <> '' then
7200 RemoveAIFlag('GOLEFT');
7201 if CanRunLeft() then
7205 // Èäåì âïðàâî, åñëè íàäî áûëî:
7206 if GetAIFlag('GORIGHT') <> '' then
7208 RemoveAIFlag('GORIGHT');
7209 if CanRunRight() then
7213 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7214 if FObj
.X
< -32 then
7217 if FObj
.X
+32 > gMapInfo
.Width
then
7220 // Ïðûãàåì, åñëè íàäî áûëî:
7221 if GetAIFlag('NEEDJUMP') <> '' then
7224 RemoveAIFlag('NEEDJUMP');
7227 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7228 if GetAIFlag('NEEDSEEUP') <> '' then
7231 ReleaseKey(KEY_DOWN
);
7232 PressKey(KEY_UP
, 20);
7233 RemoveAIFlag('NEEDSEEUP');
7236 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7237 if GetAIFlag('NEEDSEEDOWN') <> '' then
7240 ReleaseKey(KEY_DOWN
);
7241 PressKey(KEY_DOWN
, 20);
7242 RemoveAIFlag('NEEDSEEDOWN');
7245 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7246 if GetAIFlag('GOINHOLE') <> '' then
7247 if not OnGround() then
7249 ReleaseKey(KEY_LEFT
);
7250 ReleaseKey(KEY_RIGHT
);
7251 RemoveAIFlag('GOINHOLE');
7252 SetAIFlag('FALLINHOLE', '1');
7255 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7256 if GetAIFlag('FALLINHOLE') <> '' then
7258 RemoveAIFlag('FALLINHOLE');
7260 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7261 if not (KeyPressed(KEY_LEFT
) or KeyPressed(KEY_RIGHT
)) then
7262 if GetAIFlag('FALLINHOLE') = '' then
7263 if (not OnLadder()) or (FObj
.Vel
.Y
>= 0) or (OnTopLift()) then
7269 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7271 CanJumpUp(IfThen(RunDirection() = D_LEFT
, -1, 1)*32) and
7275 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7276 if OnGround() and NearHole() then
7277 if NearDeepHole() then // Åñëè ýòî áåçäíà
7279 0..3: Turn(); // Áåæèì îáðàòíî
7280 4: Jump(); // Ïðûãàåì
7281 5: begin // Ïðûãàåì îáðàòíî
7286 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7287 if GetAIFlag('GOINHOLE') = '' then
7289 0: Turn(); // Íå íóæíî òóäà
7290 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7291 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7292 if BorderHole() then
7293 SetAIFlag('GOINHOLE', '1');
7296 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7297 if (not CanRun()) and OnGround() then
7299 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7300 if CanJumpOver() or OnLadder() then
7302 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7303 if Random(2) = 0 then
7305 if IsSafeTrigger() then
7311 // Îñòàëîñü ìàëî âîçäóõà:
7312 if FAir
< 36 * 2 then
7315 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7316 if (FMegaRulez
[MR_SUIT
] < gTime
) and ((FLastHit
= HIT_ACID
) or (Healthy() <= 1)) then
7317 if BodyInAcid(0, 0) then
7321 function TBot
.FullInStep(XInc
, YInc
: Integer): Boolean;
7323 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
7324 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
, PANEL_STEP
, False);
7327 {function TBot.NeedItem(Item: Byte): Byte;
7332 procedure TBot
.SelectWeapon(Dist
: Integer);
7336 function HaveAmmo(weapon
: Byte): Boolean;
7339 WEAPON_PISTOL
: Result
:= FAmmo
[A_BULLETS
] >= 1;
7340 WEAPON_SHOTGUN1
: Result
:= FAmmo
[A_SHELLS
] >= 1;
7341 WEAPON_SHOTGUN2
: Result
:= FAmmo
[A_SHELLS
] >= 2;
7342 WEAPON_CHAINGUN
: Result
:= FAmmo
[A_BULLETS
] >= 10;
7343 WEAPON_ROCKETLAUNCHER
: Result
:= FAmmo
[A_ROCKETS
] >= 1;
7344 WEAPON_PLASMA
: Result
:= FAmmo
[A_CELLS
] >= 10;
7345 WEAPON_BFG
: Result
:= FAmmo
[A_CELLS
] >= 40;
7346 WEAPON_SUPERPULEMET
: Result
:= FAmmo
[A_SHELLS
] >= 1;
7347 WEAPON_FLAMETHROWER
: Result
:= FAmmo
[A_FUEL
] >= 1;
7348 else Result
:= True;
7353 if Dist
= -1 then Dist
:= BOT_LONGDIST
;
7355 if Dist
> BOT_LONGDIST
then
7356 begin // Äàëüíèé áîé
7358 if FWeapon
[FDifficult
.WeaponPrior
[a
]] and HaveAmmo(FDifficult
.WeaponPrior
[a
]) then
7360 FSelectedWeapon
:= FDifficult
.WeaponPrior
[a
];
7364 else //if Dist > BOT_UNSAFEDIST then
7365 begin // Áëèæíèé áîé
7367 if FWeapon
[FDifficult
.CloseWeaponPrior
[a
]] and HaveAmmo(FDifficult
.CloseWeaponPrior
[a
]) then
7369 FSelectedWeapon
:= FDifficult
.CloseWeaponPrior
[a
];
7376 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7378 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7384 function TBot
.PickItem(ItemType
: Byte; force
: Boolean; var remove
: Boolean): Boolean;
7386 Result
:= inherited PickItem(ItemType
, force
, remove
);
7388 if Result
then SetAIFlag('SELECTWEAPON', '1');
7391 function TBot
.Heal(value
: Word; Soft
: Boolean): Boolean;
7393 Result
:= inherited Heal(value
, Soft
);
7396 function TBot
.Healthy(): Byte;
7398 if FMegaRulez
[MR_INVUL
] >= gTime
then Result
:= 3
7399 else if (FHealth
> 80) or ((FHealth
> 50) and (FArmor
> 20)) then Result
:= 3
7400 else if (FHealth
> 50) then Result
:= 2
7401 else if (FHealth
> 20) then Result
:= 1
7405 function TBot
.TargetOnScreen(TX
, TY
: Integer): Boolean;
7407 Result
:= (Abs(FObj
.X
-TX
) <= Trunc(gPlayerScreenSize
.X
*0.6)) and
7408 (Abs(FObj
.Y
-TY
) <= Trunc(gPlayerScreenSize
.Y
*0.6));
7411 procedure TBot
.OnDamage(Angle
: SmallInt);
7419 if (Angle
= 0) or (Angle
= 180) then
7422 if (g_GetUIDType(FLastSpawnerUID
) = UID_PLAYER
) and
7423 LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSPLAYER
) then
7425 pla
:= g_Player_Get(FLastSpawnerUID
);
7426 ok
:= not TargetOnScreen(pla
.FObj
.X
+ PLAYER_RECT
.X
,
7427 pla
.FObj
.Y
+ PLAYER_RECT
.Y
);
7430 if (g_GetUIDType(FLastSpawnerUID
) = UID_MONSTER
) and
7431 LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSMONSTER
) then
7433 mon
:= g_Monsters_ByUID(FLastSpawnerUID
);
7434 ok
:= not TargetOnScreen(mon
.Obj
.X
+ mon
.Obj
.Rect
.X
,
7435 mon
.Obj
.Y
+ mon
.Obj
.Rect
.Y
);
7440 SetAIFlag('ATTACKLEFT', '1')
7442 SetAIFlag('ATTACKRIGHT', '1');
7446 function TBot
.RunDirection(): TDirection
;
7448 if Abs(Vel
.X
) >= 1 then
7450 if Vel
.X
> 0 then Result
:= D_RIGHT
else Result
:= D_LEFT
;
7452 Result
:= FDirection
;
7455 function TBot
.GetRnd(a
: Byte): Boolean;
7457 if a
= 0 then Result
:= False
7458 else if a
= 255 then Result
:= True
7459 else Result
:= Random(256) > 255-a
;
7462 function TBot
.GetInterval(a
: Byte; radius
: SmallInt): SmallInt;
7464 Result
:= Round((255-a
)/255*radius
*(Random(2)-1));
7467 procedure TBot
.SaveState(var Mem
: TBinMemoryWriter
);
7473 inherited SaveState(Mem
);
7475 // Âûáðàííîå îðóæèå:
7476 Mem
.WriteByte(FSelectedWeapon
);
7478 Mem
.WriteWord(FTargetUID
);
7479 // Âðåìÿ ïîòåðè öåëè:
7480 Mem
.WriteDWORD(FLastVisible
);
7481 // Êîëè÷åñòâî ôëàãîâ ÈÈ:
7482 dw
:= Length(FAIFlags
);
7485 for i
:= 0 to Integer(dw
)-1 do
7487 Mem
.WriteString(FAIFlags
[i
].Name
, 20);
7488 Mem
.WriteString(FAIFlags
[i
].Value
, 20);
7490 // Íàñòðîéêè ñëîæíîñòè:
7492 Mem
.WriteMemory(p
, SizeOf(TDifficult
));
7495 procedure TBot
.LoadState(var Mem
: TBinMemoryReader
);
7501 inherited LoadState(Mem
);
7503 // Âûáðàííîå îðóæèå:
7504 Mem
.ReadByte(FSelectedWeapon
);
7506 Mem
.ReadWord(FTargetUID
);
7507 // Âðåìÿ ïîòåðè öåëè:
7508 Mem
.ReadDWORD(FLastVisible
);
7509 // Êîëè÷åñòâî ôëàãîâ ÈÈ:
7511 SetLength(FAIFlags
, dw
);
7513 for i
:= 0 to Integer(dw
)-1 do
7515 Mem
.ReadString(FAIFlags
[i
].Name
);
7516 Mem
.ReadString(FAIFlags
[i
].Value
);
7518 // Íàñòðîéêè ñëîæíîñòè:
7519 Mem
.ReadMemory(p
, dw
);
7520 if dw
<> SizeOf(TDifficult
) then
7522 raise EBinSizeError
.Create('TBot.LoadState: Wrong FDifficult Size');
7524 FDifficult
:= TDifficult(p
^);