DEADSOFTWARE

models: remove superfluous fire state
[d2df-sdl.git] / src / game / g_player.pas
1 (* Copyright (C) Doom 2D: Forever Developers
2 *
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, version 3 of the License ONLY.
6 *
7 * This program is distributed in the hope that it will be useful,
8 * but WITHOUT ANY WARRANTY; without even the implied warranty of
9 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
10 * GNU General Public License for more details.
11 *
12 * You should have received a copy of the GNU General Public License
13 * along with this program. If not, see <http://www.gnu.org/licenses/>.
14 *)
15 {$INCLUDE ../shared/a_modes.inc}
16 {$M+}
17 unit g_player;
19 interface
21 uses
22 SysUtils, Classes,
23 {$IFDEF USE_MEMPOOL}mempool,{$ENDIF}
24 g_base, g_playermodel, g_basic, g_textures,
25 g_weapons, g_phys, g_sound, g_saveload, MAPDEF,
26 g_panel;
28 const
29 KEY_LEFT = 1;
30 KEY_RIGHT = 2;
31 KEY_UP = 3;
32 KEY_DOWN = 4;
33 KEY_FIRE = 5;
34 KEY_OPEN = 6;
35 KEY_JUMP = 7;
36 KEY_CHAT = 8;
38 WP_PREV = 0;
39 WP_NEXT = 1;
40 WP_FACT = WP_PREV;
41 WP_LACT = WP_NEXT;
43 R_ITEM_BACKPACK = 0;
44 R_KEY_RED = 1;
45 R_KEY_GREEN = 2;
46 R_KEY_BLUE = 3;
47 R_BERSERK = 4;
49 MR_SUIT = 0;
50 MR_INVUL = 1;
51 MR_INVIS = 2;
52 MR_MAX = 2;
54 A_BULLETS = 0;
55 A_SHELLS = 1;
56 A_ROCKETS = 2;
57 A_CELLS = 3;
58 A_FUEL = 4;
59 A_HIGH = 4;
61 AmmoLimits: Array [0..1] of Array [A_BULLETS..A_HIGH] of Word =
62 ((200, 50, 50, 300, 100),
63 (400, 100, 100, 600, 200));
65 K_SIMPLEKILL = 0;
66 K_HARDKILL = 1;
67 K_EXTRAHARDKILL = 2;
68 K_FALLKILL = 3;
70 T_RESPAWN = 0;
71 T_SWITCH = 1;
72 T_USE = 2;
73 T_FLAGCAP = 3;
75 TEAM_NONE = 0;
76 TEAM_RED = 1;
77 TEAM_BLUE = 2;
78 TEAM_COOP = 3;
80 SHELL_BULLET = 0;
81 SHELL_SHELL = 1;
82 SHELL_DBLSHELL = 2;
84 ANGLE_NONE = Low(SmallInt);
86 CORPSE_STATE_REMOVEME = 0;
87 CORPSE_STATE_NORMAL = 1;
88 CORPSE_STATE_MESS = 2;
90 PLAYER_RECT: TRectWH = (X:15; Y:12; Width:34; Height:52);
91 PLAYER_RECT_CX = 15+(34 div 2);
92 PLAYER_RECT_CY = 12+(52 div 2);
93 PLAYER_CORPSERECT: TRectWH = (X:15; Y:48; Width:34; Height:16);
95 PLAYER_HP_SOFT = 100;
96 PLAYER_HP_LIMIT = 200;
97 PLAYER_AP_SOFT = 100;
98 PLAYER_AP_LIMIT = 200;
99 SUICIDE_DAMAGE = 112;
100 WEAPON_DELAY = 5;
102 PLAYER_BURN_TIME = 110;
104 PLAYER1_DEF_COLOR: TRGB = (R:64; G:175; B:48);
105 PLAYER2_DEF_COLOR: TRGB = (R:96; G:96; B:96);
107 AIR_DEF = 360;
108 AIR_MAX = 1091;
109 JET_MAX = 540; // ~30 sec
110 ANGLE_RIGHTUP = 55;
111 ANGLE_RIGHTDOWN = -35;
112 ANGLE_LEFTUP = 125;
113 ANGLE_LEFTDOWN = -145;
114 WEAPONPOINT: Array [TDirection] of TDFPoint = ((X:16; Y:32), (X:47; Y:32));
115 TEAMCOLOR: Array [TEAM_RED..TEAM_BLUE] of TRGB = ((R:255; G:0; B:0),
116 (R:0; G:0; B:255));
118 type
119 TPlayerStat = record
120 Num: Integer;
121 Ping: Word;
122 Loss: Byte;
123 Name: String;
124 Team: Byte;
125 Frags: SmallInt;
126 Deaths: SmallInt;
127 Lives: Byte;
128 Kills: Word;
129 Color: TRGB;
130 Spectator: Boolean;
131 UID: Word;
132 end;
134 TPlayerStatArray = Array of TPlayerStat;
136 TPlayerSavedState = record
137 Health: Integer;
138 Armor: Integer;
139 Air: Integer;
140 JetFuel: Integer;
141 CurrWeap: Byte;
142 NextWeap: WORD;
143 NextWeapDelay: Byte;
144 Ammo: Array [A_BULLETS..A_HIGH] of Word;
145 MaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
146 Weapon: Array [WP_FIRST..WP_LAST] of Boolean;
147 Rulez: Set of R_ITEM_BACKPACK..R_BERSERK;
148 Used: Boolean;
149 end;
151 TKeyState = record
152 Pressed: Boolean;
153 Time: Word;
154 end;
156 TPlayer = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
157 private
158 FIamBot: Boolean;
159 FUID: Word;
160 FName: String;
161 FTeam: Byte;
162 FAlive: Boolean;
163 FSpawned: Boolean;
164 FDirection: TDirection;
165 FHealth: Integer;
166 FLives: Byte;
167 FArmor: Integer;
168 FAir: Integer;
169 FPain: Integer;
170 FPickup: Integer;
171 FKills: Integer;
172 FMonsterKills: Integer;
173 FFrags: Integer;
174 FFragCombo: Byte;
175 FLastFrag: LongWord;
176 FComboEvnt: Integer;
177 FDeath: Integer;
178 FCanJetpack: Boolean;
179 FJetFuel: Integer;
180 FFlag: Byte;
181 FSecrets: Integer;
182 FCurrWeap: Byte;
183 FNextWeap: WORD;
184 FNextWeapDelay: Byte; // frames
185 FBFGFireCounter: SmallInt;
186 FLastSpawnerUID: Word;
187 FLastHit: Byte;
188 FObj: TObj;
189 FXTo, FYTo: Integer;
190 FSpectatePlayer: Integer;
191 FFirePainTime: Integer;
192 FFireAttacker: Word;
194 FSavedStateNum: Integer;
196 FModel: TPlayerModel;
197 FPunchAnim: TAnimation;
198 FActionPrior: Byte;
199 FActionAnim: Byte;
200 FActionForce: Boolean;
201 FActionChanged: Boolean;
202 FAngle: SmallInt;
203 FFireAngle: SmallInt;
204 FIncCamOld: Integer;
205 FIncCam: Integer;
206 FSlopeOld: Integer;
207 FShellTimer: Integer;
208 FShellType: Byte;
209 FSawSound: TPlayableSound;
210 FSawSoundIdle: TPlayableSound;
211 FSawSoundHit: TPlayableSound;
212 FSawSoundSelect: TPlayableSound;
213 FFlameSoundOn: TPlayableSound;
214 FFlameSoundOff: TPlayableSound;
215 FFlameSoundWork: TPlayableSound;
216 FJetSoundOn: TPlayableSound;
217 FJetSoundOff: TPlayableSound;
218 FJetSoundFly: TPlayableSound;
219 FGodMode: Boolean;
220 FNoTarget: Boolean;
221 FNoReload: Boolean;
222 FJustTeleported: Boolean;
223 FNetTime: LongWord;
224 mEDamageType: Integer;
227 function CollideLevel(XInc, YInc: Integer): Boolean;
228 function StayOnStep(XInc, YInc: Integer): Boolean;
229 function HeadInLiquid(XInc, YInc: Integer): Boolean;
230 function BodyInLiquid(XInc, YInc: Integer): Boolean;
231 function BodyInAcid(XInc, YInc: Integer): Boolean;
232 function FullInLift(XInc, YInc: Integer): Integer;
233 {procedure CollideItem();}
234 procedure FlySmoke(Times: DWORD = 1);
235 procedure OnFireFlame(Times: DWORD = 1);
236 procedure SetAction(Action: Byte; Force: Boolean = False);
237 procedure OnDamage(Angle: SmallInt); virtual;
238 function firediry(): Integer;
239 procedure DoPunch();
241 procedure Run(Direction: TDirection);
242 procedure NextWeapon();
243 procedure PrevWeapon();
244 procedure SeeUp();
245 procedure SeeDown();
246 procedure Fire();
247 procedure Jump();
248 procedure Use();
250 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
251 procedure resetWeaponQueue ();
252 function hasAmmoForWeapon (weapon: Byte): Boolean;
253 function hasAmmoForShooting (weapon: Byte): Boolean;
254 function shouldSwitch (weapon: Byte; hadWeapon: Boolean) : Boolean;
256 procedure doDamage (v: Integer);
258 function refreshCorpse(): Boolean;
260 public
261 FDamageBuffer: Integer;
263 FAmmo: Array [A_BULLETS..A_HIGH] of Word;
264 FMaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
265 FWeapon: Array [WP_FIRST..WP_LAST] of Boolean;
266 FRulez: Set of R_ITEM_BACKPACK..R_BERSERK;
267 FBerserk: Integer;
268 FMegaRulez: Array [MR_SUIT..MR_MAX] of DWORD;
269 FReloading: Array [WP_FIRST..WP_LAST] of Word;
270 FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD;
271 FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState;
272 FWeapSwitchMode: Byte;
273 FWeapPreferences: Array [WP_FIRST .. WP_LAST+1] of Byte;
274 FSwitchToEmpty: Byte;
275 FSkipFist: Byte;
276 FColor: TRGB;
277 FPreferredTeam: Byte;
278 FSpectator: Boolean;
279 FNoRespawn: Boolean;
280 FWantsInGame: Boolean;
281 FGhost: Boolean;
282 FPhysics: Boolean;
283 FFlaming: Boolean;
284 FJetpack: Boolean;
285 FActualModelName: string;
286 FClientID: SmallInt;
287 FPing: Word;
288 FLoss: Byte;
289 FReady: Boolean;
290 FDummy: Boolean;
291 FFireTime: Integer;
292 FSpawnInvul: Integer;
293 FHandicap: Integer;
294 FWaitForFirstSpawn: Boolean; // set to `true` in server, used to spawn a player on first full state request
295 FCorpse: Integer;
297 // debug: viewport offset
298 viewPortX, viewPortY, viewPortW, viewPortH: Integer;
300 function isValidViewPort (): Boolean; inline;
302 constructor Create(); virtual;
303 destructor Destroy(); override;
304 procedure Respawn(Silent: Boolean; Force: Boolean = False); virtual;
305 function GetRespawnPoint(): Byte;
306 procedure PressKey(Key: Byte; Time: Word = 1);
307 procedure ReleaseKeys();
308 procedure SetModel(ModelName: String);
309 procedure SetColor(Color: TRGB);
310 function GetColor(): TRGB;
311 procedure SetWeapon(W: Byte);
312 function IsKeyPressed(K: Byte): Boolean;
313 function GetKeys(): Byte;
314 function PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; virtual;
315 procedure SetWeaponPrefs(Prefs: Array of Byte);
316 procedure SetWeaponPref(Weapon, Pref: Byte);
317 function GetWeaponPref(Weapon: Byte) : Byte;
318 function GetMorePrefered() : Byte;
319 function MaySwitch(Weapon: Byte) : Boolean;
320 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
321 function Collide(Panel: TPanel): Boolean; overload;
322 function Collide(X, Y: Integer): Boolean; overload;
323 procedure SetDirection(Direction: TDirection);
324 procedure GetSecret();
325 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
326 procedure Touch();
327 procedure Push(vx, vy: Integer);
328 procedure ChangeModel(ModelName: String);
329 procedure SwitchTeam;
330 procedure ChangeTeam(Team: Byte);
331 procedure BFGHit();
332 function GetFlag(Flag: Byte): Boolean;
333 procedure SetFlag(Flag: Byte);
334 function DropFlag(Silent: Boolean = True; DoThrow: Boolean = False): Boolean;
335 function TryDropFlag(): Boolean;
336 procedure AllRulez(Health: Boolean);
337 procedure RestoreHealthArmor();
338 procedure FragCombo();
339 procedure GiveItem(ItemType: Byte);
340 procedure Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte); virtual;
341 function Heal(value: Word; Soft: Boolean): Boolean; virtual;
342 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
343 procedure MakeBloodSimple(Count: Word);
344 procedure Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
345 procedure Reset(Force: Boolean);
346 procedure Spectate(NoMove: Boolean = False);
347 procedure SwitchNoClip;
348 procedure SoftReset();
349 procedure PreUpdate();
350 procedure Update(); virtual;
351 procedure RememberState();
352 procedure RecallState();
353 procedure SaveState (st: TStream); virtual;
354 procedure LoadState (st: TStream); virtual;
355 procedure PauseSounds(Enable: Boolean);
356 procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
357 procedure DoLerp(Level: Integer = 2);
358 procedure SetLerp(XTo, YTo: Integer);
359 procedure ProcessWeaponAction(Action: Byte);
360 procedure QueueWeaponSwitch(Weapon: Byte);
361 procedure RealizeCurrentWeapon();
362 procedure FlamerOn;
363 procedure FlamerOff;
364 procedure JetpackOn;
365 procedure JetpackOff;
366 procedure CatchFire(Attacker: Word; Timeout: Integer = PLAYER_BURN_TIME);
368 //WARNING! this does nothing for now, but still call it!
369 procedure positionChanged (); //WARNING! call this after entity position was changed, or coldet will not work right!
371 procedure getMapBox (out x, y, w, h: Integer); inline;
372 procedure moveBy (dx, dy: Integer); inline;
374 function getCameraObj(): TObj;
376 function GetAmmoByWeapon(Weapon: Byte): Word; // private state
378 public
379 property Vel: TPoint2i read FObj.Vel;
380 property Obj: TObj read FObj;
382 property Name: String read FName write FName;
383 property Model: TPlayerModel read FModel;
384 property Health: Integer read FHealth write FHealth;
385 property Lives: Byte read FLives write FLives;
386 property Armor: Integer read FArmor write FArmor;
387 property Air: Integer read FAir write FAir;
388 property JetFuel: Integer read FJetFuel write FJetFuel;
389 property Frags: Integer read FFrags write FFrags;
390 property Death: Integer read FDeath write FDeath;
391 property Kills: Integer read FKills write FKills;
392 property CurrWeap: Byte read FCurrWeap write FCurrWeap;
393 property WeapSwitchMode: Byte read FWeapSwitchMode write FWeapSwitchMode;
394 property SwitchToEmpty: Byte read FSwitchToEmpty write FSwitchToEmpty;
395 property SkipFist: Byte read FSkipFist write FSkipFist;
396 property MonsterKills: Integer read FMonsterKills write FMonsterKills;
397 property Secrets: Integer read FSecrets;
398 property GodMode: Boolean read FGodMode write FGodMode;
399 property NoTarget: Boolean read FNoTarget write FNoTarget;
400 property NoReload: Boolean read FNoReload write FNoReload;
401 property alive: Boolean read FAlive write FAlive;
402 property Flag: Byte read FFlag;
403 property Team: Byte read FTeam write FTeam;
404 property Direction: TDirection read FDirection;
405 property GameX: Integer read FObj.X write FObj.X;
406 property GameY: Integer read FObj.Y write FObj.Y;
407 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
408 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
409 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
410 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
411 property IncCam: Integer read FIncCam write FIncCam;
412 property IncCamOld: Integer read FIncCamOld write FIncCamOld;
413 property SlopeOld: Integer read FSlopeOld write FSlopeOld;
414 property UID: Word read FUID write FUID;
415 property JustTeleported: Boolean read FJustTeleported write FJustTeleported;
416 property NetTime: LongWord read FNetTime write FNetTime;
418 (* internal state *)
419 property Angle_: SmallInt read FAngle;
420 property Spectator: Boolean read FSpectator;
421 property NoRespawn: Boolean read FNoRespawn;
422 property Berserk: Integer read FBerserk;
423 property Pain: Integer read FPain;
424 property Pickup: Integer read FPickup;
425 property PunchAnim: TAnimation read FPunchAnim write FPunchAnim;
426 property SpawnInvul: Integer read FSpawnInvul;
427 property Ghost: Boolean read FGhost;
429 published
430 property eName: String read FName write FName;
431 property eHealth: Integer read FHealth write FHealth;
432 property eLives: Byte read FLives write FLives;
433 property eArmor: Integer read FArmor write FArmor;
434 property eAir: Integer read FAir write FAir;
435 property eJetFuel: Integer read FJetFuel write FJetFuel;
436 property eFrags: Integer read FFrags write FFrags;
437 property eDeath: Integer read FDeath write FDeath;
438 property eKills: Integer read FKills write FKills;
439 property eCurrWeap: Byte read FCurrWeap write FCurrWeap;
440 property eMonsterKills: Integer read FMonsterKills write FMonsterKills;
441 property eSecrets: Integer read FSecrets write FSecrets;
442 property eGodMode: Boolean read FGodMode write FGodMode;
443 property eNoTarget: Boolean read FNoTarget write FNoTarget;
444 property eNoReload: Boolean read FNoReload write FNoReload;
445 property eAlive: Boolean read FAlive write FAlive;
446 property eFlag: Byte read FFlag;
447 property eTeam: Byte read FTeam write FTeam;
448 property eDirection: TDirection read FDirection;
449 property eGameX: Integer read FObj.X write FObj.X;
450 property eGameY: Integer read FObj.Y write FObj.Y;
451 property eGameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
452 property eGameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
453 property eGameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
454 property eGameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
455 property eIncCam: Integer read FIncCam write FIncCam;
456 property eUID: Word read FUID;
457 property eJustTeleported: Boolean read FJustTeleported;
458 property eNetTime: LongWord read FNetTime;
460 // set this before assigning something to `eDamage`
461 property eDamageType: Integer read mEDamageType write mEDamageType;
462 property eDamage: Integer write doDamage;
463 end;
465 TDifficult = record
466 public
467 DiagFire: Byte;
468 InvisFire: Byte;
469 DiagPrecision: Byte;
470 FlyPrecision: Byte;
471 Cover: Byte;
472 CloseJump: Byte;
473 WeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
474 CloseWeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
475 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
477 public
478 procedure save (st: TStream);
479 procedure load (st: TStream);
480 end;
482 TAIFlag = record
483 Name: String;
484 Value: String;
485 end;
487 TBot = class(TPlayer)
488 private
489 FSelectedWeapon: Byte;
490 FTargetUID: Word;
491 FLastVisible: DWORD;
492 FAIFlags: Array of TAIFlag;
493 FDifficult: TDifficult;
495 function GetRnd(a: Byte): Boolean;
496 function GetInterval(a: Byte; radius: SmallInt): SmallInt;
497 function RunDirection(): TDirection;
498 function FullInStep(XInc, YInc: Integer): Boolean;
499 //function NeedItem(Item: Byte): Byte;
500 procedure SelectWeapon(Dist: Integer);
501 procedure SetAIFlag(aName, fValue: String20);
502 function GetAIFlag(aName: String20): String20;
503 procedure RemoveAIFlag(aName: String20);
504 function Healthy(): Byte;
505 procedure UpdateMove();
506 procedure UpdateCombat();
507 function KeyPressed(Key: Word): Boolean;
508 procedure ReleaseKey(Key: Byte);
509 function TargetOnScreen(TX, TY: Integer): Boolean;
510 procedure OnDamage(Angle: SmallInt); override;
512 public
513 procedure Respawn(Silent: Boolean; Force: Boolean = False); override;
514 constructor Create(); override;
515 destructor Destroy(); override;
516 function PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean; override;
517 function Heal(value: Word; Soft: Boolean): Boolean; override;
518 procedure Update(); override;
519 procedure SaveState (st: TStream); override;
520 procedure LoadState (st: TStream); override;
521 end;
523 PGib = ^TGib;
524 TGib = record
525 alive: Boolean;
526 ID: DWORD;
527 MaskID: DWORD;
528 RAngle: Integer;
529 Color: TRGB;
530 Obj: TObj;
532 procedure getMapBox (out x, y, w, h: Integer); inline;
533 procedure moveBy (dx, dy: Integer); inline;
535 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
536 end;
539 PShell = ^TShell;
540 TShell = record
541 SpriteID: DWORD;
542 alive: Boolean;
543 SType: Byte;
544 RAngle: Integer;
545 Timeout: Cardinal;
546 CX, CY: Integer;
547 Obj: TObj;
549 procedure getMapBox (out x, y, w, h: Integer); inline;
550 procedure moveBy (dx, dy: Integer); inline;
552 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
553 end;
555 TCorpse = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
556 private
557 FModelName: String;
558 FMess: Boolean;
559 FState: Byte;
560 FDamage: Byte;
561 FColor: TRGB;
562 FObj: TObj;
563 FPlayerUID: Word;
564 FAnimation: TAnimation;
565 FAnimationMask: TAnimation;
567 public
568 constructor Create(X, Y: Integer; ModelName: String; aMess: Boolean);
569 destructor Destroy(); override;
570 procedure Damage(Value: Word; SpawnerUID: Word; vx, vy: Integer);
571 procedure Update();
572 procedure SaveState (st: TStream);
573 procedure LoadState (st: TStream);
575 procedure getMapBox (out x, y, w, h: Integer); inline;
576 procedure moveBy (dx, dy: Integer); inline;
578 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
580 function ObjPtr (): PObj; inline;
582 property Obj: TObj read FObj; // copies object
583 property State: Byte read FState;
584 property Mess: Boolean read FMess;
586 (* internal state *)
587 property Color: TRGB read FColor;
588 property Animation: TAnimation read FAnimation;
589 property AnimationMask: TAnimation read FAnimationMask;
590 end;
592 TTeamStat = Array [TEAM_RED..TEAM_BLUE] of
593 record
594 Score: SmallInt;
595 end;
597 var
598 gPlayers: Array of TPlayer;
599 gCorpses: Array of TCorpse;
600 gGibs: Array of TGib;
601 gShells: Array of TShell;
602 gTeamStat: TTeamStat;
603 gFly: Boolean = False;
604 gAimLine: Boolean = False;
605 gChatBubble: Integer = 0;
606 gPlayerIndicator: Integer = 1;
607 gPlayerIndicatorStyle: Integer = 0;
608 gNumBots: Word = 0;
609 gSpectLatchPID1: Word = 0;
610 gSpectLatchPID2: Word = 0;
611 MAX_RUNVEL: Integer = 8;
612 VEL_JUMP: Integer = 10;
613 SHELL_TIMEOUT: Cardinal = 60000;
615 function Lerp(X, Y, Factor: Integer): Integer;
617 procedure g_Gibs_SetMax(Count: Word);
618 function g_Gibs_GetMax(): Word;
619 procedure g_Corpses_SetMax(Count: Word);
620 function g_Corpses_GetMax(): Word;
621 procedure g_Force_Model_Set(Mode: Word);
622 function g_Force_Model_Get(): Word;
623 procedure g_Forced_Model_SetName(Model: String);
624 function g_Forced_Model_GetName(): String;
625 procedure g_Shells_SetMax(Count: Word);
626 function g_Shells_GetMax(): Word;
628 procedure g_Player_Init();
629 procedure g_Player_Free();
630 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
631 function g_Player_CreateFromState (st: TStream): Word;
632 procedure g_Player_Remove(UID: Word);
633 procedure g_Player_ResetTeams();
634 procedure g_Player_PreUpdate();
635 procedure g_Player_UpdateAll();
636 procedure g_Player_RememberAll();
637 procedure g_Player_ResetAll(Force, Silent: Boolean);
638 function g_Player_Get(UID: Word): TPlayer;
639 function g_Player_GetCount(): Byte;
640 function g_Player_GetStats(): TPlayerStatArray;
641 function g_Player_ValidName(Name: String): Boolean;
642 function g_Player_CreateCorpse(Player: TPlayer): Integer;
643 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: String; fColor: TRGB);
644 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
645 procedure g_Player_UpdatePhysicalObjects();
646 procedure g_Player_RemoveAllCorpses();
647 procedure g_Player_Corpses_SaveState (st: TStream);
648 procedure g_Player_Corpses_LoadState (st: TStream);
649 procedure g_Player_ResetReady();
650 procedure g_Bot_Add(Team, Difficult: Byte; Handicap: Integer = 100);
651 procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1; Handicap: Integer = 100);
652 procedure g_Bot_MixNames();
653 procedure g_Bot_RemoveAll();
654 function g_Bot_GetCount(): Integer;
656 implementation
658 uses
659 {$IFDEF ENABLE_HOLMES}
660 g_holmes,
661 {$ENDIF}
662 e_log, g_map, g_items, g_console, g_gfx, Math, r_textures, r_animations, r_gfx,
663 g_options, g_triggers, g_menu, g_game, g_grid, e_res,
664 wadreader, g_monsters, CONFIG, g_language,
665 g_net, g_netmsg,
666 utils, xstreams;
668 const PLR_SAVE_VERSION = 0;
670 type
671 TBotProfile = record
672 name: ShortString;
673 model: ShortString;
674 team: Byte;
675 color: TRGB;
676 diag_fire: Byte;
677 invis_fire: Byte;
678 diag_precision: Byte;
679 fly_precision: Byte;
680 cover: Byte;
681 close_jump: Byte;
682 w_prior1: Array [WP_FIRST..WP_LAST] of Byte;
683 w_prior2: Array [WP_FIRST..WP_LAST] of Byte;
684 w_prior3: Array [WP_FIRST..WP_LAST] of Byte;
685 end;
687 const
688 TIME_RESPAWN1 = 1500;
689 TIME_RESPAWN2 = 2000;
690 TIME_RESPAWN3 = 3000;
691 PLAYER_SUIT_TIME = 30000;
692 PLAYER_INVUL_TIME = 30000;
693 PLAYER_INVIS_TIME = 35000;
694 FRAG_COMBO_TIME = 3000;
695 VEL_SW = 4;
696 VEL_FLY = 6;
697 PLAYER_HEADRECT: TRectWH = (X:24; Y:12; Width:20; Height:12);
698 BOT_MAXJUMP = 84;
699 BOT_LONGDIST = 300;
700 BOT_UNSAFEDIST = 128;
701 DIFFICULT_EASY: TDifficult = (DiagFire: 32; InvisFire: 32; DiagPrecision: 32;
702 FlyPrecision: 32; Cover: 32; CloseJump: 32;
703 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
704 DIFFICULT_MEDIUM: TDifficult = (DiagFire: 127; InvisFire: 127; DiagPrecision: 127;
705 FlyPrecision: 127; Cover: 127; CloseJump: 127;
706 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
707 DIFFICULT_HARD: TDifficult = (DiagFire: 255; InvisFire: 255; DiagPrecision: 255;
708 FlyPrecision: 255; Cover: 255; CloseJump: 255;
709 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
710 WEAPON_PRIOR1: Array [WP_FIRST..WP_LAST] of Byte =
711 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
712 WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
713 WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER,
714 WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
715 WEAPON_PRIOR2: Array [WP_FIRST..WP_LAST] of Byte =
716 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
717 WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
718 WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1,
719 WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
720 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
721 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
722 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
723 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
724 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
725 WEAPON_RELOAD: Array [WP_FIRST..WP_LAST] of Byte =
726 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
728 PLAYER_SIGNATURE = $52594C50; // 'PLYR'
729 CORPSE_SIGNATURE = $50524F43; // 'CORP'
731 BOTNAMES_FILENAME = 'botnames.txt';
732 BOTLIST_FILENAME = 'botlist.txt';
734 var
735 MaxGibs: Word = 150;
736 MaxCorpses: Word = 20;
737 MaxShells: Word = 300;
738 ForceModel: Word = 0;
739 ForcedModelName: String = STD_PLAYER_MODEL;
740 CurrentGib: Integer = 0;
741 CurrentShell: Integer = 0;
742 BotNames: Array of String;
743 BotList: Array of TBotProfile;
744 SavedStates: Array of TPlayerSavedState;
747 function Lerp(X, Y, Factor: Integer): Integer;
748 begin
749 Result := X + ((Y - X) div Factor);
750 end;
752 function SameTeam(UID1, UID2: Word): Boolean;
753 begin
754 Result := False;
756 if (UID1 > UID_MAX_PLAYER) or (UID1 <= UID_MAX_GAME) or
757 (UID2 > UID_MAX_PLAYER) or (UID2 <= UID_MAX_GAME) then Exit;
759 if (g_Player_Get(UID1) = nil) or (g_Player_Get(UID2) = nil) then Exit;
761 if ((g_Player_Get(UID1).Team = TEAM_NONE) or
762 (g_Player_Get(UID2).Team = TEAM_NONE)) then Exit;
764 Result := g_Player_Get(UID1).FTeam = g_Player_Get(UID2).FTeam;
765 end;
767 procedure g_Gibs_SetMax(Count: Word);
768 begin
769 MaxGibs := Count;
770 SetLength(gGibs, Count);
772 if CurrentGib >= Count then
773 CurrentGib := 0;
774 end;
776 function g_Gibs_GetMax(): Word;
777 begin
778 Result := MaxGibs;
779 end;
781 procedure g_Shells_SetMax(Count: Word);
782 begin
783 MaxShells := Count;
784 SetLength(gShells, Count);
786 if CurrentShell >= Count then
787 CurrentShell := 0;
788 end;
790 function g_Shells_GetMax(): Word;
791 begin
792 Result := MaxShells;
793 end;
796 procedure g_Corpses_SetMax(Count: Word);
797 begin
798 MaxCorpses := Count;
799 SetLength(gCorpses, Count);
800 end;
802 function g_Corpses_GetMax(): Word;
803 begin
804 Result := MaxCorpses;
805 end;
807 procedure g_Force_Model_Set(Mode: Word);
808 begin
809 ForceModel := Mode;
810 end;
812 function g_Force_Model_Get(): Word;
813 begin
814 Result := ForceModel;
815 end;
817 procedure g_Forced_Model_SetName(Model: String);
818 begin
819 ForcedModelName := Model;
820 end;
822 function g_Forced_Model_GetName(): String;
823 begin
824 Result := ForcedModelName;
825 end;
827 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
828 var
829 a: Integer;
830 ok: Boolean;
831 begin
832 Result := 0;
834 ok := False;
835 a := 0;
837 // Есть ли место в gPlayers:
838 if gPlayers <> nil then
839 for a := 0 to High(gPlayers) do
840 if gPlayers[a] = nil then
841 begin
842 ok := True;
843 Break;
844 end;
846 // Нет места - расширяем gPlayers:
847 if not ok then
848 begin
849 SetLength(gPlayers, Length(gPlayers)+1);
850 a := High(gPlayers);
851 end;
853 // Создаем объект игрока:
854 if Bot then
855 gPlayers[a] := TBot.Create()
856 else
857 gPlayers[a] := TPlayer.Create();
860 gPlayers[a].FActualModelName := ModelName;
861 gPlayers[a].SetModel(ModelName);
862 if Bot and (g_Force_Model_Get() <> 0) then
863 gPlayers[a].SetModel(g_Forced_Model_GetName());
865 // Нет модели - создание не возможно:
866 if gPlayers[a].FModel = nil then
867 begin
868 gPlayers[a].Free();
869 gPlayers[a] := nil;
870 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [ModelName]));
871 Exit;
872 end;
874 if not (Team in [TEAM_RED, TEAM_BLUE]) then
875 if Random(2) = 0 then
876 Team := TEAM_RED
877 else
878 Team := TEAM_BLUE;
879 gPlayers[a].FPreferredTeam := Team;
881 case gGameSettings.GameMode of
882 GM_DM: gPlayers[a].FTeam := TEAM_NONE;
883 GM_TDM,
884 GM_CTF: gPlayers[a].FTeam := gPlayers[a].FPreferredTeam;
885 GM_SINGLE,
886 GM_COOP: gPlayers[a].FTeam := TEAM_COOP;
887 end;
889 // Если командная игра - красим модель в цвет команды:
890 gPlayers[a].FColor := Color;
891 if gPlayers[a].FTeam in [TEAM_RED, TEAM_BLUE] then
892 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
893 else
894 gPlayers[a].FModel.Color := Color;
896 gPlayers[a].FUID := g_CreateUID(UID_PLAYER);
897 gPlayers[a].FAlive := False;
899 Result := gPlayers[a].FUID;
900 end;
902 function g_Player_CreateFromState (st: TStream): Word;
903 var a: Integer; ok, Bot: Boolean; pos: Int64;
904 begin
905 assert(st <> nil);
907 // check signature and entity type
908 pos := st.Position;
909 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
910 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
911 Bot := utils.readBool(st);
912 st.Position := pos;
914 // find free player slot
915 ok := false;
916 for a := 0 to High(gPlayers) do
917 if gPlayers[a] = nil then
918 begin
919 ok := true;
920 break;
921 end;
923 // allocate player slot
924 if not ok then
925 begin
926 SetLength(gPlayers, Length(gPlayers)+1);
927 a := High(gPlayers);
928 end;
930 // create entity and load state
931 if Bot then
932 begin
933 gPlayers[a] := TBot.Create();
934 if (g_Force_Model_Get() <> 0) then
935 gPlayers[a].SetModel(g_Forced_Model_GetName());
936 end
937 else
938 gPlayers[a] := TPlayer.Create();
939 gPlayers[a].FPhysics := True; // ???
940 gPlayers[a].LoadState(st);
942 result := gPlayers[a].FUID;
943 end;
946 procedure g_Player_ResetTeams();
947 var
948 a: Integer;
949 begin
950 if g_Game_IsClient then
951 Exit;
952 if gPlayers = nil then
953 Exit;
954 for a := Low(gPlayers) to High(gPlayers) do
955 if gPlayers[a] <> nil then
956 case gGameSettings.GameMode of
957 GM_DM:
958 gPlayers[a].ChangeTeam(TEAM_NONE);
959 GM_TDM, GM_CTF:
960 if not (gPlayers[a].Team in [TEAM_RED, TEAM_BLUE]) then
961 if gPlayers[a].FPreferredTeam in [TEAM_RED, TEAM_BLUE] then
962 gPlayers[a].ChangeTeam(gPlayers[a].FPreferredTeam)
963 else
964 if a mod 2 = 0 then
965 gPlayers[a].ChangeTeam(TEAM_RED)
966 else
967 gPlayers[a].ChangeTeam(TEAM_BLUE);
968 GM_SINGLE,
969 GM_COOP:
970 gPlayers[a].ChangeTeam(TEAM_COOP);
971 end;
972 end;
974 procedure g_Bot_Add(Team, Difficult: Byte; Handicap: Integer = 100);
975 var
976 m: SSArray;
977 _name, _model: String;
978 a, tr, tb: Integer;
979 begin
980 if not g_Game_IsServer then Exit;
982 if (g_Bot_GetCount() >= gMaxBots) then Exit;
984 // Список названий моделей:
985 m := g_PlayerModel_GetNames();
986 if m = nil then
987 Exit;
989 // Команда:
990 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
991 Team := TEAM_COOP // COOP
992 else
993 if gGameSettings.GameMode = GM_DM then
994 Team := TEAM_NONE // DM
995 else
996 if Team = TEAM_NONE then // CTF / TDM
997 begin
998 // Автобаланс команд:
999 tr := 0;
1000 tb := 0;
1002 for a := 0 to High(gPlayers) do
1003 if gPlayers[a] <> nil then
1004 begin
1005 if gPlayers[a].Team = TEAM_RED then
1006 Inc(tr)
1007 else
1008 if gPlayers[a].Team = TEAM_BLUE then
1009 Inc(tb);
1010 end;
1012 if tr > tb then
1013 Team := TEAM_BLUE
1014 else
1015 if tb > tr then
1016 Team := TEAM_RED
1017 else // tr = tb
1018 if Random(2) = 0 then
1019 Team := TEAM_RED
1020 else
1021 Team := TEAM_BLUE;
1022 end;
1024 // Выбираем боту имя:
1025 _name := '';
1026 if BotNames <> nil then
1027 for a := 0 to High(BotNames) do
1028 if g_Player_ValidName(BotNames[a]) then
1029 begin
1030 _name := BotNames[a];
1031 Break;
1032 end;
1034 // Выбираем случайную модель:
1035 _model := m[Random(Length(m))];
1037 // Создаем бота:
1038 with g_Player_Get(g_Player_Create(_model,
1039 _RGB(Min(Random(9)*32, 255),
1040 Min(Random(9)*32, 255),
1041 Min(Random(9)*32, 255)),
1042 Team, True)) as TBot do
1043 begin
1044 // Если имени нет, делаем его из UID бота
1045 if _name = '' then
1046 Name := Format('DFBOT%.5d', [UID])
1047 else
1048 Name := _name;
1050 case Difficult of
1051 1: FDifficult := DIFFICULT_EASY;
1052 2: FDifficult := DIFFICULT_MEDIUM;
1053 else FDifficult := DIFFICULT_HARD;
1054 end;
1056 for a := WP_FIRST to WP_LAST do
1057 begin
1058 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
1059 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
1060 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1061 end;
1063 FHandicap := Handicap;
1065 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1067 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1068 if g_Game_IsServer and (gGameSettings.MaxLives > 0) then
1069 Spectate();
1070 end;
1071 end;
1073 procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1; Handicap: Integer = 100);
1074 var
1075 m: SSArray;
1076 _name, _model: String;
1077 a: Integer;
1078 begin
1079 if not g_Game_IsServer then Exit;
1081 if (g_Bot_GetCount() >= gMaxBots) then Exit;
1083 // Список названий моделей:
1084 m := g_PlayerModel_GetNames();
1085 if m = nil then
1086 Exit;
1088 // Команда:
1089 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1090 Team := TEAM_COOP // COOP
1091 else
1092 if gGameSettings.GameMode = GM_DM then
1093 Team := TEAM_NONE // DM
1094 else
1095 if Team = TEAM_NONE then
1096 Team := BotList[num].team; // CTF / TDM
1098 // Выбираем настройки бота из списка по номеру или имени:
1099 lName := AnsiLowerCase(lName);
1100 if (num < 0) or (num > Length(BotList)-1) then
1101 num := -1;
1102 if (num = -1) and (lName <> '') and (BotList <> nil) then
1103 for a := 0 to High(BotList) do
1104 if AnsiLowerCase(BotList[a].name) = lName then
1105 begin
1106 num := a;
1107 Break;
1108 end;
1109 if num = -1 then
1110 Exit;
1112 // Имя бота:
1113 _name := BotList[num].name;
1114 // Занято - выбираем случайное:
1115 if not g_Player_ValidName(_name) then
1116 repeat
1117 _name := Format('DFBOT%.2d', [Random(100)]);
1118 until g_Player_ValidName(_name);
1120 // Модель:
1121 _model := BotList[num].model;
1122 // Нет такой - выбираем случайную:
1123 if not InSArray(_model, m) then
1124 _model := m[Random(Length(m))];
1126 // Создаем бота:
1127 with g_Player_Get(g_Player_Create(_model, BotList[num].color, Team, True)) as TBot do
1128 begin
1129 Name := _name;
1131 FDifficult.DiagFire := BotList[num].diag_fire;
1132 FDifficult.InvisFire := BotList[num].invis_fire;
1133 FDifficult.DiagPrecision := BotList[num].diag_precision;
1134 FDifficult.FlyPrecision := BotList[num].fly_precision;
1135 FDifficult.Cover := BotList[num].cover;
1136 FDifficult.CloseJump := BotList[num].close_jump;
1138 FHandicap := Handicap;
1140 for a := WP_FIRST to WP_LAST do
1141 begin
1142 FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
1143 FDifficult.CloseWeaponPrior[a] := BotList[num].w_prior2[a];
1144 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1145 end;
1147 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1149 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1150 end;
1151 end;
1153 procedure g_Bot_RemoveAll();
1154 var
1155 a: Integer;
1156 begin
1157 if not g_Game_IsServer then Exit;
1158 if gPlayers = nil then Exit;
1160 for a := 0 to High(gPlayers) do
1161 if gPlayers[a] <> nil then
1162 if gPlayers[a] is TBot then
1163 begin
1164 gPlayers[a].Lives := 0;
1165 gPlayers[a].Kill(K_SIMPLEKILL, 0, HIT_DISCON);
1166 g_Console_Add(Format(_lc[I_PLAYER_LEAVE], [gPlayers[a].Name]), True);
1167 g_Player_Remove(gPlayers[a].FUID);
1168 end;
1170 g_Bot_MixNames();
1171 end;
1173 procedure g_Bot_MixNames();
1174 var
1175 s: String;
1176 a, b: Integer;
1177 begin
1178 if BotNames <> nil then
1179 for a := 0 to High(BotNames) do
1180 begin
1181 b := Random(Length(BotNames));
1182 s := BotNames[a];
1183 Botnames[a] := BotNames[b];
1184 BotNames[b] := s;
1185 end;
1186 end;
1188 procedure g_Player_Remove(UID: Word);
1189 var
1190 i: Integer;
1191 begin
1192 if gPlayers = nil then Exit;
1194 if g_Game_IsServer and g_Game_IsNet then
1195 MH_SEND_PlayerDelete(UID);
1197 for i := 0 to High(gPlayers) do
1198 if gPlayers[i] <> nil then
1199 if gPlayers[i].FUID = UID then
1200 begin
1201 if gPlayers[i] is TPlayer then
1202 TPlayer(gPlayers[i]).Free()
1203 else
1204 TBot(gPlayers[i]).Free();
1205 gPlayers[i] := nil;
1206 Exit;
1207 end;
1208 end;
1210 procedure g_Player_Init();
1211 var
1212 F: TextFile;
1213 s: String;
1214 a, b: Integer;
1215 config: TConfig;
1216 sa: SSArray;
1217 path: AnsiString;
1218 begin
1219 BotNames := nil;
1221 path := BOTNAMES_FILENAME;
1222 if e_FindResource(DataDirs, path) = false then
1223 Exit;
1225 // Читаем возможные имена ботов из файла:
1226 AssignFile(F, path);
1227 Reset(F);
1229 while not EOF(F) do
1230 begin
1231 ReadLn(F, s);
1233 s := Trim(s);
1234 if s = '' then
1235 Continue;
1237 SetLength(BotNames, Length(BotNames)+1);
1238 BotNames[High(BotNames)] := s;
1239 end;
1241 CloseFile(F);
1243 // Перемешиваем их:
1244 g_Bot_MixNames();
1246 // Читаем файл с параметрами ботов:
1247 config := TConfig.CreateFile(path);
1248 BotList := nil;
1249 a := 0;
1251 while config.SectionExists(IntToStr(a)) do
1252 begin
1253 SetLength(BotList, Length(BotList)+1);
1255 with BotList[High(BotList)] do
1256 begin
1257 // Имя бота:
1258 name := config.ReadStr(IntToStr(a), 'name', '');
1259 // Модель:
1260 model := config.ReadStr(IntToStr(a), 'model', '');
1261 // Команда:
1262 if config.ReadStr(IntToStr(a), 'team', 'red') = 'red' then
1263 team := TEAM_RED
1264 else
1265 team := TEAM_BLUE;
1266 // Цвет модели:
1267 sa := parse(config.ReadStr(IntToStr(a), 'color', ''));
1268 color.R := StrToIntDef(sa[0], 0);
1269 color.G := StrToIntDef(sa[1], 0);
1270 color.B := StrToIntDef(sa[2], 0);
1271 // Вероятность стрельбы под углом:
1272 diag_fire := config.ReadInt(IntToStr(a), 'diag_fire', 0);
1273 // Вероятность ответного огня по невидимому сопернику:
1274 invis_fire := config.ReadInt(IntToStr(a), 'invis_fire', 0);
1275 // Точность стрельбы под углом:
1276 diag_precision := config.ReadInt(IntToStr(a), 'diag_precision', 0);
1277 // Точность стрельбы в полете:
1278 fly_precision := config.ReadInt(IntToStr(a), 'fly_precision', 0);
1279 // Точность уклонения от снарядов:
1280 cover := config.ReadInt(IntToStr(a), 'cover', 0);
1281 // Вероятность прыжка при приближении соперника:
1282 close_jump := config.ReadInt(IntToStr(a), 'close_jump', 0);
1283 // Приоритеты оружия для дальнего боя:
1284 sa := parse(config.ReadStr(IntToStr(a), 'w_prior1', ''));
1285 if Length(sa) = 10 then
1286 for b := 0 to 9 do
1287 w_prior1[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1288 // Приоритеты оружия для ближнего боя:
1289 sa := parse(config.ReadStr(IntToStr(a), 'w_prior2', ''));
1290 if Length(sa) = 10 then
1291 for b := 0 to 9 do
1292 w_prior2[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1294 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1295 if Length(sa) = 10 then
1296 for b := 0 to 9 do
1297 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1298 end;
1300 a := a + 1;
1301 end;
1303 config.Free();
1304 SetLength(SavedStates, 0);
1305 end;
1307 procedure g_Player_Free();
1308 var
1309 i: Integer;
1310 begin
1311 if gPlayers <> nil then
1312 begin
1313 for i := 0 to High(gPlayers) do
1314 if gPlayers[i] <> nil then
1315 begin
1316 if gPlayers[i] is TPlayer then
1317 TPlayer(gPlayers[i]).Free()
1318 else
1319 TBot(gPlayers[i]).Free();
1320 gPlayers[i] := nil;
1321 end;
1323 gPlayers := nil;
1324 end;
1326 gPlayer1 := nil;
1327 gPlayer2 := nil;
1328 SetLength(SavedStates, 0);
1329 end;
1331 procedure g_Player_PreUpdate();
1332 var
1333 i: Integer;
1334 begin
1335 if gPlayers = nil then Exit;
1336 for i := 0 to High(gPlayers) do
1337 if gPlayers[i] <> nil then
1338 gPlayers[i].PreUpdate();
1339 end;
1341 procedure g_Player_UpdateAll();
1342 var
1343 i: Integer;
1344 begin
1345 if gPlayers = nil then Exit;
1347 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1348 for i := 0 to High(gPlayers) do
1349 begin
1350 if gPlayers[i] <> nil then
1351 begin
1352 if gPlayers[i] is TPlayer then
1353 begin
1354 gPlayers[i].Update();
1355 gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1356 end
1357 else
1358 begin
1359 // bot updates weapons in `UpdateCombat()`
1360 TBot(gPlayers[i]).Update();
1361 end;
1362 end;
1363 end;
1364 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1365 end;
1367 function g_Player_Get(UID: Word): TPlayer;
1368 var
1369 a: Integer;
1370 begin
1371 Result := nil;
1373 if gPlayers = nil then
1374 Exit;
1376 for a := 0 to High(gPlayers) do
1377 if gPlayers[a] <> nil then
1378 if gPlayers[a].FUID = UID then
1379 begin
1380 Result := gPlayers[a];
1381 Exit;
1382 end;
1383 end;
1385 function g_Player_GetCount(): Byte;
1386 var
1387 a: Integer;
1388 begin
1389 Result := 0;
1391 if gPlayers = nil then
1392 Exit;
1394 for a := 0 to High(gPlayers) do
1395 if gPlayers[a] <> nil then
1396 Result := Result + 1;
1397 end;
1399 function g_Bot_GetCount(): Integer;
1400 var
1401 a: Integer;
1402 begin
1403 Result := 0;
1405 if gPlayers = nil then
1406 Exit;
1408 for a := 0 to High(gPlayers) do
1409 if (gPlayers[a] <> nil) and (gPlayers[a] is TBot) then
1410 Result := Result + 1;
1411 end;
1413 function g_Player_GetStats(): TPlayerStatArray;
1414 var
1415 a: Integer;
1416 begin
1417 Result := nil;
1419 if gPlayers = nil then Exit;
1421 for a := 0 to High(gPlayers) do
1422 if gPlayers[a] <> nil then
1423 begin
1424 SetLength(Result, Length(Result)+1);
1425 with Result[High(Result)] do
1426 begin
1427 Num := a;
1428 Ping := gPlayers[a].FPing;
1429 Loss := gPlayers[a].FLoss;
1430 Name := gPlayers[a].FName;
1431 Team := gPlayers[a].FTeam;
1432 Frags := gPlayers[a].FFrags;
1433 Deaths := gPlayers[a].FDeath;
1434 Kills := gPlayers[a].FKills;
1435 Color := gPlayers[a].FModel.Color;
1436 Lives := gPlayers[a].FLives;
1437 Spectator := gPlayers[a].FSpectator;
1438 UID := gPlayers[a].FUID;
1439 end;
1440 end;
1441 end;
1443 procedure g_Player_ResetReady();
1444 var
1445 a: Integer;
1446 begin
1447 if not g_Game_IsServer then Exit;
1448 if gPlayers = nil then Exit;
1450 for a := 0 to High(gPlayers) do
1451 if gPlayers[a] <> nil then
1452 begin
1453 gPlayers[a].FReady := False;
1454 if g_Game_IsNet then
1455 MH_SEND_GameEvent(NET_EV_INTER_READY, gPlayers[a].UID, 'N');
1456 end;
1457 end;
1459 procedure g_Player_RememberAll;
1460 var
1461 i: Integer;
1462 begin
1463 for i := Low(gPlayers) to High(gPlayers) do
1464 if (gPlayers[i] <> nil) and gPlayers[i].alive then
1465 gPlayers[i].RememberState;
1466 end;
1468 procedure g_Player_ResetAll(Force, Silent: Boolean);
1469 var
1470 i: Integer;
1471 begin
1472 gTeamStat[TEAM_RED].Score := 0;
1473 gTeamStat[TEAM_BLUE].Score := 0;
1475 if gPlayers <> nil then
1476 for i := 0 to High(gPlayers) do
1477 if gPlayers[i] <> nil then
1478 begin
1479 gPlayers[i].Reset(Force);
1481 if gPlayers[i] is TPlayer then
1482 begin
1483 if (not gPlayers[i].FSpectator) or gPlayers[i].FWantsInGame then
1484 gPlayers[i].Respawn(Silent)
1485 else
1486 gPlayers[i].Spectate();
1487 end
1488 else
1489 TBot(gPlayers[i]).Respawn(Silent);
1490 end;
1491 end;
1493 function g_Player_CreateCorpse(Player: TPlayer): Integer;
1494 var
1495 i: Integer;
1496 find_id: DWORD;
1497 ok: Boolean;
1498 begin
1499 Result := -1;
1501 if Player.alive then
1502 Exit;
1504 // Разрываем связь с прежним трупом:
1505 i := Player.FCorpse;
1506 if (i >= 0) and (i < Length(gCorpses)) then
1507 begin
1508 if (gCorpses[i] <> nil) and (gCorpses[i].FPlayerUID = Player.FUID) then
1509 gCorpses[i].FPlayerUID := 0;
1510 end;
1512 if Player.FObj.Y >= gMapInfo.Height+128 then
1513 Exit;
1515 with Player do
1516 begin
1517 if (FHealth >= -50) or (gGibsCount = 0) then
1518 begin
1519 if (gCorpses = nil) or (Length(gCorpses) = 0) then
1520 Exit;
1522 ok := False;
1523 for find_id := 0 to High(gCorpses) do
1524 if gCorpses[find_id] = nil then
1525 begin
1526 ok := True;
1527 Break;
1528 end;
1530 if not ok then
1531 find_id := Random(Length(gCorpses));
1533 gCorpses[find_id] := TCorpse.Create(FObj.X, FObj.Y, FModel.GetName(), FHealth < -20);
1534 gCorpses[find_id].FColor := FModel.Color;
1535 gCorpses[find_id].FObj.Vel := FObj.Vel;
1536 gCorpses[find_id].FObj.Accel := FObj.Accel;
1537 gCorpses[find_id].FPlayerUID := FUID;
1539 Result := find_id;
1540 end
1541 else
1542 g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX,
1543 FObj.Y + PLAYER_RECT_CY,
1544 FModel.GetName(), FModel.Color);
1545 end;
1546 end;
1548 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
1549 var
1550 SID: DWORD;
1551 begin
1552 if (gShells = nil) or (Length(gShells) = 0) then
1553 Exit;
1555 with gShells[CurrentShell] do
1556 begin
1557 SpriteID := 0;
1558 g_Obj_Init(@Obj);
1559 Obj.Rect.X := 0;
1560 Obj.Rect.Y := 0;
1561 if T = SHELL_BULLET then
1562 begin
1563 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID) then
1564 SpriteID := SID;
1565 CX := 2;
1566 CY := 1;
1567 Obj.Rect.Width := 4;
1568 Obj.Rect.Height := 2;
1569 end
1570 else
1571 begin
1572 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID) then
1573 SpriteID := SID;
1574 CX := 4;
1575 CY := 2;
1576 Obj.Rect.Width := 7;
1577 Obj.Rect.Height := 3;
1578 end;
1579 SType := T;
1580 alive := True;
1581 Obj.X := fX;
1582 Obj.Y := fY;
1583 g_Obj_Push(@Obj, dX + Random(4)-Random(4), dY-Random(4));
1584 positionChanged(); // this updates spatial accelerators
1585 RAngle := Random(360);
1586 Timeout := gTime + SHELL_TIMEOUT;
1588 if CurrentShell >= High(gShells) then
1589 CurrentShell := 0
1590 else
1591 Inc(CurrentShell);
1592 end;
1593 end;
1595 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB);
1596 var
1597 a: Integer;
1598 GibsArray: TGibsArray;
1599 Blood: TModelBlood;
1600 begin
1601 if (gGibs = nil) or (Length(gGibs) = 0) then
1602 Exit;
1603 if not g_PlayerModel_GetGibs(ModelName, GibsArray) then
1604 Exit;
1605 Blood := g_PlayerModel_GetBlood(ModelName);
1607 for a := 0 to High(GibsArray) do
1608 with gGibs[CurrentGib] do
1609 begin
1610 Color := fColor;
1611 ID := GibsArray[a].ID;
1612 MaskID := GibsArray[a].MaskID;
1613 alive := True;
1614 g_Obj_Init(@Obj);
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), Blood.R, Blood.G, Blood.B, Blood.Kind);
1626 if CurrentGib >= High(gGibs) then
1627 CurrentGib := 0
1628 else
1629 Inc(CurrentGib);
1630 end;
1631 end;
1633 procedure g_Player_UpdatePhysicalObjects();
1634 var
1635 i: Integer;
1636 vel: TPoint2i;
1637 mr: Word;
1639 procedure ShellSound_Bounce(X, Y: Integer; T: Byte);
1640 var
1641 k: Integer;
1642 begin
1643 k := 1 + Random(2);
1644 if T = SHELL_BULLET then
1645 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k), X, Y)
1646 else
1647 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k), X, Y);
1648 end;
1650 begin
1651 // Куски мяса:
1652 if gGibs <> nil then
1653 for i := 0 to High(gGibs) do
1654 if gGibs[i].alive then
1655 with gGibs[i] do
1656 begin
1657 Obj.oldX := Obj.X;
1658 Obj.oldY := Obj.Y;
1660 vel := Obj.Vel;
1661 mr := g_Obj_Move(@Obj, True, False, True);
1662 positionChanged(); // this updates spatial accelerators
1664 if WordBool(mr and MOVE_FALLOUT) then
1665 begin
1666 alive := False;
1667 Continue;
1668 end;
1670 // Отлетает от удара о стену/потолок/пол:
1671 if WordBool(mr and MOVE_HITWALL) then
1672 Obj.Vel.X := -(vel.X div 2);
1673 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1674 Obj.Vel.Y := -(vel.Y div 2);
1676 if (Obj.Vel.X >= 0) then
1677 begin // Clockwise
1678 RAngle := RAngle + Abs(Obj.Vel.X)*6 + Abs(Obj.Vel.Y);
1679 if RAngle >= 360 then
1680 RAngle := RAngle mod 360;
1681 end else begin // Counter-clockwise
1682 RAngle := RAngle - Abs(Obj.Vel.X)*6 - Abs(Obj.Vel.Y);
1683 if RAngle < 0 then
1684 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1685 end;
1687 // Сопротивление воздуха для куска трупа:
1688 if gTime mod (GAME_TICK*3) = 0 then
1689 Obj.Vel.X := z_dec(Obj.Vel.X, 1);
1690 end;
1692 // Трупы:
1693 if gCorpses <> nil then
1694 for i := 0 to High(gCorpses) do
1695 if gCorpses[i] <> nil then
1696 if gCorpses[i].State = CORPSE_STATE_REMOVEME then
1697 begin
1698 gCorpses[i].Free();
1699 gCorpses[i] := nil;
1700 end
1701 else
1702 gCorpses[i].Update();
1704 // Гильзы:
1705 if gShells <> nil then
1706 for i := 0 to High(gShells) do
1707 if gShells[i].alive then
1708 with gShells[i] do
1709 begin
1710 Obj.oldX := Obj.X;
1711 Obj.oldY := Obj.Y;
1713 vel := Obj.Vel;
1714 mr := g_Obj_Move(@Obj, True, False, True);
1715 positionChanged(); // this updates spatial accelerators
1717 if WordBool(mr and MOVE_FALLOUT) or (gShells[i].Timeout < gTime) then
1718 begin
1719 alive := False;
1720 Continue;
1721 end;
1723 // Отлетает от удара о стену/потолок/пол:
1724 if WordBool(mr and MOVE_HITWALL) then
1725 begin
1726 Obj.Vel.X := -(vel.X div 2);
1727 if not WordBool(mr and MOVE_INWATER) then
1728 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1729 end;
1730 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1731 begin
1732 Obj.Vel.Y := -(vel.Y div 2);
1733 if Obj.Vel.X <> 0 then Obj.Vel.X := Obj.Vel.X div 2;
1734 if (Obj.Vel.X = 0) and (Obj.Vel.Y = 0) then
1735 begin
1736 if RAngle mod 90 <> 0 then
1737 RAngle := (RAngle div 90) * 90;
1738 end
1739 else if not WordBool(mr and MOVE_INWATER) then
1740 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1741 end;
1743 if (Obj.Vel.X >= 0) then
1744 begin // Clockwise
1745 RAngle := RAngle + Abs(Obj.Vel.X)*8 + Abs(Obj.Vel.Y);
1746 if RAngle >= 360 then
1747 RAngle := RAngle mod 360;
1748 end else begin // Counter-clockwise
1749 RAngle := RAngle - Abs(Obj.Vel.X)*8 - Abs(Obj.Vel.Y);
1750 if RAngle < 0 then
1751 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1752 end;
1753 end;
1754 end;
1757 procedure TGib.getMapBox (out x, y, w, h: Integer); inline;
1758 begin
1759 x := Obj.X+Obj.Rect.X;
1760 y := Obj.Y+Obj.Rect.Y;
1761 w := Obj.Rect.Width;
1762 h := Obj.Rect.Height;
1763 end;
1765 procedure TGib.moveBy (dx, dy: Integer); inline;
1766 begin
1767 if (dx <> 0) or (dy <> 0) then
1768 begin
1769 Obj.X += dx;
1770 Obj.Y += dy;
1771 positionChanged();
1772 end;
1773 end;
1776 procedure TShell.getMapBox (out x, y, w, h: Integer); inline;
1777 begin
1778 x := Obj.X;
1779 y := Obj.Y;
1780 w := Obj.Rect.Width;
1781 h := Obj.Rect.Height;
1782 end;
1784 procedure TShell.moveBy (dx, dy: Integer); inline;
1785 begin
1786 if (dx <> 0) or (dy <> 0) then
1787 begin
1788 Obj.X += dx;
1789 Obj.Y += dy;
1790 positionChanged();
1791 end;
1792 end;
1795 procedure TGib.positionChanged (); inline; begin end;
1796 procedure TShell.positionChanged (); inline; begin end;
1799 procedure g_Player_RemoveAllCorpses();
1800 var
1801 i: Integer;
1802 begin
1803 gGibs := nil;
1804 gShells := nil;
1805 SetLength(gGibs, MaxGibs);
1806 SetLength(gShells, MaxGibs);
1807 CurrentGib := 0;
1808 CurrentShell := 0;
1810 if gCorpses <> nil then
1811 for i := 0 to High(gCorpses) do
1812 gCorpses[i].Free();
1814 gCorpses := nil;
1815 SetLength(gCorpses, MaxCorpses);
1816 end;
1818 procedure g_Player_Corpses_SaveState (st: TStream);
1819 var
1820 count, i: Integer;
1821 begin
1822 // Считаем количество существующих трупов
1823 count := 0;
1824 for i := 0 to High(gCorpses) do if (gCorpses[i] <> nil) then Inc(count);
1826 // Количество трупов
1827 utils.writeInt(st, LongInt(count));
1829 if (count = 0) then exit;
1831 // Сохраняем трупы
1832 for i := 0 to High(gCorpses) do
1833 begin
1834 if gCorpses[i] <> nil then
1835 begin
1836 // Название модели
1837 utils.writeStr(st, gCorpses[i].FModelName);
1838 // Тип смерти
1839 utils.writeBool(st, gCorpses[i].Mess);
1840 // Сохраняем данные трупа:
1841 gCorpses[i].SaveState(st);
1842 end;
1843 end;
1844 end;
1847 procedure g_Player_Corpses_LoadState (st: TStream);
1848 var
1849 count, i: Integer;
1850 str: String;
1851 b: Boolean;
1852 begin
1853 assert(st <> nil);
1855 g_Player_RemoveAllCorpses();
1857 // Количество трупов:
1858 count := utils.readLongInt(st);
1859 if (count < 0) or (count > Length(gCorpses)) then raise XStreamError.Create('invalid number of corpses');
1861 if (count = 0) then exit;
1863 // Загружаем трупы
1864 for i := 0 to count-1 do
1865 begin
1866 // Название модели:
1867 str := utils.readStr(st);
1868 // Тип смерти
1869 b := utils.readBool(st);
1870 // Создаем труп
1871 gCorpses[i] := TCorpse.Create(0, 0, str, b);
1872 // Загружаем данные трупа
1873 gCorpses[i].LoadState(st);
1874 end;
1875 end;
1878 { T P l a y e r : }
1880 function TPlayer.isValidViewPort (): Boolean; inline; begin result := (viewPortW > 0) and (viewPortH > 0); end;
1882 procedure TPlayer.BFGHit();
1883 begin
1884 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1885 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1886 if g_Game_IsServer and g_Game_IsNet then
1887 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1888 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1889 0, NET_GFX_BFGHIT);
1890 end;
1892 procedure TPlayer.ChangeModel(ModelName: string);
1893 var
1894 locModel: TPlayerModel;
1895 begin
1896 locModel := g_PlayerModel_Get(ModelName);
1897 if locModel = nil then Exit;
1899 FModel.Free();
1900 FModel := locModel;
1901 end;
1903 procedure TPlayer.SetModel(ModelName: string);
1904 var
1905 m: TPlayerModel;
1906 begin
1907 m := g_PlayerModel_Get(ModelName);
1908 if m = nil then
1909 begin
1910 g_SimpleError(Format(_lc[I_GAME_ERROR_MODEL_FALLBACK], [ModelName]));
1911 m := g_PlayerModel_Get('doomer');
1912 if m = nil then
1913 begin
1914 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], ['doomer']));
1915 Exit;
1916 end;
1917 end;
1919 if FModel <> nil then
1920 FModel.Free();
1922 FModel := m;
1924 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1925 FModel.Color := FColor
1926 else
1927 FModel.Color := TEAMCOLOR[FTeam];
1928 FModel.SetWeapon(FCurrWeap);
1929 FModel.SetFlag(FFlag);
1930 SetDirection(FDirection);
1931 end;
1933 procedure TPlayer.SetColor(Color: TRGB);
1934 begin
1935 FColor := Color;
1936 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1937 if FModel <> nil then FModel.Color := Color;
1938 end;
1942 function TPlayer.GetColor(): TRGB;
1943 begin
1944 result := FModel.Color;
1945 end;
1947 procedure TPlayer.SetWeaponPrefs(Prefs: Array of Byte);
1948 var
1949 i: Integer;
1950 begin
1951 for i := WP_FIRST to WP_LAST + 1 do
1952 begin
1953 if (Prefs[i] > WP_LAST + 1) then
1954 FWeapPreferences[i] := 0
1955 else
1956 FWeapPreferences[i] := Prefs[i];
1957 end;
1958 end;
1960 procedure TPlayer.SetWeaponPref(Weapon, Pref: Byte);
1961 begin
1962 if (Weapon > WP_LAST + 1) then
1963 exit
1964 else if (Pref <= WP_LAST + 1) and (Weapon <= WP_LAST + 1) then
1965 FWeapPreferences[Weapon] := Pref
1966 else if (Weapon <= WP_LAST + 1) and (Pref > WP_LAST + 1) then
1967 FWeapPreferences[Weapon] := 0;
1968 end;
1970 function TPlayer.GetWeaponPref(Weapon: Byte) : Byte;
1971 begin
1972 if (Weapon > WP_LAST + 1) then
1973 result := 0
1974 else if (FWeapPreferences[Weapon] > WP_LAST + 1) then
1975 result := 0
1976 else
1977 result := FWeapPreferences[Weapon];
1978 end;
1980 function TPlayer.GetMorePrefered() : Byte;
1981 var
1982 testedWeap, i: Byte;
1983 begin
1984 testedWeap := FCurrWeap;
1985 for i := WP_FIRST to WP_LAST do
1986 if FWeapon[i] and maySwitch(i) and (FWeapPreferences[i] > FWeapPreferences[testedWeap]) then
1987 testedWeap := i;
1988 if (R_BERSERK in FRulez) and (FWeapPreferences[WP_LAST + 1] > FWeapPreferences[testedWeap]) then
1989 testedWeap := WEAPON_KASTET;
1990 result := testedWeap;
1991 end;
1993 function TPlayer.maySwitch(Weapon: Byte) : Boolean;
1994 begin
1995 result := true;
1996 if (Weapon = WEAPON_KASTET) and (FSkipFist <> 0) then
1997 begin
1998 if (FSkipFist = 1) and (not (R_BERSERK in FRulez)) then
1999 result := false;
2000 end
2001 else if (FSwitchToEmpty = 0) and (not hasAmmoForShooting(Weapon)) then
2002 result := false;
2003 end;
2005 procedure TPlayer.SwitchTeam;
2006 begin
2007 if g_Game_IsClient then
2008 Exit;
2009 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then Exit;
2011 if gGameOn and FAlive then
2012 Kill(K_SIMPLEKILL, FUID, HIT_SELF);
2014 if FTeam = TEAM_RED then
2015 begin
2016 ChangeTeam(TEAM_BLUE);
2017 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_BLUE], [FName]), True);
2018 if g_Game_IsNet then
2019 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_BLUE, FName);
2020 end
2021 else
2022 begin
2023 ChangeTeam(TEAM_RED);
2024 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_RED], [FName]), True);
2025 if g_Game_IsNet then
2026 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_RED, FName);
2027 end;
2028 FPreferredTeam := FTeam;
2029 end;
2031 procedure TPlayer.ChangeTeam(Team: Byte);
2032 var
2033 OldTeam: Byte;
2034 begin
2035 OldTeam := FTeam;
2036 FTeam := Team;
2037 case Team of
2038 TEAM_RED, TEAM_BLUE:
2039 FModel.Color := TEAMCOLOR[Team];
2040 else
2041 FModel.Color := FColor;
2042 end;
2043 if (FTeam <> OldTeam) and g_Game_IsNet and g_Game_IsServer then
2044 MH_SEND_PlayerStats(FUID);
2045 end;
2048 procedure TPlayer.CollideItem();
2049 var
2050 i: Integer;
2051 r: Boolean;
2052 begin
2053 if gItems = nil then Exit;
2054 if not FAlive then Exit;
2056 for i := 0 to High(gItems) do
2057 with gItems[i] do
2058 begin
2059 if (ItemType <> ITEM_NONE) and alive then
2060 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
2061 PLAYER_RECT.Height, @Obj) then
2062 begin
2063 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
2065 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
2066 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
2067 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
2068 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
2069 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
2071 // Надо убрать с карты, если это не ключ, которым нужно поделится с другим игроком:
2072 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
2073 (gGameSettings.GameType = GT_SINGLE) and
2074 (g_Player_GetCount() > 1)) then
2075 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
2076 end;
2077 end;
2078 end;
2081 function TPlayer.CollideLevel(XInc, YInc: Integer): Boolean;
2082 begin
2083 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
2084 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_WALL,
2085 False);
2086 end;
2088 constructor TPlayer.Create();
2089 begin
2090 viewPortX := 0;
2091 viewPortY := 0;
2092 viewPortW := 0;
2093 viewPortH := 0;
2094 mEDamageType := HIT_SOME;
2096 FIamBot := False;
2097 FDummy := False;
2098 FSpawned := False;
2100 FSawSound := TPlayableSound.Create();
2101 FSawSoundIdle := TPlayableSound.Create();
2102 FSawSoundHit := TPlayableSound.Create();
2103 FSawSoundSelect := TPlayableSound.Create();
2104 FFlameSoundOn := TPlayableSound.Create();
2105 FFlameSoundOff := TPlayableSound.Create();
2106 FFlameSoundWork := TPlayableSound.Create();
2107 FJetSoundFly := TPlayableSound.Create();
2108 FJetSoundOn := TPlayableSound.Create();
2109 FJetSoundOff := TPlayableSound.Create();
2111 FSawSound.SetByName('SOUND_WEAPON_FIRESAW');
2112 FSawSoundIdle.SetByName('SOUND_WEAPON_IDLESAW');
2113 FSawSoundHit.SetByName('SOUND_WEAPON_HITSAW');
2114 FSawSoundSelect.SetByName('SOUND_WEAPON_SELECTSAW');
2115 FFlameSoundOn.SetByName('SOUND_WEAPON_FLAMEON');
2116 FFlameSoundOff.SetByName('SOUND_WEAPON_FLAMEOFF');
2117 FFlameSoundWork.SetByName('SOUND_WEAPON_FLAMEWORK');
2118 FJetSoundFly.SetByName('SOUND_PLAYER_JETFLY');
2119 FJetSoundOn.SetByName('SOUND_PLAYER_JETON');
2120 FJetSoundOff.SetByName('SOUND_PLAYER_JETOFF');
2122 FSpectatePlayer := -1;
2123 FClientID := -1;
2124 FPing := 0;
2125 FLoss := 0;
2126 FSavedStateNum := -1;
2127 FShellTimer := -1;
2128 FFireTime := 0;
2129 FFirePainTime := 0;
2130 FFireAttacker := 0;
2131 FHandicap := 100;
2132 FCorpse := -1;
2134 FActualModelName := 'doomer';
2136 g_Obj_Init(@FObj);
2137 FObj.Rect := PLAYER_RECT;
2139 FBFGFireCounter := -1;
2140 FJustTeleported := False;
2141 FNetTime := 0;
2143 FWaitForFirstSpawn := false;
2145 resetWeaponQueue();
2146 end;
2148 procedure TPlayer.positionChanged (); inline;
2149 begin
2150 end;
2152 procedure TPlayer.doDamage (v: Integer);
2153 begin
2154 if (v <= 0) then exit;
2155 if (v > 32767) then v := 32767;
2156 Damage(v, 0, 0, 0, mEDamageType);
2157 end;
2159 procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte);
2160 var
2161 c: Word;
2162 begin
2163 if (not g_Game_IsClient) and (not FAlive) then
2164 Exit;
2166 FLastHit := t;
2168 // Неуязвимость не спасает от ловушек:
2169 if ((t = HIT_TRAP) or (t = HIT_SELF)) and (not FGodMode) then
2170 begin
2171 if not g_Game_IsClient then
2172 begin
2173 FArmor := 0;
2174 if t = HIT_TRAP then
2175 begin
2176 // Ловушка убивает сразу:
2177 FHealth := -100;
2178 Kill(K_EXTRAHARDKILL, SpawnerUID, t);
2179 end;
2180 if t = HIT_SELF then
2181 begin
2182 // Самоубийство:
2183 FHealth := 0;
2184 Kill(K_SIMPLEKILL, SpawnerUID, t);
2185 end;
2186 end;
2187 // Обнулить действия примочек, чтобы фон пропал
2188 FMegaRulez[MR_SUIT] := 0;
2189 FMegaRulez[MR_INVUL] := 0;
2190 FMegaRulez[MR_INVIS] := 0;
2191 FSpawnInvul := 0;
2192 FBerserk := 0;
2193 end;
2195 // Но от остального спасает:
2196 if FMegaRulez[MR_INVUL] >= gTime then
2197 Exit;
2199 // Чит-код "ГОРЕЦ":
2200 if FGodMode then
2201 Exit;
2203 // Если есть урон своим, или ранил сам себя, или тебя ранил противник:
2204 if LongBool(gGameSettings.Options and GAME_OPTION_TEAMDAMAGE) or
2205 (SpawnerUID = FUID) or
2206 (not SameTeam(FUID, SpawnerUID)) then
2207 begin
2208 FLastSpawnerUID := SpawnerUID;
2210 // Кровь (пузырьки, если в воде):
2211 if gBloodCount > 0 then
2212 begin
2213 c := Min(value, 200)*gBloodCount + Random(Min(value, 200) div 2);
2214 if value div 4 <= c then
2215 c := c - (value div 4)
2216 else
2217 c := 0;
2219 if (t = HIT_SOME) and (vx = 0) and (vy = 0) then
2220 MakeBloodSimple(c)
2221 else
2222 case t of
2223 HIT_TRAP, HIT_ACID, HIT_FLAME, HIT_SELF: MakeBloodSimple(c);
2224 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, vx, vy);
2225 end;
2227 if t = HIT_WATER then
2228 begin
2229 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
2230 FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
2231 if Random(2) = 0
2232 then g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
2233 else g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
2234 end;
2235 end;
2237 // Буфер урона:
2238 if FAlive then
2239 Inc(FDamageBuffer, value);
2241 // Вспышка боли:
2242 if gFlash <> 0 then
2243 FPain := FPain + value;
2244 end;
2246 if g_Game_IsServer and g_Game_IsNet then
2247 begin
2248 MH_SEND_PlayerDamage(FUID, t, SpawnerUID, value, vx, vy);
2249 MH_SEND_PlayerStats(FUID);
2250 MH_SEND_PlayerPos(False, FUID);
2251 end;
2252 end;
2254 function TPlayer.Heal(value: Word; Soft: Boolean): Boolean;
2255 begin
2256 Result := False;
2257 if g_Game_IsClient then
2258 Exit;
2259 if not FAlive then
2260 Exit;
2262 if Soft and (FHealth < PLAYER_HP_SOFT) then
2263 begin
2264 IncMax(FHealth, value, PLAYER_HP_SOFT);
2265 Result := True;
2266 end;
2267 if (not Soft) and (FHealth < PLAYER_HP_LIMIT) then
2268 begin
2269 IncMax(FHealth, value, PLAYER_HP_LIMIT);
2270 Result := True;
2271 end;
2273 if Result and g_Game_IsServer and g_Game_IsNet then
2274 MH_SEND_PlayerStats(FUID);
2275 end;
2277 destructor TPlayer.Destroy();
2278 begin
2279 if (gPlayer1 <> nil) and (gPlayer1.FUID = FUID) then
2280 gPlayer1 := nil;
2281 if (gPlayer2 <> nil) and (gPlayer2.FUID = FUID) then
2282 gPlayer2 := nil;
2284 FSawSound.Free();
2285 FSawSoundIdle.Free();
2286 FSawSoundHit.Free();
2287 FSawSoundSelect.Free();
2288 FFlameSoundOn.Free();
2289 FFlameSoundOff.Free();
2290 FFlameSoundWork.Free();
2291 FJetSoundFly.Free();
2292 FJetSoundOn.Free();
2293 FJetSoundOff.Free();
2294 FModel.Free();
2295 if FPunchAnim <> nil then
2296 FPunchAnim.Free();
2298 inherited;
2299 end;
2301 procedure TPlayer.DoPunch();
2302 var
2303 id: DWORD;
2304 st: String;
2305 begin
2306 if FPunchAnim <> nil then begin
2307 FPunchAnim.reset();
2308 FPunchAnim.Free;
2309 FPunchAnim := nil;
2310 end;
2311 st := 'FRAMES_PUNCH';
2312 if R_BERSERK in FRulez then
2313 st := st + '_BERSERK';
2314 if FKeys[KEY_UP].Pressed then
2315 st := st + '_UP'
2316 else if FKeys[KEY_DOWN].Pressed then
2317 st := st + '_DN';
2318 g_Frames_Get(id, st);
2319 FPunchAnim := TAnimation.Create(id, False, 1);
2320 end;
2322 procedure TPlayer.Fire();
2323 var
2324 f, DidFire: Boolean;
2325 wx, wy, xd, yd: Integer;
2326 locobj: TObj;
2327 begin
2328 if g_Game_IsClient then Exit;
2329 // FBFGFireCounter - время перед выстрелом (для BFG)
2330 // FReloading - время после выстрела (для всего)
2332 if FSpectator then
2333 begin
2334 Respawn(False);
2335 Exit;
2336 end;
2338 if FReloading[FCurrWeap] <> 0 then Exit;
2340 DidFire := False;
2342 f := False;
2343 wx := FObj.X+WEAPONPOINT[FDirection].X;
2344 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
2345 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
2346 yd := wy+firediry();
2348 case FCurrWeap of
2349 WEAPON_KASTET:
2350 begin
2351 DoPunch();
2352 if R_BERSERK in FRulez then
2353 begin
2354 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2355 locobj.X := FObj.X+FObj.Rect.X;
2356 locobj.Y := FObj.Y+FObj.Rect.Y;
2357 locobj.rect.X := 0;
2358 locobj.rect.Y := 0;
2359 locobj.rect.Width := 39;
2360 locobj.rect.Height := 52;
2361 locobj.Vel.X := (xd-wx) div 2;
2362 locobj.Vel.Y := (yd-wy) div 2;
2363 locobj.Accel.X := xd-wx;
2364 locobj.Accel.y := yd-wy;
2366 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
2367 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
2368 else
2369 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
2371 if (gFlash = 1) and (FPain < 50) then FPain := min(FPain + 25, 50);
2372 end
2373 else
2374 begin
2375 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
2376 end;
2378 DidFire := True;
2379 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2380 end;
2382 WEAPON_SAW:
2383 begin
2384 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2385 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
2386 begin
2387 FSawSoundSelect.Stop();
2388 FSawSound.Stop();
2389 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
2390 end
2391 else if not FSawSoundHit.IsPlaying() then
2392 begin
2393 FSawSoundSelect.Stop();
2394 FSawSound.PlayAt(FObj.X, FObj.Y);
2395 end;
2397 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2398 DidFire := True;
2399 f := True;
2400 end;
2402 WEAPON_PISTOL:
2403 if FAmmo[A_BULLETS] > 0 then
2404 begin
2405 g_Weapon_pistol(wx, wy, xd, yd, FUID);
2406 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2407 Dec(FAmmo[A_BULLETS]);
2408 FFireAngle := FAngle;
2409 f := True;
2410 DidFire := True;
2411 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2412 GameVelX, GameVelY-2, SHELL_BULLET);
2413 end;
2415 WEAPON_SHOTGUN1:
2416 if FAmmo[A_SHELLS] > 0 then
2417 begin
2418 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2419 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
2420 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2421 Dec(FAmmo[A_SHELLS]);
2422 FFireAngle := FAngle;
2423 f := True;
2424 DidFire := True;
2425 FShellTimer := 10;
2426 FShellType := SHELL_SHELL;
2427 end;
2429 WEAPON_SHOTGUN2:
2430 if FAmmo[A_SHELLS] >= 2 then
2431 begin
2432 g_Weapon_dshotgun(wx, wy, xd, yd, FUID);
2433 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2434 Dec(FAmmo[A_SHELLS], 2);
2435 FFireAngle := FAngle;
2436 f := True;
2437 DidFire := True;
2438 FShellTimer := 13;
2439 FShellType := SHELL_DBLSHELL;
2440 end;
2442 WEAPON_CHAINGUN:
2443 if FAmmo[A_BULLETS] > 0 then
2444 begin
2445 g_Weapon_mgun(wx, wy, xd, yd, FUID);
2446 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
2447 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2448 Dec(FAmmo[A_BULLETS]);
2449 FFireAngle := FAngle;
2450 f := True;
2451 DidFire := True;
2452 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2453 GameVelX, GameVelY-2, SHELL_BULLET);
2454 end;
2456 WEAPON_ROCKETLAUNCHER:
2457 if FAmmo[A_ROCKETS] > 0 then
2458 begin
2459 g_Weapon_rocket(wx, wy, xd, yd, FUID);
2460 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2461 Dec(FAmmo[A_ROCKETS]);
2462 FFireAngle := FAngle;
2463 f := True;
2464 DidFire := True;
2465 end;
2467 WEAPON_PLASMA:
2468 if FAmmo[A_CELLS] > 0 then
2469 begin
2470 g_Weapon_plasma(wx, wy, xd, yd, FUID);
2471 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2472 Dec(FAmmo[A_CELLS]);
2473 FFireAngle := FAngle;
2474 f := True;
2475 DidFire := True;
2476 end;
2478 WEAPON_BFG:
2479 if (FAmmo[A_CELLS] >= 40) and (FBFGFireCounter = -1) then
2480 begin
2481 FBFGFireCounter := 17;
2482 if not FNoReload then
2483 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj.X, FObj.Y);
2484 Dec(FAmmo[A_CELLS], 40);
2485 DidFire := True;
2486 end;
2488 WEAPON_SUPERPULEMET:
2489 if FAmmo[A_SHELLS] > 0 then
2490 begin
2491 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2492 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
2493 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2494 Dec(FAmmo[A_SHELLS]);
2495 FFireAngle := FAngle;
2496 f := True;
2497 DidFire := True;
2498 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2499 GameVelX, GameVelY-2, SHELL_SHELL);
2500 end;
2502 WEAPON_FLAMETHROWER:
2503 if FAmmo[A_FUEL] > 0 then
2504 begin
2505 g_Weapon_flame(wx, wy, xd, yd, FUID);
2506 FlamerOn;
2507 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2508 Dec(FAmmo[A_FUEL]);
2509 FFireAngle := FAngle;
2510 f := True;
2511 DidFire := True;
2512 end
2513 else
2514 begin
2515 FlamerOff;
2516 if g_Game_IsNet and g_Game_IsServer then MH_SEND_PlayerStats(FUID);
2517 end;
2518 end;
2520 if g_Game_IsNet then
2521 begin
2522 if DidFire then
2523 begin
2524 if FCurrWeap <> WEAPON_BFG then
2525 MH_SEND_PlayerFire(FUID, FCurrWeap, wx, wy, xd, yd, LastShotID)
2526 else
2527 if not FNoReload then
2528 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_WEAPON_STARTFIREBFG');
2529 end;
2531 MH_SEND_PlayerStats(FUID);
2532 end;
2534 if not f then Exit;
2536 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
2537 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
2538 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
2539 end;
2541 function TPlayer.GetAmmoByWeapon(Weapon: Byte): Word;
2542 begin
2543 case Weapon of
2544 WEAPON_PISTOL, WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS];
2545 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS];
2546 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS];
2547 WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS];
2548 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL];
2549 else Result := 0;
2550 end;
2551 end;
2553 function TPlayer.HeadInLiquid(XInc, YInc: Integer): Boolean;
2554 begin
2555 Result := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X+XInc, FObj.Y+PLAYER_HEADRECT.Y+YInc,
2556 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
2557 PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, True);
2558 end;
2560 procedure TPlayer.FlamerOn;
2561 begin
2562 FFlameSoundOff.Stop();
2563 FFlameSoundOff.SetPosition(0);
2564 if FFlaming then
2565 begin
2566 if (not FFlameSoundOn.IsPlaying()) and (not FFlameSoundWork.IsPlaying()) then
2567 FFlameSoundWork.PlayAt(FObj.X, FObj.Y);
2568 end
2569 else
2570 begin
2571 FFlameSoundOn.PlayAt(FObj.X, FObj.Y);
2572 FFlaming := True;
2573 end;
2574 end;
2576 procedure TPlayer.FlamerOff;
2577 begin
2578 if FFlaming then
2579 begin
2580 FFlameSoundOn.Stop();
2581 FFlameSoundOn.SetPosition(0);
2582 FFlameSoundWork.Stop();
2583 FFlameSoundWork.SetPosition(0);
2584 FFlameSoundOff.PlayAt(FObj.X, FObj.Y);
2585 FFlaming := False;
2586 end;
2587 end;
2589 procedure TPlayer.JetpackOn;
2590 begin
2591 FJetSoundFly.Stop;
2592 FJetSoundOff.Stop;
2593 FJetSoundOn.SetPosition(0);
2594 FJetSoundOn.PlayAt(FObj.X, FObj.Y);
2595 FlySmoke(8);
2596 end;
2598 procedure TPlayer.JetpackOff;
2599 begin
2600 FJetSoundFly.Stop;
2601 FJetSoundOn.Stop;
2602 FJetSoundOff.SetPosition(0);
2603 FJetSoundOff.PlayAt(FObj.X, FObj.Y);
2604 end;
2606 procedure TPlayer.CatchFire(Attacker: Word; Timeout: Integer = PLAYER_BURN_TIME);
2607 begin
2608 if Timeout <= 0 then
2609 exit;
2610 if (FMegaRulez[MR_SUIT] > gTime) or (FMegaRulez[MR_INVUL] > gTime) then
2611 exit; // Не загораемся когда есть защита
2612 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2) then
2613 exit; // Не подгораем в воде на всякий случай
2614 if FFireTime <= 0 then
2615 g_Sound_PlayExAt('SOUND_IGNITE', FObj.X, FObj.Y);
2616 FFireTime := Timeout;
2617 FFireAttacker := Attacker;
2618 if g_Game_IsNet and g_Game_IsServer then
2619 MH_SEND_PlayerStats(FUID);
2620 end;
2622 procedure TPlayer.Jump();
2623 begin
2624 if gFly or FJetpack then
2625 begin
2626 // Полет (чит-код или джетпак):
2627 if FObj.Vel.Y > -VEL_FLY then
2628 FObj.Vel.Y := FObj.Vel.Y - 3;
2629 if FJetpack then
2630 begin
2631 if FJetFuel > 0 then
2632 Dec(FJetFuel);
2633 if (FJetFuel < 1) and g_Game_IsServer then
2634 begin
2635 FJetpack := False;
2636 JetpackOff;
2637 if g_Game_IsNet then
2638 MH_SEND_PlayerStats(FUID);
2639 end;
2640 end;
2641 Exit;
2642 end;
2644 // Не включать джетпак в режиме прохождения сквозь стены
2645 if FGhost then
2646 FCanJetpack := False;
2648 // Прыгаем или всплываем:
2649 if (CollideLevel(0, 1) or
2650 g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y+36, PLAYER_RECT.Width,
2651 PLAYER_RECT.Height-33, PANEL_STEP, False)
2652 ) and (FObj.Accel.Y = 0) then // Не прыгать, если есть вертикальное ускорение
2653 begin
2654 FObj.Vel.Y := -VEL_JUMP;
2655 FCanJetpack := False;
2656 end
2657 else
2658 begin
2659 if BodyInLiquid(0, 0) then
2660 FObj.Vel.Y := -VEL_SW
2661 else if (FJetFuel > 0) and FCanJetpack and
2662 g_Game_IsServer and (not g_Obj_CollideLiquid(@FObj, 0, 0)) then
2663 begin
2664 FJetpack := True;
2665 JetpackOn;
2666 if g_Game_IsNet then
2667 MH_SEND_PlayerStats(FUID);
2668 end;
2669 end;
2670 end;
2672 procedure TPlayer.Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
2673 var
2674 a, i, k, ab, ar: Byte;
2675 s: String;
2676 mon: TMonster;
2677 plr: TPlayer;
2678 srv, netsrv: Boolean;
2679 DoFrags: Boolean;
2680 OldLR: Byte;
2681 KP: TPlayer;
2682 it: PItem;
2684 procedure PushItem(t: Byte);
2685 var
2686 id: DWORD;
2687 begin
2688 id := g_Items_Create(FObj.X, FObj.Y, t, True, False);
2689 it := g_Items_ByIdx(id);
2690 if KillType = K_EXTRAHARDKILL then // -7..+7; -8..0
2691 begin
2692 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-7+Random(15),
2693 (FObj.Vel.Y div 2)-Random(9));
2694 it.positionChanged(); // this updates spatial accelerators
2695 end
2696 else
2697 begin
2698 if KillType = K_HARDKILL then // -5..+5; -5..0
2699 begin
2700 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-5+Random(11),
2701 (FObj.Vel.Y div 2)-Random(6));
2702 end
2703 else // -3..+3; -3..0
2704 begin
2705 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-3+Random(7),
2706 (FObj.Vel.Y div 2)-Random(4));
2707 end;
2708 it.positionChanged(); // this updates spatial accelerators
2709 end;
2711 if g_Game_IsNet and g_Game_IsServer then
2712 MH_SEND_ItemSpawn(True, id);
2713 end;
2715 begin
2716 DoFrags := (gGameSettings.MaxLives = 0) or (gGameSettings.GameMode = GM_COOP);
2717 Srv := g_Game_IsServer;
2718 Netsrv := g_Game_IsServer and g_Game_IsNet;
2719 if Srv then FDeath := FDeath + 1;
2720 if FAlive then
2721 begin
2722 if FGhost then
2723 FGhost := False;
2724 if not FPhysics then
2725 FPhysics := True;
2726 FAlive := False;
2727 end;
2728 FShellTimer := -1;
2730 if (gGameSettings.MaxLives > 0) and Srv and (gLMSRespawn = LMS_RESPAWN_NONE) then
2731 begin
2732 if FLives > 0 then FLives := FLives - 1;
2733 if FLives = 0 then FNoRespawn := True;
2734 end;
2736 // Номер типа смерти:
2737 a := 1;
2738 case KillType of
2739 K_SIMPLEKILL: a := 1;
2740 K_HARDKILL: a := 2;
2741 K_EXTRAHARDKILL: a := 3;
2742 K_FALLKILL: a := 4;
2743 end;
2745 // Звук смерти:
2746 if not FModel.PlaySound(MODELSOUND_DIE, a, FObj.X, FObj.Y) then
2747 for i := 1 to 3 do
2748 if FModel.PlaySound(MODELSOUND_DIE, i, FObj.X, FObj.Y) then
2749 Break;
2751 // Время респауна:
2752 if Srv then
2753 case KillType of
2754 K_SIMPLEKILL:
2755 FTime[T_RESPAWN] := gTime + TIME_RESPAWN1;
2756 K_HARDKILL:
2757 FTime[T_RESPAWN] := gTime + TIME_RESPAWN2;
2758 K_EXTRAHARDKILL, K_FALLKILL:
2759 FTime[T_RESPAWN] := gTime + TIME_RESPAWN3;
2760 end;
2762 // Переключаем состояние:
2763 case KillType of
2764 K_SIMPLEKILL:
2765 SetAction(A_DIE1);
2766 K_HARDKILL, K_EXTRAHARDKILL:
2767 SetAction(A_DIE2);
2768 end;
2770 // Реакция монстров на смерть игрока:
2771 if (KillType <> K_FALLKILL) and (Srv) then
2772 g_Monsters_killedp();
2774 if SpawnerUID = FUID then
2775 begin // Самоубился
2776 if Srv then
2777 begin
2778 if gGameSettings.GameMode = GM_TDM then
2779 Dec(gTeamStat[FTeam].Score);
2780 if DoFrags or (gGameSettings.GameMode = GM_TDM) then
2781 begin
2782 Dec(FFrags);
2783 FLastFrag := 0;
2784 end;
2785 end;
2786 g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
2787 end
2788 else
2789 if g_GetUIDType(SpawnerUID) = UID_PLAYER then
2790 begin // Убит другим игроком
2791 KP := g_Player_Get(SpawnerUID);
2792 if (KP <> nil) and Srv then
2793 begin
2794 if (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
2795 if SameTeam(FUID, SpawnerUID) then
2796 begin
2797 Dec(KP.FFrags);
2798 KP.FLastFrag := 0;
2799 end else
2800 begin
2801 Inc(KP.FFrags);
2802 KP.FragCombo();
2803 end;
2805 if (gGameSettings.GameMode = GM_TDM) and DoFrags then
2806 Inc(gTeamStat[KP.Team].Score,
2807 IfThen(SameTeam(FUID, SpawnerUID), -1, 1));
2809 if netsrv then MH_SEND_PlayerStats(SpawnerUID);
2810 end;
2812 plr := g_Player_Get(SpawnerUID);
2813 if plr = nil then
2814 s := '?'
2815 else
2816 s := plr.FName;
2818 case KillType of
2819 K_HARDKILL:
2820 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
2821 [FName, s]),
2822 gShowKillMsg);
2823 K_EXTRAHARDKILL:
2824 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
2825 [FName, s]),
2826 gShowKillMsg);
2827 else
2828 g_Console_Add(Format(_lc[I_PLAYER_KILL],
2829 [FName, s]),
2830 gShowKillMsg);
2831 end;
2832 end
2833 else if g_GetUIDType(SpawnerUID) = UID_MONSTER then
2834 begin // Убит монстром
2835 mon := g_Monsters_ByUID(SpawnerUID);
2836 if mon = nil then
2837 s := '?'
2838 else
2839 s := g_Mons_GetKilledByTypeId(mon.MonsterType);
2841 case KillType of
2842 K_HARDKILL:
2843 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
2844 [FName, s]),
2845 gShowKillMsg);
2846 K_EXTRAHARDKILL:
2847 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
2848 [FName, s]),
2849 gShowKillMsg);
2850 else
2851 g_Console_Add(Format(_lc[I_PLAYER_KILL],
2852 [FName, s]),
2853 gShowKillMsg);
2854 end;
2855 end
2856 else // Особые типы смерти
2857 case t of
2858 HIT_DISCON: ;
2859 HIT_SELF: g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
2860 HIT_FALL: g_Console_Add(Format(_lc[I_PLAYER_KILL_FALL], [FName]), True);
2861 HIT_WATER: g_Console_Add(Format(_lc[I_PLAYER_KILL_WATER], [FName]), True);
2862 HIT_ACID: g_Console_Add(Format(_lc[I_PLAYER_KILL_ACID], [FName]), True);
2863 HIT_TRAP: g_Console_Add(Format(_lc[I_PLAYER_KILL_TRAP], [FName]), True);
2864 else g_Console_Add(Format(_lc[I_PLAYER_DIED], [FName]), True);
2865 end;
2867 if Srv then
2868 begin
2869 // Выброс оружия:
2870 for a := WP_FIRST to WP_LAST do
2871 if FWeapon[a] then
2872 begin
2873 case a of
2874 WEAPON_SAW: i := ITEM_WEAPON_SAW;
2875 WEAPON_SHOTGUN1: i := ITEM_WEAPON_SHOTGUN1;
2876 WEAPON_SHOTGUN2: i := ITEM_WEAPON_SHOTGUN2;
2877 WEAPON_CHAINGUN: i := ITEM_WEAPON_CHAINGUN;
2878 WEAPON_ROCKETLAUNCHER: i := ITEM_WEAPON_ROCKETLAUNCHER;
2879 WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA;
2880 WEAPON_BFG: i := ITEM_WEAPON_BFG;
2881 WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET;
2882 WEAPON_FLAMETHROWER: i := ITEM_WEAPON_FLAMETHROWER;
2883 else i := 0;
2884 end;
2886 if i <> 0 then
2887 PushItem(i);
2888 end;
2890 // Выброс рюкзака:
2891 if R_ITEM_BACKPACK in FRulez then
2892 PushItem(ITEM_AMMO_BACKPACK);
2894 // Выброс ракетного ранца:
2895 if FJetFuel > 0 then
2896 PushItem(ITEM_JETPACK);
2898 // Выброс ключей:
2899 if (not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) or
2900 (not LongBool(gGameSettings.Options and GAME_OPTION_DMKEYS)) then
2901 begin
2902 if R_KEY_RED in FRulez then
2903 PushItem(ITEM_KEY_RED);
2905 if R_KEY_GREEN in FRulez then
2906 PushItem(ITEM_KEY_GREEN);
2908 if R_KEY_BLUE in FRulez then
2909 PushItem(ITEM_KEY_BLUE);
2910 end;
2912 // Выброс флага:
2913 DropFlag(KillType = K_FALLKILL);
2914 end;
2916 FCorpse := g_Player_CreateCorpse(Self);
2918 if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and
2919 (gLMSRespawn = LMS_RESPAWN_NONE) then
2920 begin
2921 a := 0;
2922 k := 0;
2923 ar := 0;
2924 ab := 0;
2925 for i := Low(gPlayers) to High(gPlayers) do
2926 begin
2927 if gPlayers[i] = nil then continue;
2928 if (not gPlayers[i].FNoRespawn) and (not gPlayers[i].FSpectator) then
2929 begin
2930 Inc(a);
2931 if gPlayers[i].FTeam = TEAM_RED then Inc(ar)
2932 else if gPlayers[i].FTeam = TEAM_BLUE then Inc(ab);
2933 k := i;
2934 end;
2935 end;
2937 OldLR := gLMSRespawn;
2938 if (gGameSettings.GameMode = GM_COOP) then
2939 begin
2940 if (a = 0) then
2941 begin
2942 // everyone is dead, restart the map
2943 g_Game_Message(_lc[I_MESSAGE_LMS_LOSE], 144);
2944 if Netsrv then
2945 MH_SEND_GameEvent(NET_EV_LMS_LOSE);
2946 gLMSRespawn := LMS_RESPAWN_FINAL;
2947 gLMSRespawnTime := gTime + 5000;
2948 end
2949 else if (a = 1) then
2950 begin
2951 if (gPlayers[k] <> nil) and not (gPlayers[k] is TBot) then
2952 if (gPlayers[k] = gPlayer1) or
2953 (gPlayers[k] = gPlayer2) then
2954 g_Console_Add('*** ' + _lc[I_MESSAGE_LMS_SURVIVOR] + ' ***', True)
2955 else if Netsrv and (gPlayers[k].FClientID >= 0) then
2956 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR, 0, 'N', gPlayers[k].FClientID);
2957 end;
2958 end
2959 else if (gGameSettings.GameMode = GM_TDM) then
2960 begin
2961 if (ab = 0) and (ar <> 0) then
2962 begin
2963 // blu team ded
2964 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_RED])]), 144);
2965 if Netsrv then
2966 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_RED);
2967 Inc(gTeamStat[TEAM_RED].Score);
2968 gLMSRespawn := LMS_RESPAWN_FINAL;
2969 gLMSRespawnTime := gTime + 5000;
2970 end
2971 else if (ar = 0) and (ab <> 0) then
2972 begin
2973 // red team ded
2974 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_BLUE])]), 144);
2975 if Netsrv then
2976 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_BLUE);
2977 Inc(gTeamStat[TEAM_BLUE].Score);
2978 gLMSRespawn := LMS_RESPAWN_FINAL;
2979 gLMSRespawnTime := gTime + 5000;
2980 end
2981 else if (ar = 0) and (ab = 0) then
2982 begin
2983 // everyone ded
2984 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
2985 if Netsrv then
2986 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
2987 gLMSRespawn := LMS_RESPAWN_FINAL;
2988 gLMSRespawnTime := gTime + 5000;
2989 end;
2990 end
2991 else if (gGameSettings.GameMode = GM_DM) then
2992 begin
2993 if (a = 1) then
2994 begin
2995 if gPlayers[k] <> nil then
2996 with gPlayers[k] do
2997 begin
2998 // survivor is the winner
2999 g_Game_Message(Format(_lc[I_MESSAGE_LMS_WIN], [AnsiUpperCase(FName)]), 144);
3000 if Netsrv then
3001 MH_SEND_GameEvent(NET_EV_LMS_WIN, 0, FName);
3002 Inc(FFrags);
3003 end;
3004 gLMSRespawn := LMS_RESPAWN_FINAL;
3005 gLMSRespawnTime := gTime + 5000;
3006 end
3007 else if (a = 0) then
3008 begin
3009 // everyone is dead, restart the map
3010 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3011 if Netsrv then
3012 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3013 gLMSRespawn := LMS_RESPAWN_FINAL;
3014 gLMSRespawnTime := gTime + 5000;
3015 end;
3016 end;
3017 if srv and (OldLR = LMS_RESPAWN_NONE) and (gLMSRespawn > LMS_RESPAWN_NONE) then
3018 begin
3019 if NetMode = NET_SERVER then
3020 MH_SEND_GameEvent(NET_EV_LMS_WARMUP, gLMSRespawnTime - gTime)
3021 else
3022 g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [(gLMSRespawnTime - gTime) div 1000]), True);
3023 end;
3024 end;
3026 if Netsrv then
3027 begin
3028 MH_SEND_PlayerStats(FUID);
3029 MH_SEND_PlayerDeath(FUID, KillType, t, SpawnerUID);
3030 if gGameSettings.GameMode = GM_TDM then MH_SEND_GameStats;
3031 end;
3033 if srv and FNoRespawn then Spectate(True);
3034 FWantsInGame := True;
3035 end;
3037 function TPlayer.BodyInLiquid(XInc, YInc: Integer): Boolean;
3038 begin
3039 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3040 PLAYER_RECT.Height-20, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, False);
3041 end;
3043 function TPlayer.BodyInAcid(XInc, YInc: Integer): Boolean;
3044 begin
3045 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3046 PLAYER_RECT.Height-20, PANEL_ACID1 or PANEL_ACID2, False);
3047 end;
3049 procedure TPlayer.MakeBloodSimple(Count: Word);
3050 var Blood: TModelBlood;
3051 begin
3052 Blood := SELF.FModel.GetBlood();
3053 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
3054 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3055 Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
3056 Blood.R, Blood.G, Blood.B, Blood.Kind);
3057 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
3058 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3059 Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
3060 Blood.R, Blood.G, Blood.B, Blood.Kind);
3061 end;
3063 procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
3064 var Blood: TModelBlood;
3065 begin
3066 Blood := SELF.FModel.GetBlood();
3067 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
3068 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3069 Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
3070 Blood.R, Blood.G, Blood.B, Blood.Kind);
3071 end;
3073 procedure TPlayer.ProcessWeaponAction(Action: Byte);
3074 begin
3075 if g_Game_IsClient then Exit;
3076 case Action of
3077 WP_PREV: PrevWeapon();
3078 WP_NEXT: NextWeapon();
3079 end;
3080 end;
3082 procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
3083 begin
3084 if g_Game_IsClient then Exit;
3085 if Weapon > High(FWeapon) then Exit;
3086 FNextWeap := FNextWeap or (1 shl Weapon);
3087 end;
3089 procedure TPlayer.resetWeaponQueue ();
3090 begin
3091 FNextWeap := 0;
3092 FNextWeapDelay := 0;
3093 end;
3095 function TPlayer.hasAmmoForWeapon (weapon: Byte): Boolean;
3096 begin
3097 result := false;
3098 case weapon of
3099 WEAPON_KASTET, WEAPON_SAW: result := true;
3100 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: result := (FAmmo[A_SHELLS] > 0);
3101 WEAPON_PISTOL, WEAPON_CHAINGUN: result := (FAmmo[A_BULLETS] > 0);
3102 WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
3103 WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
3104 WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
3105 else result := (weapon < length(FWeapon));
3106 end;
3107 end;
3109 function TPlayer.hasAmmoForShooting (weapon: Byte): Boolean;
3110 begin
3111 result := false;
3112 case weapon of
3113 WEAPON_KASTET, WEAPON_SAW: result := true;
3114 WEAPON_SHOTGUN1, WEAPON_SUPERPULEMET: result := (FAmmo[A_SHELLS] > 0);
3115 WEAPON_SHOTGUN2: result := (FAmmo[A_SHELLS] > 1);
3116 WEAPON_PISTOL, WEAPON_CHAINGUN: result := (FAmmo[A_BULLETS] > 0);
3117 WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
3118 WEAPON_PLASMA: result := (FAmmo[A_CELLS] > 0);
3119 WEAPON_BFG: result := (FAmmo[A_CELLS] >= 40);
3120 WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
3121 else result := (weapon < length(FWeapon));
3122 end;
3123 end;
3125 function TPlayer.shouldSwitch (weapon: Byte; hadWeapon: Boolean): Boolean;
3126 begin
3127 result := false;
3128 if (weapon > WP_LAST + 1) then
3129 begin
3130 result := false;
3131 exit;
3132 end;
3133 if (FWeapSwitchMode = 1) and not hadWeapon then
3134 result := true
3135 else if (FWeapSwitchMode = 2) then
3136 result := (FWeapPreferences[weapon] > FWeapPreferences[FCurrWeap]);
3137 end;
3139 // return 255 for "no switch"
3140 function TPlayer.getNextWeaponIndex (): Byte;
3141 var
3142 i: Word;
3143 wantThisWeapon: array[0..64] of Boolean;
3144 wwc: Integer = 0; //HACK!
3145 dir, cwi: Integer;
3146 begin
3147 result := 255; // default result: "no switch"
3148 //e_LogWriteFln('FSWITCHTOEMPTY: %s', [FSwitchToEmpty], TMsgType.Notify);
3149 // had weapon cycling on previous frame? remove that flag
3150 if (FNextWeap and $2000) <> 0 then
3151 begin
3152 FNextWeap := FNextWeap and $1FFF;
3153 FNextWeapDelay := 0;
3154 end;
3155 // cycling has priority
3156 if (FNextWeap and $C000) <> 0 then
3157 begin
3158 if (FNextWeap and $8000) <> 0 then
3159 dir := 1
3160 else
3161 dir := -1;
3162 FNextWeap := FNextWeap or $2000; // we need this
3163 if FNextWeapDelay > 0 then
3164 exit; // cooldown time
3165 cwi := FCurrWeap;
3166 for i := 0 to High(FWeapon) do
3167 begin
3168 cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
3169 if FWeapon[cwi] and maySwitch(cwi) then
3170 begin
3171 //e_LogWriteFln(' SWITCH: cur=%d; new=%d %s %s', [FCurrWeap, cwi, FSwitchToEmpty, hasAmmoForWeapon(cwi)], TMsgType.Notify);
3172 result := Byte(cwi);
3173 FNextWeapDelay := WEAPON_DELAY;
3174 exit;
3175 end;
3176 end;
3177 resetWeaponQueue();
3178 exit;
3179 end;
3180 // no cycling
3181 for i := 0 to High(wantThisWeapon) do
3182 wantThisWeapon[i] := false;
3183 for i := 0 to High(FWeapon) do
3184 if (FNextWeap and (1 shl i)) <> 0 then
3185 begin
3186 wantThisWeapon[i] := true;
3187 Inc(wwc);
3188 end;
3190 // exclude currently selected weapon from the set
3191 wantThisWeapon[FCurrWeap] := false;
3192 // slow down alterations a little
3193 if wwc > 1 then
3194 begin
3195 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3196 // more than one weapon requested, assume "alteration" and check alteration delay
3197 if FNextWeapDelay > 0 then
3198 begin
3199 FNextWeap := 0;
3200 exit;
3201 end; // yeah
3202 end;
3203 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3204 // but clear all counters if no weapon should be switched
3205 if wwc < 1 then
3206 begin
3207 resetWeaponQueue();
3208 exit;
3209 end;
3210 //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
3211 // try weapons in descending order
3212 for i := High(FWeapon) downto 0 do
3213 begin
3214 if wantThisWeapon[i] and FWeapon[i] and ((wwc = 1) or hasAmmoForWeapon(i)) then
3215 begin
3216 // i found her!
3217 result := Byte(i);
3218 resetWeaponQueue();
3219 FNextWeapDelay := WEAPON_DELAY * 2; // anyway, 'cause why not
3220 //e_LogWriteFln('FOUND %s %s %s', [result, FSwitchToEmpty, hasAmmoForWeapon(i)], TMsgType.Notify);
3221 exit;
3222 end;
3223 end;
3224 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3225 resetWeaponQueue();
3226 end;
3228 procedure TPlayer.RealizeCurrentWeapon();
3229 function switchAllowed (): Boolean;
3230 var
3231 i: Byte;
3232 begin
3233 result := false;
3234 if FBFGFireCounter <> -1 then
3235 exit;
3236 if FTime[T_SWITCH] > gTime then
3237 exit;
3238 for i := WP_FIRST to WP_LAST do
3239 if FReloading[i] > 0 then
3240 exit;
3241 result := true;
3242 end;
3244 var
3245 nw: Byte;
3246 begin
3247 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3248 //FNextWeap := FNextWeap and $1FFF;
3249 if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
3251 if not switchAllowed then
3252 begin
3253 //HACK for weapon cycling
3254 if (FNextWeap and $E000) <> 0 then FNextWeap := 0;
3255 exit;
3256 end;
3258 nw := getNextWeaponIndex();
3259 //
3260 if nw = 255 then exit; // don't reset anything here
3261 if nw > High(FWeapon) then
3262 begin
3263 // don't forget to reset queue here!
3264 //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
3265 resetWeaponQueue();
3266 exit;
3267 end;
3269 if FWeapon[nw] then
3270 begin
3271 FCurrWeap := nw;
3272 FTime[T_SWITCH] := gTime+156;
3273 if FCurrWeap = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3274 FModel.SetWeapon(FCurrWeap);
3275 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
3276 end;
3277 end;
3279 procedure TPlayer.NextWeapon();
3280 begin
3281 if g_Game_IsClient then Exit;
3282 FNextWeap := $8000;
3283 end;
3285 procedure TPlayer.PrevWeapon();
3286 begin
3287 if g_Game_IsClient then Exit;
3288 FNextWeap := $4000;
3289 end;
3291 procedure TPlayer.SetWeapon(W: Byte);
3292 begin
3293 if FCurrWeap <> W then
3294 if W = WEAPON_SAW then
3295 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3297 FCurrWeap := W;
3298 FModel.SetWeapon(CurrWeap);
3299 resetWeaponQueue();
3300 end;
3302 function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean;
3303 var
3304 a: Boolean;
3305 switchWeapon: Byte = 255;
3306 hadWeapon: Boolean = False;
3307 begin
3308 Result := False;
3309 if g_Game_IsClient then Exit;
3311 // a = true - место спавна предмета:
3312 a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and arespawn;
3313 remove := not a;
3314 case ItemType of
3315 ITEM_MEDKIT_SMALL:
3316 if (FHealth < PLAYER_HP_SOFT) or (FFireTime > 0) then
3317 begin
3318 if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
3319 Result := True;
3320 remove := True;
3321 FFireTime := 0;
3322 if gFlash = 2 then Inc(FPickup, 5);
3323 end;
3325 ITEM_MEDKIT_LARGE:
3326 if (FHealth < PLAYER_HP_SOFT) or (FFireTime > 0) then
3327 begin
3328 if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
3329 Result := True;
3330 remove := True;
3331 FFireTime := 0;
3332 if gFlash = 2 then Inc(FPickup, 5);
3333 end;
3335 ITEM_ARMOR_GREEN:
3336 if FArmor < PLAYER_AP_SOFT then
3337 begin
3338 FArmor := PLAYER_AP_SOFT;
3339 Result := True;
3340 remove := True;
3341 if gFlash = 2 then Inc(FPickup, 5);
3342 end;
3344 ITEM_ARMOR_BLUE:
3345 if FArmor < PLAYER_AP_LIMIT then
3346 begin
3347 FArmor := PLAYER_AP_LIMIT;
3348 Result := True;
3349 remove := True;
3350 if gFlash = 2 then Inc(FPickup, 5);
3351 end;
3353 ITEM_SPHERE_BLUE:
3354 if (FHealth < PLAYER_HP_LIMIT) or (FFireTime > 0) then
3355 begin
3356 if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
3357 Result := True;
3358 remove := True;
3359 FFireTime := 0;
3360 if gFlash = 2 then Inc(FPickup, 5);
3361 end;
3363 ITEM_SPHERE_WHITE:
3364 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) or (FFireTime > 0) then
3365 begin
3366 if FHealth < PLAYER_HP_LIMIT then
3367 FHealth := PLAYER_HP_LIMIT;
3368 if FArmor < PLAYER_AP_LIMIT then
3369 FArmor := PLAYER_AP_LIMIT;
3370 Result := True;
3371 remove := True;
3372 FFireTime := 0;
3373 if gFlash = 2 then Inc(FPickup, 5);
3374 end;
3376 ITEM_WEAPON_SAW:
3377 if (not FWeapon[WEAPON_SAW]) or ((not arespawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
3378 begin
3379 hadWeapon := FWeapon[WEAPON_SAW];
3380 switchWeapon := WEAPON_SAW;
3381 FWeapon[WEAPON_SAW] := True;
3382 Result := True;
3383 if gFlash = 2 then Inc(FPickup, 5);
3384 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3385 end;
3387 ITEM_WEAPON_SHOTGUN1:
3388 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN1] then
3389 begin
3390 // Нужно, чтобы не взять все пули сразу:
3391 if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
3392 hadWeapon := FWeapon[WEAPON_SHOTGUN1];
3393 switchWeapon := WEAPON_SHOTGUN1;
3394 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3395 FWeapon[WEAPON_SHOTGUN1] := True;
3396 Result := True;
3397 if gFlash = 2 then Inc(FPickup, 5);
3398 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3399 end;
3401 ITEM_WEAPON_SHOTGUN2:
3402 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
3403 begin
3404 if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
3405 hadWeapon := FWeapon[WEAPON_SHOTGUN2];
3406 switchWeapon := WEAPON_SHOTGUN2;
3407 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3408 FWeapon[WEAPON_SHOTGUN2] := True;
3409 Result := True;
3410 if gFlash = 2 then Inc(FPickup, 5);
3411 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3412 end;
3414 ITEM_WEAPON_CHAINGUN:
3415 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
3416 begin
3417 if a and FWeapon[WEAPON_CHAINGUN] then Exit;
3418 hadWeapon := FWeapon[WEAPON_CHAINGUN];
3419 switchWeapon := WEAPON_CHAINGUN;
3420 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3421 FWeapon[WEAPON_CHAINGUN] := True;
3422 Result := True;
3423 if gFlash = 2 then Inc(FPickup, 5);
3424 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3425 end;
3427 ITEM_WEAPON_ROCKETLAUNCHER:
3428 if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
3429 begin
3430 if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
3431 switchWeapon := WEAPON_ROCKETLAUNCHER;
3432 hadWeapon := FWeapon[WEAPON_ROCKETLAUNCHER];
3433 IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
3434 FWeapon[WEAPON_ROCKETLAUNCHER] := True;
3435 Result := True;
3436 if gFlash = 2 then Inc(FPickup, 5);
3437 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3438 end;
3440 ITEM_WEAPON_PLASMA:
3441 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
3442 begin
3443 if a and FWeapon[WEAPON_PLASMA] then Exit;
3444 switchWeapon := WEAPON_PLASMA;
3445 hadWeapon := FWeapon[WEAPON_PLASMA];
3446 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3447 FWeapon[WEAPON_PLASMA] := True;
3448 Result := True;
3449 if gFlash = 2 then Inc(FPickup, 5);
3450 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3451 end;
3453 ITEM_WEAPON_BFG:
3454 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
3455 begin
3456 if a and FWeapon[WEAPON_BFG] then Exit;
3457 switchWeapon := WEAPON_BFG;
3458 hadWeapon := FWeapon[WEAPON_BFG];
3459 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3460 FWeapon[WEAPON_BFG] := True;
3461 Result := True;
3462 if gFlash = 2 then Inc(FPickup, 5);
3463 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3464 end;
3466 ITEM_WEAPON_SUPERPULEMET:
3467 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
3468 begin
3469 if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
3470 switchWeapon := WEAPON_SUPERPULEMET;
3471 hadWeapon := FWeapon[WEAPON_SUPERPULEMET];
3472 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3473 FWeapon[WEAPON_SUPERPULEMET] := True;
3474 Result := True;
3475 if gFlash = 2 then Inc(FPickup, 5);
3476 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3477 end;
3479 ITEM_WEAPON_FLAMETHROWER:
3480 if (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) or not FWeapon[WEAPON_FLAMETHROWER] then
3481 begin
3482 if a and FWeapon[WEAPON_FLAMETHROWER] then Exit;
3483 switchWeapon := WEAPON_FLAMETHROWER;
3484 hadWeapon := FWeapon[WEAPON_FLAMETHROWER];
3485 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
3486 FWeapon[WEAPON_FLAMETHROWER] := True;
3487 Result := True;
3488 if gFlash = 2 then Inc(FPickup, 5);
3489 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3490 end;
3492 ITEM_AMMO_BULLETS:
3493 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3494 begin
3495 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
3496 Result := True;
3497 remove := True;
3498 if gFlash = 2 then Inc(FPickup, 5);
3499 end;
3501 ITEM_AMMO_BULLETS_BOX:
3502 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3503 begin
3504 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3505 Result := True;
3506 remove := True;
3507 if gFlash = 2 then Inc(FPickup, 5);
3508 end;
3510 ITEM_AMMO_SHELLS:
3511 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3512 begin
3513 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3514 Result := True;
3515 remove := True;
3516 if gFlash = 2 then Inc(FPickup, 5);
3517 end;
3519 ITEM_AMMO_SHELLS_BOX:
3520 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3521 begin
3522 IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
3523 Result := True;
3524 remove := True;
3525 if gFlash = 2 then Inc(FPickup, 5);
3526 end;
3528 ITEM_AMMO_ROCKET:
3529 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3530 begin
3531 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
3532 Result := True;
3533 remove := True;
3534 if gFlash = 2 then Inc(FPickup, 5);
3535 end;
3537 ITEM_AMMO_ROCKET_BOX:
3538 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3539 begin
3540 IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
3541 Result := True;
3542 remove := True;
3543 if gFlash = 2 then Inc(FPickup, 5);
3544 end;
3546 ITEM_AMMO_CELL:
3547 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3548 begin
3549 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3550 Result := True;
3551 remove := True;
3552 if gFlash = 2 then Inc(FPickup, 5);
3553 end;
3555 ITEM_AMMO_CELL_BIG:
3556 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3557 begin
3558 IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
3559 Result := True;
3560 remove := True;
3561 if gFlash = 2 then Inc(FPickup, 5);
3562 end;
3564 ITEM_AMMO_FUELCAN:
3565 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
3566 begin
3567 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
3568 Result := True;
3569 remove := True;
3570 if gFlash = 2 then Inc(FPickup, 5);
3571 end;
3573 ITEM_AMMO_BACKPACK:
3574 if not(R_ITEM_BACKPACK in FRulez) or
3575 (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
3576 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
3577 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
3578 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
3579 (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) then
3580 begin
3581 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
3582 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
3583 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
3584 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
3585 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
3587 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3588 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
3589 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3590 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3591 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3592 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
3593 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3594 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3595 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
3596 IncMax(FAmmo[A_FUEL], 50, FMaxAmmo[A_FUEL]);
3598 FRulez := FRulez + [R_ITEM_BACKPACK];
3599 Result := True;
3600 remove := True;
3601 if gFlash = 2 then Inc(FPickup, 5);
3602 end;
3604 ITEM_KEY_RED:
3605 if not(R_KEY_RED in FRulez) then
3606 begin
3607 Include(FRulez, R_KEY_RED);
3608 Result := True;
3609 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3610 if gFlash = 2 then Inc(FPickup, 5);
3611 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3612 end;
3614 ITEM_KEY_GREEN:
3615 if not(R_KEY_GREEN in FRulez) then
3616 begin
3617 Include(FRulez, R_KEY_GREEN);
3618 Result := True;
3619 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3620 if gFlash = 2 then Inc(FPickup, 5);
3621 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3622 end;
3624 ITEM_KEY_BLUE:
3625 if not(R_KEY_BLUE in FRulez) then
3626 begin
3627 Include(FRulez, R_KEY_BLUE);
3628 Result := True;
3629 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3630 if gFlash = 2 then Inc(FPickup, 5);
3631 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3632 end;
3634 ITEM_SUIT:
3635 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
3636 begin
3637 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
3638 Result := True;
3639 remove := True;
3640 FFireTime := 0;
3641 if gFlash = 2 then Inc(FPickup, 5);
3642 end;
3644 ITEM_OXYGEN:
3645 if FAir < AIR_MAX then
3646 begin
3647 FAir := AIR_MAX;
3648 Result := True;
3649 remove := True;
3650 if gFlash = 2 then Inc(FPickup, 5);
3651 end;
3653 ITEM_MEDKIT_BLACK:
3654 begin
3655 if not (R_BERSERK in FRulez) then
3656 begin
3657 Include(FRulez, R_BERSERK);
3658 if (FBFGFireCounter = -1) then
3659 begin
3660 FCurrWeap := WEAPON_KASTET;
3661 resetWeaponQueue();
3662 FModel.SetWeapon(WEAPON_KASTET);
3663 end;
3664 if gFlash <> 0 then
3665 begin
3666 Inc(FPain, 100);
3667 if gFlash = 2 then Inc(FPickup, 5);
3668 end;
3669 FBerserk := gTime+30000;
3670 Result := True;
3671 remove := True;
3672 FFireTime := 0;
3673 end;
3674 if (FHealth < PLAYER_HP_SOFT) or (FFireTime > 0) then
3675 begin
3676 if FHealth < PLAYER_HP_SOFT then FHealth := PLAYER_HP_SOFT;
3677 FBerserk := gTime+30000;
3678 Result := True;
3679 remove := True;
3680 FFireTime := 0;
3681 end;
3682 end;
3684 ITEM_INVUL:
3685 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
3686 begin
3687 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
3688 FSpawnInvul := 0;
3689 Result := True;
3690 remove := True;
3691 if gFlash = 2 then Inc(FPickup, 5);
3692 end;
3694 ITEM_BOTTLE:
3695 if (FHealth < PLAYER_HP_LIMIT) or (FFireTime > 0) then
3696 begin
3697 if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
3698 Result := True;
3699 remove := True;
3700 FFireTime := 0;
3701 if gFlash = 2 then Inc(FPickup, 5);
3702 end;
3704 ITEM_HELMET:
3705 if FArmor < PLAYER_AP_LIMIT then
3706 begin
3707 IncMax(FArmor, 5, PLAYER_AP_LIMIT);
3708 Result := True;
3709 remove := True;
3710 if gFlash = 2 then Inc(FPickup, 5);
3711 end;
3713 ITEM_JETPACK:
3714 if FJetFuel < JET_MAX then
3715 begin
3716 FJetFuel := JET_MAX;
3717 Result := True;
3718 remove := True;
3719 if gFlash = 2 then Inc(FPickup, 5);
3720 end;
3722 ITEM_INVIS:
3723 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
3724 begin
3725 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
3726 Result := True;
3727 remove := True;
3728 if gFlash = 2 then Inc(FPickup, 5);
3729 end;
3730 end;
3732 if (shouldSwitch(switchWeapon, hadWeapon)) then
3733 QueueWeaponSwitch(switchWeapon);
3734 end;
3736 procedure TPlayer.Touch();
3737 begin
3738 if not FAlive then
3739 Exit;
3740 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
3741 if FIamBot then
3742 begin
3743 // Бросить флаг товарищу:
3744 if gGameSettings.GameMode = GM_CTF then
3745 DropFlag();
3746 end;
3747 end;
3749 procedure TPlayer.Push(vx, vy: Integer);
3750 begin
3751 if (not FPhysics) and FGhost then
3752 Exit;
3753 FObj.Accel.X := FObj.Accel.X + vx;
3754 FObj.Accel.Y := FObj.Accel.Y + vy;
3755 if g_Game_IsNet and g_Game_IsServer then
3756 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
3757 end;
3759 procedure TPlayer.Reset(Force: Boolean);
3760 begin
3761 if Force then
3762 FAlive := False;
3764 FSpawned := False;
3765 FTime[T_RESPAWN] := 0;
3766 FTime[T_FLAGCAP] := 0;
3767 FGodMode := False;
3768 FNoTarget := False;
3769 FNoReload := False;
3770 FFrags := 0;
3771 FLastFrag := 0;
3772 FComboEvnt := -1;
3773 FKills := 0;
3774 FMonsterKills := 0;
3775 FDeath := 0;
3776 FSecrets := 0;
3777 FSpawnInvul := 0;
3778 FCorpse := -1;
3779 FReady := False;
3780 if FNoRespawn then
3781 begin
3782 FSpectator := False;
3783 FGhost := False;
3784 FPhysics := True;
3785 FSpectatePlayer := -1;
3786 FNoRespawn := False;
3787 end;
3788 FLives := gGameSettings.MaxLives;
3790 SetFlag(FLAG_NONE);
3791 end;
3793 procedure TPlayer.SoftReset();
3794 begin
3795 ReleaseKeys();
3797 FDamageBuffer := 0;
3798 FSlopeOld := 0;
3799 FIncCamOld := 0;
3800 FIncCam := 0;
3801 FBFGFireCounter := -1;
3802 FShellTimer := -1;
3803 FPain := 0;
3804 FLastHit := 0;
3805 FLastFrag := 0;
3806 FComboEvnt := -1;
3808 SetFlag(FLAG_NONE);
3809 SetAction(A_STAND, True);
3810 end;
3812 function TPlayer.GetRespawnPoint(): Byte;
3813 var
3814 c: Byte;
3815 begin
3816 Result := 255;
3817 // На будущее: FSpawn - игрок уже играл и перерождается
3819 // Одиночная игра/кооператив
3820 if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then
3821 begin
3822 if Self = gPlayer1 then
3823 begin
3824 // player 1 should try to spawn on the player 1 point
3825 if g_Map_GetPointCount(RESPAWNPOINT_PLAYER1) > 0 then
3826 Exit(RESPAWNPOINT_PLAYER1)
3827 else if g_Map_GetPointCount(RESPAWNPOINT_PLAYER2) > 0 then
3828 Exit(RESPAWNPOINT_PLAYER2);
3829 end
3830 else if Self = gPlayer2 then
3831 begin
3832 // player 2 should try to spawn on the player 2 point
3833 if g_Map_GetPointCount(RESPAWNPOINT_PLAYER2) > 0 then
3834 Exit(RESPAWNPOINT_PLAYER2)
3835 else if g_Map_GetPointCount(RESPAWNPOINT_PLAYER1) > 0 then
3836 Exit(RESPAWNPOINT_PLAYER1);
3837 end
3838 else
3839 begin
3840 // other players randomly pick either the first or the second point
3841 c := IfThen((Random(2) = 0), RESPAWNPOINT_PLAYER1, RESPAWNPOINT_PLAYER2);
3842 if g_Map_GetPointCount(c) > 0 then
3843 Exit(c);
3844 // try the other one
3845 c := IfThen((c = RESPAWNPOINT_PLAYER1), RESPAWNPOINT_PLAYER2, RESPAWNPOINT_PLAYER1);
3846 if g_Map_GetPointCount(c) > 0 then
3847 Exit(c);
3848 end;
3849 end;
3851 // Мясоповал
3852 if gGameSettings.GameMode = GM_DM then
3853 begin
3854 // try DM points first
3855 if g_Map_GetPointCount(RESPAWNPOINT_DM) > 0 then
3856 Exit(RESPAWNPOINT_DM);
3857 end;
3859 // Командные
3860 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
3861 begin
3862 // try team points first
3863 c := RESPAWNPOINT_DM;
3864 if FTeam = TEAM_RED then
3865 c := RESPAWNPOINT_RED
3866 else if FTeam = TEAM_BLUE then
3867 c := RESPAWNPOINT_BLUE;
3868 if g_Map_GetPointCount(c) > 0 then
3869 Exit(c);
3870 end;
3872 // still haven't found a spawnpoint, try random shit
3873 Result := g_Map_GetRandomPointType();
3874 end;
3876 procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False);
3877 var
3878 RespawnPoint: TRespawnPoint;
3879 a, b, c: Byte;
3880 begin
3881 FSlopeOld := 0;
3882 FIncCamOld := 0;
3883 FIncCam := 0;
3884 FBFGFireCounter := -1;
3885 FShellTimer := -1;
3886 FPain := 0;
3887 FLastHit := 0;
3888 FSpawnInvul := 0;
3889 FCorpse := -1;
3891 if not g_Game_IsServer then
3892 Exit;
3893 if FDummy then
3894 Exit;
3895 FWantsInGame := True;
3896 FJustTeleported := True;
3897 if Force then
3898 begin
3899 FTime[T_RESPAWN] := 0;
3900 FAlive := False;
3901 end;
3902 FNetTime := 0;
3903 // if server changes MaxLives we gotta be ready
3904 if gGameSettings.MaxLives = 0 then FNoRespawn := False;
3906 // Еще нельзя возродиться:
3907 if FTime[T_RESPAWN] > gTime then
3908 Exit;
3910 // Просрал все жизни:
3911 if FNoRespawn then
3912 begin
3913 if not FSpectator then Spectate(True);
3914 FWantsInGame := True;
3915 Exit;
3916 end;
3918 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.GameMode <> GM_COOP) then
3919 begin // "Своя игра"
3920 // Берсерк не сохраняется между уровнями:
3921 FRulez := FRulez-[R_BERSERK];
3922 end
3923 else // "Одиночная игра"/"Кооп"
3924 begin
3925 // Берсерк и ключи не сохраняются между уровнями:
3926 FRulez := FRulez-[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK];
3927 end;
3929 // Получаем точку спауна игрока:
3930 c := GetRespawnPoint();
3932 ReleaseKeys();
3933 SetFlag(FLAG_NONE);
3935 // Воскрешение без оружия:
3936 if not FAlive then
3937 begin
3938 FHealth := Round(PLAYER_HP_SOFT * (FHandicap / 100));
3939 FArmor := 0;
3940 FAlive := True;
3941 FAir := AIR_DEF;
3942 FJetFuel := 0;
3944 for a := WP_FIRST to WP_LAST do
3945 begin
3946 FWeapon[a] := False;
3947 FReloading[a] := 0;
3948 end;
3950 FWeapon[WEAPON_PISTOL] := True;
3951 FWeapon[WEAPON_KASTET] := True;
3952 FCurrWeap := WEAPON_PISTOL;
3953 resetWeaponQueue();
3955 FModel.SetWeapon(FCurrWeap);
3957 for b := A_BULLETS to A_HIGH do
3958 FAmmo[b] := 0;
3960 FAmmo[A_BULLETS] := 50;
3962 FMaxAmmo[A_BULLETS] := AmmoLimits[0, A_BULLETS];
3963 FMaxAmmo[A_SHELLS] := AmmoLimits[0, A_SHELLS];
3964 FMaxAmmo[A_ROCKETS] := AmmoLimits[0, A_SHELLS];
3965 FMaxAmmo[A_CELLS] := AmmoLimits[0, A_CELLS];
3966 FMaxAmmo[A_FUEL] := AmmoLimits[0, A_FUEL];
3968 if (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) and
3969 LongBool(gGameSettings.Options and GAME_OPTION_DMKEYS) then
3970 FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
3971 else
3972 FRulez := [];
3973 end;
3975 // Получаем координаты точки возрождения:
3976 if not g_Map_GetPoint(c, RespawnPoint) then
3977 begin
3978 g_FatalError(_lc[I_GAME_ERROR_GET_SPAWN]);
3979 Exit;
3980 end;
3982 // Установка координат и сброс всех параметров:
3983 FObj.X := RespawnPoint.X-PLAYER_RECT.X;
3984 FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y;
3985 FObj.oldX := FObj.X; // don't interpolate after respawn
3986 FObj.oldY := FObj.Y;
3987 FObj.Vel.X := 0;
3988 FObj.Vel.Y := 0;
3989 FObj.Accel.X := 0;
3990 FObj.Accel.Y := 0;
3992 FDirection := RespawnPoint.Direction;
3993 if FDirection = TDirection.D_LEFT then
3994 FAngle := 180
3995 else
3996 FAngle := 0;
3998 SetAction(A_STAND, True);
3999 FModel.Direction := FDirection;
4001 for a := Low(FTime) to High(FTime) do
4002 FTime[a] := 0;
4004 for a := Low(FMegaRulez) to High(FMegaRulez) do
4005 FMegaRulez[a] := 0;
4007 // Respawn invulnerability
4008 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.SpawnInvul > 0) then
4009 begin
4010 FMegaRulez[MR_INVUL] := gTime + gGameSettings.SpawnInvul * 1000;
4011 FSpawnInvul := FMegaRulez[MR_INVUL];
4012 end;
4014 FDamageBuffer := 0;
4015 FJetpack := False;
4016 FCanJetpack := False;
4017 FFlaming := False;
4018 FFireTime := 0;
4019 FFirePainTime := 0;
4020 FFireAttacker := 0;
4022 // Анимация возрождения:
4023 if (not gLoadGameMode) and (not Silent) then
4024 r_GFX_OnceAnim(
4025 R_GFX_TELEPORT_FAST,
4026 FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4027 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32
4028 );
4030 FSpectator := False;
4031 FGhost := False;
4032 FPhysics := True;
4033 FSpectatePlayer := -1;
4034 FSpawned := True;
4036 if (gPlayer1 = nil) and (gSpectLatchPID1 = FUID) then
4037 gPlayer1 := self;
4038 if (gPlayer2 = nil) and (gSpectLatchPID2 = FUID) then
4039 gPlayer2 := self;
4041 if g_Game_IsNet then
4042 begin
4043 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4044 MH_SEND_PlayerStats(FUID, NET_EVERYONE);
4045 if not Silent then
4046 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4047 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32,
4048 0, NET_GFX_TELE);
4049 end;
4050 end;
4052 procedure TPlayer.Spectate(NoMove: Boolean = False);
4053 begin
4054 if FAlive then
4055 Kill(K_EXTRAHARDKILL, FUID, HIT_SOME)
4056 else if (not NoMove) then
4057 begin
4058 GameX := gMapInfo.Width div 2;
4059 GameY := gMapInfo.Height div 2;
4060 end;
4061 FXTo := GameX;
4062 FYTo := GameY;
4064 FAlive := False;
4065 FSpectator := True;
4066 FGhost := True;
4067 FPhysics := False;
4068 FWantsInGame := False;
4069 FSpawned := False;
4070 FCorpse := -1;
4072 if FNoRespawn then
4073 begin
4074 if Self = gPlayer1 then
4075 begin
4076 gSpectLatchPID1 := FUID;
4077 gPlayer1 := nil;
4078 end
4079 else if Self = gPlayer2 then
4080 begin
4081 gSpectLatchPID2 := FUID;
4082 gPlayer2 := nil;
4083 end;
4084 end;
4086 if g_Game_IsNet then
4087 MH_SEND_PlayerStats(FUID);
4088 end;
4090 procedure TPlayer.SwitchNoClip;
4091 begin
4092 if not FAlive then
4093 Exit;
4094 FGhost := not FGhost;
4095 FPhysics := not FGhost;
4096 if FGhost then
4097 begin
4098 FXTo := FObj.X;
4099 FYTo := FObj.Y;
4100 end else
4101 begin
4102 FObj.Accel.X := 0;
4103 FObj.Accel.Y := 0;
4104 end;
4105 end;
4107 procedure TPlayer.Run(Direction: TDirection);
4108 var
4109 a, b: Integer;
4110 begin
4111 if MAX_RUNVEL > 8 then
4112 FlySmoke();
4114 // Бежим:
4115 if Direction = TDirection.D_LEFT then
4116 begin
4117 if FObj.Vel.X > -MAX_RUNVEL then
4118 FObj.Vel.X := FObj.Vel.X - (MAX_RUNVEL shr 3);
4119 end
4120 else
4121 if FObj.Vel.X < MAX_RUNVEL then
4122 FObj.Vel.X := FObj.Vel.X + (MAX_RUNVEL shr 3);
4124 // Возможно, пинаем куски:
4125 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
4126 begin
4127 b := Abs(FObj.Vel.X);
4128 if b > 1 then b := b * (Random(8 div b) + 1);
4129 for a := 0 to High(gGibs) do
4130 begin
4131 if gGibs[a].alive and
4132 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
4133 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
4134 begin
4135 // Пинаем куски
4136 if FObj.Vel.X < 0 then
4137 begin
4138 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // налево
4139 end
4140 else
4141 begin
4142 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // направо
4143 end;
4144 gGibs[a].positionChanged(); // this updates spatial accelerators
4145 end;
4146 end;
4147 end;
4149 SetAction(A_WALK);
4150 end;
4152 procedure TPlayer.SeeDown();
4153 begin
4154 SetAction(A_SEEDOWN);
4156 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN;
4158 if FIncCam > -120 then DecMin(FIncCam, 5, -120);
4159 end;
4161 procedure TPlayer.SeeUp();
4162 begin
4163 SetAction(A_SEEUP);
4165 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP;
4167 if FIncCam < 120 then IncMax(FIncCam, 5, 120);
4168 end;
4170 procedure TPlayer.SetAction(Action: Byte; Force: Boolean = False);
4171 var
4172 Prior: Byte;
4173 begin
4174 case Action of
4175 A_WALK: Prior := 3;
4176 A_DIE1: Prior := 5;
4177 A_DIE2: Prior := 5;
4178 A_ATTACK: Prior := 2;
4179 A_SEEUP: Prior := 1;
4180 A_SEEDOWN: Prior := 1;
4181 A_ATTACKUP: Prior := 2;
4182 A_ATTACKDOWN: Prior := 2;
4183 A_PAIN: Prior := 4;
4184 else Prior := 0;
4185 end;
4187 if (Prior > FActionPrior) or Force then
4188 if not ((Prior = 2) and (FCurrWeap = WEAPON_SAW)) then
4189 begin
4190 FActionPrior := Prior;
4191 FActionAnim := Action;
4192 FActionForce := Force;
4193 FActionChanged := True;
4194 end;
4196 if Action in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN] then FModel.SetFire(True);
4197 end;
4199 function TPlayer.StayOnStep(XInc, YInc: Integer): Boolean;
4200 begin
4201 Result := not g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height-1,
4202 PLAYER_RECT.Width, 1, PANEL_STEP, False)
4203 and g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height,
4204 PLAYER_RECT.Width, 1, PANEL_STEP, False);
4205 end;
4207 function TPlayer.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
4208 begin
4209 Result := False;
4211 if g_CollideLevel(X, Y, PLAYER_RECT.Width, PLAYER_RECT.Height) then
4212 begin
4213 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
4214 if g_Game_IsServer and g_Game_IsNet then
4215 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
4216 Exit;
4217 end;
4219 FJustTeleported := True;
4221 if not silent then
4222 begin
4223 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj.X, FObj.Y);
4224 r_GFX_OnceAnim(
4225 R_GFX_TELEPORT_FAST,
4226 FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4227 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32
4228 );
4229 if g_Game_IsServer and g_Game_IsNet then
4230 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4231 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 1,
4232 NET_GFX_TELE);
4233 end;
4235 FObj.X := X-PLAYER_RECT.X;
4236 FObj.Y := Y-PLAYER_RECT.Y;
4237 FObj.oldX := FObj.X; // don't interpolate after respawn
4238 FObj.oldY := FObj.Y;
4239 if FAlive and FGhost then
4240 begin
4241 FXTo := FObj.X;
4242 FYTo := FObj.Y;
4243 end;
4245 if not g_Game_IsNet then
4246 begin
4247 if dir = 1 then
4248 begin
4249 SetDirection(TDirection.D_LEFT);
4250 FAngle := 180;
4251 end
4252 else
4253 if dir = 2 then
4254 begin
4255 SetDirection(TDirection.D_RIGHT);
4256 FAngle := 0;
4257 end
4258 else
4259 if dir = 3 then
4260 begin // обратное
4261 if FDirection = TDirection.D_RIGHT then
4262 begin
4263 SetDirection(TDirection.D_LEFT);
4264 FAngle := 180;
4265 end
4266 else
4267 begin
4268 SetDirection(TDirection.D_RIGHT);
4269 FAngle := 0;
4270 end;
4271 end;
4272 end;
4274 if not silent then
4275 begin
4276 r_GFX_OnceAnim(
4277 R_GFX_TELEPORT_FAST,
4278 FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4279 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32
4280 );
4281 if g_Game_IsServer and g_Game_IsNet then
4282 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4283 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 0,
4284 NET_GFX_TELE);
4285 end;
4287 Result := True;
4288 end;
4290 function nonz(a: Single): Single;
4291 begin
4292 if a <> 0 then
4293 Result := a
4294 else
4295 Result := 1;
4296 end;
4298 function TPlayer.refreshCorpse(): Boolean;
4299 var
4300 i: Integer;
4301 begin
4302 Result := False;
4303 FCorpse := -1;
4304 if FAlive or FSpectator then
4305 Exit;
4306 if (gCorpses = nil) or (Length(gCorpses) = 0) then
4307 Exit;
4308 for i := 0 to High(gCorpses) do
4309 if gCorpses[i] <> nil then
4310 if gCorpses[i].FPlayerUID = FUID then
4311 begin
4312 Result := True;
4313 FCorpse := i;
4314 break;
4315 end;
4316 end;
4318 function TPlayer.getCameraObj(): TObj;
4319 begin
4320 if (not FAlive) and (not FSpectator) and
4321 (FCorpse >= 0) and (FCorpse < Length(gCorpses)) and
4322 (gCorpses[FCorpse] <> nil) and (gCorpses[FCorpse].FPlayerUID = FUID) then
4323 begin
4324 gCorpses[FCorpse].FObj.slopeUpLeft := FObj.slopeUpLeft;
4325 Result := gCorpses[FCorpse].FObj;
4326 end
4327 else
4328 begin
4329 Result := FObj;
4330 end;
4331 end;
4333 procedure TPlayer.PreUpdate();
4334 begin
4335 FSlopeOld := FObj.slopeUpLeft;
4336 FIncCamOld := FIncCam;
4337 FObj.oldX := FObj.X;
4338 FObj.oldY := FObj.Y;
4339 end;
4341 procedure TPlayer.Update();
4342 var
4343 b: Byte;
4344 i, ii, wx, wy, xd, yd, k: Integer;
4345 blockmon, headwater, dospawn: Boolean;
4346 NetServer: Boolean;
4347 AnyServer: Boolean;
4348 SetSpect: Boolean;
4349 begin
4350 NetServer := g_Game_IsNet and g_Game_IsServer;
4351 AnyServer := g_Game_IsServer;
4353 if g_Game_IsClient and (NetInterpLevel > 0) then
4354 DoLerp(NetInterpLevel + 1)
4355 else
4356 if FGhost then
4357 DoLerp(4);
4359 if NetServer then
4360 if (FClientID >= 0) and (NetClients[FClientID].Peer <> nil) then
4361 begin
4362 FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
4363 if NetClients[FClientID].Peer^.packetsSent > 0 then
4364 FLoss := Round(100*NetClients[FClientID].Peer^.packetsLost/NetClients[FClientID].Peer^.packetsSent)
4365 else
4366 FLoss := 0;
4367 end else
4368 begin
4369 FPing := 0;
4370 FLoss := 0;
4371 end;
4373 if FAlive and (FPunchAnim <> nil) then
4374 FPunchAnim.Update();
4376 if FAlive and (gFly or FJetpack) then
4377 FlySmoke();
4379 if FDirection = TDirection.D_LEFT then
4380 FAngle := 180
4381 else
4382 FAngle := 0;
4384 if FAlive and (not FGhost) then
4385 begin
4386 if FKeys[KEY_UP].Pressed then
4387 SeeUp();
4388 if FKeys[KEY_DOWN].Pressed then
4389 SeeDown();
4390 end;
4392 if (not (FKeys[KEY_UP].Pressed or FKeys[KEY_DOWN].Pressed)) and
4393 (FIncCam <> 0) then
4394 begin
4395 i := g_basic.Sign(FIncCam);
4396 FIncCam := Abs(FIncCam);
4397 DecMin(FIncCam, 5, 0);
4398 FIncCam := FIncCam*i;
4399 end;
4401 if gTime mod (GAME_TICK*2) <> 0 then
4402 begin
4403 if (FObj.Vel.X = 0) and FAlive then
4404 begin
4405 if FKeys[KEY_LEFT].Pressed then
4406 Run(TDirection.D_LEFT);
4407 if FKeys[KEY_RIGHT].Pressed then
4408 Run(TDirection.D_RIGHT);
4409 end;
4411 if FPhysics then
4412 begin
4413 g_Obj_Move(@FObj, True, True, True);
4414 positionChanged(); // this updates spatial accelerators
4415 end;
4417 Exit;
4418 end;
4420 FActionChanged := False;
4422 if FAlive then
4423 begin
4424 // Let alive player do some actions
4425 if FKeys[KEY_LEFT].Pressed then Run(TDirection.D_LEFT);
4426 if FKeys[KEY_RIGHT].Pressed then Run(TDirection.D_RIGHT);
4427 if FKeys[KEY_FIRE].Pressed and AnyServer then Fire()
4428 else
4429 begin
4430 if AnyServer then
4431 begin
4432 FlamerOff;
4433 if NetServer then MH_SEND_PlayerStats(FUID);
4434 end;
4435 end;
4436 if FKeys[KEY_OPEN].Pressed and AnyServer then Use();
4437 if FKeys[KEY_JUMP].Pressed then Jump()
4438 else
4439 begin
4440 if AnyServer and FJetpack then
4441 begin
4442 FJetpack := False;
4443 JetpackOff;
4444 if NetServer then MH_SEND_PlayerStats(FUID);
4445 end;
4446 FCanJetpack := True;
4447 end;
4448 end
4449 else // Dead
4450 begin
4451 dospawn := False;
4452 if not FGhost then
4453 for k := Low(FKeys) to KEY_CHAT-1 do
4454 begin
4455 if FKeys[k].Pressed then
4456 begin
4457 dospawn := True;
4458 break;
4459 end;
4460 end;
4461 if dospawn then
4462 begin
4463 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
4464 Respawn(False)
4465 else // Single
4466 if (FTime[T_RESPAWN] <= gTime) and
4467 gGameOn and (not FAlive) then
4468 begin
4469 if (g_Player_GetCount() > 1) then
4470 Respawn(False)
4471 else
4472 begin
4473 gExit := EXIT_RESTART;
4474 Exit;
4475 end;
4476 end;
4477 end;
4478 // Dead spectator actions
4479 if FGhost then
4480 begin
4481 if FKeys[KEY_OPEN].Pressed and AnyServer then Fire();
4482 if FKeys[KEY_FIRE].Pressed and AnyServer then
4483 begin
4484 if FSpectator then
4485 begin
4486 if (FSpectatePlayer >= High(gPlayers)) then
4487 FSpectatePlayer := -1
4488 else
4489 begin
4490 SetSpect := False;
4491 for I := FSpectatePlayer + 1 to High(gPlayers) do
4492 if gPlayers[I] <> nil then
4493 if gPlayers[I].alive then
4494 if gPlayers[I].UID <> FUID then
4495 begin
4496 FSpectatePlayer := I;
4497 SetSpect := True;
4498 break;
4499 end;
4501 if not SetSpect then FSpectatePlayer := -1;
4502 end;
4504 ReleaseKeys;
4505 end;
4506 end;
4507 end;
4508 end;
4509 // No clipping
4510 if FGhost then
4511 begin
4512 if FKeys[KEY_UP].Pressed or FKeys[KEY_JUMP].Pressed then
4513 begin
4514 FYTo := FObj.Y - 32;
4515 FSpectatePlayer := -1;
4516 end;
4517 if FKeys[KEY_DOWN].Pressed then
4518 begin
4519 FYTo := FObj.Y + 32;
4520 FSpectatePlayer := -1;
4521 end;
4522 if FKeys[KEY_LEFT].Pressed then
4523 begin
4524 FXTo := FObj.X - 32;
4525 FSpectatePlayer := -1;
4526 end;
4527 if FKeys[KEY_RIGHT].Pressed then
4528 begin
4529 FXTo := FObj.X + 32;
4530 FSpectatePlayer := -1;
4531 end;
4533 if (FXTo < -64) then
4534 FXTo := -64
4535 else if (FXTo > gMapInfo.Width + 32) then
4536 FXTo := gMapInfo.Width + 32;
4537 if (FYTo < -72) then
4538 FYTo := -72
4539 else if (FYTo > gMapInfo.Height + 32) then
4540 FYTo := gMapInfo.Height + 32;
4541 end;
4543 if FPhysics then
4544 begin
4545 g_Obj_Move(@FObj, True, True, True);
4546 positionChanged(); // this updates spatial accelerators
4547 end
4548 else
4549 begin
4550 FObj.Vel.X := 0;
4551 FObj.Vel.Y := 0;
4552 if FSpectator then
4553 if (FSpectatePlayer <= High(gPlayers)) and (FSpectatePlayer >= 0) then
4554 if gPlayers[FSpectatePlayer] <> nil then
4555 if gPlayers[FSpectatePlayer].alive then
4556 begin
4557 FXTo := gPlayers[FSpectatePlayer].GameX;
4558 FYTo := gPlayers[FSpectatePlayer].GameY;
4559 end;
4560 end;
4562 blockmon := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X, FObj.Y+PLAYER_HEADRECT.Y,
4563 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
4564 PANEL_BLOCKMON, True);
4565 headwater := HeadInLiquid(0, 0);
4567 // Сопротивление воздуха:
4568 if (not FAlive) or not (FKeys[KEY_LEFT].Pressed or FKeys[KEY_RIGHT].Pressed) then
4569 if FObj.Vel.X <> 0 then
4570 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
4572 if (FLastHit = HIT_TRAP) and (FPain > 90) then FPain := 90;
4573 DecMin(FPain, 5, 0);
4574 DecMin(FPickup, 1, 0);
4576 if FAlive and (FObj.Y > Integer(gMapInfo.Height)+128) and AnyServer then
4577 begin
4578 // Обнулить действия примочек, чтобы фон пропал
4579 FMegaRulez[MR_SUIT] := 0;
4580 FMegaRulez[MR_INVUL] := 0;
4581 FMegaRulez[MR_INVIS] := 0;
4582 Kill(K_FALLKILL, 0, HIT_FALL);
4583 end;
4585 i := 9;
4587 if FAlive then
4588 begin
4589 if FCurrWeap = WEAPON_SAW then
4590 if not (FSawSound.IsPlaying() or FSawSoundHit.IsPlaying() or
4591 FSawSoundSelect.IsPlaying()) then
4592 FSawSoundIdle.PlayAt(FObj.X, FObj.Y);
4594 if FJetpack then
4595 if (not FJetSoundFly.IsPlaying()) and (not FJetSoundOn.IsPlaying()) and
4596 (not FJetSoundOff.IsPlaying()) then
4597 begin
4598 FJetSoundFly.SetPosition(0);
4599 FJetSoundFly.PlayAt(FObj.X, FObj.Y);
4600 end;
4602 for b := WP_FIRST to WP_LAST do
4603 if FReloading[b] > 0 then
4604 if FNoReload then
4605 FReloading[b] := 0
4606 else
4607 Dec(FReloading[b]);
4609 if FShellTimer > -1 then
4610 if FShellTimer = 0 then
4611 begin
4612 if FShellType = SHELL_SHELL then
4613 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4614 GameVelX, GameVelY-2, SHELL_SHELL)
4615 else if FShellType = SHELL_DBLSHELL then
4616 begin
4617 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4618 GameVelX+1, GameVelY-2, SHELL_SHELL);
4619 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4620 GameVelX-1, GameVelY-2, SHELL_SHELL);
4621 end;
4622 FShellTimer := -1;
4623 end else Dec(FShellTimer);
4625 if (FBFGFireCounter > -1) then
4626 if FBFGFireCounter = 0 then
4627 begin
4628 if AnyServer then
4629 begin
4630 wx := FObj.X+WEAPONPOINT[FDirection].X;
4631 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
4632 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
4633 yd := wy+firediry();
4634 g_Weapon_bfgshot(wx, wy, xd, yd, FUID);
4635 if NetServer then MH_SEND_PlayerFire(FUID, WEAPON_BFG, wx, wy, xd, yd);
4636 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
4637 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
4638 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
4639 end;
4641 FReloading[WEAPON_BFG] := WEAPON_RELOAD[WEAPON_BFG];
4642 FBFGFireCounter := -1;
4643 end else
4644 if FNoReload then
4645 FBFGFireCounter := 0
4646 else
4647 Dec(FBFGFireCounter);
4649 if (FMegaRulez[MR_SUIT] < gTime) and AnyServer then
4650 begin
4651 b := g_GetAcidHit(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height);
4653 if (b > 0) and (gTime mod (15*GAME_TICK) = 0) then Damage(b, 0, 0, 0, HIT_ACID);
4654 end;
4656 if (headwater or blockmon) then
4657 begin
4658 Dec(FAir);
4660 if FAir < -9 then
4661 begin
4662 if AnyServer then Damage(10, 0, 0, 0, HIT_WATER);
4663 FAir := 0;
4664 end
4665 else if (FAir mod 31 = 0) and not blockmon then
4666 begin
4667 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
4668 if Random(2) = 0
4669 then g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
4670 else g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
4671 end;
4672 end else if FAir < AIR_DEF then
4673 FAir := AIR_DEF;
4675 if FFireTime > 0 then
4676 begin
4677 if BodyInLiquid(0, 0) then
4678 begin
4679 FFireTime := 0;
4680 FFirePainTime := 0;
4681 end
4682 else if FMegaRulez[MR_SUIT] >= gTime then
4683 begin
4684 if FMegaRulez[MR_SUIT] = gTime then
4685 FFireTime := 1;
4686 FFirePainTime := 0;
4687 end
4688 else
4689 begin
4690 OnFireFlame(1);
4691 if FFirePainTime <= 0 then
4692 begin
4693 if g_Game_IsServer then
4694 Damage(2, FFireAttacker, 0, 0, HIT_FLAME);
4695 FFirePainTime := 12 - FFireTime div 12;
4696 end;
4697 FFirePainTime := FFirePainTime - 1;
4698 FFireTime := FFireTime - 1;
4699 if ((FFireTime mod 33) = 0) and (FMegaRulez[MR_INVUL] < gTime) then
4700 FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
4701 if (FFireTime = 0) and g_Game_IsNet and g_Game_IsServer then
4702 MH_SEND_PlayerStats(FUID);
4703 end;
4704 end;
4706 if FDamageBuffer > 0 then
4707 begin
4708 if FDamageBuffer >= 9 then
4709 begin
4710 SetAction(A_PAIN);
4712 if FDamageBuffer < 30 then i := 9
4713 else if FDamageBuffer < 100 then i := 18
4714 else i := 27;
4715 end;
4717 ii := Round(FDamageBuffer*FHealth / nonz(FArmor*(3/4)+FHealth));
4718 FArmor := FArmor-(FDamageBuffer-ii);
4719 FHealth := FHealth-ii;
4720 if FArmor < 0 then
4721 begin
4722 FHealth := FHealth+FArmor;
4723 FArmor := 0;
4724 end;
4726 if AnyServer then
4727 if FHealth <= 0 then
4728 if FHealth > -30 then Kill(K_SIMPLEKILL, FLastSpawnerUID, FLastHit)
4729 else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit)
4730 else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit);
4732 if FAlive and ((FLastHit <> HIT_FLAME) or (FFireTime <= 0)) then
4733 begin
4734 if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y)
4735 else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y)
4736 else if FDamageBuffer <= 120 then FModel.PlaySound(MODELSOUND_PAIN, 3, FObj.X, FObj.Y)
4737 else FModel.PlaySound(MODELSOUND_PAIN, 4, FObj.X, FObj.Y);
4738 end;
4740 FDamageBuffer := 0;
4741 end;
4743 {CollideItem();}
4744 end; // if FAlive then ...
4746 if (FActionAnim = A_PAIN) and (FModel.Animation <> A_PAIN) then
4747 begin
4748 FModel.ChangeAnimation(FActionAnim, FActionForce);
4749 FModel.AnimState.MinLength := i;
4750 end else FModel.ChangeAnimation(FActionAnim, FActionForce and (FModel.Animation <> A_STAND));
4752 if (FModel.AnimState.Played or ((not FActionChanged) and (FModel.Animation = A_WALK)))
4753 then SetAction(A_STAND, True);
4755 if not ((FModel.Animation = A_WALK) and (Abs(FObj.Vel.X) < 4) and not FModel.GetFire()) then FModel.Update;
4757 for b := Low(FKeys) to High(FKeys) do
4758 if FKeys[b].Time = 0 then FKeys[b].Pressed := False else Dec(FKeys[b].Time);
4759 end;
4762 procedure TPlayer.getMapBox (out x, y, w, h: Integer); inline;
4763 begin
4764 x := FObj.X+PLAYER_RECT.X;
4765 y := FObj.Y+PLAYER_RECT.Y;
4766 w := PLAYER_RECT.Width;
4767 h := PLAYER_RECT.Height;
4768 end;
4771 procedure TPlayer.moveBy (dx, dy: Integer); inline;
4772 begin
4773 if (dx <> 0) or (dy <> 0) then
4774 begin
4775 FObj.X += dx;
4776 FObj.Y += dy;
4777 positionChanged();
4778 end;
4779 end;
4782 function TPlayer.Collide(X, Y: Integer; Width, Height: Word): Boolean;
4783 begin
4784 Result := g_Collide(FObj.X+PLAYER_RECT.X,
4785 FObj.Y+PLAYER_RECT.Y,
4786 PLAYER_RECT.Width,
4787 PLAYER_RECT.Height,
4788 X, Y,
4789 Width, Height);
4790 end;
4792 function TPlayer.Collide(Panel: TPanel): Boolean;
4793 begin
4794 Result := g_Collide(FObj.X+PLAYER_RECT.X,
4795 FObj.Y+PLAYER_RECT.Y,
4796 PLAYER_RECT.Width,
4797 PLAYER_RECT.Height,
4798 Panel.X, Panel.Y,
4799 Panel.Width, Panel.Height);
4800 end;
4802 function TPlayer.Collide(X, Y: Integer): Boolean;
4803 begin
4804 X := X-FObj.X-PLAYER_RECT.X;
4805 Y := Y-FObj.Y-PLAYER_RECT.Y;
4806 Result := (x >= 0) and (x <= PLAYER_RECT.Width) and
4807 (y >= 0) and (y <= PLAYER_RECT.Height);
4808 end;
4810 function g_Player_ValidName(Name: string): Boolean;
4811 var
4812 a: Integer;
4813 begin
4814 Result := True;
4816 if gPlayers = nil then Exit;
4818 for a := 0 to High(gPlayers) do
4819 if gPlayers[a] <> nil then
4820 if LowerCase(Name) = LowerCase(gPlayers[a].FName) then
4821 begin
4822 Result := False;
4823 Exit;
4824 end;
4825 end;
4827 procedure TPlayer.SetDirection(Direction: TDirection);
4828 var
4829 d: TDirection;
4830 begin
4831 d := FModel.Direction;
4833 FModel.Direction := Direction;
4834 if d <> Direction then FModel.ChangeAnimation(FModel.Animation, True);
4836 FDirection := Direction;
4837 end;
4839 function TPlayer.GetKeys(): Byte;
4840 begin
4841 Result := 0;
4843 if R_KEY_RED in FRulez then Result := KEY_RED;
4844 if R_KEY_GREEN in FRulez then Result := Result or KEY_GREEN;
4845 if R_KEY_BLUE in FRulez then Result := Result or KEY_BLUE;
4847 if FTeam = TEAM_RED then Result := Result or KEY_REDTEAM;
4848 if FTeam = TEAM_BLUE then Result := Result or KEY_BLUETEAM;
4849 end;
4851 procedure TPlayer.Use();
4852 var
4853 a: Integer;
4854 begin
4855 if FTime[T_USE] > gTime then Exit;
4857 g_Triggers_PressR(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
4858 PLAYER_RECT.Height, FUID, ACTIVATE_PLAYERPRESS);
4860 for a := 0 to High(gPlayers) do
4861 if (gPlayers[a] <> nil) and (gPlayers[a] <> Self) and
4862 gPlayers[a].alive and SameTeam(FUID, gPlayers[a].FUID) and
4863 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
4864 FObj.Rect.Width, FObj.Rect.Height, @gPlayers[a].FObj) then
4865 begin
4866 gPlayers[a].Touch();
4867 if g_Game_IsNet and g_Game_IsServer then
4868 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH, gPlayers[a].FUID);
4869 end;
4871 FTime[T_USE] := gTime+120;
4872 end;
4874 procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
4875 var
4876 locObj: TObj;
4877 visible: Boolean = True;
4878 WX, WY, XD, YD: Integer;
4879 begin
4880 WX := X;
4881 WY := Y;
4882 XD := AX;
4883 YD := AY;
4885 case FCurrWeap of
4886 WEAPON_KASTET:
4887 begin
4888 visible := False;
4889 DoPunch();
4890 if R_BERSERK in FRulez then
4891 begin
4892 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
4893 locobj.X := FObj.X+FObj.Rect.X;
4894 locobj.Y := FObj.Y+FObj.Rect.Y;
4895 locobj.rect.X := 0;
4896 locobj.rect.Y := 0;
4897 locobj.rect.Width := 39;
4898 locobj.rect.Height := 52;
4899 locobj.Vel.X := (xd-wx) div 2;
4900 locobj.Vel.Y := (yd-wy) div 2;
4901 locobj.Accel.X := xd-wx;
4902 locobj.Accel.y := yd-wy;
4904 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
4905 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
4906 else
4907 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
4909 if gFlash = 1 then
4910 if FPain < 50 then
4911 FPain := min(FPain + 25, 50);
4912 end else
4913 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
4914 end;
4916 WEAPON_SAW:
4917 begin
4918 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
4919 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
4920 begin
4921 FSawSoundSelect.Stop();
4922 FSawSound.Stop();
4923 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
4924 end
4925 else if not FSawSoundHit.IsPlaying() then
4926 begin
4927 FSawSoundSelect.Stop();
4928 FSawSound.PlayAt(FObj.X, FObj.Y);
4929 end;
4930 end;
4932 WEAPON_PISTOL:
4933 begin
4934 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
4935 FFireAngle := FAngle;
4936 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4937 GameVelX, GameVelY-2, SHELL_BULLET);
4938 end;
4940 WEAPON_SHOTGUN1:
4941 begin
4942 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
4943 FFireAngle := FAngle;
4944 FShellTimer := 10;
4945 FShellType := SHELL_SHELL;
4946 end;
4948 WEAPON_SHOTGUN2:
4949 begin
4950 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
4951 FFireAngle := FAngle;
4952 FShellTimer := 13;
4953 FShellType := SHELL_DBLSHELL;
4954 end;
4956 WEAPON_CHAINGUN:
4957 begin
4958 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey);
4959 FFireAngle := FAngle;
4960 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4961 GameVelX, GameVelY-2, SHELL_BULLET);
4962 end;
4964 WEAPON_ROCKETLAUNCHER:
4965 begin
4966 g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID);
4967 FFireAngle := FAngle;
4968 end;
4970 WEAPON_PLASMA:
4971 begin
4972 g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID);
4973 FFireAngle := FAngle;
4974 end;
4976 WEAPON_BFG:
4977 begin
4978 g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID);
4979 FFireAngle := FAngle;
4980 end;
4982 WEAPON_SUPERPULEMET:
4983 begin
4984 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
4985 FFireAngle := FAngle;
4986 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4987 GameVelX, GameVelY-2, SHELL_SHELL);
4988 end;
4990 WEAPON_FLAMETHROWER:
4991 begin
4992 g_Weapon_flame(wx, wy, xd, yd, FUID, WID);
4993 FlamerOn;
4994 FFireAngle := FAngle;
4995 end;
4996 end;
4998 if not visible then Exit;
5000 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5001 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5002 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5003 end;
5005 procedure TPlayer.DoLerp(Level: Integer = 2);
5006 begin
5007 if FObj.X <> FXTo then FObj.X := Lerp(FObj.X, FXTo, Level);
5008 if FObj.Y <> FYTo then FObj.Y := Lerp(FObj.Y, FYTo, Level);
5009 end;
5011 procedure TPlayer.SetLerp(XTo, YTo: Integer);
5012 var
5013 AX, AY: Integer;
5014 begin
5015 FXTo := XTo;
5016 FYTo := YTo;
5017 if FJustTeleported or (NetInterpLevel < 1) then
5018 begin
5019 FObj.X := XTo;
5020 FObj.Y := YTo;
5021 if FJustTeleported then
5022 begin
5023 FObj.oldX := FObj.X;
5024 FObj.oldY := FObj.Y;
5025 end;
5026 end
5027 else
5028 begin
5029 AX := Abs(FXTo - FObj.X);
5030 AY := Abs(FYTo - FObj.Y);
5031 if (AX > 32) or (AX <= NetInterpLevel) then
5032 FObj.X := FXTo;
5033 if (AY > 32) or (AY <= NetInterpLevel) then
5034 FObj.Y := FYTo;
5035 end;
5036 end;
5038 function TPlayer.FullInLift(XInc, YInc: Integer): Integer;
5039 begin
5040 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5041 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5042 PANEL_LIFTUP, False) then Result := -1
5043 else
5044 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5045 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5046 PANEL_LIFTDOWN, False) then Result := 1
5047 else Result := 0;
5048 end;
5050 function TPlayer.GetFlag(Flag: Byte): Boolean;
5051 var
5052 s, ts: String;
5053 evtype, a: Byte;
5054 begin
5055 Result := False;
5057 if Flag = FLAG_NONE then
5058 Exit;
5060 if not g_Game_IsServer then Exit;
5062 // Принес чужой флаг на свою базу:
5063 if (Flag = FTeam) and
5064 (gFlags[Flag].State = FLAG_STATE_NORMAL) and
5065 (FFlag <> FLAG_NONE) then
5066 begin
5067 if FFlag = FLAG_RED then
5068 s := _lc[I_PLAYER_FLAG_RED]
5069 else
5070 s := _lc[I_PLAYER_FLAG_BLUE];
5072 evtype := FLAG_STATE_SCORED;
5074 ts := Format('%.4d', [gFlags[FFlag].CaptureTime]);
5075 Insert('.', ts, Length(ts) + 1 - 3);
5076 g_Console_Add(Format(_lc[I_PLAYER_FLAG_CAPTURE], [FName, s, ts]), True);
5078 g_Map_ResetFlag(FFlag);
5079 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144);
5081 if ((Self = gPlayer1) or (Self = gPlayer2)
5082 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
5083 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
5084 a := 0
5085 else
5086 a := 1;
5088 if not sound_cap_flag[a].IsPlaying() then
5089 sound_cap_flag[a].Play();
5091 gTeamStat[FTeam].Score += 1;
5093 Result := True;
5094 if g_Game_IsNet then
5095 begin
5096 MH_SEND_FlagEvent(evtype, FFlag, FUID, False);
5097 MH_SEND_GameStats;
5098 end;
5100 gFlags[FFlag].CaptureTime := 0;
5101 SetFlag(FLAG_NONE);
5102 Exit;
5103 end;
5105 // Подобрал свой флаг - вернул его на базу:
5106 if (Flag = FTeam) and
5107 (gFlags[Flag].State = FLAG_STATE_DROPPED) then
5108 begin
5109 if Flag = FLAG_RED then
5110 s := _lc[I_PLAYER_FLAG_RED]
5111 else
5112 s := _lc[I_PLAYER_FLAG_BLUE];
5114 evtype := FLAG_STATE_RETURNED;
5115 gFlags[Flag].CaptureTime := 0;
5117 g_Console_Add(Format(_lc[I_PLAYER_FLAG_RETURN], [FName, s]), True);
5119 g_Map_ResetFlag(Flag);
5120 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
5122 if ((Self = gPlayer1) or (Self = gPlayer2)
5123 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
5124 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
5125 a := 0
5126 else
5127 a := 1;
5129 if not sound_ret_flag[a].IsPlaying() then
5130 sound_ret_flag[a].Play();
5132 Result := True;
5133 if g_Game_IsNet then
5134 begin
5135 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5136 MH_SEND_GameStats;
5137 end;
5138 Exit;
5139 end;
5141 // Подобрал чужой флаг:
5142 if (Flag <> FTeam) and (FTime[T_FLAGCAP] <= gTime) then
5143 begin
5144 SetFlag(Flag);
5146 if Flag = FLAG_RED then
5147 s := _lc[I_PLAYER_FLAG_RED]
5148 else
5149 s := _lc[I_PLAYER_FLAG_BLUE];
5151 evtype := FLAG_STATE_CAPTURED;
5153 g_Console_Add(Format(_lc[I_PLAYER_FLAG_GET], [FName, s]), True);
5155 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_GET], [AnsiUpperCase(s)]), 144);
5157 gFlags[Flag].State := FLAG_STATE_CAPTURED;
5159 if ((Self = gPlayer1) or (Self = gPlayer2)
5160 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
5161 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
5162 a := 0
5163 else
5164 a := 1;
5166 if not sound_get_flag[a].IsPlaying() then
5167 sound_get_flag[a].Play();
5169 Result := True;
5170 if g_Game_IsNet then
5171 begin
5172 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5173 MH_SEND_GameStats;
5174 end;
5175 end;
5176 end;
5178 procedure TPlayer.SetFlag(Flag: Byte);
5179 begin
5180 FFlag := Flag;
5181 if FModel <> nil then
5182 FModel.SetFlag(FFlag);
5183 end;
5185 function TPlayer.TryDropFlag(): Boolean;
5186 begin
5187 if LongBool(gGameSettings.Options and GAME_OPTION_ALLOWDROPFLAG) then
5188 Result := DropFlag(False, LongBool(gGameSettings.Options and GAME_OPTION_THROWFLAG))
5189 else
5190 Result := False;
5191 end;
5193 function TPlayer.DropFlag(Silent: Boolean = True; DoThrow: Boolean = False): Boolean;
5194 var
5195 s: String;
5196 a: Byte;
5197 xv, yv: Integer;
5198 begin
5199 Result := False;
5200 if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then
5201 Exit;
5202 FTime[T_FLAGCAP] := gTime + 2000;
5203 with gFlags[FFlag] do
5204 begin
5205 Obj.X := FObj.X;
5206 Obj.Y := FObj.Y;
5207 Direction := FDirection;
5208 State := FLAG_STATE_DROPPED;
5209 Count := FLAG_TIME;
5210 if DoThrow then
5211 begin
5212 xv := FObj.Vel.X + IfThen(Direction = TDirection.D_RIGHT, 10, -10);
5213 yv := FObj.Vel.Y - 2;
5214 end
5215 else
5216 begin
5217 xv := (FObj.Vel.X div 2);
5218 yv := (FObj.Vel.Y div 2) - 2;
5219 end;
5220 g_Obj_Push(@Obj, xv, yv);
5222 positionChanged(); // this updates spatial accelerators
5224 if FFlag = FLAG_RED then
5225 s := _lc[I_PLAYER_FLAG_RED]
5226 else
5227 s := _lc[I_PLAYER_FLAG_BLUE];
5229 g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True);
5230 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144);
5232 if ((Self = gPlayer1) or (Self = gPlayer2)
5233 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
5234 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
5235 a := 0
5236 else
5237 a := 1;
5239 if (not Silent) and (not sound_lost_flag[a].IsPlaying()) then
5240 sound_lost_flag[a].Play();
5242 if g_Game_IsNet then
5243 MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False);
5244 end;
5245 SetFlag(FLAG_NONE);
5246 Result := True;
5247 end;
5249 procedure TPlayer.GetSecret();
5250 begin
5251 if (self = gPlayer1) or (self = gPlayer2) then
5252 begin
5253 g_Console_Add(Format(_lc[I_PLAYER_SECRET], [FName]), True);
5254 g_Sound_PlayEx('SOUND_GAME_SECRET');
5255 end;
5256 Inc(FSecrets);
5257 end;
5259 procedure TPlayer.PressKey(Key: Byte; Time: Word = 1);
5260 begin
5261 Assert(Key <= High(FKeys));
5263 FKeys[Key].Pressed := True;
5264 FKeys[Key].Time := Time;
5265 end;
5267 function TPlayer.IsKeyPressed(K: Byte): Boolean;
5268 begin
5269 Result := FKeys[K].Pressed;
5270 end;
5272 procedure TPlayer.ReleaseKeys();
5273 var
5274 a: Integer;
5275 begin
5276 for a := Low(FKeys) to High(FKeys) do
5277 begin
5278 FKeys[a].Pressed := False;
5279 FKeys[a].Time := 0;
5280 end;
5281 end;
5283 procedure TPlayer.OnDamage(Angle: SmallInt);
5284 begin
5285 end;
5287 function TPlayer.firediry(): Integer;
5288 begin
5289 if FKeys[KEY_UP].Pressed then Result := -42
5290 else if FKeys[KEY_DOWN].Pressed then Result := 19
5291 else Result := 0;
5292 end;
5294 procedure TPlayer.RememberState();
5295 var
5296 i: Integer;
5297 SavedState: TPlayerSavedState;
5298 begin
5299 SavedState.Health := FHealth;
5300 SavedState.Armor := FArmor;
5301 SavedState.Air := FAir;
5302 SavedState.JetFuel := FJetFuel;
5303 SavedState.CurrWeap := FCurrWeap;
5304 SavedState.NextWeap := FNextWeap;
5305 SavedState.NextWeapDelay := FNextWeapDelay;
5306 for i := Low(FWeapon) to High(FWeapon) do
5307 SavedState.Weapon[i] := FWeapon[i];
5308 for i := Low(FAmmo) to High(FAmmo) do
5309 SavedState.Ammo[i] := FAmmo[i];
5310 for i := Low(FMaxAmmo) to High(FMaxAmmo) do
5311 SavedState.MaxAmmo[i] := FMaxAmmo[i];
5312 SavedState.Rulez := FRulez - [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
5314 FSavedStateNum := -1;
5315 for i := Low(SavedStates) to High(SavedStates) do
5316 if not SavedStates[i].Used then
5317 begin
5318 FSavedStateNum := i;
5319 break;
5320 end;
5321 if FSavedStateNum < 0 then
5322 begin
5323 SetLength(SavedStates, Length(SavedStates) + 1);
5324 FSavedStateNum := High(SavedStates);
5325 end;
5327 SavedState.Used := True;
5328 SavedStates[FSavedStateNum] := SavedState;
5329 end;
5331 procedure TPlayer.RecallState();
5332 var
5333 i: Integer;
5334 SavedState: TPlayerSavedState;
5335 begin
5336 if(FSavedStateNum < 0) or (FSavedStateNum > High(SavedStates)) then
5337 Exit;
5339 SavedState := SavedStates[FSavedStateNum];
5340 SavedStates[FSavedStateNum].Used := False;
5341 FSavedStateNum := -1;
5343 FHealth := SavedState.Health;
5344 FArmor := SavedState.Armor;
5345 FAir := SavedState.Air;
5346 FJetFuel := SavedState.JetFuel;
5347 FCurrWeap := SavedState.CurrWeap;
5348 FNextWeap := SavedState.NextWeap;
5349 FNextWeapDelay := SavedState.NextWeapDelay;
5350 for i := Low(FWeapon) to High(FWeapon) do
5351 FWeapon[i] := SavedState.Weapon[i];
5352 for i := Low(FAmmo) to High(FAmmo) do
5353 FAmmo[i] := SavedState.Ammo[i];
5354 for i := Low(FMaxAmmo) to High(FMaxAmmo) do
5355 FMaxAmmo[i] := SavedState.MaxAmmo[i];
5356 FRulez := SavedState.Rulez;
5358 if gGameSettings.GameType = GT_SERVER then
5359 MH_SEND_PlayerStats(FUID);
5360 end;
5362 procedure TPlayer.SaveState (st: TStream);
5363 var
5364 i: Integer;
5365 b: Byte;
5366 begin
5367 // Сигнатура игрока
5368 utils.writeSign(st, 'PLYR');
5369 utils.writeInt(st, Byte(PLR_SAVE_VERSION)); // version
5370 // Бот или человек
5371 utils.writeBool(st, FIamBot);
5372 // UID игрока
5373 utils.writeInt(st, Word(FUID));
5374 // Имя игрока
5375 utils.writeStr(st, FName);
5376 // Команда
5377 utils.writeInt(st, Byte(FTeam));
5378 // Жив ли
5379 utils.writeBool(st, FAlive);
5380 // Израсходовал ли все жизни
5381 utils.writeBool(st, FNoRespawn);
5382 // Направление
5383 if FDirection = TDirection.D_LEFT then b := 1 else b := 2; // D_RIGHT
5384 utils.writeInt(st, Byte(b));
5385 // Здоровье
5386 utils.writeInt(st, LongInt(FHealth));
5387 // Коэффициент инвалидности
5388 utils.writeInt(st, LongInt(FHandicap));
5389 // Жизни
5390 utils.writeInt(st, Byte(FLives));
5391 // Броня
5392 utils.writeInt(st, LongInt(FArmor));
5393 // Запас воздуха
5394 utils.writeInt(st, LongInt(FAir));
5395 // Запас горючего
5396 utils.writeInt(st, LongInt(FJetFuel));
5397 // Боль
5398 utils.writeInt(st, LongInt(FPain));
5399 // Убил
5400 utils.writeInt(st, LongInt(FKills));
5401 // Убил монстров
5402 utils.writeInt(st, LongInt(FMonsterKills));
5403 // Фрагов
5404 utils.writeInt(st, LongInt(FFrags));
5405 // Фрагов подряд
5406 utils.writeInt(st, Byte(FFragCombo));
5407 // Время последнего фрага
5408 utils.writeInt(st, LongWord(FLastFrag));
5409 // Смертей
5410 utils.writeInt(st, LongInt(FDeath));
5411 // Какой флаг несет
5412 utils.writeInt(st, Byte(FFlag));
5413 // Нашел секретов
5414 utils.writeInt(st, LongInt(FSecrets));
5415 // Текущее оружие
5416 utils.writeInt(st, Byte(FCurrWeap));
5417 // Желаемое оружие
5418 utils.writeInt(st, Word(FNextWeap));
5419 // ...и пауза
5420 utils.writeInt(st, Byte(FNextWeapDelay));
5421 // Время зарядки BFG
5422 utils.writeInt(st, SmallInt(FBFGFireCounter));
5423 // Буфер урона
5424 utils.writeInt(st, LongInt(FDamageBuffer));
5425 // Последний ударивший
5426 utils.writeInt(st, Word(FLastSpawnerUID));
5427 // Тип последнего полученного урона
5428 utils.writeInt(st, Byte(FLastHit));
5429 // Объект игрока
5430 Obj_SaveState(st, @FObj);
5431 // Текущее количество патронов
5432 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FAmmo[i]));
5433 // Максимальное количество патронов
5434 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FMaxAmmo[i]));
5435 // Наличие оружия
5436 for i := WP_FIRST to WP_LAST do utils.writeBool(st, FWeapon[i]);
5437 // Время перезарядки оружия
5438 for i := WP_FIRST to WP_LAST do utils.writeInt(st, Word(FReloading[i]));
5439 // Наличие рюкзака
5440 utils.writeBool(st, (R_ITEM_BACKPACK in FRulez));
5441 // Наличие красного ключа
5442 utils.writeBool(st, (R_KEY_RED in FRulez));
5443 // Наличие зеленого ключа
5444 utils.writeBool(st, (R_KEY_GREEN in FRulez));
5445 // Наличие синего ключа
5446 utils.writeBool(st, (R_KEY_BLUE in FRulez));
5447 // Наличие берсерка
5448 utils.writeBool(st, (R_BERSERK in FRulez));
5449 // Время действия специальных предметов
5450 for i := MR_SUIT to MR_MAX do utils.writeInt(st, LongWord(FMegaRulez[i]));
5451 // Время до повторного респауна, смены оружия, исользования, захвата флага
5452 for i := T_RESPAWN to T_FLAGCAP do utils.writeInt(st, LongWord(FTime[i]));
5453 // Название модели
5454 utils.writeStr(st, FModel.GetName());
5455 // Цвет модели
5456 utils.writeInt(st, Byte(FColor.R));
5457 utils.writeInt(st, Byte(FColor.G));
5458 utils.writeInt(st, Byte(FColor.B));
5459 end;
5462 procedure TPlayer.LoadState (st: TStream);
5463 var
5464 i: Integer;
5465 str: String;
5466 b: Byte;
5467 begin
5468 assert(st <> nil);
5470 // Сигнатура игрока
5471 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
5472 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
5473 // Бот или человек:
5474 FIamBot := utils.readBool(st);
5475 // UID игрока
5476 FUID := utils.readWord(st);
5477 // Имя игрока
5478 str := utils.readStr(st);
5479 if (self <> gPlayer1) and (self <> gPlayer2) then FName := str;
5480 // Команда
5481 FTeam := utils.readByte(st);
5482 // Жив ли
5483 FAlive := utils.readBool(st);
5484 // Израсходовал ли все жизни
5485 FNoRespawn := utils.readBool(st);
5486 // Направление
5487 b := utils.readByte(st);
5488 if b = 1 then FDirection := TDirection.D_LEFT else FDirection := TDirection.D_RIGHT; // b = 2
5489 // Здоровье
5490 FHealth := utils.readLongInt(st);
5491 // Коэффициент инвалидности
5492 FHandicap := utils.readLongInt(st);
5493 // Жизни
5494 FLives := utils.readByte(st);
5495 // Броня
5496 FArmor := utils.readLongInt(st);
5497 // Запас воздуха
5498 FAir := utils.readLongInt(st);
5499 // Запас горючего
5500 FJetFuel := utils.readLongInt(st);
5501 // Боль
5502 FPain := utils.readLongInt(st);
5503 // Убил
5504 FKills := utils.readLongInt(st);
5505 // Убил монстров
5506 FMonsterKills := utils.readLongInt(st);
5507 // Фрагов
5508 FFrags := utils.readLongInt(st);
5509 // Фрагов подряд
5510 FFragCombo := utils.readByte(st);
5511 // Время последнего фрага
5512 FLastFrag := utils.readLongWord(st);
5513 // Смертей
5514 FDeath := utils.readLongInt(st);
5515 // Какой флаг несет
5516 FFlag := utils.readByte(st);
5517 // Нашел секретов
5518 FSecrets := utils.readLongInt(st);
5519 // Текущее оружие
5520 FCurrWeap := utils.readByte(st);
5521 // Желаемое оружие
5522 FNextWeap := utils.readWord(st);
5523 // ...и пауза
5524 FNextWeapDelay := utils.readByte(st);
5525 // Время зарядки BFG
5526 FBFGFireCounter := utils.readSmallInt(st);
5527 // Буфер урона
5528 FDamageBuffer := utils.readLongInt(st);
5529 // Последний ударивший
5530 FLastSpawnerUID := utils.readWord(st);
5531 // Тип последнего полученного урона
5532 FLastHit := utils.readByte(st);
5533 // Объект игрока
5534 Obj_LoadState(@FObj, st);
5535 // Текущее количество патронов
5536 for i := A_BULLETS to A_HIGH do FAmmo[i] := utils.readWord(st);
5537 // Максимальное количество патронов
5538 for i := A_BULLETS to A_HIGH do FMaxAmmo[i] := utils.readWord(st);
5539 // Наличие оружия
5540 for i := WP_FIRST to WP_LAST do FWeapon[i] := utils.readBool(st);
5541 // Время перезарядки оружия
5542 for i := WP_FIRST to WP_LAST do FReloading[i] := utils.readWord(st);
5543 // Наличие рюкзака
5544 if utils.readBool(st) then Include(FRulez, R_ITEM_BACKPACK);
5545 // Наличие красного ключа
5546 if utils.readBool(st) then Include(FRulez, R_KEY_RED);
5547 // Наличие зеленого ключа
5548 if utils.readBool(st) then Include(FRulez, R_KEY_GREEN);
5549 // Наличие синего ключа
5550 if utils.readBool(st) then Include(FRulez, R_KEY_BLUE);
5551 // Наличие берсерка
5552 if utils.readBool(st) then Include(FRulez, R_BERSERK);
5553 // Время действия специальных предметов
5554 for i := MR_SUIT to MR_MAX do FMegaRulez[i] := utils.readLongWord(st);
5555 // Время до повторного респауна, смены оружия, исользования, захвата флага
5556 for i := T_RESPAWN to T_FLAGCAP do FTime[i] := utils.readLongWord(st);
5557 // Название модели
5558 str := utils.readStr(st);
5559 // Цвет модели
5560 FColor.R := utils.readByte(st);
5561 FColor.G := utils.readByte(st);
5562 FColor.B := utils.readByte(st);
5563 if (self = gPlayer1) then
5564 begin
5565 str := gPlayer1Settings.Model;
5566 FColor := gPlayer1Settings.Color;
5567 end
5568 else if (self = gPlayer2) then
5569 begin
5570 str := gPlayer2Settings.Model;
5571 FColor := gPlayer2Settings.Color;
5572 end;
5573 // Обновляем модель игрока
5574 SetModel(str);
5575 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
5576 FModel.Color := TEAMCOLOR[FTeam]
5577 else
5578 FModel.Color := FColor;
5579 end;
5582 procedure TPlayer.AllRulez(Health: Boolean);
5583 var
5584 a: Integer;
5585 begin
5586 if Health then
5587 begin
5588 FHealth := PLAYER_HP_LIMIT;
5589 FArmor := PLAYER_AP_LIMIT;
5590 Exit;
5591 end;
5593 for a := WP_FIRST to WP_LAST do FWeapon[a] := True;
5594 for a := A_BULLETS to A_HIGH do FAmmo[a] := 30000;
5595 FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
5596 end;
5598 procedure TPlayer.RestoreHealthArmor();
5599 begin
5600 FHealth := PLAYER_HP_LIMIT;
5601 FArmor := PLAYER_AP_LIMIT;
5602 end;
5604 procedure TPlayer.FragCombo();
5605 var
5606 Param: Integer;
5607 begin
5608 if (gGameSettings.GameMode in [GM_COOP, GM_SINGLE]) or g_Game_IsClient then
5609 Exit;
5610 if gTime - FLastFrag < FRAG_COMBO_TIME then
5611 begin
5612 if FFragCombo < 5 then
5613 Inc(FFragCombo);
5614 Param := FUID or (FFragCombo shl 16);
5615 if (FComboEvnt >= Low(gDelayedEvents)) and
5616 (FComboEvnt <= High(gDelayedEvents)) and
5617 gDelayedEvents[FComboEvnt].Pending and
5618 (gDelayedEvents[FComboEvnt].DEType = DE_KILLCOMBO) and
5619 (gDelayedEvents[FComboEvnt].DENum and $FFFF = FUID) then
5620 begin
5621 gDelayedEvents[FComboEvnt].Time := gTime + 500;
5622 gDelayedEvents[FComboEvnt].DENum := Param;
5623 end
5624 else
5625 FComboEvnt := g_Game_DelayEvent(DE_KILLCOMBO, 500, Param);
5626 end
5627 else
5628 FFragCombo := 1;
5630 FLastFrag := gTime;
5631 end;
5633 procedure TPlayer.GiveItem(ItemType: Byte);
5634 begin
5635 case ItemType of
5636 ITEM_SUIT:
5637 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
5638 begin
5639 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
5640 end;
5642 ITEM_OXYGEN:
5643 if FAir < AIR_MAX then
5644 begin
5645 FAir := AIR_MAX;
5646 end;
5648 ITEM_MEDKIT_BLACK:
5649 begin
5650 if not (R_BERSERK in FRulez) then
5651 begin
5652 Include(FRulez, R_BERSERK);
5653 if FBFGFireCounter < 1 then
5654 begin
5655 FCurrWeap := WEAPON_KASTET;
5656 resetWeaponQueue();
5657 FModel.SetWeapon(WEAPON_KASTET);
5658 end;
5659 if gFlash <> 0 then
5660 Inc(FPain, 100);
5661 FBerserk := gTime+30000;
5662 end;
5663 if FHealth < PLAYER_HP_SOFT then
5664 begin
5665 FHealth := PLAYER_HP_SOFT;
5666 FBerserk := gTime+30000;
5667 end;
5668 end;
5670 ITEM_INVUL:
5671 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
5672 begin
5673 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
5674 FSpawnInvul := 0;
5675 end;
5677 ITEM_INVIS:
5678 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
5679 begin
5680 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
5681 end;
5683 ITEM_JETPACK:
5684 if FJetFuel < JET_MAX then
5685 begin
5686 FJetFuel := JET_MAX;
5687 end;
5689 ITEM_MEDKIT_SMALL: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
5690 ITEM_MEDKIT_LARGE: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
5692 ITEM_ARMOR_GREEN: if FArmor < PLAYER_AP_SOFT then FArmor := PLAYER_AP_SOFT;
5693 ITEM_ARMOR_BLUE: if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
5695 ITEM_SPHERE_BLUE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
5696 ITEM_SPHERE_WHITE:
5697 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
5698 begin
5699 if FHealth < PLAYER_HP_LIMIT then FHealth := PLAYER_HP_LIMIT;
5700 if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
5701 end;
5703 ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True;
5704 ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True;
5705 ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True;
5706 ITEM_WEAPON_CHAINGUN: FWeapon[WEAPON_CHAINGUN] := True;
5707 ITEM_WEAPON_ROCKETLAUNCHER: FWeapon[WEAPON_ROCKETLAUNCHER] := True;
5708 ITEM_WEAPON_PLASMA: FWeapon[WEAPON_PLASMA] := True;
5709 ITEM_WEAPON_BFG: FWeapon[WEAPON_BFG] := True;
5710 ITEM_WEAPON_SUPERPULEMET: FWeapon[WEAPON_SUPERPULEMET] := True;
5711 ITEM_WEAPON_FLAMETHROWER: FWeapon[WEAPON_FLAMETHROWER] := True;
5713 ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
5714 ITEM_AMMO_BULLETS_BOX: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
5715 ITEM_AMMO_SHELLS: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
5716 ITEM_AMMO_SHELLS_BOX: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
5717 ITEM_AMMO_ROCKET: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
5718 ITEM_AMMO_ROCKET_BOX: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
5719 ITEM_AMMO_CELL: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
5720 ITEM_AMMO_CELL_BIG: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
5721 ITEM_AMMO_FUELCAN: if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
5723 ITEM_AMMO_BACKPACK:
5724 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
5725 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
5726 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
5727 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
5728 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
5729 begin
5730 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
5731 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
5732 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
5733 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
5734 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
5736 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
5737 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
5738 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
5739 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
5741 FRulez := FRulez + [R_ITEM_BACKPACK];
5742 end;
5744 ITEM_KEY_RED: if not (R_KEY_RED in FRulez) then Include(FRulez, R_KEY_RED);
5745 ITEM_KEY_GREEN: if not (R_KEY_GREEN in FRulez) then Include(FRulez, R_KEY_GREEN);
5746 ITEM_KEY_BLUE: if not (R_KEY_BLUE in FRulez) then Include(FRulez, R_KEY_BLUE);
5748 ITEM_BOTTLE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
5749 ITEM_HELMET: if FArmor < PLAYER_AP_LIMIT then IncMax(FArmor, 5, PLAYER_AP_LIMIT);
5751 else
5752 Exit;
5753 end;
5754 if g_Game_IsNet and g_Game_IsServer then
5755 MH_SEND_PlayerStats(FUID);
5756 end;
5758 procedure TPlayer.FlySmoke(Times: DWORD = 1);
5759 var i: DWORD;
5760 begin
5761 if (Random(5) = 1) and (Times = 1) then
5762 Exit;
5764 if BodyInLiquid(0, 0) then
5765 begin
5766 g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
5767 Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
5768 if Random(2) = 0
5769 then g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
5770 else g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
5771 Exit;
5772 end;
5774 for i := 1 to Times do
5775 begin
5776 r_GFX_OnceAnim(
5777 R_GFX_SMOKE_TRANS,
5778 Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(R_GFX_SMOKE_WIDTH div 2),
5779 Obj.Y+Obj.Rect.Height-4+Random(8+Times*2)
5780 );
5781 end;
5782 end;
5784 procedure TPlayer.OnFireFlame(Times: DWORD = 1);
5785 var i: DWORD;
5786 begin
5787 if (Random(10) = 1) and (Times = 1) then
5788 Exit;
5790 for i := 1 to Times do
5791 begin
5792 r_GFX_OnceAnim(
5793 R_GFX_FLAME,
5794 Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(R_GFX_FLAME_WIDTH div 2),
5795 Obj.Y+8+Random(8+Times*2)
5796 );
5797 end;
5798 end;
5800 procedure TPlayer.PauseSounds(Enable: Boolean);
5801 begin
5802 FSawSound.Pause(Enable);
5803 FSawSoundIdle.Pause(Enable);
5804 FSawSoundHit.Pause(Enable);
5805 FSawSoundSelect.Pause(Enable);
5806 FFlameSoundOn.Pause(Enable);
5807 FFlameSoundOff.Pause(Enable);
5808 FFlameSoundWork.Pause(Enable);
5809 FJetSoundFly.Pause(Enable);
5810 FJetSoundOn.Pause(Enable);
5811 FJetSoundOff.Pause(Enable);
5812 end;
5814 { T C o r p s e : }
5816 constructor TCorpse.Create(X, Y: Integer; ModelName: String; aMess: Boolean);
5817 begin
5818 g_Obj_Init(@FObj);
5819 FObj.X := X;
5820 FObj.Y := Y;
5821 FObj.Rect := PLAYER_CORPSERECT;
5822 FModelName := ModelName;
5823 FMess := aMess;
5825 if FMess then
5826 begin
5827 FState := CORPSE_STATE_MESS;
5828 g_PlayerModel_GetAnim(ModelName, A_DIE2, FAnimation, FAnimationMask);
5829 end
5830 else
5831 begin
5832 FState := CORPSE_STATE_NORMAL;
5833 g_PlayerModel_GetAnim(ModelName, A_DIE1, FAnimation, FAnimationMask);
5834 end;
5835 end;
5837 destructor TCorpse.Destroy();
5838 begin
5839 FAnimation.Free();
5841 inherited;
5842 end;
5844 function TCorpse.ObjPtr (): PObj; inline; begin result := @FObj; end;
5846 procedure TCorpse.positionChanged (); inline; begin end;
5848 procedure TCorpse.moveBy (dx, dy: Integer); inline;
5849 begin
5850 if (dx <> 0) or (dy <> 0) then
5851 begin
5852 FObj.X += dx;
5853 FObj.Y += dy;
5854 positionChanged();
5855 end;
5856 end;
5859 procedure TCorpse.getMapBox (out x, y, w, h: Integer); inline;
5860 begin
5861 x := FObj.X+PLAYER_CORPSERECT.X;
5862 y := FObj.Y+PLAYER_CORPSERECT.Y;
5863 w := PLAYER_CORPSERECT.Width;
5864 h := PLAYER_CORPSERECT.Height;
5865 end;
5868 procedure TCorpse.Damage(Value: Word; SpawnerUID: Word; vx, vy: Integer);
5869 var
5870 pm: TPlayerModel;
5871 Blood: TModelBlood;
5872 begin
5873 if FState = CORPSE_STATE_REMOVEME then
5874 Exit;
5876 FDamage := FDamage + Value;
5878 if FDamage > 150 then
5879 begin
5880 if FAnimation <> nil then
5881 begin
5882 FAnimation.Free();
5883 FAnimation := nil;
5885 FState := CORPSE_STATE_REMOVEME;
5887 g_Player_CreateGibs(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
5888 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
5889 FModelName, FColor);
5890 // Звук мяса от трупа:
5891 pm := g_PlayerModel_Get(FModelName);
5892 pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y);
5893 pm.Free;
5895 // Зловещий смех:
5896 if (gBodyKillEvent <> -1)
5897 and gDelayedEvents[gBodyKillEvent].Pending then
5898 gDelayedEvents[gBodyKillEvent].Pending := False;
5899 gBodyKillEvent := g_Game_DelayEvent(DE_BODYKILL, 1050, SpawnerUID);
5900 end;
5901 end
5902 else
5903 begin
5904 Blood := g_PlayerModel_GetBlood(FModelName);
5905 FObj.Vel.X := FObj.Vel.X + vx;
5906 FObj.Vel.Y := FObj.Vel.Y + vy;
5907 g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
5908 FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
5909 Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
5910 Blood.R, Blood.G, Blood.B, Blood.Kind);
5911 end;
5912 end;
5914 procedure TCorpse.Update();
5915 var
5916 st: Word;
5917 begin
5918 if FState = CORPSE_STATE_REMOVEME then
5919 Exit;
5921 FObj.oldX := FObj.X;
5922 FObj.oldY := FObj.Y;
5924 if gTime mod (GAME_TICK*2) <> 0 then
5925 begin
5926 g_Obj_Move(@FObj, True, True, True);
5927 positionChanged(); // this updates spatial accelerators
5928 Exit;
5929 end;
5931 // Сопротивление воздуха для трупа:
5932 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
5934 st := g_Obj_Move(@FObj, True, True, True);
5935 positionChanged(); // this updates spatial accelerators
5937 if WordBool(st and MOVE_FALLOUT) then
5938 begin
5939 FState := CORPSE_STATE_REMOVEME;
5940 Exit;
5941 end;
5943 if FAnimation <> nil then
5944 FAnimation.Update();
5945 if FAnimationMask <> nil then
5946 FAnimationMask.Update();
5947 end;
5950 procedure TCorpse.SaveState (st: TStream);
5951 var
5952 anim: Boolean;
5953 begin
5954 assert(st <> nil);
5956 // Сигнатура трупа
5957 utils.writeSign(st, 'CORP');
5958 utils.writeInt(st, Byte(0));
5959 // Состояние
5960 utils.writeInt(st, Byte(FState));
5961 // Накопленный урон
5962 utils.writeInt(st, Byte(FDamage));
5963 // Цвет
5964 utils.writeInt(st, Byte(FColor.R));
5965 utils.writeInt(st, Byte(FColor.G));
5966 utils.writeInt(st, Byte(FColor.B));
5967 // Объект трупа
5968 Obj_SaveState(st, @FObj);
5969 utils.writeInt(st, Word(FPlayerUID));
5970 // Есть ли анимация
5971 anim := (FAnimation <> nil);
5972 utils.writeBool(st, anim);
5973 // Если есть - сохраняем
5974 if anim then FAnimation.SaveState(st);
5975 // Есть ли маска анимации
5976 anim := (FAnimationMask <> nil);
5977 utils.writeBool(st, anim);
5978 // Если есть - сохраняем
5979 if anim then FAnimationMask.SaveState(st);
5980 end;
5983 procedure TCorpse.LoadState (st: TStream);
5984 var
5985 anim: Boolean;
5986 begin
5987 assert(st <> nil);
5989 // Сигнатура трупа
5990 if not utils.checkSign(st, 'CORP') then raise XStreamError.Create('invalid corpse signature');
5991 if (utils.readByte(st) <> 0) then raise XStreamError.Create('invalid corpse version');
5992 // Состояние
5993 FState := utils.readByte(st);
5994 // Накопленный урон
5995 FDamage := utils.readByte(st);
5996 // Цвет
5997 FColor.R := utils.readByte(st);
5998 FColor.G := utils.readByte(st);
5999 FColor.B := utils.readByte(st);
6000 // Объект трупа
6001 Obj_LoadState(@FObj, st);
6002 FPlayerUID := utils.readWord(st);
6003 // Есть ли анимация
6004 anim := utils.readBool(st);
6005 // Если есть - загружаем
6006 if anim then
6007 begin
6008 Assert(FAnimation <> nil, 'TCorpse.LoadState: no FAnimation');
6009 FAnimation.LoadState(st);
6010 end;
6011 // Есть ли маска анимации
6012 anim := utils.readBool(st);
6013 // Если есть - загружаем
6014 if anim then
6015 begin
6016 Assert(FAnimationMask <> nil, 'TCorpse.LoadState: no FAnimationMask');
6017 FAnimationMask.LoadState(st);
6018 end;
6019 end;
6021 { T B o t : }
6023 constructor TBot.Create();
6024 var
6025 a: Integer;
6026 begin
6027 inherited Create();
6029 FPhysics := True;
6030 FSpectator := False;
6031 FGhost := False;
6033 FIamBot := True;
6035 Inc(gNumBots);
6037 for a := WP_FIRST to WP_LAST do
6038 begin
6039 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
6040 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
6041 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6042 end;
6043 end;
6045 destructor TBot.Destroy();
6046 begin
6047 Dec(gNumBots);
6048 inherited Destroy();
6049 end;
6051 procedure TBot.Respawn(Silent: Boolean; Force: Boolean = False);
6052 begin
6053 inherited Respawn(Silent, Force);
6055 FAIFlags := nil;
6056 FSelectedWeapon := FCurrWeap;
6057 resetWeaponQueue();
6058 FTargetUID := 0;
6059 end;
6061 procedure TBot.UpdateCombat();
6062 type
6063 TTarget = record
6064 UID: Word;
6065 X, Y: Integer;
6066 Rect: TRectWH;
6067 cX, cY: Integer;
6068 Dist: Word;
6069 Line: Boolean;
6070 Visible: Boolean;
6071 IsPlayer: Boolean;
6072 end;
6074 TTargetRecord = array of TTarget;
6076 function Compare(a, b: TTarget): Integer;
6077 begin
6078 if a.Line and not b.Line then // A на линии огня
6079 Result := -1
6080 else
6081 if not a.Line and b.Line then // B на линии огня
6082 Result := 1
6083 else // И A, и B на линии или не на линии огня
6084 if (a.Line and b.Line) or ((not a.Line) and (not b.Line)) then
6085 begin
6086 if a.Dist > b.Dist then // B ближе
6087 Result := 1
6088 else // A ближе или равноудаленно с B
6089 Result := -1;
6090 end
6091 else // Странно -> A
6092 Result := -1;
6093 end;
6095 var
6096 a, x1, y1, x2, y2: Integer;
6097 targets: TTargetRecord;
6098 ammo: Word;
6099 Target, BestTarget: TTarget;
6100 firew, fireh: Integer;
6101 angle: SmallInt;
6102 mon: TMonster;
6103 pla, tpla: TPlayer;
6104 vsPlayer, vsMonster, ok: Boolean;
6107 function monsUpdate (mon: TMonster): Boolean;
6108 begin
6109 result := false; // don't stop
6110 if mon.alive and (mon.MonsterType <> MONSTER_BARREL) then
6111 begin
6112 if not TargetOnScreen(mon.Obj.X+mon.Obj.Rect.X, mon.Obj.Y+mon.Obj.Rect.Y) then exit;
6114 x2 := mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2);
6115 y2 := mon.Obj.Y+mon.Obj.Rect.Y+(mon.Obj.Rect.Height div 2);
6117 // Если монстр на экране и не прикрыт стеной
6118 if g_TraceVector(x1, y1, x2, y2) then
6119 begin
6120 // Добавляем к списку возможных целей
6121 SetLength(targets, Length(targets)+1);
6122 with targets[High(targets)] do
6123 begin
6124 UID := mon.UID;
6125 X := mon.Obj.X;
6126 Y := mon.Obj.Y;
6127 cX := x2;
6128 cY := y2;
6129 Rect := mon.Obj.Rect;
6130 Dist := g_PatchLength(x1, y1, x2, y2);
6131 Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6132 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6133 Visible := True;
6134 IsPlayer := False;
6135 end;
6136 end;
6137 end;
6138 end;
6140 begin
6141 vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER);
6142 vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER);
6144 // Если текущее оружие не то, что нужно, то меняем:
6145 if FCurrWeap <> FSelectedWeapon then
6146 NextWeapon();
6148 // Если нужно стрелять и нужное оружие, то нажать "Стрелять":
6149 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap = FSelectedWeapon) then
6150 begin
6151 RemoveAIFlag('NEEDFIRE');
6153 case FCurrWeap of
6154 WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
6155 WEAPON_SAW, WEAPON_KASTET, WEAPON_FLAMETHROWER: PressKey(KEY_FIRE, 40);
6156 else PressKey(KEY_FIRE);
6157 end;
6158 end;
6160 // Координаты ствола:
6161 x1 := FObj.X + WEAPONPOINT[FDirection].X;
6162 y1 := FObj.Y + WEAPONPOINT[FDirection].Y;
6164 Target.UID := FTargetUID;
6166 ok := False;
6167 if Target.UID <> 0 then
6168 begin // Цель есть - настраиваем
6169 if (g_GetUIDType(Target.UID) = UID_PLAYER) and
6170 vsPlayer then
6171 begin // Игрок
6172 tpla := g_Player_Get(Target.UID);
6173 if tpla <> nil then
6174 with tpla do
6175 begin
6176 if (@FObj) <> nil then
6177 begin
6178 Target.X := FObj.X;
6179 Target.Y := FObj.Y;
6180 end;
6181 end;
6183 Target.cX := Target.X + PLAYER_RECT_CX;
6184 Target.cY := Target.Y + PLAYER_RECT_CY;
6185 Target.Rect := PLAYER_RECT;
6186 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6187 Target.Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6188 (y1-4 > Target.Y+PLAYER_RECT.Y);
6189 Target.IsPlayer := True;
6190 ok := True;
6191 end
6192 else
6193 if (g_GetUIDType(Target.UID) = UID_MONSTER) and
6194 vsMonster then
6195 begin // Монстр
6196 mon := g_Monsters_ByUID(Target.UID);
6197 if mon <> nil then
6198 begin
6199 Target.X := mon.Obj.X;
6200 Target.Y := mon.Obj.Y;
6202 Target.cX := Target.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6203 Target.cY := Target.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6204 Target.Rect := mon.Obj.Rect;
6205 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6206 Target.Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6207 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6208 Target.IsPlayer := False;
6209 ok := True;
6210 end;
6211 end;
6212 end;
6214 if not ok then
6215 begin // Цели нет - обнуляем
6216 Target.X := 0;
6217 Target.Y := 0;
6218 Target.cX := 0;
6219 Target.cY := 0;
6220 Target.Visible := False;
6221 Target.Line := False;
6222 Target.IsPlayer := False;
6223 end;
6225 targets := nil;
6227 // Если цель не видима или не на линии огня, то ищем все возможные цели:
6228 if (not Target.Line) or (not Target.Visible) then
6229 begin
6230 // Игроки:
6231 if vsPlayer then
6232 for a := 0 to High(gPlayers) do
6233 if (gPlayers[a] <> nil) and (gPlayers[a].alive) and
6234 (gPlayers[a].FUID <> FUID) and
6235 (not SameTeam(FUID, gPlayers[a].FUID)) and
6236 (not gPlayers[a].NoTarget) and
6237 (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
6238 begin
6239 if not TargetOnScreen(gPlayers[a].FObj.X + PLAYER_RECT.X,
6240 gPlayers[a].FObj.Y + PLAYER_RECT.Y) then
6241 Continue;
6243 x2 := gPlayers[a].FObj.X + PLAYER_RECT_CX;
6244 y2 := gPlayers[a].FObj.Y + PLAYER_RECT_CY;
6246 // Если игрок на экране и не прикрыт стеной:
6247 if g_TraceVector(x1, y1, x2, y2) then
6248 begin
6249 // Добавляем к списку возможных целей:
6250 SetLength(targets, Length(targets)+1);
6251 with targets[High(targets)] do
6252 begin
6253 UID := gPlayers[a].FUID;
6254 X := gPlayers[a].FObj.X;
6255 Y := gPlayers[a].FObj.Y;
6256 cX := x2;
6257 cY := y2;
6258 Rect := PLAYER_RECT;
6259 Dist := g_PatchLength(x1, y1, x2, y2);
6260 Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6261 (y1-4 > Target.Y+PLAYER_RECT.Y);
6262 Visible := True;
6263 IsPlayer := True;
6264 end;
6265 end;
6266 end;
6268 // Монстры:
6269 if vsMonster then g_Mons_ForEach(monsUpdate);
6270 end;
6272 // Если есть возможные цели:
6273 // (Выбираем лучшую, меняем оружие и бежим к ней/от нее)
6274 if targets <> nil then
6275 begin
6276 // Выбираем наилучшую цель:
6277 BestTarget := targets[0];
6278 if Length(targets) > 1 then
6279 for a := 1 to High(targets) do
6280 if Compare(BestTarget, targets[a]) = 1 then
6281 BestTarget := targets[a];
6283 // Если лучшая цель "виднее" текущей, то текущая := лучшая:
6284 if ((not Target.Visible) and BestTarget.Visible and (Target.UID <> BestTarget.UID)) or
6285 ((not Target.Line) and BestTarget.Line and BestTarget.Visible) then
6286 begin
6287 Target := BestTarget;
6289 if (Healthy() = 3) or ((Healthy() = 2)) then
6290 begin // Если здоровы - догоняем
6291 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6292 SetAIFlag('GORIGHT', '1');
6293 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6294 SetAIFlag('GOLEFT', '1');
6295 end
6296 else
6297 begin // Если побиты - убегаем
6298 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
6299 SetAIFlag('GORIGHT', '1');
6300 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6301 SetAIFlag('GOLEFT', '1');
6302 end;
6304 // Выбираем оружие на основе расстояния и приоритетов:
6305 SelectWeapon(Abs(x1-Target.cX));
6306 end;
6307 end;
6309 // Если есть цель:
6310 // (Догоняем/убегаем, стреляем по направлению к цели)
6311 // (Если цель далеко, то хватит следить за ней)
6312 if Target.UID <> 0 then
6313 begin
6314 if not TargetOnScreen(Target.X + Target.Rect.X,
6315 Target.Y + Target.Rect.Y) then
6316 begin // Цель сбежала с "экрана"
6317 if (Healthy() = 3) or ((Healthy() = 2)) then
6318 begin // Если здоровы - догоняем
6319 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6320 SetAIFlag('GORIGHT', '1');
6321 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6322 SetAIFlag('GOLEFT', '1');
6323 end
6324 else
6325 begin // Если побиты - забываем о цели и убегаем
6326 Target.UID := 0;
6327 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
6328 SetAIFlag('GORIGHT', '1');
6329 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6330 SetAIFlag('GOLEFT', '1');
6331 end;
6332 end
6333 else
6334 begin // Цель пока на "экране"
6335 // Если цель не загорожена стеной, то отмечаем, когда ее видели:
6336 if g_TraceVector(x1, y1, Target.cX, Target.cY) then
6337 FLastVisible := gTime;
6338 // Если разница высот не велика, то догоняем:
6339 if (Abs(FObj.Y-Target.Y) <= 128) then
6340 begin
6341 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6342 SetAIFlag('GORIGHT', '1');
6343 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6344 SetAIFlag('GOLEFT', '1');
6345 end;
6346 end;
6348 // Выбираем угол вверх:
6349 if FDirection = TDirection.D_LEFT then
6350 angle := ANGLE_LEFTUP
6351 else
6352 angle := ANGLE_RIGHTUP;
6354 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6355 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6357 // Если при угле вверх можно попасть в приблизительное положение цели:
6358 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6359 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128), //96
6360 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6361 Target.Rect.Width, Target.Rect.Height) and
6362 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6363 begin // то нужно стрелять вверх
6364 SetAIFlag('NEEDFIRE', '1');
6365 SetAIFlag('NEEDSEEUP', '1');
6366 end;
6368 // Выбираем угол вниз:
6369 if FDirection = TDirection.D_LEFT then
6370 angle := ANGLE_LEFTDOWN
6371 else
6372 angle := ANGLE_RIGHTDOWN;
6374 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6375 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6377 // Если при угле вниз можно попасть в приблизительное положение цели:
6378 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6379 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6380 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6381 Target.Rect.Width, Target.Rect.Height) and
6382 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6383 begin // то нужно стрелять вниз
6384 SetAIFlag('NEEDFIRE', '1');
6385 SetAIFlag('NEEDSEEDOWN', '1');
6386 end;
6388 // Если цель видно и она на такой же высоте:
6389 if Target.Visible and
6390 (y1+4 < Target.Y+Target.Rect.Y+Target.Rect.Height) and
6391 (y1-4 > Target.Y+Target.Rect.Y) then
6392 begin
6393 // Если идем в сторону цели, то надо стрелять:
6394 if ((FDirection = TDirection.D_LEFT) and (Target.X < FObj.X)) or
6395 ((FDirection = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6396 begin // то нужно стрелять вперед
6397 SetAIFlag('NEEDFIRE', '1');
6398 SetAIFlag('NEEDSEEDOWN', '');
6399 SetAIFlag('NEEDSEEUP', '');
6400 end;
6401 // Если цель в пределах "экрана" и сложность позволяет прыжки сближения:
6402 if Abs(FObj.X-Target.X) < Trunc(gPlayerScreenSize.X*0.75) then
6403 if GetRnd(FDifficult.CloseJump) then
6404 begin // то если повезет - прыгаем (особенно, если близко)
6405 if Abs(FObj.X-Target.X) < 128 then
6406 a := 4
6407 else
6408 a := 30;
6409 if Random(a) = 0 then
6410 SetAIFlag('NEEDJUMP', '1');
6411 end;
6412 end;
6414 // Если цель все еще есть:
6415 if Target.UID <> 0 then
6416 if gTime-FLastVisible > 2000 then // Если видели давно
6417 Target.UID := 0 // то забыть цель
6418 else // Если видели недавно
6419 begin // но цель убили
6420 if Target.IsPlayer then
6421 begin // Цель - игрок
6422 pla := g_Player_Get(Target.UID);
6423 if (pla = nil) or (not pla.alive) or pla.NoTarget or
6424 (pla.FMegaRulez[MR_INVIS] >= gTime) then
6425 Target.UID := 0; // то забыть цель
6426 end
6427 else
6428 begin // Цель - монстр
6429 mon := g_Monsters_ByUID(Target.UID);
6430 if (mon = nil) or (not mon.alive) then
6431 Target.UID := 0; // то забыть цель
6432 end;
6433 end;
6434 end; // if Target.UID <> 0
6436 FTargetUID := Target.UID;
6438 // Если возможных целей нет:
6439 // (Атака чего-нибудь слева или справа)
6440 if targets = nil then
6441 if GetAIFlag('ATTACKLEFT') <> '' then
6442 begin // Если нужно атаковать налево
6443 RemoveAIFlag('ATTACKLEFT');
6445 SetAIFlag('NEEDJUMP', '1');
6447 if RunDirection() = TDirection.D_RIGHT then
6448 begin // Идем не в ту сторону
6449 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6450 begin // Если здоровы, то, возможно, стреляем бежим влево и стреляем
6451 SetAIFlag('NEEDFIRE', '1');
6452 SetAIFlag('GOLEFT', '1');
6453 end;
6454 end
6455 else
6456 begin // Идем в нужную сторону
6457 if GetRnd(FDifficult.InvisFire) then // Возможно, стреляем вслепую
6458 SetAIFlag('NEEDFIRE', '1');
6459 if Healthy() <= 1 then // Побиты - убегаем
6460 SetAIFlag('GORIGHT', '1');
6461 end;
6462 end
6463 else
6464 if GetAIFlag('ATTACKRIGHT') <> '' then
6465 begin // Если нужно атаковать направо
6466 RemoveAIFlag('ATTACKRIGHT');
6468 SetAIFlag('NEEDJUMP', '1');
6470 if RunDirection() = TDirection.D_LEFT then
6471 begin // Идем не в ту сторону
6472 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6473 begin // Если здоровы, то, возможно, бежим вправо и стреляем
6474 SetAIFlag('NEEDFIRE', '1');
6475 SetAIFlag('GORIGHT', '1');
6476 end;
6477 end
6478 else
6479 begin
6480 if GetRnd(FDifficult.InvisFire) then // Возможно, стреляем вслепую
6481 SetAIFlag('NEEDFIRE', '1');
6482 if Healthy() <= 1 then // Побиты - убегаем
6483 SetAIFlag('GOLEFT', '1');
6484 end;
6485 end;
6487 //HACK! (does it belongs there?)
6488 RealizeCurrentWeapon();
6490 // Если есть возможные цели:
6491 // (Стреляем по направлению к целям)
6492 if (targets <> nil) and (GetAIFlag('NEEDFIRE') <> '') then
6493 for a := 0 to High(targets) do
6494 begin
6495 // Если можем стрелять по диагонали:
6496 if GetRnd(FDifficult.DiagFire) then
6497 begin
6498 // Ищем цель сверху и стреляем, если есть:
6499 if FDirection = TDirection.D_LEFT then
6500 angle := ANGLE_LEFTUP
6501 else
6502 angle := ANGLE_RIGHTUP;
6504 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6505 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6507 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6508 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6509 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6510 targets[a].Rect.Width, targets[a].Rect.Height) and
6511 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
6512 begin
6513 SetAIFlag('NEEDFIRE', '1');
6514 SetAIFlag('NEEDSEEUP', '1');
6515 end;
6517 // Ищем цель снизу и стреляем, если есть:
6518 if FDirection = TDirection.D_LEFT then
6519 angle := ANGLE_LEFTDOWN
6520 else
6521 angle := ANGLE_RIGHTDOWN;
6523 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6524 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6526 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6527 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6528 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6529 targets[a].Rect.Width, targets[a].Rect.Height) and
6530 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
6531 begin
6532 SetAIFlag('NEEDFIRE', '1');
6533 SetAIFlag('NEEDSEEDOWN', '1');
6534 end;
6535 end;
6537 // Если цель "перед носом", то стреляем:
6538 if targets[a].Line and targets[a].Visible and
6539 (((FDirection = TDirection.D_LEFT) and (targets[a].X < FObj.X)) or
6540 ((FDirection = TDirection.D_RIGHT) and (targets[a].X > FObj.X))) then
6541 begin
6542 SetAIFlag('NEEDFIRE', '1');
6543 Break;
6544 end;
6545 end;
6547 // Если летит пуля, то, возможно, подпрыгиваем:
6548 if g_Weapon_Danger(FUID, FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y,
6549 PLAYER_RECT.Width, PLAYER_RECT.Height,
6550 40+GetInterval(FDifficult.Cover, 40)) then
6551 SetAIFlag('NEEDJUMP', '1');
6553 // Если кончились паторны, то нужно сменить оружие:
6554 ammo := GetAmmoByWeapon(FCurrWeap);
6555 if ((FCurrWeap = WEAPON_SHOTGUN2) and (ammo < 2)) or
6556 ((FCurrWeap = WEAPON_BFG) and (ammo < 40)) or
6557 (ammo = 0) then
6558 SetAIFlag('SELECTWEAPON', '1');
6560 // Если нужно сменить оружие, то выбираем нужное:
6561 if GetAIFlag('SELECTWEAPON') = '1' then
6562 begin
6563 SelectWeapon(-1);
6564 RemoveAIFlag('SELECTWEAPON');
6565 end;
6566 end;
6568 procedure TBot.Update();
6569 var
6570 EnableAI: Boolean;
6571 begin
6572 if not FAlive then
6573 begin // Respawn
6574 ReleaseKeys();
6575 PressKey(KEY_UP);
6576 end
6577 else
6578 begin
6579 EnableAI := True;
6581 // Проверяем, отключён ли AI ботов
6582 if (g_debug_BotAIOff = 1) and (Team = TEAM_RED) then
6583 EnableAI := False;
6584 if (g_debug_BotAIOff = 2) and (Team = TEAM_BLUE) then
6585 EnableAI := False;
6586 if g_debug_BotAIOff = 3 then
6587 EnableAI := False;
6589 if EnableAI then
6590 begin
6591 UpdateMove();
6592 UpdateCombat();
6593 end
6594 else
6595 begin
6596 RealizeCurrentWeapon();
6597 end;
6598 end;
6600 inherited Update();
6601 end;
6603 procedure TBot.ReleaseKey(Key: Byte);
6604 begin
6605 with FKeys[Key] do
6606 begin
6607 Pressed := False;
6608 Time := 0;
6609 end;
6610 end;
6612 function TBot.KeyPressed(Key: Word): Boolean;
6613 begin
6614 Result := FKeys[Key].Pressed;
6615 end;
6617 function TBot.GetAIFlag(aName: String20): String20;
6618 var
6619 a: Integer;
6620 begin
6621 Result := '';
6623 aName := LowerCase(aName);
6625 if FAIFlags <> nil then
6626 for a := 0 to High(FAIFlags) do
6627 if LowerCase(FAIFlags[a].Name) = aName then
6628 begin
6629 Result := FAIFlags[a].Value;
6630 Break;
6631 end;
6632 end;
6634 procedure TBot.RemoveAIFlag(aName: String20);
6635 var
6636 a, b: Integer;
6637 begin
6638 if FAIFlags = nil then Exit;
6640 aName := LowerCase(aName);
6642 for a := 0 to High(FAIFlags) do
6643 if LowerCase(FAIFlags[a].Name) = aName then
6644 begin
6645 if a <> High(FAIFlags) then
6646 for b := a to High(FAIFlags)-1 do
6647 FAIFlags[b] := FAIFlags[b+1];
6649 SetLength(FAIFlags, Length(FAIFlags)-1);
6650 Break;
6651 end;
6652 end;
6654 procedure TBot.SetAIFlag(aName, fValue: String20);
6655 var
6656 a: Integer;
6657 ok: Boolean;
6658 begin
6659 a := 0;
6660 ok := False;
6662 aName := LowerCase(aName);
6664 if FAIFlags <> nil then
6665 for a := 0 to High(FAIFlags) do
6666 if LowerCase(FAIFlags[a].Name) = aName then
6667 begin
6668 ok := True;
6669 Break;
6670 end;
6672 if ok then FAIFlags[a].Value := fValue
6673 else
6674 begin
6675 SetLength(FAIFlags, Length(FAIFlags)+1);
6676 with FAIFlags[High(FAIFlags)] do
6677 begin
6678 Name := aName;
6679 Value := fValue;
6680 end;
6681 end;
6682 end;
6684 procedure TBot.UpdateMove;
6686 procedure GoLeft(Time: Word = 1);
6687 begin
6688 ReleaseKey(KEY_LEFT);
6689 ReleaseKey(KEY_RIGHT);
6690 PressKey(KEY_LEFT, Time);
6691 SetDirection(TDirection.D_LEFT);
6692 end;
6694 procedure GoRight(Time: Word = 1);
6695 begin
6696 ReleaseKey(KEY_LEFT);
6697 ReleaseKey(KEY_RIGHT);
6698 PressKey(KEY_RIGHT, Time);
6699 SetDirection(TDirection.D_RIGHT);
6700 end;
6702 function Rnd(a: Word): Boolean;
6703 begin
6704 Result := Random(a) = 0;
6705 end;
6707 procedure Turn(Time: Word = 1200);
6708 begin
6709 if RunDirection() = TDirection.D_LEFT then GoRight(Time) else GoLeft(Time);
6710 end;
6712 procedure Stop();
6713 begin
6714 ReleaseKey(KEY_LEFT);
6715 ReleaseKey(KEY_RIGHT);
6716 end;
6718 function CanRunLeft(): Boolean;
6719 begin
6720 Result := not CollideLevel(-1, 0);
6721 end;
6723 function CanRunRight(): Boolean;
6724 begin
6725 Result := not CollideLevel(1, 0);
6726 end;
6728 function CanRun(): Boolean;
6729 begin
6730 if RunDirection() = TDirection.D_LEFT then Result := CanRunLeft() else Result := CanRunRight();
6731 end;
6733 procedure Jump(Time: Word = 30);
6734 begin
6735 PressKey(KEY_JUMP, Time);
6736 end;
6738 function NearHole(): Boolean;
6739 var
6740 x, sx: Integer;
6741 begin
6742 { TODO 5 : Лестницы }
6743 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
6744 for x := 1 to PLAYER_RECT.Width do
6745 if (not StayOnStep(x*sx, 0)) and
6746 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
6747 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
6748 begin
6749 Result := True;
6750 Exit;
6751 end;
6753 Result := False;
6754 end;
6756 function BorderHole(): Boolean;
6757 var
6758 x, sx, xx: Integer;
6759 begin
6760 { TODO 5 : Лестницы }
6761 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
6762 for x := 1 to PLAYER_RECT.Width do
6763 if (not StayOnStep(x*sx, 0)) and
6764 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
6765 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
6766 begin
6767 for xx := x to x+32 do
6768 if CollideLevel(xx*sx, PLAYER_RECT.Height) then
6769 begin
6770 Result := True;
6771 Exit;
6772 end;
6773 end;
6775 Result := False;
6776 end;
6778 function NearDeepHole(): Boolean;
6779 var
6780 x, sx, y: Integer;
6781 begin
6782 Result := False;
6784 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
6785 y := 3;
6787 for x := 1 to PLAYER_RECT.Width do
6788 if (not StayOnStep(x*sx, 0)) and
6789 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
6790 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
6791 begin
6792 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
6793 begin
6794 if CollideLevel(x*sx, PLAYER_RECT.Height*y) then Exit;
6795 y := y+1;
6796 end;
6798 Result := True;
6799 end else Result := False;
6800 end;
6802 function OverDeepHole(): Boolean;
6803 var
6804 y: Integer;
6805 begin
6806 Result := False;
6808 y := 1;
6809 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
6810 begin
6811 if CollideLevel(0, PLAYER_RECT.Height*y) then Exit;
6812 y := y+1;
6813 end;
6815 Result := True;
6816 end;
6818 function OnGround(): Boolean;
6819 begin
6820 Result := StayOnStep(0, 0) or CollideLevel(0, 1);
6821 end;
6823 function OnLadder(): Boolean;
6824 begin
6825 Result := FullInStep(0, 0);
6826 end;
6828 function BelowLadder(): Boolean;
6829 begin
6830 Result := (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and
6831 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
6832 (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and
6833 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
6834 end;
6836 function BelowLiftUp(): Boolean;
6837 begin
6838 Result := ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and
6839 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
6840 ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and
6841 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
6842 end;
6844 function OnTopLift(): Boolean;
6845 begin
6846 Result := (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
6847 end;
6849 function CanJumpOver(): Boolean;
6850 var
6851 sx, y: Integer;
6852 begin
6853 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
6855 Result := False;
6857 if not CollideLevel(sx, 0) then Exit;
6859 for y := 1 to BOT_MAXJUMP do
6860 if CollideLevel(0, -y) then Exit else
6861 if not CollideLevel(sx, -y) then
6862 begin
6863 Result := True;
6864 Exit;
6865 end;
6866 end;
6868 function CanJumpUp(Dist: ShortInt): Boolean;
6869 var
6870 y, yy: Integer;
6871 c: Boolean;
6872 begin
6873 Result := False;
6875 if CollideLevel(Dist, 0) then Exit;
6877 c := False;
6878 for y := 0 to BOT_MAXJUMP do
6879 if CollideLevel(Dist, -y) then
6880 begin
6881 c := True;
6882 Break;
6883 end;
6885 if not c then Exit;
6887 c := False;
6888 for yy := y+1 to BOT_MAXJUMP do
6889 if not CollideLevel(Dist, -yy) then
6890 begin
6891 c := True;
6892 Break;
6893 end;
6895 if not c then Exit;
6897 c := False;
6898 for y := 0 to BOT_MAXJUMP do
6899 if CollideLevel(0, -y) then
6900 begin
6901 c := True;
6902 Break;
6903 end;
6905 if c then Exit;
6907 if y < yy then Exit;
6909 Result := True;
6910 end;
6912 function IsSafeTrigger(): Boolean;
6913 var
6914 a: Integer;
6915 begin
6916 Result := True;
6917 if gTriggers = nil then
6918 Exit;
6919 for a := 0 to High(gTriggers) do
6920 if Collide(gTriggers[a].X,
6921 gTriggers[a].Y,
6922 gTriggers[a].Width,
6923 gTriggers[a].Height) and
6924 (gTriggers[a].TriggerType in [TRIGGER_EXIT, TRIGGER_CLOSEDOOR,
6925 TRIGGER_CLOSETRAP, TRIGGER_TRAP,
6926 TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF,
6927 TRIGGER_ONOFF, TRIGGER_SPAWNMONSTER,
6928 TRIGGER_DAMAGE, TRIGGER_SHOT]) then
6929 Result := False;
6930 end;
6932 begin
6933 // Возможно, нажимаем кнопку:
6934 if Rnd(16) and IsSafeTrigger() then
6935 PressKey(KEY_OPEN);
6937 // Если под лифтом или ступеньками, то, возможно, прыгаем:
6938 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
6939 begin
6940 ReleaseKey(KEY_LEFT);
6941 ReleaseKey(KEY_RIGHT);
6942 Jump();
6943 end;
6945 // Идем влево, если надо было:
6946 if GetAIFlag('GOLEFT') <> '' then
6947 begin
6948 RemoveAIFlag('GOLEFT');
6949 if CanRunLeft() then
6950 GoLeft(360);
6951 end;
6953 // Идем вправо, если надо было:
6954 if GetAIFlag('GORIGHT') <> '' then
6955 begin
6956 RemoveAIFlag('GORIGHT');
6957 if CanRunRight() then
6958 GoRight(360);
6959 end;
6961 // Если вылетели за карту, то пробуем вернуться:
6962 if FObj.X < -32 then
6963 GoRight(360)
6964 else
6965 if FObj.X+32 > gMapInfo.Width then
6966 GoLeft(360);
6968 // Прыгаем, если надо было:
6969 if GetAIFlag('NEEDJUMP') <> '' then
6970 begin
6971 Jump(0);
6972 RemoveAIFlag('NEEDJUMP');
6973 end;
6975 // Смотрим вверх, если надо было:
6976 if GetAIFlag('NEEDSEEUP') <> '' then
6977 begin
6978 ReleaseKey(KEY_UP);
6979 ReleaseKey(KEY_DOWN);
6980 PressKey(KEY_UP, 20);
6981 RemoveAIFlag('NEEDSEEUP');
6982 end;
6984 // Смотрим вниз, если надо было:
6985 if GetAIFlag('NEEDSEEDOWN') <> '' then
6986 begin
6987 ReleaseKey(KEY_UP);
6988 ReleaseKey(KEY_DOWN);
6989 PressKey(KEY_DOWN, 20);
6990 RemoveAIFlag('NEEDSEEDOWN');
6991 end;
6993 // Если нужно было в дыру и мы не на земле, то покорно летим:
6994 if GetAIFlag('GOINHOLE') <> '' then
6995 if not OnGround() then
6996 begin
6997 ReleaseKey(KEY_LEFT);
6998 ReleaseKey(KEY_RIGHT);
6999 RemoveAIFlag('GOINHOLE');
7000 SetAIFlag('FALLINHOLE', '1');
7001 end;
7003 // Если падали и достигли земли, то хватит падать:
7004 if GetAIFlag('FALLINHOLE') <> '' then
7005 if OnGround() then
7006 RemoveAIFlag('FALLINHOLE');
7008 // Если летели прямо и сейчас не на лестнице или на вершине лифта, то отходим в сторону:
7009 if not (KeyPressed(KEY_LEFT) or KeyPressed(KEY_RIGHT)) then
7010 if GetAIFlag('FALLINHOLE') = '' then
7011 if (not OnLadder()) or (FObj.Vel.Y >= 0) or (OnTopLift()) then
7012 if Rnd(2) then
7013 GoLeft(360)
7014 else
7015 GoRight(360);
7017 // Если на земле и можно подпрыгнуть, то, возможно, прыгаем:
7018 if OnGround() and
7019 CanJumpUp(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*32) and
7020 Rnd(8) then
7021 Jump();
7023 // Если на земле и возле дыры (глубина > 2 ростов игрока):
7024 if OnGround() and NearHole() then
7025 if NearDeepHole() then // Если это бездна
7026 case Random(6) of
7027 0..3: Turn(); // Бежим обратно
7028 4: Jump(); // Прыгаем
7029 5: begin // Прыгаем обратно
7030 Turn();
7031 Jump();
7032 end;
7033 end
7034 else // Это не бездна и мы еще не летим туда
7035 if GetAIFlag('GOINHOLE') = '' then
7036 case Random(6) of
7037 0: Turn(); // Не нужно туда
7038 1: Jump(); // Вдруг повезет - прыгаем
7039 else // Если яма с границей, то при случае можно туда прыгнуть
7040 if BorderHole() then
7041 SetAIFlag('GOINHOLE', '1');
7042 end;
7044 // Если на земле, но некуда идти:
7045 if (not CanRun()) and OnGround() then
7046 begin
7047 // Если мы на лестнице или можно перепрыгнуть, то прыгаем:
7048 if CanJumpOver() or OnLadder() then
7049 Jump()
7050 else // иначе попытаемся в другую сторону
7051 if Random(2) = 0 then
7052 begin
7053 if IsSafeTrigger() then
7054 PressKey(KEY_OPEN);
7055 end else
7056 Turn();
7057 end;
7059 // Осталось мало воздуха:
7060 if FAir < 36 * 2 then
7061 Jump(20);
7063 // Выбираемся из кислоты, если нет костюма, обожглись, или мало здоровья:
7064 if (FMegaRulez[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then
7065 if BodyInAcid(0, 0) then
7066 Jump();
7067 end;
7069 function TBot.FullInStep(XInc, YInc: Integer): Boolean;
7070 begin
7071 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
7072 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_STEP, False);
7073 end;
7075 {function TBot.NeedItem(Item: Byte): Byte;
7076 begin
7077 Result := 4;
7078 end;}
7080 procedure TBot.SelectWeapon(Dist: Integer);
7081 var
7082 a: Integer;
7084 function HaveAmmo(weapon: Byte): Boolean;
7085 begin
7086 case weapon of
7087 WEAPON_PISTOL: Result := FAmmo[A_BULLETS] >= 1;
7088 WEAPON_SHOTGUN1: Result := FAmmo[A_SHELLS] >= 1;
7089 WEAPON_SHOTGUN2: Result := FAmmo[A_SHELLS] >= 2;
7090 WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS] >= 10;
7091 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS] >= 1;
7092 WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10;
7093 WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40;
7094 WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1;
7095 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL] >= 1;
7096 else Result := True;
7097 end;
7098 end;
7100 begin
7101 if Dist = -1 then Dist := BOT_LONGDIST;
7103 if Dist > BOT_LONGDIST then
7104 begin // Дальний бой
7105 for a := 0 to 9 do
7106 if FWeapon[FDifficult.WeaponPrior[a]] and HaveAmmo(FDifficult.WeaponPrior[a]) then
7107 begin
7108 FSelectedWeapon := FDifficult.WeaponPrior[a];
7109 Break;
7110 end;
7111 end
7112 else //if Dist > BOT_UNSAFEDIST then
7113 begin // Ближний бой
7114 for a := 0 to 9 do
7115 if FWeapon[FDifficult.CloseWeaponPrior[a]] and HaveAmmo(FDifficult.CloseWeaponPrior[a]) then
7116 begin
7117 FSelectedWeapon := FDifficult.CloseWeaponPrior[a];
7118 Break;
7119 end;
7120 end;
7121 { else
7122 begin
7123 for a := 0 to 9 do
7124 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7125 begin
7126 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7127 Break;
7128 end;
7129 end;}
7130 end;
7132 function TBot.PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean;
7133 begin
7134 Result := inherited PickItem(ItemType, force, remove);
7136 if Result then SetAIFlag('SELECTWEAPON', '1');
7137 end;
7139 function TBot.Heal(value: Word; Soft: Boolean): Boolean;
7140 begin
7141 Result := inherited Heal(value, Soft);
7142 end;
7144 function TBot.Healthy(): Byte;
7145 begin
7146 if FMegaRulez[MR_INVUL] >= gTime then Result := 3
7147 else if (FHealth > 80) or ((FHealth > 50) and (FArmor > 20)) then Result := 3
7148 else if (FHealth > 50) then Result := 2
7149 else if (FHealth > 20) then Result := 1
7150 else Result := 0;
7151 end;
7153 function TBot.TargetOnScreen(TX, TY: Integer): Boolean;
7154 begin
7155 Result := (Abs(FObj.X-TX) <= Trunc(gPlayerScreenSize.X*0.6)) and
7156 (Abs(FObj.Y-TY) <= Trunc(gPlayerScreenSize.Y*0.6));
7157 end;
7159 procedure TBot.OnDamage(Angle: SmallInt);
7160 var
7161 pla: TPlayer;
7162 mon: TMonster;
7163 ok: Boolean;
7164 begin
7165 inherited;
7167 if (Angle = 0) or (Angle = 180) then
7168 begin
7169 ok := False;
7170 if (g_GetUIDType(FLastSpawnerUID) = UID_PLAYER) and
7171 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER) then
7172 begin // Игрок
7173 pla := g_Player_Get(FLastSpawnerUID);
7174 ok := not TargetOnScreen(pla.FObj.X + PLAYER_RECT.X,
7175 pla.FObj.Y + PLAYER_RECT.Y);
7176 end
7177 else
7178 if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and
7179 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then
7180 begin // Монстр
7181 mon := g_Monsters_ByUID(FLastSpawnerUID);
7182 ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
7183 mon.Obj.Y + mon.Obj.Rect.Y);
7184 end;
7186 if ok then
7187 if Angle = 0 then
7188 SetAIFlag('ATTACKLEFT', '1')
7189 else
7190 SetAIFlag('ATTACKRIGHT', '1');
7191 end;
7192 end;
7194 function TBot.RunDirection(): TDirection;
7195 begin
7196 if Abs(Vel.X) >= 1 then
7197 begin
7198 if Vel.X > 0 then Result := TDirection.D_RIGHT else Result := TDirection.D_LEFT;
7199 end else
7200 Result := FDirection;
7201 end;
7203 function TBot.GetRnd(a: Byte): Boolean;
7204 begin
7205 if a = 0 then Result := False
7206 else if a = 255 then Result := True
7207 else Result := Random(256) > 255-a;
7208 end;
7210 function TBot.GetInterval(a: Byte; radius: SmallInt): SmallInt;
7211 begin
7212 Result := Round((255-a)/255*radius*(Random(2)-1));
7213 end;
7216 procedure TDifficult.save (st: TStream);
7217 begin
7218 utils.writeInt(st, Byte(DiagFire));
7219 utils.writeInt(st, Byte(InvisFire));
7220 utils.writeInt(st, Byte(DiagPrecision));
7221 utils.writeInt(st, Byte(FlyPrecision));
7222 utils.writeInt(st, Byte(Cover));
7223 utils.writeInt(st, Byte(CloseJump));
7224 st.WriteBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7225 st.WriteBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7226 end;
7228 procedure TDifficult.load (st: TStream);
7229 begin
7230 DiagFire := utils.readByte(st);
7231 InvisFire := utils.readByte(st);
7232 DiagPrecision := utils.readByte(st);
7233 FlyPrecision := utils.readByte(st);
7234 Cover := utils.readByte(st);
7235 CloseJump := utils.readByte(st);
7236 st.ReadBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7237 st.ReadBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7238 end;
7241 procedure TBot.SaveState (st: TStream);
7242 var
7243 i: Integer;
7244 dw: Integer;
7245 begin
7246 inherited SaveState(st);
7247 utils.writeSign(st, 'BOT0');
7248 // Выбранное оружие
7249 utils.writeInt(st, Byte(FSelectedWeapon));
7250 // UID цели
7251 utils.writeInt(st, Word(FTargetUID));
7252 // Время потери цели
7253 utils.writeInt(st, LongWord(FLastVisible));
7254 // Количество флагов ИИ
7255 dw := Length(FAIFlags);
7256 utils.writeInt(st, LongInt(dw));
7257 // Флаги ИИ
7258 for i := 0 to dw-1 do
7259 begin
7260 utils.writeStr(st, FAIFlags[i].Name, 20);
7261 utils.writeStr(st, FAIFlags[i].Value, 20);
7262 end;
7263 // Настройки сложности
7264 FDifficult.save(st);
7265 end;
7268 procedure TBot.LoadState (st: TStream);
7269 var
7270 i: Integer;
7271 dw: Integer;
7272 begin
7273 inherited LoadState(st);
7274 if not utils.checkSign(st, 'BOT0') then raise XStreamError.Create('invalid bot signature');
7275 // Выбранное оружие
7276 FSelectedWeapon := utils.readByte(st);
7277 // UID цели
7278 FTargetUID := utils.readWord(st);
7279 // Время потери цели
7280 FLastVisible := utils.readLongWord(st);
7281 // Количество флагов ИИ
7282 dw := utils.readLongInt(st);
7283 if (dw < 0) or (dw > 16384) then raise XStreamError.Create('invalid number of bot AI flags');
7284 SetLength(FAIFlags, dw);
7285 // Флаги ИИ
7286 for i := 0 to dw-1 do
7287 begin
7288 FAIFlags[i].Name := utils.readStr(st, 20);
7289 FAIFlags[i].Value := utils.readStr(st, 20);
7290 end;
7291 // Настройки сложности
7292 FDifficult.load(st);
7293 end;
7296 begin
7297 conRegVar('player_indicator', @gPlayerIndicator, 'Draw indicator only for current player, also for teammates, or not at all', 'Draw indicator only for current player, also for teammates, or not at all');
7298 conRegVar('player_indicator_style', @gPlayerIndicatorStyle, 'Visual appearance of indicator', 'Visual appearance of indicator');
7299 end.