1 (* Copyright (C) Doom 2D: Forever Developers
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, either version 3 of the License, or
6 * (at your option) any later version.
8 * This program is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 * GNU General Public License for more details.
13 * You should have received a copy of the GNU General Public License
14 * along with this program. If not, see <http://www.gnu.org/licenses/>.
16 {$INCLUDE ../shared/a_modes.inc}
24 {$IFDEF USE_MEMPOOL}mempool
,{$ENDIF}
25 e_graphics
, g_playermodel
, g_basic
, g_textures
,
26 g_weapons
, g_phys
, g_sound
, g_saveload
, MAPDEF
,
59 AmmoLimits
: Array [0..1] of Array [A_BULLETS
..A_HIGH
] of Word =
60 ((200, 50, 50, 300, 100),
61 (400, 100, 100, 600, 200));
82 ANGLE_NONE
= Low(SmallInt
);
84 CORPSE_STATE_REMOVEME
= 0;
85 CORPSE_STATE_NORMAL
= 1;
86 CORPSE_STATE_MESS
= 2;
88 PLAYER_RECT
: TRectWH
= (X
:15; Y
:12; Width
:34; Height
:52);
89 PLAYER_RECT_CX
= 15+(34 div 2);
90 PLAYER_RECT_CY
= 12+(52 div 2);
91 PLAYER_CORPSERECT
: TRectWH
= (X
:15; Y
:48; Width
:34; Height
:16);
94 PLAYER_HP_LIMIT
= 200;
96 PLAYER_AP_LIMIT
= 200;
99 PLAYER1_DEF_COLOR
: TRGB
= (R
:64; G
:175; B
:48);
100 PLAYER2_DEF_COLOR
: TRGB
= (R
:96; G
:96; B
:96);
116 TPlayerStatArray
= Array of TPlayerStat
;
118 TPlayerSavedState
= record
126 Ammo
: Array [A_BULLETS
..A_HIGH
] of Word;
127 MaxAmmo
: Array [A_BULLETS
..A_HIGH
] of Word;
128 Weapon
: Array [WP_FIRST
..WP_LAST
] of Boolean;
129 Rulez
: Set of R_ITEM_BACKPACK
..R_BERSERK
;
138 TPlayer
= class{$IFDEF USE_MEMPOOL}(TPoolObject
){$ENDIF}
146 FDirection
: TDirection
;
154 FMonsterKills
: Integer;
160 FCanJetpack
: Boolean;
166 FNextWeapDelay
: Byte; // frames
167 FBFGFireCounter
: SmallInt
;
168 FLastSpawnerUID
: Word;
172 FSpectatePlayer
: Integer;
173 FFirePainTime
: Integer;
176 FSavedState
: TPlayerSavedState
;
178 FModel
: TPlayerModel
;
179 FPunchAnim
: TAnimation
;
182 FActionForce
: Boolean;
183 FActionChanged
: Boolean;
185 FFireAngle
: SmallInt
;
187 FShellTimer
: Integer;
189 FSawSound
: TPlayableSound
;
190 FSawSoundIdle
: TPlayableSound
;
191 FSawSoundHit
: TPlayableSound
;
192 FSawSoundSelect
: TPlayableSound
;
193 FJetSoundOn
: TPlayableSound
;
194 FJetSoundOff
: TPlayableSound
;
195 FJetSoundFly
: TPlayableSound
;
199 FJustTeleported
: Boolean;
201 mEDamageType
: Integer;
204 function CollideLevel(XInc
, YInc
: Integer): Boolean;
205 function StayOnStep(XInc
, YInc
: Integer): Boolean;
206 function HeadInLiquid(XInc
, YInc
: Integer): Boolean;
207 function BodyInLiquid(XInc
, YInc
: Integer): Boolean;
208 function BodyInAcid(XInc
, YInc
: Integer): Boolean;
209 function FullInLift(XInc
, YInc
: Integer): Integer;
210 {procedure CollideItem();}
211 procedure FlySmoke(Times
: DWORD
= 1);
212 procedure OnFireFlame(Times
: DWORD
= 1);
213 function GetAmmoByWeapon(Weapon
: Byte): Word;
214 procedure SetAction(Action
: Byte; Force
: Boolean = False);
215 procedure OnDamage(Angle
: SmallInt
); virtual;
216 function firediry(): Integer;
219 procedure Run(Direction
: TDirection
);
220 procedure NextWeapon();
221 procedure PrevWeapon();
228 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
229 procedure resetWeaponQueue ();
230 function hasAmmoForWeapon (weapon
: Byte): Boolean;
232 procedure doDamage (v
: Integer);
235 FDamageBuffer
: Integer;
237 FAmmo
: Array [A_BULLETS
..A_HIGH
] of Word;
238 FMaxAmmo
: Array [A_BULLETS
..A_HIGH
] of Word;
239 FWeapon
: Array [WP_FIRST
..WP_LAST
] of Boolean;
240 FRulez
: Set of R_ITEM_BACKPACK
..R_BERSERK
;
242 FMegaRulez
: Array [MR_SUIT
..MR_MAX
] of DWORD
;
243 FReloading
: Array [WP_FIRST
..WP_LAST
] of Word;
244 FTime
: Array [T_RESPAWN
..T_FLAGCAP
] of DWORD
;
245 FKeys
: Array [KEY_LEFT
..KEY_CHAT
] of TKeyState
;
247 FPreferredTeam
: Byte;
250 FWantsInGame
: Boolean;
254 FActualModelName
: string;
261 // debug: viewport offset
262 viewPortX
, viewPortY
, viewPortW
, viewPortH
: Integer;
264 function isValidViewPort (): Boolean; inline;
266 constructor Create(); virtual;
267 destructor Destroy(); override;
268 procedure Respawn(Silent
: Boolean; Force
: Boolean = False); virtual;
269 function GetRespawnPoint(): Byte;
270 procedure PressKey(Key
: Byte; Time
: Word = 1);
271 procedure ReleaseKeys();
272 procedure SetModel(ModelName
: String);
273 procedure SetColor(Color
: TRGB
);
274 procedure SetWeapon(W
: Byte);
275 function IsKeyPressed(K
: Byte): Boolean;
276 function GetKeys(): Byte;
277 function PickItem(ItemType
: Byte; arespawn
: Boolean; var remove
: Boolean): Boolean; virtual;
278 function Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean; overload
;
279 function Collide(Panel
: TPanel
): Boolean; overload
;
280 function Collide(X
, Y
: Integer): Boolean; overload
;
281 procedure SetDirection(Direction
: TDirection
);
282 procedure GetSecret();
283 function TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
285 procedure Push(vx
, vy
: Integer);
286 procedure ChangeModel(ModelName
: String);
287 procedure SwitchTeam
;
288 procedure ChangeTeam(Team
: Byte);
290 function GetFlag(Flag
: Byte): Boolean;
291 procedure SetFlag(Flag
: Byte);
292 function DropFlag(): Boolean;
293 procedure AllRulez(Health
: Boolean);
294 procedure RestoreHealthArmor();
295 procedure FragCombo();
296 procedure GiveItem(ItemType
: Byte);
297 procedure Damage(value
: Word; SpawnerUID
: Word; vx
, vy
: Integer; t
: Byte); virtual;
298 function Heal(value
: Word; Soft
: Boolean): Boolean; virtual;
299 procedure MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
300 procedure MakeBloodSimple(Count
: Word);
301 procedure Kill(KillType
: Byte; SpawnerUID
: Word; t
: Byte);
302 procedure Reset(Force
: Boolean);
303 procedure Spectate(NoMove
: Boolean = False);
304 procedure SwitchNoClip
;
305 procedure SoftReset();
306 procedure Draw(); virtual;
307 procedure DrawPain();
308 procedure DrawPickup();
309 procedure DrawRulez();
311 procedure DrawBubble();
313 procedure Update(); virtual;
314 procedure RememberState();
315 procedure RecallState();
316 procedure SaveState (st
: TStream
); virtual;
317 procedure LoadState (st
: TStream
); virtual;
318 procedure PauseSounds(Enable
: Boolean);
319 procedure NetFire(Wpn
: Byte; X
, Y
, AX
, AY
: Integer; WID
: Integer = -1);
320 procedure DoLerp(Level
: Integer = 2);
321 procedure SetLerp(XTo
, YTo
: Integer);
322 procedure QueueWeaponSwitch(Weapon
: Byte);
323 procedure RealizeCurrentWeapon();
325 procedure JetpackOff
;
326 procedure CatchFire(Attacker
: Word);
328 //WARNING! this does nothing for now, but still call it!
329 procedure positionChanged (); //WARNING! call this after entity position was changed, or coldet will not work right!
331 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
332 procedure moveBy (dx
, dy
: Integer); inline;
335 property Vel
: TPoint2i read FObj
.Vel
;
336 property Obj
: TObj read FObj
;
338 property Name
: String read FName write FName
;
339 property Model
: TPlayerModel read FModel
;
340 property Health
: Integer read FHealth write FHealth
;
341 property Lives
: Byte read FLives write FLives
;
342 property Armor
: Integer read FArmor write FArmor
;
343 property Air
: Integer read FAir write FAir
;
344 property JetFuel
: Integer read FJetFuel write FJetFuel
;
345 property Frags
: Integer read FFrags write FFrags
;
346 property Death
: Integer read FDeath write FDeath
;
347 property Kills
: Integer read FKills write FKills
;
348 property CurrWeap
: Byte read FCurrWeap write FCurrWeap
;
349 property MonsterKills
: Integer read FMonsterKills write FMonsterKills
;
350 property Secrets
: Integer read FSecrets
;
351 property GodMode
: Boolean read FGodMode write FGodMode
;
352 property NoTarget
: Boolean read FNoTarget write FNoTarget
;
353 property NoReload
: Boolean read FNoReload write FNoReload
;
354 property alive
: Boolean read FAlive write FAlive
;
355 property Flag
: Byte read FFlag
;
356 property Team
: Byte read FTeam write FTeam
;
357 property Direction
: TDirection read FDirection
;
358 property GameX
: Integer read FObj
.X write FObj
.X
;
359 property GameY
: Integer read FObj
.Y write FObj
.Y
;
360 property GameVelX
: Integer read FObj
.Vel
.X write FObj
.Vel
.X
;
361 property GameVelY
: Integer read FObj
.Vel
.Y write FObj
.Vel
.Y
;
362 property GameAccelX
: Integer read FObj
.Accel
.X write FObj
.Accel
.X
;
363 property GameAccelY
: Integer read FObj
.Accel
.Y write FObj
.Accel
.Y
;
364 property IncCam
: Integer read FIncCam write FIncCam
;
365 property UID
: Word read FUID write FUID
;
366 property JustTeleported
: Boolean read FJustTeleported write FJustTeleported
;
367 property NetTime
: LongWord read FNetTime write FNetTime
;
370 property eName
: String read FName write FName
;
371 property eHealth
: Integer read FHealth write FHealth
;
372 property eLives
: Byte read FLives write FLives
;
373 property eArmor
: Integer read FArmor write FArmor
;
374 property eAir
: Integer read FAir write FAir
;
375 property eJetFuel
: Integer read FJetFuel write FJetFuel
;
376 property eFrags
: Integer read FFrags write FFrags
;
377 property eDeath
: Integer read FDeath write FDeath
;
378 property eKills
: Integer read FKills write FKills
;
379 property eCurrWeap
: Byte read FCurrWeap write FCurrWeap
;
380 property eMonsterKills
: Integer read FMonsterKills write FMonsterKills
;
381 property eSecrets
: Integer read FSecrets write FSecrets
;
382 property eGodMode
: Boolean read FGodMode write FGodMode
;
383 property eNoTarget
: Boolean read FNoTarget write FNoTarget
;
384 property eNoReload
: Boolean read FNoReload write FNoReload
;
385 property eAlive
: Boolean read FAlive write FAlive
;
386 property eFlag
: Byte read FFlag
;
387 property eTeam
: Byte read FTeam write FTeam
;
388 property eDirection
: TDirection read FDirection
;
389 property eGameX
: Integer read FObj
.X write FObj
.X
;
390 property eGameY
: Integer read FObj
.Y write FObj
.Y
;
391 property eGameVelX
: Integer read FObj
.Vel
.X write FObj
.Vel
.X
;
392 property eGameVelY
: Integer read FObj
.Vel
.Y write FObj
.Vel
.Y
;
393 property eGameAccelX
: Integer read FObj
.Accel
.X write FObj
.Accel
.X
;
394 property eGameAccelY
: Integer read FObj
.Accel
.Y write FObj
.Accel
.Y
;
395 property eIncCam
: Integer read FIncCam write FIncCam
;
396 property eUID
: Word read FUID
;
397 property eJustTeleported
: Boolean read FJustTeleported
;
398 property eNetTime
: LongWord read FNetTime
;
400 // set this before assigning something to `eDamage`
401 property eDamageType
: Integer read mEDamageType write mEDamageType
;
402 property eDamage
: Integer write doDamage
;
413 WeaponPrior
: packed array [WP_FIRST
..WP_LAST
] of Byte;
414 CloseWeaponPrior
: packed array [WP_FIRST
..WP_LAST
] of Byte;
415 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
418 procedure save (st
: TStream
);
419 procedure load (st
: TStream
);
427 TBot
= class(TPlayer
)
429 FSelectedWeapon
: Byte;
432 FAIFlags
: Array of TAIFlag
;
433 FDifficult
: TDifficult
;
435 function GetRnd(a
: Byte): Boolean;
436 function GetInterval(a
: Byte; radius
: SmallInt
): SmallInt
;
437 function RunDirection(): TDirection
;
438 function FullInStep(XInc
, YInc
: Integer): Boolean;
439 //function NeedItem(Item: Byte): Byte;
440 procedure SelectWeapon(Dist
: Integer);
441 procedure SetAIFlag(aName
, fValue
: String20
);
442 function GetAIFlag(aName
: String20
): String20
;
443 procedure RemoveAIFlag(aName
: String20
);
444 function Healthy(): Byte;
445 procedure UpdateMove();
446 procedure UpdateCombat();
447 function KeyPressed(Key
: Word): Boolean;
448 procedure ReleaseKey(Key
: Byte);
449 function TargetOnScreen(TX
, TY
: Integer): Boolean;
450 procedure OnDamage(Angle
: SmallInt
); override;
453 procedure Respawn(Silent
: Boolean; Force
: Boolean = False); override;
454 constructor Create(); override;
455 destructor Destroy(); override;
456 procedure Draw(); override;
457 function PickItem(ItemType
: Byte; force
: Boolean; var remove
: Boolean): Boolean; override;
458 function Heal(value
: Word; Soft
: Boolean): Boolean; override;
459 procedure Update(); override;
460 procedure SaveState (st
: TStream
); override;
461 procedure LoadState (st
: TStream
); override;
473 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
474 procedure moveBy (dx
, dy
: Integer); inline;
476 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
490 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
491 procedure moveBy (dx
, dy
: Integer); inline;
493 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
496 TCorpse
= class{$IFDEF USE_MEMPOOL}(TPoolObject
){$ENDIF}
504 FAnimation
: TAnimation
;
505 FAnimationMask
: TAnimation
;
508 constructor Create(X
, Y
: Integer; ModelName
: String; aMess
: Boolean);
509 destructor Destroy(); override;
510 procedure Damage(Value
: Word; vx
, vy
: Integer);
513 procedure SaveState (st
: TStream
);
514 procedure LoadState (st
: TStream
);
516 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
517 procedure moveBy (dx
, dy
: Integer); inline;
519 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
521 function ObjPtr (): PObj
; inline;
523 property Obj
: TObj read FObj
; // copies object
524 property State
: Byte read FState
;
525 property Mess
: Boolean read FMess
;
528 TTeamStat
= Array [TEAM_RED
..TEAM_BLUE
] of
534 gPlayers
: Array of TPlayer
;
535 gCorpses
: Array of TCorpse
;
536 gGibs
: Array of TGib
;
537 gShells
: Array of TShell
;
538 gTeamStat
: TTeamStat
;
539 gFly
: Boolean = False;
540 gAimLine
: Boolean = False;
541 gChatBubble
: Byte = 0;
545 MAX_RUNVEL
: Integer = 8;
546 VEL_JUMP
: Integer = 10;
547 SHELL_TIMEOUT
: Cardinal = 60000;
549 function Lerp(X
, Y
, Factor
: Integer): Integer;
551 procedure g_Gibs_SetMax(Count
: Word);
552 function g_Gibs_GetMax(): Word;
553 procedure g_Corpses_SetMax(Count
: Word);
554 function g_Corpses_GetMax(): Word;
555 procedure g_Shells_SetMax(Count
: Word);
556 function g_Shells_GetMax(): Word;
558 procedure g_Player_Init();
559 procedure g_Player_Free();
560 function g_Player_Create(ModelName
: String; Color
: TRGB
; Team
: Byte; Bot
: Boolean): Word;
561 function g_Player_CreateFromState (st
: TStream
): Word;
562 procedure g_Player_Remove(UID
: Word);
563 procedure g_Player_ResetTeams();
564 procedure g_Player_UpdateAll();
565 procedure g_Player_DrawAll();
566 procedure g_Player_DrawDebug(p
: TPlayer
);
567 procedure g_Player_DrawHealth();
568 procedure g_Player_RememberAll();
569 procedure g_Player_ResetAll(Force
, Silent
: Boolean);
570 function g_Player_Get(UID
: Word): TPlayer
;
571 function g_Player_GetCount(): Byte;
572 function g_Player_GetStats(): TPlayerStatArray
;
573 function g_Player_ValidName(Name
: String): Boolean;
574 procedure g_Player_CreateCorpse(Player
: TPlayer
);
575 procedure g_Player_CreateGibs(fX
, fY
: Integer; ModelName
: String; fColor
: TRGB
);
576 procedure g_Player_CreateShell(fX
, fY
, dX
, dY
: Integer; T
: Byte);
577 procedure g_Player_UpdatePhysicalObjects();
578 procedure g_Player_DrawCorpses();
579 procedure g_Player_DrawShells();
580 procedure g_Player_RemoveAllCorpses();
581 procedure g_Player_Corpses_SaveState (st
: TStream
);
582 procedure g_Player_Corpses_LoadState (st
: TStream
);
583 procedure g_Bot_Add(Team
, Difficult
: Byte);
584 procedure g_Bot_AddList(Team
: Byte; lname
: ShortString
; num
: Integer = -1);
585 procedure g_Bot_MixNames();
586 procedure g_Bot_RemoveAll();
591 {$INCLUDE ../nogl/noGLuses.inc}
592 {$IFDEF ENABLE_HOLMES}
595 e_log
, g_map
, g_items
, g_console
, g_gfx
, Math
,
596 g_options
, g_triggers
, g_menu
, g_game
, g_grid
,
597 wadreader
, g_main
, g_monsters
, CONFIG
, g_language
,
598 g_net
, g_netmsg
, g_window
,
601 const PLR_SAVE_VERSION
= 0;
611 diag_precision
: Byte;
615 w_prior1
: Array [WP_FIRST
..WP_LAST
] of Byte;
616 w_prior2
: Array [WP_FIRST
..WP_LAST
] of Byte;
617 w_prior3
: Array [WP_FIRST
..WP_LAST
] of Byte;
621 TIME_RESPAWN1
= 1500;
622 TIME_RESPAWN2
= 2000;
623 TIME_RESPAWN3
= 3000;
626 JET_MAX
= 540; // ~30 sec
627 PLAYER_SUIT_TIME
= 30000;
628 PLAYER_INVUL_TIME
= 30000;
629 PLAYER_INVIS_TIME
= 35000;
630 FRAG_COMBO_TIME
= 3000;
634 ANGLE_RIGHTDOWN
= -35;
636 ANGLE_LEFTDOWN
= -145;
637 PLAYER_HEADRECT
: TRectWH
= (X
:24; Y
:12; Width
:20; Height
:12);
638 WEAPONPOINT
: Array [TDirection
] of TDFPoint
= ((X
:16; Y
:32), (X
:47; Y
:32));
641 BOT_UNSAFEDIST
= 128;
642 TEAMCOLOR
: Array [TEAM_RED
..TEAM_BLUE
] of TRGB
= ((R
:255; G
:0; B
:0),
644 DIFFICULT_EASY
: TDifficult
= (DiagFire
: 32; InvisFire
: 32; DiagPrecision
: 32;
645 FlyPrecision
: 32; Cover
: 32; CloseJump
: 32;
646 WeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0));
647 DIFFICULT_MEDIUM
: TDifficult
= (DiagFire
: 127; InvisFire
: 127; DiagPrecision
: 127;
648 FlyPrecision
: 127; Cover
: 127; CloseJump
: 127;
649 WeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0));
650 DIFFICULT_HARD
: TDifficult
= (DiagFire
: 255; InvisFire
: 255; DiagPrecision
: 255;
651 FlyPrecision
: 255; Cover
: 255; CloseJump
: 255;
652 WeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0));
653 WEAPON_PRIOR1
: Array [WP_FIRST
..WP_LAST
] of Byte =
654 (WEAPON_FLAMETHROWER
, WEAPON_SUPERPULEMET
,
655 WEAPON_SHOTGUN2
, WEAPON_SHOTGUN1
,
656 WEAPON_CHAINGUN
, WEAPON_PLASMA
, WEAPON_ROCKETLAUNCHER
,
657 WEAPON_BFG
, WEAPON_PISTOL
, WEAPON_SAW
, WEAPON_KASTET
);
658 WEAPON_PRIOR2
: Array [WP_FIRST
..WP_LAST
] of Byte =
659 (WEAPON_FLAMETHROWER
, WEAPON_SUPERPULEMET
,
660 WEAPON_BFG
, WEAPON_ROCKETLAUNCHER
,
661 WEAPON_SHOTGUN2
, WEAPON_PLASMA
, WEAPON_SHOTGUN1
,
662 WEAPON_CHAINGUN
, WEAPON_PISTOL
, WEAPON_SAW
, WEAPON_KASTET
);
663 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
664 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
665 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
666 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
667 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
668 WEAPON_RELOAD
: Array [WP_FIRST
..WP_LAST
] of Byte =
669 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
671 PLAYER_SIGNATURE
= $52594C50; // 'PLYR'
672 CORPSE_SIGNATURE
= $50524F43; // 'CORP'
674 BOTNAMES_FILENAME
= 'botnames.txt';
675 BOTLIST_FILENAME
= 'botlist.txt';
679 MaxCorpses
: Word = 20;
680 MaxShells
: Word = 300;
681 CurrentGib
: Integer = 0;
682 CurrentShell
: Integer = 0;
683 BotNames
: Array of String;
684 BotList
: Array of TBotProfile
;
687 function Lerp(X
, Y
, Factor
: Integer): Integer;
689 Result
:= X
+ ((Y
- X
) div Factor
);
692 function SameTeam(UID1
, UID2
: Word): Boolean;
696 if (UID1
> UID_MAX_PLAYER
) or (UID1
<= UID_MAX_GAME
) or
697 (UID2
> UID_MAX_PLAYER
) or (UID2
<= UID_MAX_GAME
) then Exit
;
699 if (g_Player_Get(UID1
) = nil) or (g_Player_Get(UID2
) = nil) then Exit
;
701 if ((g_Player_Get(UID1
).Team
= TEAM_NONE
) or
702 (g_Player_Get(UID2
).Team
= TEAM_NONE
)) then Exit
;
704 Result
:= g_Player_Get(UID1
).FTeam
= g_Player_Get(UID2
).FTeam
;
707 procedure g_Gibs_SetMax(Count
: Word);
710 SetLength(gGibs
, Count
);
712 if CurrentGib
>= Count
then
716 function g_Gibs_GetMax(): Word;
721 procedure g_Shells_SetMax(Count
: Word);
724 SetLength(gShells
, Count
);
726 if CurrentShell
>= Count
then
730 function g_Shells_GetMax(): Word;
736 procedure g_Corpses_SetMax(Count
: Word);
739 SetLength(gCorpses
, Count
);
742 function g_Corpses_GetMax(): Word;
744 Result
:= MaxCorpses
;
747 function g_Player_Create(ModelName
: String; Color
: TRGB
; Team
: Byte; Bot
: Boolean): Word;
757 // Åñòü ëè ìåñòî â gPlayers:
758 if gPlayers
<> nil then
759 for a
:= 0 to High(gPlayers
) do
760 if gPlayers
[a
] = nil then
766 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
769 SetLength(gPlayers
, Length(gPlayers
)+1);
773 // Ñîçäàåì îáúåêò èãðîêà:
775 gPlayers
[a
] := TBot
.Create()
777 gPlayers
[a
] := TPlayer
.Create();
780 gPlayers
[a
].FActualModelName
:= ModelName
;
781 gPlayers
[a
].SetModel(ModelName
);
783 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
784 if gPlayers
[a
].FModel
= nil then
788 g_FatalError(Format(_lc
[I_GAME_ERROR_MODEL
], [ModelName
]));
792 if not (Team
in [TEAM_RED
, TEAM_BLUE
]) then
793 if Random(2) = 0 then
797 gPlayers
[a
].FPreferredTeam
:= Team
;
799 case gGameSettings
.GameMode
of
800 GM_DM
: gPlayers
[a
].FTeam
:= TEAM_NONE
;
802 GM_CTF
: gPlayers
[a
].FTeam
:= gPlayers
[a
].FPreferredTeam
;
804 GM_COOP
: gPlayers
[a
].FTeam
:= TEAM_COOP
;
807 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
808 gPlayers
[a
].FColor
:= Color
;
809 if gPlayers
[a
].FTeam
in [TEAM_RED
, TEAM_BLUE
] then
810 gPlayers
[a
].FModel
.Color
:= TEAMCOLOR
[gPlayers
[a
].FTeam
]
812 gPlayers
[a
].FModel
.Color
:= Color
;
814 gPlayers
[a
].FUID
:= g_CreateUID(UID_PLAYER
);
815 gPlayers
[a
].FAlive
:= False;
817 Result
:= gPlayers
[a
].FUID
;
820 function g_Player_CreateFromState (st
: TStream
): Word;
827 if (st
= nil) then exit
; //???
830 if not utils
.checkSign(st
, 'PLYR') then raise XStreamError
.Create('invalid player signature');
831 if (utils
.readByte(st
) <> PLR_SAVE_VERSION
) then raise XStreamError
.Create('invalid player version');
834 Bot
:= utils
.readBool(st
);
839 // Åñòü ëè ìåñòî â gPlayers:
840 for a
:= 0 to High(gPlayers
) do if (gPlayers
[a
] = nil) then begin ok
:= true; break
; end;
842 // Íåò ìåñòà - ðàñøèðÿåì gPlayers
845 SetLength(gPlayers
, Length(gPlayers
)+1);
849 // Ñîçäàåì îáúåêò èãðîêà
851 gPlayers
[a
] := TBot
.Create()
853 gPlayers
[a
] := TPlayer
.Create();
854 gPlayers
[a
].FIamBot
:= Bot
;
855 gPlayers
[a
].FPhysics
:= True;
858 gPlayers
[a
].FUID
:= utils
.readWord(st
);
860 gPlayers
[a
].FName
:= utils
.readStr(st
);
862 gPlayers
[a
].FTeam
:= utils
.readByte(st
);
863 gPlayers
[a
].FPreferredTeam
:= gPlayers
[a
].FTeam
;
865 gPlayers
[a
].FAlive
:= utils
.readBool(st
);
866 // Èçðàñõîäîâàë ëè âñå æèçíè
867 gPlayers
[a
].FNoRespawn
:= utils
.readBool(st
);
869 b
:= utils
.readByte(st
);
870 if b
= 1 then gPlayers
[a
].FDirection
:= TDirection
.D_LEFT
else gPlayers
[a
].FDirection
:= TDirection
.D_RIGHT
; // b = 2
872 gPlayers
[a
].FHealth
:= utils
.readLongInt(st
);
874 gPlayers
[a
].FLives
:= utils
.readByte(st
);
876 gPlayers
[a
].FArmor
:= utils
.readLongInt(st
);
878 gPlayers
[a
].FAir
:= utils
.readLongInt(st
);
880 gPlayers
[a
].FJetFuel
:= utils
.readLongInt(st
);
882 gPlayers
[a
].FPain
:= utils
.readLongInt(st
);
884 gPlayers
[a
].FKills
:= utils
.readLongInt(st
);
886 gPlayers
[a
].FMonsterKills
:= utils
.readLongInt(st
);
888 gPlayers
[a
].FFrags
:= utils
.readLongInt(st
);
890 gPlayers
[a
].FFragCombo
:= utils
.readByte(st
);
891 // Âðåìÿ ïîñëåäíåãî ôðàãà
892 gPlayers
[a
].FLastFrag
:= utils
.readLongWord(st
);
894 gPlayers
[a
].FDeath
:= utils
.readLongInt(st
);
896 gPlayers
[a
].FFlag
:= utils
.readByte(st
);
898 gPlayers
[a
].FSecrets
:= utils
.readLongInt(st
);
900 gPlayers
[a
].FCurrWeap
:= utils
.readByte(st
);
901 // Ñëåäóþùåå æåëàåìîå îðóæèå
902 gPlayers
[a
].FNextWeap
:= utils
.readWord(st
);
904 gPlayers
[a
].FNextWeapDelay
:= utils
.readByte(st
);
906 gPlayers
[a
].FBFGFireCounter
:= utils
.readSmallInt(st
);
908 gPlayers
[a
].FDamageBuffer
:= utils
.readLongInt(st
);
909 // Ïîñëåäíèé óäàðèâøèé
910 gPlayers
[a
].FLastSpawnerUID
:= utils
.readWord(st
);
911 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
912 gPlayers
[a
].FLastHit
:= utils
.readByte(st
);
914 Obj_LoadState(@gPlayers
[a
].FObj
, st
);
915 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
916 for i
:= A_BULLETS
to A_HIGH
do gPlayers
[a
].FAmmo
[i
] := utils
.readWord(st
);
917 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
918 for i
:= A_BULLETS
to A_HIGH
do gPlayers
[a
].FMaxAmmo
[i
] := utils
.readWord(st
);
920 for i
:= WP_FIRST
to WP_LAST
do gPlayers
[a
].FWeapon
[i
] := utils
.readBool(st
);
921 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
922 for i
:= WP_FIRST
to WP_LAST
do gPlayers
[a
].FReloading
[i
] := utils
.readWord(st
);
924 if utils
.readBool(st
) then Include(gPlayers
[a
].FRulez
, R_ITEM_BACKPACK
);
925 // Íàëè÷èå êðàñíîãî êëþ÷à
926 if utils
.readBool(st
) then Include(gPlayers
[a
].FRulez
, R_KEY_RED
);
927 // Íàëè÷èå çåëåíîãî êëþ÷à
928 if utils
.readBool(st
) then Include(gPlayers
[a
].FRulez
, R_KEY_GREEN
);
929 // Íàëè÷èå ñèíåãî êëþ÷à
930 if utils
.readBool(st
) then Include(gPlayers
[a
].FRulez
, R_KEY_BLUE
);
932 if utils
.readBool(st
) then Include(gPlayers
[a
].FRulez
, R_BERSERK
);
933 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
934 for i
:= MR_SUIT
to MR_MAX
do gPlayers
[a
].FMegaRulez
[i
] := utils
.readLongWord(st
);
935 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
936 for i
:= T_RESPAWN
to T_FLAGCAP
do gPlayers
[a
].FTime
[i
] := utils
.readLongWord(st
);
939 gPlayers
[a
].FActualModelName
:= utils
.readStr(st
);
941 gPlayers
[a
].FColor
.R
:= utils
.readByte(st
);
942 gPlayers
[a
].FColor
.G
:= utils
.readByte(st
);
943 gPlayers
[a
].FColor
.B
:= utils
.readByte(st
);
944 // Îáíîâëÿåì ìîäåëü èãðîêà
945 gPlayers
[a
].SetModel(gPlayers
[a
].FActualModelName
);
947 // Íåò ìîäåëè - ñîçäàíèå íåâîçìîæíî
948 if (gPlayers
[a
].FModel
= nil) then
952 g_FatalError(Format(_lc
[I_GAME_ERROR_MODEL
], [gPlayers
[a
].FActualModelName
]));
956 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû
957 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
958 gPlayers
[a
].FModel
.Color
:= TEAMCOLOR
[gPlayers
[a
].FTeam
]
960 gPlayers
[a
].FModel
.Color
:= gPlayers
[a
].FColor
;
962 result
:= gPlayers
[a
].FUID
;
966 procedure g_Player_ResetTeams();
970 if g_Game_IsClient
then
972 if gPlayers
= nil then
974 for a
:= Low(gPlayers
) to High(gPlayers
) do
975 if gPlayers
[a
] <> nil then
976 case gGameSettings
.GameMode
of
978 gPlayers
[a
].ChangeTeam(TEAM_NONE
);
980 if not (gPlayers
[a
].Team
in [TEAM_RED
, TEAM_BLUE
]) then
981 if gPlayers
[a
].FPreferredTeam
in [TEAM_RED
, TEAM_BLUE
] then
982 gPlayers
[a
].ChangeTeam(gPlayers
[a
].FPreferredTeam
)
985 gPlayers
[a
].ChangeTeam(TEAM_RED
)
987 gPlayers
[a
].ChangeTeam(TEAM_BLUE
);
990 gPlayers
[a
].ChangeTeam(TEAM_COOP
);
994 procedure g_Bot_Add(Team
, Difficult
: Byte);
997 _name
, _model
: String;
1000 if not g_Game_IsServer
then Exit
;
1002 // Ñïèñîê íàçâàíèé ìîäåëåé:
1003 m
:= g_PlayerModel_GetNames();
1008 if (gGameSettings
.GameType
= GT_SINGLE
) or (gGameSettings
.GameMode
= GM_COOP
) then
1009 Team
:= TEAM_COOP
// COOP
1011 if gGameSettings
.GameMode
= GM_DM
then
1012 Team
:= TEAM_NONE
// DM
1014 if Team
= TEAM_NONE
then // CTF / TDM
1016 // Àâòîáàëàíñ êîìàíä:
1020 for a
:= 0 to High(gPlayers
) do
1021 if gPlayers
[a
] <> nil then
1023 if gPlayers
[a
].Team
= TEAM_RED
then
1026 if gPlayers
[a
].Team
= TEAM_BLUE
then
1036 if Random(2) = 0 then
1042 // Âûáèðàåì áîòó èìÿ:
1044 if BotNames
<> nil then
1045 for a
:= 0 to High(BotNames
) do
1046 if g_Player_ValidName(BotNames
[a
]) then
1048 _name
:= BotNames
[a
];
1052 // Èìåíè íåò, çàäàåì ñëó÷àéíîå:
1055 _name
:= Format('DFBOT%.2d', [Random(100)]);
1056 until g_Player_ValidName(_name
);
1058 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
1059 _model
:= m
[Random(Length(m
))];
1062 with g_Player_Get(g_Player_Create(_model
,
1063 _RGB(Min(Random(9)*32, 255),
1064 Min(Random(9)*32, 255),
1065 Min(Random(9)*32, 255)),
1066 Team
, True)) as TBot
do
1071 1: FDifficult
:= DIFFICULT_EASY
;
1072 2: FDifficult
:= DIFFICULT_MEDIUM
;
1073 else FDifficult
:= DIFFICULT_HARD
;
1076 for a
:= WP_FIRST
to WP_LAST
do
1078 FDifficult
.WeaponPrior
[a
] := WEAPON_PRIOR1
[a
];
1079 FDifficult
.CloseWeaponPrior
[a
] := WEAPON_PRIOR2
[a
];
1080 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1083 g_Console_Add(Format(_lc
[I_PLAYER_JOIN
], [Name
]), True);
1085 if g_Game_IsNet
then MH_SEND_PlayerCreate(UID
);
1086 if g_Game_IsServer
and (gGameSettings
.MaxLives
> 0) then
1091 procedure g_Bot_AddList(Team
: Byte; lName
: ShortString
; num
: Integer = -1);
1094 _name
, _model
: String;
1097 if not g_Game_IsServer
then Exit
;
1099 // Ñïèñîê íàçâàíèé ìîäåëåé:
1100 m
:= g_PlayerModel_GetNames();
1105 if (gGameSettings
.GameType
= GT_SINGLE
) or (gGameSettings
.GameMode
= GM_COOP
) then
1106 Team
:= TEAM_COOP
// COOP
1108 if gGameSettings
.GameMode
= GM_DM
then
1109 Team
:= TEAM_NONE
// DM
1111 if Team
= TEAM_NONE
then
1112 Team
:= BotList
[num
].team
; // CTF / TDM
1114 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1115 lName
:= AnsiLowerCase(lName
);
1116 if (num
< 0) or (num
> Length(BotList
)-1) then
1118 if (num
= -1) and (lName
<> '') and (BotList
<> nil) then
1119 for a
:= 0 to High(BotList
) do
1120 if AnsiLowerCase(BotList
[a
].name
) = lName
then
1129 _name
:= BotList
[num
].name
;
1130 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1131 if not g_Player_ValidName(_name
) then
1133 _name
:= Format('DFBOT%.2d', [Random(100)]);
1134 until g_Player_ValidName(_name
);
1137 _model
:= BotList
[num
].model
;
1138 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1139 if not InSArray(_model
, m
) then
1140 _model
:= m
[Random(Length(m
))];
1143 with g_Player_Get(g_Player_Create(_model
, BotList
[num
].color
, Team
, True)) as TBot
do
1147 FDifficult
.DiagFire
:= BotList
[num
].diag_fire
;
1148 FDifficult
.InvisFire
:= BotList
[num
].invis_fire
;
1149 FDifficult
.DiagPrecision
:= BotList
[num
].diag_precision
;
1150 FDifficult
.FlyPrecision
:= BotList
[num
].fly_precision
;
1151 FDifficult
.Cover
:= BotList
[num
].cover
;
1152 FDifficult
.CloseJump
:= BotList
[num
].close_jump
;
1154 for a
:= WP_FIRST
to WP_LAST
do
1156 FDifficult
.WeaponPrior
[a
] := BotList
[num
].w_prior1
[a
];
1157 FDifficult
.CloseWeaponPrior
[a
] := BotList
[num
].w_prior2
[a
];
1158 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1161 g_Console_Add(Format(_lc
[I_PLAYER_JOIN
], [Name
]), True);
1163 if g_Game_IsNet
then MH_SEND_PlayerCreate(UID
);
1167 procedure g_Bot_RemoveAll();
1171 if not g_Game_IsServer
then Exit
;
1172 if gPlayers
= nil then Exit
;
1174 for a
:= 0 to High(gPlayers
) do
1175 if gPlayers
[a
] <> nil then
1176 if gPlayers
[a
] is TBot
then
1178 gPlayers
[a
].Lives
:= 0;
1179 gPlayers
[a
].Kill(K_SIMPLEKILL
, 0, HIT_DISCON
);
1180 g_Console_Add(Format(_lc
[I_PLAYER_LEAVE
], [gPlayers
[a
].Name
]), True);
1181 g_Player_Remove(gPlayers
[a
].FUID
);
1187 procedure g_Bot_MixNames();
1192 if BotNames
<> nil then
1193 for a
:= 0 to High(BotNames
) do
1195 b
:= Random(Length(BotNames
));
1197 Botnames
[a
] := BotNames
[b
];
1202 procedure g_Player_Remove(UID
: Word);
1206 if gPlayers
= nil then Exit
;
1208 if g_Game_IsServer
and g_Game_IsNet
then
1209 MH_SEND_PlayerDelete(UID
);
1211 for i
:= 0 to High(gPlayers
) do
1212 if gPlayers
[i
] <> nil then
1213 if gPlayers
[i
].FUID
= UID
then
1215 if gPlayers
[i
] is TPlayer
then
1216 TPlayer(gPlayers
[i
]).Free()
1218 TBot(gPlayers
[i
]).Free();
1224 procedure g_Player_Init();
1234 if not FileExists(DataDir
+ BOTNAMES_FILENAME
) then
1237 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1238 AssignFile(F
, DataDir
+ BOTNAMES_FILENAME
);
1249 SetLength(BotNames
, Length(BotNames
)+1);
1250 BotNames
[High(BotNames
)] := s
;
1258 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1259 config
:= TConfig
.CreateFile(DataDir
+ BOTLIST_FILENAME
);
1263 while config
.SectionExists(IntToStr(a
)) do
1265 SetLength(BotList
, Length(BotList
)+1);
1267 with BotList
[High(BotList
)] do
1270 name
:= config
.ReadStr(IntToStr(a
), 'name', '');
1272 model
:= config
.ReadStr(IntToStr(a
), 'model', '');
1274 if config
.ReadStr(IntToStr(a
), 'team', 'red') = 'red' then
1279 sa
:= parse(config
.ReadStr(IntToStr(a
), 'color', ''));
1280 color
.R
:= StrToIntDef(sa
[0], 0);
1281 color
.G
:= StrToIntDef(sa
[1], 0);
1282 color
.B
:= StrToIntDef(sa
[2], 0);
1283 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1284 diag_fire
:= config
.ReadInt(IntToStr(a
), 'diag_fire', 0);
1285 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1286 invis_fire
:= config
.ReadInt(IntToStr(a
), 'invis_fire', 0);
1287 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1288 diag_precision
:= config
.ReadInt(IntToStr(a
), 'diag_precision', 0);
1289 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1290 fly_precision
:= config
.ReadInt(IntToStr(a
), 'fly_precision', 0);
1291 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1292 cover
:= config
.ReadInt(IntToStr(a
), 'cover', 0);
1293 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1294 close_jump
:= config
.ReadInt(IntToStr(a
), 'close_jump', 0);
1295 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1296 sa
:= parse(config
.ReadStr(IntToStr(a
), 'w_prior1', ''));
1297 if Length(sa
) = 10 then
1299 w_prior1
[b
] := EnsureRange(StrToInt(sa
[b
]), 0, 9);
1300 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1301 sa
:= parse(config
.ReadStr(IntToStr(a
), 'w_prior2', ''));
1302 if Length(sa
) = 10 then
1304 w_prior2
[b
] := EnsureRange(StrToInt(sa
[b
]), 0, 9);
1306 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1307 if Length(sa) = 10 then
1309 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1318 procedure g_Player_Free();
1322 if gPlayers
<> nil then
1324 for i
:= 0 to High(gPlayers
) do
1325 if gPlayers
[i
] <> nil then
1327 if gPlayers
[i
] is TPlayer
then
1328 TPlayer(gPlayers
[i
]).Free()
1330 TBot(gPlayers
[i
]).Free();
1341 procedure g_Player_UpdateAll();
1345 if gPlayers
= nil then Exit
;
1347 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1348 for i
:= 0 to High(gPlayers
) do
1350 if gPlayers
[i
] <> nil then
1352 if gPlayers
[i
] is TPlayer
then
1354 gPlayers
[i
].Update();
1355 gPlayers
[i
].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1359 // bot updates weapons in `UpdateCombat()`
1360 TBot(gPlayers
[i
]).Update();
1364 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1367 procedure g_Player_DrawAll();
1371 if gPlayers
= nil then Exit
;
1373 for i
:= 0 to High(gPlayers
) do
1374 if gPlayers
[i
] <> nil then
1375 if gPlayers
[i
] is TPlayer
then gPlayers
[i
].Draw()
1376 else TBot(gPlayers
[i
]).Draw();
1379 procedure g_Player_DrawDebug(p
: TPlayer
);
1383 if p
= nil then Exit
;
1384 if (@p
.FObj
) = nil then Exit
;
1386 e_TextureFontGetSize(gStdFont
, fW
, fH
);
1388 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p
.FObj
.X
), gStdFont
);
1389 e_TextureFontPrint(0, fH
, 'Pos Y: ' + IntToStr(p
.FObj
.Y
), gStdFont
);
1390 e_TextureFontPrint(0, fH
* 2, 'Vel X: ' + IntToStr(p
.FObj
.Vel
.X
), gStdFont
);
1391 e_TextureFontPrint(0, fH
* 3, 'Vel Y: ' + IntToStr(p
.FObj
.Vel
.Y
), gStdFont
);
1392 e_TextureFontPrint(0, fH
* 4, 'Acc X: ' + IntToStr(p
.FObj
.Accel
.X
), gStdFont
);
1393 e_TextureFontPrint(0, fH
* 5, 'Acc Y: ' + IntToStr(p
.FObj
.Accel
.Y
), gStdFont
);
1396 procedure g_Player_DrawHealth();
1401 if gPlayers
= nil then Exit
;
1402 e_TextureFontGetSize(gStdFont
, fW
, fH
);
1404 for i
:= 0 to High(gPlayers
) do
1405 if gPlayers
[i
] <> nil then
1407 e_TextureFontPrint(gPlayers
[i
].FObj
.X
+ gPlayers
[i
].FObj
.Rect
.X
,
1408 gPlayers
[i
].FObj
.Y
+ gPlayers
[i
].FObj
.Rect
.Y
+ gPlayers
[i
].FObj
.Rect
.Height
- fH
* 2,
1409 IntToStr(gPlayers
[i
].FHealth
), gStdFont
);
1410 e_TextureFontPrint(gPlayers
[i
].FObj
.X
+ gPlayers
[i
].FObj
.Rect
.X
,
1411 gPlayers
[i
].FObj
.Y
+ gPlayers
[i
].FObj
.Rect
.Y
+ gPlayers
[i
].FObj
.Rect
.Height
- fH
,
1412 IntToStr(gPlayers
[i
].FArmor
), gStdFont
);
1416 function g_Player_Get(UID
: Word): TPlayer
;
1422 if gPlayers
= nil then
1425 for a
:= 0 to High(gPlayers
) do
1426 if gPlayers
[a
] <> nil then
1427 if gPlayers
[a
].FUID
= UID
then
1429 Result
:= gPlayers
[a
];
1434 function g_Player_GetCount(): Byte;
1440 if gPlayers
= nil then
1443 for a
:= 0 to High(gPlayers
) do
1444 if gPlayers
[a
] <> nil then
1445 Result
:= Result
+ 1;
1448 function g_Player_GetStats(): TPlayerStatArray
;
1454 if gPlayers
= nil then Exit
;
1456 for a
:= 0 to High(gPlayers
) do
1457 if gPlayers
[a
] <> nil then
1459 SetLength(Result
, Length(Result
)+1);
1460 with Result
[High(Result
)] do
1462 Ping
:= gPlayers
[a
].FPing
;
1463 Loss
:= gPlayers
[a
].FLoss
;
1464 Name
:= gPlayers
[a
].FName
;
1465 Team
:= gPlayers
[a
].FTeam
;
1466 Frags
:= gPlayers
[a
].FFrags
;
1467 Deaths
:= gPlayers
[a
].FDeath
;
1468 Kills
:= gPlayers
[a
].FKills
;
1469 Color
:= gPlayers
[a
].FModel
.Color
;
1470 Lives
:= gPlayers
[a
].FLives
;
1471 Spectator
:= gPlayers
[a
].FSpectator
;
1476 procedure g_Player_RememberAll
;
1480 for i
:= Low(gPlayers
) to High(gPlayers
) do
1481 if (gPlayers
[i
] <> nil) and gPlayers
[i
].alive
then
1482 gPlayers
[i
].RememberState
;
1485 procedure g_Player_ResetAll(Force
, Silent
: Boolean);
1489 gTeamStat
[TEAM_RED
].Goals
:= 0;
1490 gTeamStat
[TEAM_BLUE
].Goals
:= 0;
1492 if gPlayers
<> nil then
1493 for i
:= 0 to High(gPlayers
) do
1494 if gPlayers
[i
] <> nil then
1496 gPlayers
[i
].Reset(Force
);
1498 if gPlayers
[i
] is TPlayer
then
1500 if (not gPlayers
[i
].FSpectator
) or gPlayers
[i
].FWantsInGame
then
1501 gPlayers
[i
].Respawn(Silent
)
1503 gPlayers
[i
].Spectate();
1506 TBot(gPlayers
[i
]).Respawn(Silent
);
1510 procedure g_Player_CreateCorpse(Player
: TPlayer
);
1515 if Player
.alive
then
1517 if Player
.FObj
.Y
>= gMapInfo
.Height
+128 then
1522 if (FHealth
>= -50) or (gGibsCount
= 0) then
1524 if (gCorpses
= nil) or (Length(gCorpses
) = 0) then
1528 for find_id
:= 0 to High(gCorpses
) do
1529 if gCorpses
[find_id
] = nil then
1536 find_id
:= Random(Length(gCorpses
));
1538 gCorpses
[find_id
] := TCorpse
.Create(FObj
.X
, FObj
.Y
, FModel
.Name
, FHealth
< -20);
1539 gCorpses
[find_id
].FColor
:= FModel
.Color
;
1540 gCorpses
[find_id
].FObj
.Vel
:= FObj
.Vel
;
1541 gCorpses
[find_id
].FObj
.Accel
:= FObj
.Accel
;
1544 g_Player_CreateGibs(FObj
.X
+ PLAYER_RECT_CX
,
1545 FObj
.Y
+ PLAYER_RECT_CY
,
1546 FModel
.Name
, FModel
.Color
);
1550 procedure g_Player_CreateShell(fX
, fY
, dX
, dY
: Integer; T
: Byte);
1554 if (gShells
= nil) or (Length(gShells
) = 0) then
1557 with gShells
[CurrentShell
] do
1563 if T
= SHELL_BULLET
then
1565 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID
) then
1569 Obj
.Rect
.Width
:= 4;
1570 Obj
.Rect
.Height
:= 2;
1574 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID
) then
1578 Obj
.Rect
.Width
:= 7;
1579 Obj
.Rect
.Height
:= 3;
1585 g_Obj_Push(@Obj
, dX
+ Random(4)-Random(4), dY
-Random(4));
1586 positionChanged(); // this updates spatial accelerators
1587 RAngle
:= Random(360);
1588 Timeout
:= gTime
+ SHELL_TIMEOUT
;
1590 if CurrentShell
>= High(gShells
) then
1597 procedure g_Player_CreateGibs(fX
, fY
: Integer; ModelName
: string; fColor
: TRGB
);
1600 GibsArray
: TGibsArray
;
1602 if (gGibs
= nil) or (Length(gGibs
) = 0) then
1604 if not g_PlayerModel_GetGibs(ModelName
, GibsArray
) then
1607 for a
:= 0 to High(GibsArray
) do
1608 with gGibs
[CurrentGib
] do
1611 ID
:= GibsArray
[a
].ID
;
1612 MaskID
:= GibsArray
[a
].MaskID
;
1615 Obj
.Rect
:= GibsArray
[a
].Rect
;
1616 Obj
.X
:= fX
-GibsArray
[a
].Rect
.X
-(GibsArray
[a
].Rect
.Width
div 2);
1617 Obj
.Y
:= fY
-GibsArray
[a
].Rect
.Y
-(GibsArray
[a
].Rect
.Height
div 2);
1618 g_Obj_PushA(@Obj
, 25 + Random(10), Random(361));
1619 positionChanged(); // this updates spatial accelerators
1620 RAngle
:= Random(360);
1622 if gBloodCount
> 0 then
1623 g_GFX_Blood(fX
, fY
, 16*gBloodCount
+Random(5*gBloodCount
), -16+Random(33), -16+Random(33),
1624 Random(48), Random(48), 150, 0, 0);
1626 if CurrentGib
>= High(gGibs
) then
1633 procedure g_Player_UpdatePhysicalObjects();
1639 procedure ShellSound_Bounce(X
, Y
: Integer; T
: Byte);
1644 if T
= SHELL_BULLET
then
1645 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k
), X
, Y
)
1647 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k
), X
, Y
);
1652 if gGibs
<> nil then
1653 for i
:= 0 to High(gGibs
) do
1654 if gGibs
[i
].alive
then
1658 mr
:= g_Obj_Move(@Obj
, True, False, True);
1659 positionChanged(); // this updates spatial accelerators
1661 if WordBool(mr
and MOVE_FALLOUT
) then
1667 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1668 if WordBool(mr
and MOVE_HITWALL
) then
1669 Obj
.Vel
.X
:= -(vel
.X
div 2);
1670 if WordBool(mr
and (MOVE_HITCEIL
or MOVE_HITLAND
)) then
1671 Obj
.Vel
.Y
:= -(vel
.Y
div 2);
1673 if (Obj
.Vel
.X
>= 0) then
1675 RAngle
:= RAngle
+ Abs(Obj
.Vel
.X
)*6 + Abs(Obj
.Vel
.Y
);
1676 if RAngle
>= 360 then
1677 RAngle
:= RAngle
mod 360;
1678 end else begin // Counter-clockwise
1679 RAngle
:= RAngle
- Abs(Obj
.Vel
.X
)*6 - Abs(Obj
.Vel
.Y
);
1681 RAngle
:= (360 - (Abs(RAngle
) mod 360)) mod 360;
1684 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1685 if gTime
mod (GAME_TICK
*3) = 0 then
1686 Obj
.Vel
.X
:= z_dec(Obj
.Vel
.X
, 1);
1690 if gCorpses
<> nil then
1691 for i
:= 0 to High(gCorpses
) do
1692 if gCorpses
[i
] <> nil then
1693 if gCorpses
[i
].State
= CORPSE_STATE_REMOVEME
then
1699 gCorpses
[i
].Update();
1702 if gShells
<> nil then
1703 for i
:= 0 to High(gShells
) do
1704 if gShells
[i
].alive
then
1708 mr
:= g_Obj_Move(@Obj
, True, False, True);
1709 positionChanged(); // this updates spatial accelerators
1711 if WordBool(mr
and MOVE_FALLOUT
) or (gShells
[i
].Timeout
< gTime
) then
1717 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1718 if WordBool(mr
and MOVE_HITWALL
) then
1720 Obj
.Vel
.X
:= -(vel
.X
div 2);
1721 if not WordBool(mr
and MOVE_INWATER
) then
1722 ShellSound_Bounce(Obj
.X
, Obj
.Y
, SType
);
1724 if WordBool(mr
and (MOVE_HITCEIL
or MOVE_HITLAND
)) then
1726 Obj
.Vel
.Y
:= -(vel
.Y
div 2);
1727 if Obj
.Vel
.X
<> 0 then Obj
.Vel
.X
:= Obj
.Vel
.X
div 2;
1728 if (Obj
.Vel
.X
= 0) and (Obj
.Vel
.Y
= 0) then
1730 if RAngle
mod 90 <> 0 then
1731 RAngle
:= (RAngle
div 90) * 90;
1733 else if not WordBool(mr
and MOVE_INWATER
) then
1734 ShellSound_Bounce(Obj
.X
, Obj
.Y
, SType
);
1737 if (Obj
.Vel
.X
>= 0) then
1739 RAngle
:= RAngle
+ Abs(Obj
.Vel
.X
)*8 + Abs(Obj
.Vel
.Y
);
1740 if RAngle
>= 360 then
1741 RAngle
:= RAngle
mod 360;
1742 end else begin // Counter-clockwise
1743 RAngle
:= RAngle
- Abs(Obj
.Vel
.X
)*8 - Abs(Obj
.Vel
.Y
);
1745 RAngle
:= (360 - (Abs(RAngle
) mod 360)) mod 360;
1751 procedure TGib
.getMapBox (out x
, y
, w
, h
: Integer); inline;
1753 x
:= Obj
.X
+Obj
.Rect
.X
;
1754 y
:= Obj
.Y
+Obj
.Rect
.Y
;
1755 w
:= Obj
.Rect
.Width
;
1756 h
:= Obj
.Rect
.Height
;
1759 procedure TGib
.moveBy (dx
, dy
: Integer); inline;
1761 if (dx
<> 0) or (dy
<> 0) then
1770 procedure TShell
.getMapBox (out x
, y
, w
, h
: Integer); inline;
1774 w
:= Obj
.Rect
.Width
;
1775 h
:= Obj
.Rect
.Height
;
1778 procedure TShell
.moveBy (dx
, dy
: Integer); inline;
1780 if (dx
<> 0) or (dy
<> 0) then
1789 procedure TGib
.positionChanged (); inline; begin end;
1790 procedure TShell
.positionChanged (); inline; begin end;
1793 procedure g_Player_DrawCorpses();
1798 if gGibs
<> nil then
1799 for i
:= 0 to High(gGibs
) do
1800 if gGibs
[i
].alive
then
1803 if not g_Obj_Collide(sX
, sY
, sWidth
, sHeight
, @Obj
) then
1806 a
.X
:= Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2);
1807 a
.y
:= Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2);
1809 e_DrawAdv(ID
, Obj
.X
, Obj
.Y
, 0, True, False, RAngle
, @a
, TMirrorType
.None
);
1812 e_DrawAdv(MaskID
, Obj
.X
, Obj
.Y
, 0, True, False, RAngle
, @a
, TMirrorType
.None
);
1818 if gCorpses
<> nil then
1819 for i
:= 0 to High(gCorpses
) do
1820 if gCorpses
[i
] <> nil then
1824 procedure g_Player_DrawShells();
1829 if gShells
<> nil then
1830 for i
:= 0 to High(gShells
) do
1831 if gShells
[i
].alive
then
1834 if not g_Obj_Collide(sX
, sY
, sWidth
, sHeight
, @Obj
) then
1840 e_DrawAdv(SpriteID
, Obj
.X
, Obj
.Y
, 0, True, False, RAngle
, @a
, TMirrorType
.None
);
1844 procedure g_Player_RemoveAllCorpses();
1850 SetLength(gGibs
, MaxGibs
);
1851 SetLength(gShells
, MaxGibs
);
1855 if gCorpses
<> nil then
1856 for i
:= 0 to High(gCorpses
) do
1860 SetLength(gCorpses
, MaxCorpses
);
1863 procedure g_Player_Corpses_SaveState (st
: TStream
);
1867 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ
1869 for i
:= 0 to High(gCorpses
) do if (gCorpses
[i
] <> nil) then Inc(count
);
1871 // Êîëè÷åñòâî òðóïîâ
1872 utils
.writeInt(st
, LongInt(count
));
1874 if (count
= 0) then exit
;
1877 for i
:= 0 to High(gCorpses
) do
1879 if gCorpses
[i
] <> nil then
1882 utils
.writeStr(st
, gCorpses
[i
].FModelName
);
1884 utils
.writeBool(st
, gCorpses
[i
].Mess
);
1885 // Ñîõðàíÿåì äàííûå òðóïà:
1886 gCorpses
[i
].SaveState(st
);
1892 procedure g_Player_Corpses_LoadState (st
: TStream
);
1900 g_Player_RemoveAllCorpses();
1902 // Êîëè÷åñòâî òðóïîâ:
1903 count
:= utils
.readLongInt(st
);
1904 if (count
< 0) or (count
> Length(gCorpses
)) then raise XStreamError
.Create('invalid number of corpses');
1906 if (count
= 0) then exit
;
1909 for i
:= 0 to count
-1 do
1912 str
:= utils
.readStr(st
);
1914 b
:= utils
.readBool(st
);
1916 gCorpses
[i
] := TCorpse
.Create(0, 0, str
, b
);
1917 // Çàãðóæàåì äàííûå òðóïà
1918 gCorpses
[i
].LoadState(st
);
1925 function TPlayer
.isValidViewPort (): Boolean; inline; begin result
:= (viewPortW
> 0) and (viewPortH
> 0); end;
1927 procedure TPlayer
.BFGHit();
1929 g_Weapon_BFGHit(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1930 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
1931 if g_Game_IsServer
and g_Game_IsNet
then
1932 MH_SEND_Effect(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1933 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
1937 procedure TPlayer
.ChangeModel(ModelName
: string);
1939 locModel
: TPlayerModel
;
1941 locModel
:= g_PlayerModel_Get(ModelName
);
1942 if locModel
= nil then Exit
;
1948 procedure TPlayer
.SetModel(ModelName
: string);
1952 m
:= g_PlayerModel_Get(ModelName
);
1955 g_SimpleError(Format(_lc
[I_GAME_ERROR_MODEL_FALLBACK
], [ModelName
]));
1956 m
:= g_PlayerModel_Get('doomer');
1959 g_FatalError(Format(_lc
[I_GAME_ERROR_MODEL
], ['doomer']));
1964 if FModel
<> nil then
1969 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
1970 FModel
.Color
:= FColor
1972 FModel
.Color
:= TEAMCOLOR
[FTeam
];
1973 FModel
.SetWeapon(FCurrWeap
);
1974 FModel
.SetFlag(FFlag
);
1975 SetDirection(FDirection
);
1978 procedure TPlayer
.SetColor(Color
: TRGB
);
1981 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
1982 if FModel
<> nil then FModel
.Color
:= Color
;
1985 procedure TPlayer
.SwitchTeam
;
1987 if g_Game_IsClient
then
1989 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then Exit
;
1991 if gGameOn
and FAlive
then
1992 Kill(K_SIMPLEKILL
, FUID
, HIT_SELF
);
1994 if FTeam
= TEAM_RED
then
1996 ChangeTeam(TEAM_BLUE
);
1997 g_Console_Add(Format(_lc
[I_PLAYER_CHTEAM_BLUE
], [FName
]), True);
1998 if g_Game_IsNet
then
1999 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM
, TEAM_BLUE
, FName
);
2003 ChangeTeam(TEAM_RED
);
2004 g_Console_Add(Format(_lc
[I_PLAYER_CHTEAM_RED
], [FName
]), True);
2005 if g_Game_IsNet
then
2006 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM
, TEAM_RED
, FName
);
2008 FPreferredTeam
:= FTeam
;
2011 procedure TPlayer
.ChangeTeam(Team
: Byte);
2018 TEAM_RED
, TEAM_BLUE
:
2019 FModel
.Color
:= TEAMCOLOR
[Team
];
2021 FModel
.Color
:= FColor
;
2023 if (FTeam
<> OldTeam
) and g_Game_IsNet
and g_Game_IsServer
then
2024 MH_SEND_PlayerStats(FUID
);
2028 procedure TPlayer.CollideItem();
2033 if gItems = nil then Exit;
2034 if not FAlive then Exit;
2036 for i := 0 to High(gItems) do
2039 if (ItemType <> ITEM_NONE) and alive then
2040 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
2041 PLAYER_RECT.Height, @Obj) then
2043 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
2045 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
2046 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
2047 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
2048 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
2049 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
2051 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
2052 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
2053 (gGameSettings.GameType = GT_SINGLE) and
2054 (g_Player_GetCount() > 1)) then
2055 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
2061 function TPlayer
.CollideLevel(XInc
, YInc
: Integer): Boolean;
2063 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
2064 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
, PANEL_WALL
,
2068 constructor TPlayer
.Create();
2074 mEDamageType
:= HIT_SOME
;
2080 FSawSound
:= TPlayableSound
.Create();
2081 FSawSoundIdle
:= TPlayableSound
.Create();
2082 FSawSoundHit
:= TPlayableSound
.Create();
2083 FSawSoundSelect
:= TPlayableSound
.Create();
2084 FJetSoundFly
:= TPlayableSound
.Create();
2085 FJetSoundOn
:= TPlayableSound
.Create();
2086 FJetSoundOff
:= TPlayableSound
.Create();
2088 FSawSound
.SetByName('SOUND_WEAPON_FIRESAW');
2089 FSawSoundIdle
.SetByName('SOUND_WEAPON_IDLESAW');
2090 FSawSoundHit
.SetByName('SOUND_WEAPON_HITSAW');
2091 FSawSoundSelect
.SetByName('SOUND_WEAPON_SELECTSAW');
2092 FJetSoundFly
.SetByName('SOUND_PLAYER_JETFLY');
2093 FJetSoundOn
.SetByName('SOUND_PLAYER_JETON');
2094 FJetSoundOff
.SetByName('SOUND_PLAYER_JETOFF');
2096 FSpectatePlayer
:= -1;
2100 FSavedState
.WaitRecall
:= False;
2106 FActualModelName
:= 'doomer';
2109 FObj
.Rect
:= PLAYER_RECT
;
2111 FBFGFireCounter
:= -1;
2112 FJustTeleported
:= False;
2118 procedure TPlayer
.positionChanged (); inline;
2122 procedure TPlayer
.doDamage (v
: Integer);
2124 if (v
<= 0) then exit
;
2125 if (v
> 32767) then v
:= 32767;
2126 Damage(v
, 0, 0, 0, mEDamageType
);
2129 procedure TPlayer
.Damage(value
: Word; SpawnerUID
: Word; vx
, vy
: Integer; t
: Byte);
2133 if (not g_Game_IsClient
) and (not FAlive
) then
2138 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2139 if ((t
= HIT_TRAP
) or (t
= HIT_SELF
)) and (not FGodMode
) then
2141 if not g_Game_IsClient
then
2144 if t
= HIT_TRAP
then
2146 // Ëîâóøêà óáèâàåò ñðàçó:
2148 Kill(K_EXTRAHARDKILL
, SpawnerUID
, t
);
2150 if t
= HIT_SELF
then
2154 Kill(K_SIMPLEKILL
, SpawnerUID
, t
);
2157 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2158 FMegaRulez
[MR_SUIT
] := 0;
2159 FMegaRulez
[MR_INVUL
] := 0;
2160 FMegaRulez
[MR_INVIS
] := 0;
2164 // Íî îò îñòàëüíîãî ñïàñàåò:
2165 if FMegaRulez
[MR_INVUL
] >= gTime
then
2172 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2173 if LongBool(gGameSettings
.Options
and GAME_OPTION_TEAMDAMAGE
) or
2174 (SpawnerUID
= FUID
) or
2175 (not SameTeam(FUID
, SpawnerUID
)) then
2177 FLastSpawnerUID
:= SpawnerUID
;
2179 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2180 if gBloodCount
> 0 then
2182 c
:= Min(value
, 200)*gBloodCount
+ Random(Min(value
, 200) div 2);
2183 if value
div 4 <= c
then
2184 c
:= c
- (value
div 4)
2188 if (t
= HIT_SOME
) and (vx
= 0) and (vy
= 0) then
2192 HIT_TRAP
, HIT_ACID
, HIT_FLAME
, HIT_SELF
: MakeBloodSimple(c
);
2193 HIT_BFG
, HIT_ROCKET
, HIT_SOME
: MakeBloodVector(c
, vx
, vy
);
2196 if t
= HIT_WATER
then
2197 g_GFX_Bubbles(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2),
2198 FObj
.Y
+PLAYER_RECT
.Y
-4, value
div 2, 8, 4);
2203 Inc(FDamageBuffer
, value
);
2207 FPain
:= FPain
+ value
;
2210 if g_Game_IsServer
and g_Game_IsNet
then
2212 MH_SEND_PlayerDamage(FUID
, t
, SpawnerUID
, value
, vx
, vy
);
2213 MH_SEND_PlayerStats(FUID
);
2214 MH_SEND_PlayerPos(False, FUID
);
2218 function TPlayer
.Heal(value
: Word; Soft
: Boolean): Boolean;
2221 if g_Game_IsClient
then
2226 if Soft
and (FHealth
< PLAYER_HP_SOFT
) then
2228 IncMax(FHealth
, value
, PLAYER_HP_SOFT
);
2231 if (not Soft
) and (FHealth
< PLAYER_HP_LIMIT
) then
2233 IncMax(FHealth
, value
, PLAYER_HP_LIMIT
);
2237 if Result
and g_Game_IsServer
and g_Game_IsNet
then
2238 MH_SEND_PlayerStats(FUID
);
2241 destructor TPlayer
.Destroy();
2243 if (gPlayer1
<> nil) and (gPlayer1
.FUID
= FUID
) then
2245 if (gPlayer2
<> nil) and (gPlayer2
.FUID
= FUID
) then
2249 FSawSoundIdle
.Free();
2250 FSawSoundHit
.Free();
2251 FJetSoundFly
.Free();
2253 FJetSoundOff
.Free();
2255 if FPunchAnim
<> nil then
2261 procedure TPlayer
.DrawBubble();
2263 bubX
, bubY
: Integer;
2266 Rw
, Gw
, Bw
: SmallInt
;
2269 bubX
:= FObj
.X
+FObj
.Rect
.X
+ IfThen(FDirection
= TDirection
.D_LEFT
, -4, 18);
2270 bubY
:= FObj
.Y
+FObj
.Rect
.Y
- 18;
2278 1: // simple textual non-bubble
2280 bubX
:= FObj
.X
+FObj
.Rect
.X
- 11;
2281 bubY
:= FObj
.Y
+FObj
.Rect
.Y
- 17;
2282 e_TextureFontPrint(bubX
, bubY
, '[...]', gStdFont
);
2285 2: // advanced pixel-perfect bubble
2287 if FTeam
= TEAM_RED
then
2290 if FTeam
= TEAM_BLUE
then
2293 3: // colored bubble
2295 Rb
:= FModel
.Color
.R
;
2296 Gb
:= FModel
.Color
.G
;
2297 Bb
:= FModel
.Color
.B
;
2298 Rw
:= Min(Rb
* 2 + 64, 255);
2299 Gw
:= Min(Gb
* 2 + 64, 255);
2300 Bw
:= Min(Bb
* 2 + 64, 255);
2301 if (Abs(Rw
- Rb
) < 32)
2302 or (Abs(Gw
- Gb
) < 32)
2303 or (Abs(Bw
- Bb
) < 32) then
2305 Rb
:= Max(Rw
div 2 - 16, 0);
2306 Gb
:= Max(Gw
div 2 - 16, 0);
2307 Bb
:= Max(Bw
div 2 - 16, 0);
2310 4: // custom textured bubble
2312 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID
) then
2313 if FDirection
= TDirection
.D_RIGHT
then
2314 e_Draw(ID
, bubX
- 6, bubY
- 7, 0, True, False)
2316 e_Draw(ID
, bubX
- 6, bubY
- 7, 0, True, False, TMirrorType
.Horizontal
);
2322 e_DrawQuad(bubX
+ 1, bubY
, bubX
+ 18, bubY
+ 13, Rb
, Gb
, Bb
);
2323 e_DrawQuad(bubX
, bubY
+ 1, bubX
+ 19, bubY
+ 12, Rb
, Gb
, Bb
);
2325 e_DrawFillQuad(bubX
+ 1, bubY
+ 1, bubX
+ 18, bubY
+ 12, Rw
, Gw
, Bw
, 0);
2328 Dot
:= IfThen(FDirection
= TDirection
.D_LEFT
, 14, 5);
2329 e_DrawLine(1, bubX
+ Dot
, bubY
+ 14, bubX
+ Dot
, bubY
+ 16, Rb
, Gb
, Bb
);
2330 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
);
2331 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
);
2332 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
);
2333 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
);
2337 e_DrawFillQuad(bubX
+ Dot
, bubY
+ 8, bubX
+ Dot
+ 1, bubY
+ 9, Rb
, Gb
, Bb
, 0);
2338 e_DrawFillQuad(bubX
+ Dot
+ 3, bubY
+ 8, bubX
+ Dot
+ 4, bubY
+ 9, Rb
, Gb
, Bb
, 0);
2339 e_DrawFillQuad(bubX
+ Dot
+ 6, bubY
+ 8, bubX
+ Dot
+ 7, bubY
+ 9, Rb
, Gb
, Bb
, 0);
2342 procedure TPlayer
.Draw();
2347 Mirror
: TMirrorType
;
2351 if Direction
= TDirection
.D_RIGHT
then
2352 Mirror
:= TMirrorType
.None
2354 Mirror
:= TMirrorType
.Horizontal
;
2356 if FPunchAnim
<> nil then
2357 FPunchAnim
.Draw(FObj
.X
+IfThen(Direction
= TDirection
.D_LEFT
, 15-FObj
.Rect
.X
, FObj
.Rect
.X
-15),
2358 FObj
.Y
+FObj
.Rect
.Y
-11, Mirror
);
2360 if (FMegaRulez
[MR_INVUL
] > gTime
) and (gPlayerDrawn
<> Self
) then
2361 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID
) then
2363 e_GetTextureSize(ID
, @w
, @h
);
2364 if FDirection
= TDirection
.D_LEFT
then
2365 e_Draw(ID
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-(w
div 2)+4,
2366 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-(h
div 2)-7+FObj
.slopeUpLeft
, 0, True, False)
2368 e_Draw(ID
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-(w
div 2)-2,
2369 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-(h
div 2)-7+FObj
.slopeUpLeft
, 0, True, False);
2372 if FMegaRulez
[MR_INVIS
] > gTime
then
2374 if (gPlayerDrawn
<> nil) and ((Self
= gPlayerDrawn
) or
2375 ((FTeam
= gPlayerDrawn
.Team
) and (gGameSettings
.GameMode
<> GM_DM
))) then
2377 if (FMegaRulez
[MR_INVIS
] - gTime
) <= 2100 then
2378 dr
:= not Odd((FMegaRulez
[MR_INVIS
] - gTime
) div 300)
2382 FModel
.Draw(FObj
.X
, FObj
.Y
+FObj
.slopeUpLeft
, 200)
2384 FModel
.Draw(FObj
.X
, FObj
.Y
+FObj
.slopeUpLeft
);
2387 FModel
.Draw(FObj
.X
, FObj
.Y
+FObj
.slopeUpLeft
, 254);
2390 FModel
.Draw(FObj
.X
, FObj
.Y
+FObj
.slopeUpLeft
);
2393 if g_debug_Frames
then
2395 e_DrawQuad(FObj
.X
+FObj
.Rect
.X
,
2397 FObj
.X
+FObj
.Rect
.X
+FObj
.Rect
.Width
-1,
2398 FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-1,
2402 if (gChatBubble
> 0) and (FKeys
[KEY_CHAT
].Pressed
) and not FGhost
then
2404 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2405 if gAimLine
and alive
and
2406 ((Self
= gPlayer1
) or (Self
= gPlayer2
)) then
2411 procedure TPlayer
.DrawAim();
2412 procedure drawCast (sz
: Integer; ax0
, ay0
, ax1
, ay1
: Integer);
2417 {$IFDEF ENABLE_HOLMES}
2418 if isValidViewPort
and (self
= gPlayer1
) then
2420 g_Holmes_plrLaser(ax0
, ay0
, ax1
, ay1
);
2424 e_DrawLine(sz
, ax0
, ay0
, ax1
, ay1
, 255, 0, 0, 96);
2425 if (g_Map_traceToNearestWall(ax0
, ay0
, ax1
, ay1
, @ex
, @ey
) <> nil) then
2427 e_DrawLine(sz
, ax0
, ay0
, ex
, ey
, 0, 255, 0, 96);
2431 e_DrawLine(sz
, ax0
, ay0
, ex
, ey
, 0, 0, 255, 96);
2436 wx
, wy
, xx
, yy
: Integer;
2440 wx
:= FObj
.X
+ WEAPONPOINT
[FDirection
].X
+ IfThen(FDirection
= TDirection
.D_LEFT
, 7, -7);
2441 wy
:= FObj
.Y
+ WEAPONPOINT
[FDirection
].Y
;
2450 1: begin // Chainsaw
2457 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2458 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2459 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2460 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2465 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2466 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2467 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2468 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2470 4: begin // Double Shotgun
2473 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2474 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2475 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2476 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2478 5: begin // Chaingun
2481 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2482 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2483 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2484 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2486 6: begin // Rocket Launcher
2489 if angle
= ANGLE_RIGHTUP
then Inc(angle
, 2);
2490 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2491 if angle
= ANGLE_LEFTUP
then Dec(angle
, 2);
2492 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2494 7: begin // Plasmagun
2497 if angle
= ANGLE_RIGHTUP
then Inc(angle
);
2498 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 3);
2499 if angle
= ANGLE_LEFTUP
then Dec(angle
);
2500 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 3);
2505 if angle
= ANGLE_RIGHTUP
then Inc(angle
, 1);
2506 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 2);
2507 if angle
= ANGLE_LEFTUP
then Dec(angle
, 1);
2508 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 2);
2510 9: begin // Super Chaingun
2513 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2514 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2515 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2516 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2519 xx
:= Trunc(Cos(-DegToRad(angle
)) * len
) + wx
;
2520 yy
:= Trunc(Sin(-DegToRad(angle
)) * len
) + wy
;
2521 {$IF DEFINED(D2F_DEBUG)}
2522 drawCast(sz
, wx
, wy
, xx
, yy
);
2524 e_DrawLine(sz
, wx
, wy
, xx
, yy
, 255, 0, 0, 96);
2528 procedure TPlayer
.DrawGUI();
2531 X
, Y
, SY
, a
, p
, m
: Integer;
2535 stat
: TPlayerStatArray
;
2537 X
:= gPlayerScreenSize
.X
;
2538 SY
:= gPlayerScreenSize
.Y
;
2541 if gShowGoals
and (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
2543 if gGameSettings
.GameMode
= GM_CTF
then
2547 if gGameSettings
.GameMode
= GM_CTF
then
2549 s
:= 'TEXTURE_PLAYER_REDFLAG';
2550 if gFlags
[FLAG_RED
].State
= FLAG_STATE_CAPTURED
then
2551 s
:= 'TEXTURE_PLAYER_REDFLAG_S';
2552 if gFlags
[FLAG_RED
].State
= FLAG_STATE_DROPPED
then
2553 s
:= 'TEXTURE_PLAYER_REDFLAG_D';
2554 if g_Texture_Get(s
, ID
) then
2555 e_Draw(ID
, X
-16-32, 240-72-4, 0, True, False);
2558 s
:= IntToStr(gTeamStat
[TEAM_RED
].Goals
);
2559 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2560 e_CharFont_PrintEx(gMenuFont
, X
-16-a
-tw
, 240-72-4, s
, TEAMCOLOR
[TEAM_RED
]);
2562 if gGameSettings
.GameMode
= GM_CTF
then
2564 s
:= 'TEXTURE_PLAYER_BLUEFLAG';
2565 if gFlags
[FLAG_BLUE
].State
= FLAG_STATE_CAPTURED
then
2566 s
:= 'TEXTURE_PLAYER_BLUEFLAG_S';
2567 if gFlags
[FLAG_BLUE
].State
= FLAG_STATE_DROPPED
then
2568 s
:= 'TEXTURE_PLAYER_BLUEFLAG_D';
2569 if g_Texture_Get(s
, ID
) then
2570 e_Draw(ID
, X
-16-32, 240-32-4, 0, True, False);
2573 s
:= IntToStr(gTeamStat
[TEAM_BLUE
].Goals
);
2574 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2575 e_CharFont_PrintEx(gMenuFont
, X
-16-a
-tw
, 240-32-4, s
, TEAMCOLOR
[TEAM_BLUE
]);
2578 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID
) then
2579 e_DrawFill(ID
, X
, 0, 1, (gPlayerScreenSize
.Y
div 256)+IfThen(gPlayerScreenSize
.Y
mod 256 > 0, 1, 0),
2582 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID
) then
2583 e_Draw(ID
, X
+2, Y
, 0, True, False);
2585 if gGameSettings
.GameType
in [GT_CUSTOM
, GT_SERVER
, GT_CLIENT
] then
2589 s
:= IntToStr(Frags
);
2590 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2591 e_CharFont_PrintEx(gMenuFont
, X
-16-tw
, Y
, s
, _RGB(255, 0, 0));
2596 stat
:= g_Player_GetStats();
2601 for a
:= 0 to High(stat
) do
2602 if stat
[a
].Name
<> Name
then
2604 if stat
[a
].Frags
> m
then m
:= stat
[a
].Frags
;
2605 if stat
[a
].Frags
> Frags
then p
:= p
+1;
2609 s
:= IntToStr(p
)+' / '+IntToStr(Length(stat
))+' ';
2610 if Frags
>= m
then s
:= s
+'+' else s
:= s
+'-';
2611 s
:= s
+IntToStr(Abs(Frags
-m
));
2613 e_CharFont_GetSize(gMenuSmallFont
, s
, tw
, th
);
2614 e_CharFont_PrintEx(gMenuSmallFont
, X
-16-tw
, Y
+32, s
, _RGB(255, 0, 0));
2617 if gShowLives
and (gGameSettings
.MaxLives
> 0) then
2619 s
:= IntToStr(Lives
);
2620 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2621 e_CharFont_PrintEx(gMenuFont
, X
-16-tw
, SY
-32, s
, _RGB(0, 255, 0));
2625 e_CharFont_GetSize(gMenuSmallFont
, FName
, tw
, th
);
2626 e_CharFont_PrintEx(gMenuSmallFont
, X
+98-(tw
div 2), Y
+8, FName
, _RGB(255, 0, 0));
2628 if R_BERSERK
in FRulez
then
2629 e_Draw(gItemsTexturesID
[ITEM_MEDKIT_BLACK
], X
+37, Y
+45, 0, True, False)
2631 e_Draw(gItemsTexturesID
[ITEM_MEDKIT_LARGE
], X
+37, Y
+45, 0, True, False);
2633 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID
) then
2634 e_Draw(ID
, X
+36, Y
+77, 0, True, False);
2636 s
:= IntToStr(IfThen(FHealth
> 0, FHealth
, 0));
2637 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2638 e_CharFont_PrintEx(gMenuFont
, X
+178-tw
, Y
+40, s
, _RGB(255, 0, 0));
2640 s
:= IntToStr(FArmor
);
2641 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2642 e_CharFont_PrintEx(gMenuFont
, X
+178-tw
, Y
+68, s
, _RGB(255, 0, 0));
2644 s
:= IntToStr(GetAmmoByWeapon(FCurrWeap
));
2650 ID
:= gItemsTexturesID
[ITEM_WEAPON_KASTET
];
2655 ID
:= gItemsTexturesID
[ITEM_WEAPON_SAW
];
2657 WEAPON_PISTOL
: ID
:= gItemsTexturesID
[ITEM_WEAPON_PISTOL
];
2658 WEAPON_CHAINGUN
: ID
:= gItemsTexturesID
[ITEM_WEAPON_CHAINGUN
];
2659 WEAPON_SHOTGUN1
: ID
:= gItemsTexturesID
[ITEM_WEAPON_SHOTGUN1
];
2660 WEAPON_SHOTGUN2
: ID
:= gItemsTexturesID
[ITEM_WEAPON_SHOTGUN2
];
2661 WEAPON_SUPERPULEMET
: ID
:= gItemsTexturesID
[ITEM_WEAPON_SUPERPULEMET
];
2662 WEAPON_ROCKETLAUNCHER
: ID
:= gItemsTexturesID
[ITEM_WEAPON_ROCKETLAUNCHER
];
2663 WEAPON_PLASMA
: ID
:= gItemsTexturesID
[ITEM_WEAPON_PLASMA
];
2664 WEAPON_BFG
: ID
:= gItemsTexturesID
[ITEM_WEAPON_BFG
];
2665 WEAPON_FLAMETHROWER
: ID
:= gItemsTexturesID
[ITEM_WEAPON_FLAMETHROWER
];
2668 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2669 e_CharFont_PrintEx(gMenuFont
, X
+178-tw
, Y
+158, s
, _RGB(255, 0, 0));
2670 e_Draw(ID
, X
+20, Y
+160, 0, True, False);
2672 if R_KEY_RED
in FRulez
then
2673 e_Draw(gItemsTexturesID
[ITEM_KEY_RED
], X
+78, Y
+214, 0, True, False);
2675 if R_KEY_GREEN
in FRulez
then
2676 e_Draw(gItemsTexturesID
[ITEM_KEY_GREEN
], X
+95, Y
+214, 0, True, False);
2678 if R_KEY_BLUE
in FRulez
then
2679 e_Draw(gItemsTexturesID
[ITEM_KEY_BLUE
], X
+112, Y
+214, 0, True, False);
2681 if FJetFuel
> 0 then
2683 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID
) then
2684 e_Draw(ID
, X
+2, Y
+116, 0, True, False);
2685 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID
) then
2686 e_Draw(ID
, X
+2, Y
+126, 0, True, False);
2687 e_DrawLine(4, X
+16, Y
+122, X
+16+Trunc(168*IfThen(FAir
> 0, FAir
, 0)/AIR_MAX
), Y
+122, 0, 0, 196);
2688 e_DrawLine(4, X
+16, Y
+132, X
+16+Trunc(168*FJetFuel
/JET_MAX
), Y
+132, 208, 0, 0);
2692 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID
) then
2693 e_Draw(ID
, X
+2, Y
+124, 0, True, False);
2694 e_DrawLine(4, X
+16, Y
+130, X
+16+Trunc(168*IfThen(FAir
> 0, FAir
, 0)/AIR_MAX
), Y
+130, 0, 0, 196);
2697 if gShowPing
and g_Game_IsClient
then
2699 s
:= _lc
[I_GAME_PING_HUD
] + IntToStr(NetPeer
.lastRoundTripTime
) + _lc
[I_NET_SLIST_PING_MS
];
2700 e_TextureFontPrint(X
+ 4, Y
+ 242, s
, gStdFont
);
2706 e_TextureFontPrint(X
+ 4, Y
+ 242, _lc
[I_PLAYER_SPECT
], gStdFont
);
2707 e_TextureFontPrint(X
+ 4, Y
+ 258, _lc
[I_PLAYER_SPECT2
], gStdFont
);
2708 e_TextureFontPrint(X
+ 4, Y
+ 274, _lc
[I_PLAYER_SPECT1
], gStdFont
);
2711 e_TextureFontGetSize(gStdFont
, cw
, ch
);
2712 s
:= _lc
[I_PLAYER_SPECT4
];
2713 e_TextureFontPrintEx(gScreenWidth
div 2 - cw
*(Length(s
) div 2),
2714 gScreenHeight
-4-ch
, s
, gStdFont
, 255, 255, 255, 1, True);
2715 e_TextureFontPrint(X
+ 4, Y
+ 290, _lc
[I_PLAYER_SPECT1S
], gStdFont
);
2721 procedure TPlayer
.DrawRulez();
2725 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2726 if FMegaRulez
[MR_INVUL
] >= gTime
then
2728 if (FMegaRulez
[MR_INVUL
]-gTime
) <= 2100 then
2729 dr
:= not Odd((FMegaRulez
[MR_INVUL
]-gTime
) div 300)
2734 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1,
2735 191, 191, 191, 0, TBlending
.Invert
);
2738 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2739 if FMegaRulez
[MR_SUIT
] >= gTime
then
2741 if (FMegaRulez
[MR_SUIT
]-gTime
) <= 2100 then
2742 dr
:= not Odd((FMegaRulez
[MR_SUIT
]-gTime
) div 300)
2747 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1,
2748 0, 96, 0, 200, TBlending
.None
);
2751 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2752 if (FBerserk
>= 0) and (LongWord(FBerserk
) >= gTime
) and (gFlash
= 2) then
2754 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1,
2755 255, 0, 0, 200, TBlending
.None
);
2759 procedure TPlayer
.DrawPain();
2763 if FPain
= 0 then Exit
;
2767 if a
< 15 then h
:= 0
2768 else if a
< 35 then h
:= 1
2769 else if a
< 55 then h
:= 2
2770 else if a
< 75 then h
:= 3
2771 else if a
< 95 then h
:= 4
2774 //if a > 255 then a := 255;
2776 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1, 255, 0, 0, 255-h
*50);
2777 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2780 procedure TPlayer
.DrawPickup();
2784 if FPickup
= 0 then Exit
;
2788 if a
< 15 then h
:= 1
2789 else if a
< 35 then h
:= 2
2790 else if a
< 55 then h
:= 3
2791 else if a
< 75 then h
:= 4
2794 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1, 150, 200, 150, 255-h
*50);
2797 procedure TPlayer
.DoPunch();
2801 if FPunchAnim
= nil then begin
2802 g_Frames_Get(id
, 'FRAMES_PUNCH');
2803 FPunchAnim
:= TAnimation
.Create(id
, False, 1);
2808 procedure TPlayer
.Fire();
2810 f
, DidFire
: Boolean;
2811 wx
, wy
, xd
, yd
: Integer;
2814 if g_Game_IsClient
then Exit
;
2815 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2816 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2824 if FReloading
[FCurrWeap
] <> 0 then Exit
;
2829 wx
:= FObj
.X
+WEAPONPOINT
[FDirection
].X
;
2830 wy
:= FObj
.Y
+WEAPONPOINT
[FDirection
].Y
;
2831 xd
:= wx
+IfThen(FDirection
= TDirection
.D_LEFT
, -30, 30);
2832 yd
:= wy
+firediry();
2837 if R_BERSERK
in FRulez
then
2839 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2840 locobj
.X
:= FObj
.X
+FObj
.Rect
.X
;
2841 locobj
.Y
:= FObj
.Y
+FObj
.Rect
.Y
;
2844 locobj
.rect
.Width
:= 39;
2845 locobj
.rect
.Height
:= 52;
2846 locobj
.Vel
.X
:= (xd
-wx
) div 2;
2847 locobj
.Vel
.Y
:= (yd
-wy
) div 2;
2848 locobj
.Accel
.X
:= xd
-wx
;
2849 locobj
.Accel
.y
:= yd
-wy
;
2853 if g_Weapon_Hit(@locobj
, 50, FUID
, HIT_SOME
) <> 0 then
2854 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj
.X
, FObj
.Y
)
2856 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj
.X
, FObj
.Y
);
2858 if (gFlash
= 1) and (FPain
< 50) then FPain
:= min(FPain
+ 25, 50);
2862 g_Weapon_punch(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, 3, FUID
);
2866 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2871 if g_Weapon_chainsaw(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
2872 IfThen(gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
], 9, 3), FUID
) <> 0 then
2874 FSawSoundSelect
.Stop();
2876 FSawSoundHit
.PlayAt(FObj
.X
, FObj
.Y
);
2878 else if not FSawSoundHit
.IsPlaying() then
2880 FSawSoundSelect
.Stop();
2881 FSawSound
.PlayAt(FObj
.X
, FObj
.Y
);
2884 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2890 if FAmmo
[A_BULLETS
] > 0 then
2892 g_Weapon_pistol(wx
, wy
, xd
, yd
, FUID
);
2893 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2894 Dec(FAmmo
[A_BULLETS
]);
2895 FFireAngle
:= FAngle
;
2898 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
2899 GameVelX
, GameVelY
-2, SHELL_BULLET
);
2903 if FAmmo
[A_SHELLS
] > 0 then
2905 g_Weapon_shotgun(wx
, wy
, xd
, yd
, FUID
);
2906 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx
, wy
);
2907 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2908 Dec(FAmmo
[A_SHELLS
]);
2909 FFireAngle
:= FAngle
;
2913 FShellType
:= SHELL_SHELL
;
2917 if FAmmo
[A_SHELLS
] >= 2 then
2919 g_Weapon_dshotgun(wx
, wy
, xd
, yd
, FUID
);
2920 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2921 Dec(FAmmo
[A_SHELLS
], 2);
2922 FFireAngle
:= FAngle
;
2926 FShellType
:= SHELL_DBLSHELL
;
2930 if FAmmo
[A_BULLETS
] > 0 then
2932 g_Weapon_mgun(wx
, wy
, xd
, yd
, FUID
);
2933 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx
, wy
);
2934 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2935 Dec(FAmmo
[A_BULLETS
]);
2936 FFireAngle
:= FAngle
;
2939 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
2940 GameVelX
, GameVelY
-2, SHELL_BULLET
);
2943 WEAPON_ROCKETLAUNCHER
:
2944 if FAmmo
[A_ROCKETS
] > 0 then
2946 g_Weapon_rocket(wx
, wy
, xd
, yd
, FUID
);
2947 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2948 Dec(FAmmo
[A_ROCKETS
]);
2949 FFireAngle
:= FAngle
;
2955 if FAmmo
[A_CELLS
] > 0 then
2957 g_Weapon_plasma(wx
, wy
, xd
, yd
, FUID
);
2958 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2959 Dec(FAmmo
[A_CELLS
]);
2960 FFireAngle
:= FAngle
;
2966 if (FAmmo
[A_CELLS
] >= 40) and (FBFGFireCounter
= -1) then
2968 FBFGFireCounter
:= 17;
2969 if not FNoReload
then
2970 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj
.X
, FObj
.Y
);
2971 Dec(FAmmo
[A_CELLS
], 40);
2975 WEAPON_SUPERPULEMET
:
2976 if FAmmo
[A_SHELLS
] > 0 then
2978 g_Weapon_shotgun(wx
, wy
, xd
, yd
, FUID
);
2979 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
2980 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2981 Dec(FAmmo
[A_SHELLS
]);
2982 FFireAngle
:= FAngle
;
2985 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
2986 GameVelX
, GameVelY
-2, SHELL_SHELL
);
2989 WEAPON_FLAMETHROWER
:
2990 if FAmmo
[A_FUEL
] > 0 then
2992 g_Weapon_flame(wx
, wy
, xd
, yd
, FUID
);
2993 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2995 FFireAngle
:= FAngle
;
3001 if g_Game_IsNet
then
3005 if FCurrWeap
<> WEAPON_BFG
then
3006 MH_SEND_PlayerFire(FUID
, FCurrWeap
, wx
, wy
, xd
, yd
, LastShotID
)
3008 if not FNoReload
then
3009 MH_SEND_Sound(FObj
.X
, FObj
.Y
, 'SOUND_WEAPON_STARTFIREBFG');
3012 MH_SEND_PlayerStats(FUID
);
3017 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
3018 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
3019 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
3022 function TPlayer
.GetAmmoByWeapon(Weapon
: Byte): Word;
3025 WEAPON_PISTOL
, WEAPON_CHAINGUN
: Result
:= FAmmo
[A_BULLETS
];
3026 WEAPON_SHOTGUN1
, WEAPON_SHOTGUN2
, WEAPON_SUPERPULEMET
: Result
:= FAmmo
[A_SHELLS
];
3027 WEAPON_ROCKETLAUNCHER
: Result
:= FAmmo
[A_ROCKETS
];
3028 WEAPON_PLASMA
, WEAPON_BFG
: Result
:= FAmmo
[A_CELLS
];
3029 WEAPON_FLAMETHROWER
: Result
:= FAmmo
[A_FUEL
];
3034 function TPlayer
.HeadInLiquid(XInc
, YInc
: Integer): Boolean;
3036 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_HEADRECT
.X
+XInc
, FObj
.Y
+PLAYER_HEADRECT
.Y
+YInc
,
3037 PLAYER_HEADRECT
.Width
, PLAYER_HEADRECT
.Height
,
3038 PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
, True);
3041 procedure TPlayer
.JetpackOn
;
3045 FJetSoundOn
.SetPosition(0);
3046 FJetSoundOn
.PlayAt(FObj
.X
, FObj
.Y
);
3050 procedure TPlayer
.JetpackOff
;
3054 FJetSoundOff
.SetPosition(0);
3055 FJetSoundOff
.PlayAt(FObj
.X
, FObj
.Y
);
3058 procedure TPlayer
.CatchFire(Attacker
: Word);
3061 FFireAttacker
:= Attacker
;
3062 if g_Game_IsNet
and g_Game_IsServer
then
3063 MH_SEND_PlayerStats(FUID
);
3066 procedure TPlayer
.Jump();
3068 if gFly
or FJetpack
then
3070 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
3071 if FObj
.Vel
.Y
> -VEL_FLY
then
3072 FObj
.Vel
.Y
:= FObj
.Vel
.Y
- 3;
3075 if FJetFuel
> 0 then
3077 if (FJetFuel
< 1) and g_Game_IsServer
then
3081 if g_Game_IsNet
then
3082 MH_SEND_PlayerStats(FUID
);
3088 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
3090 FCanJetpack
:= False;
3092 // Ïðûãàåì èëè âñïëûâàåì:
3093 if (CollideLevel(0, 1) or
3094 g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
+36, PLAYER_RECT
.Width
,
3095 PLAYER_RECT
.Height
-33, PANEL_STEP
, False)
3096 ) and (FObj
.Accel
.Y
= 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
3098 FObj
.Vel
.Y
:= -VEL_JUMP
;
3099 FCanJetpack
:= False;
3103 if BodyInLiquid(0, 0) then
3104 FObj
.Vel
.Y
:= -VEL_SW
3105 else if (FJetFuel
> 0) and FCanJetpack
and
3106 g_Game_IsServer
and (not g_Obj_CollideLiquid(@FObj
, 0, 0)) then
3110 if g_Game_IsNet
then
3111 MH_SEND_PlayerStats(FUID
);
3116 procedure TPlayer
.Kill(KillType
: Byte; SpawnerUID
: Word; t
: Byte);
3118 a
, i
, k
, ab
, ar
: Byte;
3122 srv
, netsrv
: Boolean;
3128 procedure PushItem(t
: Byte);
3132 id
:= g_Items_Create(FObj
.X
, FObj
.Y
, t
, True, False);
3133 it
:= g_Items_ByIdx(id
);
3134 if KillType
= K_EXTRAHARDKILL
then // -7..+7; -8..0
3136 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-7+Random(15),
3137 (FObj
.Vel
.Y
div 2)-Random(9));
3138 it
.positionChanged(); // this updates spatial accelerators
3142 if KillType
= K_HARDKILL
then // -5..+5; -5..0
3144 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-5+Random(11),
3145 (FObj
.Vel
.Y
div 2)-Random(6));
3147 else // -3..+3; -3..0
3149 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-3+Random(7),
3150 (FObj
.Vel
.Y
div 2)-Random(4));
3152 it
.positionChanged(); // this updates spatial accelerators
3155 if g_Game_IsNet
and g_Game_IsServer
then
3156 MH_SEND_ItemSpawn(True, id
);
3160 DoFrags
:= (gGameSettings
.MaxLives
= 0) or (gGameSettings
.GameMode
= GM_COOP
);
3161 Srv
:= g_Game_IsServer
;
3162 Netsrv
:= g_Game_IsServer
and g_Game_IsNet
;
3163 if Srv
then FDeath
:= FDeath
+ 1;
3168 if not FPhysics
then
3174 if (gGameSettings
.MaxLives
> 0) and Srv
and (gLMSRespawn
= LMS_RESPAWN_NONE
) then
3176 if FLives
> 0 then FLives
:= FLives
- 1;
3177 if FLives
= 0 then FNoRespawn
:= True;
3180 // Íîìåð òèïà ñìåðòè:
3183 K_SIMPLEKILL
: a
:= 1;
3185 K_EXTRAHARDKILL
: a
:= 3;
3190 if not FModel
.PlaySound(MODELSOUND_DIE
, a
, FObj
.X
, FObj
.Y
) then
3192 if FModel
.PlaySound(MODELSOUND_DIE
, i
, FObj
.X
, FObj
.Y
) then
3199 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN1
;
3201 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN2
;
3202 K_EXTRAHARDKILL
, K_FALLKILL
:
3203 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN3
;
3206 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3210 K_HARDKILL
, K_EXTRAHARDKILL
:
3214 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3215 if (KillType
<> K_FALLKILL
) and (Srv
) then
3216 g_Monsters_killedp();
3218 if SpawnerUID
= FUID
then
3220 if Srv
and (DoFrags
or (gGameSettings
.GameMode
= GM_TDM
)) then
3225 g_Console_Add(Format(_lc
[I_PLAYER_KILL_SELF
], [FName
]), True);
3228 if g_GetUIDType(SpawnerUID
) = UID_PLAYER
then
3229 begin // Óáèò äðóãèì èãðîêîì
3230 KP
:= g_Player_Get(SpawnerUID
);
3231 if (KP
<> nil) and Srv
then
3233 if (DoFrags
or (gGameSettings
.GameMode
= GM_TDM
)) then
3234 if SameTeam(FUID
, SpawnerUID
) then
3244 if (gGameSettings
.GameMode
= GM_TDM
) and DoFrags
then
3245 Inc(gTeamStat
[KP
.Team
].Goals
,
3246 IfThen(SameTeam(FUID
, SpawnerUID
), -1, 1));
3248 if netsrv
then MH_SEND_PlayerStats(SpawnerUID
);
3251 plr
:= g_Player_Get(SpawnerUID
);
3259 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_2
],
3263 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_1
],
3267 g_Console_Add(Format(_lc
[I_PLAYER_KILL
],
3272 else if g_GetUIDType(SpawnerUID
) = UID_MONSTER
then
3273 begin // Óáèò ìîíñòðîì
3274 mon
:= g_Monsters_ByUID(SpawnerUID
);
3278 s
:= g_Mons_GetKilledByTypeId(mon
.MonsterType
);
3282 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_2
],
3286 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_1
],
3290 g_Console_Add(Format(_lc
[I_PLAYER_KILL
],
3295 else // Îñîáûå òèïû ñìåðòè
3298 HIT_SELF
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_SELF
], [FName
]), True);
3299 HIT_FALL
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_FALL
], [FName
]), True);
3300 HIT_WATER
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_WATER
], [FName
]), True);
3301 HIT_ACID
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_ACID
], [FName
]), True);
3302 HIT_TRAP
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_TRAP
], [FName
]), True);
3303 else g_Console_Add(Format(_lc
[I_PLAYER_DIED
], [FName
]), True);
3309 for a
:= WP_FIRST
to WP_LAST
do
3313 WEAPON_SAW
: i
:= ITEM_WEAPON_SAW
;
3314 WEAPON_SHOTGUN1
: i
:= ITEM_WEAPON_SHOTGUN1
;
3315 WEAPON_SHOTGUN2
: i
:= ITEM_WEAPON_SHOTGUN2
;
3316 WEAPON_CHAINGUN
: i
:= ITEM_WEAPON_CHAINGUN
;
3317 WEAPON_ROCKETLAUNCHER
: i
:= ITEM_WEAPON_ROCKETLAUNCHER
;
3318 WEAPON_PLASMA
: i
:= ITEM_WEAPON_PLASMA
;
3319 WEAPON_BFG
: i
:= ITEM_WEAPON_BFG
;
3320 WEAPON_SUPERPULEMET
: i
:= ITEM_WEAPON_SUPERPULEMET
;
3321 WEAPON_FLAMETHROWER
: i
:= ITEM_WEAPON_FLAMETHROWER
;
3330 if R_ITEM_BACKPACK
in FRulez
then
3331 PushItem(ITEM_AMMO_BACKPACK
);
3333 // Âûáðîñ ðàêåòíîãî ðàíöà:
3334 if FJetFuel
> 0 then
3335 PushItem(ITEM_JETPACK
);
3338 if not (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
]) then
3340 if R_KEY_RED
in FRulez
then
3341 PushItem(ITEM_KEY_RED
);
3343 if R_KEY_GREEN
in FRulez
then
3344 PushItem(ITEM_KEY_GREEN
);
3346 if R_KEY_BLUE
in FRulez
then
3347 PushItem(ITEM_KEY_BLUE
);
3354 g_Player_CreateCorpse(Self
);
3356 if Srv
and (gGameSettings
.MaxLives
> 0) and FNoRespawn
and
3357 (gLMSRespawn
= LMS_RESPAWN_NONE
) then
3363 for i
:= Low(gPlayers
) to High(gPlayers
) do
3365 if gPlayers
[i
] = nil then continue
;
3366 if (not gPlayers
[i
].FNoRespawn
) and (not gPlayers
[i
].FSpectator
) then
3369 if gPlayers
[i
].FTeam
= TEAM_RED
then Inc(ar
)
3370 else if gPlayers
[i
].FTeam
= TEAM_BLUE
then Inc(ab
);
3375 OldLR
:= gLMSRespawn
;
3376 if (gGameSettings
.GameMode
= GM_COOP
) then
3380 // everyone is dead, restart the map
3381 g_Game_Message(_lc
[I_MESSAGE_LMS_LOSE
], 144);
3383 MH_SEND_GameEvent(NET_EV_LMS_LOSE
);
3384 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3385 gLMSRespawnTime
:= gTime
+ 5000;
3387 else if (a
= 1) then
3389 if (gPlayers
[k
] <> nil) and not (gPlayers
[k
] is TBot
) then
3390 if (gPlayers
[k
] = gPlayer1
) or
3391 (gPlayers
[k
] = gPlayer2
) then
3392 g_Console_Add('*** ' + _lc
[I_MESSAGE_LMS_SURVIVOR
] + ' ***', True)
3393 else if Netsrv
and (gPlayers
[k
].FClientID
>= 0) then
3394 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR
, 0, 'N', gPlayers
[k
].FClientID
);
3397 else if (gGameSettings
.GameMode
= GM_TDM
) then
3399 if (ab
= 0) and (ar
<> 0) then
3402 g_Game_Message(Format(_lc
[I_MESSAGE_TLMS_WIN
], [AnsiUpperCase(_lc
[I_GAME_TEAM_RED
])]), 144);
3404 MH_SEND_GameEvent(NET_EV_TLMS_WIN
, TEAM_RED
);
3405 Inc(gTeamStat
[TEAM_RED
].Goals
);
3406 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3407 gLMSRespawnTime
:= gTime
+ 5000;
3409 else if (ar
= 0) and (ab
<> 0) then
3412 g_Game_Message(Format(_lc
[I_MESSAGE_TLMS_WIN
], [AnsiUpperCase(_lc
[I_GAME_TEAM_BLUE
])]), 144);
3414 MH_SEND_GameEvent(NET_EV_TLMS_WIN
, TEAM_BLUE
);
3415 Inc(gTeamStat
[TEAM_BLUE
].Goals
);
3416 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3417 gLMSRespawnTime
:= gTime
+ 5000;
3419 else if (ar
= 0) and (ab
= 0) then
3422 g_Game_Message(_lc
[I_GAME_WIN_DRAW
], 144);
3424 MH_SEND_GameEvent(NET_EV_LMS_DRAW
, 0, FName
);
3425 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3426 gLMSRespawnTime
:= gTime
+ 5000;
3429 else if (gGameSettings
.GameMode
= GM_DM
) then
3433 if gPlayers
[k
] <> nil then
3436 // survivor is the winner
3437 g_Game_Message(Format(_lc
[I_MESSAGE_LMS_WIN
], [AnsiUpperCase(FName
)]), 144);
3439 MH_SEND_GameEvent(NET_EV_LMS_WIN
, 0, FName
);
3442 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3443 gLMSRespawnTime
:= gTime
+ 5000;
3445 else if (a
= 0) then
3447 // everyone is dead, restart the map
3448 g_Game_Message(_lc
[I_GAME_WIN_DRAW
], 144);
3450 MH_SEND_GameEvent(NET_EV_LMS_DRAW
, 0, FName
);
3451 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3452 gLMSRespawnTime
:= gTime
+ 5000;
3455 if srv
and (OldLR
= LMS_RESPAWN_NONE
) and (gLMSRespawn
> LMS_RESPAWN_NONE
) then
3457 if NetMode
= NET_SERVER
then
3458 MH_SEND_GameEvent(NET_EV_LMS_WARMUP
, (gLMSRespawnTime
- gTime
) div 1000)
3460 g_Console_Add(Format(_lc
[I_MSG_WARMUP_START
], [(gLMSRespawnTime
- gTime
) div 1000]), True);
3466 MH_SEND_PlayerStats(FUID
);
3467 MH_SEND_PlayerDeath(FUID
, KillType
, t
, SpawnerUID
);
3468 if gGameSettings
.GameMode
= GM_TDM
then MH_SEND_GameStats
;
3471 if srv
and FNoRespawn
then Spectate(True);
3472 FWantsInGame
:= True;
3475 function TPlayer
.BodyInLiquid(XInc
, YInc
: Integer): Boolean;
3477 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
, PLAYER_RECT
.Width
,
3478 PLAYER_RECT
.Height
-20, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
, False);
3481 function TPlayer
.BodyInAcid(XInc
, YInc
: Integer): Boolean;
3483 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
, PLAYER_RECT
.Width
,
3484 PLAYER_RECT
.Height
-20, PANEL_ACID1
or PANEL_ACID2
, False);
3487 procedure TPlayer
.MakeBloodSimple(Count
: Word);
3489 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)+8,
3490 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3491 Count
div 2, 3, -1, 16, (PLAYER_RECT
.Height
*2 div 3),
3493 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-8,
3494 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3495 Count
div 2, -3, -1, 16, (PLAYER_RECT
.Height
*2) div 3,
3499 procedure TPlayer
.MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
3501 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2),
3502 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3503 Count
, VelX
, VelY
, 16, (PLAYER_RECT
.Height
*2) div 3,
3507 procedure TPlayer
.QueueWeaponSwitch(Weapon
: Byte);
3509 if g_Game_IsClient
then Exit
;
3510 if Weapon
> High(FWeapon
) then Exit
;
3511 FNextWeap
:= FNextWeap
or (1 shl Weapon
);
3514 procedure TPlayer
.resetWeaponQueue ();
3517 FNextWeapDelay
:= 0;
3520 function TPlayer
.hasAmmoForWeapon (weapon
: Byte): Boolean;
3524 WEAPON_KASTET
, WEAPON_SAW
: result
:= true;
3525 WEAPON_SHOTGUN1
, WEAPON_SHOTGUN2
: result
:= (FAmmo
[A_SHELLS
] > 0);
3526 WEAPON_PISTOL
, WEAPON_CHAINGUN
, WEAPON_SUPERPULEMET
: result
:= (FAmmo
[A_BULLETS
] > 0);
3527 WEAPON_ROCKETLAUNCHER
: result
:= (FAmmo
[A_ROCKETS
] > 0);
3528 WEAPON_PLASMA
, WEAPON_BFG
: result
:= (FAmmo
[A_CELLS
] > 0);
3529 WEAPON_FLAMETHROWER
: result
:= (FAmmo
[A_FUEL
] > 0);
3530 else result
:= (weapon
< length(FWeapon
));
3534 // return 255 for "no switch"
3535 function TPlayer
.getNextWeaponIndex (): Byte;
3538 wantThisWeapon
: array[0..64] of Boolean;
3539 wwc
: Integer = 0; //HACK!
3542 result
:= 255; // default result: "no switch"
3543 // had weapon cycling on previous frame? remove that flag
3544 if (FNextWeap
and $2000) <> 0 then
3546 FNextWeap
:= FNextWeap
and $1FFF;
3547 FNextWeapDelay
:= 0;
3549 // cycling has priority
3550 if (FNextWeap
and $C000) <> 0 then
3552 if (FNextWeap
and $8000) <> 0 then
3556 FNextWeap
:= FNextWeap
or $2000; // we need this
3557 if FNextWeapDelay
> 0 then
3558 exit
; // cooldown time
3560 for i
:= 0 to High(FWeapon
) do
3562 cwi
:= (cwi
+length(FWeapon
)+dir
) mod length(FWeapon
);
3563 if FWeapon
[cwi
] then
3565 //e_WriteLog(Format(' SWITCH: cur=%d; new=%d', [FCurrWeap, cwi]), MSG_WARNING);
3566 result
:= Byte(cwi
);
3567 FNextWeapDelay
:= 10;
3575 for i
:= 0 to High(wantThisWeapon
) do
3576 wantThisWeapon
[i
] := false;
3577 for i
:= 0 to High(FWeapon
) do
3578 if (FNextWeap
and (1 shl i
)) <> 0 then
3580 wantThisWeapon
[i
] := true;
3583 // exclude currently selected weapon from the set
3584 wantThisWeapon
[FCurrWeap
] := false;
3585 // slow down alterations a little
3588 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3589 // more than one weapon requested, assume "alteration" and check alteration delay
3590 if FNextWeapDelay
> 0 then
3596 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3597 // but clear all counters if no weapon should be switched
3603 //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
3604 // try weapons in descending order
3605 for i
:= High(FWeapon
) downto 0 do
3607 if wantThisWeapon
[i
] and FWeapon
[i
] and ((wwc
= 1) or hasAmmoForWeapon(i
)) then
3612 FNextWeapDelay
:= 10; // anyway, 'cause why not
3616 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3620 procedure TPlayer
.RealizeCurrentWeapon();
3621 function switchAllowed (): Boolean;
3626 if FBFGFireCounter
<> -1 then
3628 if FTime
[T_SWITCH
] > gTime
then
3630 for i
:= WP_FIRST
to WP_LAST
do
3631 if FReloading
[i
] > 0 then
3639 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3640 //FNextWeap := FNextWeap and $1FFF;
3641 if FNextWeapDelay
> 0 then Dec(FNextWeapDelay
); // "alteration delay"
3643 if not switchAllowed
then
3645 //HACK for weapon cycling
3646 if (FNextWeap
and $7000) <> 0 then FNextWeap
:= 0;
3650 nw
:= getNextWeaponIndex();
3651 if nw
= 255 then exit
; // don't reset anything here
3652 if nw
> High(FWeapon
) then
3654 // don't forget to reset queue here!
3655 //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
3663 FTime
[T_SWITCH
] := gTime
+156;
3664 if FCurrWeap
= WEAPON_SAW
then FSawSoundSelect
.PlayAt(FObj
.X
, FObj
.Y
);
3665 FModel
.SetWeapon(FCurrWeap
);
3666 if g_Game_IsNet
then MH_SEND_PlayerStats(FUID
);
3670 procedure TPlayer
.NextWeapon();
3672 if g_Game_IsClient
then Exit
;
3676 procedure TPlayer
.PrevWeapon();
3678 if g_Game_IsClient
then Exit
;
3682 procedure TPlayer
.SetWeapon(W
: Byte);
3684 if FCurrWeap
<> W
then
3685 if W
= WEAPON_SAW
then
3686 FSawSoundSelect
.PlayAt(FObj
.X
, FObj
.Y
);
3689 FModel
.SetWeapon(CurrWeap
);
3693 function TPlayer
.PickItem(ItemType
: Byte; arespawn
: Boolean; var remove
: Boolean): Boolean;
3695 function allowBerserkSwitching (): Boolean;
3697 if (FBFGFireCounter
<> -1) then begin result
:= false; exit
; end;
3699 if gBerserkAutoswitch
then exit
;
3700 if not conIsCheatsEnabled
then exit
;
3708 if g_Game_IsClient
then Exit
;
3710 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3711 a
:= LongBool(gGameSettings
.Options
and GAME_OPTION_WEAPONSTAY
) and arespawn
;
3716 if FHealth
< PLAYER_HP_SOFT
then
3718 IncMax(FHealth
, 10, PLAYER_HP_SOFT
);
3722 if gFlash
= 2 then Inc(FPickup
, 5);
3726 if FHealth
< PLAYER_HP_SOFT
then
3728 IncMax(FHealth
, 25, PLAYER_HP_SOFT
);
3732 if gFlash
= 2 then Inc(FPickup
, 5);
3736 if FArmor
< PLAYER_AP_SOFT
then
3738 FArmor
:= PLAYER_AP_SOFT
;
3741 if gFlash
= 2 then Inc(FPickup
, 5);
3745 if FArmor
< PLAYER_AP_LIMIT
then
3747 FArmor
:= PLAYER_AP_LIMIT
;
3750 if gFlash
= 2 then Inc(FPickup
, 5);
3754 if FHealth
< PLAYER_HP_LIMIT
then
3756 IncMax(FHealth
, 100, PLAYER_HP_LIMIT
);
3760 if gFlash
= 2 then Inc(FPickup
, 5);
3764 if (FHealth
< PLAYER_HP_LIMIT
) or (FArmor
< PLAYER_AP_LIMIT
) then
3766 if FHealth
< PLAYER_HP_LIMIT
then
3767 FHealth
:= PLAYER_HP_LIMIT
;
3768 if FArmor
< PLAYER_AP_LIMIT
then
3769 FArmor
:= PLAYER_AP_LIMIT
;
3773 if gFlash
= 2 then Inc(FPickup
, 5);
3777 if (not FWeapon
[WEAPON_SAW
]) or ((not arespawn
) and (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
])) then
3779 FWeapon
[WEAPON_SAW
] := True;
3781 if gFlash
= 2 then Inc(FPickup
, 5);
3782 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3785 ITEM_WEAPON_SHOTGUN1
:
3786 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SHOTGUN1
] then
3788 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
3789 if a
and FWeapon
[WEAPON_SHOTGUN1
] then Exit
;
3791 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3792 FWeapon
[WEAPON_SHOTGUN1
] := True;
3794 if gFlash
= 2 then Inc(FPickup
, 5);
3795 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3798 ITEM_WEAPON_SHOTGUN2
:
3799 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SHOTGUN2
] then
3801 if a
and FWeapon
[WEAPON_SHOTGUN2
] then Exit
;
3803 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3804 FWeapon
[WEAPON_SHOTGUN2
] := True;
3806 if gFlash
= 2 then Inc(FPickup
, 5);
3807 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3810 ITEM_WEAPON_CHAINGUN
:
3811 if (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or not FWeapon
[WEAPON_CHAINGUN
] then
3813 if a
and FWeapon
[WEAPON_CHAINGUN
] then Exit
;
3815 IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
3816 FWeapon
[WEAPON_CHAINGUN
] := True;
3818 if gFlash
= 2 then Inc(FPickup
, 5);
3819 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3822 ITEM_WEAPON_ROCKETLAUNCHER
:
3823 if (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or not FWeapon
[WEAPON_ROCKETLAUNCHER
] then
3825 if a
and FWeapon
[WEAPON_ROCKETLAUNCHER
] then Exit
;
3827 IncMax(FAmmo
[A_ROCKETS
], 2, FMaxAmmo
[A_ROCKETS
]);
3828 FWeapon
[WEAPON_ROCKETLAUNCHER
] := True;
3830 if gFlash
= 2 then Inc(FPickup
, 5);
3831 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3835 if (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or not FWeapon
[WEAPON_PLASMA
] then
3837 if a
and FWeapon
[WEAPON_PLASMA
] then Exit
;
3839 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
3840 FWeapon
[WEAPON_PLASMA
] := True;
3842 if gFlash
= 2 then Inc(FPickup
, 5);
3843 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3847 if (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or not FWeapon
[WEAPON_BFG
] then
3849 if a
and FWeapon
[WEAPON_BFG
] then Exit
;
3851 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
3852 FWeapon
[WEAPON_BFG
] := True;
3854 if gFlash
= 2 then Inc(FPickup
, 5);
3855 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3858 ITEM_WEAPON_SUPERPULEMET
:
3859 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SUPERPULEMET
] then
3861 if a
and FWeapon
[WEAPON_SUPERPULEMET
] then Exit
;
3863 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3864 FWeapon
[WEAPON_SUPERPULEMET
] := True;
3866 if gFlash
= 2 then Inc(FPickup
, 5);
3867 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3870 ITEM_WEAPON_FLAMETHROWER
:
3871 if (FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
]) or not FWeapon
[WEAPON_FLAMETHROWER
] then
3873 if a
and FWeapon
[WEAPON_FLAMETHROWER
] then Exit
;
3875 IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
3876 FWeapon
[WEAPON_FLAMETHROWER
] := True;
3878 if gFlash
= 2 then Inc(FPickup
, 5);
3879 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3883 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
3885 IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
3888 if gFlash
= 2 then Inc(FPickup
, 5);
3891 ITEM_AMMO_BULLETS_BOX
:
3892 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
3894 IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
3897 if gFlash
= 2 then Inc(FPickup
, 5);
3901 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
3903 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3906 if gFlash
= 2 then Inc(FPickup
, 5);
3909 ITEM_AMMO_SHELLS_BOX
:
3910 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
3912 IncMax(FAmmo
[A_SHELLS
], 25, FMaxAmmo
[A_SHELLS
]);
3915 if gFlash
= 2 then Inc(FPickup
, 5);
3919 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
3921 IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
3924 if gFlash
= 2 then Inc(FPickup
, 5);
3927 ITEM_AMMO_ROCKET_BOX
:
3928 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
3930 IncMax(FAmmo
[A_ROCKETS
], 5, FMaxAmmo
[A_ROCKETS
]);
3933 if gFlash
= 2 then Inc(FPickup
, 5);
3937 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
3939 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
3942 if gFlash
= 2 then Inc(FPickup
, 5);
3946 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
3948 IncMax(FAmmo
[A_CELLS
], 100, FMaxAmmo
[A_CELLS
]);
3951 if gFlash
= 2 then Inc(FPickup
, 5);
3955 if FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
] then
3957 IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
3960 if gFlash
= 2 then Inc(FPickup
, 5);
3964 if not(R_ITEM_BACKPACK
in FRulez
) or
3965 (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or
3966 (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or
3967 (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or
3968 (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or
3969 (FMaxAmmo
[A_FUEL
] < AmmoLimits
[1, A_FUEL
]) then
3971 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[1, A_BULLETS
];
3972 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[1, A_SHELLS
];
3973 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[1, A_ROCKETS
];
3974 FMaxAmmo
[A_CELLS
] := AmmoLimits
[1, A_CELLS
];
3975 FMaxAmmo
[A_FUEL
] := AmmoLimits
[1, A_FUEL
];
3977 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
3978 IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
3979 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
3980 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3981 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
3982 IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
3983 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
3984 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
3986 FRulez
:= FRulez
+ [R_ITEM_BACKPACK
];
3989 if gFlash
= 2 then Inc(FPickup
, 5);
3993 if not(R_KEY_RED
in FRulez
) then
3995 Include(FRulez
, R_KEY_RED
);
3997 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
3998 if gFlash
= 2 then Inc(FPickup
, 5);
3999 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
4003 if not(R_KEY_GREEN
in FRulez
) then
4005 Include(FRulez
, R_KEY_GREEN
);
4007 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
4008 if gFlash
= 2 then Inc(FPickup
, 5);
4009 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
4013 if not(R_KEY_BLUE
in FRulez
) then
4015 Include(FRulez
, R_KEY_BLUE
);
4017 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
4018 if gFlash
= 2 then Inc(FPickup
, 5);
4019 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
4023 if FMegaRulez
[MR_SUIT
] < gTime
+PLAYER_SUIT_TIME
then
4025 FMegaRulez
[MR_SUIT
] := gTime
+PLAYER_SUIT_TIME
;
4029 if gFlash
= 2 then Inc(FPickup
, 5);
4033 if FAir
< AIR_MAX
then
4038 if gFlash
= 2 then Inc(FPickup
, 5);
4043 if not (R_BERSERK
in FRulez
) then
4045 Include(FRulez
, R_BERSERK
);
4046 if allowBerserkSwitching
then
4048 FCurrWeap
:= WEAPON_KASTET
;
4050 FModel
.SetWeapon(WEAPON_KASTET
);
4055 if gFlash
= 2 then Inc(FPickup
, 5);
4057 FBerserk
:= gTime
+30000;
4062 if FHealth
< PLAYER_HP_SOFT
then
4064 FHealth
:= PLAYER_HP_SOFT
;
4065 FBerserk
:= gTime
+30000;
4073 if FMegaRulez
[MR_INVUL
] < gTime
+PLAYER_INVUL_TIME
then
4075 FMegaRulez
[MR_INVUL
] := gTime
+PLAYER_INVUL_TIME
;
4078 if gFlash
= 2 then Inc(FPickup
, 5);
4082 if FHealth
< PLAYER_HP_LIMIT
then
4084 IncMax(FHealth
, 4, PLAYER_HP_LIMIT
);
4088 if gFlash
= 2 then Inc(FPickup
, 5);
4092 if FArmor
< PLAYER_AP_LIMIT
then
4094 IncMax(FArmor
, 5, PLAYER_AP_LIMIT
);
4097 if gFlash
= 2 then Inc(FPickup
, 5);
4101 if FJetFuel
< JET_MAX
then
4103 FJetFuel
:= JET_MAX
;
4106 if gFlash
= 2 then Inc(FPickup
, 5);
4110 if FMegaRulez
[MR_INVIS
] < gTime
+PLAYER_INVIS_TIME
then
4112 FMegaRulez
[MR_INVIS
] := gTime
+PLAYER_INVIS_TIME
;
4115 if gFlash
= 2 then Inc(FPickup
, 5);
4120 procedure TPlayer
.Touch();
4124 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
4127 // Áðîñèòü ôëàã òîâàðèùó:
4128 if gGameSettings
.GameMode
= GM_CTF
then
4133 procedure TPlayer
.Push(vx
, vy
: Integer);
4135 if (not FPhysics
) and FGhost
then
4137 FObj
.Accel
.X
:= FObj
.Accel
.X
+ vx
;
4138 FObj
.Accel
.Y
:= FObj
.Accel
.Y
+ vy
;
4139 if g_Game_IsNet
and g_Game_IsServer
then
4140 MH_SEND_PlayerPos(True, FUID
, NET_EVERYONE
);
4143 procedure TPlayer
.Reset(Force
: Boolean);
4149 FTime
[T_RESPAWN
] := 0;
4150 FTime
[T_FLAGCAP
] := 0;
4163 FSpectator
:= False;
4166 FSpectatePlayer
:= -1;
4167 FNoRespawn
:= False;
4169 FLives
:= gGameSettings
.MaxLives
;
4174 procedure TPlayer
.SoftReset();
4180 FBFGFireCounter
:= -1;
4188 SetAction(A_STAND
, True);
4191 function TPlayer
.GetRespawnPoint(): Byte;
4196 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4198 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4199 if gGameSettings
.GameMode
in [GM_COOP
, GM_SINGLE
] then
4201 if (Self
= gPlayer1
) or (Self
= gPlayer2
) then
4203 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
4204 if Self
= gPlayer1
then
4205 c
:= RESPAWNPOINT_PLAYER1
4207 c
:= RESPAWNPOINT_PLAYER2
;
4208 if g_Map_GetPointCount(c
) > 0 then
4214 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
4215 if Self
= gPlayer1
then
4216 c
:= RESPAWNPOINT_PLAYER2
4218 c
:= RESPAWNPOINT_PLAYER1
;
4219 if g_Map_GetPointCount(c
) > 0 then
4226 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
4227 if Random(2) = 0 then
4228 c
:= RESPAWNPOINT_PLAYER1
4230 c
:= RESPAWNPOINT_PLAYER2
;
4231 if g_Map_GetPointCount(c
) > 0 then
4238 // Òî÷êà ëþáîé èç êîìàíä
4239 if Random(2) = 0 then
4240 c
:= RESPAWNPOINT_RED
4242 c
:= RESPAWNPOINT_BLUE
;
4243 if g_Map_GetPointCount(c
) > 0 then
4250 c
:= RESPAWNPOINT_DM
;
4251 if g_Map_GetPointCount(c
) > 0 then
4259 if gGameSettings
.GameMode
= GM_DM
then
4262 c
:= RESPAWNPOINT_DM
;
4263 if g_Map_GetPointCount(c
) > 0 then
4269 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4270 if Random(2) = 0 then
4271 c
:= RESPAWNPOINT_PLAYER1
4273 c
:= RESPAWNPOINT_PLAYER2
;
4274 if g_Map_GetPointCount(c
) > 0 then
4280 // Òî÷êà ëþáîé èç êîìàíä
4281 if Random(2) = 0 then
4282 c
:= RESPAWNPOINT_RED
4284 c
:= RESPAWNPOINT_BLUE
;
4285 if g_Map_GetPointCount(c
) > 0 then
4293 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
4295 // Òî÷êà ñâîåé êîìàíäû
4296 c
:= RESPAWNPOINT_DM
;
4297 if FTeam
= TEAM_RED
then
4298 c
:= RESPAWNPOINT_RED
;
4299 if FTeam
= TEAM_BLUE
then
4300 c
:= RESPAWNPOINT_BLUE
;
4301 if g_Map_GetPointCount(c
) > 0 then
4308 c
:= RESPAWNPOINT_DM
;
4309 if g_Map_GetPointCount(c
) > 0 then
4315 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4316 if Random(2) = 0 then
4317 c
:= RESPAWNPOINT_PLAYER1
4319 c
:= RESPAWNPOINT_PLAYER2
;
4320 if g_Map_GetPointCount(c
) > 0 then
4326 // Òî÷êà äðóãîé êîìàíäû
4327 c
:= RESPAWNPOINT_DM
;
4328 if FTeam
= TEAM_RED
then
4329 c
:= RESPAWNPOINT_BLUE
;
4330 if FTeam
= TEAM_BLUE
then
4331 c
:= RESPAWNPOINT_RED
;
4332 if g_Map_GetPointCount(c
) > 0 then
4340 procedure TPlayer
.Respawn(Silent
: Boolean; Force
: Boolean = False);
4342 RespawnPoint
: TRespawnPoint
;
4348 FBFGFireCounter
:= -1;
4353 if not g_Game_IsServer
then
4357 FWantsInGame
:= True;
4358 FJustTeleported
:= True;
4361 FTime
[T_RESPAWN
] := 0;
4365 // if server changes MaxLives we gotta be ready
4366 if gGameSettings
.MaxLives
= 0 then FNoRespawn
:= False;
4368 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4369 if FTime
[T_RESPAWN
] > gTime
then
4372 // Ïðîñðàë âñå æèçíè:
4375 if not FSpectator
then Spectate(True);
4376 FWantsInGame
:= True;
4380 if (gGameSettings
.GameType
<> GT_SINGLE
) and (gGameSettings
.GameMode
<> GM_COOP
) then
4381 begin // "Ñâîÿ èãðà"
4382 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4383 FRulez
:= FRulez
-[R_BERSERK
];
4385 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4387 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4388 FRulez
:= FRulez
-[R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
, R_BERSERK
];
4391 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4392 c
:= GetRespawnPoint();
4397 // Âîñêðåøåíèå áåç îðóæèÿ:
4400 FHealth
:= PLAYER_HP_SOFT
;
4406 for a
:= WP_FIRST
to WP_LAST
do
4408 FWeapon
[a
] := False;
4412 FWeapon
[WEAPON_PISTOL
] := True;
4413 FWeapon
[WEAPON_KASTET
] := True;
4414 FCurrWeap
:= WEAPON_PISTOL
;
4417 FModel
.SetWeapon(FCurrWeap
);
4419 for b
:= A_BULLETS
to A_HIGH
do
4422 FAmmo
[A_BULLETS
] := 50;
4424 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[0, A_BULLETS
];
4425 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[0, A_SHELLS
];
4426 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[0, A_SHELLS
];
4427 FMaxAmmo
[A_CELLS
] := AmmoLimits
[0, A_CELLS
];
4428 FMaxAmmo
[A_FUEL
] := AmmoLimits
[0, A_FUEL
];
4430 if gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
] then
4431 FRulez
:= [R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
]
4436 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4437 if not g_Map_GetPoint(c
, RespawnPoint
) then
4439 g_FatalError(_lc
[I_GAME_ERROR_GET_SPAWN
]);
4443 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4444 FObj
.X
:= RespawnPoint
.X
-PLAYER_RECT
.X
;
4445 FObj
.Y
:= RespawnPoint
.Y
-PLAYER_RECT
.Y
;
4451 FDirection
:= RespawnPoint
.Direction
;
4452 if FDirection
= TDirection
.D_LEFT
then
4457 SetAction(A_STAND
, True);
4458 FModel
.Direction
:= FDirection
;
4460 for a
:= Low(FTime
) to High(FTime
) do
4463 for a
:= Low(FMegaRulez
) to High(FMegaRulez
) do
4468 FCanJetpack
:= False;
4473 // Àíèìàöèÿ âîçðîæäåíèÿ:
4474 if (not gLoadGameMode
) and (not Silent
) then
4475 if g_Frames_Get(ID
, 'FRAMES_TELEPORT') then
4477 Anim
:= TAnimation
.Create(ID
, False, 3);
4478 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4479 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
4483 FSpectator
:= False;
4486 FSpectatePlayer
:= -1;
4489 if (gPlayer1
= nil) and (gLMSPID1
= FUID
) then
4491 if (gPlayer2
= nil) and (gLMSPID2
= FUID
) then
4494 if g_Game_IsNet
then
4496 MH_SEND_PlayerPos(True, FUID
, NET_EVERYONE
);
4497 MH_SEND_PlayerStats(FUID
, NET_EVERYONE
);
4499 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4500 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32,
4505 procedure TPlayer
.Spectate(NoMove
: Boolean = False);
4508 Kill(K_EXTRAHARDKILL
, FUID
, HIT_SOME
)
4509 else if (not NoMove
) then
4511 GameX
:= gMapInfo
.Width
div 2;
4512 GameY
:= gMapInfo
.Height
div 2;
4521 FWantsInGame
:= False;
4526 if Self
= gPlayer1
then
4531 if Self
= gPlayer2
then
4538 if g_Game_IsNet
then
4539 MH_SEND_PlayerStats(FUID
);
4542 procedure TPlayer
.SwitchNoClip
;
4546 FGhost
:= not FGhost
;
4547 FPhysics
:= not FGhost
;
4559 procedure TPlayer
.Run(Direction
: TDirection
);
4563 if MAX_RUNVEL
> 8 then
4567 if Direction
= TDirection
.D_LEFT
then
4569 if FObj
.Vel
.X
> -MAX_RUNVEL
then
4570 FObj
.Vel
.X
:= FObj
.Vel
.X
- (MAX_RUNVEL
shr 3);
4573 if FObj
.Vel
.X
< MAX_RUNVEL
then
4574 FObj
.Vel
.X
:= FObj
.Vel
.X
+ (MAX_RUNVEL
shr 3);
4576 // Âîçìîæíî, ïèíàåì êóñêè:
4577 if (FObj
.Vel
.X
<> 0) and (gGibs
<> nil) then
4579 b
:= Abs(FObj
.Vel
.X
);
4580 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
4581 for a
:= 0 to High(gGibs
) do
4583 if gGibs
[a
].alive
and
4584 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
4585 FObj
.Rect
.Width
, 8, @gGibs
[a
].Obj
) and (Random(3) = 0) then
4588 if FObj
.Vel
.X
< 0 then
4590 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)+120) // íàëåâî
4594 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)); // íàïðàâî
4596 gGibs
[a
].positionChanged(); // this updates spatial accelerators
4604 procedure TPlayer
.SeeDown();
4606 SetAction(A_SEEDOWN
);
4608 if FDirection
= TDirection
.D_LEFT
then FAngle
:= ANGLE_LEFTDOWN
else FAngle
:= ANGLE_RIGHTDOWN
;
4610 if FIncCam
> -120 then DecMin(FIncCam
, 5, -120);
4613 procedure TPlayer
.SeeUp();
4617 if FDirection
= TDirection
.D_LEFT
then FAngle
:= ANGLE_LEFTUP
else FAngle
:= ANGLE_RIGHTUP
;
4619 if FIncCam
< 120 then IncMax(FIncCam
, 5, 120);
4622 procedure TPlayer
.SetAction(Action
: Byte; Force
: Boolean = False);
4630 A_ATTACK
: Prior
:= 2;
4631 A_SEEUP
: Prior
:= 1;
4632 A_SEEDOWN
: Prior
:= 1;
4633 A_ATTACKUP
: Prior
:= 2;
4634 A_ATTACKDOWN
: Prior
:= 2;
4639 if (Prior
> FActionPrior
) or Force
then
4640 if not ((Prior
= 2) and (FCurrWeap
= WEAPON_SAW
)) then
4642 FActionPrior
:= Prior
;
4643 FActionAnim
:= Action
;
4644 FActionForce
:= Force
;
4645 FActionChanged
:= True;
4648 if Action
in [A_ATTACK
, A_ATTACKUP
, A_ATTACKDOWN
] then FModel
.SetFire(True);
4651 function TPlayer
.StayOnStep(XInc
, YInc
: Integer): Boolean;
4653 Result
:= not g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+YInc
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
-1,
4654 PLAYER_RECT
.Width
, 1, PANEL_STEP
, False)
4655 and g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+YInc
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
,
4656 PLAYER_RECT
.Width
, 1, PANEL_STEP
, False);
4659 function TPlayer
.TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
4666 if g_CollideLevel(X
, Y
, PLAYER_RECT
.Width
, PLAYER_RECT
.Height
) then
4668 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj
.X
, FObj
.Y
);
4669 if g_Game_IsServer
and g_Game_IsNet
then
4670 MH_SEND_Sound(FObj
.X
, FObj
.Y
, 'SOUND_GAME_NOTELEPORT');
4674 FJustTeleported
:= True;
4679 if g_Frames_Get(ID
, 'FRAMES_TELEPORT') then
4681 Anim
:= TAnimation
.Create(ID
, False, 3);
4684 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj
.X
, FObj
.Y
);
4685 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4686 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
4687 if g_Game_IsServer
and g_Game_IsNet
then
4688 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4689 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, 1,
4693 FObj
.X
:= X
-PLAYER_RECT
.X
;
4694 FObj
.Y
:= Y
-PLAYER_RECT
.Y
;
4695 if FAlive
and FGhost
then
4701 if not g_Game_IsNet
then
4705 SetDirection(TDirection
.D_LEFT
);
4711 SetDirection(TDirection
.D_RIGHT
);
4717 if FDirection
= TDirection
.D_RIGHT
then
4719 SetDirection(TDirection
.D_LEFT
);
4724 SetDirection(TDirection
.D_RIGHT
);
4730 if not silent
and (Anim
<> nil) then
4732 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4733 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
4736 if g_Game_IsServer
and g_Game_IsNet
then
4737 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4738 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, 0,
4745 function nonz(a
: Single): Single;
4753 procedure TPlayer
.Update();
4756 i
, ii
, wx
, wy
, xd
, yd
, k
: Integer;
4757 blockmon
, headwater
, dospawn
: Boolean;
4762 NetServer
:= g_Game_IsNet
and g_Game_IsServer
;
4763 AnyServer
:= g_Game_IsServer
;
4765 if g_Game_IsClient
and (NetInterpLevel
> 0) then
4766 DoLerp(NetInterpLevel
+ 1)
4772 if FClientID
>= 0 then
4774 FPing
:= NetClients
[FClientID
].Peer
^.lastRoundTripTime
;
4775 if NetClients
[FClientID
].Peer
^.packetsSent
> 0 then
4776 FLoss
:= Round(100*NetClients
[FClientID
].Peer
^.packetsLost
/NetClients
[FClientID
].Peer
^.packetsSent
)
4785 if FAlive
and (FPunchAnim
<> nil) then
4786 FPunchAnim
.Update();
4788 if FAlive
and (gFly
or FJetpack
) then
4791 if FDirection
= TDirection
.D_LEFT
then
4796 if FAlive
and (not FGhost
) then
4798 if FKeys
[KEY_UP
].Pressed
then
4800 if FKeys
[KEY_DOWN
].Pressed
then
4804 if (not (FKeys
[KEY_UP
].Pressed
or FKeys
[KEY_DOWN
].Pressed
)) and
4807 i
:= g_basic
.Sign(FIncCam
);
4808 FIncCam
:= Abs(FIncCam
);
4809 DecMin(FIncCam
, 5, 0);
4810 FIncCam
:= FIncCam
*i
;
4813 // no need to do that each second frame, weapon queue will take care of it
4814 if FAlive
and FKeys
[KEY_NEXTWEAPON
].Pressed
and AnyServer
then NextWeapon();
4815 if FAlive
and FKeys
[KEY_PREVWEAPON
].Pressed
and AnyServer
then PrevWeapon();
4817 if gTime
mod (GAME_TICK
*2) <> 0 then
4819 if (FObj
.Vel
.X
= 0) and FAlive
then
4821 if FKeys
[KEY_LEFT
].Pressed
then
4822 Run(TDirection
.D_LEFT
);
4823 if FKeys
[KEY_RIGHT
].Pressed
then
4824 Run(TDirection
.D_RIGHT
);
4829 g_Obj_Move(@FObj
, True, True, True);
4830 positionChanged(); // this updates spatial accelerators
4836 FActionChanged
:= False;
4840 // Let alive player do some actions
4841 if FKeys
[KEY_LEFT
].Pressed
then Run(TDirection
.D_LEFT
);
4842 if FKeys
[KEY_RIGHT
].Pressed
then Run(TDirection
.D_RIGHT
);
4843 //if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4844 //if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4845 if FKeys
[KEY_FIRE
].Pressed
and AnyServer
then Fire();
4846 if FKeys
[KEY_OPEN
].Pressed
and AnyServer
then Use();
4847 if FKeys
[KEY_JUMP
].Pressed
then Jump()
4850 if AnyServer
and FJetpack
then
4854 if NetServer
then MH_SEND_PlayerStats(FUID
);
4856 FCanJetpack
:= True;
4863 for k
:= Low(FKeys
) to KEY_CHAT
-1 do
4865 if FKeys
[k
].Pressed
then
4873 if gGameSettings
.GameType
in [GT_CUSTOM
, GT_SERVER
, GT_CLIENT
] then
4876 if (FTime
[T_RESPAWN
] <= gTime
) and
4877 gGameOn
and (not FAlive
) then
4879 if (g_Player_GetCount() > 1) then
4883 gExit
:= EXIT_RESTART
;
4888 // Dead spectator actions
4891 if FKeys
[KEY_OPEN
].Pressed
and AnyServer
then Fire();
4892 if FKeys
[KEY_FIRE
].Pressed
and AnyServer
then
4896 if (FSpectatePlayer
>= High(gPlayers
)) then
4897 FSpectatePlayer
:= -1
4901 for I
:= FSpectatePlayer
+ 1 to High(gPlayers
) do
4902 if gPlayers
[I
] <> nil then
4903 if gPlayers
[I
].alive
then
4904 if gPlayers
[I
].UID
<> FUID
then
4906 FSpectatePlayer
:= I
;
4911 if not SetSpect
then FSpectatePlayer
:= -1;
4922 if FKeys
[KEY_UP
].Pressed
or FKeys
[KEY_JUMP
].Pressed
then
4924 FYTo
:= FObj
.Y
- 32;
4925 FSpectatePlayer
:= -1;
4927 if FKeys
[KEY_DOWN
].Pressed
then
4929 FYTo
:= FObj
.Y
+ 32;
4930 FSpectatePlayer
:= -1;
4932 if FKeys
[KEY_LEFT
].Pressed
then
4934 FXTo
:= FObj
.X
- 32;
4935 FSpectatePlayer
:= -1;
4937 if FKeys
[KEY_RIGHT
].Pressed
then
4939 FXTo
:= FObj
.X
+ 32;
4940 FSpectatePlayer
:= -1;
4943 if (FXTo
< -64) then
4945 else if (FXTo
> gMapInfo
.Width
+ 32) then
4946 FXTo
:= gMapInfo
.Width
+ 32;
4947 if (FYTo
< -72) then
4949 else if (FYTo
> gMapInfo
.Height
+ 32) then
4950 FYTo
:= gMapInfo
.Height
+ 32;
4955 g_Obj_Move(@FObj
, True, True, True);
4956 positionChanged(); // this updates spatial accelerators
4963 if (FSpectatePlayer
<= High(gPlayers
)) and (FSpectatePlayer
>= 0) then
4964 if gPlayers
[FSpectatePlayer
] <> nil then
4965 if gPlayers
[FSpectatePlayer
].alive
then
4967 FXTo
:= gPlayers
[FSpectatePlayer
].GameX
;
4968 FYTo
:= gPlayers
[FSpectatePlayer
].GameY
;
4972 blockmon
:= g_Map_CollidePanel(FObj
.X
+PLAYER_HEADRECT
.X
, FObj
.Y
+PLAYER_HEADRECT
.Y
,
4973 PLAYER_HEADRECT
.Width
, PLAYER_HEADRECT
.Height
,
4974 PANEL_BLOCKMON
, True);
4975 headwater
:= HeadInLiquid(0, 0);
4977 // Ñîïðîòèâëåíèå âîçäóõà:
4978 if (not FAlive
) or not (FKeys
[KEY_LEFT
].Pressed
or FKeys
[KEY_RIGHT
].Pressed
) then
4979 if FObj
.Vel
.X
<> 0 then
4980 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
4982 if (FLastHit
= HIT_TRAP
) and (FPain
> 90) then FPain
:= 90;
4983 DecMin(FPain
, 5, 0);
4984 DecMin(FPickup
, 1, 0);
4986 if FAlive
and (FObj
.Y
> Integer(gMapInfo
.Height
)+128) and AnyServer
then
4988 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
4989 FMegaRulez
[MR_SUIT
] := 0;
4990 FMegaRulez
[MR_INVUL
] := 0;
4991 FMegaRulez
[MR_INVIS
] := 0;
4992 Kill(K_FALLKILL
, 0, HIT_FALL
);
4999 if FCurrWeap
= WEAPON_SAW
then
5000 if not (FSawSound
.IsPlaying() or FSawSoundHit
.IsPlaying() or
5001 FSawSoundSelect
.IsPlaying()) then
5002 FSawSoundIdle
.PlayAt(FObj
.X
, FObj
.Y
);
5005 if (not FJetSoundFly
.IsPlaying()) and (not FJetSoundOn
.IsPlaying()) and
5006 (not FJetSoundOff
.IsPlaying()) then
5008 FJetSoundFly
.SetPosition(0);
5009 FJetSoundFly
.PlayAt(FObj
.X
, FObj
.Y
);
5012 for b
:= WP_FIRST
to WP_LAST
do
5013 if FReloading
[b
] > 0 then
5019 if FShellTimer
> -1 then
5020 if FShellTimer
= 0 then
5022 if FShellType
= SHELL_SHELL
then
5023 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5024 GameVelX
, GameVelY
-2, SHELL_SHELL
)
5025 else if FShellType
= SHELL_DBLSHELL
then
5027 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5028 GameVelX
+1, GameVelY
-2, SHELL_SHELL
);
5029 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5030 GameVelX
-1, GameVelY
-2, SHELL_SHELL
);
5033 end else Dec(FShellTimer
);
5035 if (FBFGFireCounter
> -1) then
5036 if FBFGFireCounter
= 0 then
5040 wx
:= FObj
.X
+WEAPONPOINT
[FDirection
].X
;
5041 wy
:= FObj
.Y
+WEAPONPOINT
[FDirection
].Y
;
5042 xd
:= wx
+IfThen(FDirection
= TDirection
.D_LEFT
, -30, 30);
5043 yd
:= wy
+firediry();
5044 g_Weapon_bfgshot(wx
, wy
, xd
, yd
, FUID
);
5045 if NetServer
then MH_SEND_PlayerFire(FUID
, WEAPON_BFG
, wx
, wy
, xd
, yd
);
5046 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
5047 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
5048 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
5051 FReloading
[WEAPON_BFG
] := WEAPON_RELOAD
[WEAPON_BFG
];
5052 FBFGFireCounter
:= -1;
5055 FBFGFireCounter
:= 0
5057 Dec(FBFGFireCounter
);
5059 if (FMegaRulez
[MR_SUIT
] < gTime
) and AnyServer
then
5061 b
:= g_GetAcidHit(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
, PLAYER_RECT
.Width
, PLAYER_RECT
.Height
);
5063 if (b
> 0) and (gTime
mod (15*GAME_TICK
) = 0) then Damage(b
, 0, 0, 0, HIT_ACID
);
5066 if (headwater
or blockmon
) then
5072 if AnyServer
then Damage(10, 0, 0, 0, HIT_WATER
);
5075 else if (FAir
mod 31 = 0) and not blockmon
then
5077 g_GFX_Bubbles(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2), FObj
.Y
+PLAYER_RECT
.Y
-4, 5+Random(6), 8, 4);
5078 if Random(2) = 0 then
5079 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
5081 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
5083 end else if FAir
< AIR_DEF
then
5086 if FFireTime
> 0 then
5088 if BodyInLiquid(0, 0) then
5093 else if FMegaRulez
[MR_SUIT
] >= gTime
then
5095 if FMegaRulez
[MR_SUIT
] = gTime
then
5102 if FFirePainTime
<= 0 then
5104 if g_Game_IsServer
then
5105 Damage(5, FFireAttacker
, 0, 0, HIT_FLAME
);
5106 FFirePainTime
:= 18;
5108 FFirePainTime
:= FFirePainTime
- 1;
5109 FFireTime
:= FFireTime
- 1;
5110 if (FFireTime
= 0) and g_Game_IsNet
and g_Game_IsServer
then
5111 MH_SEND_PlayerStats(FUID
);
5115 if FDamageBuffer
> 0 then
5117 if FDamageBuffer
>= 9 then
5121 if FDamageBuffer
< 30 then i
:= 9
5122 else if FDamageBuffer
< 100 then i
:= 18
5126 ii
:= Round(FDamageBuffer
*FHealth
/ nonz(FArmor
*(3/4)+FHealth
));
5127 FArmor
:= FArmor
-(FDamageBuffer
-ii
);
5128 FHealth
:= FHealth
-ii
;
5131 FHealth
:= FHealth
+FArmor
;
5136 if FHealth
<= 0 then
5137 if FHealth
> -30 then Kill(K_SIMPLEKILL
, FLastSpawnerUID
, FLastHit
)
5138 else if FHealth
> -50 then Kill(K_HARDKILL
, FLastSpawnerUID
, FLastHit
)
5139 else Kill(K_EXTRAHARDKILL
, FLastSpawnerUID
, FLastHit
);
5143 if FDamageBuffer
<= 20 then FModel
.PlaySound(MODELSOUND_PAIN
, 1, FObj
.X
, FObj
.Y
)
5144 else if FDamageBuffer
<= 55 then FModel
.PlaySound(MODELSOUND_PAIN
, 2, FObj
.X
, FObj
.Y
)
5145 else if FDamageBuffer
<= 120 then FModel
.PlaySound(MODELSOUND_PAIN
, 3, FObj
.X
, FObj
.Y
)
5146 else FModel
.PlaySound(MODELSOUND_PAIN
, 4, FObj
.X
, FObj
.Y
);
5153 end; // if FAlive then ...
5155 if (FActionAnim
= A_PAIN
) and (FModel
.Animation
<> A_PAIN
) then
5157 FModel
.ChangeAnimation(FActionAnim
, FActionForce
);
5158 FModel
.GetCurrentAnimation
.MinLength
:= i
;
5159 FModel
.GetCurrentAnimationMask
.MinLength
:= i
;
5160 end else FModel
.ChangeAnimation(FActionAnim
, FActionForce
and (FModel
.Animation
<> A_STAND
));
5162 if (FModel
.GetCurrentAnimation
.Played
or ((not FActionChanged
) and (FModel
.Animation
= A_WALK
)))
5163 then SetAction(A_STAND
, True);
5165 if not ((FModel
.Animation
= A_WALK
) and (Abs(FObj
.Vel
.X
) < 4) and not FModel
.Fire
) then FModel
.Update
;
5167 for b
:= Low(FKeys
) to High(FKeys
) do
5168 if FKeys
[b
].Time
= 0 then FKeys
[b
].Pressed
:= False else Dec(FKeys
[b
].Time
);
5172 procedure TPlayer
.getMapBox (out x
, y
, w
, h
: Integer); inline;
5174 x
:= FObj
.X
+PLAYER_RECT
.X
;
5175 y
:= FObj
.Y
+PLAYER_RECT
.Y
;
5176 w
:= PLAYER_RECT
.Width
;
5177 h
:= PLAYER_RECT
.Height
;
5181 procedure TPlayer
.moveBy (dx
, dy
: Integer); inline;
5183 if (dx
<> 0) or (dy
<> 0) then
5192 function TPlayer
.Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean;
5194 Result
:= g_Collide(FObj
.X
+PLAYER_RECT
.X
,
5195 FObj
.Y
+PLAYER_RECT
.Y
,
5202 function TPlayer
.Collide(Panel
: TPanel
): Boolean;
5204 Result
:= g_Collide(FObj
.X
+PLAYER_RECT
.X
,
5205 FObj
.Y
+PLAYER_RECT
.Y
,
5209 Panel
.Width
, Panel
.Height
);
5212 function TPlayer
.Collide(X
, Y
: Integer): Boolean;
5214 X
:= X
-FObj
.X
-PLAYER_RECT
.X
;
5215 Y
:= Y
-FObj
.Y
-PLAYER_RECT
.Y
;
5216 Result
:= (x
>= 0) and (x
<= PLAYER_RECT
.Width
) and
5217 (y
>= 0) and (y
<= PLAYER_RECT
.Height
);
5220 function g_Player_ValidName(Name
: string): Boolean;
5226 if gPlayers
= nil then Exit
;
5228 for a
:= 0 to High(gPlayers
) do
5229 if gPlayers
[a
] <> nil then
5230 if LowerCase(Name
) = LowerCase(gPlayers
[a
].FName
) then
5237 procedure TPlayer
.SetDirection(Direction
: TDirection
);
5241 d
:= FModel
.Direction
;
5243 FModel
.Direction
:= Direction
;
5244 if d
<> Direction
then FModel
.ChangeAnimation(FModel
.Animation
, True);
5246 FDirection
:= Direction
;
5249 function TPlayer
.GetKeys(): Byte;
5253 if R_KEY_RED
in FRulez
then Result
:= KEY_RED
;
5254 if R_KEY_GREEN
in FRulez
then Result
:= Result
or KEY_GREEN
;
5255 if R_KEY_BLUE
in FRulez
then Result
:= Result
or KEY_BLUE
;
5257 if FTeam
= TEAM_RED
then Result
:= Result
or KEY_REDTEAM
;
5258 if FTeam
= TEAM_BLUE
then Result
:= Result
or KEY_BLUETEAM
;
5261 procedure TPlayer
.Use();
5265 if FTime
[T_USE
] > gTime
then Exit
;
5267 g_Triggers_PressR(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
, PLAYER_RECT
.Width
,
5268 PLAYER_RECT
.Height
, FUID
, ACTIVATE_PLAYERPRESS
);
5270 for a
:= 0 to High(gPlayers
) do
5271 if (gPlayers
[a
] <> nil) and (gPlayers
[a
] <> Self
) and
5272 gPlayers
[a
].alive
and SameTeam(FUID
, gPlayers
[a
].FUID
) and
5273 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
5274 FObj
.Rect
.Width
, FObj
.Rect
.Height
, @gPlayers
[a
].FObj
) then
5276 gPlayers
[a
].Touch();
5277 if g_Game_IsNet
and g_Game_IsServer
then
5278 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH
, gPlayers
[a
].FUID
);
5281 FTime
[T_USE
] := gTime
+120;
5284 procedure TPlayer
.NetFire(Wpn
: Byte; X
, Y
, AX
, AY
: Integer; WID
: Integer = -1);
5288 WX
, WY
, XD
, YD
: Integer;
5299 if R_BERSERK
in FRulez
then
5301 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5302 locobj
.X
:= FObj
.X
+FObj
.Rect
.X
;
5303 locobj
.Y
:= FObj
.Y
+FObj
.Rect
.Y
;
5306 locobj
.rect
.Width
:= 39;
5307 locobj
.rect
.Height
:= 52;
5308 locobj
.Vel
.X
:= (xd
-wx
) div 2;
5309 locobj
.Vel
.Y
:= (yd
-wy
) div 2;
5310 locobj
.Accel
.X
:= xd
-wx
;
5311 locobj
.Accel
.y
:= yd
-wy
;
5315 if g_Weapon_Hit(@locobj
, 50, FUID
, HIT_SOME
) <> 0 then
5316 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj
.X
, FObj
.Y
)
5318 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj
.X
, FObj
.Y
);
5322 FPain
:= min(FPain
+ 25, 50);
5324 g_Weapon_punch(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, 3, FUID
);
5329 if g_Weapon_chainsaw(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
5330 IfThen(gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
], 9, 3), FUID
) <> 0 then
5332 FSawSoundSelect
.Stop();
5334 FSawSoundHit
.PlayAt(FObj
.X
, FObj
.Y
);
5336 else if not FSawSoundHit
.IsPlaying() then
5338 FSawSoundSelect
.Stop();
5339 FSawSound
.PlayAt(FObj
.X
, FObj
.Y
);
5346 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX
, Gamey
);
5347 FFireAngle
:= FAngle
;
5349 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5350 GameVelX
, GameVelY
-2, SHELL_BULLET
);
5355 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex
, Gamey
);
5356 FFireAngle
:= FAngle
;
5359 FShellType
:= SHELL_SHELL
;
5364 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex
, Gamey
);
5365 FFireAngle
:= FAngle
;
5368 FShellType
:= SHELL_DBLSHELL
;
5373 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex
, Gamey
);
5374 FFireAngle
:= FAngle
;
5376 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5377 GameVelX
, GameVelY
-2, SHELL_BULLET
);
5380 WEAPON_ROCKETLAUNCHER
:
5382 g_Weapon_Rocket(wx
, wy
, xd
, yd
, FUID
, WID
);
5383 FFireAngle
:= FAngle
;
5389 g_Weapon_Plasma(wx
, wy
, xd
, yd
, FUID
, WID
);
5390 FFireAngle
:= FAngle
;
5396 g_Weapon_BFGShot(wx
, wy
, xd
, yd
, FUID
, WID
);
5397 FFireAngle
:= FAngle
;
5401 WEAPON_SUPERPULEMET
:
5403 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex
, Gamey
);
5404 FFireAngle
:= FAngle
;
5406 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5407 GameVelX
, GameVelY
-2, SHELL_SHELL
);
5410 WEAPON_FLAMETHROWER
:
5412 g_Weapon_flame(wx
, wy
, xd
, yd
, FUID
, WID
);
5413 FFireAngle
:= FAngle
;
5420 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
5421 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
5422 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
5425 procedure TPlayer
.DoLerp(Level
: Integer = 2);
5427 if FObj
.X
<> FXTo
then FObj
.X
:= Lerp(FObj
.X
, FXTo
, Level
);
5428 if FObj
.Y
<> FYTo
then FObj
.Y
:= Lerp(FObj
.Y
, FYTo
, Level
);
5431 procedure TPlayer
.SetLerp(XTo
, YTo
: Integer);
5435 if NetInterpLevel
< 1 then
5445 AX
:= Abs(FXTo
- FObj
.X
);
5446 AY
:= Abs(FYTo
- FObj
.Y
);
5447 if (AX
> 32) or (AX
<= NetInterpLevel
) then
5449 if (AY
> 32) or (AY
<= NetInterpLevel
) then
5454 function TPlayer
.FullInLift(XInc
, YInc
: Integer): Integer;
5456 if g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
5457 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
-8,
5458 PANEL_LIFTUP
, False) then Result
:= -1
5460 if g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
5461 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
-8,
5462 PANEL_LIFTDOWN
, False) then Result
:= 1
5466 function TPlayer
.GetFlag(Flag
: Byte): Boolean;
5473 if Flag
= FLAG_NONE
then
5476 if not g_Game_IsServer
then Exit
;
5478 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5479 if (Flag
= FTeam
) and
5480 (gFlags
[Flag
].State
= FLAG_STATE_NORMAL
) and
5481 (FFlag
<> FLAG_NONE
) then
5483 if FFlag
= FLAG_RED
then
5484 s
:= _lc
[I_PLAYER_FLAG_RED
]
5486 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5488 evtype
:= FLAG_STATE_SCORED
;
5490 ts
:= Format('%.4d', [gFlags
[FFlag
].CaptureTime
]);
5491 Insert('.', ts
, Length(ts
) + 1 - 3);
5492 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_CAPTURE
], [FName
, s
, ts
]), True);
5494 g_Map_ResetFlag(FFlag
);
5495 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_CAPTURE
], [AnsiUpperCase(s
)]), 144);
5497 gTeamStat
[FTeam
].Goals
:= gTeamStat
[FTeam
].Goals
+ 1;
5500 if g_Game_IsNet
then
5502 MH_SEND_FlagEvent(evtype
, FFlag
, FUID
, False);
5506 gFlags
[FFlag
].CaptureTime
:= 0;
5511 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5512 if (Flag
= FTeam
) and
5513 (gFlags
[Flag
].State
= FLAG_STATE_DROPPED
) then
5515 if Flag
= FLAG_RED
then
5516 s
:= _lc
[I_PLAYER_FLAG_RED
]
5518 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5520 evtype
:= FLAG_STATE_RETURNED
;
5521 gFlags
[Flag
].CaptureTime
:= 0;
5523 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_RETURN
], [FName
, s
]), True);
5525 g_Map_ResetFlag(Flag
);
5526 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_RETURN
], [AnsiUpperCase(s
)]), 144);
5529 if g_Game_IsNet
then
5531 MH_SEND_FlagEvent(evtype
, Flag
, FUID
, False);
5537 // Ïîäîáðàë ÷óæîé ôëàã:
5538 if (Flag
<> FTeam
) and (FTime
[T_FLAGCAP
] <= gTime
) then
5542 if Flag
= FLAG_RED
then
5543 s
:= _lc
[I_PLAYER_FLAG_RED
]
5545 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5547 evtype
:= FLAG_STATE_CAPTURED
;
5549 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_GET
], [FName
, s
]), True);
5551 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_GET
], [AnsiUpperCase(s
)]), 144);
5553 gFlags
[Flag
].State
:= FLAG_STATE_CAPTURED
;
5556 if g_Game_IsNet
then
5558 MH_SEND_FlagEvent(evtype
, Flag
, FUID
, False);
5564 procedure TPlayer
.SetFlag(Flag
: Byte);
5567 if FModel
<> nil then
5568 FModel
.SetFlag(FFlag
);
5571 function TPlayer
.DropFlag(): Boolean;
5576 if (not g_Game_IsServer
) or (FFlag
= FLAG_NONE
) then
5578 FTime
[T_FLAGCAP
] := gTime
+ 2000;
5579 with gFlags
[FFlag
] do
5583 Direction
:= FDirection
;
5584 State
:= FLAG_STATE_DROPPED
;
5586 g_Obj_Push(@Obj
, (FObj
.Vel
.X
div 2)-2+Random(5),
5587 (FObj
.Vel
.Y
div 2)-2+Random(5));
5588 positionChanged(); // this updates spatial accelerators
5590 if FFlag
= FLAG_RED
then
5591 s
:= _lc
[I_PLAYER_FLAG_RED
]
5593 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5595 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_DROP
], [FName
, s
]), True);
5596 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_DROP
], [AnsiUpperCase(s
)]), 144);
5598 if g_Game_IsNet
then
5599 MH_SEND_FlagEvent(FLAG_STATE_DROPPED
, Flag
, FUID
, False);
5605 procedure TPlayer
.GetSecret();
5610 procedure TPlayer
.PressKey(Key
: Byte; Time
: Word = 1);
5612 Assert(Key
<= High(FKeys
));
5614 FKeys
[Key
].Pressed
:= True;
5615 FKeys
[Key
].Time
:= Time
;
5618 function TPlayer
.IsKeyPressed(K
: Byte): Boolean;
5620 Result
:= FKeys
[K
].Pressed
;
5623 procedure TPlayer
.ReleaseKeys();
5627 for a
:= Low(FKeys
) to High(FKeys
) do
5629 FKeys
[a
].Pressed
:= False;
5634 procedure TPlayer
.OnDamage(Angle
: SmallInt
);
5638 function TPlayer
.firediry(): Integer;
5640 if FKeys
[KEY_UP
].Pressed
then Result
:= -42
5641 else if FKeys
[KEY_DOWN
].Pressed
then Result
:= 19
5645 procedure TPlayer
.RememberState();
5649 FSavedState
.Health
:= FHealth
;
5650 FSavedState
.Armor
:= FArmor
;
5651 FSavedState
.Air
:= FAir
;
5652 FSavedState
.JetFuel
:= FJetFuel
;
5653 FSavedState
.CurrWeap
:= FCurrWeap
;
5654 FSavedState
.NextWeap
:= FNextWeap
;
5655 FSavedState
.NextWeapDelay
:= FNextWeapDelay
;
5658 FSavedState
.Ammo
[i
] := FAmmo
[i
];
5660 FSavedState
.MaxAmmo
[i
] := FMaxAmmo
[i
];
5662 FSavedState
.Rulez
:= FRulez
;
5663 FSavedState
.WaitRecall
:= True;
5666 procedure TPlayer
.RecallState();
5670 if not FSavedState
.WaitRecall
then Exit
;
5672 FHealth
:= FSavedState
.Health
;
5673 FArmor
:= FSavedState
.Armor
;
5674 FAir
:= FSavedState
.Air
;
5675 FJetFuel
:= FSavedState
.JetFuel
;
5676 FCurrWeap
:= FSavedState
.CurrWeap
;
5677 FNextWeap
:= FSavedState
.NextWeap
;
5678 FNextWeapDelay
:= FSavedState
.NextWeapDelay
;
5681 FAmmo
[i
] := FSavedState
.Ammo
[i
];
5683 FMaxAmmo
[i
] := FSavedState
.MaxAmmo
[i
];
5685 FRulez
:= FSavedState
.Rulez
;
5686 FSavedState
.WaitRecall
:= False;
5688 if gGameSettings
.GameType
= GT_SERVER
then
5689 MH_SEND_PlayerStats(FUID
);
5692 procedure TPlayer
.SaveState (st
: TStream
);
5698 utils
.writeSign(st
, 'PLYR');
5699 utils
.writeInt(st
, Byte(PLR_SAVE_VERSION
)); // version
5701 utils
.writeBool(st
, FIamBot
);
5703 utils
.writeInt(st
, Word(FUID
));
5705 utils
.writeStr(st
, FName
);
5707 utils
.writeInt(st
, Byte(FTeam
));
5709 utils
.writeBool(st
, FAlive
);
5710 // Èçðàñõîäîâàë ëè âñå æèçíè
5711 utils
.writeBool(st
, FNoRespawn
);
5713 if FDirection
= TDirection
.D_LEFT
then b
:= 1 else b
:= 2; // D_RIGHT
5714 utils
.writeInt(st
, Byte(b
));
5716 utils
.writeInt(st
, LongInt(FHealth
));
5718 utils
.writeInt(st
, Byte(FLives
));
5720 utils
.writeInt(st
, LongInt(FArmor
));
5722 utils
.writeInt(st
, LongInt(FAir
));
5724 utils
.writeInt(st
, LongInt(FJetFuel
));
5726 utils
.writeInt(st
, LongInt(FPain
));
5728 utils
.writeInt(st
, LongInt(FKills
));
5730 utils
.writeInt(st
, LongInt(FMonsterKills
));
5732 utils
.writeInt(st
, LongInt(FFrags
));
5734 utils
.writeInt(st
, Byte(FFragCombo
));
5735 // Âðåìÿ ïîñëåäíåãî ôðàãà
5736 utils
.writeInt(st
, LongWord(FLastFrag
));
5738 utils
.writeInt(st
, LongInt(FDeath
));
5740 utils
.writeInt(st
, Byte(FFlag
));
5742 utils
.writeInt(st
, LongInt(FSecrets
));
5744 utils
.writeInt(st
, Byte(FCurrWeap
));
5746 utils
.writeInt(st
, Word(FNextWeap
));
5748 utils
.writeInt(st
, Byte(FNextWeapDelay
));
5749 // Âðåìÿ çàðÿäêè BFG
5750 utils
.writeInt(st
, SmallInt(FBFGFireCounter
));
5752 utils
.writeInt(st
, LongInt(FDamageBuffer
));
5753 // Ïîñëåäíèé óäàðèâøèé
5754 utils
.writeInt(st
, Word(FLastSpawnerUID
));
5755 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
5756 utils
.writeInt(st
, Byte(FLastHit
));
5758 Obj_SaveState(st
, @FObj
);
5759 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
5760 for i
:= A_BULLETS
to A_HIGH
do utils
.writeInt(st
, Word(FAmmo
[i
]));
5761 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
5762 for i
:= A_BULLETS
to A_HIGH
do utils
.writeInt(st
, Word(FMaxAmmo
[i
]));
5764 for i
:= WP_FIRST
to WP_LAST
do utils
.writeBool(st
, FWeapon
[i
]);
5765 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
5766 for i
:= WP_FIRST
to WP_LAST
do utils
.writeInt(st
, Word(FReloading
[i
]));
5768 utils
.writeBool(st
, (R_ITEM_BACKPACK
in FRulez
));
5769 // Íàëè÷èå êðàñíîãî êëþ÷à
5770 utils
.writeBool(st
, (R_KEY_RED
in FRulez
));
5771 // Íàëè÷èå çåëåíîãî êëþ÷à
5772 utils
.writeBool(st
, (R_KEY_GREEN
in FRulez
));
5773 // Íàëè÷èå ñèíåãî êëþ÷à
5774 utils
.writeBool(st
, (R_KEY_BLUE
in FRulez
));
5776 utils
.writeBool(st
, (R_BERSERK
in FRulez
));
5777 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
5778 for i
:= MR_SUIT
to MR_MAX
do utils
.writeInt(st
, LongWord(FMegaRulez
[i
]));
5779 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
5780 for i
:= T_RESPAWN
to T_FLAGCAP
do utils
.writeInt(st
, LongWord(FTime
[i
]));
5782 utils
.writeStr(st
, FModel
.Name
);
5784 utils
.writeInt(st
, Byte(FColor
.R
));
5785 utils
.writeInt(st
, Byte(FColor
.G
));
5786 utils
.writeInt(st
, Byte(FColor
.B
));
5790 procedure TPlayer
.LoadState (st
: TStream
);
5799 if not utils
.checkSign(st
, 'PLYR') then raise XStreamError
.Create('invalid player signature');
5800 if (utils
.readByte(st
) <> PLR_SAVE_VERSION
) then raise XStreamError
.Create('invalid player version');
5802 FIamBot
:= utils
.readBool(st
);
5804 FUID
:= utils
.readWord(st
);
5806 str
:= utils
.readStr(st
);
5807 if (self
<> gPlayer1
) and (self
<> gPlayer2
) then FName
:= str
;
5809 FTeam
:= utils
.readByte(st
);
5811 FAlive
:= utils
.readBool(st
);
5812 // Èçðàñõîäîâàë ëè âñå æèçíè
5813 FNoRespawn
:= utils
.readBool(st
);
5815 b
:= utils
.readByte(st
);
5816 if b
= 1 then FDirection
:= TDirection
.D_LEFT
else FDirection
:= TDirection
.D_RIGHT
; // b = 2
5818 FHealth
:= utils
.readLongInt(st
);
5820 FLives
:= utils
.readByte(st
);
5822 FArmor
:= utils
.readLongInt(st
);
5824 FAir
:= utils
.readLongInt(st
);
5826 FJetFuel
:= utils
.readLongInt(st
);
5828 FPain
:= utils
.readLongInt(st
);
5830 FKills
:= utils
.readLongInt(st
);
5832 FMonsterKills
:= utils
.readLongInt(st
);
5834 FFrags
:= utils
.readLongInt(st
);
5836 FFragCombo
:= utils
.readByte(st
);
5837 // Âðåìÿ ïîñëåäíåãî ôðàãà
5838 FLastFrag
:= utils
.readLongWord(st
);
5840 FDeath
:= utils
.readLongInt(st
);
5842 FFlag
:= utils
.readByte(st
);
5844 FSecrets
:= utils
.readLongInt(st
);
5846 FCurrWeap
:= utils
.readByte(st
);
5848 FNextWeap
:= utils
.readWord(st
);
5850 FNextWeapDelay
:= utils
.readByte(st
);
5851 // Âðåìÿ çàðÿäêè BFG
5852 FBFGFireCounter
:= utils
.readSmallInt(st
);
5854 FDamageBuffer
:= utils
.readLongInt(st
);
5855 // Ïîñëåäíèé óäàðèâøèé
5856 FLastSpawnerUID
:= utils
.readWord(st
);
5857 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
5858 FLastHit
:= utils
.readByte(st
);
5860 Obj_LoadState(@FObj
, st
);
5861 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
5862 for i
:= A_BULLETS
to A_HIGH
do FAmmo
[i
] := utils
.readWord(st
);
5863 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
5864 for i
:= A_BULLETS
to A_HIGH
do FMaxAmmo
[i
] := utils
.readWord(st
);
5866 for i
:= WP_FIRST
to WP_LAST
do FWeapon
[i
] := utils
.readBool(st
);
5867 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
5868 for i
:= WP_FIRST
to WP_LAST
do FReloading
[i
] := utils
.readWord(st
);
5870 if utils
.readBool(st
) then Include(FRulez
, R_ITEM_BACKPACK
);
5871 // Íàëè÷èå êðàñíîãî êëþ÷à
5872 if utils
.readBool(st
) then Include(FRulez
, R_KEY_RED
);
5873 // Íàëè÷èå çåëåíîãî êëþ÷à
5874 if utils
.readBool(st
) then Include(FRulez
, R_KEY_GREEN
);
5875 // Íàëè÷èå ñèíåãî êëþ÷à
5876 if utils
.readBool(st
) then Include(FRulez
, R_KEY_BLUE
);
5878 if utils
.readBool(st
) then Include(FRulez
, R_BERSERK
);
5879 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
5880 for i
:= MR_SUIT
to MR_MAX
do FMegaRulez
[i
] := utils
.readLongWord(st
);
5881 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
5882 for i
:= T_RESPAWN
to T_FLAGCAP
do FTime
[i
] := utils
.readLongWord(st
);
5884 str
:= utils
.readStr(st
);
5886 FColor
.R
:= utils
.readByte(st
);
5887 FColor
.G
:= utils
.readByte(st
);
5888 FColor
.B
:= utils
.readByte(st
);
5889 if (self
= gPlayer1
) then
5891 str
:= gPlayer1Settings
.Model
;
5892 FColor
:= gPlayer1Settings
.Color
;
5894 else if (self
= gPlayer2
) then
5896 str
:= gPlayer2Settings
.Model
;
5897 FColor
:= gPlayer2Settings
.Color
;
5899 // Îáíîâëÿåì ìîäåëü èãðîêà
5901 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
5902 FModel
.Color
:= TEAMCOLOR
[FTeam
]
5904 FModel
.Color
:= FColor
;
5908 procedure TPlayer
.AllRulez(Health
: Boolean);
5914 FHealth
:= PLAYER_HP_LIMIT
;
5915 FArmor
:= PLAYER_AP_LIMIT
;
5919 for a
:= WP_FIRST
to WP_LAST
do FWeapon
[a
] := True;
5920 for a
:= A_BULLETS
to A_HIGH
do FAmmo
[a
] := 30000;
5921 FRulez
:= FRulez
+[R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
];
5924 procedure TPlayer
.RestoreHealthArmor();
5926 FHealth
:= PLAYER_HP_LIMIT
;
5927 FArmor
:= PLAYER_AP_LIMIT
;
5930 procedure TPlayer
.FragCombo();
5934 if (gGameSettings
.GameMode
in [GM_COOP
, GM_SINGLE
]) or g_Game_IsClient
then
5936 if gTime
- FLastFrag
< FRAG_COMBO_TIME
then
5938 if FFragCombo
< 5 then
5940 Param
:= FUID
or (FFragCombo
shl 16);
5941 if (FComboEvnt
>= Low(gDelayedEvents
)) and
5942 (FComboEvnt
<= High(gDelayedEvents
)) and
5943 gDelayedEvents
[FComboEvnt
].Pending
and
5944 (gDelayedEvents
[FComboEvnt
].DEType
= DE_KILLCOMBO
) and
5945 (gDelayedEvents
[FComboEvnt
].DENum
and $FFFF = FUID
) then
5947 gDelayedEvents
[FComboEvnt
].Time
:= gTime
+ 500;
5948 gDelayedEvents
[FComboEvnt
].DENum
:= Param
;
5951 FComboEvnt
:= g_Game_DelayEvent(DE_KILLCOMBO
, 500, Param
);
5959 procedure TPlayer
.GiveItem(ItemType
: Byte);
5963 if FMegaRulez
[MR_SUIT
] < gTime
+PLAYER_SUIT_TIME
then
5965 FMegaRulez
[MR_SUIT
] := gTime
+PLAYER_SUIT_TIME
;
5969 if FAir
< AIR_MAX
then
5976 if not (R_BERSERK
in FRulez
) then
5978 Include(FRulez
, R_BERSERK
);
5979 if FBFGFireCounter
< 1 then
5981 FCurrWeap
:= WEAPON_KASTET
;
5983 FModel
.SetWeapon(WEAPON_KASTET
);
5987 FBerserk
:= gTime
+30000;
5989 if FHealth
< PLAYER_HP_SOFT
then
5991 FHealth
:= PLAYER_HP_SOFT
;
5992 FBerserk
:= gTime
+30000;
5997 if FMegaRulez
[MR_INVUL
] < gTime
+PLAYER_INVUL_TIME
then
5999 FMegaRulez
[MR_INVUL
] := gTime
+PLAYER_INVUL_TIME
;
6003 if FMegaRulez
[MR_INVIS
] < gTime
+PLAYER_INVIS_TIME
then
6005 FMegaRulez
[MR_INVIS
] := gTime
+PLAYER_INVIS_TIME
;
6009 if FJetFuel
< JET_MAX
then
6011 FJetFuel
:= JET_MAX
;
6014 ITEM_MEDKIT_SMALL
: if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 10, PLAYER_HP_SOFT
);
6015 ITEM_MEDKIT_LARGE
: if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 25, PLAYER_HP_SOFT
);
6017 ITEM_ARMOR_GREEN
: if FArmor
< PLAYER_AP_SOFT
then FArmor
:= PLAYER_AP_SOFT
;
6018 ITEM_ARMOR_BLUE
: if FArmor
< PLAYER_AP_LIMIT
then FArmor
:= PLAYER_AP_LIMIT
;
6020 ITEM_SPHERE_BLUE
: if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 100, PLAYER_HP_LIMIT
);
6022 if (FHealth
< PLAYER_HP_LIMIT
) or (FArmor
< PLAYER_AP_LIMIT
) then
6024 if FHealth
< PLAYER_HP_LIMIT
then FHealth
:= PLAYER_HP_LIMIT
;
6025 if FArmor
< PLAYER_AP_LIMIT
then FArmor
:= PLAYER_AP_LIMIT
;
6028 ITEM_WEAPON_SAW
: FWeapon
[WEAPON_SAW
] := True;
6029 ITEM_WEAPON_SHOTGUN1
: FWeapon
[WEAPON_SHOTGUN1
] := True;
6030 ITEM_WEAPON_SHOTGUN2
: FWeapon
[WEAPON_SHOTGUN2
] := True;
6031 ITEM_WEAPON_CHAINGUN
: FWeapon
[WEAPON_CHAINGUN
] := True;
6032 ITEM_WEAPON_ROCKETLAUNCHER
: FWeapon
[WEAPON_ROCKETLAUNCHER
] := True;
6033 ITEM_WEAPON_PLASMA
: FWeapon
[WEAPON_PLASMA
] := True;
6034 ITEM_WEAPON_BFG
: FWeapon
[WEAPON_BFG
] := True;
6035 ITEM_WEAPON_SUPERPULEMET
: FWeapon
[WEAPON_SUPERPULEMET
] := True;
6036 ITEM_WEAPON_FLAMETHROWER
: FWeapon
[WEAPON_FLAMETHROWER
] := True;
6038 ITEM_AMMO_BULLETS
: if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
6039 ITEM_AMMO_BULLETS_BOX
: if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
6040 ITEM_AMMO_SHELLS
: if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
6041 ITEM_AMMO_SHELLS_BOX
: if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 25, FMaxAmmo
[A_SHELLS
]);
6042 ITEM_AMMO_ROCKET
: if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
6043 ITEM_AMMO_ROCKET_BOX
: if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 5, FMaxAmmo
[A_ROCKETS
]);
6044 ITEM_AMMO_CELL
: if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
6045 ITEM_AMMO_CELL_BIG
: if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 100, FMaxAmmo
[A_CELLS
]);
6046 ITEM_AMMO_FUELCAN
: if FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
] then IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
6049 if (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or
6050 (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or
6051 (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or
6052 (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or
6053 (FMaxAmmo
[A_FUEL
] < AmmoLimits
[1, A_FUEL
]) then
6055 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[1, A_BULLETS
];
6056 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[1, A_SHELLS
];
6057 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[1, A_ROCKETS
];
6058 FMaxAmmo
[A_CELLS
] := AmmoLimits
[1, A_CELLS
];
6059 FMaxAmmo
[A_FUEL
] := AmmoLimits
[1, A_FUEL
];
6061 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
6062 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
6063 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
6064 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
6066 FRulez
:= FRulez
+ [R_ITEM_BACKPACK
];
6069 ITEM_KEY_RED
: if not (R_KEY_RED
in FRulez
) then Include(FRulez
, R_KEY_RED
);
6070 ITEM_KEY_GREEN
: if not (R_KEY_GREEN
in FRulez
) then Include(FRulez
, R_KEY_GREEN
);
6071 ITEM_KEY_BLUE
: if not (R_KEY_BLUE
in FRulez
) then Include(FRulez
, R_KEY_BLUE
);
6073 ITEM_BOTTLE
: if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 4, PLAYER_HP_LIMIT
);
6074 ITEM_HELMET
: if FArmor
< PLAYER_AP_LIMIT
then IncMax(FArmor
, 5, PLAYER_AP_LIMIT
);
6079 if g_Game_IsNet
and g_Game_IsServer
then
6080 MH_SEND_PlayerStats(FUID
);
6083 procedure TPlayer
.FlySmoke(Times
: DWORD
= 1);
6088 if (Random(5) = 1) and (Times
= 1) then
6091 if BodyInLiquid(0, 0) then
6093 g_GFX_Bubbles(Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2)+Random(3)-1,
6094 Obj
.Y
+Obj
.Rect
.Height
+8, 1, 8, 4);
6095 if Random(2) = 0 then
6096 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
6098 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
6102 if g_Frames_Get(id
, 'FRAMES_SMOKE') then
6104 for i
:= 1 to Times
do
6106 Anim
:= TAnimation
.Create(id
, False, 3);
6108 g_GFX_OnceAnim(Obj
.X
+Obj
.Rect
.X
+Random(Obj
.Rect
.Width
+Times
*2)-(Anim
.Width
div 2),
6109 Obj
.Y
+Obj
.Rect
.Height
-4+Random(8+Times
*2), Anim
, ONCEANIM_SMOKE
);
6115 procedure TPlayer
.OnFireFlame(Times
: DWORD
= 1);
6120 if (Random(10) = 1) and (Times
= 1) then
6123 if g_Frames_Get(id
, 'FRAMES_FLAME') then
6125 for i
:= 1 to Times
do
6127 Anim
:= TAnimation
.Create(id
, False, 3);
6129 g_GFX_OnceAnim(Obj
.X
+Obj
.Rect
.X
+Random(Obj
.Rect
.Width
+Times
*2)-(Anim
.Width
div 2),
6130 Obj
.Y
+8+Random(8+Times
*2), Anim
, ONCEANIM_SMOKE
);
6136 procedure TPlayer
.PauseSounds(Enable
: Boolean);
6138 FSawSound
.Pause(Enable
);
6139 FSawSoundIdle
.Pause(Enable
);
6140 FSawSoundHit
.Pause(Enable
);
6141 FSawSoundSelect
.Pause(Enable
);
6146 constructor TCorpse
.Create(X
, Y
: Integer; ModelName
: String; aMess
: Boolean);
6151 FObj
.Rect
:= PLAYER_CORPSERECT
;
6152 FModelName
:= ModelName
;
6157 FState
:= CORPSE_STATE_MESS
;
6158 g_PlayerModel_GetAnim(ModelName
, A_DIE2
, FAnimation
, FAnimationMask
);
6162 FState
:= CORPSE_STATE_NORMAL
;
6163 g_PlayerModel_GetAnim(ModelName
, A_DIE1
, FAnimation
, FAnimationMask
);
6167 destructor TCorpse
.Destroy();
6174 function TCorpse
.ObjPtr (): PObj
; inline; begin result
:= @FObj
; end;
6176 procedure TCorpse
.positionChanged (); inline; begin end;
6178 procedure TCorpse
.moveBy (dx
, dy
: Integer); inline;
6180 if (dx
<> 0) or (dy
<> 0) then
6189 procedure TCorpse
.getMapBox (out x
, y
, w
, h
: Integer); inline;
6191 x
:= FObj
.X
+PLAYER_CORPSERECT
.X
;
6192 y
:= FObj
.Y
+PLAYER_CORPSERECT
.Y
;
6193 w
:= PLAYER_CORPSERECT
.Width
;
6194 h
:= PLAYER_CORPSERECT
.Height
;
6198 procedure TCorpse
.Damage(Value
: Word; vx
, vy
: Integer);
6202 if FState
= CORPSE_STATE_REMOVEME
then
6205 FDamage
:= FDamage
+ Value
;
6207 if FDamage
> 150 then
6209 if FAnimation
<> nil then
6214 FState
:= CORPSE_STATE_REMOVEME
;
6216 g_Player_CreateGibs(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
6217 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
6218 FModelName
, FColor
);
6219 // Çâóê ìÿñà îò òðóïà:
6220 pm
:= g_PlayerModel_Get(FModelName
);
6221 pm
.PlaySound(MODELSOUND_DIE
, 5, FObj
.X
, FObj
.Y
);
6227 FObj
.Vel
.X
:= FObj
.Vel
.X
+ vx
;
6228 FObj
.Vel
.Y
:= FObj
.Vel
.Y
+ vy
;
6229 g_GFX_Blood(FObj
.X
+PLAYER_CORPSERECT
.X
+(PLAYER_CORPSERECT
.Width
div 2),
6230 FObj
.Y
+PLAYER_CORPSERECT
.Y
+(PLAYER_CORPSERECT
.Height
div 2),
6231 Value
, vx
, vy
, 16, (PLAYER_CORPSERECT
.Height
*2) div 3,
6236 procedure TCorpse
.Draw();
6238 if FState
= CORPSE_STATE_REMOVEME
then
6241 if FAnimation
<> nil then
6242 FAnimation
.Draw(FObj
.X
, FObj
.Y
, TMirrorType
.None
);
6244 if FAnimationMask
<> nil then
6247 FAnimationMask
.Draw(FObj
.X
, FObj
.Y
, TMirrorType
.None
);
6254 procedure TCorpse
.Update();
6258 if FState
= CORPSE_STATE_REMOVEME
then
6261 if gTime
mod (GAME_TICK
*2) <> 0 then
6263 g_Obj_Move(@FObj
, True, True, True);
6264 positionChanged(); // this updates spatial accelerators
6268 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6269 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
6271 st
:= g_Obj_Move(@FObj
, True, True, True);
6272 positionChanged(); // this updates spatial accelerators
6274 if WordBool(st
and MOVE_FALLOUT
) then
6276 FState
:= CORPSE_STATE_REMOVEME
;
6280 if FAnimation
<> nil then
6281 FAnimation
.Update();
6282 if FAnimationMask
<> nil then
6283 FAnimationMask
.Update();
6287 procedure TCorpse
.SaveState (st
: TStream
);
6294 utils
.writeSign(st
, 'CORP');
6295 utils
.writeInt(st
, Byte(0));
6297 utils
.writeInt(st
, Byte(FState
));
6299 utils
.writeInt(st
, Byte(FDamage
));
6301 utils
.writeInt(st
, Byte(FColor
.R
));
6302 utils
.writeInt(st
, Byte(FColor
.G
));
6303 utils
.writeInt(st
, Byte(FColor
.B
));
6305 Obj_SaveState(st
, @FObj
);
6307 anim
:= (FAnimation
<> nil);
6308 utils
.writeBool(st
, anim
);
6309 // Åñëè åñòü - ñîõðàíÿåì
6310 if anim
then FAnimation
.SaveState(st
);
6311 // Åñòü ëè ìàñêà àíèìàöèè
6312 anim
:= (FAnimationMask
<> nil);
6313 utils
.writeBool(st
, anim
);
6314 // Åñëè åñòü - ñîõðàíÿåì
6315 if anim
then FAnimationMask
.SaveState(st
);
6319 procedure TCorpse
.LoadState (st
: TStream
);
6326 if not utils
.checkSign(st
, 'CORP') then raise XStreamError
.Create('invalid corpse signature');
6327 if (utils
.readByte(st
) <> 0) then raise XStreamError
.Create('invalid corpse version');
6329 FState
:= utils
.readByte(st
);
6331 FDamage
:= utils
.readByte(st
);
6333 FColor
.R
:= utils
.readByte(st
);
6334 FColor
.G
:= utils
.readByte(st
);
6335 FColor
.B
:= utils
.readByte(st
);
6337 Obj_LoadState(@FObj
, st
);
6339 anim
:= utils
.readBool(st
);
6340 // Åñëè åñòü - çàãðóæàåì
6343 Assert(FAnimation
<> nil, 'TCorpse.LoadState: no FAnimation');
6344 FAnimation
.LoadState(st
);
6346 // Åñòü ëè ìàñêà àíèìàöèè
6347 anim
:= utils
.readBool(st
);
6348 // Åñëè åñòü - çàãðóæàåì
6351 Assert(FAnimationMask
<> nil, 'TCorpse.LoadState: no FAnimationMask');
6352 FAnimationMask
.LoadState(st
);
6358 constructor TBot
.Create();
6365 FSpectator
:= False;
6372 for a
:= WP_FIRST
to WP_LAST
do
6374 FDifficult
.WeaponPrior
[a
] := WEAPON_PRIOR1
[a
];
6375 FDifficult
.CloseWeaponPrior
[a
] := WEAPON_PRIOR2
[a
];
6376 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6380 destructor TBot
.Destroy();
6383 inherited Destroy();
6386 procedure TBot
.Draw();
6390 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6391 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6394 procedure TBot
.Respawn(Silent
: Boolean; Force
: Boolean = False);
6396 inherited Respawn(Silent
, Force
);
6399 FSelectedWeapon
:= FCurrWeap
;
6404 procedure TBot
.UpdateCombat();
6417 TTargetRecord
= array of TTarget
;
6419 function Compare(a
, b
: TTarget
): Integer;
6421 if a
.Line
and not b
.Line
then // A íà ëèíèè îãíÿ
6424 if not a
.Line
and b
.Line
then // B íà ëèíèè îãíÿ
6426 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6427 if (a
.Line
and b
.Line
) or ((not a
.Line
) and (not b
.Line
)) then
6429 if a
.Dist
> b
.Dist
then // B áëèæå
6431 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6434 else // Ñòðàííî -> A
6439 a
, x1
, y1
, x2
, y2
: Integer;
6440 targets
: TTargetRecord
;
6442 Target
, BestTarget
: TTarget
;
6443 firew
, fireh
: Integer;
6447 vsPlayer
, vsMonster
, ok
: Boolean;
6450 function monsUpdate (mon
: TMonster
): Boolean;
6452 result
:= false; // don't stop
6453 if mon
.alive
and (mon
.MonsterType
<> MONSTER_BARREL
) then
6455 if not TargetOnScreen(mon
.Obj
.X
+mon
.Obj
.Rect
.X
, mon
.Obj
.Y
+mon
.Obj
.Rect
.Y
) then exit
;
6457 x2
:= mon
.Obj
.X
+mon
.Obj
.Rect
.X
+(mon
.Obj
.Rect
.Width
div 2);
6458 y2
:= mon
.Obj
.Y
+mon
.Obj
.Rect
.Y
+(mon
.Obj
.Rect
.Height
div 2);
6460 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6461 if g_TraceVector(x1
, y1
, x2
, y2
) then
6463 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6464 SetLength(targets
, Length(targets
)+1);
6465 with targets
[High(targets
)] do
6472 Rect
:= mon
.Obj
.Rect
;
6473 Dist
:= g_PatchLength(x1
, y1
, x2
, y2
);
6474 Line
:= (y1
+4 < Target
.Y
+ mon
.Obj
.Rect
.Y
+ mon
.Obj
.Rect
.Height
) and
6475 (y1
-4 > Target
.Y
+ mon
.Obj
.Rect
.Y
);
6484 vsPlayer
:= LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSPLAYER
);
6485 vsMonster
:= LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSMONSTER
);
6487 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6488 if FCurrWeap
<> FSelectedWeapon
then
6491 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6492 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap
= FSelectedWeapon
) then
6494 RemoveAIFlag('NEEDFIRE');
6497 WEAPON_PLASMA
, WEAPON_SUPERPULEMET
, WEAPON_CHAINGUN
: PressKey(KEY_FIRE
, 20);
6498 WEAPON_SAW
, WEAPON_KASTET
, WEAPON_FLAMETHROWER
: PressKey(KEY_FIRE
, 40);
6499 else PressKey(KEY_FIRE
);
6503 // Êîîðäèíàòû ñòâîëà:
6504 x1
:= FObj
.X
+ WEAPONPOINT
[FDirection
].X
;
6505 y1
:= FObj
.Y
+ WEAPONPOINT
[FDirection
].Y
;
6507 Target
.UID
:= FTargetUID
;
6510 if Target
.UID
<> 0 then
6511 begin // Öåëü åñòü - íàñòðàèâàåì
6512 if (g_GetUIDType(Target
.UID
) = UID_PLAYER
) and
6515 tpla
:= g_Player_Get(Target
.UID
);
6519 if (@FObj
) <> nil then
6526 Target
.cX
:= Target
.X
+ PLAYER_RECT_CX
;
6527 Target
.cY
:= Target
.Y
+ PLAYER_RECT_CY
;
6528 Target
.Rect
:= PLAYER_RECT
;
6529 Target
.Visible
:= g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
);
6530 Target
.Line
:= (y1
+4 < Target
.Y
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
) and
6531 (y1
-4 > Target
.Y
+PLAYER_RECT
.Y
);
6532 Target
.IsPlayer
:= True;
6536 if (g_GetUIDType(Target
.UID
) = UID_MONSTER
) and
6539 mon
:= g_Monsters_ByUID(Target
.UID
);
6542 Target
.X
:= mon
.Obj
.X
;
6543 Target
.Y
:= mon
.Obj
.Y
;
6545 Target
.cX
:= Target
.X
+ mon
.Obj
.Rect
.X
+ (mon
.Obj
.Rect
.Width
div 2);
6546 Target
.cY
:= Target
.Y
+ mon
.Obj
.Rect
.Y
+ (mon
.Obj
.Rect
.Height
div 2);
6547 Target
.Rect
:= mon
.Obj
.Rect
;
6548 Target
.Visible
:= g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
);
6549 Target
.Line
:= (y1
+4 < Target
.Y
+ mon
.Obj
.Rect
.Y
+ mon
.Obj
.Rect
.Height
) and
6550 (y1
-4 > Target
.Y
+ mon
.Obj
.Rect
.Y
);
6551 Target
.IsPlayer
:= False;
6558 begin // Öåëè íåò - îáíóëÿåì
6563 Target
.Visible
:= False;
6564 Target
.Line
:= False;
6565 Target
.IsPlayer
:= False;
6570 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6571 if (not Target
.Line
) or (not Target
.Visible
) then
6575 for a
:= 0 to High(gPlayers
) do
6576 if (gPlayers
[a
] <> nil) and (gPlayers
[a
].alive
) and
6577 (gPlayers
[a
].FUID
<> FUID
) and
6578 (not SameTeam(FUID
, gPlayers
[a
].FUID
)) and
6579 (not gPlayers
[a
].NoTarget
) and
6580 (gPlayers
[a
].FMegaRulez
[MR_INVIS
] < gTime
) then
6582 if not TargetOnScreen(gPlayers
[a
].FObj
.X
+ PLAYER_RECT
.X
,
6583 gPlayers
[a
].FObj
.Y
+ PLAYER_RECT
.Y
) then
6586 x2
:= gPlayers
[a
].FObj
.X
+ PLAYER_RECT_CX
;
6587 y2
:= gPlayers
[a
].FObj
.Y
+ PLAYER_RECT_CY
;
6589 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6590 if g_TraceVector(x1
, y1
, x2
, y2
) then
6592 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6593 SetLength(targets
, Length(targets
)+1);
6594 with targets
[High(targets
)] do
6596 UID
:= gPlayers
[a
].FUID
;
6597 X
:= gPlayers
[a
].FObj
.X
;
6598 Y
:= gPlayers
[a
].FObj
.Y
;
6601 Rect
:= PLAYER_RECT
;
6602 Dist
:= g_PatchLength(x1
, y1
, x2
, y2
);
6603 Line
:= (y1
+4 < Target
.Y
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
) and
6604 (y1
-4 > Target
.Y
+PLAYER_RECT
.Y
);
6612 if vsMonster
then g_Mons_ForEach(monsUpdate
);
6615 // Åñëè åñòü âîçìîæíûå öåëè:
6616 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6617 if targets
<> nil then
6619 // Âûáèðàåì íàèëó÷øóþ öåëü:
6620 BestTarget
:= targets
[0];
6621 if Length(targets
) > 1 then
6622 for a
:= 1 to High(targets
) do
6623 if Compare(BestTarget
, targets
[a
]) = 1 then
6624 BestTarget
:= targets
[a
];
6626 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6627 if ((not Target
.Visible
) and BestTarget
.Visible
and (Target
.UID
<> BestTarget
.UID
)) or
6628 ((not Target
.Line
) and BestTarget
.Line
and BestTarget
.Visible
) then
6630 Target
:= BestTarget
;
6632 if (Healthy() = 3) or ((Healthy() = 2)) then
6633 begin // Åñëè çäîðîâû - äîãîíÿåì
6634 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
> FObj
.X
)) then
6635 SetAIFlag('GORIGHT', '1');
6636 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
< FObj
.X
)) then
6637 SetAIFlag('GOLEFT', '1');
6640 begin // Åñëè ïîáèòû - óáåãàåì
6641 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
< FObj
.X
)) then
6642 SetAIFlag('GORIGHT', '1');
6643 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
> FObj
.X
)) then
6644 SetAIFlag('GOLEFT', '1');
6647 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6648 SelectWeapon(Abs(x1
-Target
.cX
));
6653 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6654 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6655 if Target
.UID
<> 0 then
6657 if not TargetOnScreen(Target
.X
+ Target
.Rect
.X
,
6658 Target
.Y
+ Target
.Rect
.Y
) then
6659 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6660 if (Healthy() = 3) or ((Healthy() = 2)) then
6661 begin // Åñëè çäîðîâû - äîãîíÿåì
6662 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
> FObj
.X
)) then
6663 SetAIFlag('GORIGHT', '1');
6664 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
< FObj
.X
)) then
6665 SetAIFlag('GOLEFT', '1');
6668 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6670 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
< FObj
.X
)) then
6671 SetAIFlag('GORIGHT', '1');
6672 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
> FObj
.X
)) then
6673 SetAIFlag('GOLEFT', '1');
6677 begin // Öåëü ïîêà íà "ýêðàíå"
6678 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
6679 if g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
6680 FLastVisible
:= gTime
;
6681 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
6682 if (Abs(FObj
.Y
-Target
.Y
) <= 128) then
6684 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
> FObj
.X
)) then
6685 SetAIFlag('GORIGHT', '1');
6686 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
< FObj
.X
)) then
6687 SetAIFlag('GOLEFT', '1');
6691 // Âûáèðàåì óãîë ââåðõ:
6692 if FDirection
= TDirection
.D_LEFT
then
6693 angle
:= ANGLE_LEFTUP
6695 angle
:= ANGLE_RIGHTUP
;
6697 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6698 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6700 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6701 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
6702 Target
.X
+Target
.Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128), //96
6703 Target
.Y
+Target
.Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
6704 Target
.Rect
.Width
, Target
.Rect
.Height
) and
6705 g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
6706 begin // òî íóæíî ñòðåëÿòü ââåðõ
6707 SetAIFlag('NEEDFIRE', '1');
6708 SetAIFlag('NEEDSEEUP', '1');
6711 // Âûáèðàåì óãîë âíèç:
6712 if FDirection
= TDirection
.D_LEFT
then
6713 angle
:= ANGLE_LEFTDOWN
6715 angle
:= ANGLE_RIGHTDOWN
;
6717 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6718 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6720 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6721 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
6722 Target
.X
+Target
.Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
6723 Target
.Y
+Target
.Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
6724 Target
.Rect
.Width
, Target
.Rect
.Height
) and
6725 g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
6726 begin // òî íóæíî ñòðåëÿòü âíèç
6727 SetAIFlag('NEEDFIRE', '1');
6728 SetAIFlag('NEEDSEEDOWN', '1');
6731 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
6732 if Target
.Visible
and
6733 (y1
+4 < Target
.Y
+Target
.Rect
.Y
+Target
.Rect
.Height
) and
6734 (y1
-4 > Target
.Y
+Target
.Rect
.Y
) then
6736 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
6737 if ((FDirection
= TDirection
.D_LEFT
) and (Target
.X
< FObj
.X
)) or
6738 ((FDirection
= TDirection
.D_RIGHT
) and (Target
.X
> FObj
.X
)) then
6739 begin // òî íóæíî ñòðåëÿòü âïåðåä
6740 SetAIFlag('NEEDFIRE', '1');
6741 SetAIFlag('NEEDSEEDOWN', '');
6742 SetAIFlag('NEEDSEEUP', '');
6744 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
6745 if Abs(FObj
.X
-Target
.X
) < Trunc(gPlayerScreenSize
.X
*0.75) then
6746 if GetRnd(FDifficult
.CloseJump
) then
6747 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
6748 if Abs(FObj
.X
-Target
.X
) < 128 then
6752 if Random(a
) = 0 then
6753 SetAIFlag('NEEDJUMP', '1');
6757 // Åñëè öåëü âñå åùå åñòü:
6758 if Target
.UID
<> 0 then
6759 if gTime
-FLastVisible
> 2000 then // Åñëè âèäåëè äàâíî
6760 Target
.UID
:= 0 // òî çàáûòü öåëü
6761 else // Åñëè âèäåëè íåäàâíî
6762 begin // íî öåëü óáèëè
6763 if Target
.IsPlayer
then
6764 begin // Öåëü - èãðîê
6765 pla
:= g_Player_Get(Target
.UID
);
6766 if (pla
= nil) or (not pla
.alive
) or pla
.NoTarget
or
6767 (pla
.FMegaRulez
[MR_INVIS
] >= gTime
) then
6768 Target
.UID
:= 0; // òî çàáûòü öåëü
6771 begin // Öåëü - ìîíñòð
6772 mon
:= g_Monsters_ByUID(Target
.UID
);
6773 if (mon
= nil) or (not mon
.alive
) then
6774 Target
.UID
:= 0; // òî çàáûòü öåëü
6777 end; // if Target.UID <> 0
6779 FTargetUID
:= Target
.UID
;
6781 // Åñëè âîçìîæíûõ öåëåé íåò:
6782 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
6783 if targets
= nil then
6784 if GetAIFlag('ATTACKLEFT') <> '' then
6785 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
6786 RemoveAIFlag('ATTACKLEFT');
6788 SetAIFlag('NEEDJUMP', '1');
6790 if RunDirection() = TDirection
.D_RIGHT
then
6791 begin // Èäåì íå â òó ñòîðîíó
6792 if (Healthy() > 1) and GetRnd(FDifficult
.InvisFire
) then
6793 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
6794 SetAIFlag('NEEDFIRE', '1');
6795 SetAIFlag('GOLEFT', '1');
6799 begin // Èäåì â íóæíóþ ñòîðîíó
6800 if GetRnd(FDifficult
.InvisFire
) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6801 SetAIFlag('NEEDFIRE', '1');
6802 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6803 SetAIFlag('GORIGHT', '1');
6807 if GetAIFlag('ATTACKRIGHT') <> '' then
6808 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
6809 RemoveAIFlag('ATTACKRIGHT');
6811 SetAIFlag('NEEDJUMP', '1');
6813 if RunDirection() = TDirection
.D_LEFT
then
6814 begin // Èäåì íå â òó ñòîðîíó
6815 if (Healthy() > 1) and GetRnd(FDifficult
.InvisFire
) then
6816 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
6817 SetAIFlag('NEEDFIRE', '1');
6818 SetAIFlag('GORIGHT', '1');
6823 if GetRnd(FDifficult
.InvisFire
) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6824 SetAIFlag('NEEDFIRE', '1');
6825 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6826 SetAIFlag('GOLEFT', '1');
6830 //HACK! (does it belongs there?)
6831 RealizeCurrentWeapon();
6833 // Åñëè åñòü âîçìîæíûå öåëè:
6834 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
6835 if (targets
<> nil) and (GetAIFlag('NEEDFIRE') <> '') then
6836 for a
:= 0 to High(targets
) do
6838 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
6839 if GetRnd(FDifficult
.DiagFire
) then
6841 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
6842 if FDirection
= TDirection
.D_LEFT
then
6843 angle
:= ANGLE_LEFTUP
6845 angle
:= ANGLE_RIGHTUP
;
6847 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6848 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6850 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
6851 targets
[a
].X
+targets
[a
].Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
6852 targets
[a
].Y
+targets
[a
].Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
6853 targets
[a
].Rect
.Width
, targets
[a
].Rect
.Height
) and
6854 g_TraceVector(x1
, y1
, targets
[a
].cX
, targets
[a
].cY
) then
6856 SetAIFlag('NEEDFIRE', '1');
6857 SetAIFlag('NEEDSEEUP', '1');
6860 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
6861 if FDirection
= TDirection
.D_LEFT
then
6862 angle
:= ANGLE_LEFTDOWN
6864 angle
:= ANGLE_RIGHTDOWN
;
6866 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6867 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6869 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
6870 targets
[a
].X
+targets
[a
].Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
6871 targets
[a
].Y
+targets
[a
].Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
6872 targets
[a
].Rect
.Width
, targets
[a
].Rect
.Height
) and
6873 g_TraceVector(x1
, y1
, targets
[a
].cX
, targets
[a
].cY
) then
6875 SetAIFlag('NEEDFIRE', '1');
6876 SetAIFlag('NEEDSEEDOWN', '1');
6880 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
6881 if targets
[a
].Line
and targets
[a
].Visible
and
6882 (((FDirection
= TDirection
.D_LEFT
) and (targets
[a
].X
< FObj
.X
)) or
6883 ((FDirection
= TDirection
.D_RIGHT
) and (targets
[a
].X
> FObj
.X
))) then
6885 SetAIFlag('NEEDFIRE', '1');
6890 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
6891 if g_Weapon_Danger(FUID
, FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
,
6892 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
,
6893 40+GetInterval(FDifficult
.Cover
, 40)) then
6894 SetAIFlag('NEEDJUMP', '1');
6896 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
6897 ammo
:= GetAmmoByWeapon(FCurrWeap
);
6898 if ((FCurrWeap
= WEAPON_SHOTGUN2
) and (ammo
< 2)) or
6899 ((FCurrWeap
= WEAPON_BFG
) and (ammo
< 40)) or
6901 SetAIFlag('SELECTWEAPON', '1');
6903 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
6904 if GetAIFlag('SELECTWEAPON') = '1' then
6907 RemoveAIFlag('SELECTWEAPON');
6911 procedure TBot
.Update();
6924 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
6925 if (g_debug_BotAIOff
= 1) and (Team
= TEAM_RED
) then
6927 if (g_debug_BotAIOff
= 2) and (Team
= TEAM_BLUE
) then
6929 if g_debug_BotAIOff
= 3 then
6939 RealizeCurrentWeapon();
6946 procedure TBot
.ReleaseKey(Key
: Byte);
6955 function TBot
.KeyPressed(Key
: Word): Boolean;
6957 Result
:= FKeys
[Key
].Pressed
;
6960 function TBot
.GetAIFlag(aName
: String20
): String20
;
6966 aName
:= LowerCase(aName
);
6968 if FAIFlags
<> nil then
6969 for a
:= 0 to High(FAIFlags
) do
6970 if LowerCase(FAIFlags
[a
].Name
) = aName
then
6972 Result
:= FAIFlags
[a
].Value
;
6977 procedure TBot
.RemoveAIFlag(aName
: String20
);
6981 if FAIFlags
= nil then Exit
;
6983 aName
:= LowerCase(aName
);
6985 for a
:= 0 to High(FAIFlags
) do
6986 if LowerCase(FAIFlags
[a
].Name
) = aName
then
6988 if a
<> High(FAIFlags
) then
6989 for b
:= a
to High(FAIFlags
)-1 do
6990 FAIFlags
[b
] := FAIFlags
[b
+1];
6992 SetLength(FAIFlags
, Length(FAIFlags
)-1);
6997 procedure TBot
.SetAIFlag(aName
, fValue
: String20
);
7005 aName
:= LowerCase(aName
);
7007 if FAIFlags
<> nil then
7008 for a
:= 0 to High(FAIFlags
) do
7009 if LowerCase(FAIFlags
[a
].Name
) = aName
then
7015 if ok
then FAIFlags
[a
].Value
:= fValue
7018 SetLength(FAIFlags
, Length(FAIFlags
)+1);
7019 with FAIFlags
[High(FAIFlags
)] do
7027 procedure TBot
.UpdateMove
;
7029 procedure GoLeft(Time
: Word = 1);
7031 ReleaseKey(KEY_LEFT
);
7032 ReleaseKey(KEY_RIGHT
);
7033 PressKey(KEY_LEFT
, Time
);
7034 SetDirection(TDirection
.D_LEFT
);
7037 procedure GoRight(Time
: Word = 1);
7039 ReleaseKey(KEY_LEFT
);
7040 ReleaseKey(KEY_RIGHT
);
7041 PressKey(KEY_RIGHT
, Time
);
7042 SetDirection(TDirection
.D_RIGHT
);
7045 function Rnd(a
: Word): Boolean;
7047 Result
:= Random(a
) = 0;
7050 procedure Turn(Time
: Word = 1200);
7052 if RunDirection() = TDirection
.D_LEFT
then GoRight(Time
) else GoLeft(Time
);
7057 ReleaseKey(KEY_LEFT
);
7058 ReleaseKey(KEY_RIGHT
);
7061 function CanRunLeft(): Boolean;
7063 Result
:= not CollideLevel(-1, 0);
7066 function CanRunRight(): Boolean;
7068 Result
:= not CollideLevel(1, 0);
7071 function CanRun(): Boolean;
7073 if RunDirection() = TDirection
.D_LEFT
then Result
:= CanRunLeft() else Result
:= CanRunRight();
7076 procedure Jump(Time
: Word = 30);
7078 PressKey(KEY_JUMP
, Time
);
7081 function NearHole(): Boolean;
7085 { TODO 5 : Ëåñòíèöû }
7086 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
7087 for x
:= 1 to PLAYER_RECT
.Width
do
7088 if (not StayOnStep(x
*sx
, 0)) and
7089 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
7090 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
7099 function BorderHole(): Boolean;
7103 { TODO 5 : Ëåñòíèöû }
7104 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
7105 for x
:= 1 to PLAYER_RECT
.Width
do
7106 if (not StayOnStep(x
*sx
, 0)) and
7107 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
7108 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
7110 for xx
:= x
to x
+32 do
7111 if CollideLevel(xx
*sx
, PLAYER_RECT
.Height
) then
7121 function NearDeepHole(): Boolean;
7127 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
7130 for x
:= 1 to PLAYER_RECT
.Width
do
7131 if (not StayOnStep(x
*sx
, 0)) and
7132 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
7133 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
7135 while FObj
.Y
+y
*PLAYER_RECT
.Height
< gMapInfo
.Height
do
7137 if CollideLevel(x
*sx
, PLAYER_RECT
.Height
*y
) then Exit
;
7142 end else Result
:= False;
7145 function OverDeepHole(): Boolean;
7152 while FObj
.Y
+y
*PLAYER_RECT
.Height
< gMapInfo
.Height
do
7154 if CollideLevel(0, PLAYER_RECT
.Height
*y
) then Exit
;
7161 function OnGround(): Boolean;
7163 Result
:= StayOnStep(0, 0) or CollideLevel(0, 1);
7166 function OnLadder(): Boolean;
7168 Result
:= FullInStep(0, 0);
7171 function BelowLadder(): Boolean;
7173 Result
:= (FullInStep(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
) and
7174 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
)) or
7175 (FullInStep(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
) and
7176 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
));
7179 function BelowLiftUp(): Boolean;
7181 Result
:= ((FullInLift(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
) = -1) and
7182 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
)) or
7183 ((FullInLift(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
) = -1) and
7184 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
));
7187 function OnTopLift(): Boolean;
7189 Result
:= (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7192 function CanJumpOver(): Boolean;
7196 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
7200 if not CollideLevel(sx
, 0) then Exit
;
7202 for y
:= 1 to BOT_MAXJUMP
do
7203 if CollideLevel(0, -y
) then Exit
else
7204 if not CollideLevel(sx
, -y
) then
7211 function CanJumpUp(Dist
: ShortInt
): Boolean;
7218 if CollideLevel(Dist
, 0) then Exit
;
7221 for y
:= 0 to BOT_MAXJUMP
do
7222 if CollideLevel(Dist
, -y
) then
7231 for yy
:= y
+1 to BOT_MAXJUMP
do
7232 if not CollideLevel(Dist
, -yy
) then
7241 for y
:= 0 to BOT_MAXJUMP
do
7242 if CollideLevel(0, -y
) then
7250 if y
< yy
then Exit
;
7255 function IsSafeTrigger(): Boolean;
7260 if gTriggers
= nil then
7262 for a
:= 0 to High(gTriggers
) do
7263 if Collide(gTriggers
[a
].X
,
7266 gTriggers
[a
].Height
) and
7267 (gTriggers
[a
].TriggerType
in [TRIGGER_EXIT
, TRIGGER_CLOSEDOOR
,
7268 TRIGGER_CLOSETRAP
, TRIGGER_TRAP
,
7269 TRIGGER_PRESS
, TRIGGER_ON
, TRIGGER_OFF
,
7270 TRIGGER_ONOFF
, TRIGGER_SPAWNMONSTER
,
7271 TRIGGER_DAMAGE
, TRIGGER_SHOT
]) then
7276 // Âîçìîæíî, íàæèìàåì êíîïêó:
7277 if Rnd(16) and IsSafeTrigger() then
7280 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7281 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7283 ReleaseKey(KEY_LEFT
);
7284 ReleaseKey(KEY_RIGHT
);
7288 // Èäåì âëåâî, åñëè íàäî áûëî:
7289 if GetAIFlag('GOLEFT') <> '' then
7291 RemoveAIFlag('GOLEFT');
7292 if CanRunLeft() then
7296 // Èäåì âïðàâî, åñëè íàäî áûëî:
7297 if GetAIFlag('GORIGHT') <> '' then
7299 RemoveAIFlag('GORIGHT');
7300 if CanRunRight() then
7304 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7305 if FObj
.X
< -32 then
7308 if FObj
.X
+32 > gMapInfo
.Width
then
7311 // Ïðûãàåì, åñëè íàäî áûëî:
7312 if GetAIFlag('NEEDJUMP') <> '' then
7315 RemoveAIFlag('NEEDJUMP');
7318 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7319 if GetAIFlag('NEEDSEEUP') <> '' then
7322 ReleaseKey(KEY_DOWN
);
7323 PressKey(KEY_UP
, 20);
7324 RemoveAIFlag('NEEDSEEUP');
7327 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7328 if GetAIFlag('NEEDSEEDOWN') <> '' then
7331 ReleaseKey(KEY_DOWN
);
7332 PressKey(KEY_DOWN
, 20);
7333 RemoveAIFlag('NEEDSEEDOWN');
7336 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7337 if GetAIFlag('GOINHOLE') <> '' then
7338 if not OnGround() then
7340 ReleaseKey(KEY_LEFT
);
7341 ReleaseKey(KEY_RIGHT
);
7342 RemoveAIFlag('GOINHOLE');
7343 SetAIFlag('FALLINHOLE', '1');
7346 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7347 if GetAIFlag('FALLINHOLE') <> '' then
7349 RemoveAIFlag('FALLINHOLE');
7351 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7352 if not (KeyPressed(KEY_LEFT
) or KeyPressed(KEY_RIGHT
)) then
7353 if GetAIFlag('FALLINHOLE') = '' then
7354 if (not OnLadder()) or (FObj
.Vel
.Y
>= 0) or (OnTopLift()) then
7360 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7362 CanJumpUp(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*32) and
7366 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7367 if OnGround() and NearHole() then
7368 if NearDeepHole() then // Åñëè ýòî áåçäíà
7370 0..3: Turn(); // Áåæèì îáðàòíî
7371 4: Jump(); // Ïðûãàåì
7372 5: begin // Ïðûãàåì îáðàòíî
7377 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7378 if GetAIFlag('GOINHOLE') = '' then
7380 0: Turn(); // Íå íóæíî òóäà
7381 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7382 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7383 if BorderHole() then
7384 SetAIFlag('GOINHOLE', '1');
7387 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7388 if (not CanRun()) and OnGround() then
7390 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7391 if CanJumpOver() or OnLadder() then
7393 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7394 if Random(2) = 0 then
7396 if IsSafeTrigger() then
7402 // Îñòàëîñü ìàëî âîçäóõà:
7403 if FAir
< 36 * 2 then
7406 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7407 if (FMegaRulez
[MR_SUIT
] < gTime
) and ((FLastHit
= HIT_ACID
) or (Healthy() <= 1)) then
7408 if BodyInAcid(0, 0) then
7412 function TBot
.FullInStep(XInc
, YInc
: Integer): Boolean;
7414 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
7415 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
, PANEL_STEP
, False);
7418 {function TBot.NeedItem(Item: Byte): Byte;
7423 procedure TBot
.SelectWeapon(Dist
: Integer);
7427 function HaveAmmo(weapon
: Byte): Boolean;
7430 WEAPON_PISTOL
: Result
:= FAmmo
[A_BULLETS
] >= 1;
7431 WEAPON_SHOTGUN1
: Result
:= FAmmo
[A_SHELLS
] >= 1;
7432 WEAPON_SHOTGUN2
: Result
:= FAmmo
[A_SHELLS
] >= 2;
7433 WEAPON_CHAINGUN
: Result
:= FAmmo
[A_BULLETS
] >= 10;
7434 WEAPON_ROCKETLAUNCHER
: Result
:= FAmmo
[A_ROCKETS
] >= 1;
7435 WEAPON_PLASMA
: Result
:= FAmmo
[A_CELLS
] >= 10;
7436 WEAPON_BFG
: Result
:= FAmmo
[A_CELLS
] >= 40;
7437 WEAPON_SUPERPULEMET
: Result
:= FAmmo
[A_SHELLS
] >= 1;
7438 WEAPON_FLAMETHROWER
: Result
:= FAmmo
[A_FUEL
] >= 1;
7439 else Result
:= True;
7444 if Dist
= -1 then Dist
:= BOT_LONGDIST
;
7446 if Dist
> BOT_LONGDIST
then
7447 begin // Äàëüíèé áîé
7449 if FWeapon
[FDifficult
.WeaponPrior
[a
]] and HaveAmmo(FDifficult
.WeaponPrior
[a
]) then
7451 FSelectedWeapon
:= FDifficult
.WeaponPrior
[a
];
7455 else //if Dist > BOT_UNSAFEDIST then
7456 begin // Áëèæíèé áîé
7458 if FWeapon
[FDifficult
.CloseWeaponPrior
[a
]] and HaveAmmo(FDifficult
.CloseWeaponPrior
[a
]) then
7460 FSelectedWeapon
:= FDifficult
.CloseWeaponPrior
[a
];
7467 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7469 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7475 function TBot
.PickItem(ItemType
: Byte; force
: Boolean; var remove
: Boolean): Boolean;
7477 Result
:= inherited PickItem(ItemType
, force
, remove
);
7479 if Result
then SetAIFlag('SELECTWEAPON', '1');
7482 function TBot
.Heal(value
: Word; Soft
: Boolean): Boolean;
7484 Result
:= inherited Heal(value
, Soft
);
7487 function TBot
.Healthy(): Byte;
7489 if FMegaRulez
[MR_INVUL
] >= gTime
then Result
:= 3
7490 else if (FHealth
> 80) or ((FHealth
> 50) and (FArmor
> 20)) then Result
:= 3
7491 else if (FHealth
> 50) then Result
:= 2
7492 else if (FHealth
> 20) then Result
:= 1
7496 function TBot
.TargetOnScreen(TX
, TY
: Integer): Boolean;
7498 Result
:= (Abs(FObj
.X
-TX
) <= Trunc(gPlayerScreenSize
.X
*0.6)) and
7499 (Abs(FObj
.Y
-TY
) <= Trunc(gPlayerScreenSize
.Y
*0.6));
7502 procedure TBot
.OnDamage(Angle
: SmallInt
);
7510 if (Angle
= 0) or (Angle
= 180) then
7513 if (g_GetUIDType(FLastSpawnerUID
) = UID_PLAYER
) and
7514 LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSPLAYER
) then
7516 pla
:= g_Player_Get(FLastSpawnerUID
);
7517 ok
:= not TargetOnScreen(pla
.FObj
.X
+ PLAYER_RECT
.X
,
7518 pla
.FObj
.Y
+ PLAYER_RECT
.Y
);
7521 if (g_GetUIDType(FLastSpawnerUID
) = UID_MONSTER
) and
7522 LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSMONSTER
) then
7524 mon
:= g_Monsters_ByUID(FLastSpawnerUID
);
7525 ok
:= not TargetOnScreen(mon
.Obj
.X
+ mon
.Obj
.Rect
.X
,
7526 mon
.Obj
.Y
+ mon
.Obj
.Rect
.Y
);
7531 SetAIFlag('ATTACKLEFT', '1')
7533 SetAIFlag('ATTACKRIGHT', '1');
7537 function TBot
.RunDirection(): TDirection
;
7539 if Abs(Vel
.X
) >= 1 then
7541 if Vel
.X
> 0 then Result
:= TDirection
.D_RIGHT
else Result
:= TDirection
.D_LEFT
;
7543 Result
:= FDirection
;
7546 function TBot
.GetRnd(a
: Byte): Boolean;
7548 if a
= 0 then Result
:= False
7549 else if a
= 255 then Result
:= True
7550 else Result
:= Random(256) > 255-a
;
7553 function TBot
.GetInterval(a
: Byte; radius
: SmallInt
): SmallInt
;
7555 Result
:= Round((255-a
)/255*radius
*(Random(2)-1));
7559 procedure TDifficult
.save (st
: TStream
);
7561 utils
.writeInt(st
, Byte(DiagFire
));
7562 utils
.writeInt(st
, Byte(InvisFire
));
7563 utils
.writeInt(st
, Byte(DiagPrecision
));
7564 utils
.writeInt(st
, Byte(FlyPrecision
));
7565 utils
.writeInt(st
, Byte(Cover
));
7566 utils
.writeInt(st
, Byte(CloseJump
));
7567 st
.WriteBuffer(WeaponPrior
[Low(WeaponPrior
)], sizeof(WeaponPrior
));
7568 st
.WriteBuffer(CloseWeaponPrior
[Low(CloseWeaponPrior
)], sizeof(CloseWeaponPrior
));
7571 procedure TDifficult
.load (st
: TStream
);
7573 DiagFire
:= utils
.readByte(st
);
7574 InvisFire
:= utils
.readByte(st
);
7575 DiagPrecision
:= utils
.readByte(st
);
7576 FlyPrecision
:= utils
.readByte(st
);
7577 Cover
:= utils
.readByte(st
);
7578 CloseJump
:= utils
.readByte(st
);
7579 st
.ReadBuffer(WeaponPrior
[Low(WeaponPrior
)], sizeof(WeaponPrior
));
7580 st
.ReadBuffer(CloseWeaponPrior
[Low(CloseWeaponPrior
)], sizeof(CloseWeaponPrior
));
7584 procedure TBot
.SaveState (st
: TStream
);
7589 inherited SaveState(st
);
7590 utils
.writeSign(st
, 'BOT0');
7592 utils
.writeInt(st
, Byte(FSelectedWeapon
));
7594 utils
.writeInt(st
, Word(FTargetUID
));
7595 // Âðåìÿ ïîòåðè öåëè
7596 utils
.writeInt(st
, LongWord(FLastVisible
));
7597 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7598 dw
:= Length(FAIFlags
);
7599 utils
.writeInt(st
, LongInt(dw
));
7601 for i
:= 0 to dw
-1 do
7603 utils
.writeStr(st
, FAIFlags
[i
].Name
, 20);
7604 utils
.writeStr(st
, FAIFlags
[i
].Value
, 20);
7606 // Íàñòðîéêè ñëîæíîñòè
7607 FDifficult
.save(st
);
7611 procedure TBot
.LoadState (st
: TStream
);
7616 inherited LoadState(st
);
7617 if not utils
.checkSign(st
, 'BOT0') then raise XStreamError
.Create('invalid bot signature');
7619 FSelectedWeapon
:= utils
.readByte(st
);
7621 FTargetUID
:= utils
.readWord(st
);
7622 // Âðåìÿ ïîòåðè öåëè
7623 FLastVisible
:= utils
.readLongWord(st
);
7624 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7625 dw
:= utils
.readLongInt(st
);
7626 if (dw
< 0) or (dw
> 16384) then raise XStreamError
.Create('invalid number of bot AI flags');
7627 SetLength(FAIFlags
, dw
);
7629 for i
:= 0 to dw
-1 do
7631 FAIFlags
[i
].Name
:= utils
.readStr(st
, 20);
7632 FAIFlags
[i
].Value
:= utils
.readStr(st
, 20);
7634 // Íàñòðîéêè ñëîæíîñòè
7635 FDifficult
.load(st
);
7640 conRegVar('cheat_berserk_autoswitch', @gBerserkAutoswitch
, 'autoswitch to fist when berserk pack taken', '', true, true);