1 (* Copyright (C) Doom 2D: Forever Developers
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, either version 3 of the License, or
6 * (at your option) any later version.
8 * This program is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 * GNU General Public License for more details.
13 * You should have received a copy of the GNU General Public License
14 * along with this program. If not, see <http://www.gnu.org/licenses/>.
16 {$INCLUDE ../shared/a_modes.inc}
24 {$IFDEF USE_MEMPOOL}mempool
,{$ENDIF}
25 e_graphics
, g_playermodel
, g_basic
, g_textures
,
26 g_weapons
, g_phys
, g_sound
, g_saveload
, MAPDEF
,
59 AmmoLimits
: Array [0..1] of Array [A_BULLETS
..A_HIGH
] of Word =
60 ((200, 50, 50, 300, 100),
61 (400, 100, 100, 600, 200));
82 ANGLE_NONE
= Low(SmallInt);
84 CORPSE_STATE_REMOVEME
= 0;
85 CORPSE_STATE_NORMAL
= 1;
86 CORPSE_STATE_MESS
= 2;
88 PLAYER_RECT
: TRectWH
= (X
:15; Y
:12; Width
:34; Height
:52);
89 PLAYER_RECT_CX
= 15+(34 div 2);
90 PLAYER_RECT_CY
= 12+(52 div 2);
91 PLAYER_CORPSERECT
: TRectWH
= (X
:15; Y
:48; Width
:34; Height
:16);
94 PLAYER_HP_LIMIT
= 200;
96 PLAYER_AP_LIMIT
= 200;
99 PLAYER1_DEF_COLOR
: TRGB
= (R
:64; G
:175; B
:48);
100 PLAYER2_DEF_COLOR
: TRGB
= (R
:96; G
:96; B
:96);
116 TPlayerStatArray
= Array of TPlayerStat
;
118 TPlayerSavedState
= record
126 Ammo
: Array [A_BULLETS
..A_HIGH
] of Word;
127 MaxAmmo
: Array [A_BULLETS
..A_HIGH
] of Word;
128 Weapon
: Array [WP_FIRST
..WP_LAST
] of Boolean;
129 Rulez
: Set of R_ITEM_BACKPACK
..R_BERSERK
;
138 TPlayer
= class{$IFDEF USE_MEMPOOL}(TPoolObject
){$ENDIF}
146 FDirection
: TDirection
;
154 FMonsterKills
: Integer;
160 FCanJetpack
: Boolean;
166 FNextWeapDelay
: Byte; // frames
167 FBFGFireCounter
: SmallInt;
168 FLastSpawnerUID
: Word;
172 FSpectatePlayer
: Integer;
173 FFirePainTime
: Integer;
176 FSavedState
: TPlayerSavedState
;
178 FModel
: TPlayerModel
;
179 FPunchAnim
: TAnimation
;
182 FActionForce
: Boolean;
183 FActionChanged
: Boolean;
185 FFireAngle
: SmallInt;
187 FShellTimer
: Integer;
189 FSawSound
: TPlayableSound
;
190 FSawSoundIdle
: TPlayableSound
;
191 FSawSoundHit
: TPlayableSound
;
192 FSawSoundSelect
: TPlayableSound
;
193 FJetSoundOn
: TPlayableSound
;
194 FJetSoundOff
: TPlayableSound
;
195 FJetSoundFly
: TPlayableSound
;
199 FJustTeleported
: Boolean;
201 mEDamageType
: Integer;
204 function CollideLevel(XInc
, YInc
: Integer): Boolean;
205 function StayOnStep(XInc
, YInc
: Integer): Boolean;
206 function HeadInLiquid(XInc
, YInc
: Integer): Boolean;
207 function BodyInLiquid(XInc
, YInc
: Integer): Boolean;
208 function BodyInAcid(XInc
, YInc
: Integer): Boolean;
209 function FullInLift(XInc
, YInc
: Integer): Integer;
210 {procedure CollideItem();}
211 procedure FlySmoke(Times
: DWORD
= 1);
212 procedure OnFireFlame(Times
: DWORD
= 1);
213 function GetAmmoByWeapon(Weapon
: Byte): Word;
214 procedure SetAction(Action
: Byte; Force
: Boolean = False);
215 procedure OnDamage(Angle
: SmallInt); virtual;
216 function firediry(): Integer;
219 procedure Run(Direction
: TDirection
);
220 procedure NextWeapon();
221 procedure PrevWeapon();
228 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
229 procedure resetWeaponQueue ();
230 function hasAmmoForWeapon (weapon
: Byte): Boolean;
232 procedure doDamage (v
: Integer);
234 function followCorpse(): Boolean;
237 FDamageBuffer
: Integer;
239 FAmmo
: Array [A_BULLETS
..A_HIGH
] of Word;
240 FMaxAmmo
: Array [A_BULLETS
..A_HIGH
] of Word;
241 FWeapon
: Array [WP_FIRST
..WP_LAST
] of Boolean;
242 FRulez
: Set of R_ITEM_BACKPACK
..R_BERSERK
;
244 FMegaRulez
: Array [MR_SUIT
..MR_MAX
] of DWORD
;
245 FReloading
: Array [WP_FIRST
..WP_LAST
] of Word;
246 FTime
: Array [T_RESPAWN
..T_FLAGCAP
] of DWORD
;
247 FKeys
: Array [KEY_LEFT
..KEY_CHAT
] of TKeyState
;
249 FPreferredTeam
: Byte;
252 FWantsInGame
: Boolean;
256 FActualModelName
: string;
263 // debug: viewport offset
264 viewPortX
, viewPortY
, viewPortW
, viewPortH
: Integer;
266 function isValidViewPort (): Boolean; inline;
268 constructor Create(); virtual;
269 destructor Destroy(); override;
270 procedure Respawn(Silent
: Boolean; Force
: Boolean = False); virtual;
271 function GetRespawnPoint(): Byte;
272 procedure PressKey(Key
: Byte; Time
: Word = 1);
273 procedure ReleaseKeys();
274 procedure SetModel(ModelName
: String);
275 procedure SetColor(Color
: TRGB
);
276 procedure SetWeapon(W
: Byte);
277 function IsKeyPressed(K
: Byte): Boolean;
278 function GetKeys(): Byte;
279 function PickItem(ItemType
: Byte; arespawn
: Boolean; var remove
: Boolean): Boolean; virtual;
280 function Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean; overload
;
281 function Collide(Panel
: TPanel
): Boolean; overload
;
282 function Collide(X
, Y
: Integer): Boolean; overload
;
283 procedure SetDirection(Direction
: TDirection
);
284 procedure GetSecret();
285 function TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
287 procedure Push(vx
, vy
: Integer);
288 procedure ChangeModel(ModelName
: String);
289 procedure SwitchTeam
;
290 procedure ChangeTeam(Team
: Byte);
292 function GetFlag(Flag
: Byte): Boolean;
293 procedure SetFlag(Flag
: Byte);
294 function DropFlag(): Boolean;
295 procedure AllRulez(Health
: Boolean);
296 procedure RestoreHealthArmor();
297 procedure FragCombo();
298 procedure GiveItem(ItemType
: Byte);
299 procedure Damage(value
: Word; SpawnerUID
: Word; vx
, vy
: Integer; t
: Byte); virtual;
300 function Heal(value
: Word; Soft
: Boolean): Boolean; virtual;
301 procedure MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
302 procedure MakeBloodSimple(Count
: Word);
303 procedure Kill(KillType
: Byte; SpawnerUID
: Word; t
: Byte);
304 procedure Reset(Force
: Boolean);
305 procedure Spectate(NoMove
: Boolean = False);
306 procedure SwitchNoClip
;
307 procedure SoftReset();
308 procedure Draw(); virtual;
309 procedure DrawPain();
310 procedure DrawPickup();
311 procedure DrawRulez();
313 procedure DrawBubble();
315 procedure Update(); virtual;
316 procedure RememberState();
317 procedure RecallState();
318 procedure SaveState (st
: TStream
); virtual;
319 procedure LoadState (st
: TStream
); virtual;
320 procedure PauseSounds(Enable
: Boolean);
321 procedure NetFire(Wpn
: Byte; X
, Y
, AX
, AY
: Integer; WID
: Integer = -1);
322 procedure DoLerp(Level
: Integer = 2);
323 procedure SetLerp(XTo
, YTo
: Integer);
324 procedure QueueWeaponSwitch(Weapon
: Byte);
325 procedure RealizeCurrentWeapon();
327 procedure JetpackOff
;
328 procedure CatchFire(Attacker
: Word);
330 //WARNING! this does nothing for now, but still call it!
331 procedure positionChanged (); //WARNING! call this after entity position was changed, or coldet will not work right!
333 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
334 procedure moveBy (dx
, dy
: Integer); inline;
337 property Vel
: TPoint2i read FObj
.Vel
;
338 property Obj
: TObj read FObj
;
340 property Name
: String read FName write FName
;
341 property Model
: TPlayerModel read FModel
;
342 property Health
: Integer read FHealth write FHealth
;
343 property Lives
: Byte read FLives write FLives
;
344 property Armor
: Integer read FArmor write FArmor
;
345 property Air
: Integer read FAir write FAir
;
346 property JetFuel
: Integer read FJetFuel write FJetFuel
;
347 property Frags
: Integer read FFrags write FFrags
;
348 property Death
: Integer read FDeath write FDeath
;
349 property Kills
: Integer read FKills write FKills
;
350 property CurrWeap
: Byte read FCurrWeap write FCurrWeap
;
351 property MonsterKills
: Integer read FMonsterKills write FMonsterKills
;
352 property Secrets
: Integer read FSecrets
;
353 property GodMode
: Boolean read FGodMode write FGodMode
;
354 property NoTarget
: Boolean read FNoTarget write FNoTarget
;
355 property NoReload
: Boolean read FNoReload write FNoReload
;
356 property alive
: Boolean read FAlive write FAlive
;
357 property Flag
: Byte read FFlag
;
358 property Team
: Byte read FTeam write FTeam
;
359 property Direction
: TDirection read FDirection
;
360 property GameX
: Integer read FObj
.X write FObj
.X
;
361 property GameY
: Integer read FObj
.Y write FObj
.Y
;
362 property GameVelX
: Integer read FObj
.Vel
.X write FObj
.Vel
.X
;
363 property GameVelY
: Integer read FObj
.Vel
.Y write FObj
.Vel
.Y
;
364 property GameAccelX
: Integer read FObj
.Accel
.X write FObj
.Accel
.X
;
365 property GameAccelY
: Integer read FObj
.Accel
.Y write FObj
.Accel
.Y
;
366 property IncCam
: Integer read FIncCam write FIncCam
;
367 property UID
: Word read FUID write FUID
;
368 property JustTeleported
: Boolean read FJustTeleported write FJustTeleported
;
369 property NetTime
: LongWord read FNetTime write FNetTime
;
372 property eName
: String read FName write FName
;
373 property eHealth
: Integer read FHealth write FHealth
;
374 property eLives
: Byte read FLives write FLives
;
375 property eArmor
: Integer read FArmor write FArmor
;
376 property eAir
: Integer read FAir write FAir
;
377 property eJetFuel
: Integer read FJetFuel write FJetFuel
;
378 property eFrags
: Integer read FFrags write FFrags
;
379 property eDeath
: Integer read FDeath write FDeath
;
380 property eKills
: Integer read FKills write FKills
;
381 property eCurrWeap
: Byte read FCurrWeap write FCurrWeap
;
382 property eMonsterKills
: Integer read FMonsterKills write FMonsterKills
;
383 property eSecrets
: Integer read FSecrets write FSecrets
;
384 property eGodMode
: Boolean read FGodMode write FGodMode
;
385 property eNoTarget
: Boolean read FNoTarget write FNoTarget
;
386 property eNoReload
: Boolean read FNoReload write FNoReload
;
387 property eAlive
: Boolean read FAlive write FAlive
;
388 property eFlag
: Byte read FFlag
;
389 property eTeam
: Byte read FTeam write FTeam
;
390 property eDirection
: TDirection read FDirection
;
391 property eGameX
: Integer read FObj
.X write FObj
.X
;
392 property eGameY
: Integer read FObj
.Y write FObj
.Y
;
393 property eGameVelX
: Integer read FObj
.Vel
.X write FObj
.Vel
.X
;
394 property eGameVelY
: Integer read FObj
.Vel
.Y write FObj
.Vel
.Y
;
395 property eGameAccelX
: Integer read FObj
.Accel
.X write FObj
.Accel
.X
;
396 property eGameAccelY
: Integer read FObj
.Accel
.Y write FObj
.Accel
.Y
;
397 property eIncCam
: Integer read FIncCam write FIncCam
;
398 property eUID
: Word read FUID
;
399 property eJustTeleported
: Boolean read FJustTeleported
;
400 property eNetTime
: LongWord read FNetTime
;
402 // set this before assigning something to `eDamage`
403 property eDamageType
: Integer read mEDamageType write mEDamageType
;
404 property eDamage
: Integer write doDamage
;
415 WeaponPrior
: packed array [WP_FIRST
..WP_LAST
] of Byte;
416 CloseWeaponPrior
: packed array [WP_FIRST
..WP_LAST
] of Byte;
417 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
420 procedure save (st
: TStream
);
421 procedure load (st
: TStream
);
429 TBot
= class(TPlayer
)
431 FSelectedWeapon
: Byte;
434 FAIFlags
: Array of TAIFlag
;
435 FDifficult
: TDifficult
;
437 function GetRnd(a
: Byte): Boolean;
438 function GetInterval(a
: Byte; radius
: SmallInt): SmallInt;
439 function RunDirection(): TDirection
;
440 function FullInStep(XInc
, YInc
: Integer): Boolean;
441 //function NeedItem(Item: Byte): Byte;
442 procedure SelectWeapon(Dist
: Integer);
443 procedure SetAIFlag(aName
, fValue
: String20
);
444 function GetAIFlag(aName
: String20
): String20
;
445 procedure RemoveAIFlag(aName
: String20
);
446 function Healthy(): Byte;
447 procedure UpdateMove();
448 procedure UpdateCombat();
449 function KeyPressed(Key
: Word): Boolean;
450 procedure ReleaseKey(Key
: Byte);
451 function TargetOnScreen(TX
, TY
: Integer): Boolean;
452 procedure OnDamage(Angle
: SmallInt); override;
455 procedure Respawn(Silent
: Boolean; Force
: Boolean = False); override;
456 constructor Create(); override;
457 destructor Destroy(); override;
458 procedure Draw(); override;
459 function PickItem(ItemType
: Byte; force
: Boolean; var remove
: Boolean): Boolean; override;
460 function Heal(value
: Word; Soft
: Boolean): Boolean; override;
461 procedure Update(); override;
462 procedure SaveState (st
: TStream
); override;
463 procedure LoadState (st
: TStream
); override;
475 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
476 procedure moveBy (dx
, dy
: Integer); inline;
478 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
492 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
493 procedure moveBy (dx
, dy
: Integer); inline;
495 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
498 TCorpse
= class{$IFDEF USE_MEMPOOL}(TPoolObject
){$ENDIF}
507 FAnimation
: TAnimation
;
508 FAnimationMask
: TAnimation
;
511 constructor Create(X
, Y
: Integer; ModelName
: String; aMess
: Boolean);
512 destructor Destroy(); override;
513 procedure Damage(Value
: Word; vx
, vy
: Integer);
516 procedure SaveState (st
: TStream
);
517 procedure LoadState (st
: TStream
);
519 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
520 procedure moveBy (dx
, dy
: Integer); inline;
522 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
524 function ObjPtr (): PObj
; inline;
526 property Obj
: TObj read FObj
; // copies object
527 property State
: Byte read FState
;
528 property Mess
: Boolean read FMess
;
531 TTeamStat
= Array [TEAM_RED
..TEAM_BLUE
] of
537 gPlayers
: Array of TPlayer
;
538 gCorpses
: Array of TCorpse
;
539 gGibs
: Array of TGib
;
540 gShells
: Array of TShell
;
541 gTeamStat
: TTeamStat
;
542 gFly
: Boolean = False;
543 gAimLine
: Boolean = False;
544 gChatBubble
: Byte = 0;
548 MAX_RUNVEL
: Integer = 8;
549 VEL_JUMP
: Integer = 10;
550 SHELL_TIMEOUT
: Cardinal = 60000;
552 function Lerp(X
, Y
, Factor
: Integer): Integer;
554 procedure g_Gibs_SetMax(Count
: Word);
555 function g_Gibs_GetMax(): Word;
556 procedure g_Corpses_SetMax(Count
: Word);
557 function g_Corpses_GetMax(): Word;
558 procedure g_Shells_SetMax(Count
: Word);
559 function g_Shells_GetMax(): Word;
561 procedure g_Player_Init();
562 procedure g_Player_Free();
563 function g_Player_Create(ModelName
: String; Color
: TRGB
; Team
: Byte; Bot
: Boolean): Word;
564 function g_Player_CreateFromState (st
: TStream
): Word;
565 procedure g_Player_Remove(UID
: Word);
566 procedure g_Player_ResetTeams();
567 procedure g_Player_UpdateAll();
568 procedure g_Player_DrawAll();
569 procedure g_Player_DrawDebug(p
: TPlayer
);
570 procedure g_Player_DrawHealth();
571 procedure g_Player_RememberAll();
572 procedure g_Player_ResetAll(Force
, Silent
: Boolean);
573 function g_Player_Get(UID
: Word): TPlayer
;
574 function g_Player_GetCount(): Byte;
575 function g_Player_GetStats(): TPlayerStatArray
;
576 function g_Player_ValidName(Name
: String): Boolean;
577 procedure g_Player_CreateCorpse(Player
: TPlayer
);
578 procedure g_Player_CreateGibs(fX
, fY
: Integer; ModelName
: String; fColor
: TRGB
);
579 procedure g_Player_CreateShell(fX
, fY
, dX
, dY
: Integer; T
: Byte);
580 procedure g_Player_UpdatePhysicalObjects();
581 procedure g_Player_DrawCorpses();
582 procedure g_Player_DrawShells();
583 procedure g_Player_RemoveAllCorpses();
584 procedure g_Player_Corpses_SaveState (st
: TStream
);
585 procedure g_Player_Corpses_LoadState (st
: TStream
);
586 procedure g_Bot_Add(Team
, Difficult
: Byte);
587 procedure g_Bot_AddList(Team
: Byte; lname
: ShortString; num
: Integer = -1);
588 procedure g_Bot_MixNames();
589 procedure g_Bot_RemoveAll();
594 {$INCLUDE ../nogl/noGLuses.inc}
595 {$IFDEF ENABLE_HOLMES}
598 e_log
, g_map
, g_items
, g_console
, g_gfx
, Math
,
599 g_options
, g_triggers
, g_menu
, g_game
, g_grid
,
600 wadreader
, g_main
, g_monsters
, CONFIG
, g_language
,
601 g_net
, g_netmsg
, g_window
,
604 const PLR_SAVE_VERSION
= 0;
614 diag_precision
: Byte;
618 w_prior1
: Array [WP_FIRST
..WP_LAST
] of Byte;
619 w_prior2
: Array [WP_FIRST
..WP_LAST
] of Byte;
620 w_prior3
: Array [WP_FIRST
..WP_LAST
] of Byte;
624 TIME_RESPAWN1
= 1500;
625 TIME_RESPAWN2
= 2000;
626 TIME_RESPAWN3
= 3000;
629 JET_MAX
= 540; // ~30 sec
630 PLAYER_SUIT_TIME
= 30000;
631 PLAYER_INVUL_TIME
= 30000;
632 PLAYER_INVIS_TIME
= 35000;
633 FRAG_COMBO_TIME
= 3000;
637 ANGLE_RIGHTDOWN
= -35;
639 ANGLE_LEFTDOWN
= -145;
640 PLAYER_HEADRECT
: TRectWH
= (X
:24; Y
:12; Width
:20; Height
:12);
641 WEAPONPOINT
: Array [TDirection
] of TDFPoint
= ((X
:16; Y
:32), (X
:47; Y
:32));
644 BOT_UNSAFEDIST
= 128;
645 TEAMCOLOR
: Array [TEAM_RED
..TEAM_BLUE
] of TRGB
= ((R
:255; G
:0; B
:0),
647 DIFFICULT_EASY
: TDifficult
= (DiagFire
: 32; InvisFire
: 32; DiagPrecision
: 32;
648 FlyPrecision
: 32; Cover
: 32; CloseJump
: 32;
649 WeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0));
650 DIFFICULT_MEDIUM
: TDifficult
= (DiagFire
: 127; InvisFire
: 127; DiagPrecision
: 127;
651 FlyPrecision
: 127; Cover
: 127; CloseJump
: 127;
652 WeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0));
653 DIFFICULT_HARD
: TDifficult
= (DiagFire
: 255; InvisFire
: 255; DiagPrecision
: 255;
654 FlyPrecision
: 255; Cover
: 255; CloseJump
: 255;
655 WeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0));
656 WEAPON_PRIOR1
: Array [WP_FIRST
..WP_LAST
] of Byte =
657 (WEAPON_FLAMETHROWER
, WEAPON_SUPERPULEMET
,
658 WEAPON_SHOTGUN2
, WEAPON_SHOTGUN1
,
659 WEAPON_CHAINGUN
, WEAPON_PLASMA
, WEAPON_ROCKETLAUNCHER
,
660 WEAPON_BFG
, WEAPON_PISTOL
, WEAPON_SAW
, WEAPON_KASTET
);
661 WEAPON_PRIOR2
: Array [WP_FIRST
..WP_LAST
] of Byte =
662 (WEAPON_FLAMETHROWER
, WEAPON_SUPERPULEMET
,
663 WEAPON_BFG
, WEAPON_ROCKETLAUNCHER
,
664 WEAPON_SHOTGUN2
, WEAPON_PLASMA
, WEAPON_SHOTGUN1
,
665 WEAPON_CHAINGUN
, WEAPON_PISTOL
, WEAPON_SAW
, WEAPON_KASTET
);
666 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
667 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
668 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
669 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
670 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
671 WEAPON_RELOAD
: Array [WP_FIRST
..WP_LAST
] of Byte =
672 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
674 PLAYER_SIGNATURE
= $52594C50; // 'PLYR'
675 CORPSE_SIGNATURE
= $50524F43; // 'CORP'
677 BOTNAMES_FILENAME
= 'botnames.txt';
678 BOTLIST_FILENAME
= 'botlist.txt';
682 MaxCorpses
: Word = 20;
683 MaxShells
: Word = 300;
684 CurrentGib
: Integer = 0;
685 CurrentShell
: Integer = 0;
686 BotNames
: Array of String;
687 BotList
: Array of TBotProfile
;
690 function Lerp(X
, Y
, Factor
: Integer): Integer;
692 Result
:= X
+ ((Y
- X
) div Factor
);
695 function SameTeam(UID1
, UID2
: Word): Boolean;
699 if (UID1
> UID_MAX_PLAYER
) or (UID1
<= UID_MAX_GAME
) or
700 (UID2
> UID_MAX_PLAYER
) or (UID2
<= UID_MAX_GAME
) then Exit
;
702 if (g_Player_Get(UID1
) = nil) or (g_Player_Get(UID2
) = nil) then Exit
;
704 if ((g_Player_Get(UID1
).Team
= TEAM_NONE
) or
705 (g_Player_Get(UID2
).Team
= TEAM_NONE
)) then Exit
;
707 Result
:= g_Player_Get(UID1
).FTeam
= g_Player_Get(UID2
).FTeam
;
710 procedure g_Gibs_SetMax(Count
: Word);
713 SetLength(gGibs
, Count
);
715 if CurrentGib
>= Count
then
719 function g_Gibs_GetMax(): Word;
724 procedure g_Shells_SetMax(Count
: Word);
727 SetLength(gShells
, Count
);
729 if CurrentShell
>= Count
then
733 function g_Shells_GetMax(): Word;
739 procedure g_Corpses_SetMax(Count
: Word);
742 SetLength(gCorpses
, Count
);
745 function g_Corpses_GetMax(): Word;
747 Result
:= MaxCorpses
;
750 function g_Player_Create(ModelName
: String; Color
: TRGB
; Team
: Byte; Bot
: Boolean): Word;
760 // Åñòü ëè ìåñòî â gPlayers:
761 if gPlayers
<> nil then
762 for a
:= 0 to High(gPlayers
) do
763 if gPlayers
[a
] = nil then
769 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
772 SetLength(gPlayers
, Length(gPlayers
)+1);
776 // Ñîçäàåì îáúåêò èãðîêà:
778 gPlayers
[a
] := TBot
.Create()
780 gPlayers
[a
] := TPlayer
.Create();
783 gPlayers
[a
].FActualModelName
:= ModelName
;
784 gPlayers
[a
].SetModel(ModelName
);
786 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
787 if gPlayers
[a
].FModel
= nil then
791 g_FatalError(Format(_lc
[I_GAME_ERROR_MODEL
], [ModelName
]));
795 if not (Team
in [TEAM_RED
, TEAM_BLUE
]) then
796 if Random(2) = 0 then
800 gPlayers
[a
].FPreferredTeam
:= Team
;
802 case gGameSettings
.GameMode
of
803 GM_DM
: gPlayers
[a
].FTeam
:= TEAM_NONE
;
805 GM_CTF
: gPlayers
[a
].FTeam
:= gPlayers
[a
].FPreferredTeam
;
807 GM_COOP
: gPlayers
[a
].FTeam
:= TEAM_COOP
;
810 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
811 gPlayers
[a
].FColor
:= Color
;
812 if gPlayers
[a
].FTeam
in [TEAM_RED
, TEAM_BLUE
] then
813 gPlayers
[a
].FModel
.Color
:= TEAMCOLOR
[gPlayers
[a
].FTeam
]
815 gPlayers
[a
].FModel
.Color
:= Color
;
817 gPlayers
[a
].FUID
:= g_CreateUID(UID_PLAYER
);
818 gPlayers
[a
].FAlive
:= False;
820 Result
:= gPlayers
[a
].FUID
;
823 function g_Player_CreateFromState (st
: TStream
): Word;
830 if (st
= nil) then exit
; //???
833 if not utils
.checkSign(st
, 'PLYR') then raise XStreamError
.Create('invalid player signature');
834 if (utils
.readByte(st
) <> PLR_SAVE_VERSION
) then raise XStreamError
.Create('invalid player version');
837 Bot
:= utils
.readBool(st
);
842 // Åñòü ëè ìåñòî â gPlayers:
843 for a
:= 0 to High(gPlayers
) do if (gPlayers
[a
] = nil) then begin ok
:= true; break
; end;
845 // Íåò ìåñòà - ðàñøèðÿåì gPlayers
848 SetLength(gPlayers
, Length(gPlayers
)+1);
852 // Ñîçäàåì îáúåêò èãðîêà
854 gPlayers
[a
] := TBot
.Create()
856 gPlayers
[a
] := TPlayer
.Create();
857 gPlayers
[a
].FIamBot
:= Bot
;
858 gPlayers
[a
].FPhysics
:= True;
861 gPlayers
[a
].FUID
:= utils
.readWord(st
);
863 gPlayers
[a
].FName
:= utils
.readStr(st
);
865 gPlayers
[a
].FTeam
:= utils
.readByte(st
);
866 gPlayers
[a
].FPreferredTeam
:= gPlayers
[a
].FTeam
;
868 gPlayers
[a
].FAlive
:= utils
.readBool(st
);
869 // Èçðàñõîäîâàë ëè âñå æèçíè
870 gPlayers
[a
].FNoRespawn
:= utils
.readBool(st
);
872 b
:= utils
.readByte(st
);
873 if b
= 1 then gPlayers
[a
].FDirection
:= TDirection
.D_LEFT
else gPlayers
[a
].FDirection
:= TDirection
.D_RIGHT
; // b = 2
875 gPlayers
[a
].FHealth
:= utils
.readLongInt(st
);
877 gPlayers
[a
].FLives
:= utils
.readByte(st
);
879 gPlayers
[a
].FArmor
:= utils
.readLongInt(st
);
881 gPlayers
[a
].FAir
:= utils
.readLongInt(st
);
883 gPlayers
[a
].FJetFuel
:= utils
.readLongInt(st
);
885 gPlayers
[a
].FPain
:= utils
.readLongInt(st
);
887 gPlayers
[a
].FKills
:= utils
.readLongInt(st
);
889 gPlayers
[a
].FMonsterKills
:= utils
.readLongInt(st
);
891 gPlayers
[a
].FFrags
:= utils
.readLongInt(st
);
893 gPlayers
[a
].FFragCombo
:= utils
.readByte(st
);
894 // Âðåìÿ ïîñëåäíåãî ôðàãà
895 gPlayers
[a
].FLastFrag
:= utils
.readLongWord(st
);
897 gPlayers
[a
].FDeath
:= utils
.readLongInt(st
);
899 gPlayers
[a
].FFlag
:= utils
.readByte(st
);
901 gPlayers
[a
].FSecrets
:= utils
.readLongInt(st
);
903 gPlayers
[a
].FCurrWeap
:= utils
.readByte(st
);
904 // Ñëåäóþùåå æåëàåìîå îðóæèå
905 gPlayers
[a
].FNextWeap
:= utils
.readWord(st
);
907 gPlayers
[a
].FNextWeapDelay
:= utils
.readByte(st
);
909 gPlayers
[a
].FBFGFireCounter
:= utils
.readSmallInt(st
);
911 gPlayers
[a
].FDamageBuffer
:= utils
.readLongInt(st
);
912 // Ïîñëåäíèé óäàðèâøèé
913 gPlayers
[a
].FLastSpawnerUID
:= utils
.readWord(st
);
914 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
915 gPlayers
[a
].FLastHit
:= utils
.readByte(st
);
917 Obj_LoadState(@gPlayers
[a
].FObj
, st
);
918 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
919 for i
:= A_BULLETS
to A_HIGH
do gPlayers
[a
].FAmmo
[i
] := utils
.readWord(st
);
920 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
921 for i
:= A_BULLETS
to A_HIGH
do gPlayers
[a
].FMaxAmmo
[i
] := utils
.readWord(st
);
923 for i
:= WP_FIRST
to WP_LAST
do gPlayers
[a
].FWeapon
[i
] := utils
.readBool(st
);
924 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
925 for i
:= WP_FIRST
to WP_LAST
do gPlayers
[a
].FReloading
[i
] := utils
.readWord(st
);
927 if utils
.readBool(st
) then Include(gPlayers
[a
].FRulez
, R_ITEM_BACKPACK
);
928 // Íàëè÷èå êðàñíîãî êëþ÷à
929 if utils
.readBool(st
) then Include(gPlayers
[a
].FRulez
, R_KEY_RED
);
930 // Íàëè÷èå çåëåíîãî êëþ÷à
931 if utils
.readBool(st
) then Include(gPlayers
[a
].FRulez
, R_KEY_GREEN
);
932 // Íàëè÷èå ñèíåãî êëþ÷à
933 if utils
.readBool(st
) then Include(gPlayers
[a
].FRulez
, R_KEY_BLUE
);
935 if utils
.readBool(st
) then Include(gPlayers
[a
].FRulez
, R_BERSERK
);
936 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
937 for i
:= MR_SUIT
to MR_MAX
do gPlayers
[a
].FMegaRulez
[i
] := utils
.readLongWord(st
);
938 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
939 for i
:= T_RESPAWN
to T_FLAGCAP
do gPlayers
[a
].FTime
[i
] := utils
.readLongWord(st
);
942 gPlayers
[a
].FActualModelName
:= utils
.readStr(st
);
944 gPlayers
[a
].FColor
.R
:= utils
.readByte(st
);
945 gPlayers
[a
].FColor
.G
:= utils
.readByte(st
);
946 gPlayers
[a
].FColor
.B
:= utils
.readByte(st
);
947 // Îáíîâëÿåì ìîäåëü èãðîêà
948 gPlayers
[a
].SetModel(gPlayers
[a
].FActualModelName
);
950 // Íåò ìîäåëè - ñîçäàíèå íåâîçìîæíî
951 if (gPlayers
[a
].FModel
= nil) then
955 g_FatalError(Format(_lc
[I_GAME_ERROR_MODEL
], [gPlayers
[a
].FActualModelName
]));
959 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû
960 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
961 gPlayers
[a
].FModel
.Color
:= TEAMCOLOR
[gPlayers
[a
].FTeam
]
963 gPlayers
[a
].FModel
.Color
:= gPlayers
[a
].FColor
;
965 result
:= gPlayers
[a
].FUID
;
969 procedure g_Player_ResetTeams();
973 if g_Game_IsClient
then
975 if gPlayers
= nil then
977 for a
:= Low(gPlayers
) to High(gPlayers
) do
978 if gPlayers
[a
] <> nil then
979 case gGameSettings
.GameMode
of
981 gPlayers
[a
].ChangeTeam(TEAM_NONE
);
983 if not (gPlayers
[a
].Team
in [TEAM_RED
, TEAM_BLUE
]) then
984 if gPlayers
[a
].FPreferredTeam
in [TEAM_RED
, TEAM_BLUE
] then
985 gPlayers
[a
].ChangeTeam(gPlayers
[a
].FPreferredTeam
)
988 gPlayers
[a
].ChangeTeam(TEAM_RED
)
990 gPlayers
[a
].ChangeTeam(TEAM_BLUE
);
993 gPlayers
[a
].ChangeTeam(TEAM_COOP
);
997 procedure g_Bot_Add(Team
, Difficult
: Byte);
1000 _name
, _model
: String;
1003 if not g_Game_IsServer
then Exit
;
1005 // Ñïèñîê íàçâàíèé ìîäåëåé:
1006 m
:= g_PlayerModel_GetNames();
1011 if (gGameSettings
.GameType
= GT_SINGLE
) or (gGameSettings
.GameMode
= GM_COOP
) then
1012 Team
:= TEAM_COOP
// COOP
1014 if gGameSettings
.GameMode
= GM_DM
then
1015 Team
:= TEAM_NONE
// DM
1017 if Team
= TEAM_NONE
then // CTF / TDM
1019 // Àâòîáàëàíñ êîìàíä:
1023 for a
:= 0 to High(gPlayers
) do
1024 if gPlayers
[a
] <> nil then
1026 if gPlayers
[a
].Team
= TEAM_RED
then
1029 if gPlayers
[a
].Team
= TEAM_BLUE
then
1039 if Random(2) = 0 then
1045 // Âûáèðàåì áîòó èìÿ:
1047 if BotNames
<> nil then
1048 for a
:= 0 to High(BotNames
) do
1049 if g_Player_ValidName(BotNames
[a
]) then
1051 _name
:= BotNames
[a
];
1055 // Èìåíè íåò, çàäàåì ñëó÷àéíîå:
1058 _name
:= Format('DFBOT%.2d', [Random(100)]);
1059 until g_Player_ValidName(_name
);
1061 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
1062 _model
:= m
[Random(Length(m
))];
1065 with g_Player_Get(g_Player_Create(_model
,
1066 _RGB(Min(Random(9)*32, 255),
1067 Min(Random(9)*32, 255),
1068 Min(Random(9)*32, 255)),
1069 Team
, True)) as TBot
do
1074 1: FDifficult
:= DIFFICULT_EASY
;
1075 2: FDifficult
:= DIFFICULT_MEDIUM
;
1076 else FDifficult
:= DIFFICULT_HARD
;
1079 for a
:= WP_FIRST
to WP_LAST
do
1081 FDifficult
.WeaponPrior
[a
] := WEAPON_PRIOR1
[a
];
1082 FDifficult
.CloseWeaponPrior
[a
] := WEAPON_PRIOR2
[a
];
1083 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1086 g_Console_Add(Format(_lc
[I_PLAYER_JOIN
], [Name
]), True);
1088 if g_Game_IsNet
then MH_SEND_PlayerCreate(UID
);
1089 if g_Game_IsServer
and (gGameSettings
.MaxLives
> 0) then
1094 procedure g_Bot_AddList(Team
: Byte; lName
: ShortString; num
: Integer = -1);
1097 _name
, _model
: String;
1100 if not g_Game_IsServer
then Exit
;
1102 // Ñïèñîê íàçâàíèé ìîäåëåé:
1103 m
:= g_PlayerModel_GetNames();
1108 if (gGameSettings
.GameType
= GT_SINGLE
) or (gGameSettings
.GameMode
= GM_COOP
) then
1109 Team
:= TEAM_COOP
// COOP
1111 if gGameSettings
.GameMode
= GM_DM
then
1112 Team
:= TEAM_NONE
// DM
1114 if Team
= TEAM_NONE
then
1115 Team
:= BotList
[num
].team
; // CTF / TDM
1117 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1118 lName
:= AnsiLowerCase(lName
);
1119 if (num
< 0) or (num
> Length(BotList
)-1) then
1121 if (num
= -1) and (lName
<> '') and (BotList
<> nil) then
1122 for a
:= 0 to High(BotList
) do
1123 if AnsiLowerCase(BotList
[a
].name
) = lName
then
1132 _name
:= BotList
[num
].name
;
1133 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1134 if not g_Player_ValidName(_name
) then
1136 _name
:= Format('DFBOT%.2d', [Random(100)]);
1137 until g_Player_ValidName(_name
);
1140 _model
:= BotList
[num
].model
;
1141 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1142 if not InSArray(_model
, m
) then
1143 _model
:= m
[Random(Length(m
))];
1146 with g_Player_Get(g_Player_Create(_model
, BotList
[num
].color
, Team
, True)) as TBot
do
1150 FDifficult
.DiagFire
:= BotList
[num
].diag_fire
;
1151 FDifficult
.InvisFire
:= BotList
[num
].invis_fire
;
1152 FDifficult
.DiagPrecision
:= BotList
[num
].diag_precision
;
1153 FDifficult
.FlyPrecision
:= BotList
[num
].fly_precision
;
1154 FDifficult
.Cover
:= BotList
[num
].cover
;
1155 FDifficult
.CloseJump
:= BotList
[num
].close_jump
;
1157 for a
:= WP_FIRST
to WP_LAST
do
1159 FDifficult
.WeaponPrior
[a
] := BotList
[num
].w_prior1
[a
];
1160 FDifficult
.CloseWeaponPrior
[a
] := BotList
[num
].w_prior2
[a
];
1161 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1164 g_Console_Add(Format(_lc
[I_PLAYER_JOIN
], [Name
]), True);
1166 if g_Game_IsNet
then MH_SEND_PlayerCreate(UID
);
1170 procedure g_Bot_RemoveAll();
1174 if not g_Game_IsServer
then Exit
;
1175 if gPlayers
= nil then Exit
;
1177 for a
:= 0 to High(gPlayers
) do
1178 if gPlayers
[a
] <> nil then
1179 if gPlayers
[a
] is TBot
then
1181 gPlayers
[a
].Lives
:= 0;
1182 gPlayers
[a
].Kill(K_SIMPLEKILL
, 0, HIT_DISCON
);
1183 g_Console_Add(Format(_lc
[I_PLAYER_LEAVE
], [gPlayers
[a
].Name
]), True);
1184 g_Player_Remove(gPlayers
[a
].FUID
);
1190 procedure g_Bot_MixNames();
1195 if BotNames
<> nil then
1196 for a
:= 0 to High(BotNames
) do
1198 b
:= Random(Length(BotNames
));
1200 Botnames
[a
] := BotNames
[b
];
1205 procedure g_Player_Remove(UID
: Word);
1209 if gPlayers
= nil then Exit
;
1211 if g_Game_IsServer
and g_Game_IsNet
then
1212 MH_SEND_PlayerDelete(UID
);
1214 for i
:= 0 to High(gPlayers
) do
1215 if gPlayers
[i
] <> nil then
1216 if gPlayers
[i
].FUID
= UID
then
1218 if gPlayers
[i
] is TPlayer
then
1219 TPlayer(gPlayers
[i
]).Free()
1221 TBot(gPlayers
[i
]).Free();
1227 procedure g_Player_Init();
1237 if not FileExists(DataDir
+ BOTNAMES_FILENAME
) then
1240 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1241 AssignFile(F
, DataDir
+ BOTNAMES_FILENAME
);
1252 SetLength(BotNames
, Length(BotNames
)+1);
1253 BotNames
[High(BotNames
)] := s
;
1261 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1262 config
:= TConfig
.CreateFile(DataDir
+ BOTLIST_FILENAME
);
1266 while config
.SectionExists(IntToStr(a
)) do
1268 SetLength(BotList
, Length(BotList
)+1);
1270 with BotList
[High(BotList
)] do
1273 name
:= config
.ReadStr(IntToStr(a
), 'name', '');
1275 model
:= config
.ReadStr(IntToStr(a
), 'model', '');
1277 if config
.ReadStr(IntToStr(a
), 'team', 'red') = 'red' then
1282 sa
:= parse(config
.ReadStr(IntToStr(a
), 'color', ''));
1283 color
.R
:= StrToIntDef(sa
[0], 0);
1284 color
.G
:= StrToIntDef(sa
[1], 0);
1285 color
.B
:= StrToIntDef(sa
[2], 0);
1286 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1287 diag_fire
:= config
.ReadInt(IntToStr(a
), 'diag_fire', 0);
1288 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1289 invis_fire
:= config
.ReadInt(IntToStr(a
), 'invis_fire', 0);
1290 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1291 diag_precision
:= config
.ReadInt(IntToStr(a
), 'diag_precision', 0);
1292 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1293 fly_precision
:= config
.ReadInt(IntToStr(a
), 'fly_precision', 0);
1294 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1295 cover
:= config
.ReadInt(IntToStr(a
), 'cover', 0);
1296 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1297 close_jump
:= config
.ReadInt(IntToStr(a
), 'close_jump', 0);
1298 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1299 sa
:= parse(config
.ReadStr(IntToStr(a
), 'w_prior1', ''));
1300 if Length(sa
) = 10 then
1302 w_prior1
[b
] := EnsureRange(StrToInt(sa
[b
]), 0, 9);
1303 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1304 sa
:= parse(config
.ReadStr(IntToStr(a
), 'w_prior2', ''));
1305 if Length(sa
) = 10 then
1307 w_prior2
[b
] := EnsureRange(StrToInt(sa
[b
]), 0, 9);
1309 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1310 if Length(sa) = 10 then
1312 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1321 procedure g_Player_Free();
1325 if gPlayers
<> nil then
1327 for i
:= 0 to High(gPlayers
) do
1328 if gPlayers
[i
] <> nil then
1330 if gPlayers
[i
] is TPlayer
then
1331 TPlayer(gPlayers
[i
]).Free()
1333 TBot(gPlayers
[i
]).Free();
1344 procedure g_Player_UpdateAll();
1348 if gPlayers
= nil then Exit
;
1350 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1351 for i
:= 0 to High(gPlayers
) do
1353 if gPlayers
[i
] <> nil then
1355 if gPlayers
[i
] is TPlayer
then
1357 gPlayers
[i
].Update();
1358 gPlayers
[i
].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1362 // bot updates weapons in `UpdateCombat()`
1363 TBot(gPlayers
[i
]).Update();
1367 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1370 procedure g_Player_DrawAll();
1374 if gPlayers
= nil then Exit
;
1376 for i
:= 0 to High(gPlayers
) do
1377 if gPlayers
[i
] <> nil then
1378 if gPlayers
[i
] is TPlayer
then gPlayers
[i
].Draw()
1379 else TBot(gPlayers
[i
]).Draw();
1382 procedure g_Player_DrawDebug(p
: TPlayer
);
1386 if p
= nil then Exit
;
1387 if (@p
.FObj
) = nil then Exit
;
1389 e_TextureFontGetSize(gStdFont
, fW
, fH
);
1391 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p
.FObj
.X
), gStdFont
);
1392 e_TextureFontPrint(0, fH
, 'Pos Y: ' + IntToStr(p
.FObj
.Y
), gStdFont
);
1393 e_TextureFontPrint(0, fH
* 2, 'Vel X: ' + IntToStr(p
.FObj
.Vel
.X
), gStdFont
);
1394 e_TextureFontPrint(0, fH
* 3, 'Vel Y: ' + IntToStr(p
.FObj
.Vel
.Y
), gStdFont
);
1395 e_TextureFontPrint(0, fH
* 4, 'Acc X: ' + IntToStr(p
.FObj
.Accel
.X
), gStdFont
);
1396 e_TextureFontPrint(0, fH
* 5, 'Acc Y: ' + IntToStr(p
.FObj
.Accel
.Y
), gStdFont
);
1399 procedure g_Player_DrawHealth();
1404 if gPlayers
= nil then Exit
;
1405 e_TextureFontGetSize(gStdFont
, fW
, fH
);
1407 for i
:= 0 to High(gPlayers
) do
1408 if gPlayers
[i
] <> nil then
1410 e_TextureFontPrint(gPlayers
[i
].FObj
.X
+ gPlayers
[i
].FObj
.Rect
.X
,
1411 gPlayers
[i
].FObj
.Y
+ gPlayers
[i
].FObj
.Rect
.Y
+ gPlayers
[i
].FObj
.Rect
.Height
- fH
* 2,
1412 IntToStr(gPlayers
[i
].FHealth
), gStdFont
);
1413 e_TextureFontPrint(gPlayers
[i
].FObj
.X
+ gPlayers
[i
].FObj
.Rect
.X
,
1414 gPlayers
[i
].FObj
.Y
+ gPlayers
[i
].FObj
.Rect
.Y
+ gPlayers
[i
].FObj
.Rect
.Height
- fH
,
1415 IntToStr(gPlayers
[i
].FArmor
), gStdFont
);
1419 function g_Player_Get(UID
: Word): TPlayer
;
1425 if gPlayers
= nil then
1428 for a
:= 0 to High(gPlayers
) do
1429 if gPlayers
[a
] <> nil then
1430 if gPlayers
[a
].FUID
= UID
then
1432 Result
:= gPlayers
[a
];
1437 function g_Player_GetCount(): Byte;
1443 if gPlayers
= nil then
1446 for a
:= 0 to High(gPlayers
) do
1447 if gPlayers
[a
] <> nil then
1448 Result
:= Result
+ 1;
1451 function g_Player_GetStats(): TPlayerStatArray
;
1457 if gPlayers
= nil then Exit
;
1459 for a
:= 0 to High(gPlayers
) do
1460 if gPlayers
[a
] <> nil then
1462 SetLength(Result
, Length(Result
)+1);
1463 with Result
[High(Result
)] do
1465 Ping
:= gPlayers
[a
].FPing
;
1466 Loss
:= gPlayers
[a
].FLoss
;
1467 Name
:= gPlayers
[a
].FName
;
1468 Team
:= gPlayers
[a
].FTeam
;
1469 Frags
:= gPlayers
[a
].FFrags
;
1470 Deaths
:= gPlayers
[a
].FDeath
;
1471 Kills
:= gPlayers
[a
].FKills
;
1472 Color
:= gPlayers
[a
].FModel
.Color
;
1473 Lives
:= gPlayers
[a
].FLives
;
1474 Spectator
:= gPlayers
[a
].FSpectator
;
1479 procedure g_Player_RememberAll
;
1483 for i
:= Low(gPlayers
) to High(gPlayers
) do
1484 if (gPlayers
[i
] <> nil) and gPlayers
[i
].alive
then
1485 gPlayers
[i
].RememberState
;
1488 procedure g_Player_ResetAll(Force
, Silent
: Boolean);
1492 gTeamStat
[TEAM_RED
].Goals
:= 0;
1493 gTeamStat
[TEAM_BLUE
].Goals
:= 0;
1495 if gPlayers
<> nil then
1496 for i
:= 0 to High(gPlayers
) do
1497 if gPlayers
[i
] <> nil then
1499 gPlayers
[i
].Reset(Force
);
1501 if gPlayers
[i
] is TPlayer
then
1503 if (not gPlayers
[i
].FSpectator
) or gPlayers
[i
].FWantsInGame
then
1504 gPlayers
[i
].Respawn(Silent
)
1506 gPlayers
[i
].Spectate();
1509 TBot(gPlayers
[i
]).Respawn(Silent
);
1513 procedure g_Player_CreateCorpse(Player
: TPlayer
);
1519 if Player
.alive
then
1522 // Ðàçðûâàåì ñâÿçü ñ ïðåæíèì òðóïîì:
1523 if gCorpses
<> nil then
1524 for i
:= 0 to High(gCorpses
) do
1525 if gCorpses
[i
] <> nil then
1526 if gCorpses
[i
].FPlayerUID
= Player
.FUID
then
1527 gCorpses
[i
].FPlayerUID
:= 0;
1529 if Player
.FObj
.Y
>= gMapInfo
.Height
+128 then
1534 if (FHealth
>= -50) or (gGibsCount
= 0) then
1536 if (gCorpses
= nil) or (Length(gCorpses
) = 0) then
1540 for find_id
:= 0 to High(gCorpses
) do
1541 if gCorpses
[find_id
] = nil then
1548 find_id
:= Random(Length(gCorpses
));
1550 gCorpses
[find_id
] := TCorpse
.Create(FObj
.X
, FObj
.Y
, FModel
.Name
, FHealth
< -20);
1551 gCorpses
[find_id
].FColor
:= FModel
.Color
;
1552 gCorpses
[find_id
].FObj
.Vel
:= FObj
.Vel
;
1553 gCorpses
[find_id
].FObj
.Accel
:= FObj
.Accel
;
1554 gCorpses
[find_id
].FPlayerUID
:= FUID
;
1557 g_Player_CreateGibs(FObj
.X
+ PLAYER_RECT_CX
,
1558 FObj
.Y
+ PLAYER_RECT_CY
,
1559 FModel
.Name
, FModel
.Color
);
1563 procedure g_Player_CreateShell(fX
, fY
, dX
, dY
: Integer; T
: Byte);
1567 if (gShells
= nil) or (Length(gShells
) = 0) then
1570 with gShells
[CurrentShell
] do
1576 if T
= SHELL_BULLET
then
1578 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID
) then
1582 Obj
.Rect
.Width
:= 4;
1583 Obj
.Rect
.Height
:= 2;
1587 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID
) then
1591 Obj
.Rect
.Width
:= 7;
1592 Obj
.Rect
.Height
:= 3;
1598 g_Obj_Push(@Obj
, dX
+ Random(4)-Random(4), dY
-Random(4));
1599 positionChanged(); // this updates spatial accelerators
1600 RAngle
:= Random(360);
1601 Timeout
:= gTime
+ SHELL_TIMEOUT
;
1603 if CurrentShell
>= High(gShells
) then
1610 procedure g_Player_CreateGibs(fX
, fY
: Integer; ModelName
: string; fColor
: TRGB
);
1613 GibsArray
: TGibsArray
;
1616 if (gGibs
= nil) or (Length(gGibs
) = 0) then
1618 if not g_PlayerModel_GetGibs(ModelName
, GibsArray
) then
1620 Blood
:= g_PlayerModel_GetBlood(ModelName
);
1622 for a
:= 0 to High(GibsArray
) do
1623 with gGibs
[CurrentGib
] do
1626 ID
:= GibsArray
[a
].ID
;
1627 MaskID
:= GibsArray
[a
].MaskID
;
1630 Obj
.Rect
:= GibsArray
[a
].Rect
;
1631 Obj
.X
:= fX
-GibsArray
[a
].Rect
.X
-(GibsArray
[a
].Rect
.Width
div 2);
1632 Obj
.Y
:= fY
-GibsArray
[a
].Rect
.Y
-(GibsArray
[a
].Rect
.Height
div 2);
1633 g_Obj_PushA(@Obj
, 25 + Random(10), Random(361));
1634 positionChanged(); // this updates spatial accelerators
1635 RAngle
:= Random(360);
1637 if gBloodCount
> 0 then
1638 g_GFX_Blood(fX
, fY
, 16*gBloodCount
+Random(5*gBloodCount
), -16+Random(33), -16+Random(33),
1639 Random(48), Random(48), Blood
.R
, Blood
.G
, Blood
.B
, Blood
.Kind
);
1641 if CurrentGib
>= High(gGibs
) then
1648 procedure g_Player_UpdatePhysicalObjects();
1654 procedure ShellSound_Bounce(X
, Y
: Integer; T
: Byte);
1659 if T
= SHELL_BULLET
then
1660 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k
), X
, Y
)
1662 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k
), X
, Y
);
1667 if gGibs
<> nil then
1668 for i
:= 0 to High(gGibs
) do
1669 if gGibs
[i
].alive
then
1673 mr
:= g_Obj_Move(@Obj
, True, False, True);
1674 positionChanged(); // this updates spatial accelerators
1676 if WordBool(mr
and MOVE_FALLOUT
) then
1682 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1683 if WordBool(mr
and MOVE_HITWALL
) then
1684 Obj
.Vel
.X
:= -(vel
.X
div 2);
1685 if WordBool(mr
and (MOVE_HITCEIL
or MOVE_HITLAND
)) then
1686 Obj
.Vel
.Y
:= -(vel
.Y
div 2);
1688 if (Obj
.Vel
.X
>= 0) then
1690 RAngle
:= RAngle
+ Abs(Obj
.Vel
.X
)*6 + Abs(Obj
.Vel
.Y
);
1691 if RAngle
>= 360 then
1692 RAngle
:= RAngle
mod 360;
1693 end else begin // Counter-clockwise
1694 RAngle
:= RAngle
- Abs(Obj
.Vel
.X
)*6 - Abs(Obj
.Vel
.Y
);
1696 RAngle
:= (360 - (Abs(RAngle
) mod 360)) mod 360;
1699 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1700 if gTime
mod (GAME_TICK
*3) = 0 then
1701 Obj
.Vel
.X
:= z_dec(Obj
.Vel
.X
, 1);
1705 if gCorpses
<> nil then
1706 for i
:= 0 to High(gCorpses
) do
1707 if gCorpses
[i
] <> nil then
1708 if gCorpses
[i
].State
= CORPSE_STATE_REMOVEME
then
1714 gCorpses
[i
].Update();
1717 if gShells
<> nil then
1718 for i
:= 0 to High(gShells
) do
1719 if gShells
[i
].alive
then
1723 mr
:= g_Obj_Move(@Obj
, True, False, True);
1724 positionChanged(); // this updates spatial accelerators
1726 if WordBool(mr
and MOVE_FALLOUT
) or (gShells
[i
].Timeout
< gTime
) then
1732 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1733 if WordBool(mr
and MOVE_HITWALL
) then
1735 Obj
.Vel
.X
:= -(vel
.X
div 2);
1736 if not WordBool(mr
and MOVE_INWATER
) then
1737 ShellSound_Bounce(Obj
.X
, Obj
.Y
, SType
);
1739 if WordBool(mr
and (MOVE_HITCEIL
or MOVE_HITLAND
)) then
1741 Obj
.Vel
.Y
:= -(vel
.Y
div 2);
1742 if Obj
.Vel
.X
<> 0 then Obj
.Vel
.X
:= Obj
.Vel
.X
div 2;
1743 if (Obj
.Vel
.X
= 0) and (Obj
.Vel
.Y
= 0) then
1745 if RAngle
mod 90 <> 0 then
1746 RAngle
:= (RAngle
div 90) * 90;
1748 else if not WordBool(mr
and MOVE_INWATER
) then
1749 ShellSound_Bounce(Obj
.X
, Obj
.Y
, SType
);
1752 if (Obj
.Vel
.X
>= 0) then
1754 RAngle
:= RAngle
+ Abs(Obj
.Vel
.X
)*8 + Abs(Obj
.Vel
.Y
);
1755 if RAngle
>= 360 then
1756 RAngle
:= RAngle
mod 360;
1757 end else begin // Counter-clockwise
1758 RAngle
:= RAngle
- Abs(Obj
.Vel
.X
)*8 - Abs(Obj
.Vel
.Y
);
1760 RAngle
:= (360 - (Abs(RAngle
) mod 360)) mod 360;
1766 procedure TGib
.getMapBox (out x
, y
, w
, h
: Integer); inline;
1768 x
:= Obj
.X
+Obj
.Rect
.X
;
1769 y
:= Obj
.Y
+Obj
.Rect
.Y
;
1770 w
:= Obj
.Rect
.Width
;
1771 h
:= Obj
.Rect
.Height
;
1774 procedure TGib
.moveBy (dx
, dy
: Integer); inline;
1776 if (dx
<> 0) or (dy
<> 0) then
1785 procedure TShell
.getMapBox (out x
, y
, w
, h
: Integer); inline;
1789 w
:= Obj
.Rect
.Width
;
1790 h
:= Obj
.Rect
.Height
;
1793 procedure TShell
.moveBy (dx
, dy
: Integer); inline;
1795 if (dx
<> 0) or (dy
<> 0) then
1804 procedure TGib
.positionChanged (); inline; begin end;
1805 procedure TShell
.positionChanged (); inline; begin end;
1808 procedure g_Player_DrawCorpses();
1813 if gGibs
<> nil then
1814 for i
:= 0 to High(gGibs
) do
1815 if gGibs
[i
].alive
then
1818 if not g_Obj_Collide(sX
, sY
, sWidth
, sHeight
, @Obj
) then
1821 a
.X
:= Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2);
1822 a
.y
:= Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2);
1824 e_DrawAdv(ID
, Obj
.X
, Obj
.Y
, 0, True, False, RAngle
, @a
, TMirrorType
.None
);
1827 e_DrawAdv(MaskID
, Obj
.X
, Obj
.Y
, 0, True, False, RAngle
, @a
, TMirrorType
.None
);
1833 if gCorpses
<> nil then
1834 for i
:= 0 to High(gCorpses
) do
1835 if gCorpses
[i
] <> nil then
1839 procedure g_Player_DrawShells();
1844 if gShells
<> nil then
1845 for i
:= 0 to High(gShells
) do
1846 if gShells
[i
].alive
then
1849 if not g_Obj_Collide(sX
, sY
, sWidth
, sHeight
, @Obj
) then
1855 e_DrawAdv(SpriteID
, Obj
.X
, Obj
.Y
, 0, True, False, RAngle
, @a
, TMirrorType
.None
);
1859 procedure g_Player_RemoveAllCorpses();
1865 SetLength(gGibs
, MaxGibs
);
1866 SetLength(gShells
, MaxGibs
);
1870 if gCorpses
<> nil then
1871 for i
:= 0 to High(gCorpses
) do
1875 SetLength(gCorpses
, MaxCorpses
);
1878 procedure g_Player_Corpses_SaveState (st
: TStream
);
1882 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ
1884 for i
:= 0 to High(gCorpses
) do if (gCorpses
[i
] <> nil) then Inc(count
);
1886 // Êîëè÷åñòâî òðóïîâ
1887 utils
.writeInt(st
, LongInt(count
));
1889 if (count
= 0) then exit
;
1892 for i
:= 0 to High(gCorpses
) do
1894 if gCorpses
[i
] <> nil then
1897 utils
.writeStr(st
, gCorpses
[i
].FModelName
);
1899 utils
.writeBool(st
, gCorpses
[i
].Mess
);
1900 // Ñîõðàíÿåì äàííûå òðóïà:
1901 gCorpses
[i
].SaveState(st
);
1907 procedure g_Player_Corpses_LoadState (st
: TStream
);
1915 g_Player_RemoveAllCorpses();
1917 // Êîëè÷åñòâî òðóïîâ:
1918 count
:= utils
.readLongInt(st
);
1919 if (count
< 0) or (count
> Length(gCorpses
)) then raise XStreamError
.Create('invalid number of corpses');
1921 if (count
= 0) then exit
;
1924 for i
:= 0 to count
-1 do
1927 str
:= utils
.readStr(st
);
1929 b
:= utils
.readBool(st
);
1931 gCorpses
[i
] := TCorpse
.Create(0, 0, str
, b
);
1932 // Çàãðóæàåì äàííûå òðóïà
1933 gCorpses
[i
].LoadState(st
);
1940 function TPlayer
.isValidViewPort (): Boolean; inline; begin result
:= (viewPortW
> 0) and (viewPortH
> 0); end;
1942 procedure TPlayer
.BFGHit();
1944 g_Weapon_BFGHit(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1945 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
1946 if g_Game_IsServer
and g_Game_IsNet
then
1947 MH_SEND_Effect(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1948 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
1952 procedure TPlayer
.ChangeModel(ModelName
: string);
1954 locModel
: TPlayerModel
;
1956 locModel
:= g_PlayerModel_Get(ModelName
);
1957 if locModel
= nil then Exit
;
1963 procedure TPlayer
.SetModel(ModelName
: string);
1967 m
:= g_PlayerModel_Get(ModelName
);
1970 g_SimpleError(Format(_lc
[I_GAME_ERROR_MODEL_FALLBACK
], [ModelName
]));
1971 m
:= g_PlayerModel_Get('doomer');
1974 g_FatalError(Format(_lc
[I_GAME_ERROR_MODEL
], ['doomer']));
1979 if FModel
<> nil then
1984 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
1985 FModel
.Color
:= FColor
1987 FModel
.Color
:= TEAMCOLOR
[FTeam
];
1988 FModel
.SetWeapon(FCurrWeap
);
1989 FModel
.SetFlag(FFlag
);
1990 SetDirection(FDirection
);
1993 procedure TPlayer
.SetColor(Color
: TRGB
);
1996 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
1997 if FModel
<> nil then FModel
.Color
:= Color
;
2000 procedure TPlayer
.SwitchTeam
;
2002 if g_Game_IsClient
then
2004 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then Exit
;
2006 if gGameOn
and FAlive
then
2007 Kill(K_SIMPLEKILL
, FUID
, HIT_SELF
);
2009 if FTeam
= TEAM_RED
then
2011 ChangeTeam(TEAM_BLUE
);
2012 g_Console_Add(Format(_lc
[I_PLAYER_CHTEAM_BLUE
], [FName
]), True);
2013 if g_Game_IsNet
then
2014 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM
, TEAM_BLUE
, FName
);
2018 ChangeTeam(TEAM_RED
);
2019 g_Console_Add(Format(_lc
[I_PLAYER_CHTEAM_RED
], [FName
]), True);
2020 if g_Game_IsNet
then
2021 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM
, TEAM_RED
, FName
);
2023 FPreferredTeam
:= FTeam
;
2026 procedure TPlayer
.ChangeTeam(Team
: Byte);
2033 TEAM_RED
, TEAM_BLUE
:
2034 FModel
.Color
:= TEAMCOLOR
[Team
];
2036 FModel
.Color
:= FColor
;
2038 if (FTeam
<> OldTeam
) and g_Game_IsNet
and g_Game_IsServer
then
2039 MH_SEND_PlayerStats(FUID
);
2043 procedure TPlayer.CollideItem();
2048 if gItems = nil then Exit;
2049 if not FAlive then Exit;
2051 for i := 0 to High(gItems) do
2054 if (ItemType <> ITEM_NONE) and alive then
2055 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
2056 PLAYER_RECT.Height, @Obj) then
2058 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
2060 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
2061 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
2062 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
2063 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
2064 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
2066 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
2067 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
2068 (gGameSettings.GameType = GT_SINGLE) and
2069 (g_Player_GetCount() > 1)) then
2070 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
2076 function TPlayer
.CollideLevel(XInc
, YInc
: Integer): Boolean;
2078 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
2079 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
, PANEL_WALL
,
2083 constructor TPlayer
.Create();
2089 mEDamageType
:= HIT_SOME
;
2095 FSawSound
:= TPlayableSound
.Create();
2096 FSawSoundIdle
:= TPlayableSound
.Create();
2097 FSawSoundHit
:= TPlayableSound
.Create();
2098 FSawSoundSelect
:= TPlayableSound
.Create();
2099 FJetSoundFly
:= TPlayableSound
.Create();
2100 FJetSoundOn
:= TPlayableSound
.Create();
2101 FJetSoundOff
:= TPlayableSound
.Create();
2103 FSawSound
.SetByName('SOUND_WEAPON_FIRESAW');
2104 FSawSoundIdle
.SetByName('SOUND_WEAPON_IDLESAW');
2105 FSawSoundHit
.SetByName('SOUND_WEAPON_HITSAW');
2106 FSawSoundSelect
.SetByName('SOUND_WEAPON_SELECTSAW');
2107 FJetSoundFly
.SetByName('SOUND_PLAYER_JETFLY');
2108 FJetSoundOn
.SetByName('SOUND_PLAYER_JETON');
2109 FJetSoundOff
.SetByName('SOUND_PLAYER_JETOFF');
2111 FSpectatePlayer
:= -1;
2115 FSavedState
.WaitRecall
:= False;
2121 FActualModelName
:= 'doomer';
2124 FObj
.Rect
:= PLAYER_RECT
;
2126 FBFGFireCounter
:= -1;
2127 FJustTeleported
:= False;
2133 procedure TPlayer
.positionChanged (); inline;
2137 procedure TPlayer
.doDamage (v
: Integer);
2139 if (v
<= 0) then exit
;
2140 if (v
> 32767) then v
:= 32767;
2141 Damage(v
, 0, 0, 0, mEDamageType
);
2144 procedure TPlayer
.Damage(value
: Word; SpawnerUID
: Word; vx
, vy
: Integer; t
: Byte);
2148 if (not g_Game_IsClient
) and (not FAlive
) then
2153 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2154 if ((t
= HIT_TRAP
) or (t
= HIT_SELF
)) and (not FGodMode
) then
2156 if not g_Game_IsClient
then
2159 if t
= HIT_TRAP
then
2161 // Ëîâóøêà óáèâàåò ñðàçó:
2163 Kill(K_EXTRAHARDKILL
, SpawnerUID
, t
);
2165 if t
= HIT_SELF
then
2169 Kill(K_SIMPLEKILL
, SpawnerUID
, t
);
2172 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2173 FMegaRulez
[MR_SUIT
] := 0;
2174 FMegaRulez
[MR_INVUL
] := 0;
2175 FMegaRulez
[MR_INVIS
] := 0;
2179 // Íî îò îñòàëüíîãî ñïàñàåò:
2180 if FMegaRulez
[MR_INVUL
] >= gTime
then
2187 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2188 if LongBool(gGameSettings
.Options
and GAME_OPTION_TEAMDAMAGE
) or
2189 (SpawnerUID
= FUID
) or
2190 (not SameTeam(FUID
, SpawnerUID
)) then
2192 FLastSpawnerUID
:= SpawnerUID
;
2194 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2195 if gBloodCount
> 0 then
2197 c
:= Min(value
, 200)*gBloodCount
+ Random(Min(value
, 200) div 2);
2198 if value
div 4 <= c
then
2199 c
:= c
- (value
div 4)
2203 if (t
= HIT_SOME
) and (vx
= 0) and (vy
= 0) then
2207 HIT_TRAP
, HIT_ACID
, HIT_FLAME
, HIT_SELF
: MakeBloodSimple(c
);
2208 HIT_BFG
, HIT_ROCKET
, HIT_SOME
: MakeBloodVector(c
, vx
, vy
);
2211 if t
= HIT_WATER
then
2212 g_GFX_Bubbles(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2),
2213 FObj
.Y
+PLAYER_RECT
.Y
-4, value
div 2, 8, 4);
2218 Inc(FDamageBuffer
, value
);
2222 FPain
:= FPain
+ value
;
2225 if g_Game_IsServer
and g_Game_IsNet
then
2227 MH_SEND_PlayerDamage(FUID
, t
, SpawnerUID
, value
, vx
, vy
);
2228 MH_SEND_PlayerStats(FUID
);
2229 MH_SEND_PlayerPos(False, FUID
);
2233 function TPlayer
.Heal(value
: Word; Soft
: Boolean): Boolean;
2236 if g_Game_IsClient
then
2241 if Soft
and (FHealth
< PLAYER_HP_SOFT
) then
2243 IncMax(FHealth
, value
, PLAYER_HP_SOFT
);
2246 if (not Soft
) and (FHealth
< PLAYER_HP_LIMIT
) then
2248 IncMax(FHealth
, value
, PLAYER_HP_LIMIT
);
2252 if Result
and g_Game_IsServer
and g_Game_IsNet
then
2253 MH_SEND_PlayerStats(FUID
);
2256 destructor TPlayer
.Destroy();
2258 if (gPlayer1
<> nil) and (gPlayer1
.FUID
= FUID
) then
2260 if (gPlayer2
<> nil) and (gPlayer2
.FUID
= FUID
) then
2264 FSawSoundIdle
.Free();
2265 FSawSoundHit
.Free();
2266 FJetSoundFly
.Free();
2268 FJetSoundOff
.Free();
2270 if FPunchAnim
<> nil then
2276 procedure TPlayer
.DrawBubble();
2278 bubX
, bubY
: Integer;
2281 Rw
, Gw
, Bw
: SmallInt;
2284 bubX
:= FObj
.X
+FObj
.Rect
.X
+ IfThen(FDirection
= TDirection
.D_LEFT
, -4, 18);
2285 bubY
:= FObj
.Y
+FObj
.Rect
.Y
- 18;
2293 1: // simple textual non-bubble
2295 bubX
:= FObj
.X
+FObj
.Rect
.X
- 11;
2296 bubY
:= FObj
.Y
+FObj
.Rect
.Y
- 17;
2297 e_TextureFontPrint(bubX
, bubY
, '[...]', gStdFont
);
2300 2: // advanced pixel-perfect bubble
2302 if FTeam
= TEAM_RED
then
2305 if FTeam
= TEAM_BLUE
then
2308 3: // colored bubble
2310 Rb
:= FModel
.Color
.R
;
2311 Gb
:= FModel
.Color
.G
;
2312 Bb
:= FModel
.Color
.B
;
2313 Rw
:= Min(Rb
* 2 + 64, 255);
2314 Gw
:= Min(Gb
* 2 + 64, 255);
2315 Bw
:= Min(Bb
* 2 + 64, 255);
2316 if (Abs(Rw
- Rb
) < 32)
2317 or (Abs(Gw
- Gb
) < 32)
2318 or (Abs(Bw
- Bb
) < 32) then
2320 Rb
:= Max(Rw
div 2 - 16, 0);
2321 Gb
:= Max(Gw
div 2 - 16, 0);
2322 Bb
:= Max(Bw
div 2 - 16, 0);
2325 4: // custom textured bubble
2327 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID
) then
2328 if FDirection
= TDirection
.D_RIGHT
then
2329 e_Draw(ID
, bubX
- 6, bubY
- 7, 0, True, False)
2331 e_Draw(ID
, bubX
- 6, bubY
- 7, 0, True, False, TMirrorType
.Horizontal
);
2337 e_DrawQuad(bubX
+ 1, bubY
, bubX
+ 18, bubY
+ 13, Rb
, Gb
, Bb
);
2338 e_DrawQuad(bubX
, bubY
+ 1, bubX
+ 19, bubY
+ 12, Rb
, Gb
, Bb
);
2340 e_DrawFillQuad(bubX
+ 1, bubY
+ 1, bubX
+ 18, bubY
+ 12, Rw
, Gw
, Bw
, 0);
2343 Dot
:= IfThen(FDirection
= TDirection
.D_LEFT
, 14, 5);
2344 e_DrawLine(1, bubX
+ Dot
, bubY
+ 14, bubX
+ Dot
, bubY
+ 16, Rb
, Gb
, Bb
);
2345 e_DrawLine(1, bubX
+ IfThen(FDirection
= TDirection
.D_LEFT
, Dot
- 1, Dot
+ 1), bubY
+ 13, bubX
+ IfThen(FDirection
= TDirection
.D_LEFT
, Dot
- 1, Dot
+ 1), bubY
+ 15, Rw
, Gw
, Bw
);
2346 e_DrawLine(1, bubX
+ IfThen(FDirection
= TDirection
.D_LEFT
, Dot
- 2, Dot
+ 2), bubY
+ 13, bubX
+ IfThen(FDirection
= TDirection
.D_LEFT
, Dot
- 2, Dot
+ 2), bubY
+ 14, Rw
, Gw
, Bw
);
2347 e_DrawLine(1, bubX
+ IfThen(FDirection
= TDirection
.D_LEFT
, Dot
- 3, Dot
+ 3), bubY
+ 13, bubX
+ IfThen(FDirection
= TDirection
.D_LEFT
, Dot
- 3, Dot
+ 3), bubY
+ 13, Rw
, Gw
, Bw
);
2348 e_DrawLine(1, bubX
+ IfThen(FDirection
= TDirection
.D_LEFT
, Dot
- 3, Dot
+ 3), bubY
+ 14, bubX
+ IfThen(FDirection
= TDirection
.D_LEFT
, Dot
- 1, Dot
+ 1), bubY
+ 16, Rb
, Gb
, Bb
);
2352 e_DrawFillQuad(bubX
+ Dot
, bubY
+ 8, bubX
+ Dot
+ 1, bubY
+ 9, Rb
, Gb
, Bb
, 0);
2353 e_DrawFillQuad(bubX
+ Dot
+ 3, bubY
+ 8, bubX
+ Dot
+ 4, bubY
+ 9, Rb
, Gb
, Bb
, 0);
2354 e_DrawFillQuad(bubX
+ Dot
+ 6, bubY
+ 8, bubX
+ Dot
+ 7, bubY
+ 9, Rb
, Gb
, Bb
, 0);
2357 procedure TPlayer
.Draw();
2362 Mirror
: TMirrorType
;
2366 if Direction
= TDirection
.D_RIGHT
then
2367 Mirror
:= TMirrorType
.None
2369 Mirror
:= TMirrorType
.Horizontal
;
2371 if FPunchAnim
<> nil then
2373 FPunchAnim
.Draw(FObj
.X
+IfThen(Direction
= TDirection
.D_LEFT
, 15-FObj
.Rect
.X
, FObj
.Rect
.X
-15),
2374 FObj
.Y
+FObj
.Rect
.Y
-11, Mirror
);
2375 if FPunchAnim
.played
then
2382 if (FMegaRulez
[MR_INVUL
] > gTime
) and (gPlayerDrawn
<> Self
) then
2383 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID
) then
2385 e_GetTextureSize(ID
, @w
, @h
);
2386 if FDirection
= TDirection
.D_LEFT
then
2387 e_Draw(ID
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-(w
div 2)+4,
2388 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-(h
div 2)-7+FObj
.slopeUpLeft
, 0, True, False)
2390 e_Draw(ID
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-(w
div 2)-2,
2391 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-(h
div 2)-7+FObj
.slopeUpLeft
, 0, True, False);
2394 if FMegaRulez
[MR_INVIS
] > gTime
then
2396 if (gPlayerDrawn
<> nil) and ((Self
= gPlayerDrawn
) or
2397 ((FTeam
= gPlayerDrawn
.Team
) and (gGameSettings
.GameMode
<> GM_DM
))) then
2399 if (FMegaRulez
[MR_INVIS
] - gTime
) <= 2100 then
2400 dr
:= not Odd((FMegaRulez
[MR_INVIS
] - gTime
) div 300)
2404 FModel
.Draw(FObj
.X
, FObj
.Y
+FObj
.slopeUpLeft
, 200)
2406 FModel
.Draw(FObj
.X
, FObj
.Y
+FObj
.slopeUpLeft
);
2409 FModel
.Draw(FObj
.X
, FObj
.Y
+FObj
.slopeUpLeft
, 254);
2412 FModel
.Draw(FObj
.X
, FObj
.Y
+FObj
.slopeUpLeft
);
2415 if g_debug_Frames
then
2417 e_DrawQuad(FObj
.X
+FObj
.Rect
.X
,
2419 FObj
.X
+FObj
.Rect
.X
+FObj
.Rect
.Width
-1,
2420 FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-1,
2424 if (gChatBubble
> 0) and (FKeys
[KEY_CHAT
].Pressed
) and not FGhost
then
2426 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2427 if gAimLine
and alive
and
2428 ((Self
= gPlayer1
) or (Self
= gPlayer2
)) then
2433 procedure TPlayer
.DrawAim();
2434 procedure drawCast (sz
: Integer; ax0
, ay0
, ax1
, ay1
: Integer);
2439 {$IFDEF ENABLE_HOLMES}
2440 if isValidViewPort
and (self
= gPlayer1
) then
2442 g_Holmes_plrLaser(ax0
, ay0
, ax1
, ay1
);
2446 e_DrawLine(sz
, ax0
, ay0
, ax1
, ay1
, 255, 0, 0, 96);
2447 if (g_Map_traceToNearestWall(ax0
, ay0
, ax1
, ay1
, @ex
, @ey
) <> nil) then
2449 e_DrawLine(sz
, ax0
, ay0
, ex
, ey
, 0, 255, 0, 96);
2453 e_DrawLine(sz
, ax0
, ay0
, ex
, ey
, 0, 0, 255, 96);
2458 wx
, wy
, xx
, yy
: Integer;
2462 wx
:= FObj
.X
+ WEAPONPOINT
[FDirection
].X
+ IfThen(FDirection
= TDirection
.D_LEFT
, 7, -7);
2463 wy
:= FObj
.Y
+ WEAPONPOINT
[FDirection
].Y
;
2472 1: begin // Chainsaw
2479 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2480 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2481 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2482 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2487 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2488 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2489 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2490 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2492 4: begin // Double Shotgun
2495 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2496 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2497 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2498 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2500 5: begin // Chaingun
2503 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2504 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2505 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2506 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2508 6: begin // Rocket Launcher
2511 if angle
= ANGLE_RIGHTUP
then Inc(angle
, 2);
2512 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2513 if angle
= ANGLE_LEFTUP
then Dec(angle
, 2);
2514 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2516 7: begin // Plasmagun
2519 if angle
= ANGLE_RIGHTUP
then Inc(angle
);
2520 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 3);
2521 if angle
= ANGLE_LEFTUP
then Dec(angle
);
2522 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 3);
2527 if angle
= ANGLE_RIGHTUP
then Inc(angle
, 1);
2528 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 2);
2529 if angle
= ANGLE_LEFTUP
then Dec(angle
, 1);
2530 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 2);
2532 9: begin // Super Chaingun
2535 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2536 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2537 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2538 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2541 xx
:= Trunc(Cos(-DegToRad(angle
)) * len
) + wx
;
2542 yy
:= Trunc(Sin(-DegToRad(angle
)) * len
) + wy
;
2543 {$IF DEFINED(D2F_DEBUG)}
2544 drawCast(sz
, wx
, wy
, xx
, yy
);
2546 e_DrawLine(sz
, wx
, wy
, xx
, yy
, 255, 0, 0, 96);
2550 procedure TPlayer
.DrawGUI();
2553 X
, Y
, SY
, a
, p
, m
: Integer;
2557 stat
: TPlayerStatArray
;
2559 X
:= gPlayerScreenSize
.X
;
2560 SY
:= gPlayerScreenSize
.Y
;
2563 if gShowGoals
and (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
2565 if gGameSettings
.GameMode
= GM_CTF
then
2569 if gGameSettings
.GameMode
= GM_CTF
then
2571 s
:= 'TEXTURE_PLAYER_REDFLAG';
2572 if gFlags
[FLAG_RED
].State
= FLAG_STATE_CAPTURED
then
2573 s
:= 'TEXTURE_PLAYER_REDFLAG_S';
2574 if gFlags
[FLAG_RED
].State
= FLAG_STATE_DROPPED
then
2575 s
:= 'TEXTURE_PLAYER_REDFLAG_D';
2576 if g_Texture_Get(s
, ID
) then
2577 e_Draw(ID
, X
-16-32, 240-72-4, 0, True, False);
2580 s
:= IntToStr(gTeamStat
[TEAM_RED
].Goals
);
2581 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2582 e_CharFont_PrintEx(gMenuFont
, X
-16-a
-tw
, 240-72-4, s
, TEAMCOLOR
[TEAM_RED
]);
2584 if gGameSettings
.GameMode
= GM_CTF
then
2586 s
:= 'TEXTURE_PLAYER_BLUEFLAG';
2587 if gFlags
[FLAG_BLUE
].State
= FLAG_STATE_CAPTURED
then
2588 s
:= 'TEXTURE_PLAYER_BLUEFLAG_S';
2589 if gFlags
[FLAG_BLUE
].State
= FLAG_STATE_DROPPED
then
2590 s
:= 'TEXTURE_PLAYER_BLUEFLAG_D';
2591 if g_Texture_Get(s
, ID
) then
2592 e_Draw(ID
, X
-16-32, 240-32-4, 0, True, False);
2595 s
:= IntToStr(gTeamStat
[TEAM_BLUE
].Goals
);
2596 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2597 e_CharFont_PrintEx(gMenuFont
, X
-16-a
-tw
, 240-32-4, s
, TEAMCOLOR
[TEAM_BLUE
]);
2600 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID
) then
2601 e_DrawFill(ID
, X
, 0, 1, (gPlayerScreenSize
.Y
div 256)+IfThen(gPlayerScreenSize
.Y
mod 256 > 0, 1, 0),
2604 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID
) then
2605 e_Draw(ID
, X
+2, Y
, 0, True, False);
2607 if gGameSettings
.GameType
in [GT_CUSTOM
, GT_SERVER
, GT_CLIENT
] then
2611 s
:= IntToStr(Frags
);
2612 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2613 e_CharFont_PrintEx(gMenuFont
, X
-16-tw
, Y
, s
, _RGB(255, 0, 0));
2618 stat
:= g_Player_GetStats();
2623 for a
:= 0 to High(stat
) do
2624 if stat
[a
].Name
<> Name
then
2626 if stat
[a
].Frags
> m
then m
:= stat
[a
].Frags
;
2627 if stat
[a
].Frags
> Frags
then p
:= p
+1;
2631 s
:= IntToStr(p
)+' / '+IntToStr(Length(stat
))+' ';
2632 if Frags
>= m
then s
:= s
+'+' else s
:= s
+'-';
2633 s
:= s
+IntToStr(Abs(Frags
-m
));
2635 e_CharFont_GetSize(gMenuSmallFont
, s
, tw
, th
);
2636 e_CharFont_PrintEx(gMenuSmallFont
, X
-16-tw
, Y
+32, s
, _RGB(255, 0, 0));
2639 if gShowLives
and (gGameSettings
.MaxLives
> 0) then
2641 s
:= IntToStr(Lives
);
2642 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2643 e_CharFont_PrintEx(gMenuFont
, X
-16-tw
, SY
-32, s
, _RGB(0, 255, 0));
2647 e_CharFont_GetSize(gMenuSmallFont
, FName
, tw
, th
);
2648 e_CharFont_PrintEx(gMenuSmallFont
, X
+98-(tw
div 2), Y
+8, FName
, _RGB(255, 0, 0));
2650 if R_BERSERK
in FRulez
then
2651 e_Draw(gItemsTexturesID
[ITEM_MEDKIT_BLACK
], X
+37, Y
+45, 0, True, False)
2653 e_Draw(gItemsTexturesID
[ITEM_MEDKIT_LARGE
], X
+37, Y
+45, 0, True, False);
2655 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID
) then
2656 e_Draw(ID
, X
+36, Y
+77, 0, True, False);
2658 s
:= IntToStr(IfThen(FHealth
> 0, FHealth
, 0));
2659 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2660 e_CharFont_PrintEx(gMenuFont
, X
+178-tw
, Y
+40, s
, _RGB(255, 0, 0));
2662 s
:= IntToStr(FArmor
);
2663 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2664 e_CharFont_PrintEx(gMenuFont
, X
+178-tw
, Y
+68, s
, _RGB(255, 0, 0));
2666 s
:= IntToStr(GetAmmoByWeapon(FCurrWeap
));
2672 ID
:= gItemsTexturesID
[ITEM_WEAPON_KASTET
];
2677 ID
:= gItemsTexturesID
[ITEM_WEAPON_SAW
];
2679 WEAPON_PISTOL
: ID
:= gItemsTexturesID
[ITEM_WEAPON_PISTOL
];
2680 WEAPON_CHAINGUN
: ID
:= gItemsTexturesID
[ITEM_WEAPON_CHAINGUN
];
2681 WEAPON_SHOTGUN1
: ID
:= gItemsTexturesID
[ITEM_WEAPON_SHOTGUN1
];
2682 WEAPON_SHOTGUN2
: ID
:= gItemsTexturesID
[ITEM_WEAPON_SHOTGUN2
];
2683 WEAPON_SUPERPULEMET
: ID
:= gItemsTexturesID
[ITEM_WEAPON_SUPERPULEMET
];
2684 WEAPON_ROCKETLAUNCHER
: ID
:= gItemsTexturesID
[ITEM_WEAPON_ROCKETLAUNCHER
];
2685 WEAPON_PLASMA
: ID
:= gItemsTexturesID
[ITEM_WEAPON_PLASMA
];
2686 WEAPON_BFG
: ID
:= gItemsTexturesID
[ITEM_WEAPON_BFG
];
2687 WEAPON_FLAMETHROWER
: ID
:= gItemsTexturesID
[ITEM_WEAPON_FLAMETHROWER
];
2690 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2691 e_CharFont_PrintEx(gMenuFont
, X
+178-tw
, Y
+158, s
, _RGB(255, 0, 0));
2692 e_Draw(ID
, X
+20, Y
+160, 0, True, False);
2694 if R_KEY_RED
in FRulez
then
2695 e_Draw(gItemsTexturesID
[ITEM_KEY_RED
], X
+78, Y
+214, 0, True, False);
2697 if R_KEY_GREEN
in FRulez
then
2698 e_Draw(gItemsTexturesID
[ITEM_KEY_GREEN
], X
+95, Y
+214, 0, True, False);
2700 if R_KEY_BLUE
in FRulez
then
2701 e_Draw(gItemsTexturesID
[ITEM_KEY_BLUE
], X
+112, Y
+214, 0, True, False);
2703 if FJetFuel
> 0 then
2705 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID
) then
2706 e_Draw(ID
, X
+2, Y
+116, 0, True, False);
2707 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID
) then
2708 e_Draw(ID
, X
+2, Y
+126, 0, True, False);
2709 e_DrawLine(4, X
+16, Y
+122, X
+16+Trunc(168*IfThen(FAir
> 0, FAir
, 0)/AIR_MAX
), Y
+122, 0, 0, 196);
2710 e_DrawLine(4, X
+16, Y
+132, X
+16+Trunc(168*FJetFuel
/JET_MAX
), Y
+132, 208, 0, 0);
2714 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID
) then
2715 e_Draw(ID
, X
+2, Y
+124, 0, True, False);
2716 e_DrawLine(4, X
+16, Y
+130, X
+16+Trunc(168*IfThen(FAir
> 0, FAir
, 0)/AIR_MAX
), Y
+130, 0, 0, 196);
2719 if gShowPing
and g_Game_IsClient
then
2721 s
:= _lc
[I_GAME_PING_HUD
] + IntToStr(NetPeer
.lastRoundTripTime
) + _lc
[I_NET_SLIST_PING_MS
];
2722 e_TextureFontPrint(X
+ 4, Y
+ 242, s
, gStdFont
);
2728 e_TextureFontPrint(X
+ 4, Y
+ 242, _lc
[I_PLAYER_SPECT
], gStdFont
);
2729 e_TextureFontPrint(X
+ 4, Y
+ 258, _lc
[I_PLAYER_SPECT2
], gStdFont
);
2730 e_TextureFontPrint(X
+ 4, Y
+ 274, _lc
[I_PLAYER_SPECT1
], gStdFont
);
2733 e_TextureFontGetSize(gStdFont
, cw
, ch
);
2734 s
:= _lc
[I_PLAYER_SPECT4
];
2735 e_TextureFontPrintEx(gScreenWidth
div 2 - cw
*(Length(s
) div 2),
2736 gScreenHeight
-4-ch
, s
, gStdFont
, 255, 255, 255, 1, True);
2737 e_TextureFontPrint(X
+ 4, Y
+ 290, _lc
[I_PLAYER_SPECT1S
], gStdFont
);
2743 procedure TPlayer
.DrawRulez();
2747 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2748 if FMegaRulez
[MR_INVUL
] >= gTime
then
2750 if (FMegaRulez
[MR_INVUL
]-gTime
) <= 2100 then
2751 dr
:= not Odd((FMegaRulez
[MR_INVUL
]-gTime
) div 300)
2756 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1,
2757 191, 191, 191, 0, TBlending
.Invert
);
2760 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2761 if FMegaRulez
[MR_SUIT
] >= gTime
then
2763 if (FMegaRulez
[MR_SUIT
]-gTime
) <= 2100 then
2764 dr
:= not Odd((FMegaRulez
[MR_SUIT
]-gTime
) div 300)
2769 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1,
2770 0, 96, 0, 200, TBlending
.None
);
2773 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2774 if (FBerserk
>= 0) and (LongWord(FBerserk
) >= gTime
) and (gFlash
= 2) then
2776 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1,
2777 255, 0, 0, 200, TBlending
.None
);
2781 procedure TPlayer
.DrawPain();
2785 if FPain
= 0 then Exit
;
2789 if a
< 15 then h
:= 0
2790 else if a
< 35 then h
:= 1
2791 else if a
< 55 then h
:= 2
2792 else if a
< 75 then h
:= 3
2793 else if a
< 95 then h
:= 4
2796 //if a > 255 then a := 255;
2798 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1, 255, 0, 0, 255-h
*50);
2799 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2802 procedure TPlayer
.DrawPickup();
2806 if FPickup
= 0 then Exit
;
2810 if a
< 15 then h
:= 1
2811 else if a
< 35 then h
:= 2
2812 else if a
< 55 then h
:= 3
2813 else if a
< 75 then h
:= 4
2816 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1, 150, 200, 150, 255-h
*50);
2819 procedure TPlayer
.DoPunch();
2824 if FPunchAnim
<> nil then begin
2829 st
:= 'FRAMES_PUNCH';
2830 if R_BERSERK
in FRulez
then
2831 st
:= st
+ '_BERSERK';
2832 if FKeys
[KEY_UP
].Pressed
then
2834 else if FKeys
[KEY_DOWN
].Pressed
then
2836 g_Frames_Get(id
, st
);
2837 FPunchAnim
:= TAnimation
.Create(id
, False, 1);
2840 procedure TPlayer
.Fire();
2842 f
, DidFire
: Boolean;
2843 wx
, wy
, xd
, yd
: Integer;
2846 if g_Game_IsClient
then Exit
;
2847 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2848 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2856 if FReloading
[FCurrWeap
] <> 0 then Exit
;
2861 wx
:= FObj
.X
+WEAPONPOINT
[FDirection
].X
;
2862 wy
:= FObj
.Y
+WEAPONPOINT
[FDirection
].Y
;
2863 xd
:= wx
+IfThen(FDirection
= TDirection
.D_LEFT
, -30, 30);
2864 yd
:= wy
+firediry();
2870 if R_BERSERK
in FRulez
then
2872 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2873 locobj
.X
:= FObj
.X
+FObj
.Rect
.X
;
2874 locobj
.Y
:= FObj
.Y
+FObj
.Rect
.Y
;
2877 locobj
.rect
.Width
:= 39;
2878 locobj
.rect
.Height
:= 52;
2879 locobj
.Vel
.X
:= (xd
-wx
) div 2;
2880 locobj
.Vel
.Y
:= (yd
-wy
) div 2;
2881 locobj
.Accel
.X
:= xd
-wx
;
2882 locobj
.Accel
.y
:= yd
-wy
;
2884 if g_Weapon_Hit(@locobj
, 50, FUID
, HIT_SOME
) <> 0 then
2885 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj
.X
, FObj
.Y
)
2887 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj
.X
, FObj
.Y
);
2889 if (gFlash
= 1) and (FPain
< 50) then FPain
:= min(FPain
+ 25, 50);
2893 g_Weapon_punch(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, 3, FUID
);
2897 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2902 if g_Weapon_chainsaw(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
2903 IfThen(gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
], 9, 3), FUID
) <> 0 then
2905 FSawSoundSelect
.Stop();
2907 FSawSoundHit
.PlayAt(FObj
.X
, FObj
.Y
);
2909 else if not FSawSoundHit
.IsPlaying() then
2911 FSawSoundSelect
.Stop();
2912 FSawSound
.PlayAt(FObj
.X
, FObj
.Y
);
2915 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2921 if FAmmo
[A_BULLETS
] > 0 then
2923 g_Weapon_pistol(wx
, wy
, xd
, yd
, FUID
);
2924 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2925 Dec(FAmmo
[A_BULLETS
]);
2926 FFireAngle
:= FAngle
;
2929 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
2930 GameVelX
, GameVelY
-2, SHELL_BULLET
);
2934 if FAmmo
[A_SHELLS
] > 0 then
2936 g_Weapon_shotgun(wx
, wy
, xd
, yd
, FUID
);
2937 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx
, wy
);
2938 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2939 Dec(FAmmo
[A_SHELLS
]);
2940 FFireAngle
:= FAngle
;
2944 FShellType
:= SHELL_SHELL
;
2948 if FAmmo
[A_SHELLS
] >= 2 then
2950 g_Weapon_dshotgun(wx
, wy
, xd
, yd
, FUID
);
2951 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2952 Dec(FAmmo
[A_SHELLS
], 2);
2953 FFireAngle
:= FAngle
;
2957 FShellType
:= SHELL_DBLSHELL
;
2961 if FAmmo
[A_BULLETS
] > 0 then
2963 g_Weapon_mgun(wx
, wy
, xd
, yd
, FUID
);
2964 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx
, wy
);
2965 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2966 Dec(FAmmo
[A_BULLETS
]);
2967 FFireAngle
:= FAngle
;
2970 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
2971 GameVelX
, GameVelY
-2, SHELL_BULLET
);
2974 WEAPON_ROCKETLAUNCHER
:
2975 if FAmmo
[A_ROCKETS
] > 0 then
2977 g_Weapon_rocket(wx
, wy
, xd
, yd
, FUID
);
2978 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2979 Dec(FAmmo
[A_ROCKETS
]);
2980 FFireAngle
:= FAngle
;
2986 if FAmmo
[A_CELLS
] > 0 then
2988 g_Weapon_plasma(wx
, wy
, xd
, yd
, FUID
);
2989 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2990 Dec(FAmmo
[A_CELLS
]);
2991 FFireAngle
:= FAngle
;
2997 if (FAmmo
[A_CELLS
] >= 40) and (FBFGFireCounter
= -1) then
2999 FBFGFireCounter
:= 17;
3000 if not FNoReload
then
3001 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj
.X
, FObj
.Y
);
3002 Dec(FAmmo
[A_CELLS
], 40);
3006 WEAPON_SUPERPULEMET
:
3007 if FAmmo
[A_SHELLS
] > 0 then
3009 g_Weapon_shotgun(wx
, wy
, xd
, yd
, FUID
);
3010 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
3011 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3012 Dec(FAmmo
[A_SHELLS
]);
3013 FFireAngle
:= FAngle
;
3016 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
3017 GameVelX
, GameVelY
-2, SHELL_SHELL
);
3020 WEAPON_FLAMETHROWER
:
3021 if FAmmo
[A_FUEL
] > 0 then
3023 g_Weapon_flame(wx
, wy
, xd
, yd
, FUID
);
3024 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3026 FFireAngle
:= FAngle
;
3032 if g_Game_IsNet
then
3036 if FCurrWeap
<> WEAPON_BFG
then
3037 MH_SEND_PlayerFire(FUID
, FCurrWeap
, wx
, wy
, xd
, yd
, LastShotID
)
3039 if not FNoReload
then
3040 MH_SEND_Sound(FObj
.X
, FObj
.Y
, 'SOUND_WEAPON_STARTFIREBFG');
3043 MH_SEND_PlayerStats(FUID
);
3048 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
3049 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
3050 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
3053 function TPlayer
.GetAmmoByWeapon(Weapon
: Byte): Word;
3056 WEAPON_PISTOL
, WEAPON_CHAINGUN
: Result
:= FAmmo
[A_BULLETS
];
3057 WEAPON_SHOTGUN1
, WEAPON_SHOTGUN2
, WEAPON_SUPERPULEMET
: Result
:= FAmmo
[A_SHELLS
];
3058 WEAPON_ROCKETLAUNCHER
: Result
:= FAmmo
[A_ROCKETS
];
3059 WEAPON_PLASMA
, WEAPON_BFG
: Result
:= FAmmo
[A_CELLS
];
3060 WEAPON_FLAMETHROWER
: Result
:= FAmmo
[A_FUEL
];
3065 function TPlayer
.HeadInLiquid(XInc
, YInc
: Integer): Boolean;
3067 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_HEADRECT
.X
+XInc
, FObj
.Y
+PLAYER_HEADRECT
.Y
+YInc
,
3068 PLAYER_HEADRECT
.Width
, PLAYER_HEADRECT
.Height
,
3069 PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
, True);
3072 procedure TPlayer
.JetpackOn
;
3076 FJetSoundOn
.SetPosition(0);
3077 FJetSoundOn
.PlayAt(FObj
.X
, FObj
.Y
);
3081 procedure TPlayer
.JetpackOff
;
3085 FJetSoundOff
.SetPosition(0);
3086 FJetSoundOff
.PlayAt(FObj
.X
, FObj
.Y
);
3089 procedure TPlayer
.CatchFire(Attacker
: Word);
3092 FFireAttacker
:= Attacker
;
3093 if g_Game_IsNet
and g_Game_IsServer
then
3094 MH_SEND_PlayerStats(FUID
);
3097 procedure TPlayer
.Jump();
3099 if gFly
or FJetpack
then
3101 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
3102 if FObj
.Vel
.Y
> -VEL_FLY
then
3103 FObj
.Vel
.Y
:= FObj
.Vel
.Y
- 3;
3106 if FJetFuel
> 0 then
3108 if (FJetFuel
< 1) and g_Game_IsServer
then
3112 if g_Game_IsNet
then
3113 MH_SEND_PlayerStats(FUID
);
3119 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
3121 FCanJetpack
:= False;
3123 // Ïðûãàåì èëè âñïëûâàåì:
3124 if (CollideLevel(0, 1) or
3125 g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
+36, PLAYER_RECT
.Width
,
3126 PLAYER_RECT
.Height
-33, PANEL_STEP
, False)
3127 ) and (FObj
.Accel
.Y
= 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
3129 FObj
.Vel
.Y
:= -VEL_JUMP
;
3130 FCanJetpack
:= False;
3134 if BodyInLiquid(0, 0) then
3135 FObj
.Vel
.Y
:= -VEL_SW
3136 else if (FJetFuel
> 0) and FCanJetpack
and
3137 g_Game_IsServer
and (not g_Obj_CollideLiquid(@FObj
, 0, 0)) then
3141 if g_Game_IsNet
then
3142 MH_SEND_PlayerStats(FUID
);
3147 procedure TPlayer
.Kill(KillType
: Byte; SpawnerUID
: Word; t
: Byte);
3149 a
, i
, k
, ab
, ar
: Byte;
3153 srv
, netsrv
: Boolean;
3159 procedure PushItem(t
: Byte);
3163 id
:= g_Items_Create(FObj
.X
, FObj
.Y
, t
, True, False);
3164 it
:= g_Items_ByIdx(id
);
3165 if KillType
= K_EXTRAHARDKILL
then // -7..+7; -8..0
3167 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-7+Random(15),
3168 (FObj
.Vel
.Y
div 2)-Random(9));
3169 it
.positionChanged(); // this updates spatial accelerators
3173 if KillType
= K_HARDKILL
then // -5..+5; -5..0
3175 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-5+Random(11),
3176 (FObj
.Vel
.Y
div 2)-Random(6));
3178 else // -3..+3; -3..0
3180 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-3+Random(7),
3181 (FObj
.Vel
.Y
div 2)-Random(4));
3183 it
.positionChanged(); // this updates spatial accelerators
3186 if g_Game_IsNet
and g_Game_IsServer
then
3187 MH_SEND_ItemSpawn(True, id
);
3191 DoFrags
:= (gGameSettings
.MaxLives
= 0) or (gGameSettings
.GameMode
= GM_COOP
);
3192 Srv
:= g_Game_IsServer
;
3193 Netsrv
:= g_Game_IsServer
and g_Game_IsNet
;
3194 if Srv
then FDeath
:= FDeath
+ 1;
3199 if not FPhysics
then
3205 if (gGameSettings
.MaxLives
> 0) and Srv
and (gLMSRespawn
= LMS_RESPAWN_NONE
) then
3207 if FLives
> 0 then FLives
:= FLives
- 1;
3208 if FLives
= 0 then FNoRespawn
:= True;
3211 // Íîìåð òèïà ñìåðòè:
3214 K_SIMPLEKILL
: a
:= 1;
3216 K_EXTRAHARDKILL
: a
:= 3;
3221 if not FModel
.PlaySound(MODELSOUND_DIE
, a
, FObj
.X
, FObj
.Y
) then
3223 if FModel
.PlaySound(MODELSOUND_DIE
, i
, FObj
.X
, FObj
.Y
) then
3230 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN1
;
3232 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN2
;
3233 K_EXTRAHARDKILL
, K_FALLKILL
:
3234 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN3
;
3237 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3241 K_HARDKILL
, K_EXTRAHARDKILL
:
3245 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3246 if (KillType
<> K_FALLKILL
) and (Srv
) then
3247 g_Monsters_killedp();
3249 if SpawnerUID
= FUID
then
3251 if Srv
and (DoFrags
or (gGameSettings
.GameMode
= GM_TDM
)) then
3256 g_Console_Add(Format(_lc
[I_PLAYER_KILL_SELF
], [FName
]), True);
3259 if g_GetUIDType(SpawnerUID
) = UID_PLAYER
then
3260 begin // Óáèò äðóãèì èãðîêîì
3261 KP
:= g_Player_Get(SpawnerUID
);
3262 if (KP
<> nil) and Srv
then
3264 if (DoFrags
or (gGameSettings
.GameMode
= GM_TDM
)) then
3265 if SameTeam(FUID
, SpawnerUID
) then
3275 if (gGameSettings
.GameMode
= GM_TDM
) and DoFrags
then
3276 Inc(gTeamStat
[KP
.Team
].Goals
,
3277 IfThen(SameTeam(FUID
, SpawnerUID
), -1, 1));
3279 if netsrv
then MH_SEND_PlayerStats(SpawnerUID
);
3282 plr
:= g_Player_Get(SpawnerUID
);
3290 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_2
],
3294 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_1
],
3298 g_Console_Add(Format(_lc
[I_PLAYER_KILL
],
3303 else if g_GetUIDType(SpawnerUID
) = UID_MONSTER
then
3304 begin // Óáèò ìîíñòðîì
3305 mon
:= g_Monsters_ByUID(SpawnerUID
);
3309 s
:= g_Mons_GetKilledByTypeId(mon
.MonsterType
);
3313 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_2
],
3317 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_1
],
3321 g_Console_Add(Format(_lc
[I_PLAYER_KILL
],
3326 else // Îñîáûå òèïû ñìåðòè
3329 HIT_SELF
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_SELF
], [FName
]), True);
3330 HIT_FALL
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_FALL
], [FName
]), True);
3331 HIT_WATER
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_WATER
], [FName
]), True);
3332 HIT_ACID
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_ACID
], [FName
]), True);
3333 HIT_TRAP
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_TRAP
], [FName
]), True);
3334 else g_Console_Add(Format(_lc
[I_PLAYER_DIED
], [FName
]), True);
3340 for a
:= WP_FIRST
to WP_LAST
do
3344 WEAPON_SAW
: i
:= ITEM_WEAPON_SAW
;
3345 WEAPON_SHOTGUN1
: i
:= ITEM_WEAPON_SHOTGUN1
;
3346 WEAPON_SHOTGUN2
: i
:= ITEM_WEAPON_SHOTGUN2
;
3347 WEAPON_CHAINGUN
: i
:= ITEM_WEAPON_CHAINGUN
;
3348 WEAPON_ROCKETLAUNCHER
: i
:= ITEM_WEAPON_ROCKETLAUNCHER
;
3349 WEAPON_PLASMA
: i
:= ITEM_WEAPON_PLASMA
;
3350 WEAPON_BFG
: i
:= ITEM_WEAPON_BFG
;
3351 WEAPON_SUPERPULEMET
: i
:= ITEM_WEAPON_SUPERPULEMET
;
3352 WEAPON_FLAMETHROWER
: i
:= ITEM_WEAPON_FLAMETHROWER
;
3361 if R_ITEM_BACKPACK
in FRulez
then
3362 PushItem(ITEM_AMMO_BACKPACK
);
3364 // Âûáðîñ ðàêåòíîãî ðàíöà:
3365 if FJetFuel
> 0 then
3366 PushItem(ITEM_JETPACK
);
3369 if not (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
]) then
3371 if R_KEY_RED
in FRulez
then
3372 PushItem(ITEM_KEY_RED
);
3374 if R_KEY_GREEN
in FRulez
then
3375 PushItem(ITEM_KEY_GREEN
);
3377 if R_KEY_BLUE
in FRulez
then
3378 PushItem(ITEM_KEY_BLUE
);
3385 g_Player_CreateCorpse(Self
);
3387 if Srv
and (gGameSettings
.MaxLives
> 0) and FNoRespawn
and
3388 (gLMSRespawn
= LMS_RESPAWN_NONE
) then
3394 for i
:= Low(gPlayers
) to High(gPlayers
) do
3396 if gPlayers
[i
] = nil then continue
;
3397 if (not gPlayers
[i
].FNoRespawn
) and (not gPlayers
[i
].FSpectator
) then
3400 if gPlayers
[i
].FTeam
= TEAM_RED
then Inc(ar
)
3401 else if gPlayers
[i
].FTeam
= TEAM_BLUE
then Inc(ab
);
3406 OldLR
:= gLMSRespawn
;
3407 if (gGameSettings
.GameMode
= GM_COOP
) then
3411 // everyone is dead, restart the map
3412 g_Game_Message(_lc
[I_MESSAGE_LMS_LOSE
], 144);
3414 MH_SEND_GameEvent(NET_EV_LMS_LOSE
);
3415 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3416 gLMSRespawnTime
:= gTime
+ 5000;
3418 else if (a
= 1) then
3420 if (gPlayers
[k
] <> nil) and not (gPlayers
[k
] is TBot
) then
3421 if (gPlayers
[k
] = gPlayer1
) or
3422 (gPlayers
[k
] = gPlayer2
) then
3423 g_Console_Add('*** ' + _lc
[I_MESSAGE_LMS_SURVIVOR
] + ' ***', True)
3424 else if Netsrv
and (gPlayers
[k
].FClientID
>= 0) then
3425 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR
, 0, 'N', gPlayers
[k
].FClientID
);
3428 else if (gGameSettings
.GameMode
= GM_TDM
) then
3430 if (ab
= 0) and (ar
<> 0) then
3433 g_Game_Message(Format(_lc
[I_MESSAGE_TLMS_WIN
], [AnsiUpperCase(_lc
[I_GAME_TEAM_RED
])]), 144);
3435 MH_SEND_GameEvent(NET_EV_TLMS_WIN
, TEAM_RED
);
3436 Inc(gTeamStat
[TEAM_RED
].Goals
);
3437 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3438 gLMSRespawnTime
:= gTime
+ 5000;
3440 else if (ar
= 0) and (ab
<> 0) then
3443 g_Game_Message(Format(_lc
[I_MESSAGE_TLMS_WIN
], [AnsiUpperCase(_lc
[I_GAME_TEAM_BLUE
])]), 144);
3445 MH_SEND_GameEvent(NET_EV_TLMS_WIN
, TEAM_BLUE
);
3446 Inc(gTeamStat
[TEAM_BLUE
].Goals
);
3447 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3448 gLMSRespawnTime
:= gTime
+ 5000;
3450 else if (ar
= 0) and (ab
= 0) then
3453 g_Game_Message(_lc
[I_GAME_WIN_DRAW
], 144);
3455 MH_SEND_GameEvent(NET_EV_LMS_DRAW
, 0, FName
);
3456 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3457 gLMSRespawnTime
:= gTime
+ 5000;
3460 else if (gGameSettings
.GameMode
= GM_DM
) then
3464 if gPlayers
[k
] <> nil then
3467 // survivor is the winner
3468 g_Game_Message(Format(_lc
[I_MESSAGE_LMS_WIN
], [AnsiUpperCase(FName
)]), 144);
3470 MH_SEND_GameEvent(NET_EV_LMS_WIN
, 0, FName
);
3473 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3474 gLMSRespawnTime
:= gTime
+ 5000;
3476 else if (a
= 0) then
3478 // everyone is dead, restart the map
3479 g_Game_Message(_lc
[I_GAME_WIN_DRAW
], 144);
3481 MH_SEND_GameEvent(NET_EV_LMS_DRAW
, 0, FName
);
3482 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3483 gLMSRespawnTime
:= gTime
+ 5000;
3486 if srv
and (OldLR
= LMS_RESPAWN_NONE
) and (gLMSRespawn
> LMS_RESPAWN_NONE
) then
3488 if NetMode
= NET_SERVER
then
3489 MH_SEND_GameEvent(NET_EV_LMS_WARMUP
, (gLMSRespawnTime
- gTime
) div 1000)
3491 g_Console_Add(Format(_lc
[I_MSG_WARMUP_START
], [(gLMSRespawnTime
- gTime
) div 1000]), True);
3497 MH_SEND_PlayerStats(FUID
);
3498 MH_SEND_PlayerDeath(FUID
, KillType
, t
, SpawnerUID
);
3499 if gGameSettings
.GameMode
= GM_TDM
then MH_SEND_GameStats
;
3502 if srv
and FNoRespawn
then Spectate(True);
3503 FWantsInGame
:= True;
3506 function TPlayer
.BodyInLiquid(XInc
, YInc
: Integer): Boolean;
3508 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
, PLAYER_RECT
.Width
,
3509 PLAYER_RECT
.Height
-20, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
, False);
3512 function TPlayer
.BodyInAcid(XInc
, YInc
: Integer): Boolean;
3514 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
, PLAYER_RECT
.Width
,
3515 PLAYER_RECT
.Height
-20, PANEL_ACID1
or PANEL_ACID2
, False);
3518 procedure TPlayer
.MakeBloodSimple(Count
: Word);
3520 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)+8,
3521 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3522 Count
div 2, 3, -1, 16, (PLAYER_RECT
.Height
*2 div 3),
3523 FModel
.Blood
.R
, FModel
.Blood
.G
, FModel
.Blood
.B
, FModel
.Blood
.Kind
);
3524 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-8,
3525 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3526 Count
div 2, -3, -1, 16, (PLAYER_RECT
.Height
*2) div 3,
3527 FModel
.Blood
.R
, FModel
.Blood
.G
, FModel
.Blood
.B
, FModel
.Blood
.Kind
);
3530 procedure TPlayer
.MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
3532 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2),
3533 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3534 Count
, VelX
, VelY
, 16, (PLAYER_RECT
.Height
*2) div 3,
3535 FModel
.Blood
.R
, FModel
.Blood
.G
, FModel
.Blood
.B
, FModel
.Blood
.Kind
);
3538 procedure TPlayer
.QueueWeaponSwitch(Weapon
: Byte);
3540 if g_Game_IsClient
then Exit
;
3541 if Weapon
> High(FWeapon
) then Exit
;
3542 FNextWeap
:= FNextWeap
or (1 shl Weapon
);
3545 procedure TPlayer
.resetWeaponQueue ();
3548 FNextWeapDelay
:= 0;
3551 function TPlayer
.hasAmmoForWeapon (weapon
: Byte): Boolean;
3555 WEAPON_KASTET
, WEAPON_SAW
: result
:= true;
3556 WEAPON_SHOTGUN1
, WEAPON_SHOTGUN2
, WEAPON_SUPERPULEMET
: result
:= (FAmmo
[A_SHELLS
] > 0);
3557 WEAPON_PISTOL
, WEAPON_CHAINGUN
: result
:= (FAmmo
[A_BULLETS
] > 0);
3558 WEAPON_ROCKETLAUNCHER
: result
:= (FAmmo
[A_ROCKETS
] > 0);
3559 WEAPON_PLASMA
, WEAPON_BFG
: result
:= (FAmmo
[A_CELLS
] > 0);
3560 WEAPON_FLAMETHROWER
: result
:= (FAmmo
[A_FUEL
] > 0);
3561 else result
:= (weapon
< length(FWeapon
));
3565 // return 255 for "no switch"
3566 function TPlayer
.getNextWeaponIndex (): Byte;
3569 wantThisWeapon
: array[0..64] of Boolean;
3570 weaponOrder
: array[0..16] of Integer; // value: index in `FWeapon`
3572 f
, dir
, cwi
, rwidx
, curlidx
: Integer;
3574 function real2log (ridx
: Integer): Integer;
3580 for f
:= 0 to High(weaponOrder
) do if (weaponOrder
[f
] = ridx
) then begin result
:= f
; exit
; end;
3586 result
:= 255; // default result: "no switch"
3588 // had weapon cycling on previous frame? remove that flag
3589 if (FNextWeap
and $2000) <> 0 then
3591 FNextWeap
:= FNextWeap
and $1FFF;
3592 FNextWeapDelay
:= 0;
3595 for f
:= 0 to High(weaponOrder
) do weaponOrder
[f
] := -1;
3597 // build weapon order (k8: i know, i know, learn how to do constants and such... gtfo, please!)
3598 // two knuckles are for "normal" and "berserk" (see `if` below -- it removes the one that is not needed)
3600 // bfg, launcher, plasma, flamethrower, ssg, minigun, sg, pistol, berserk, chainsaw, fist
3601 weaponOrder
[0] := WEAPON_SUPERPULEMET
;
3602 weaponOrder
[1] := WEAPON_BFG
;
3603 weaponOrder
[2] := WEAPON_ROCKETLAUNCHER
;
3604 weaponOrder
[3] := WEAPON_PLASMA
;
3605 weaponOrder
[4] := WEAPON_FLAMETHROWER
;
3606 weaponOrder
[5] := WEAPON_SHOTGUN2
;
3607 weaponOrder
[6] := WEAPON_CHAINGUN
;
3608 weaponOrder
[7] := WEAPON_SHOTGUN1
;
3609 weaponOrder
[8] := WEAPON_PISTOL
;
3610 weaponOrder
[9] := WEAPON_KASTET
+666; // berserk fist
3611 weaponOrder
[10] := WEAPON_SAW
;
3612 weaponOrder
[11] := WEAPON_KASTET
; // normal fist
3614 for f
:= 0 to High(weaponOrder
) do
3616 if (weaponOrder
[f
] = WEAPON_KASTET
) then
3618 // normal fist: remove if we have a berserk pack
3619 if (R_BERSERK
in FRulez
) then weaponOrder
[f
] := -1;
3622 if (weaponOrder
[f
] = WEAPON_KASTET
+666) then
3624 // berserk fist: remove if we don't have a berserk pack
3625 if (R_BERSERK
in FRulez
) then weaponOrder
[f
] := WEAPON_KASTET
else weaponOrder
[f
] := -1;
3633 WEAPON_SHOTGUN1 = 3;
3634 WEAPON_SHOTGUN2 = 4;
3635 WEAPON_CHAINGUN = 5;
3636 WEAPON_ROCKETLAUNCHER = 6;
3639 WEAPON_SUPERPULEMET = 9;
3640 WEAPON_FLAMETHROWER = 10;
3643 // cycling has priority
3644 if (FNextWeap
and $C000) <> 0 then
3646 if (FNextWeap
and $8000) <> 0 then dir
:= 1 else dir
:= -1; // should be reversed if we want "priority-driven cycling"
3647 FNextWeap
:= FNextWeap
or $2000; // we need this
3648 if FNextWeapDelay
> 0 then exit
; // cooldown time
3649 //cwi := real2log(FCurrWeap);
3650 //if (cwi < 0) then cwi := 0;
3652 for i
:= 0 to High(FWeapon
) do
3654 cwi
:= (cwi
+length(FWeapon
)+dir
) mod length(FWeapon
);
3655 //rwidx := weaponOrder[cwi];
3656 rwidx
:= cwi
; // sorry
3657 if (rwidx
< 0) then continue
;
3658 if FWeapon
[rwidx
] then
3660 //e_WriteLog(Format(' SWITCH: cur=%d; new=%d (dir=%d; log=%d)', [FCurrWeap, rwidx, dir, cwi]), TMsgType.Warning);
3661 result
:= Byte(rwidx
);
3662 FNextWeapDelay
:= 10;
3671 for i
:= 0 to High(wantThisWeapon
) do wantThisWeapon
[i
] := false;
3673 for i
:= 0 to High(FWeapon
) do
3675 if (FNextWeap
and (1 shl i
)) <> 0 then
3678 if (cwi
>= 0) then wantThisWeapon
[cwi
] := true;
3683 // slow down alterations a little
3686 // more than one weapon requested, assume "alteration", and check alteration delay
3687 if FNextWeapDelay
> 0 then
3689 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), TMsgType.Warning);
3695 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3696 // but clear all counters if no weapon should be switched
3703 // exclude currently selected weapon from the set
3704 curlidx
:= real2log(FCurrWeap
);
3705 //e_WriteLog(Format('*** wwc=%d; currweap=%d; logweap=%d', [wwc, FCurrWeap, curlidx]), TMsgType.Warning);
3706 //e_WriteLog(Format('FCurrWeap=%d; curlidx=%d', [FCurrWeap, curlidx]), TMsgType.Warning);
3707 //if (curlidx >= 0) then wantThisWeapon[curlidx] := false;
3708 //if (wwc = 2) then begin Dec(wwc); end; // easy case: switch between two weapons
3710 // find next weapon to switch onto
3712 for i
:= 0 to High(weaponOrder
) do
3714 cwi
:= (cwi
+length(weaponOrder
)+1) mod length(weaponOrder
);
3715 if (cwi
= curlidx
) then continue
; // skip current weapon
3716 if not wantThisWeapon
[cwi
] then continue
;
3717 rwidx
:= weaponOrder
[cwi
];
3718 if (rwidx
< 0) then continue
;
3719 //e_WriteLog(Format(' trying logical %d (real %d); has=%d, hasammo=%d', [cwi, rwidx, Integer(FWeapon[rwidx]), Integer(hasAmmoForWeapon(rwidx))]), TMsgType.Warning);
3720 if FWeapon
[rwidx
] and ((wwc
= 1) or hasAmmoForWeapon(rwidx
)) then
3722 //e_WriteLog(' I FOUND HER!', TMsgType.Warning);
3724 result
:= Byte(rwidx
);
3726 FNextWeapDelay
:= 10; // anyway, 'cause why not
3731 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3735 procedure TPlayer
.RealizeCurrentWeapon();
3736 function switchAllowed (): Boolean;
3741 if FBFGFireCounter
<> -1 then
3743 if FTime
[T_SWITCH
] > gTime
then
3745 for i
:= WP_FIRST
to WP_LAST
do
3746 if FReloading
[i
] > 0 then
3754 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3755 //FNextWeap := FNextWeap and $1FFF;
3756 if FNextWeapDelay
> 0 then Dec(FNextWeapDelay
); // "alteration delay"
3758 if not switchAllowed
then
3760 //HACK for weapon cycling
3761 if (FNextWeap
and $E000) <> 0 then FNextWeap
:= 0;
3765 nw
:= getNextWeaponIndex();
3766 if nw
= 255 then exit
; // don't reset anything here
3767 if nw
> High(FWeapon
) then
3769 // don't forget to reset queue here!
3770 //e_WriteLog(Format(' RealizeCurrentWeapon: WUTAFUUUU?! (%d)', [nw]), TMsgType.Warning);
3778 FTime
[T_SWITCH
] := gTime
+156;
3779 if FCurrWeap
= WEAPON_SAW
then FSawSoundSelect
.PlayAt(FObj
.X
, FObj
.Y
);
3780 FModel
.SetWeapon(FCurrWeap
);
3781 if g_Game_IsNet
then MH_SEND_PlayerStats(FUID
);
3785 procedure TPlayer
.NextWeapon();
3787 if g_Game_IsClient
then Exit
;
3791 procedure TPlayer
.PrevWeapon();
3793 if g_Game_IsClient
then Exit
;
3797 procedure TPlayer
.SetWeapon(W
: Byte);
3799 if FCurrWeap
<> W
then
3800 if W
= WEAPON_SAW
then
3801 FSawSoundSelect
.PlayAt(FObj
.X
, FObj
.Y
);
3804 FModel
.SetWeapon(CurrWeap
);
3808 function TPlayer
.PickItem(ItemType
: Byte; arespawn
: Boolean; var remove
: Boolean): Boolean;
3810 function allowBerserkSwitching (): Boolean;
3812 if (FBFGFireCounter
<> -1) then begin result
:= false; exit
; end;
3814 if gBerserkAutoswitch
then exit
;
3815 if not conIsCheatsEnabled
then exit
;
3823 if g_Game_IsClient
then Exit
;
3825 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3826 a
:= LongBool(gGameSettings
.Options
and GAME_OPTION_WEAPONSTAY
) and arespawn
;
3831 if FHealth
< PLAYER_HP_SOFT
then
3833 IncMax(FHealth
, 10, PLAYER_HP_SOFT
);
3837 if gFlash
= 2 then Inc(FPickup
, 5);
3841 if FHealth
< PLAYER_HP_SOFT
then
3843 IncMax(FHealth
, 25, PLAYER_HP_SOFT
);
3847 if gFlash
= 2 then Inc(FPickup
, 5);
3851 if FArmor
< PLAYER_AP_SOFT
then
3853 FArmor
:= PLAYER_AP_SOFT
;
3856 if gFlash
= 2 then Inc(FPickup
, 5);
3860 if FArmor
< PLAYER_AP_LIMIT
then
3862 FArmor
:= PLAYER_AP_LIMIT
;
3865 if gFlash
= 2 then Inc(FPickup
, 5);
3869 if FHealth
< PLAYER_HP_LIMIT
then
3871 IncMax(FHealth
, 100, PLAYER_HP_LIMIT
);
3875 if gFlash
= 2 then Inc(FPickup
, 5);
3879 if (FHealth
< PLAYER_HP_LIMIT
) or (FArmor
< PLAYER_AP_LIMIT
) then
3881 if FHealth
< PLAYER_HP_LIMIT
then
3882 FHealth
:= PLAYER_HP_LIMIT
;
3883 if FArmor
< PLAYER_AP_LIMIT
then
3884 FArmor
:= PLAYER_AP_LIMIT
;
3888 if gFlash
= 2 then Inc(FPickup
, 5);
3892 if (not FWeapon
[WEAPON_SAW
]) or ((not arespawn
) and (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
])) then
3894 FWeapon
[WEAPON_SAW
] := True;
3896 if gFlash
= 2 then Inc(FPickup
, 5);
3897 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3900 ITEM_WEAPON_SHOTGUN1
:
3901 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SHOTGUN1
] then
3903 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
3904 if a
and FWeapon
[WEAPON_SHOTGUN1
] then Exit
;
3906 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3907 FWeapon
[WEAPON_SHOTGUN1
] := True;
3909 if gFlash
= 2 then Inc(FPickup
, 5);
3910 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3913 ITEM_WEAPON_SHOTGUN2
:
3914 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SHOTGUN2
] then
3916 if a
and FWeapon
[WEAPON_SHOTGUN2
] then Exit
;
3918 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3919 FWeapon
[WEAPON_SHOTGUN2
] := True;
3921 if gFlash
= 2 then Inc(FPickup
, 5);
3922 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3925 ITEM_WEAPON_CHAINGUN
:
3926 if (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or not FWeapon
[WEAPON_CHAINGUN
] then
3928 if a
and FWeapon
[WEAPON_CHAINGUN
] then Exit
;
3930 IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
3931 FWeapon
[WEAPON_CHAINGUN
] := True;
3933 if gFlash
= 2 then Inc(FPickup
, 5);
3934 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3937 ITEM_WEAPON_ROCKETLAUNCHER
:
3938 if (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or not FWeapon
[WEAPON_ROCKETLAUNCHER
] then
3940 if a
and FWeapon
[WEAPON_ROCKETLAUNCHER
] then Exit
;
3942 IncMax(FAmmo
[A_ROCKETS
], 2, FMaxAmmo
[A_ROCKETS
]);
3943 FWeapon
[WEAPON_ROCKETLAUNCHER
] := True;
3945 if gFlash
= 2 then Inc(FPickup
, 5);
3946 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3950 if (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or not FWeapon
[WEAPON_PLASMA
] then
3952 if a
and FWeapon
[WEAPON_PLASMA
] then Exit
;
3954 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
3955 FWeapon
[WEAPON_PLASMA
] := True;
3957 if gFlash
= 2 then Inc(FPickup
, 5);
3958 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3962 if (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or not FWeapon
[WEAPON_BFG
] then
3964 if a
and FWeapon
[WEAPON_BFG
] then Exit
;
3966 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
3967 FWeapon
[WEAPON_BFG
] := True;
3969 if gFlash
= 2 then Inc(FPickup
, 5);
3970 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3973 ITEM_WEAPON_SUPERPULEMET
:
3974 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SUPERPULEMET
] then
3976 if a
and FWeapon
[WEAPON_SUPERPULEMET
] then Exit
;
3978 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3979 FWeapon
[WEAPON_SUPERPULEMET
] := True;
3981 if gFlash
= 2 then Inc(FPickup
, 5);
3982 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3985 ITEM_WEAPON_FLAMETHROWER
:
3986 if (FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
]) or not FWeapon
[WEAPON_FLAMETHROWER
] then
3988 if a
and FWeapon
[WEAPON_FLAMETHROWER
] then Exit
;
3990 IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
3991 FWeapon
[WEAPON_FLAMETHROWER
] := True;
3993 if gFlash
= 2 then Inc(FPickup
, 5);
3994 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3998 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
4000 IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
4003 if gFlash
= 2 then Inc(FPickup
, 5);
4006 ITEM_AMMO_BULLETS_BOX
:
4007 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
4009 IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
4012 if gFlash
= 2 then Inc(FPickup
, 5);
4016 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
4018 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
4021 if gFlash
= 2 then Inc(FPickup
, 5);
4024 ITEM_AMMO_SHELLS_BOX
:
4025 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
4027 IncMax(FAmmo
[A_SHELLS
], 25, FMaxAmmo
[A_SHELLS
]);
4030 if gFlash
= 2 then Inc(FPickup
, 5);
4034 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
4036 IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
4039 if gFlash
= 2 then Inc(FPickup
, 5);
4042 ITEM_AMMO_ROCKET_BOX
:
4043 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
4045 IncMax(FAmmo
[A_ROCKETS
], 5, FMaxAmmo
[A_ROCKETS
]);
4048 if gFlash
= 2 then Inc(FPickup
, 5);
4052 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
4054 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
4057 if gFlash
= 2 then Inc(FPickup
, 5);
4061 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
4063 IncMax(FAmmo
[A_CELLS
], 100, FMaxAmmo
[A_CELLS
]);
4066 if gFlash
= 2 then Inc(FPickup
, 5);
4070 if FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
] then
4072 IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
4075 if gFlash
= 2 then Inc(FPickup
, 5);
4079 if not(R_ITEM_BACKPACK
in FRulez
) or
4080 (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or
4081 (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or
4082 (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or
4083 (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or
4084 (FMaxAmmo
[A_FUEL
] < AmmoLimits
[1, A_FUEL
]) then
4086 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[1, A_BULLETS
];
4087 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[1, A_SHELLS
];
4088 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[1, A_ROCKETS
];
4089 FMaxAmmo
[A_CELLS
] := AmmoLimits
[1, A_CELLS
];
4090 FMaxAmmo
[A_FUEL
] := AmmoLimits
[1, A_FUEL
];
4092 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
4093 IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
4094 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
4095 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
4096 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
4097 IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
4098 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
4099 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
4101 FRulez
:= FRulez
+ [R_ITEM_BACKPACK
];
4104 if gFlash
= 2 then Inc(FPickup
, 5);
4108 if not(R_KEY_RED
in FRulez
) then
4110 Include(FRulez
, R_KEY_RED
);
4112 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
4113 if gFlash
= 2 then Inc(FPickup
, 5);
4114 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
4118 if not(R_KEY_GREEN
in FRulez
) then
4120 Include(FRulez
, R_KEY_GREEN
);
4122 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
4123 if gFlash
= 2 then Inc(FPickup
, 5);
4124 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
4128 if not(R_KEY_BLUE
in FRulez
) then
4130 Include(FRulez
, R_KEY_BLUE
);
4132 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
4133 if gFlash
= 2 then Inc(FPickup
, 5);
4134 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
4138 if FMegaRulez
[MR_SUIT
] < gTime
+PLAYER_SUIT_TIME
then
4140 FMegaRulez
[MR_SUIT
] := gTime
+PLAYER_SUIT_TIME
;
4144 if gFlash
= 2 then Inc(FPickup
, 5);
4148 if FAir
< AIR_MAX
then
4153 if gFlash
= 2 then Inc(FPickup
, 5);
4158 if not (R_BERSERK
in FRulez
) then
4160 Include(FRulez
, R_BERSERK
);
4161 if allowBerserkSwitching
then
4163 FCurrWeap
:= WEAPON_KASTET
;
4165 FModel
.SetWeapon(WEAPON_KASTET
);
4170 if gFlash
= 2 then Inc(FPickup
, 5);
4172 FBerserk
:= gTime
+30000;
4177 if FHealth
< PLAYER_HP_SOFT
then
4179 FHealth
:= PLAYER_HP_SOFT
;
4180 FBerserk
:= gTime
+30000;
4188 if FMegaRulez
[MR_INVUL
] < gTime
+PLAYER_INVUL_TIME
then
4190 FMegaRulez
[MR_INVUL
] := gTime
+PLAYER_INVUL_TIME
;
4193 if gFlash
= 2 then Inc(FPickup
, 5);
4197 if FHealth
< PLAYER_HP_LIMIT
then
4199 IncMax(FHealth
, 4, PLAYER_HP_LIMIT
);
4203 if gFlash
= 2 then Inc(FPickup
, 5);
4207 if FArmor
< PLAYER_AP_LIMIT
then
4209 IncMax(FArmor
, 5, PLAYER_AP_LIMIT
);
4212 if gFlash
= 2 then Inc(FPickup
, 5);
4216 if FJetFuel
< JET_MAX
then
4218 FJetFuel
:= JET_MAX
;
4221 if gFlash
= 2 then Inc(FPickup
, 5);
4225 if FMegaRulez
[MR_INVIS
] < gTime
+PLAYER_INVIS_TIME
then
4227 FMegaRulez
[MR_INVIS
] := gTime
+PLAYER_INVIS_TIME
;
4230 if gFlash
= 2 then Inc(FPickup
, 5);
4235 procedure TPlayer
.Touch();
4239 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
4242 // Áðîñèòü ôëàã òîâàðèùó:
4243 if gGameSettings
.GameMode
= GM_CTF
then
4248 procedure TPlayer
.Push(vx
, vy
: Integer);
4250 if (not FPhysics
) and FGhost
then
4252 FObj
.Accel
.X
:= FObj
.Accel
.X
+ vx
;
4253 FObj
.Accel
.Y
:= FObj
.Accel
.Y
+ vy
;
4254 if g_Game_IsNet
and g_Game_IsServer
then
4255 MH_SEND_PlayerPos(True, FUID
, NET_EVERYONE
);
4258 procedure TPlayer
.Reset(Force
: Boolean);
4264 FTime
[T_RESPAWN
] := 0;
4265 FTime
[T_FLAGCAP
] := 0;
4278 FSpectator
:= False;
4281 FSpectatePlayer
:= -1;
4282 FNoRespawn
:= False;
4284 FLives
:= gGameSettings
.MaxLives
;
4289 procedure TPlayer
.SoftReset();
4295 FBFGFireCounter
:= -1;
4303 SetAction(A_STAND
, True);
4306 function TPlayer
.GetRespawnPoint(): Byte;
4311 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4313 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4314 if gGameSettings
.GameMode
in [GM_COOP
, GM_SINGLE
] then
4316 if (Self
= gPlayer1
) or (Self
= gPlayer2
) then
4318 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
4319 if Self
= gPlayer1
then
4320 c
:= RESPAWNPOINT_PLAYER1
4322 c
:= RESPAWNPOINT_PLAYER2
;
4323 if g_Map_GetPointCount(c
) > 0 then
4329 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
4330 if Self
= gPlayer1
then
4331 c
:= RESPAWNPOINT_PLAYER2
4333 c
:= RESPAWNPOINT_PLAYER1
;
4334 if g_Map_GetPointCount(c
) > 0 then
4341 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
4342 if Random(2) = 0 then
4343 c
:= RESPAWNPOINT_PLAYER1
4345 c
:= RESPAWNPOINT_PLAYER2
;
4346 if g_Map_GetPointCount(c
) > 0 then
4353 // Òî÷êà ëþáîé èç êîìàíä
4354 if Random(2) = 0 then
4355 c
:= RESPAWNPOINT_RED
4357 c
:= RESPAWNPOINT_BLUE
;
4358 if g_Map_GetPointCount(c
) > 0 then
4365 c
:= RESPAWNPOINT_DM
;
4366 if g_Map_GetPointCount(c
) > 0 then
4374 if gGameSettings
.GameMode
= GM_DM
then
4377 c
:= RESPAWNPOINT_DM
;
4378 if g_Map_GetPointCount(c
) > 0 then
4384 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4385 if Random(2) = 0 then
4386 c
:= RESPAWNPOINT_PLAYER1
4388 c
:= RESPAWNPOINT_PLAYER2
;
4389 if g_Map_GetPointCount(c
) > 0 then
4395 // Òî÷êà ëþáîé èç êîìàíä
4396 if Random(2) = 0 then
4397 c
:= RESPAWNPOINT_RED
4399 c
:= RESPAWNPOINT_BLUE
;
4400 if g_Map_GetPointCount(c
) > 0 then
4408 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
4410 // Òî÷êà ñâîåé êîìàíäû
4411 c
:= RESPAWNPOINT_DM
;
4412 if FTeam
= TEAM_RED
then
4413 c
:= RESPAWNPOINT_RED
;
4414 if FTeam
= TEAM_BLUE
then
4415 c
:= RESPAWNPOINT_BLUE
;
4416 if g_Map_GetPointCount(c
) > 0 then
4423 c
:= RESPAWNPOINT_DM
;
4424 if g_Map_GetPointCount(c
) > 0 then
4430 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4431 if Random(2) = 0 then
4432 c
:= RESPAWNPOINT_PLAYER1
4434 c
:= RESPAWNPOINT_PLAYER2
;
4435 if g_Map_GetPointCount(c
) > 0 then
4441 // Òî÷êà äðóãîé êîìàíäû
4442 c
:= RESPAWNPOINT_DM
;
4443 if FTeam
= TEAM_RED
then
4444 c
:= RESPAWNPOINT_BLUE
;
4445 if FTeam
= TEAM_BLUE
then
4446 c
:= RESPAWNPOINT_RED
;
4447 if g_Map_GetPointCount(c
) > 0 then
4455 procedure TPlayer
.Respawn(Silent
: Boolean; Force
: Boolean = False);
4457 RespawnPoint
: TRespawnPoint
;
4463 FBFGFireCounter
:= -1;
4468 if not g_Game_IsServer
then
4472 FWantsInGame
:= True;
4473 FJustTeleported
:= True;
4476 FTime
[T_RESPAWN
] := 0;
4480 // if server changes MaxLives we gotta be ready
4481 if gGameSettings
.MaxLives
= 0 then FNoRespawn
:= False;
4483 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4484 if FTime
[T_RESPAWN
] > gTime
then
4487 // Ïðîñðàë âñå æèçíè:
4490 if not FSpectator
then Spectate(True);
4491 FWantsInGame
:= True;
4495 if (gGameSettings
.GameType
<> GT_SINGLE
) and (gGameSettings
.GameMode
<> GM_COOP
) then
4496 begin // "Ñâîÿ èãðà"
4497 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4498 FRulez
:= FRulez
-[R_BERSERK
];
4500 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4502 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4503 FRulez
:= FRulez
-[R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
, R_BERSERK
];
4506 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4507 c
:= GetRespawnPoint();
4512 // Âîñêðåøåíèå áåç îðóæèÿ:
4515 FHealth
:= PLAYER_HP_SOFT
;
4521 for a
:= WP_FIRST
to WP_LAST
do
4523 FWeapon
[a
] := False;
4527 FWeapon
[WEAPON_PISTOL
] := True;
4528 FWeapon
[WEAPON_KASTET
] := True;
4529 FCurrWeap
:= WEAPON_PISTOL
;
4532 FModel
.SetWeapon(FCurrWeap
);
4534 for b
:= A_BULLETS
to A_HIGH
do
4537 FAmmo
[A_BULLETS
] := 50;
4539 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[0, A_BULLETS
];
4540 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[0, A_SHELLS
];
4541 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[0, A_SHELLS
];
4542 FMaxAmmo
[A_CELLS
] := AmmoLimits
[0, A_CELLS
];
4543 FMaxAmmo
[A_FUEL
] := AmmoLimits
[0, A_FUEL
];
4545 if gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
] then
4546 FRulez
:= [R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
]
4551 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4552 if not g_Map_GetPoint(c
, RespawnPoint
) then
4554 g_FatalError(_lc
[I_GAME_ERROR_GET_SPAWN
]);
4558 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4559 FObj
.X
:= RespawnPoint
.X
-PLAYER_RECT
.X
;
4560 FObj
.Y
:= RespawnPoint
.Y
-PLAYER_RECT
.Y
;
4566 FDirection
:= RespawnPoint
.Direction
;
4567 if FDirection
= TDirection
.D_LEFT
then
4572 SetAction(A_STAND
, True);
4573 FModel
.Direction
:= FDirection
;
4575 for a
:= Low(FTime
) to High(FTime
) do
4578 for a
:= Low(FMegaRulez
) to High(FMegaRulez
) do
4583 FCanJetpack
:= False;
4588 // Àíèìàöèÿ âîçðîæäåíèÿ:
4589 if (not gLoadGameMode
) and (not Silent
) then
4590 if g_Frames_Get(ID
, 'FRAMES_TELEPORT') then
4592 Anim
:= TAnimation
.Create(ID
, False, 3);
4593 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4594 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
4598 FSpectator
:= False;
4601 FSpectatePlayer
:= -1;
4604 if (gPlayer1
= nil) and (gLMSPID1
= FUID
) then
4606 if (gPlayer2
= nil) and (gLMSPID2
= FUID
) then
4609 if g_Game_IsNet
then
4611 MH_SEND_PlayerPos(True, FUID
, NET_EVERYONE
);
4612 MH_SEND_PlayerStats(FUID
, NET_EVERYONE
);
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,
4620 procedure TPlayer
.Spectate(NoMove
: Boolean = False);
4623 Kill(K_EXTRAHARDKILL
, FUID
, HIT_SOME
)
4624 else if (not NoMove
) then
4626 GameX
:= gMapInfo
.Width
div 2;
4627 GameY
:= gMapInfo
.Height
div 2;
4636 FWantsInGame
:= False;
4641 if Self
= gPlayer1
then
4646 if Self
= gPlayer2
then
4653 if g_Game_IsNet
then
4654 MH_SEND_PlayerStats(FUID
);
4657 procedure TPlayer
.SwitchNoClip
;
4661 FGhost
:= not FGhost
;
4662 FPhysics
:= not FGhost
;
4674 procedure TPlayer
.Run(Direction
: TDirection
);
4678 if MAX_RUNVEL
> 8 then
4682 if Direction
= TDirection
.D_LEFT
then
4684 if FObj
.Vel
.X
> -MAX_RUNVEL
then
4685 FObj
.Vel
.X
:= FObj
.Vel
.X
- (MAX_RUNVEL
shr 3);
4688 if FObj
.Vel
.X
< MAX_RUNVEL
then
4689 FObj
.Vel
.X
:= FObj
.Vel
.X
+ (MAX_RUNVEL
shr 3);
4691 // Âîçìîæíî, ïèíàåì êóñêè:
4692 if (FObj
.Vel
.X
<> 0) and (gGibs
<> nil) then
4694 b
:= Abs(FObj
.Vel
.X
);
4695 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
4696 for a
:= 0 to High(gGibs
) do
4698 if gGibs
[a
].alive
and
4699 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
4700 FObj
.Rect
.Width
, 8, @gGibs
[a
].Obj
) and (Random(3) = 0) then
4703 if FObj
.Vel
.X
< 0 then
4705 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)+120) // íàëåâî
4709 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)); // íàïðàâî
4711 gGibs
[a
].positionChanged(); // this updates spatial accelerators
4719 procedure TPlayer
.SeeDown();
4721 SetAction(A_SEEDOWN
);
4723 if FDirection
= TDirection
.D_LEFT
then FAngle
:= ANGLE_LEFTDOWN
else FAngle
:= ANGLE_RIGHTDOWN
;
4725 if FIncCam
> -120 then DecMin(FIncCam
, 5, -120);
4728 procedure TPlayer
.SeeUp();
4732 if FDirection
= TDirection
.D_LEFT
then FAngle
:= ANGLE_LEFTUP
else FAngle
:= ANGLE_RIGHTUP
;
4734 if FIncCam
< 120 then IncMax(FIncCam
, 5, 120);
4737 procedure TPlayer
.SetAction(Action
: Byte; Force
: Boolean = False);
4745 A_ATTACK
: Prior
:= 2;
4746 A_SEEUP
: Prior
:= 1;
4747 A_SEEDOWN
: Prior
:= 1;
4748 A_ATTACKUP
: Prior
:= 2;
4749 A_ATTACKDOWN
: Prior
:= 2;
4754 if (Prior
> FActionPrior
) or Force
then
4755 if not ((Prior
= 2) and (FCurrWeap
= WEAPON_SAW
)) then
4757 FActionPrior
:= Prior
;
4758 FActionAnim
:= Action
;
4759 FActionForce
:= Force
;
4760 FActionChanged
:= True;
4763 if Action
in [A_ATTACK
, A_ATTACKUP
, A_ATTACKDOWN
] then FModel
.SetFire(True);
4766 function TPlayer
.StayOnStep(XInc
, YInc
: Integer): Boolean;
4768 Result
:= not g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+YInc
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
-1,
4769 PLAYER_RECT
.Width
, 1, PANEL_STEP
, False)
4770 and g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+YInc
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
,
4771 PLAYER_RECT
.Width
, 1, PANEL_STEP
, False);
4774 function TPlayer
.TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
4781 if g_CollideLevel(X
, Y
, PLAYER_RECT
.Width
, PLAYER_RECT
.Height
) then
4783 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj
.X
, FObj
.Y
);
4784 if g_Game_IsServer
and g_Game_IsNet
then
4785 MH_SEND_Sound(FObj
.X
, FObj
.Y
, 'SOUND_GAME_NOTELEPORT');
4789 FJustTeleported
:= True;
4794 if g_Frames_Get(ID
, 'FRAMES_TELEPORT') then
4796 Anim
:= TAnimation
.Create(ID
, False, 3);
4799 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj
.X
, FObj
.Y
);
4800 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4801 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
4802 if g_Game_IsServer
and g_Game_IsNet
then
4803 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4804 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, 1,
4808 FObj
.X
:= X
-PLAYER_RECT
.X
;
4809 FObj
.Y
:= Y
-PLAYER_RECT
.Y
;
4810 if FAlive
and FGhost
then
4816 if not g_Game_IsNet
then
4820 SetDirection(TDirection
.D_LEFT
);
4826 SetDirection(TDirection
.D_RIGHT
);
4832 if FDirection
= TDirection
.D_RIGHT
then
4834 SetDirection(TDirection
.D_LEFT
);
4839 SetDirection(TDirection
.D_RIGHT
);
4845 if not silent
and (Anim
<> nil) then
4847 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4848 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
4851 if g_Game_IsServer
and g_Game_IsNet
then
4852 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4853 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, 0,
4860 function nonz(a
: Single): Single;
4868 function TPlayer
.followCorpse(): Boolean;
4873 if FAlive
or FSpectator
then
4875 if (gCorpses
= nil) or (Length(gCorpses
) = 0) then
4877 for i
:= 0 to High(gCorpses
) do
4878 if gCorpses
[i
] <> nil then
4879 if gCorpses
[i
].FPlayerUID
= FUID
then
4882 FObj
.X
:= gCorpses
[i
].FObj
.X
;
4883 FObj
.Y
:= gCorpses
[i
].FObj
.Y
;
4884 FObj
.Vel
.X
:= gCorpses
[i
].FObj
.Vel
.X
;
4885 FObj
.Vel
.Y
:= gCorpses
[i
].FObj
.Vel
.Y
;
4886 FObj
.Accel
.X
:= gCorpses
[i
].FObj
.Accel
.X
;
4887 FObj
.Accel
.Y
:= gCorpses
[i
].FObj
.Accel
.Y
;
4892 procedure TPlayer
.Update();
4895 i
, ii
, wx
, wy
, xd
, yd
, k
: Integer;
4896 blockmon
, headwater
, dospawn
: Boolean;
4901 NetServer
:= g_Game_IsNet
and g_Game_IsServer
;
4902 AnyServer
:= g_Game_IsServer
;
4904 if g_Game_IsClient
and (NetInterpLevel
> 0) then
4905 DoLerp(NetInterpLevel
+ 1)
4911 if FClientID
>= 0 then
4913 FPing
:= NetClients
[FClientID
].Peer
^.lastRoundTripTime
;
4914 if NetClients
[FClientID
].Peer
^.packetsSent
> 0 then
4915 FLoss
:= Round(100*NetClients
[FClientID
].Peer
^.packetsLost
/NetClients
[FClientID
].Peer
^.packetsSent
)
4924 if FAlive
and (FPunchAnim
<> nil) then
4925 FPunchAnim
.Update();
4927 if FAlive
and (gFly
or FJetpack
) then
4930 if FDirection
= TDirection
.D_LEFT
then
4935 if FAlive
and (not FGhost
) then
4937 if FKeys
[KEY_UP
].Pressed
then
4939 if FKeys
[KEY_DOWN
].Pressed
then
4943 if (not (FKeys
[KEY_UP
].Pressed
or FKeys
[KEY_DOWN
].Pressed
)) and
4946 i
:= g_basic
.Sign(FIncCam
);
4947 FIncCam
:= Abs(FIncCam
);
4948 DecMin(FIncCam
, 5, 0);
4949 FIncCam
:= FIncCam
*i
;
4952 // no need to do that each second frame, weapon queue will take care of it
4953 if FAlive
and FKeys
[KEY_NEXTWEAPON
].Pressed
and AnyServer
then NextWeapon();
4954 if FAlive
and FKeys
[KEY_PREVWEAPON
].Pressed
and AnyServer
then PrevWeapon();
4956 if gTime
mod (GAME_TICK
*2) <> 0 then
4958 if (FObj
.Vel
.X
= 0) and FAlive
then
4960 if FKeys
[KEY_LEFT
].Pressed
then
4961 Run(TDirection
.D_LEFT
);
4962 if FKeys
[KEY_RIGHT
].Pressed
then
4963 Run(TDirection
.D_RIGHT
);
4968 if not followCorpse() then
4969 g_Obj_Move(@FObj
, True, True, True);
4970 positionChanged(); // this updates spatial accelerators
4976 FActionChanged
:= False;
4980 // Let alive player do some actions
4981 if FKeys
[KEY_LEFT
].Pressed
then Run(TDirection
.D_LEFT
);
4982 if FKeys
[KEY_RIGHT
].Pressed
then Run(TDirection
.D_RIGHT
);
4983 //if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4984 //if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4985 if FKeys
[KEY_FIRE
].Pressed
and AnyServer
then Fire();
4986 if FKeys
[KEY_OPEN
].Pressed
and AnyServer
then Use();
4987 if FKeys
[KEY_JUMP
].Pressed
then Jump()
4990 if AnyServer
and FJetpack
then
4994 if NetServer
then MH_SEND_PlayerStats(FUID
);
4996 FCanJetpack
:= True;
5003 for k
:= Low(FKeys
) to KEY_CHAT
-1 do
5005 if FKeys
[k
].Pressed
then
5013 if gGameSettings
.GameType
in [GT_CUSTOM
, GT_SERVER
, GT_CLIENT
] then
5016 if (FTime
[T_RESPAWN
] <= gTime
) and
5017 gGameOn
and (not FAlive
) then
5019 if (g_Player_GetCount() > 1) then
5023 gExit
:= EXIT_RESTART
;
5028 // Dead spectator actions
5031 if FKeys
[KEY_OPEN
].Pressed
and AnyServer
then Fire();
5032 if FKeys
[KEY_FIRE
].Pressed
and AnyServer
then
5036 if (FSpectatePlayer
>= High(gPlayers
)) then
5037 FSpectatePlayer
:= -1
5041 for I
:= FSpectatePlayer
+ 1 to High(gPlayers
) do
5042 if gPlayers
[I
] <> nil then
5043 if gPlayers
[I
].alive
then
5044 if gPlayers
[I
].UID
<> FUID
then
5046 FSpectatePlayer
:= I
;
5051 if not SetSpect
then FSpectatePlayer
:= -1;
5062 if FKeys
[KEY_UP
].Pressed
or FKeys
[KEY_JUMP
].Pressed
then
5064 FYTo
:= FObj
.Y
- 32;
5065 FSpectatePlayer
:= -1;
5067 if FKeys
[KEY_DOWN
].Pressed
then
5069 FYTo
:= FObj
.Y
+ 32;
5070 FSpectatePlayer
:= -1;
5072 if FKeys
[KEY_LEFT
].Pressed
then
5074 FXTo
:= FObj
.X
- 32;
5075 FSpectatePlayer
:= -1;
5077 if FKeys
[KEY_RIGHT
].Pressed
then
5079 FXTo
:= FObj
.X
+ 32;
5080 FSpectatePlayer
:= -1;
5083 if (FXTo
< -64) then
5085 else if (FXTo
> gMapInfo
.Width
+ 32) then
5086 FXTo
:= gMapInfo
.Width
+ 32;
5087 if (FYTo
< -72) then
5089 else if (FYTo
> gMapInfo
.Height
+ 32) then
5090 FYTo
:= gMapInfo
.Height
+ 32;
5095 if not followCorpse() then
5096 g_Obj_Move(@FObj
, True, True, True);
5097 positionChanged(); // this updates spatial accelerators
5104 if (FSpectatePlayer
<= High(gPlayers
)) and (FSpectatePlayer
>= 0) then
5105 if gPlayers
[FSpectatePlayer
] <> nil then
5106 if gPlayers
[FSpectatePlayer
].alive
then
5108 FXTo
:= gPlayers
[FSpectatePlayer
].GameX
;
5109 FYTo
:= gPlayers
[FSpectatePlayer
].GameY
;
5113 blockmon
:= g_Map_CollidePanel(FObj
.X
+PLAYER_HEADRECT
.X
, FObj
.Y
+PLAYER_HEADRECT
.Y
,
5114 PLAYER_HEADRECT
.Width
, PLAYER_HEADRECT
.Height
,
5115 PANEL_BLOCKMON
, True);
5116 headwater
:= HeadInLiquid(0, 0);
5118 // Ñîïðîòèâëåíèå âîçäóõà:
5119 if (not FAlive
) or not (FKeys
[KEY_LEFT
].Pressed
or FKeys
[KEY_RIGHT
].Pressed
) then
5120 if FObj
.Vel
.X
<> 0 then
5121 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
5123 if (FLastHit
= HIT_TRAP
) and (FPain
> 90) then FPain
:= 90;
5124 DecMin(FPain
, 5, 0);
5125 DecMin(FPickup
, 1, 0);
5127 if FAlive
and (FObj
.Y
> Integer(gMapInfo
.Height
)+128) and AnyServer
then
5129 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
5130 FMegaRulez
[MR_SUIT
] := 0;
5131 FMegaRulez
[MR_INVUL
] := 0;
5132 FMegaRulez
[MR_INVIS
] := 0;
5133 Kill(K_FALLKILL
, 0, HIT_FALL
);
5140 if FCurrWeap
= WEAPON_SAW
then
5141 if not (FSawSound
.IsPlaying() or FSawSoundHit
.IsPlaying() or
5142 FSawSoundSelect
.IsPlaying()) then
5143 FSawSoundIdle
.PlayAt(FObj
.X
, FObj
.Y
);
5146 if (not FJetSoundFly
.IsPlaying()) and (not FJetSoundOn
.IsPlaying()) and
5147 (not FJetSoundOff
.IsPlaying()) then
5149 FJetSoundFly
.SetPosition(0);
5150 FJetSoundFly
.PlayAt(FObj
.X
, FObj
.Y
);
5153 for b
:= WP_FIRST
to WP_LAST
do
5154 if FReloading
[b
] > 0 then
5160 if FShellTimer
> -1 then
5161 if FShellTimer
= 0 then
5163 if FShellType
= SHELL_SHELL
then
5164 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5165 GameVelX
, GameVelY
-2, SHELL_SHELL
)
5166 else if FShellType
= SHELL_DBLSHELL
then
5168 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5169 GameVelX
+1, GameVelY
-2, SHELL_SHELL
);
5170 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5171 GameVelX
-1, GameVelY
-2, SHELL_SHELL
);
5174 end else Dec(FShellTimer
);
5176 if (FBFGFireCounter
> -1) then
5177 if FBFGFireCounter
= 0 then
5181 wx
:= FObj
.X
+WEAPONPOINT
[FDirection
].X
;
5182 wy
:= FObj
.Y
+WEAPONPOINT
[FDirection
].Y
;
5183 xd
:= wx
+IfThen(FDirection
= TDirection
.D_LEFT
, -30, 30);
5184 yd
:= wy
+firediry();
5185 g_Weapon_bfgshot(wx
, wy
, xd
, yd
, FUID
);
5186 if NetServer
then MH_SEND_PlayerFire(FUID
, WEAPON_BFG
, wx
, wy
, xd
, yd
);
5187 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
5188 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
5189 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
5192 FReloading
[WEAPON_BFG
] := WEAPON_RELOAD
[WEAPON_BFG
];
5193 FBFGFireCounter
:= -1;
5196 FBFGFireCounter
:= 0
5198 Dec(FBFGFireCounter
);
5200 if (FMegaRulez
[MR_SUIT
] < gTime
) and AnyServer
then
5202 b
:= g_GetAcidHit(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
, PLAYER_RECT
.Width
, PLAYER_RECT
.Height
);
5204 if (b
> 0) and (gTime
mod (15*GAME_TICK
) = 0) then Damage(b
, 0, 0, 0, HIT_ACID
);
5207 if (headwater
or blockmon
) then
5213 if AnyServer
then Damage(10, 0, 0, 0, HIT_WATER
);
5216 else if (FAir
mod 31 = 0) and not blockmon
then
5218 g_GFX_Bubbles(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2), FObj
.Y
+PLAYER_RECT
.Y
-4, 5+Random(6), 8, 4);
5219 if Random(2) = 0 then
5220 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
5222 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
5224 end else if FAir
< AIR_DEF
then
5227 if FFireTime
> 0 then
5229 if BodyInLiquid(0, 0) then
5234 else if FMegaRulez
[MR_SUIT
] >= gTime
then
5236 if FMegaRulez
[MR_SUIT
] = gTime
then
5243 if FFirePainTime
<= 0 then
5245 if g_Game_IsServer
then
5246 Damage(5, FFireAttacker
, 0, 0, HIT_FLAME
);
5247 FFirePainTime
:= 18;
5249 FFirePainTime
:= FFirePainTime
- 1;
5250 FFireTime
:= FFireTime
- 1;
5251 if (FFireTime
= 0) and g_Game_IsNet
and g_Game_IsServer
then
5252 MH_SEND_PlayerStats(FUID
);
5256 if FDamageBuffer
> 0 then
5258 if FDamageBuffer
>= 9 then
5262 if FDamageBuffer
< 30 then i
:= 9
5263 else if FDamageBuffer
< 100 then i
:= 18
5267 ii
:= Round(FDamageBuffer
*FHealth
/ nonz(FArmor
*(3/4)+FHealth
));
5268 FArmor
:= FArmor
-(FDamageBuffer
-ii
);
5269 FHealth
:= FHealth
-ii
;
5272 FHealth
:= FHealth
+FArmor
;
5277 if FHealth
<= 0 then
5278 if FHealth
> -30 then Kill(K_SIMPLEKILL
, FLastSpawnerUID
, FLastHit
)
5279 else if FHealth
> -50 then Kill(K_HARDKILL
, FLastSpawnerUID
, FLastHit
)
5280 else Kill(K_EXTRAHARDKILL
, FLastSpawnerUID
, FLastHit
);
5284 if FDamageBuffer
<= 20 then FModel
.PlaySound(MODELSOUND_PAIN
, 1, FObj
.X
, FObj
.Y
)
5285 else if FDamageBuffer
<= 55 then FModel
.PlaySound(MODELSOUND_PAIN
, 2, FObj
.X
, FObj
.Y
)
5286 else if FDamageBuffer
<= 120 then FModel
.PlaySound(MODELSOUND_PAIN
, 3, FObj
.X
, FObj
.Y
)
5287 else FModel
.PlaySound(MODELSOUND_PAIN
, 4, FObj
.X
, FObj
.Y
);
5294 end; // if FAlive then ...
5296 if (FActionAnim
= A_PAIN
) and (FModel
.Animation
<> A_PAIN
) then
5298 FModel
.ChangeAnimation(FActionAnim
, FActionForce
);
5299 FModel
.GetCurrentAnimation
.MinLength
:= i
;
5300 FModel
.GetCurrentAnimationMask
.MinLength
:= i
;
5301 end else FModel
.ChangeAnimation(FActionAnim
, FActionForce
and (FModel
.Animation
<> A_STAND
));
5303 if (FModel
.GetCurrentAnimation
.Played
or ((not FActionChanged
) and (FModel
.Animation
= A_WALK
)))
5304 then SetAction(A_STAND
, True);
5306 if not ((FModel
.Animation
= A_WALK
) and (Abs(FObj
.Vel
.X
) < 4) and not FModel
.Fire
) then FModel
.Update
;
5308 for b
:= Low(FKeys
) to High(FKeys
) do
5309 if FKeys
[b
].Time
= 0 then FKeys
[b
].Pressed
:= False else Dec(FKeys
[b
].Time
);
5313 procedure TPlayer
.getMapBox (out x
, y
, w
, h
: Integer); inline;
5315 x
:= FObj
.X
+PLAYER_RECT
.X
;
5316 y
:= FObj
.Y
+PLAYER_RECT
.Y
;
5317 w
:= PLAYER_RECT
.Width
;
5318 h
:= PLAYER_RECT
.Height
;
5322 procedure TPlayer
.moveBy (dx
, dy
: Integer); inline;
5324 if (dx
<> 0) or (dy
<> 0) then
5333 function TPlayer
.Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean;
5335 Result
:= g_Collide(FObj
.X
+PLAYER_RECT
.X
,
5336 FObj
.Y
+PLAYER_RECT
.Y
,
5343 function TPlayer
.Collide(Panel
: TPanel
): Boolean;
5345 Result
:= g_Collide(FObj
.X
+PLAYER_RECT
.X
,
5346 FObj
.Y
+PLAYER_RECT
.Y
,
5350 Panel
.Width
, Panel
.Height
);
5353 function TPlayer
.Collide(X
, Y
: Integer): Boolean;
5355 X
:= X
-FObj
.X
-PLAYER_RECT
.X
;
5356 Y
:= Y
-FObj
.Y
-PLAYER_RECT
.Y
;
5357 Result
:= (x
>= 0) and (x
<= PLAYER_RECT
.Width
) and
5358 (y
>= 0) and (y
<= PLAYER_RECT
.Height
);
5361 function g_Player_ValidName(Name
: string): Boolean;
5367 if gPlayers
= nil then Exit
;
5369 for a
:= 0 to High(gPlayers
) do
5370 if gPlayers
[a
] <> nil then
5371 if LowerCase(Name
) = LowerCase(gPlayers
[a
].FName
) then
5378 procedure TPlayer
.SetDirection(Direction
: TDirection
);
5382 d
:= FModel
.Direction
;
5384 FModel
.Direction
:= Direction
;
5385 if d
<> Direction
then FModel
.ChangeAnimation(FModel
.Animation
, True);
5387 FDirection
:= Direction
;
5390 function TPlayer
.GetKeys(): Byte;
5394 if R_KEY_RED
in FRulez
then Result
:= KEY_RED
;
5395 if R_KEY_GREEN
in FRulez
then Result
:= Result
or KEY_GREEN
;
5396 if R_KEY_BLUE
in FRulez
then Result
:= Result
or KEY_BLUE
;
5398 if FTeam
= TEAM_RED
then Result
:= Result
or KEY_REDTEAM
;
5399 if FTeam
= TEAM_BLUE
then Result
:= Result
or KEY_BLUETEAM
;
5402 procedure TPlayer
.Use();
5406 if FTime
[T_USE
] > gTime
then Exit
;
5408 g_Triggers_PressR(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
, PLAYER_RECT
.Width
,
5409 PLAYER_RECT
.Height
, FUID
, ACTIVATE_PLAYERPRESS
);
5411 for a
:= 0 to High(gPlayers
) do
5412 if (gPlayers
[a
] <> nil) and (gPlayers
[a
] <> Self
) and
5413 gPlayers
[a
].alive
and SameTeam(FUID
, gPlayers
[a
].FUID
) and
5414 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
5415 FObj
.Rect
.Width
, FObj
.Rect
.Height
, @gPlayers
[a
].FObj
) then
5417 gPlayers
[a
].Touch();
5418 if g_Game_IsNet
and g_Game_IsServer
then
5419 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH
, gPlayers
[a
].FUID
);
5422 FTime
[T_USE
] := gTime
+120;
5425 procedure TPlayer
.NetFire(Wpn
: Byte; X
, Y
, AX
, AY
: Integer; WID
: Integer = -1);
5429 WX
, WY
, XD
, YD
: Integer;
5441 if R_BERSERK
in FRulez
then
5443 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5444 locobj
.X
:= FObj
.X
+FObj
.Rect
.X
;
5445 locobj
.Y
:= FObj
.Y
+FObj
.Rect
.Y
;
5448 locobj
.rect
.Width
:= 39;
5449 locobj
.rect
.Height
:= 52;
5450 locobj
.Vel
.X
:= (xd
-wx
) div 2;
5451 locobj
.Vel
.Y
:= (yd
-wy
) div 2;
5452 locobj
.Accel
.X
:= xd
-wx
;
5453 locobj
.Accel
.y
:= yd
-wy
;
5455 if g_Weapon_Hit(@locobj
, 50, FUID
, HIT_SOME
) <> 0 then
5456 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj
.X
, FObj
.Y
)
5458 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj
.X
, FObj
.Y
);
5462 FPain
:= min(FPain
+ 25, 50);
5464 g_Weapon_punch(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, 3, FUID
);
5469 if g_Weapon_chainsaw(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
5470 IfThen(gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
], 9, 3), FUID
) <> 0 then
5472 FSawSoundSelect
.Stop();
5474 FSawSoundHit
.PlayAt(FObj
.X
, FObj
.Y
);
5476 else if not FSawSoundHit
.IsPlaying() then
5478 FSawSoundSelect
.Stop();
5479 FSawSound
.PlayAt(FObj
.X
, FObj
.Y
);
5486 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX
, Gamey
);
5487 FFireAngle
:= FAngle
;
5489 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5490 GameVelX
, GameVelY
-2, SHELL_BULLET
);
5495 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex
, Gamey
);
5496 FFireAngle
:= FAngle
;
5499 FShellType
:= SHELL_SHELL
;
5504 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex
, Gamey
);
5505 FFireAngle
:= FAngle
;
5508 FShellType
:= SHELL_DBLSHELL
;
5513 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex
, Gamey
);
5514 FFireAngle
:= FAngle
;
5516 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5517 GameVelX
, GameVelY
-2, SHELL_BULLET
);
5520 WEAPON_ROCKETLAUNCHER
:
5522 g_Weapon_Rocket(wx
, wy
, xd
, yd
, FUID
, WID
);
5523 FFireAngle
:= FAngle
;
5529 g_Weapon_Plasma(wx
, wy
, xd
, yd
, FUID
, WID
);
5530 FFireAngle
:= FAngle
;
5536 g_Weapon_BFGShot(wx
, wy
, xd
, yd
, FUID
, WID
);
5537 FFireAngle
:= FAngle
;
5541 WEAPON_SUPERPULEMET
:
5543 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex
, Gamey
);
5544 FFireAngle
:= FAngle
;
5546 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5547 GameVelX
, GameVelY
-2, SHELL_SHELL
);
5550 WEAPON_FLAMETHROWER
:
5552 g_Weapon_flame(wx
, wy
, xd
, yd
, FUID
, WID
);
5553 FFireAngle
:= FAngle
;
5560 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
5561 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
5562 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
5565 procedure TPlayer
.DoLerp(Level
: Integer = 2);
5567 if FObj
.X
<> FXTo
then FObj
.X
:= Lerp(FObj
.X
, FXTo
, Level
);
5568 if FObj
.Y
<> FYTo
then FObj
.Y
:= Lerp(FObj
.Y
, FYTo
, Level
);
5571 procedure TPlayer
.SetLerp(XTo
, YTo
: Integer);
5575 if NetInterpLevel
< 1 then
5585 AX
:= Abs(FXTo
- FObj
.X
);
5586 AY
:= Abs(FYTo
- FObj
.Y
);
5587 if (AX
> 32) or (AX
<= NetInterpLevel
) then
5589 if (AY
> 32) or (AY
<= NetInterpLevel
) then
5594 function TPlayer
.FullInLift(XInc
, YInc
: Integer): Integer;
5596 if g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
5597 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
-8,
5598 PANEL_LIFTUP
, False) then Result
:= -1
5600 if g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
5601 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
-8,
5602 PANEL_LIFTDOWN
, False) then Result
:= 1
5606 function TPlayer
.GetFlag(Flag
: Byte): Boolean;
5613 if Flag
= FLAG_NONE
then
5616 if not g_Game_IsServer
then Exit
;
5618 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5619 if (Flag
= FTeam
) and
5620 (gFlags
[Flag
].State
= FLAG_STATE_NORMAL
) and
5621 (FFlag
<> FLAG_NONE
) then
5623 if FFlag
= FLAG_RED
then
5624 s
:= _lc
[I_PLAYER_FLAG_RED
]
5626 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5628 evtype
:= FLAG_STATE_SCORED
;
5630 ts
:= Format('%.4d', [gFlags
[FFlag
].CaptureTime
]);
5631 Insert('.', ts
, Length(ts
) + 1 - 3);
5632 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_CAPTURE
], [FName
, s
, ts
]), True);
5634 g_Map_ResetFlag(FFlag
);
5635 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_CAPTURE
], [AnsiUpperCase(s
)]), 144);
5637 gTeamStat
[FTeam
].Goals
:= gTeamStat
[FTeam
].Goals
+ 1;
5640 if g_Game_IsNet
then
5642 MH_SEND_FlagEvent(evtype
, FFlag
, FUID
, False);
5646 gFlags
[FFlag
].CaptureTime
:= 0;
5651 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5652 if (Flag
= FTeam
) and
5653 (gFlags
[Flag
].State
= FLAG_STATE_DROPPED
) then
5655 if Flag
= FLAG_RED
then
5656 s
:= _lc
[I_PLAYER_FLAG_RED
]
5658 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5660 evtype
:= FLAG_STATE_RETURNED
;
5661 gFlags
[Flag
].CaptureTime
:= 0;
5663 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_RETURN
], [FName
, s
]), True);
5665 g_Map_ResetFlag(Flag
);
5666 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_RETURN
], [AnsiUpperCase(s
)]), 144);
5669 if g_Game_IsNet
then
5671 MH_SEND_FlagEvent(evtype
, Flag
, FUID
, False);
5677 // Ïîäîáðàë ÷óæîé ôëàã:
5678 if (Flag
<> FTeam
) and (FTime
[T_FLAGCAP
] <= gTime
) then
5682 if Flag
= FLAG_RED
then
5683 s
:= _lc
[I_PLAYER_FLAG_RED
]
5685 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5687 evtype
:= FLAG_STATE_CAPTURED
;
5689 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_GET
], [FName
, s
]), True);
5691 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_GET
], [AnsiUpperCase(s
)]), 144);
5693 gFlags
[Flag
].State
:= FLAG_STATE_CAPTURED
;
5696 if g_Game_IsNet
then
5698 MH_SEND_FlagEvent(evtype
, Flag
, FUID
, False);
5704 procedure TPlayer
.SetFlag(Flag
: Byte);
5707 if FModel
<> nil then
5708 FModel
.SetFlag(FFlag
);
5711 function TPlayer
.DropFlag(): Boolean;
5716 if (not g_Game_IsServer
) or (FFlag
= FLAG_NONE
) then
5718 FTime
[T_FLAGCAP
] := gTime
+ 2000;
5719 with gFlags
[FFlag
] do
5723 Direction
:= FDirection
;
5724 State
:= FLAG_STATE_DROPPED
;
5726 g_Obj_Push(@Obj
, (FObj
.Vel
.X
div 2)-2+Random(5),
5727 (FObj
.Vel
.Y
div 2)-2+Random(5));
5728 positionChanged(); // this updates spatial accelerators
5730 if FFlag
= FLAG_RED
then
5731 s
:= _lc
[I_PLAYER_FLAG_RED
]
5733 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5735 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_DROP
], [FName
, s
]), True);
5736 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_DROP
], [AnsiUpperCase(s
)]), 144);
5738 if g_Game_IsNet
then
5739 MH_SEND_FlagEvent(FLAG_STATE_DROPPED
, Flag
, FUID
, False);
5745 procedure TPlayer
.GetSecret();
5750 procedure TPlayer
.PressKey(Key
: Byte; Time
: Word = 1);
5752 Assert(Key
<= High(FKeys
));
5754 FKeys
[Key
].Pressed
:= True;
5755 FKeys
[Key
].Time
:= Time
;
5758 function TPlayer
.IsKeyPressed(K
: Byte): Boolean;
5760 Result
:= FKeys
[K
].Pressed
;
5763 procedure TPlayer
.ReleaseKeys();
5767 for a
:= Low(FKeys
) to High(FKeys
) do
5769 FKeys
[a
].Pressed
:= False;
5774 procedure TPlayer
.OnDamage(Angle
: SmallInt);
5778 function TPlayer
.firediry(): Integer;
5780 if FKeys
[KEY_UP
].Pressed
then Result
:= -42
5781 else if FKeys
[KEY_DOWN
].Pressed
then Result
:= 19
5785 procedure TPlayer
.RememberState();
5789 FSavedState
.Health
:= FHealth
;
5790 FSavedState
.Armor
:= FArmor
;
5791 FSavedState
.Air
:= FAir
;
5792 FSavedState
.JetFuel
:= FJetFuel
;
5793 FSavedState
.CurrWeap
:= FCurrWeap
;
5794 FSavedState
.NextWeap
:= FNextWeap
;
5795 FSavedState
.NextWeapDelay
:= FNextWeapDelay
;
5798 FSavedState
.Ammo
[i
] := FAmmo
[i
];
5800 FSavedState
.MaxAmmo
[i
] := FMaxAmmo
[i
];
5802 FSavedState
.Rulez
:= FRulez
;
5803 FSavedState
.WaitRecall
:= True;
5806 procedure TPlayer
.RecallState();
5810 if not FSavedState
.WaitRecall
then Exit
;
5812 FHealth
:= FSavedState
.Health
;
5813 FArmor
:= FSavedState
.Armor
;
5814 FAir
:= FSavedState
.Air
;
5815 FJetFuel
:= FSavedState
.JetFuel
;
5816 FCurrWeap
:= FSavedState
.CurrWeap
;
5817 FNextWeap
:= FSavedState
.NextWeap
;
5818 FNextWeapDelay
:= FSavedState
.NextWeapDelay
;
5821 FAmmo
[i
] := FSavedState
.Ammo
[i
];
5823 FMaxAmmo
[i
] := FSavedState
.MaxAmmo
[i
];
5825 FRulez
:= FSavedState
.Rulez
;
5826 FSavedState
.WaitRecall
:= False;
5828 if gGameSettings
.GameType
= GT_SERVER
then
5829 MH_SEND_PlayerStats(FUID
);
5832 procedure TPlayer
.SaveState (st
: TStream
);
5838 utils
.writeSign(st
, 'PLYR');
5839 utils
.writeInt(st
, Byte(PLR_SAVE_VERSION
)); // version
5841 utils
.writeBool(st
, FIamBot
);
5843 utils
.writeInt(st
, Word(FUID
));
5845 utils
.writeStr(st
, FName
);
5847 utils
.writeInt(st
, Byte(FTeam
));
5849 utils
.writeBool(st
, FAlive
);
5850 // Èçðàñõîäîâàë ëè âñå æèçíè
5851 utils
.writeBool(st
, FNoRespawn
);
5853 if FDirection
= TDirection
.D_LEFT
then b
:= 1 else b
:= 2; // D_RIGHT
5854 utils
.writeInt(st
, Byte(b
));
5856 utils
.writeInt(st
, LongInt(FHealth
));
5858 utils
.writeInt(st
, Byte(FLives
));
5860 utils
.writeInt(st
, LongInt(FArmor
));
5862 utils
.writeInt(st
, LongInt(FAir
));
5864 utils
.writeInt(st
, LongInt(FJetFuel
));
5866 utils
.writeInt(st
, LongInt(FPain
));
5868 utils
.writeInt(st
, LongInt(FKills
));
5870 utils
.writeInt(st
, LongInt(FMonsterKills
));
5872 utils
.writeInt(st
, LongInt(FFrags
));
5874 utils
.writeInt(st
, Byte(FFragCombo
));
5875 // Âðåìÿ ïîñëåäíåãî ôðàãà
5876 utils
.writeInt(st
, LongWord(FLastFrag
));
5878 utils
.writeInt(st
, LongInt(FDeath
));
5880 utils
.writeInt(st
, Byte(FFlag
));
5882 utils
.writeInt(st
, LongInt(FSecrets
));
5884 utils
.writeInt(st
, Byte(FCurrWeap
));
5886 utils
.writeInt(st
, Word(FNextWeap
));
5888 utils
.writeInt(st
, Byte(FNextWeapDelay
));
5889 // Âðåìÿ çàðÿäêè BFG
5890 utils
.writeInt(st
, SmallInt(FBFGFireCounter
));
5892 utils
.writeInt(st
, LongInt(FDamageBuffer
));
5893 // Ïîñëåäíèé óäàðèâøèé
5894 utils
.writeInt(st
, Word(FLastSpawnerUID
));
5895 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
5896 utils
.writeInt(st
, Byte(FLastHit
));
5898 Obj_SaveState(st
, @FObj
);
5899 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
5900 for i
:= A_BULLETS
to A_HIGH
do utils
.writeInt(st
, Word(FAmmo
[i
]));
5901 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
5902 for i
:= A_BULLETS
to A_HIGH
do utils
.writeInt(st
, Word(FMaxAmmo
[i
]));
5904 for i
:= WP_FIRST
to WP_LAST
do utils
.writeBool(st
, FWeapon
[i
]);
5905 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
5906 for i
:= WP_FIRST
to WP_LAST
do utils
.writeInt(st
, Word(FReloading
[i
]));
5908 utils
.writeBool(st
, (R_ITEM_BACKPACK
in FRulez
));
5909 // Íàëè÷èå êðàñíîãî êëþ÷à
5910 utils
.writeBool(st
, (R_KEY_RED
in FRulez
));
5911 // Íàëè÷èå çåëåíîãî êëþ÷à
5912 utils
.writeBool(st
, (R_KEY_GREEN
in FRulez
));
5913 // Íàëè÷èå ñèíåãî êëþ÷à
5914 utils
.writeBool(st
, (R_KEY_BLUE
in FRulez
));
5916 utils
.writeBool(st
, (R_BERSERK
in FRulez
));
5917 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
5918 for i
:= MR_SUIT
to MR_MAX
do utils
.writeInt(st
, LongWord(FMegaRulez
[i
]));
5919 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
5920 for i
:= T_RESPAWN
to T_FLAGCAP
do utils
.writeInt(st
, LongWord(FTime
[i
]));
5922 utils
.writeStr(st
, FModel
.Name
);
5924 utils
.writeInt(st
, Byte(FColor
.R
));
5925 utils
.writeInt(st
, Byte(FColor
.G
));
5926 utils
.writeInt(st
, Byte(FColor
.B
));
5930 procedure TPlayer
.LoadState (st
: TStream
);
5939 if not utils
.checkSign(st
, 'PLYR') then raise XStreamError
.Create('invalid player signature');
5940 if (utils
.readByte(st
) <> PLR_SAVE_VERSION
) then raise XStreamError
.Create('invalid player version');
5942 FIamBot
:= utils
.readBool(st
);
5944 FUID
:= utils
.readWord(st
);
5946 str
:= utils
.readStr(st
);
5947 if (self
<> gPlayer1
) and (self
<> gPlayer2
) then FName
:= str
;
5949 FTeam
:= utils
.readByte(st
);
5951 FAlive
:= utils
.readBool(st
);
5952 // Èçðàñõîäîâàë ëè âñå æèçíè
5953 FNoRespawn
:= utils
.readBool(st
);
5955 b
:= utils
.readByte(st
);
5956 if b
= 1 then FDirection
:= TDirection
.D_LEFT
else FDirection
:= TDirection
.D_RIGHT
; // b = 2
5958 FHealth
:= utils
.readLongInt(st
);
5960 FLives
:= utils
.readByte(st
);
5962 FArmor
:= utils
.readLongInt(st
);
5964 FAir
:= utils
.readLongInt(st
);
5966 FJetFuel
:= utils
.readLongInt(st
);
5968 FPain
:= utils
.readLongInt(st
);
5970 FKills
:= utils
.readLongInt(st
);
5972 FMonsterKills
:= utils
.readLongInt(st
);
5974 FFrags
:= utils
.readLongInt(st
);
5976 FFragCombo
:= utils
.readByte(st
);
5977 // Âðåìÿ ïîñëåäíåãî ôðàãà
5978 FLastFrag
:= utils
.readLongWord(st
);
5980 FDeath
:= utils
.readLongInt(st
);
5982 FFlag
:= utils
.readByte(st
);
5984 FSecrets
:= utils
.readLongInt(st
);
5986 FCurrWeap
:= utils
.readByte(st
);
5988 FNextWeap
:= utils
.readWord(st
);
5990 FNextWeapDelay
:= utils
.readByte(st
);
5991 // Âðåìÿ çàðÿäêè BFG
5992 FBFGFireCounter
:= utils
.readSmallInt(st
);
5994 FDamageBuffer
:= utils
.readLongInt(st
);
5995 // Ïîñëåäíèé óäàðèâøèé
5996 FLastSpawnerUID
:= utils
.readWord(st
);
5997 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
5998 FLastHit
:= utils
.readByte(st
);
6000 Obj_LoadState(@FObj
, st
);
6001 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6002 for i
:= A_BULLETS
to A_HIGH
do FAmmo
[i
] := utils
.readWord(st
);
6003 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6004 for i
:= A_BULLETS
to A_HIGH
do FMaxAmmo
[i
] := utils
.readWord(st
);
6006 for i
:= WP_FIRST
to WP_LAST
do FWeapon
[i
] := utils
.readBool(st
);
6007 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6008 for i
:= WP_FIRST
to WP_LAST
do FReloading
[i
] := utils
.readWord(st
);
6010 if utils
.readBool(st
) then Include(FRulez
, R_ITEM_BACKPACK
);
6011 // Íàëè÷èå êðàñíîãî êëþ÷à
6012 if utils
.readBool(st
) then Include(FRulez
, R_KEY_RED
);
6013 // Íàëè÷èå çåëåíîãî êëþ÷à
6014 if utils
.readBool(st
) then Include(FRulez
, R_KEY_GREEN
);
6015 // Íàëè÷èå ñèíåãî êëþ÷à
6016 if utils
.readBool(st
) then Include(FRulez
, R_KEY_BLUE
);
6018 if utils
.readBool(st
) then Include(FRulez
, R_BERSERK
);
6019 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6020 for i
:= MR_SUIT
to MR_MAX
do FMegaRulez
[i
] := utils
.readLongWord(st
);
6021 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6022 for i
:= T_RESPAWN
to T_FLAGCAP
do FTime
[i
] := utils
.readLongWord(st
);
6024 str
:= utils
.readStr(st
);
6026 FColor
.R
:= utils
.readByte(st
);
6027 FColor
.G
:= utils
.readByte(st
);
6028 FColor
.B
:= utils
.readByte(st
);
6029 if (self
= gPlayer1
) then
6031 str
:= gPlayer1Settings
.Model
;
6032 FColor
:= gPlayer1Settings
.Color
;
6034 else if (self
= gPlayer2
) then
6036 str
:= gPlayer2Settings
.Model
;
6037 FColor
:= gPlayer2Settings
.Color
;
6039 // Îáíîâëÿåì ìîäåëü èãðîêà
6041 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
6042 FModel
.Color
:= TEAMCOLOR
[FTeam
]
6044 FModel
.Color
:= FColor
;
6048 procedure TPlayer
.AllRulez(Health
: Boolean);
6054 FHealth
:= PLAYER_HP_LIMIT
;
6055 FArmor
:= PLAYER_AP_LIMIT
;
6059 for a
:= WP_FIRST
to WP_LAST
do FWeapon
[a
] := True;
6060 for a
:= A_BULLETS
to A_HIGH
do FAmmo
[a
] := 30000;
6061 FRulez
:= FRulez
+[R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
];
6064 procedure TPlayer
.RestoreHealthArmor();
6066 FHealth
:= PLAYER_HP_LIMIT
;
6067 FArmor
:= PLAYER_AP_LIMIT
;
6070 procedure TPlayer
.FragCombo();
6074 if (gGameSettings
.GameMode
in [GM_COOP
, GM_SINGLE
]) or g_Game_IsClient
then
6076 if gTime
- FLastFrag
< FRAG_COMBO_TIME
then
6078 if FFragCombo
< 5 then
6080 Param
:= FUID
or (FFragCombo
shl 16);
6081 if (FComboEvnt
>= Low(gDelayedEvents
)) and
6082 (FComboEvnt
<= High(gDelayedEvents
)) and
6083 gDelayedEvents
[FComboEvnt
].Pending
and
6084 (gDelayedEvents
[FComboEvnt
].DEType
= DE_KILLCOMBO
) and
6085 (gDelayedEvents
[FComboEvnt
].DENum
and $FFFF = FUID
) then
6087 gDelayedEvents
[FComboEvnt
].Time
:= gTime
+ 500;
6088 gDelayedEvents
[FComboEvnt
].DENum
:= Param
;
6091 FComboEvnt
:= g_Game_DelayEvent(DE_KILLCOMBO
, 500, Param
);
6099 procedure TPlayer
.GiveItem(ItemType
: Byte);
6103 if FMegaRulez
[MR_SUIT
] < gTime
+PLAYER_SUIT_TIME
then
6105 FMegaRulez
[MR_SUIT
] := gTime
+PLAYER_SUIT_TIME
;
6109 if FAir
< AIR_MAX
then
6116 if not (R_BERSERK
in FRulez
) then
6118 Include(FRulez
, R_BERSERK
);
6119 if FBFGFireCounter
< 1 then
6121 FCurrWeap
:= WEAPON_KASTET
;
6123 FModel
.SetWeapon(WEAPON_KASTET
);
6127 FBerserk
:= gTime
+30000;
6129 if FHealth
< PLAYER_HP_SOFT
then
6131 FHealth
:= PLAYER_HP_SOFT
;
6132 FBerserk
:= gTime
+30000;
6137 if FMegaRulez
[MR_INVUL
] < gTime
+PLAYER_INVUL_TIME
then
6139 FMegaRulez
[MR_INVUL
] := gTime
+PLAYER_INVUL_TIME
;
6143 if FMegaRulez
[MR_INVIS
] < gTime
+PLAYER_INVIS_TIME
then
6145 FMegaRulez
[MR_INVIS
] := gTime
+PLAYER_INVIS_TIME
;
6149 if FJetFuel
< JET_MAX
then
6151 FJetFuel
:= JET_MAX
;
6154 ITEM_MEDKIT_SMALL
: if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 10, PLAYER_HP_SOFT
);
6155 ITEM_MEDKIT_LARGE
: if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 25, PLAYER_HP_SOFT
);
6157 ITEM_ARMOR_GREEN
: if FArmor
< PLAYER_AP_SOFT
then FArmor
:= PLAYER_AP_SOFT
;
6158 ITEM_ARMOR_BLUE
: if FArmor
< PLAYER_AP_LIMIT
then FArmor
:= PLAYER_AP_LIMIT
;
6160 ITEM_SPHERE_BLUE
: if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 100, PLAYER_HP_LIMIT
);
6162 if (FHealth
< PLAYER_HP_LIMIT
) or (FArmor
< PLAYER_AP_LIMIT
) then
6164 if FHealth
< PLAYER_HP_LIMIT
then FHealth
:= PLAYER_HP_LIMIT
;
6165 if FArmor
< PLAYER_AP_LIMIT
then FArmor
:= PLAYER_AP_LIMIT
;
6168 ITEM_WEAPON_SAW
: FWeapon
[WEAPON_SAW
] := True;
6169 ITEM_WEAPON_SHOTGUN1
: FWeapon
[WEAPON_SHOTGUN1
] := True;
6170 ITEM_WEAPON_SHOTGUN2
: FWeapon
[WEAPON_SHOTGUN2
] := True;
6171 ITEM_WEAPON_CHAINGUN
: FWeapon
[WEAPON_CHAINGUN
] := True;
6172 ITEM_WEAPON_ROCKETLAUNCHER
: FWeapon
[WEAPON_ROCKETLAUNCHER
] := True;
6173 ITEM_WEAPON_PLASMA
: FWeapon
[WEAPON_PLASMA
] := True;
6174 ITEM_WEAPON_BFG
: FWeapon
[WEAPON_BFG
] := True;
6175 ITEM_WEAPON_SUPERPULEMET
: FWeapon
[WEAPON_SUPERPULEMET
] := True;
6176 ITEM_WEAPON_FLAMETHROWER
: FWeapon
[WEAPON_FLAMETHROWER
] := True;
6178 ITEM_AMMO_BULLETS
: if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
6179 ITEM_AMMO_BULLETS_BOX
: if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
6180 ITEM_AMMO_SHELLS
: if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
6181 ITEM_AMMO_SHELLS_BOX
: if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 25, FMaxAmmo
[A_SHELLS
]);
6182 ITEM_AMMO_ROCKET
: if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
6183 ITEM_AMMO_ROCKET_BOX
: if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 5, FMaxAmmo
[A_ROCKETS
]);
6184 ITEM_AMMO_CELL
: if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
6185 ITEM_AMMO_CELL_BIG
: if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 100, FMaxAmmo
[A_CELLS
]);
6186 ITEM_AMMO_FUELCAN
: if FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
] then IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
6189 if (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or
6190 (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or
6191 (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or
6192 (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or
6193 (FMaxAmmo
[A_FUEL
] < AmmoLimits
[1, A_FUEL
]) then
6195 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[1, A_BULLETS
];
6196 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[1, A_SHELLS
];
6197 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[1, A_ROCKETS
];
6198 FMaxAmmo
[A_CELLS
] := AmmoLimits
[1, A_CELLS
];
6199 FMaxAmmo
[A_FUEL
] := AmmoLimits
[1, A_FUEL
];
6201 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
6202 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
6203 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
6204 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
6206 FRulez
:= FRulez
+ [R_ITEM_BACKPACK
];
6209 ITEM_KEY_RED
: if not (R_KEY_RED
in FRulez
) then Include(FRulez
, R_KEY_RED
);
6210 ITEM_KEY_GREEN
: if not (R_KEY_GREEN
in FRulez
) then Include(FRulez
, R_KEY_GREEN
);
6211 ITEM_KEY_BLUE
: if not (R_KEY_BLUE
in FRulez
) then Include(FRulez
, R_KEY_BLUE
);
6213 ITEM_BOTTLE
: if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 4, PLAYER_HP_LIMIT
);
6214 ITEM_HELMET
: if FArmor
< PLAYER_AP_LIMIT
then IncMax(FArmor
, 5, PLAYER_AP_LIMIT
);
6219 if g_Game_IsNet
and g_Game_IsServer
then
6220 MH_SEND_PlayerStats(FUID
);
6223 procedure TPlayer
.FlySmoke(Times
: DWORD
= 1);
6228 if (Random(5) = 1) and (Times
= 1) then
6231 if BodyInLiquid(0, 0) then
6233 g_GFX_Bubbles(Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2)+Random(3)-1,
6234 Obj
.Y
+Obj
.Rect
.Height
+8, 1, 8, 4);
6235 if Random(2) = 0 then
6236 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
6238 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
6242 if g_Frames_Get(id
, 'FRAMES_SMOKE') then
6244 for i
:= 1 to Times
do
6246 Anim
:= TAnimation
.Create(id
, False, 3);
6248 g_GFX_OnceAnim(Obj
.X
+Obj
.Rect
.X
+Random(Obj
.Rect
.Width
+Times
*2)-(Anim
.Width
div 2),
6249 Obj
.Y
+Obj
.Rect
.Height
-4+Random(8+Times
*2), Anim
, ONCEANIM_SMOKE
);
6255 procedure TPlayer
.OnFireFlame(Times
: DWORD
= 1);
6260 if (Random(10) = 1) and (Times
= 1) then
6263 if g_Frames_Get(id
, 'FRAMES_FLAME') then
6265 for i
:= 1 to Times
do
6267 Anim
:= TAnimation
.Create(id
, False, 3);
6269 g_GFX_OnceAnim(Obj
.X
+Obj
.Rect
.X
+Random(Obj
.Rect
.Width
+Times
*2)-(Anim
.Width
div 2),
6270 Obj
.Y
+8+Random(8+Times
*2), Anim
, ONCEANIM_SMOKE
);
6276 procedure TPlayer
.PauseSounds(Enable
: Boolean);
6278 FSawSound
.Pause(Enable
);
6279 FSawSoundIdle
.Pause(Enable
);
6280 FSawSoundHit
.Pause(Enable
);
6281 FSawSoundSelect
.Pause(Enable
);
6286 constructor TCorpse
.Create(X
, Y
: Integer; ModelName
: String; aMess
: Boolean);
6291 FObj
.Rect
:= PLAYER_CORPSERECT
;
6292 FModelName
:= ModelName
;
6297 FState
:= CORPSE_STATE_MESS
;
6298 g_PlayerModel_GetAnim(ModelName
, A_DIE2
, FAnimation
, FAnimationMask
);
6302 FState
:= CORPSE_STATE_NORMAL
;
6303 g_PlayerModel_GetAnim(ModelName
, A_DIE1
, FAnimation
, FAnimationMask
);
6307 destructor TCorpse
.Destroy();
6314 function TCorpse
.ObjPtr (): PObj
; inline; begin result
:= @FObj
; end;
6316 procedure TCorpse
.positionChanged (); inline; begin end;
6318 procedure TCorpse
.moveBy (dx
, dy
: Integer); inline;
6320 if (dx
<> 0) or (dy
<> 0) then
6329 procedure TCorpse
.getMapBox (out x
, y
, w
, h
: Integer); inline;
6331 x
:= FObj
.X
+PLAYER_CORPSERECT
.X
;
6332 y
:= FObj
.Y
+PLAYER_CORPSERECT
.Y
;
6333 w
:= PLAYER_CORPSERECT
.Width
;
6334 h
:= PLAYER_CORPSERECT
.Height
;
6338 procedure TCorpse
.Damage(Value
: Word; vx
, vy
: Integer);
6343 if FState
= CORPSE_STATE_REMOVEME
then
6346 FDamage
:= FDamage
+ Value
;
6348 if FDamage
> 150 then
6350 if FAnimation
<> nil then
6355 FState
:= CORPSE_STATE_REMOVEME
;
6357 g_Player_CreateGibs(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
6358 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
6359 FModelName
, FColor
);
6360 // Çâóê ìÿñà îò òðóïà:
6361 pm
:= g_PlayerModel_Get(FModelName
);
6362 pm
.PlaySound(MODELSOUND_DIE
, 5, FObj
.X
, FObj
.Y
);
6366 if (gBodyKillEvent
<> -1)
6367 and gDelayedEvents
[gBodyKillEvent
].Pending
then
6368 gDelayedEvents
[gBodyKillEvent
].Pending
:= False;
6369 gBodyKillEvent
:= g_Game_DelayEvent(DE_BODYKILL
, 1050, 0);
6374 Blood
:= g_PlayerModel_GetBlood(FModelName
);
6375 FObj
.Vel
.X
:= FObj
.Vel
.X
+ vx
;
6376 FObj
.Vel
.Y
:= FObj
.Vel
.Y
+ vy
;
6377 g_GFX_Blood(FObj
.X
+PLAYER_CORPSERECT
.X
+(PLAYER_CORPSERECT
.Width
div 2),
6378 FObj
.Y
+PLAYER_CORPSERECT
.Y
+(PLAYER_CORPSERECT
.Height
div 2),
6379 Value
, vx
, vy
, 16, (PLAYER_CORPSERECT
.Height
*2) div 3,
6380 Blood
.R
, Blood
.G
, Blood
.B
, Blood
.Kind
);
6384 procedure TCorpse
.Draw();
6386 if FState
= CORPSE_STATE_REMOVEME
then
6389 if FAnimation
<> nil then
6390 FAnimation
.Draw(FObj
.X
, FObj
.Y
, TMirrorType
.None
);
6392 if FAnimationMask
<> nil then
6395 FAnimationMask
.Draw(FObj
.X
, FObj
.Y
, TMirrorType
.None
);
6402 procedure TCorpse
.Update();
6406 if FState
= CORPSE_STATE_REMOVEME
then
6409 if gTime
mod (GAME_TICK
*2) <> 0 then
6411 g_Obj_Move(@FObj
, True, True, True);
6412 positionChanged(); // this updates spatial accelerators
6416 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6417 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
6419 st
:= g_Obj_Move(@FObj
, True, True, True);
6420 positionChanged(); // this updates spatial accelerators
6422 if WordBool(st
and MOVE_FALLOUT
) then
6424 FState
:= CORPSE_STATE_REMOVEME
;
6428 if FAnimation
<> nil then
6429 FAnimation
.Update();
6430 if FAnimationMask
<> nil then
6431 FAnimationMask
.Update();
6435 procedure TCorpse
.SaveState (st
: TStream
);
6442 utils
.writeSign(st
, 'CORP');
6443 utils
.writeInt(st
, Byte(0));
6445 utils
.writeInt(st
, Byte(FState
));
6447 utils
.writeInt(st
, Byte(FDamage
));
6449 utils
.writeInt(st
, Byte(FColor
.R
));
6450 utils
.writeInt(st
, Byte(FColor
.G
));
6451 utils
.writeInt(st
, Byte(FColor
.B
));
6453 Obj_SaveState(st
, @FObj
);
6454 utils
.writeInt(st
, Word(FPlayerUID
));
6456 anim
:= (FAnimation
<> nil);
6457 utils
.writeBool(st
, anim
);
6458 // Åñëè åñòü - ñîõðàíÿåì
6459 if anim
then FAnimation
.SaveState(st
);
6460 // Åñòü ëè ìàñêà àíèìàöèè
6461 anim
:= (FAnimationMask
<> nil);
6462 utils
.writeBool(st
, anim
);
6463 // Åñëè åñòü - ñîõðàíÿåì
6464 if anim
then FAnimationMask
.SaveState(st
);
6468 procedure TCorpse
.LoadState (st
: TStream
);
6475 if not utils
.checkSign(st
, 'CORP') then raise XStreamError
.Create('invalid corpse signature');
6476 if (utils
.readByte(st
) <> 0) then raise XStreamError
.Create('invalid corpse version');
6478 FState
:= utils
.readByte(st
);
6480 FDamage
:= utils
.readByte(st
);
6482 FColor
.R
:= utils
.readByte(st
);
6483 FColor
.G
:= utils
.readByte(st
);
6484 FColor
.B
:= utils
.readByte(st
);
6486 Obj_LoadState(@FObj
, st
);
6487 FPlayerUID
:= utils
.readWord(st
);
6489 anim
:= utils
.readBool(st
);
6490 // Åñëè åñòü - çàãðóæàåì
6493 Assert(FAnimation
<> nil, 'TCorpse.LoadState: no FAnimation');
6494 FAnimation
.LoadState(st
);
6496 // Åñòü ëè ìàñêà àíèìàöèè
6497 anim
:= utils
.readBool(st
);
6498 // Åñëè åñòü - çàãðóæàåì
6501 Assert(FAnimationMask
<> nil, 'TCorpse.LoadState: no FAnimationMask');
6502 FAnimationMask
.LoadState(st
);
6508 constructor TBot
.Create();
6515 FSpectator
:= False;
6522 for a
:= WP_FIRST
to WP_LAST
do
6524 FDifficult
.WeaponPrior
[a
] := WEAPON_PRIOR1
[a
];
6525 FDifficult
.CloseWeaponPrior
[a
] := WEAPON_PRIOR2
[a
];
6526 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6530 destructor TBot
.Destroy();
6533 inherited Destroy();
6536 procedure TBot
.Draw();
6540 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6541 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6544 procedure TBot
.Respawn(Silent
: Boolean; Force
: Boolean = False);
6546 inherited Respawn(Silent
, Force
);
6549 FSelectedWeapon
:= FCurrWeap
;
6554 procedure TBot
.UpdateCombat();
6567 TTargetRecord
= array of TTarget
;
6569 function Compare(a
, b
: TTarget
): Integer;
6571 if a
.Line
and not b
.Line
then // A íà ëèíèè îãíÿ
6574 if not a
.Line
and b
.Line
then // B íà ëèíèè îãíÿ
6576 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6577 if (a
.Line
and b
.Line
) or ((not a
.Line
) and (not b
.Line
)) then
6579 if a
.Dist
> b
.Dist
then // B áëèæå
6581 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6584 else // Ñòðàííî -> A
6589 a
, x1
, y1
, x2
, y2
: Integer;
6590 targets
: TTargetRecord
;
6592 Target
, BestTarget
: TTarget
;
6593 firew
, fireh
: Integer;
6597 vsPlayer
, vsMonster
, ok
: Boolean;
6600 function monsUpdate (mon
: TMonster
): Boolean;
6602 result
:= false; // don't stop
6603 if mon
.alive
and (mon
.MonsterType
<> MONSTER_BARREL
) then
6605 if not TargetOnScreen(mon
.Obj
.X
+mon
.Obj
.Rect
.X
, mon
.Obj
.Y
+mon
.Obj
.Rect
.Y
) then exit
;
6607 x2
:= mon
.Obj
.X
+mon
.Obj
.Rect
.X
+(mon
.Obj
.Rect
.Width
div 2);
6608 y2
:= mon
.Obj
.Y
+mon
.Obj
.Rect
.Y
+(mon
.Obj
.Rect
.Height
div 2);
6610 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6611 if g_TraceVector(x1
, y1
, x2
, y2
) then
6613 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6614 SetLength(targets
, Length(targets
)+1);
6615 with targets
[High(targets
)] do
6622 Rect
:= mon
.Obj
.Rect
;
6623 Dist
:= g_PatchLength(x1
, y1
, x2
, y2
);
6624 Line
:= (y1
+4 < Target
.Y
+ mon
.Obj
.Rect
.Y
+ mon
.Obj
.Rect
.Height
) and
6625 (y1
-4 > Target
.Y
+ mon
.Obj
.Rect
.Y
);
6634 vsPlayer
:= LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSPLAYER
);
6635 vsMonster
:= LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSMONSTER
);
6637 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6638 if FCurrWeap
<> FSelectedWeapon
then
6641 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6642 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap
= FSelectedWeapon
) then
6644 RemoveAIFlag('NEEDFIRE');
6647 WEAPON_PLASMA
, WEAPON_SUPERPULEMET
, WEAPON_CHAINGUN
: PressKey(KEY_FIRE
, 20);
6648 WEAPON_SAW
, WEAPON_KASTET
, WEAPON_FLAMETHROWER
: PressKey(KEY_FIRE
, 40);
6649 else PressKey(KEY_FIRE
);
6653 // Êîîðäèíàòû ñòâîëà:
6654 x1
:= FObj
.X
+ WEAPONPOINT
[FDirection
].X
;
6655 y1
:= FObj
.Y
+ WEAPONPOINT
[FDirection
].Y
;
6657 Target
.UID
:= FTargetUID
;
6660 if Target
.UID
<> 0 then
6661 begin // Öåëü åñòü - íàñòðàèâàåì
6662 if (g_GetUIDType(Target
.UID
) = UID_PLAYER
) and
6665 tpla
:= g_Player_Get(Target
.UID
);
6669 if (@FObj
) <> nil then
6676 Target
.cX
:= Target
.X
+ PLAYER_RECT_CX
;
6677 Target
.cY
:= Target
.Y
+ PLAYER_RECT_CY
;
6678 Target
.Rect
:= PLAYER_RECT
;
6679 Target
.Visible
:= g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
);
6680 Target
.Line
:= (y1
+4 < Target
.Y
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
) and
6681 (y1
-4 > Target
.Y
+PLAYER_RECT
.Y
);
6682 Target
.IsPlayer
:= True;
6686 if (g_GetUIDType(Target
.UID
) = UID_MONSTER
) and
6689 mon
:= g_Monsters_ByUID(Target
.UID
);
6692 Target
.X
:= mon
.Obj
.X
;
6693 Target
.Y
:= mon
.Obj
.Y
;
6695 Target
.cX
:= Target
.X
+ mon
.Obj
.Rect
.X
+ (mon
.Obj
.Rect
.Width
div 2);
6696 Target
.cY
:= Target
.Y
+ mon
.Obj
.Rect
.Y
+ (mon
.Obj
.Rect
.Height
div 2);
6697 Target
.Rect
:= mon
.Obj
.Rect
;
6698 Target
.Visible
:= g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
);
6699 Target
.Line
:= (y1
+4 < Target
.Y
+ mon
.Obj
.Rect
.Y
+ mon
.Obj
.Rect
.Height
) and
6700 (y1
-4 > Target
.Y
+ mon
.Obj
.Rect
.Y
);
6701 Target
.IsPlayer
:= False;
6708 begin // Öåëè íåò - îáíóëÿåì
6713 Target
.Visible
:= False;
6714 Target
.Line
:= False;
6715 Target
.IsPlayer
:= False;
6720 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6721 if (not Target
.Line
) or (not Target
.Visible
) then
6725 for a
:= 0 to High(gPlayers
) do
6726 if (gPlayers
[a
] <> nil) and (gPlayers
[a
].alive
) and
6727 (gPlayers
[a
].FUID
<> FUID
) and
6728 (not SameTeam(FUID
, gPlayers
[a
].FUID
)) and
6729 (not gPlayers
[a
].NoTarget
) and
6730 (gPlayers
[a
].FMegaRulez
[MR_INVIS
] < gTime
) then
6732 if not TargetOnScreen(gPlayers
[a
].FObj
.X
+ PLAYER_RECT
.X
,
6733 gPlayers
[a
].FObj
.Y
+ PLAYER_RECT
.Y
) then
6736 x2
:= gPlayers
[a
].FObj
.X
+ PLAYER_RECT_CX
;
6737 y2
:= gPlayers
[a
].FObj
.Y
+ PLAYER_RECT_CY
;
6739 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6740 if g_TraceVector(x1
, y1
, x2
, y2
) then
6742 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6743 SetLength(targets
, Length(targets
)+1);
6744 with targets
[High(targets
)] do
6746 UID
:= gPlayers
[a
].FUID
;
6747 X
:= gPlayers
[a
].FObj
.X
;
6748 Y
:= gPlayers
[a
].FObj
.Y
;
6751 Rect
:= PLAYER_RECT
;
6752 Dist
:= g_PatchLength(x1
, y1
, x2
, y2
);
6753 Line
:= (y1
+4 < Target
.Y
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
) and
6754 (y1
-4 > Target
.Y
+PLAYER_RECT
.Y
);
6762 if vsMonster
then g_Mons_ForEach(monsUpdate
);
6765 // Åñëè åñòü âîçìîæíûå öåëè:
6766 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6767 if targets
<> nil then
6769 // Âûáèðàåì íàèëó÷øóþ öåëü:
6770 BestTarget
:= targets
[0];
6771 if Length(targets
) > 1 then
6772 for a
:= 1 to High(targets
) do
6773 if Compare(BestTarget
, targets
[a
]) = 1 then
6774 BestTarget
:= targets
[a
];
6776 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6777 if ((not Target
.Visible
) and BestTarget
.Visible
and (Target
.UID
<> BestTarget
.UID
)) or
6778 ((not Target
.Line
) and BestTarget
.Line
and BestTarget
.Visible
) then
6780 Target
:= BestTarget
;
6782 if (Healthy() = 3) or ((Healthy() = 2)) then
6783 begin // Åñëè çäîðîâû - äîãîíÿåì
6784 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
> FObj
.X
)) then
6785 SetAIFlag('GORIGHT', '1');
6786 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
< FObj
.X
)) then
6787 SetAIFlag('GOLEFT', '1');
6790 begin // Åñëè ïîáèòû - óáåãàåì
6791 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
< FObj
.X
)) then
6792 SetAIFlag('GORIGHT', '1');
6793 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
> FObj
.X
)) then
6794 SetAIFlag('GOLEFT', '1');
6797 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6798 SelectWeapon(Abs(x1
-Target
.cX
));
6803 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6804 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6805 if Target
.UID
<> 0 then
6807 if not TargetOnScreen(Target
.X
+ Target
.Rect
.X
,
6808 Target
.Y
+ Target
.Rect
.Y
) then
6809 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6810 if (Healthy() = 3) or ((Healthy() = 2)) then
6811 begin // Åñëè çäîðîâû - äîãîíÿåì
6812 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
> FObj
.X
)) then
6813 SetAIFlag('GORIGHT', '1');
6814 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
< FObj
.X
)) then
6815 SetAIFlag('GOLEFT', '1');
6818 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6820 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
< FObj
.X
)) then
6821 SetAIFlag('GORIGHT', '1');
6822 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
> FObj
.X
)) then
6823 SetAIFlag('GOLEFT', '1');
6827 begin // Öåëü ïîêà íà "ýêðàíå"
6828 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
6829 if g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
6830 FLastVisible
:= gTime
;
6831 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
6832 if (Abs(FObj
.Y
-Target
.Y
) <= 128) then
6834 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
> FObj
.X
)) then
6835 SetAIFlag('GORIGHT', '1');
6836 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
< FObj
.X
)) then
6837 SetAIFlag('GOLEFT', '1');
6841 // Âûáèðàåì óãîë ââåðõ:
6842 if FDirection
= TDirection
.D_LEFT
then
6843 angle
:= ANGLE_LEFTUP
6845 angle
:= ANGLE_RIGHTUP
;
6847 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6848 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6850 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6851 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
6852 Target
.X
+Target
.Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128), //96
6853 Target
.Y
+Target
.Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
6854 Target
.Rect
.Width
, Target
.Rect
.Height
) and
6855 g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
6856 begin // òî íóæíî ñòðåëÿòü ââåðõ
6857 SetAIFlag('NEEDFIRE', '1');
6858 SetAIFlag('NEEDSEEUP', '1');
6861 // Âûáèðàåì óãîë âíèç:
6862 if FDirection
= TDirection
.D_LEFT
then
6863 angle
:= ANGLE_LEFTDOWN
6865 angle
:= ANGLE_RIGHTDOWN
;
6867 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6868 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6870 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6871 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
6872 Target
.X
+Target
.Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
6873 Target
.Y
+Target
.Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
6874 Target
.Rect
.Width
, Target
.Rect
.Height
) and
6875 g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
6876 begin // òî íóæíî ñòðåëÿòü âíèç
6877 SetAIFlag('NEEDFIRE', '1');
6878 SetAIFlag('NEEDSEEDOWN', '1');
6881 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
6882 if Target
.Visible
and
6883 (y1
+4 < Target
.Y
+Target
.Rect
.Y
+Target
.Rect
.Height
) and
6884 (y1
-4 > Target
.Y
+Target
.Rect
.Y
) then
6886 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
6887 if ((FDirection
= TDirection
.D_LEFT
) and (Target
.X
< FObj
.X
)) or
6888 ((FDirection
= TDirection
.D_RIGHT
) and (Target
.X
> FObj
.X
)) then
6889 begin // òî íóæíî ñòðåëÿòü âïåðåä
6890 SetAIFlag('NEEDFIRE', '1');
6891 SetAIFlag('NEEDSEEDOWN', '');
6892 SetAIFlag('NEEDSEEUP', '');
6894 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
6895 if Abs(FObj
.X
-Target
.X
) < Trunc(gPlayerScreenSize
.X
*0.75) then
6896 if GetRnd(FDifficult
.CloseJump
) then
6897 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
6898 if Abs(FObj
.X
-Target
.X
) < 128 then
6902 if Random(a
) = 0 then
6903 SetAIFlag('NEEDJUMP', '1');
6907 // Åñëè öåëü âñå åùå åñòü:
6908 if Target
.UID
<> 0 then
6909 if gTime
-FLastVisible
> 2000 then // Åñëè âèäåëè äàâíî
6910 Target
.UID
:= 0 // òî çàáûòü öåëü
6911 else // Åñëè âèäåëè íåäàâíî
6912 begin // íî öåëü óáèëè
6913 if Target
.IsPlayer
then
6914 begin // Öåëü - èãðîê
6915 pla
:= g_Player_Get(Target
.UID
);
6916 if (pla
= nil) or (not pla
.alive
) or pla
.NoTarget
or
6917 (pla
.FMegaRulez
[MR_INVIS
] >= gTime
) then
6918 Target
.UID
:= 0; // òî çàáûòü öåëü
6921 begin // Öåëü - ìîíñòð
6922 mon
:= g_Monsters_ByUID(Target
.UID
);
6923 if (mon
= nil) or (not mon
.alive
) then
6924 Target
.UID
:= 0; // òî çàáûòü öåëü
6927 end; // if Target.UID <> 0
6929 FTargetUID
:= Target
.UID
;
6931 // Åñëè âîçìîæíûõ öåëåé íåò:
6932 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
6933 if targets
= nil then
6934 if GetAIFlag('ATTACKLEFT') <> '' then
6935 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
6936 RemoveAIFlag('ATTACKLEFT');
6938 SetAIFlag('NEEDJUMP', '1');
6940 if RunDirection() = TDirection
.D_RIGHT
then
6941 begin // Èäåì íå â òó ñòîðîíó
6942 if (Healthy() > 1) and GetRnd(FDifficult
.InvisFire
) then
6943 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
6944 SetAIFlag('NEEDFIRE', '1');
6945 SetAIFlag('GOLEFT', '1');
6949 begin // Èäåì â íóæíóþ ñòîðîíó
6950 if GetRnd(FDifficult
.InvisFire
) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6951 SetAIFlag('NEEDFIRE', '1');
6952 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6953 SetAIFlag('GORIGHT', '1');
6957 if GetAIFlag('ATTACKRIGHT') <> '' then
6958 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
6959 RemoveAIFlag('ATTACKRIGHT');
6961 SetAIFlag('NEEDJUMP', '1');
6963 if RunDirection() = TDirection
.D_LEFT
then
6964 begin // Èäåì íå â òó ñòîðîíó
6965 if (Healthy() > 1) and GetRnd(FDifficult
.InvisFire
) then
6966 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
6967 SetAIFlag('NEEDFIRE', '1');
6968 SetAIFlag('GORIGHT', '1');
6973 if GetRnd(FDifficult
.InvisFire
) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6974 SetAIFlag('NEEDFIRE', '1');
6975 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6976 SetAIFlag('GOLEFT', '1');
6980 //HACK! (does it belongs there?)
6981 RealizeCurrentWeapon();
6983 // Åñëè åñòü âîçìîæíûå öåëè:
6984 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
6985 if (targets
<> nil) and (GetAIFlag('NEEDFIRE') <> '') then
6986 for a
:= 0 to High(targets
) do
6988 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
6989 if GetRnd(FDifficult
.DiagFire
) then
6991 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
6992 if FDirection
= TDirection
.D_LEFT
then
6993 angle
:= ANGLE_LEFTUP
6995 angle
:= ANGLE_RIGHTUP
;
6997 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6998 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7000 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
7001 targets
[a
].X
+targets
[a
].Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
7002 targets
[a
].Y
+targets
[a
].Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
7003 targets
[a
].Rect
.Width
, targets
[a
].Rect
.Height
) and
7004 g_TraceVector(x1
, y1
, targets
[a
].cX
, targets
[a
].cY
) then
7006 SetAIFlag('NEEDFIRE', '1');
7007 SetAIFlag('NEEDSEEUP', '1');
7010 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
7011 if FDirection
= TDirection
.D_LEFT
then
7012 angle
:= ANGLE_LEFTDOWN
7014 angle
:= ANGLE_RIGHTDOWN
;
7016 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7017 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7019 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
7020 targets
[a
].X
+targets
[a
].Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
7021 targets
[a
].Y
+targets
[a
].Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
7022 targets
[a
].Rect
.Width
, targets
[a
].Rect
.Height
) and
7023 g_TraceVector(x1
, y1
, targets
[a
].cX
, targets
[a
].cY
) then
7025 SetAIFlag('NEEDFIRE', '1');
7026 SetAIFlag('NEEDSEEDOWN', '1');
7030 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
7031 if targets
[a
].Line
and targets
[a
].Visible
and
7032 (((FDirection
= TDirection
.D_LEFT
) and (targets
[a
].X
< FObj
.X
)) or
7033 ((FDirection
= TDirection
.D_RIGHT
) and (targets
[a
].X
> FObj
.X
))) then
7035 SetAIFlag('NEEDFIRE', '1');
7040 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
7041 if g_Weapon_Danger(FUID
, FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
,
7042 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
,
7043 40+GetInterval(FDifficult
.Cover
, 40)) then
7044 SetAIFlag('NEEDJUMP', '1');
7046 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
7047 ammo
:= GetAmmoByWeapon(FCurrWeap
);
7048 if ((FCurrWeap
= WEAPON_SHOTGUN2
) and (ammo
< 2)) or
7049 ((FCurrWeap
= WEAPON_BFG
) and (ammo
< 40)) or
7051 SetAIFlag('SELECTWEAPON', '1');
7053 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
7054 if GetAIFlag('SELECTWEAPON') = '1' then
7057 RemoveAIFlag('SELECTWEAPON');
7061 procedure TBot
.Update();
7074 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
7075 if (g_debug_BotAIOff
= 1) and (Team
= TEAM_RED
) then
7077 if (g_debug_BotAIOff
= 2) and (Team
= TEAM_BLUE
) then
7079 if g_debug_BotAIOff
= 3 then
7089 RealizeCurrentWeapon();
7096 procedure TBot
.ReleaseKey(Key
: Byte);
7105 function TBot
.KeyPressed(Key
: Word): Boolean;
7107 Result
:= FKeys
[Key
].Pressed
;
7110 function TBot
.GetAIFlag(aName
: String20
): String20
;
7116 aName
:= LowerCase(aName
);
7118 if FAIFlags
<> nil then
7119 for a
:= 0 to High(FAIFlags
) do
7120 if LowerCase(FAIFlags
[a
].Name
) = aName
then
7122 Result
:= FAIFlags
[a
].Value
;
7127 procedure TBot
.RemoveAIFlag(aName
: String20
);
7131 if FAIFlags
= nil then Exit
;
7133 aName
:= LowerCase(aName
);
7135 for a
:= 0 to High(FAIFlags
) do
7136 if LowerCase(FAIFlags
[a
].Name
) = aName
then
7138 if a
<> High(FAIFlags
) then
7139 for b
:= a
to High(FAIFlags
)-1 do
7140 FAIFlags
[b
] := FAIFlags
[b
+1];
7142 SetLength(FAIFlags
, Length(FAIFlags
)-1);
7147 procedure TBot
.SetAIFlag(aName
, fValue
: String20
);
7155 aName
:= LowerCase(aName
);
7157 if FAIFlags
<> nil then
7158 for a
:= 0 to High(FAIFlags
) do
7159 if LowerCase(FAIFlags
[a
].Name
) = aName
then
7165 if ok
then FAIFlags
[a
].Value
:= fValue
7168 SetLength(FAIFlags
, Length(FAIFlags
)+1);
7169 with FAIFlags
[High(FAIFlags
)] do
7177 procedure TBot
.UpdateMove
;
7179 procedure GoLeft(Time
: Word = 1);
7181 ReleaseKey(KEY_LEFT
);
7182 ReleaseKey(KEY_RIGHT
);
7183 PressKey(KEY_LEFT
, Time
);
7184 SetDirection(TDirection
.D_LEFT
);
7187 procedure GoRight(Time
: Word = 1);
7189 ReleaseKey(KEY_LEFT
);
7190 ReleaseKey(KEY_RIGHT
);
7191 PressKey(KEY_RIGHT
, Time
);
7192 SetDirection(TDirection
.D_RIGHT
);
7195 function Rnd(a
: Word): Boolean;
7197 Result
:= Random(a
) = 0;
7200 procedure Turn(Time
: Word = 1200);
7202 if RunDirection() = TDirection
.D_LEFT
then GoRight(Time
) else GoLeft(Time
);
7207 ReleaseKey(KEY_LEFT
);
7208 ReleaseKey(KEY_RIGHT
);
7211 function CanRunLeft(): Boolean;
7213 Result
:= not CollideLevel(-1, 0);
7216 function CanRunRight(): Boolean;
7218 Result
:= not CollideLevel(1, 0);
7221 function CanRun(): Boolean;
7223 if RunDirection() = TDirection
.D_LEFT
then Result
:= CanRunLeft() else Result
:= CanRunRight();
7226 procedure Jump(Time
: Word = 30);
7228 PressKey(KEY_JUMP
, Time
);
7231 function NearHole(): Boolean;
7235 { TODO 5 : Ëåñòíèöû }
7236 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
7237 for x
:= 1 to PLAYER_RECT
.Width
do
7238 if (not StayOnStep(x
*sx
, 0)) and
7239 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
7240 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
7249 function BorderHole(): Boolean;
7253 { TODO 5 : Ëåñòíèöû }
7254 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
7255 for x
:= 1 to PLAYER_RECT
.Width
do
7256 if (not StayOnStep(x
*sx
, 0)) and
7257 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
7258 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
7260 for xx
:= x
to x
+32 do
7261 if CollideLevel(xx
*sx
, PLAYER_RECT
.Height
) then
7271 function NearDeepHole(): Boolean;
7277 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
7280 for x
:= 1 to PLAYER_RECT
.Width
do
7281 if (not StayOnStep(x
*sx
, 0)) and
7282 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
7283 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
7285 while FObj
.Y
+y
*PLAYER_RECT
.Height
< gMapInfo
.Height
do
7287 if CollideLevel(x
*sx
, PLAYER_RECT
.Height
*y
) then Exit
;
7292 end else Result
:= False;
7295 function OverDeepHole(): Boolean;
7302 while FObj
.Y
+y
*PLAYER_RECT
.Height
< gMapInfo
.Height
do
7304 if CollideLevel(0, PLAYER_RECT
.Height
*y
) then Exit
;
7311 function OnGround(): Boolean;
7313 Result
:= StayOnStep(0, 0) or CollideLevel(0, 1);
7316 function OnLadder(): Boolean;
7318 Result
:= FullInStep(0, 0);
7321 function BelowLadder(): Boolean;
7323 Result
:= (FullInStep(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
) and
7324 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
)) or
7325 (FullInStep(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
) and
7326 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
));
7329 function BelowLiftUp(): Boolean;
7331 Result
:= ((FullInLift(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
) = -1) and
7332 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
)) or
7333 ((FullInLift(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
) = -1) and
7334 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
));
7337 function OnTopLift(): Boolean;
7339 Result
:= (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7342 function CanJumpOver(): Boolean;
7346 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
7350 if not CollideLevel(sx
, 0) then Exit
;
7352 for y
:= 1 to BOT_MAXJUMP
do
7353 if CollideLevel(0, -y
) then Exit
else
7354 if not CollideLevel(sx
, -y
) then
7361 function CanJumpUp(Dist
: ShortInt): Boolean;
7368 if CollideLevel(Dist
, 0) then Exit
;
7371 for y
:= 0 to BOT_MAXJUMP
do
7372 if CollideLevel(Dist
, -y
) then
7381 for yy
:= y
+1 to BOT_MAXJUMP
do
7382 if not CollideLevel(Dist
, -yy
) then
7391 for y
:= 0 to BOT_MAXJUMP
do
7392 if CollideLevel(0, -y
) then
7400 if y
< yy
then Exit
;
7405 function IsSafeTrigger(): Boolean;
7410 if gTriggers
= nil then
7412 for a
:= 0 to High(gTriggers
) do
7413 if Collide(gTriggers
[a
].X
,
7416 gTriggers
[a
].Height
) and
7417 (gTriggers
[a
].TriggerType
in [TRIGGER_EXIT
, TRIGGER_CLOSEDOOR
,
7418 TRIGGER_CLOSETRAP
, TRIGGER_TRAP
,
7419 TRIGGER_PRESS
, TRIGGER_ON
, TRIGGER_OFF
,
7420 TRIGGER_ONOFF
, TRIGGER_SPAWNMONSTER
,
7421 TRIGGER_DAMAGE
, TRIGGER_SHOT
]) then
7426 // Âîçìîæíî, íàæèìàåì êíîïêó:
7427 if Rnd(16) and IsSafeTrigger() then
7430 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7431 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7433 ReleaseKey(KEY_LEFT
);
7434 ReleaseKey(KEY_RIGHT
);
7438 // Èäåì âëåâî, åñëè íàäî áûëî:
7439 if GetAIFlag('GOLEFT') <> '' then
7441 RemoveAIFlag('GOLEFT');
7442 if CanRunLeft() then
7446 // Èäåì âïðàâî, åñëè íàäî áûëî:
7447 if GetAIFlag('GORIGHT') <> '' then
7449 RemoveAIFlag('GORIGHT');
7450 if CanRunRight() then
7454 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7455 if FObj
.X
< -32 then
7458 if FObj
.X
+32 > gMapInfo
.Width
then
7461 // Ïðûãàåì, åñëè íàäî áûëî:
7462 if GetAIFlag('NEEDJUMP') <> '' then
7465 RemoveAIFlag('NEEDJUMP');
7468 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7469 if GetAIFlag('NEEDSEEUP') <> '' then
7472 ReleaseKey(KEY_DOWN
);
7473 PressKey(KEY_UP
, 20);
7474 RemoveAIFlag('NEEDSEEUP');
7477 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7478 if GetAIFlag('NEEDSEEDOWN') <> '' then
7481 ReleaseKey(KEY_DOWN
);
7482 PressKey(KEY_DOWN
, 20);
7483 RemoveAIFlag('NEEDSEEDOWN');
7486 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7487 if GetAIFlag('GOINHOLE') <> '' then
7488 if not OnGround() then
7490 ReleaseKey(KEY_LEFT
);
7491 ReleaseKey(KEY_RIGHT
);
7492 RemoveAIFlag('GOINHOLE');
7493 SetAIFlag('FALLINHOLE', '1');
7496 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7497 if GetAIFlag('FALLINHOLE') <> '' then
7499 RemoveAIFlag('FALLINHOLE');
7501 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7502 if not (KeyPressed(KEY_LEFT
) or KeyPressed(KEY_RIGHT
)) then
7503 if GetAIFlag('FALLINHOLE') = '' then
7504 if (not OnLadder()) or (FObj
.Vel
.Y
>= 0) or (OnTopLift()) then
7510 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7512 CanJumpUp(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*32) and
7516 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7517 if OnGround() and NearHole() then
7518 if NearDeepHole() then // Åñëè ýòî áåçäíà
7520 0..3: Turn(); // Áåæèì îáðàòíî
7521 4: Jump(); // Ïðûãàåì
7522 5: begin // Ïðûãàåì îáðàòíî
7527 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7528 if GetAIFlag('GOINHOLE') = '' then
7530 0: Turn(); // Íå íóæíî òóäà
7531 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7532 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7533 if BorderHole() then
7534 SetAIFlag('GOINHOLE', '1');
7537 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7538 if (not CanRun()) and OnGround() then
7540 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7541 if CanJumpOver() or OnLadder() then
7543 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7544 if Random(2) = 0 then
7546 if IsSafeTrigger() then
7552 // Îñòàëîñü ìàëî âîçäóõà:
7553 if FAir
< 36 * 2 then
7556 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7557 if (FMegaRulez
[MR_SUIT
] < gTime
) and ((FLastHit
= HIT_ACID
) or (Healthy() <= 1)) then
7558 if BodyInAcid(0, 0) then
7562 function TBot
.FullInStep(XInc
, YInc
: Integer): Boolean;
7564 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
7565 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
, PANEL_STEP
, False);
7568 {function TBot.NeedItem(Item: Byte): Byte;
7573 procedure TBot
.SelectWeapon(Dist
: Integer);
7577 function HaveAmmo(weapon
: Byte): Boolean;
7580 WEAPON_PISTOL
: Result
:= FAmmo
[A_BULLETS
] >= 1;
7581 WEAPON_SHOTGUN1
: Result
:= FAmmo
[A_SHELLS
] >= 1;
7582 WEAPON_SHOTGUN2
: Result
:= FAmmo
[A_SHELLS
] >= 2;
7583 WEAPON_CHAINGUN
: Result
:= FAmmo
[A_BULLETS
] >= 10;
7584 WEAPON_ROCKETLAUNCHER
: Result
:= FAmmo
[A_ROCKETS
] >= 1;
7585 WEAPON_PLASMA
: Result
:= FAmmo
[A_CELLS
] >= 10;
7586 WEAPON_BFG
: Result
:= FAmmo
[A_CELLS
] >= 40;
7587 WEAPON_SUPERPULEMET
: Result
:= FAmmo
[A_SHELLS
] >= 1;
7588 WEAPON_FLAMETHROWER
: Result
:= FAmmo
[A_FUEL
] >= 1;
7589 else Result
:= True;
7594 if Dist
= -1 then Dist
:= BOT_LONGDIST
;
7596 if Dist
> BOT_LONGDIST
then
7597 begin // Äàëüíèé áîé
7599 if FWeapon
[FDifficult
.WeaponPrior
[a
]] and HaveAmmo(FDifficult
.WeaponPrior
[a
]) then
7601 FSelectedWeapon
:= FDifficult
.WeaponPrior
[a
];
7605 else //if Dist > BOT_UNSAFEDIST then
7606 begin // Áëèæíèé áîé
7608 if FWeapon
[FDifficult
.CloseWeaponPrior
[a
]] and HaveAmmo(FDifficult
.CloseWeaponPrior
[a
]) then
7610 FSelectedWeapon
:= FDifficult
.CloseWeaponPrior
[a
];
7617 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7619 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7625 function TBot
.PickItem(ItemType
: Byte; force
: Boolean; var remove
: Boolean): Boolean;
7627 Result
:= inherited PickItem(ItemType
, force
, remove
);
7629 if Result
then SetAIFlag('SELECTWEAPON', '1');
7632 function TBot
.Heal(value
: Word; Soft
: Boolean): Boolean;
7634 Result
:= inherited Heal(value
, Soft
);
7637 function TBot
.Healthy(): Byte;
7639 if FMegaRulez
[MR_INVUL
] >= gTime
then Result
:= 3
7640 else if (FHealth
> 80) or ((FHealth
> 50) and (FArmor
> 20)) then Result
:= 3
7641 else if (FHealth
> 50) then Result
:= 2
7642 else if (FHealth
> 20) then Result
:= 1
7646 function TBot
.TargetOnScreen(TX
, TY
: Integer): Boolean;
7648 Result
:= (Abs(FObj
.X
-TX
) <= Trunc(gPlayerScreenSize
.X
*0.6)) and
7649 (Abs(FObj
.Y
-TY
) <= Trunc(gPlayerScreenSize
.Y
*0.6));
7652 procedure TBot
.OnDamage(Angle
: SmallInt);
7660 if (Angle
= 0) or (Angle
= 180) then
7663 if (g_GetUIDType(FLastSpawnerUID
) = UID_PLAYER
) and
7664 LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSPLAYER
) then
7666 pla
:= g_Player_Get(FLastSpawnerUID
);
7667 ok
:= not TargetOnScreen(pla
.FObj
.X
+ PLAYER_RECT
.X
,
7668 pla
.FObj
.Y
+ PLAYER_RECT
.Y
);
7671 if (g_GetUIDType(FLastSpawnerUID
) = UID_MONSTER
) and
7672 LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSMONSTER
) then
7674 mon
:= g_Monsters_ByUID(FLastSpawnerUID
);
7675 ok
:= not TargetOnScreen(mon
.Obj
.X
+ mon
.Obj
.Rect
.X
,
7676 mon
.Obj
.Y
+ mon
.Obj
.Rect
.Y
);
7681 SetAIFlag('ATTACKLEFT', '1')
7683 SetAIFlag('ATTACKRIGHT', '1');
7687 function TBot
.RunDirection(): TDirection
;
7689 if Abs(Vel
.X
) >= 1 then
7691 if Vel
.X
> 0 then Result
:= TDirection
.D_RIGHT
else Result
:= TDirection
.D_LEFT
;
7693 Result
:= FDirection
;
7696 function TBot
.GetRnd(a
: Byte): Boolean;
7698 if a
= 0 then Result
:= False
7699 else if a
= 255 then Result
:= True
7700 else Result
:= Random(256) > 255-a
;
7703 function TBot
.GetInterval(a
: Byte; radius
: SmallInt): SmallInt;
7705 Result
:= Round((255-a
)/255*radius
*(Random(2)-1));
7709 procedure TDifficult
.save (st
: TStream
);
7711 utils
.writeInt(st
, Byte(DiagFire
));
7712 utils
.writeInt(st
, Byte(InvisFire
));
7713 utils
.writeInt(st
, Byte(DiagPrecision
));
7714 utils
.writeInt(st
, Byte(FlyPrecision
));
7715 utils
.writeInt(st
, Byte(Cover
));
7716 utils
.writeInt(st
, Byte(CloseJump
));
7717 st
.WriteBuffer(WeaponPrior
[Low(WeaponPrior
)], sizeof(WeaponPrior
));
7718 st
.WriteBuffer(CloseWeaponPrior
[Low(CloseWeaponPrior
)], sizeof(CloseWeaponPrior
));
7721 procedure TDifficult
.load (st
: TStream
);
7723 DiagFire
:= utils
.readByte(st
);
7724 InvisFire
:= utils
.readByte(st
);
7725 DiagPrecision
:= utils
.readByte(st
);
7726 FlyPrecision
:= utils
.readByte(st
);
7727 Cover
:= utils
.readByte(st
);
7728 CloseJump
:= utils
.readByte(st
);
7729 st
.ReadBuffer(WeaponPrior
[Low(WeaponPrior
)], sizeof(WeaponPrior
));
7730 st
.ReadBuffer(CloseWeaponPrior
[Low(CloseWeaponPrior
)], sizeof(CloseWeaponPrior
));
7734 procedure TBot
.SaveState (st
: TStream
);
7739 inherited SaveState(st
);
7740 utils
.writeSign(st
, 'BOT0');
7742 utils
.writeInt(st
, Byte(FSelectedWeapon
));
7744 utils
.writeInt(st
, Word(FTargetUID
));
7745 // Âðåìÿ ïîòåðè öåëè
7746 utils
.writeInt(st
, LongWord(FLastVisible
));
7747 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7748 dw
:= Length(FAIFlags
);
7749 utils
.writeInt(st
, LongInt(dw
));
7751 for i
:= 0 to dw
-1 do
7753 utils
.writeStr(st
, FAIFlags
[i
].Name
, 20);
7754 utils
.writeStr(st
, FAIFlags
[i
].Value
, 20);
7756 // Íàñòðîéêè ñëîæíîñòè
7757 FDifficult
.save(st
);
7761 procedure TBot
.LoadState (st
: TStream
);
7766 inherited LoadState(st
);
7767 if not utils
.checkSign(st
, 'BOT0') then raise XStreamError
.Create('invalid bot signature');
7769 FSelectedWeapon
:= utils
.readByte(st
);
7771 FTargetUID
:= utils
.readWord(st
);
7772 // Âðåìÿ ïîòåðè öåëè
7773 FLastVisible
:= utils
.readLongWord(st
);
7774 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7775 dw
:= utils
.readLongInt(st
);
7776 if (dw
< 0) or (dw
> 16384) then raise XStreamError
.Create('invalid number of bot AI flags');
7777 SetLength(FAIFlags
, dw
);
7779 for i
:= 0 to dw
-1 do
7781 FAIFlags
[i
].Name
:= utils
.readStr(st
, 20);
7782 FAIFlags
[i
].Value
:= utils
.readStr(st
, 20);
7784 // Íàñòðîéêè ñëîæíîñòè
7785 FDifficult
.load(st
);
7790 conRegVar('cheat_berserk_autoswitch', @gBerserkAutoswitch
, 'autoswitch to fist when berserk pack taken', '', true, true);