1 (* Copyright (C) Doom 2D: Forever Developers
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, version 3 of the License ONLY.
7 * This program is distributed in the hope that it will be useful,
8 * but WITHOUT ANY WARRANTY; without even the implied warranty of
9 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
10 * GNU General Public License for more details.
12 * You should have received a copy of the GNU General Public License
13 * along with this program. If not, see <http://www.gnu.org/licenses/>.
15 {$INCLUDE ../shared/a_modes.inc}
23 {$IFDEF USE_MEMPOOL}mempool
,{$ENDIF}
24 e_graphics
, g_playermodel
, g_basic
, g_textures
,
25 g_weapons
, g_phys
, g_sound
, g_saveload
, MAPDEF
,
58 AmmoLimits
: Array [0..1] of Array [A_BULLETS
..A_HIGH
] of Word =
59 ((200, 50, 50, 300, 100),
60 (400, 100, 100, 600, 200));
81 ANGLE_NONE
= Low(SmallInt);
83 CORPSE_STATE_REMOVEME
= 0;
84 CORPSE_STATE_NORMAL
= 1;
85 CORPSE_STATE_MESS
= 2;
87 PLAYER_RECT
: TRectWH
= (X
:15; Y
:12; Width
:34; Height
:52);
88 PLAYER_RECT_CX
= 15+(34 div 2);
89 PLAYER_RECT_CY
= 12+(52 div 2);
90 PLAYER_CORPSERECT
: TRectWH
= (X
:15; Y
:48; Width
:34; Height
:16);
93 PLAYER_HP_LIMIT
= 200;
95 PLAYER_AP_LIMIT
= 200;
99 PLAYER_BURN_TIME
= 110;
101 PLAYER1_DEF_COLOR
: TRGB
= (R
:64; G
:175; B
:48);
102 PLAYER2_DEF_COLOR
: TRGB
= (R
:96; G
:96; B
:96);
119 TPlayerStatArray
= Array of TPlayerStat
;
121 TPlayerSavedState
= record
129 Ammo
: Array [A_BULLETS
..A_HIGH
] of Word;
130 MaxAmmo
: Array [A_BULLETS
..A_HIGH
] of Word;
131 Weapon
: Array [WP_FIRST
..WP_LAST
] of Boolean;
132 Rulez
: Set of R_ITEM_BACKPACK
..R_BERSERK
;
141 TPlayer
= class{$IFDEF USE_MEMPOOL}(TPoolObject
){$ENDIF}
149 FDirection
: TDirection
;
157 FMonsterKills
: Integer;
163 FCanJetpack
: Boolean;
169 FNextWeapDelay
: Byte; // frames
170 FBFGFireCounter
: SmallInt;
171 FLastSpawnerUID
: Word;
175 FSpectatePlayer
: Integer;
176 FFirePainTime
: Integer;
179 FSavedState
: TPlayerSavedState
;
181 FModel
: TPlayerModel
;
182 FPunchAnim
: TAnimation
;
185 FActionForce
: Boolean;
186 FActionChanged
: Boolean;
188 FFireAngle
: SmallInt;
190 FShellTimer
: Integer;
192 FSawSound
: TPlayableSound
;
193 FSawSoundIdle
: TPlayableSound
;
194 FSawSoundHit
: TPlayableSound
;
195 FSawSoundSelect
: TPlayableSound
;
196 FFlameSoundOn
: TPlayableSound
;
197 FFlameSoundOff
: TPlayableSound
;
198 FFlameSoundWork
: TPlayableSound
;
199 FJetSoundOn
: TPlayableSound
;
200 FJetSoundOff
: TPlayableSound
;
201 FJetSoundFly
: TPlayableSound
;
205 FJustTeleported
: Boolean;
207 mEDamageType
: Integer;
210 function CollideLevel(XInc
, YInc
: Integer): Boolean;
211 function StayOnStep(XInc
, YInc
: Integer): Boolean;
212 function HeadInLiquid(XInc
, YInc
: Integer): Boolean;
213 function BodyInLiquid(XInc
, YInc
: Integer): Boolean;
214 function BodyInAcid(XInc
, YInc
: Integer): Boolean;
215 function FullInLift(XInc
, YInc
: Integer): Integer;
216 {procedure CollideItem();}
217 procedure FlySmoke(Times
: DWORD
= 1);
218 procedure OnFireFlame(Times
: DWORD
= 1);
219 function GetAmmoByWeapon(Weapon
: Byte): Word;
220 procedure SetAction(Action
: Byte; Force
: Boolean = False);
221 procedure OnDamage(Angle
: SmallInt); virtual;
222 function firediry(): Integer;
225 procedure Run(Direction
: TDirection
);
226 procedure NextWeapon();
227 procedure PrevWeapon();
234 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
235 procedure resetWeaponQueue ();
236 function hasAmmoForWeapon (weapon
: Byte): Boolean;
238 procedure doDamage (v
: Integer);
240 function followCorpse(): Boolean;
243 FDamageBuffer
: Integer;
245 FAmmo
: Array [A_BULLETS
..A_HIGH
] of Word;
246 FMaxAmmo
: Array [A_BULLETS
..A_HIGH
] of Word;
247 FWeapon
: Array [WP_FIRST
..WP_LAST
] of Boolean;
248 FRulez
: Set of R_ITEM_BACKPACK
..R_BERSERK
;
250 FMegaRulez
: Array [MR_SUIT
..MR_MAX
] of DWORD
;
251 FReloading
: Array [WP_FIRST
..WP_LAST
] of Word;
252 FTime
: Array [T_RESPAWN
..T_FLAGCAP
] of DWORD
;
253 FKeys
: Array [KEY_LEFT
..KEY_CHAT
] of TKeyState
;
255 FPreferredTeam
: Byte;
258 FWantsInGame
: Boolean;
263 FActualModelName
: string;
271 FWaitForFirstSpawn
: Boolean; // set to `true` in server, used to spawn a player on first full state request
273 // debug: viewport offset
274 viewPortX
, viewPortY
, viewPortW
, viewPortH
: Integer;
276 function isValidViewPort (): Boolean; inline;
278 constructor Create(); virtual;
279 destructor Destroy(); override;
280 procedure Respawn(Silent
: Boolean; Force
: Boolean = False); virtual;
281 function GetRespawnPoint(): Byte;
282 procedure PressKey(Key
: Byte; Time
: Word = 1);
283 procedure ReleaseKeys();
284 procedure SetModel(ModelName
: String);
285 procedure SetColor(Color
: TRGB
);
286 function GetColor(): TRGB
;
287 procedure SetWeapon(W
: Byte);
288 function IsKeyPressed(K
: Byte): Boolean;
289 function GetKeys(): Byte;
290 function PickItem(ItemType
: Byte; arespawn
: Boolean; var remove
: Boolean): Boolean; virtual;
291 function Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean; overload
;
292 function Collide(Panel
: TPanel
): Boolean; overload
;
293 function Collide(X
, Y
: Integer): Boolean; overload
;
294 procedure SetDirection(Direction
: TDirection
);
295 procedure GetSecret();
296 function TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
298 procedure Push(vx
, vy
: Integer);
299 procedure ChangeModel(ModelName
: String);
300 procedure SwitchTeam
;
301 procedure ChangeTeam(Team
: Byte);
303 function GetFlag(Flag
: Byte): Boolean;
304 procedure SetFlag(Flag
: Byte);
305 function DropFlag(Silent
: Boolean = True): Boolean;
306 procedure AllRulez(Health
: Boolean);
307 procedure RestoreHealthArmor();
308 procedure FragCombo();
309 procedure GiveItem(ItemType
: Byte);
310 procedure Damage(value
: Word; SpawnerUID
: Word; vx
, vy
: Integer; t
: Byte); virtual;
311 function Heal(value
: Word; Soft
: Boolean): Boolean; virtual;
312 procedure MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
313 procedure MakeBloodSimple(Count
: Word);
314 procedure Kill(KillType
: Byte; SpawnerUID
: Word; t
: Byte);
315 procedure Reset(Force
: Boolean);
316 procedure Spectate(NoMove
: Boolean = False);
317 procedure SwitchNoClip
;
318 procedure SoftReset();
319 procedure Draw(); virtual;
320 procedure DrawPain();
321 procedure DrawPickup();
322 procedure DrawRulez();
324 procedure DrawIndicator(Color
: TRGB
);
325 procedure DrawBubble();
327 procedure Update(); virtual;
328 procedure RememberState();
329 procedure RecallState();
330 procedure SaveState (st
: TStream
); virtual;
331 procedure LoadState (st
: TStream
); virtual;
332 procedure PauseSounds(Enable
: Boolean);
333 procedure NetFire(Wpn
: Byte; X
, Y
, AX
, AY
: Integer; WID
: Integer = -1);
334 procedure DoLerp(Level
: Integer = 2);
335 procedure SetLerp(XTo
, YTo
: Integer);
336 procedure QueueWeaponSwitch(Weapon
: Byte);
337 procedure RealizeCurrentWeapon();
341 procedure JetpackOff
;
342 procedure CatchFire(Attacker
: Word; Timeout
: Integer = PLAYER_BURN_TIME
);
344 //WARNING! this does nothing for now, but still call it!
345 procedure positionChanged (); //WARNING! call this after entity position was changed, or coldet will not work right!
347 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
348 procedure moveBy (dx
, dy
: Integer); inline;
351 property Vel
: TPoint2i read FObj
.Vel
;
352 property Obj
: TObj read FObj
;
354 property Name
: String read FName write FName
;
355 property Model
: TPlayerModel read FModel
;
356 property Health
: Integer read FHealth write FHealth
;
357 property Lives
: Byte read FLives write FLives
;
358 property Armor
: Integer read FArmor write FArmor
;
359 property Air
: Integer read FAir write FAir
;
360 property JetFuel
: Integer read FJetFuel write FJetFuel
;
361 property Frags
: Integer read FFrags write FFrags
;
362 property Death
: Integer read FDeath write FDeath
;
363 property Kills
: Integer read FKills write FKills
;
364 property CurrWeap
: Byte read FCurrWeap write FCurrWeap
;
365 property MonsterKills
: Integer read FMonsterKills write FMonsterKills
;
366 property Secrets
: Integer read FSecrets
;
367 property GodMode
: Boolean read FGodMode write FGodMode
;
368 property NoTarget
: Boolean read FNoTarget write FNoTarget
;
369 property NoReload
: Boolean read FNoReload write FNoReload
;
370 property alive
: Boolean read FAlive write FAlive
;
371 property Flag
: Byte read FFlag
;
372 property Team
: Byte read FTeam write FTeam
;
373 property Direction
: TDirection read FDirection
;
374 property GameX
: Integer read FObj
.X write FObj
.X
;
375 property GameY
: Integer read FObj
.Y write FObj
.Y
;
376 property GameVelX
: Integer read FObj
.Vel
.X write FObj
.Vel
.X
;
377 property GameVelY
: Integer read FObj
.Vel
.Y write FObj
.Vel
.Y
;
378 property GameAccelX
: Integer read FObj
.Accel
.X write FObj
.Accel
.X
;
379 property GameAccelY
: Integer read FObj
.Accel
.Y write FObj
.Accel
.Y
;
380 property IncCam
: Integer read FIncCam write FIncCam
;
381 property UID
: Word read FUID write FUID
;
382 property JustTeleported
: Boolean read FJustTeleported write FJustTeleported
;
383 property NetTime
: LongWord read FNetTime write FNetTime
;
386 property eName
: String read FName write FName
;
387 property eHealth
: Integer read FHealth write FHealth
;
388 property eLives
: Byte read FLives write FLives
;
389 property eArmor
: Integer read FArmor write FArmor
;
390 property eAir
: Integer read FAir write FAir
;
391 property eJetFuel
: Integer read FJetFuel write FJetFuel
;
392 property eFrags
: Integer read FFrags write FFrags
;
393 property eDeath
: Integer read FDeath write FDeath
;
394 property eKills
: Integer read FKills write FKills
;
395 property eCurrWeap
: Byte read FCurrWeap write FCurrWeap
;
396 property eMonsterKills
: Integer read FMonsterKills write FMonsterKills
;
397 property eSecrets
: Integer read FSecrets write FSecrets
;
398 property eGodMode
: Boolean read FGodMode write FGodMode
;
399 property eNoTarget
: Boolean read FNoTarget write FNoTarget
;
400 property eNoReload
: Boolean read FNoReload write FNoReload
;
401 property eAlive
: Boolean read FAlive write FAlive
;
402 property eFlag
: Byte read FFlag
;
403 property eTeam
: Byte read FTeam write FTeam
;
404 property eDirection
: TDirection read FDirection
;
405 property eGameX
: Integer read FObj
.X write FObj
.X
;
406 property eGameY
: Integer read FObj
.Y write FObj
.Y
;
407 property eGameVelX
: Integer read FObj
.Vel
.X write FObj
.Vel
.X
;
408 property eGameVelY
: Integer read FObj
.Vel
.Y write FObj
.Vel
.Y
;
409 property eGameAccelX
: Integer read FObj
.Accel
.X write FObj
.Accel
.X
;
410 property eGameAccelY
: Integer read FObj
.Accel
.Y write FObj
.Accel
.Y
;
411 property eIncCam
: Integer read FIncCam write FIncCam
;
412 property eUID
: Word read FUID
;
413 property eJustTeleported
: Boolean read FJustTeleported
;
414 property eNetTime
: LongWord read FNetTime
;
416 // set this before assigning something to `eDamage`
417 property eDamageType
: Integer read mEDamageType write mEDamageType
;
418 property eDamage
: Integer write doDamage
;
429 WeaponPrior
: packed array [WP_FIRST
..WP_LAST
] of Byte;
430 CloseWeaponPrior
: packed array [WP_FIRST
..WP_LAST
] of Byte;
431 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
434 procedure save (st
: TStream
);
435 procedure load (st
: TStream
);
443 TBot
= class(TPlayer
)
445 FSelectedWeapon
: Byte;
448 FAIFlags
: Array of TAIFlag
;
449 FDifficult
: TDifficult
;
451 function GetRnd(a
: Byte): Boolean;
452 function GetInterval(a
: Byte; radius
: SmallInt): SmallInt;
453 function RunDirection(): TDirection
;
454 function FullInStep(XInc
, YInc
: Integer): Boolean;
455 //function NeedItem(Item: Byte): Byte;
456 procedure SelectWeapon(Dist
: Integer);
457 procedure SetAIFlag(aName
, fValue
: String20
);
458 function GetAIFlag(aName
: String20
): String20
;
459 procedure RemoveAIFlag(aName
: String20
);
460 function Healthy(): Byte;
461 procedure UpdateMove();
462 procedure UpdateCombat();
463 function KeyPressed(Key
: Word): Boolean;
464 procedure ReleaseKey(Key
: Byte);
465 function TargetOnScreen(TX
, TY
: Integer): Boolean;
466 procedure OnDamage(Angle
: SmallInt); override;
469 procedure Respawn(Silent
: Boolean; Force
: Boolean = False); override;
470 constructor Create(); override;
471 destructor Destroy(); override;
472 procedure Draw(); override;
473 function PickItem(ItemType
: Byte; force
: Boolean; var remove
: Boolean): Boolean; override;
474 function Heal(value
: Word; Soft
: Boolean): Boolean; override;
475 procedure Update(); override;
476 procedure SaveState (st
: TStream
); override;
477 procedure LoadState (st
: TStream
); override;
489 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
490 procedure moveBy (dx
, dy
: Integer); inline;
492 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
506 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
507 procedure moveBy (dx
, dy
: Integer); inline;
509 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
512 TCorpse
= class{$IFDEF USE_MEMPOOL}(TPoolObject
){$ENDIF}
521 FAnimation
: TAnimation
;
522 FAnimationMask
: TAnimation
;
525 constructor Create(X
, Y
: Integer; ModelName
: String; aMess
: Boolean);
526 destructor Destroy(); override;
527 procedure Damage(Value
: Word; vx
, vy
: Integer);
530 procedure SaveState (st
: TStream
);
531 procedure LoadState (st
: TStream
);
533 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
534 procedure moveBy (dx
, dy
: Integer); inline;
536 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
538 function ObjPtr (): PObj
; inline;
540 property Obj
: TObj read FObj
; // copies object
541 property State
: Byte read FState
;
542 property Mess
: Boolean read FMess
;
545 TTeamStat
= Array [TEAM_RED
..TEAM_BLUE
] of
551 gPlayers
: Array of TPlayer
;
552 gCorpses
: Array of TCorpse
;
553 gGibs
: Array of TGib
;
554 gShells
: Array of TShell
;
555 gTeamStat
: TTeamStat
;
556 gFly
: Boolean = False;
557 gAimLine
: Boolean = False;
558 gChatBubble
: Byte = 0;
559 gPlayerIndicator
: Integer = 1;
560 gPlayerIndicatorStyle
: Integer = 0;
564 MAX_RUNVEL
: Integer = 8;
565 VEL_JUMP
: Integer = 10;
566 SHELL_TIMEOUT
: Cardinal = 60000;
568 function Lerp(X
, Y
, Factor
: Integer): Integer;
570 procedure g_Gibs_SetMax(Count
: Word);
571 function g_Gibs_GetMax(): Word;
572 procedure g_Corpses_SetMax(Count
: Word);
573 function g_Corpses_GetMax(): Word;
574 procedure g_Shells_SetMax(Count
: Word);
575 function g_Shells_GetMax(): Word;
577 procedure g_Player_Init();
578 procedure g_Player_Free();
579 function g_Player_Create(ModelName
: String; Color
: TRGB
; Team
: Byte; Bot
: Boolean): Word;
580 function g_Player_CreateFromState (st
: TStream
): Word;
581 procedure g_Player_Remove(UID
: Word);
582 procedure g_Player_ResetTeams();
583 procedure g_Player_UpdateAll();
584 procedure g_Player_DrawAll();
585 procedure g_Player_DrawDebug(p
: TPlayer
);
586 procedure g_Player_DrawHealth();
587 procedure g_Player_RememberAll();
588 procedure g_Player_ResetAll(Force
, Silent
: Boolean);
589 function g_Player_Get(UID
: Word): TPlayer
;
590 function g_Player_GetCount(): Byte;
591 function g_Player_GetStats(): TPlayerStatArray
;
592 function g_Player_ValidName(Name
: String): Boolean;
593 procedure g_Player_CreateCorpse(Player
: TPlayer
);
594 procedure g_Player_CreateGibs(fX
, fY
: Integer; ModelName
: String; fColor
: TRGB
);
595 procedure g_Player_CreateShell(fX
, fY
, dX
, dY
: Integer; T
: Byte);
596 procedure g_Player_UpdatePhysicalObjects();
597 procedure g_Player_DrawCorpses();
598 procedure g_Player_DrawShells();
599 procedure g_Player_RemoveAllCorpses();
600 procedure g_Player_Corpses_SaveState (st
: TStream
);
601 procedure g_Player_Corpses_LoadState (st
: TStream
);
602 procedure g_Player_ResetReady();
603 procedure g_Bot_Add(Team
, Difficult
: Byte; Handicap
: Integer = 100);
604 procedure g_Bot_AddList(Team
: Byte; lname
: ShortString; num
: Integer = -1; Handicap
: Integer = 100);
605 procedure g_Bot_MixNames();
606 procedure g_Bot_RemoveAll();
611 {$INCLUDE ../nogl/noGLuses.inc}
612 {$IFDEF ENABLE_HOLMES}
615 e_log
, g_map
, g_items
, g_console
, g_gfx
, Math
,
616 g_options
, g_triggers
, g_menu
, g_game
, g_grid
, e_res
,
617 wadreader
, g_main
, g_monsters
, CONFIG
, g_language
,
618 g_net
, g_netmsg
, g_window
,
621 const PLR_SAVE_VERSION
= 0;
631 diag_precision
: Byte;
635 w_prior1
: Array [WP_FIRST
..WP_LAST
] of Byte;
636 w_prior2
: Array [WP_FIRST
..WP_LAST
] of Byte;
637 w_prior3
: Array [WP_FIRST
..WP_LAST
] of Byte;
641 TIME_RESPAWN1
= 1500;
642 TIME_RESPAWN2
= 2000;
643 TIME_RESPAWN3
= 3000;
646 JET_MAX
= 540; // ~30 sec
647 PLAYER_SUIT_TIME
= 30000;
648 PLAYER_INVUL_TIME
= 30000;
649 PLAYER_INVIS_TIME
= 35000;
650 FRAG_COMBO_TIME
= 3000;
654 ANGLE_RIGHTDOWN
= -35;
656 ANGLE_LEFTDOWN
= -145;
657 PLAYER_HEADRECT
: TRectWH
= (X
:24; Y
:12; Width
:20; Height
:12);
658 WEAPONPOINT
: Array [TDirection
] of TDFPoint
= ((X
:16; Y
:32), (X
:47; Y
:32));
661 BOT_UNSAFEDIST
= 128;
662 TEAMCOLOR
: Array [TEAM_RED
..TEAM_BLUE
] of TRGB
= ((R
:255; G
:0; B
:0),
664 DIFFICULT_EASY
: TDifficult
= (DiagFire
: 32; InvisFire
: 32; DiagPrecision
: 32;
665 FlyPrecision
: 32; Cover
: 32; CloseJump
: 32;
666 WeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0));
667 DIFFICULT_MEDIUM
: TDifficult
= (DiagFire
: 127; InvisFire
: 127; DiagPrecision
: 127;
668 FlyPrecision
: 127; Cover
: 127; CloseJump
: 127;
669 WeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0));
670 DIFFICULT_HARD
: TDifficult
= (DiagFire
: 255; InvisFire
: 255; DiagPrecision
: 255;
671 FlyPrecision
: 255; Cover
: 255; CloseJump
: 255;
672 WeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0));
673 WEAPON_PRIOR1
: Array [WP_FIRST
..WP_LAST
] of Byte =
674 (WEAPON_FLAMETHROWER
, WEAPON_SUPERPULEMET
,
675 WEAPON_SHOTGUN2
, WEAPON_SHOTGUN1
,
676 WEAPON_CHAINGUN
, WEAPON_PLASMA
, WEAPON_ROCKETLAUNCHER
,
677 WEAPON_BFG
, WEAPON_PISTOL
, WEAPON_SAW
, WEAPON_KASTET
);
678 WEAPON_PRIOR2
: Array [WP_FIRST
..WP_LAST
] of Byte =
679 (WEAPON_FLAMETHROWER
, WEAPON_SUPERPULEMET
,
680 WEAPON_BFG
, WEAPON_ROCKETLAUNCHER
,
681 WEAPON_SHOTGUN2
, WEAPON_PLASMA
, WEAPON_SHOTGUN1
,
682 WEAPON_CHAINGUN
, WEAPON_PISTOL
, WEAPON_SAW
, WEAPON_KASTET
);
683 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
684 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
685 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
686 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
687 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
688 WEAPON_RELOAD
: Array [WP_FIRST
..WP_LAST
] of Byte =
689 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
691 PLAYER_SIGNATURE
= $52594C50; // 'PLYR'
692 CORPSE_SIGNATURE
= $50524F43; // 'CORP'
694 BOTNAMES_FILENAME
= 'botnames.txt';
695 BOTLIST_FILENAME
= 'botlist.txt';
699 MaxCorpses
: Word = 20;
700 MaxShells
: Word = 300;
701 CurrentGib
: Integer = 0;
702 CurrentShell
: Integer = 0;
703 BotNames
: Array of String;
704 BotList
: Array of TBotProfile
;
707 function Lerp(X
, Y
, Factor
: Integer): Integer;
709 Result
:= X
+ ((Y
- X
) div Factor
);
712 function SameTeam(UID1
, UID2
: Word): Boolean;
716 if (UID1
> UID_MAX_PLAYER
) or (UID1
<= UID_MAX_GAME
) or
717 (UID2
> UID_MAX_PLAYER
) or (UID2
<= UID_MAX_GAME
) then Exit
;
719 if (g_Player_Get(UID1
) = nil) or (g_Player_Get(UID2
) = nil) then Exit
;
721 if ((g_Player_Get(UID1
).Team
= TEAM_NONE
) or
722 (g_Player_Get(UID2
).Team
= TEAM_NONE
)) then Exit
;
724 Result
:= g_Player_Get(UID1
).FTeam
= g_Player_Get(UID2
).FTeam
;
727 procedure g_Gibs_SetMax(Count
: Word);
730 SetLength(gGibs
, Count
);
732 if CurrentGib
>= Count
then
736 function g_Gibs_GetMax(): Word;
741 procedure g_Shells_SetMax(Count
: Word);
744 SetLength(gShells
, Count
);
746 if CurrentShell
>= Count
then
750 function g_Shells_GetMax(): Word;
756 procedure g_Corpses_SetMax(Count
: Word);
759 SetLength(gCorpses
, Count
);
762 function g_Corpses_GetMax(): Word;
764 Result
:= MaxCorpses
;
767 function g_Player_Create(ModelName
: String; Color
: TRGB
; Team
: Byte; Bot
: Boolean): Word;
777 // Åñòü ëè ìåñòî â gPlayers:
778 if gPlayers
<> nil then
779 for a
:= 0 to High(gPlayers
) do
780 if gPlayers
[a
] = nil then
786 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
789 SetLength(gPlayers
, Length(gPlayers
)+1);
793 // Ñîçäàåì îáúåêò èãðîêà:
795 gPlayers
[a
] := TBot
.Create()
797 gPlayers
[a
] := TPlayer
.Create();
800 gPlayers
[a
].FActualModelName
:= ModelName
;
801 gPlayers
[a
].SetModel(ModelName
);
803 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
804 if gPlayers
[a
].FModel
= nil then
808 g_FatalError(Format(_lc
[I_GAME_ERROR_MODEL
], [ModelName
]));
812 if not (Team
in [TEAM_RED
, TEAM_BLUE
]) then
813 if Random(2) = 0 then
817 gPlayers
[a
].FPreferredTeam
:= Team
;
819 case gGameSettings
.GameMode
of
820 GM_DM
: gPlayers
[a
].FTeam
:= TEAM_NONE
;
822 GM_CTF
: gPlayers
[a
].FTeam
:= gPlayers
[a
].FPreferredTeam
;
824 GM_COOP
: gPlayers
[a
].FTeam
:= TEAM_COOP
;
827 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
828 gPlayers
[a
].FColor
:= Color
;
829 if gPlayers
[a
].FTeam
in [TEAM_RED
, TEAM_BLUE
] then
830 gPlayers
[a
].FModel
.Color
:= TEAMCOLOR
[gPlayers
[a
].FTeam
]
832 gPlayers
[a
].FModel
.Color
:= Color
;
834 gPlayers
[a
].FUID
:= g_CreateUID(UID_PLAYER
);
835 gPlayers
[a
].FAlive
:= False;
837 Result
:= gPlayers
[a
].FUID
;
840 function g_Player_CreateFromState (st
: TStream
): Word;
847 if (st
= nil) then exit
; //???
850 if not utils
.checkSign(st
, 'PLYR') then raise XStreamError
.Create('invalid player signature');
851 if (utils
.readByte(st
) <> PLR_SAVE_VERSION
) then raise XStreamError
.Create('invalid player version');
854 Bot
:= utils
.readBool(st
);
859 // Åñòü ëè ìåñòî â gPlayers:
860 for a
:= 0 to High(gPlayers
) do if (gPlayers
[a
] = nil) then begin ok
:= true; break
; end;
862 // Íåò ìåñòà - ðàñøèðÿåì gPlayers
865 SetLength(gPlayers
, Length(gPlayers
)+1);
869 // Ñîçäàåì îáúåêò èãðîêà
871 gPlayers
[a
] := TBot
.Create()
873 gPlayers
[a
] := TPlayer
.Create();
874 gPlayers
[a
].FIamBot
:= Bot
;
875 gPlayers
[a
].FPhysics
:= True;
878 gPlayers
[a
].FUID
:= utils
.readWord(st
);
880 gPlayers
[a
].FName
:= utils
.readStr(st
);
882 gPlayers
[a
].FTeam
:= utils
.readByte(st
);
883 gPlayers
[a
].FPreferredTeam
:= gPlayers
[a
].FTeam
;
885 gPlayers
[a
].FAlive
:= utils
.readBool(st
);
886 // Èçðàñõîäîâàë ëè âñå æèçíè
887 gPlayers
[a
].FNoRespawn
:= utils
.readBool(st
);
889 b
:= utils
.readByte(st
);
890 if b
= 1 then gPlayers
[a
].FDirection
:= TDirection
.D_LEFT
else gPlayers
[a
].FDirection
:= TDirection
.D_RIGHT
; // b = 2
892 gPlayers
[a
].FHealth
:= utils
.readLongInt(st
);
894 gPlayers
[a
].FHandicap
:= utils
.readLongInt(st
);
896 gPlayers
[a
].FLives
:= utils
.readByte(st
);
898 gPlayers
[a
].FArmor
:= utils
.readLongInt(st
);
900 gPlayers
[a
].FAir
:= utils
.readLongInt(st
);
902 gPlayers
[a
].FJetFuel
:= utils
.readLongInt(st
);
904 gPlayers
[a
].FPain
:= utils
.readLongInt(st
);
906 gPlayers
[a
].FKills
:= utils
.readLongInt(st
);
908 gPlayers
[a
].FMonsterKills
:= utils
.readLongInt(st
);
910 gPlayers
[a
].FFrags
:= utils
.readLongInt(st
);
912 gPlayers
[a
].FFragCombo
:= utils
.readByte(st
);
913 // Âðåìÿ ïîñëåäíåãî ôðàãà
914 gPlayers
[a
].FLastFrag
:= utils
.readLongWord(st
);
916 gPlayers
[a
].FDeath
:= utils
.readLongInt(st
);
918 gPlayers
[a
].FFlag
:= utils
.readByte(st
);
920 gPlayers
[a
].FSecrets
:= utils
.readLongInt(st
);
922 gPlayers
[a
].FCurrWeap
:= utils
.readByte(st
);
923 // Ñëåäóþùåå æåëàåìîå îðóæèå
924 gPlayers
[a
].FNextWeap
:= utils
.readWord(st
);
926 gPlayers
[a
].FNextWeapDelay
:= utils
.readByte(st
);
928 gPlayers
[a
].FBFGFireCounter
:= utils
.readSmallInt(st
);
930 gPlayers
[a
].FDamageBuffer
:= utils
.readLongInt(st
);
931 // Ïîñëåäíèé óäàðèâøèé
932 gPlayers
[a
].FLastSpawnerUID
:= utils
.readWord(st
);
933 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
934 gPlayers
[a
].FLastHit
:= utils
.readByte(st
);
936 Obj_LoadState(@gPlayers
[a
].FObj
, st
);
937 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
938 for i
:= A_BULLETS
to A_HIGH
do gPlayers
[a
].FAmmo
[i
] := utils
.readWord(st
);
939 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
940 for i
:= A_BULLETS
to A_HIGH
do gPlayers
[a
].FMaxAmmo
[i
] := utils
.readWord(st
);
942 for i
:= WP_FIRST
to WP_LAST
do gPlayers
[a
].FWeapon
[i
] := utils
.readBool(st
);
943 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
944 for i
:= WP_FIRST
to WP_LAST
do gPlayers
[a
].FReloading
[i
] := utils
.readWord(st
);
946 if utils
.readBool(st
) then Include(gPlayers
[a
].FRulez
, R_ITEM_BACKPACK
);
947 // Íàëè÷èå êðàñíîãî êëþ÷à
948 if utils
.readBool(st
) then Include(gPlayers
[a
].FRulez
, R_KEY_RED
);
949 // Íàëè÷èå çåëåíîãî êëþ÷à
950 if utils
.readBool(st
) then Include(gPlayers
[a
].FRulez
, R_KEY_GREEN
);
951 // Íàëè÷èå ñèíåãî êëþ÷à
952 if utils
.readBool(st
) then Include(gPlayers
[a
].FRulez
, R_KEY_BLUE
);
954 if utils
.readBool(st
) then Include(gPlayers
[a
].FRulez
, R_BERSERK
);
955 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
956 for i
:= MR_SUIT
to MR_MAX
do gPlayers
[a
].FMegaRulez
[i
] := utils
.readLongWord(st
);
957 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
958 for i
:= T_RESPAWN
to T_FLAGCAP
do gPlayers
[a
].FTime
[i
] := utils
.readLongWord(st
);
961 gPlayers
[a
].FActualModelName
:= utils
.readStr(st
);
963 gPlayers
[a
].FColor
.R
:= utils
.readByte(st
);
964 gPlayers
[a
].FColor
.G
:= utils
.readByte(st
);
965 gPlayers
[a
].FColor
.B
:= utils
.readByte(st
);
966 // Îáíîâëÿåì ìîäåëü èãðîêà
967 gPlayers
[a
].SetModel(gPlayers
[a
].FActualModelName
);
969 // Íåò ìîäåëè - ñîçäàíèå íåâîçìîæíî
970 if (gPlayers
[a
].FModel
= nil) then
974 g_FatalError(Format(_lc
[I_GAME_ERROR_MODEL
], [gPlayers
[a
].FActualModelName
]));
978 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû
979 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
980 gPlayers
[a
].FModel
.Color
:= TEAMCOLOR
[gPlayers
[a
].FTeam
]
982 gPlayers
[a
].FModel
.Color
:= gPlayers
[a
].FColor
;
984 result
:= gPlayers
[a
].FUID
;
988 procedure g_Player_ResetTeams();
992 if g_Game_IsClient
then
994 if gPlayers
= nil then
996 for a
:= Low(gPlayers
) to High(gPlayers
) do
997 if gPlayers
[a
] <> nil then
998 case gGameSettings
.GameMode
of
1000 gPlayers
[a
].ChangeTeam(TEAM_NONE
);
1002 if not (gPlayers
[a
].Team
in [TEAM_RED
, TEAM_BLUE
]) then
1003 if gPlayers
[a
].FPreferredTeam
in [TEAM_RED
, TEAM_BLUE
] then
1004 gPlayers
[a
].ChangeTeam(gPlayers
[a
].FPreferredTeam
)
1007 gPlayers
[a
].ChangeTeam(TEAM_RED
)
1009 gPlayers
[a
].ChangeTeam(TEAM_BLUE
);
1012 gPlayers
[a
].ChangeTeam(TEAM_COOP
);
1016 procedure g_Bot_Add(Team
, Difficult
: Byte; Handicap
: Integer = 100);
1019 _name
, _model
: String;
1022 if not g_Game_IsServer
then Exit
;
1024 // Ñïèñîê íàçâàíèé ìîäåëåé:
1025 m
:= g_PlayerModel_GetNames();
1030 if (gGameSettings
.GameType
= GT_SINGLE
) or (gGameSettings
.GameMode
= GM_COOP
) then
1031 Team
:= TEAM_COOP
// COOP
1033 if gGameSettings
.GameMode
= GM_DM
then
1034 Team
:= TEAM_NONE
// DM
1036 if Team
= TEAM_NONE
then // CTF / TDM
1038 // Àâòîáàëàíñ êîìàíä:
1042 for a
:= 0 to High(gPlayers
) do
1043 if gPlayers
[a
] <> nil then
1045 if gPlayers
[a
].Team
= TEAM_RED
then
1048 if gPlayers
[a
].Team
= TEAM_BLUE
then
1058 if Random(2) = 0 then
1064 // Âûáèðàåì áîòó èìÿ:
1066 if BotNames
<> nil then
1067 for a
:= 0 to High(BotNames
) do
1068 if g_Player_ValidName(BotNames
[a
]) then
1070 _name
:= BotNames
[a
];
1074 // Èìåíè íåò, çàäàåì ñëó÷àéíîå:
1077 _name
:= Format('DFBOT%.2d', [Random(100)]);
1078 until g_Player_ValidName(_name
);
1080 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
1081 _model
:= m
[Random(Length(m
))];
1084 with g_Player_Get(g_Player_Create(_model
,
1085 _RGB(Min(Random(9)*32, 255),
1086 Min(Random(9)*32, 255),
1087 Min(Random(9)*32, 255)),
1088 Team
, True)) as TBot
do
1093 1: FDifficult
:= DIFFICULT_EASY
;
1094 2: FDifficult
:= DIFFICULT_MEDIUM
;
1095 else FDifficult
:= DIFFICULT_HARD
;
1098 for a
:= WP_FIRST
to WP_LAST
do
1100 FDifficult
.WeaponPrior
[a
] := WEAPON_PRIOR1
[a
];
1101 FDifficult
.CloseWeaponPrior
[a
] := WEAPON_PRIOR2
[a
];
1102 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1105 FHandicap
:= Handicap
;
1107 g_Console_Add(Format(_lc
[I_PLAYER_JOIN
], [Name
]), True);
1109 if g_Game_IsNet
then MH_SEND_PlayerCreate(UID
);
1110 if g_Game_IsServer
and (gGameSettings
.MaxLives
> 0) then
1115 procedure g_Bot_AddList(Team
: Byte; lName
: ShortString; num
: Integer = -1; Handicap
: Integer = 100);
1118 _name
, _model
: String;
1121 if not g_Game_IsServer
then Exit
;
1123 // Ñïèñîê íàçâàíèé ìîäåëåé:
1124 m
:= g_PlayerModel_GetNames();
1129 if (gGameSettings
.GameType
= GT_SINGLE
) or (gGameSettings
.GameMode
= GM_COOP
) then
1130 Team
:= TEAM_COOP
// COOP
1132 if gGameSettings
.GameMode
= GM_DM
then
1133 Team
:= TEAM_NONE
// DM
1135 if Team
= TEAM_NONE
then
1136 Team
:= BotList
[num
].team
; // CTF / TDM
1138 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1139 lName
:= AnsiLowerCase(lName
);
1140 if (num
< 0) or (num
> Length(BotList
)-1) then
1142 if (num
= -1) and (lName
<> '') and (BotList
<> nil) then
1143 for a
:= 0 to High(BotList
) do
1144 if AnsiLowerCase(BotList
[a
].name
) = lName
then
1153 _name
:= BotList
[num
].name
;
1154 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1155 if not g_Player_ValidName(_name
) then
1157 _name
:= Format('DFBOT%.2d', [Random(100)]);
1158 until g_Player_ValidName(_name
);
1161 _model
:= BotList
[num
].model
;
1162 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1163 if not InSArray(_model
, m
) then
1164 _model
:= m
[Random(Length(m
))];
1167 with g_Player_Get(g_Player_Create(_model
, BotList
[num
].color
, Team
, True)) as TBot
do
1171 FDifficult
.DiagFire
:= BotList
[num
].diag_fire
;
1172 FDifficult
.InvisFire
:= BotList
[num
].invis_fire
;
1173 FDifficult
.DiagPrecision
:= BotList
[num
].diag_precision
;
1174 FDifficult
.FlyPrecision
:= BotList
[num
].fly_precision
;
1175 FDifficult
.Cover
:= BotList
[num
].cover
;
1176 FDifficult
.CloseJump
:= BotList
[num
].close_jump
;
1178 FHandicap
:= Handicap
;
1180 for a
:= WP_FIRST
to WP_LAST
do
1182 FDifficult
.WeaponPrior
[a
] := BotList
[num
].w_prior1
[a
];
1183 FDifficult
.CloseWeaponPrior
[a
] := BotList
[num
].w_prior2
[a
];
1184 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1187 g_Console_Add(Format(_lc
[I_PLAYER_JOIN
], [Name
]), True);
1189 if g_Game_IsNet
then MH_SEND_PlayerCreate(UID
);
1193 procedure g_Bot_RemoveAll();
1197 if not g_Game_IsServer
then Exit
;
1198 if gPlayers
= nil then Exit
;
1200 for a
:= 0 to High(gPlayers
) do
1201 if gPlayers
[a
] <> nil then
1202 if gPlayers
[a
] is TBot
then
1204 gPlayers
[a
].Lives
:= 0;
1205 gPlayers
[a
].Kill(K_SIMPLEKILL
, 0, HIT_DISCON
);
1206 g_Console_Add(Format(_lc
[I_PLAYER_LEAVE
], [gPlayers
[a
].Name
]), True);
1207 g_Player_Remove(gPlayers
[a
].FUID
);
1213 procedure g_Bot_MixNames();
1218 if BotNames
<> nil then
1219 for a
:= 0 to High(BotNames
) do
1221 b
:= Random(Length(BotNames
));
1223 Botnames
[a
] := BotNames
[b
];
1228 procedure g_Player_Remove(UID
: Word);
1232 if gPlayers
= nil then Exit
;
1234 if g_Game_IsServer
and g_Game_IsNet
then
1235 MH_SEND_PlayerDelete(UID
);
1237 for i
:= 0 to High(gPlayers
) do
1238 if gPlayers
[i
] <> nil then
1239 if gPlayers
[i
].FUID
= UID
then
1241 if gPlayers
[i
] is TPlayer
then
1242 TPlayer(gPlayers
[i
]).Free()
1244 TBot(gPlayers
[i
]).Free();
1250 procedure g_Player_Init();
1261 path
:= BOTNAMES_FILENAME
;
1262 if e_FindResource(DataDirs
, path
) = false then
1265 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1266 AssignFile(F
, path
);
1277 SetLength(BotNames
, Length(BotNames
)+1);
1278 BotNames
[High(BotNames
)] := s
;
1286 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1287 config
:= TConfig
.CreateFile(path
);
1291 while config
.SectionExists(IntToStr(a
)) do
1293 SetLength(BotList
, Length(BotList
)+1);
1295 with BotList
[High(BotList
)] do
1298 name
:= config
.ReadStr(IntToStr(a
), 'name', '');
1300 model
:= config
.ReadStr(IntToStr(a
), 'model', '');
1302 if config
.ReadStr(IntToStr(a
), 'team', 'red') = 'red' then
1307 sa
:= parse(config
.ReadStr(IntToStr(a
), 'color', ''));
1308 color
.R
:= StrToIntDef(sa
[0], 0);
1309 color
.G
:= StrToIntDef(sa
[1], 0);
1310 color
.B
:= StrToIntDef(sa
[2], 0);
1311 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1312 diag_fire
:= config
.ReadInt(IntToStr(a
), 'diag_fire', 0);
1313 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1314 invis_fire
:= config
.ReadInt(IntToStr(a
), 'invis_fire', 0);
1315 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1316 diag_precision
:= config
.ReadInt(IntToStr(a
), 'diag_precision', 0);
1317 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1318 fly_precision
:= config
.ReadInt(IntToStr(a
), 'fly_precision', 0);
1319 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1320 cover
:= config
.ReadInt(IntToStr(a
), 'cover', 0);
1321 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1322 close_jump
:= config
.ReadInt(IntToStr(a
), 'close_jump', 0);
1323 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1324 sa
:= parse(config
.ReadStr(IntToStr(a
), 'w_prior1', ''));
1325 if Length(sa
) = 10 then
1327 w_prior1
[b
] := EnsureRange(StrToInt(sa
[b
]), 0, 9);
1328 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1329 sa
:= parse(config
.ReadStr(IntToStr(a
), 'w_prior2', ''));
1330 if Length(sa
) = 10 then
1332 w_prior2
[b
] := EnsureRange(StrToInt(sa
[b
]), 0, 9);
1334 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1335 if Length(sa) = 10 then
1337 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1346 procedure g_Player_Free();
1350 if gPlayers
<> nil then
1352 for i
:= 0 to High(gPlayers
) do
1353 if gPlayers
[i
] <> nil then
1355 if gPlayers
[i
] is TPlayer
then
1356 TPlayer(gPlayers
[i
]).Free()
1358 TBot(gPlayers
[i
]).Free();
1369 procedure g_Player_UpdateAll();
1373 if gPlayers
= nil then Exit
;
1375 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1376 for i
:= 0 to High(gPlayers
) do
1378 if gPlayers
[i
] <> nil then
1380 if gPlayers
[i
] is TPlayer
then
1382 gPlayers
[i
].Update();
1383 gPlayers
[i
].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1387 // bot updates weapons in `UpdateCombat()`
1388 TBot(gPlayers
[i
]).Update();
1392 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1395 procedure g_Player_DrawAll();
1399 if gPlayers
= nil then Exit
;
1401 for i
:= 0 to High(gPlayers
) do
1402 if gPlayers
[i
] <> nil then
1403 if gPlayers
[i
] is TPlayer
then gPlayers
[i
].Draw()
1404 else TBot(gPlayers
[i
]).Draw();
1407 procedure g_Player_DrawDebug(p
: TPlayer
);
1411 if p
= nil then Exit
;
1412 if (@p
.FObj
) = nil then Exit
;
1414 e_TextureFontGetSize(gStdFont
, fW
, fH
);
1416 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p
.FObj
.X
), gStdFont
);
1417 e_TextureFontPrint(0, fH
, 'Pos Y: ' + IntToStr(p
.FObj
.Y
), gStdFont
);
1418 e_TextureFontPrint(0, fH
* 2, 'Vel X: ' + IntToStr(p
.FObj
.Vel
.X
), gStdFont
);
1419 e_TextureFontPrint(0, fH
* 3, 'Vel Y: ' + IntToStr(p
.FObj
.Vel
.Y
), gStdFont
);
1420 e_TextureFontPrint(0, fH
* 4, 'Acc X: ' + IntToStr(p
.FObj
.Accel
.X
), gStdFont
);
1421 e_TextureFontPrint(0, fH
* 5, 'Acc Y: ' + IntToStr(p
.FObj
.Accel
.Y
), gStdFont
);
1424 procedure g_Player_DrawHealth();
1429 if gPlayers
= nil then Exit
;
1430 e_TextureFontGetSize(gStdFont
, fW
, fH
);
1432 for i
:= 0 to High(gPlayers
) do
1433 if gPlayers
[i
] <> nil then
1435 e_TextureFontPrint(gPlayers
[i
].FObj
.X
+ gPlayers
[i
].FObj
.Rect
.X
,
1436 gPlayers
[i
].FObj
.Y
+ gPlayers
[i
].FObj
.Rect
.Y
+ gPlayers
[i
].FObj
.Rect
.Height
- fH
* 2,
1437 IntToStr(gPlayers
[i
].FHealth
), gStdFont
);
1438 e_TextureFontPrint(gPlayers
[i
].FObj
.X
+ gPlayers
[i
].FObj
.Rect
.X
,
1439 gPlayers
[i
].FObj
.Y
+ gPlayers
[i
].FObj
.Rect
.Y
+ gPlayers
[i
].FObj
.Rect
.Height
- fH
,
1440 IntToStr(gPlayers
[i
].FArmor
), gStdFont
);
1444 function g_Player_Get(UID
: Word): TPlayer
;
1450 if gPlayers
= nil then
1453 for a
:= 0 to High(gPlayers
) do
1454 if gPlayers
[a
] <> nil then
1455 if gPlayers
[a
].FUID
= UID
then
1457 Result
:= gPlayers
[a
];
1462 function g_Player_GetCount(): Byte;
1468 if gPlayers
= nil then
1471 for a
:= 0 to High(gPlayers
) do
1472 if gPlayers
[a
] <> nil then
1473 Result
:= Result
+ 1;
1476 function g_Player_GetStats(): TPlayerStatArray
;
1482 if gPlayers
= nil then Exit
;
1484 for a
:= 0 to High(gPlayers
) do
1485 if gPlayers
[a
] <> nil then
1487 SetLength(Result
, Length(Result
)+1);
1488 with Result
[High(Result
)] do
1491 Ping
:= gPlayers
[a
].FPing
;
1492 Loss
:= gPlayers
[a
].FLoss
;
1493 Name
:= gPlayers
[a
].FName
;
1494 Team
:= gPlayers
[a
].FTeam
;
1495 Frags
:= gPlayers
[a
].FFrags
;
1496 Deaths
:= gPlayers
[a
].FDeath
;
1497 Kills
:= gPlayers
[a
].FKills
;
1498 Color
:= gPlayers
[a
].FModel
.Color
;
1499 Lives
:= gPlayers
[a
].FLives
;
1500 Spectator
:= gPlayers
[a
].FSpectator
;
1505 procedure g_Player_ResetReady();
1509 if not g_Game_IsServer
then Exit
;
1510 if gPlayers
= nil then Exit
;
1512 for a
:= 0 to High(gPlayers
) do
1513 if gPlayers
[a
] <> nil then
1515 gPlayers
[a
].FReady
:= False;
1516 if g_Game_IsNet
then
1517 MH_SEND_GameEvent(NET_EV_INTER_READY
, gPlayers
[a
].UID
, 'N');
1521 procedure g_Player_RememberAll
;
1525 for i
:= Low(gPlayers
) to High(gPlayers
) do
1526 if (gPlayers
[i
] <> nil) and gPlayers
[i
].alive
then
1527 gPlayers
[i
].RememberState
;
1530 procedure g_Player_ResetAll(Force
, Silent
: Boolean);
1534 gTeamStat
[TEAM_RED
].Goals
:= 0;
1535 gTeamStat
[TEAM_BLUE
].Goals
:= 0;
1537 if gPlayers
<> nil then
1538 for i
:= 0 to High(gPlayers
) do
1539 if gPlayers
[i
] <> nil then
1541 gPlayers
[i
].Reset(Force
);
1543 if gPlayers
[i
] is TPlayer
then
1545 if (not gPlayers
[i
].FSpectator
) or gPlayers
[i
].FWantsInGame
then
1546 gPlayers
[i
].Respawn(Silent
)
1548 gPlayers
[i
].Spectate();
1551 TBot(gPlayers
[i
]).Respawn(Silent
);
1555 procedure g_Player_CreateCorpse(Player
: TPlayer
);
1561 if Player
.alive
then
1564 // Ðàçðûâàåì ñâÿçü ñ ïðåæíèì òðóïîì:
1565 if gCorpses
<> nil then
1566 for i
:= 0 to High(gCorpses
) do
1567 if gCorpses
[i
] <> nil then
1568 if gCorpses
[i
].FPlayerUID
= Player
.FUID
then
1569 gCorpses
[i
].FPlayerUID
:= 0;
1571 if Player
.FObj
.Y
>= gMapInfo
.Height
+128 then
1576 if (FHealth
>= -50) or (gGibsCount
= 0) then
1578 if (gCorpses
= nil) or (Length(gCorpses
) = 0) then
1582 for find_id
:= 0 to High(gCorpses
) do
1583 if gCorpses
[find_id
] = nil then
1590 find_id
:= Random(Length(gCorpses
));
1592 gCorpses
[find_id
] := TCorpse
.Create(FObj
.X
, FObj
.Y
, FModel
.Name
, FHealth
< -20);
1593 gCorpses
[find_id
].FColor
:= FModel
.Color
;
1594 gCorpses
[find_id
].FObj
.Vel
:= FObj
.Vel
;
1595 gCorpses
[find_id
].FObj
.Accel
:= FObj
.Accel
;
1596 gCorpses
[find_id
].FPlayerUID
:= FUID
;
1599 g_Player_CreateGibs(FObj
.X
+ PLAYER_RECT_CX
,
1600 FObj
.Y
+ PLAYER_RECT_CY
,
1601 FModel
.Name
, FModel
.Color
);
1605 procedure g_Player_CreateShell(fX
, fY
, dX
, dY
: Integer; T
: Byte);
1609 if (gShells
= nil) or (Length(gShells
) = 0) then
1612 with gShells
[CurrentShell
] do
1618 if T
= SHELL_BULLET
then
1620 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID
) then
1624 Obj
.Rect
.Width
:= 4;
1625 Obj
.Rect
.Height
:= 2;
1629 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID
) then
1633 Obj
.Rect
.Width
:= 7;
1634 Obj
.Rect
.Height
:= 3;
1640 g_Obj_Push(@Obj
, dX
+ Random(4)-Random(4), dY
-Random(4));
1641 positionChanged(); // this updates spatial accelerators
1642 RAngle
:= Random(360);
1643 Timeout
:= gTime
+ SHELL_TIMEOUT
;
1645 if CurrentShell
>= High(gShells
) then
1652 procedure g_Player_CreateGibs(fX
, fY
: Integer; ModelName
: string; fColor
: TRGB
);
1655 GibsArray
: TGibsArray
;
1658 if (gGibs
= nil) or (Length(gGibs
) = 0) then
1660 if not g_PlayerModel_GetGibs(ModelName
, GibsArray
) then
1662 Blood
:= g_PlayerModel_GetBlood(ModelName
);
1664 for a
:= 0 to High(GibsArray
) do
1665 with gGibs
[CurrentGib
] do
1668 ID
:= GibsArray
[a
].ID
;
1669 MaskID
:= GibsArray
[a
].MaskID
;
1672 Obj
.Rect
:= GibsArray
[a
].Rect
;
1673 Obj
.X
:= fX
-GibsArray
[a
].Rect
.X
-(GibsArray
[a
].Rect
.Width
div 2);
1674 Obj
.Y
:= fY
-GibsArray
[a
].Rect
.Y
-(GibsArray
[a
].Rect
.Height
div 2);
1675 g_Obj_PushA(@Obj
, 25 + Random(10), Random(361));
1676 positionChanged(); // this updates spatial accelerators
1677 RAngle
:= Random(360);
1679 if gBloodCount
> 0 then
1680 g_GFX_Blood(fX
, fY
, 16*gBloodCount
+Random(5*gBloodCount
), -16+Random(33), -16+Random(33),
1681 Random(48), Random(48), Blood
.R
, Blood
.G
, Blood
.B
, Blood
.Kind
);
1683 if CurrentGib
>= High(gGibs
) then
1690 procedure g_Player_UpdatePhysicalObjects();
1696 procedure ShellSound_Bounce(X
, Y
: Integer; T
: Byte);
1701 if T
= SHELL_BULLET
then
1702 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k
), X
, Y
)
1704 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k
), X
, Y
);
1709 if gGibs
<> nil then
1710 for i
:= 0 to High(gGibs
) do
1711 if gGibs
[i
].alive
then
1715 mr
:= g_Obj_Move(@Obj
, True, False, True);
1716 positionChanged(); // this updates spatial accelerators
1718 if WordBool(mr
and MOVE_FALLOUT
) then
1724 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1725 if WordBool(mr
and MOVE_HITWALL
) then
1726 Obj
.Vel
.X
:= -(vel
.X
div 2);
1727 if WordBool(mr
and (MOVE_HITCEIL
or MOVE_HITLAND
)) then
1728 Obj
.Vel
.Y
:= -(vel
.Y
div 2);
1730 if (Obj
.Vel
.X
>= 0) then
1732 RAngle
:= RAngle
+ Abs(Obj
.Vel
.X
)*6 + Abs(Obj
.Vel
.Y
);
1733 if RAngle
>= 360 then
1734 RAngle
:= RAngle
mod 360;
1735 end else begin // Counter-clockwise
1736 RAngle
:= RAngle
- Abs(Obj
.Vel
.X
)*6 - Abs(Obj
.Vel
.Y
);
1738 RAngle
:= (360 - (Abs(RAngle
) mod 360)) mod 360;
1741 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1742 if gTime
mod (GAME_TICK
*3) = 0 then
1743 Obj
.Vel
.X
:= z_dec(Obj
.Vel
.X
, 1);
1747 if gCorpses
<> nil then
1748 for i
:= 0 to High(gCorpses
) do
1749 if gCorpses
[i
] <> nil then
1750 if gCorpses
[i
].State
= CORPSE_STATE_REMOVEME
then
1756 gCorpses
[i
].Update();
1759 if gShells
<> nil then
1760 for i
:= 0 to High(gShells
) do
1761 if gShells
[i
].alive
then
1765 mr
:= g_Obj_Move(@Obj
, True, False, True);
1766 positionChanged(); // this updates spatial accelerators
1768 if WordBool(mr
and MOVE_FALLOUT
) or (gShells
[i
].Timeout
< gTime
) then
1774 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1775 if WordBool(mr
and MOVE_HITWALL
) then
1777 Obj
.Vel
.X
:= -(vel
.X
div 2);
1778 if not WordBool(mr
and MOVE_INWATER
) then
1779 ShellSound_Bounce(Obj
.X
, Obj
.Y
, SType
);
1781 if WordBool(mr
and (MOVE_HITCEIL
or MOVE_HITLAND
)) then
1783 Obj
.Vel
.Y
:= -(vel
.Y
div 2);
1784 if Obj
.Vel
.X
<> 0 then Obj
.Vel
.X
:= Obj
.Vel
.X
div 2;
1785 if (Obj
.Vel
.X
= 0) and (Obj
.Vel
.Y
= 0) then
1787 if RAngle
mod 90 <> 0 then
1788 RAngle
:= (RAngle
div 90) * 90;
1790 else if not WordBool(mr
and MOVE_INWATER
) then
1791 ShellSound_Bounce(Obj
.X
, Obj
.Y
, SType
);
1794 if (Obj
.Vel
.X
>= 0) then
1796 RAngle
:= RAngle
+ Abs(Obj
.Vel
.X
)*8 + Abs(Obj
.Vel
.Y
);
1797 if RAngle
>= 360 then
1798 RAngle
:= RAngle
mod 360;
1799 end else begin // Counter-clockwise
1800 RAngle
:= RAngle
- Abs(Obj
.Vel
.X
)*8 - Abs(Obj
.Vel
.Y
);
1802 RAngle
:= (360 - (Abs(RAngle
) mod 360)) mod 360;
1808 procedure TGib
.getMapBox (out x
, y
, w
, h
: Integer); inline;
1810 x
:= Obj
.X
+Obj
.Rect
.X
;
1811 y
:= Obj
.Y
+Obj
.Rect
.Y
;
1812 w
:= Obj
.Rect
.Width
;
1813 h
:= Obj
.Rect
.Height
;
1816 procedure TGib
.moveBy (dx
, dy
: Integer); inline;
1818 if (dx
<> 0) or (dy
<> 0) then
1827 procedure TShell
.getMapBox (out x
, y
, w
, h
: Integer); inline;
1831 w
:= Obj
.Rect
.Width
;
1832 h
:= Obj
.Rect
.Height
;
1835 procedure TShell
.moveBy (dx
, dy
: Integer); inline;
1837 if (dx
<> 0) or (dy
<> 0) then
1846 procedure TGib
.positionChanged (); inline; begin end;
1847 procedure TShell
.positionChanged (); inline; begin end;
1850 procedure g_Player_DrawCorpses();
1855 if gGibs
<> nil then
1856 for i
:= 0 to High(gGibs
) do
1857 if gGibs
[i
].alive
then
1860 if not g_Obj_Collide(sX
, sY
, sWidth
, sHeight
, @Obj
) then
1863 a
.X
:= Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2);
1864 a
.y
:= Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2);
1866 e_DrawAdv(ID
, Obj
.X
, Obj
.Y
, 0, True, False, RAngle
, @a
, TMirrorType
.None
);
1869 e_DrawAdv(MaskID
, Obj
.X
, Obj
.Y
, 0, True, False, RAngle
, @a
, TMirrorType
.None
);
1875 if gCorpses
<> nil then
1876 for i
:= 0 to High(gCorpses
) do
1877 if gCorpses
[i
] <> nil then
1881 procedure g_Player_DrawShells();
1886 if gShells
<> nil then
1887 for i
:= 0 to High(gShells
) do
1888 if gShells
[i
].alive
then
1891 if not g_Obj_Collide(sX
, sY
, sWidth
, sHeight
, @Obj
) then
1897 e_DrawAdv(SpriteID
, Obj
.X
, Obj
.Y
, 0, True, False, RAngle
, @a
, TMirrorType
.None
);
1901 procedure g_Player_RemoveAllCorpses();
1907 SetLength(gGibs
, MaxGibs
);
1908 SetLength(gShells
, MaxGibs
);
1912 if gCorpses
<> nil then
1913 for i
:= 0 to High(gCorpses
) do
1917 SetLength(gCorpses
, MaxCorpses
);
1920 procedure g_Player_Corpses_SaveState (st
: TStream
);
1924 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ
1926 for i
:= 0 to High(gCorpses
) do if (gCorpses
[i
] <> nil) then Inc(count
);
1928 // Êîëè÷åñòâî òðóïîâ
1929 utils
.writeInt(st
, LongInt(count
));
1931 if (count
= 0) then exit
;
1934 for i
:= 0 to High(gCorpses
) do
1936 if gCorpses
[i
] <> nil then
1939 utils
.writeStr(st
, gCorpses
[i
].FModelName
);
1941 utils
.writeBool(st
, gCorpses
[i
].Mess
);
1942 // Ñîõðàíÿåì äàííûå òðóïà:
1943 gCorpses
[i
].SaveState(st
);
1949 procedure g_Player_Corpses_LoadState (st
: TStream
);
1957 g_Player_RemoveAllCorpses();
1959 // Êîëè÷åñòâî òðóïîâ:
1960 count
:= utils
.readLongInt(st
);
1961 if (count
< 0) or (count
> Length(gCorpses
)) then raise XStreamError
.Create('invalid number of corpses');
1963 if (count
= 0) then exit
;
1966 for i
:= 0 to count
-1 do
1969 str
:= utils
.readStr(st
);
1971 b
:= utils
.readBool(st
);
1973 gCorpses
[i
] := TCorpse
.Create(0, 0, str
, b
);
1974 // Çàãðóæàåì äàííûå òðóïà
1975 gCorpses
[i
].LoadState(st
);
1982 function TPlayer
.isValidViewPort (): Boolean; inline; begin result
:= (viewPortW
> 0) and (viewPortH
> 0); end;
1984 procedure TPlayer
.BFGHit();
1986 g_Weapon_BFGHit(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1987 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
1988 if g_Game_IsServer
and g_Game_IsNet
then
1989 MH_SEND_Effect(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1990 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
1994 procedure TPlayer
.ChangeModel(ModelName
: string);
1996 locModel
: TPlayerModel
;
1998 locModel
:= g_PlayerModel_Get(ModelName
);
1999 if locModel
= nil then Exit
;
2005 procedure TPlayer
.SetModel(ModelName
: string);
2009 m
:= g_PlayerModel_Get(ModelName
);
2012 g_SimpleError(Format(_lc
[I_GAME_ERROR_MODEL_FALLBACK
], [ModelName
]));
2013 m
:= g_PlayerModel_Get('doomer');
2016 g_FatalError(Format(_lc
[I_GAME_ERROR_MODEL
], ['doomer']));
2021 if FModel
<> nil then
2026 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
2027 FModel
.Color
:= FColor
2029 FModel
.Color
:= TEAMCOLOR
[FTeam
];
2030 FModel
.SetWeapon(FCurrWeap
);
2031 FModel
.SetFlag(FFlag
);
2032 SetDirection(FDirection
);
2035 procedure TPlayer
.SetColor(Color
: TRGB
);
2038 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
2039 if FModel
<> nil then FModel
.Color
:= Color
;
2042 function TPlayer
.GetColor(): TRGB
;
2044 result
:= FModel
.Color
;
2047 procedure TPlayer
.SwitchTeam
;
2049 if g_Game_IsClient
then
2051 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then Exit
;
2053 if gGameOn
and FAlive
then
2054 Kill(K_SIMPLEKILL
, FUID
, HIT_SELF
);
2056 if FTeam
= TEAM_RED
then
2058 ChangeTeam(TEAM_BLUE
);
2059 g_Console_Add(Format(_lc
[I_PLAYER_CHTEAM_BLUE
], [FName
]), True);
2060 if g_Game_IsNet
then
2061 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM
, TEAM_BLUE
, FName
);
2065 ChangeTeam(TEAM_RED
);
2066 g_Console_Add(Format(_lc
[I_PLAYER_CHTEAM_RED
], [FName
]), True);
2067 if g_Game_IsNet
then
2068 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM
, TEAM_RED
, FName
);
2070 FPreferredTeam
:= FTeam
;
2073 procedure TPlayer
.ChangeTeam(Team
: Byte);
2080 TEAM_RED
, TEAM_BLUE
:
2081 FModel
.Color
:= TEAMCOLOR
[Team
];
2083 FModel
.Color
:= FColor
;
2085 if (FTeam
<> OldTeam
) and g_Game_IsNet
and g_Game_IsServer
then
2086 MH_SEND_PlayerStats(FUID
);
2090 procedure TPlayer.CollideItem();
2095 if gItems = nil then Exit;
2096 if not FAlive then Exit;
2098 for i := 0 to High(gItems) do
2101 if (ItemType <> ITEM_NONE) and alive then
2102 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
2103 PLAYER_RECT.Height, @Obj) then
2105 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
2107 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
2108 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
2109 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
2110 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
2111 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
2113 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
2114 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
2115 (gGameSettings.GameType = GT_SINGLE) and
2116 (g_Player_GetCount() > 1)) then
2117 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
2123 function TPlayer
.CollideLevel(XInc
, YInc
: Integer): Boolean;
2125 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
2126 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
, PANEL_WALL
,
2130 constructor TPlayer
.Create();
2136 mEDamageType
:= HIT_SOME
;
2142 FSawSound
:= TPlayableSound
.Create();
2143 FSawSoundIdle
:= TPlayableSound
.Create();
2144 FSawSoundHit
:= TPlayableSound
.Create();
2145 FSawSoundSelect
:= TPlayableSound
.Create();
2146 FFlameSoundOn
:= TPlayableSound
.Create();
2147 FFlameSoundOff
:= TPlayableSound
.Create();
2148 FFlameSoundWork
:= TPlayableSound
.Create();
2149 FJetSoundFly
:= TPlayableSound
.Create();
2150 FJetSoundOn
:= TPlayableSound
.Create();
2151 FJetSoundOff
:= TPlayableSound
.Create();
2153 FSawSound
.SetByName('SOUND_WEAPON_FIRESAW');
2154 FSawSoundIdle
.SetByName('SOUND_WEAPON_IDLESAW');
2155 FSawSoundHit
.SetByName('SOUND_WEAPON_HITSAW');
2156 FSawSoundSelect
.SetByName('SOUND_WEAPON_SELECTSAW');
2157 FFlameSoundOn
.SetByName('SOUND_WEAPON_FLAMEON');
2158 FFlameSoundOff
.SetByName('SOUND_WEAPON_FLAMEOFF');
2159 FFlameSoundWork
.SetByName('SOUND_WEAPON_FLAMEWORK');
2160 FJetSoundFly
.SetByName('SOUND_PLAYER_JETFLY');
2161 FJetSoundOn
.SetByName('SOUND_PLAYER_JETON');
2162 FJetSoundOff
.SetByName('SOUND_PLAYER_JETOFF');
2164 FSpectatePlayer
:= -1;
2168 FSavedState
.WaitRecall
:= False;
2175 FActualModelName
:= 'doomer';
2178 FObj
.Rect
:= PLAYER_RECT
;
2180 FBFGFireCounter
:= -1;
2181 FJustTeleported
:= False;
2184 FWaitForFirstSpawn
:= false;
2189 procedure TPlayer
.positionChanged (); inline;
2193 procedure TPlayer
.doDamage (v
: Integer);
2195 if (v
<= 0) then exit
;
2196 if (v
> 32767) then v
:= 32767;
2197 Damage(v
, 0, 0, 0, mEDamageType
);
2200 procedure TPlayer
.Damage(value
: Word; SpawnerUID
: Word; vx
, vy
: Integer; t
: Byte);
2204 if (not g_Game_IsClient
) and (not FAlive
) then
2209 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2210 if ((t
= HIT_TRAP
) or (t
= HIT_SELF
)) and (not FGodMode
) then
2212 if not g_Game_IsClient
then
2215 if t
= HIT_TRAP
then
2217 // Ëîâóøêà óáèâàåò ñðàçó:
2219 Kill(K_EXTRAHARDKILL
, SpawnerUID
, t
);
2221 if t
= HIT_SELF
then
2225 Kill(K_SIMPLEKILL
, SpawnerUID
, t
);
2228 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2229 FMegaRulez
[MR_SUIT
] := 0;
2230 FMegaRulez
[MR_INVUL
] := 0;
2231 FMegaRulez
[MR_INVIS
] := 0;
2235 // Íî îò îñòàëüíîãî ñïàñàåò:
2236 if FMegaRulez
[MR_INVUL
] >= gTime
then
2243 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2244 if LongBool(gGameSettings
.Options
and GAME_OPTION_TEAMDAMAGE
) or
2245 (SpawnerUID
= FUID
) or
2246 (not SameTeam(FUID
, SpawnerUID
)) then
2248 FLastSpawnerUID
:= SpawnerUID
;
2250 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2251 if gBloodCount
> 0 then
2253 c
:= Min(value
, 200)*gBloodCount
+ Random(Min(value
, 200) div 2);
2254 if value
div 4 <= c
then
2255 c
:= c
- (value
div 4)
2259 if (t
= HIT_SOME
) and (vx
= 0) and (vy
= 0) then
2263 HIT_TRAP
, HIT_ACID
, HIT_FLAME
, HIT_SELF
: MakeBloodSimple(c
);
2264 HIT_BFG
, HIT_ROCKET
, HIT_SOME
: MakeBloodVector(c
, vx
, vy
);
2267 if t
= HIT_WATER
then
2268 g_GFX_Bubbles(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2),
2269 FObj
.Y
+PLAYER_RECT
.Y
-4, value
div 2, 8, 4);
2274 Inc(FDamageBuffer
, value
);
2278 FPain
:= FPain
+ value
;
2281 if g_Game_IsServer
and g_Game_IsNet
then
2283 MH_SEND_PlayerDamage(FUID
, t
, SpawnerUID
, value
, vx
, vy
);
2284 MH_SEND_PlayerStats(FUID
);
2285 MH_SEND_PlayerPos(False, FUID
);
2289 function TPlayer
.Heal(value
: Word; Soft
: Boolean): Boolean;
2292 if g_Game_IsClient
then
2297 if Soft
and (FHealth
< PLAYER_HP_SOFT
) then
2299 IncMax(FHealth
, value
, PLAYER_HP_SOFT
);
2302 if (not Soft
) and (FHealth
< PLAYER_HP_LIMIT
) then
2304 IncMax(FHealth
, value
, PLAYER_HP_LIMIT
);
2308 if Result
and g_Game_IsServer
and g_Game_IsNet
then
2309 MH_SEND_PlayerStats(FUID
);
2312 destructor TPlayer
.Destroy();
2314 if (gPlayer1
<> nil) and (gPlayer1
.FUID
= FUID
) then
2316 if (gPlayer2
<> nil) and (gPlayer2
.FUID
= FUID
) then
2320 FSawSoundIdle
.Free();
2321 FSawSoundHit
.Free();
2322 FSawSoundSelect
.Free();
2323 FFlameSoundOn
.Free();
2324 FFlameSoundOff
.Free();
2325 FFlameSoundWork
.Free();
2326 FJetSoundFly
.Free();
2328 FJetSoundOff
.Free();
2330 if FPunchAnim
<> nil then
2336 procedure TPlayer
.DrawIndicator(Color
: TRGB
);
2338 indX
, indY
: Integer;
2347 case gPlayerIndicatorStyle
of
2350 if g_Texture_Get('TEXTURE_PLAYER_INDICATOR', ID
) then
2352 e_GetTextureSize(ID
, @indW
, @indH
);
2356 if (FObj
.X
+ FObj
.Rect
.X
) < 0 then
2359 indX
:= FObj
.X
+ FObj
.Rect
.X
+ FObj
.Rect
.Width
;
2360 indY
:= FObj
.Y
+ FObj
.Rect
.Y
+ (FObj
.Rect
.Height
- indW
) div 2;
2363 else if (FObj
.X
+ FObj
.Rect
.X
+ FObj
.Rect
.Width
) > Max(gMapInfo
.Width
, gPlayerScreenSize
.X
) then
2366 indX
:= FObj
.X
+ FObj
.Rect
.X
- indH
;
2367 indY
:= FObj
.Y
+ FObj
.Rect
.Y
+ (FObj
.Rect
.Height
- indW
) div 2;
2370 else if (fObj
.Y
- indH
) < 0 then
2373 indX
:= FObj
.X
+ FObj
.Rect
.X
+ (FObj
.Rect
.Width
- indW
) div 2;
2374 indY
:= FObj
.Y
+ FObj
.Rect
.Y
+ FObj
.Rect
.Height
;
2380 indX
:= FObj
.X
+ FObj
.Rect
.X
+ (FObj
.Rect
.Width
- indW
) div 2;
2381 indY
:= FObj
.Y
- indH
;
2384 indX
:= EnsureRange(indX
, 0, Max(gMapInfo
.Width
, gPlayerScreenSize
.X
) - indW
);
2385 indY
:= EnsureRange(indY
, 0, Max(gMapInfo
.Height
, gPlayerScreenSize
.Y
) - indH
);
2389 e_DrawAdv(ID
, indX
, indY
, 0, True, False, indA
, @a
);
2396 e_TextureFontGetSize(gStdFont
, nW
, nH
);
2397 indX
:= FObj
.X
+ FObj
.Rect
.X
+ (FObj
.Rect
.Width
- Length(FName
) * nW
) div 2;
2398 indY
:= FObj
.Y
- nH
;
2399 e_TextureFontPrintEx(indX
, indY
, FName
, gStdFont
, Color
.R
, Color
.G
, Color
.B
, 1.0, True);
2404 procedure TPlayer
.DrawBubble();
2406 bubX
, bubY
: Integer;
2409 Rw
, Gw
, Bw
: SmallInt;
2412 bubX
:= FObj
.X
+FObj
.Rect
.X
+ IfThen(FDirection
= TDirection
.D_LEFT
, -4, 18);
2413 bubY
:= FObj
.Y
+FObj
.Rect
.Y
- 18;
2421 1: // simple textual non-bubble
2423 bubX
:= FObj
.X
+FObj
.Rect
.X
- 11;
2424 bubY
:= FObj
.Y
+FObj
.Rect
.Y
- 17;
2425 e_TextureFontPrint(bubX
, bubY
, '[...]', gStdFont
);
2428 2: // advanced pixel-perfect bubble
2430 if FTeam
= TEAM_RED
then
2433 if FTeam
= TEAM_BLUE
then
2436 3: // colored bubble
2438 Rb
:= FModel
.Color
.R
;
2439 Gb
:= FModel
.Color
.G
;
2440 Bb
:= FModel
.Color
.B
;
2441 Rw
:= Min(Rb
* 2 + 64, 255);
2442 Gw
:= Min(Gb
* 2 + 64, 255);
2443 Bw
:= Min(Bb
* 2 + 64, 255);
2444 if (Abs(Rw
- Rb
) < 32)
2445 or (Abs(Gw
- Gb
) < 32)
2446 or (Abs(Bw
- Bb
) < 32) then
2448 Rb
:= Max(Rw
div 2 - 16, 0);
2449 Gb
:= Max(Gw
div 2 - 16, 0);
2450 Bb
:= Max(Bw
div 2 - 16, 0);
2453 4: // custom textured bubble
2455 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID
) then
2456 if FDirection
= TDirection
.D_RIGHT
then
2457 e_Draw(ID
, bubX
- 6, bubY
- 7, 0, True, False)
2459 e_Draw(ID
, bubX
- 6, bubY
- 7, 0, True, False, TMirrorType
.Horizontal
);
2465 e_DrawQuad(bubX
+ 1, bubY
, bubX
+ 18, bubY
+ 13, Rb
, Gb
, Bb
);
2466 e_DrawQuad(bubX
, bubY
+ 1, bubX
+ 19, bubY
+ 12, Rb
, Gb
, Bb
);
2468 e_DrawFillQuad(bubX
+ 1, bubY
+ 1, bubX
+ 18, bubY
+ 12, Rw
, Gw
, Bw
, 0);
2471 Dot
:= IfThen(FDirection
= TDirection
.D_LEFT
, 14, 5);
2472 e_DrawLine(1, bubX
+ Dot
, bubY
+ 14, bubX
+ Dot
, bubY
+ 16, Rb
, Gb
, Bb
);
2473 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
);
2474 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
);
2475 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
);
2476 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
);
2480 e_DrawFillQuad(bubX
+ Dot
, bubY
+ 8, bubX
+ Dot
+ 1, bubY
+ 9, Rb
, Gb
, Bb
, 0);
2481 e_DrawFillQuad(bubX
+ Dot
+ 3, bubY
+ 8, bubX
+ Dot
+ 4, bubY
+ 9, Rb
, Gb
, Bb
, 0);
2482 e_DrawFillQuad(bubX
+ Dot
+ 6, bubY
+ 8, bubX
+ Dot
+ 7, bubY
+ 9, Rb
, Gb
, Bb
, 0);
2485 procedure TPlayer
.Draw();
2490 Mirror
: TMirrorType
;
2494 if Direction
= TDirection
.D_RIGHT
then
2495 Mirror
:= TMirrorType
.None
2497 Mirror
:= TMirrorType
.Horizontal
;
2499 if FPunchAnim
<> nil then
2501 FPunchAnim
.Draw(FObj
.X
+IfThen(Direction
= TDirection
.D_LEFT
, 15-FObj
.Rect
.X
, FObj
.Rect
.X
-15),
2502 FObj
.Y
+FObj
.Rect
.Y
-11, Mirror
);
2503 if FPunchAnim
.played
then
2510 if (FMegaRulez
[MR_INVUL
] > gTime
) and (gPlayerDrawn
<> Self
) then
2511 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID
) then
2513 e_GetTextureSize(ID
, @w
, @h
);
2514 if FDirection
= TDirection
.D_LEFT
then
2515 e_Draw(ID
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-(w
div 2)+4,
2516 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-(h
div 2)-7+FObj
.slopeUpLeft
, 0, True, False)
2518 e_Draw(ID
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-(w
div 2)-2,
2519 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-(h
div 2)-7+FObj
.slopeUpLeft
, 0, True, False);
2522 if FMegaRulez
[MR_INVIS
] > gTime
then
2524 if (gPlayerDrawn
<> nil) and ((Self
= gPlayerDrawn
) or
2525 ((FTeam
= gPlayerDrawn
.Team
) and (gGameSettings
.GameMode
<> GM_DM
))) then
2527 if (FMegaRulez
[MR_INVIS
] - gTime
) <= 2100 then
2528 dr
:= not Odd((FMegaRulez
[MR_INVIS
] - gTime
) div 300)
2532 FModel
.Draw(FObj
.X
, FObj
.Y
+FObj
.slopeUpLeft
, 200)
2534 FModel
.Draw(FObj
.X
, FObj
.Y
+FObj
.slopeUpLeft
);
2537 FModel
.Draw(FObj
.X
, FObj
.Y
+FObj
.slopeUpLeft
, 254);
2540 FModel
.Draw(FObj
.X
, FObj
.Y
+FObj
.slopeUpLeft
);
2543 if g_debug_Frames
then
2545 e_DrawQuad(FObj
.X
+FObj
.Rect
.X
,
2547 FObj
.X
+FObj
.Rect
.X
+FObj
.Rect
.Width
-1,
2548 FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-1,
2552 if (gChatBubble
> 0) and (FKeys
[KEY_CHAT
].Pressed
) and not FGhost
then
2553 if (FMegaRulez
[MR_INVIS
] <= gTime
) or ((gPlayerDrawn
<> nil) and ((Self
= gPlayerDrawn
) or
2554 ((FTeam
= gPlayerDrawn
.Team
) and (gGameSettings
.GameMode
<> GM_DM
)))) then
2556 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2557 if gAimLine
and alive
and
2558 ((Self
= gPlayer1
) or (Self
= gPlayer2
)) then
2563 procedure TPlayer
.DrawAim();
2564 procedure drawCast (sz
: Integer; ax0
, ay0
, ax1
, ay1
: Integer);
2569 {$IFDEF ENABLE_HOLMES}
2570 if isValidViewPort
and (self
= gPlayer1
) then
2572 g_Holmes_plrLaser(ax0
, ay0
, ax1
, ay1
);
2576 e_DrawLine(sz
, ax0
, ay0
, ax1
, ay1
, 255, 0, 0, 96);
2577 if (g_Map_traceToNearestWall(ax0
, ay0
, ax1
, ay1
, @ex
, @ey
) <> nil) then
2579 e_DrawLine(sz
, ax0
, ay0
, ex
, ey
, 0, 255, 0, 96);
2583 e_DrawLine(sz
, ax0
, ay0
, ex
, ey
, 0, 0, 255, 96);
2588 wx
, wy
, xx
, yy
: Integer;
2592 wx
:= FObj
.X
+ WEAPONPOINT
[FDirection
].X
+ IfThen(FDirection
= TDirection
.D_LEFT
, 7, -7);
2593 wy
:= FObj
.Y
+ WEAPONPOINT
[FDirection
].Y
;
2602 1: begin // Chainsaw
2609 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2610 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2611 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2612 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2617 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2618 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2619 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2620 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2622 4: begin // Double Shotgun
2625 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2626 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2627 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2628 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2630 5: begin // Chaingun
2633 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2634 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2635 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2636 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2638 6: begin // Rocket Launcher
2641 if angle
= ANGLE_RIGHTUP
then Inc(angle
, 2);
2642 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2643 if angle
= ANGLE_LEFTUP
then Dec(angle
, 2);
2644 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2646 7: begin // Plasmagun
2649 if angle
= ANGLE_RIGHTUP
then Inc(angle
);
2650 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 3);
2651 if angle
= ANGLE_LEFTUP
then Dec(angle
);
2652 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 3);
2657 if angle
= ANGLE_RIGHTUP
then Inc(angle
, 1);
2658 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 2);
2659 if angle
= ANGLE_LEFTUP
then Dec(angle
, 1);
2660 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 2);
2662 9: begin // Super Chaingun
2665 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2666 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2667 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2668 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2671 xx
:= Trunc(Cos(-DegToRad(angle
)) * len
) + wx
;
2672 yy
:= Trunc(Sin(-DegToRad(angle
)) * len
) + wy
;
2673 {$IF DEFINED(D2F_DEBUG)}
2674 drawCast(sz
, wx
, wy
, xx
, yy
);
2676 e_DrawLine(sz
, wx
, wy
, xx
, yy
, 255, 0, 0, 96);
2680 procedure TPlayer
.DrawGUI();
2683 X
, Y
, SY
, a
, p
, m
: Integer;
2687 stat
: TPlayerStatArray
;
2689 X
:= gPlayerScreenSize
.X
;
2690 SY
:= gPlayerScreenSize
.Y
;
2693 if gShowGoals
and (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
2695 if gGameSettings
.GameMode
= GM_CTF
then
2699 if gGameSettings
.GameMode
= GM_CTF
then
2701 s
:= 'TEXTURE_PLAYER_REDFLAG';
2702 if gFlags
[FLAG_RED
].State
= FLAG_STATE_CAPTURED
then
2703 s
:= 'TEXTURE_PLAYER_REDFLAG_S';
2704 if gFlags
[FLAG_RED
].State
= FLAG_STATE_DROPPED
then
2705 s
:= 'TEXTURE_PLAYER_REDFLAG_D';
2706 if g_Texture_Get(s
, ID
) then
2707 e_Draw(ID
, X
-16-32, 240-72-4, 0, True, False);
2710 s
:= IntToStr(gTeamStat
[TEAM_RED
].Goals
);
2711 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2712 e_CharFont_PrintEx(gMenuFont
, X
-16-a
-tw
, 240-72-4, s
, TEAMCOLOR
[TEAM_RED
]);
2714 if gGameSettings
.GameMode
= GM_CTF
then
2716 s
:= 'TEXTURE_PLAYER_BLUEFLAG';
2717 if gFlags
[FLAG_BLUE
].State
= FLAG_STATE_CAPTURED
then
2718 s
:= 'TEXTURE_PLAYER_BLUEFLAG_S';
2719 if gFlags
[FLAG_BLUE
].State
= FLAG_STATE_DROPPED
then
2720 s
:= 'TEXTURE_PLAYER_BLUEFLAG_D';
2721 if g_Texture_Get(s
, ID
) then
2722 e_Draw(ID
, X
-16-32, 240-32-4, 0, True, False);
2725 s
:= IntToStr(gTeamStat
[TEAM_BLUE
].Goals
);
2726 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2727 e_CharFont_PrintEx(gMenuFont
, X
-16-a
-tw
, 240-32-4, s
, TEAMCOLOR
[TEAM_BLUE
]);
2730 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID
) then
2731 e_DrawFill(ID
, X
, 0, 1, (gPlayerScreenSize
.Y
div 256)+IfThen(gPlayerScreenSize
.Y
mod 256 > 0, 1, 0),
2734 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID
) then
2735 e_Draw(ID
, X
+2, Y
, 0, True, False);
2737 if gGameSettings
.GameType
in [GT_CUSTOM
, GT_SERVER
, GT_CLIENT
] then
2741 s
:= IntToStr(Frags
);
2742 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2743 e_CharFont_PrintEx(gMenuFont
, X
-16-tw
, Y
, s
, _RGB(255, 0, 0));
2748 stat
:= g_Player_GetStats();
2753 for a
:= 0 to High(stat
) do
2754 if stat
[a
].Name
<> Name
then
2756 if stat
[a
].Frags
> m
then m
:= stat
[a
].Frags
;
2757 if stat
[a
].Frags
> Frags
then p
:= p
+1;
2761 s
:= IntToStr(p
)+' / '+IntToStr(Length(stat
))+' ';
2762 if Frags
>= m
then s
:= s
+'+' else s
:= s
+'-';
2763 s
:= s
+IntToStr(Abs(Frags
-m
));
2765 e_CharFont_GetSize(gMenuSmallFont
, s
, tw
, th
);
2766 e_CharFont_PrintEx(gMenuSmallFont
, X
-16-tw
, Y
+32, s
, _RGB(255, 0, 0));
2769 if gShowLives
and (gGameSettings
.MaxLives
> 0) then
2771 s
:= IntToStr(Lives
);
2772 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2773 e_CharFont_PrintEx(gMenuFont
, X
-16-tw
, SY
-32, s
, _RGB(0, 255, 0));
2777 e_CharFont_GetSize(gMenuSmallFont
, FName
, tw
, th
);
2778 e_CharFont_PrintEx(gMenuSmallFont
, X
+98-(tw
div 2), Y
+8, FName
, _RGB(255, 0, 0));
2780 if R_BERSERK
in FRulez
then
2781 e_Draw(gItemsTexturesID
[ITEM_MEDKIT_BLACK
], X
+37, Y
+45, 0, True, False)
2783 e_Draw(gItemsTexturesID
[ITEM_MEDKIT_LARGE
], X
+37, Y
+45, 0, True, False);
2785 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID
) then
2786 e_Draw(ID
, X
+36, Y
+77, 0, True, False);
2788 s
:= IntToStr(IfThen(FHealth
> 0, FHealth
, 0));
2789 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2790 e_CharFont_PrintEx(gMenuFont
, X
+178-tw
, Y
+40, s
, _RGB(255, 0, 0));
2792 s
:= IntToStr(FArmor
);
2793 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2794 e_CharFont_PrintEx(gMenuFont
, X
+178-tw
, Y
+68, s
, _RGB(255, 0, 0));
2796 s
:= IntToStr(GetAmmoByWeapon(FCurrWeap
));
2802 ID
:= gItemsTexturesID
[ITEM_WEAPON_KASTET
];
2807 ID
:= gItemsTexturesID
[ITEM_WEAPON_SAW
];
2809 WEAPON_PISTOL
: ID
:= gItemsTexturesID
[ITEM_WEAPON_PISTOL
];
2810 WEAPON_CHAINGUN
: ID
:= gItemsTexturesID
[ITEM_WEAPON_CHAINGUN
];
2811 WEAPON_SHOTGUN1
: ID
:= gItemsTexturesID
[ITEM_WEAPON_SHOTGUN1
];
2812 WEAPON_SHOTGUN2
: ID
:= gItemsTexturesID
[ITEM_WEAPON_SHOTGUN2
];
2813 WEAPON_SUPERPULEMET
: ID
:= gItemsTexturesID
[ITEM_WEAPON_SUPERPULEMET
];
2814 WEAPON_ROCKETLAUNCHER
: ID
:= gItemsTexturesID
[ITEM_WEAPON_ROCKETLAUNCHER
];
2815 WEAPON_PLASMA
: ID
:= gItemsTexturesID
[ITEM_WEAPON_PLASMA
];
2816 WEAPON_BFG
: ID
:= gItemsTexturesID
[ITEM_WEAPON_BFG
];
2817 WEAPON_FLAMETHROWER
: ID
:= gItemsTexturesID
[ITEM_WEAPON_FLAMETHROWER
];
2820 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2821 e_CharFont_PrintEx(gMenuFont
, X
+178-tw
, Y
+158, s
, _RGB(255, 0, 0));
2822 e_Draw(ID
, X
+20, Y
+160, 0, True, False);
2824 if R_KEY_RED
in FRulez
then
2825 e_Draw(gItemsTexturesID
[ITEM_KEY_RED
], X
+78, Y
+214, 0, True, False);
2827 if R_KEY_GREEN
in FRulez
then
2828 e_Draw(gItemsTexturesID
[ITEM_KEY_GREEN
], X
+95, Y
+214, 0, True, False);
2830 if R_KEY_BLUE
in FRulez
then
2831 e_Draw(gItemsTexturesID
[ITEM_KEY_BLUE
], X
+112, Y
+214, 0, True, False);
2833 if FJetFuel
> 0 then
2835 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID
) then
2836 e_Draw(ID
, X
+2, Y
+116, 0, True, False);
2837 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID
) then
2838 e_Draw(ID
, X
+2, Y
+126, 0, True, False);
2839 e_DrawLine(4, X
+16, Y
+122, X
+16+Trunc(168*IfThen(FAir
> 0, FAir
, 0)/AIR_MAX
), Y
+122, 0, 0, 196);
2840 e_DrawLine(4, X
+16, Y
+132, X
+16+Trunc(168*FJetFuel
/JET_MAX
), Y
+132, 208, 0, 0);
2844 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID
) then
2845 e_Draw(ID
, X
+2, Y
+124, 0, True, False);
2846 e_DrawLine(4, X
+16, Y
+130, X
+16+Trunc(168*IfThen(FAir
> 0, FAir
, 0)/AIR_MAX
), Y
+130, 0, 0, 196);
2849 if gShowPing
and g_Game_IsClient
then
2851 s
:= _lc
[I_GAME_PING_HUD
] + IntToStr(NetPeer
.lastRoundTripTime
) + _lc
[I_NET_SLIST_PING_MS
];
2852 e_TextureFontPrint(X
+ 4, Y
+ 242, s
, gStdFont
);
2858 e_TextureFontPrint(X
+ 4, Y
+ 242, _lc
[I_PLAYER_SPECT
], gStdFont
);
2859 e_TextureFontPrint(X
+ 4, Y
+ 258, _lc
[I_PLAYER_SPECT2
], gStdFont
);
2860 e_TextureFontPrint(X
+ 4, Y
+ 274, _lc
[I_PLAYER_SPECT1
], gStdFont
);
2863 e_TextureFontGetSize(gStdFont
, cw
, ch
);
2864 s
:= _lc
[I_PLAYER_SPECT4
];
2865 e_TextureFontPrintEx(gScreenWidth
div 2 - cw
*(Length(s
) div 2),
2866 gScreenHeight
-4-ch
, s
, gStdFont
, 255, 255, 255, 1, True);
2867 e_TextureFontPrint(X
+ 4, Y
+ 290, _lc
[I_PLAYER_SPECT1S
], gStdFont
);
2873 procedure TPlayer
.DrawRulez();
2877 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2878 if FMegaRulez
[MR_INVUL
] >= gTime
then
2880 if (FMegaRulez
[MR_INVUL
]-gTime
) <= 2100 then
2881 dr
:= not Odd((FMegaRulez
[MR_INVUL
]-gTime
) div 300)
2886 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1,
2887 191, 191, 191, 0, TBlending
.Invert
);
2890 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2891 if FMegaRulez
[MR_SUIT
] >= gTime
then
2893 if (FMegaRulez
[MR_SUIT
]-gTime
) <= 2100 then
2894 dr
:= not Odd((FMegaRulez
[MR_SUIT
]-gTime
) div 300)
2899 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1,
2900 0, 96, 0, 200, TBlending
.None
);
2903 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2904 if (FBerserk
>= 0) and (LongWord(FBerserk
) >= gTime
) and (gFlash
= 2) then
2906 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1,
2907 255, 0, 0, 200, TBlending
.None
);
2911 procedure TPlayer
.DrawPain();
2915 if FPain
= 0 then Exit
;
2919 if a
< 15 then h
:= 0
2920 else if a
< 35 then h
:= 1
2921 else if a
< 55 then h
:= 2
2922 else if a
< 75 then h
:= 3
2923 else if a
< 95 then h
:= 4
2926 //if a > 255 then a := 255;
2928 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1, 255, 0, 0, 255-h
*50);
2929 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2932 procedure TPlayer
.DrawPickup();
2936 if FPickup
= 0 then Exit
;
2940 if a
< 15 then h
:= 1
2941 else if a
< 35 then h
:= 2
2942 else if a
< 55 then h
:= 3
2943 else if a
< 75 then h
:= 4
2946 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1, 150, 200, 150, 255-h
*50);
2949 procedure TPlayer
.DoPunch();
2954 if FPunchAnim
<> nil then begin
2959 st
:= 'FRAMES_PUNCH';
2960 if R_BERSERK
in FRulez
then
2961 st
:= st
+ '_BERSERK';
2962 if FKeys
[KEY_UP
].Pressed
then
2964 else if FKeys
[KEY_DOWN
].Pressed
then
2966 g_Frames_Get(id
, st
);
2967 FPunchAnim
:= TAnimation
.Create(id
, False, 1);
2970 procedure TPlayer
.Fire();
2972 f
, DidFire
: Boolean;
2973 wx
, wy
, xd
, yd
: Integer;
2976 if g_Game_IsClient
then Exit
;
2977 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2978 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2986 if FReloading
[FCurrWeap
] <> 0 then Exit
;
2991 wx
:= FObj
.X
+WEAPONPOINT
[FDirection
].X
;
2992 wy
:= FObj
.Y
+WEAPONPOINT
[FDirection
].Y
;
2993 xd
:= wx
+IfThen(FDirection
= TDirection
.D_LEFT
, -30, 30);
2994 yd
:= wy
+firediry();
3000 if R_BERSERK
in FRulez
then
3002 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
3003 locobj
.X
:= FObj
.X
+FObj
.Rect
.X
;
3004 locobj
.Y
:= FObj
.Y
+FObj
.Rect
.Y
;
3007 locobj
.rect
.Width
:= 39;
3008 locobj
.rect
.Height
:= 52;
3009 locobj
.Vel
.X
:= (xd
-wx
) div 2;
3010 locobj
.Vel
.Y
:= (yd
-wy
) div 2;
3011 locobj
.Accel
.X
:= xd
-wx
;
3012 locobj
.Accel
.y
:= yd
-wy
;
3014 if g_Weapon_Hit(@locobj
, 50, FUID
, HIT_SOME
) <> 0 then
3015 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj
.X
, FObj
.Y
)
3017 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj
.X
, FObj
.Y
);
3019 if (gFlash
= 1) and (FPain
< 50) then FPain
:= min(FPain
+ 25, 50);
3023 g_Weapon_punch(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, 3, FUID
);
3027 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3032 if g_Weapon_chainsaw(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
3033 IfThen(gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
], 9, 3), FUID
) <> 0 then
3035 FSawSoundSelect
.Stop();
3037 FSawSoundHit
.PlayAt(FObj
.X
, FObj
.Y
);
3039 else if not FSawSoundHit
.IsPlaying() then
3041 FSawSoundSelect
.Stop();
3042 FSawSound
.PlayAt(FObj
.X
, FObj
.Y
);
3045 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3051 if FAmmo
[A_BULLETS
] > 0 then
3053 g_Weapon_pistol(wx
, wy
, xd
, yd
, FUID
);
3054 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3055 Dec(FAmmo
[A_BULLETS
]);
3056 FFireAngle
:= FAngle
;
3059 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
3060 GameVelX
, GameVelY
-2, SHELL_BULLET
);
3064 if FAmmo
[A_SHELLS
] > 0 then
3066 g_Weapon_shotgun(wx
, wy
, xd
, yd
, FUID
);
3067 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx
, wy
);
3068 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3069 Dec(FAmmo
[A_SHELLS
]);
3070 FFireAngle
:= FAngle
;
3074 FShellType
:= SHELL_SHELL
;
3078 if FAmmo
[A_SHELLS
] >= 2 then
3080 g_Weapon_dshotgun(wx
, wy
, xd
, yd
, FUID
);
3081 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3082 Dec(FAmmo
[A_SHELLS
], 2);
3083 FFireAngle
:= FAngle
;
3087 FShellType
:= SHELL_DBLSHELL
;
3091 if FAmmo
[A_BULLETS
] > 0 then
3093 g_Weapon_mgun(wx
, wy
, xd
, yd
, FUID
);
3094 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx
, wy
);
3095 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3096 Dec(FAmmo
[A_BULLETS
]);
3097 FFireAngle
:= FAngle
;
3100 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
3101 GameVelX
, GameVelY
-2, SHELL_BULLET
);
3104 WEAPON_ROCKETLAUNCHER
:
3105 if FAmmo
[A_ROCKETS
] > 0 then
3107 g_Weapon_rocket(wx
, wy
, xd
, yd
, FUID
);
3108 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3109 Dec(FAmmo
[A_ROCKETS
]);
3110 FFireAngle
:= FAngle
;
3116 if FAmmo
[A_CELLS
] > 0 then
3118 g_Weapon_plasma(wx
, wy
, xd
, yd
, FUID
);
3119 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3120 Dec(FAmmo
[A_CELLS
]);
3121 FFireAngle
:= FAngle
;
3127 if (FAmmo
[A_CELLS
] >= 40) and (FBFGFireCounter
= -1) then
3129 FBFGFireCounter
:= 17;
3130 if not FNoReload
then
3131 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj
.X
, FObj
.Y
);
3132 Dec(FAmmo
[A_CELLS
], 40);
3136 WEAPON_SUPERPULEMET
:
3137 if FAmmo
[A_SHELLS
] > 0 then
3139 g_Weapon_shotgun(wx
, wy
, xd
, yd
, FUID
);
3140 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
3141 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3142 Dec(FAmmo
[A_SHELLS
]);
3143 FFireAngle
:= FAngle
;
3146 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
3147 GameVelX
, GameVelY
-2, SHELL_SHELL
);
3150 WEAPON_FLAMETHROWER
:
3151 if FAmmo
[A_FUEL
] > 0 then
3153 g_Weapon_flame(wx
, wy
, xd
, yd
, FUID
);
3155 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3157 FFireAngle
:= FAngle
;
3164 if g_Game_IsNet
and g_Game_IsServer
then MH_SEND_PlayerStats(FUID
);
3168 if g_Game_IsNet
then
3172 if FCurrWeap
<> WEAPON_BFG
then
3173 MH_SEND_PlayerFire(FUID
, FCurrWeap
, wx
, wy
, xd
, yd
, LastShotID
)
3175 if not FNoReload
then
3176 MH_SEND_Sound(FObj
.X
, FObj
.Y
, 'SOUND_WEAPON_STARTFIREBFG');
3179 MH_SEND_PlayerStats(FUID
);
3184 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
3185 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
3186 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
3189 function TPlayer
.GetAmmoByWeapon(Weapon
: Byte): Word;
3192 WEAPON_PISTOL
, WEAPON_CHAINGUN
: Result
:= FAmmo
[A_BULLETS
];
3193 WEAPON_SHOTGUN1
, WEAPON_SHOTGUN2
, WEAPON_SUPERPULEMET
: Result
:= FAmmo
[A_SHELLS
];
3194 WEAPON_ROCKETLAUNCHER
: Result
:= FAmmo
[A_ROCKETS
];
3195 WEAPON_PLASMA
, WEAPON_BFG
: Result
:= FAmmo
[A_CELLS
];
3196 WEAPON_FLAMETHROWER
: Result
:= FAmmo
[A_FUEL
];
3201 function TPlayer
.HeadInLiquid(XInc
, YInc
: Integer): Boolean;
3203 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_HEADRECT
.X
+XInc
, FObj
.Y
+PLAYER_HEADRECT
.Y
+YInc
,
3204 PLAYER_HEADRECT
.Width
, PLAYER_HEADRECT
.Height
,
3205 PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
, True);
3208 procedure TPlayer
.FlamerOn
;
3210 FFlameSoundOff
.Stop();
3211 FFlameSoundOff
.SetPosition(0);
3214 if (not FFlameSoundOn
.IsPlaying()) and (not FFlameSoundWork
.IsPlaying()) then
3215 FFlameSoundWork
.PlayAt(FObj
.X
, FObj
.Y
);
3219 FFlameSoundOn
.PlayAt(FObj
.X
, FObj
.Y
);
3224 procedure TPlayer
.FlamerOff
;
3228 FFlameSoundOn
.Stop();
3229 FFlameSoundOn
.SetPosition(0);
3230 FFlameSoundWork
.Stop();
3231 FFlameSoundWork
.SetPosition(0);
3232 FFlameSoundOff
.PlayAt(FObj
.X
, FObj
.Y
);
3237 procedure TPlayer
.JetpackOn
;
3241 FJetSoundOn
.SetPosition(0);
3242 FJetSoundOn
.PlayAt(FObj
.X
, FObj
.Y
);
3246 procedure TPlayer
.JetpackOff
;
3250 FJetSoundOff
.SetPosition(0);
3251 FJetSoundOff
.PlayAt(FObj
.X
, FObj
.Y
);
3254 procedure TPlayer
.CatchFire(Attacker
: Word; Timeout
: Integer = PLAYER_BURN_TIME
);
3256 if Timeout
<= 0 then
3258 if (FMegaRulez
[MR_SUIT
] > gTime
) or (FMegaRulez
[MR_INVUL
] > gTime
) then
3259 exit
; // Íå çàãîðàåìñÿ êîãäà åñòü çàùèòà
3260 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
) then
3261 exit
; // Íå ïîäãîðàåì â âîäå íà âñÿêèé ñëó÷àé
3262 if FFireTime
<= 0 then
3263 g_Sound_PlayExAt('SOUND_IGNITE', FObj
.X
, FObj
.Y
);
3264 FFireTime
:= Timeout
;
3265 FFireAttacker
:= Attacker
;
3266 if g_Game_IsNet
and g_Game_IsServer
then
3267 MH_SEND_PlayerStats(FUID
);
3270 procedure TPlayer
.Jump();
3272 if gFly
or FJetpack
then
3274 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
3275 if FObj
.Vel
.Y
> -VEL_FLY
then
3276 FObj
.Vel
.Y
:= FObj
.Vel
.Y
- 3;
3279 if FJetFuel
> 0 then
3281 if (FJetFuel
< 1) and g_Game_IsServer
then
3285 if g_Game_IsNet
then
3286 MH_SEND_PlayerStats(FUID
);
3292 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
3294 FCanJetpack
:= False;
3296 // Ïðûãàåì èëè âñïëûâàåì:
3297 if (CollideLevel(0, 1) or
3298 g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
+36, PLAYER_RECT
.Width
,
3299 PLAYER_RECT
.Height
-33, PANEL_STEP
, False)
3300 ) and (FObj
.Accel
.Y
= 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
3302 FObj
.Vel
.Y
:= -VEL_JUMP
;
3303 FCanJetpack
:= False;
3307 if BodyInLiquid(0, 0) then
3308 FObj
.Vel
.Y
:= -VEL_SW
3309 else if (FJetFuel
> 0) and FCanJetpack
and
3310 g_Game_IsServer
and (not g_Obj_CollideLiquid(@FObj
, 0, 0)) then
3314 if g_Game_IsNet
then
3315 MH_SEND_PlayerStats(FUID
);
3320 procedure TPlayer
.Kill(KillType
: Byte; SpawnerUID
: Word; t
: Byte);
3322 a
, i
, k
, ab
, ar
: Byte;
3326 srv
, netsrv
: Boolean;
3332 procedure PushItem(t
: Byte);
3336 id
:= g_Items_Create(FObj
.X
, FObj
.Y
, t
, True, False);
3337 it
:= g_Items_ByIdx(id
);
3338 if KillType
= K_EXTRAHARDKILL
then // -7..+7; -8..0
3340 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-7+Random(15),
3341 (FObj
.Vel
.Y
div 2)-Random(9));
3342 it
.positionChanged(); // this updates spatial accelerators
3346 if KillType
= K_HARDKILL
then // -5..+5; -5..0
3348 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-5+Random(11),
3349 (FObj
.Vel
.Y
div 2)-Random(6));
3351 else // -3..+3; -3..0
3353 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-3+Random(7),
3354 (FObj
.Vel
.Y
div 2)-Random(4));
3356 it
.positionChanged(); // this updates spatial accelerators
3359 if g_Game_IsNet
and g_Game_IsServer
then
3360 MH_SEND_ItemSpawn(True, id
);
3364 DoFrags
:= (gGameSettings
.MaxLives
= 0) or (gGameSettings
.GameMode
= GM_COOP
);
3365 Srv
:= g_Game_IsServer
;
3366 Netsrv
:= g_Game_IsServer
and g_Game_IsNet
;
3367 if Srv
then FDeath
:= FDeath
+ 1;
3372 if not FPhysics
then
3378 if (gGameSettings
.MaxLives
> 0) and Srv
and (gLMSRespawn
= LMS_RESPAWN_NONE
) then
3380 if FLives
> 0 then FLives
:= FLives
- 1;
3381 if FLives
= 0 then FNoRespawn
:= True;
3384 // Íîìåð òèïà ñìåðòè:
3387 K_SIMPLEKILL
: a
:= 1;
3389 K_EXTRAHARDKILL
: a
:= 3;
3394 if not FModel
.PlaySound(MODELSOUND_DIE
, a
, FObj
.X
, FObj
.Y
) then
3396 if FModel
.PlaySound(MODELSOUND_DIE
, i
, FObj
.X
, FObj
.Y
) then
3403 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN1
;
3405 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN2
;
3406 K_EXTRAHARDKILL
, K_FALLKILL
:
3407 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN3
;
3410 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3414 K_HARDKILL
, K_EXTRAHARDKILL
:
3418 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3419 if (KillType
<> K_FALLKILL
) and (Srv
) then
3420 g_Monsters_killedp();
3422 if SpawnerUID
= FUID
then
3424 if Srv
and (DoFrags
or (gGameSettings
.GameMode
= GM_TDM
)) then
3429 g_Console_Add(Format(_lc
[I_PLAYER_KILL_SELF
], [FName
]), True);
3432 if g_GetUIDType(SpawnerUID
) = UID_PLAYER
then
3433 begin // Óáèò äðóãèì èãðîêîì
3434 KP
:= g_Player_Get(SpawnerUID
);
3435 if (KP
<> nil) and Srv
then
3437 if (DoFrags
or (gGameSettings
.GameMode
= GM_TDM
)) then
3438 if SameTeam(FUID
, SpawnerUID
) then
3448 if (gGameSettings
.GameMode
= GM_TDM
) and DoFrags
then
3449 Inc(gTeamStat
[KP
.Team
].Goals
,
3450 IfThen(SameTeam(FUID
, SpawnerUID
), -1, 1));
3452 if netsrv
then MH_SEND_PlayerStats(SpawnerUID
);
3455 plr
:= g_Player_Get(SpawnerUID
);
3463 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_2
],
3467 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_1
],
3471 g_Console_Add(Format(_lc
[I_PLAYER_KILL
],
3476 else if g_GetUIDType(SpawnerUID
) = UID_MONSTER
then
3477 begin // Óáèò ìîíñòðîì
3478 mon
:= g_Monsters_ByUID(SpawnerUID
);
3482 s
:= g_Mons_GetKilledByTypeId(mon
.MonsterType
);
3486 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_2
],
3490 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_1
],
3494 g_Console_Add(Format(_lc
[I_PLAYER_KILL
],
3499 else // Îñîáûå òèïû ñìåðòè
3502 HIT_SELF
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_SELF
], [FName
]), True);
3503 HIT_FALL
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_FALL
], [FName
]), True);
3504 HIT_WATER
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_WATER
], [FName
]), True);
3505 HIT_ACID
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_ACID
], [FName
]), True);
3506 HIT_TRAP
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_TRAP
], [FName
]), True);
3507 else g_Console_Add(Format(_lc
[I_PLAYER_DIED
], [FName
]), True);
3513 for a
:= WP_FIRST
to WP_LAST
do
3517 WEAPON_SAW
: i
:= ITEM_WEAPON_SAW
;
3518 WEAPON_SHOTGUN1
: i
:= ITEM_WEAPON_SHOTGUN1
;
3519 WEAPON_SHOTGUN2
: i
:= ITEM_WEAPON_SHOTGUN2
;
3520 WEAPON_CHAINGUN
: i
:= ITEM_WEAPON_CHAINGUN
;
3521 WEAPON_ROCKETLAUNCHER
: i
:= ITEM_WEAPON_ROCKETLAUNCHER
;
3522 WEAPON_PLASMA
: i
:= ITEM_WEAPON_PLASMA
;
3523 WEAPON_BFG
: i
:= ITEM_WEAPON_BFG
;
3524 WEAPON_SUPERPULEMET
: i
:= ITEM_WEAPON_SUPERPULEMET
;
3525 WEAPON_FLAMETHROWER
: i
:= ITEM_WEAPON_FLAMETHROWER
;
3534 if R_ITEM_BACKPACK
in FRulez
then
3535 PushItem(ITEM_AMMO_BACKPACK
);
3537 // Âûáðîñ ðàêåòíîãî ðàíöà:
3538 if FJetFuel
> 0 then
3539 PushItem(ITEM_JETPACK
);
3542 if not (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
]) then
3544 if R_KEY_RED
in FRulez
then
3545 PushItem(ITEM_KEY_RED
);
3547 if R_KEY_GREEN
in FRulez
then
3548 PushItem(ITEM_KEY_GREEN
);
3550 if R_KEY_BLUE
in FRulez
then
3551 PushItem(ITEM_KEY_BLUE
);
3555 DropFlag(KillType
= K_FALLKILL
);
3558 g_Player_CreateCorpse(Self
);
3560 if Srv
and (gGameSettings
.MaxLives
> 0) and FNoRespawn
and
3561 (gLMSRespawn
= LMS_RESPAWN_NONE
) then
3567 for i
:= Low(gPlayers
) to High(gPlayers
) do
3569 if gPlayers
[i
] = nil then continue
;
3570 if (not gPlayers
[i
].FNoRespawn
) and (not gPlayers
[i
].FSpectator
) then
3573 if gPlayers
[i
].FTeam
= TEAM_RED
then Inc(ar
)
3574 else if gPlayers
[i
].FTeam
= TEAM_BLUE
then Inc(ab
);
3579 OldLR
:= gLMSRespawn
;
3580 if (gGameSettings
.GameMode
= GM_COOP
) then
3584 // everyone is dead, restart the map
3585 g_Game_Message(_lc
[I_MESSAGE_LMS_LOSE
], 144);
3587 MH_SEND_GameEvent(NET_EV_LMS_LOSE
);
3588 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3589 gLMSRespawnTime
:= gTime
+ 5000;
3591 else if (a
= 1) then
3593 if (gPlayers
[k
] <> nil) and not (gPlayers
[k
] is TBot
) then
3594 if (gPlayers
[k
] = gPlayer1
) or
3595 (gPlayers
[k
] = gPlayer2
) then
3596 g_Console_Add('*** ' + _lc
[I_MESSAGE_LMS_SURVIVOR
] + ' ***', True)
3597 else if Netsrv
and (gPlayers
[k
].FClientID
>= 0) then
3598 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR
, 0, 'N', gPlayers
[k
].FClientID
);
3601 else if (gGameSettings
.GameMode
= GM_TDM
) then
3603 if (ab
= 0) and (ar
<> 0) then
3606 g_Game_Message(Format(_lc
[I_MESSAGE_TLMS_WIN
], [AnsiUpperCase(_lc
[I_GAME_TEAM_RED
])]), 144);
3608 MH_SEND_GameEvent(NET_EV_TLMS_WIN
, TEAM_RED
);
3609 Inc(gTeamStat
[TEAM_RED
].Goals
);
3610 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3611 gLMSRespawnTime
:= gTime
+ 5000;
3613 else if (ar
= 0) and (ab
<> 0) then
3616 g_Game_Message(Format(_lc
[I_MESSAGE_TLMS_WIN
], [AnsiUpperCase(_lc
[I_GAME_TEAM_BLUE
])]), 144);
3618 MH_SEND_GameEvent(NET_EV_TLMS_WIN
, TEAM_BLUE
);
3619 Inc(gTeamStat
[TEAM_BLUE
].Goals
);
3620 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3621 gLMSRespawnTime
:= gTime
+ 5000;
3623 else if (ar
= 0) and (ab
= 0) then
3626 g_Game_Message(_lc
[I_GAME_WIN_DRAW
], 144);
3628 MH_SEND_GameEvent(NET_EV_LMS_DRAW
, 0, FName
);
3629 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3630 gLMSRespawnTime
:= gTime
+ 5000;
3633 else if (gGameSettings
.GameMode
= GM_DM
) then
3637 if gPlayers
[k
] <> nil then
3640 // survivor is the winner
3641 g_Game_Message(Format(_lc
[I_MESSAGE_LMS_WIN
], [AnsiUpperCase(FName
)]), 144);
3643 MH_SEND_GameEvent(NET_EV_LMS_WIN
, 0, FName
);
3646 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3647 gLMSRespawnTime
:= gTime
+ 5000;
3649 else if (a
= 0) then
3651 // everyone is dead, restart the map
3652 g_Game_Message(_lc
[I_GAME_WIN_DRAW
], 144);
3654 MH_SEND_GameEvent(NET_EV_LMS_DRAW
, 0, FName
);
3655 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3656 gLMSRespawnTime
:= gTime
+ 5000;
3659 if srv
and (OldLR
= LMS_RESPAWN_NONE
) and (gLMSRespawn
> LMS_RESPAWN_NONE
) then
3661 if NetMode
= NET_SERVER
then
3662 MH_SEND_GameEvent(NET_EV_LMS_WARMUP
, (gLMSRespawnTime
- gTime
) div 1000)
3664 g_Console_Add(Format(_lc
[I_MSG_WARMUP_START
], [(gLMSRespawnTime
- gTime
) div 1000]), True);
3670 MH_SEND_PlayerStats(FUID
);
3671 MH_SEND_PlayerDeath(FUID
, KillType
, t
, SpawnerUID
);
3672 if gGameSettings
.GameMode
= GM_TDM
then MH_SEND_GameStats
;
3675 if srv
and FNoRespawn
then Spectate(True);
3676 FWantsInGame
:= True;
3679 function TPlayer
.BodyInLiquid(XInc
, YInc
: Integer): Boolean;
3681 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
, PLAYER_RECT
.Width
,
3682 PLAYER_RECT
.Height
-20, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
, False);
3685 function TPlayer
.BodyInAcid(XInc
, YInc
: Integer): Boolean;
3687 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
, PLAYER_RECT
.Width
,
3688 PLAYER_RECT
.Height
-20, PANEL_ACID1
or PANEL_ACID2
, False);
3691 procedure TPlayer
.MakeBloodSimple(Count
: Word);
3693 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)+8,
3694 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3695 Count
div 2, 3, -1, 16, (PLAYER_RECT
.Height
*2 div 3),
3696 FModel
.Blood
.R
, FModel
.Blood
.G
, FModel
.Blood
.B
, FModel
.Blood
.Kind
);
3697 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-8,
3698 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3699 Count
div 2, -3, -1, 16, (PLAYER_RECT
.Height
*2) div 3,
3700 FModel
.Blood
.R
, FModel
.Blood
.G
, FModel
.Blood
.B
, FModel
.Blood
.Kind
);
3703 procedure TPlayer
.MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
3705 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2),
3706 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3707 Count
, VelX
, VelY
, 16, (PLAYER_RECT
.Height
*2) div 3,
3708 FModel
.Blood
.R
, FModel
.Blood
.G
, FModel
.Blood
.B
, FModel
.Blood
.Kind
);
3711 procedure TPlayer
.QueueWeaponSwitch(Weapon
: Byte);
3713 if g_Game_IsClient
then Exit
;
3714 if Weapon
> High(FWeapon
) then Exit
;
3715 FNextWeap
:= FNextWeap
or (1 shl Weapon
);
3718 procedure TPlayer
.resetWeaponQueue ();
3721 FNextWeapDelay
:= 0;
3724 function TPlayer
.hasAmmoForWeapon (weapon
: Byte): Boolean;
3728 WEAPON_KASTET
, WEAPON_SAW
: result
:= true;
3729 WEAPON_SHOTGUN1
, WEAPON_SHOTGUN2
: result
:= (FAmmo
[A_SHELLS
] > 0);
3730 WEAPON_PISTOL
, WEAPON_CHAINGUN
, WEAPON_SUPERPULEMET
: result
:= (FAmmo
[A_BULLETS
] > 0);
3731 WEAPON_ROCKETLAUNCHER
: result
:= (FAmmo
[A_ROCKETS
] > 0);
3732 WEAPON_PLASMA
, WEAPON_BFG
: result
:= (FAmmo
[A_CELLS
] > 0);
3733 WEAPON_FLAMETHROWER
: result
:= (FAmmo
[A_FUEL
] > 0);
3734 else result
:= (weapon
< length(FWeapon
));
3738 // return 255 for "no switch"
3739 function TPlayer
.getNextWeaponIndex (): Byte;
3742 wantThisWeapon
: array[0..64] of Boolean;
3743 wwc
: Integer = 0; //HACK!
3746 result
:= 255; // default result: "no switch"
3747 // had weapon cycling on previous frame? remove that flag
3748 if (FNextWeap
and $2000) <> 0 then
3750 FNextWeap
:= FNextWeap
and $1FFF;
3751 FNextWeapDelay
:= 0;
3753 // cycling has priority
3754 if (FNextWeap
and $C000) <> 0 then
3756 if (FNextWeap
and $8000) <> 0 then
3760 FNextWeap
:= FNextWeap
or $2000; // we need this
3761 if FNextWeapDelay
> 0 then
3762 exit
; // cooldown time
3764 for i
:= 0 to High(FWeapon
) do
3766 cwi
:= (cwi
+length(FWeapon
)+dir
) mod length(FWeapon
);
3767 if FWeapon
[cwi
] then
3769 //e_WriteLog(Format(' SWITCH: cur=%d; new=%d', [FCurrWeap, cwi]), MSG_WARNING);
3770 result
:= Byte(cwi
);
3771 FNextWeapDelay
:= WEAPON_DELAY
;
3779 for i
:= 0 to High(wantThisWeapon
) do
3780 wantThisWeapon
[i
] := false;
3781 for i
:= 0 to High(FWeapon
) do
3782 if (FNextWeap
and (1 shl i
)) <> 0 then
3784 wantThisWeapon
[i
] := true;
3787 // exclude currently selected weapon from the set
3788 wantThisWeapon
[FCurrWeap
] := false;
3789 // slow down alterations a little
3792 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3793 // more than one weapon requested, assume "alteration" and check alteration delay
3794 if FNextWeapDelay
> 0 then
3800 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3801 // but clear all counters if no weapon should be switched
3807 //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
3808 // try weapons in descending order
3809 for i
:= High(FWeapon
) downto 0 do
3811 if wantThisWeapon
[i
] and FWeapon
[i
] and ((wwc
= 1) or hasAmmoForWeapon(i
)) then
3816 FNextWeapDelay
:= WEAPON_DELAY
* 2; // anyway, 'cause why not
3820 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3824 procedure TPlayer
.RealizeCurrentWeapon();
3825 function switchAllowed (): Boolean;
3830 if FBFGFireCounter
<> -1 then
3832 if FTime
[T_SWITCH
] > gTime
then
3834 for i
:= WP_FIRST
to WP_LAST
do
3835 if FReloading
[i
] > 0 then
3843 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3844 //FNextWeap := FNextWeap and $1FFF;
3845 if FNextWeapDelay
> 0 then Dec(FNextWeapDelay
); // "alteration delay"
3847 if not switchAllowed
then
3849 //HACK for weapon cycling
3850 if (FNextWeap
and $E000) <> 0 then FNextWeap
:= 0;
3854 nw
:= getNextWeaponIndex();
3855 if nw
= 255 then exit
; // don't reset anything here
3856 if nw
> High(FWeapon
) then
3858 // don't forget to reset queue here!
3859 //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
3867 FTime
[T_SWITCH
] := gTime
+156;
3868 if FCurrWeap
= WEAPON_SAW
then FSawSoundSelect
.PlayAt(FObj
.X
, FObj
.Y
);
3869 FModel
.SetWeapon(FCurrWeap
);
3870 if g_Game_IsNet
then MH_SEND_PlayerStats(FUID
);
3874 procedure TPlayer
.NextWeapon();
3876 if g_Game_IsClient
then Exit
;
3880 procedure TPlayer
.PrevWeapon();
3882 if g_Game_IsClient
then Exit
;
3886 procedure TPlayer
.SetWeapon(W
: Byte);
3888 if FCurrWeap
<> W
then
3889 if W
= WEAPON_SAW
then
3890 FSawSoundSelect
.PlayAt(FObj
.X
, FObj
.Y
);
3893 FModel
.SetWeapon(CurrWeap
);
3897 function TPlayer
.PickItem(ItemType
: Byte; arespawn
: Boolean; var remove
: Boolean): Boolean;
3899 function allowBerserkSwitching (): Boolean;
3901 if (FBFGFireCounter
<> -1) then begin result
:= false; exit
; end;
3903 if gBerserkAutoswitch
then exit
;
3904 if not conIsCheatsEnabled
then exit
;
3912 if g_Game_IsClient
then Exit
;
3914 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3915 a
:= LongBool(gGameSettings
.Options
and GAME_OPTION_WEAPONSTAY
) and arespawn
;
3920 if (FHealth
< PLAYER_HP_SOFT
) or (FFireTime
> 0) then
3922 if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 10, PLAYER_HP_SOFT
);
3926 if gFlash
= 2 then Inc(FPickup
, 5);
3930 if (FHealth
< PLAYER_HP_SOFT
) or (FFireTime
> 0) then
3932 if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 25, PLAYER_HP_SOFT
);
3936 if gFlash
= 2 then Inc(FPickup
, 5);
3940 if FArmor
< PLAYER_AP_SOFT
then
3942 FArmor
:= PLAYER_AP_SOFT
;
3945 if gFlash
= 2 then Inc(FPickup
, 5);
3949 if FArmor
< PLAYER_AP_LIMIT
then
3951 FArmor
:= PLAYER_AP_LIMIT
;
3954 if gFlash
= 2 then Inc(FPickup
, 5);
3958 if (FHealth
< PLAYER_HP_LIMIT
) or (FFireTime
> 0) then
3960 if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 100, PLAYER_HP_LIMIT
);
3964 if gFlash
= 2 then Inc(FPickup
, 5);
3968 if (FHealth
< PLAYER_HP_LIMIT
) or (FArmor
< PLAYER_AP_LIMIT
) or (FFireTime
> 0) then
3970 if FHealth
< PLAYER_HP_LIMIT
then
3971 FHealth
:= PLAYER_HP_LIMIT
;
3972 if FArmor
< PLAYER_AP_LIMIT
then
3973 FArmor
:= PLAYER_AP_LIMIT
;
3977 if gFlash
= 2 then Inc(FPickup
, 5);
3981 if (not FWeapon
[WEAPON_SAW
]) or ((not arespawn
) and (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
])) then
3983 FWeapon
[WEAPON_SAW
] := True;
3985 if gFlash
= 2 then Inc(FPickup
, 5);
3986 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3989 ITEM_WEAPON_SHOTGUN1
:
3990 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SHOTGUN1
] then
3992 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
3993 if a
and FWeapon
[WEAPON_SHOTGUN1
] then Exit
;
3995 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3996 FWeapon
[WEAPON_SHOTGUN1
] := True;
3998 if gFlash
= 2 then Inc(FPickup
, 5);
3999 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4002 ITEM_WEAPON_SHOTGUN2
:
4003 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SHOTGUN2
] then
4005 if a
and FWeapon
[WEAPON_SHOTGUN2
] then Exit
;
4007 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
4008 FWeapon
[WEAPON_SHOTGUN2
] := True;
4010 if gFlash
= 2 then Inc(FPickup
, 5);
4011 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4014 ITEM_WEAPON_CHAINGUN
:
4015 if (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or not FWeapon
[WEAPON_CHAINGUN
] then
4017 if a
and FWeapon
[WEAPON_CHAINGUN
] then Exit
;
4019 IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
4020 FWeapon
[WEAPON_CHAINGUN
] := True;
4022 if gFlash
= 2 then Inc(FPickup
, 5);
4023 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4026 ITEM_WEAPON_ROCKETLAUNCHER
:
4027 if (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or not FWeapon
[WEAPON_ROCKETLAUNCHER
] then
4029 if a
and FWeapon
[WEAPON_ROCKETLAUNCHER
] then Exit
;
4031 IncMax(FAmmo
[A_ROCKETS
], 2, FMaxAmmo
[A_ROCKETS
]);
4032 FWeapon
[WEAPON_ROCKETLAUNCHER
] := True;
4034 if gFlash
= 2 then Inc(FPickup
, 5);
4035 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4039 if (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or not FWeapon
[WEAPON_PLASMA
] then
4041 if a
and FWeapon
[WEAPON_PLASMA
] then Exit
;
4043 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
4044 FWeapon
[WEAPON_PLASMA
] := True;
4046 if gFlash
= 2 then Inc(FPickup
, 5);
4047 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4051 if (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or not FWeapon
[WEAPON_BFG
] then
4053 if a
and FWeapon
[WEAPON_BFG
] then Exit
;
4055 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
4056 FWeapon
[WEAPON_BFG
] := True;
4058 if gFlash
= 2 then Inc(FPickup
, 5);
4059 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4062 ITEM_WEAPON_SUPERPULEMET
:
4063 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SUPERPULEMET
] then
4065 if a
and FWeapon
[WEAPON_SUPERPULEMET
] then Exit
;
4067 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
4068 FWeapon
[WEAPON_SUPERPULEMET
] := True;
4070 if gFlash
= 2 then Inc(FPickup
, 5);
4071 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4074 ITEM_WEAPON_FLAMETHROWER
:
4075 if (FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
]) or not FWeapon
[WEAPON_FLAMETHROWER
] then
4077 if a
and FWeapon
[WEAPON_FLAMETHROWER
] then Exit
;
4079 IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
4080 FWeapon
[WEAPON_FLAMETHROWER
] := True;
4082 if gFlash
= 2 then Inc(FPickup
, 5);
4083 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4087 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
4089 IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
4092 if gFlash
= 2 then Inc(FPickup
, 5);
4095 ITEM_AMMO_BULLETS_BOX
:
4096 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
4098 IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
4101 if gFlash
= 2 then Inc(FPickup
, 5);
4105 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
4107 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
4110 if gFlash
= 2 then Inc(FPickup
, 5);
4113 ITEM_AMMO_SHELLS_BOX
:
4114 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
4116 IncMax(FAmmo
[A_SHELLS
], 25, FMaxAmmo
[A_SHELLS
]);
4119 if gFlash
= 2 then Inc(FPickup
, 5);
4123 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
4125 IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
4128 if gFlash
= 2 then Inc(FPickup
, 5);
4131 ITEM_AMMO_ROCKET_BOX
:
4132 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
4134 IncMax(FAmmo
[A_ROCKETS
], 5, FMaxAmmo
[A_ROCKETS
]);
4137 if gFlash
= 2 then Inc(FPickup
, 5);
4141 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
4143 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
4146 if gFlash
= 2 then Inc(FPickup
, 5);
4150 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
4152 IncMax(FAmmo
[A_CELLS
], 100, FMaxAmmo
[A_CELLS
]);
4155 if gFlash
= 2 then Inc(FPickup
, 5);
4159 if FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
] then
4161 IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
4164 if gFlash
= 2 then Inc(FPickup
, 5);
4168 if not(R_ITEM_BACKPACK
in FRulez
) or
4169 (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or
4170 (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or
4171 (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or
4172 (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or
4173 (FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
]) then
4175 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[1, A_BULLETS
];
4176 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[1, A_SHELLS
];
4177 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[1, A_ROCKETS
];
4178 FMaxAmmo
[A_CELLS
] := AmmoLimits
[1, A_CELLS
];
4179 FMaxAmmo
[A_FUEL
] := AmmoLimits
[1, A_FUEL
];
4181 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
4182 IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
4183 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
4184 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
4185 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
4186 IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
4187 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
4188 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
4189 if FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
] then
4190 IncMax(FAmmo
[A_FUEL
], 50, FMaxAmmo
[A_FUEL
]);
4192 FRulez
:= FRulez
+ [R_ITEM_BACKPACK
];
4195 if gFlash
= 2 then Inc(FPickup
, 5);
4199 if not(R_KEY_RED
in FRulez
) then
4201 Include(FRulez
, R_KEY_RED
);
4203 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
4204 if gFlash
= 2 then Inc(FPickup
, 5);
4205 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
4209 if not(R_KEY_GREEN
in FRulez
) then
4211 Include(FRulez
, R_KEY_GREEN
);
4213 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
4214 if gFlash
= 2 then Inc(FPickup
, 5);
4215 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
4219 if not(R_KEY_BLUE
in FRulez
) then
4221 Include(FRulez
, R_KEY_BLUE
);
4223 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
4224 if gFlash
= 2 then Inc(FPickup
, 5);
4225 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
4229 if FMegaRulez
[MR_SUIT
] < gTime
+PLAYER_SUIT_TIME
then
4231 FMegaRulez
[MR_SUIT
] := gTime
+PLAYER_SUIT_TIME
;
4235 if gFlash
= 2 then Inc(FPickup
, 5);
4239 if FAir
< AIR_MAX
then
4244 if gFlash
= 2 then Inc(FPickup
, 5);
4249 if not (R_BERSERK
in FRulez
) then
4251 Include(FRulez
, R_BERSERK
);
4252 if allowBerserkSwitching
then
4254 FCurrWeap
:= WEAPON_KASTET
;
4256 FModel
.SetWeapon(WEAPON_KASTET
);
4261 if gFlash
= 2 then Inc(FPickup
, 5);
4263 FBerserk
:= gTime
+30000;
4268 if (FHealth
< PLAYER_HP_SOFT
) or (FFireTime
> 0) then
4270 if FHealth
< PLAYER_HP_SOFT
then FHealth
:= PLAYER_HP_SOFT
;
4271 FBerserk
:= gTime
+30000;
4279 if FMegaRulez
[MR_INVUL
] < gTime
+PLAYER_INVUL_TIME
then
4281 FMegaRulez
[MR_INVUL
] := gTime
+PLAYER_INVUL_TIME
;
4284 if gFlash
= 2 then Inc(FPickup
, 5);
4288 if (FHealth
< PLAYER_HP_LIMIT
) or (FFireTime
> 0) then
4290 if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 4, PLAYER_HP_LIMIT
);
4294 if gFlash
= 2 then Inc(FPickup
, 5);
4298 if FArmor
< PLAYER_AP_LIMIT
then
4300 IncMax(FArmor
, 5, PLAYER_AP_LIMIT
);
4303 if gFlash
= 2 then Inc(FPickup
, 5);
4307 if FJetFuel
< JET_MAX
then
4309 FJetFuel
:= JET_MAX
;
4312 if gFlash
= 2 then Inc(FPickup
, 5);
4316 if FMegaRulez
[MR_INVIS
] < gTime
+PLAYER_INVIS_TIME
then
4318 FMegaRulez
[MR_INVIS
] := gTime
+PLAYER_INVIS_TIME
;
4321 if gFlash
= 2 then Inc(FPickup
, 5);
4326 procedure TPlayer
.Touch();
4330 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
4333 // Áðîñèòü ôëàã òîâàðèùó:
4334 if gGameSettings
.GameMode
= GM_CTF
then
4339 procedure TPlayer
.Push(vx
, vy
: Integer);
4341 if (not FPhysics
) and FGhost
then
4343 FObj
.Accel
.X
:= FObj
.Accel
.X
+ vx
;
4344 FObj
.Accel
.Y
:= FObj
.Accel
.Y
+ vy
;
4345 if g_Game_IsNet
and g_Game_IsServer
then
4346 MH_SEND_PlayerPos(True, FUID
, NET_EVERYONE
);
4349 procedure TPlayer
.Reset(Force
: Boolean);
4355 FTime
[T_RESPAWN
] := 0;
4356 FTime
[T_FLAGCAP
] := 0;
4370 FSpectator
:= False;
4373 FSpectatePlayer
:= -1;
4374 FNoRespawn
:= False;
4376 FLives
:= gGameSettings
.MaxLives
;
4381 procedure TPlayer
.SoftReset();
4387 FBFGFireCounter
:= -1;
4395 SetAction(A_STAND
, True);
4398 function TPlayer
.GetRespawnPoint(): Byte;
4403 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4405 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4406 if gGameSettings
.GameMode
in [GM_COOP
, GM_SINGLE
] then
4408 if (Self
= gPlayer1
) or (Self
= gPlayer2
) then
4410 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
4411 if Self
= gPlayer1
then
4412 c
:= RESPAWNPOINT_PLAYER1
4414 c
:= RESPAWNPOINT_PLAYER2
;
4415 if g_Map_GetPointCount(c
) > 0 then
4421 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
4422 if Self
= gPlayer1
then
4423 c
:= RESPAWNPOINT_PLAYER2
4425 c
:= RESPAWNPOINT_PLAYER1
;
4426 if g_Map_GetPointCount(c
) > 0 then
4433 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
4434 if Random(2) = 0 then
4435 c
:= RESPAWNPOINT_PLAYER1
4437 c
:= RESPAWNPOINT_PLAYER2
;
4438 if g_Map_GetPointCount(c
) > 0 then
4445 // Òî÷êà ëþáîé èç êîìàíä
4446 if Random(2) = 0 then
4447 c
:= RESPAWNPOINT_RED
4449 c
:= RESPAWNPOINT_BLUE
;
4450 if g_Map_GetPointCount(c
) > 0 then
4457 c
:= RESPAWNPOINT_DM
;
4458 if g_Map_GetPointCount(c
) > 0 then
4466 if gGameSettings
.GameMode
= GM_DM
then
4469 c
:= RESPAWNPOINT_DM
;
4470 if g_Map_GetPointCount(c
) > 0 then
4476 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4477 if Random(2) = 0 then
4478 c
:= RESPAWNPOINT_PLAYER1
4480 c
:= RESPAWNPOINT_PLAYER2
;
4481 if g_Map_GetPointCount(c
) > 0 then
4487 // Òî÷êà ëþáîé èç êîìàíä
4488 if Random(2) = 0 then
4489 c
:= RESPAWNPOINT_RED
4491 c
:= RESPAWNPOINT_BLUE
;
4492 if g_Map_GetPointCount(c
) > 0 then
4500 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
4502 // Òî÷êà ñâîåé êîìàíäû
4503 c
:= RESPAWNPOINT_DM
;
4504 if FTeam
= TEAM_RED
then
4505 c
:= RESPAWNPOINT_RED
;
4506 if FTeam
= TEAM_BLUE
then
4507 c
:= RESPAWNPOINT_BLUE
;
4508 if g_Map_GetPointCount(c
) > 0 then
4515 c
:= RESPAWNPOINT_DM
;
4516 if g_Map_GetPointCount(c
) > 0 then
4522 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4523 if Random(2) = 0 then
4524 c
:= RESPAWNPOINT_PLAYER1
4526 c
:= RESPAWNPOINT_PLAYER2
;
4527 if g_Map_GetPointCount(c
) > 0 then
4533 // Òî÷êà äðóãîé êîìàíäû
4534 c
:= RESPAWNPOINT_DM
;
4535 if FTeam
= TEAM_RED
then
4536 c
:= RESPAWNPOINT_BLUE
;
4537 if FTeam
= TEAM_BLUE
then
4538 c
:= RESPAWNPOINT_RED
;
4539 if g_Map_GetPointCount(c
) > 0 then
4547 procedure TPlayer
.Respawn(Silent
: Boolean; Force
: Boolean = False);
4549 RespawnPoint
: TRespawnPoint
;
4555 FBFGFireCounter
:= -1;
4560 if not g_Game_IsServer
then
4564 FWantsInGame
:= True;
4565 FJustTeleported
:= True;
4568 FTime
[T_RESPAWN
] := 0;
4572 // if server changes MaxLives we gotta be ready
4573 if gGameSettings
.MaxLives
= 0 then FNoRespawn
:= False;
4575 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4576 if FTime
[T_RESPAWN
] > gTime
then
4579 // Ïðîñðàë âñå æèçíè:
4582 if not FSpectator
then Spectate(True);
4583 FWantsInGame
:= True;
4587 if (gGameSettings
.GameType
<> GT_SINGLE
) and (gGameSettings
.GameMode
<> GM_COOP
) then
4588 begin // "Ñâîÿ èãðà"
4589 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4590 FRulez
:= FRulez
-[R_BERSERK
];
4592 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4594 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4595 FRulez
:= FRulez
-[R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
, R_BERSERK
];
4598 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4599 c
:= GetRespawnPoint();
4604 // Âîñêðåøåíèå áåç îðóæèÿ:
4607 FHealth
:= Round(PLAYER_HP_SOFT
* (FHandicap
/ 100));
4613 for a
:= WP_FIRST
to WP_LAST
do
4615 FWeapon
[a
] := False;
4619 FWeapon
[WEAPON_PISTOL
] := True;
4620 FWeapon
[WEAPON_KASTET
] := True;
4621 FCurrWeap
:= WEAPON_PISTOL
;
4624 FModel
.SetWeapon(FCurrWeap
);
4626 for b
:= A_BULLETS
to A_HIGH
do
4629 FAmmo
[A_BULLETS
] := 50;
4631 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[0, A_BULLETS
];
4632 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[0, A_SHELLS
];
4633 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[0, A_SHELLS
];
4634 FMaxAmmo
[A_CELLS
] := AmmoLimits
[0, A_CELLS
];
4635 FMaxAmmo
[A_FUEL
] := AmmoLimits
[0, A_FUEL
];
4637 if gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
] then
4638 FRulez
:= [R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
]
4643 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4644 if not g_Map_GetPoint(c
, RespawnPoint
) then
4646 g_FatalError(_lc
[I_GAME_ERROR_GET_SPAWN
]);
4650 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4651 FObj
.X
:= RespawnPoint
.X
-PLAYER_RECT
.X
;
4652 FObj
.Y
:= RespawnPoint
.Y
-PLAYER_RECT
.Y
;
4658 FDirection
:= RespawnPoint
.Direction
;
4659 if FDirection
= TDirection
.D_LEFT
then
4664 SetAction(A_STAND
, True);
4665 FModel
.Direction
:= FDirection
;
4667 for a
:= Low(FTime
) to High(FTime
) do
4670 for a
:= Low(FMegaRulez
) to High(FMegaRulez
) do
4675 FCanJetpack
:= False;
4681 // Àíèìàöèÿ âîçðîæäåíèÿ:
4682 if (not gLoadGameMode
) and (not Silent
) then
4683 if g_Frames_Get(ID
, 'FRAMES_TELEPORT') then
4685 Anim
:= TAnimation
.Create(ID
, False, 3);
4686 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4687 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
4691 FSpectator
:= False;
4694 FSpectatePlayer
:= -1;
4697 if (gPlayer1
= nil) and (gLMSPID1
= FUID
) then
4699 if (gPlayer2
= nil) and (gLMSPID2
= FUID
) then
4702 if g_Game_IsNet
then
4704 MH_SEND_PlayerPos(True, FUID
, NET_EVERYONE
);
4705 MH_SEND_PlayerStats(FUID
, NET_EVERYONE
);
4707 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4708 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32,
4713 procedure TPlayer
.Spectate(NoMove
: Boolean = False);
4716 Kill(K_EXTRAHARDKILL
, FUID
, HIT_SOME
)
4717 else if (not NoMove
) then
4719 GameX
:= gMapInfo
.Width
div 2;
4720 GameY
:= gMapInfo
.Height
div 2;
4729 FWantsInGame
:= False;
4734 if Self
= gPlayer1
then
4739 if Self
= gPlayer2
then
4746 if g_Game_IsNet
then
4747 MH_SEND_PlayerStats(FUID
);
4750 procedure TPlayer
.SwitchNoClip
;
4754 FGhost
:= not FGhost
;
4755 FPhysics
:= not FGhost
;
4767 procedure TPlayer
.Run(Direction
: TDirection
);
4771 if MAX_RUNVEL
> 8 then
4775 if Direction
= TDirection
.D_LEFT
then
4777 if FObj
.Vel
.X
> -MAX_RUNVEL
then
4778 FObj
.Vel
.X
:= FObj
.Vel
.X
- (MAX_RUNVEL
shr 3);
4781 if FObj
.Vel
.X
< MAX_RUNVEL
then
4782 FObj
.Vel
.X
:= FObj
.Vel
.X
+ (MAX_RUNVEL
shr 3);
4784 // Âîçìîæíî, ïèíàåì êóñêè:
4785 if (FObj
.Vel
.X
<> 0) and (gGibs
<> nil) then
4787 b
:= Abs(FObj
.Vel
.X
);
4788 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
4789 for a
:= 0 to High(gGibs
) do
4791 if gGibs
[a
].alive
and
4792 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
4793 FObj
.Rect
.Width
, 8, @gGibs
[a
].Obj
) and (Random(3) = 0) then
4796 if FObj
.Vel
.X
< 0 then
4798 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)+120) // íàëåâî
4802 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)); // íàïðàâî
4804 gGibs
[a
].positionChanged(); // this updates spatial accelerators
4812 procedure TPlayer
.SeeDown();
4814 SetAction(A_SEEDOWN
);
4816 if FDirection
= TDirection
.D_LEFT
then FAngle
:= ANGLE_LEFTDOWN
else FAngle
:= ANGLE_RIGHTDOWN
;
4818 if FIncCam
> -120 then DecMin(FIncCam
, 5, -120);
4821 procedure TPlayer
.SeeUp();
4825 if FDirection
= TDirection
.D_LEFT
then FAngle
:= ANGLE_LEFTUP
else FAngle
:= ANGLE_RIGHTUP
;
4827 if FIncCam
< 120 then IncMax(FIncCam
, 5, 120);
4830 procedure TPlayer
.SetAction(Action
: Byte; Force
: Boolean = False);
4838 A_ATTACK
: Prior
:= 2;
4839 A_SEEUP
: Prior
:= 1;
4840 A_SEEDOWN
: Prior
:= 1;
4841 A_ATTACKUP
: Prior
:= 2;
4842 A_ATTACKDOWN
: Prior
:= 2;
4847 if (Prior
> FActionPrior
) or Force
then
4848 if not ((Prior
= 2) and (FCurrWeap
= WEAPON_SAW
)) then
4850 FActionPrior
:= Prior
;
4851 FActionAnim
:= Action
;
4852 FActionForce
:= Force
;
4853 FActionChanged
:= True;
4856 if Action
in [A_ATTACK
, A_ATTACKUP
, A_ATTACKDOWN
] then FModel
.SetFire(True);
4859 function TPlayer
.StayOnStep(XInc
, YInc
: Integer): Boolean;
4861 Result
:= not g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+YInc
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
-1,
4862 PLAYER_RECT
.Width
, 1, PANEL_STEP
, False)
4863 and g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+YInc
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
,
4864 PLAYER_RECT
.Width
, 1, PANEL_STEP
, False);
4867 function TPlayer
.TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
4874 if g_CollideLevel(X
, Y
, PLAYER_RECT
.Width
, PLAYER_RECT
.Height
) then
4876 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj
.X
, FObj
.Y
);
4877 if g_Game_IsServer
and g_Game_IsNet
then
4878 MH_SEND_Sound(FObj
.X
, FObj
.Y
, 'SOUND_GAME_NOTELEPORT');
4882 FJustTeleported
:= True;
4887 if g_Frames_Get(ID
, 'FRAMES_TELEPORT') then
4889 Anim
:= TAnimation
.Create(ID
, False, 3);
4892 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj
.X
, FObj
.Y
);
4893 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4894 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
4895 if g_Game_IsServer
and g_Game_IsNet
then
4896 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4897 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, 1,
4901 FObj
.X
:= X
-PLAYER_RECT
.X
;
4902 FObj
.Y
:= Y
-PLAYER_RECT
.Y
;
4903 if FAlive
and FGhost
then
4909 if not g_Game_IsNet
then
4913 SetDirection(TDirection
.D_LEFT
);
4919 SetDirection(TDirection
.D_RIGHT
);
4925 if FDirection
= TDirection
.D_RIGHT
then
4927 SetDirection(TDirection
.D_LEFT
);
4932 SetDirection(TDirection
.D_RIGHT
);
4938 if not silent
and (Anim
<> nil) then
4940 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4941 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
4944 if g_Game_IsServer
and g_Game_IsNet
then
4945 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4946 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, 0,
4953 function nonz(a
: Single): Single;
4961 function TPlayer
.followCorpse(): Boolean;
4966 if FAlive
or FSpectator
then
4968 if (gCorpses
= nil) or (Length(gCorpses
) = 0) then
4970 for i
:= 0 to High(gCorpses
) do
4971 if gCorpses
[i
] <> nil then
4972 if gCorpses
[i
].FPlayerUID
= FUID
then
4975 FObj
.X
:= gCorpses
[i
].FObj
.X
;
4976 FObj
.Y
:= gCorpses
[i
].FObj
.Y
;
4977 FObj
.Vel
.X
:= gCorpses
[i
].FObj
.Vel
.X
;
4978 FObj
.Vel
.Y
:= gCorpses
[i
].FObj
.Vel
.Y
;
4979 FObj
.Accel
.X
:= gCorpses
[i
].FObj
.Accel
.X
;
4980 FObj
.Accel
.Y
:= gCorpses
[i
].FObj
.Accel
.Y
;
4985 procedure TPlayer
.Update();
4988 i
, ii
, wx
, wy
, xd
, yd
, k
: Integer;
4989 blockmon
, headwater
, dospawn
: Boolean;
4994 NetServer
:= g_Game_IsNet
and g_Game_IsServer
;
4995 AnyServer
:= g_Game_IsServer
;
4997 if g_Game_IsClient
and (NetInterpLevel
> 0) then
4998 DoLerp(NetInterpLevel
+ 1)
5004 if FClientID
>= 0 then
5006 FPing
:= NetClients
[FClientID
].Peer
^.lastRoundTripTime
;
5007 if NetClients
[FClientID
].Peer
^.packetsSent
> 0 then
5008 FLoss
:= Round(100*NetClients
[FClientID
].Peer
^.packetsLost
/NetClients
[FClientID
].Peer
^.packetsSent
)
5017 if FAlive
and (FPunchAnim
<> nil) then
5018 FPunchAnim
.Update();
5020 if FAlive
and (gFly
or FJetpack
) then
5023 if FDirection
= TDirection
.D_LEFT
then
5028 if FAlive
and (not FGhost
) then
5030 if FKeys
[KEY_UP
].Pressed
then
5032 if FKeys
[KEY_DOWN
].Pressed
then
5036 if (not (FKeys
[KEY_UP
].Pressed
or FKeys
[KEY_DOWN
].Pressed
)) and
5039 i
:= g_basic
.Sign(FIncCam
);
5040 FIncCam
:= Abs(FIncCam
);
5041 DecMin(FIncCam
, 5, 0);
5042 FIncCam
:= FIncCam
*i
;
5045 // no need to do that each second frame, weapon queue will take care of it
5046 if FAlive
and FKeys
[KEY_NEXTWEAPON
].Pressed
and AnyServer
then NextWeapon();
5047 if FAlive
and FKeys
[KEY_PREVWEAPON
].Pressed
and AnyServer
then PrevWeapon();
5049 if gTime
mod (GAME_TICK
*2) <> 0 then
5051 if (FObj
.Vel
.X
= 0) and FAlive
then
5053 if FKeys
[KEY_LEFT
].Pressed
then
5054 Run(TDirection
.D_LEFT
);
5055 if FKeys
[KEY_RIGHT
].Pressed
then
5056 Run(TDirection
.D_RIGHT
);
5061 if not followCorpse() then
5062 g_Obj_Move(@FObj
, True, True, True);
5063 positionChanged(); // this updates spatial accelerators
5069 FActionChanged
:= False;
5073 // Let alive player do some actions
5074 if FKeys
[KEY_LEFT
].Pressed
then Run(TDirection
.D_LEFT
);
5075 if FKeys
[KEY_RIGHT
].Pressed
then Run(TDirection
.D_RIGHT
);
5076 //if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
5077 //if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
5078 if FKeys
[KEY_FIRE
].Pressed
and AnyServer
then Fire()
5084 if NetServer
then MH_SEND_PlayerStats(FUID
);
5087 if FKeys
[KEY_OPEN
].Pressed
and AnyServer
then Use();
5088 if FKeys
[KEY_JUMP
].Pressed
then Jump()
5091 if AnyServer
and FJetpack
then
5095 if NetServer
then MH_SEND_PlayerStats(FUID
);
5097 FCanJetpack
:= True;
5104 for k
:= Low(FKeys
) to KEY_CHAT
-1 do
5106 if FKeys
[k
].Pressed
then
5114 if gGameSettings
.GameType
in [GT_CUSTOM
, GT_SERVER
, GT_CLIENT
] then
5117 if (FTime
[T_RESPAWN
] <= gTime
) and
5118 gGameOn
and (not FAlive
) then
5120 if (g_Player_GetCount() > 1) then
5124 gExit
:= EXIT_RESTART
;
5129 // Dead spectator actions
5132 if FKeys
[KEY_OPEN
].Pressed
and AnyServer
then Fire();
5133 if FKeys
[KEY_FIRE
].Pressed
and AnyServer
then
5137 if (FSpectatePlayer
>= High(gPlayers
)) then
5138 FSpectatePlayer
:= -1
5142 for I
:= FSpectatePlayer
+ 1 to High(gPlayers
) do
5143 if gPlayers
[I
] <> nil then
5144 if gPlayers
[I
].alive
then
5145 if gPlayers
[I
].UID
<> FUID
then
5147 FSpectatePlayer
:= I
;
5152 if not SetSpect
then FSpectatePlayer
:= -1;
5163 if FKeys
[KEY_UP
].Pressed
or FKeys
[KEY_JUMP
].Pressed
then
5165 FYTo
:= FObj
.Y
- 32;
5166 FSpectatePlayer
:= -1;
5168 if FKeys
[KEY_DOWN
].Pressed
then
5170 FYTo
:= FObj
.Y
+ 32;
5171 FSpectatePlayer
:= -1;
5173 if FKeys
[KEY_LEFT
].Pressed
then
5175 FXTo
:= FObj
.X
- 32;
5176 FSpectatePlayer
:= -1;
5178 if FKeys
[KEY_RIGHT
].Pressed
then
5180 FXTo
:= FObj
.X
+ 32;
5181 FSpectatePlayer
:= -1;
5184 if (FXTo
< -64) then
5186 else if (FXTo
> gMapInfo
.Width
+ 32) then
5187 FXTo
:= gMapInfo
.Width
+ 32;
5188 if (FYTo
< -72) then
5190 else if (FYTo
> gMapInfo
.Height
+ 32) then
5191 FYTo
:= gMapInfo
.Height
+ 32;
5196 if not followCorpse() then
5197 g_Obj_Move(@FObj
, True, True, True);
5198 positionChanged(); // this updates spatial accelerators
5205 if (FSpectatePlayer
<= High(gPlayers
)) and (FSpectatePlayer
>= 0) then
5206 if gPlayers
[FSpectatePlayer
] <> nil then
5207 if gPlayers
[FSpectatePlayer
].alive
then
5209 FXTo
:= gPlayers
[FSpectatePlayer
].GameX
;
5210 FYTo
:= gPlayers
[FSpectatePlayer
].GameY
;
5214 blockmon
:= g_Map_CollidePanel(FObj
.X
+PLAYER_HEADRECT
.X
, FObj
.Y
+PLAYER_HEADRECT
.Y
,
5215 PLAYER_HEADRECT
.Width
, PLAYER_HEADRECT
.Height
,
5216 PANEL_BLOCKMON
, True);
5217 headwater
:= HeadInLiquid(0, 0);
5219 // Ñîïðîòèâëåíèå âîçäóõà:
5220 if (not FAlive
) or not (FKeys
[KEY_LEFT
].Pressed
or FKeys
[KEY_RIGHT
].Pressed
) then
5221 if FObj
.Vel
.X
<> 0 then
5222 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
5224 if (FLastHit
= HIT_TRAP
) and (FPain
> 90) then FPain
:= 90;
5225 DecMin(FPain
, 5, 0);
5226 DecMin(FPickup
, 1, 0);
5228 if FAlive
and (FObj
.Y
> Integer(gMapInfo
.Height
)+128) and AnyServer
then
5230 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
5231 FMegaRulez
[MR_SUIT
] := 0;
5232 FMegaRulez
[MR_INVUL
] := 0;
5233 FMegaRulez
[MR_INVIS
] := 0;
5234 Kill(K_FALLKILL
, 0, HIT_FALL
);
5241 if FCurrWeap
= WEAPON_SAW
then
5242 if not (FSawSound
.IsPlaying() or FSawSoundHit
.IsPlaying() or
5243 FSawSoundSelect
.IsPlaying()) then
5244 FSawSoundIdle
.PlayAt(FObj
.X
, FObj
.Y
);
5247 if (not FJetSoundFly
.IsPlaying()) and (not FJetSoundOn
.IsPlaying()) and
5248 (not FJetSoundOff
.IsPlaying()) then
5250 FJetSoundFly
.SetPosition(0);
5251 FJetSoundFly
.PlayAt(FObj
.X
, FObj
.Y
);
5254 for b
:= WP_FIRST
to WP_LAST
do
5255 if FReloading
[b
] > 0 then
5261 if FShellTimer
> -1 then
5262 if FShellTimer
= 0 then
5264 if FShellType
= SHELL_SHELL
then
5265 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5266 GameVelX
, GameVelY
-2, SHELL_SHELL
)
5267 else if FShellType
= SHELL_DBLSHELL
then
5269 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5270 GameVelX
+1, GameVelY
-2, SHELL_SHELL
);
5271 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5272 GameVelX
-1, GameVelY
-2, SHELL_SHELL
);
5275 end else Dec(FShellTimer
);
5277 if (FBFGFireCounter
> -1) then
5278 if FBFGFireCounter
= 0 then
5282 wx
:= FObj
.X
+WEAPONPOINT
[FDirection
].X
;
5283 wy
:= FObj
.Y
+WEAPONPOINT
[FDirection
].Y
;
5284 xd
:= wx
+IfThen(FDirection
= TDirection
.D_LEFT
, -30, 30);
5285 yd
:= wy
+firediry();
5286 g_Weapon_bfgshot(wx
, wy
, xd
, yd
, FUID
);
5287 if NetServer
then MH_SEND_PlayerFire(FUID
, WEAPON_BFG
, wx
, wy
, xd
, yd
);
5288 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
5289 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
5290 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
5293 FReloading
[WEAPON_BFG
] := WEAPON_RELOAD
[WEAPON_BFG
];
5294 FBFGFireCounter
:= -1;
5297 FBFGFireCounter
:= 0
5299 Dec(FBFGFireCounter
);
5301 if (FMegaRulez
[MR_SUIT
] < gTime
) and AnyServer
then
5303 b
:= g_GetAcidHit(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
, PLAYER_RECT
.Width
, PLAYER_RECT
.Height
);
5305 if (b
> 0) and (gTime
mod (15*GAME_TICK
) = 0) then Damage(b
, 0, 0, 0, HIT_ACID
);
5308 if (headwater
or blockmon
) then
5314 if AnyServer
then Damage(10, 0, 0, 0, HIT_WATER
);
5317 else if (FAir
mod 31 = 0) and not blockmon
then
5319 g_GFX_Bubbles(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2), FObj
.Y
+PLAYER_RECT
.Y
-4, 5+Random(6), 8, 4);
5320 if Random(2) = 0 then
5321 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
5323 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
5325 end else if FAir
< AIR_DEF
then
5328 if FFireTime
> 0 then
5330 if BodyInLiquid(0, 0) then
5335 else if FMegaRulez
[MR_SUIT
] >= gTime
then
5337 if FMegaRulez
[MR_SUIT
] = gTime
then
5344 if FFirePainTime
<= 0 then
5346 if g_Game_IsServer
then
5347 Damage(2, FFireAttacker
, 0, 0, HIT_FLAME
);
5348 FFirePainTime
:= 12 - FFireTime
div 12;
5350 FFirePainTime
:= FFirePainTime
- 1;
5351 FFireTime
:= FFireTime
- 1;
5352 if ((FFireTime
mod 33) = 0) and (FMegaRulez
[MR_INVUL
] < gTime
) then
5353 FModel
.PlaySound(MODELSOUND_PAIN
, 1, FObj
.X
, FObj
.Y
);
5354 if (FFireTime
= 0) and g_Game_IsNet
and g_Game_IsServer
then
5355 MH_SEND_PlayerStats(FUID
);
5359 if FDamageBuffer
> 0 then
5361 if FDamageBuffer
>= 9 then
5365 if FDamageBuffer
< 30 then i
:= 9
5366 else if FDamageBuffer
< 100 then i
:= 18
5370 ii
:= Round(FDamageBuffer
*FHealth
/ nonz(FArmor
*(3/4)+FHealth
));
5371 FArmor
:= FArmor
-(FDamageBuffer
-ii
);
5372 FHealth
:= FHealth
-ii
;
5375 FHealth
:= FHealth
+FArmor
;
5380 if FHealth
<= 0 then
5381 if FHealth
> -30 then Kill(K_SIMPLEKILL
, FLastSpawnerUID
, FLastHit
)
5382 else if FHealth
> -50 then Kill(K_HARDKILL
, FLastSpawnerUID
, FLastHit
)
5383 else Kill(K_EXTRAHARDKILL
, FLastSpawnerUID
, FLastHit
);
5385 if FAlive
and ((FLastHit
<> HIT_FLAME
) or (FFireTime
<= 0)) then
5387 if FDamageBuffer
<= 20 then FModel
.PlaySound(MODELSOUND_PAIN
, 1, FObj
.X
, FObj
.Y
)
5388 else if FDamageBuffer
<= 55 then FModel
.PlaySound(MODELSOUND_PAIN
, 2, FObj
.X
, FObj
.Y
)
5389 else if FDamageBuffer
<= 120 then FModel
.PlaySound(MODELSOUND_PAIN
, 3, FObj
.X
, FObj
.Y
)
5390 else FModel
.PlaySound(MODELSOUND_PAIN
, 4, FObj
.X
, FObj
.Y
);
5397 end; // if FAlive then ...
5399 if (FActionAnim
= A_PAIN
) and (FModel
.Animation
<> A_PAIN
) then
5401 FModel
.ChangeAnimation(FActionAnim
, FActionForce
);
5402 FModel
.GetCurrentAnimation
.MinLength
:= i
;
5403 FModel
.GetCurrentAnimationMask
.MinLength
:= i
;
5404 end else FModel
.ChangeAnimation(FActionAnim
, FActionForce
and (FModel
.Animation
<> A_STAND
));
5406 if (FModel
.GetCurrentAnimation
.Played
or ((not FActionChanged
) and (FModel
.Animation
= A_WALK
)))
5407 then SetAction(A_STAND
, True);
5409 if not ((FModel
.Animation
= A_WALK
) and (Abs(FObj
.Vel
.X
) < 4) and not FModel
.Fire
) then FModel
.Update
;
5411 for b
:= Low(FKeys
) to High(FKeys
) do
5412 if FKeys
[b
].Time
= 0 then FKeys
[b
].Pressed
:= False else Dec(FKeys
[b
].Time
);
5416 procedure TPlayer
.getMapBox (out x
, y
, w
, h
: Integer); inline;
5418 x
:= FObj
.X
+PLAYER_RECT
.X
;
5419 y
:= FObj
.Y
+PLAYER_RECT
.Y
;
5420 w
:= PLAYER_RECT
.Width
;
5421 h
:= PLAYER_RECT
.Height
;
5425 procedure TPlayer
.moveBy (dx
, dy
: Integer); inline;
5427 if (dx
<> 0) or (dy
<> 0) then
5436 function TPlayer
.Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean;
5438 Result
:= g_Collide(FObj
.X
+PLAYER_RECT
.X
,
5439 FObj
.Y
+PLAYER_RECT
.Y
,
5446 function TPlayer
.Collide(Panel
: TPanel
): Boolean;
5448 Result
:= g_Collide(FObj
.X
+PLAYER_RECT
.X
,
5449 FObj
.Y
+PLAYER_RECT
.Y
,
5453 Panel
.Width
, Panel
.Height
);
5456 function TPlayer
.Collide(X
, Y
: Integer): Boolean;
5458 X
:= X
-FObj
.X
-PLAYER_RECT
.X
;
5459 Y
:= Y
-FObj
.Y
-PLAYER_RECT
.Y
;
5460 Result
:= (x
>= 0) and (x
<= PLAYER_RECT
.Width
) and
5461 (y
>= 0) and (y
<= PLAYER_RECT
.Height
);
5464 function g_Player_ValidName(Name
: string): Boolean;
5470 if gPlayers
= nil then Exit
;
5472 for a
:= 0 to High(gPlayers
) do
5473 if gPlayers
[a
] <> nil then
5474 if LowerCase(Name
) = LowerCase(gPlayers
[a
].FName
) then
5481 procedure TPlayer
.SetDirection(Direction
: TDirection
);
5485 d
:= FModel
.Direction
;
5487 FModel
.Direction
:= Direction
;
5488 if d
<> Direction
then FModel
.ChangeAnimation(FModel
.Animation
, True);
5490 FDirection
:= Direction
;
5493 function TPlayer
.GetKeys(): Byte;
5497 if R_KEY_RED
in FRulez
then Result
:= KEY_RED
;
5498 if R_KEY_GREEN
in FRulez
then Result
:= Result
or KEY_GREEN
;
5499 if R_KEY_BLUE
in FRulez
then Result
:= Result
or KEY_BLUE
;
5501 if FTeam
= TEAM_RED
then Result
:= Result
or KEY_REDTEAM
;
5502 if FTeam
= TEAM_BLUE
then Result
:= Result
or KEY_BLUETEAM
;
5505 procedure TPlayer
.Use();
5509 if FTime
[T_USE
] > gTime
then Exit
;
5511 g_Triggers_PressR(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
, PLAYER_RECT
.Width
,
5512 PLAYER_RECT
.Height
, FUID
, ACTIVATE_PLAYERPRESS
);
5514 for a
:= 0 to High(gPlayers
) do
5515 if (gPlayers
[a
] <> nil) and (gPlayers
[a
] <> Self
) and
5516 gPlayers
[a
].alive
and SameTeam(FUID
, gPlayers
[a
].FUID
) and
5517 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
5518 FObj
.Rect
.Width
, FObj
.Rect
.Height
, @gPlayers
[a
].FObj
) then
5520 gPlayers
[a
].Touch();
5521 if g_Game_IsNet
and g_Game_IsServer
then
5522 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH
, gPlayers
[a
].FUID
);
5525 FTime
[T_USE
] := gTime
+120;
5528 procedure TPlayer
.NetFire(Wpn
: Byte; X
, Y
, AX
, AY
: Integer; WID
: Integer = -1);
5532 WX
, WY
, XD
, YD
: Integer;
5544 if R_BERSERK
in FRulez
then
5546 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5547 locobj
.X
:= FObj
.X
+FObj
.Rect
.X
;
5548 locobj
.Y
:= FObj
.Y
+FObj
.Rect
.Y
;
5551 locobj
.rect
.Width
:= 39;
5552 locobj
.rect
.Height
:= 52;
5553 locobj
.Vel
.X
:= (xd
-wx
) div 2;
5554 locobj
.Vel
.Y
:= (yd
-wy
) div 2;
5555 locobj
.Accel
.X
:= xd
-wx
;
5556 locobj
.Accel
.y
:= yd
-wy
;
5558 if g_Weapon_Hit(@locobj
, 50, FUID
, HIT_SOME
) <> 0 then
5559 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj
.X
, FObj
.Y
)
5561 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj
.X
, FObj
.Y
);
5565 FPain
:= min(FPain
+ 25, 50);
5567 g_Weapon_punch(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, 3, FUID
);
5572 if g_Weapon_chainsaw(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
5573 IfThen(gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
], 9, 3), FUID
) <> 0 then
5575 FSawSoundSelect
.Stop();
5577 FSawSoundHit
.PlayAt(FObj
.X
, FObj
.Y
);
5579 else if not FSawSoundHit
.IsPlaying() then
5581 FSawSoundSelect
.Stop();
5582 FSawSound
.PlayAt(FObj
.X
, FObj
.Y
);
5589 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX
, Gamey
);
5590 FFireAngle
:= FAngle
;
5592 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5593 GameVelX
, GameVelY
-2, SHELL_BULLET
);
5598 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex
, Gamey
);
5599 FFireAngle
:= FAngle
;
5602 FShellType
:= SHELL_SHELL
;
5607 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex
, Gamey
);
5608 FFireAngle
:= FAngle
;
5611 FShellType
:= SHELL_DBLSHELL
;
5616 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex
, Gamey
);
5617 FFireAngle
:= FAngle
;
5619 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5620 GameVelX
, GameVelY
-2, SHELL_BULLET
);
5623 WEAPON_ROCKETLAUNCHER
:
5625 g_Weapon_Rocket(wx
, wy
, xd
, yd
, FUID
, WID
);
5626 FFireAngle
:= FAngle
;
5632 g_Weapon_Plasma(wx
, wy
, xd
, yd
, FUID
, WID
);
5633 FFireAngle
:= FAngle
;
5639 g_Weapon_BFGShot(wx
, wy
, xd
, yd
, FUID
, WID
);
5640 FFireAngle
:= FAngle
;
5644 WEAPON_SUPERPULEMET
:
5646 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex
, Gamey
);
5647 FFireAngle
:= FAngle
;
5649 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5650 GameVelX
, GameVelY
-2, SHELL_SHELL
);
5653 WEAPON_FLAMETHROWER
:
5655 g_Weapon_flame(wx
, wy
, xd
, yd
, FUID
, WID
);
5657 FFireAngle
:= FAngle
;
5664 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
5665 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
5666 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
5669 procedure TPlayer
.DoLerp(Level
: Integer = 2);
5671 if FObj
.X
<> FXTo
then FObj
.X
:= Lerp(FObj
.X
, FXTo
, Level
);
5672 if FObj
.Y
<> FYTo
then FObj
.Y
:= Lerp(FObj
.Y
, FYTo
, Level
);
5675 procedure TPlayer
.SetLerp(XTo
, YTo
: Integer);
5679 if NetInterpLevel
< 1 then
5689 AX
:= Abs(FXTo
- FObj
.X
);
5690 AY
:= Abs(FYTo
- FObj
.Y
);
5691 if (AX
> 32) or (AX
<= NetInterpLevel
) then
5693 if (AY
> 32) or (AY
<= NetInterpLevel
) then
5698 function TPlayer
.FullInLift(XInc
, YInc
: Integer): Integer;
5700 if g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
5701 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
-8,
5702 PANEL_LIFTUP
, False) then Result
:= -1
5704 if g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
5705 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
-8,
5706 PANEL_LIFTDOWN
, False) then Result
:= 1
5710 function TPlayer
.GetFlag(Flag
: Byte): Boolean;
5717 if Flag
= FLAG_NONE
then
5720 if not g_Game_IsServer
then Exit
;
5722 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5723 if (Flag
= FTeam
) and
5724 (gFlags
[Flag
].State
= FLAG_STATE_NORMAL
) and
5725 (FFlag
<> FLAG_NONE
) then
5727 if FFlag
= FLAG_RED
then
5728 s
:= _lc
[I_PLAYER_FLAG_RED
]
5730 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5732 evtype
:= FLAG_STATE_SCORED
;
5734 ts
:= Format('%.4d', [gFlags
[FFlag
].CaptureTime
]);
5735 Insert('.', ts
, Length(ts
) + 1 - 3);
5736 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_CAPTURE
], [FName
, s
, ts
]), True);
5738 g_Map_ResetFlag(FFlag
);
5739 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_CAPTURE
], [AnsiUpperCase(s
)]), 144);
5741 if ((Self
= gPlayer1
) or (Self
= gPlayer2
)
5742 or ((gPlayer1
<> nil) and (gPlayer1
.Team
= FTeam
))
5743 or ((gPlayer2
<> nil) and (gPlayer2
.Team
= FTeam
))) then
5748 if not sound_cap_flag
[a
].IsPlaying() then
5749 sound_cap_flag
[a
].Play();
5751 gTeamStat
[FTeam
].Goals
:= gTeamStat
[FTeam
].Goals
+ 1;
5754 if g_Game_IsNet
then
5756 MH_SEND_FlagEvent(evtype
, FFlag
, FUID
, False);
5760 gFlags
[FFlag
].CaptureTime
:= 0;
5765 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5766 if (Flag
= FTeam
) and
5767 (gFlags
[Flag
].State
= FLAG_STATE_DROPPED
) then
5769 if Flag
= FLAG_RED
then
5770 s
:= _lc
[I_PLAYER_FLAG_RED
]
5772 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5774 evtype
:= FLAG_STATE_RETURNED
;
5775 gFlags
[Flag
].CaptureTime
:= 0;
5777 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_RETURN
], [FName
, s
]), True);
5779 g_Map_ResetFlag(Flag
);
5780 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_RETURN
], [AnsiUpperCase(s
)]), 144);
5782 if ((Self
= gPlayer1
) or (Self
= gPlayer2
)
5783 or ((gPlayer1
<> nil) and (gPlayer1
.Team
= FTeam
))
5784 or ((gPlayer2
<> nil) and (gPlayer2
.Team
= FTeam
))) then
5789 if not sound_ret_flag
[a
].IsPlaying() then
5790 sound_ret_flag
[a
].Play();
5793 if g_Game_IsNet
then
5795 MH_SEND_FlagEvent(evtype
, Flag
, FUID
, False);
5801 // Ïîäîáðàë ÷óæîé ôëàã:
5802 if (Flag
<> FTeam
) and (FTime
[T_FLAGCAP
] <= gTime
) then
5806 if Flag
= FLAG_RED
then
5807 s
:= _lc
[I_PLAYER_FLAG_RED
]
5809 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5811 evtype
:= FLAG_STATE_CAPTURED
;
5813 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_GET
], [FName
, s
]), True);
5815 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_GET
], [AnsiUpperCase(s
)]), 144);
5817 gFlags
[Flag
].State
:= FLAG_STATE_CAPTURED
;
5819 if ((Self
= gPlayer1
) or (Self
= gPlayer2
)
5820 or ((gPlayer1
<> nil) and (gPlayer1
.Team
= FTeam
))
5821 or ((gPlayer2
<> nil) and (gPlayer2
.Team
= FTeam
))) then
5826 if not sound_get_flag
[a
].IsPlaying() then
5827 sound_get_flag
[a
].Play();
5830 if g_Game_IsNet
then
5832 MH_SEND_FlagEvent(evtype
, Flag
, FUID
, False);
5838 procedure TPlayer
.SetFlag(Flag
: Byte);
5841 if FModel
<> nil then
5842 FModel
.SetFlag(FFlag
);
5845 function TPlayer
.DropFlag(Silent
: Boolean = True): Boolean;
5851 if (not g_Game_IsServer
) or (FFlag
= FLAG_NONE
) then
5853 FTime
[T_FLAGCAP
] := gTime
+ 2000;
5854 with gFlags
[FFlag
] do
5858 Direction
:= FDirection
;
5859 State
:= FLAG_STATE_DROPPED
;
5861 g_Obj_Push(@Obj
, (FObj
.Vel
.X
div 2)-2+Random(5),
5862 (FObj
.Vel
.Y
div 2)-2+Random(5));
5863 positionChanged(); // this updates spatial accelerators
5865 if FFlag
= FLAG_RED
then
5866 s
:= _lc
[I_PLAYER_FLAG_RED
]
5868 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5870 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_DROP
], [FName
, s
]), True);
5871 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_DROP
], [AnsiUpperCase(s
)]), 144);
5873 if ((Self
= gPlayer1
) or (Self
= gPlayer2
)
5874 or ((gPlayer1
<> nil) and (gPlayer1
.Team
= FTeam
))
5875 or ((gPlayer2
<> nil) and (gPlayer2
.Team
= FTeam
))) then
5880 if (not Silent
) and (not sound_lost_flag
[a
].IsPlaying()) then
5881 sound_lost_flag
[a
].Play();
5883 if g_Game_IsNet
then
5884 MH_SEND_FlagEvent(FLAG_STATE_DROPPED
, Flag
, FUID
, False);
5890 procedure TPlayer
.GetSecret();
5892 if (self
= gPlayer1
) or (self
= gPlayer2
) then
5894 g_Console_Add(Format(_lc
[I_PLAYER_SECRET
], [FName
]), True);
5895 g_Sound_PlayEx('SOUND_GAME_SECRET');
5900 procedure TPlayer
.PressKey(Key
: Byte; Time
: Word = 1);
5902 Assert(Key
<= High(FKeys
));
5904 FKeys
[Key
].Pressed
:= True;
5905 FKeys
[Key
].Time
:= Time
;
5908 function TPlayer
.IsKeyPressed(K
: Byte): Boolean;
5910 Result
:= FKeys
[K
].Pressed
;
5913 procedure TPlayer
.ReleaseKeys();
5917 for a
:= Low(FKeys
) to High(FKeys
) do
5919 FKeys
[a
].Pressed
:= False;
5924 procedure TPlayer
.OnDamage(Angle
: SmallInt);
5928 function TPlayer
.firediry(): Integer;
5930 if FKeys
[KEY_UP
].Pressed
then Result
:= -42
5931 else if FKeys
[KEY_DOWN
].Pressed
then Result
:= 19
5935 procedure TPlayer
.RememberState();
5939 FSavedState
.Health
:= FHealth
;
5940 FSavedState
.Armor
:= FArmor
;
5941 FSavedState
.Air
:= FAir
;
5942 FSavedState
.JetFuel
:= FJetFuel
;
5943 FSavedState
.CurrWeap
:= FCurrWeap
;
5944 FSavedState
.NextWeap
:= FNextWeap
;
5945 FSavedState
.NextWeapDelay
:= FNextWeapDelay
;
5948 FSavedState
.Ammo
[i
] := FAmmo
[i
];
5950 FSavedState
.MaxAmmo
[i
] := FMaxAmmo
[i
];
5952 FSavedState
.Rulez
:= FRulez
;
5953 FSavedState
.WaitRecall
:= True;
5956 procedure TPlayer
.RecallState();
5960 if not FSavedState
.WaitRecall
then Exit
;
5962 FHealth
:= FSavedState
.Health
;
5963 FArmor
:= FSavedState
.Armor
;
5964 FAir
:= FSavedState
.Air
;
5965 FJetFuel
:= FSavedState
.JetFuel
;
5966 FCurrWeap
:= FSavedState
.CurrWeap
;
5967 FNextWeap
:= FSavedState
.NextWeap
;
5968 FNextWeapDelay
:= FSavedState
.NextWeapDelay
;
5971 FAmmo
[i
] := FSavedState
.Ammo
[i
];
5973 FMaxAmmo
[i
] := FSavedState
.MaxAmmo
[i
];
5975 FRulez
:= FSavedState
.Rulez
;
5976 FSavedState
.WaitRecall
:= False;
5978 if gGameSettings
.GameType
= GT_SERVER
then
5979 MH_SEND_PlayerStats(FUID
);
5982 procedure TPlayer
.SaveState (st
: TStream
);
5988 utils
.writeSign(st
, 'PLYR');
5989 utils
.writeInt(st
, Byte(PLR_SAVE_VERSION
)); // version
5991 utils
.writeBool(st
, FIamBot
);
5993 utils
.writeInt(st
, Word(FUID
));
5995 utils
.writeStr(st
, FName
);
5997 utils
.writeInt(st
, Byte(FTeam
));
5999 utils
.writeBool(st
, FAlive
);
6000 // Èçðàñõîäîâàë ëè âñå æèçíè
6001 utils
.writeBool(st
, FNoRespawn
);
6003 if FDirection
= TDirection
.D_LEFT
then b
:= 1 else b
:= 2; // D_RIGHT
6004 utils
.writeInt(st
, Byte(b
));
6006 utils
.writeInt(st
, LongInt(FHealth
));
6007 // Êîýôôèöèåíò èíâàëèäíîñòè
6008 utils
.writeInt(st
, LongInt(FHandicap
));
6010 utils
.writeInt(st
, Byte(FLives
));
6012 utils
.writeInt(st
, LongInt(FArmor
));
6014 utils
.writeInt(st
, LongInt(FAir
));
6016 utils
.writeInt(st
, LongInt(FJetFuel
));
6018 utils
.writeInt(st
, LongInt(FPain
));
6020 utils
.writeInt(st
, LongInt(FKills
));
6022 utils
.writeInt(st
, LongInt(FMonsterKills
));
6024 utils
.writeInt(st
, LongInt(FFrags
));
6026 utils
.writeInt(st
, Byte(FFragCombo
));
6027 // Âðåìÿ ïîñëåäíåãî ôðàãà
6028 utils
.writeInt(st
, LongWord(FLastFrag
));
6030 utils
.writeInt(st
, LongInt(FDeath
));
6032 utils
.writeInt(st
, Byte(FFlag
));
6034 utils
.writeInt(st
, LongInt(FSecrets
));
6036 utils
.writeInt(st
, Byte(FCurrWeap
));
6038 utils
.writeInt(st
, Word(FNextWeap
));
6040 utils
.writeInt(st
, Byte(FNextWeapDelay
));
6041 // Âðåìÿ çàðÿäêè BFG
6042 utils
.writeInt(st
, SmallInt(FBFGFireCounter
));
6044 utils
.writeInt(st
, LongInt(FDamageBuffer
));
6045 // Ïîñëåäíèé óäàðèâøèé
6046 utils
.writeInt(st
, Word(FLastSpawnerUID
));
6047 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6048 utils
.writeInt(st
, Byte(FLastHit
));
6050 Obj_SaveState(st
, @FObj
);
6051 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6052 for i
:= A_BULLETS
to A_HIGH
do utils
.writeInt(st
, Word(FAmmo
[i
]));
6053 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6054 for i
:= A_BULLETS
to A_HIGH
do utils
.writeInt(st
, Word(FMaxAmmo
[i
]));
6056 for i
:= WP_FIRST
to WP_LAST
do utils
.writeBool(st
, FWeapon
[i
]);
6057 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6058 for i
:= WP_FIRST
to WP_LAST
do utils
.writeInt(st
, Word(FReloading
[i
]));
6060 utils
.writeBool(st
, (R_ITEM_BACKPACK
in FRulez
));
6061 // Íàëè÷èå êðàñíîãî êëþ÷à
6062 utils
.writeBool(st
, (R_KEY_RED
in FRulez
));
6063 // Íàëè÷èå çåëåíîãî êëþ÷à
6064 utils
.writeBool(st
, (R_KEY_GREEN
in FRulez
));
6065 // Íàëè÷èå ñèíåãî êëþ÷à
6066 utils
.writeBool(st
, (R_KEY_BLUE
in FRulez
));
6068 utils
.writeBool(st
, (R_BERSERK
in FRulez
));
6069 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6070 for i
:= MR_SUIT
to MR_MAX
do utils
.writeInt(st
, LongWord(FMegaRulez
[i
]));
6071 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6072 for i
:= T_RESPAWN
to T_FLAGCAP
do utils
.writeInt(st
, LongWord(FTime
[i
]));
6074 utils
.writeStr(st
, FModel
.Name
);
6076 utils
.writeInt(st
, Byte(FColor
.R
));
6077 utils
.writeInt(st
, Byte(FColor
.G
));
6078 utils
.writeInt(st
, Byte(FColor
.B
));
6082 procedure TPlayer
.LoadState (st
: TStream
);
6091 if not utils
.checkSign(st
, 'PLYR') then raise XStreamError
.Create('invalid player signature');
6092 if (utils
.readByte(st
) <> PLR_SAVE_VERSION
) then raise XStreamError
.Create('invalid player version');
6094 FIamBot
:= utils
.readBool(st
);
6096 FUID
:= utils
.readWord(st
);
6098 str
:= utils
.readStr(st
);
6099 if (self
<> gPlayer1
) and (self
<> gPlayer2
) then FName
:= str
;
6101 FTeam
:= utils
.readByte(st
);
6103 FAlive
:= utils
.readBool(st
);
6104 // Èçðàñõîäîâàë ëè âñå æèçíè
6105 FNoRespawn
:= utils
.readBool(st
);
6107 b
:= utils
.readByte(st
);
6108 if b
= 1 then FDirection
:= TDirection
.D_LEFT
else FDirection
:= TDirection
.D_RIGHT
; // b = 2
6110 FHealth
:= utils
.readLongInt(st
);
6111 // Êîýôôèöèåíò èíâàëèäíîñòè
6112 FHandicap
:= utils
.readLongInt(st
);
6114 FLives
:= utils
.readByte(st
);
6116 FArmor
:= utils
.readLongInt(st
);
6118 FAir
:= utils
.readLongInt(st
);
6120 FJetFuel
:= utils
.readLongInt(st
);
6122 FPain
:= utils
.readLongInt(st
);
6124 FKills
:= utils
.readLongInt(st
);
6126 FMonsterKills
:= utils
.readLongInt(st
);
6128 FFrags
:= utils
.readLongInt(st
);
6130 FFragCombo
:= utils
.readByte(st
);
6131 // Âðåìÿ ïîñëåäíåãî ôðàãà
6132 FLastFrag
:= utils
.readLongWord(st
);
6134 FDeath
:= utils
.readLongInt(st
);
6136 FFlag
:= utils
.readByte(st
);
6138 FSecrets
:= utils
.readLongInt(st
);
6140 FCurrWeap
:= utils
.readByte(st
);
6142 FNextWeap
:= utils
.readWord(st
);
6144 FNextWeapDelay
:= utils
.readByte(st
);
6145 // Âðåìÿ çàðÿäêè BFG
6146 FBFGFireCounter
:= utils
.readSmallInt(st
);
6148 FDamageBuffer
:= utils
.readLongInt(st
);
6149 // Ïîñëåäíèé óäàðèâøèé
6150 FLastSpawnerUID
:= utils
.readWord(st
);
6151 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6152 FLastHit
:= utils
.readByte(st
);
6154 Obj_LoadState(@FObj
, st
);
6155 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6156 for i
:= A_BULLETS
to A_HIGH
do FAmmo
[i
] := utils
.readWord(st
);
6157 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6158 for i
:= A_BULLETS
to A_HIGH
do FMaxAmmo
[i
] := utils
.readWord(st
);
6160 for i
:= WP_FIRST
to WP_LAST
do FWeapon
[i
] := utils
.readBool(st
);
6161 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6162 for i
:= WP_FIRST
to WP_LAST
do FReloading
[i
] := utils
.readWord(st
);
6164 if utils
.readBool(st
) then Include(FRulez
, R_ITEM_BACKPACK
);
6165 // Íàëè÷èå êðàñíîãî êëþ÷à
6166 if utils
.readBool(st
) then Include(FRulez
, R_KEY_RED
);
6167 // Íàëè÷èå çåëåíîãî êëþ÷à
6168 if utils
.readBool(st
) then Include(FRulez
, R_KEY_GREEN
);
6169 // Íàëè÷èå ñèíåãî êëþ÷à
6170 if utils
.readBool(st
) then Include(FRulez
, R_KEY_BLUE
);
6172 if utils
.readBool(st
) then Include(FRulez
, R_BERSERK
);
6173 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6174 for i
:= MR_SUIT
to MR_MAX
do FMegaRulez
[i
] := utils
.readLongWord(st
);
6175 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6176 for i
:= T_RESPAWN
to T_FLAGCAP
do FTime
[i
] := utils
.readLongWord(st
);
6178 str
:= utils
.readStr(st
);
6180 FColor
.R
:= utils
.readByte(st
);
6181 FColor
.G
:= utils
.readByte(st
);
6182 FColor
.B
:= utils
.readByte(st
);
6183 if (self
= gPlayer1
) then
6185 str
:= gPlayer1Settings
.Model
;
6186 FColor
:= gPlayer1Settings
.Color
;
6188 else if (self
= gPlayer2
) then
6190 str
:= gPlayer2Settings
.Model
;
6191 FColor
:= gPlayer2Settings
.Color
;
6193 // Îáíîâëÿåì ìîäåëü èãðîêà
6195 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
6196 FModel
.Color
:= TEAMCOLOR
[FTeam
]
6198 FModel
.Color
:= FColor
;
6202 procedure TPlayer
.AllRulez(Health
: Boolean);
6208 FHealth
:= PLAYER_HP_LIMIT
;
6209 FArmor
:= PLAYER_AP_LIMIT
;
6213 for a
:= WP_FIRST
to WP_LAST
do FWeapon
[a
] := True;
6214 for a
:= A_BULLETS
to A_HIGH
do FAmmo
[a
] := 30000;
6215 FRulez
:= FRulez
+[R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
];
6218 procedure TPlayer
.RestoreHealthArmor();
6220 FHealth
:= PLAYER_HP_LIMIT
;
6221 FArmor
:= PLAYER_AP_LIMIT
;
6224 procedure TPlayer
.FragCombo();
6228 if (gGameSettings
.GameMode
in [GM_COOP
, GM_SINGLE
]) or g_Game_IsClient
then
6230 if gTime
- FLastFrag
< FRAG_COMBO_TIME
then
6232 if FFragCombo
< 5 then
6234 Param
:= FUID
or (FFragCombo
shl 16);
6235 if (FComboEvnt
>= Low(gDelayedEvents
)) and
6236 (FComboEvnt
<= High(gDelayedEvents
)) and
6237 gDelayedEvents
[FComboEvnt
].Pending
and
6238 (gDelayedEvents
[FComboEvnt
].DEType
= DE_KILLCOMBO
) and
6239 (gDelayedEvents
[FComboEvnt
].DENum
and $FFFF = FUID
) then
6241 gDelayedEvents
[FComboEvnt
].Time
:= gTime
+ 500;
6242 gDelayedEvents
[FComboEvnt
].DENum
:= Param
;
6245 FComboEvnt
:= g_Game_DelayEvent(DE_KILLCOMBO
, 500, Param
);
6253 procedure TPlayer
.GiveItem(ItemType
: Byte);
6257 if FMegaRulez
[MR_SUIT
] < gTime
+PLAYER_SUIT_TIME
then
6259 FMegaRulez
[MR_SUIT
] := gTime
+PLAYER_SUIT_TIME
;
6263 if FAir
< AIR_MAX
then
6270 if not (R_BERSERK
in FRulez
) then
6272 Include(FRulez
, R_BERSERK
);
6273 if FBFGFireCounter
< 1 then
6275 FCurrWeap
:= WEAPON_KASTET
;
6277 FModel
.SetWeapon(WEAPON_KASTET
);
6281 FBerserk
:= gTime
+30000;
6283 if FHealth
< PLAYER_HP_SOFT
then
6285 FHealth
:= PLAYER_HP_SOFT
;
6286 FBerserk
:= gTime
+30000;
6291 if FMegaRulez
[MR_INVUL
] < gTime
+PLAYER_INVUL_TIME
then
6293 FMegaRulez
[MR_INVUL
] := gTime
+PLAYER_INVUL_TIME
;
6297 if FMegaRulez
[MR_INVIS
] < gTime
+PLAYER_INVIS_TIME
then
6299 FMegaRulez
[MR_INVIS
] := gTime
+PLAYER_INVIS_TIME
;
6303 if FJetFuel
< JET_MAX
then
6305 FJetFuel
:= JET_MAX
;
6308 ITEM_MEDKIT_SMALL
: if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 10, PLAYER_HP_SOFT
);
6309 ITEM_MEDKIT_LARGE
: if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 25, PLAYER_HP_SOFT
);
6311 ITEM_ARMOR_GREEN
: if FArmor
< PLAYER_AP_SOFT
then FArmor
:= PLAYER_AP_SOFT
;
6312 ITEM_ARMOR_BLUE
: if FArmor
< PLAYER_AP_LIMIT
then FArmor
:= PLAYER_AP_LIMIT
;
6314 ITEM_SPHERE_BLUE
: if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 100, PLAYER_HP_LIMIT
);
6316 if (FHealth
< PLAYER_HP_LIMIT
) or (FArmor
< PLAYER_AP_LIMIT
) then
6318 if FHealth
< PLAYER_HP_LIMIT
then FHealth
:= PLAYER_HP_LIMIT
;
6319 if FArmor
< PLAYER_AP_LIMIT
then FArmor
:= PLAYER_AP_LIMIT
;
6322 ITEM_WEAPON_SAW
: FWeapon
[WEAPON_SAW
] := True;
6323 ITEM_WEAPON_SHOTGUN1
: FWeapon
[WEAPON_SHOTGUN1
] := True;
6324 ITEM_WEAPON_SHOTGUN2
: FWeapon
[WEAPON_SHOTGUN2
] := True;
6325 ITEM_WEAPON_CHAINGUN
: FWeapon
[WEAPON_CHAINGUN
] := True;
6326 ITEM_WEAPON_ROCKETLAUNCHER
: FWeapon
[WEAPON_ROCKETLAUNCHER
] := True;
6327 ITEM_WEAPON_PLASMA
: FWeapon
[WEAPON_PLASMA
] := True;
6328 ITEM_WEAPON_BFG
: FWeapon
[WEAPON_BFG
] := True;
6329 ITEM_WEAPON_SUPERPULEMET
: FWeapon
[WEAPON_SUPERPULEMET
] := True;
6330 ITEM_WEAPON_FLAMETHROWER
: FWeapon
[WEAPON_FLAMETHROWER
] := True;
6332 ITEM_AMMO_BULLETS
: if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
6333 ITEM_AMMO_BULLETS_BOX
: if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
6334 ITEM_AMMO_SHELLS
: if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
6335 ITEM_AMMO_SHELLS_BOX
: if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 25, FMaxAmmo
[A_SHELLS
]);
6336 ITEM_AMMO_ROCKET
: if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
6337 ITEM_AMMO_ROCKET_BOX
: if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 5, FMaxAmmo
[A_ROCKETS
]);
6338 ITEM_AMMO_CELL
: if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
6339 ITEM_AMMO_CELL_BIG
: if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 100, FMaxAmmo
[A_CELLS
]);
6340 ITEM_AMMO_FUELCAN
: if FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
] then IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
6343 if (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or
6344 (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or
6345 (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or
6346 (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or
6347 (FMaxAmmo
[A_FUEL
] < AmmoLimits
[1, A_FUEL
]) then
6349 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[1, A_BULLETS
];
6350 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[1, A_SHELLS
];
6351 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[1, A_ROCKETS
];
6352 FMaxAmmo
[A_CELLS
] := AmmoLimits
[1, A_CELLS
];
6353 FMaxAmmo
[A_FUEL
] := AmmoLimits
[1, A_FUEL
];
6355 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
6356 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
6357 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
6358 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
6360 FRulez
:= FRulez
+ [R_ITEM_BACKPACK
];
6363 ITEM_KEY_RED
: if not (R_KEY_RED
in FRulez
) then Include(FRulez
, R_KEY_RED
);
6364 ITEM_KEY_GREEN
: if not (R_KEY_GREEN
in FRulez
) then Include(FRulez
, R_KEY_GREEN
);
6365 ITEM_KEY_BLUE
: if not (R_KEY_BLUE
in FRulez
) then Include(FRulez
, R_KEY_BLUE
);
6367 ITEM_BOTTLE
: if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 4, PLAYER_HP_LIMIT
);
6368 ITEM_HELMET
: if FArmor
< PLAYER_AP_LIMIT
then IncMax(FArmor
, 5, PLAYER_AP_LIMIT
);
6373 if g_Game_IsNet
and g_Game_IsServer
then
6374 MH_SEND_PlayerStats(FUID
);
6377 procedure TPlayer
.FlySmoke(Times
: DWORD
= 1);
6382 if (Random(5) = 1) and (Times
= 1) then
6385 if BodyInLiquid(0, 0) then
6387 g_GFX_Bubbles(Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2)+Random(3)-1,
6388 Obj
.Y
+Obj
.Rect
.Height
+8, 1, 8, 4);
6389 if Random(2) = 0 then
6390 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
6392 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
6396 if g_Frames_Get(id
, 'FRAMES_SMOKE') then
6398 for i
:= 1 to Times
do
6400 Anim
:= TAnimation
.Create(id
, False, 3);
6402 g_GFX_OnceAnim(Obj
.X
+Obj
.Rect
.X
+Random(Obj
.Rect
.Width
+Times
*2)-(Anim
.Width
div 2),
6403 Obj
.Y
+Obj
.Rect
.Height
-4+Random(8+Times
*2), Anim
, ONCEANIM_SMOKE
);
6409 procedure TPlayer
.OnFireFlame(Times
: DWORD
= 1);
6414 if (Random(10) = 1) and (Times
= 1) then
6417 if g_Frames_Get(id
, 'FRAMES_FLAME') then
6419 for i
:= 1 to Times
do
6421 Anim
:= TAnimation
.Create(id
, False, 3);
6423 g_GFX_OnceAnim(Obj
.X
+Obj
.Rect
.X
+Random(Obj
.Rect
.Width
+Times
*2)-(Anim
.Width
div 2),
6424 Obj
.Y
+8+Random(8+Times
*2), Anim
, ONCEANIM_SMOKE
);
6430 procedure TPlayer
.PauseSounds(Enable
: Boolean);
6432 FSawSound
.Pause(Enable
);
6433 FSawSoundIdle
.Pause(Enable
);
6434 FSawSoundHit
.Pause(Enable
);
6435 FSawSoundSelect
.Pause(Enable
);
6436 FFlameSoundOn
.Pause(Enable
);
6437 FFlameSoundOff
.Pause(Enable
);
6438 FFlameSoundWork
.Pause(Enable
);
6439 FJetSoundFly
.Pause(Enable
);
6440 FJetSoundOn
.Pause(Enable
);
6441 FJetSoundOff
.Pause(Enable
);
6446 constructor TCorpse
.Create(X
, Y
: Integer; ModelName
: String; aMess
: Boolean);
6451 FObj
.Rect
:= PLAYER_CORPSERECT
;
6452 FModelName
:= ModelName
;
6457 FState
:= CORPSE_STATE_MESS
;
6458 g_PlayerModel_GetAnim(ModelName
, A_DIE2
, FAnimation
, FAnimationMask
);
6462 FState
:= CORPSE_STATE_NORMAL
;
6463 g_PlayerModel_GetAnim(ModelName
, A_DIE1
, FAnimation
, FAnimationMask
);
6467 destructor TCorpse
.Destroy();
6474 function TCorpse
.ObjPtr (): PObj
; inline; begin result
:= @FObj
; end;
6476 procedure TCorpse
.positionChanged (); inline; begin end;
6478 procedure TCorpse
.moveBy (dx
, dy
: Integer); inline;
6480 if (dx
<> 0) or (dy
<> 0) then
6489 procedure TCorpse
.getMapBox (out x
, y
, w
, h
: Integer); inline;
6491 x
:= FObj
.X
+PLAYER_CORPSERECT
.X
;
6492 y
:= FObj
.Y
+PLAYER_CORPSERECT
.Y
;
6493 w
:= PLAYER_CORPSERECT
.Width
;
6494 h
:= PLAYER_CORPSERECT
.Height
;
6498 procedure TCorpse
.Damage(Value
: Word; vx
, vy
: Integer);
6503 if FState
= CORPSE_STATE_REMOVEME
then
6506 FDamage
:= FDamage
+ Value
;
6508 if FDamage
> 150 then
6510 if FAnimation
<> nil then
6515 FState
:= CORPSE_STATE_REMOVEME
;
6517 g_Player_CreateGibs(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
6518 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
6519 FModelName
, FColor
);
6520 // Çâóê ìÿñà îò òðóïà:
6521 pm
:= g_PlayerModel_Get(FModelName
);
6522 pm
.PlaySound(MODELSOUND_DIE
, 5, FObj
.X
, FObj
.Y
);
6526 if (gBodyKillEvent
<> -1)
6527 and gDelayedEvents
[gBodyKillEvent
].Pending
then
6528 gDelayedEvents
[gBodyKillEvent
].Pending
:= False;
6529 gBodyKillEvent
:= g_Game_DelayEvent(DE_BODYKILL
, 1050, 0);
6534 Blood
:= g_PlayerModel_GetBlood(FModelName
);
6535 FObj
.Vel
.X
:= FObj
.Vel
.X
+ vx
;
6536 FObj
.Vel
.Y
:= FObj
.Vel
.Y
+ vy
;
6537 g_GFX_Blood(FObj
.X
+PLAYER_CORPSERECT
.X
+(PLAYER_CORPSERECT
.Width
div 2),
6538 FObj
.Y
+PLAYER_CORPSERECT
.Y
+(PLAYER_CORPSERECT
.Height
div 2),
6539 Value
, vx
, vy
, 16, (PLAYER_CORPSERECT
.Height
*2) div 3,
6540 Blood
.R
, Blood
.G
, Blood
.B
, Blood
.Kind
);
6544 procedure TCorpse
.Draw();
6546 if FState
= CORPSE_STATE_REMOVEME
then
6549 if FAnimation
<> nil then
6550 FAnimation
.Draw(FObj
.X
, FObj
.Y
, TMirrorType
.None
);
6552 if FAnimationMask
<> nil then
6555 FAnimationMask
.Draw(FObj
.X
, FObj
.Y
, TMirrorType
.None
);
6562 procedure TCorpse
.Update();
6566 if FState
= CORPSE_STATE_REMOVEME
then
6569 if gTime
mod (GAME_TICK
*2) <> 0 then
6571 g_Obj_Move(@FObj
, True, True, True);
6572 positionChanged(); // this updates spatial accelerators
6576 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6577 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
6579 st
:= g_Obj_Move(@FObj
, True, True, True);
6580 positionChanged(); // this updates spatial accelerators
6582 if WordBool(st
and MOVE_FALLOUT
) then
6584 FState
:= CORPSE_STATE_REMOVEME
;
6588 if FAnimation
<> nil then
6589 FAnimation
.Update();
6590 if FAnimationMask
<> nil then
6591 FAnimationMask
.Update();
6595 procedure TCorpse
.SaveState (st
: TStream
);
6602 utils
.writeSign(st
, 'CORP');
6603 utils
.writeInt(st
, Byte(0));
6605 utils
.writeInt(st
, Byte(FState
));
6607 utils
.writeInt(st
, Byte(FDamage
));
6609 utils
.writeInt(st
, Byte(FColor
.R
));
6610 utils
.writeInt(st
, Byte(FColor
.G
));
6611 utils
.writeInt(st
, Byte(FColor
.B
));
6613 Obj_SaveState(st
, @FObj
);
6614 utils
.writeInt(st
, Word(FPlayerUID
));
6616 anim
:= (FAnimation
<> nil);
6617 utils
.writeBool(st
, anim
);
6618 // Åñëè åñòü - ñîõðàíÿåì
6619 if anim
then FAnimation
.SaveState(st
);
6620 // Åñòü ëè ìàñêà àíèìàöèè
6621 anim
:= (FAnimationMask
<> nil);
6622 utils
.writeBool(st
, anim
);
6623 // Åñëè åñòü - ñîõðàíÿåì
6624 if anim
then FAnimationMask
.SaveState(st
);
6628 procedure TCorpse
.LoadState (st
: TStream
);
6635 if not utils
.checkSign(st
, 'CORP') then raise XStreamError
.Create('invalid corpse signature');
6636 if (utils
.readByte(st
) <> 0) then raise XStreamError
.Create('invalid corpse version');
6638 FState
:= utils
.readByte(st
);
6640 FDamage
:= utils
.readByte(st
);
6642 FColor
.R
:= utils
.readByte(st
);
6643 FColor
.G
:= utils
.readByte(st
);
6644 FColor
.B
:= utils
.readByte(st
);
6646 Obj_LoadState(@FObj
, st
);
6647 FPlayerUID
:= utils
.readWord(st
);
6649 anim
:= utils
.readBool(st
);
6650 // Åñëè åñòü - çàãðóæàåì
6653 Assert(FAnimation
<> nil, 'TCorpse.LoadState: no FAnimation');
6654 FAnimation
.LoadState(st
);
6656 // Åñòü ëè ìàñêà àíèìàöèè
6657 anim
:= utils
.readBool(st
);
6658 // Åñëè åñòü - çàãðóæàåì
6661 Assert(FAnimationMask
<> nil, 'TCorpse.LoadState: no FAnimationMask');
6662 FAnimationMask
.LoadState(st
);
6668 constructor TBot
.Create();
6675 FSpectator
:= False;
6682 for a
:= WP_FIRST
to WP_LAST
do
6684 FDifficult
.WeaponPrior
[a
] := WEAPON_PRIOR1
[a
];
6685 FDifficult
.CloseWeaponPrior
[a
] := WEAPON_PRIOR2
[a
];
6686 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6690 destructor TBot
.Destroy();
6693 inherited Destroy();
6696 procedure TBot
.Draw();
6700 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6701 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6704 procedure TBot
.Respawn(Silent
: Boolean; Force
: Boolean = False);
6706 inherited Respawn(Silent
, Force
);
6709 FSelectedWeapon
:= FCurrWeap
;
6714 procedure TBot
.UpdateCombat();
6727 TTargetRecord
= array of TTarget
;
6729 function Compare(a
, b
: TTarget
): Integer;
6731 if a
.Line
and not b
.Line
then // A íà ëèíèè îãíÿ
6734 if not a
.Line
and b
.Line
then // B íà ëèíèè îãíÿ
6736 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6737 if (a
.Line
and b
.Line
) or ((not a
.Line
) and (not b
.Line
)) then
6739 if a
.Dist
> b
.Dist
then // B áëèæå
6741 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6744 else // Ñòðàííî -> A
6749 a
, x1
, y1
, x2
, y2
: Integer;
6750 targets
: TTargetRecord
;
6752 Target
, BestTarget
: TTarget
;
6753 firew
, fireh
: Integer;
6757 vsPlayer
, vsMonster
, ok
: Boolean;
6760 function monsUpdate (mon
: TMonster
): Boolean;
6762 result
:= false; // don't stop
6763 if mon
.alive
and (mon
.MonsterType
<> MONSTER_BARREL
) then
6765 if not TargetOnScreen(mon
.Obj
.X
+mon
.Obj
.Rect
.X
, mon
.Obj
.Y
+mon
.Obj
.Rect
.Y
) then exit
;
6767 x2
:= mon
.Obj
.X
+mon
.Obj
.Rect
.X
+(mon
.Obj
.Rect
.Width
div 2);
6768 y2
:= mon
.Obj
.Y
+mon
.Obj
.Rect
.Y
+(mon
.Obj
.Rect
.Height
div 2);
6770 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6771 if g_TraceVector(x1
, y1
, x2
, y2
) then
6773 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6774 SetLength(targets
, Length(targets
)+1);
6775 with targets
[High(targets
)] do
6782 Rect
:= mon
.Obj
.Rect
;
6783 Dist
:= g_PatchLength(x1
, y1
, x2
, y2
);
6784 Line
:= (y1
+4 < Target
.Y
+ mon
.Obj
.Rect
.Y
+ mon
.Obj
.Rect
.Height
) and
6785 (y1
-4 > Target
.Y
+ mon
.Obj
.Rect
.Y
);
6794 vsPlayer
:= LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSPLAYER
);
6795 vsMonster
:= LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSMONSTER
);
6797 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6798 if FCurrWeap
<> FSelectedWeapon
then
6801 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6802 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap
= FSelectedWeapon
) then
6804 RemoveAIFlag('NEEDFIRE');
6807 WEAPON_PLASMA
, WEAPON_SUPERPULEMET
, WEAPON_CHAINGUN
: PressKey(KEY_FIRE
, 20);
6808 WEAPON_SAW
, WEAPON_KASTET
, WEAPON_FLAMETHROWER
: PressKey(KEY_FIRE
, 40);
6809 else PressKey(KEY_FIRE
);
6813 // Êîîðäèíàòû ñòâîëà:
6814 x1
:= FObj
.X
+ WEAPONPOINT
[FDirection
].X
;
6815 y1
:= FObj
.Y
+ WEAPONPOINT
[FDirection
].Y
;
6817 Target
.UID
:= FTargetUID
;
6820 if Target
.UID
<> 0 then
6821 begin // Öåëü åñòü - íàñòðàèâàåì
6822 if (g_GetUIDType(Target
.UID
) = UID_PLAYER
) and
6825 tpla
:= g_Player_Get(Target
.UID
);
6829 if (@FObj
) <> nil then
6836 Target
.cX
:= Target
.X
+ PLAYER_RECT_CX
;
6837 Target
.cY
:= Target
.Y
+ PLAYER_RECT_CY
;
6838 Target
.Rect
:= PLAYER_RECT
;
6839 Target
.Visible
:= g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
);
6840 Target
.Line
:= (y1
+4 < Target
.Y
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
) and
6841 (y1
-4 > Target
.Y
+PLAYER_RECT
.Y
);
6842 Target
.IsPlayer
:= True;
6846 if (g_GetUIDType(Target
.UID
) = UID_MONSTER
) and
6849 mon
:= g_Monsters_ByUID(Target
.UID
);
6852 Target
.X
:= mon
.Obj
.X
;
6853 Target
.Y
:= mon
.Obj
.Y
;
6855 Target
.cX
:= Target
.X
+ mon
.Obj
.Rect
.X
+ (mon
.Obj
.Rect
.Width
div 2);
6856 Target
.cY
:= Target
.Y
+ mon
.Obj
.Rect
.Y
+ (mon
.Obj
.Rect
.Height
div 2);
6857 Target
.Rect
:= mon
.Obj
.Rect
;
6858 Target
.Visible
:= g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
);
6859 Target
.Line
:= (y1
+4 < Target
.Y
+ mon
.Obj
.Rect
.Y
+ mon
.Obj
.Rect
.Height
) and
6860 (y1
-4 > Target
.Y
+ mon
.Obj
.Rect
.Y
);
6861 Target
.IsPlayer
:= False;
6868 begin // Öåëè íåò - îáíóëÿåì
6873 Target
.Visible
:= False;
6874 Target
.Line
:= False;
6875 Target
.IsPlayer
:= False;
6880 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6881 if (not Target
.Line
) or (not Target
.Visible
) then
6885 for a
:= 0 to High(gPlayers
) do
6886 if (gPlayers
[a
] <> nil) and (gPlayers
[a
].alive
) and
6887 (gPlayers
[a
].FUID
<> FUID
) and
6888 (not SameTeam(FUID
, gPlayers
[a
].FUID
)) and
6889 (not gPlayers
[a
].NoTarget
) and
6890 (gPlayers
[a
].FMegaRulez
[MR_INVIS
] < gTime
) then
6892 if not TargetOnScreen(gPlayers
[a
].FObj
.X
+ PLAYER_RECT
.X
,
6893 gPlayers
[a
].FObj
.Y
+ PLAYER_RECT
.Y
) then
6896 x2
:= gPlayers
[a
].FObj
.X
+ PLAYER_RECT_CX
;
6897 y2
:= gPlayers
[a
].FObj
.Y
+ PLAYER_RECT_CY
;
6899 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6900 if g_TraceVector(x1
, y1
, x2
, y2
) then
6902 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6903 SetLength(targets
, Length(targets
)+1);
6904 with targets
[High(targets
)] do
6906 UID
:= gPlayers
[a
].FUID
;
6907 X
:= gPlayers
[a
].FObj
.X
;
6908 Y
:= gPlayers
[a
].FObj
.Y
;
6911 Rect
:= PLAYER_RECT
;
6912 Dist
:= g_PatchLength(x1
, y1
, x2
, y2
);
6913 Line
:= (y1
+4 < Target
.Y
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
) and
6914 (y1
-4 > Target
.Y
+PLAYER_RECT
.Y
);
6922 if vsMonster
then g_Mons_ForEach(monsUpdate
);
6925 // Åñëè åñòü âîçìîæíûå öåëè:
6926 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6927 if targets
<> nil then
6929 // Âûáèðàåì íàèëó÷øóþ öåëü:
6930 BestTarget
:= targets
[0];
6931 if Length(targets
) > 1 then
6932 for a
:= 1 to High(targets
) do
6933 if Compare(BestTarget
, targets
[a
]) = 1 then
6934 BestTarget
:= targets
[a
];
6936 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6937 if ((not Target
.Visible
) and BestTarget
.Visible
and (Target
.UID
<> BestTarget
.UID
)) or
6938 ((not Target
.Line
) and BestTarget
.Line
and BestTarget
.Visible
) then
6940 Target
:= BestTarget
;
6942 if (Healthy() = 3) or ((Healthy() = 2)) then
6943 begin // Åñëè çäîðîâû - äîãîíÿåì
6944 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
> FObj
.X
)) then
6945 SetAIFlag('GORIGHT', '1');
6946 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
< FObj
.X
)) then
6947 SetAIFlag('GOLEFT', '1');
6950 begin // Åñëè ïîáèòû - óáåãàåì
6951 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
< FObj
.X
)) then
6952 SetAIFlag('GORIGHT', '1');
6953 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
> FObj
.X
)) then
6954 SetAIFlag('GOLEFT', '1');
6957 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6958 SelectWeapon(Abs(x1
-Target
.cX
));
6963 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6964 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6965 if Target
.UID
<> 0 then
6967 if not TargetOnScreen(Target
.X
+ Target
.Rect
.X
,
6968 Target
.Y
+ Target
.Rect
.Y
) then
6969 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6970 if (Healthy() = 3) or ((Healthy() = 2)) then
6971 begin // Åñëè çäîðîâû - äîãîíÿåì
6972 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
> FObj
.X
)) then
6973 SetAIFlag('GORIGHT', '1');
6974 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
< FObj
.X
)) then
6975 SetAIFlag('GOLEFT', '1');
6978 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6980 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
< FObj
.X
)) then
6981 SetAIFlag('GORIGHT', '1');
6982 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
> FObj
.X
)) then
6983 SetAIFlag('GOLEFT', '1');
6987 begin // Öåëü ïîêà íà "ýêðàíå"
6988 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
6989 if g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
6990 FLastVisible
:= gTime
;
6991 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
6992 if (Abs(FObj
.Y
-Target
.Y
) <= 128) then
6994 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
> FObj
.X
)) then
6995 SetAIFlag('GORIGHT', '1');
6996 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
< FObj
.X
)) then
6997 SetAIFlag('GOLEFT', '1');
7001 // Âûáèðàåì óãîë ââåðõ:
7002 if FDirection
= TDirection
.D_LEFT
then
7003 angle
:= ANGLE_LEFTUP
7005 angle
:= ANGLE_RIGHTUP
;
7007 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7008 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7010 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
7011 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
7012 Target
.X
+Target
.Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128), //96
7013 Target
.Y
+Target
.Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
7014 Target
.Rect
.Width
, Target
.Rect
.Height
) and
7015 g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
7016 begin // òî íóæíî ñòðåëÿòü ââåðõ
7017 SetAIFlag('NEEDFIRE', '1');
7018 SetAIFlag('NEEDSEEUP', '1');
7021 // Âûáèðàåì óãîë âíèç:
7022 if FDirection
= TDirection
.D_LEFT
then
7023 angle
:= ANGLE_LEFTDOWN
7025 angle
:= ANGLE_RIGHTDOWN
;
7027 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7028 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7030 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
7031 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
7032 Target
.X
+Target
.Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
7033 Target
.Y
+Target
.Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
7034 Target
.Rect
.Width
, Target
.Rect
.Height
) and
7035 g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
7036 begin // òî íóæíî ñòðåëÿòü âíèç
7037 SetAIFlag('NEEDFIRE', '1');
7038 SetAIFlag('NEEDSEEDOWN', '1');
7041 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
7042 if Target
.Visible
and
7043 (y1
+4 < Target
.Y
+Target
.Rect
.Y
+Target
.Rect
.Height
) and
7044 (y1
-4 > Target
.Y
+Target
.Rect
.Y
) then
7046 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
7047 if ((FDirection
= TDirection
.D_LEFT
) and (Target
.X
< FObj
.X
)) or
7048 ((FDirection
= TDirection
.D_RIGHT
) and (Target
.X
> FObj
.X
)) then
7049 begin // òî íóæíî ñòðåëÿòü âïåðåä
7050 SetAIFlag('NEEDFIRE', '1');
7051 SetAIFlag('NEEDSEEDOWN', '');
7052 SetAIFlag('NEEDSEEUP', '');
7054 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
7055 if Abs(FObj
.X
-Target
.X
) < Trunc(gPlayerScreenSize
.X
*0.75) then
7056 if GetRnd(FDifficult
.CloseJump
) then
7057 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
7058 if Abs(FObj
.X
-Target
.X
) < 128 then
7062 if Random(a
) = 0 then
7063 SetAIFlag('NEEDJUMP', '1');
7067 // Åñëè öåëü âñå åùå åñòü:
7068 if Target
.UID
<> 0 then
7069 if gTime
-FLastVisible
> 2000 then // Åñëè âèäåëè äàâíî
7070 Target
.UID
:= 0 // òî çàáûòü öåëü
7071 else // Åñëè âèäåëè íåäàâíî
7072 begin // íî öåëü óáèëè
7073 if Target
.IsPlayer
then
7074 begin // Öåëü - èãðîê
7075 pla
:= g_Player_Get(Target
.UID
);
7076 if (pla
= nil) or (not pla
.alive
) or pla
.NoTarget
or
7077 (pla
.FMegaRulez
[MR_INVIS
] >= gTime
) then
7078 Target
.UID
:= 0; // òî çàáûòü öåëü
7081 begin // Öåëü - ìîíñòð
7082 mon
:= g_Monsters_ByUID(Target
.UID
);
7083 if (mon
= nil) or (not mon
.alive
) then
7084 Target
.UID
:= 0; // òî çàáûòü öåëü
7087 end; // if Target.UID <> 0
7089 FTargetUID
:= Target
.UID
;
7091 // Åñëè âîçìîæíûõ öåëåé íåò:
7092 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
7093 if targets
= nil then
7094 if GetAIFlag('ATTACKLEFT') <> '' then
7095 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
7096 RemoveAIFlag('ATTACKLEFT');
7098 SetAIFlag('NEEDJUMP', '1');
7100 if RunDirection() = TDirection
.D_RIGHT
then
7101 begin // Èäåì íå â òó ñòîðîíó
7102 if (Healthy() > 1) and GetRnd(FDifficult
.InvisFire
) then
7103 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
7104 SetAIFlag('NEEDFIRE', '1');
7105 SetAIFlag('GOLEFT', '1');
7109 begin // Èäåì â íóæíóþ ñòîðîíó
7110 if GetRnd(FDifficult
.InvisFire
) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7111 SetAIFlag('NEEDFIRE', '1');
7112 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7113 SetAIFlag('GORIGHT', '1');
7117 if GetAIFlag('ATTACKRIGHT') <> '' then
7118 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
7119 RemoveAIFlag('ATTACKRIGHT');
7121 SetAIFlag('NEEDJUMP', '1');
7123 if RunDirection() = TDirection
.D_LEFT
then
7124 begin // Èäåì íå â òó ñòîðîíó
7125 if (Healthy() > 1) and GetRnd(FDifficult
.InvisFire
) then
7126 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
7127 SetAIFlag('NEEDFIRE', '1');
7128 SetAIFlag('GORIGHT', '1');
7133 if GetRnd(FDifficult
.InvisFire
) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7134 SetAIFlag('NEEDFIRE', '1');
7135 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7136 SetAIFlag('GOLEFT', '1');
7140 //HACK! (does it belongs there?)
7141 RealizeCurrentWeapon();
7143 // Åñëè åñòü âîçìîæíûå öåëè:
7144 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
7145 if (targets
<> nil) and (GetAIFlag('NEEDFIRE') <> '') then
7146 for a
:= 0 to High(targets
) do
7148 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
7149 if GetRnd(FDifficult
.DiagFire
) then
7151 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
7152 if FDirection
= TDirection
.D_LEFT
then
7153 angle
:= ANGLE_LEFTUP
7155 angle
:= ANGLE_RIGHTUP
;
7157 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7158 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7160 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
7161 targets
[a
].X
+targets
[a
].Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
7162 targets
[a
].Y
+targets
[a
].Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
7163 targets
[a
].Rect
.Width
, targets
[a
].Rect
.Height
) and
7164 g_TraceVector(x1
, y1
, targets
[a
].cX
, targets
[a
].cY
) then
7166 SetAIFlag('NEEDFIRE', '1');
7167 SetAIFlag('NEEDSEEUP', '1');
7170 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
7171 if FDirection
= TDirection
.D_LEFT
then
7172 angle
:= ANGLE_LEFTDOWN
7174 angle
:= ANGLE_RIGHTDOWN
;
7176 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7177 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7179 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
7180 targets
[a
].X
+targets
[a
].Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
7181 targets
[a
].Y
+targets
[a
].Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
7182 targets
[a
].Rect
.Width
, targets
[a
].Rect
.Height
) and
7183 g_TraceVector(x1
, y1
, targets
[a
].cX
, targets
[a
].cY
) then
7185 SetAIFlag('NEEDFIRE', '1');
7186 SetAIFlag('NEEDSEEDOWN', '1');
7190 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
7191 if targets
[a
].Line
and targets
[a
].Visible
and
7192 (((FDirection
= TDirection
.D_LEFT
) and (targets
[a
].X
< FObj
.X
)) or
7193 ((FDirection
= TDirection
.D_RIGHT
) and (targets
[a
].X
> FObj
.X
))) then
7195 SetAIFlag('NEEDFIRE', '1');
7200 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
7201 if g_Weapon_Danger(FUID
, FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
,
7202 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
,
7203 40+GetInterval(FDifficult
.Cover
, 40)) then
7204 SetAIFlag('NEEDJUMP', '1');
7206 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
7207 ammo
:= GetAmmoByWeapon(FCurrWeap
);
7208 if ((FCurrWeap
= WEAPON_SHOTGUN2
) and (ammo
< 2)) or
7209 ((FCurrWeap
= WEAPON_BFG
) and (ammo
< 40)) or
7211 SetAIFlag('SELECTWEAPON', '1');
7213 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
7214 if GetAIFlag('SELECTWEAPON') = '1' then
7217 RemoveAIFlag('SELECTWEAPON');
7221 procedure TBot
.Update();
7234 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
7235 if (g_debug_BotAIOff
= 1) and (Team
= TEAM_RED
) then
7237 if (g_debug_BotAIOff
= 2) and (Team
= TEAM_BLUE
) then
7239 if g_debug_BotAIOff
= 3 then
7249 RealizeCurrentWeapon();
7256 procedure TBot
.ReleaseKey(Key
: Byte);
7265 function TBot
.KeyPressed(Key
: Word): Boolean;
7267 Result
:= FKeys
[Key
].Pressed
;
7270 function TBot
.GetAIFlag(aName
: String20
): String20
;
7276 aName
:= LowerCase(aName
);
7278 if FAIFlags
<> nil then
7279 for a
:= 0 to High(FAIFlags
) do
7280 if LowerCase(FAIFlags
[a
].Name
) = aName
then
7282 Result
:= FAIFlags
[a
].Value
;
7287 procedure TBot
.RemoveAIFlag(aName
: String20
);
7291 if FAIFlags
= nil then Exit
;
7293 aName
:= LowerCase(aName
);
7295 for a
:= 0 to High(FAIFlags
) do
7296 if LowerCase(FAIFlags
[a
].Name
) = aName
then
7298 if a
<> High(FAIFlags
) then
7299 for b
:= a
to High(FAIFlags
)-1 do
7300 FAIFlags
[b
] := FAIFlags
[b
+1];
7302 SetLength(FAIFlags
, Length(FAIFlags
)-1);
7307 procedure TBot
.SetAIFlag(aName
, fValue
: String20
);
7315 aName
:= LowerCase(aName
);
7317 if FAIFlags
<> nil then
7318 for a
:= 0 to High(FAIFlags
) do
7319 if LowerCase(FAIFlags
[a
].Name
) = aName
then
7325 if ok
then FAIFlags
[a
].Value
:= fValue
7328 SetLength(FAIFlags
, Length(FAIFlags
)+1);
7329 with FAIFlags
[High(FAIFlags
)] do
7337 procedure TBot
.UpdateMove
;
7339 procedure GoLeft(Time
: Word = 1);
7341 ReleaseKey(KEY_LEFT
);
7342 ReleaseKey(KEY_RIGHT
);
7343 PressKey(KEY_LEFT
, Time
);
7344 SetDirection(TDirection
.D_LEFT
);
7347 procedure GoRight(Time
: Word = 1);
7349 ReleaseKey(KEY_LEFT
);
7350 ReleaseKey(KEY_RIGHT
);
7351 PressKey(KEY_RIGHT
, Time
);
7352 SetDirection(TDirection
.D_RIGHT
);
7355 function Rnd(a
: Word): Boolean;
7357 Result
:= Random(a
) = 0;
7360 procedure Turn(Time
: Word = 1200);
7362 if RunDirection() = TDirection
.D_LEFT
then GoRight(Time
) else GoLeft(Time
);
7367 ReleaseKey(KEY_LEFT
);
7368 ReleaseKey(KEY_RIGHT
);
7371 function CanRunLeft(): Boolean;
7373 Result
:= not CollideLevel(-1, 0);
7376 function CanRunRight(): Boolean;
7378 Result
:= not CollideLevel(1, 0);
7381 function CanRun(): Boolean;
7383 if RunDirection() = TDirection
.D_LEFT
then Result
:= CanRunLeft() else Result
:= CanRunRight();
7386 procedure Jump(Time
: Word = 30);
7388 PressKey(KEY_JUMP
, Time
);
7391 function NearHole(): Boolean;
7395 { TODO 5 : Ëåñòíèöû }
7396 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
7397 for x
:= 1 to PLAYER_RECT
.Width
do
7398 if (not StayOnStep(x
*sx
, 0)) and
7399 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
7400 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
7409 function BorderHole(): Boolean;
7413 { TODO 5 : Ëåñòíèöû }
7414 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
7415 for x
:= 1 to PLAYER_RECT
.Width
do
7416 if (not StayOnStep(x
*sx
, 0)) and
7417 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
7418 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
7420 for xx
:= x
to x
+32 do
7421 if CollideLevel(xx
*sx
, PLAYER_RECT
.Height
) then
7431 function NearDeepHole(): Boolean;
7437 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
7440 for x
:= 1 to PLAYER_RECT
.Width
do
7441 if (not StayOnStep(x
*sx
, 0)) and
7442 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
7443 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
7445 while FObj
.Y
+y
*PLAYER_RECT
.Height
< gMapInfo
.Height
do
7447 if CollideLevel(x
*sx
, PLAYER_RECT
.Height
*y
) then Exit
;
7452 end else Result
:= False;
7455 function OverDeepHole(): Boolean;
7462 while FObj
.Y
+y
*PLAYER_RECT
.Height
< gMapInfo
.Height
do
7464 if CollideLevel(0, PLAYER_RECT
.Height
*y
) then Exit
;
7471 function OnGround(): Boolean;
7473 Result
:= StayOnStep(0, 0) or CollideLevel(0, 1);
7476 function OnLadder(): Boolean;
7478 Result
:= FullInStep(0, 0);
7481 function BelowLadder(): Boolean;
7483 Result
:= (FullInStep(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
) and
7484 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
)) or
7485 (FullInStep(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
) and
7486 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
));
7489 function BelowLiftUp(): Boolean;
7491 Result
:= ((FullInLift(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
) = -1) and
7492 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
)) or
7493 ((FullInLift(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
) = -1) and
7494 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
));
7497 function OnTopLift(): Boolean;
7499 Result
:= (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7502 function CanJumpOver(): Boolean;
7506 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
7510 if not CollideLevel(sx
, 0) then Exit
;
7512 for y
:= 1 to BOT_MAXJUMP
do
7513 if CollideLevel(0, -y
) then Exit
else
7514 if not CollideLevel(sx
, -y
) then
7521 function CanJumpUp(Dist
: ShortInt): Boolean;
7528 if CollideLevel(Dist
, 0) then Exit
;
7531 for y
:= 0 to BOT_MAXJUMP
do
7532 if CollideLevel(Dist
, -y
) then
7541 for yy
:= y
+1 to BOT_MAXJUMP
do
7542 if not CollideLevel(Dist
, -yy
) then
7551 for y
:= 0 to BOT_MAXJUMP
do
7552 if CollideLevel(0, -y
) then
7560 if y
< yy
then Exit
;
7565 function IsSafeTrigger(): Boolean;
7570 if gTriggers
= nil then
7572 for a
:= 0 to High(gTriggers
) do
7573 if Collide(gTriggers
[a
].X
,
7576 gTriggers
[a
].Height
) and
7577 (gTriggers
[a
].TriggerType
in [TRIGGER_EXIT
, TRIGGER_CLOSEDOOR
,
7578 TRIGGER_CLOSETRAP
, TRIGGER_TRAP
,
7579 TRIGGER_PRESS
, TRIGGER_ON
, TRIGGER_OFF
,
7580 TRIGGER_ONOFF
, TRIGGER_SPAWNMONSTER
,
7581 TRIGGER_DAMAGE
, TRIGGER_SHOT
]) then
7586 // Âîçìîæíî, íàæèìàåì êíîïêó:
7587 if Rnd(16) and IsSafeTrigger() then
7590 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7591 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7593 ReleaseKey(KEY_LEFT
);
7594 ReleaseKey(KEY_RIGHT
);
7598 // Èäåì âëåâî, åñëè íàäî áûëî:
7599 if GetAIFlag('GOLEFT') <> '' then
7601 RemoveAIFlag('GOLEFT');
7602 if CanRunLeft() then
7606 // Èäåì âïðàâî, åñëè íàäî áûëî:
7607 if GetAIFlag('GORIGHT') <> '' then
7609 RemoveAIFlag('GORIGHT');
7610 if CanRunRight() then
7614 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7615 if FObj
.X
< -32 then
7618 if FObj
.X
+32 > gMapInfo
.Width
then
7621 // Ïðûãàåì, åñëè íàäî áûëî:
7622 if GetAIFlag('NEEDJUMP') <> '' then
7625 RemoveAIFlag('NEEDJUMP');
7628 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7629 if GetAIFlag('NEEDSEEUP') <> '' then
7632 ReleaseKey(KEY_DOWN
);
7633 PressKey(KEY_UP
, 20);
7634 RemoveAIFlag('NEEDSEEUP');
7637 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7638 if GetAIFlag('NEEDSEEDOWN') <> '' then
7641 ReleaseKey(KEY_DOWN
);
7642 PressKey(KEY_DOWN
, 20);
7643 RemoveAIFlag('NEEDSEEDOWN');
7646 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7647 if GetAIFlag('GOINHOLE') <> '' then
7648 if not OnGround() then
7650 ReleaseKey(KEY_LEFT
);
7651 ReleaseKey(KEY_RIGHT
);
7652 RemoveAIFlag('GOINHOLE');
7653 SetAIFlag('FALLINHOLE', '1');
7656 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7657 if GetAIFlag('FALLINHOLE') <> '' then
7659 RemoveAIFlag('FALLINHOLE');
7661 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7662 if not (KeyPressed(KEY_LEFT
) or KeyPressed(KEY_RIGHT
)) then
7663 if GetAIFlag('FALLINHOLE') = '' then
7664 if (not OnLadder()) or (FObj
.Vel
.Y
>= 0) or (OnTopLift()) then
7670 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7672 CanJumpUp(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*32) and
7676 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7677 if OnGround() and NearHole() then
7678 if NearDeepHole() then // Åñëè ýòî áåçäíà
7680 0..3: Turn(); // Áåæèì îáðàòíî
7681 4: Jump(); // Ïðûãàåì
7682 5: begin // Ïðûãàåì îáðàòíî
7687 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7688 if GetAIFlag('GOINHOLE') = '' then
7690 0: Turn(); // Íå íóæíî òóäà
7691 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7692 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7693 if BorderHole() then
7694 SetAIFlag('GOINHOLE', '1');
7697 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7698 if (not CanRun()) and OnGround() then
7700 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7701 if CanJumpOver() or OnLadder() then
7703 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7704 if Random(2) = 0 then
7706 if IsSafeTrigger() then
7712 // Îñòàëîñü ìàëî âîçäóõà:
7713 if FAir
< 36 * 2 then
7716 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7717 if (FMegaRulez
[MR_SUIT
] < gTime
) and ((FLastHit
= HIT_ACID
) or (Healthy() <= 1)) then
7718 if BodyInAcid(0, 0) then
7722 function TBot
.FullInStep(XInc
, YInc
: Integer): Boolean;
7724 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
7725 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
, PANEL_STEP
, False);
7728 {function TBot.NeedItem(Item: Byte): Byte;
7733 procedure TBot
.SelectWeapon(Dist
: Integer);
7737 function HaveAmmo(weapon
: Byte): Boolean;
7740 WEAPON_PISTOL
: Result
:= FAmmo
[A_BULLETS
] >= 1;
7741 WEAPON_SHOTGUN1
: Result
:= FAmmo
[A_SHELLS
] >= 1;
7742 WEAPON_SHOTGUN2
: Result
:= FAmmo
[A_SHELLS
] >= 2;
7743 WEAPON_CHAINGUN
: Result
:= FAmmo
[A_BULLETS
] >= 10;
7744 WEAPON_ROCKETLAUNCHER
: Result
:= FAmmo
[A_ROCKETS
] >= 1;
7745 WEAPON_PLASMA
: Result
:= FAmmo
[A_CELLS
] >= 10;
7746 WEAPON_BFG
: Result
:= FAmmo
[A_CELLS
] >= 40;
7747 WEAPON_SUPERPULEMET
: Result
:= FAmmo
[A_SHELLS
] >= 1;
7748 WEAPON_FLAMETHROWER
: Result
:= FAmmo
[A_FUEL
] >= 1;
7749 else Result
:= True;
7754 if Dist
= -1 then Dist
:= BOT_LONGDIST
;
7756 if Dist
> BOT_LONGDIST
then
7757 begin // Äàëüíèé áîé
7759 if FWeapon
[FDifficult
.WeaponPrior
[a
]] and HaveAmmo(FDifficult
.WeaponPrior
[a
]) then
7761 FSelectedWeapon
:= FDifficult
.WeaponPrior
[a
];
7765 else //if Dist > BOT_UNSAFEDIST then
7766 begin // Áëèæíèé áîé
7768 if FWeapon
[FDifficult
.CloseWeaponPrior
[a
]] and HaveAmmo(FDifficult
.CloseWeaponPrior
[a
]) then
7770 FSelectedWeapon
:= FDifficult
.CloseWeaponPrior
[a
];
7777 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7779 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7785 function TBot
.PickItem(ItemType
: Byte; force
: Boolean; var remove
: Boolean): Boolean;
7787 Result
:= inherited PickItem(ItemType
, force
, remove
);
7789 if Result
then SetAIFlag('SELECTWEAPON', '1');
7792 function TBot
.Heal(value
: Word; Soft
: Boolean): Boolean;
7794 Result
:= inherited Heal(value
, Soft
);
7797 function TBot
.Healthy(): Byte;
7799 if FMegaRulez
[MR_INVUL
] >= gTime
then Result
:= 3
7800 else if (FHealth
> 80) or ((FHealth
> 50) and (FArmor
> 20)) then Result
:= 3
7801 else if (FHealth
> 50) then Result
:= 2
7802 else if (FHealth
> 20) then Result
:= 1
7806 function TBot
.TargetOnScreen(TX
, TY
: Integer): Boolean;
7808 Result
:= (Abs(FObj
.X
-TX
) <= Trunc(gPlayerScreenSize
.X
*0.6)) and
7809 (Abs(FObj
.Y
-TY
) <= Trunc(gPlayerScreenSize
.Y
*0.6));
7812 procedure TBot
.OnDamage(Angle
: SmallInt);
7820 if (Angle
= 0) or (Angle
= 180) then
7823 if (g_GetUIDType(FLastSpawnerUID
) = UID_PLAYER
) and
7824 LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSPLAYER
) then
7826 pla
:= g_Player_Get(FLastSpawnerUID
);
7827 ok
:= not TargetOnScreen(pla
.FObj
.X
+ PLAYER_RECT
.X
,
7828 pla
.FObj
.Y
+ PLAYER_RECT
.Y
);
7831 if (g_GetUIDType(FLastSpawnerUID
) = UID_MONSTER
) and
7832 LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSMONSTER
) then
7834 mon
:= g_Monsters_ByUID(FLastSpawnerUID
);
7835 ok
:= not TargetOnScreen(mon
.Obj
.X
+ mon
.Obj
.Rect
.X
,
7836 mon
.Obj
.Y
+ mon
.Obj
.Rect
.Y
);
7841 SetAIFlag('ATTACKLEFT', '1')
7843 SetAIFlag('ATTACKRIGHT', '1');
7847 function TBot
.RunDirection(): TDirection
;
7849 if Abs(Vel
.X
) >= 1 then
7851 if Vel
.X
> 0 then Result
:= TDirection
.D_RIGHT
else Result
:= TDirection
.D_LEFT
;
7853 Result
:= FDirection
;
7856 function TBot
.GetRnd(a
: Byte): Boolean;
7858 if a
= 0 then Result
:= False
7859 else if a
= 255 then Result
:= True
7860 else Result
:= Random(256) > 255-a
;
7863 function TBot
.GetInterval(a
: Byte; radius
: SmallInt): SmallInt;
7865 Result
:= Round((255-a
)/255*radius
*(Random(2)-1));
7869 procedure TDifficult
.save (st
: TStream
);
7871 utils
.writeInt(st
, Byte(DiagFire
));
7872 utils
.writeInt(st
, Byte(InvisFire
));
7873 utils
.writeInt(st
, Byte(DiagPrecision
));
7874 utils
.writeInt(st
, Byte(FlyPrecision
));
7875 utils
.writeInt(st
, Byte(Cover
));
7876 utils
.writeInt(st
, Byte(CloseJump
));
7877 st
.WriteBuffer(WeaponPrior
[Low(WeaponPrior
)], sizeof(WeaponPrior
));
7878 st
.WriteBuffer(CloseWeaponPrior
[Low(CloseWeaponPrior
)], sizeof(CloseWeaponPrior
));
7881 procedure TDifficult
.load (st
: TStream
);
7883 DiagFire
:= utils
.readByte(st
);
7884 InvisFire
:= utils
.readByte(st
);
7885 DiagPrecision
:= utils
.readByte(st
);
7886 FlyPrecision
:= utils
.readByte(st
);
7887 Cover
:= utils
.readByte(st
);
7888 CloseJump
:= utils
.readByte(st
);
7889 st
.ReadBuffer(WeaponPrior
[Low(WeaponPrior
)], sizeof(WeaponPrior
));
7890 st
.ReadBuffer(CloseWeaponPrior
[Low(CloseWeaponPrior
)], sizeof(CloseWeaponPrior
));
7894 procedure TBot
.SaveState (st
: TStream
);
7899 inherited SaveState(st
);
7900 utils
.writeSign(st
, 'BOT0');
7902 utils
.writeInt(st
, Byte(FSelectedWeapon
));
7904 utils
.writeInt(st
, Word(FTargetUID
));
7905 // Âðåìÿ ïîòåðè öåëè
7906 utils
.writeInt(st
, LongWord(FLastVisible
));
7907 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7908 dw
:= Length(FAIFlags
);
7909 utils
.writeInt(st
, LongInt(dw
));
7911 for i
:= 0 to dw
-1 do
7913 utils
.writeStr(st
, FAIFlags
[i
].Name
, 20);
7914 utils
.writeStr(st
, FAIFlags
[i
].Value
, 20);
7916 // Íàñòðîéêè ñëîæíîñòè
7917 FDifficult
.save(st
);
7921 procedure TBot
.LoadState (st
: TStream
);
7926 inherited LoadState(st
);
7927 if not utils
.checkSign(st
, 'BOT0') then raise XStreamError
.Create('invalid bot signature');
7929 FSelectedWeapon
:= utils
.readByte(st
);
7931 FTargetUID
:= utils
.readWord(st
);
7932 // Âðåìÿ ïîòåðè öåëè
7933 FLastVisible
:= utils
.readLongWord(st
);
7934 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7935 dw
:= utils
.readLongInt(st
);
7936 if (dw
< 0) or (dw
> 16384) then raise XStreamError
.Create('invalid number of bot AI flags');
7937 SetLength(FAIFlags
, dw
);
7939 for i
:= 0 to dw
-1 do
7941 FAIFlags
[i
].Name
:= utils
.readStr(st
, 20);
7942 FAIFlags
[i
].Value
:= utils
.readStr(st
, 20);
7944 // Íàñòðîéêè ñëîæíîñòè
7945 FDifficult
.load(st
);
7950 conRegVar('cheat_berserk_autoswitch', @gBerserkAutoswitch
, 'autoswitch to fist when berserk pack taken', '', true, true);
7951 conRegVar('player_indicator', @gPlayerIndicator
, 'Draw indicator only for current player, also for teammates, or not at all', 'Draw indicator only for current player, also for teammates, or not at all');
7952 conRegVar('player_indicator_style', @gPlayerIndicatorStyle
, 'Visual appearance of indicator', 'Visual appearance of indicator');