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;
272 // debug: viewport offset
273 viewPortX
, viewPortY
, viewPortW
, viewPortH
: Integer;
275 function isValidViewPort (): Boolean; inline;
277 constructor Create(); virtual;
278 destructor Destroy(); override;
279 procedure Respawn(Silent
: Boolean; Force
: Boolean = False); virtual;
280 function GetRespawnPoint(): Byte;
281 procedure PressKey(Key
: Byte; Time
: Word = 1);
282 procedure ReleaseKeys();
283 procedure SetModel(ModelName
: String);
284 procedure SetColor(Color
: TRGB
);
285 function GetColor(): TRGB
;
286 procedure SetWeapon(W
: Byte);
287 function IsKeyPressed(K
: Byte): Boolean;
288 function GetKeys(): Byte;
289 function PickItem(ItemType
: Byte; arespawn
: Boolean; var remove
: Boolean): Boolean; virtual;
290 function Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean; overload
;
291 function Collide(Panel
: TPanel
): Boolean; overload
;
292 function Collide(X
, Y
: Integer): Boolean; overload
;
293 procedure SetDirection(Direction
: TDirection
);
294 procedure GetSecret();
295 function TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
297 procedure Push(vx
, vy
: Integer);
298 procedure ChangeModel(ModelName
: String);
299 procedure SwitchTeam
;
300 procedure ChangeTeam(Team
: Byte);
302 function GetFlag(Flag
: Byte): Boolean;
303 procedure SetFlag(Flag
: Byte);
304 function DropFlag(Silent
: Boolean = True): Boolean;
305 procedure AllRulez(Health
: Boolean);
306 procedure RestoreHealthArmor();
307 procedure FragCombo();
308 procedure GiveItem(ItemType
: Byte);
309 procedure Damage(value
: Word; SpawnerUID
: Word; vx
, vy
: Integer; t
: Byte); virtual;
310 function Heal(value
: Word; Soft
: Boolean): Boolean; virtual;
311 procedure MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
312 procedure MakeBloodSimple(Count
: Word);
313 procedure Kill(KillType
: Byte; SpawnerUID
: Word; t
: Byte);
314 procedure Reset(Force
: Boolean);
315 procedure Spectate(NoMove
: Boolean = False);
316 procedure SwitchNoClip
;
317 procedure SoftReset();
318 procedure Draw(); virtual;
319 procedure DrawPain();
320 procedure DrawPickup();
321 procedure DrawRulez();
323 procedure DrawIndicator(Color
: TRGB
);
324 procedure DrawBubble();
326 procedure Update(); virtual;
327 procedure RememberState();
328 procedure RecallState();
329 procedure SaveState (st
: TStream
); virtual;
330 procedure LoadState (st
: TStream
); virtual;
331 procedure PauseSounds(Enable
: Boolean);
332 procedure NetFire(Wpn
: Byte; X
, Y
, AX
, AY
: Integer; WID
: Integer = -1);
333 procedure DoLerp(Level
: Integer = 2);
334 procedure SetLerp(XTo
, YTo
: Integer);
335 procedure QueueWeaponSwitch(Weapon
: Byte);
336 procedure RealizeCurrentWeapon();
340 procedure JetpackOff
;
341 procedure CatchFire(Attacker
: Word; Timeout
: Integer = PLAYER_BURN_TIME
);
343 //WARNING! this does nothing for now, but still call it!
344 procedure positionChanged (); //WARNING! call this after entity position was changed, or coldet will not work right!
346 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
347 procedure moveBy (dx
, dy
: Integer); inline;
350 property Vel
: TPoint2i read FObj
.Vel
;
351 property Obj
: TObj read FObj
;
353 property Name
: String read FName write FName
;
354 property Model
: TPlayerModel read FModel
;
355 property Health
: Integer read FHealth write FHealth
;
356 property Lives
: Byte read FLives write FLives
;
357 property Armor
: Integer read FArmor write FArmor
;
358 property Air
: Integer read FAir write FAir
;
359 property JetFuel
: Integer read FJetFuel write FJetFuel
;
360 property Frags
: Integer read FFrags write FFrags
;
361 property Death
: Integer read FDeath write FDeath
;
362 property Kills
: Integer read FKills write FKills
;
363 property CurrWeap
: Byte read FCurrWeap write FCurrWeap
;
364 property MonsterKills
: Integer read FMonsterKills write FMonsterKills
;
365 property Secrets
: Integer read FSecrets
;
366 property GodMode
: Boolean read FGodMode write FGodMode
;
367 property NoTarget
: Boolean read FNoTarget write FNoTarget
;
368 property NoReload
: Boolean read FNoReload write FNoReload
;
369 property alive
: Boolean read FAlive write FAlive
;
370 property Flag
: Byte read FFlag
;
371 property Team
: Byte read FTeam write FTeam
;
372 property Direction
: TDirection read FDirection
;
373 property GameX
: Integer read FObj
.X write FObj
.X
;
374 property GameY
: Integer read FObj
.Y write FObj
.Y
;
375 property GameVelX
: Integer read FObj
.Vel
.X write FObj
.Vel
.X
;
376 property GameVelY
: Integer read FObj
.Vel
.Y write FObj
.Vel
.Y
;
377 property GameAccelX
: Integer read FObj
.Accel
.X write FObj
.Accel
.X
;
378 property GameAccelY
: Integer read FObj
.Accel
.Y write FObj
.Accel
.Y
;
379 property IncCam
: Integer read FIncCam write FIncCam
;
380 property UID
: Word read FUID write FUID
;
381 property JustTeleported
: Boolean read FJustTeleported write FJustTeleported
;
382 property NetTime
: LongWord read FNetTime write FNetTime
;
385 property eName
: String read FName write FName
;
386 property eHealth
: Integer read FHealth write FHealth
;
387 property eLives
: Byte read FLives write FLives
;
388 property eArmor
: Integer read FArmor write FArmor
;
389 property eAir
: Integer read FAir write FAir
;
390 property eJetFuel
: Integer read FJetFuel write FJetFuel
;
391 property eFrags
: Integer read FFrags write FFrags
;
392 property eDeath
: Integer read FDeath write FDeath
;
393 property eKills
: Integer read FKills write FKills
;
394 property eCurrWeap
: Byte read FCurrWeap write FCurrWeap
;
395 property eMonsterKills
: Integer read FMonsterKills write FMonsterKills
;
396 property eSecrets
: Integer read FSecrets write FSecrets
;
397 property eGodMode
: Boolean read FGodMode write FGodMode
;
398 property eNoTarget
: Boolean read FNoTarget write FNoTarget
;
399 property eNoReload
: Boolean read FNoReload write FNoReload
;
400 property eAlive
: Boolean read FAlive write FAlive
;
401 property eFlag
: Byte read FFlag
;
402 property eTeam
: Byte read FTeam write FTeam
;
403 property eDirection
: TDirection read FDirection
;
404 property eGameX
: Integer read FObj
.X write FObj
.X
;
405 property eGameY
: Integer read FObj
.Y write FObj
.Y
;
406 property eGameVelX
: Integer read FObj
.Vel
.X write FObj
.Vel
.X
;
407 property eGameVelY
: Integer read FObj
.Vel
.Y write FObj
.Vel
.Y
;
408 property eGameAccelX
: Integer read FObj
.Accel
.X write FObj
.Accel
.X
;
409 property eGameAccelY
: Integer read FObj
.Accel
.Y write FObj
.Accel
.Y
;
410 property eIncCam
: Integer read FIncCam write FIncCam
;
411 property eUID
: Word read FUID
;
412 property eJustTeleported
: Boolean read FJustTeleported
;
413 property eNetTime
: LongWord read FNetTime
;
415 // set this before assigning something to `eDamage`
416 property eDamageType
: Integer read mEDamageType write mEDamageType
;
417 property eDamage
: Integer write doDamage
;
428 WeaponPrior
: packed array [WP_FIRST
..WP_LAST
] of Byte;
429 CloseWeaponPrior
: packed array [WP_FIRST
..WP_LAST
] of Byte;
430 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
433 procedure save (st
: TStream
);
434 procedure load (st
: TStream
);
442 TBot
= class(TPlayer
)
444 FSelectedWeapon
: Byte;
447 FAIFlags
: Array of TAIFlag
;
448 FDifficult
: TDifficult
;
450 function GetRnd(a
: Byte): Boolean;
451 function GetInterval(a
: Byte; radius
: SmallInt): SmallInt;
452 function RunDirection(): TDirection
;
453 function FullInStep(XInc
, YInc
: Integer): Boolean;
454 //function NeedItem(Item: Byte): Byte;
455 procedure SelectWeapon(Dist
: Integer);
456 procedure SetAIFlag(aName
, fValue
: String20
);
457 function GetAIFlag(aName
: String20
): String20
;
458 procedure RemoveAIFlag(aName
: String20
);
459 function Healthy(): Byte;
460 procedure UpdateMove();
461 procedure UpdateCombat();
462 function KeyPressed(Key
: Word): Boolean;
463 procedure ReleaseKey(Key
: Byte);
464 function TargetOnScreen(TX
, TY
: Integer): Boolean;
465 procedure OnDamage(Angle
: SmallInt); override;
468 procedure Respawn(Silent
: Boolean; Force
: Boolean = False); override;
469 constructor Create(); override;
470 destructor Destroy(); override;
471 procedure Draw(); override;
472 function PickItem(ItemType
: Byte; force
: Boolean; var remove
: Boolean): Boolean; override;
473 function Heal(value
: Word; Soft
: Boolean): Boolean; override;
474 procedure Update(); override;
475 procedure SaveState (st
: TStream
); override;
476 procedure LoadState (st
: TStream
); override;
488 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
489 procedure moveBy (dx
, dy
: Integer); inline;
491 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
505 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
506 procedure moveBy (dx
, dy
: Integer); inline;
508 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
511 TCorpse
= class{$IFDEF USE_MEMPOOL}(TPoolObject
){$ENDIF}
520 FAnimation
: TAnimation
;
521 FAnimationMask
: TAnimation
;
524 constructor Create(X
, Y
: Integer; ModelName
: String; aMess
: Boolean);
525 destructor Destroy(); override;
526 procedure Damage(Value
: Word; vx
, vy
: Integer);
529 procedure SaveState (st
: TStream
);
530 procedure LoadState (st
: TStream
);
532 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
533 procedure moveBy (dx
, dy
: Integer); inline;
535 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
537 function ObjPtr (): PObj
; inline;
539 property Obj
: TObj read FObj
; // copies object
540 property State
: Byte read FState
;
541 property Mess
: Boolean read FMess
;
544 TTeamStat
= Array [TEAM_RED
..TEAM_BLUE
] of
550 gPlayers
: Array of TPlayer
;
551 gCorpses
: Array of TCorpse
;
552 gGibs
: Array of TGib
;
553 gShells
: Array of TShell
;
554 gTeamStat
: TTeamStat
;
555 gFly
: Boolean = False;
556 gAimLine
: Boolean = False;
557 gChatBubble
: Byte = 0;
558 gPlayerIndicator
: Integer = 1;
559 gPlayerIndicatorStyle
: Integer = 0;
563 MAX_RUNVEL
: Integer = 8;
564 VEL_JUMP
: Integer = 10;
565 SHELL_TIMEOUT
: Cardinal = 60000;
567 function Lerp(X
, Y
, Factor
: Integer): Integer;
569 procedure g_Gibs_SetMax(Count
: Word);
570 function g_Gibs_GetMax(): Word;
571 procedure g_Corpses_SetMax(Count
: Word);
572 function g_Corpses_GetMax(): Word;
573 procedure g_Shells_SetMax(Count
: Word);
574 function g_Shells_GetMax(): Word;
576 procedure g_Player_Init();
577 procedure g_Player_Free();
578 function g_Player_Create(ModelName
: String; Color
: TRGB
; Team
: Byte; Bot
: Boolean): Word;
579 function g_Player_CreateFromState (st
: TStream
): Word;
580 procedure g_Player_Remove(UID
: Word);
581 procedure g_Player_ResetTeams();
582 procedure g_Player_UpdateAll();
583 procedure g_Player_DrawAll();
584 procedure g_Player_DrawDebug(p
: TPlayer
);
585 procedure g_Player_DrawHealth();
586 procedure g_Player_RememberAll();
587 procedure g_Player_ResetAll(Force
, Silent
: Boolean);
588 function g_Player_Get(UID
: Word): TPlayer
;
589 function g_Player_GetCount(): Byte;
590 function g_Player_GetStats(): TPlayerStatArray
;
591 function g_Player_ValidName(Name
: String): Boolean;
592 procedure g_Player_CreateCorpse(Player
: TPlayer
);
593 procedure g_Player_CreateGibs(fX
, fY
: Integer; ModelName
: String; fColor
: TRGB
);
594 procedure g_Player_CreateShell(fX
, fY
, dX
, dY
: Integer; T
: Byte);
595 procedure g_Player_UpdatePhysicalObjects();
596 procedure g_Player_DrawCorpses();
597 procedure g_Player_DrawShells();
598 procedure g_Player_RemoveAllCorpses();
599 procedure g_Player_Corpses_SaveState (st
: TStream
);
600 procedure g_Player_Corpses_LoadState (st
: TStream
);
601 procedure g_Player_ResetReady();
602 procedure g_Bot_Add(Team
, Difficult
: Byte; Handicap
: Integer = 100);
603 procedure g_Bot_AddList(Team
: Byte; lname
: ShortString; num
: Integer = -1; Handicap
: Integer = 100);
604 procedure g_Bot_MixNames();
605 procedure g_Bot_RemoveAll();
610 {$INCLUDE ../nogl/noGLuses.inc}
611 {$IFDEF ENABLE_HOLMES}
614 e_log
, g_map
, g_items
, g_console
, g_gfx
, Math
,
615 g_options
, g_triggers
, g_menu
, g_game
, g_grid
,
616 wadreader
, g_main
, g_monsters
, CONFIG
, g_language
,
617 g_net
, g_netmsg
, g_window
,
620 const PLR_SAVE_VERSION
= 0;
630 diag_precision
: Byte;
634 w_prior1
: Array [WP_FIRST
..WP_LAST
] of Byte;
635 w_prior2
: Array [WP_FIRST
..WP_LAST
] of Byte;
636 w_prior3
: Array [WP_FIRST
..WP_LAST
] of Byte;
640 TIME_RESPAWN1
= 1500;
641 TIME_RESPAWN2
= 2000;
642 TIME_RESPAWN3
= 3000;
645 JET_MAX
= 540; // ~30 sec
646 PLAYER_SUIT_TIME
= 30000;
647 PLAYER_INVUL_TIME
= 30000;
648 PLAYER_INVIS_TIME
= 35000;
649 FRAG_COMBO_TIME
= 3000;
653 ANGLE_RIGHTDOWN
= -35;
655 ANGLE_LEFTDOWN
= -145;
656 PLAYER_HEADRECT
: TRectWH
= (X
:24; Y
:12; Width
:20; Height
:12);
657 WEAPONPOINT
: Array [TDirection
] of TDFPoint
= ((X
:16; Y
:32), (X
:47; Y
:32));
660 BOT_UNSAFEDIST
= 128;
661 TEAMCOLOR
: Array [TEAM_RED
..TEAM_BLUE
] of TRGB
= ((R
:255; G
:0; B
:0),
663 DIFFICULT_EASY
: TDifficult
= (DiagFire
: 32; InvisFire
: 32; DiagPrecision
: 32;
664 FlyPrecision
: 32; Cover
: 32; CloseJump
: 32;
665 WeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0));
666 DIFFICULT_MEDIUM
: TDifficult
= (DiagFire
: 127; InvisFire
: 127; DiagPrecision
: 127;
667 FlyPrecision
: 127; Cover
: 127; CloseJump
: 127;
668 WeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0));
669 DIFFICULT_HARD
: TDifficult
= (DiagFire
: 255; InvisFire
: 255; DiagPrecision
: 255;
670 FlyPrecision
: 255; Cover
: 255; CloseJump
: 255;
671 WeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0));
672 WEAPON_PRIOR1
: Array [WP_FIRST
..WP_LAST
] of Byte =
673 (WEAPON_FLAMETHROWER
, WEAPON_SUPERPULEMET
,
674 WEAPON_SHOTGUN2
, WEAPON_SHOTGUN1
,
675 WEAPON_CHAINGUN
, WEAPON_PLASMA
, WEAPON_ROCKETLAUNCHER
,
676 WEAPON_BFG
, WEAPON_PISTOL
, WEAPON_SAW
, WEAPON_KASTET
);
677 WEAPON_PRIOR2
: Array [WP_FIRST
..WP_LAST
] of Byte =
678 (WEAPON_FLAMETHROWER
, WEAPON_SUPERPULEMET
,
679 WEAPON_BFG
, WEAPON_ROCKETLAUNCHER
,
680 WEAPON_SHOTGUN2
, WEAPON_PLASMA
, WEAPON_SHOTGUN1
,
681 WEAPON_CHAINGUN
, WEAPON_PISTOL
, WEAPON_SAW
, WEAPON_KASTET
);
682 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
683 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
684 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
685 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
686 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
687 WEAPON_RELOAD
: Array [WP_FIRST
..WP_LAST
] of Byte =
688 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
690 PLAYER_SIGNATURE
= $52594C50; // 'PLYR'
691 CORPSE_SIGNATURE
= $50524F43; // 'CORP'
693 BOTNAMES_FILENAME
= 'botnames.txt';
694 BOTLIST_FILENAME
= 'botlist.txt';
698 MaxCorpses
: Word = 20;
699 MaxShells
: Word = 300;
700 CurrentGib
: Integer = 0;
701 CurrentShell
: Integer = 0;
702 BotNames
: Array of String;
703 BotList
: Array of TBotProfile
;
706 function Lerp(X
, Y
, Factor
: Integer): Integer;
708 Result
:= X
+ ((Y
- X
) div Factor
);
711 function SameTeam(UID1
, UID2
: Word): Boolean;
715 if (UID1
> UID_MAX_PLAYER
) or (UID1
<= UID_MAX_GAME
) or
716 (UID2
> UID_MAX_PLAYER
) or (UID2
<= UID_MAX_GAME
) then Exit
;
718 if (g_Player_Get(UID1
) = nil) or (g_Player_Get(UID2
) = nil) then Exit
;
720 if ((g_Player_Get(UID1
).Team
= TEAM_NONE
) or
721 (g_Player_Get(UID2
).Team
= TEAM_NONE
)) then Exit
;
723 Result
:= g_Player_Get(UID1
).FTeam
= g_Player_Get(UID2
).FTeam
;
726 procedure g_Gibs_SetMax(Count
: Word);
729 SetLength(gGibs
, Count
);
731 if CurrentGib
>= Count
then
735 function g_Gibs_GetMax(): Word;
740 procedure g_Shells_SetMax(Count
: Word);
743 SetLength(gShells
, Count
);
745 if CurrentShell
>= Count
then
749 function g_Shells_GetMax(): Word;
755 procedure g_Corpses_SetMax(Count
: Word);
758 SetLength(gCorpses
, Count
);
761 function g_Corpses_GetMax(): Word;
763 Result
:= MaxCorpses
;
766 function g_Player_Create(ModelName
: String; Color
: TRGB
; Team
: Byte; Bot
: Boolean): Word;
776 // Åñòü ëè ìåñòî â gPlayers:
777 if gPlayers
<> nil then
778 for a
:= 0 to High(gPlayers
) do
779 if gPlayers
[a
] = nil then
785 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
788 SetLength(gPlayers
, Length(gPlayers
)+1);
792 // Ñîçäàåì îáúåêò èãðîêà:
794 gPlayers
[a
] := TBot
.Create()
796 gPlayers
[a
] := TPlayer
.Create();
799 gPlayers
[a
].FActualModelName
:= ModelName
;
800 gPlayers
[a
].SetModel(ModelName
);
802 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
803 if gPlayers
[a
].FModel
= nil then
807 g_FatalError(Format(_lc
[I_GAME_ERROR_MODEL
], [ModelName
]));
811 if not (Team
in [TEAM_RED
, TEAM_BLUE
]) then
812 if Random(2) = 0 then
816 gPlayers
[a
].FPreferredTeam
:= Team
;
818 case gGameSettings
.GameMode
of
819 GM_DM
: gPlayers
[a
].FTeam
:= TEAM_NONE
;
821 GM_CTF
: gPlayers
[a
].FTeam
:= gPlayers
[a
].FPreferredTeam
;
823 GM_COOP
: gPlayers
[a
].FTeam
:= TEAM_COOP
;
826 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
827 gPlayers
[a
].FColor
:= Color
;
828 if gPlayers
[a
].FTeam
in [TEAM_RED
, TEAM_BLUE
] then
829 gPlayers
[a
].FModel
.Color
:= TEAMCOLOR
[gPlayers
[a
].FTeam
]
831 gPlayers
[a
].FModel
.Color
:= Color
;
833 gPlayers
[a
].FUID
:= g_CreateUID(UID_PLAYER
);
834 gPlayers
[a
].FAlive
:= False;
836 Result
:= gPlayers
[a
].FUID
;
839 function g_Player_CreateFromState (st
: TStream
): Word;
846 if (st
= nil) then exit
; //???
849 if not utils
.checkSign(st
, 'PLYR') then raise XStreamError
.Create('invalid player signature');
850 if (utils
.readByte(st
) <> PLR_SAVE_VERSION
) then raise XStreamError
.Create('invalid player version');
853 Bot
:= utils
.readBool(st
);
858 // Åñòü ëè ìåñòî â gPlayers:
859 for a
:= 0 to High(gPlayers
) do if (gPlayers
[a
] = nil) then begin ok
:= true; break
; end;
861 // Íåò ìåñòà - ðàñøèðÿåì gPlayers
864 SetLength(gPlayers
, Length(gPlayers
)+1);
868 // Ñîçäàåì îáúåêò èãðîêà
870 gPlayers
[a
] := TBot
.Create()
872 gPlayers
[a
] := TPlayer
.Create();
873 gPlayers
[a
].FIamBot
:= Bot
;
874 gPlayers
[a
].FPhysics
:= True;
877 gPlayers
[a
].FUID
:= utils
.readWord(st
);
879 gPlayers
[a
].FName
:= utils
.readStr(st
);
881 gPlayers
[a
].FTeam
:= utils
.readByte(st
);
882 gPlayers
[a
].FPreferredTeam
:= gPlayers
[a
].FTeam
;
884 gPlayers
[a
].FAlive
:= utils
.readBool(st
);
885 // Èçðàñõîäîâàë ëè âñå æèçíè
886 gPlayers
[a
].FNoRespawn
:= utils
.readBool(st
);
888 b
:= utils
.readByte(st
);
889 if b
= 1 then gPlayers
[a
].FDirection
:= TDirection
.D_LEFT
else gPlayers
[a
].FDirection
:= TDirection
.D_RIGHT
; // b = 2
891 gPlayers
[a
].FHealth
:= utils
.readLongInt(st
);
893 gPlayers
[a
].FHandicap
:= utils
.readLongInt(st
);
895 gPlayers
[a
].FLives
:= utils
.readByte(st
);
897 gPlayers
[a
].FArmor
:= utils
.readLongInt(st
);
899 gPlayers
[a
].FAir
:= utils
.readLongInt(st
);
901 gPlayers
[a
].FJetFuel
:= utils
.readLongInt(st
);
903 gPlayers
[a
].FPain
:= utils
.readLongInt(st
);
905 gPlayers
[a
].FKills
:= utils
.readLongInt(st
);
907 gPlayers
[a
].FMonsterKills
:= utils
.readLongInt(st
);
909 gPlayers
[a
].FFrags
:= utils
.readLongInt(st
);
911 gPlayers
[a
].FFragCombo
:= utils
.readByte(st
);
912 // Âðåìÿ ïîñëåäíåãî ôðàãà
913 gPlayers
[a
].FLastFrag
:= utils
.readLongWord(st
);
915 gPlayers
[a
].FDeath
:= utils
.readLongInt(st
);
917 gPlayers
[a
].FFlag
:= utils
.readByte(st
);
919 gPlayers
[a
].FSecrets
:= utils
.readLongInt(st
);
921 gPlayers
[a
].FCurrWeap
:= utils
.readByte(st
);
922 // Ñëåäóþùåå æåëàåìîå îðóæèå
923 gPlayers
[a
].FNextWeap
:= utils
.readWord(st
);
925 gPlayers
[a
].FNextWeapDelay
:= utils
.readByte(st
);
927 gPlayers
[a
].FBFGFireCounter
:= utils
.readSmallInt(st
);
929 gPlayers
[a
].FDamageBuffer
:= utils
.readLongInt(st
);
930 // Ïîñëåäíèé óäàðèâøèé
931 gPlayers
[a
].FLastSpawnerUID
:= utils
.readWord(st
);
932 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
933 gPlayers
[a
].FLastHit
:= utils
.readByte(st
);
935 Obj_LoadState(@gPlayers
[a
].FObj
, st
);
936 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
937 for i
:= A_BULLETS
to A_HIGH
do gPlayers
[a
].FAmmo
[i
] := utils
.readWord(st
);
938 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
939 for i
:= A_BULLETS
to A_HIGH
do gPlayers
[a
].FMaxAmmo
[i
] := utils
.readWord(st
);
941 for i
:= WP_FIRST
to WP_LAST
do gPlayers
[a
].FWeapon
[i
] := utils
.readBool(st
);
942 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
943 for i
:= WP_FIRST
to WP_LAST
do gPlayers
[a
].FReloading
[i
] := utils
.readWord(st
);
945 if utils
.readBool(st
) then Include(gPlayers
[a
].FRulez
, R_ITEM_BACKPACK
);
946 // Íàëè÷èå êðàñíîãî êëþ÷à
947 if utils
.readBool(st
) then Include(gPlayers
[a
].FRulez
, R_KEY_RED
);
948 // Íàëè÷èå çåëåíîãî êëþ÷à
949 if utils
.readBool(st
) then Include(gPlayers
[a
].FRulez
, R_KEY_GREEN
);
950 // Íàëè÷èå ñèíåãî êëþ÷à
951 if utils
.readBool(st
) then Include(gPlayers
[a
].FRulez
, R_KEY_BLUE
);
953 if utils
.readBool(st
) then Include(gPlayers
[a
].FRulez
, R_BERSERK
);
954 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
955 for i
:= MR_SUIT
to MR_MAX
do gPlayers
[a
].FMegaRulez
[i
] := utils
.readLongWord(st
);
956 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
957 for i
:= T_RESPAWN
to T_FLAGCAP
do gPlayers
[a
].FTime
[i
] := utils
.readLongWord(st
);
960 gPlayers
[a
].FActualModelName
:= utils
.readStr(st
);
962 gPlayers
[a
].FColor
.R
:= utils
.readByte(st
);
963 gPlayers
[a
].FColor
.G
:= utils
.readByte(st
);
964 gPlayers
[a
].FColor
.B
:= utils
.readByte(st
);
965 // Îáíîâëÿåì ìîäåëü èãðîêà
966 gPlayers
[a
].SetModel(gPlayers
[a
].FActualModelName
);
968 // Íåò ìîäåëè - ñîçäàíèå íåâîçìîæíî
969 if (gPlayers
[a
].FModel
= nil) then
973 g_FatalError(Format(_lc
[I_GAME_ERROR_MODEL
], [gPlayers
[a
].FActualModelName
]));
977 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû
978 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
979 gPlayers
[a
].FModel
.Color
:= TEAMCOLOR
[gPlayers
[a
].FTeam
]
981 gPlayers
[a
].FModel
.Color
:= gPlayers
[a
].FColor
;
983 result
:= gPlayers
[a
].FUID
;
987 procedure g_Player_ResetTeams();
991 if g_Game_IsClient
then
993 if gPlayers
= nil then
995 for a
:= Low(gPlayers
) to High(gPlayers
) do
996 if gPlayers
[a
] <> nil then
997 case gGameSettings
.GameMode
of
999 gPlayers
[a
].ChangeTeam(TEAM_NONE
);
1001 if not (gPlayers
[a
].Team
in [TEAM_RED
, TEAM_BLUE
]) then
1002 if gPlayers
[a
].FPreferredTeam
in [TEAM_RED
, TEAM_BLUE
] then
1003 gPlayers
[a
].ChangeTeam(gPlayers
[a
].FPreferredTeam
)
1006 gPlayers
[a
].ChangeTeam(TEAM_RED
)
1008 gPlayers
[a
].ChangeTeam(TEAM_BLUE
);
1011 gPlayers
[a
].ChangeTeam(TEAM_COOP
);
1015 procedure g_Bot_Add(Team
, Difficult
: Byte; Handicap
: Integer = 100);
1018 _name
, _model
: String;
1021 if not g_Game_IsServer
then Exit
;
1023 // Ñïèñîê íàçâàíèé ìîäåëåé:
1024 m
:= g_PlayerModel_GetNames();
1029 if (gGameSettings
.GameType
= GT_SINGLE
) or (gGameSettings
.GameMode
= GM_COOP
) then
1030 Team
:= TEAM_COOP
// COOP
1032 if gGameSettings
.GameMode
= GM_DM
then
1033 Team
:= TEAM_NONE
// DM
1035 if Team
= TEAM_NONE
then // CTF / TDM
1037 // Àâòîáàëàíñ êîìàíä:
1041 for a
:= 0 to High(gPlayers
) do
1042 if gPlayers
[a
] <> nil then
1044 if gPlayers
[a
].Team
= TEAM_RED
then
1047 if gPlayers
[a
].Team
= TEAM_BLUE
then
1057 if Random(2) = 0 then
1063 // Âûáèðàåì áîòó èìÿ:
1065 if BotNames
<> nil then
1066 for a
:= 0 to High(BotNames
) do
1067 if g_Player_ValidName(BotNames
[a
]) then
1069 _name
:= BotNames
[a
];
1073 // Èìåíè íåò, çàäàåì ñëó÷àéíîå:
1076 _name
:= Format('DFBOT%.2d', [Random(100)]);
1077 until g_Player_ValidName(_name
);
1079 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
1080 _model
:= m
[Random(Length(m
))];
1083 with g_Player_Get(g_Player_Create(_model
,
1084 _RGB(Min(Random(9)*32, 255),
1085 Min(Random(9)*32, 255),
1086 Min(Random(9)*32, 255)),
1087 Team
, True)) as TBot
do
1092 1: FDifficult
:= DIFFICULT_EASY
;
1093 2: FDifficult
:= DIFFICULT_MEDIUM
;
1094 else FDifficult
:= DIFFICULT_HARD
;
1097 for a
:= WP_FIRST
to WP_LAST
do
1099 FDifficult
.WeaponPrior
[a
] := WEAPON_PRIOR1
[a
];
1100 FDifficult
.CloseWeaponPrior
[a
] := WEAPON_PRIOR2
[a
];
1101 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1104 FHandicap
:= Handicap
;
1106 g_Console_Add(Format(_lc
[I_PLAYER_JOIN
], [Name
]), True);
1108 if g_Game_IsNet
then MH_SEND_PlayerCreate(UID
);
1109 if g_Game_IsServer
and (gGameSettings
.MaxLives
> 0) then
1114 procedure g_Bot_AddList(Team
: Byte; lName
: ShortString; num
: Integer = -1; Handicap
: Integer = 100);
1117 _name
, _model
: String;
1120 if not g_Game_IsServer
then Exit
;
1122 // Ñïèñîê íàçâàíèé ìîäåëåé:
1123 m
:= g_PlayerModel_GetNames();
1128 if (gGameSettings
.GameType
= GT_SINGLE
) or (gGameSettings
.GameMode
= GM_COOP
) then
1129 Team
:= TEAM_COOP
// COOP
1131 if gGameSettings
.GameMode
= GM_DM
then
1132 Team
:= TEAM_NONE
// DM
1134 if Team
= TEAM_NONE
then
1135 Team
:= BotList
[num
].team
; // CTF / TDM
1137 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1138 lName
:= AnsiLowerCase(lName
);
1139 if (num
< 0) or (num
> Length(BotList
)-1) then
1141 if (num
= -1) and (lName
<> '') and (BotList
<> nil) then
1142 for a
:= 0 to High(BotList
) do
1143 if AnsiLowerCase(BotList
[a
].name
) = lName
then
1152 _name
:= BotList
[num
].name
;
1153 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1154 if not g_Player_ValidName(_name
) then
1156 _name
:= Format('DFBOT%.2d', [Random(100)]);
1157 until g_Player_ValidName(_name
);
1160 _model
:= BotList
[num
].model
;
1161 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1162 if not InSArray(_model
, m
) then
1163 _model
:= m
[Random(Length(m
))];
1166 with g_Player_Get(g_Player_Create(_model
, BotList
[num
].color
, Team
, True)) as TBot
do
1170 FDifficult
.DiagFire
:= BotList
[num
].diag_fire
;
1171 FDifficult
.InvisFire
:= BotList
[num
].invis_fire
;
1172 FDifficult
.DiagPrecision
:= BotList
[num
].diag_precision
;
1173 FDifficult
.FlyPrecision
:= BotList
[num
].fly_precision
;
1174 FDifficult
.Cover
:= BotList
[num
].cover
;
1175 FDifficult
.CloseJump
:= BotList
[num
].close_jump
;
1177 FHandicap
:= Handicap
;
1179 for a
:= WP_FIRST
to WP_LAST
do
1181 FDifficult
.WeaponPrior
[a
] := BotList
[num
].w_prior1
[a
];
1182 FDifficult
.CloseWeaponPrior
[a
] := BotList
[num
].w_prior2
[a
];
1183 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1186 g_Console_Add(Format(_lc
[I_PLAYER_JOIN
], [Name
]), True);
1188 if g_Game_IsNet
then MH_SEND_PlayerCreate(UID
);
1192 procedure g_Bot_RemoveAll();
1196 if not g_Game_IsServer
then Exit
;
1197 if gPlayers
= nil then Exit
;
1199 for a
:= 0 to High(gPlayers
) do
1200 if gPlayers
[a
] <> nil then
1201 if gPlayers
[a
] is TBot
then
1203 gPlayers
[a
].Lives
:= 0;
1204 gPlayers
[a
].Kill(K_SIMPLEKILL
, 0, HIT_DISCON
);
1205 g_Console_Add(Format(_lc
[I_PLAYER_LEAVE
], [gPlayers
[a
].Name
]), True);
1206 g_Player_Remove(gPlayers
[a
].FUID
);
1212 procedure g_Bot_MixNames();
1217 if BotNames
<> nil then
1218 for a
:= 0 to High(BotNames
) do
1220 b
:= Random(Length(BotNames
));
1222 Botnames
[a
] := BotNames
[b
];
1227 procedure g_Player_Remove(UID
: Word);
1231 if gPlayers
= nil then Exit
;
1233 if g_Game_IsServer
and g_Game_IsNet
then
1234 MH_SEND_PlayerDelete(UID
);
1236 for i
:= 0 to High(gPlayers
) do
1237 if gPlayers
[i
] <> nil then
1238 if gPlayers
[i
].FUID
= UID
then
1240 if gPlayers
[i
] is TPlayer
then
1241 TPlayer(gPlayers
[i
]).Free()
1243 TBot(gPlayers
[i
]).Free();
1249 procedure g_Player_Init();
1259 if not FileExists(DataDir
+ BOTNAMES_FILENAME
) then
1262 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1263 AssignFile(F
, DataDir
+ BOTNAMES_FILENAME
);
1274 SetLength(BotNames
, Length(BotNames
)+1);
1275 BotNames
[High(BotNames
)] := s
;
1283 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1284 config
:= TConfig
.CreateFile(DataDir
+ BOTLIST_FILENAME
);
1288 while config
.SectionExists(IntToStr(a
)) do
1290 SetLength(BotList
, Length(BotList
)+1);
1292 with BotList
[High(BotList
)] do
1295 name
:= config
.ReadStr(IntToStr(a
), 'name', '');
1297 model
:= config
.ReadStr(IntToStr(a
), 'model', '');
1299 if config
.ReadStr(IntToStr(a
), 'team', 'red') = 'red' then
1304 sa
:= parse(config
.ReadStr(IntToStr(a
), 'color', ''));
1305 color
.R
:= StrToIntDef(sa
[0], 0);
1306 color
.G
:= StrToIntDef(sa
[1], 0);
1307 color
.B
:= StrToIntDef(sa
[2], 0);
1308 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1309 diag_fire
:= config
.ReadInt(IntToStr(a
), 'diag_fire', 0);
1310 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1311 invis_fire
:= config
.ReadInt(IntToStr(a
), 'invis_fire', 0);
1312 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1313 diag_precision
:= config
.ReadInt(IntToStr(a
), 'diag_precision', 0);
1314 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1315 fly_precision
:= config
.ReadInt(IntToStr(a
), 'fly_precision', 0);
1316 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1317 cover
:= config
.ReadInt(IntToStr(a
), 'cover', 0);
1318 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1319 close_jump
:= config
.ReadInt(IntToStr(a
), 'close_jump', 0);
1320 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1321 sa
:= parse(config
.ReadStr(IntToStr(a
), 'w_prior1', ''));
1322 if Length(sa
) = 10 then
1324 w_prior1
[b
] := EnsureRange(StrToInt(sa
[b
]), 0, 9);
1325 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1326 sa
:= parse(config
.ReadStr(IntToStr(a
), 'w_prior2', ''));
1327 if Length(sa
) = 10 then
1329 w_prior2
[b
] := EnsureRange(StrToInt(sa
[b
]), 0, 9);
1331 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1332 if Length(sa) = 10 then
1334 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1343 procedure g_Player_Free();
1347 if gPlayers
<> nil then
1349 for i
:= 0 to High(gPlayers
) do
1350 if gPlayers
[i
] <> nil then
1352 if gPlayers
[i
] is TPlayer
then
1353 TPlayer(gPlayers
[i
]).Free()
1355 TBot(gPlayers
[i
]).Free();
1366 procedure g_Player_UpdateAll();
1370 if gPlayers
= nil then Exit
;
1372 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1373 for i
:= 0 to High(gPlayers
) do
1375 if gPlayers
[i
] <> nil then
1377 if gPlayers
[i
] is TPlayer
then
1379 gPlayers
[i
].Update();
1380 gPlayers
[i
].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1384 // bot updates weapons in `UpdateCombat()`
1385 TBot(gPlayers
[i
]).Update();
1389 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1392 procedure g_Player_DrawAll();
1396 if gPlayers
= nil then Exit
;
1398 for i
:= 0 to High(gPlayers
) do
1399 if gPlayers
[i
] <> nil then
1400 if gPlayers
[i
] is TPlayer
then gPlayers
[i
].Draw()
1401 else TBot(gPlayers
[i
]).Draw();
1404 procedure g_Player_DrawDebug(p
: TPlayer
);
1408 if p
= nil then Exit
;
1409 if (@p
.FObj
) = nil then Exit
;
1411 e_TextureFontGetSize(gStdFont
, fW
, fH
);
1413 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p
.FObj
.X
), gStdFont
);
1414 e_TextureFontPrint(0, fH
, 'Pos Y: ' + IntToStr(p
.FObj
.Y
), gStdFont
);
1415 e_TextureFontPrint(0, fH
* 2, 'Vel X: ' + IntToStr(p
.FObj
.Vel
.X
), gStdFont
);
1416 e_TextureFontPrint(0, fH
* 3, 'Vel Y: ' + IntToStr(p
.FObj
.Vel
.Y
), gStdFont
);
1417 e_TextureFontPrint(0, fH
* 4, 'Acc X: ' + IntToStr(p
.FObj
.Accel
.X
), gStdFont
);
1418 e_TextureFontPrint(0, fH
* 5, 'Acc Y: ' + IntToStr(p
.FObj
.Accel
.Y
), gStdFont
);
1421 procedure g_Player_DrawHealth();
1426 if gPlayers
= nil then Exit
;
1427 e_TextureFontGetSize(gStdFont
, fW
, fH
);
1429 for i
:= 0 to High(gPlayers
) do
1430 if gPlayers
[i
] <> nil then
1432 e_TextureFontPrint(gPlayers
[i
].FObj
.X
+ gPlayers
[i
].FObj
.Rect
.X
,
1433 gPlayers
[i
].FObj
.Y
+ gPlayers
[i
].FObj
.Rect
.Y
+ gPlayers
[i
].FObj
.Rect
.Height
- fH
* 2,
1434 IntToStr(gPlayers
[i
].FHealth
), gStdFont
);
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
,
1437 IntToStr(gPlayers
[i
].FArmor
), gStdFont
);
1441 function g_Player_Get(UID
: Word): TPlayer
;
1447 if gPlayers
= nil then
1450 for a
:= 0 to High(gPlayers
) do
1451 if gPlayers
[a
] <> nil then
1452 if gPlayers
[a
].FUID
= UID
then
1454 Result
:= gPlayers
[a
];
1459 function g_Player_GetCount(): Byte;
1465 if gPlayers
= nil then
1468 for a
:= 0 to High(gPlayers
) do
1469 if gPlayers
[a
] <> nil then
1470 Result
:= Result
+ 1;
1473 function g_Player_GetStats(): TPlayerStatArray
;
1479 if gPlayers
= nil then Exit
;
1481 for a
:= 0 to High(gPlayers
) do
1482 if gPlayers
[a
] <> nil then
1484 SetLength(Result
, Length(Result
)+1);
1485 with Result
[High(Result
)] do
1488 Ping
:= gPlayers
[a
].FPing
;
1489 Loss
:= gPlayers
[a
].FLoss
;
1490 Name
:= gPlayers
[a
].FName
;
1491 Team
:= gPlayers
[a
].FTeam
;
1492 Frags
:= gPlayers
[a
].FFrags
;
1493 Deaths
:= gPlayers
[a
].FDeath
;
1494 Kills
:= gPlayers
[a
].FKills
;
1495 Color
:= gPlayers
[a
].FModel
.Color
;
1496 Lives
:= gPlayers
[a
].FLives
;
1497 Spectator
:= gPlayers
[a
].FSpectator
;
1502 procedure g_Player_ResetReady();
1506 if not g_Game_IsServer
then Exit
;
1507 if gPlayers
= nil then Exit
;
1509 for a
:= 0 to High(gPlayers
) do
1510 if gPlayers
[a
] <> nil then
1512 gPlayers
[a
].FReady
:= False;
1513 if g_Game_IsNet
then
1514 MH_SEND_GameEvent(NET_EV_INTER_READY
, gPlayers
[a
].UID
, 'N');
1518 procedure g_Player_RememberAll
;
1522 for i
:= Low(gPlayers
) to High(gPlayers
) do
1523 if (gPlayers
[i
] <> nil) and gPlayers
[i
].alive
then
1524 gPlayers
[i
].RememberState
;
1527 procedure g_Player_ResetAll(Force
, Silent
: Boolean);
1531 gTeamStat
[TEAM_RED
].Goals
:= 0;
1532 gTeamStat
[TEAM_BLUE
].Goals
:= 0;
1534 if gPlayers
<> nil then
1535 for i
:= 0 to High(gPlayers
) do
1536 if gPlayers
[i
] <> nil then
1538 gPlayers
[i
].Reset(Force
);
1540 if gPlayers
[i
] is TPlayer
then
1542 if (not gPlayers
[i
].FSpectator
) or gPlayers
[i
].FWantsInGame
then
1543 gPlayers
[i
].Respawn(Silent
)
1545 gPlayers
[i
].Spectate();
1548 TBot(gPlayers
[i
]).Respawn(Silent
);
1552 procedure g_Player_CreateCorpse(Player
: TPlayer
);
1558 if Player
.alive
then
1561 // Ðàçðûâàåì ñâÿçü ñ ïðåæíèì òðóïîì:
1562 if gCorpses
<> nil then
1563 for i
:= 0 to High(gCorpses
) do
1564 if gCorpses
[i
] <> nil then
1565 if gCorpses
[i
].FPlayerUID
= Player
.FUID
then
1566 gCorpses
[i
].FPlayerUID
:= 0;
1568 if Player
.FObj
.Y
>= gMapInfo
.Height
+128 then
1573 if (FHealth
>= -50) or (gGibsCount
= 0) then
1575 if (gCorpses
= nil) or (Length(gCorpses
) = 0) then
1579 for find_id
:= 0 to High(gCorpses
) do
1580 if gCorpses
[find_id
] = nil then
1587 find_id
:= Random(Length(gCorpses
));
1589 gCorpses
[find_id
] := TCorpse
.Create(FObj
.X
, FObj
.Y
, FModel
.Name
, FHealth
< -20);
1590 gCorpses
[find_id
].FColor
:= FModel
.Color
;
1591 gCorpses
[find_id
].FObj
.Vel
:= FObj
.Vel
;
1592 gCorpses
[find_id
].FObj
.Accel
:= FObj
.Accel
;
1593 gCorpses
[find_id
].FPlayerUID
:= FUID
;
1596 g_Player_CreateGibs(FObj
.X
+ PLAYER_RECT_CX
,
1597 FObj
.Y
+ PLAYER_RECT_CY
,
1598 FModel
.Name
, FModel
.Color
);
1602 procedure g_Player_CreateShell(fX
, fY
, dX
, dY
: Integer; T
: Byte);
1606 if (gShells
= nil) or (Length(gShells
) = 0) then
1609 with gShells
[CurrentShell
] do
1615 if T
= SHELL_BULLET
then
1617 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID
) then
1621 Obj
.Rect
.Width
:= 4;
1622 Obj
.Rect
.Height
:= 2;
1626 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID
) then
1630 Obj
.Rect
.Width
:= 7;
1631 Obj
.Rect
.Height
:= 3;
1637 g_Obj_Push(@Obj
, dX
+ Random(4)-Random(4), dY
-Random(4));
1638 positionChanged(); // this updates spatial accelerators
1639 RAngle
:= Random(360);
1640 Timeout
:= gTime
+ SHELL_TIMEOUT
;
1642 if CurrentShell
>= High(gShells
) then
1649 procedure g_Player_CreateGibs(fX
, fY
: Integer; ModelName
: string; fColor
: TRGB
);
1652 GibsArray
: TGibsArray
;
1655 if (gGibs
= nil) or (Length(gGibs
) = 0) then
1657 if not g_PlayerModel_GetGibs(ModelName
, GibsArray
) then
1659 Blood
:= g_PlayerModel_GetBlood(ModelName
);
1661 for a
:= 0 to High(GibsArray
) do
1662 with gGibs
[CurrentGib
] do
1665 ID
:= GibsArray
[a
].ID
;
1666 MaskID
:= GibsArray
[a
].MaskID
;
1669 Obj
.Rect
:= GibsArray
[a
].Rect
;
1670 Obj
.X
:= fX
-GibsArray
[a
].Rect
.X
-(GibsArray
[a
].Rect
.Width
div 2);
1671 Obj
.Y
:= fY
-GibsArray
[a
].Rect
.Y
-(GibsArray
[a
].Rect
.Height
div 2);
1672 g_Obj_PushA(@Obj
, 25 + Random(10), Random(361));
1673 positionChanged(); // this updates spatial accelerators
1674 RAngle
:= Random(360);
1676 if gBloodCount
> 0 then
1677 g_GFX_Blood(fX
, fY
, 16*gBloodCount
+Random(5*gBloodCount
), -16+Random(33), -16+Random(33),
1678 Random(48), Random(48), Blood
.R
, Blood
.G
, Blood
.B
, Blood
.Kind
);
1680 if CurrentGib
>= High(gGibs
) then
1687 procedure g_Player_UpdatePhysicalObjects();
1693 procedure ShellSound_Bounce(X
, Y
: Integer; T
: Byte);
1698 if T
= SHELL_BULLET
then
1699 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k
), X
, Y
)
1701 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k
), X
, Y
);
1706 if gGibs
<> nil then
1707 for i
:= 0 to High(gGibs
) do
1708 if gGibs
[i
].alive
then
1712 mr
:= g_Obj_Move(@Obj
, True, False, True);
1713 positionChanged(); // this updates spatial accelerators
1715 if WordBool(mr
and MOVE_FALLOUT
) then
1721 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1722 if WordBool(mr
and MOVE_HITWALL
) then
1723 Obj
.Vel
.X
:= -(vel
.X
div 2);
1724 if WordBool(mr
and (MOVE_HITCEIL
or MOVE_HITLAND
)) then
1725 Obj
.Vel
.Y
:= -(vel
.Y
div 2);
1727 if (Obj
.Vel
.X
>= 0) then
1729 RAngle
:= RAngle
+ Abs(Obj
.Vel
.X
)*6 + Abs(Obj
.Vel
.Y
);
1730 if RAngle
>= 360 then
1731 RAngle
:= RAngle
mod 360;
1732 end else begin // Counter-clockwise
1733 RAngle
:= RAngle
- Abs(Obj
.Vel
.X
)*6 - Abs(Obj
.Vel
.Y
);
1735 RAngle
:= (360 - (Abs(RAngle
) mod 360)) mod 360;
1738 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1739 if gTime
mod (GAME_TICK
*3) = 0 then
1740 Obj
.Vel
.X
:= z_dec(Obj
.Vel
.X
, 1);
1744 if gCorpses
<> nil then
1745 for i
:= 0 to High(gCorpses
) do
1746 if gCorpses
[i
] <> nil then
1747 if gCorpses
[i
].State
= CORPSE_STATE_REMOVEME
then
1753 gCorpses
[i
].Update();
1756 if gShells
<> nil then
1757 for i
:= 0 to High(gShells
) do
1758 if gShells
[i
].alive
then
1762 mr
:= g_Obj_Move(@Obj
, True, False, True);
1763 positionChanged(); // this updates spatial accelerators
1765 if WordBool(mr
and MOVE_FALLOUT
) or (gShells
[i
].Timeout
< gTime
) then
1771 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1772 if WordBool(mr
and MOVE_HITWALL
) then
1774 Obj
.Vel
.X
:= -(vel
.X
div 2);
1775 if not WordBool(mr
and MOVE_INWATER
) then
1776 ShellSound_Bounce(Obj
.X
, Obj
.Y
, SType
);
1778 if WordBool(mr
and (MOVE_HITCEIL
or MOVE_HITLAND
)) then
1780 Obj
.Vel
.Y
:= -(vel
.Y
div 2);
1781 if Obj
.Vel
.X
<> 0 then Obj
.Vel
.X
:= Obj
.Vel
.X
div 2;
1782 if (Obj
.Vel
.X
= 0) and (Obj
.Vel
.Y
= 0) then
1784 if RAngle
mod 90 <> 0 then
1785 RAngle
:= (RAngle
div 90) * 90;
1787 else if not WordBool(mr
and MOVE_INWATER
) then
1788 ShellSound_Bounce(Obj
.X
, Obj
.Y
, SType
);
1791 if (Obj
.Vel
.X
>= 0) then
1793 RAngle
:= RAngle
+ Abs(Obj
.Vel
.X
)*8 + Abs(Obj
.Vel
.Y
);
1794 if RAngle
>= 360 then
1795 RAngle
:= RAngle
mod 360;
1796 end else begin // Counter-clockwise
1797 RAngle
:= RAngle
- Abs(Obj
.Vel
.X
)*8 - Abs(Obj
.Vel
.Y
);
1799 RAngle
:= (360 - (Abs(RAngle
) mod 360)) mod 360;
1805 procedure TGib
.getMapBox (out x
, y
, w
, h
: Integer); inline;
1807 x
:= Obj
.X
+Obj
.Rect
.X
;
1808 y
:= Obj
.Y
+Obj
.Rect
.Y
;
1809 w
:= Obj
.Rect
.Width
;
1810 h
:= Obj
.Rect
.Height
;
1813 procedure TGib
.moveBy (dx
, dy
: Integer); inline;
1815 if (dx
<> 0) or (dy
<> 0) then
1824 procedure TShell
.getMapBox (out x
, y
, w
, h
: Integer); inline;
1828 w
:= Obj
.Rect
.Width
;
1829 h
:= Obj
.Rect
.Height
;
1832 procedure TShell
.moveBy (dx
, dy
: Integer); inline;
1834 if (dx
<> 0) or (dy
<> 0) then
1843 procedure TGib
.positionChanged (); inline; begin end;
1844 procedure TShell
.positionChanged (); inline; begin end;
1847 procedure g_Player_DrawCorpses();
1852 if gGibs
<> nil then
1853 for i
:= 0 to High(gGibs
) do
1854 if gGibs
[i
].alive
then
1857 if not g_Obj_Collide(sX
, sY
, sWidth
, sHeight
, @Obj
) then
1860 a
.X
:= Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2);
1861 a
.y
:= Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2);
1863 e_DrawAdv(ID
, Obj
.X
, Obj
.Y
, 0, True, False, RAngle
, @a
, TMirrorType
.None
);
1866 e_DrawAdv(MaskID
, Obj
.X
, Obj
.Y
, 0, True, False, RAngle
, @a
, TMirrorType
.None
);
1872 if gCorpses
<> nil then
1873 for i
:= 0 to High(gCorpses
) do
1874 if gCorpses
[i
] <> nil then
1878 procedure g_Player_DrawShells();
1883 if gShells
<> nil then
1884 for i
:= 0 to High(gShells
) do
1885 if gShells
[i
].alive
then
1888 if not g_Obj_Collide(sX
, sY
, sWidth
, sHeight
, @Obj
) then
1894 e_DrawAdv(SpriteID
, Obj
.X
, Obj
.Y
, 0, True, False, RAngle
, @a
, TMirrorType
.None
);
1898 procedure g_Player_RemoveAllCorpses();
1904 SetLength(gGibs
, MaxGibs
);
1905 SetLength(gShells
, MaxGibs
);
1909 if gCorpses
<> nil then
1910 for i
:= 0 to High(gCorpses
) do
1914 SetLength(gCorpses
, MaxCorpses
);
1917 procedure g_Player_Corpses_SaveState (st
: TStream
);
1921 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ
1923 for i
:= 0 to High(gCorpses
) do if (gCorpses
[i
] <> nil) then Inc(count
);
1925 // Êîëè÷åñòâî òðóïîâ
1926 utils
.writeInt(st
, LongInt(count
));
1928 if (count
= 0) then exit
;
1931 for i
:= 0 to High(gCorpses
) do
1933 if gCorpses
[i
] <> nil then
1936 utils
.writeStr(st
, gCorpses
[i
].FModelName
);
1938 utils
.writeBool(st
, gCorpses
[i
].Mess
);
1939 // Ñîõðàíÿåì äàííûå òðóïà:
1940 gCorpses
[i
].SaveState(st
);
1946 procedure g_Player_Corpses_LoadState (st
: TStream
);
1954 g_Player_RemoveAllCorpses();
1956 // Êîëè÷åñòâî òðóïîâ:
1957 count
:= utils
.readLongInt(st
);
1958 if (count
< 0) or (count
> Length(gCorpses
)) then raise XStreamError
.Create('invalid number of corpses');
1960 if (count
= 0) then exit
;
1963 for i
:= 0 to count
-1 do
1966 str
:= utils
.readStr(st
);
1968 b
:= utils
.readBool(st
);
1970 gCorpses
[i
] := TCorpse
.Create(0, 0, str
, b
);
1971 // Çàãðóæàåì äàííûå òðóïà
1972 gCorpses
[i
].LoadState(st
);
1979 function TPlayer
.isValidViewPort (): Boolean; inline; begin result
:= (viewPortW
> 0) and (viewPortH
> 0); end;
1981 procedure TPlayer
.BFGHit();
1983 g_Weapon_BFGHit(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1984 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
1985 if g_Game_IsServer
and g_Game_IsNet
then
1986 MH_SEND_Effect(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1987 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
1991 procedure TPlayer
.ChangeModel(ModelName
: string);
1993 locModel
: TPlayerModel
;
1995 locModel
:= g_PlayerModel_Get(ModelName
);
1996 if locModel
= nil then Exit
;
2002 procedure TPlayer
.SetModel(ModelName
: string);
2006 m
:= g_PlayerModel_Get(ModelName
);
2009 g_SimpleError(Format(_lc
[I_GAME_ERROR_MODEL_FALLBACK
], [ModelName
]));
2010 m
:= g_PlayerModel_Get('doomer');
2013 g_FatalError(Format(_lc
[I_GAME_ERROR_MODEL
], ['doomer']));
2018 if FModel
<> nil then
2023 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
2024 FModel
.Color
:= FColor
2026 FModel
.Color
:= TEAMCOLOR
[FTeam
];
2027 FModel
.SetWeapon(FCurrWeap
);
2028 FModel
.SetFlag(FFlag
);
2029 SetDirection(FDirection
);
2032 procedure TPlayer
.SetColor(Color
: TRGB
);
2035 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
2036 if FModel
<> nil then FModel
.Color
:= Color
;
2039 function TPlayer
.GetColor(): TRGB
;
2041 result
:= FModel
.Color
;
2044 procedure TPlayer
.SwitchTeam
;
2046 if g_Game_IsClient
then
2048 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then Exit
;
2050 if gGameOn
and FAlive
then
2051 Kill(K_SIMPLEKILL
, FUID
, HIT_SELF
);
2053 if FTeam
= TEAM_RED
then
2055 ChangeTeam(TEAM_BLUE
);
2056 g_Console_Add(Format(_lc
[I_PLAYER_CHTEAM_BLUE
], [FName
]), True);
2057 if g_Game_IsNet
then
2058 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM
, TEAM_BLUE
, FName
);
2062 ChangeTeam(TEAM_RED
);
2063 g_Console_Add(Format(_lc
[I_PLAYER_CHTEAM_RED
], [FName
]), True);
2064 if g_Game_IsNet
then
2065 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM
, TEAM_RED
, FName
);
2067 FPreferredTeam
:= FTeam
;
2070 procedure TPlayer
.ChangeTeam(Team
: Byte);
2077 TEAM_RED
, TEAM_BLUE
:
2078 FModel
.Color
:= TEAMCOLOR
[Team
];
2080 FModel
.Color
:= FColor
;
2082 if (FTeam
<> OldTeam
) and g_Game_IsNet
and g_Game_IsServer
then
2083 MH_SEND_PlayerStats(FUID
);
2087 procedure TPlayer.CollideItem();
2092 if gItems = nil then Exit;
2093 if not FAlive then Exit;
2095 for i := 0 to High(gItems) do
2098 if (ItemType <> ITEM_NONE) and alive then
2099 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
2100 PLAYER_RECT.Height, @Obj) then
2102 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
2104 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
2105 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
2106 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
2107 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
2108 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
2110 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
2111 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
2112 (gGameSettings.GameType = GT_SINGLE) and
2113 (g_Player_GetCount() > 1)) then
2114 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
2120 function TPlayer
.CollideLevel(XInc
, YInc
: Integer): Boolean;
2122 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
2123 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
, PANEL_WALL
,
2127 constructor TPlayer
.Create();
2133 mEDamageType
:= HIT_SOME
;
2139 FSawSound
:= TPlayableSound
.Create();
2140 FSawSoundIdle
:= TPlayableSound
.Create();
2141 FSawSoundHit
:= TPlayableSound
.Create();
2142 FSawSoundSelect
:= TPlayableSound
.Create();
2143 FFlameSoundOn
:= TPlayableSound
.Create();
2144 FFlameSoundOff
:= TPlayableSound
.Create();
2145 FFlameSoundWork
:= TPlayableSound
.Create();
2146 FJetSoundFly
:= TPlayableSound
.Create();
2147 FJetSoundOn
:= TPlayableSound
.Create();
2148 FJetSoundOff
:= TPlayableSound
.Create();
2150 FSawSound
.SetByName('SOUND_WEAPON_FIRESAW');
2151 FSawSoundIdle
.SetByName('SOUND_WEAPON_IDLESAW');
2152 FSawSoundHit
.SetByName('SOUND_WEAPON_HITSAW');
2153 FSawSoundSelect
.SetByName('SOUND_WEAPON_SELECTSAW');
2154 FFlameSoundOn
.SetByName('SOUND_WEAPON_FLAMEON');
2155 FFlameSoundOff
.SetByName('SOUND_WEAPON_FLAMEOFF');
2156 FFlameSoundWork
.SetByName('SOUND_WEAPON_FLAMEWORK');
2157 FJetSoundFly
.SetByName('SOUND_PLAYER_JETFLY');
2158 FJetSoundOn
.SetByName('SOUND_PLAYER_JETON');
2159 FJetSoundOff
.SetByName('SOUND_PLAYER_JETOFF');
2161 FSpectatePlayer
:= -1;
2165 FSavedState
.WaitRecall
:= False;
2172 FActualModelName
:= 'doomer';
2175 FObj
.Rect
:= PLAYER_RECT
;
2177 FBFGFireCounter
:= -1;
2178 FJustTeleported
:= False;
2184 procedure TPlayer
.positionChanged (); inline;
2188 procedure TPlayer
.doDamage (v
: Integer);
2190 if (v
<= 0) then exit
;
2191 if (v
> 32767) then v
:= 32767;
2192 Damage(v
, 0, 0, 0, mEDamageType
);
2195 procedure TPlayer
.Damage(value
: Word; SpawnerUID
: Word; vx
, vy
: Integer; t
: Byte);
2199 if (not g_Game_IsClient
) and (not FAlive
) then
2204 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2205 if ((t
= HIT_TRAP
) or (t
= HIT_SELF
)) and (not FGodMode
) then
2207 if not g_Game_IsClient
then
2210 if t
= HIT_TRAP
then
2212 // Ëîâóøêà óáèâàåò ñðàçó:
2214 Kill(K_EXTRAHARDKILL
, SpawnerUID
, t
);
2216 if t
= HIT_SELF
then
2220 Kill(K_SIMPLEKILL
, SpawnerUID
, t
);
2223 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2224 FMegaRulez
[MR_SUIT
] := 0;
2225 FMegaRulez
[MR_INVUL
] := 0;
2226 FMegaRulez
[MR_INVIS
] := 0;
2230 // Íî îò îñòàëüíîãî ñïàñàåò:
2231 if FMegaRulez
[MR_INVUL
] >= gTime
then
2238 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2239 if LongBool(gGameSettings
.Options
and GAME_OPTION_TEAMDAMAGE
) or
2240 (SpawnerUID
= FUID
) or
2241 (not SameTeam(FUID
, SpawnerUID
)) then
2243 FLastSpawnerUID
:= SpawnerUID
;
2245 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2246 if gBloodCount
> 0 then
2248 c
:= Min(value
, 200)*gBloodCount
+ Random(Min(value
, 200) div 2);
2249 if value
div 4 <= c
then
2250 c
:= c
- (value
div 4)
2254 if (t
= HIT_SOME
) and (vx
= 0) and (vy
= 0) then
2258 HIT_TRAP
, HIT_ACID
, HIT_FLAME
, HIT_SELF
: MakeBloodSimple(c
);
2259 HIT_BFG
, HIT_ROCKET
, HIT_SOME
: MakeBloodVector(c
, vx
, vy
);
2262 if t
= HIT_WATER
then
2263 g_GFX_Bubbles(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2),
2264 FObj
.Y
+PLAYER_RECT
.Y
-4, value
div 2, 8, 4);
2269 Inc(FDamageBuffer
, value
);
2273 FPain
:= FPain
+ value
;
2276 if g_Game_IsServer
and g_Game_IsNet
then
2278 MH_SEND_PlayerDamage(FUID
, t
, SpawnerUID
, value
, vx
, vy
);
2279 MH_SEND_PlayerStats(FUID
);
2280 MH_SEND_PlayerPos(False, FUID
);
2284 function TPlayer
.Heal(value
: Word; Soft
: Boolean): Boolean;
2287 if g_Game_IsClient
then
2292 if Soft
and (FHealth
< PLAYER_HP_SOFT
) then
2294 IncMax(FHealth
, value
, PLAYER_HP_SOFT
);
2297 if (not Soft
) and (FHealth
< PLAYER_HP_LIMIT
) then
2299 IncMax(FHealth
, value
, PLAYER_HP_LIMIT
);
2303 if Result
and g_Game_IsServer
and g_Game_IsNet
then
2304 MH_SEND_PlayerStats(FUID
);
2307 destructor TPlayer
.Destroy();
2309 if (gPlayer1
<> nil) and (gPlayer1
.FUID
= FUID
) then
2311 if (gPlayer2
<> nil) and (gPlayer2
.FUID
= FUID
) then
2315 FSawSoundIdle
.Free();
2316 FSawSoundHit
.Free();
2317 FSawSoundSelect
.Free();
2318 FFlameSoundOn
.Free();
2319 FFlameSoundOff
.Free();
2320 FFlameSoundWork
.Free();
2321 FJetSoundFly
.Free();
2323 FJetSoundOff
.Free();
2325 if FPunchAnim
<> nil then
2331 procedure TPlayer
.DrawIndicator(Color
: TRGB
);
2333 indX
, indY
: Integer;
2342 case gPlayerIndicatorStyle
of
2345 if g_Texture_Get('TEXTURE_PLAYER_INDICATOR', ID
) then
2347 e_GetTextureSize(ID
, @indW
, @indH
);
2351 if (FObj
.X
+ FObj
.Rect
.X
) < 0 then
2354 indX
:= FObj
.X
+ FObj
.Rect
.X
+ FObj
.Rect
.Width
;
2355 indY
:= FObj
.Y
+ FObj
.Rect
.Y
+ (FObj
.Rect
.Height
- indW
) div 2;
2358 else if (FObj
.X
+ FObj
.Rect
.X
+ FObj
.Rect
.Width
) > Max(gMapInfo
.Width
, gPlayerScreenSize
.X
) then
2361 indX
:= FObj
.X
+ FObj
.Rect
.X
- indH
;
2362 indY
:= FObj
.Y
+ FObj
.Rect
.Y
+ (FObj
.Rect
.Height
- indW
) div 2;
2365 else if (fObj
.Y
- indH
) < 0 then
2368 indX
:= FObj
.X
+ FObj
.Rect
.X
+ (FObj
.Rect
.Width
- indW
) div 2;
2369 indY
:= FObj
.Y
+ FObj
.Rect
.Y
+ FObj
.Rect
.Height
;
2375 indX
:= FObj
.X
+ FObj
.Rect
.X
+ (FObj
.Rect
.Width
- indW
) div 2;
2376 indY
:= FObj
.Y
- indH
;
2379 indX
:= EnsureRange(indX
, 0, Max(gMapInfo
.Width
, gPlayerScreenSize
.X
) - indW
);
2380 indY
:= EnsureRange(indY
, 0, Max(gMapInfo
.Height
, gPlayerScreenSize
.Y
) - indH
);
2384 e_DrawAdv(ID
, indX
, indY
, 0, True, False, indA
, @a
);
2391 e_TextureFontGetSize(gStdFont
, nW
, nH
);
2392 indX
:= FObj
.X
+ FObj
.Rect
.X
+ (FObj
.Rect
.Width
- Length(FName
) * nW
) div 2;
2393 indY
:= FObj
.Y
- nH
;
2394 e_TextureFontPrintEx(indX
, indY
, FName
, gStdFont
, Color
.R
, Color
.G
, Color
.B
, 1.0, True);
2399 procedure TPlayer
.DrawBubble();
2401 bubX
, bubY
: Integer;
2404 Rw
, Gw
, Bw
: SmallInt;
2407 bubX
:= FObj
.X
+FObj
.Rect
.X
+ IfThen(FDirection
= TDirection
.D_LEFT
, -4, 18);
2408 bubY
:= FObj
.Y
+FObj
.Rect
.Y
- 18;
2416 1: // simple textual non-bubble
2418 bubX
:= FObj
.X
+FObj
.Rect
.X
- 11;
2419 bubY
:= FObj
.Y
+FObj
.Rect
.Y
- 17;
2420 e_TextureFontPrint(bubX
, bubY
, '[...]', gStdFont
);
2423 2: // advanced pixel-perfect bubble
2425 if FTeam
= TEAM_RED
then
2428 if FTeam
= TEAM_BLUE
then
2431 3: // colored bubble
2433 Rb
:= FModel
.Color
.R
;
2434 Gb
:= FModel
.Color
.G
;
2435 Bb
:= FModel
.Color
.B
;
2436 Rw
:= Min(Rb
* 2 + 64, 255);
2437 Gw
:= Min(Gb
* 2 + 64, 255);
2438 Bw
:= Min(Bb
* 2 + 64, 255);
2439 if (Abs(Rw
- Rb
) < 32)
2440 or (Abs(Gw
- Gb
) < 32)
2441 or (Abs(Bw
- Bb
) < 32) then
2443 Rb
:= Max(Rw
div 2 - 16, 0);
2444 Gb
:= Max(Gw
div 2 - 16, 0);
2445 Bb
:= Max(Bw
div 2 - 16, 0);
2448 4: // custom textured bubble
2450 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID
) then
2451 if FDirection
= TDirection
.D_RIGHT
then
2452 e_Draw(ID
, bubX
- 6, bubY
- 7, 0, True, False)
2454 e_Draw(ID
, bubX
- 6, bubY
- 7, 0, True, False, TMirrorType
.Horizontal
);
2460 e_DrawQuad(bubX
+ 1, bubY
, bubX
+ 18, bubY
+ 13, Rb
, Gb
, Bb
);
2461 e_DrawQuad(bubX
, bubY
+ 1, bubX
+ 19, bubY
+ 12, Rb
, Gb
, Bb
);
2463 e_DrawFillQuad(bubX
+ 1, bubY
+ 1, bubX
+ 18, bubY
+ 12, Rw
, Gw
, Bw
, 0);
2466 Dot
:= IfThen(FDirection
= TDirection
.D_LEFT
, 14, 5);
2467 e_DrawLine(1, bubX
+ Dot
, bubY
+ 14, bubX
+ Dot
, bubY
+ 16, Rb
, Gb
, Bb
);
2468 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
);
2469 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
);
2470 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
);
2471 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
);
2475 e_DrawFillQuad(bubX
+ Dot
, bubY
+ 8, bubX
+ Dot
+ 1, bubY
+ 9, Rb
, Gb
, Bb
, 0);
2476 e_DrawFillQuad(bubX
+ Dot
+ 3, bubY
+ 8, bubX
+ Dot
+ 4, bubY
+ 9, Rb
, Gb
, Bb
, 0);
2477 e_DrawFillQuad(bubX
+ Dot
+ 6, bubY
+ 8, bubX
+ Dot
+ 7, bubY
+ 9, Rb
, Gb
, Bb
, 0);
2480 procedure TPlayer
.Draw();
2485 Mirror
: TMirrorType
;
2489 if Direction
= TDirection
.D_RIGHT
then
2490 Mirror
:= TMirrorType
.None
2492 Mirror
:= TMirrorType
.Horizontal
;
2494 if FPunchAnim
<> nil then
2496 FPunchAnim
.Draw(FObj
.X
+IfThen(Direction
= TDirection
.D_LEFT
, 15-FObj
.Rect
.X
, FObj
.Rect
.X
-15),
2497 FObj
.Y
+FObj
.Rect
.Y
-11, Mirror
);
2498 if FPunchAnim
.played
then
2505 if (FMegaRulez
[MR_INVUL
] > gTime
) and (gPlayerDrawn
<> Self
) then
2506 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID
) then
2508 e_GetTextureSize(ID
, @w
, @h
);
2509 if FDirection
= TDirection
.D_LEFT
then
2510 e_Draw(ID
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-(w
div 2)+4,
2511 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-(h
div 2)-7+FObj
.slopeUpLeft
, 0, True, False)
2513 e_Draw(ID
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-(w
div 2)-2,
2514 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-(h
div 2)-7+FObj
.slopeUpLeft
, 0, True, False);
2517 if FMegaRulez
[MR_INVIS
] > gTime
then
2519 if (gPlayerDrawn
<> nil) and ((Self
= gPlayerDrawn
) or
2520 ((FTeam
= gPlayerDrawn
.Team
) and (gGameSettings
.GameMode
<> GM_DM
))) then
2522 if (FMegaRulez
[MR_INVIS
] - gTime
) <= 2100 then
2523 dr
:= not Odd((FMegaRulez
[MR_INVIS
] - gTime
) div 300)
2527 FModel
.Draw(FObj
.X
, FObj
.Y
+FObj
.slopeUpLeft
, 200)
2529 FModel
.Draw(FObj
.X
, FObj
.Y
+FObj
.slopeUpLeft
);
2532 FModel
.Draw(FObj
.X
, FObj
.Y
+FObj
.slopeUpLeft
, 254);
2535 FModel
.Draw(FObj
.X
, FObj
.Y
+FObj
.slopeUpLeft
);
2538 if g_debug_Frames
then
2540 e_DrawQuad(FObj
.X
+FObj
.Rect
.X
,
2542 FObj
.X
+FObj
.Rect
.X
+FObj
.Rect
.Width
-1,
2543 FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-1,
2547 if (gChatBubble
> 0) and (FKeys
[KEY_CHAT
].Pressed
) and not FGhost
then
2548 if (FMegaRulez
[MR_INVIS
] <= gTime
) or ((gPlayerDrawn
<> nil) and ((Self
= gPlayerDrawn
) or
2549 ((FTeam
= gPlayerDrawn
.Team
) and (gGameSettings
.GameMode
<> GM_DM
)))) then
2551 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2552 if gAimLine
and alive
and
2553 ((Self
= gPlayer1
) or (Self
= gPlayer2
)) then
2558 procedure TPlayer
.DrawAim();
2559 procedure drawCast (sz
: Integer; ax0
, ay0
, ax1
, ay1
: Integer);
2564 {$IFDEF ENABLE_HOLMES}
2565 if isValidViewPort
and (self
= gPlayer1
) then
2567 g_Holmes_plrLaser(ax0
, ay0
, ax1
, ay1
);
2571 e_DrawLine(sz
, ax0
, ay0
, ax1
, ay1
, 255, 0, 0, 96);
2572 if (g_Map_traceToNearestWall(ax0
, ay0
, ax1
, ay1
, @ex
, @ey
) <> nil) then
2574 e_DrawLine(sz
, ax0
, ay0
, ex
, ey
, 0, 255, 0, 96);
2578 e_DrawLine(sz
, ax0
, ay0
, ex
, ey
, 0, 0, 255, 96);
2583 wx
, wy
, xx
, yy
: Integer;
2587 wx
:= FObj
.X
+ WEAPONPOINT
[FDirection
].X
+ IfThen(FDirection
= TDirection
.D_LEFT
, 7, -7);
2588 wy
:= FObj
.Y
+ WEAPONPOINT
[FDirection
].Y
;
2597 1: begin // Chainsaw
2604 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2605 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2606 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2607 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2612 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2613 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2614 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2615 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2617 4: begin // Double Shotgun
2620 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2621 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2622 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2623 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2625 5: begin // Chaingun
2628 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2629 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2630 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2631 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2633 6: begin // Rocket Launcher
2636 if angle
= ANGLE_RIGHTUP
then Inc(angle
, 2);
2637 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2638 if angle
= ANGLE_LEFTUP
then Dec(angle
, 2);
2639 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2641 7: begin // Plasmagun
2644 if angle
= ANGLE_RIGHTUP
then Inc(angle
);
2645 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 3);
2646 if angle
= ANGLE_LEFTUP
then Dec(angle
);
2647 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 3);
2652 if angle
= ANGLE_RIGHTUP
then Inc(angle
, 1);
2653 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 2);
2654 if angle
= ANGLE_LEFTUP
then Dec(angle
, 1);
2655 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 2);
2657 9: begin // Super Chaingun
2660 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2661 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2662 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2663 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2666 xx
:= Trunc(Cos(-DegToRad(angle
)) * len
) + wx
;
2667 yy
:= Trunc(Sin(-DegToRad(angle
)) * len
) + wy
;
2668 {$IF DEFINED(D2F_DEBUG)}
2669 drawCast(sz
, wx
, wy
, xx
, yy
);
2671 e_DrawLine(sz
, wx
, wy
, xx
, yy
, 255, 0, 0, 96);
2675 procedure TPlayer
.DrawGUI();
2678 X
, Y
, SY
, a
, p
, m
: Integer;
2682 stat
: TPlayerStatArray
;
2684 X
:= gPlayerScreenSize
.X
;
2685 SY
:= gPlayerScreenSize
.Y
;
2688 if gShowGoals
and (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
2690 if gGameSettings
.GameMode
= GM_CTF
then
2694 if gGameSettings
.GameMode
= GM_CTF
then
2696 s
:= 'TEXTURE_PLAYER_REDFLAG';
2697 if gFlags
[FLAG_RED
].State
= FLAG_STATE_CAPTURED
then
2698 s
:= 'TEXTURE_PLAYER_REDFLAG_S';
2699 if gFlags
[FLAG_RED
].State
= FLAG_STATE_DROPPED
then
2700 s
:= 'TEXTURE_PLAYER_REDFLAG_D';
2701 if g_Texture_Get(s
, ID
) then
2702 e_Draw(ID
, X
-16-32, 240-72-4, 0, True, False);
2705 s
:= IntToStr(gTeamStat
[TEAM_RED
].Goals
);
2706 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2707 e_CharFont_PrintEx(gMenuFont
, X
-16-a
-tw
, 240-72-4, s
, TEAMCOLOR
[TEAM_RED
]);
2709 if gGameSettings
.GameMode
= GM_CTF
then
2711 s
:= 'TEXTURE_PLAYER_BLUEFLAG';
2712 if gFlags
[FLAG_BLUE
].State
= FLAG_STATE_CAPTURED
then
2713 s
:= 'TEXTURE_PLAYER_BLUEFLAG_S';
2714 if gFlags
[FLAG_BLUE
].State
= FLAG_STATE_DROPPED
then
2715 s
:= 'TEXTURE_PLAYER_BLUEFLAG_D';
2716 if g_Texture_Get(s
, ID
) then
2717 e_Draw(ID
, X
-16-32, 240-32-4, 0, True, False);
2720 s
:= IntToStr(gTeamStat
[TEAM_BLUE
].Goals
);
2721 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2722 e_CharFont_PrintEx(gMenuFont
, X
-16-a
-tw
, 240-32-4, s
, TEAMCOLOR
[TEAM_BLUE
]);
2725 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID
) then
2726 e_DrawFill(ID
, X
, 0, 1, (gPlayerScreenSize
.Y
div 256)+IfThen(gPlayerScreenSize
.Y
mod 256 > 0, 1, 0),
2729 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID
) then
2730 e_Draw(ID
, X
+2, Y
, 0, True, False);
2732 if gGameSettings
.GameType
in [GT_CUSTOM
, GT_SERVER
, GT_CLIENT
] then
2736 s
:= IntToStr(Frags
);
2737 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2738 e_CharFont_PrintEx(gMenuFont
, X
-16-tw
, Y
, s
, _RGB(255, 0, 0));
2743 stat
:= g_Player_GetStats();
2748 for a
:= 0 to High(stat
) do
2749 if stat
[a
].Name
<> Name
then
2751 if stat
[a
].Frags
> m
then m
:= stat
[a
].Frags
;
2752 if stat
[a
].Frags
> Frags
then p
:= p
+1;
2756 s
:= IntToStr(p
)+' / '+IntToStr(Length(stat
))+' ';
2757 if Frags
>= m
then s
:= s
+'+' else s
:= s
+'-';
2758 s
:= s
+IntToStr(Abs(Frags
-m
));
2760 e_CharFont_GetSize(gMenuSmallFont
, s
, tw
, th
);
2761 e_CharFont_PrintEx(gMenuSmallFont
, X
-16-tw
, Y
+32, s
, _RGB(255, 0, 0));
2764 if gShowLives
and (gGameSettings
.MaxLives
> 0) then
2766 s
:= IntToStr(Lives
);
2767 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2768 e_CharFont_PrintEx(gMenuFont
, X
-16-tw
, SY
-32, s
, _RGB(0, 255, 0));
2772 e_CharFont_GetSize(gMenuSmallFont
, FName
, tw
, th
);
2773 e_CharFont_PrintEx(gMenuSmallFont
, X
+98-(tw
div 2), Y
+8, FName
, _RGB(255, 0, 0));
2775 if R_BERSERK
in FRulez
then
2776 e_Draw(gItemsTexturesID
[ITEM_MEDKIT_BLACK
], X
+37, Y
+45, 0, True, False)
2778 e_Draw(gItemsTexturesID
[ITEM_MEDKIT_LARGE
], X
+37, Y
+45, 0, True, False);
2780 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID
) then
2781 e_Draw(ID
, X
+36, Y
+77, 0, True, False);
2783 s
:= IntToStr(IfThen(FHealth
> 0, FHealth
, 0));
2784 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2785 e_CharFont_PrintEx(gMenuFont
, X
+178-tw
, Y
+40, s
, _RGB(255, 0, 0));
2787 s
:= IntToStr(FArmor
);
2788 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2789 e_CharFont_PrintEx(gMenuFont
, X
+178-tw
, Y
+68, s
, _RGB(255, 0, 0));
2791 s
:= IntToStr(GetAmmoByWeapon(FCurrWeap
));
2797 ID
:= gItemsTexturesID
[ITEM_WEAPON_KASTET
];
2802 ID
:= gItemsTexturesID
[ITEM_WEAPON_SAW
];
2804 WEAPON_PISTOL
: ID
:= gItemsTexturesID
[ITEM_WEAPON_PISTOL
];
2805 WEAPON_CHAINGUN
: ID
:= gItemsTexturesID
[ITEM_WEAPON_CHAINGUN
];
2806 WEAPON_SHOTGUN1
: ID
:= gItemsTexturesID
[ITEM_WEAPON_SHOTGUN1
];
2807 WEAPON_SHOTGUN2
: ID
:= gItemsTexturesID
[ITEM_WEAPON_SHOTGUN2
];
2808 WEAPON_SUPERPULEMET
: ID
:= gItemsTexturesID
[ITEM_WEAPON_SUPERPULEMET
];
2809 WEAPON_ROCKETLAUNCHER
: ID
:= gItemsTexturesID
[ITEM_WEAPON_ROCKETLAUNCHER
];
2810 WEAPON_PLASMA
: ID
:= gItemsTexturesID
[ITEM_WEAPON_PLASMA
];
2811 WEAPON_BFG
: ID
:= gItemsTexturesID
[ITEM_WEAPON_BFG
];
2812 WEAPON_FLAMETHROWER
: ID
:= gItemsTexturesID
[ITEM_WEAPON_FLAMETHROWER
];
2815 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2816 e_CharFont_PrintEx(gMenuFont
, X
+178-tw
, Y
+158, s
, _RGB(255, 0, 0));
2817 e_Draw(ID
, X
+20, Y
+160, 0, True, False);
2819 if R_KEY_RED
in FRulez
then
2820 e_Draw(gItemsTexturesID
[ITEM_KEY_RED
], X
+78, Y
+214, 0, True, False);
2822 if R_KEY_GREEN
in FRulez
then
2823 e_Draw(gItemsTexturesID
[ITEM_KEY_GREEN
], X
+95, Y
+214, 0, True, False);
2825 if R_KEY_BLUE
in FRulez
then
2826 e_Draw(gItemsTexturesID
[ITEM_KEY_BLUE
], X
+112, Y
+214, 0, True, False);
2828 if FJetFuel
> 0 then
2830 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID
) then
2831 e_Draw(ID
, X
+2, Y
+116, 0, True, False);
2832 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID
) then
2833 e_Draw(ID
, X
+2, Y
+126, 0, True, False);
2834 e_DrawLine(4, X
+16, Y
+122, X
+16+Trunc(168*IfThen(FAir
> 0, FAir
, 0)/AIR_MAX
), Y
+122, 0, 0, 196);
2835 e_DrawLine(4, X
+16, Y
+132, X
+16+Trunc(168*FJetFuel
/JET_MAX
), Y
+132, 208, 0, 0);
2839 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID
) then
2840 e_Draw(ID
, X
+2, Y
+124, 0, True, False);
2841 e_DrawLine(4, X
+16, Y
+130, X
+16+Trunc(168*IfThen(FAir
> 0, FAir
, 0)/AIR_MAX
), Y
+130, 0, 0, 196);
2844 if gShowPing
and g_Game_IsClient
then
2846 s
:= _lc
[I_GAME_PING_HUD
] + IntToStr(NetPeer
.lastRoundTripTime
) + _lc
[I_NET_SLIST_PING_MS
];
2847 e_TextureFontPrint(X
+ 4, Y
+ 242, s
, gStdFont
);
2853 e_TextureFontPrint(X
+ 4, Y
+ 242, _lc
[I_PLAYER_SPECT
], gStdFont
);
2854 e_TextureFontPrint(X
+ 4, Y
+ 258, _lc
[I_PLAYER_SPECT2
], gStdFont
);
2855 e_TextureFontPrint(X
+ 4, Y
+ 274, _lc
[I_PLAYER_SPECT1
], gStdFont
);
2858 e_TextureFontGetSize(gStdFont
, cw
, ch
);
2859 s
:= _lc
[I_PLAYER_SPECT4
];
2860 e_TextureFontPrintEx(gScreenWidth
div 2 - cw
*(Length(s
) div 2),
2861 gScreenHeight
-4-ch
, s
, gStdFont
, 255, 255, 255, 1, True);
2862 e_TextureFontPrint(X
+ 4, Y
+ 290, _lc
[I_PLAYER_SPECT1S
], gStdFont
);
2868 procedure TPlayer
.DrawRulez();
2872 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2873 if FMegaRulez
[MR_INVUL
] >= gTime
then
2875 if (FMegaRulez
[MR_INVUL
]-gTime
) <= 2100 then
2876 dr
:= not Odd((FMegaRulez
[MR_INVUL
]-gTime
) div 300)
2881 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1,
2882 191, 191, 191, 0, TBlending
.Invert
);
2885 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2886 if FMegaRulez
[MR_SUIT
] >= gTime
then
2888 if (FMegaRulez
[MR_SUIT
]-gTime
) <= 2100 then
2889 dr
:= not Odd((FMegaRulez
[MR_SUIT
]-gTime
) div 300)
2894 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1,
2895 0, 96, 0, 200, TBlending
.None
);
2898 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2899 if (FBerserk
>= 0) and (LongWord(FBerserk
) >= gTime
) and (gFlash
= 2) then
2901 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1,
2902 255, 0, 0, 200, TBlending
.None
);
2906 procedure TPlayer
.DrawPain();
2910 if FPain
= 0 then Exit
;
2914 if a
< 15 then h
:= 0
2915 else if a
< 35 then h
:= 1
2916 else if a
< 55 then h
:= 2
2917 else if a
< 75 then h
:= 3
2918 else if a
< 95 then h
:= 4
2921 //if a > 255 then a := 255;
2923 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1, 255, 0, 0, 255-h
*50);
2924 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2927 procedure TPlayer
.DrawPickup();
2931 if FPickup
= 0 then Exit
;
2935 if a
< 15 then h
:= 1
2936 else if a
< 35 then h
:= 2
2937 else if a
< 55 then h
:= 3
2938 else if a
< 75 then h
:= 4
2941 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1, 150, 200, 150, 255-h
*50);
2944 procedure TPlayer
.DoPunch();
2949 if FPunchAnim
<> nil then begin
2954 st
:= 'FRAMES_PUNCH';
2955 if R_BERSERK
in FRulez
then
2956 st
:= st
+ '_BERSERK';
2957 if FKeys
[KEY_UP
].Pressed
then
2959 else if FKeys
[KEY_DOWN
].Pressed
then
2961 g_Frames_Get(id
, st
);
2962 FPunchAnim
:= TAnimation
.Create(id
, False, 1);
2965 procedure TPlayer
.Fire();
2967 f
, DidFire
: Boolean;
2968 wx
, wy
, xd
, yd
: Integer;
2971 if g_Game_IsClient
then Exit
;
2972 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2973 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2981 if FReloading
[FCurrWeap
] <> 0 then Exit
;
2986 wx
:= FObj
.X
+WEAPONPOINT
[FDirection
].X
;
2987 wy
:= FObj
.Y
+WEAPONPOINT
[FDirection
].Y
;
2988 xd
:= wx
+IfThen(FDirection
= TDirection
.D_LEFT
, -30, 30);
2989 yd
:= wy
+firediry();
2995 if R_BERSERK
in FRulez
then
2997 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2998 locobj
.X
:= FObj
.X
+FObj
.Rect
.X
;
2999 locobj
.Y
:= FObj
.Y
+FObj
.Rect
.Y
;
3002 locobj
.rect
.Width
:= 39;
3003 locobj
.rect
.Height
:= 52;
3004 locobj
.Vel
.X
:= (xd
-wx
) div 2;
3005 locobj
.Vel
.Y
:= (yd
-wy
) div 2;
3006 locobj
.Accel
.X
:= xd
-wx
;
3007 locobj
.Accel
.y
:= yd
-wy
;
3009 if g_Weapon_Hit(@locobj
, 50, FUID
, HIT_SOME
) <> 0 then
3010 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj
.X
, FObj
.Y
)
3012 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj
.X
, FObj
.Y
);
3014 if (gFlash
= 1) and (FPain
< 50) then FPain
:= min(FPain
+ 25, 50);
3018 g_Weapon_punch(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, 3, FUID
);
3022 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3027 if g_Weapon_chainsaw(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
3028 IfThen(gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
], 9, 3), FUID
) <> 0 then
3030 FSawSoundSelect
.Stop();
3032 FSawSoundHit
.PlayAt(FObj
.X
, FObj
.Y
);
3034 else if not FSawSoundHit
.IsPlaying() then
3036 FSawSoundSelect
.Stop();
3037 FSawSound
.PlayAt(FObj
.X
, FObj
.Y
);
3040 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3046 if FAmmo
[A_BULLETS
] > 0 then
3048 g_Weapon_pistol(wx
, wy
, xd
, yd
, FUID
);
3049 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3050 Dec(FAmmo
[A_BULLETS
]);
3051 FFireAngle
:= FAngle
;
3054 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
3055 GameVelX
, GameVelY
-2, SHELL_BULLET
);
3059 if FAmmo
[A_SHELLS
] > 0 then
3061 g_Weapon_shotgun(wx
, wy
, xd
, yd
, FUID
);
3062 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx
, wy
);
3063 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3064 Dec(FAmmo
[A_SHELLS
]);
3065 FFireAngle
:= FAngle
;
3069 FShellType
:= SHELL_SHELL
;
3073 if FAmmo
[A_SHELLS
] >= 2 then
3075 g_Weapon_dshotgun(wx
, wy
, xd
, yd
, FUID
);
3076 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3077 Dec(FAmmo
[A_SHELLS
], 2);
3078 FFireAngle
:= FAngle
;
3082 FShellType
:= SHELL_DBLSHELL
;
3086 if FAmmo
[A_BULLETS
] > 0 then
3088 g_Weapon_mgun(wx
, wy
, xd
, yd
, FUID
);
3089 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx
, wy
);
3090 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3091 Dec(FAmmo
[A_BULLETS
]);
3092 FFireAngle
:= FAngle
;
3095 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
3096 GameVelX
, GameVelY
-2, SHELL_BULLET
);
3099 WEAPON_ROCKETLAUNCHER
:
3100 if FAmmo
[A_ROCKETS
] > 0 then
3102 g_Weapon_rocket(wx
, wy
, xd
, yd
, FUID
);
3103 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3104 Dec(FAmmo
[A_ROCKETS
]);
3105 FFireAngle
:= FAngle
;
3111 if FAmmo
[A_CELLS
] > 0 then
3113 g_Weapon_plasma(wx
, wy
, xd
, yd
, FUID
);
3114 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3115 Dec(FAmmo
[A_CELLS
]);
3116 FFireAngle
:= FAngle
;
3122 if (FAmmo
[A_CELLS
] >= 40) and (FBFGFireCounter
= -1) then
3124 FBFGFireCounter
:= 17;
3125 if not FNoReload
then
3126 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj
.X
, FObj
.Y
);
3127 Dec(FAmmo
[A_CELLS
], 40);
3131 WEAPON_SUPERPULEMET
:
3132 if FAmmo
[A_SHELLS
] > 0 then
3134 g_Weapon_shotgun(wx
, wy
, xd
, yd
, FUID
);
3135 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
3136 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3137 Dec(FAmmo
[A_SHELLS
]);
3138 FFireAngle
:= FAngle
;
3141 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
3142 GameVelX
, GameVelY
-2, SHELL_SHELL
);
3145 WEAPON_FLAMETHROWER
:
3146 if FAmmo
[A_FUEL
] > 0 then
3148 g_Weapon_flame(wx
, wy
, xd
, yd
, FUID
);
3150 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3152 FFireAngle
:= FAngle
;
3159 if g_Game_IsNet
and g_Game_IsServer
then MH_SEND_PlayerStats(FUID
);
3163 if g_Game_IsNet
then
3167 if FCurrWeap
<> WEAPON_BFG
then
3168 MH_SEND_PlayerFire(FUID
, FCurrWeap
, wx
, wy
, xd
, yd
, LastShotID
)
3170 if not FNoReload
then
3171 MH_SEND_Sound(FObj
.X
, FObj
.Y
, 'SOUND_WEAPON_STARTFIREBFG');
3174 MH_SEND_PlayerStats(FUID
);
3179 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
3180 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
3181 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
3184 function TPlayer
.GetAmmoByWeapon(Weapon
: Byte): Word;
3187 WEAPON_PISTOL
, WEAPON_CHAINGUN
: Result
:= FAmmo
[A_BULLETS
];
3188 WEAPON_SHOTGUN1
, WEAPON_SHOTGUN2
, WEAPON_SUPERPULEMET
: Result
:= FAmmo
[A_SHELLS
];
3189 WEAPON_ROCKETLAUNCHER
: Result
:= FAmmo
[A_ROCKETS
];
3190 WEAPON_PLASMA
, WEAPON_BFG
: Result
:= FAmmo
[A_CELLS
];
3191 WEAPON_FLAMETHROWER
: Result
:= FAmmo
[A_FUEL
];
3196 function TPlayer
.HeadInLiquid(XInc
, YInc
: Integer): Boolean;
3198 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_HEADRECT
.X
+XInc
, FObj
.Y
+PLAYER_HEADRECT
.Y
+YInc
,
3199 PLAYER_HEADRECT
.Width
, PLAYER_HEADRECT
.Height
,
3200 PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
, True);
3203 procedure TPlayer
.FlamerOn
;
3205 FFlameSoundOff
.Stop();
3206 FFlameSoundOff
.SetPosition(0);
3209 if (not FFlameSoundOn
.IsPlaying()) and (not FFlameSoundWork
.IsPlaying()) then
3210 FFlameSoundWork
.PlayAt(FObj
.X
, FObj
.Y
);
3214 FFlameSoundOn
.PlayAt(FObj
.X
, FObj
.Y
);
3219 procedure TPlayer
.FlamerOff
;
3223 FFlameSoundOn
.Stop();
3224 FFlameSoundOn
.SetPosition(0);
3225 FFlameSoundWork
.Stop();
3226 FFlameSoundWork
.SetPosition(0);
3227 FFlameSoundOff
.PlayAt(FObj
.X
, FObj
.Y
);
3232 procedure TPlayer
.JetpackOn
;
3236 FJetSoundOn
.SetPosition(0);
3237 FJetSoundOn
.PlayAt(FObj
.X
, FObj
.Y
);
3241 procedure TPlayer
.JetpackOff
;
3245 FJetSoundOff
.SetPosition(0);
3246 FJetSoundOff
.PlayAt(FObj
.X
, FObj
.Y
);
3249 procedure TPlayer
.CatchFire(Attacker
: Word; Timeout
: Integer = PLAYER_BURN_TIME
);
3251 if Timeout
<= 0 then
3253 if (FMegaRulez
[MR_SUIT
] > gTime
) or (FMegaRulez
[MR_INVUL
] > gTime
) then
3254 exit
; // Íå çàãîðàåìñÿ êîãäà åñòü çàùèòà
3255 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
) then
3256 exit
; // Íå ïîäãîðàåì â âîäå íà âñÿêèé ñëó÷àé
3257 if FFireTime
<= 0 then
3258 g_Sound_PlayExAt('SOUND_IGNITE', FObj
.X
, FObj
.Y
);
3259 FFireTime
:= Timeout
;
3260 FFireAttacker
:= Attacker
;
3261 if g_Game_IsNet
and g_Game_IsServer
then
3262 MH_SEND_PlayerStats(FUID
);
3265 procedure TPlayer
.Jump();
3267 if gFly
or FJetpack
then
3269 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
3270 if FObj
.Vel
.Y
> -VEL_FLY
then
3271 FObj
.Vel
.Y
:= FObj
.Vel
.Y
- 3;
3274 if FJetFuel
> 0 then
3276 if (FJetFuel
< 1) and g_Game_IsServer
then
3280 if g_Game_IsNet
then
3281 MH_SEND_PlayerStats(FUID
);
3287 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
3289 FCanJetpack
:= False;
3291 // Ïðûãàåì èëè âñïëûâàåì:
3292 if (CollideLevel(0, 1) or
3293 g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
+36, PLAYER_RECT
.Width
,
3294 PLAYER_RECT
.Height
-33, PANEL_STEP
, False)
3295 ) and (FObj
.Accel
.Y
= 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
3297 FObj
.Vel
.Y
:= -VEL_JUMP
;
3298 FCanJetpack
:= False;
3302 if BodyInLiquid(0, 0) then
3303 FObj
.Vel
.Y
:= -VEL_SW
3304 else if (FJetFuel
> 0) and FCanJetpack
and
3305 g_Game_IsServer
and (not g_Obj_CollideLiquid(@FObj
, 0, 0)) then
3309 if g_Game_IsNet
then
3310 MH_SEND_PlayerStats(FUID
);
3315 procedure TPlayer
.Kill(KillType
: Byte; SpawnerUID
: Word; t
: Byte);
3317 a
, i
, k
, ab
, ar
: Byte;
3321 srv
, netsrv
: Boolean;
3327 procedure PushItem(t
: Byte);
3331 id
:= g_Items_Create(FObj
.X
, FObj
.Y
, t
, True, False);
3332 it
:= g_Items_ByIdx(id
);
3333 if KillType
= K_EXTRAHARDKILL
then // -7..+7; -8..0
3335 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-7+Random(15),
3336 (FObj
.Vel
.Y
div 2)-Random(9));
3337 it
.positionChanged(); // this updates spatial accelerators
3341 if KillType
= K_HARDKILL
then // -5..+5; -5..0
3343 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-5+Random(11),
3344 (FObj
.Vel
.Y
div 2)-Random(6));
3346 else // -3..+3; -3..0
3348 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-3+Random(7),
3349 (FObj
.Vel
.Y
div 2)-Random(4));
3351 it
.positionChanged(); // this updates spatial accelerators
3354 if g_Game_IsNet
and g_Game_IsServer
then
3355 MH_SEND_ItemSpawn(True, id
);
3359 DoFrags
:= (gGameSettings
.MaxLives
= 0) or (gGameSettings
.GameMode
= GM_COOP
);
3360 Srv
:= g_Game_IsServer
;
3361 Netsrv
:= g_Game_IsServer
and g_Game_IsNet
;
3362 if Srv
then FDeath
:= FDeath
+ 1;
3367 if not FPhysics
then
3373 if (gGameSettings
.MaxLives
> 0) and Srv
and (gLMSRespawn
= LMS_RESPAWN_NONE
) then
3375 if FLives
> 0 then FLives
:= FLives
- 1;
3376 if FLives
= 0 then FNoRespawn
:= True;
3379 // Íîìåð òèïà ñìåðòè:
3382 K_SIMPLEKILL
: a
:= 1;
3384 K_EXTRAHARDKILL
: a
:= 3;
3389 if not FModel
.PlaySound(MODELSOUND_DIE
, a
, FObj
.X
, FObj
.Y
) then
3391 if FModel
.PlaySound(MODELSOUND_DIE
, i
, FObj
.X
, FObj
.Y
) then
3398 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN1
;
3400 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN2
;
3401 K_EXTRAHARDKILL
, K_FALLKILL
:
3402 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN3
;
3405 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3409 K_HARDKILL
, K_EXTRAHARDKILL
:
3413 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3414 if (KillType
<> K_FALLKILL
) and (Srv
) then
3415 g_Monsters_killedp();
3417 if SpawnerUID
= FUID
then
3419 if Srv
and (DoFrags
or (gGameSettings
.GameMode
= GM_TDM
)) then
3424 g_Console_Add(Format(_lc
[I_PLAYER_KILL_SELF
], [FName
]), True);
3427 if g_GetUIDType(SpawnerUID
) = UID_PLAYER
then
3428 begin // Óáèò äðóãèì èãðîêîì
3429 KP
:= g_Player_Get(SpawnerUID
);
3430 if (KP
<> nil) and Srv
then
3432 if (DoFrags
or (gGameSettings
.GameMode
= GM_TDM
)) then
3433 if SameTeam(FUID
, SpawnerUID
) then
3443 if (gGameSettings
.GameMode
= GM_TDM
) and DoFrags
then
3444 Inc(gTeamStat
[KP
.Team
].Goals
,
3445 IfThen(SameTeam(FUID
, SpawnerUID
), -1, 1));
3447 if netsrv
then MH_SEND_PlayerStats(SpawnerUID
);
3450 plr
:= g_Player_Get(SpawnerUID
);
3458 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_2
],
3462 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_1
],
3466 g_Console_Add(Format(_lc
[I_PLAYER_KILL
],
3471 else if g_GetUIDType(SpawnerUID
) = UID_MONSTER
then
3472 begin // Óáèò ìîíñòðîì
3473 mon
:= g_Monsters_ByUID(SpawnerUID
);
3477 s
:= g_Mons_GetKilledByTypeId(mon
.MonsterType
);
3481 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_2
],
3485 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_1
],
3489 g_Console_Add(Format(_lc
[I_PLAYER_KILL
],
3494 else // Îñîáûå òèïû ñìåðòè
3497 HIT_SELF
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_SELF
], [FName
]), True);
3498 HIT_FALL
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_FALL
], [FName
]), True);
3499 HIT_WATER
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_WATER
], [FName
]), True);
3500 HIT_ACID
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_ACID
], [FName
]), True);
3501 HIT_TRAP
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_TRAP
], [FName
]), True);
3502 else g_Console_Add(Format(_lc
[I_PLAYER_DIED
], [FName
]), True);
3508 for a
:= WP_FIRST
to WP_LAST
do
3512 WEAPON_SAW
: i
:= ITEM_WEAPON_SAW
;
3513 WEAPON_SHOTGUN1
: i
:= ITEM_WEAPON_SHOTGUN1
;
3514 WEAPON_SHOTGUN2
: i
:= ITEM_WEAPON_SHOTGUN2
;
3515 WEAPON_CHAINGUN
: i
:= ITEM_WEAPON_CHAINGUN
;
3516 WEAPON_ROCKETLAUNCHER
: i
:= ITEM_WEAPON_ROCKETLAUNCHER
;
3517 WEAPON_PLASMA
: i
:= ITEM_WEAPON_PLASMA
;
3518 WEAPON_BFG
: i
:= ITEM_WEAPON_BFG
;
3519 WEAPON_SUPERPULEMET
: i
:= ITEM_WEAPON_SUPERPULEMET
;
3520 WEAPON_FLAMETHROWER
: i
:= ITEM_WEAPON_FLAMETHROWER
;
3529 if R_ITEM_BACKPACK
in FRulez
then
3530 PushItem(ITEM_AMMO_BACKPACK
);
3532 // Âûáðîñ ðàêåòíîãî ðàíöà:
3533 if FJetFuel
> 0 then
3534 PushItem(ITEM_JETPACK
);
3537 if not (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
]) then
3539 if R_KEY_RED
in FRulez
then
3540 PushItem(ITEM_KEY_RED
);
3542 if R_KEY_GREEN
in FRulez
then
3543 PushItem(ITEM_KEY_GREEN
);
3545 if R_KEY_BLUE
in FRulez
then
3546 PushItem(ITEM_KEY_BLUE
);
3550 DropFlag(KillType
= K_FALLKILL
);
3553 g_Player_CreateCorpse(Self
);
3555 if Srv
and (gGameSettings
.MaxLives
> 0) and FNoRespawn
and
3556 (gLMSRespawn
= LMS_RESPAWN_NONE
) then
3562 for i
:= Low(gPlayers
) to High(gPlayers
) do
3564 if gPlayers
[i
] = nil then continue
;
3565 if (not gPlayers
[i
].FNoRespawn
) and (not gPlayers
[i
].FSpectator
) then
3568 if gPlayers
[i
].FTeam
= TEAM_RED
then Inc(ar
)
3569 else if gPlayers
[i
].FTeam
= TEAM_BLUE
then Inc(ab
);
3574 OldLR
:= gLMSRespawn
;
3575 if (gGameSettings
.GameMode
= GM_COOP
) then
3579 // everyone is dead, restart the map
3580 g_Game_Message(_lc
[I_MESSAGE_LMS_LOSE
], 144);
3582 MH_SEND_GameEvent(NET_EV_LMS_LOSE
);
3583 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3584 gLMSRespawnTime
:= gTime
+ 5000;
3586 else if (a
= 1) then
3588 if (gPlayers
[k
] <> nil) and not (gPlayers
[k
] is TBot
) then
3589 if (gPlayers
[k
] = gPlayer1
) or
3590 (gPlayers
[k
] = gPlayer2
) then
3591 g_Console_Add('*** ' + _lc
[I_MESSAGE_LMS_SURVIVOR
] + ' ***', True)
3592 else if Netsrv
and (gPlayers
[k
].FClientID
>= 0) then
3593 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR
, 0, 'N', gPlayers
[k
].FClientID
);
3596 else if (gGameSettings
.GameMode
= GM_TDM
) then
3598 if (ab
= 0) and (ar
<> 0) then
3601 g_Game_Message(Format(_lc
[I_MESSAGE_TLMS_WIN
], [AnsiUpperCase(_lc
[I_GAME_TEAM_RED
])]), 144);
3603 MH_SEND_GameEvent(NET_EV_TLMS_WIN
, TEAM_RED
);
3604 Inc(gTeamStat
[TEAM_RED
].Goals
);
3605 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3606 gLMSRespawnTime
:= gTime
+ 5000;
3608 else if (ar
= 0) and (ab
<> 0) then
3611 g_Game_Message(Format(_lc
[I_MESSAGE_TLMS_WIN
], [AnsiUpperCase(_lc
[I_GAME_TEAM_BLUE
])]), 144);
3613 MH_SEND_GameEvent(NET_EV_TLMS_WIN
, TEAM_BLUE
);
3614 Inc(gTeamStat
[TEAM_BLUE
].Goals
);
3615 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3616 gLMSRespawnTime
:= gTime
+ 5000;
3618 else if (ar
= 0) and (ab
= 0) then
3621 g_Game_Message(_lc
[I_GAME_WIN_DRAW
], 144);
3623 MH_SEND_GameEvent(NET_EV_LMS_DRAW
, 0, FName
);
3624 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3625 gLMSRespawnTime
:= gTime
+ 5000;
3628 else if (gGameSettings
.GameMode
= GM_DM
) then
3632 if gPlayers
[k
] <> nil then
3635 // survivor is the winner
3636 g_Game_Message(Format(_lc
[I_MESSAGE_LMS_WIN
], [AnsiUpperCase(FName
)]), 144);
3638 MH_SEND_GameEvent(NET_EV_LMS_WIN
, 0, FName
);
3641 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3642 gLMSRespawnTime
:= gTime
+ 5000;
3644 else if (a
= 0) then
3646 // everyone is dead, restart the map
3647 g_Game_Message(_lc
[I_GAME_WIN_DRAW
], 144);
3649 MH_SEND_GameEvent(NET_EV_LMS_DRAW
, 0, FName
);
3650 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3651 gLMSRespawnTime
:= gTime
+ 5000;
3654 if srv
and (OldLR
= LMS_RESPAWN_NONE
) and (gLMSRespawn
> LMS_RESPAWN_NONE
) then
3656 if NetMode
= NET_SERVER
then
3657 MH_SEND_GameEvent(NET_EV_LMS_WARMUP
, (gLMSRespawnTime
- gTime
) div 1000)
3659 g_Console_Add(Format(_lc
[I_MSG_WARMUP_START
], [(gLMSRespawnTime
- gTime
) div 1000]), True);
3665 MH_SEND_PlayerStats(FUID
);
3666 MH_SEND_PlayerDeath(FUID
, KillType
, t
, SpawnerUID
);
3667 if gGameSettings
.GameMode
= GM_TDM
then MH_SEND_GameStats
;
3670 if srv
and FNoRespawn
then Spectate(True);
3671 FWantsInGame
:= True;
3674 function TPlayer
.BodyInLiquid(XInc
, YInc
: Integer): Boolean;
3676 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
, PLAYER_RECT
.Width
,
3677 PLAYER_RECT
.Height
-20, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
, False);
3680 function TPlayer
.BodyInAcid(XInc
, YInc
: Integer): Boolean;
3682 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
, PLAYER_RECT
.Width
,
3683 PLAYER_RECT
.Height
-20, PANEL_ACID1
or PANEL_ACID2
, False);
3686 procedure TPlayer
.MakeBloodSimple(Count
: Word);
3688 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)+8,
3689 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3690 Count
div 2, 3, -1, 16, (PLAYER_RECT
.Height
*2 div 3),
3691 FModel
.Blood
.R
, FModel
.Blood
.G
, FModel
.Blood
.B
, FModel
.Blood
.Kind
);
3692 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-8,
3693 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3694 Count
div 2, -3, -1, 16, (PLAYER_RECT
.Height
*2) div 3,
3695 FModel
.Blood
.R
, FModel
.Blood
.G
, FModel
.Blood
.B
, FModel
.Blood
.Kind
);
3698 procedure TPlayer
.MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
3700 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2),
3701 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3702 Count
, VelX
, VelY
, 16, (PLAYER_RECT
.Height
*2) div 3,
3703 FModel
.Blood
.R
, FModel
.Blood
.G
, FModel
.Blood
.B
, FModel
.Blood
.Kind
);
3706 procedure TPlayer
.QueueWeaponSwitch(Weapon
: Byte);
3708 if g_Game_IsClient
then Exit
;
3709 if Weapon
> High(FWeapon
) then Exit
;
3710 FNextWeap
:= FNextWeap
or (1 shl Weapon
);
3713 procedure TPlayer
.resetWeaponQueue ();
3716 FNextWeapDelay
:= 0;
3719 function TPlayer
.hasAmmoForWeapon (weapon
: Byte): Boolean;
3723 WEAPON_KASTET
, WEAPON_SAW
: result
:= true;
3724 WEAPON_SHOTGUN1
, WEAPON_SHOTGUN2
: result
:= (FAmmo
[A_SHELLS
] > 0);
3725 WEAPON_PISTOL
, WEAPON_CHAINGUN
, WEAPON_SUPERPULEMET
: result
:= (FAmmo
[A_BULLETS
] > 0);
3726 WEAPON_ROCKETLAUNCHER
: result
:= (FAmmo
[A_ROCKETS
] > 0);
3727 WEAPON_PLASMA
, WEAPON_BFG
: result
:= (FAmmo
[A_CELLS
] > 0);
3728 WEAPON_FLAMETHROWER
: result
:= (FAmmo
[A_FUEL
] > 0);
3729 else result
:= (weapon
< length(FWeapon
));
3733 // return 255 for "no switch"
3734 function TPlayer
.getNextWeaponIndex (): Byte;
3737 wantThisWeapon
: array[0..64] of Boolean;
3738 wwc
: Integer = 0; //HACK!
3741 result
:= 255; // default result: "no switch"
3742 // had weapon cycling on previous frame? remove that flag
3743 if (FNextWeap
and $2000) <> 0 then
3745 FNextWeap
:= FNextWeap
and $1FFF;
3746 FNextWeapDelay
:= 0;
3748 // cycling has priority
3749 if (FNextWeap
and $C000) <> 0 then
3751 if (FNextWeap
and $8000) <> 0 then
3755 FNextWeap
:= FNextWeap
or $2000; // we need this
3756 if FNextWeapDelay
> 0 then
3757 exit
; // cooldown time
3759 for i
:= 0 to High(FWeapon
) do
3761 cwi
:= (cwi
+length(FWeapon
)+dir
) mod length(FWeapon
);
3762 if FWeapon
[cwi
] then
3764 //e_WriteLog(Format(' SWITCH: cur=%d; new=%d', [FCurrWeap, cwi]), MSG_WARNING);
3765 result
:= Byte(cwi
);
3766 FNextWeapDelay
:= WEAPON_DELAY
;
3774 for i
:= 0 to High(wantThisWeapon
) do
3775 wantThisWeapon
[i
] := false;
3776 for i
:= 0 to High(FWeapon
) do
3777 if (FNextWeap
and (1 shl i
)) <> 0 then
3779 wantThisWeapon
[i
] := true;
3782 // exclude currently selected weapon from the set
3783 wantThisWeapon
[FCurrWeap
] := false;
3784 // slow down alterations a little
3787 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3788 // more than one weapon requested, assume "alteration" and check alteration delay
3789 if FNextWeapDelay
> 0 then
3795 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3796 // but clear all counters if no weapon should be switched
3802 //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
3803 // try weapons in descending order
3804 for i
:= High(FWeapon
) downto 0 do
3806 if wantThisWeapon
[i
] and FWeapon
[i
] and ((wwc
= 1) or hasAmmoForWeapon(i
)) then
3811 FNextWeapDelay
:= WEAPON_DELAY
* 2; // anyway, 'cause why not
3815 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3819 procedure TPlayer
.RealizeCurrentWeapon();
3820 function switchAllowed (): Boolean;
3825 if FBFGFireCounter
<> -1 then
3827 if FTime
[T_SWITCH
] > gTime
then
3829 for i
:= WP_FIRST
to WP_LAST
do
3830 if FReloading
[i
] > 0 then
3838 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3839 //FNextWeap := FNextWeap and $1FFF;
3840 if FNextWeapDelay
> 0 then Dec(FNextWeapDelay
); // "alteration delay"
3842 if not switchAllowed
then
3844 //HACK for weapon cycling
3845 if (FNextWeap
and $E000) <> 0 then FNextWeap
:= 0;
3849 nw
:= getNextWeaponIndex();
3850 if nw
= 255 then exit
; // don't reset anything here
3851 if nw
> High(FWeapon
) then
3853 // don't forget to reset queue here!
3854 //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
3862 FTime
[T_SWITCH
] := gTime
+156;
3863 if FCurrWeap
= WEAPON_SAW
then FSawSoundSelect
.PlayAt(FObj
.X
, FObj
.Y
);
3864 FModel
.SetWeapon(FCurrWeap
);
3865 if g_Game_IsNet
then MH_SEND_PlayerStats(FUID
);
3869 procedure TPlayer
.NextWeapon();
3871 if g_Game_IsClient
then Exit
;
3875 procedure TPlayer
.PrevWeapon();
3877 if g_Game_IsClient
then Exit
;
3881 procedure TPlayer
.SetWeapon(W
: Byte);
3883 if FCurrWeap
<> W
then
3884 if W
= WEAPON_SAW
then
3885 FSawSoundSelect
.PlayAt(FObj
.X
, FObj
.Y
);
3888 FModel
.SetWeapon(CurrWeap
);
3892 function TPlayer
.PickItem(ItemType
: Byte; arespawn
: Boolean; var remove
: Boolean): Boolean;
3894 function allowBerserkSwitching (): Boolean;
3896 if (FBFGFireCounter
<> -1) then begin result
:= false; exit
; end;
3898 if gBerserkAutoswitch
then exit
;
3899 if not conIsCheatsEnabled
then exit
;
3907 if g_Game_IsClient
then Exit
;
3909 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3910 a
:= LongBool(gGameSettings
.Options
and GAME_OPTION_WEAPONSTAY
) and arespawn
;
3915 if (FHealth
< PLAYER_HP_SOFT
) or (FFireTime
> 0) then
3917 if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 10, PLAYER_HP_SOFT
);
3921 if gFlash
= 2 then Inc(FPickup
, 5);
3925 if (FHealth
< PLAYER_HP_SOFT
) or (FFireTime
> 0) then
3927 if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 25, PLAYER_HP_SOFT
);
3931 if gFlash
= 2 then Inc(FPickup
, 5);
3935 if FArmor
< PLAYER_AP_SOFT
then
3937 FArmor
:= PLAYER_AP_SOFT
;
3940 if gFlash
= 2 then Inc(FPickup
, 5);
3944 if FArmor
< PLAYER_AP_LIMIT
then
3946 FArmor
:= PLAYER_AP_LIMIT
;
3949 if gFlash
= 2 then Inc(FPickup
, 5);
3953 if (FHealth
< PLAYER_HP_LIMIT
) or (FFireTime
> 0) then
3955 if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 100, PLAYER_HP_LIMIT
);
3959 if gFlash
= 2 then Inc(FPickup
, 5);
3963 if (FHealth
< PLAYER_HP_LIMIT
) or (FArmor
< PLAYER_AP_LIMIT
) or (FFireTime
> 0) then
3965 if FHealth
< PLAYER_HP_LIMIT
then
3966 FHealth
:= PLAYER_HP_LIMIT
;
3967 if FArmor
< PLAYER_AP_LIMIT
then
3968 FArmor
:= PLAYER_AP_LIMIT
;
3972 if gFlash
= 2 then Inc(FPickup
, 5);
3976 if (not FWeapon
[WEAPON_SAW
]) or ((not arespawn
) and (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
])) then
3978 FWeapon
[WEAPON_SAW
] := True;
3980 if gFlash
= 2 then Inc(FPickup
, 5);
3981 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3984 ITEM_WEAPON_SHOTGUN1
:
3985 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SHOTGUN1
] then
3987 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
3988 if a
and FWeapon
[WEAPON_SHOTGUN1
] then Exit
;
3990 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3991 FWeapon
[WEAPON_SHOTGUN1
] := True;
3993 if gFlash
= 2 then Inc(FPickup
, 5);
3994 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3997 ITEM_WEAPON_SHOTGUN2
:
3998 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SHOTGUN2
] then
4000 if a
and FWeapon
[WEAPON_SHOTGUN2
] then Exit
;
4002 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
4003 FWeapon
[WEAPON_SHOTGUN2
] := True;
4005 if gFlash
= 2 then Inc(FPickup
, 5);
4006 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4009 ITEM_WEAPON_CHAINGUN
:
4010 if (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or not FWeapon
[WEAPON_CHAINGUN
] then
4012 if a
and FWeapon
[WEAPON_CHAINGUN
] then Exit
;
4014 IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
4015 FWeapon
[WEAPON_CHAINGUN
] := True;
4017 if gFlash
= 2 then Inc(FPickup
, 5);
4018 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4021 ITEM_WEAPON_ROCKETLAUNCHER
:
4022 if (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or not FWeapon
[WEAPON_ROCKETLAUNCHER
] then
4024 if a
and FWeapon
[WEAPON_ROCKETLAUNCHER
] then Exit
;
4026 IncMax(FAmmo
[A_ROCKETS
], 2, FMaxAmmo
[A_ROCKETS
]);
4027 FWeapon
[WEAPON_ROCKETLAUNCHER
] := True;
4029 if gFlash
= 2 then Inc(FPickup
, 5);
4030 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4034 if (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or not FWeapon
[WEAPON_PLASMA
] then
4036 if a
and FWeapon
[WEAPON_PLASMA
] then Exit
;
4038 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
4039 FWeapon
[WEAPON_PLASMA
] := True;
4041 if gFlash
= 2 then Inc(FPickup
, 5);
4042 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4046 if (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or not FWeapon
[WEAPON_BFG
] then
4048 if a
and FWeapon
[WEAPON_BFG
] then Exit
;
4050 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
4051 FWeapon
[WEAPON_BFG
] := True;
4053 if gFlash
= 2 then Inc(FPickup
, 5);
4054 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4057 ITEM_WEAPON_SUPERPULEMET
:
4058 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SUPERPULEMET
] then
4060 if a
and FWeapon
[WEAPON_SUPERPULEMET
] then Exit
;
4062 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
4063 FWeapon
[WEAPON_SUPERPULEMET
] := True;
4065 if gFlash
= 2 then Inc(FPickup
, 5);
4066 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4069 ITEM_WEAPON_FLAMETHROWER
:
4070 if (FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
]) or not FWeapon
[WEAPON_FLAMETHROWER
] then
4072 if a
and FWeapon
[WEAPON_FLAMETHROWER
] then Exit
;
4074 IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
4075 FWeapon
[WEAPON_FLAMETHROWER
] := True;
4077 if gFlash
= 2 then Inc(FPickup
, 5);
4078 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4082 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
4084 IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
4087 if gFlash
= 2 then Inc(FPickup
, 5);
4090 ITEM_AMMO_BULLETS_BOX
:
4091 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
4093 IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
4096 if gFlash
= 2 then Inc(FPickup
, 5);
4100 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
4102 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
4105 if gFlash
= 2 then Inc(FPickup
, 5);
4108 ITEM_AMMO_SHELLS_BOX
:
4109 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
4111 IncMax(FAmmo
[A_SHELLS
], 25, FMaxAmmo
[A_SHELLS
]);
4114 if gFlash
= 2 then Inc(FPickup
, 5);
4118 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
4120 IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
4123 if gFlash
= 2 then Inc(FPickup
, 5);
4126 ITEM_AMMO_ROCKET_BOX
:
4127 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
4129 IncMax(FAmmo
[A_ROCKETS
], 5, FMaxAmmo
[A_ROCKETS
]);
4132 if gFlash
= 2 then Inc(FPickup
, 5);
4136 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
4138 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
4141 if gFlash
= 2 then Inc(FPickup
, 5);
4145 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
4147 IncMax(FAmmo
[A_CELLS
], 100, FMaxAmmo
[A_CELLS
]);
4150 if gFlash
= 2 then Inc(FPickup
, 5);
4154 if FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
] then
4156 IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
4159 if gFlash
= 2 then Inc(FPickup
, 5);
4163 if not(R_ITEM_BACKPACK
in FRulez
) or
4164 (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or
4165 (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or
4166 (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or
4167 (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or
4168 (FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
]) then
4170 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[1, A_BULLETS
];
4171 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[1, A_SHELLS
];
4172 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[1, A_ROCKETS
];
4173 FMaxAmmo
[A_CELLS
] := AmmoLimits
[1, A_CELLS
];
4174 FMaxAmmo
[A_FUEL
] := AmmoLimits
[1, A_FUEL
];
4176 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
4177 IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
4178 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
4179 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
4180 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
4181 IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
4182 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
4183 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
4184 if FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
] then
4185 IncMax(FAmmo
[A_FUEL
], 50, FMaxAmmo
[A_FUEL
]);
4187 FRulez
:= FRulez
+ [R_ITEM_BACKPACK
];
4190 if gFlash
= 2 then Inc(FPickup
, 5);
4194 if not(R_KEY_RED
in FRulez
) then
4196 Include(FRulez
, R_KEY_RED
);
4198 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
4199 if gFlash
= 2 then Inc(FPickup
, 5);
4200 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
4204 if not(R_KEY_GREEN
in FRulez
) then
4206 Include(FRulez
, R_KEY_GREEN
);
4208 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
4209 if gFlash
= 2 then Inc(FPickup
, 5);
4210 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
4214 if not(R_KEY_BLUE
in FRulez
) then
4216 Include(FRulez
, R_KEY_BLUE
);
4218 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
4219 if gFlash
= 2 then Inc(FPickup
, 5);
4220 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
4224 if FMegaRulez
[MR_SUIT
] < gTime
+PLAYER_SUIT_TIME
then
4226 FMegaRulez
[MR_SUIT
] := gTime
+PLAYER_SUIT_TIME
;
4230 if gFlash
= 2 then Inc(FPickup
, 5);
4234 if FAir
< AIR_MAX
then
4239 if gFlash
= 2 then Inc(FPickup
, 5);
4244 if not (R_BERSERK
in FRulez
) then
4246 Include(FRulez
, R_BERSERK
);
4247 if allowBerserkSwitching
then
4249 FCurrWeap
:= WEAPON_KASTET
;
4251 FModel
.SetWeapon(WEAPON_KASTET
);
4256 if gFlash
= 2 then Inc(FPickup
, 5);
4258 FBerserk
:= gTime
+30000;
4263 if (FHealth
< PLAYER_HP_SOFT
) or (FFireTime
> 0) then
4265 if FHealth
< PLAYER_HP_SOFT
then FHealth
:= PLAYER_HP_SOFT
;
4266 FBerserk
:= gTime
+30000;
4274 if FMegaRulez
[MR_INVUL
] < gTime
+PLAYER_INVUL_TIME
then
4276 FMegaRulez
[MR_INVUL
] := gTime
+PLAYER_INVUL_TIME
;
4279 if gFlash
= 2 then Inc(FPickup
, 5);
4283 if (FHealth
< PLAYER_HP_LIMIT
) or (FFireTime
> 0) then
4285 if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 4, PLAYER_HP_LIMIT
);
4289 if gFlash
= 2 then Inc(FPickup
, 5);
4293 if FArmor
< PLAYER_AP_LIMIT
then
4295 IncMax(FArmor
, 5, PLAYER_AP_LIMIT
);
4298 if gFlash
= 2 then Inc(FPickup
, 5);
4302 if FJetFuel
< JET_MAX
then
4304 FJetFuel
:= JET_MAX
;
4307 if gFlash
= 2 then Inc(FPickup
, 5);
4311 if FMegaRulez
[MR_INVIS
] < gTime
+PLAYER_INVIS_TIME
then
4313 FMegaRulez
[MR_INVIS
] := gTime
+PLAYER_INVIS_TIME
;
4316 if gFlash
= 2 then Inc(FPickup
, 5);
4321 procedure TPlayer
.Touch();
4325 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
4328 // Áðîñèòü ôëàã òîâàðèùó:
4329 if gGameSettings
.GameMode
= GM_CTF
then
4334 procedure TPlayer
.Push(vx
, vy
: Integer);
4336 if (not FPhysics
) and FGhost
then
4338 FObj
.Accel
.X
:= FObj
.Accel
.X
+ vx
;
4339 FObj
.Accel
.Y
:= FObj
.Accel
.Y
+ vy
;
4340 if g_Game_IsNet
and g_Game_IsServer
then
4341 MH_SEND_PlayerPos(True, FUID
, NET_EVERYONE
);
4344 procedure TPlayer
.Reset(Force
: Boolean);
4350 FTime
[T_RESPAWN
] := 0;
4351 FTime
[T_FLAGCAP
] := 0;
4365 FSpectator
:= False;
4368 FSpectatePlayer
:= -1;
4369 FNoRespawn
:= False;
4371 FLives
:= gGameSettings
.MaxLives
;
4376 procedure TPlayer
.SoftReset();
4382 FBFGFireCounter
:= -1;
4390 SetAction(A_STAND
, True);
4393 function TPlayer
.GetRespawnPoint(): Byte;
4398 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4400 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4401 if gGameSettings
.GameMode
in [GM_COOP
, GM_SINGLE
] then
4403 if (Self
= gPlayer1
) or (Self
= gPlayer2
) then
4405 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
4406 if Self
= gPlayer1
then
4407 c
:= RESPAWNPOINT_PLAYER1
4409 c
:= RESPAWNPOINT_PLAYER2
;
4410 if g_Map_GetPointCount(c
) > 0 then
4416 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
4417 if Self
= gPlayer1
then
4418 c
:= RESPAWNPOINT_PLAYER2
4420 c
:= RESPAWNPOINT_PLAYER1
;
4421 if g_Map_GetPointCount(c
) > 0 then
4428 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
4429 if Random(2) = 0 then
4430 c
:= RESPAWNPOINT_PLAYER1
4432 c
:= RESPAWNPOINT_PLAYER2
;
4433 if g_Map_GetPointCount(c
) > 0 then
4440 // Òî÷êà ëþáîé èç êîìàíä
4441 if Random(2) = 0 then
4442 c
:= RESPAWNPOINT_RED
4444 c
:= RESPAWNPOINT_BLUE
;
4445 if g_Map_GetPointCount(c
) > 0 then
4452 c
:= RESPAWNPOINT_DM
;
4453 if g_Map_GetPointCount(c
) > 0 then
4461 if gGameSettings
.GameMode
= GM_DM
then
4464 c
:= RESPAWNPOINT_DM
;
4465 if g_Map_GetPointCount(c
) > 0 then
4471 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4472 if Random(2) = 0 then
4473 c
:= RESPAWNPOINT_PLAYER1
4475 c
:= RESPAWNPOINT_PLAYER2
;
4476 if g_Map_GetPointCount(c
) > 0 then
4482 // Òî÷êà ëþáîé èç êîìàíä
4483 if Random(2) = 0 then
4484 c
:= RESPAWNPOINT_RED
4486 c
:= RESPAWNPOINT_BLUE
;
4487 if g_Map_GetPointCount(c
) > 0 then
4495 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
4497 // Òî÷êà ñâîåé êîìàíäû
4498 c
:= RESPAWNPOINT_DM
;
4499 if FTeam
= TEAM_RED
then
4500 c
:= RESPAWNPOINT_RED
;
4501 if FTeam
= TEAM_BLUE
then
4502 c
:= RESPAWNPOINT_BLUE
;
4503 if g_Map_GetPointCount(c
) > 0 then
4510 c
:= RESPAWNPOINT_DM
;
4511 if g_Map_GetPointCount(c
) > 0 then
4517 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4518 if Random(2) = 0 then
4519 c
:= RESPAWNPOINT_PLAYER1
4521 c
:= RESPAWNPOINT_PLAYER2
;
4522 if g_Map_GetPointCount(c
) > 0 then
4528 // Òî÷êà äðóãîé êîìàíäû
4529 c
:= RESPAWNPOINT_DM
;
4530 if FTeam
= TEAM_RED
then
4531 c
:= RESPAWNPOINT_BLUE
;
4532 if FTeam
= TEAM_BLUE
then
4533 c
:= RESPAWNPOINT_RED
;
4534 if g_Map_GetPointCount(c
) > 0 then
4542 procedure TPlayer
.Respawn(Silent
: Boolean; Force
: Boolean = False);
4544 RespawnPoint
: TRespawnPoint
;
4550 FBFGFireCounter
:= -1;
4555 if not g_Game_IsServer
then
4559 FWantsInGame
:= True;
4560 FJustTeleported
:= True;
4563 FTime
[T_RESPAWN
] := 0;
4567 // if server changes MaxLives we gotta be ready
4568 if gGameSettings
.MaxLives
= 0 then FNoRespawn
:= False;
4570 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4571 if FTime
[T_RESPAWN
] > gTime
then
4574 // Ïðîñðàë âñå æèçíè:
4577 if not FSpectator
then Spectate(True);
4578 FWantsInGame
:= True;
4582 if (gGameSettings
.GameType
<> GT_SINGLE
) and (gGameSettings
.GameMode
<> GM_COOP
) then
4583 begin // "Ñâîÿ èãðà"
4584 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4585 FRulez
:= FRulez
-[R_BERSERK
];
4587 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4589 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4590 FRulez
:= FRulez
-[R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
, R_BERSERK
];
4593 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4594 c
:= GetRespawnPoint();
4599 // Âîñêðåøåíèå áåç îðóæèÿ:
4602 FHealth
:= Round(PLAYER_HP_SOFT
* (FHandicap
/ 100));
4608 for a
:= WP_FIRST
to WP_LAST
do
4610 FWeapon
[a
] := False;
4614 FWeapon
[WEAPON_PISTOL
] := True;
4615 FWeapon
[WEAPON_KASTET
] := True;
4616 FCurrWeap
:= WEAPON_PISTOL
;
4619 FModel
.SetWeapon(FCurrWeap
);
4621 for b
:= A_BULLETS
to A_HIGH
do
4624 FAmmo
[A_BULLETS
] := 50;
4626 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[0, A_BULLETS
];
4627 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[0, A_SHELLS
];
4628 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[0, A_SHELLS
];
4629 FMaxAmmo
[A_CELLS
] := AmmoLimits
[0, A_CELLS
];
4630 FMaxAmmo
[A_FUEL
] := AmmoLimits
[0, A_FUEL
];
4632 if gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
] then
4633 FRulez
:= [R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
]
4638 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4639 if not g_Map_GetPoint(c
, RespawnPoint
) then
4641 g_FatalError(_lc
[I_GAME_ERROR_GET_SPAWN
]);
4645 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4646 FObj
.X
:= RespawnPoint
.X
-PLAYER_RECT
.X
;
4647 FObj
.Y
:= RespawnPoint
.Y
-PLAYER_RECT
.Y
;
4653 FDirection
:= RespawnPoint
.Direction
;
4654 if FDirection
= TDirection
.D_LEFT
then
4659 SetAction(A_STAND
, True);
4660 FModel
.Direction
:= FDirection
;
4662 for a
:= Low(FTime
) to High(FTime
) do
4665 for a
:= Low(FMegaRulez
) to High(FMegaRulez
) do
4670 FCanJetpack
:= False;
4676 // Àíèìàöèÿ âîçðîæäåíèÿ:
4677 if (not gLoadGameMode
) and (not Silent
) then
4678 if g_Frames_Get(ID
, 'FRAMES_TELEPORT') then
4680 Anim
:= TAnimation
.Create(ID
, False, 3);
4681 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4682 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
4686 FSpectator
:= False;
4689 FSpectatePlayer
:= -1;
4692 if (gPlayer1
= nil) and (gLMSPID1
= FUID
) then
4694 if (gPlayer2
= nil) and (gLMSPID2
= FUID
) then
4697 if g_Game_IsNet
then
4699 MH_SEND_PlayerPos(True, FUID
, NET_EVERYONE
);
4700 MH_SEND_PlayerStats(FUID
, NET_EVERYONE
);
4702 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4703 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32,
4708 procedure TPlayer
.Spectate(NoMove
: Boolean = False);
4711 Kill(K_EXTRAHARDKILL
, FUID
, HIT_SOME
)
4712 else if (not NoMove
) then
4714 GameX
:= gMapInfo
.Width
div 2;
4715 GameY
:= gMapInfo
.Height
div 2;
4724 FWantsInGame
:= False;
4729 if Self
= gPlayer1
then
4734 if Self
= gPlayer2
then
4741 if g_Game_IsNet
then
4742 MH_SEND_PlayerStats(FUID
);
4745 procedure TPlayer
.SwitchNoClip
;
4749 FGhost
:= not FGhost
;
4750 FPhysics
:= not FGhost
;
4762 procedure TPlayer
.Run(Direction
: TDirection
);
4766 if MAX_RUNVEL
> 8 then
4770 if Direction
= TDirection
.D_LEFT
then
4772 if FObj
.Vel
.X
> -MAX_RUNVEL
then
4773 FObj
.Vel
.X
:= FObj
.Vel
.X
- (MAX_RUNVEL
shr 3);
4776 if FObj
.Vel
.X
< MAX_RUNVEL
then
4777 FObj
.Vel
.X
:= FObj
.Vel
.X
+ (MAX_RUNVEL
shr 3);
4779 // Âîçìîæíî, ïèíàåì êóñêè:
4780 if (FObj
.Vel
.X
<> 0) and (gGibs
<> nil) then
4782 b
:= Abs(FObj
.Vel
.X
);
4783 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
4784 for a
:= 0 to High(gGibs
) do
4786 if gGibs
[a
].alive
and
4787 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
4788 FObj
.Rect
.Width
, 8, @gGibs
[a
].Obj
) and (Random(3) = 0) then
4791 if FObj
.Vel
.X
< 0 then
4793 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)+120) // íàëåâî
4797 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)); // íàïðàâî
4799 gGibs
[a
].positionChanged(); // this updates spatial accelerators
4807 procedure TPlayer
.SeeDown();
4809 SetAction(A_SEEDOWN
);
4811 if FDirection
= TDirection
.D_LEFT
then FAngle
:= ANGLE_LEFTDOWN
else FAngle
:= ANGLE_RIGHTDOWN
;
4813 if FIncCam
> -120 then DecMin(FIncCam
, 5, -120);
4816 procedure TPlayer
.SeeUp();
4820 if FDirection
= TDirection
.D_LEFT
then FAngle
:= ANGLE_LEFTUP
else FAngle
:= ANGLE_RIGHTUP
;
4822 if FIncCam
< 120 then IncMax(FIncCam
, 5, 120);
4825 procedure TPlayer
.SetAction(Action
: Byte; Force
: Boolean = False);
4833 A_ATTACK
: Prior
:= 2;
4834 A_SEEUP
: Prior
:= 1;
4835 A_SEEDOWN
: Prior
:= 1;
4836 A_ATTACKUP
: Prior
:= 2;
4837 A_ATTACKDOWN
: Prior
:= 2;
4842 if (Prior
> FActionPrior
) or Force
then
4843 if not ((Prior
= 2) and (FCurrWeap
= WEAPON_SAW
)) then
4845 FActionPrior
:= Prior
;
4846 FActionAnim
:= Action
;
4847 FActionForce
:= Force
;
4848 FActionChanged
:= True;
4851 if Action
in [A_ATTACK
, A_ATTACKUP
, A_ATTACKDOWN
] then FModel
.SetFire(True);
4854 function TPlayer
.StayOnStep(XInc
, YInc
: Integer): Boolean;
4856 Result
:= not g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+YInc
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
-1,
4857 PLAYER_RECT
.Width
, 1, PANEL_STEP
, False)
4858 and g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+YInc
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
,
4859 PLAYER_RECT
.Width
, 1, PANEL_STEP
, False);
4862 function TPlayer
.TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
4869 if g_CollideLevel(X
, Y
, PLAYER_RECT
.Width
, PLAYER_RECT
.Height
) then
4871 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj
.X
, FObj
.Y
);
4872 if g_Game_IsServer
and g_Game_IsNet
then
4873 MH_SEND_Sound(FObj
.X
, FObj
.Y
, 'SOUND_GAME_NOTELEPORT');
4877 FJustTeleported
:= True;
4882 if g_Frames_Get(ID
, 'FRAMES_TELEPORT') then
4884 Anim
:= TAnimation
.Create(ID
, False, 3);
4887 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj
.X
, FObj
.Y
);
4888 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4889 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
4890 if g_Game_IsServer
and g_Game_IsNet
then
4891 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4892 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, 1,
4896 FObj
.X
:= X
-PLAYER_RECT
.X
;
4897 FObj
.Y
:= Y
-PLAYER_RECT
.Y
;
4898 if FAlive
and FGhost
then
4904 if not g_Game_IsNet
then
4908 SetDirection(TDirection
.D_LEFT
);
4914 SetDirection(TDirection
.D_RIGHT
);
4920 if FDirection
= TDirection
.D_RIGHT
then
4922 SetDirection(TDirection
.D_LEFT
);
4927 SetDirection(TDirection
.D_RIGHT
);
4933 if not silent
and (Anim
<> nil) then
4935 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4936 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
4939 if g_Game_IsServer
and g_Game_IsNet
then
4940 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4941 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, 0,
4948 function nonz(a
: Single): Single;
4956 function TPlayer
.followCorpse(): Boolean;
4961 if FAlive
or FSpectator
then
4963 if (gCorpses
= nil) or (Length(gCorpses
) = 0) then
4965 for i
:= 0 to High(gCorpses
) do
4966 if gCorpses
[i
] <> nil then
4967 if gCorpses
[i
].FPlayerUID
= FUID
then
4970 FObj
.X
:= gCorpses
[i
].FObj
.X
;
4971 FObj
.Y
:= gCorpses
[i
].FObj
.Y
;
4972 FObj
.Vel
.X
:= gCorpses
[i
].FObj
.Vel
.X
;
4973 FObj
.Vel
.Y
:= gCorpses
[i
].FObj
.Vel
.Y
;
4974 FObj
.Accel
.X
:= gCorpses
[i
].FObj
.Accel
.X
;
4975 FObj
.Accel
.Y
:= gCorpses
[i
].FObj
.Accel
.Y
;
4980 procedure TPlayer
.Update();
4983 i
, ii
, wx
, wy
, xd
, yd
, k
: Integer;
4984 blockmon
, headwater
, dospawn
: Boolean;
4989 NetServer
:= g_Game_IsNet
and g_Game_IsServer
;
4990 AnyServer
:= g_Game_IsServer
;
4992 if g_Game_IsClient
and (NetInterpLevel
> 0) then
4993 DoLerp(NetInterpLevel
+ 1)
4999 if FClientID
>= 0 then
5001 FPing
:= NetClients
[FClientID
].Peer
^.lastRoundTripTime
;
5002 if NetClients
[FClientID
].Peer
^.packetsSent
> 0 then
5003 FLoss
:= Round(100*NetClients
[FClientID
].Peer
^.packetsLost
/NetClients
[FClientID
].Peer
^.packetsSent
)
5012 if FAlive
and (FPunchAnim
<> nil) then
5013 FPunchAnim
.Update();
5015 if FAlive
and (gFly
or FJetpack
) then
5018 if FDirection
= TDirection
.D_LEFT
then
5023 if FAlive
and (not FGhost
) then
5025 if FKeys
[KEY_UP
].Pressed
then
5027 if FKeys
[KEY_DOWN
].Pressed
then
5031 if (not (FKeys
[KEY_UP
].Pressed
or FKeys
[KEY_DOWN
].Pressed
)) and
5034 i
:= g_basic
.Sign(FIncCam
);
5035 FIncCam
:= Abs(FIncCam
);
5036 DecMin(FIncCam
, 5, 0);
5037 FIncCam
:= FIncCam
*i
;
5040 // no need to do that each second frame, weapon queue will take care of it
5041 if FAlive
and FKeys
[KEY_NEXTWEAPON
].Pressed
and AnyServer
then NextWeapon();
5042 if FAlive
and FKeys
[KEY_PREVWEAPON
].Pressed
and AnyServer
then PrevWeapon();
5044 if gTime
mod (GAME_TICK
*2) <> 0 then
5046 if (FObj
.Vel
.X
= 0) and FAlive
then
5048 if FKeys
[KEY_LEFT
].Pressed
then
5049 Run(TDirection
.D_LEFT
);
5050 if FKeys
[KEY_RIGHT
].Pressed
then
5051 Run(TDirection
.D_RIGHT
);
5056 if not followCorpse() then
5057 g_Obj_Move(@FObj
, True, True, True);
5058 positionChanged(); // this updates spatial accelerators
5064 FActionChanged
:= False;
5068 // Let alive player do some actions
5069 if FKeys
[KEY_LEFT
].Pressed
then Run(TDirection
.D_LEFT
);
5070 if FKeys
[KEY_RIGHT
].Pressed
then Run(TDirection
.D_RIGHT
);
5071 //if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
5072 //if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
5073 if FKeys
[KEY_FIRE
].Pressed
and AnyServer
then Fire()
5079 if NetServer
then MH_SEND_PlayerStats(FUID
);
5082 if FKeys
[KEY_OPEN
].Pressed
and AnyServer
then Use();
5083 if FKeys
[KEY_JUMP
].Pressed
then Jump()
5086 if AnyServer
and FJetpack
then
5090 if NetServer
then MH_SEND_PlayerStats(FUID
);
5092 FCanJetpack
:= True;
5099 for k
:= Low(FKeys
) to KEY_CHAT
-1 do
5101 if FKeys
[k
].Pressed
then
5109 if gGameSettings
.GameType
in [GT_CUSTOM
, GT_SERVER
, GT_CLIENT
] then
5112 if (FTime
[T_RESPAWN
] <= gTime
) and
5113 gGameOn
and (not FAlive
) then
5115 if (g_Player_GetCount() > 1) then
5119 gExit
:= EXIT_RESTART
;
5124 // Dead spectator actions
5127 if FKeys
[KEY_OPEN
].Pressed
and AnyServer
then Fire();
5128 if FKeys
[KEY_FIRE
].Pressed
and AnyServer
then
5132 if (FSpectatePlayer
>= High(gPlayers
)) then
5133 FSpectatePlayer
:= -1
5137 for I
:= FSpectatePlayer
+ 1 to High(gPlayers
) do
5138 if gPlayers
[I
] <> nil then
5139 if gPlayers
[I
].alive
then
5140 if gPlayers
[I
].UID
<> FUID
then
5142 FSpectatePlayer
:= I
;
5147 if not SetSpect
then FSpectatePlayer
:= -1;
5158 if FKeys
[KEY_UP
].Pressed
or FKeys
[KEY_JUMP
].Pressed
then
5160 FYTo
:= FObj
.Y
- 32;
5161 FSpectatePlayer
:= -1;
5163 if FKeys
[KEY_DOWN
].Pressed
then
5165 FYTo
:= FObj
.Y
+ 32;
5166 FSpectatePlayer
:= -1;
5168 if FKeys
[KEY_LEFT
].Pressed
then
5170 FXTo
:= FObj
.X
- 32;
5171 FSpectatePlayer
:= -1;
5173 if FKeys
[KEY_RIGHT
].Pressed
then
5175 FXTo
:= FObj
.X
+ 32;
5176 FSpectatePlayer
:= -1;
5179 if (FXTo
< -64) then
5181 else if (FXTo
> gMapInfo
.Width
+ 32) then
5182 FXTo
:= gMapInfo
.Width
+ 32;
5183 if (FYTo
< -72) then
5185 else if (FYTo
> gMapInfo
.Height
+ 32) then
5186 FYTo
:= gMapInfo
.Height
+ 32;
5191 if not followCorpse() then
5192 g_Obj_Move(@FObj
, True, True, True);
5193 positionChanged(); // this updates spatial accelerators
5200 if (FSpectatePlayer
<= High(gPlayers
)) and (FSpectatePlayer
>= 0) then
5201 if gPlayers
[FSpectatePlayer
] <> nil then
5202 if gPlayers
[FSpectatePlayer
].alive
then
5204 FXTo
:= gPlayers
[FSpectatePlayer
].GameX
;
5205 FYTo
:= gPlayers
[FSpectatePlayer
].GameY
;
5209 blockmon
:= g_Map_CollidePanel(FObj
.X
+PLAYER_HEADRECT
.X
, FObj
.Y
+PLAYER_HEADRECT
.Y
,
5210 PLAYER_HEADRECT
.Width
, PLAYER_HEADRECT
.Height
,
5211 PANEL_BLOCKMON
, True);
5212 headwater
:= HeadInLiquid(0, 0);
5214 // Ñîïðîòèâëåíèå âîçäóõà:
5215 if (not FAlive
) or not (FKeys
[KEY_LEFT
].Pressed
or FKeys
[KEY_RIGHT
].Pressed
) then
5216 if FObj
.Vel
.X
<> 0 then
5217 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
5219 if (FLastHit
= HIT_TRAP
) and (FPain
> 90) then FPain
:= 90;
5220 DecMin(FPain
, 5, 0);
5221 DecMin(FPickup
, 1, 0);
5223 if FAlive
and (FObj
.Y
> Integer(gMapInfo
.Height
)+128) and AnyServer
then
5225 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
5226 FMegaRulez
[MR_SUIT
] := 0;
5227 FMegaRulez
[MR_INVUL
] := 0;
5228 FMegaRulez
[MR_INVIS
] := 0;
5229 Kill(K_FALLKILL
, 0, HIT_FALL
);
5236 if FCurrWeap
= WEAPON_SAW
then
5237 if not (FSawSound
.IsPlaying() or FSawSoundHit
.IsPlaying() or
5238 FSawSoundSelect
.IsPlaying()) then
5239 FSawSoundIdle
.PlayAt(FObj
.X
, FObj
.Y
);
5242 if (not FJetSoundFly
.IsPlaying()) and (not FJetSoundOn
.IsPlaying()) and
5243 (not FJetSoundOff
.IsPlaying()) then
5245 FJetSoundFly
.SetPosition(0);
5246 FJetSoundFly
.PlayAt(FObj
.X
, FObj
.Y
);
5249 for b
:= WP_FIRST
to WP_LAST
do
5250 if FReloading
[b
] > 0 then
5256 if FShellTimer
> -1 then
5257 if FShellTimer
= 0 then
5259 if FShellType
= SHELL_SHELL
then
5260 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5261 GameVelX
, GameVelY
-2, SHELL_SHELL
)
5262 else if FShellType
= SHELL_DBLSHELL
then
5264 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5265 GameVelX
+1, GameVelY
-2, SHELL_SHELL
);
5266 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5267 GameVelX
-1, GameVelY
-2, SHELL_SHELL
);
5270 end else Dec(FShellTimer
);
5272 if (FBFGFireCounter
> -1) then
5273 if FBFGFireCounter
= 0 then
5277 wx
:= FObj
.X
+WEAPONPOINT
[FDirection
].X
;
5278 wy
:= FObj
.Y
+WEAPONPOINT
[FDirection
].Y
;
5279 xd
:= wx
+IfThen(FDirection
= TDirection
.D_LEFT
, -30, 30);
5280 yd
:= wy
+firediry();
5281 g_Weapon_bfgshot(wx
, wy
, xd
, yd
, FUID
);
5282 if NetServer
then MH_SEND_PlayerFire(FUID
, WEAPON_BFG
, wx
, wy
, xd
, yd
);
5283 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
5284 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
5285 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
5288 FReloading
[WEAPON_BFG
] := WEAPON_RELOAD
[WEAPON_BFG
];
5289 FBFGFireCounter
:= -1;
5292 FBFGFireCounter
:= 0
5294 Dec(FBFGFireCounter
);
5296 if (FMegaRulez
[MR_SUIT
] < gTime
) and AnyServer
then
5298 b
:= g_GetAcidHit(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
, PLAYER_RECT
.Width
, PLAYER_RECT
.Height
);
5300 if (b
> 0) and (gTime
mod (15*GAME_TICK
) = 0) then Damage(b
, 0, 0, 0, HIT_ACID
);
5303 if (headwater
or blockmon
) then
5309 if AnyServer
then Damage(10, 0, 0, 0, HIT_WATER
);
5312 else if (FAir
mod 31 = 0) and not blockmon
then
5314 g_GFX_Bubbles(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2), FObj
.Y
+PLAYER_RECT
.Y
-4, 5+Random(6), 8, 4);
5315 if Random(2) = 0 then
5316 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
5318 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
5320 end else if FAir
< AIR_DEF
then
5323 if FFireTime
> 0 then
5325 if BodyInLiquid(0, 0) then
5330 else if FMegaRulez
[MR_SUIT
] >= gTime
then
5332 if FMegaRulez
[MR_SUIT
] = gTime
then
5339 if FFirePainTime
<= 0 then
5341 if g_Game_IsServer
then
5342 Damage(2, FFireAttacker
, 0, 0, HIT_FLAME
);
5343 FFirePainTime
:= 12 - FFireTime
div 12;
5345 FFirePainTime
:= FFirePainTime
- 1;
5346 FFireTime
:= FFireTime
- 1;
5347 if ((FFireTime
mod 33) = 0) and (FMegaRulez
[MR_INVUL
] < gTime
) then
5348 FModel
.PlaySound(MODELSOUND_PAIN
, 1, FObj
.X
, FObj
.Y
);
5349 if (FFireTime
= 0) and g_Game_IsNet
and g_Game_IsServer
then
5350 MH_SEND_PlayerStats(FUID
);
5354 if FDamageBuffer
> 0 then
5356 if FDamageBuffer
>= 9 then
5360 if FDamageBuffer
< 30 then i
:= 9
5361 else if FDamageBuffer
< 100 then i
:= 18
5365 ii
:= Round(FDamageBuffer
*FHealth
/ nonz(FArmor
*(3/4)+FHealth
));
5366 FArmor
:= FArmor
-(FDamageBuffer
-ii
);
5367 FHealth
:= FHealth
-ii
;
5370 FHealth
:= FHealth
+FArmor
;
5375 if FHealth
<= 0 then
5376 if FHealth
> -30 then Kill(K_SIMPLEKILL
, FLastSpawnerUID
, FLastHit
)
5377 else if FHealth
> -50 then Kill(K_HARDKILL
, FLastSpawnerUID
, FLastHit
)
5378 else Kill(K_EXTRAHARDKILL
, FLastSpawnerUID
, FLastHit
);
5380 if FAlive
and ((FLastHit
<> HIT_FLAME
) or (FFireTime
<= 0)) then
5382 if FDamageBuffer
<= 20 then FModel
.PlaySound(MODELSOUND_PAIN
, 1, FObj
.X
, FObj
.Y
)
5383 else if FDamageBuffer
<= 55 then FModel
.PlaySound(MODELSOUND_PAIN
, 2, FObj
.X
, FObj
.Y
)
5384 else if FDamageBuffer
<= 120 then FModel
.PlaySound(MODELSOUND_PAIN
, 3, FObj
.X
, FObj
.Y
)
5385 else FModel
.PlaySound(MODELSOUND_PAIN
, 4, FObj
.X
, FObj
.Y
);
5392 end; // if FAlive then ...
5394 if (FActionAnim
= A_PAIN
) and (FModel
.Animation
<> A_PAIN
) then
5396 FModel
.ChangeAnimation(FActionAnim
, FActionForce
);
5397 FModel
.GetCurrentAnimation
.MinLength
:= i
;
5398 FModel
.GetCurrentAnimationMask
.MinLength
:= i
;
5399 end else FModel
.ChangeAnimation(FActionAnim
, FActionForce
and (FModel
.Animation
<> A_STAND
));
5401 if (FModel
.GetCurrentAnimation
.Played
or ((not FActionChanged
) and (FModel
.Animation
= A_WALK
)))
5402 then SetAction(A_STAND
, True);
5404 if not ((FModel
.Animation
= A_WALK
) and (Abs(FObj
.Vel
.X
) < 4) and not FModel
.Fire
) then FModel
.Update
;
5406 for b
:= Low(FKeys
) to High(FKeys
) do
5407 if FKeys
[b
].Time
= 0 then FKeys
[b
].Pressed
:= False else Dec(FKeys
[b
].Time
);
5411 procedure TPlayer
.getMapBox (out x
, y
, w
, h
: Integer); inline;
5413 x
:= FObj
.X
+PLAYER_RECT
.X
;
5414 y
:= FObj
.Y
+PLAYER_RECT
.Y
;
5415 w
:= PLAYER_RECT
.Width
;
5416 h
:= PLAYER_RECT
.Height
;
5420 procedure TPlayer
.moveBy (dx
, dy
: Integer); inline;
5422 if (dx
<> 0) or (dy
<> 0) then
5431 function TPlayer
.Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean;
5433 Result
:= g_Collide(FObj
.X
+PLAYER_RECT
.X
,
5434 FObj
.Y
+PLAYER_RECT
.Y
,
5441 function TPlayer
.Collide(Panel
: TPanel
): Boolean;
5443 Result
:= g_Collide(FObj
.X
+PLAYER_RECT
.X
,
5444 FObj
.Y
+PLAYER_RECT
.Y
,
5448 Panel
.Width
, Panel
.Height
);
5451 function TPlayer
.Collide(X
, Y
: Integer): Boolean;
5453 X
:= X
-FObj
.X
-PLAYER_RECT
.X
;
5454 Y
:= Y
-FObj
.Y
-PLAYER_RECT
.Y
;
5455 Result
:= (x
>= 0) and (x
<= PLAYER_RECT
.Width
) and
5456 (y
>= 0) and (y
<= PLAYER_RECT
.Height
);
5459 function g_Player_ValidName(Name
: string): Boolean;
5465 if gPlayers
= nil then Exit
;
5467 for a
:= 0 to High(gPlayers
) do
5468 if gPlayers
[a
] <> nil then
5469 if LowerCase(Name
) = LowerCase(gPlayers
[a
].FName
) then
5476 procedure TPlayer
.SetDirection(Direction
: TDirection
);
5480 d
:= FModel
.Direction
;
5482 FModel
.Direction
:= Direction
;
5483 if d
<> Direction
then FModel
.ChangeAnimation(FModel
.Animation
, True);
5485 FDirection
:= Direction
;
5488 function TPlayer
.GetKeys(): Byte;
5492 if R_KEY_RED
in FRulez
then Result
:= KEY_RED
;
5493 if R_KEY_GREEN
in FRulez
then Result
:= Result
or KEY_GREEN
;
5494 if R_KEY_BLUE
in FRulez
then Result
:= Result
or KEY_BLUE
;
5496 if FTeam
= TEAM_RED
then Result
:= Result
or KEY_REDTEAM
;
5497 if FTeam
= TEAM_BLUE
then Result
:= Result
or KEY_BLUETEAM
;
5500 procedure TPlayer
.Use();
5504 if FTime
[T_USE
] > gTime
then Exit
;
5506 g_Triggers_PressR(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
, PLAYER_RECT
.Width
,
5507 PLAYER_RECT
.Height
, FUID
, ACTIVATE_PLAYERPRESS
);
5509 for a
:= 0 to High(gPlayers
) do
5510 if (gPlayers
[a
] <> nil) and (gPlayers
[a
] <> Self
) and
5511 gPlayers
[a
].alive
and SameTeam(FUID
, gPlayers
[a
].FUID
) and
5512 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
5513 FObj
.Rect
.Width
, FObj
.Rect
.Height
, @gPlayers
[a
].FObj
) then
5515 gPlayers
[a
].Touch();
5516 if g_Game_IsNet
and g_Game_IsServer
then
5517 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH
, gPlayers
[a
].FUID
);
5520 FTime
[T_USE
] := gTime
+120;
5523 procedure TPlayer
.NetFire(Wpn
: Byte; X
, Y
, AX
, AY
: Integer; WID
: Integer = -1);
5527 WX
, WY
, XD
, YD
: Integer;
5539 if R_BERSERK
in FRulez
then
5541 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5542 locobj
.X
:= FObj
.X
+FObj
.Rect
.X
;
5543 locobj
.Y
:= FObj
.Y
+FObj
.Rect
.Y
;
5546 locobj
.rect
.Width
:= 39;
5547 locobj
.rect
.Height
:= 52;
5548 locobj
.Vel
.X
:= (xd
-wx
) div 2;
5549 locobj
.Vel
.Y
:= (yd
-wy
) div 2;
5550 locobj
.Accel
.X
:= xd
-wx
;
5551 locobj
.Accel
.y
:= yd
-wy
;
5553 if g_Weapon_Hit(@locobj
, 50, FUID
, HIT_SOME
) <> 0 then
5554 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj
.X
, FObj
.Y
)
5556 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj
.X
, FObj
.Y
);
5560 FPain
:= min(FPain
+ 25, 50);
5562 g_Weapon_punch(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, 3, FUID
);
5567 if g_Weapon_chainsaw(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
5568 IfThen(gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
], 9, 3), FUID
) <> 0 then
5570 FSawSoundSelect
.Stop();
5572 FSawSoundHit
.PlayAt(FObj
.X
, FObj
.Y
);
5574 else if not FSawSoundHit
.IsPlaying() then
5576 FSawSoundSelect
.Stop();
5577 FSawSound
.PlayAt(FObj
.X
, FObj
.Y
);
5584 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX
, Gamey
);
5585 FFireAngle
:= FAngle
;
5587 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5588 GameVelX
, GameVelY
-2, SHELL_BULLET
);
5593 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex
, Gamey
);
5594 FFireAngle
:= FAngle
;
5597 FShellType
:= SHELL_SHELL
;
5602 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex
, Gamey
);
5603 FFireAngle
:= FAngle
;
5606 FShellType
:= SHELL_DBLSHELL
;
5611 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex
, Gamey
);
5612 FFireAngle
:= FAngle
;
5614 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5615 GameVelX
, GameVelY
-2, SHELL_BULLET
);
5618 WEAPON_ROCKETLAUNCHER
:
5620 g_Weapon_Rocket(wx
, wy
, xd
, yd
, FUID
, WID
);
5621 FFireAngle
:= FAngle
;
5627 g_Weapon_Plasma(wx
, wy
, xd
, yd
, FUID
, WID
);
5628 FFireAngle
:= FAngle
;
5634 g_Weapon_BFGShot(wx
, wy
, xd
, yd
, FUID
, WID
);
5635 FFireAngle
:= FAngle
;
5639 WEAPON_SUPERPULEMET
:
5641 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex
, Gamey
);
5642 FFireAngle
:= FAngle
;
5644 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5645 GameVelX
, GameVelY
-2, SHELL_SHELL
);
5648 WEAPON_FLAMETHROWER
:
5650 g_Weapon_flame(wx
, wy
, xd
, yd
, FUID
, WID
);
5652 FFireAngle
:= FAngle
;
5659 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
5660 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
5661 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
5664 procedure TPlayer
.DoLerp(Level
: Integer = 2);
5666 if FObj
.X
<> FXTo
then FObj
.X
:= Lerp(FObj
.X
, FXTo
, Level
);
5667 if FObj
.Y
<> FYTo
then FObj
.Y
:= Lerp(FObj
.Y
, FYTo
, Level
);
5670 procedure TPlayer
.SetLerp(XTo
, YTo
: Integer);
5674 if NetInterpLevel
< 1 then
5684 AX
:= Abs(FXTo
- FObj
.X
);
5685 AY
:= Abs(FYTo
- FObj
.Y
);
5686 if (AX
> 32) or (AX
<= NetInterpLevel
) then
5688 if (AY
> 32) or (AY
<= NetInterpLevel
) then
5693 function TPlayer
.FullInLift(XInc
, YInc
: Integer): Integer;
5695 if g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
5696 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
-8,
5697 PANEL_LIFTUP
, False) then Result
:= -1
5699 if g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
5700 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
-8,
5701 PANEL_LIFTDOWN
, False) then Result
:= 1
5705 function TPlayer
.GetFlag(Flag
: Byte): Boolean;
5712 if Flag
= FLAG_NONE
then
5715 if not g_Game_IsServer
then Exit
;
5717 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5718 if (Flag
= FTeam
) and
5719 (gFlags
[Flag
].State
= FLAG_STATE_NORMAL
) and
5720 (FFlag
<> FLAG_NONE
) then
5722 if FFlag
= FLAG_RED
then
5723 s
:= _lc
[I_PLAYER_FLAG_RED
]
5725 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5727 evtype
:= FLAG_STATE_SCORED
;
5729 ts
:= Format('%.4d', [gFlags
[FFlag
].CaptureTime
]);
5730 Insert('.', ts
, Length(ts
) + 1 - 3);
5731 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_CAPTURE
], [FName
, s
, ts
]), True);
5733 g_Map_ResetFlag(FFlag
);
5734 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_CAPTURE
], [AnsiUpperCase(s
)]), 144);
5736 if ((Self
= gPlayer1
) or (Self
= gPlayer2
)
5737 or ((gPlayer1
<> nil) and (gPlayer1
.Team
= FTeam
))
5738 or ((gPlayer2
<> nil) and (gPlayer2
.Team
= FTeam
))) then
5743 if not sound_cap_flag
[a
].IsPlaying() then
5744 sound_cap_flag
[a
].Play();
5746 gTeamStat
[FTeam
].Goals
:= gTeamStat
[FTeam
].Goals
+ 1;
5749 if g_Game_IsNet
then
5751 MH_SEND_FlagEvent(evtype
, FFlag
, FUID
, False);
5755 gFlags
[FFlag
].CaptureTime
:= 0;
5760 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5761 if (Flag
= FTeam
) and
5762 (gFlags
[Flag
].State
= FLAG_STATE_DROPPED
) then
5764 if Flag
= FLAG_RED
then
5765 s
:= _lc
[I_PLAYER_FLAG_RED
]
5767 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5769 evtype
:= FLAG_STATE_RETURNED
;
5770 gFlags
[Flag
].CaptureTime
:= 0;
5772 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_RETURN
], [FName
, s
]), True);
5774 g_Map_ResetFlag(Flag
);
5775 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_RETURN
], [AnsiUpperCase(s
)]), 144);
5777 if ((Self
= gPlayer1
) or (Self
= gPlayer2
)
5778 or ((gPlayer1
<> nil) and (gPlayer1
.Team
= FTeam
))
5779 or ((gPlayer2
<> nil) and (gPlayer2
.Team
= FTeam
))) then
5784 if not sound_ret_flag
[a
].IsPlaying() then
5785 sound_ret_flag
[a
].Play();
5788 if g_Game_IsNet
then
5790 MH_SEND_FlagEvent(evtype
, Flag
, FUID
, False);
5796 // Ïîäîáðàë ÷óæîé ôëàã:
5797 if (Flag
<> FTeam
) and (FTime
[T_FLAGCAP
] <= gTime
) then
5801 if Flag
= FLAG_RED
then
5802 s
:= _lc
[I_PLAYER_FLAG_RED
]
5804 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5806 evtype
:= FLAG_STATE_CAPTURED
;
5808 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_GET
], [FName
, s
]), True);
5810 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_GET
], [AnsiUpperCase(s
)]), 144);
5812 gFlags
[Flag
].State
:= FLAG_STATE_CAPTURED
;
5814 if ((Self
= gPlayer1
) or (Self
= gPlayer2
)
5815 or ((gPlayer1
<> nil) and (gPlayer1
.Team
= FTeam
))
5816 or ((gPlayer2
<> nil) and (gPlayer2
.Team
= FTeam
))) then
5821 if not sound_get_flag
[a
].IsPlaying() then
5822 sound_get_flag
[a
].Play();
5825 if g_Game_IsNet
then
5827 MH_SEND_FlagEvent(evtype
, Flag
, FUID
, False);
5833 procedure TPlayer
.SetFlag(Flag
: Byte);
5836 if FModel
<> nil then
5837 FModel
.SetFlag(FFlag
);
5840 function TPlayer
.DropFlag(Silent
: Boolean = True): Boolean;
5846 if (not g_Game_IsServer
) or (FFlag
= FLAG_NONE
) then
5848 FTime
[T_FLAGCAP
] := gTime
+ 2000;
5849 with gFlags
[FFlag
] do
5853 Direction
:= FDirection
;
5854 State
:= FLAG_STATE_DROPPED
;
5856 g_Obj_Push(@Obj
, (FObj
.Vel
.X
div 2)-2+Random(5),
5857 (FObj
.Vel
.Y
div 2)-2+Random(5));
5858 positionChanged(); // this updates spatial accelerators
5860 if FFlag
= FLAG_RED
then
5861 s
:= _lc
[I_PLAYER_FLAG_RED
]
5863 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5865 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_DROP
], [FName
, s
]), True);
5866 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_DROP
], [AnsiUpperCase(s
)]), 144);
5868 if ((Self
= gPlayer1
) or (Self
= gPlayer2
)
5869 or ((gPlayer1
<> nil) and (gPlayer1
.Team
= FTeam
))
5870 or ((gPlayer2
<> nil) and (gPlayer2
.Team
= FTeam
))) then
5875 if (not Silent
) and (not sound_lost_flag
[a
].IsPlaying()) then
5876 sound_lost_flag
[a
].Play();
5878 if g_Game_IsNet
then
5879 MH_SEND_FlagEvent(FLAG_STATE_DROPPED
, Flag
, FUID
, False);
5885 procedure TPlayer
.GetSecret();
5887 if (self
= gPlayer1
) or (self
= gPlayer2
) then
5889 g_Console_Add(Format(_lc
[I_PLAYER_SECRET
], [FName
]), True);
5890 g_Sound_PlayEx('SOUND_GAME_SECRET');
5895 procedure TPlayer
.PressKey(Key
: Byte; Time
: Word = 1);
5897 Assert(Key
<= High(FKeys
));
5899 FKeys
[Key
].Pressed
:= True;
5900 FKeys
[Key
].Time
:= Time
;
5903 function TPlayer
.IsKeyPressed(K
: Byte): Boolean;
5905 Result
:= FKeys
[K
].Pressed
;
5908 procedure TPlayer
.ReleaseKeys();
5912 for a
:= Low(FKeys
) to High(FKeys
) do
5914 FKeys
[a
].Pressed
:= False;
5919 procedure TPlayer
.OnDamage(Angle
: SmallInt);
5923 function TPlayer
.firediry(): Integer;
5925 if FKeys
[KEY_UP
].Pressed
then Result
:= -42
5926 else if FKeys
[KEY_DOWN
].Pressed
then Result
:= 19
5930 procedure TPlayer
.RememberState();
5934 FSavedState
.Health
:= FHealth
;
5935 FSavedState
.Armor
:= FArmor
;
5936 FSavedState
.Air
:= FAir
;
5937 FSavedState
.JetFuel
:= FJetFuel
;
5938 FSavedState
.CurrWeap
:= FCurrWeap
;
5939 FSavedState
.NextWeap
:= FNextWeap
;
5940 FSavedState
.NextWeapDelay
:= FNextWeapDelay
;
5943 FSavedState
.Ammo
[i
] := FAmmo
[i
];
5945 FSavedState
.MaxAmmo
[i
] := FMaxAmmo
[i
];
5947 FSavedState
.Rulez
:= FRulez
;
5948 FSavedState
.WaitRecall
:= True;
5951 procedure TPlayer
.RecallState();
5955 if not FSavedState
.WaitRecall
then Exit
;
5957 FHealth
:= FSavedState
.Health
;
5958 FArmor
:= FSavedState
.Armor
;
5959 FAir
:= FSavedState
.Air
;
5960 FJetFuel
:= FSavedState
.JetFuel
;
5961 FCurrWeap
:= FSavedState
.CurrWeap
;
5962 FNextWeap
:= FSavedState
.NextWeap
;
5963 FNextWeapDelay
:= FSavedState
.NextWeapDelay
;
5966 FAmmo
[i
] := FSavedState
.Ammo
[i
];
5968 FMaxAmmo
[i
] := FSavedState
.MaxAmmo
[i
];
5970 FRulez
:= FSavedState
.Rulez
;
5971 FSavedState
.WaitRecall
:= False;
5973 if gGameSettings
.GameType
= GT_SERVER
then
5974 MH_SEND_PlayerStats(FUID
);
5977 procedure TPlayer
.SaveState (st
: TStream
);
5983 utils
.writeSign(st
, 'PLYR');
5984 utils
.writeInt(st
, Byte(PLR_SAVE_VERSION
)); // version
5986 utils
.writeBool(st
, FIamBot
);
5988 utils
.writeInt(st
, Word(FUID
));
5990 utils
.writeStr(st
, FName
);
5992 utils
.writeInt(st
, Byte(FTeam
));
5994 utils
.writeBool(st
, FAlive
);
5995 // Èçðàñõîäîâàë ëè âñå æèçíè
5996 utils
.writeBool(st
, FNoRespawn
);
5998 if FDirection
= TDirection
.D_LEFT
then b
:= 1 else b
:= 2; // D_RIGHT
5999 utils
.writeInt(st
, Byte(b
));
6001 utils
.writeInt(st
, LongInt(FHealth
));
6002 // Êîýôôèöèåíò èíâàëèäíîñòè
6003 utils
.writeInt(st
, LongInt(FHandicap
));
6005 utils
.writeInt(st
, Byte(FLives
));
6007 utils
.writeInt(st
, LongInt(FArmor
));
6009 utils
.writeInt(st
, LongInt(FAir
));
6011 utils
.writeInt(st
, LongInt(FJetFuel
));
6013 utils
.writeInt(st
, LongInt(FPain
));
6015 utils
.writeInt(st
, LongInt(FKills
));
6017 utils
.writeInt(st
, LongInt(FMonsterKills
));
6019 utils
.writeInt(st
, LongInt(FFrags
));
6021 utils
.writeInt(st
, Byte(FFragCombo
));
6022 // Âðåìÿ ïîñëåäíåãî ôðàãà
6023 utils
.writeInt(st
, LongWord(FLastFrag
));
6025 utils
.writeInt(st
, LongInt(FDeath
));
6027 utils
.writeInt(st
, Byte(FFlag
));
6029 utils
.writeInt(st
, LongInt(FSecrets
));
6031 utils
.writeInt(st
, Byte(FCurrWeap
));
6033 utils
.writeInt(st
, Word(FNextWeap
));
6035 utils
.writeInt(st
, Byte(FNextWeapDelay
));
6036 // Âðåìÿ çàðÿäêè BFG
6037 utils
.writeInt(st
, SmallInt(FBFGFireCounter
));
6039 utils
.writeInt(st
, LongInt(FDamageBuffer
));
6040 // Ïîñëåäíèé óäàðèâøèé
6041 utils
.writeInt(st
, Word(FLastSpawnerUID
));
6042 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6043 utils
.writeInt(st
, Byte(FLastHit
));
6045 Obj_SaveState(st
, @FObj
);
6046 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6047 for i
:= A_BULLETS
to A_HIGH
do utils
.writeInt(st
, Word(FAmmo
[i
]));
6048 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6049 for i
:= A_BULLETS
to A_HIGH
do utils
.writeInt(st
, Word(FMaxAmmo
[i
]));
6051 for i
:= WP_FIRST
to WP_LAST
do utils
.writeBool(st
, FWeapon
[i
]);
6052 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6053 for i
:= WP_FIRST
to WP_LAST
do utils
.writeInt(st
, Word(FReloading
[i
]));
6055 utils
.writeBool(st
, (R_ITEM_BACKPACK
in FRulez
));
6056 // Íàëè÷èå êðàñíîãî êëþ÷à
6057 utils
.writeBool(st
, (R_KEY_RED
in FRulez
));
6058 // Íàëè÷èå çåëåíîãî êëþ÷à
6059 utils
.writeBool(st
, (R_KEY_GREEN
in FRulez
));
6060 // Íàëè÷èå ñèíåãî êëþ÷à
6061 utils
.writeBool(st
, (R_KEY_BLUE
in FRulez
));
6063 utils
.writeBool(st
, (R_BERSERK
in FRulez
));
6064 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6065 for i
:= MR_SUIT
to MR_MAX
do utils
.writeInt(st
, LongWord(FMegaRulez
[i
]));
6066 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6067 for i
:= T_RESPAWN
to T_FLAGCAP
do utils
.writeInt(st
, LongWord(FTime
[i
]));
6069 utils
.writeStr(st
, FModel
.Name
);
6071 utils
.writeInt(st
, Byte(FColor
.R
));
6072 utils
.writeInt(st
, Byte(FColor
.G
));
6073 utils
.writeInt(st
, Byte(FColor
.B
));
6077 procedure TPlayer
.LoadState (st
: TStream
);
6086 if not utils
.checkSign(st
, 'PLYR') then raise XStreamError
.Create('invalid player signature');
6087 if (utils
.readByte(st
) <> PLR_SAVE_VERSION
) then raise XStreamError
.Create('invalid player version');
6089 FIamBot
:= utils
.readBool(st
);
6091 FUID
:= utils
.readWord(st
);
6093 str
:= utils
.readStr(st
);
6094 if (self
<> gPlayer1
) and (self
<> gPlayer2
) then FName
:= str
;
6096 FTeam
:= utils
.readByte(st
);
6098 FAlive
:= utils
.readBool(st
);
6099 // Èçðàñõîäîâàë ëè âñå æèçíè
6100 FNoRespawn
:= utils
.readBool(st
);
6102 b
:= utils
.readByte(st
);
6103 if b
= 1 then FDirection
:= TDirection
.D_LEFT
else FDirection
:= TDirection
.D_RIGHT
; // b = 2
6105 FHealth
:= utils
.readLongInt(st
);
6106 // Êîýôôèöèåíò èíâàëèäíîñòè
6107 FHandicap
:= utils
.readLongInt(st
);
6109 FLives
:= utils
.readByte(st
);
6111 FArmor
:= utils
.readLongInt(st
);
6113 FAir
:= utils
.readLongInt(st
);
6115 FJetFuel
:= utils
.readLongInt(st
);
6117 FPain
:= utils
.readLongInt(st
);
6119 FKills
:= utils
.readLongInt(st
);
6121 FMonsterKills
:= utils
.readLongInt(st
);
6123 FFrags
:= utils
.readLongInt(st
);
6125 FFragCombo
:= utils
.readByte(st
);
6126 // Âðåìÿ ïîñëåäíåãî ôðàãà
6127 FLastFrag
:= utils
.readLongWord(st
);
6129 FDeath
:= utils
.readLongInt(st
);
6131 FFlag
:= utils
.readByte(st
);
6133 FSecrets
:= utils
.readLongInt(st
);
6135 FCurrWeap
:= utils
.readByte(st
);
6137 FNextWeap
:= utils
.readWord(st
);
6139 FNextWeapDelay
:= utils
.readByte(st
);
6140 // Âðåìÿ çàðÿäêè BFG
6141 FBFGFireCounter
:= utils
.readSmallInt(st
);
6143 FDamageBuffer
:= utils
.readLongInt(st
);
6144 // Ïîñëåäíèé óäàðèâøèé
6145 FLastSpawnerUID
:= utils
.readWord(st
);
6146 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6147 FLastHit
:= utils
.readByte(st
);
6149 Obj_LoadState(@FObj
, st
);
6150 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6151 for i
:= A_BULLETS
to A_HIGH
do FAmmo
[i
] := utils
.readWord(st
);
6152 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6153 for i
:= A_BULLETS
to A_HIGH
do FMaxAmmo
[i
] := utils
.readWord(st
);
6155 for i
:= WP_FIRST
to WP_LAST
do FWeapon
[i
] := utils
.readBool(st
);
6156 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6157 for i
:= WP_FIRST
to WP_LAST
do FReloading
[i
] := utils
.readWord(st
);
6159 if utils
.readBool(st
) then Include(FRulez
, R_ITEM_BACKPACK
);
6160 // Íàëè÷èå êðàñíîãî êëþ÷à
6161 if utils
.readBool(st
) then Include(FRulez
, R_KEY_RED
);
6162 // Íàëè÷èå çåëåíîãî êëþ÷à
6163 if utils
.readBool(st
) then Include(FRulez
, R_KEY_GREEN
);
6164 // Íàëè÷èå ñèíåãî êëþ÷à
6165 if utils
.readBool(st
) then Include(FRulez
, R_KEY_BLUE
);
6167 if utils
.readBool(st
) then Include(FRulez
, R_BERSERK
);
6168 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6169 for i
:= MR_SUIT
to MR_MAX
do FMegaRulez
[i
] := utils
.readLongWord(st
);
6170 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6171 for i
:= T_RESPAWN
to T_FLAGCAP
do FTime
[i
] := utils
.readLongWord(st
);
6173 str
:= utils
.readStr(st
);
6175 FColor
.R
:= utils
.readByte(st
);
6176 FColor
.G
:= utils
.readByte(st
);
6177 FColor
.B
:= utils
.readByte(st
);
6178 if (self
= gPlayer1
) then
6180 str
:= gPlayer1Settings
.Model
;
6181 FColor
:= gPlayer1Settings
.Color
;
6183 else if (self
= gPlayer2
) then
6185 str
:= gPlayer2Settings
.Model
;
6186 FColor
:= gPlayer2Settings
.Color
;
6188 // Îáíîâëÿåì ìîäåëü èãðîêà
6190 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
6191 FModel
.Color
:= TEAMCOLOR
[FTeam
]
6193 FModel
.Color
:= FColor
;
6197 procedure TPlayer
.AllRulez(Health
: Boolean);
6203 FHealth
:= PLAYER_HP_LIMIT
;
6204 FArmor
:= PLAYER_AP_LIMIT
;
6208 for a
:= WP_FIRST
to WP_LAST
do FWeapon
[a
] := True;
6209 for a
:= A_BULLETS
to A_HIGH
do FAmmo
[a
] := 30000;
6210 FRulez
:= FRulez
+[R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
];
6213 procedure TPlayer
.RestoreHealthArmor();
6215 FHealth
:= PLAYER_HP_LIMIT
;
6216 FArmor
:= PLAYER_AP_LIMIT
;
6219 procedure TPlayer
.FragCombo();
6223 if (gGameSettings
.GameMode
in [GM_COOP
, GM_SINGLE
]) or g_Game_IsClient
then
6225 if gTime
- FLastFrag
< FRAG_COMBO_TIME
then
6227 if FFragCombo
< 5 then
6229 Param
:= FUID
or (FFragCombo
shl 16);
6230 if (FComboEvnt
>= Low(gDelayedEvents
)) and
6231 (FComboEvnt
<= High(gDelayedEvents
)) and
6232 gDelayedEvents
[FComboEvnt
].Pending
and
6233 (gDelayedEvents
[FComboEvnt
].DEType
= DE_KILLCOMBO
) and
6234 (gDelayedEvents
[FComboEvnt
].DENum
and $FFFF = FUID
) then
6236 gDelayedEvents
[FComboEvnt
].Time
:= gTime
+ 500;
6237 gDelayedEvents
[FComboEvnt
].DENum
:= Param
;
6240 FComboEvnt
:= g_Game_DelayEvent(DE_KILLCOMBO
, 500, Param
);
6248 procedure TPlayer
.GiveItem(ItemType
: Byte);
6252 if FMegaRulez
[MR_SUIT
] < gTime
+PLAYER_SUIT_TIME
then
6254 FMegaRulez
[MR_SUIT
] := gTime
+PLAYER_SUIT_TIME
;
6258 if FAir
< AIR_MAX
then
6265 if not (R_BERSERK
in FRulez
) then
6267 Include(FRulez
, R_BERSERK
);
6268 if FBFGFireCounter
< 1 then
6270 FCurrWeap
:= WEAPON_KASTET
;
6272 FModel
.SetWeapon(WEAPON_KASTET
);
6276 FBerserk
:= gTime
+30000;
6278 if FHealth
< PLAYER_HP_SOFT
then
6280 FHealth
:= PLAYER_HP_SOFT
;
6281 FBerserk
:= gTime
+30000;
6286 if FMegaRulez
[MR_INVUL
] < gTime
+PLAYER_INVUL_TIME
then
6288 FMegaRulez
[MR_INVUL
] := gTime
+PLAYER_INVUL_TIME
;
6292 if FMegaRulez
[MR_INVIS
] < gTime
+PLAYER_INVIS_TIME
then
6294 FMegaRulez
[MR_INVIS
] := gTime
+PLAYER_INVIS_TIME
;
6298 if FJetFuel
< JET_MAX
then
6300 FJetFuel
:= JET_MAX
;
6303 ITEM_MEDKIT_SMALL
: if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 10, PLAYER_HP_SOFT
);
6304 ITEM_MEDKIT_LARGE
: if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 25, PLAYER_HP_SOFT
);
6306 ITEM_ARMOR_GREEN
: if FArmor
< PLAYER_AP_SOFT
then FArmor
:= PLAYER_AP_SOFT
;
6307 ITEM_ARMOR_BLUE
: if FArmor
< PLAYER_AP_LIMIT
then FArmor
:= PLAYER_AP_LIMIT
;
6309 ITEM_SPHERE_BLUE
: if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 100, PLAYER_HP_LIMIT
);
6311 if (FHealth
< PLAYER_HP_LIMIT
) or (FArmor
< PLAYER_AP_LIMIT
) then
6313 if FHealth
< PLAYER_HP_LIMIT
then FHealth
:= PLAYER_HP_LIMIT
;
6314 if FArmor
< PLAYER_AP_LIMIT
then FArmor
:= PLAYER_AP_LIMIT
;
6317 ITEM_WEAPON_SAW
: FWeapon
[WEAPON_SAW
] := True;
6318 ITEM_WEAPON_SHOTGUN1
: FWeapon
[WEAPON_SHOTGUN1
] := True;
6319 ITEM_WEAPON_SHOTGUN2
: FWeapon
[WEAPON_SHOTGUN2
] := True;
6320 ITEM_WEAPON_CHAINGUN
: FWeapon
[WEAPON_CHAINGUN
] := True;
6321 ITEM_WEAPON_ROCKETLAUNCHER
: FWeapon
[WEAPON_ROCKETLAUNCHER
] := True;
6322 ITEM_WEAPON_PLASMA
: FWeapon
[WEAPON_PLASMA
] := True;
6323 ITEM_WEAPON_BFG
: FWeapon
[WEAPON_BFG
] := True;
6324 ITEM_WEAPON_SUPERPULEMET
: FWeapon
[WEAPON_SUPERPULEMET
] := True;
6325 ITEM_WEAPON_FLAMETHROWER
: FWeapon
[WEAPON_FLAMETHROWER
] := True;
6327 ITEM_AMMO_BULLETS
: if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
6328 ITEM_AMMO_BULLETS_BOX
: if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
6329 ITEM_AMMO_SHELLS
: if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
6330 ITEM_AMMO_SHELLS_BOX
: if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 25, FMaxAmmo
[A_SHELLS
]);
6331 ITEM_AMMO_ROCKET
: if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
6332 ITEM_AMMO_ROCKET_BOX
: if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 5, FMaxAmmo
[A_ROCKETS
]);
6333 ITEM_AMMO_CELL
: if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
6334 ITEM_AMMO_CELL_BIG
: if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 100, FMaxAmmo
[A_CELLS
]);
6335 ITEM_AMMO_FUELCAN
: if FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
] then IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
6338 if (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or
6339 (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or
6340 (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or
6341 (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or
6342 (FMaxAmmo
[A_FUEL
] < AmmoLimits
[1, A_FUEL
]) then
6344 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[1, A_BULLETS
];
6345 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[1, A_SHELLS
];
6346 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[1, A_ROCKETS
];
6347 FMaxAmmo
[A_CELLS
] := AmmoLimits
[1, A_CELLS
];
6348 FMaxAmmo
[A_FUEL
] := AmmoLimits
[1, A_FUEL
];
6350 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
6351 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
6352 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
6353 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
6355 FRulez
:= FRulez
+ [R_ITEM_BACKPACK
];
6358 ITEM_KEY_RED
: if not (R_KEY_RED
in FRulez
) then Include(FRulez
, R_KEY_RED
);
6359 ITEM_KEY_GREEN
: if not (R_KEY_GREEN
in FRulez
) then Include(FRulez
, R_KEY_GREEN
);
6360 ITEM_KEY_BLUE
: if not (R_KEY_BLUE
in FRulez
) then Include(FRulez
, R_KEY_BLUE
);
6362 ITEM_BOTTLE
: if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 4, PLAYER_HP_LIMIT
);
6363 ITEM_HELMET
: if FArmor
< PLAYER_AP_LIMIT
then IncMax(FArmor
, 5, PLAYER_AP_LIMIT
);
6368 if g_Game_IsNet
and g_Game_IsServer
then
6369 MH_SEND_PlayerStats(FUID
);
6372 procedure TPlayer
.FlySmoke(Times
: DWORD
= 1);
6377 if (Random(5) = 1) and (Times
= 1) then
6380 if BodyInLiquid(0, 0) then
6382 g_GFX_Bubbles(Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2)+Random(3)-1,
6383 Obj
.Y
+Obj
.Rect
.Height
+8, 1, 8, 4);
6384 if Random(2) = 0 then
6385 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
6387 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
6391 if g_Frames_Get(id
, 'FRAMES_SMOKE') then
6393 for i
:= 1 to Times
do
6395 Anim
:= TAnimation
.Create(id
, False, 3);
6397 g_GFX_OnceAnim(Obj
.X
+Obj
.Rect
.X
+Random(Obj
.Rect
.Width
+Times
*2)-(Anim
.Width
div 2),
6398 Obj
.Y
+Obj
.Rect
.Height
-4+Random(8+Times
*2), Anim
, ONCEANIM_SMOKE
);
6404 procedure TPlayer
.OnFireFlame(Times
: DWORD
= 1);
6409 if (Random(10) = 1) and (Times
= 1) then
6412 if g_Frames_Get(id
, 'FRAMES_FLAME') then
6414 for i
:= 1 to Times
do
6416 Anim
:= TAnimation
.Create(id
, False, 3);
6418 g_GFX_OnceAnim(Obj
.X
+Obj
.Rect
.X
+Random(Obj
.Rect
.Width
+Times
*2)-(Anim
.Width
div 2),
6419 Obj
.Y
+8+Random(8+Times
*2), Anim
, ONCEANIM_SMOKE
);
6425 procedure TPlayer
.PauseSounds(Enable
: Boolean);
6427 FSawSound
.Pause(Enable
);
6428 FSawSoundIdle
.Pause(Enable
);
6429 FSawSoundHit
.Pause(Enable
);
6430 FSawSoundSelect
.Pause(Enable
);
6431 FFlameSoundOn
.Pause(Enable
);
6432 FFlameSoundOff
.Pause(Enable
);
6433 FFlameSoundWork
.Pause(Enable
);
6434 FJetSoundFly
.Pause(Enable
);
6435 FJetSoundOn
.Pause(Enable
);
6436 FJetSoundOff
.Pause(Enable
);
6441 constructor TCorpse
.Create(X
, Y
: Integer; ModelName
: String; aMess
: Boolean);
6446 FObj
.Rect
:= PLAYER_CORPSERECT
;
6447 FModelName
:= ModelName
;
6452 FState
:= CORPSE_STATE_MESS
;
6453 g_PlayerModel_GetAnim(ModelName
, A_DIE2
, FAnimation
, FAnimationMask
);
6457 FState
:= CORPSE_STATE_NORMAL
;
6458 g_PlayerModel_GetAnim(ModelName
, A_DIE1
, FAnimation
, FAnimationMask
);
6462 destructor TCorpse
.Destroy();
6469 function TCorpse
.ObjPtr (): PObj
; inline; begin result
:= @FObj
; end;
6471 procedure TCorpse
.positionChanged (); inline; begin end;
6473 procedure TCorpse
.moveBy (dx
, dy
: Integer); inline;
6475 if (dx
<> 0) or (dy
<> 0) then
6484 procedure TCorpse
.getMapBox (out x
, y
, w
, h
: Integer); inline;
6486 x
:= FObj
.X
+PLAYER_CORPSERECT
.X
;
6487 y
:= FObj
.Y
+PLAYER_CORPSERECT
.Y
;
6488 w
:= PLAYER_CORPSERECT
.Width
;
6489 h
:= PLAYER_CORPSERECT
.Height
;
6493 procedure TCorpse
.Damage(Value
: Word; vx
, vy
: Integer);
6498 if FState
= CORPSE_STATE_REMOVEME
then
6501 FDamage
:= FDamage
+ Value
;
6503 if FDamage
> 150 then
6505 if FAnimation
<> nil then
6510 FState
:= CORPSE_STATE_REMOVEME
;
6512 g_Player_CreateGibs(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
6513 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
6514 FModelName
, FColor
);
6515 // Çâóê ìÿñà îò òðóïà:
6516 pm
:= g_PlayerModel_Get(FModelName
);
6517 pm
.PlaySound(MODELSOUND_DIE
, 5, FObj
.X
, FObj
.Y
);
6521 if (gBodyKillEvent
<> -1)
6522 and gDelayedEvents
[gBodyKillEvent
].Pending
then
6523 gDelayedEvents
[gBodyKillEvent
].Pending
:= False;
6524 gBodyKillEvent
:= g_Game_DelayEvent(DE_BODYKILL
, 1050, 0);
6529 Blood
:= g_PlayerModel_GetBlood(FModelName
);
6530 FObj
.Vel
.X
:= FObj
.Vel
.X
+ vx
;
6531 FObj
.Vel
.Y
:= FObj
.Vel
.Y
+ vy
;
6532 g_GFX_Blood(FObj
.X
+PLAYER_CORPSERECT
.X
+(PLAYER_CORPSERECT
.Width
div 2),
6533 FObj
.Y
+PLAYER_CORPSERECT
.Y
+(PLAYER_CORPSERECT
.Height
div 2),
6534 Value
, vx
, vy
, 16, (PLAYER_CORPSERECT
.Height
*2) div 3,
6535 Blood
.R
, Blood
.G
, Blood
.B
, Blood
.Kind
);
6539 procedure TCorpse
.Draw();
6541 if FState
= CORPSE_STATE_REMOVEME
then
6544 if FAnimation
<> nil then
6545 FAnimation
.Draw(FObj
.X
, FObj
.Y
, TMirrorType
.None
);
6547 if FAnimationMask
<> nil then
6550 FAnimationMask
.Draw(FObj
.X
, FObj
.Y
, TMirrorType
.None
);
6557 procedure TCorpse
.Update();
6561 if FState
= CORPSE_STATE_REMOVEME
then
6564 if gTime
mod (GAME_TICK
*2) <> 0 then
6566 g_Obj_Move(@FObj
, True, True, True);
6567 positionChanged(); // this updates spatial accelerators
6571 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6572 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
6574 st
:= g_Obj_Move(@FObj
, True, True, True);
6575 positionChanged(); // this updates spatial accelerators
6577 if WordBool(st
and MOVE_FALLOUT
) then
6579 FState
:= CORPSE_STATE_REMOVEME
;
6583 if FAnimation
<> nil then
6584 FAnimation
.Update();
6585 if FAnimationMask
<> nil then
6586 FAnimationMask
.Update();
6590 procedure TCorpse
.SaveState (st
: TStream
);
6597 utils
.writeSign(st
, 'CORP');
6598 utils
.writeInt(st
, Byte(0));
6600 utils
.writeInt(st
, Byte(FState
));
6602 utils
.writeInt(st
, Byte(FDamage
));
6604 utils
.writeInt(st
, Byte(FColor
.R
));
6605 utils
.writeInt(st
, Byte(FColor
.G
));
6606 utils
.writeInt(st
, Byte(FColor
.B
));
6608 Obj_SaveState(st
, @FObj
);
6609 utils
.writeInt(st
, Word(FPlayerUID
));
6611 anim
:= (FAnimation
<> nil);
6612 utils
.writeBool(st
, anim
);
6613 // Åñëè åñòü - ñîõðàíÿåì
6614 if anim
then FAnimation
.SaveState(st
);
6615 // Åñòü ëè ìàñêà àíèìàöèè
6616 anim
:= (FAnimationMask
<> nil);
6617 utils
.writeBool(st
, anim
);
6618 // Åñëè åñòü - ñîõðàíÿåì
6619 if anim
then FAnimationMask
.SaveState(st
);
6623 procedure TCorpse
.LoadState (st
: TStream
);
6630 if not utils
.checkSign(st
, 'CORP') then raise XStreamError
.Create('invalid corpse signature');
6631 if (utils
.readByte(st
) <> 0) then raise XStreamError
.Create('invalid corpse version');
6633 FState
:= utils
.readByte(st
);
6635 FDamage
:= utils
.readByte(st
);
6637 FColor
.R
:= utils
.readByte(st
);
6638 FColor
.G
:= utils
.readByte(st
);
6639 FColor
.B
:= utils
.readByte(st
);
6641 Obj_LoadState(@FObj
, st
);
6642 FPlayerUID
:= utils
.readWord(st
);
6644 anim
:= utils
.readBool(st
);
6645 // Åñëè åñòü - çàãðóæàåì
6648 Assert(FAnimation
<> nil, 'TCorpse.LoadState: no FAnimation');
6649 FAnimation
.LoadState(st
);
6651 // Åñòü ëè ìàñêà àíèìàöèè
6652 anim
:= utils
.readBool(st
);
6653 // Åñëè åñòü - çàãðóæàåì
6656 Assert(FAnimationMask
<> nil, 'TCorpse.LoadState: no FAnimationMask');
6657 FAnimationMask
.LoadState(st
);
6663 constructor TBot
.Create();
6670 FSpectator
:= False;
6677 for a
:= WP_FIRST
to WP_LAST
do
6679 FDifficult
.WeaponPrior
[a
] := WEAPON_PRIOR1
[a
];
6680 FDifficult
.CloseWeaponPrior
[a
] := WEAPON_PRIOR2
[a
];
6681 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6685 destructor TBot
.Destroy();
6688 inherited Destroy();
6691 procedure TBot
.Draw();
6695 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6696 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6699 procedure TBot
.Respawn(Silent
: Boolean; Force
: Boolean = False);
6701 inherited Respawn(Silent
, Force
);
6704 FSelectedWeapon
:= FCurrWeap
;
6709 procedure TBot
.UpdateCombat();
6722 TTargetRecord
= array of TTarget
;
6724 function Compare(a
, b
: TTarget
): Integer;
6726 if a
.Line
and not b
.Line
then // A íà ëèíèè îãíÿ
6729 if not a
.Line
and b
.Line
then // B íà ëèíèè îãíÿ
6731 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6732 if (a
.Line
and b
.Line
) or ((not a
.Line
) and (not b
.Line
)) then
6734 if a
.Dist
> b
.Dist
then // B áëèæå
6736 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6739 else // Ñòðàííî -> A
6744 a
, x1
, y1
, x2
, y2
: Integer;
6745 targets
: TTargetRecord
;
6747 Target
, BestTarget
: TTarget
;
6748 firew
, fireh
: Integer;
6752 vsPlayer
, vsMonster
, ok
: Boolean;
6755 function monsUpdate (mon
: TMonster
): Boolean;
6757 result
:= false; // don't stop
6758 if mon
.alive
and (mon
.MonsterType
<> MONSTER_BARREL
) then
6760 if not TargetOnScreen(mon
.Obj
.X
+mon
.Obj
.Rect
.X
, mon
.Obj
.Y
+mon
.Obj
.Rect
.Y
) then exit
;
6762 x2
:= mon
.Obj
.X
+mon
.Obj
.Rect
.X
+(mon
.Obj
.Rect
.Width
div 2);
6763 y2
:= mon
.Obj
.Y
+mon
.Obj
.Rect
.Y
+(mon
.Obj
.Rect
.Height
div 2);
6765 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6766 if g_TraceVector(x1
, y1
, x2
, y2
) then
6768 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6769 SetLength(targets
, Length(targets
)+1);
6770 with targets
[High(targets
)] do
6777 Rect
:= mon
.Obj
.Rect
;
6778 Dist
:= g_PatchLength(x1
, y1
, x2
, y2
);
6779 Line
:= (y1
+4 < Target
.Y
+ mon
.Obj
.Rect
.Y
+ mon
.Obj
.Rect
.Height
) and
6780 (y1
-4 > Target
.Y
+ mon
.Obj
.Rect
.Y
);
6789 vsPlayer
:= LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSPLAYER
);
6790 vsMonster
:= LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSMONSTER
);
6792 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6793 if FCurrWeap
<> FSelectedWeapon
then
6796 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6797 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap
= FSelectedWeapon
) then
6799 RemoveAIFlag('NEEDFIRE');
6802 WEAPON_PLASMA
, WEAPON_SUPERPULEMET
, WEAPON_CHAINGUN
: PressKey(KEY_FIRE
, 20);
6803 WEAPON_SAW
, WEAPON_KASTET
, WEAPON_FLAMETHROWER
: PressKey(KEY_FIRE
, 40);
6804 else PressKey(KEY_FIRE
);
6808 // Êîîðäèíàòû ñòâîëà:
6809 x1
:= FObj
.X
+ WEAPONPOINT
[FDirection
].X
;
6810 y1
:= FObj
.Y
+ WEAPONPOINT
[FDirection
].Y
;
6812 Target
.UID
:= FTargetUID
;
6815 if Target
.UID
<> 0 then
6816 begin // Öåëü åñòü - íàñòðàèâàåì
6817 if (g_GetUIDType(Target
.UID
) = UID_PLAYER
) and
6820 tpla
:= g_Player_Get(Target
.UID
);
6824 if (@FObj
) <> nil then
6831 Target
.cX
:= Target
.X
+ PLAYER_RECT_CX
;
6832 Target
.cY
:= Target
.Y
+ PLAYER_RECT_CY
;
6833 Target
.Rect
:= PLAYER_RECT
;
6834 Target
.Visible
:= g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
);
6835 Target
.Line
:= (y1
+4 < Target
.Y
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
) and
6836 (y1
-4 > Target
.Y
+PLAYER_RECT
.Y
);
6837 Target
.IsPlayer
:= True;
6841 if (g_GetUIDType(Target
.UID
) = UID_MONSTER
) and
6844 mon
:= g_Monsters_ByUID(Target
.UID
);
6847 Target
.X
:= mon
.Obj
.X
;
6848 Target
.Y
:= mon
.Obj
.Y
;
6850 Target
.cX
:= Target
.X
+ mon
.Obj
.Rect
.X
+ (mon
.Obj
.Rect
.Width
div 2);
6851 Target
.cY
:= Target
.Y
+ mon
.Obj
.Rect
.Y
+ (mon
.Obj
.Rect
.Height
div 2);
6852 Target
.Rect
:= mon
.Obj
.Rect
;
6853 Target
.Visible
:= g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
);
6854 Target
.Line
:= (y1
+4 < Target
.Y
+ mon
.Obj
.Rect
.Y
+ mon
.Obj
.Rect
.Height
) and
6855 (y1
-4 > Target
.Y
+ mon
.Obj
.Rect
.Y
);
6856 Target
.IsPlayer
:= False;
6863 begin // Öåëè íåò - îáíóëÿåì
6868 Target
.Visible
:= False;
6869 Target
.Line
:= False;
6870 Target
.IsPlayer
:= False;
6875 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6876 if (not Target
.Line
) or (not Target
.Visible
) then
6880 for a
:= 0 to High(gPlayers
) do
6881 if (gPlayers
[a
] <> nil) and (gPlayers
[a
].alive
) and
6882 (gPlayers
[a
].FUID
<> FUID
) and
6883 (not SameTeam(FUID
, gPlayers
[a
].FUID
)) and
6884 (not gPlayers
[a
].NoTarget
) and
6885 (gPlayers
[a
].FMegaRulez
[MR_INVIS
] < gTime
) then
6887 if not TargetOnScreen(gPlayers
[a
].FObj
.X
+ PLAYER_RECT
.X
,
6888 gPlayers
[a
].FObj
.Y
+ PLAYER_RECT
.Y
) then
6891 x2
:= gPlayers
[a
].FObj
.X
+ PLAYER_RECT_CX
;
6892 y2
:= gPlayers
[a
].FObj
.Y
+ PLAYER_RECT_CY
;
6894 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6895 if g_TraceVector(x1
, y1
, x2
, y2
) then
6897 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6898 SetLength(targets
, Length(targets
)+1);
6899 with targets
[High(targets
)] do
6901 UID
:= gPlayers
[a
].FUID
;
6902 X
:= gPlayers
[a
].FObj
.X
;
6903 Y
:= gPlayers
[a
].FObj
.Y
;
6906 Rect
:= PLAYER_RECT
;
6907 Dist
:= g_PatchLength(x1
, y1
, x2
, y2
);
6908 Line
:= (y1
+4 < Target
.Y
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
) and
6909 (y1
-4 > Target
.Y
+PLAYER_RECT
.Y
);
6917 if vsMonster
then g_Mons_ForEach(monsUpdate
);
6920 // Åñëè åñòü âîçìîæíûå öåëè:
6921 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6922 if targets
<> nil then
6924 // Âûáèðàåì íàèëó÷øóþ öåëü:
6925 BestTarget
:= targets
[0];
6926 if Length(targets
) > 1 then
6927 for a
:= 1 to High(targets
) do
6928 if Compare(BestTarget
, targets
[a
]) = 1 then
6929 BestTarget
:= targets
[a
];
6931 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6932 if ((not Target
.Visible
) and BestTarget
.Visible
and (Target
.UID
<> BestTarget
.UID
)) or
6933 ((not Target
.Line
) and BestTarget
.Line
and BestTarget
.Visible
) then
6935 Target
:= BestTarget
;
6937 if (Healthy() = 3) or ((Healthy() = 2)) then
6938 begin // Åñëè çäîðîâû - äîãîíÿåì
6939 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
> FObj
.X
)) then
6940 SetAIFlag('GORIGHT', '1');
6941 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
< FObj
.X
)) then
6942 SetAIFlag('GOLEFT', '1');
6945 begin // Åñëè ïîáèòû - óáåãàåì
6946 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
< FObj
.X
)) then
6947 SetAIFlag('GORIGHT', '1');
6948 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
> FObj
.X
)) then
6949 SetAIFlag('GOLEFT', '1');
6952 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6953 SelectWeapon(Abs(x1
-Target
.cX
));
6958 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6959 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6960 if Target
.UID
<> 0 then
6962 if not TargetOnScreen(Target
.X
+ Target
.Rect
.X
,
6963 Target
.Y
+ Target
.Rect
.Y
) then
6964 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6965 if (Healthy() = 3) or ((Healthy() = 2)) then
6966 begin // Åñëè çäîðîâû - äîãîíÿåì
6967 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
> FObj
.X
)) then
6968 SetAIFlag('GORIGHT', '1');
6969 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
< FObj
.X
)) then
6970 SetAIFlag('GOLEFT', '1');
6973 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6975 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
< FObj
.X
)) then
6976 SetAIFlag('GORIGHT', '1');
6977 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
> FObj
.X
)) then
6978 SetAIFlag('GOLEFT', '1');
6982 begin // Öåëü ïîêà íà "ýêðàíå"
6983 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
6984 if g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
6985 FLastVisible
:= gTime
;
6986 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
6987 if (Abs(FObj
.Y
-Target
.Y
) <= 128) then
6989 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
> FObj
.X
)) then
6990 SetAIFlag('GORIGHT', '1');
6991 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
< FObj
.X
)) then
6992 SetAIFlag('GOLEFT', '1');
6996 // Âûáèðàåì óãîë ââåðõ:
6997 if FDirection
= TDirection
.D_LEFT
then
6998 angle
:= ANGLE_LEFTUP
7000 angle
:= ANGLE_RIGHTUP
;
7002 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7003 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7005 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
7006 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
7007 Target
.X
+Target
.Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128), //96
7008 Target
.Y
+Target
.Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
7009 Target
.Rect
.Width
, Target
.Rect
.Height
) and
7010 g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
7011 begin // òî íóæíî ñòðåëÿòü ââåðõ
7012 SetAIFlag('NEEDFIRE', '1');
7013 SetAIFlag('NEEDSEEUP', '1');
7016 // Âûáèðàåì óãîë âíèç:
7017 if FDirection
= TDirection
.D_LEFT
then
7018 angle
:= ANGLE_LEFTDOWN
7020 angle
:= ANGLE_RIGHTDOWN
;
7022 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7023 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7025 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
7026 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
7027 Target
.X
+Target
.Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
7028 Target
.Y
+Target
.Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
7029 Target
.Rect
.Width
, Target
.Rect
.Height
) and
7030 g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
7031 begin // òî íóæíî ñòðåëÿòü âíèç
7032 SetAIFlag('NEEDFIRE', '1');
7033 SetAIFlag('NEEDSEEDOWN', '1');
7036 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
7037 if Target
.Visible
and
7038 (y1
+4 < Target
.Y
+Target
.Rect
.Y
+Target
.Rect
.Height
) and
7039 (y1
-4 > Target
.Y
+Target
.Rect
.Y
) then
7041 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
7042 if ((FDirection
= TDirection
.D_LEFT
) and (Target
.X
< FObj
.X
)) or
7043 ((FDirection
= TDirection
.D_RIGHT
) and (Target
.X
> FObj
.X
)) then
7044 begin // òî íóæíî ñòðåëÿòü âïåðåä
7045 SetAIFlag('NEEDFIRE', '1');
7046 SetAIFlag('NEEDSEEDOWN', '');
7047 SetAIFlag('NEEDSEEUP', '');
7049 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
7050 if Abs(FObj
.X
-Target
.X
) < Trunc(gPlayerScreenSize
.X
*0.75) then
7051 if GetRnd(FDifficult
.CloseJump
) then
7052 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
7053 if Abs(FObj
.X
-Target
.X
) < 128 then
7057 if Random(a
) = 0 then
7058 SetAIFlag('NEEDJUMP', '1');
7062 // Åñëè öåëü âñå åùå åñòü:
7063 if Target
.UID
<> 0 then
7064 if gTime
-FLastVisible
> 2000 then // Åñëè âèäåëè äàâíî
7065 Target
.UID
:= 0 // òî çàáûòü öåëü
7066 else // Åñëè âèäåëè íåäàâíî
7067 begin // íî öåëü óáèëè
7068 if Target
.IsPlayer
then
7069 begin // Öåëü - èãðîê
7070 pla
:= g_Player_Get(Target
.UID
);
7071 if (pla
= nil) or (not pla
.alive
) or pla
.NoTarget
or
7072 (pla
.FMegaRulez
[MR_INVIS
] >= gTime
) then
7073 Target
.UID
:= 0; // òî çàáûòü öåëü
7076 begin // Öåëü - ìîíñòð
7077 mon
:= g_Monsters_ByUID(Target
.UID
);
7078 if (mon
= nil) or (not mon
.alive
) then
7079 Target
.UID
:= 0; // òî çàáûòü öåëü
7082 end; // if Target.UID <> 0
7084 FTargetUID
:= Target
.UID
;
7086 // Åñëè âîçìîæíûõ öåëåé íåò:
7087 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
7088 if targets
= nil then
7089 if GetAIFlag('ATTACKLEFT') <> '' then
7090 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
7091 RemoveAIFlag('ATTACKLEFT');
7093 SetAIFlag('NEEDJUMP', '1');
7095 if RunDirection() = TDirection
.D_RIGHT
then
7096 begin // Èäåì íå â òó ñòîðîíó
7097 if (Healthy() > 1) and GetRnd(FDifficult
.InvisFire
) then
7098 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
7099 SetAIFlag('NEEDFIRE', '1');
7100 SetAIFlag('GOLEFT', '1');
7104 begin // Èäåì â íóæíóþ ñòîðîíó
7105 if GetRnd(FDifficult
.InvisFire
) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7106 SetAIFlag('NEEDFIRE', '1');
7107 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7108 SetAIFlag('GORIGHT', '1');
7112 if GetAIFlag('ATTACKRIGHT') <> '' then
7113 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
7114 RemoveAIFlag('ATTACKRIGHT');
7116 SetAIFlag('NEEDJUMP', '1');
7118 if RunDirection() = TDirection
.D_LEFT
then
7119 begin // Èäåì íå â òó ñòîðîíó
7120 if (Healthy() > 1) and GetRnd(FDifficult
.InvisFire
) then
7121 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
7122 SetAIFlag('NEEDFIRE', '1');
7123 SetAIFlag('GORIGHT', '1');
7128 if GetRnd(FDifficult
.InvisFire
) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7129 SetAIFlag('NEEDFIRE', '1');
7130 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7131 SetAIFlag('GOLEFT', '1');
7135 //HACK! (does it belongs there?)
7136 RealizeCurrentWeapon();
7138 // Åñëè åñòü âîçìîæíûå öåëè:
7139 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
7140 if (targets
<> nil) and (GetAIFlag('NEEDFIRE') <> '') then
7141 for a
:= 0 to High(targets
) do
7143 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
7144 if GetRnd(FDifficult
.DiagFire
) then
7146 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
7147 if FDirection
= TDirection
.D_LEFT
then
7148 angle
:= ANGLE_LEFTUP
7150 angle
:= ANGLE_RIGHTUP
;
7152 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7153 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7155 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
7156 targets
[a
].X
+targets
[a
].Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
7157 targets
[a
].Y
+targets
[a
].Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
7158 targets
[a
].Rect
.Width
, targets
[a
].Rect
.Height
) and
7159 g_TraceVector(x1
, y1
, targets
[a
].cX
, targets
[a
].cY
) then
7161 SetAIFlag('NEEDFIRE', '1');
7162 SetAIFlag('NEEDSEEUP', '1');
7165 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
7166 if FDirection
= TDirection
.D_LEFT
then
7167 angle
:= ANGLE_LEFTDOWN
7169 angle
:= ANGLE_RIGHTDOWN
;
7171 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7172 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7174 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
7175 targets
[a
].X
+targets
[a
].Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
7176 targets
[a
].Y
+targets
[a
].Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
7177 targets
[a
].Rect
.Width
, targets
[a
].Rect
.Height
) and
7178 g_TraceVector(x1
, y1
, targets
[a
].cX
, targets
[a
].cY
) then
7180 SetAIFlag('NEEDFIRE', '1');
7181 SetAIFlag('NEEDSEEDOWN', '1');
7185 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
7186 if targets
[a
].Line
and targets
[a
].Visible
and
7187 (((FDirection
= TDirection
.D_LEFT
) and (targets
[a
].X
< FObj
.X
)) or
7188 ((FDirection
= TDirection
.D_RIGHT
) and (targets
[a
].X
> FObj
.X
))) then
7190 SetAIFlag('NEEDFIRE', '1');
7195 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
7196 if g_Weapon_Danger(FUID
, FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
,
7197 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
,
7198 40+GetInterval(FDifficult
.Cover
, 40)) then
7199 SetAIFlag('NEEDJUMP', '1');
7201 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
7202 ammo
:= GetAmmoByWeapon(FCurrWeap
);
7203 if ((FCurrWeap
= WEAPON_SHOTGUN2
) and (ammo
< 2)) or
7204 ((FCurrWeap
= WEAPON_BFG
) and (ammo
< 40)) or
7206 SetAIFlag('SELECTWEAPON', '1');
7208 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
7209 if GetAIFlag('SELECTWEAPON') = '1' then
7212 RemoveAIFlag('SELECTWEAPON');
7216 procedure TBot
.Update();
7229 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
7230 if (g_debug_BotAIOff
= 1) and (Team
= TEAM_RED
) then
7232 if (g_debug_BotAIOff
= 2) and (Team
= TEAM_BLUE
) then
7234 if g_debug_BotAIOff
= 3 then
7244 RealizeCurrentWeapon();
7251 procedure TBot
.ReleaseKey(Key
: Byte);
7260 function TBot
.KeyPressed(Key
: Word): Boolean;
7262 Result
:= FKeys
[Key
].Pressed
;
7265 function TBot
.GetAIFlag(aName
: String20
): String20
;
7271 aName
:= LowerCase(aName
);
7273 if FAIFlags
<> nil then
7274 for a
:= 0 to High(FAIFlags
) do
7275 if LowerCase(FAIFlags
[a
].Name
) = aName
then
7277 Result
:= FAIFlags
[a
].Value
;
7282 procedure TBot
.RemoveAIFlag(aName
: String20
);
7286 if FAIFlags
= nil then Exit
;
7288 aName
:= LowerCase(aName
);
7290 for a
:= 0 to High(FAIFlags
) do
7291 if LowerCase(FAIFlags
[a
].Name
) = aName
then
7293 if a
<> High(FAIFlags
) then
7294 for b
:= a
to High(FAIFlags
)-1 do
7295 FAIFlags
[b
] := FAIFlags
[b
+1];
7297 SetLength(FAIFlags
, Length(FAIFlags
)-1);
7302 procedure TBot
.SetAIFlag(aName
, fValue
: String20
);
7310 aName
:= LowerCase(aName
);
7312 if FAIFlags
<> nil then
7313 for a
:= 0 to High(FAIFlags
) do
7314 if LowerCase(FAIFlags
[a
].Name
) = aName
then
7320 if ok
then FAIFlags
[a
].Value
:= fValue
7323 SetLength(FAIFlags
, Length(FAIFlags
)+1);
7324 with FAIFlags
[High(FAIFlags
)] do
7332 procedure TBot
.UpdateMove
;
7334 procedure GoLeft(Time
: Word = 1);
7336 ReleaseKey(KEY_LEFT
);
7337 ReleaseKey(KEY_RIGHT
);
7338 PressKey(KEY_LEFT
, Time
);
7339 SetDirection(TDirection
.D_LEFT
);
7342 procedure GoRight(Time
: Word = 1);
7344 ReleaseKey(KEY_LEFT
);
7345 ReleaseKey(KEY_RIGHT
);
7346 PressKey(KEY_RIGHT
, Time
);
7347 SetDirection(TDirection
.D_RIGHT
);
7350 function Rnd(a
: Word): Boolean;
7352 Result
:= Random(a
) = 0;
7355 procedure Turn(Time
: Word = 1200);
7357 if RunDirection() = TDirection
.D_LEFT
then GoRight(Time
) else GoLeft(Time
);
7362 ReleaseKey(KEY_LEFT
);
7363 ReleaseKey(KEY_RIGHT
);
7366 function CanRunLeft(): Boolean;
7368 Result
:= not CollideLevel(-1, 0);
7371 function CanRunRight(): Boolean;
7373 Result
:= not CollideLevel(1, 0);
7376 function CanRun(): Boolean;
7378 if RunDirection() = TDirection
.D_LEFT
then Result
:= CanRunLeft() else Result
:= CanRunRight();
7381 procedure Jump(Time
: Word = 30);
7383 PressKey(KEY_JUMP
, Time
);
7386 function NearHole(): Boolean;
7390 { TODO 5 : Ëåñòíèöû }
7391 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
7392 for x
:= 1 to PLAYER_RECT
.Width
do
7393 if (not StayOnStep(x
*sx
, 0)) and
7394 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
7395 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
7404 function BorderHole(): Boolean;
7408 { TODO 5 : Ëåñòíèöû }
7409 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
7410 for x
:= 1 to PLAYER_RECT
.Width
do
7411 if (not StayOnStep(x
*sx
, 0)) and
7412 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
7413 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
7415 for xx
:= x
to x
+32 do
7416 if CollideLevel(xx
*sx
, PLAYER_RECT
.Height
) then
7426 function NearDeepHole(): Boolean;
7432 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
7435 for x
:= 1 to PLAYER_RECT
.Width
do
7436 if (not StayOnStep(x
*sx
, 0)) and
7437 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
7438 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
7440 while FObj
.Y
+y
*PLAYER_RECT
.Height
< gMapInfo
.Height
do
7442 if CollideLevel(x
*sx
, PLAYER_RECT
.Height
*y
) then Exit
;
7447 end else Result
:= False;
7450 function OverDeepHole(): Boolean;
7457 while FObj
.Y
+y
*PLAYER_RECT
.Height
< gMapInfo
.Height
do
7459 if CollideLevel(0, PLAYER_RECT
.Height
*y
) then Exit
;
7466 function OnGround(): Boolean;
7468 Result
:= StayOnStep(0, 0) or CollideLevel(0, 1);
7471 function OnLadder(): Boolean;
7473 Result
:= FullInStep(0, 0);
7476 function BelowLadder(): Boolean;
7478 Result
:= (FullInStep(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
) and
7479 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
)) or
7480 (FullInStep(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
) and
7481 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
));
7484 function BelowLiftUp(): Boolean;
7486 Result
:= ((FullInLift(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
) = -1) and
7487 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
)) or
7488 ((FullInLift(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
) = -1) and
7489 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
));
7492 function OnTopLift(): Boolean;
7494 Result
:= (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7497 function CanJumpOver(): Boolean;
7501 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
7505 if not CollideLevel(sx
, 0) then Exit
;
7507 for y
:= 1 to BOT_MAXJUMP
do
7508 if CollideLevel(0, -y
) then Exit
else
7509 if not CollideLevel(sx
, -y
) then
7516 function CanJumpUp(Dist
: ShortInt): Boolean;
7523 if CollideLevel(Dist
, 0) then Exit
;
7526 for y
:= 0 to BOT_MAXJUMP
do
7527 if CollideLevel(Dist
, -y
) then
7536 for yy
:= y
+1 to BOT_MAXJUMP
do
7537 if not CollideLevel(Dist
, -yy
) then
7546 for y
:= 0 to BOT_MAXJUMP
do
7547 if CollideLevel(0, -y
) then
7555 if y
< yy
then Exit
;
7560 function IsSafeTrigger(): Boolean;
7565 if gTriggers
= nil then
7567 for a
:= 0 to High(gTriggers
) do
7568 if Collide(gTriggers
[a
].X
,
7571 gTriggers
[a
].Height
) and
7572 (gTriggers
[a
].TriggerType
in [TRIGGER_EXIT
, TRIGGER_CLOSEDOOR
,
7573 TRIGGER_CLOSETRAP
, TRIGGER_TRAP
,
7574 TRIGGER_PRESS
, TRIGGER_ON
, TRIGGER_OFF
,
7575 TRIGGER_ONOFF
, TRIGGER_SPAWNMONSTER
,
7576 TRIGGER_DAMAGE
, TRIGGER_SHOT
]) then
7581 // Âîçìîæíî, íàæèìàåì êíîïêó:
7582 if Rnd(16) and IsSafeTrigger() then
7585 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7586 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7588 ReleaseKey(KEY_LEFT
);
7589 ReleaseKey(KEY_RIGHT
);
7593 // Èäåì âëåâî, åñëè íàäî áûëî:
7594 if GetAIFlag('GOLEFT') <> '' then
7596 RemoveAIFlag('GOLEFT');
7597 if CanRunLeft() then
7601 // Èäåì âïðàâî, åñëè íàäî áûëî:
7602 if GetAIFlag('GORIGHT') <> '' then
7604 RemoveAIFlag('GORIGHT');
7605 if CanRunRight() then
7609 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7610 if FObj
.X
< -32 then
7613 if FObj
.X
+32 > gMapInfo
.Width
then
7616 // Ïðûãàåì, åñëè íàäî áûëî:
7617 if GetAIFlag('NEEDJUMP') <> '' then
7620 RemoveAIFlag('NEEDJUMP');
7623 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7624 if GetAIFlag('NEEDSEEUP') <> '' then
7627 ReleaseKey(KEY_DOWN
);
7628 PressKey(KEY_UP
, 20);
7629 RemoveAIFlag('NEEDSEEUP');
7632 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7633 if GetAIFlag('NEEDSEEDOWN') <> '' then
7636 ReleaseKey(KEY_DOWN
);
7637 PressKey(KEY_DOWN
, 20);
7638 RemoveAIFlag('NEEDSEEDOWN');
7641 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7642 if GetAIFlag('GOINHOLE') <> '' then
7643 if not OnGround() then
7645 ReleaseKey(KEY_LEFT
);
7646 ReleaseKey(KEY_RIGHT
);
7647 RemoveAIFlag('GOINHOLE');
7648 SetAIFlag('FALLINHOLE', '1');
7651 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7652 if GetAIFlag('FALLINHOLE') <> '' then
7654 RemoveAIFlag('FALLINHOLE');
7656 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7657 if not (KeyPressed(KEY_LEFT
) or KeyPressed(KEY_RIGHT
)) then
7658 if GetAIFlag('FALLINHOLE') = '' then
7659 if (not OnLadder()) or (FObj
.Vel
.Y
>= 0) or (OnTopLift()) then
7665 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7667 CanJumpUp(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*32) and
7671 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7672 if OnGround() and NearHole() then
7673 if NearDeepHole() then // Åñëè ýòî áåçäíà
7675 0..3: Turn(); // Áåæèì îáðàòíî
7676 4: Jump(); // Ïðûãàåì
7677 5: begin // Ïðûãàåì îáðàòíî
7682 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7683 if GetAIFlag('GOINHOLE') = '' then
7685 0: Turn(); // Íå íóæíî òóäà
7686 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7687 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7688 if BorderHole() then
7689 SetAIFlag('GOINHOLE', '1');
7692 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7693 if (not CanRun()) and OnGround() then
7695 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7696 if CanJumpOver() or OnLadder() then
7698 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7699 if Random(2) = 0 then
7701 if IsSafeTrigger() then
7707 // Îñòàëîñü ìàëî âîçäóõà:
7708 if FAir
< 36 * 2 then
7711 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7712 if (FMegaRulez
[MR_SUIT
] < gTime
) and ((FLastHit
= HIT_ACID
) or (Healthy() <= 1)) then
7713 if BodyInAcid(0, 0) then
7717 function TBot
.FullInStep(XInc
, YInc
: Integer): Boolean;
7719 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
7720 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
, PANEL_STEP
, False);
7723 {function TBot.NeedItem(Item: Byte): Byte;
7728 procedure TBot
.SelectWeapon(Dist
: Integer);
7732 function HaveAmmo(weapon
: Byte): Boolean;
7735 WEAPON_PISTOL
: Result
:= FAmmo
[A_BULLETS
] >= 1;
7736 WEAPON_SHOTGUN1
: Result
:= FAmmo
[A_SHELLS
] >= 1;
7737 WEAPON_SHOTGUN2
: Result
:= FAmmo
[A_SHELLS
] >= 2;
7738 WEAPON_CHAINGUN
: Result
:= FAmmo
[A_BULLETS
] >= 10;
7739 WEAPON_ROCKETLAUNCHER
: Result
:= FAmmo
[A_ROCKETS
] >= 1;
7740 WEAPON_PLASMA
: Result
:= FAmmo
[A_CELLS
] >= 10;
7741 WEAPON_BFG
: Result
:= FAmmo
[A_CELLS
] >= 40;
7742 WEAPON_SUPERPULEMET
: Result
:= FAmmo
[A_SHELLS
] >= 1;
7743 WEAPON_FLAMETHROWER
: Result
:= FAmmo
[A_FUEL
] >= 1;
7744 else Result
:= True;
7749 if Dist
= -1 then Dist
:= BOT_LONGDIST
;
7751 if Dist
> BOT_LONGDIST
then
7752 begin // Äàëüíèé áîé
7754 if FWeapon
[FDifficult
.WeaponPrior
[a
]] and HaveAmmo(FDifficult
.WeaponPrior
[a
]) then
7756 FSelectedWeapon
:= FDifficult
.WeaponPrior
[a
];
7760 else //if Dist > BOT_UNSAFEDIST then
7761 begin // Áëèæíèé áîé
7763 if FWeapon
[FDifficult
.CloseWeaponPrior
[a
]] and HaveAmmo(FDifficult
.CloseWeaponPrior
[a
]) then
7765 FSelectedWeapon
:= FDifficult
.CloseWeaponPrior
[a
];
7772 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7774 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7780 function TBot
.PickItem(ItemType
: Byte; force
: Boolean; var remove
: Boolean): Boolean;
7782 Result
:= inherited PickItem(ItemType
, force
, remove
);
7784 if Result
then SetAIFlag('SELECTWEAPON', '1');
7787 function TBot
.Heal(value
: Word; Soft
: Boolean): Boolean;
7789 Result
:= inherited Heal(value
, Soft
);
7792 function TBot
.Healthy(): Byte;
7794 if FMegaRulez
[MR_INVUL
] >= gTime
then Result
:= 3
7795 else if (FHealth
> 80) or ((FHealth
> 50) and (FArmor
> 20)) then Result
:= 3
7796 else if (FHealth
> 50) then Result
:= 2
7797 else if (FHealth
> 20) then Result
:= 1
7801 function TBot
.TargetOnScreen(TX
, TY
: Integer): Boolean;
7803 Result
:= (Abs(FObj
.X
-TX
) <= Trunc(gPlayerScreenSize
.X
*0.6)) and
7804 (Abs(FObj
.Y
-TY
) <= Trunc(gPlayerScreenSize
.Y
*0.6));
7807 procedure TBot
.OnDamage(Angle
: SmallInt);
7815 if (Angle
= 0) or (Angle
= 180) then
7818 if (g_GetUIDType(FLastSpawnerUID
) = UID_PLAYER
) and
7819 LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSPLAYER
) then
7821 pla
:= g_Player_Get(FLastSpawnerUID
);
7822 ok
:= not TargetOnScreen(pla
.FObj
.X
+ PLAYER_RECT
.X
,
7823 pla
.FObj
.Y
+ PLAYER_RECT
.Y
);
7826 if (g_GetUIDType(FLastSpawnerUID
) = UID_MONSTER
) and
7827 LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSMONSTER
) then
7829 mon
:= g_Monsters_ByUID(FLastSpawnerUID
);
7830 ok
:= not TargetOnScreen(mon
.Obj
.X
+ mon
.Obj
.Rect
.X
,
7831 mon
.Obj
.Y
+ mon
.Obj
.Rect
.Y
);
7836 SetAIFlag('ATTACKLEFT', '1')
7838 SetAIFlag('ATTACKRIGHT', '1');
7842 function TBot
.RunDirection(): TDirection
;
7844 if Abs(Vel
.X
) >= 1 then
7846 if Vel
.X
> 0 then Result
:= TDirection
.D_RIGHT
else Result
:= TDirection
.D_LEFT
;
7848 Result
:= FDirection
;
7851 function TBot
.GetRnd(a
: Byte): Boolean;
7853 if a
= 0 then Result
:= False
7854 else if a
= 255 then Result
:= True
7855 else Result
:= Random(256) > 255-a
;
7858 function TBot
.GetInterval(a
: Byte; radius
: SmallInt): SmallInt;
7860 Result
:= Round((255-a
)/255*radius
*(Random(2)-1));
7864 procedure TDifficult
.save (st
: TStream
);
7866 utils
.writeInt(st
, Byte(DiagFire
));
7867 utils
.writeInt(st
, Byte(InvisFire
));
7868 utils
.writeInt(st
, Byte(DiagPrecision
));
7869 utils
.writeInt(st
, Byte(FlyPrecision
));
7870 utils
.writeInt(st
, Byte(Cover
));
7871 utils
.writeInt(st
, Byte(CloseJump
));
7872 st
.WriteBuffer(WeaponPrior
[Low(WeaponPrior
)], sizeof(WeaponPrior
));
7873 st
.WriteBuffer(CloseWeaponPrior
[Low(CloseWeaponPrior
)], sizeof(CloseWeaponPrior
));
7876 procedure TDifficult
.load (st
: TStream
);
7878 DiagFire
:= utils
.readByte(st
);
7879 InvisFire
:= utils
.readByte(st
);
7880 DiagPrecision
:= utils
.readByte(st
);
7881 FlyPrecision
:= utils
.readByte(st
);
7882 Cover
:= utils
.readByte(st
);
7883 CloseJump
:= utils
.readByte(st
);
7884 st
.ReadBuffer(WeaponPrior
[Low(WeaponPrior
)], sizeof(WeaponPrior
));
7885 st
.ReadBuffer(CloseWeaponPrior
[Low(CloseWeaponPrior
)], sizeof(CloseWeaponPrior
));
7889 procedure TBot
.SaveState (st
: TStream
);
7894 inherited SaveState(st
);
7895 utils
.writeSign(st
, 'BOT0');
7897 utils
.writeInt(st
, Byte(FSelectedWeapon
));
7899 utils
.writeInt(st
, Word(FTargetUID
));
7900 // Âðåìÿ ïîòåðè öåëè
7901 utils
.writeInt(st
, LongWord(FLastVisible
));
7902 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7903 dw
:= Length(FAIFlags
);
7904 utils
.writeInt(st
, LongInt(dw
));
7906 for i
:= 0 to dw
-1 do
7908 utils
.writeStr(st
, FAIFlags
[i
].Name
, 20);
7909 utils
.writeStr(st
, FAIFlags
[i
].Value
, 20);
7911 // Íàñòðîéêè ñëîæíîñòè
7912 FDifficult
.save(st
);
7916 procedure TBot
.LoadState (st
: TStream
);
7921 inherited LoadState(st
);
7922 if not utils
.checkSign(st
, 'BOT0') then raise XStreamError
.Create('invalid bot signature');
7924 FSelectedWeapon
:= utils
.readByte(st
);
7926 FTargetUID
:= utils
.readWord(st
);
7927 // Âðåìÿ ïîòåðè öåëè
7928 FLastVisible
:= utils
.readLongWord(st
);
7929 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7930 dw
:= utils
.readLongInt(st
);
7931 if (dw
< 0) or (dw
> 16384) then raise XStreamError
.Create('invalid number of bot AI flags');
7932 SetLength(FAIFlags
, dw
);
7934 for i
:= 0 to dw
-1 do
7936 FAIFlags
[i
].Name
:= utils
.readStr(st
, 20);
7937 FAIFlags
[i
].Value
:= utils
.readStr(st
, 20);
7939 // Íàñòðîéêè ñëîæíîñòè
7940 FDifficult
.load(st
);
7945 conRegVar('cheat_berserk_autoswitch', @gBerserkAutoswitch
, 'autoswitch to fist when berserk pack taken', '', true, true);
7946 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');
7947 conRegVar('player_indicator_style', @gPlayerIndicatorStyle
, 'Visual appearance of indicator', 'Visual appearance of indicator');