DEADSOFTWARE

game: prototype for assists
[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 e_graphics, 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 type
108 TPlayerStat = record
109 Num: Integer;
110 Ping: Word;
111 Loss: Byte;
112 Name: String;
113 Team: Byte;
114 Frags: SmallInt;
115 Assists: SmallInt;
116 Deaths: SmallInt;
117 Lives: Byte;
118 Kills: Word;
119 Color: TRGB;
120 Spectator: Boolean;
121 UID: Word;
122 end;
124 TPlayerStatArray = Array of TPlayerStat;
126 TPlayerSavedState = record
127 Health: Integer;
128 Armor: Integer;
129 Air: Integer;
130 JetFuel: Integer;
131 CurrWeap: Byte;
132 NextWeap: WORD;
133 NextWeapDelay: Byte;
134 Ammo: Array [A_BULLETS..A_HIGH] of Word;
135 MaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
136 Weapon: Array [WP_FIRST..WP_LAST] of Boolean;
137 Rulez: Set of R_ITEM_BACKPACK..R_BERSERK;
138 Used: Boolean;
139 end;
141 TKeyState = record
142 Pressed: Boolean;
143 Time: Word;
144 end;
146 TPlayer = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
147 private
148 FIamBot: Boolean;
149 FUID: Word;
150 FName: String;
151 FTeam: Byte;
152 FAlive: Boolean;
153 FSpawned: Boolean;
154 FDirection: TDirection;
155 FHealth: Integer;
156 FLives: Byte;
157 FArmor: Integer;
158 FAir: Integer;
159 FPain: Integer;
160 FPickup: Integer;
161 FKills: Integer;
162 FMonsterKills: Integer;
163 FFrags: Integer;
164 FAssists: Integer;
165 FFragCombo: Byte;
166 FLastFrag: LongWord;
167 FComboEvnt: Integer;
168 FDeath: Integer;
169 FCanJetpack: Boolean;
170 FJetFuel: Integer;
171 FFlag: Byte;
172 FSecrets: Integer;
173 FCurrWeap: Byte;
174 FNextWeap: WORD;
175 FNextWeapDelay: Byte; // frames
176 FBFGFireCounter: SmallInt;
177 FLastSpawnerUID: Word;
178 FLastHit: Byte;
179 FObj: TObj;
180 FXTo, FYTo: Integer;
181 FSpectatePlayer: Integer;
182 FFirePainTime: Integer;
183 FFireAttacker: Word;
185 FSavedStateNum: Integer;
187 FModel: TPlayerModel;
188 FPunchAnim: TAnimation;
189 FActionPrior: Byte;
190 FActionAnim: Byte;
191 FActionForce: Boolean;
192 FActionChanged: Boolean;
193 FAngle: SmallInt;
194 FFireAngle: SmallInt;
195 FIncCamOld: Integer;
196 FIncCam: Integer;
197 FSlopeOld: Integer;
198 FShellTimer: Integer;
199 FShellType: Byte;
200 FSawSound: TPlayableSound;
201 FSawSoundIdle: TPlayableSound;
202 FSawSoundHit: TPlayableSound;
203 FSawSoundSelect: TPlayableSound;
204 FFlameSoundOn: TPlayableSound;
205 FFlameSoundOff: TPlayableSound;
206 FFlameSoundWork: TPlayableSound;
207 FJetSoundOn: TPlayableSound;
208 FJetSoundOff: TPlayableSound;
209 FJetSoundFly: TPlayableSound;
210 FGodMode: Boolean;
211 FNoTarget: Boolean;
212 FNoReload: Boolean;
213 FJustTeleported: Boolean;
214 FNetTime: LongWord;
215 mEDamageType: Integer;
218 function CollideLevel(XInc, YInc: Integer): Boolean;
219 function StayOnStep(XInc, YInc: Integer): Boolean;
220 function HeadInLiquid(XInc, YInc: Integer): Boolean;
221 function BodyInLiquid(XInc, YInc: Integer): Boolean;
222 function BodyInAcid(XInc, YInc: Integer): Boolean;
223 function FullInLift(XInc, YInc: Integer): Integer;
224 {procedure CollideItem();}
225 procedure FlySmoke(Times: DWORD = 1);
226 procedure OnFireFlame(Times: DWORD = 1);
227 function GetAmmoByWeapon(Weapon: Byte): Word;
228 procedure SetAction(Action: Byte; Force: Boolean = False);
229 procedure OnDamage(Angle: SmallInt); virtual;
230 function firediry(): Integer;
231 procedure DoPunch();
233 procedure Run(Direction: TDirection);
234 procedure NextWeapon();
235 procedure PrevWeapon();
236 procedure SeeUp();
237 procedure SeeDown();
238 procedure Fire();
239 procedure Jump();
240 procedure Use();
242 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
243 procedure resetWeaponQueue ();
244 function hasAmmoForWeapon (weapon: Byte): Boolean;
245 function hasAmmoForShooting (weapon: Byte): Boolean;
246 function shouldSwitch (weapon: Byte; hadWeapon: Boolean) : Boolean;
248 procedure doDamage (v: Integer);
250 function refreshCorpse(): Boolean;
252 public
253 FDamageBuffer: Integer;
255 FAmmo: Array [A_BULLETS..A_HIGH] of Word;
256 FMaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
257 FWeapon: Array [WP_FIRST..WP_LAST] of Boolean;
258 FRulez: Set of R_ITEM_BACKPACK..R_BERSERK;
259 FBerserk: Integer;
260 FMegaRulez: Array [MR_SUIT..MR_MAX] of DWORD;
261 FReloading: Array [WP_FIRST..WP_LAST] of Word;
262 FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD;
263 FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState;
264 FWeapSwitchMode: Byte;
265 FWeapPreferences: Array [WP_FIRST .. WP_LAST+1] of Byte;
266 FSwitchToEmpty: Byte;
267 FSkipFist: Byte;
268 FColor: TRGB;
269 FPreferredTeam: Byte;
270 FSpectator: Boolean;
271 FNoRespawn: Boolean;
272 FWantsInGame: Boolean;
273 FGhost: Boolean;
274 FPhysics: Boolean;
275 FFlaming: Boolean;
276 FJetpack: Boolean;
277 FActualModelName: string;
278 FClientID: SmallInt;
279 FPing: Word;
280 FLoss: Byte;
281 FReady: Boolean;
282 FDummy: Boolean;
283 FFireTime: Integer;
284 FSpawnInvul: Integer;
285 FHandicap: Integer;
286 FWaitForFirstSpawn: Boolean; // set to `true` in server, used to spawn a player on first full state request
287 FCorpse: Integer;
289 // debug: viewport offset
290 viewPortX, viewPortY, viewPortW, viewPortH: Integer;
292 function isValidViewPort (): Boolean; inline;
294 constructor Create(); virtual;
295 destructor Destroy(); override;
296 procedure Respawn(Silent: Boolean; Force: Boolean = False); virtual;
297 function GetRespawnPoint(): Byte;
298 procedure PressKey(Key: Byte; Time: Word = 1);
299 procedure ReleaseKeys();
300 procedure SetModel(ModelName: String);
301 procedure SetColor(Color: TRGB);
302 function GetColor(): TRGB;
303 procedure SetWeapon(W: Byte);
304 function IsKeyPressed(K: Byte): Boolean;
305 function GetKeys(): Byte;
306 function PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; virtual;
307 procedure SetWeaponPrefs(Prefs: Array of Byte);
308 procedure SetWeaponPref(Weapon, Pref: Byte);
309 function GetWeaponPref(Weapon: Byte) : Byte;
310 function GetMorePrefered() : Byte;
311 function MaySwitch(Weapon: Byte) : Boolean;
312 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
313 function Collide(Panel: TPanel): Boolean; overload;
314 function Collide(X, Y: Integer): Boolean; overload;
315 procedure SetDirection(Direction: TDirection);
316 procedure GetSecret();
317 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
318 procedure Touch();
319 procedure Push(vx, vy: Integer);
320 procedure ChangeModel(ModelName: String);
321 procedure SwitchTeam;
322 procedure ChangeTeam(Team: Byte);
323 procedure BFGHit();
324 function GetFlag(Flag: Byte): Boolean;
325 procedure SetFlag(Flag: Byte);
326 function DropFlag(Silent: Boolean = True; DoThrow: Boolean = False): Boolean;
327 function TryDropFlag(): Boolean;
328 procedure AllRulez(Health: Boolean);
329 procedure RestoreHealthArmor();
330 procedure FragCombo();
331 procedure GiveItem(ItemType: Byte);
332 procedure Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte); virtual;
333 function Heal(value: Word; Soft: Boolean): Boolean; virtual;
334 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
335 procedure MakeBloodSimple(Count: Word);
336 procedure Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
337 procedure Reset(Force: Boolean);
338 procedure Spectate(NoMove: Boolean = False);
339 procedure SwitchNoClip;
340 procedure SoftReset();
341 procedure Draw(); virtual;
342 procedure DrawPain();
343 procedure DrawPickup();
344 procedure DrawRulez();
345 procedure DrawAim();
346 procedure DrawIndicator(Color: TRGB);
347 procedure DrawBubble();
348 procedure DrawGUI();
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 public
377 property Vel: TPoint2i read FObj.Vel;
378 property Obj: TObj read FObj;
380 property Name: String read FName write FName;
381 property Model: TPlayerModel read FModel;
382 property Health: Integer read FHealth write FHealth;
383 property Lives: Byte read FLives write FLives;
384 property Armor: Integer read FArmor write FArmor;
385 property Air: Integer read FAir write FAir;
386 property JetFuel: Integer read FJetFuel write FJetFuel;
387 property Frags: Integer read FFrags write FFrags;
388 property Assists: Integer read FAssists write FAssists;
389 property Death: Integer read FDeath write FDeath;
390 property Kills: Integer read FKills write FKills;
391 property CurrWeap: Byte read FCurrWeap write FCurrWeap;
392 property WeapSwitchMode: Byte read FWeapSwitchMode write FWeapSwitchMode;
393 property SwitchToEmpty: Byte read FSwitchToEmpty write FSwitchToEmpty;
394 property SkipFist: Byte read FSkipFist write FSkipFist;
395 property MonsterKills: Integer read FMonsterKills write FMonsterKills;
396 property Secrets: Integer read FSecrets;
397 property GodMode: Boolean read FGodMode write FGodMode;
398 property NoTarget: Boolean read FNoTarget write FNoTarget;
399 property NoReload: Boolean read FNoReload write FNoReload;
400 property alive: Boolean read FAlive write FAlive;
401 property Flag: Byte read FFlag;
402 property Team: Byte read FTeam write FTeam;
403 property Direction: TDirection read FDirection;
404 property GameX: Integer read FObj.X write FObj.X;
405 property GameY: Integer read FObj.Y write FObj.Y;
406 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
407 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
408 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
409 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
410 property IncCam: Integer read FIncCam write FIncCam;
411 property IncCamOld: Integer read FIncCamOld write FIncCamOld;
412 property SlopeOld: Integer read FSlopeOld write FSlopeOld;
413 property UID: Word read FUID write FUID;
414 property JustTeleported: Boolean read FJustTeleported write FJustTeleported;
415 property NetTime: LongWord read FNetTime write FNetTime;
417 published
418 property eName: String read FName write FName;
419 property eHealth: Integer read FHealth write FHealth;
420 property eLives: Byte read FLives write FLives;
421 property eArmor: Integer read FArmor write FArmor;
422 property eAir: Integer read FAir write FAir;
423 property eJetFuel: Integer read FJetFuel write FJetFuel;
424 property eFrags: Integer read FFrags write FFrags;
425 property eAssists: Integer read FAssists write FAssists;
426 property eDeath: Integer read FDeath write FDeath;
427 property eKills: Integer read FKills write FKills;
428 property eCurrWeap: Byte read FCurrWeap write FCurrWeap;
429 property eMonsterKills: Integer read FMonsterKills write FMonsterKills;
430 property eSecrets: Integer read FSecrets write FSecrets;
431 property eGodMode: Boolean read FGodMode write FGodMode;
432 property eNoTarget: Boolean read FNoTarget write FNoTarget;
433 property eNoReload: Boolean read FNoReload write FNoReload;
434 property eAlive: Boolean read FAlive write FAlive;
435 property eFlag: Byte read FFlag;
436 property eTeam: Byte read FTeam write FTeam;
437 property eDirection: TDirection read FDirection;
438 property eGameX: Integer read FObj.X write FObj.X;
439 property eGameY: Integer read FObj.Y write FObj.Y;
440 property eGameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
441 property eGameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
442 property eGameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
443 property eGameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
444 property eIncCam: Integer read FIncCam write FIncCam;
445 property eUID: Word read FUID;
446 property eJustTeleported: Boolean read FJustTeleported;
447 property eNetTime: LongWord read FNetTime;
449 // set this before assigning something to `eDamage`
450 property eDamageType: Integer read mEDamageType write mEDamageType;
451 property eDamage: Integer write doDamage;
452 end;
454 TDifficult = record
455 public
456 DiagFire: Byte;
457 InvisFire: Byte;
458 DiagPrecision: Byte;
459 FlyPrecision: Byte;
460 Cover: Byte;
461 CloseJump: Byte;
462 WeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
463 CloseWeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
464 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
466 public
467 procedure save (st: TStream);
468 procedure load (st: TStream);
469 end;
471 TAIFlag = record
472 Name: String;
473 Value: String;
474 end;
476 TBot = class(TPlayer)
477 private
478 FSelectedWeapon: Byte;
479 FTargetUID: Word;
480 FLastVisible: DWORD;
481 FAIFlags: Array of TAIFlag;
482 FDifficult: TDifficult;
484 function GetRnd(a: Byte): Boolean;
485 function GetInterval(a: Byte; radius: SmallInt): SmallInt;
486 function RunDirection(): TDirection;
487 function FullInStep(XInc, YInc: Integer): Boolean;
488 //function NeedItem(Item: Byte): Byte;
489 procedure SelectWeapon(Dist: Integer);
490 procedure SetAIFlag(aName, fValue: String20);
491 function GetAIFlag(aName: String20): String20;
492 procedure RemoveAIFlag(aName: String20);
493 function Healthy(): Byte;
494 procedure UpdateMove();
495 procedure UpdateCombat();
496 function KeyPressed(Key: Word): Boolean;
497 procedure ReleaseKey(Key: Byte);
498 function TargetOnScreen(TX, TY: Integer): Boolean;
499 procedure OnDamage(Angle: SmallInt); override;
501 public
502 procedure Respawn(Silent: Boolean; Force: Boolean = False); override;
503 constructor Create(); override;
504 destructor Destroy(); override;
505 procedure Draw(); override;
506 function PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean; override;
507 function Heal(value: Word; Soft: Boolean): Boolean; override;
508 procedure Update(); override;
509 procedure SaveState (st: TStream); override;
510 procedure LoadState (st: TStream); override;
511 end;
513 PGib = ^TGib;
514 TGib = record
515 alive: Boolean;
516 ID: DWORD;
517 MaskID: DWORD;
518 RAngle: Integer;
519 Color: TRGB;
520 Obj: TObj;
522 procedure getMapBox (out x, y, w, h: Integer); inline;
523 procedure moveBy (dx, dy: Integer); inline;
525 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
526 end;
529 PShell = ^TShell;
530 TShell = record
531 SpriteID: DWORD;
532 alive: Boolean;
533 SType: Byte;
534 RAngle: Integer;
535 Timeout: Cardinal;
536 CX, CY: Integer;
537 Obj: TObj;
539 procedure getMapBox (out x, y, w, h: Integer); inline;
540 procedure moveBy (dx, dy: Integer); inline;
542 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
543 end;
545 TCorpse = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
546 private
547 FModelName: String;
548 FMess: Boolean;
549 FState: Byte;
550 FDamage: Byte;
551 FColor: TRGB;
552 FObj: TObj;
553 FPlayerUID: Word;
554 FAnimation: TAnimation;
555 FAnimationMask: TAnimation;
557 public
558 constructor Create(X, Y: Integer; ModelName: String; aMess: Boolean);
559 destructor Destroy(); override;
560 procedure Damage(Value: Word; SpawnerUID: Word; vx, vy: Integer);
561 procedure Update();
562 procedure Draw();
563 procedure SaveState (st: TStream);
564 procedure LoadState (st: TStream);
566 procedure getMapBox (out x, y, w, h: Integer); inline;
567 procedure moveBy (dx, dy: Integer); inline;
569 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
571 function ObjPtr (): PObj; inline;
573 property Obj: TObj read FObj; // copies object
574 property State: Byte read FState;
575 property Mess: Boolean read FMess;
576 end;
578 TTeamStat = Array [TEAM_RED..TEAM_BLUE] of
579 record
580 Score: SmallInt;
581 end;
583 var
584 gPlayers: Array of TPlayer;
585 gCorpses: Array of TCorpse;
586 gGibs: Array of TGib;
587 gShells: Array of TShell;
588 gTeamStat: TTeamStat;
589 gFly: Boolean = False;
590 gAimLine: Boolean = False;
591 gChatBubble: Integer = 0;
592 gPlayerIndicator: Integer = 1;
593 gPlayerIndicatorStyle: Integer = 0;
594 gNumBots: Word = 0;
595 gSpectLatchPID1: Word = 0;
596 gSpectLatchPID2: Word = 0;
597 MAX_RUNVEL: Integer = 8;
598 VEL_JUMP: Integer = 10;
599 SHELL_TIMEOUT: Cardinal = 60000;
601 function Lerp(X, Y, Factor: Integer): Integer;
603 procedure g_Gibs_SetMax(Count: Word);
604 function g_Gibs_GetMax(): Word;
605 procedure g_Corpses_SetMax(Count: Word);
606 function g_Corpses_GetMax(): Word;
607 procedure g_Force_Model_Set(Mode: Word);
608 function g_Force_Model_Get(): Word;
609 procedure g_Forced_Model_SetName(Model: String);
610 function g_Forced_Model_GetName(): String;
611 procedure g_Shells_SetMax(Count: Word);
612 function g_Shells_GetMax(): Word;
614 procedure g_Player_Init();
615 procedure g_Player_Free();
616 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
617 function g_Player_CreateFromState (st: TStream): Word;
618 procedure g_Player_Remove(UID: Word);
619 procedure g_Player_ResetTeams();
620 procedure g_Player_PreUpdate();
621 procedure g_Player_UpdateAll();
622 procedure g_Player_DrawAll();
623 procedure g_Player_DrawDebug(p: TPlayer);
624 procedure g_Player_DrawHealth();
625 procedure g_Player_RememberAll();
626 procedure g_Player_ResetAll(Force, Silent: Boolean);
627 function g_Player_Get(UID: Word): TPlayer;
628 function g_Player_GetCount(): Byte;
629 function g_Player_GetStats(): TPlayerStatArray;
630 function g_Player_ExistingName(Name: String): Boolean;
631 function g_Player_CreateCorpse(Player: TPlayer): Integer;
632 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: String; fColor: TRGB);
633 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
634 procedure g_Player_UpdatePhysicalObjects();
635 procedure g_Player_DrawCorpses();
636 procedure g_Player_DrawShells();
637 procedure g_Player_RemoveAllCorpses();
638 procedure g_Player_Corpses_SaveState (st: TStream);
639 procedure g_Player_Corpses_LoadState (st: TStream);
640 procedure g_Player_ResetReady();
641 procedure g_Bot_Add(Team, Difficult: Byte; Handicap: Integer = 100);
642 procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1; Handicap: Integer = 100);
643 procedure g_Bot_MixNames();
644 procedure g_Bot_RemoveAll();
645 function g_Bot_GetCount(): Integer;
647 implementation
649 uses
650 {$INCLUDE ../nogl/noGLuses.inc}
651 {$IFDEF ENABLE_HOLMES}
652 g_holmes,
653 {$ENDIF}
654 e_log, g_map, g_items, g_console, g_gfx, Math,
655 g_options, g_triggers, g_menu, g_game, g_grid, e_res,
656 wadreader, g_main, g_monsters, CONFIG, g_language,
657 g_net, g_netmsg, g_window,
658 utils, xstreams;
660 const PLR_SAVE_VERSION = 0;
662 type
663 TBotProfile = record
664 name: ShortString;
665 model: ShortString;
666 team: Byte;
667 color: TRGB;
668 diag_fire: Byte;
669 invis_fire: Byte;
670 diag_precision: Byte;
671 fly_precision: Byte;
672 cover: Byte;
673 close_jump: Byte;
674 w_prior1: Array [WP_FIRST..WP_LAST] of Byte;
675 w_prior2: Array [WP_FIRST..WP_LAST] of Byte;
676 w_prior3: Array [WP_FIRST..WP_LAST] of Byte;
677 end;
679 const
680 TIME_RESPAWN1 = 1500;
681 TIME_RESPAWN2 = 2000;
682 TIME_RESPAWN3 = 3000;
683 AIR_DEF = 360;
684 AIR_MAX = 1091;
685 JET_MAX = 540; // ~30 sec
686 PLAYER_SUIT_TIME = 30000;
687 PLAYER_INVUL_TIME = 30000;
688 PLAYER_INVIS_TIME = 35000;
689 FRAG_COMBO_TIME = 3000;
690 VEL_SW = 4;
691 VEL_FLY = 6;
692 ANGLE_RIGHTUP = 55;
693 ANGLE_RIGHTDOWN = -35;
694 ANGLE_LEFTUP = 125;
695 ANGLE_LEFTDOWN = -145;
696 PLAYER_HEADRECT: TRectWH = (X:24; Y:12; Width:20; Height:12);
697 WEAPONPOINT: Array [TDirection] of TDFPoint = ((X:16; Y:32), (X:47; Y:32));
698 BOT_MAXJUMP = 84;
699 BOT_LONGDIST = 300;
700 BOT_UNSAFEDIST = 128;
701 TEAMCOLOR: Array [TEAM_RED..TEAM_BLUE] of TRGB = ((R:255; G:0; B:0),
702 (R:0; G:0; B:255));
703 DIFFICULT_EASY: TDifficult = (DiagFire: 32; InvisFire: 32; DiagPrecision: 32;
704 FlyPrecision: 32; Cover: 32; CloseJump: 32;
705 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
706 DIFFICULT_MEDIUM: TDifficult = (DiagFire: 127; InvisFire: 127; DiagPrecision: 127;
707 FlyPrecision: 127; Cover: 127; CloseJump: 127;
708 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
709 DIFFICULT_HARD: TDifficult = (DiagFire: 255; InvisFire: 255; DiagPrecision: 255;
710 FlyPrecision: 255; Cover: 255; CloseJump: 255;
711 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
712 WEAPON_PRIOR1: Array [WP_FIRST..WP_LAST] of Byte =
713 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
714 WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
715 WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER,
716 WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
717 WEAPON_PRIOR2: Array [WP_FIRST..WP_LAST] of Byte =
718 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
719 WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
720 WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1,
721 WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
722 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
723 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
724 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
725 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
726 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
727 WEAPON_RELOAD: Array [WP_FIRST..WP_LAST] of Byte =
728 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
730 PLAYER_SIGNATURE = $52594C50; // 'PLYR'
731 CORPSE_SIGNATURE = $50524F43; // 'CORP'
733 BOTNAMES_FILENAME = 'botnames.txt';
734 BOTLIST_FILENAME = 'botlist.txt';
736 var
737 MaxGibs: Word = 150;
738 MaxCorpses: Word = 20;
739 MaxShells: Word = 300;
740 ForceModel: Word = 0;
741 ForcedModelName: String = STD_PLAYER_MODEL;
742 CurrentGib: Integer = 0;
743 CurrentShell: Integer = 0;
744 BotNames: Array of String;
745 BotList: Array of TBotProfile;
746 SavedStates: Array of TPlayerSavedState;
749 function Lerp(X, Y, Factor: Integer): Integer;
750 begin
751 Result := X + ((Y - X) div Factor);
752 end;
754 function SameTeam(UID1, UID2: Word): Boolean;
755 begin
756 Result := False;
758 if (UID1 > UID_MAX_PLAYER) or (UID1 <= UID_MAX_GAME) or
759 (UID2 > UID_MAX_PLAYER) or (UID2 <= UID_MAX_GAME) then Exit;
761 if (g_Player_Get(UID1) = nil) or (g_Player_Get(UID2) = nil) then Exit;
763 if ((g_Player_Get(UID1).Team = TEAM_NONE) or
764 (g_Player_Get(UID2).Team = TEAM_NONE)) then Exit;
766 Result := g_Player_Get(UID1).FTeam = g_Player_Get(UID2).FTeam;
767 end;
769 procedure g_Gibs_SetMax(Count: Word);
770 begin
771 MaxGibs := Count;
772 SetLength(gGibs, Count);
774 if CurrentGib >= Count then
775 CurrentGib := 0;
776 end;
778 function g_Gibs_GetMax(): Word;
779 begin
780 Result := MaxGibs;
781 end;
783 procedure g_Shells_SetMax(Count: Word);
784 begin
785 MaxShells := Count;
786 SetLength(gShells, Count);
788 if CurrentShell >= Count then
789 CurrentShell := 0;
790 end;
792 function g_Shells_GetMax(): Word;
793 begin
794 Result := MaxShells;
795 end;
798 procedure g_Corpses_SetMax(Count: Word);
799 begin
800 MaxCorpses := Count;
801 SetLength(gCorpses, Count);
802 end;
804 function g_Corpses_GetMax(): Word;
805 begin
806 Result := MaxCorpses;
807 end;
809 procedure g_Force_Model_Set(Mode: Word);
810 begin
811 ForceModel := Mode;
812 end;
814 function g_Force_Model_Get(): Word;
815 begin
816 Result := ForceModel;
817 end;
819 procedure g_Forced_Model_SetName(Model: String);
820 begin
821 ForcedModelName := Model;
822 end;
824 function g_Forced_Model_GetName(): String;
825 begin
826 Result := ForcedModelName;
827 end;
829 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
830 var
831 a: Integer;
832 ok: Boolean;
833 begin
834 Result := 0;
836 ok := False;
837 a := 0;
839 // Åñòü ëè ìåñòî â gPlayers:
840 if gPlayers <> nil then
841 for a := 0 to High(gPlayers) do
842 if gPlayers[a] = nil then
843 begin
844 ok := True;
845 Break;
846 end;
848 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
849 if not ok then
850 begin
851 SetLength(gPlayers, Length(gPlayers)+1);
852 a := High(gPlayers);
853 end;
855 // Ñîçäàåì îáúåêò èãðîêà:
856 if Bot then
857 gPlayers[a] := TBot.Create()
858 else
859 gPlayers[a] := TPlayer.Create();
862 gPlayers[a].FActualModelName := ModelName;
863 gPlayers[a].SetModel(ModelName);
864 if Bot and (g_Force_Model_Get() <> 0) then
865 gPlayers[a].SetModel(g_Forced_Model_GetName());
867 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
868 if gPlayers[a].FModel = nil then
869 begin
870 gPlayers[a].Free();
871 gPlayers[a] := nil;
872 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [ModelName]));
873 Exit;
874 end;
876 if not (Team in [TEAM_RED, TEAM_BLUE]) then
877 if Random(2) = 0 then
878 Team := TEAM_RED
879 else
880 Team := TEAM_BLUE;
881 gPlayers[a].FPreferredTeam := Team;
883 case gGameSettings.GameMode of
884 GM_DM: gPlayers[a].FTeam := TEAM_NONE;
885 GM_TDM,
886 GM_CTF: gPlayers[a].FTeam := gPlayers[a].FPreferredTeam;
887 GM_SINGLE,
888 GM_COOP: gPlayers[a].FTeam := TEAM_COOP;
889 end;
891 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
892 gPlayers[a].FColor := Color;
893 if gPlayers[a].FTeam in [TEAM_RED, TEAM_BLUE] then
894 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
895 else
896 gPlayers[a].FModel.Color := Color;
898 gPlayers[a].FUID := g_CreateUID(UID_PLAYER);
899 gPlayers[a].FAlive := False;
901 Result := gPlayers[a].FUID;
902 end;
904 function g_Player_CreateFromState (st: TStream): Word;
905 var a: Integer; ok, Bot: Boolean; pos: Int64;
906 begin
907 assert(st <> nil);
909 // check signature and entity type
910 pos := st.Position;
911 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
912 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
913 Bot := utils.readBool(st);
914 st.Position := pos;
916 // find free player slot
917 ok := false;
918 for a := 0 to High(gPlayers) do
919 if gPlayers[a] = nil then
920 begin
921 ok := true;
922 break;
923 end;
925 // allocate player slot
926 if not ok then
927 begin
928 SetLength(gPlayers, Length(gPlayers)+1);
929 a := High(gPlayers);
930 end;
932 // create entity and load state
933 if Bot then
934 begin
935 gPlayers[a] := TBot.Create();
936 if (g_Force_Model_Get() <> 0) then
937 gPlayers[a].SetModel(g_Forced_Model_GetName());
938 end
939 else
940 gPlayers[a] := TPlayer.Create();
941 gPlayers[a].FPhysics := True; // ???
942 gPlayers[a].LoadState(st);
944 result := gPlayers[a].FUID;
945 end;
948 procedure g_Player_ResetTeams();
949 var
950 a: Integer;
951 begin
952 if g_Game_IsClient then
953 Exit;
954 if gPlayers = nil then
955 Exit;
956 for a := Low(gPlayers) to High(gPlayers) do
957 if gPlayers[a] <> nil then
958 case gGameSettings.GameMode of
959 GM_DM:
960 gPlayers[a].ChangeTeam(TEAM_NONE);
961 GM_TDM, GM_CTF:
962 if not (gPlayers[a].Team in [TEAM_RED, TEAM_BLUE]) then
963 if gPlayers[a].FPreferredTeam in [TEAM_RED, TEAM_BLUE] then
964 gPlayers[a].ChangeTeam(gPlayers[a].FPreferredTeam)
965 else
966 if a mod 2 = 0 then
967 gPlayers[a].ChangeTeam(TEAM_RED)
968 else
969 gPlayers[a].ChangeTeam(TEAM_BLUE);
970 GM_SINGLE,
971 GM_COOP:
972 gPlayers[a].ChangeTeam(TEAM_COOP);
973 end;
974 end;
976 procedure g_Bot_Add(Team, Difficult: Byte; Handicap: Integer = 100);
977 var
978 m: SSArray;
979 _name, _model: String;
980 a, tr, tb: Integer;
981 begin
982 if not g_Game_IsServer then Exit;
984 // Íå äîáàâëÿåì áîòîâ åñëè ëèìèò óæå äîñòèãíóò
985 if (g_Bot_GetCount() >= gMaxBots) then Exit;
987 // Ñïèñîê íàçâàíèé ìîäåëåé:
988 m := g_PlayerModel_GetNames();
989 if m = nil then
990 Exit;
992 // Êîìàíäà:
993 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
994 Team := TEAM_COOP // COOP
995 else
996 if gGameSettings.GameMode = GM_DM then
997 Team := TEAM_NONE // DM
998 else
999 if Team = TEAM_NONE then // CTF / TDM
1000 begin
1001 // Àâòîáàëàíñ êîìàíä:
1002 tr := 0;
1003 tb := 0;
1005 for a := 0 to High(gPlayers) do
1006 if gPlayers[a] <> nil then
1007 begin
1008 if gPlayers[a].Team = TEAM_RED then
1009 Inc(tr)
1010 else
1011 if gPlayers[a].Team = TEAM_BLUE then
1012 Inc(tb);
1013 end;
1015 if tr > tb then
1016 Team := TEAM_BLUE
1017 else
1018 if tb > tr then
1019 Team := TEAM_RED
1020 else // tr = tb
1021 if Random(2) = 0 then
1022 Team := TEAM_RED
1023 else
1024 Team := TEAM_BLUE;
1025 end;
1027 // Âûáèðàåì áîòó èìÿ:
1028 _name := '';
1029 if BotNames <> nil then
1030 for a := 0 to High(BotNames) do
1031 if g_Player_ExistingName(BotNames[a]) then
1032 begin
1033 _name := BotNames[a];
1034 Break;
1035 end;
1037 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
1038 _model := m[Random(Length(m))];
1040 // Ñîçäàåì áîòà:
1041 with g_Player_Get(g_Player_Create(_model,
1042 _RGB(Min(Random(9)*32, 255),
1043 Min(Random(9)*32, 255),
1044 Min(Random(9)*32, 255)),
1045 Team, True)) as TBot do
1046 begin
1047 // Åñëè èìåíè íåò, äåëàåì åãî èç UID áîòà
1048 if _name = '' then
1049 Name := Format('DFBOT%.5d', [UID])
1050 else
1051 Name := _name;
1053 case Difficult of
1054 1: FDifficult := DIFFICULT_EASY;
1055 2: FDifficult := DIFFICULT_MEDIUM;
1056 else FDifficult := DIFFICULT_HARD;
1057 end;
1059 for a := WP_FIRST to WP_LAST do
1060 begin
1061 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
1062 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
1063 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1064 end;
1066 FHandicap := Handicap;
1068 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1070 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1071 if g_Game_IsServer and (gGameSettings.MaxLives > 0) then
1072 Spectate();
1073 end;
1074 end;
1076 procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1; Handicap: Integer = 100);
1077 var
1078 m: SSArray;
1079 _name, _model: String;
1080 a: Integer;
1081 begin
1082 if not g_Game_IsServer then Exit;
1084 // Íå äîáàâëÿåì áîòîâ åñëè ëèìèò óæå äîñòèãíóò
1085 if (g_Bot_GetCount() >= gMaxBots) then Exit;
1087 // Ñïèñîê íàçâàíèé ìîäåëåé:
1088 m := g_PlayerModel_GetNames();
1089 if m = nil then
1090 Exit;
1092 // Êîìàíäà:
1093 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1094 Team := TEAM_COOP // COOP
1095 else
1096 if gGameSettings.GameMode = GM_DM then
1097 Team := TEAM_NONE // DM
1098 else
1099 if Team = TEAM_NONE then
1100 Team := BotList[num].team; // CTF / TDM
1102 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1103 if lName = '' then
1104 num := Random(Length(BotList))
1105 else
1106 begin
1107 if (num < 0) or (num > Length(BotList)-1) then
1108 num := -1;
1109 if (num = -1) and (BotList <> nil) then
1110 lName := AnsiLowerCase(lName);
1111 for a := 0 to High(BotList) do
1112 if AnsiLowerCase(BotList[a].name) = lName then
1113 begin
1114 num := a;
1115 Break;
1116 end;
1117 if num = -1 then
1118 Exit;
1119 end;
1121 // Èìÿ áîòà:
1122 _name := BotList[num].name;
1123 if (_name = '') and (BotNames <> nil) then
1124 for a := 0 to High(BotNames) do
1125 if g_Player_ExistingName(BotNames[a]) then
1126 begin
1127 _name := BotNames[a];
1128 Break;
1129 end;
1131 // Ìîäåëü:
1132 _model := BotList[num].model;
1133 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1134 if not InSArray(_model, m) then
1135 _model := m[Random(Length(m))];
1137 // Ñîçäàåì áîòà:
1138 with g_Player_Get(g_Player_Create(_model, BotList[num].color, Team, True)) as TBot do
1139 begin
1140 // Åñëè èìåíè íåò, äåëàåì åãî èç UID áîòà
1141 if _name = ''
1142 then Name := Format('DFBOT%.5d', [UID])
1143 else Name := _name;
1145 FDifficult.DiagFire := BotList[num].diag_fire;
1146 FDifficult.InvisFire := BotList[num].invis_fire;
1147 FDifficult.DiagPrecision := BotList[num].diag_precision;
1148 FDifficult.FlyPrecision := BotList[num].fly_precision;
1149 FDifficult.Cover := BotList[num].cover;
1150 FDifficult.CloseJump := BotList[num].close_jump;
1152 FHandicap := Handicap;
1154 for a := WP_FIRST to WP_LAST do
1155 begin
1156 FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
1157 FDifficult.CloseWeaponPrior[a] := BotList[num].w_prior2[a];
1158 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1159 end;
1161 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1163 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1164 end;
1165 end;
1167 procedure g_Bot_RemoveAll();
1168 var
1169 a: Integer;
1170 begin
1171 if not g_Game_IsServer then Exit;
1172 if gPlayers = nil then Exit;
1174 for a := 0 to High(gPlayers) do
1175 if gPlayers[a] <> nil then
1176 if gPlayers[a] is TBot then
1177 begin
1178 gPlayers[a].Lives := 0;
1179 gPlayers[a].Kill(K_SIMPLEKILL, 0, HIT_DISCON);
1180 g_Console_Add(Format(_lc[I_PLAYER_LEAVE], [gPlayers[a].Name]), True);
1181 g_Player_Remove(gPlayers[a].FUID);
1182 end;
1184 g_Bot_MixNames();
1185 end;
1187 procedure g_Bot_MixNames();
1188 var
1189 s: String;
1190 a, b: Integer;
1191 begin
1192 if BotNames <> nil then
1193 for a := 0 to High(BotNames) do
1194 begin
1195 b := Random(Length(BotNames));
1196 s := BotNames[a];
1197 Botnames[a] := BotNames[b];
1198 BotNames[b] := s;
1199 end;
1200 end;
1202 procedure g_Player_Remove(UID: Word);
1203 var
1204 i: Integer;
1205 begin
1206 if gPlayers = nil then Exit;
1208 if g_Game_IsServer and g_Game_IsNet then
1209 MH_SEND_PlayerDelete(UID);
1211 for i := 0 to High(gPlayers) do
1212 if gPlayers[i] <> nil then
1213 if gPlayers[i].FUID = UID then
1214 begin
1215 if gPlayers[i] is TPlayer then
1216 TPlayer(gPlayers[i]).Free()
1217 else
1218 TBot(gPlayers[i]).Free();
1219 gPlayers[i] := nil;
1220 Exit;
1221 end;
1222 end;
1224 procedure g_Player_Init();
1225 var
1226 F: TextFile;
1227 s: String;
1228 a, b: Integer;
1229 config: TConfig;
1230 sa: SSArray;
1231 path: AnsiString;
1232 begin
1233 BotNames := nil;
1234 BotList := nil;
1236 path := BOTNAMES_FILENAME;
1237 if e_FindResource(DataDirs, path) then
1238 begin
1239 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1240 AssignFile(F, path);
1241 Reset(F);
1243 while not EOF(F) do
1244 begin
1245 ReadLn(F, s);
1247 s := Trim(s);
1248 if s = '' then
1249 Continue;
1251 SetLength(BotNames, Length(BotNames)+1);
1252 BotNames[High(BotNames)] := s;
1253 end;
1255 CloseFile(F);
1257 // Ïåðåìåøèâàåì èõ:
1258 g_Bot_MixNames();
1259 end;
1261 path := BOTLIST_FILENAME;
1262 if e_FindResource(DataDirs, path) then
1263 begin
1264 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1265 config := TConfig.CreateFile(path);
1266 a := 0;
1268 while config.SectionExists(IntToStr(a)) do
1269 begin
1270 SetLength(BotList, Length(BotList)+1);
1272 with BotList[High(BotList)] do
1273 begin
1274 name := config.ReadStr(IntToStr(a), 'name', ''); // Èìÿ áîòà
1275 model := config.ReadStr(IntToStr(a), 'model', ''); // Ìîäåëü
1277 // Êîìàíäà
1278 s := config.ReadStr(IntToStr(a), 'team', '');
1279 if s = 'red' then
1280 team := TEAM_RED
1281 else if s = 'blue' then
1282 team := TEAM_BLUE
1283 else
1284 team := TEAM_NONE;
1286 // Öâåò ìîäåëè
1287 sa := parse(config.ReadStr(IntToStr(a), 'color', ''));
1288 SetLength(sa, 3);
1289 color.R := StrToIntDef(sa[0], 0);
1290 color.G := StrToIntDef(sa[1], 0);
1291 color.B := StrToIntDef(sa[2], 0);
1293 diag_fire := config.ReadInt(IntToStr(a), 'diag_fire', 0); // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì
1294 invis_fire := config.ReadInt(IntToStr(a), 'invis_fire', 0); // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó
1295 diag_precision := config.ReadInt(IntToStr(a), 'diag_precision', 0); // Òî÷íîñòü ñòðåëüáû ïîä óãëîì
1296 fly_precision := config.ReadInt(IntToStr(a), 'fly_precision', 0); // Òî÷íîñòü ñòðåëüáû â ïîëåòå
1297 cover := config.ReadInt(IntToStr(a), 'cover', 0); // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ
1298 close_jump := config.ReadInt(IntToStr(a), 'close_jump', 0); // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà
1300 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ
1301 sa := parse(config.ReadStr(IntToStr(a), 'w_prior1', ''));
1302 if Length(sa) = 10 then
1303 for b := 0 to 9 do
1304 w_prior1[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1306 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ
1307 sa := parse(config.ReadStr(IntToStr(a), 'w_prior2', ''));
1308 if Length(sa) = 10 then
1309 for b := 0 to 9 do
1310 w_prior2[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1312 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1313 if Length(sa) = 10 then
1314 for b := 0 to 9 do
1315 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1316 end;
1318 a += 1;
1319 end;
1321 config.Free();
1322 end;
1324 SetLength(SavedStates, 0);
1325 end;
1327 procedure g_Player_Free();
1328 var
1329 i: Integer;
1330 begin
1331 if gPlayers <> nil then
1332 begin
1333 for i := 0 to High(gPlayers) do
1334 if gPlayers[i] <> nil then
1335 begin
1336 if gPlayers[i] is TPlayer then
1337 TPlayer(gPlayers[i]).Free()
1338 else
1339 TBot(gPlayers[i]).Free();
1340 gPlayers[i] := nil;
1341 end;
1343 gPlayers := nil;
1344 end;
1346 gPlayer1 := nil;
1347 gPlayer2 := nil;
1348 SetLength(SavedStates, 0);
1349 end;
1351 procedure g_Player_PreUpdate();
1352 var
1353 i: Integer;
1354 begin
1355 if gPlayers = nil then Exit;
1356 for i := 0 to High(gPlayers) do
1357 if gPlayers[i] <> nil then
1358 gPlayers[i].PreUpdate();
1359 end;
1361 procedure g_Player_UpdateAll();
1362 var
1363 i: Integer;
1364 begin
1365 if gPlayers = nil then Exit;
1367 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1368 for i := 0 to High(gPlayers) do
1369 begin
1370 if gPlayers[i] <> nil then
1371 begin
1372 if gPlayers[i] is TPlayer then
1373 begin
1374 gPlayers[i].Update();
1375 gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1376 end
1377 else
1378 begin
1379 // bot updates weapons in `UpdateCombat()`
1380 TBot(gPlayers[i]).Update();
1381 end;
1382 end;
1383 end;
1384 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1385 end;
1387 procedure g_Player_DrawAll();
1388 var
1389 i: Integer;
1390 begin
1391 if gPlayers = nil then Exit;
1393 for i := 0 to High(gPlayers) do
1394 if gPlayers[i] <> nil then
1395 if gPlayers[i] is TPlayer then gPlayers[i].Draw()
1396 else TBot(gPlayers[i]).Draw();
1397 end;
1399 procedure g_Player_DrawDebug(p: TPlayer);
1400 var
1401 fW, fH: Byte;
1402 begin
1403 if p = nil then Exit;
1404 if (@p.FObj) = nil then Exit;
1406 e_TextureFontGetSize(gStdFont, fW, fH);
1408 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p.FObj.X), gStdFont);
1409 e_TextureFontPrint(0, fH , 'Pos Y: ' + IntToStr(p.FObj.Y), gStdFont);
1410 e_TextureFontPrint(0, fH * 2, 'Vel X: ' + IntToStr(p.FObj.Vel.X), gStdFont);
1411 e_TextureFontPrint(0, fH * 3, 'Vel Y: ' + IntToStr(p.FObj.Vel.Y), gStdFont);
1412 e_TextureFontPrint(0, fH * 4, 'Acc X: ' + IntToStr(p.FObj.Accel.X), gStdFont);
1413 e_TextureFontPrint(0, fH * 5, 'Acc Y: ' + IntToStr(p.FObj.Accel.Y), gStdFont);
1414 e_TextureFontPrint(0, fH * 6, 'Old X: ' + IntToStr(p.FObj.oldX), gStdFont);
1415 e_TextureFontPrint(0, fH * 7, 'Old Y: ' + IntToStr(p.FObj.oldY), gStdFont);
1416 end;
1418 procedure g_Player_DrawHealth();
1419 var
1420 i: Integer;
1421 fW, fH: Byte;
1422 begin
1423 if gPlayers = nil then Exit;
1424 e_TextureFontGetSize(gStdFont, fW, fH);
1426 for i := 0 to High(gPlayers) do
1427 if gPlayers[i] <> nil then
1428 begin
1429 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1430 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH * 2,
1431 IntToStr(gPlayers[i].FHealth), gStdFont);
1432 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1433 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH,
1434 IntToStr(gPlayers[i].FArmor), gStdFont);
1435 end;
1436 end;
1438 function g_Player_Get(UID: Word): TPlayer;
1439 var
1440 a: Integer;
1441 begin
1442 Result := nil;
1444 if gPlayers = nil then
1445 Exit;
1447 for a := 0 to High(gPlayers) do
1448 if gPlayers[a] <> nil then
1449 if gPlayers[a].FUID = UID then
1450 begin
1451 Result := gPlayers[a];
1452 Exit;
1453 end;
1454 end;
1456 function g_Player_GetCount(): Byte;
1457 var
1458 a: Integer;
1459 begin
1460 Result := 0;
1462 if gPlayers = nil then
1463 Exit;
1465 for a := 0 to High(gPlayers) do
1466 if gPlayers[a] <> nil then
1467 Result := Result + 1;
1468 end;
1470 function g_Bot_GetCount(): Integer;
1471 var
1472 a: Integer;
1473 begin
1474 Result := 0;
1476 if gPlayers = nil then
1477 Exit;
1479 for a := 0 to High(gPlayers) do
1480 if (gPlayers[a] <> nil) and (gPlayers[a] is TBot) then
1481 Result := Result + 1;
1482 end;
1484 function g_Player_GetStats(): TPlayerStatArray;
1485 var
1486 a: Integer;
1487 begin
1488 Result := nil;
1490 if gPlayers = nil then Exit;
1492 for a := 0 to High(gPlayers) do
1493 if gPlayers[a] <> nil then
1494 begin
1495 SetLength(Result, Length(Result)+1);
1496 with Result[High(Result)] do
1497 begin
1498 Num := a;
1499 Ping := gPlayers[a].FPing;
1500 Loss := gPlayers[a].FLoss;
1501 Name := gPlayers[a].FName;
1502 Team := gPlayers[a].FTeam;
1503 Frags := gPlayers[a].FFrags;
1504 Assists := gPlayers[a].FAssists;
1505 Deaths := gPlayers[a].FDeath;
1506 Kills := gPlayers[a].FKills;
1507 Color := gPlayers[a].FModel.Color;
1508 Lives := gPlayers[a].FLives;
1509 Spectator := gPlayers[a].FSpectator;
1510 UID := gPlayers[a].FUID;
1511 end;
1512 end;
1513 end;
1515 procedure g_Player_ResetReady();
1516 var
1517 a: Integer;
1518 begin
1519 if not g_Game_IsServer then Exit;
1520 if gPlayers = nil then Exit;
1522 for a := 0 to High(gPlayers) do
1523 if gPlayers[a] <> nil then
1524 begin
1525 gPlayers[a].FReady := False;
1526 if g_Game_IsNet then
1527 MH_SEND_GameEvent(NET_EV_INTER_READY, gPlayers[a].UID, 'N');
1528 end;
1529 end;
1531 procedure g_Player_RememberAll;
1532 var
1533 i: Integer;
1534 begin
1535 for i := Low(gPlayers) to High(gPlayers) do
1536 if (gPlayers[i] <> nil) and gPlayers[i].alive then
1537 gPlayers[i].RememberState;
1538 end;
1540 procedure g_Player_ResetAll(Force, Silent: Boolean);
1541 var
1542 i: Integer;
1543 begin
1544 gTeamStat[TEAM_RED].Score := 0;
1545 gTeamStat[TEAM_BLUE].Score := 0;
1547 if gPlayers <> nil then
1548 for i := 0 to High(gPlayers) do
1549 if gPlayers[i] <> nil then
1550 begin
1551 gPlayers[i].Reset(Force);
1553 if gPlayers[i] is TPlayer then
1554 begin
1555 if (not gPlayers[i].FSpectator) or gPlayers[i].FWantsInGame then
1556 gPlayers[i].Respawn(Silent)
1557 else
1558 gPlayers[i].Spectate();
1559 end
1560 else
1561 TBot(gPlayers[i]).Respawn(Silent);
1562 end;
1563 end;
1565 function g_Player_CreateCorpse(Player: TPlayer): Integer;
1566 var
1567 i: Integer;
1568 find_id: DWORD;
1569 ok: Boolean;
1570 begin
1571 Result := -1;
1573 if Player.alive then
1574 Exit;
1576 // Ðàçðûâàåì ñâÿçü ñ ïðåæíèì òðóïîì:
1577 i := Player.FCorpse;
1578 if (i >= 0) and (i < Length(gCorpses)) then
1579 begin
1580 if (gCorpses[i] <> nil) and (gCorpses[i].FPlayerUID = Player.FUID) then
1581 gCorpses[i].FPlayerUID := 0;
1582 end;
1584 if Player.FObj.Y >= gMapInfo.Height+128 then
1585 Exit;
1587 with Player do
1588 begin
1589 if (FHealth >= -50) or (gGibsCount = 0) then
1590 begin
1591 if (gCorpses = nil) or (Length(gCorpses) = 0) then
1592 Exit;
1594 ok := False;
1595 for find_id := 0 to High(gCorpses) do
1596 if gCorpses[find_id] = nil then
1597 begin
1598 ok := True;
1599 Break;
1600 end;
1602 if not ok then
1603 find_id := Random(Length(gCorpses));
1605 gCorpses[find_id] := TCorpse.Create(FObj.X, FObj.Y, FModel.Name, FHealth < -20);
1606 gCorpses[find_id].FColor := FModel.Color;
1607 gCorpses[find_id].FObj.Vel := FObj.Vel;
1608 gCorpses[find_id].FObj.Accel := FObj.Accel;
1609 gCorpses[find_id].FPlayerUID := FUID;
1611 Result := find_id;
1612 end
1613 else
1614 g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX,
1615 FObj.Y + PLAYER_RECT_CY,
1616 FModel.Name, FModel.Color);
1617 end;
1618 end;
1620 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
1621 var
1622 SID: DWORD;
1623 begin
1624 if (gShells = nil) or (Length(gShells) = 0) then
1625 Exit;
1627 with gShells[CurrentShell] do
1628 begin
1629 SpriteID := 0;
1630 g_Obj_Init(@Obj);
1631 Obj.Rect.X := 0;
1632 Obj.Rect.Y := 0;
1633 if T = SHELL_BULLET then
1634 begin
1635 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID) then
1636 SpriteID := SID;
1637 CX := 2;
1638 CY := 1;
1639 Obj.Rect.Width := 4;
1640 Obj.Rect.Height := 2;
1641 end
1642 else
1643 begin
1644 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID) then
1645 SpriteID := SID;
1646 CX := 4;
1647 CY := 2;
1648 Obj.Rect.Width := 7;
1649 Obj.Rect.Height := 3;
1650 end;
1651 SType := T;
1652 alive := True;
1653 Obj.X := fX;
1654 Obj.Y := fY;
1655 g_Obj_Push(@Obj, dX + Random(4)-Random(4), dY-Random(4));
1656 positionChanged(); // this updates spatial accelerators
1657 RAngle := Random(360);
1658 Timeout := gTime + SHELL_TIMEOUT;
1660 if CurrentShell >= High(gShells) then
1661 CurrentShell := 0
1662 else
1663 Inc(CurrentShell);
1664 end;
1665 end;
1667 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB);
1668 var
1669 a: Integer;
1670 GibsArray: TGibsArray;
1671 Blood: TModelBlood;
1672 begin
1673 if (gGibs = nil) or (Length(gGibs) = 0) then
1674 Exit;
1675 if not g_PlayerModel_GetGibs(ModelName, GibsArray) then
1676 Exit;
1677 Blood := g_PlayerModel_GetBlood(ModelName);
1679 for a := 0 to High(GibsArray) do
1680 with gGibs[CurrentGib] do
1681 begin
1682 Color := fColor;
1683 ID := GibsArray[a].ID;
1684 MaskID := GibsArray[a].MaskID;
1685 alive := True;
1686 g_Obj_Init(@Obj);
1687 Obj.Rect := GibsArray[a].Rect;
1688 Obj.X := fX-GibsArray[a].Rect.X-(GibsArray[a].Rect.Width div 2);
1689 Obj.Y := fY-GibsArray[a].Rect.Y-(GibsArray[a].Rect.Height div 2);
1690 g_Obj_PushA(@Obj, 25 + Random(10), Random(361));
1691 positionChanged(); // this updates spatial accelerators
1692 RAngle := Random(360);
1694 if gBloodCount > 0 then
1695 g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
1696 Random(48), Random(48), Blood.R, Blood.G, Blood.B, Blood.Kind);
1698 if CurrentGib >= High(gGibs) then
1699 CurrentGib := 0
1700 else
1701 Inc(CurrentGib);
1702 end;
1703 end;
1705 procedure g_Player_UpdatePhysicalObjects();
1706 var
1707 i: Integer;
1708 vel: TPoint2i;
1709 mr: Word;
1711 procedure ShellSound_Bounce(X, Y: Integer; T: Byte);
1712 var
1713 k: Integer;
1714 begin
1715 k := 1 + Random(2);
1716 if T = SHELL_BULLET then
1717 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k), X, Y)
1718 else
1719 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k), X, Y);
1720 end;
1722 begin
1723 // Êóñêè ìÿñà:
1724 if gGibs <> nil then
1725 for i := 0 to High(gGibs) do
1726 if gGibs[i].alive then
1727 with gGibs[i] do
1728 begin
1729 Obj.oldX := Obj.X;
1730 Obj.oldY := Obj.Y;
1732 vel := Obj.Vel;
1733 mr := g_Obj_Move(@Obj, True, False, True);
1734 positionChanged(); // this updates spatial accelerators
1736 if WordBool(mr and MOVE_FALLOUT) then
1737 begin
1738 alive := False;
1739 Continue;
1740 end;
1742 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1743 if WordBool(mr and MOVE_HITWALL) then
1744 Obj.Vel.X := -(vel.X div 2);
1745 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1746 Obj.Vel.Y := -(vel.Y div 2);
1748 if (Obj.Vel.X >= 0) then
1749 begin // Clockwise
1750 RAngle := RAngle + Abs(Obj.Vel.X)*6 + Abs(Obj.Vel.Y);
1751 if RAngle >= 360 then
1752 RAngle := RAngle mod 360;
1753 end else begin // Counter-clockwise
1754 RAngle := RAngle - Abs(Obj.Vel.X)*6 - Abs(Obj.Vel.Y);
1755 if RAngle < 0 then
1756 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1757 end;
1759 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1760 if gTime mod (GAME_TICK*3) = 0 then
1761 Obj.Vel.X := z_dec(Obj.Vel.X, 1);
1762 end;
1764 // Òðóïû:
1765 if gCorpses <> nil then
1766 for i := 0 to High(gCorpses) do
1767 if gCorpses[i] <> nil then
1768 if gCorpses[i].State = CORPSE_STATE_REMOVEME then
1769 begin
1770 gCorpses[i].Free();
1771 gCorpses[i] := nil;
1772 end
1773 else
1774 gCorpses[i].Update();
1776 // Ãèëüçû:
1777 if gShells <> nil then
1778 for i := 0 to High(gShells) do
1779 if gShells[i].alive then
1780 with gShells[i] do
1781 begin
1782 Obj.oldX := Obj.X;
1783 Obj.oldY := Obj.Y;
1785 vel := Obj.Vel;
1786 mr := g_Obj_Move(@Obj, True, False, True);
1787 positionChanged(); // this updates spatial accelerators
1789 if WordBool(mr and MOVE_FALLOUT) or (gShells[i].Timeout < gTime) then
1790 begin
1791 alive := False;
1792 Continue;
1793 end;
1795 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1796 if WordBool(mr and MOVE_HITWALL) then
1797 begin
1798 Obj.Vel.X := -(vel.X div 2);
1799 if not WordBool(mr and MOVE_INWATER) then
1800 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1801 end;
1802 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1803 begin
1804 Obj.Vel.Y := -(vel.Y div 2);
1805 if Obj.Vel.X <> 0 then Obj.Vel.X := Obj.Vel.X div 2;
1806 if (Obj.Vel.X = 0) and (Obj.Vel.Y = 0) then
1807 begin
1808 if RAngle mod 90 <> 0 then
1809 RAngle := (RAngle div 90) * 90;
1810 end
1811 else if not WordBool(mr and MOVE_INWATER) then
1812 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1813 end;
1815 if (Obj.Vel.X >= 0) then
1816 begin // Clockwise
1817 RAngle := RAngle + Abs(Obj.Vel.X)*8 + Abs(Obj.Vel.Y);
1818 if RAngle >= 360 then
1819 RAngle := RAngle mod 360;
1820 end else begin // Counter-clockwise
1821 RAngle := RAngle - Abs(Obj.Vel.X)*8 - Abs(Obj.Vel.Y);
1822 if RAngle < 0 then
1823 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1824 end;
1825 end;
1826 end;
1829 procedure TGib.getMapBox (out x, y, w, h: Integer); inline;
1830 begin
1831 x := Obj.X+Obj.Rect.X;
1832 y := Obj.Y+Obj.Rect.Y;
1833 w := Obj.Rect.Width;
1834 h := Obj.Rect.Height;
1835 end;
1837 procedure TGib.moveBy (dx, dy: Integer); inline;
1838 begin
1839 if (dx <> 0) or (dy <> 0) then
1840 begin
1841 Obj.X += dx;
1842 Obj.Y += dy;
1843 positionChanged();
1844 end;
1845 end;
1848 procedure TShell.getMapBox (out x, y, w, h: Integer); inline;
1849 begin
1850 x := Obj.X;
1851 y := Obj.Y;
1852 w := Obj.Rect.Width;
1853 h := Obj.Rect.Height;
1854 end;
1856 procedure TShell.moveBy (dx, dy: Integer); inline;
1857 begin
1858 if (dx <> 0) or (dy <> 0) then
1859 begin
1860 Obj.X += dx;
1861 Obj.Y += dy;
1862 positionChanged();
1863 end;
1864 end;
1867 procedure TGib.positionChanged (); inline; begin end;
1868 procedure TShell.positionChanged (); inline; begin end;
1871 procedure g_Player_DrawCorpses();
1872 var
1873 i, fX, fY: Integer;
1874 a: TDFPoint;
1875 begin
1876 if gGibs <> nil then
1877 for i := 0 to High(gGibs) do
1878 if gGibs[i].alive then
1879 with gGibs[i] do
1880 begin
1881 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1882 Continue;
1884 Obj.lerp(gLerpFactor, fX, fY);
1886 a.X := Obj.Rect.X+(Obj.Rect.Width div 2);
1887 a.y := Obj.Rect.Y+(Obj.Rect.Height div 2);
1889 e_DrawAdv(ID, fX, fY, 0, True, False, RAngle, @a, TMirrorType.None);
1891 e_Colors := Color;
1892 e_DrawAdv(MaskID, fX, fY, 0, True, False, RAngle, @a, TMirrorType.None);
1893 e_Colors.R := 255;
1894 e_Colors.G := 255;
1895 e_Colors.B := 255;
1896 end;
1898 if gCorpses <> nil then
1899 for i := 0 to High(gCorpses) do
1900 if gCorpses[i] <> nil then
1901 gCorpses[i].Draw();
1902 end;
1904 procedure g_Player_DrawShells();
1905 var
1906 i, fX, fY: Integer;
1907 a: TDFPoint;
1908 begin
1909 if gShells <> nil then
1910 for i := 0 to High(gShells) do
1911 if gShells[i].alive then
1912 with gShells[i] do
1913 begin
1914 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1915 Continue;
1917 Obj.lerp(gLerpFactor, fX, fY);
1919 a.X := CX;
1920 a.Y := CY;
1922 e_DrawAdv(SpriteID, fX, fY, 0, True, False, RAngle, @a, TMirrorType.None);
1923 end;
1924 end;
1926 procedure g_Player_RemoveAllCorpses();
1927 var
1928 i: Integer;
1929 begin
1930 gGibs := nil;
1931 gShells := nil;
1932 SetLength(gGibs, MaxGibs);
1933 SetLength(gShells, MaxGibs);
1934 CurrentGib := 0;
1935 CurrentShell := 0;
1937 if gCorpses <> nil then
1938 for i := 0 to High(gCorpses) do
1939 gCorpses[i].Free();
1941 gCorpses := nil;
1942 SetLength(gCorpses, MaxCorpses);
1943 end;
1945 procedure g_Player_Corpses_SaveState (st: TStream);
1946 var
1947 count, i: Integer;
1948 begin
1949 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ
1950 count := 0;
1951 for i := 0 to High(gCorpses) do if (gCorpses[i] <> nil) then Inc(count);
1953 // Êîëè÷åñòâî òðóïîâ
1954 utils.writeInt(st, LongInt(count));
1956 if (count = 0) then exit;
1958 // Ñîõðàíÿåì òðóïû
1959 for i := 0 to High(gCorpses) do
1960 begin
1961 if gCorpses[i] <> nil then
1962 begin
1963 // Íàçâàíèå ìîäåëè
1964 utils.writeStr(st, gCorpses[i].FModelName);
1965 // Òèï ñìåðòè
1966 utils.writeBool(st, gCorpses[i].Mess);
1967 // Ñîõðàíÿåì äàííûå òðóïà:
1968 gCorpses[i].SaveState(st);
1969 end;
1970 end;
1971 end;
1974 procedure g_Player_Corpses_LoadState (st: TStream);
1975 var
1976 count, i: Integer;
1977 str: String;
1978 b: Boolean;
1979 begin
1980 assert(st <> nil);
1982 g_Player_RemoveAllCorpses();
1984 // Êîëè÷åñòâî òðóïîâ:
1985 count := utils.readLongInt(st);
1986 if (count < 0) or (count > Length(gCorpses)) then raise XStreamError.Create('invalid number of corpses');
1988 if (count = 0) then exit;
1990 // Çàãðóæàåì òðóïû
1991 for i := 0 to count-1 do
1992 begin
1993 // Íàçâàíèå ìîäåëè:
1994 str := utils.readStr(st);
1995 // Òèï ñìåðòè
1996 b := utils.readBool(st);
1997 // Ñîçäàåì òðóï
1998 gCorpses[i] := TCorpse.Create(0, 0, str, b);
1999 // Çàãðóæàåì äàííûå òðóïà
2000 gCorpses[i].LoadState(st);
2001 end;
2002 end;
2005 { T P l a y e r : }
2007 function TPlayer.isValidViewPort (): Boolean; inline; begin result := (viewPortW > 0) and (viewPortH > 0); end;
2009 procedure TPlayer.BFGHit();
2010 begin
2011 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2012 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
2013 if g_Game_IsServer and g_Game_IsNet then
2014 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2015 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2016 0, NET_GFX_BFGHIT);
2017 end;
2019 procedure TPlayer.ChangeModel(ModelName: string);
2020 var
2021 locModel: TPlayerModel;
2022 begin
2023 locModel := g_PlayerModel_Get(ModelName);
2024 if locModel = nil then Exit;
2026 FModel.Free();
2027 FModel := locModel;
2028 end;
2030 procedure TPlayer.SetModel(ModelName: string);
2031 var
2032 m: TPlayerModel;
2033 begin
2034 m := g_PlayerModel_Get(ModelName);
2035 if m = nil then
2036 begin
2037 g_SimpleError(Format(_lc[I_GAME_ERROR_MODEL_FALLBACK], [ModelName]));
2038 m := g_PlayerModel_Get('doomer');
2039 if m = nil then
2040 begin
2041 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], ['doomer']));
2042 Exit;
2043 end;
2044 end;
2046 if FModel <> nil then
2047 FModel.Free();
2049 FModel := m;
2051 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2052 FModel.Color := FColor
2053 else
2054 FModel.Color := TEAMCOLOR[FTeam];
2055 FModel.SetWeapon(FCurrWeap);
2056 FModel.SetFlag(FFlag);
2057 SetDirection(FDirection);
2058 end;
2060 procedure TPlayer.SetColor(Color: TRGB);
2061 begin
2062 FColor := Color;
2063 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2064 if FModel <> nil then FModel.Color := Color;
2065 end;
2069 function TPlayer.GetColor(): TRGB;
2070 begin
2071 result := FModel.Color;
2072 end;
2074 procedure TPlayer.SetWeaponPrefs(Prefs: Array of Byte);
2075 var
2076 i: Integer;
2077 begin
2078 for i := WP_FIRST to WP_LAST + 1 do
2079 begin
2080 if (Prefs[i] > WP_LAST + 1) then
2081 FWeapPreferences[i] := 0
2082 else
2083 FWeapPreferences[i] := Prefs[i];
2084 end;
2085 end;
2087 procedure TPlayer.SetWeaponPref(Weapon, Pref: Byte);
2088 begin
2089 if (Weapon > WP_LAST + 1) then
2090 exit
2091 else if (Pref <= WP_LAST + 1) and (Weapon <= WP_LAST + 1) then
2092 FWeapPreferences[Weapon] := Pref
2093 else if (Weapon <= WP_LAST + 1) and (Pref > WP_LAST + 1) then
2094 FWeapPreferences[Weapon] := 0;
2095 end;
2097 function TPlayer.GetWeaponPref(Weapon: Byte) : Byte;
2098 begin
2099 if (Weapon > WP_LAST + 1) then
2100 result := 0
2101 else if (FWeapPreferences[Weapon] > WP_LAST + 1) then
2102 result := 0
2103 else
2104 result := FWeapPreferences[Weapon];
2105 end;
2107 function TPlayer.GetMorePrefered() : Byte;
2108 var
2109 testedWeap, i: Byte;
2110 begin
2111 testedWeap := FCurrWeap;
2112 for i := WP_FIRST to WP_LAST do
2113 if FWeapon[i] and maySwitch(i) and (FWeapPreferences[i] > FWeapPreferences[testedWeap]) then
2114 testedWeap := i;
2115 if (R_BERSERK in FRulez) and (FWeapPreferences[WP_LAST + 1] > FWeapPreferences[testedWeap]) then
2116 testedWeap := WEAPON_KASTET;
2117 result := testedWeap;
2118 end;
2120 function TPlayer.maySwitch(Weapon: Byte) : Boolean;
2121 begin
2122 result := true;
2123 if (Weapon = WEAPON_KASTET) and (FSkipFist <> 0) then
2124 begin
2125 if (FSkipFist = 1) and (not (R_BERSERK in FRulez)) then
2126 result := false;
2127 end
2128 else if (FSwitchToEmpty = 0) and (not hasAmmoForShooting(Weapon)) then
2129 result := false;
2130 end;
2132 procedure TPlayer.SwitchTeam;
2133 begin
2134 if g_Game_IsClient then
2135 Exit;
2136 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then Exit;
2138 if gGameOn and FAlive then
2139 Kill(K_SIMPLEKILL, FUID, HIT_SELF);
2141 if FTeam = TEAM_RED then
2142 begin
2143 ChangeTeam(TEAM_BLUE);
2144 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_BLUE], [FName]), True);
2145 if g_Game_IsNet then
2146 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_BLUE, FName);
2147 end
2148 else
2149 begin
2150 ChangeTeam(TEAM_RED);
2151 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_RED], [FName]), True);
2152 if g_Game_IsNet then
2153 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_RED, FName);
2154 end;
2155 FPreferredTeam := FTeam;
2156 end;
2158 procedure TPlayer.ChangeTeam(Team: Byte);
2159 var
2160 OldTeam: Byte;
2161 begin
2162 OldTeam := FTeam;
2163 FTeam := Team;
2164 case Team of
2165 TEAM_RED, TEAM_BLUE:
2166 FModel.Color := TEAMCOLOR[Team];
2167 else
2168 FModel.Color := FColor;
2169 end;
2170 if (FTeam <> OldTeam) and g_Game_IsNet and g_Game_IsServer then
2171 MH_SEND_PlayerStats(FUID);
2172 end;
2175 procedure TPlayer.CollideItem();
2176 var
2177 i: Integer;
2178 r: Boolean;
2179 begin
2180 if gItems = nil then Exit;
2181 if not FAlive then Exit;
2183 for i := 0 to High(gItems) do
2184 with gItems[i] do
2185 begin
2186 if (ItemType <> ITEM_NONE) and alive then
2187 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
2188 PLAYER_RECT.Height, @Obj) then
2189 begin
2190 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
2192 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
2193 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
2194 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
2195 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
2196 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
2198 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
2199 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
2200 (gGameSettings.GameType = GT_SINGLE) and
2201 (g_Player_GetCount() > 1)) then
2202 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
2203 end;
2204 end;
2205 end;
2208 function TPlayer.CollideLevel(XInc, YInc: Integer): Boolean;
2209 begin
2210 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
2211 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_WALL,
2212 False);
2213 end;
2215 constructor TPlayer.Create();
2216 begin
2217 viewPortX := 0;
2218 viewPortY := 0;
2219 viewPortW := 0;
2220 viewPortH := 0;
2221 mEDamageType := HIT_SOME;
2223 FIamBot := False;
2224 FDummy := False;
2225 FSpawned := False;
2227 FSawSound := TPlayableSound.Create();
2228 FSawSoundIdle := TPlayableSound.Create();
2229 FSawSoundHit := TPlayableSound.Create();
2230 FSawSoundSelect := TPlayableSound.Create();
2231 FFlameSoundOn := TPlayableSound.Create();
2232 FFlameSoundOff := TPlayableSound.Create();
2233 FFlameSoundWork := TPlayableSound.Create();
2234 FJetSoundFly := TPlayableSound.Create();
2235 FJetSoundOn := TPlayableSound.Create();
2236 FJetSoundOff := TPlayableSound.Create();
2238 FSawSound.SetByName('SOUND_WEAPON_FIRESAW');
2239 FSawSoundIdle.SetByName('SOUND_WEAPON_IDLESAW');
2240 FSawSoundHit.SetByName('SOUND_WEAPON_HITSAW');
2241 FSawSoundSelect.SetByName('SOUND_WEAPON_SELECTSAW');
2242 FFlameSoundOn.SetByName('SOUND_WEAPON_FLAMEON');
2243 FFlameSoundOff.SetByName('SOUND_WEAPON_FLAMEOFF');
2244 FFlameSoundWork.SetByName('SOUND_WEAPON_FLAMEWORK');
2245 FJetSoundFly.SetByName('SOUND_PLAYER_JETFLY');
2246 FJetSoundOn.SetByName('SOUND_PLAYER_JETON');
2247 FJetSoundOff.SetByName('SOUND_PLAYER_JETOFF');
2249 FSpectatePlayer := -1;
2250 FClientID := -1;
2251 FPing := 0;
2252 FLoss := 0;
2253 FSavedStateNum := -1;
2254 FShellTimer := -1;
2255 FFireTime := 0;
2256 FFirePainTime := 0;
2257 FFireAttacker := 0;
2258 FHandicap := 100;
2259 FCorpse := -1;
2261 FActualModelName := 'doomer';
2263 g_Obj_Init(@FObj);
2264 FObj.Rect := PLAYER_RECT;
2266 FBFGFireCounter := -1;
2267 FJustTeleported := False;
2268 FNetTime := 0;
2270 FWaitForFirstSpawn := false;
2272 resetWeaponQueue();
2273 end;
2275 procedure TPlayer.positionChanged (); inline;
2276 begin
2277 end;
2279 procedure TPlayer.doDamage (v: Integer);
2280 begin
2281 if (v <= 0) then exit;
2282 if (v > 32767) then v := 32767;
2283 Damage(v, 0, 0, 0, mEDamageType);
2284 end;
2286 procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte);
2287 var
2288 c: Word;
2289 begin
2290 if (not g_Game_IsClient) and (not FAlive) then
2291 Exit;
2293 FLastHit := t;
2295 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2296 if ((t = HIT_TRAP) or (t = HIT_SELF)) and (not FGodMode) then
2297 begin
2298 if not g_Game_IsClient then
2299 begin
2300 FArmor := 0;
2301 if t = HIT_TRAP then
2302 begin
2303 // Ëîâóøêà óáèâàåò ñðàçó:
2304 FHealth := -100;
2305 Kill(K_EXTRAHARDKILL, SpawnerUID, t);
2306 end;
2307 if t = HIT_SELF then
2308 begin
2309 // Ñàìîóáèéñòâî:
2310 FHealth := 0;
2311 Kill(K_SIMPLEKILL, SpawnerUID, t);
2312 end;
2313 end;
2314 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2315 FMegaRulez[MR_SUIT] := 0;
2316 FMegaRulez[MR_INVUL] := 0;
2317 FMegaRulez[MR_INVIS] := 0;
2318 FSpawnInvul := 0;
2319 FBerserk := 0;
2320 end;
2322 // Íî îò îñòàëüíîãî ñïàñàåò:
2323 if FMegaRulez[MR_INVUL] >= gTime then
2324 Exit;
2326 // ×èò-êîä "ÃÎÐÅÖ":
2327 if FGodMode then
2328 Exit;
2330 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2331 if LongBool(gGameSettings.Options and GAME_OPTION_TEAMDAMAGE) or
2332 (SpawnerUID = FUID) or
2333 (not SameTeam(FUID, SpawnerUID)) then
2334 begin
2335 FLastSpawnerUID := SpawnerUID;
2337 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2338 if gBloodCount > 0 then
2339 begin
2340 c := Min(value, 200)*gBloodCount + Random(Min(value, 200) div 2);
2341 if value div 4 <= c then
2342 c := c - (value div 4)
2343 else
2344 c := 0;
2346 if (t = HIT_SOME) and (vx = 0) and (vy = 0) then
2347 MakeBloodSimple(c)
2348 else
2349 case t of
2350 HIT_TRAP, HIT_ACID, HIT_FLAME, HIT_SELF: MakeBloodSimple(c);
2351 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, vx, vy);
2352 end;
2354 if t = HIT_WATER then
2355 g_Game_Effect_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
2356 FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
2357 end;
2359 // Áóôåð óðîíà:
2360 if FAlive then
2361 Inc(FDamageBuffer, value);
2363 // Âñïûøêà áîëè:
2364 if gFlash <> 0 then
2365 FPain := FPain + value;
2366 end;
2368 if g_Game_IsServer and g_Game_IsNet then
2369 begin
2370 MH_SEND_PlayerDamage(FUID, t, SpawnerUID, value, vx, vy);
2371 MH_SEND_PlayerStats(FUID);
2372 MH_SEND_PlayerPos(False, FUID);
2373 end;
2374 end;
2376 function TPlayer.Heal(value: Word; Soft: Boolean): Boolean;
2377 begin
2378 Result := False;
2379 if g_Game_IsClient then
2380 Exit;
2381 if not FAlive then
2382 Exit;
2384 if Soft and (FHealth < PLAYER_HP_SOFT) then
2385 begin
2386 IncMax(FHealth, value, PLAYER_HP_SOFT);
2387 Result := True;
2388 end;
2389 if (not Soft) and (FHealth < PLAYER_HP_LIMIT) then
2390 begin
2391 IncMax(FHealth, value, PLAYER_HP_LIMIT);
2392 Result := True;
2393 end;
2395 if Result and g_Game_IsServer and g_Game_IsNet then
2396 MH_SEND_PlayerStats(FUID);
2397 end;
2399 destructor TPlayer.Destroy();
2400 begin
2401 if (gPlayer1 <> nil) and (gPlayer1.FUID = FUID) then
2402 gPlayer1 := nil;
2403 if (gPlayer2 <> nil) and (gPlayer2.FUID = FUID) then
2404 gPlayer2 := nil;
2406 FSawSound.Free();
2407 FSawSoundIdle.Free();
2408 FSawSoundHit.Free();
2409 FSawSoundSelect.Free();
2410 FFlameSoundOn.Free();
2411 FFlameSoundOff.Free();
2412 FFlameSoundWork.Free();
2413 FJetSoundFly.Free();
2414 FJetSoundOn.Free();
2415 FJetSoundOff.Free();
2416 FModel.Free();
2417 if FPunchAnim <> nil then
2418 FPunchAnim.Free();
2420 inherited;
2421 end;
2423 procedure TPlayer.DrawIndicator(Color: TRGB);
2424 var
2425 indX, indY, fX, fY, fSlope: Integer;
2426 indW, indH: Word;
2427 indA: Single;
2428 a: TDFPoint;
2429 nW, nH: Byte;
2430 ID: DWORD;
2431 c: TRGB;
2432 begin
2433 if FAlive then
2434 begin
2435 FObj.lerp(gLerpFactor, fX, fY);
2436 fSlope := nlerp(FSlopeOld, FObj.slopeUpLeft, gLerpFactor);
2438 case gPlayerIndicatorStyle of
2439 0:
2440 begin
2441 if g_Texture_Get('TEXTURE_PLAYER_INDICATOR', ID) then
2442 begin
2443 e_GetTextureSize(ID, @indW, @indH);
2444 a.X := indW div 2;
2445 a.Y := indH div 2;
2447 if (FObj.X + FObj.Rect.X) < 0 then
2448 begin
2449 indA := 90;
2450 indX := fX + FObj.Rect.X + FObj.Rect.Width;
2451 indY := fY + FObj.Rect.Y + (FObj.Rect.Height - indW) div 2;
2452 end
2454 else if (FObj.X + FObj.Rect.X + FObj.Rect.Width) > Max(gMapInfo.Width, gPlayerScreenSize.X) then
2455 begin
2456 indA := 270;
2457 indX := fX + FObj.Rect.X - indH;
2458 indY := fY + FObj.Rect.Y + (FObj.Rect.Height - indW) div 2;
2459 end
2461 else if (FObj.Y - indH) < 0 then
2462 begin
2463 indA := 180;
2464 indX := fX + FObj.Rect.X + (FObj.Rect.Width - indW) div 2;
2465 indY := fY + FObj.Rect.Y + FObj.Rect.Height;
2466 end
2468 else
2469 begin
2470 indA := 0;
2471 indX := fX + FObj.Rect.X + (FObj.Rect.Width - indW) div 2;
2472 indY := fY - indH;
2473 end;
2475 indY := indY + fSlope;
2476 indX := EnsureRange(indX, 0, Max(gMapInfo.Width, gPlayerScreenSize.X) - indW);
2477 indY := EnsureRange(indY, 0, Max(gMapInfo.Height, gPlayerScreenSize.Y) - indH);
2479 c := e_Colors;
2480 e_Colors := Color;
2481 e_DrawAdv(ID, indX, indY, 0, True, False, indA, @a);
2482 e_Colors := c;
2483 end;
2484 end;
2486 1:
2487 begin
2488 e_TextureFontGetSize(gStdFont, nW, nH);
2489 indX := fX + FObj.Rect.X + (FObj.Rect.Width - Length(FName) * nW) div 2;
2490 indY := fY - nH + fSlope;
2491 e_TextureFontPrintEx(indX, indY, FName, gStdFont, Color.R, Color.G, Color.B, 1.0, True);
2492 end;
2493 end;
2494 end;
2495 end;
2497 procedure TPlayer.DrawBubble();
2498 var
2499 bubX, bubY, fX, fY: Integer;
2500 ID: LongWord;
2501 Rb, Gb, Bb,
2502 Rw, Gw, Bw: SmallInt;
2503 Dot: Byte;
2504 CObj: TObj;
2505 begin
2506 CObj := getCameraObj();
2507 CObj.lerp(gLerpFactor, fX, fY);
2508 // NB: _F_Obj.Rect is used to keep the bubble higher; this is not a mistake
2509 bubX := fX+FObj.Rect.X + IfThen(FDirection = TDirection.D_LEFT, -4, 18);
2510 bubY := fY+FObj.Rect.Y - 18;
2511 Rb := 64;
2512 Gb := 64;
2513 Bb := 64;
2514 Rw := 240;
2515 Gw := 240;
2516 Bw := 240;
2517 case gChatBubble of
2518 1: // simple textual non-bubble
2519 begin
2520 bubX := fX+FObj.Rect.X - 11;
2521 bubY := fY+FObj.Rect.Y - 17;
2522 e_TextureFontPrint(bubX, bubY, '[...]', gStdFont);
2523 Exit;
2524 end;
2525 2: // advanced pixel-perfect bubble
2526 begin
2527 if FTeam = TEAM_RED then
2528 Rb := 255
2529 else
2530 if FTeam = TEAM_BLUE then
2531 Bb := 255;
2532 end;
2533 3: // colored bubble
2534 begin
2535 Rb := FModel.Color.R;
2536 Gb := FModel.Color.G;
2537 Bb := FModel.Color.B;
2538 Rw := Min(Rb * 2 + 64, 255);
2539 Gw := Min(Gb * 2 + 64, 255);
2540 Bw := Min(Bb * 2 + 64, 255);
2541 if (Abs(Rw - Rb) < 32)
2542 or (Abs(Gw - Gb) < 32)
2543 or (Abs(Bw - Bb) < 32) then
2544 begin
2545 Rb := Max(Rw div 2 - 16, 0);
2546 Gb := Max(Gw div 2 - 16, 0);
2547 Bb := Max(Bw div 2 - 16, 0);
2548 end;
2549 end;
2550 4: // custom textured bubble
2551 begin
2552 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID) then
2553 if FDirection = TDirection.D_RIGHT then
2554 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False)
2555 else
2556 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, TMirrorType.Horizontal);
2557 Exit;
2558 end;
2559 end;
2561 // Outer borders
2562 e_DrawQuad(bubX + 1, bubY , bubX + 18, bubY + 13, Rb, Gb, Bb);
2563 e_DrawQuad(bubX , bubY + 1, bubX + 19, bubY + 12, Rb, Gb, Bb);
2564 // Inner box
2565 e_DrawFillQuad(bubX + 1, bubY + 1, bubX + 18, bubY + 12, Rw, Gw, Bw, 0);
2567 // Tail
2568 Dot := IfThen(FDirection = TDirection.D_LEFT, 14, 5);
2569 e_DrawLine(1, bubX + Dot, bubY + 14, bubX + Dot, bubY + 16, Rb, Gb, Bb);
2570 e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 1, Dot + 1), bubY + 13, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 1, Dot + 1), bubY + 15, Rw, Gw, Bw);
2571 e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 2, Dot + 2), bubY + 13, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 2, Dot + 2), bubY + 14, Rw, Gw, Bw);
2572 e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 3, Dot + 3), bubY + 13, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 3, Dot + 3), bubY + 13, Rw, Gw, Bw);
2573 e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 3, Dot + 3), bubY + 14, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 1, Dot + 1), bubY + 16, Rb, Gb, Bb);
2575 // Dots
2576 Dot := 6;
2577 e_DrawFillQuad(bubX + Dot, bubY + 8, bubX + Dot + 1, bubY + 9, Rb, Gb, Bb, 0);
2578 e_DrawFillQuad(bubX + Dot + 3, bubY + 8, bubX + Dot + 4, bubY + 9, Rb, Gb, Bb, 0);
2579 e_DrawFillQuad(bubX + Dot + 6, bubY + 8, bubX + Dot + 7, bubY + 9, Rb, Gb, Bb, 0);
2580 end;
2582 procedure TPlayer.Draw();
2583 var
2584 ID: DWORD;
2585 w, h: Word;
2586 dr: Boolean;
2587 Mirror: TMirrorType;
2588 fX, fY, fSlope: Integer;
2589 begin
2590 FObj.lerp(gLerpFactor, fX, fY);
2591 fSlope := nlerp(FSlopeOld, FObj.slopeUpLeft, gLerpFactor);
2593 if FAlive then
2594 begin
2595 if Direction = TDirection.D_RIGHT then
2596 Mirror := TMirrorType.None
2597 else
2598 Mirror := TMirrorType.Horizontal;
2600 if FPunchAnim <> nil then
2601 begin
2602 FPunchAnim.Draw(fX+IfThen(Direction = TDirection.D_LEFT, 15-FObj.Rect.X, FObj.Rect.X-15),
2603 fY+fSlope+FObj.Rect.Y-11, Mirror);
2604 if FPunchAnim.played then
2605 begin
2606 FPunchAnim.Free;
2607 FPunchAnim := nil;
2608 end;
2609 end;
2611 if (FMegaRulez[MR_INVUL] > gTime) and ((gPlayerDrawn <> Self) or (FSpawnInvul >= gTime)) then
2612 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then
2613 begin
2614 e_GetTextureSize(ID, @w, @h);
2615 if FDirection = TDirection.D_LEFT then
2616 e_Draw(ID, fX+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4,
2617 fY+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+fSlope, 0, True, False)
2618 else
2619 e_Draw(ID, fX+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2,
2620 fY+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+fSlope, 0, True, False);
2621 end;
2623 if FMegaRulez[MR_INVIS] > gTime then
2624 begin
2625 if (gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2626 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM))) then
2627 begin
2628 if (FMegaRulez[MR_INVIS] - gTime) <= 2100 then
2629 dr := not Odd((FMegaRulez[MR_INVIS] - gTime) div 300)
2630 else
2631 dr := True;
2632 if dr then
2633 FModel.Draw(fX, fY+fSlope, 200)
2634 else
2635 FModel.Draw(fX, fY+fSlope);
2636 end
2637 else
2638 FModel.Draw(fX, fY+fSlope, 254);
2639 end
2640 else
2641 FModel.Draw(fX, fY+fSlope);
2642 end;
2644 if g_debug_Frames then
2645 begin
2646 e_DrawQuad(FObj.X+FObj.Rect.X,
2647 FObj.Y+FObj.Rect.Y,
2648 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2649 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2650 0, 255, 0);
2651 end;
2653 if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then
2654 if (FMegaRulez[MR_INVIS] <= gTime) or ((gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2655 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM)))) then
2656 DrawBubble();
2657 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2658 if gAimLine and alive and
2659 ((Self = gPlayer1) or (Self = gPlayer2)) then
2660 DrawAim();
2661 end;
2664 procedure TPlayer.DrawAim();
2665 procedure drawCast (sz: Integer; ax0, ay0, ax1, ay1: Integer);
2666 var
2667 ex, ey: Integer;
2668 begin
2670 {$IFDEF ENABLE_HOLMES}
2671 if isValidViewPort and (self = gPlayer1) then
2672 begin
2673 g_Holmes_plrLaser(ax0, ay0, ax1, ay1);
2674 end;
2675 {$ENDIF}
2677 e_DrawLine(sz, ax0, ay0, ax1, ay1, 255, 0, 0, 96);
2678 if (g_Map_traceToNearestWall(ax0, ay0, ax1, ay1, @ex, @ey) <> nil) then
2679 begin
2680 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 255, 0, 96);
2681 end
2682 else
2683 begin
2684 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 0, 255, 96);
2685 end;
2686 end;
2688 var
2689 wx, wy, xx, yy: Integer;
2690 angle: SmallInt;
2691 sz, len: Word;
2692 begin
2693 wx := FObj.X + WEAPONPOINT[FDirection].X + IfThen(FDirection = TDirection.D_LEFT, 7, -7);
2694 wy := FObj.Y + WEAPONPOINT[FDirection].Y;
2695 angle := FAngle;
2696 len := 1024;
2697 sz := 2;
2698 case FCurrWeap of
2699 0: begin // Punch
2700 len := 12;
2701 sz := 4;
2702 end;
2703 1: begin // Chainsaw
2704 len := 24;
2705 sz := 6;
2706 end;
2707 2: begin // Pistol
2708 len := 1024;
2709 sz := 2;
2710 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2711 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2712 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2713 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2714 end;
2715 3: begin // Shotgun
2716 len := 1024;
2717 sz := 3;
2718 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2719 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2720 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2721 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2722 end;
2723 4: begin // Double Shotgun
2724 len := 1024;
2725 sz := 4;
2726 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2727 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2728 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2729 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2730 end;
2731 5: begin // Chaingun
2732 len := 1024;
2733 sz := 3;
2734 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2735 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2736 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2737 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2738 end;
2739 6: begin // Rocket Launcher
2740 len := 1024;
2741 sz := 7;
2742 if angle = ANGLE_RIGHTUP then Inc(angle, 2);
2743 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2744 if angle = ANGLE_LEFTUP then Dec(angle, 2);
2745 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2746 end;
2747 7: begin // Plasmagun
2748 len := 1024;
2749 sz := 5;
2750 if angle = ANGLE_RIGHTUP then Inc(angle);
2751 if angle = ANGLE_RIGHTDOWN then Inc(angle, 3);
2752 if angle = ANGLE_LEFTUP then Dec(angle);
2753 if angle = ANGLE_LEFTDOWN then Dec(angle, 3);
2754 end;
2755 8: begin // BFG
2756 len := 1024;
2757 sz := 12;
2758 if angle = ANGLE_RIGHTUP then Inc(angle, 1);
2759 if angle = ANGLE_RIGHTDOWN then Inc(angle, 2);
2760 if angle = ANGLE_LEFTUP then Dec(angle, 1);
2761 if angle = ANGLE_LEFTDOWN then Dec(angle, 2);
2762 end;
2763 9: begin // Super Chaingun
2764 len := 1024;
2765 sz := 4;
2766 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2767 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2768 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2769 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2770 end;
2771 end;
2772 xx := Trunc(Cos(-DegToRad(angle)) * len) + wx;
2773 yy := Trunc(Sin(-DegToRad(angle)) * len) + wy;
2774 {$IF DEFINED(D2F_DEBUG)}
2775 drawCast(sz, wx, wy, xx, yy);
2776 {$ELSE}
2777 e_DrawLine(sz, wx, wy, xx, yy, 255, 0, 0, 96);
2778 {$ENDIF}
2779 end;
2781 procedure TPlayer.DrawGUI();
2782 var
2783 ID: DWORD;
2784 X, Y, SY, a, p, m: Integer;
2785 tw, th: Word;
2786 cw, ch: Byte;
2787 s, t: string;
2788 stat: TPlayerStatArray;
2789 begin
2790 X := gPlayerScreenSize.X;
2791 SY := gPlayerScreenSize.Y;
2792 Y := 0;
2794 if gShowScore and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2795 begin
2796 if gGameSettings.GameMode = GM_CTF then
2797 a := 32 + 8
2798 else
2799 a := 0;
2800 if gGameSettings.GameMode = GM_CTF then
2801 begin
2802 s := 'TEXTURE_PLAYER_REDFLAG';
2803 if gFlags[FLAG_RED].State = FLAG_STATE_CAPTURED then
2804 s := 'TEXTURE_PLAYER_REDFLAG_S';
2805 if gFlags[FLAG_RED].State = FLAG_STATE_DROPPED then
2806 s := 'TEXTURE_PLAYER_REDFLAG_D';
2807 if g_Texture_Get(s, ID) then
2808 e_Draw(ID, X-16-32, 240-72-4, 0, True, False);
2809 end;
2811 s := IntToStr(gTeamStat[TEAM_RED].Score);
2812 e_CharFont_GetSize(gMenuFont, s, tw, th);
2813 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-72-4, s, TEAMCOLOR[TEAM_RED]);
2815 if gGameSettings.GameMode = GM_CTF then
2816 begin
2817 s := 'TEXTURE_PLAYER_BLUEFLAG';
2818 if gFlags[FLAG_BLUE].State = FLAG_STATE_CAPTURED then
2819 s := 'TEXTURE_PLAYER_BLUEFLAG_S';
2820 if gFlags[FLAG_BLUE].State = FLAG_STATE_DROPPED then
2821 s := 'TEXTURE_PLAYER_BLUEFLAG_D';
2822 if g_Texture_Get(s, ID) then
2823 e_Draw(ID, X-16-32, 240-32-4, 0, True, False);
2824 end;
2826 s := IntToStr(gTeamStat[TEAM_BLUE].Score);
2827 e_CharFont_GetSize(gMenuFont, s, tw, th);
2828 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-32-4, s, TEAMCOLOR[TEAM_BLUE]);
2829 end;
2831 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID) then
2832 e_DrawFill(ID, X, 0, 1, (gPlayerScreenSize.Y div 256)+IfThen(gPlayerScreenSize.Y mod 256 > 0, 1, 0),
2833 0, False, False);
2835 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID) then
2836 e_Draw(ID, X+2, Y, 0, True, False);
2838 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
2839 begin
2840 if gShowStat then
2841 begin
2842 s := IntToStr(Frags);
2843 t := IntToStr(Assists);
2844 e_CharFont_GetSize(gMenuFont, s, tw, th);
2845 e_CharFont_PrintEx(gMenuFont, X-16-tw, Y, s, _RGB(255, 0, 0));
2847 s := '';
2848 t := '';
2849 p := 1;
2850 m := 0;
2851 stat := g_Player_GetStats();
2852 if stat <> nil then
2853 begin
2854 p := 1;
2856 for a := 0 to High(stat) do
2857 if stat[a].Name <> Name then
2858 begin
2859 if stat[a].Frags > m then m := stat[a].Frags;
2860 if stat[a].Frags > Frags then p := p+1;
2861 end;
2862 end;
2864 s := IntToStr(p)+' / '+IntToStr(Length(stat))+' ';
2865 if Frags >= m then s := s+'+' else s := s+'-';
2866 s := s+IntToStr(Abs(Frags-m));
2868 t := IntToStr(p)+' / '+IntToStr(Length(stat))+' ';
2869 if Assists >= m then t := t+'+' else t := t+'-';
2870 t := t+IntToStr(Abs(Assists-m));
2872 e_CharFont_GetSize(gMenuSmallFont, s, tw, th);
2873 e_CharFont_PrintEx(gMenuSmallFont, X-16-tw, Y+32, s, _RGB(255, 0, 0));
2874 end;
2876 if gLMSRespawn > LMS_RESPAWN_NONE then
2877 begin
2878 s := _lc[I_GAME_WARMUP];
2879 e_CharFont_GetSize(gMenuFont, s, tw, th);
2880 s := s + ': ' + IntToStr((gLMSRespawnTime - gTime) div 1000);
2881 e_CharFont_PrintEx(gMenuFont, X-64-tw, SY-32, s, _RGB(0, 255, 0));
2882 end
2883 else if gShowLives and (gGameSettings.MaxLives > 0) then
2884 begin
2885 s := IntToStr(Lives);
2886 e_CharFont_GetSize(gMenuFont, s, tw, th);
2887 e_CharFont_PrintEx(gMenuFont, X-16-tw, SY-32, s, _RGB(0, 255, 0));
2888 end;
2889 end;
2891 e_CharFont_GetSize(gMenuSmallFont, FName, tw, th);
2892 e_CharFont_PrintEx(gMenuSmallFont, X+98-(tw div 2), Y+8, FName, _RGB(255, 0, 0));
2894 if R_BERSERK in FRulez then
2895 e_Draw(gItemsTexturesID[ITEM_MEDKIT_BLACK], X+37, Y+45, 0, True, False)
2896 else
2897 e_Draw(gItemsTexturesID[ITEM_MEDKIT_LARGE], X+37, Y+45, 0, True, False);
2899 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID) then
2900 e_Draw(ID, X+36, Y+77, 0, True, False);
2902 s := IntToStr(IfThen(FHealth > 0, FHealth, 0));
2903 e_CharFont_GetSize(gMenuFont, s, tw, th);
2904 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+40, s, _RGB(255, 0, 0));
2906 s := IntToStr(FArmor);
2907 e_CharFont_GetSize(gMenuFont, s, tw, th);
2908 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+68, s, _RGB(255, 0, 0));
2910 s := IntToStr(GetAmmoByWeapon(FCurrWeap));
2912 case FCurrWeap of
2913 WEAPON_KASTET:
2914 begin
2915 s := '--';
2916 ID := gItemsTexturesID[ITEM_WEAPON_KASTET];
2917 end;
2918 WEAPON_SAW:
2919 begin
2920 s := '--';
2921 ID := gItemsTexturesID[ITEM_WEAPON_SAW];
2922 end;
2923 WEAPON_PISTOL: ID := gItemsTexturesID[ITEM_WEAPON_PISTOL];
2924 WEAPON_CHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_CHAINGUN];
2925 WEAPON_SHOTGUN1: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN1];
2926 WEAPON_SHOTGUN2: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN2];
2927 WEAPON_SUPERPULEMET: ID := gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET];
2928 WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER];
2929 WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA];
2930 WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG];
2931 WEAPON_FLAMETHROWER: ID := gItemsTexturesID[ITEM_WEAPON_FLAMETHROWER];
2932 end;
2934 e_CharFont_GetSize(gMenuFont, s, tw, th);
2935 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+158, s, _RGB(255, 0, 0));
2936 e_Draw(ID, X+20, Y+160, 0, True, False);
2938 if R_KEY_RED in FRulez then
2939 e_Draw(gItemsTexturesID[ITEM_KEY_RED], X+78, Y+214, 0, True, False);
2941 if R_KEY_GREEN in FRulez then
2942 e_Draw(gItemsTexturesID[ITEM_KEY_GREEN], X+95, Y+214, 0, True, False);
2944 if R_KEY_BLUE in FRulez then
2945 e_Draw(gItemsTexturesID[ITEM_KEY_BLUE], X+112, Y+214, 0, True, False);
2947 if FJetFuel > 0 then
2948 begin
2949 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2950 e_Draw(ID, X+2, Y+116, 0, True, False);
2951 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID) then
2952 e_Draw(ID, X+2, Y+126, 0, True, False);
2953 e_DrawLine(4, X+16, Y+122, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+122, 0, 0, 196);
2954 e_DrawLine(4, X+16, Y+132, X+16+Trunc(168*FJetFuel/JET_MAX), Y+132, 208, 0, 0);
2955 end
2956 else
2957 begin
2958 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2959 e_Draw(ID, X+2, Y+124, 0, True, False);
2960 e_DrawLine(4, X+16, Y+130, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+130, 0, 0, 196);
2961 end;
2963 if gShowPing and g_Game_IsClient then
2964 begin
2965 s := _lc[I_GAME_PING_HUD] + IntToStr(NetPeer.lastRoundTripTime) + _lc[I_NET_SLIST_PING_MS];
2966 e_TextureFontPrint(X + 4, Y + 242, s, gStdFont);
2967 Y := Y + 16;
2968 end;
2970 if FSpectator then
2971 begin
2972 e_TextureFontPrint(X + 4, Y + 242, _lc[I_PLAYER_SPECT], gStdFont);
2973 e_TextureFontPrint(X + 4, Y + 258, _lc[I_PLAYER_SPECT2], gStdFont);
2974 e_TextureFontPrint(X + 4, Y + 274, _lc[I_PLAYER_SPECT1], gStdFont);
2975 if FNoRespawn then
2976 begin
2977 e_TextureFontGetSize(gStdFont, cw, ch);
2978 s := _lc[I_PLAYER_SPECT4];
2979 e_TextureFontPrintEx(gScreenWidth div 2 - cw*(Length(s) div 2),
2980 gScreenHeight-4-ch, s, gStdFont, 255, 255, 255, 1, True);
2981 e_TextureFontPrint(X + 4, Y + 290, _lc[I_PLAYER_SPECT1S], gStdFont);
2982 end;
2984 end;
2985 end;
2987 procedure TPlayer.DrawRulez();
2988 var
2989 dr: Boolean;
2990 begin
2991 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2992 if (FMegaRulez[MR_INVUL] >= gTime) and (FSpawnInvul < gTime) then
2993 begin
2994 if (FMegaRulez[MR_INVUL]-gTime) <= 2100 then
2995 dr := not Odd((FMegaRulez[MR_INVUL]-gTime) div 300)
2996 else
2997 dr := True;
2999 if dr then
3000 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
3001 191, 191, 191, 0, TBlending.Invert);
3002 end;
3004 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
3005 if FMegaRulez[MR_SUIT] >= gTime then
3006 begin
3007 if (FMegaRulez[MR_SUIT]-gTime) <= 2100 then
3008 dr := not Odd((FMegaRulez[MR_SUIT]-gTime) div 300)
3009 else
3010 dr := True;
3012 if dr then
3013 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
3014 0, 96, 0, 200, TBlending.None);
3015 end;
3017 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
3018 if (FBerserk >= 0) and (LongWord(FBerserk) >= gTime) and (gFlash = 2) then
3019 begin
3020 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
3021 255, 0, 0, 200, TBlending.None);
3022 end;
3023 end;
3025 procedure TPlayer.DrawPain();
3026 var
3027 a, h: Integer;
3028 begin
3029 if FPain = 0 then Exit;
3031 a := FPain;
3033 if a < 15 then h := 0
3034 else if a < 35 then h := 1
3035 else if a < 55 then h := 2
3036 else if a < 75 then h := 3
3037 else if a < 95 then h := 4
3038 else h := 5;
3040 //if a > 255 then a := 255;
3042 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255, 0, 0, 255-h*50);
3043 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
3044 end;
3046 procedure TPlayer.DrawPickup();
3047 var
3048 a, h: Integer;
3049 begin
3050 if FPickup = 0 then Exit;
3052 a := FPickup;
3054 if a < 15 then h := 1
3055 else if a < 35 then h := 2
3056 else if a < 55 then h := 3
3057 else if a < 75 then h := 4
3058 else h := 5;
3060 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50);
3061 end;
3063 procedure TPlayer.DoPunch();
3064 var
3065 id: DWORD;
3066 st: String;
3067 begin
3068 if FPunchAnim <> nil then begin
3069 FPunchAnim.reset();
3070 FPunchAnim.Free;
3071 FPunchAnim := nil;
3072 end;
3073 st := 'FRAMES_PUNCH';
3074 if R_BERSERK in FRulez then
3075 st := st + '_BERSERK';
3076 if FKeys[KEY_UP].Pressed then
3077 st := st + '_UP'
3078 else if FKeys[KEY_DOWN].Pressed then
3079 st := st + '_DN';
3080 g_Frames_Get(id, st);
3081 FPunchAnim := TAnimation.Create(id, False, 1);
3082 end;
3084 procedure TPlayer.Fire();
3085 var
3086 f, DidFire: Boolean;
3087 wx, wy, xd, yd: Integer;
3088 locobj: TObj;
3089 begin
3090 if g_Game_IsClient then Exit;
3091 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
3092 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
3094 if FSpectator then
3095 begin
3096 Respawn(False);
3097 Exit;
3098 end;
3100 if FReloading[FCurrWeap] <> 0 then Exit;
3102 DidFire := False;
3104 f := False;
3105 wx := FObj.X+WEAPONPOINT[FDirection].X;
3106 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
3107 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
3108 yd := wy+firediry();
3110 case FCurrWeap of
3111 WEAPON_KASTET:
3112 begin
3113 DoPunch();
3114 if R_BERSERK in FRulez then
3115 begin
3116 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
3117 locobj.X := FObj.X+FObj.Rect.X;
3118 locobj.Y := FObj.Y+FObj.Rect.Y;
3119 locobj.rect.X := 0;
3120 locobj.rect.Y := 0;
3121 locobj.rect.Width := 39;
3122 locobj.rect.Height := 52;
3123 locobj.Vel.X := (xd-wx) div 2;
3124 locobj.Vel.Y := (yd-wy) div 2;
3125 locobj.Accel.X := xd-wx;
3126 locobj.Accel.y := yd-wy;
3128 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
3129 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
3130 else
3131 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
3133 if (gFlash = 1) and (FPain < 50) then FPain := min(FPain + 25, 50);
3134 end
3135 else
3136 begin
3137 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
3138 end;
3140 DidFire := True;
3141 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3142 end;
3144 WEAPON_SAW:
3145 begin
3146 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
3147 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
3148 begin
3149 FSawSoundSelect.Stop();
3150 FSawSound.Stop();
3151 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
3152 end
3153 else if not FSawSoundHit.IsPlaying() then
3154 begin
3155 FSawSoundSelect.Stop();
3156 FSawSound.PlayAt(FObj.X, FObj.Y);
3157 end;
3159 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3160 DidFire := True;
3161 f := True;
3162 end;
3164 WEAPON_PISTOL:
3165 if FAmmo[A_BULLETS] > 0 then
3166 begin
3167 g_Weapon_pistol(wx, wy, xd, yd, FUID);
3168 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3169 Dec(FAmmo[A_BULLETS]);
3170 FFireAngle := FAngle;
3171 f := True;
3172 DidFire := True;
3173 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3174 GameVelX, GameVelY-2, SHELL_BULLET);
3175 end;
3177 WEAPON_SHOTGUN1:
3178 if FAmmo[A_SHELLS] > 0 then
3179 begin
3180 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
3181 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
3182 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3183 Dec(FAmmo[A_SHELLS]);
3184 FFireAngle := FAngle;
3185 f := True;
3186 DidFire := True;
3187 FShellTimer := 10;
3188 FShellType := SHELL_SHELL;
3189 end;
3191 WEAPON_SHOTGUN2:
3192 if FAmmo[A_SHELLS] >= 2 then
3193 begin
3194 g_Weapon_dshotgun(wx, wy, xd, yd, FUID);
3195 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3196 Dec(FAmmo[A_SHELLS], 2);
3197 FFireAngle := FAngle;
3198 f := True;
3199 DidFire := True;
3200 FShellTimer := 13;
3201 FShellType := SHELL_DBLSHELL;
3202 end;
3204 WEAPON_CHAINGUN:
3205 if FAmmo[A_BULLETS] > 0 then
3206 begin
3207 g_Weapon_mgun(wx, wy, xd, yd, FUID);
3208 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
3209 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3210 Dec(FAmmo[A_BULLETS]);
3211 FFireAngle := FAngle;
3212 f := True;
3213 DidFire := True;
3214 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3215 GameVelX, GameVelY-2, SHELL_BULLET);
3216 end;
3218 WEAPON_ROCKETLAUNCHER:
3219 if FAmmo[A_ROCKETS] > 0 then
3220 begin
3221 g_Weapon_rocket(wx, wy, xd, yd, FUID);
3222 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3223 Dec(FAmmo[A_ROCKETS]);
3224 FFireAngle := FAngle;
3225 f := True;
3226 DidFire := True;
3227 end;
3229 WEAPON_PLASMA:
3230 if FAmmo[A_CELLS] > 0 then
3231 begin
3232 g_Weapon_plasma(wx, wy, xd, yd, FUID);
3233 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3234 Dec(FAmmo[A_CELLS]);
3235 FFireAngle := FAngle;
3236 f := True;
3237 DidFire := True;
3238 end;
3240 WEAPON_BFG:
3241 if (FAmmo[A_CELLS] >= 40) and (FBFGFireCounter = -1) then
3242 begin
3243 FBFGFireCounter := 17;
3244 if not FNoReload then
3245 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj.X, FObj.Y);
3246 Dec(FAmmo[A_CELLS], 40);
3247 DidFire := True;
3248 end;
3250 WEAPON_SUPERPULEMET:
3251 if FAmmo[A_SHELLS] > 0 then
3252 begin
3253 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
3254 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3255 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3256 Dec(FAmmo[A_SHELLS]);
3257 FFireAngle := FAngle;
3258 f := True;
3259 DidFire := True;
3260 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3261 GameVelX, GameVelY-2, SHELL_SHELL);
3262 end;
3264 WEAPON_FLAMETHROWER:
3265 if FAmmo[A_FUEL] > 0 then
3266 begin
3267 g_Weapon_flame(wx, wy, xd, yd, FUID);
3268 FlamerOn;
3269 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3270 Dec(FAmmo[A_FUEL]);
3271 FFireAngle := FAngle;
3272 f := True;
3273 DidFire := True;
3274 end
3275 else
3276 begin
3277 FlamerOff;
3278 if g_Game_IsNet and g_Game_IsServer then MH_SEND_PlayerStats(FUID);
3279 end;
3280 end;
3282 if g_Game_IsNet then
3283 begin
3284 if DidFire then
3285 begin
3286 if FCurrWeap <> WEAPON_BFG then
3287 MH_SEND_PlayerFire(FUID, FCurrWeap, wx, wy, xd, yd, LastShotID)
3288 else
3289 if not FNoReload then
3290 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_WEAPON_STARTFIREBFG');
3291 end;
3293 MH_SEND_PlayerStats(FUID);
3294 end;
3296 if not f then Exit;
3298 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
3299 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
3300 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
3301 end;
3303 function TPlayer.GetAmmoByWeapon(Weapon: Byte): Word;
3304 begin
3305 case Weapon of
3306 WEAPON_PISTOL, WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS];
3307 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS];
3308 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS];
3309 WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS];
3310 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL];
3311 else Result := 0;
3312 end;
3313 end;
3315 function TPlayer.HeadInLiquid(XInc, YInc: Integer): Boolean;
3316 begin
3317 Result := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X+XInc, FObj.Y+PLAYER_HEADRECT.Y+YInc,
3318 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
3319 PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, True);
3320 end;
3322 procedure TPlayer.FlamerOn;
3323 begin
3324 FFlameSoundOff.Stop();
3325 FFlameSoundOff.SetPosition(0);
3326 if FFlaming then
3327 begin
3328 if (not FFlameSoundOn.IsPlaying()) and (not FFlameSoundWork.IsPlaying()) then
3329 FFlameSoundWork.PlayAt(FObj.X, FObj.Y);
3330 end
3331 else
3332 begin
3333 FFlameSoundOn.PlayAt(FObj.X, FObj.Y);
3334 FFlaming := True;
3335 end;
3336 end;
3338 procedure TPlayer.FlamerOff;
3339 begin
3340 if FFlaming then
3341 begin
3342 FFlameSoundOn.Stop();
3343 FFlameSoundOn.SetPosition(0);
3344 FFlameSoundWork.Stop();
3345 FFlameSoundWork.SetPosition(0);
3346 FFlameSoundOff.PlayAt(FObj.X, FObj.Y);
3347 FFlaming := False;
3348 end;
3349 end;
3351 procedure TPlayer.JetpackOn;
3352 begin
3353 FJetSoundFly.Stop;
3354 FJetSoundOff.Stop;
3355 FJetSoundOn.SetPosition(0);
3356 FJetSoundOn.PlayAt(FObj.X, FObj.Y);
3357 FlySmoke(8);
3358 end;
3360 procedure TPlayer.JetpackOff;
3361 begin
3362 FJetSoundFly.Stop;
3363 FJetSoundOn.Stop;
3364 FJetSoundOff.SetPosition(0);
3365 FJetSoundOff.PlayAt(FObj.X, FObj.Y);
3366 end;
3368 procedure TPlayer.CatchFire(Attacker: Word; Timeout: Integer = PLAYER_BURN_TIME);
3369 begin
3370 if Timeout <= 0 then
3371 exit;
3372 if (FMegaRulez[MR_SUIT] > gTime) or (FMegaRulez[MR_INVUL] > gTime) then
3373 exit; // Íå çàãîðàåìñÿ êîãäà åñòü çàùèòà
3374 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2) then
3375 exit; // Íå ïîäãîðàåì â âîäå íà âñÿêèé ñëó÷àé
3376 if FFireTime <= 0 then
3377 g_Sound_PlayExAt('SOUND_IGNITE', FObj.X, FObj.Y);
3378 FFireTime := Timeout;
3379 FFireAttacker := Attacker;
3380 if g_Game_IsNet and g_Game_IsServer then
3381 MH_SEND_PlayerStats(FUID);
3382 end;
3384 procedure TPlayer.Jump();
3385 begin
3386 if gFly or FJetpack then
3387 begin
3388 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
3389 if FObj.Vel.Y > -VEL_FLY then
3390 FObj.Vel.Y := FObj.Vel.Y - 3;
3391 if FJetpack then
3392 begin
3393 if FJetFuel > 0 then
3394 Dec(FJetFuel);
3395 if (FJetFuel < 1) and g_Game_IsServer then
3396 begin
3397 FJetpack := False;
3398 JetpackOff;
3399 if g_Game_IsNet then
3400 MH_SEND_PlayerStats(FUID);
3401 end;
3402 end;
3403 Exit;
3404 end;
3406 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
3407 if FGhost then
3408 FCanJetpack := False;
3410 // Ïðûãàåì èëè âñïëûâàåì:
3411 if (CollideLevel(0, 1) or
3412 g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y+36, PLAYER_RECT.Width,
3413 PLAYER_RECT.Height-33, PANEL_STEP, False)
3414 ) and (FObj.Accel.Y = 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
3415 begin
3416 FObj.Vel.Y := -VEL_JUMP;
3417 FCanJetpack := False;
3418 end
3419 else
3420 begin
3421 if BodyInLiquid(0, 0) then
3422 FObj.Vel.Y := -VEL_SW
3423 else if (FJetFuel > 0) and FCanJetpack and
3424 g_Game_IsServer and (not g_Obj_CollideLiquid(@FObj, 0, 0)) then
3425 begin
3426 FJetpack := True;
3427 JetpackOn;
3428 if g_Game_IsNet then
3429 MH_SEND_PlayerStats(FUID);
3430 end;
3431 end;
3432 end;
3434 procedure TPlayer.Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
3435 var
3436 a, i, k, ab, ar: Byte;
3437 s: String;
3438 mon: TMonster;
3439 plr: TPlayer;
3440 srv, netsrv: Boolean;
3441 DoFrags: Boolean;
3442 DoAssists: Boolean;
3443 OldLR: Byte;
3444 KP: TPlayer;
3445 it: PItem;
3447 procedure PushItem(t: Byte);
3448 var
3449 id: DWORD;
3450 begin
3451 id := g_Items_Create(FObj.X, FObj.Y, t, True, False);
3452 it := g_Items_ByIdx(id);
3453 if KillType = K_EXTRAHARDKILL then // -7..+7; -8..0
3454 begin
3455 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-7+Random(15),
3456 (FObj.Vel.Y div 2)-Random(9));
3457 it.positionChanged(); // this updates spatial accelerators
3458 end
3459 else
3460 begin
3461 if KillType = K_HARDKILL then // -5..+5; -5..0
3462 begin
3463 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-5+Random(11),
3464 (FObj.Vel.Y div 2)-Random(6));
3465 end
3466 else // -3..+3; -3..0
3467 begin
3468 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-3+Random(7),
3469 (FObj.Vel.Y div 2)-Random(4));
3470 end;
3471 it.positionChanged(); // this updates spatial accelerators
3472 end;
3474 if g_Game_IsNet and g_Game_IsServer then
3475 MH_SEND_ItemSpawn(True, id);
3476 end;
3478 begin
3479 DoFrags := (gGameSettings.MaxLives = 0) or (gGameSettings.GameMode = GM_COOP);
3480 DoAssists := (gGameSettings.GameMode = GM_TDM) or (gGameSettings.GameMode = GM_CTF);
3481 Srv := g_Game_IsServer;
3482 Netsrv := g_Game_IsServer and g_Game_IsNet;
3483 if Srv then FDeath := FDeath + 1;
3484 if FAlive then
3485 begin
3486 if FGhost then
3487 FGhost := False;
3488 if not FPhysics then
3489 FPhysics := True;
3490 FAlive := False;
3491 end;
3492 FShellTimer := -1;
3494 if (gGameSettings.MaxLives > 0) and Srv and (gLMSRespawn = LMS_RESPAWN_NONE) then
3495 begin
3496 if FLives > 0 then FLives := FLives - 1;
3497 if FLives = 0 then FNoRespawn := True;
3498 end;
3500 // Íîìåð òèïà ñìåðòè:
3501 a := 1;
3502 case KillType of
3503 K_SIMPLEKILL: a := 1;
3504 K_HARDKILL: a := 2;
3505 K_EXTRAHARDKILL: a := 3;
3506 K_FALLKILL: a := 4;
3507 end;
3509 // Çâóê ñìåðòè:
3510 if not FModel.PlaySound(MODELSOUND_DIE, a, FObj.X, FObj.Y) then
3511 for i := 1 to 3 do
3512 if FModel.PlaySound(MODELSOUND_DIE, i, FObj.X, FObj.Y) then
3513 Break;
3515 // Âðåìÿ ðåñïàóíà:
3516 if Srv then
3517 case KillType of
3518 K_SIMPLEKILL:
3519 FTime[T_RESPAWN] := gTime + TIME_RESPAWN1;
3520 K_HARDKILL:
3521 FTime[T_RESPAWN] := gTime + TIME_RESPAWN2;
3522 K_EXTRAHARDKILL, K_FALLKILL:
3523 FTime[T_RESPAWN] := gTime + TIME_RESPAWN3;
3524 end;
3526 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3527 case KillType of
3528 K_SIMPLEKILL:
3529 SetAction(A_DIE1);
3530 K_HARDKILL, K_EXTRAHARDKILL:
3531 SetAction(A_DIE2);
3532 end;
3534 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3535 if (KillType <> K_FALLKILL) and (Srv) then
3536 g_Monsters_killedp();
3538 if SpawnerUID = FUID then
3539 begin // Ñàìîóáèëñÿ
3540 if Srv then
3541 begin
3542 if gGameSettings.GameMode = GM_TDM then
3543 Dec(gTeamStat[FTeam].Score);
3544 if DoFrags or (gGameSettings.GameMode = GM_TDM) then
3545 begin
3546 Dec(FFrags);
3547 FLastFrag := 0;
3548 end;
3549 end;
3550 g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3551 end
3552 else
3553 if g_GetUIDType(SpawnerUID) = UID_PLAYER then
3554 begin // Óáèò äðóãèì èãðîêîì
3555 KP := g_Player_Get(SpawnerUID);
3556 if (KP <> nil) and Srv then
3557 begin
3558 if (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3559 if SameTeam(FUID, SpawnerUID) then
3560 begin
3561 Dec(KP.FFrags);
3562 KP.FLastFrag := 0;
3563 end else
3564 begin
3565 Inc(KP.FFrags);
3566 KP.FragCombo();
3567 end;
3569 // Assists block
3570 if (DoAssists or (gGameSettings.GameMode = GM_TDM)) then
3571 begin
3572 if a = 4 then
3573 begin
3574 Inc(KP.FAssists);
3575 end;
3576 end;
3578 if (gGameSettings.GameMode = GM_TDM) and DoFrags then
3579 Inc(gTeamStat[KP.Team].Score,
3580 IfThen(SameTeam(FUID, SpawnerUID), -1, 1));
3582 if netsrv then MH_SEND_PlayerStats(SpawnerUID);
3583 end;
3585 plr := g_Player_Get(SpawnerUID);
3586 if plr = nil then
3587 s := '?'
3588 else
3589 s := plr.FName;
3591 case KillType of
3592 K_HARDKILL:
3593 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3594 [FName, s]),
3595 gShowKillMsg);
3596 K_EXTRAHARDKILL:
3597 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3598 [FName, s]),
3599 gShowKillMsg);
3600 else
3601 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3602 [FName, s]),
3603 gShowKillMsg);
3604 end;
3605 end
3606 else if g_GetUIDType(SpawnerUID) = UID_MONSTER then
3607 begin // Óáèò ìîíñòðîì
3608 mon := g_Monsters_ByUID(SpawnerUID);
3609 if mon = nil then
3610 s := '?'
3611 else
3612 s := g_Mons_GetKilledByTypeId(mon.MonsterType);
3614 case KillType of
3615 K_HARDKILL:
3616 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3617 [FName, s]),
3618 gShowKillMsg);
3619 K_EXTRAHARDKILL:
3620 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3621 [FName, s]),
3622 gShowKillMsg);
3623 else
3624 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3625 [FName, s]),
3626 gShowKillMsg);
3627 end;
3628 end
3629 else // Îñîáûå òèïû ñìåðòè
3630 case t of
3631 HIT_DISCON: ;
3632 HIT_SELF: g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3633 HIT_FALL: g_Console_Add(Format(_lc[I_PLAYER_KILL_FALL], [FName]), True);
3634 HIT_WATER: g_Console_Add(Format(_lc[I_PLAYER_KILL_WATER], [FName]), True);
3635 HIT_ACID: g_Console_Add(Format(_lc[I_PLAYER_KILL_ACID], [FName]), True);
3636 HIT_TRAP: g_Console_Add(Format(_lc[I_PLAYER_KILL_TRAP], [FName]), True);
3637 else g_Console_Add(Format(_lc[I_PLAYER_DIED], [FName]), True);
3638 end;
3640 if Srv then
3641 begin
3642 // Âûáðîñ îðóæèÿ:
3643 for a := WP_FIRST to WP_LAST do
3644 if FWeapon[a] then
3645 begin
3646 case a of
3647 WEAPON_SAW: i := ITEM_WEAPON_SAW;
3648 WEAPON_SHOTGUN1: i := ITEM_WEAPON_SHOTGUN1;
3649 WEAPON_SHOTGUN2: i := ITEM_WEAPON_SHOTGUN2;
3650 WEAPON_CHAINGUN: i := ITEM_WEAPON_CHAINGUN;
3651 WEAPON_ROCKETLAUNCHER: i := ITEM_WEAPON_ROCKETLAUNCHER;
3652 WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA;
3653 WEAPON_BFG: i := ITEM_WEAPON_BFG;
3654 WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET;
3655 WEAPON_FLAMETHROWER: i := ITEM_WEAPON_FLAMETHROWER;
3656 else i := 0;
3657 end;
3659 if i <> 0 then
3660 PushItem(i);
3661 end;
3663 // Âûáðîñ ðþêçàêà:
3664 if R_ITEM_BACKPACK in FRulez then
3665 PushItem(ITEM_AMMO_BACKPACK);
3667 // Âûáðîñ ðàêåòíîãî ðàíöà:
3668 if FJetFuel > 0 then
3669 PushItem(ITEM_JETPACK);
3671 // Âûáðîñ êëþ÷åé:
3672 if (not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) or
3673 (not LongBool(gGameSettings.Options and GAME_OPTION_DMKEYS)) then
3674 begin
3675 if R_KEY_RED in FRulez then
3676 PushItem(ITEM_KEY_RED);
3678 if R_KEY_GREEN in FRulez then
3679 PushItem(ITEM_KEY_GREEN);
3681 if R_KEY_BLUE in FRulez then
3682 PushItem(ITEM_KEY_BLUE);
3683 end;
3685 // Âûáðîñ ôëàãà:
3686 DropFlag(KillType = K_FALLKILL);
3687 end;
3689 FCorpse := g_Player_CreateCorpse(Self);
3691 if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and
3692 (gLMSRespawn = LMS_RESPAWN_NONE) then
3693 begin
3694 a := 0;
3695 k := 0;
3696 ar := 0;
3697 ab := 0;
3698 for i := Low(gPlayers) to High(gPlayers) do
3699 begin
3700 if gPlayers[i] = nil then continue;
3701 if (not gPlayers[i].FNoRespawn) and (not gPlayers[i].FSpectator) then
3702 begin
3703 Inc(a);
3704 if gPlayers[i].FTeam = TEAM_RED then Inc(ar)
3705 else if gPlayers[i].FTeam = TEAM_BLUE then Inc(ab);
3706 k := i;
3707 end;
3708 end;
3710 OldLR := gLMSRespawn;
3711 if (gGameSettings.GameMode = GM_COOP) then
3712 begin
3713 if (a = 0) then
3714 begin
3715 // everyone is dead, restart the map
3716 g_Game_Message(_lc[I_MESSAGE_LMS_LOSE], 144);
3717 if Netsrv then
3718 MH_SEND_GameEvent(NET_EV_LMS_LOSE);
3719 gLMSRespawn := LMS_RESPAWN_FINAL;
3720 gLMSRespawnTime := gTime + 5000;
3721 end
3722 else if (a = 1) then
3723 begin
3724 if (gPlayers[k] <> nil) and not (gPlayers[k] is TBot) then
3725 if (gPlayers[k] = gPlayer1) or
3726 (gPlayers[k] = gPlayer2) then
3727 g_Console_Add('*** ' + _lc[I_MESSAGE_LMS_SURVIVOR] + ' ***', True)
3728 else if Netsrv and (gPlayers[k].FClientID >= 0) then
3729 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR, 0, 'N', gPlayers[k].FClientID);
3730 end;
3731 end
3732 else if (gGameSettings.GameMode = GM_TDM) then
3733 begin
3734 if (ab = 0) and (ar <> 0) then
3735 begin
3736 // blu team ded
3737 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_RED])]), 144);
3738 if Netsrv then
3739 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_RED);
3740 Inc(gTeamStat[TEAM_RED].Score);
3741 gLMSRespawn := LMS_RESPAWN_FINAL;
3742 gLMSRespawnTime := gTime + 5000;
3743 end
3744 else if (ar = 0) and (ab <> 0) then
3745 begin
3746 // red team ded
3747 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_BLUE])]), 144);
3748 if Netsrv then
3749 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_BLUE);
3750 Inc(gTeamStat[TEAM_BLUE].Score);
3751 gLMSRespawn := LMS_RESPAWN_FINAL;
3752 gLMSRespawnTime := gTime + 5000;
3753 end
3754 else if (ar = 0) and (ab = 0) then
3755 begin
3756 // everyone ded
3757 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3758 if Netsrv then
3759 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3760 gLMSRespawn := LMS_RESPAWN_FINAL;
3761 gLMSRespawnTime := gTime + 5000;
3762 end;
3763 end
3764 else if (gGameSettings.GameMode = GM_DM) then
3765 begin
3766 if (a = 1) then
3767 begin
3768 if gPlayers[k] <> nil then
3769 with gPlayers[k] do
3770 begin
3771 // survivor is the winner
3772 g_Game_Message(Format(_lc[I_MESSAGE_LMS_WIN], [AnsiUpperCase(FName)]), 144);
3773 if Netsrv then
3774 MH_SEND_GameEvent(NET_EV_LMS_WIN, 0, FName);
3775 Inc(FFrags);
3776 end;
3777 gLMSRespawn := LMS_RESPAWN_FINAL;
3778 gLMSRespawnTime := gTime + 5000;
3779 end
3780 else if (a = 0) then
3781 begin
3782 // everyone is dead, restart the map
3783 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3784 if Netsrv then
3785 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3786 gLMSRespawn := LMS_RESPAWN_FINAL;
3787 gLMSRespawnTime := gTime + 5000;
3788 end;
3789 end;
3790 if srv and (OldLR = LMS_RESPAWN_NONE) and (gLMSRespawn > LMS_RESPAWN_NONE) then
3791 begin
3792 if NetMode = NET_SERVER then
3793 MH_SEND_GameEvent(NET_EV_LMS_WARMUP, gLMSRespawnTime - gTime)
3794 else
3795 g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [(gLMSRespawnTime - gTime) div 1000]), True);
3796 end;
3797 end;
3799 if Netsrv then
3800 begin
3801 MH_SEND_PlayerStats(FUID);
3802 MH_SEND_PlayerDeath(FUID, KillType, t, SpawnerUID);
3803 if gGameSettings.GameMode = GM_TDM then MH_SEND_GameStats;
3804 end;
3806 if srv and FNoRespawn then Spectate(True);
3807 FWantsInGame := True;
3808 end;
3810 function TPlayer.BodyInLiquid(XInc, YInc: Integer): Boolean;
3811 begin
3812 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3813 PLAYER_RECT.Height-20, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, False);
3814 end;
3816 function TPlayer.BodyInAcid(XInc, YInc: Integer): Boolean;
3817 begin
3818 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3819 PLAYER_RECT.Height-20, PANEL_ACID1 or PANEL_ACID2, False);
3820 end;
3822 procedure TPlayer.MakeBloodSimple(Count: Word);
3823 begin
3824 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
3825 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3826 Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
3827 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3828 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
3829 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3830 Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
3831 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3832 end;
3834 procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
3835 begin
3836 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
3837 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3838 Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
3839 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3840 end;
3842 procedure TPlayer.ProcessWeaponAction(Action: Byte);
3843 begin
3844 if g_Game_IsClient then Exit;
3845 case Action of
3846 WP_PREV: PrevWeapon();
3847 WP_NEXT: NextWeapon();
3848 end;
3849 end;
3851 procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
3852 begin
3853 if g_Game_IsClient then Exit;
3854 if Weapon > High(FWeapon) then Exit;
3855 FNextWeap := FNextWeap or (1 shl Weapon);
3856 end;
3858 procedure TPlayer.resetWeaponQueue ();
3859 begin
3860 FNextWeap := 0;
3861 FNextWeapDelay := 0;
3862 end;
3864 function TPlayer.hasAmmoForWeapon (weapon: Byte): Boolean;
3865 begin
3866 result := false;
3867 case weapon of
3868 WEAPON_KASTET, WEAPON_SAW: result := true;
3869 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: result := (FAmmo[A_SHELLS] > 0);
3870 WEAPON_PISTOL, WEAPON_CHAINGUN: result := (FAmmo[A_BULLETS] > 0);
3871 WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
3872 WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
3873 WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
3874 else result := (weapon < length(FWeapon));
3875 end;
3876 end;
3878 function TPlayer.hasAmmoForShooting (weapon: Byte): Boolean;
3879 begin
3880 result := false;
3881 case weapon of
3882 WEAPON_KASTET, WEAPON_SAW: result := true;
3883 WEAPON_SHOTGUN1, WEAPON_SUPERPULEMET: result := (FAmmo[A_SHELLS] > 0);
3884 WEAPON_SHOTGUN2: result := (FAmmo[A_SHELLS] > 1);
3885 WEAPON_PISTOL, WEAPON_CHAINGUN: result := (FAmmo[A_BULLETS] > 0);
3886 WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
3887 WEAPON_PLASMA: result := (FAmmo[A_CELLS] > 0);
3888 WEAPON_BFG: result := (FAmmo[A_CELLS] >= 40);
3889 WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
3890 else result := (weapon < length(FWeapon));
3891 end;
3892 end;
3894 function TPlayer.shouldSwitch (weapon: Byte; hadWeapon: Boolean): Boolean;
3895 begin
3896 result := false;
3897 if (weapon > WP_LAST + 1) then
3898 begin
3899 result := false;
3900 exit;
3901 end;
3902 if (FWeapSwitchMode = 1) and not hadWeapon then
3903 result := true
3904 else if (FWeapSwitchMode = 2) then
3905 result := (FWeapPreferences[weapon] > FWeapPreferences[FCurrWeap]);
3906 end;
3908 // return 255 for "no switch"
3909 function TPlayer.getNextWeaponIndex (): Byte;
3910 var
3911 i: Word;
3912 wantThisWeapon: array[0..64] of Boolean;
3913 wwc: Integer = 0; //HACK!
3914 dir, cwi: Integer;
3915 begin
3916 result := 255; // default result: "no switch"
3917 //e_LogWriteFln('FSWITCHTOEMPTY: %s', [FSwitchToEmpty], TMsgType.Notify);
3918 // had weapon cycling on previous frame? remove that flag
3919 if (FNextWeap and $2000) <> 0 then
3920 begin
3921 FNextWeap := FNextWeap and $1FFF;
3922 FNextWeapDelay := 0;
3923 end;
3924 // cycling has priority
3925 if (FNextWeap and $C000) <> 0 then
3926 begin
3927 if (FNextWeap and $8000) <> 0 then
3928 dir := 1
3929 else
3930 dir := -1;
3931 FNextWeap := FNextWeap or $2000; // we need this
3932 if FNextWeapDelay > 0 then
3933 exit; // cooldown time
3934 cwi := FCurrWeap;
3935 for i := 0 to High(FWeapon) do
3936 begin
3937 cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
3938 if FWeapon[cwi] and maySwitch(cwi) then
3939 begin
3940 //e_LogWriteFln(' SWITCH: cur=%d; new=%d %s %s', [FCurrWeap, cwi, FSwitchToEmpty, hasAmmoForWeapon(cwi)], TMsgType.Notify);
3941 result := Byte(cwi);
3942 FNextWeapDelay := WEAPON_DELAY;
3943 exit;
3944 end;
3945 end;
3946 resetWeaponQueue();
3947 exit;
3948 end;
3949 // no cycling
3950 for i := 0 to High(wantThisWeapon) do
3951 wantThisWeapon[i] := false;
3952 for i := 0 to High(FWeapon) do
3953 if (FNextWeap and (1 shl i)) <> 0 then
3954 begin
3955 wantThisWeapon[i] := true;
3956 Inc(wwc);
3957 end;
3959 // exclude currently selected weapon from the set
3960 wantThisWeapon[FCurrWeap] := false;
3961 // slow down alterations a little
3962 if wwc > 1 then
3963 begin
3964 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3965 // more than one weapon requested, assume "alteration" and check alteration delay
3966 if FNextWeapDelay > 0 then
3967 begin
3968 FNextWeap := 0;
3969 exit;
3970 end; // yeah
3971 end;
3972 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3973 // but clear all counters if no weapon should be switched
3974 if wwc < 1 then
3975 begin
3976 resetWeaponQueue();
3977 exit;
3978 end;
3979 //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
3980 // try weapons in descending order
3981 for i := High(FWeapon) downto 0 do
3982 begin
3983 if wantThisWeapon[i] and FWeapon[i] and ((wwc = 1) or hasAmmoForWeapon(i)) then
3984 begin
3985 // i found her!
3986 result := Byte(i);
3987 resetWeaponQueue();
3988 FNextWeapDelay := WEAPON_DELAY * 2; // anyway, 'cause why not
3989 //e_LogWriteFln('FOUND %s %s %s', [result, FSwitchToEmpty, hasAmmoForWeapon(i)], TMsgType.Notify);
3990 exit;
3991 end;
3992 end;
3993 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3994 resetWeaponQueue();
3995 end;
3997 procedure TPlayer.RealizeCurrentWeapon();
3998 function switchAllowed (): Boolean;
3999 var
4000 i: Byte;
4001 begin
4002 result := false;
4003 if FBFGFireCounter <> -1 then
4004 exit;
4005 if FTime[T_SWITCH] > gTime then
4006 exit;
4007 for i := WP_FIRST to WP_LAST do
4008 if FReloading[i] > 0 then
4009 exit;
4010 result := true;
4011 end;
4013 var
4014 nw: Byte;
4015 begin
4016 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
4017 //FNextWeap := FNextWeap and $1FFF;
4018 if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
4020 if not switchAllowed then
4021 begin
4022 //HACK for weapon cycling
4023 if (FNextWeap and $E000) <> 0 then FNextWeap := 0;
4024 exit;
4025 end;
4027 nw := getNextWeaponIndex();
4028 //
4029 if nw = 255 then exit; // don't reset anything here
4030 if nw > High(FWeapon) then
4031 begin
4032 // don't forget to reset queue here!
4033 //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
4034 resetWeaponQueue();
4035 exit;
4036 end;
4038 if FWeapon[nw] then
4039 begin
4040 FCurrWeap := nw;
4041 FTime[T_SWITCH] := gTime+156;
4042 if FCurrWeap = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
4043 FModel.SetWeapon(FCurrWeap);
4044 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
4045 end;
4046 end;
4048 procedure TPlayer.NextWeapon();
4049 begin
4050 if g_Game_IsClient then Exit;
4051 FNextWeap := $8000;
4052 end;
4054 procedure TPlayer.PrevWeapon();
4055 begin
4056 if g_Game_IsClient then Exit;
4057 FNextWeap := $4000;
4058 end;
4060 procedure TPlayer.SetWeapon(W: Byte);
4061 begin
4062 if FCurrWeap <> W then
4063 if W = WEAPON_SAW then
4064 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
4066 FCurrWeap := W;
4067 FModel.SetWeapon(CurrWeap);
4068 resetWeaponQueue();
4069 end;
4071 function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean;
4072 var
4073 a: Boolean;
4074 switchWeapon: Byte = 255;
4075 hadWeapon: Boolean = False;
4076 begin
4077 Result := False;
4078 if g_Game_IsClient then Exit;
4080 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
4081 a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and arespawn;
4082 remove := not a;
4083 case ItemType of
4084 ITEM_MEDKIT_SMALL:
4085 if (FHealth < PLAYER_HP_SOFT) or (FFireTime > 0) then
4086 begin
4087 if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
4088 Result := True;
4089 remove := True;
4090 FFireTime := 0;
4091 if gFlash = 2 then Inc(FPickup, 5);
4092 end;
4094 ITEM_MEDKIT_LARGE:
4095 if (FHealth < PLAYER_HP_SOFT) or (FFireTime > 0) then
4096 begin
4097 if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
4098 Result := True;
4099 remove := True;
4100 FFireTime := 0;
4101 if gFlash = 2 then Inc(FPickup, 5);
4102 end;
4104 ITEM_ARMOR_GREEN:
4105 if FArmor < PLAYER_AP_SOFT then
4106 begin
4107 FArmor := PLAYER_AP_SOFT;
4108 Result := True;
4109 remove := True;
4110 if gFlash = 2 then Inc(FPickup, 5);
4111 end;
4113 ITEM_ARMOR_BLUE:
4114 if FArmor < PLAYER_AP_LIMIT then
4115 begin
4116 FArmor := PLAYER_AP_LIMIT;
4117 Result := True;
4118 remove := True;
4119 if gFlash = 2 then Inc(FPickup, 5);
4120 end;
4122 ITEM_SPHERE_BLUE:
4123 if (FHealth < PLAYER_HP_LIMIT) or (FFireTime > 0) then
4124 begin
4125 if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
4126 Result := True;
4127 remove := True;
4128 FFireTime := 0;
4129 if gFlash = 2 then Inc(FPickup, 5);
4130 end;
4132 ITEM_SPHERE_WHITE:
4133 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) or (FFireTime > 0) then
4134 begin
4135 if FHealth < PLAYER_HP_LIMIT then
4136 FHealth := PLAYER_HP_LIMIT;
4137 if FArmor < PLAYER_AP_LIMIT then
4138 FArmor := PLAYER_AP_LIMIT;
4139 Result := True;
4140 remove := True;
4141 FFireTime := 0;
4142 if gFlash = 2 then Inc(FPickup, 5);
4143 end;
4145 ITEM_WEAPON_SAW:
4146 if (not FWeapon[WEAPON_SAW]) or ((not arespawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
4147 begin
4148 hadWeapon := FWeapon[WEAPON_SAW];
4149 switchWeapon := WEAPON_SAW;
4150 FWeapon[WEAPON_SAW] := True;
4151 Result := True;
4152 if gFlash = 2 then Inc(FPickup, 5);
4153 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4154 end;
4156 ITEM_WEAPON_SHOTGUN1:
4157 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN1] then
4158 begin
4159 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
4160 if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
4161 hadWeapon := FWeapon[WEAPON_SHOTGUN1];
4162 switchWeapon := WEAPON_SHOTGUN1;
4163 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4164 FWeapon[WEAPON_SHOTGUN1] := True;
4165 Result := True;
4166 if gFlash = 2 then Inc(FPickup, 5);
4167 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4168 end;
4170 ITEM_WEAPON_SHOTGUN2:
4171 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
4172 begin
4173 if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
4174 hadWeapon := FWeapon[WEAPON_SHOTGUN2];
4175 switchWeapon := WEAPON_SHOTGUN2;
4176 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4177 FWeapon[WEAPON_SHOTGUN2] := True;
4178 Result := True;
4179 if gFlash = 2 then Inc(FPickup, 5);
4180 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4181 end;
4183 ITEM_WEAPON_CHAINGUN:
4184 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
4185 begin
4186 if a and FWeapon[WEAPON_CHAINGUN] then Exit;
4187 hadWeapon := FWeapon[WEAPON_CHAINGUN];
4188 switchWeapon := WEAPON_CHAINGUN;
4189 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
4190 FWeapon[WEAPON_CHAINGUN] := True;
4191 Result := True;
4192 if gFlash = 2 then Inc(FPickup, 5);
4193 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4194 end;
4196 ITEM_WEAPON_ROCKETLAUNCHER:
4197 if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
4198 begin
4199 if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
4200 switchWeapon := WEAPON_ROCKETLAUNCHER;
4201 hadWeapon := FWeapon[WEAPON_ROCKETLAUNCHER];
4202 IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
4203 FWeapon[WEAPON_ROCKETLAUNCHER] := True;
4204 Result := True;
4205 if gFlash = 2 then Inc(FPickup, 5);
4206 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4207 end;
4209 ITEM_WEAPON_PLASMA:
4210 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
4211 begin
4212 if a and FWeapon[WEAPON_PLASMA] then Exit;
4213 switchWeapon := WEAPON_PLASMA;
4214 hadWeapon := FWeapon[WEAPON_PLASMA];
4215 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4216 FWeapon[WEAPON_PLASMA] := True;
4217 Result := True;
4218 if gFlash = 2 then Inc(FPickup, 5);
4219 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4220 end;
4222 ITEM_WEAPON_BFG:
4223 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
4224 begin
4225 if a and FWeapon[WEAPON_BFG] then Exit;
4226 switchWeapon := WEAPON_BFG;
4227 hadWeapon := FWeapon[WEAPON_BFG];
4228 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4229 FWeapon[WEAPON_BFG] := True;
4230 Result := True;
4231 if gFlash = 2 then Inc(FPickup, 5);
4232 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4233 end;
4235 ITEM_WEAPON_SUPERPULEMET:
4236 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
4237 begin
4238 if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
4239 switchWeapon := WEAPON_SUPERPULEMET;
4240 hadWeapon := FWeapon[WEAPON_SUPERPULEMET];
4241 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4242 FWeapon[WEAPON_SUPERPULEMET] := True;
4243 Result := True;
4244 if gFlash = 2 then Inc(FPickup, 5);
4245 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4246 end;
4248 ITEM_WEAPON_FLAMETHROWER:
4249 if (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) or not FWeapon[WEAPON_FLAMETHROWER] then
4250 begin
4251 if a and FWeapon[WEAPON_FLAMETHROWER] then Exit;
4252 switchWeapon := WEAPON_FLAMETHROWER;
4253 hadWeapon := FWeapon[WEAPON_FLAMETHROWER];
4254 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
4255 FWeapon[WEAPON_FLAMETHROWER] := True;
4256 Result := True;
4257 if gFlash = 2 then Inc(FPickup, 5);
4258 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4259 end;
4261 ITEM_AMMO_BULLETS:
4262 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4263 begin
4264 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
4265 Result := True;
4266 remove := True;
4267 if gFlash = 2 then Inc(FPickup, 5);
4268 end;
4270 ITEM_AMMO_BULLETS_BOX:
4271 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4272 begin
4273 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
4274 Result := True;
4275 remove := True;
4276 if gFlash = 2 then Inc(FPickup, 5);
4277 end;
4279 ITEM_AMMO_SHELLS:
4280 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4281 begin
4282 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4283 Result := True;
4284 remove := True;
4285 if gFlash = 2 then Inc(FPickup, 5);
4286 end;
4288 ITEM_AMMO_SHELLS_BOX:
4289 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4290 begin
4291 IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
4292 Result := True;
4293 remove := True;
4294 if gFlash = 2 then Inc(FPickup, 5);
4295 end;
4297 ITEM_AMMO_ROCKET:
4298 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4299 begin
4300 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
4301 Result := True;
4302 remove := True;
4303 if gFlash = 2 then Inc(FPickup, 5);
4304 end;
4306 ITEM_AMMO_ROCKET_BOX:
4307 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4308 begin
4309 IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
4310 Result := True;
4311 remove := True;
4312 if gFlash = 2 then Inc(FPickup, 5);
4313 end;
4315 ITEM_AMMO_CELL:
4316 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4317 begin
4318 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4319 Result := True;
4320 remove := True;
4321 if gFlash = 2 then Inc(FPickup, 5);
4322 end;
4324 ITEM_AMMO_CELL_BIG:
4325 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4326 begin
4327 IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
4328 Result := True;
4329 remove := True;
4330 if gFlash = 2 then Inc(FPickup, 5);
4331 end;
4333 ITEM_AMMO_FUELCAN:
4334 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
4335 begin
4336 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
4337 Result := True;
4338 remove := True;
4339 if gFlash = 2 then Inc(FPickup, 5);
4340 end;
4342 ITEM_AMMO_BACKPACK:
4343 if not(R_ITEM_BACKPACK in FRulez) or
4344 (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
4345 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
4346 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
4347 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
4348 (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) then
4349 begin
4350 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
4351 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
4352 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
4353 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
4354 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
4356 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4357 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
4358 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4359 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4360 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4361 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
4362 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4363 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4364 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
4365 IncMax(FAmmo[A_FUEL], 50, FMaxAmmo[A_FUEL]);
4367 FRulez := FRulez + [R_ITEM_BACKPACK];
4368 Result := True;
4369 remove := True;
4370 if gFlash = 2 then Inc(FPickup, 5);
4371 end;
4373 ITEM_KEY_RED:
4374 if not(R_KEY_RED in FRulez) then
4375 begin
4376 Include(FRulez, R_KEY_RED);
4377 Result := True;
4378 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4379 if gFlash = 2 then Inc(FPickup, 5);
4380 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4381 end;
4383 ITEM_KEY_GREEN:
4384 if not(R_KEY_GREEN in FRulez) then
4385 begin
4386 Include(FRulez, R_KEY_GREEN);
4387 Result := True;
4388 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4389 if gFlash = 2 then Inc(FPickup, 5);
4390 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4391 end;
4393 ITEM_KEY_BLUE:
4394 if not(R_KEY_BLUE in FRulez) then
4395 begin
4396 Include(FRulez, R_KEY_BLUE);
4397 Result := True;
4398 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4399 if gFlash = 2 then Inc(FPickup, 5);
4400 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4401 end;
4403 ITEM_SUIT:
4404 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
4405 begin
4406 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
4407 Result := True;
4408 remove := True;
4409 FFireTime := 0;
4410 if gFlash = 2 then Inc(FPickup, 5);
4411 end;
4413 ITEM_OXYGEN:
4414 if FAir < AIR_MAX then
4415 begin
4416 FAir := AIR_MAX;
4417 Result := True;
4418 remove := True;
4419 if gFlash = 2 then Inc(FPickup, 5);
4420 end;
4422 ITEM_MEDKIT_BLACK:
4423 begin
4424 if not (R_BERSERK in FRulez) then
4425 begin
4426 Include(FRulez, R_BERSERK);
4427 if (FBFGFireCounter = -1) then
4428 begin
4429 FCurrWeap := WEAPON_KASTET;
4430 resetWeaponQueue();
4431 FModel.SetWeapon(WEAPON_KASTET);
4432 end;
4433 if gFlash <> 0 then
4434 begin
4435 Inc(FPain, 100);
4436 if gFlash = 2 then Inc(FPickup, 5);
4437 end;
4438 FBerserk := gTime+30000;
4439 Result := True;
4440 remove := True;
4441 FFireTime := 0;
4442 end;
4443 if (FHealth < PLAYER_HP_SOFT) or (FFireTime > 0) then
4444 begin
4445 if FHealth < PLAYER_HP_SOFT then FHealth := PLAYER_HP_SOFT;
4446 FBerserk := gTime+30000;
4447 Result := True;
4448 remove := True;
4449 FFireTime := 0;
4450 end;
4451 end;
4453 ITEM_INVUL:
4454 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
4455 begin
4456 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
4457 FSpawnInvul := 0;
4458 Result := True;
4459 remove := True;
4460 if gFlash = 2 then Inc(FPickup, 5);
4461 end;
4463 ITEM_BOTTLE:
4464 if (FHealth < PLAYER_HP_LIMIT) or (FFireTime > 0) then
4465 begin
4466 if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
4467 Result := True;
4468 remove := True;
4469 FFireTime := 0;
4470 if gFlash = 2 then Inc(FPickup, 5);
4471 end;
4473 ITEM_HELMET:
4474 if FArmor < PLAYER_AP_LIMIT then
4475 begin
4476 IncMax(FArmor, 5, PLAYER_AP_LIMIT);
4477 Result := True;
4478 remove := True;
4479 if gFlash = 2 then Inc(FPickup, 5);
4480 end;
4482 ITEM_JETPACK:
4483 if FJetFuel < JET_MAX then
4484 begin
4485 FJetFuel := JET_MAX;
4486 Result := True;
4487 remove := True;
4488 if gFlash = 2 then Inc(FPickup, 5);
4489 end;
4491 ITEM_INVIS:
4492 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
4493 begin
4494 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
4495 Result := True;
4496 remove := True;
4497 if gFlash = 2 then Inc(FPickup, 5);
4498 end;
4499 end;
4501 if (shouldSwitch(switchWeapon, hadWeapon)) then
4502 QueueWeaponSwitch(switchWeapon);
4503 end;
4505 procedure TPlayer.Touch();
4506 begin
4507 if not FAlive then
4508 Exit;
4509 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
4510 if FIamBot then
4511 begin
4512 // Áðîñèòü ôëàã òîâàðèùó:
4513 if gGameSettings.GameMode = GM_CTF then
4514 DropFlag();
4515 end;
4516 end;
4518 procedure TPlayer.Push(vx, vy: Integer);
4519 begin
4520 if (not FPhysics) and FGhost then
4521 Exit;
4522 FObj.Accel.X := FObj.Accel.X + vx;
4523 FObj.Accel.Y := FObj.Accel.Y + vy;
4524 if g_Game_IsNet and g_Game_IsServer then
4525 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4526 end;
4528 procedure TPlayer.Reset(Force: Boolean);
4529 begin
4530 if Force then
4531 FAlive := False;
4533 FSpawned := False;
4534 FTime[T_RESPAWN] := 0;
4535 FTime[T_FLAGCAP] := 0;
4536 FGodMode := False;
4537 FNoTarget := False;
4538 FNoReload := False;
4539 FFrags := 0;
4540 FAssists := 0;
4541 FLastFrag := 0;
4542 FComboEvnt := -1;
4543 FKills := 0;
4544 FMonsterKills := 0;
4545 FDeath := 0;
4546 FSecrets := 0;
4547 FSpawnInvul := 0;
4548 FCorpse := -1;
4549 FReady := False;
4550 if FNoRespawn then
4551 begin
4552 FSpectator := False;
4553 FGhost := False;
4554 FPhysics := True;
4555 FSpectatePlayer := -1;
4556 FNoRespawn := False;
4557 end;
4558 FLives := gGameSettings.MaxLives;
4560 SetFlag(FLAG_NONE);
4561 end;
4563 procedure TPlayer.SoftReset();
4564 begin
4565 ReleaseKeys();
4567 FDamageBuffer := 0;
4568 FSlopeOld := 0;
4569 FIncCamOld := 0;
4570 FIncCam := 0;
4571 FBFGFireCounter := -1;
4572 FShellTimer := -1;
4573 FPain := 0;
4574 FLastHit := 0;
4575 FLastFrag := 0;
4576 FComboEvnt := -1;
4578 SetFlag(FLAG_NONE);
4579 SetAction(A_STAND, True);
4580 end;
4582 function TPlayer.GetRespawnPoint(): Byte;
4583 var
4584 c: Byte;
4585 begin
4586 Result := 255;
4587 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4589 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4590 if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then
4591 begin
4592 if Self = gPlayer1 then
4593 begin
4594 // player 1 should try to spawn on the player 1 point
4595 if g_Map_GetPointCount(RESPAWNPOINT_PLAYER1) > 0 then
4596 Exit(RESPAWNPOINT_PLAYER1)
4597 else if g_Map_GetPointCount(RESPAWNPOINT_PLAYER2) > 0 then
4598 Exit(RESPAWNPOINT_PLAYER2);
4599 end
4600 else if Self = gPlayer2 then
4601 begin
4602 // player 2 should try to spawn on the player 2 point
4603 if g_Map_GetPointCount(RESPAWNPOINT_PLAYER2) > 0 then
4604 Exit(RESPAWNPOINT_PLAYER2)
4605 else if g_Map_GetPointCount(RESPAWNPOINT_PLAYER1) > 0 then
4606 Exit(RESPAWNPOINT_PLAYER1);
4607 end
4608 else
4609 begin
4610 // other players randomly pick either the first or the second point
4611 c := IfThen((Random(2) = 0), RESPAWNPOINT_PLAYER1, RESPAWNPOINT_PLAYER2);
4612 if g_Map_GetPointCount(c) > 0 then
4613 Exit(c);
4614 // try the other one
4615 c := IfThen((c = RESPAWNPOINT_PLAYER1), RESPAWNPOINT_PLAYER2, RESPAWNPOINT_PLAYER1);
4616 if g_Map_GetPointCount(c) > 0 then
4617 Exit(c);
4618 end;
4619 end;
4621 // Ìÿñîïîâàë
4622 if gGameSettings.GameMode = GM_DM then
4623 begin
4624 // try DM points first
4625 if g_Map_GetPointCount(RESPAWNPOINT_DM) > 0 then
4626 Exit(RESPAWNPOINT_DM);
4627 end;
4629 // Êîìàíäíûå
4630 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
4631 begin
4632 // try team points first
4633 c := RESPAWNPOINT_DM;
4634 if FTeam = TEAM_RED then
4635 c := RESPAWNPOINT_RED
4636 else if FTeam = TEAM_BLUE then
4637 c := RESPAWNPOINT_BLUE;
4638 if g_Map_GetPointCount(c) > 0 then
4639 Exit(c);
4640 end;
4642 // still haven't found a spawnpoint, try random shit
4643 Result := g_Map_GetRandomPointType();
4644 end;
4646 procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False);
4647 var
4648 RespawnPoint: TRespawnPoint;
4649 a, b, c: Byte;
4650 Anim: TAnimation;
4651 ID: DWORD;
4652 begin
4653 FSlopeOld := 0;
4654 FIncCamOld := 0;
4655 FIncCam := 0;
4656 FBFGFireCounter := -1;
4657 FShellTimer := -1;
4658 FPain := 0;
4659 FLastHit := 0;
4660 FSpawnInvul := 0;
4661 FCorpse := -1;
4663 if not g_Game_IsServer then
4664 Exit;
4665 if FDummy then
4666 Exit;
4667 FWantsInGame := True;
4668 FJustTeleported := True;
4669 if Force then
4670 begin
4671 FTime[T_RESPAWN] := 0;
4672 FAlive := False;
4673 end;
4674 FNetTime := 0;
4675 // if server changes MaxLives we gotta be ready
4676 if gGameSettings.MaxLives = 0 then FNoRespawn := False;
4678 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4679 if FTime[T_RESPAWN] > gTime then
4680 Exit;
4682 // Ïðîñðàë âñå æèçíè:
4683 if FNoRespawn then
4684 begin
4685 if not FSpectator then Spectate(True);
4686 FWantsInGame := True;
4687 Exit;
4688 end;
4690 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.GameMode <> GM_COOP) then
4691 begin // "Ñâîÿ èãðà"
4692 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4693 FRulez := FRulez-[R_BERSERK];
4694 end
4695 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4696 begin
4697 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4698 FRulez := FRulez-[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK];
4699 end;
4701 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4702 c := GetRespawnPoint();
4704 ReleaseKeys();
4705 SetFlag(FLAG_NONE);
4707 // Âîñêðåøåíèå áåç îðóæèÿ:
4708 if not FAlive then
4709 begin
4710 FHealth := Round(PLAYER_HP_SOFT * (FHandicap / 100));
4711 FArmor := 0;
4712 FAlive := True;
4713 FAir := AIR_DEF;
4714 FJetFuel := 0;
4716 for a := WP_FIRST to WP_LAST do
4717 begin
4718 FWeapon[a] := False;
4719 FReloading[a] := 0;
4720 end;
4722 FWeapon[WEAPON_PISTOL] := True;
4723 FWeapon[WEAPON_KASTET] := True;
4724 FCurrWeap := WEAPON_PISTOL;
4725 resetWeaponQueue();
4727 FModel.SetWeapon(FCurrWeap);
4729 for b := A_BULLETS to A_HIGH do
4730 FAmmo[b] := 0;
4732 FAmmo[A_BULLETS] := 50;
4734 FMaxAmmo[A_BULLETS] := AmmoLimits[0, A_BULLETS];
4735 FMaxAmmo[A_SHELLS] := AmmoLimits[0, A_SHELLS];
4736 FMaxAmmo[A_ROCKETS] := AmmoLimits[0, A_SHELLS];
4737 FMaxAmmo[A_CELLS] := AmmoLimits[0, A_CELLS];
4738 FMaxAmmo[A_FUEL] := AmmoLimits[0, A_FUEL];
4740 if (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) and
4741 LongBool(gGameSettings.Options and GAME_OPTION_DMKEYS) then
4742 FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
4743 else
4744 FRulez := [];
4745 end;
4747 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4748 if not g_Map_GetPoint(c, RespawnPoint) then
4749 begin
4750 g_FatalError(_lc[I_GAME_ERROR_GET_SPAWN]);
4751 Exit;
4752 end;
4754 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4755 FObj.X := RespawnPoint.X-PLAYER_RECT.X;
4756 FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y;
4757 FObj.oldX := FObj.X; // don't interpolate after respawn
4758 FObj.oldY := FObj.Y;
4759 FObj.Vel.X := 0;
4760 FObj.Vel.Y := 0;
4761 FObj.Accel.X := 0;
4762 FObj.Accel.Y := 0;
4764 FDirection := RespawnPoint.Direction;
4765 if FDirection = TDirection.D_LEFT then
4766 FAngle := 180
4767 else
4768 FAngle := 0;
4770 SetAction(A_STAND, True);
4771 FModel.Direction := FDirection;
4773 for a := Low(FTime) to High(FTime) do
4774 FTime[a] := 0;
4776 for a := Low(FMegaRulez) to High(FMegaRulez) do
4777 FMegaRulez[a] := 0;
4779 // Respawn invulnerability
4780 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.SpawnInvul > 0) then
4781 begin
4782 FMegaRulez[MR_INVUL] := gTime + gGameSettings.SpawnInvul * 1000;
4783 FSpawnInvul := FMegaRulez[MR_INVUL];
4784 end;
4786 FDamageBuffer := 0;
4787 FJetpack := False;
4788 FCanJetpack := False;
4789 FFlaming := False;
4790 FFireTime := 0;
4791 FFirePainTime := 0;
4792 FFireAttacker := 0;
4794 // Àíèìàöèÿ âîçðîæäåíèÿ:
4795 if (not gLoadGameMode) and (not Silent) then
4796 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4797 begin
4798 Anim := TAnimation.Create(ID, False, 3);
4799 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4800 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4801 Anim.Free();
4802 end;
4804 FSpectator := False;
4805 FGhost := False;
4806 FPhysics := True;
4807 FSpectatePlayer := -1;
4808 FSpawned := True;
4810 if (gPlayer1 = nil) and (gSpectLatchPID1 = FUID) then
4811 gPlayer1 := self;
4812 if (gPlayer2 = nil) and (gSpectLatchPID2 = FUID) then
4813 gPlayer2 := self;
4815 if g_Game_IsNet then
4816 begin
4817 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4818 MH_SEND_PlayerStats(FUID, NET_EVERYONE);
4819 if not Silent then
4820 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4821 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32,
4822 0, NET_GFX_TELE);
4823 end;
4824 end;
4826 procedure TPlayer.Spectate(NoMove: Boolean = False);
4827 begin
4828 if FAlive then
4829 Kill(K_EXTRAHARDKILL, FUID, HIT_SOME)
4830 else if (not NoMove) then
4831 begin
4832 GameX := gMapInfo.Width div 2;
4833 GameY := gMapInfo.Height div 2;
4834 end;
4835 FXTo := GameX;
4836 FYTo := GameY;
4838 FAlive := False;
4839 FSpectator := True;
4840 FGhost := True;
4841 FPhysics := False;
4842 FWantsInGame := False;
4843 FSpawned := False;
4844 FCorpse := -1;
4846 if FNoRespawn then
4847 begin
4848 if Self = gPlayer1 then
4849 begin
4850 gSpectLatchPID1 := FUID;
4851 gPlayer1 := nil;
4852 end
4853 else if Self = gPlayer2 then
4854 begin
4855 gSpectLatchPID2 := FUID;
4856 gPlayer2 := nil;
4857 end;
4858 end;
4860 if g_Game_IsNet then
4861 MH_SEND_PlayerStats(FUID);
4862 end;
4864 procedure TPlayer.SwitchNoClip;
4865 begin
4866 if not FAlive then
4867 Exit;
4868 FGhost := not FGhost;
4869 FPhysics := not FGhost;
4870 if FGhost then
4871 begin
4872 FXTo := FObj.X;
4873 FYTo := FObj.Y;
4874 end else
4875 begin
4876 FObj.Accel.X := 0;
4877 FObj.Accel.Y := 0;
4878 end;
4879 end;
4881 procedure TPlayer.Run(Direction: TDirection);
4882 var
4883 a, b: Integer;
4884 begin
4885 if MAX_RUNVEL > 8 then
4886 FlySmoke();
4888 // Áåæèì:
4889 if Direction = TDirection.D_LEFT then
4890 begin
4891 if FObj.Vel.X > -MAX_RUNVEL then
4892 FObj.Vel.X := FObj.Vel.X - (MAX_RUNVEL shr 3);
4893 end
4894 else
4895 if FObj.Vel.X < MAX_RUNVEL then
4896 FObj.Vel.X := FObj.Vel.X + (MAX_RUNVEL shr 3);
4898 // Âîçìîæíî, ïèíàåì êóñêè:
4899 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
4900 begin
4901 b := Abs(FObj.Vel.X);
4902 if b > 1 then b := b * (Random(8 div b) + 1);
4903 for a := 0 to High(gGibs) do
4904 begin
4905 if gGibs[a].alive and
4906 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
4907 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
4908 begin
4909 // Ïèíàåì êóñêè
4910 if FObj.Vel.X < 0 then
4911 begin
4912 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
4913 end
4914 else
4915 begin
4916 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
4917 end;
4918 gGibs[a].positionChanged(); // this updates spatial accelerators
4919 end;
4920 end;
4921 end;
4923 SetAction(A_WALK);
4924 end;
4926 procedure TPlayer.SeeDown();
4927 begin
4928 SetAction(A_SEEDOWN);
4930 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN;
4932 if FIncCam > -120 then DecMin(FIncCam, 5, -120);
4933 end;
4935 procedure TPlayer.SeeUp();
4936 begin
4937 SetAction(A_SEEUP);
4939 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP;
4941 if FIncCam < 120 then IncMax(FIncCam, 5, 120);
4942 end;
4944 procedure TPlayer.SetAction(Action: Byte; Force: Boolean = False);
4945 var
4946 Prior: Byte;
4947 begin
4948 case Action of
4949 A_WALK: Prior := 3;
4950 A_DIE1: Prior := 5;
4951 A_DIE2: Prior := 5;
4952 A_ATTACK: Prior := 2;
4953 A_SEEUP: Prior := 1;
4954 A_SEEDOWN: Prior := 1;
4955 A_ATTACKUP: Prior := 2;
4956 A_ATTACKDOWN: Prior := 2;
4957 A_PAIN: Prior := 4;
4958 else Prior := 0;
4959 end;
4961 if (Prior > FActionPrior) or Force then
4962 if not ((Prior = 2) and (FCurrWeap = WEAPON_SAW)) then
4963 begin
4964 FActionPrior := Prior;
4965 FActionAnim := Action;
4966 FActionForce := Force;
4967 FActionChanged := True;
4968 end;
4970 if Action in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN] then FModel.SetFire(True);
4971 end;
4973 function TPlayer.StayOnStep(XInc, YInc: Integer): Boolean;
4974 begin
4975 Result := not g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height-1,
4976 PLAYER_RECT.Width, 1, PANEL_STEP, False)
4977 and g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height,
4978 PLAYER_RECT.Width, 1, PANEL_STEP, False);
4979 end;
4981 function TPlayer.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
4982 var
4983 Anim: TAnimation;
4984 ID: DWORD;
4985 begin
4986 Result := False;
4988 if g_CollideLevel(X, Y, PLAYER_RECT.Width, PLAYER_RECT.Height) then
4989 begin
4990 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
4991 if g_Game_IsServer and g_Game_IsNet then
4992 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
4993 Exit;
4994 end;
4996 FJustTeleported := True;
4998 Anim := nil;
4999 if not silent then
5000 begin
5001 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
5002 begin
5003 Anim := TAnimation.Create(ID, False, 3);
5004 end;
5006 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj.X, FObj.Y);
5007 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
5008 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
5009 if g_Game_IsServer and g_Game_IsNet then
5010 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
5011 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 1,
5012 NET_GFX_TELE);
5013 end;
5015 FObj.X := X-PLAYER_RECT.X;
5016 FObj.Y := Y-PLAYER_RECT.Y;
5017 FObj.oldX := FObj.X; // don't interpolate after respawn
5018 FObj.oldY := FObj.Y;
5019 if FAlive and FGhost then
5020 begin
5021 FXTo := FObj.X;
5022 FYTo := FObj.Y;
5023 end;
5025 if not g_Game_IsNet then
5026 begin
5027 if dir = 1 then
5028 begin
5029 SetDirection(TDirection.D_LEFT);
5030 FAngle := 180;
5031 end
5032 else
5033 if dir = 2 then
5034 begin
5035 SetDirection(TDirection.D_RIGHT);
5036 FAngle := 0;
5037 end
5038 else
5039 if dir = 3 then
5040 begin // îáðàòíîå
5041 if FDirection = TDirection.D_RIGHT then
5042 begin
5043 SetDirection(TDirection.D_LEFT);
5044 FAngle := 180;
5045 end
5046 else
5047 begin
5048 SetDirection(TDirection.D_RIGHT);
5049 FAngle := 0;
5050 end;
5051 end;
5052 end;
5054 if not silent and (Anim <> nil) then
5055 begin
5056 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
5057 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
5058 Anim.Free();
5060 if g_Game_IsServer and g_Game_IsNet then
5061 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
5062 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 0,
5063 NET_GFX_TELE);
5064 end;
5066 Result := True;
5067 end;
5069 function nonz(a: Single): Single;
5070 begin
5071 if a <> 0 then
5072 Result := a
5073 else
5074 Result := 1;
5075 end;
5077 function TPlayer.refreshCorpse(): Boolean;
5078 var
5079 i: Integer;
5080 begin
5081 Result := False;
5082 FCorpse := -1;
5083 if FAlive or FSpectator then
5084 Exit;
5085 if (gCorpses = nil) or (Length(gCorpses) = 0) then
5086 Exit;
5087 for i := 0 to High(gCorpses) do
5088 if gCorpses[i] <> nil then
5089 if gCorpses[i].FPlayerUID = FUID then
5090 begin
5091 Result := True;
5092 FCorpse := i;
5093 break;
5094 end;
5095 end;
5097 function TPlayer.getCameraObj(): TObj;
5098 begin
5099 if (not FAlive) and (not FSpectator) and
5100 (FCorpse >= 0) and (FCorpse < Length(gCorpses)) and
5101 (gCorpses[FCorpse] <> nil) and (gCorpses[FCorpse].FPlayerUID = FUID) then
5102 begin
5103 gCorpses[FCorpse].FObj.slopeUpLeft := FObj.slopeUpLeft;
5104 Result := gCorpses[FCorpse].FObj;
5105 end
5106 else
5107 begin
5108 Result := FObj;
5109 end;
5110 end;
5112 procedure TPlayer.PreUpdate();
5113 begin
5114 FSlopeOld := FObj.slopeUpLeft;
5115 FIncCamOld := FIncCam;
5116 FObj.oldX := FObj.X;
5117 FObj.oldY := FObj.Y;
5118 end;
5120 procedure TPlayer.Update();
5121 var
5122 b: Byte;
5123 i, ii, wx, wy, xd, yd, k: Integer;
5124 blockmon, headwater, dospawn: Boolean;
5125 NetServer: Boolean;
5126 AnyServer: Boolean;
5127 SetSpect: Boolean;
5128 begin
5129 NetServer := g_Game_IsNet and g_Game_IsServer;
5130 AnyServer := g_Game_IsServer;
5132 if g_Game_IsClient and (NetInterpLevel > 0) then
5133 DoLerp(NetInterpLevel + 1)
5134 else
5135 if FGhost then
5136 DoLerp(4);
5138 if NetServer then
5139 if (FClientID >= 0) and (NetClients[FClientID].Peer <> nil) then
5140 begin
5141 FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
5142 if NetClients[FClientID].Peer^.packetsSent > 0 then
5143 FLoss := Round(100*NetClients[FClientID].Peer^.packetsLost/NetClients[FClientID].Peer^.packetsSent)
5144 else
5145 FLoss := 0;
5146 end else
5147 begin
5148 FPing := 0;
5149 FLoss := 0;
5150 end;
5152 if FAlive and (FPunchAnim <> nil) then
5153 FPunchAnim.Update();
5155 if FAlive and (gFly or FJetpack) then
5156 FlySmoke();
5158 if FDirection = TDirection.D_LEFT then
5159 FAngle := 180
5160 else
5161 FAngle := 0;
5163 if FAlive and (not FGhost) then
5164 begin
5165 if FKeys[KEY_UP].Pressed then
5166 SeeUp();
5167 if FKeys[KEY_DOWN].Pressed then
5168 SeeDown();
5169 end;
5171 if (not (FKeys[KEY_UP].Pressed or FKeys[KEY_DOWN].Pressed)) and
5172 (FIncCam <> 0) then
5173 begin
5174 i := g_basic.Sign(FIncCam);
5175 FIncCam := Abs(FIncCam);
5176 DecMin(FIncCam, 5, 0);
5177 FIncCam := FIncCam*i;
5178 end;
5180 if gTime mod (GAME_TICK*2) <> 0 then
5181 begin
5182 if (FObj.Vel.X = 0) and FAlive then
5183 begin
5184 if FKeys[KEY_LEFT].Pressed then
5185 Run(TDirection.D_LEFT);
5186 if FKeys[KEY_RIGHT].Pressed then
5187 Run(TDirection.D_RIGHT);
5188 end;
5190 if FPhysics then
5191 begin
5192 g_Obj_Move(@FObj, True, True, True);
5193 positionChanged(); // this updates spatial accelerators
5194 end;
5196 Exit;
5197 end;
5199 FActionChanged := False;
5201 if FAlive then
5202 begin
5203 // Let alive player do some actions
5204 if FKeys[KEY_LEFT].Pressed then Run(TDirection.D_LEFT);
5205 if FKeys[KEY_RIGHT].Pressed then Run(TDirection.D_RIGHT);
5206 if FKeys[KEY_FIRE].Pressed and AnyServer then Fire()
5207 else
5208 begin
5209 if AnyServer then
5210 begin
5211 FlamerOff;
5212 if NetServer then MH_SEND_PlayerStats(FUID);
5213 end;
5214 end;
5215 if FKeys[KEY_OPEN].Pressed and AnyServer then Use();
5216 if FKeys[KEY_JUMP].Pressed then Jump()
5217 else
5218 begin
5219 if AnyServer and FJetpack then
5220 begin
5221 FJetpack := False;
5222 JetpackOff;
5223 if NetServer then MH_SEND_PlayerStats(FUID);
5224 end;
5225 FCanJetpack := True;
5226 end;
5227 end
5228 else // Dead
5229 begin
5230 dospawn := False;
5231 if not FGhost then
5232 for k := Low(FKeys) to KEY_CHAT-1 do
5233 begin
5234 if FKeys[k].Pressed then
5235 begin
5236 dospawn := True;
5237 break;
5238 end;
5239 end;
5240 if dospawn then
5241 begin
5242 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
5243 Respawn(False)
5244 else // Single
5245 if (FTime[T_RESPAWN] <= gTime) and
5246 gGameOn and (not FAlive) then
5247 begin
5248 if (g_Player_GetCount() > 1) then
5249 Respawn(False)
5250 else
5251 begin
5252 gExit := EXIT_RESTART;
5253 Exit;
5254 end;
5255 end;
5256 end;
5257 // Dead spectator actions
5258 if FGhost then
5259 begin
5260 if FKeys[KEY_OPEN].Pressed and AnyServer then Fire();
5261 if FKeys[KEY_FIRE].Pressed and AnyServer then
5262 begin
5263 if FSpectator then
5264 begin
5265 if (FSpectatePlayer >= High(gPlayers)) then
5266 FSpectatePlayer := -1
5267 else
5268 begin
5269 SetSpect := False;
5270 for I := FSpectatePlayer + 1 to High(gPlayers) do
5271 if gPlayers[I] <> nil then
5272 if gPlayers[I].alive then
5273 if gPlayers[I].UID <> FUID then
5274 begin
5275 FSpectatePlayer := I;
5276 SetSpect := True;
5277 break;
5278 end;
5280 if not SetSpect then FSpectatePlayer := -1;
5281 end;
5283 ReleaseKeys;
5284 end;
5285 end;
5286 end;
5287 end;
5288 // No clipping
5289 if FGhost then
5290 begin
5291 if FKeys[KEY_UP].Pressed or FKeys[KEY_JUMP].Pressed then
5292 begin
5293 FYTo := FObj.Y - 32;
5294 FSpectatePlayer := -1;
5295 end;
5296 if FKeys[KEY_DOWN].Pressed then
5297 begin
5298 FYTo := FObj.Y + 32;
5299 FSpectatePlayer := -1;
5300 end;
5301 if FKeys[KEY_LEFT].Pressed then
5302 begin
5303 FXTo := FObj.X - 32;
5304 FSpectatePlayer := -1;
5305 end;
5306 if FKeys[KEY_RIGHT].Pressed then
5307 begin
5308 FXTo := FObj.X + 32;
5309 FSpectatePlayer := -1;
5310 end;
5312 if (FXTo < -64) then
5313 FXTo := -64
5314 else if (FXTo > gMapInfo.Width + 32) then
5315 FXTo := gMapInfo.Width + 32;
5316 if (FYTo < -72) then
5317 FYTo := -72
5318 else if (FYTo > gMapInfo.Height + 32) then
5319 FYTo := gMapInfo.Height + 32;
5320 end;
5322 if FPhysics then
5323 begin
5324 g_Obj_Move(@FObj, True, True, True);
5325 positionChanged(); // this updates spatial accelerators
5326 end
5327 else
5328 begin
5329 FObj.Vel.X := 0;
5330 FObj.Vel.Y := 0;
5331 if FSpectator then
5332 if (FSpectatePlayer <= High(gPlayers)) and (FSpectatePlayer >= 0) then
5333 if gPlayers[FSpectatePlayer] <> nil then
5334 if gPlayers[FSpectatePlayer].alive then
5335 begin
5336 FXTo := gPlayers[FSpectatePlayer].GameX;
5337 FYTo := gPlayers[FSpectatePlayer].GameY;
5338 end;
5339 end;
5341 blockmon := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X, FObj.Y+PLAYER_HEADRECT.Y,
5342 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
5343 PANEL_BLOCKMON, True);
5344 headwater := HeadInLiquid(0, 0);
5346 // Ñîïðîòèâëåíèå âîçäóõà:
5347 if (not FAlive) or not (FKeys[KEY_LEFT].Pressed or FKeys[KEY_RIGHT].Pressed) then
5348 if FObj.Vel.X <> 0 then
5349 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
5351 if (FLastHit = HIT_TRAP) and (FPain > 90) then FPain := 90;
5352 DecMin(FPain, 5, 0);
5353 DecMin(FPickup, 1, 0);
5355 if FAlive and (FObj.Y > Integer(gMapInfo.Height)+128) and AnyServer then
5356 begin
5357 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
5358 FMegaRulez[MR_SUIT] := 0;
5359 FMegaRulez[MR_INVUL] := 0;
5360 FMegaRulez[MR_INVIS] := 0;
5361 Kill(K_FALLKILL, 0, HIT_FALL);
5362 end;
5364 i := 9;
5366 if FAlive then
5367 begin
5368 if FCurrWeap = WEAPON_SAW then
5369 if not (FSawSound.IsPlaying() or FSawSoundHit.IsPlaying() or
5370 FSawSoundSelect.IsPlaying()) then
5371 FSawSoundIdle.PlayAt(FObj.X, FObj.Y);
5373 if FJetpack then
5374 if (not FJetSoundFly.IsPlaying()) and (not FJetSoundOn.IsPlaying()) and
5375 (not FJetSoundOff.IsPlaying()) then
5376 begin
5377 FJetSoundFly.SetPosition(0);
5378 FJetSoundFly.PlayAt(FObj.X, FObj.Y);
5379 end;
5381 for b := WP_FIRST to WP_LAST do
5382 if FReloading[b] > 0 then
5383 if FNoReload then
5384 FReloading[b] := 0
5385 else
5386 Dec(FReloading[b]);
5388 if FShellTimer > -1 then
5389 if FShellTimer = 0 then
5390 begin
5391 if FShellType = SHELL_SHELL then
5392 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5393 GameVelX, GameVelY-2, SHELL_SHELL)
5394 else if FShellType = SHELL_DBLSHELL then
5395 begin
5396 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5397 GameVelX+1, GameVelY-2, SHELL_SHELL);
5398 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5399 GameVelX-1, GameVelY-2, SHELL_SHELL);
5400 end;
5401 FShellTimer := -1;
5402 end else Dec(FShellTimer);
5404 if (FBFGFireCounter > -1) then
5405 if FBFGFireCounter = 0 then
5406 begin
5407 if AnyServer then
5408 begin
5409 wx := FObj.X+WEAPONPOINT[FDirection].X;
5410 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
5411 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
5412 yd := wy+firediry();
5413 g_Weapon_bfgshot(wx, wy, xd, yd, FUID);
5414 if NetServer then MH_SEND_PlayerFire(FUID, WEAPON_BFG, wx, wy, xd, yd);
5415 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5416 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5417 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5418 end;
5420 FReloading[WEAPON_BFG] := WEAPON_RELOAD[WEAPON_BFG];
5421 FBFGFireCounter := -1;
5422 end else
5423 if FNoReload then
5424 FBFGFireCounter := 0
5425 else
5426 Dec(FBFGFireCounter);
5428 if (FMegaRulez[MR_SUIT] < gTime) and AnyServer then
5429 begin
5430 b := g_GetAcidHit(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height);
5432 if (b > 0) and (gTime mod (15*GAME_TICK) = 0) then Damage(b, 0, 0, 0, HIT_ACID);
5433 end;
5435 if (headwater or blockmon) then
5436 begin
5437 Dec(FAir);
5439 if FAir < -9 then
5440 begin
5441 if AnyServer then Damage(10, 0, 0, 0, HIT_WATER);
5442 FAir := 0;
5443 end
5444 else if (FAir mod 31 = 0) and not blockmon then
5445 g_Game_Effect_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
5446 FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
5447 end else if FAir < AIR_DEF then
5448 FAir := AIR_DEF;
5450 if FFireTime > 0 then
5451 begin
5452 if BodyInLiquid(0, 0) then
5453 begin
5454 FFireTime := 0;
5455 FFirePainTime := 0;
5456 end
5457 else if FMegaRulez[MR_SUIT] >= gTime then
5458 begin
5459 if FMegaRulez[MR_SUIT] = gTime then
5460 FFireTime := 1;
5461 FFirePainTime := 0;
5462 end
5463 else
5464 begin
5465 OnFireFlame(1);
5466 if FFirePainTime <= 0 then
5467 begin
5468 if g_Game_IsServer then
5469 Damage(2, FFireAttacker, 0, 0, HIT_FLAME);
5470 FFirePainTime := 12 - FFireTime div 12;
5471 end;
5472 FFirePainTime := FFirePainTime - 1;
5473 FFireTime := FFireTime - 1;
5474 if ((FFireTime mod 33) = 0) and (FMegaRulez[MR_INVUL] < gTime) then
5475 FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
5476 if (FFireTime = 0) and g_Game_IsNet and g_Game_IsServer then
5477 MH_SEND_PlayerStats(FUID);
5478 end;
5479 end;
5481 if FDamageBuffer > 0 then
5482 begin
5483 if FDamageBuffer >= 9 then
5484 begin
5485 SetAction(A_PAIN);
5487 if FDamageBuffer < 30 then i := 9
5488 else if FDamageBuffer < 100 then i := 18
5489 else i := 27;
5490 end;
5492 ii := Round(FDamageBuffer*FHealth / nonz(FArmor*(3/4)+FHealth));
5493 FArmor := FArmor-(FDamageBuffer-ii);
5494 FHealth := FHealth-ii;
5495 if FArmor < 0 then
5496 begin
5497 FHealth := FHealth+FArmor;
5498 FArmor := 0;
5499 end;
5501 if AnyServer then
5502 if FHealth <= 0 then
5503 if FHealth > -30 then Kill(K_SIMPLEKILL, FLastSpawnerUID, FLastHit)
5504 else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit)
5505 else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit);
5507 if FAlive and ((FLastHit <> HIT_FLAME) or (FFireTime <= 0)) then
5508 begin
5509 if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y)
5510 else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y)
5511 else if FDamageBuffer <= 120 then FModel.PlaySound(MODELSOUND_PAIN, 3, FObj.X, FObj.Y)
5512 else FModel.PlaySound(MODELSOUND_PAIN, 4, FObj.X, FObj.Y);
5513 end;
5515 FDamageBuffer := 0;
5516 end;
5518 {CollideItem();}
5519 end; // if FAlive then ...
5521 if (FActionAnim = A_PAIN) and (FModel.Animation <> A_PAIN) then
5522 begin
5523 FModel.ChangeAnimation(FActionAnim, FActionForce);
5524 FModel.GetCurrentAnimation.MinLength := i;
5525 FModel.GetCurrentAnimationMask.MinLength := i;
5526 end else FModel.ChangeAnimation(FActionAnim, FActionForce and (FModel.Animation <> A_STAND));
5528 if (FModel.GetCurrentAnimation.Played or ((not FActionChanged) and (FModel.Animation = A_WALK)))
5529 then SetAction(A_STAND, True);
5531 if not ((FModel.Animation = A_WALK) and (Abs(FObj.Vel.X) < 4) and not FModel.Fire) then FModel.Update;
5533 for b := Low(FKeys) to High(FKeys) do
5534 if FKeys[b].Time = 0 then FKeys[b].Pressed := False else Dec(FKeys[b].Time);
5535 end;
5538 procedure TPlayer.getMapBox (out x, y, w, h: Integer); inline;
5539 begin
5540 x := FObj.X+PLAYER_RECT.X;
5541 y := FObj.Y+PLAYER_RECT.Y;
5542 w := PLAYER_RECT.Width;
5543 h := PLAYER_RECT.Height;
5544 end;
5547 procedure TPlayer.moveBy (dx, dy: Integer); inline;
5548 begin
5549 if (dx <> 0) or (dy <> 0) then
5550 begin
5551 FObj.X += dx;
5552 FObj.Y += dy;
5553 positionChanged();
5554 end;
5555 end;
5558 function TPlayer.Collide(X, Y: Integer; Width, Height: Word): Boolean;
5559 begin
5560 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5561 FObj.Y+PLAYER_RECT.Y,
5562 PLAYER_RECT.Width,
5563 PLAYER_RECT.Height,
5564 X, Y,
5565 Width, Height);
5566 end;
5568 function TPlayer.Collide(Panel: TPanel): Boolean;
5569 begin
5570 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5571 FObj.Y+PLAYER_RECT.Y,
5572 PLAYER_RECT.Width,
5573 PLAYER_RECT.Height,
5574 Panel.X, Panel.Y,
5575 Panel.Width, Panel.Height);
5576 end;
5578 function TPlayer.Collide(X, Y: Integer): Boolean;
5579 begin
5580 X := X-FObj.X-PLAYER_RECT.X;
5581 Y := Y-FObj.Y-PLAYER_RECT.Y;
5582 Result := (x >= 0) and (x <= PLAYER_RECT.Width) and
5583 (y >= 0) and (y <= PLAYER_RECT.Height);
5584 end;
5586 function g_Player_ExistingName(Name: string): Boolean;
5587 var
5588 a: Integer;
5589 begin
5590 Result := True;
5592 if gPlayers = nil then Exit;
5594 for a := 0 to High(gPlayers) do
5595 if gPlayers[a] <> nil then
5596 if LowerCase(Name) = LowerCase(gPlayers[a].FName) then
5597 begin
5598 Result := False;
5599 Exit;
5600 end;
5601 end;
5603 procedure TPlayer.SetDirection(Direction: TDirection);
5604 var
5605 d: TDirection;
5606 begin
5607 d := FModel.Direction;
5609 FModel.Direction := Direction;
5610 if d <> Direction then FModel.ChangeAnimation(FModel.Animation, True);
5612 FDirection := Direction;
5613 end;
5615 function TPlayer.GetKeys(): Byte;
5616 begin
5617 Result := 0;
5619 if R_KEY_RED in FRulez then Result := KEY_RED;
5620 if R_KEY_GREEN in FRulez then Result := Result or KEY_GREEN;
5621 if R_KEY_BLUE in FRulez then Result := Result or KEY_BLUE;
5623 if FTeam = TEAM_RED then Result := Result or KEY_REDTEAM;
5624 if FTeam = TEAM_BLUE then Result := Result or KEY_BLUETEAM;
5625 end;
5627 procedure TPlayer.Use();
5628 var
5629 a: Integer;
5630 begin
5631 if FTime[T_USE] > gTime then Exit;
5633 g_Triggers_PressR(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
5634 PLAYER_RECT.Height, FUID, ACTIVATE_PLAYERPRESS);
5636 for a := 0 to High(gPlayers) do
5637 if (gPlayers[a] <> nil) and (gPlayers[a] <> Self) and
5638 gPlayers[a].alive and SameTeam(FUID, gPlayers[a].FUID) and
5639 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5640 FObj.Rect.Width, FObj.Rect.Height, @gPlayers[a].FObj) then
5641 begin
5642 gPlayers[a].Touch();
5643 if g_Game_IsNet and g_Game_IsServer then
5644 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH, gPlayers[a].FUID);
5645 end;
5647 FTime[T_USE] := gTime+120;
5648 end;
5650 procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
5651 var
5652 locObj: TObj;
5653 visible: Boolean = True;
5654 WX, WY, XD, YD: Integer;
5655 begin
5656 WX := X;
5657 WY := Y;
5658 XD := AX;
5659 YD := AY;
5661 case FCurrWeap of
5662 WEAPON_KASTET:
5663 begin
5664 visible := False;
5665 DoPunch();
5666 if R_BERSERK in FRulez then
5667 begin
5668 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5669 locobj.X := FObj.X+FObj.Rect.X;
5670 locobj.Y := FObj.Y+FObj.Rect.Y;
5671 locobj.rect.X := 0;
5672 locobj.rect.Y := 0;
5673 locobj.rect.Width := 39;
5674 locobj.rect.Height := 52;
5675 locobj.Vel.X := (xd-wx) div 2;
5676 locobj.Vel.Y := (yd-wy) div 2;
5677 locobj.Accel.X := xd-wx;
5678 locobj.Accel.y := yd-wy;
5680 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
5681 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
5682 else
5683 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
5685 if gFlash = 1 then
5686 if FPain < 50 then
5687 FPain := min(FPain + 25, 50);
5688 end else
5689 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
5690 end;
5692 WEAPON_SAW:
5693 begin
5694 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5695 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
5696 begin
5697 FSawSoundSelect.Stop();
5698 FSawSound.Stop();
5699 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
5700 end
5701 else if not FSawSoundHit.IsPlaying() then
5702 begin
5703 FSawSoundSelect.Stop();
5704 FSawSound.PlayAt(FObj.X, FObj.Y);
5705 end;
5706 end;
5708 WEAPON_PISTOL:
5709 begin
5710 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
5711 FFireAngle := FAngle;
5712 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5713 GameVelX, GameVelY-2, SHELL_BULLET);
5714 end;
5716 WEAPON_SHOTGUN1:
5717 begin
5718 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5719 FFireAngle := FAngle;
5720 FShellTimer := 10;
5721 FShellType := SHELL_SHELL;
5722 end;
5724 WEAPON_SHOTGUN2:
5725 begin
5726 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
5727 FFireAngle := FAngle;
5728 FShellTimer := 13;
5729 FShellType := SHELL_DBLSHELL;
5730 end;
5732 WEAPON_CHAINGUN:
5733 begin
5734 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey);
5735 FFireAngle := FAngle;
5736 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5737 GameVelX, GameVelY-2, SHELL_BULLET);
5738 end;
5740 WEAPON_ROCKETLAUNCHER:
5741 begin
5742 g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID);
5743 FFireAngle := FAngle;
5744 end;
5746 WEAPON_PLASMA:
5747 begin
5748 g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID);
5749 FFireAngle := FAngle;
5750 end;
5752 WEAPON_BFG:
5753 begin
5754 g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID);
5755 FFireAngle := FAngle;
5756 end;
5758 WEAPON_SUPERPULEMET:
5759 begin
5760 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5761 FFireAngle := FAngle;
5762 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5763 GameVelX, GameVelY-2, SHELL_SHELL);
5764 end;
5766 WEAPON_FLAMETHROWER:
5767 begin
5768 g_Weapon_flame(wx, wy, xd, yd, FUID, WID);
5769 FlamerOn;
5770 FFireAngle := FAngle;
5771 end;
5772 end;
5774 if not visible then Exit;
5776 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5777 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5778 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5779 end;
5781 procedure TPlayer.DoLerp(Level: Integer = 2);
5782 begin
5783 if FObj.X <> FXTo then FObj.X := Lerp(FObj.X, FXTo, Level);
5784 if FObj.Y <> FYTo then FObj.Y := Lerp(FObj.Y, FYTo, Level);
5785 end;
5787 procedure TPlayer.SetLerp(XTo, YTo: Integer);
5788 var
5789 AX, AY: Integer;
5790 begin
5791 FXTo := XTo;
5792 FYTo := YTo;
5793 if FJustTeleported or (NetInterpLevel < 1) then
5794 begin
5795 FObj.X := XTo;
5796 FObj.Y := YTo;
5797 if FJustTeleported then
5798 begin
5799 FObj.oldX := FObj.X;
5800 FObj.oldY := FObj.Y;
5801 end;
5802 end
5803 else
5804 begin
5805 AX := Abs(FXTo - FObj.X);
5806 AY := Abs(FYTo - FObj.Y);
5807 if (AX > 32) or (AX <= NetInterpLevel) then
5808 FObj.X := FXTo;
5809 if (AY > 32) or (AY <= NetInterpLevel) then
5810 FObj.Y := FYTo;
5811 end;
5812 end;
5814 function TPlayer.FullInLift(XInc, YInc: Integer): Integer;
5815 begin
5816 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5817 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5818 PANEL_LIFTUP, False) then Result := -1
5819 else
5820 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5821 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5822 PANEL_LIFTDOWN, False) then Result := 1
5823 else Result := 0;
5824 end;
5826 function TPlayer.GetFlag(Flag: Byte): Boolean;
5827 var
5828 s, ts: String;
5829 evtype, a: Byte;
5830 begin
5831 Result := False;
5833 if Flag = FLAG_NONE then
5834 Exit;
5836 if not g_Game_IsServer then Exit;
5838 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5839 if (Flag = FTeam) and
5840 (gFlags[Flag].State = FLAG_STATE_NORMAL) and
5841 (FFlag <> FLAG_NONE) then
5842 begin
5843 if FFlag = FLAG_RED then
5844 s := _lc[I_PLAYER_FLAG_RED]
5845 else
5846 s := _lc[I_PLAYER_FLAG_BLUE];
5848 evtype := FLAG_STATE_SCORED;
5850 ts := Format('%.4d', [gFlags[FFlag].CaptureTime]);
5851 Insert('.', ts, Length(ts) + 1 - 3);
5852 g_Console_Add(Format(_lc[I_PLAYER_FLAG_CAPTURE], [FName, s, ts]), True);
5854 g_Map_ResetFlag(FFlag);
5855 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144);
5857 if ((Self = gPlayer1) or (Self = gPlayer2)
5858 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
5859 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
5860 a := 0
5861 else
5862 a := 1;
5864 if not sound_cap_flag[a].IsPlaying() then
5865 sound_cap_flag[a].Play();
5867 gTeamStat[FTeam].Score += 1;
5869 Result := True;
5870 if g_Game_IsNet then
5871 begin
5872 MH_SEND_FlagEvent(evtype, FFlag, FUID, False);
5873 MH_SEND_GameStats;
5874 end;
5876 gFlags[FFlag].CaptureTime := 0;
5877 SetFlag(FLAG_NONE);
5878 Exit;
5879 end;
5881 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5882 if (Flag = FTeam) and
5883 (gFlags[Flag].State = FLAG_STATE_DROPPED) then
5884 begin
5885 if Flag = FLAG_RED then
5886 s := _lc[I_PLAYER_FLAG_RED]
5887 else
5888 s := _lc[I_PLAYER_FLAG_BLUE];
5890 evtype := FLAG_STATE_RETURNED;
5891 gFlags[Flag].CaptureTime := 0;
5893 g_Console_Add(Format(_lc[I_PLAYER_FLAG_RETURN], [FName, s]), True);
5895 g_Map_ResetFlag(Flag);
5896 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
5898 if ((Self = gPlayer1) or (Self = gPlayer2)
5899 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
5900 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
5901 a := 0
5902 else
5903 a := 1;
5905 if not sound_ret_flag[a].IsPlaying() then
5906 sound_ret_flag[a].Play();
5908 Result := True;
5909 if g_Game_IsNet then
5910 begin
5911 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5912 MH_SEND_GameStats;
5913 end;
5914 Exit;
5915 end;
5917 // Ïîäîáðàë ÷óæîé ôëàã:
5918 if (Flag <> FTeam) and (FTime[T_FLAGCAP] <= gTime) then
5919 begin
5920 SetFlag(Flag);
5922 if Flag = FLAG_RED then
5923 s := _lc[I_PLAYER_FLAG_RED]
5924 else
5925 s := _lc[I_PLAYER_FLAG_BLUE];
5927 evtype := FLAG_STATE_CAPTURED;
5929 g_Console_Add(Format(_lc[I_PLAYER_FLAG_GET], [FName, s]), True);
5931 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_GET], [AnsiUpperCase(s)]), 144);
5933 gFlags[Flag].State := FLAG_STATE_CAPTURED;
5935 if ((Self = gPlayer1) or (Self = gPlayer2)
5936 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
5937 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
5938 a := 0
5939 else
5940 a := 1;
5942 if not sound_get_flag[a].IsPlaying() then
5943 sound_get_flag[a].Play();
5945 Result := True;
5946 if g_Game_IsNet then
5947 begin
5948 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5949 MH_SEND_GameStats;
5950 end;
5951 end;
5952 end;
5954 procedure TPlayer.SetFlag(Flag: Byte);
5955 begin
5956 FFlag := Flag;
5957 if FModel <> nil then
5958 FModel.SetFlag(FFlag);
5959 end;
5961 function TPlayer.TryDropFlag(): Boolean;
5962 begin
5963 if LongBool(gGameSettings.Options and GAME_OPTION_ALLOWDROPFLAG) then
5964 Result := DropFlag(False, LongBool(gGameSettings.Options and GAME_OPTION_THROWFLAG))
5965 else
5966 Result := False;
5967 end;
5969 function TPlayer.DropFlag(Silent: Boolean = True; DoThrow: Boolean = False): Boolean;
5970 var
5971 s: String;
5972 a: Byte;
5973 xv, yv: Integer;
5974 begin
5975 Result := False;
5976 if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then
5977 Exit;
5978 FTime[T_FLAGCAP] := gTime + 2000;
5979 with gFlags[FFlag] do
5980 begin
5981 Obj.X := FObj.X;
5982 Obj.Y := FObj.Y;
5983 Direction := FDirection;
5984 State := FLAG_STATE_DROPPED;
5985 Count := FLAG_TIME;
5986 if DoThrow then
5987 begin
5988 xv := FObj.Vel.X + IfThen(Direction = TDirection.D_RIGHT, 10, -10);
5989 yv := FObj.Vel.Y - 2;
5990 end
5991 else
5992 begin
5993 xv := (FObj.Vel.X div 2);
5994 yv := (FObj.Vel.Y div 2) - 2;
5995 end;
5996 g_Obj_Push(@Obj, xv, yv);
5998 positionChanged(); // this updates spatial accelerators
6000 if FFlag = FLAG_RED then
6001 s := _lc[I_PLAYER_FLAG_RED]
6002 else
6003 s := _lc[I_PLAYER_FLAG_BLUE];
6005 g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True);
6006 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144);
6008 if ((Self = gPlayer1) or (Self = gPlayer2)
6009 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
6010 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
6011 a := 0
6012 else
6013 a := 1;
6015 if (not Silent) and (not sound_lost_flag[a].IsPlaying()) then
6016 sound_lost_flag[a].Play();
6018 if g_Game_IsNet then
6019 MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False);
6020 end;
6021 SetFlag(FLAG_NONE);
6022 Result := True;
6023 end;
6025 procedure TPlayer.GetSecret();
6026 begin
6027 if (self = gPlayer1) or (self = gPlayer2) then
6028 begin
6029 g_Console_Add(Format(_lc[I_PLAYER_SECRET], [FName]), True);
6030 g_Sound_PlayEx('SOUND_GAME_SECRET');
6031 end;
6032 Inc(FSecrets);
6033 end;
6035 procedure TPlayer.PressKey(Key: Byte; Time: Word = 1);
6036 begin
6037 Assert(Key <= High(FKeys));
6039 FKeys[Key].Pressed := True;
6040 FKeys[Key].Time := Time;
6041 end;
6043 function TPlayer.IsKeyPressed(K: Byte): Boolean;
6044 begin
6045 Result := FKeys[K].Pressed;
6046 end;
6048 procedure TPlayer.ReleaseKeys();
6049 var
6050 a: Integer;
6051 begin
6052 for a := Low(FKeys) to High(FKeys) do
6053 begin
6054 FKeys[a].Pressed := False;
6055 FKeys[a].Time := 0;
6056 end;
6057 end;
6059 procedure TPlayer.OnDamage(Angle: SmallInt);
6060 begin
6061 end;
6063 function TPlayer.firediry(): Integer;
6064 begin
6065 if FKeys[KEY_UP].Pressed then Result := -42
6066 else if FKeys[KEY_DOWN].Pressed then Result := 19
6067 else Result := 0;
6068 end;
6070 procedure TPlayer.RememberState();
6071 var
6072 i: Integer;
6073 SavedState: TPlayerSavedState;
6074 begin
6075 SavedState.Health := FHealth;
6076 SavedState.Armor := FArmor;
6077 SavedState.Air := FAir;
6078 SavedState.JetFuel := FJetFuel;
6079 SavedState.CurrWeap := FCurrWeap;
6080 SavedState.NextWeap := FNextWeap;
6081 SavedState.NextWeapDelay := FNextWeapDelay;
6082 for i := Low(FWeapon) to High(FWeapon) do
6083 SavedState.Weapon[i] := FWeapon[i];
6084 for i := Low(FAmmo) to High(FAmmo) do
6085 SavedState.Ammo[i] := FAmmo[i];
6086 for i := Low(FMaxAmmo) to High(FMaxAmmo) do
6087 SavedState.MaxAmmo[i] := FMaxAmmo[i];
6088 SavedState.Rulez := FRulez - [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
6090 FSavedStateNum := -1;
6091 for i := Low(SavedStates) to High(SavedStates) do
6092 if not SavedStates[i].Used then
6093 begin
6094 FSavedStateNum := i;
6095 break;
6096 end;
6097 if FSavedStateNum < 0 then
6098 begin
6099 SetLength(SavedStates, Length(SavedStates) + 1);
6100 FSavedStateNum := High(SavedStates);
6101 end;
6103 SavedState.Used := True;
6104 SavedStates[FSavedStateNum] := SavedState;
6105 end;
6107 procedure TPlayer.RecallState();
6108 var
6109 i: Integer;
6110 SavedState: TPlayerSavedState;
6111 begin
6112 if(FSavedStateNum < 0) or (FSavedStateNum > High(SavedStates)) then
6113 Exit;
6115 SavedState := SavedStates[FSavedStateNum];
6116 SavedStates[FSavedStateNum].Used := False;
6117 FSavedStateNum := -1;
6119 FHealth := SavedState.Health;
6120 FArmor := SavedState.Armor;
6121 FAir := SavedState.Air;
6122 FJetFuel := SavedState.JetFuel;
6123 FCurrWeap := SavedState.CurrWeap;
6124 FNextWeap := SavedState.NextWeap;
6125 FNextWeapDelay := SavedState.NextWeapDelay;
6126 for i := Low(FWeapon) to High(FWeapon) do
6127 FWeapon[i] := SavedState.Weapon[i];
6128 for i := Low(FAmmo) to High(FAmmo) do
6129 FAmmo[i] := SavedState.Ammo[i];
6130 for i := Low(FMaxAmmo) to High(FMaxAmmo) do
6131 FMaxAmmo[i] := SavedState.MaxAmmo[i];
6132 FRulez := SavedState.Rulez;
6134 if gGameSettings.GameType = GT_SERVER then
6135 MH_SEND_PlayerStats(FUID);
6136 end;
6138 procedure TPlayer.SaveState (st: TStream);
6139 var
6140 i: Integer;
6141 b: Byte;
6142 begin
6143 // Ñèãíàòóðà èãðîêà
6144 utils.writeSign(st, 'PLYR');
6145 utils.writeInt(st, Byte(PLR_SAVE_VERSION)); // version
6146 // Áîò èëè ÷åëîâåê
6147 utils.writeBool(st, FIamBot);
6148 // UID èãðîêà
6149 utils.writeInt(st, Word(FUID));
6150 // Èìÿ èãðîêà
6151 utils.writeStr(st, FName);
6152 // Êîìàíäà
6153 utils.writeInt(st, Byte(FTeam));
6154 // Æèâ ëè
6155 utils.writeBool(st, FAlive);
6156 // Èçðàñõîäîâàë ëè âñå æèçíè
6157 utils.writeBool(st, FNoRespawn);
6158 // Íàïðàâëåíèå
6159 if FDirection = TDirection.D_LEFT then b := 1 else b := 2; // D_RIGHT
6160 utils.writeInt(st, Byte(b));
6161 // Çäîðîâüå
6162 utils.writeInt(st, LongInt(FHealth));
6163 // Êîýôôèöèåíò èíâàëèäíîñòè
6164 utils.writeInt(st, LongInt(FHandicap));
6165 // Æèçíè
6166 utils.writeInt(st, Byte(FLives));
6167 // Áðîíÿ
6168 utils.writeInt(st, LongInt(FArmor));
6169 // Çàïàñ âîçäóõà
6170 utils.writeInt(st, LongInt(FAir));
6171 // Çàïàñ ãîðþ÷åãî
6172 utils.writeInt(st, LongInt(FJetFuel));
6173 // Áîëü
6174 utils.writeInt(st, LongInt(FPain));
6175 // Óáèë
6176 utils.writeInt(st, LongInt(FKills));
6177 // Óáèë ìîíñòðîâ
6178 utils.writeInt(st, LongInt(FMonsterKills));
6179 // Ôðàãîâ
6180 utils.writeInt(st, LongInt(FFrags));
6181 // Àññèñòîâ
6182 utils.writeInt(st, LongInt(FAssists));
6183 // Ôðàãîâ ïîäðÿä
6184 utils.writeInt(st, Byte(FFragCombo));
6185 // Âðåìÿ ïîñëåäíåãî ôðàãà
6186 utils.writeInt(st, LongWord(FLastFrag));
6187 // Ñìåðòåé
6188 utils.writeInt(st, LongInt(FDeath));
6189 // Êàêîé ôëàã íåñåò
6190 utils.writeInt(st, Byte(FFlag));
6191 // Íàøåë ñåêðåòîâ
6192 utils.writeInt(st, LongInt(FSecrets));
6193 // Òåêóùåå îðóæèå
6194 utils.writeInt(st, Byte(FCurrWeap));
6195 // Æåëàåìîå îðóæèå
6196 utils.writeInt(st, Word(FNextWeap));
6197 // ...è ïàóçà
6198 utils.writeInt(st, Byte(FNextWeapDelay));
6199 // Âðåìÿ çàðÿäêè BFG
6200 utils.writeInt(st, SmallInt(FBFGFireCounter));
6201 // Áóôåð óðîíà
6202 utils.writeInt(st, LongInt(FDamageBuffer));
6203 // Ïîñëåäíèé óäàðèâøèé
6204 utils.writeInt(st, Word(FLastSpawnerUID));
6205 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6206 utils.writeInt(st, Byte(FLastHit));
6207 // Îáúåêò èãðîêà
6208 Obj_SaveState(st, @FObj);
6209 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6210 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FAmmo[i]));
6211 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6212 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FMaxAmmo[i]));
6213 // Íàëè÷èå îðóæèÿ
6214 for i := WP_FIRST to WP_LAST do utils.writeBool(st, FWeapon[i]);
6215 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6216 for i := WP_FIRST to WP_LAST do utils.writeInt(st, Word(FReloading[i]));
6217 // Íàëè÷èå ðþêçàêà
6218 utils.writeBool(st, (R_ITEM_BACKPACK in FRulez));
6219 // Íàëè÷èå êðàñíîãî êëþ÷à
6220 utils.writeBool(st, (R_KEY_RED in FRulez));
6221 // Íàëè÷èå çåëåíîãî êëþ÷à
6222 utils.writeBool(st, (R_KEY_GREEN in FRulez));
6223 // Íàëè÷èå ñèíåãî êëþ÷à
6224 utils.writeBool(st, (R_KEY_BLUE in FRulez));
6225 // Íàëè÷èå áåðñåðêà
6226 utils.writeBool(st, (R_BERSERK in FRulez));
6227 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6228 for i := MR_SUIT to MR_MAX do utils.writeInt(st, LongWord(FMegaRulez[i]));
6229 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6230 for i := T_RESPAWN to T_FLAGCAP do utils.writeInt(st, LongWord(FTime[i]));
6231 // Íàçâàíèå ìîäåëè
6232 utils.writeStr(st, FModel.Name);
6233 // Öâåò ìîäåëè
6234 utils.writeInt(st, Byte(FColor.R));
6235 utils.writeInt(st, Byte(FColor.G));
6236 utils.writeInt(st, Byte(FColor.B));
6237 end;
6240 procedure TPlayer.LoadState (st: TStream);
6241 var
6242 i: Integer;
6243 str: String;
6244 b: Byte;
6245 begin
6246 assert(st <> nil);
6248 // Ñèãíàòóðà èãðîêà
6249 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
6250 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
6251 // Áîò èëè ÷åëîâåê:
6252 FIamBot := utils.readBool(st);
6253 // UID èãðîêà
6254 FUID := utils.readWord(st);
6255 // Èìÿ èãðîêà
6256 str := utils.readStr(st);
6257 if (self <> gPlayer1) and (self <> gPlayer2) then FName := str;
6258 // Êîìàíäà
6259 FTeam := utils.readByte(st);
6260 // Æèâ ëè
6261 FAlive := utils.readBool(st);
6262 // Èçðàñõîäîâàë ëè âñå æèçíè
6263 FNoRespawn := utils.readBool(st);
6264 // Íàïðàâëåíèå
6265 b := utils.readByte(st);
6266 if b = 1 then FDirection := TDirection.D_LEFT else FDirection := TDirection.D_RIGHT; // b = 2
6267 // Çäîðîâüå
6268 FHealth := utils.readLongInt(st);
6269 // Êîýôôèöèåíò èíâàëèäíîñòè
6270 FHandicap := utils.readLongInt(st);
6271 // Æèçíè
6272 FLives := utils.readByte(st);
6273 // Áðîíÿ
6274 FArmor := utils.readLongInt(st);
6275 // Çàïàñ âîçäóõà
6276 FAir := utils.readLongInt(st);
6277 // Çàïàñ ãîðþ÷åãî
6278 FJetFuel := utils.readLongInt(st);
6279 // Áîëü
6280 FPain := utils.readLongInt(st);
6281 // Óáèë
6282 FKills := utils.readLongInt(st);
6283 // Óáèë ìîíñòðîâ
6284 FMonsterKills := utils.readLongInt(st);
6285 // Ôðàãîâ
6286 FFrags := utils.readLongInt(st);
6287 // Àññèñòîâ
6288 FAssists := utils.readLongInt(st);
6289 // Ôðàãîâ ïîäðÿä
6290 FFragCombo := utils.readByte(st);
6291 // Âðåìÿ ïîñëåäíåãî ôðàãà
6292 FLastFrag := utils.readLongWord(st);
6293 // Ñìåðòåé
6294 FDeath := utils.readLongInt(st);
6295 // Êàêîé ôëàã íåñåò
6296 FFlag := utils.readByte(st);
6297 // Íàøåë ñåêðåòîâ
6298 FSecrets := utils.readLongInt(st);
6299 // Òåêóùåå îðóæèå
6300 FCurrWeap := utils.readByte(st);
6301 // Æåëàåìîå îðóæèå
6302 FNextWeap := utils.readWord(st);
6303 // ...è ïàóçà
6304 FNextWeapDelay := utils.readByte(st);
6305 // Âðåìÿ çàðÿäêè BFG
6306 FBFGFireCounter := utils.readSmallInt(st);
6307 // Áóôåð óðîíà
6308 FDamageBuffer := utils.readLongInt(st);
6309 // Ïîñëåäíèé óäàðèâøèé
6310 FLastSpawnerUID := utils.readWord(st);
6311 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6312 FLastHit := utils.readByte(st);
6313 // Îáúåêò èãðîêà
6314 Obj_LoadState(@FObj, st);
6315 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6316 for i := A_BULLETS to A_HIGH do FAmmo[i] := utils.readWord(st);
6317 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6318 for i := A_BULLETS to A_HIGH do FMaxAmmo[i] := utils.readWord(st);
6319 // Íàëè÷èå îðóæèÿ
6320 for i := WP_FIRST to WP_LAST do FWeapon[i] := utils.readBool(st);
6321 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6322 for i := WP_FIRST to WP_LAST do FReloading[i] := utils.readWord(st);
6323 // Íàëè÷èå ðþêçàêà
6324 if utils.readBool(st) then Include(FRulez, R_ITEM_BACKPACK);
6325 // Íàëè÷èå êðàñíîãî êëþ÷à
6326 if utils.readBool(st) then Include(FRulez, R_KEY_RED);
6327 // Íàëè÷èå çåëåíîãî êëþ÷à
6328 if utils.readBool(st) then Include(FRulez, R_KEY_GREEN);
6329 // Íàëè÷èå ñèíåãî êëþ÷à
6330 if utils.readBool(st) then Include(FRulez, R_KEY_BLUE);
6331 // Íàëè÷èå áåðñåðêà
6332 if utils.readBool(st) then Include(FRulez, R_BERSERK);
6333 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6334 for i := MR_SUIT to MR_MAX do FMegaRulez[i] := utils.readLongWord(st);
6335 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6336 for i := T_RESPAWN to T_FLAGCAP do FTime[i] := utils.readLongWord(st);
6337 // Íàçâàíèå ìîäåëè
6338 str := utils.readStr(st);
6339 // Öâåò ìîäåëè
6340 FColor.R := utils.readByte(st);
6341 FColor.G := utils.readByte(st);
6342 FColor.B := utils.readByte(st);
6343 if (self = gPlayer1) then
6344 begin
6345 str := gPlayer1Settings.Model;
6346 FColor := gPlayer1Settings.Color;
6347 end
6348 else if (self = gPlayer2) then
6349 begin
6350 str := gPlayer2Settings.Model;
6351 FColor := gPlayer2Settings.Color;
6352 end;
6353 // Îáíîâëÿåì ìîäåëü èãðîêà
6354 SetModel(str);
6355 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
6356 FModel.Color := TEAMCOLOR[FTeam]
6357 else
6358 FModel.Color := FColor;
6359 end;
6362 procedure TPlayer.AllRulez(Health: Boolean);
6363 var
6364 a: Integer;
6365 begin
6366 if Health then
6367 begin
6368 FHealth := PLAYER_HP_LIMIT;
6369 FArmor := PLAYER_AP_LIMIT;
6370 Exit;
6371 end;
6373 for a := WP_FIRST to WP_LAST do FWeapon[a] := True;
6374 for a := A_BULLETS to A_HIGH do FAmmo[a] := 30000;
6375 FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
6376 end;
6378 procedure TPlayer.RestoreHealthArmor();
6379 begin
6380 FHealth := PLAYER_HP_LIMIT;
6381 FArmor := PLAYER_AP_LIMIT;
6382 end;
6384 procedure TPlayer.FragCombo();
6385 var
6386 Param: Integer;
6387 begin
6388 if (gGameSettings.GameMode in [GM_COOP, GM_SINGLE]) or g_Game_IsClient then
6389 Exit;
6390 if gTime - FLastFrag < FRAG_COMBO_TIME then
6391 begin
6392 if FFragCombo < 5 then
6393 Inc(FFragCombo);
6394 Param := FUID or (FFragCombo shl 16);
6395 if (FComboEvnt >= Low(gDelayedEvents)) and
6396 (FComboEvnt <= High(gDelayedEvents)) and
6397 gDelayedEvents[FComboEvnt].Pending and
6398 (gDelayedEvents[FComboEvnt].DEType = DE_KILLCOMBO) and
6399 (gDelayedEvents[FComboEvnt].DENum and $FFFF = FUID) then
6400 begin
6401 gDelayedEvents[FComboEvnt].Time := gTime + 500;
6402 gDelayedEvents[FComboEvnt].DENum := Param;
6403 end
6404 else
6405 FComboEvnt := g_Game_DelayEvent(DE_KILLCOMBO, 500, Param);
6406 end
6407 else
6408 FFragCombo := 1;
6410 FLastFrag := gTime;
6411 end;
6413 procedure TPlayer.GiveItem(ItemType: Byte);
6414 begin
6415 case ItemType of
6416 ITEM_SUIT:
6417 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
6418 begin
6419 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
6420 end;
6422 ITEM_OXYGEN:
6423 if FAir < AIR_MAX then
6424 begin
6425 FAir := AIR_MAX;
6426 end;
6428 ITEM_MEDKIT_BLACK:
6429 begin
6430 if not (R_BERSERK in FRulez) then
6431 begin
6432 Include(FRulez, R_BERSERK);
6433 if FBFGFireCounter < 1 then
6434 begin
6435 FCurrWeap := WEAPON_KASTET;
6436 resetWeaponQueue();
6437 FModel.SetWeapon(WEAPON_KASTET);
6438 end;
6439 if gFlash <> 0 then
6440 Inc(FPain, 100);
6441 FBerserk := gTime+30000;
6442 end;
6443 if FHealth < PLAYER_HP_SOFT then
6444 begin
6445 FHealth := PLAYER_HP_SOFT;
6446 FBerserk := gTime+30000;
6447 end;
6448 end;
6450 ITEM_INVUL:
6451 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
6452 begin
6453 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
6454 FSpawnInvul := 0;
6455 end;
6457 ITEM_INVIS:
6458 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
6459 begin
6460 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
6461 end;
6463 ITEM_JETPACK:
6464 if FJetFuel < JET_MAX then
6465 begin
6466 FJetFuel := JET_MAX;
6467 end;
6469 ITEM_MEDKIT_SMALL: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
6470 ITEM_MEDKIT_LARGE: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
6472 ITEM_ARMOR_GREEN: if FArmor < PLAYER_AP_SOFT then FArmor := PLAYER_AP_SOFT;
6473 ITEM_ARMOR_BLUE: if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6475 ITEM_SPHERE_BLUE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
6476 ITEM_SPHERE_WHITE:
6477 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
6478 begin
6479 if FHealth < PLAYER_HP_LIMIT then FHealth := PLAYER_HP_LIMIT;
6480 if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6481 end;
6483 ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True;
6484 ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True;
6485 ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True;
6486 ITEM_WEAPON_CHAINGUN: FWeapon[WEAPON_CHAINGUN] := True;
6487 ITEM_WEAPON_ROCKETLAUNCHER: FWeapon[WEAPON_ROCKETLAUNCHER] := True;
6488 ITEM_WEAPON_PLASMA: FWeapon[WEAPON_PLASMA] := True;
6489 ITEM_WEAPON_BFG: FWeapon[WEAPON_BFG] := True;
6490 ITEM_WEAPON_SUPERPULEMET: FWeapon[WEAPON_SUPERPULEMET] := True;
6491 ITEM_WEAPON_FLAMETHROWER: FWeapon[WEAPON_FLAMETHROWER] := True;
6493 ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6494 ITEM_AMMO_BULLETS_BOX: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
6495 ITEM_AMMO_SHELLS: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6496 ITEM_AMMO_SHELLS_BOX: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
6497 ITEM_AMMO_ROCKET: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6498 ITEM_AMMO_ROCKET_BOX: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
6499 ITEM_AMMO_CELL: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6500 ITEM_AMMO_CELL_BIG: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
6501 ITEM_AMMO_FUELCAN: if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
6503 ITEM_AMMO_BACKPACK:
6504 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
6505 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
6506 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
6507 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
6508 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
6509 begin
6510 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
6511 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
6512 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
6513 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
6514 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
6516 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6517 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6518 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6519 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6521 FRulez := FRulez + [R_ITEM_BACKPACK];
6522 end;
6524 ITEM_KEY_RED: if not (R_KEY_RED in FRulez) then Include(FRulez, R_KEY_RED);
6525 ITEM_KEY_GREEN: if not (R_KEY_GREEN in FRulez) then Include(FRulez, R_KEY_GREEN);
6526 ITEM_KEY_BLUE: if not (R_KEY_BLUE in FRulez) then Include(FRulez, R_KEY_BLUE);
6528 ITEM_BOTTLE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
6529 ITEM_HELMET: if FArmor < PLAYER_AP_LIMIT then IncMax(FArmor, 5, PLAYER_AP_LIMIT);
6531 else
6532 Exit;
6533 end;
6534 if g_Game_IsNet and g_Game_IsServer then
6535 MH_SEND_PlayerStats(FUID);
6536 end;
6538 procedure TPlayer.FlySmoke(Times: DWORD = 1);
6539 var
6540 id, i: DWORD;
6541 Anim: TAnimation;
6542 begin
6543 if (Random(5) = 1) and (Times = 1) then
6544 Exit;
6546 if BodyInLiquid(0, 0) then
6547 begin
6548 g_Game_Effect_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
6549 Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
6550 Exit;
6551 end;
6553 if g_Frames_Get(id, 'FRAMES_SMOKE') then
6554 begin
6555 for i := 1 to Times do
6556 begin
6557 Anim := TAnimation.Create(id, False, 3);
6558 Anim.Alpha := 150;
6559 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6560 Obj.Y+Obj.Rect.Height-4+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6561 Anim.Free();
6562 end;
6563 end;
6564 end;
6566 procedure TPlayer.OnFireFlame(Times: DWORD = 1);
6567 var
6568 id, i: DWORD;
6569 Anim: TAnimation;
6570 begin
6571 if (Random(10) = 1) and (Times = 1) then
6572 Exit;
6574 if g_Frames_Get(id, 'FRAMES_FLAME') then
6575 begin
6576 for i := 1 to Times do
6577 begin
6578 Anim := TAnimation.Create(id, False, 3);
6579 Anim.Alpha := 0;
6580 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6581 Obj.Y+8+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6582 Anim.Free();
6583 end;
6584 end;
6585 end;
6587 procedure TPlayer.PauseSounds(Enable: Boolean);
6588 begin
6589 FSawSound.Pause(Enable);
6590 FSawSoundIdle.Pause(Enable);
6591 FSawSoundHit.Pause(Enable);
6592 FSawSoundSelect.Pause(Enable);
6593 FFlameSoundOn.Pause(Enable);
6594 FFlameSoundOff.Pause(Enable);
6595 FFlameSoundWork.Pause(Enable);
6596 FJetSoundFly.Pause(Enable);
6597 FJetSoundOn.Pause(Enable);
6598 FJetSoundOff.Pause(Enable);
6599 end;
6601 { T C o r p s e : }
6603 constructor TCorpse.Create(X, Y: Integer; ModelName: String; aMess: Boolean);
6604 begin
6605 g_Obj_Init(@FObj);
6606 FObj.X := X;
6607 FObj.Y := Y;
6608 FObj.Rect := PLAYER_CORPSERECT;
6609 FModelName := ModelName;
6610 FMess := aMess;
6612 if FMess then
6613 begin
6614 FState := CORPSE_STATE_MESS;
6615 g_PlayerModel_GetAnim(ModelName, A_DIE2, FAnimation, FAnimationMask);
6616 end
6617 else
6618 begin
6619 FState := CORPSE_STATE_NORMAL;
6620 g_PlayerModel_GetAnim(ModelName, A_DIE1, FAnimation, FAnimationMask);
6621 end;
6622 end;
6624 destructor TCorpse.Destroy();
6625 begin
6626 FAnimation.Free();
6628 inherited;
6629 end;
6631 function TCorpse.ObjPtr (): PObj; inline; begin result := @FObj; end;
6633 procedure TCorpse.positionChanged (); inline; begin end;
6635 procedure TCorpse.moveBy (dx, dy: Integer); inline;
6636 begin
6637 if (dx <> 0) or (dy <> 0) then
6638 begin
6639 FObj.X += dx;
6640 FObj.Y += dy;
6641 positionChanged();
6642 end;
6643 end;
6646 procedure TCorpse.getMapBox (out x, y, w, h: Integer); inline;
6647 begin
6648 x := FObj.X+PLAYER_CORPSERECT.X;
6649 y := FObj.Y+PLAYER_CORPSERECT.Y;
6650 w := PLAYER_CORPSERECT.Width;
6651 h := PLAYER_CORPSERECT.Height;
6652 end;
6655 procedure TCorpse.Damage(Value: Word; SpawnerUID: Word; vx, vy: Integer);
6656 var
6657 pm: TPlayerModel;
6658 Blood: TModelBlood;
6659 begin
6660 if FState = CORPSE_STATE_REMOVEME then
6661 Exit;
6663 FDamage := FDamage + Value;
6665 if FDamage > 150 then
6666 begin
6667 if FAnimation <> nil then
6668 begin
6669 FAnimation.Free();
6670 FAnimation := nil;
6672 FState := CORPSE_STATE_REMOVEME;
6674 g_Player_CreateGibs(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
6675 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
6676 FModelName, FColor);
6677 // Çâóê ìÿñà îò òðóïà:
6678 pm := g_PlayerModel_Get(FModelName);
6679 pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y);
6680 pm.Free;
6682 // Çëîâåùèé ñìåõ:
6683 if (gBodyKillEvent <> -1)
6684 and gDelayedEvents[gBodyKillEvent].Pending then
6685 gDelayedEvents[gBodyKillEvent].Pending := False;
6686 gBodyKillEvent := g_Game_DelayEvent(DE_BODYKILL, 1050, SpawnerUID);
6687 end;
6688 end
6689 else
6690 begin
6691 Blood := g_PlayerModel_GetBlood(FModelName);
6692 FObj.Vel.X := FObj.Vel.X + vx;
6693 FObj.Vel.Y := FObj.Vel.Y + vy;
6694 g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
6695 FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
6696 Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
6697 Blood.R, Blood.G, Blood.B, Blood.Kind);
6698 end;
6699 end;
6701 procedure TCorpse.Draw();
6702 var
6703 fX, fY: Integer;
6704 begin
6705 if FState = CORPSE_STATE_REMOVEME then
6706 Exit;
6708 FObj.lerp(gLerpFactor, fX, fY);
6710 if FAnimation <> nil then
6711 FAnimation.Draw(fX, fY, TMirrorType.None);
6713 if FAnimationMask <> nil then
6714 begin
6715 e_Colors := FColor;
6716 FAnimationMask.Draw(fX, fY, TMirrorType.None);
6717 e_Colors.R := 255;
6718 e_Colors.G := 255;
6719 e_Colors.B := 255;
6720 end;
6721 end;
6723 procedure TCorpse.Update();
6724 var
6725 st: Word;
6726 begin
6727 if FState = CORPSE_STATE_REMOVEME then
6728 Exit;
6730 FObj.oldX := FObj.X;
6731 FObj.oldY := FObj.Y;
6733 if gTime mod (GAME_TICK*2) <> 0 then
6734 begin
6735 g_Obj_Move(@FObj, True, True, True);
6736 positionChanged(); // this updates spatial accelerators
6737 Exit;
6738 end;
6740 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6741 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
6743 st := g_Obj_Move(@FObj, True, True, True);
6744 positionChanged(); // this updates spatial accelerators
6746 if WordBool(st and MOVE_FALLOUT) then
6747 begin
6748 FState := CORPSE_STATE_REMOVEME;
6749 Exit;
6750 end;
6752 if FAnimation <> nil then
6753 FAnimation.Update();
6754 if FAnimationMask <> nil then
6755 FAnimationMask.Update();
6756 end;
6759 procedure TCorpse.SaveState (st: TStream);
6760 var
6761 anim: Boolean;
6762 begin
6763 assert(st <> nil);
6765 // Ñèãíàòóðà òðóïà
6766 utils.writeSign(st, 'CORP');
6767 utils.writeInt(st, Byte(0));
6768 // Ñîñòîÿíèå
6769 utils.writeInt(st, Byte(FState));
6770 // Íàêîïëåííûé óðîí
6771 utils.writeInt(st, Byte(FDamage));
6772 // Öâåò
6773 utils.writeInt(st, Byte(FColor.R));
6774 utils.writeInt(st, Byte(FColor.G));
6775 utils.writeInt(st, Byte(FColor.B));
6776 // Îáúåêò òðóïà
6777 Obj_SaveState(st, @FObj);
6778 utils.writeInt(st, Word(FPlayerUID));
6779 // Åñòü ëè àíèìàöèÿ
6780 anim := (FAnimation <> nil);
6781 utils.writeBool(st, anim);
6782 // Åñëè åñòü - ñîõðàíÿåì
6783 if anim then FAnimation.SaveState(st);
6784 // Åñòü ëè ìàñêà àíèìàöèè
6785 anim := (FAnimationMask <> nil);
6786 utils.writeBool(st, anim);
6787 // Åñëè åñòü - ñîõðàíÿåì
6788 if anim then FAnimationMask.SaveState(st);
6789 end;
6792 procedure TCorpse.LoadState (st: TStream);
6793 var
6794 anim: Boolean;
6795 begin
6796 assert(st <> nil);
6798 // Ñèãíàòóðà òðóïà
6799 if not utils.checkSign(st, 'CORP') then raise XStreamError.Create('invalid corpse signature');
6800 if (utils.readByte(st) <> 0) then raise XStreamError.Create('invalid corpse version');
6801 // Ñîñòîÿíèå
6802 FState := utils.readByte(st);
6803 // Íàêîïëåííûé óðîí
6804 FDamage := utils.readByte(st);
6805 // Öâåò
6806 FColor.R := utils.readByte(st);
6807 FColor.G := utils.readByte(st);
6808 FColor.B := utils.readByte(st);
6809 // Îáúåêò òðóïà
6810 Obj_LoadState(@FObj, st);
6811 FPlayerUID := utils.readWord(st);
6812 // Åñòü ëè àíèìàöèÿ
6813 anim := utils.readBool(st);
6814 // Åñëè åñòü - çàãðóæàåì
6815 if anim then
6816 begin
6817 Assert(FAnimation <> nil, 'TCorpse.LoadState: no FAnimation');
6818 FAnimation.LoadState(st);
6819 end;
6820 // Åñòü ëè ìàñêà àíèìàöèè
6821 anim := utils.readBool(st);
6822 // Åñëè åñòü - çàãðóæàåì
6823 if anim then
6824 begin
6825 Assert(FAnimationMask <> nil, 'TCorpse.LoadState: no FAnimationMask');
6826 FAnimationMask.LoadState(st);
6827 end;
6828 end;
6830 { T B o t : }
6832 constructor TBot.Create();
6833 var
6834 a: Integer;
6835 begin
6836 inherited Create();
6838 FPhysics := True;
6839 FSpectator := False;
6840 FGhost := False;
6842 FIamBot := True;
6844 Inc(gNumBots);
6846 for a := WP_FIRST to WP_LAST do
6847 begin
6848 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
6849 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
6850 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6851 end;
6852 end;
6854 destructor TBot.Destroy();
6855 begin
6856 Dec(gNumBots);
6857 inherited Destroy();
6858 end;
6860 procedure TBot.Draw();
6861 begin
6862 inherited Draw();
6864 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6865 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6866 end;
6868 procedure TBot.Respawn(Silent: Boolean; Force: Boolean = False);
6869 begin
6870 inherited Respawn(Silent, Force);
6872 FAIFlags := nil;
6873 FSelectedWeapon := FCurrWeap;
6874 resetWeaponQueue();
6875 FTargetUID := 0;
6876 end;
6878 procedure TBot.UpdateCombat();
6879 type
6880 TTarget = record
6881 UID: Word;
6882 X, Y: Integer;
6883 Rect: TRectWH;
6884 cX, cY: Integer;
6885 Dist: Word;
6886 Line: Boolean;
6887 Visible: Boolean;
6888 IsPlayer: Boolean;
6889 end;
6891 TTargetRecord = array of TTarget;
6893 function Compare(a, b: TTarget): Integer;
6894 begin
6895 if a.Line and not b.Line then // A íà ëèíèè îãíÿ
6896 Result := -1
6897 else
6898 if not a.Line and b.Line then // B íà ëèíèè îãíÿ
6899 Result := 1
6900 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6901 if (a.Line and b.Line) or ((not a.Line) and (not b.Line)) then
6902 begin
6903 if a.Dist > b.Dist then // B áëèæå
6904 Result := 1
6905 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6906 Result := -1;
6907 end
6908 else // Ñòðàííî -> A
6909 Result := -1;
6910 end;
6912 var
6913 a, x1, y1, x2, y2: Integer;
6914 targets: TTargetRecord;
6915 ammo: Word;
6916 Target, BestTarget: TTarget;
6917 firew, fireh: Integer;
6918 angle: SmallInt;
6919 mon: TMonster;
6920 pla, tpla: TPlayer;
6921 vsPlayer, vsMonster, ok: Boolean;
6924 function monsUpdate (mon: TMonster): Boolean;
6925 begin
6926 result := false; // don't stop
6927 if mon.alive and (mon.MonsterType <> MONSTER_BARREL) then
6928 begin
6929 if not TargetOnScreen(mon.Obj.X+mon.Obj.Rect.X, mon.Obj.Y+mon.Obj.Rect.Y) then exit;
6931 x2 := mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2);
6932 y2 := mon.Obj.Y+mon.Obj.Rect.Y+(mon.Obj.Rect.Height div 2);
6934 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6935 if g_TraceVector(x1, y1, x2, y2) then
6936 begin
6937 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6938 SetLength(targets, Length(targets)+1);
6939 with targets[High(targets)] do
6940 begin
6941 UID := mon.UID;
6942 X := mon.Obj.X;
6943 Y := mon.Obj.Y;
6944 cX := x2;
6945 cY := y2;
6946 Rect := mon.Obj.Rect;
6947 Dist := g_PatchLength(x1, y1, x2, y2);
6948 Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6949 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6950 Visible := True;
6951 IsPlayer := False;
6952 end;
6953 end;
6954 end;
6955 end;
6957 begin
6958 vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER);
6959 vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER);
6961 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6962 if FCurrWeap <> FSelectedWeapon then
6963 NextWeapon();
6965 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6966 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap = FSelectedWeapon) then
6967 begin
6968 RemoveAIFlag('NEEDFIRE');
6970 case FCurrWeap of
6971 WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
6972 WEAPON_SAW, WEAPON_KASTET, WEAPON_FLAMETHROWER: PressKey(KEY_FIRE, 40);
6973 else PressKey(KEY_FIRE);
6974 end;
6975 end;
6977 // Êîîðäèíàòû ñòâîëà:
6978 x1 := FObj.X + WEAPONPOINT[FDirection].X;
6979 y1 := FObj.Y + WEAPONPOINT[FDirection].Y;
6981 Target.UID := FTargetUID;
6983 ok := False;
6984 if Target.UID <> 0 then
6985 begin // Öåëü åñòü - íàñòðàèâàåì
6986 if (g_GetUIDType(Target.UID) = UID_PLAYER) and
6987 vsPlayer then
6988 begin // Èãðîê
6989 tpla := g_Player_Get(Target.UID);
6990 if tpla <> nil then
6991 with tpla do
6992 begin
6993 if (@FObj) <> nil then
6994 begin
6995 Target.X := FObj.X;
6996 Target.Y := FObj.Y;
6997 end;
6998 end;
7000 Target.cX := Target.X + PLAYER_RECT_CX;
7001 Target.cY := Target.Y + PLAYER_RECT_CY;
7002 Target.Rect := PLAYER_RECT;
7003 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
7004 Target.Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
7005 (y1-4 > Target.Y+PLAYER_RECT.Y);
7006 Target.IsPlayer := True;
7007 ok := True;
7008 end
7009 else
7010 if (g_GetUIDType(Target.UID) = UID_MONSTER) and
7011 vsMonster then
7012 begin // Ìîíñòð
7013 mon := g_Monsters_ByUID(Target.UID);
7014 if mon <> nil then
7015 begin
7016 Target.X := mon.Obj.X;
7017 Target.Y := mon.Obj.Y;
7019 Target.cX := Target.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
7020 Target.cY := Target.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
7021 Target.Rect := mon.Obj.Rect;
7022 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
7023 Target.Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
7024 (y1-4 > Target.Y + mon.Obj.Rect.Y);
7025 Target.IsPlayer := False;
7026 ok := True;
7027 end;
7028 end;
7029 end;
7031 if not ok then
7032 begin // Öåëè íåò - îáíóëÿåì
7033 Target.X := 0;
7034 Target.Y := 0;
7035 Target.cX := 0;
7036 Target.cY := 0;
7037 Target.Visible := False;
7038 Target.Line := False;
7039 Target.IsPlayer := False;
7040 end;
7042 targets := nil;
7044 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
7045 if (not Target.Line) or (not Target.Visible) then
7046 begin
7047 // Èãðîêè:
7048 if vsPlayer then
7049 for a := 0 to High(gPlayers) do
7050 if (gPlayers[a] <> nil) and (gPlayers[a].alive) and
7051 (gPlayers[a].FUID <> FUID) and
7052 (not SameTeam(FUID, gPlayers[a].FUID)) and
7053 (not gPlayers[a].NoTarget) and
7054 (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
7055 begin
7056 if not TargetOnScreen(gPlayers[a].FObj.X + PLAYER_RECT.X,
7057 gPlayers[a].FObj.Y + PLAYER_RECT.Y) then
7058 Continue;
7060 x2 := gPlayers[a].FObj.X + PLAYER_RECT_CX;
7061 y2 := gPlayers[a].FObj.Y + PLAYER_RECT_CY;
7063 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
7064 if g_TraceVector(x1, y1, x2, y2) then
7065 begin
7066 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
7067 SetLength(targets, Length(targets)+1);
7068 with targets[High(targets)] do
7069 begin
7070 UID := gPlayers[a].FUID;
7071 X := gPlayers[a].FObj.X;
7072 Y := gPlayers[a].FObj.Y;
7073 cX := x2;
7074 cY := y2;
7075 Rect := PLAYER_RECT;
7076 Dist := g_PatchLength(x1, y1, x2, y2);
7077 Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
7078 (y1-4 > Target.Y+PLAYER_RECT.Y);
7079 Visible := True;
7080 IsPlayer := True;
7081 end;
7082 end;
7083 end;
7085 // Ìîíñòðû:
7086 if vsMonster then g_Mons_ForEach(monsUpdate);
7087 end;
7089 // Åñëè åñòü âîçìîæíûå öåëè:
7090 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
7091 if targets <> nil then
7092 begin
7093 // Âûáèðàåì íàèëó÷øóþ öåëü:
7094 BestTarget := targets[0];
7095 if Length(targets) > 1 then
7096 for a := 1 to High(targets) do
7097 if Compare(BestTarget, targets[a]) = 1 then
7098 BestTarget := targets[a];
7100 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
7101 if ((not Target.Visible) and BestTarget.Visible and (Target.UID <> BestTarget.UID)) or
7102 ((not Target.Line) and BestTarget.Line and BestTarget.Visible) then
7103 begin
7104 Target := BestTarget;
7106 if (Healthy() = 3) or ((Healthy() = 2)) then
7107 begin // Åñëè çäîðîâû - äîãîíÿåì
7108 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
7109 SetAIFlag('GORIGHT', '1');
7110 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
7111 SetAIFlag('GOLEFT', '1');
7112 end
7113 else
7114 begin // Åñëè ïîáèòû - óáåãàåì
7115 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
7116 SetAIFlag('GORIGHT', '1');
7117 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
7118 SetAIFlag('GOLEFT', '1');
7119 end;
7121 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
7122 SelectWeapon(Abs(x1-Target.cX));
7123 end;
7124 end;
7126 // Åñëè åñòü öåëü:
7127 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
7128 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
7129 if Target.UID <> 0 then
7130 begin
7131 if not TargetOnScreen(Target.X + Target.Rect.X,
7132 Target.Y + Target.Rect.Y) then
7133 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
7134 if (Healthy() = 3) or ((Healthy() = 2)) then
7135 begin // Åñëè çäîðîâû - äîãîíÿåì
7136 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
7137 SetAIFlag('GORIGHT', '1');
7138 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
7139 SetAIFlag('GOLEFT', '1');
7140 end
7141 else
7142 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
7143 Target.UID := 0;
7144 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
7145 SetAIFlag('GORIGHT', '1');
7146 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
7147 SetAIFlag('GOLEFT', '1');
7148 end;
7149 end
7150 else
7151 begin // Öåëü ïîêà íà "ýêðàíå"
7152 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
7153 if g_TraceVector(x1, y1, Target.cX, Target.cY) then
7154 FLastVisible := gTime;
7155 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
7156 if (Abs(FObj.Y-Target.Y) <= 128) then
7157 begin
7158 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
7159 SetAIFlag('GORIGHT', '1');
7160 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
7161 SetAIFlag('GOLEFT', '1');
7162 end;
7163 end;
7165 // Âûáèðàåì óãîë ââåðõ:
7166 if FDirection = TDirection.D_LEFT then
7167 angle := ANGLE_LEFTUP
7168 else
7169 angle := ANGLE_RIGHTUP;
7171 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7172 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7174 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
7175 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7176 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128), //96
7177 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7178 Target.Rect.Width, Target.Rect.Height) and
7179 g_TraceVector(x1, y1, Target.cX, Target.cY) then
7180 begin // òî íóæíî ñòðåëÿòü ââåðõ
7181 SetAIFlag('NEEDFIRE', '1');
7182 SetAIFlag('NEEDSEEUP', '1');
7183 end;
7185 // Âûáèðàåì óãîë âíèç:
7186 if FDirection = TDirection.D_LEFT then
7187 angle := ANGLE_LEFTDOWN
7188 else
7189 angle := ANGLE_RIGHTDOWN;
7191 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7192 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7194 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
7195 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7196 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7197 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7198 Target.Rect.Width, Target.Rect.Height) and
7199 g_TraceVector(x1, y1, Target.cX, Target.cY) then
7200 begin // òî íóæíî ñòðåëÿòü âíèç
7201 SetAIFlag('NEEDFIRE', '1');
7202 SetAIFlag('NEEDSEEDOWN', '1');
7203 end;
7205 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
7206 if Target.Visible and
7207 (y1+4 < Target.Y+Target.Rect.Y+Target.Rect.Height) and
7208 (y1-4 > Target.Y+Target.Rect.Y) then
7209 begin
7210 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
7211 if ((FDirection = TDirection.D_LEFT) and (Target.X < FObj.X)) or
7212 ((FDirection = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
7213 begin // òî íóæíî ñòðåëÿòü âïåðåä
7214 SetAIFlag('NEEDFIRE', '1');
7215 SetAIFlag('NEEDSEEDOWN', '');
7216 SetAIFlag('NEEDSEEUP', '');
7217 end;
7218 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
7219 if Abs(FObj.X-Target.X) < Trunc(gPlayerScreenSize.X*0.75) then
7220 if GetRnd(FDifficult.CloseJump) then
7221 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
7222 if Abs(FObj.X-Target.X) < 128 then
7223 a := 4
7224 else
7225 a := 30;
7226 if Random(a) = 0 then
7227 SetAIFlag('NEEDJUMP', '1');
7228 end;
7229 end;
7231 // Åñëè öåëü âñå åùå åñòü:
7232 if Target.UID <> 0 then
7233 if gTime-FLastVisible > 2000 then // Åñëè âèäåëè äàâíî
7234 Target.UID := 0 // òî çàáûòü öåëü
7235 else // Åñëè âèäåëè íåäàâíî
7236 begin // íî öåëü óáèëè
7237 if Target.IsPlayer then
7238 begin // Öåëü - èãðîê
7239 pla := g_Player_Get(Target.UID);
7240 if (pla = nil) or (not pla.alive) or pla.NoTarget or
7241 (pla.FMegaRulez[MR_INVIS] >= gTime) then
7242 Target.UID := 0; // òî çàáûòü öåëü
7243 end
7244 else
7245 begin // Öåëü - ìîíñòð
7246 mon := g_Monsters_ByUID(Target.UID);
7247 if (mon = nil) or (not mon.alive) then
7248 Target.UID := 0; // òî çàáûòü öåëü
7249 end;
7250 end;
7251 end; // if Target.UID <> 0
7253 FTargetUID := Target.UID;
7255 // Åñëè âîçìîæíûõ öåëåé íåò:
7256 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
7257 if targets = nil then
7258 if GetAIFlag('ATTACKLEFT') <> '' then
7259 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
7260 RemoveAIFlag('ATTACKLEFT');
7262 SetAIFlag('NEEDJUMP', '1');
7264 if RunDirection() = TDirection.D_RIGHT then
7265 begin // Èäåì íå â òó ñòîðîíó
7266 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
7267 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
7268 SetAIFlag('NEEDFIRE', '1');
7269 SetAIFlag('GOLEFT', '1');
7270 end;
7271 end
7272 else
7273 begin // Èäåì â íóæíóþ ñòîðîíó
7274 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7275 SetAIFlag('NEEDFIRE', '1');
7276 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7277 SetAIFlag('GORIGHT', '1');
7278 end;
7279 end
7280 else
7281 if GetAIFlag('ATTACKRIGHT') <> '' then
7282 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
7283 RemoveAIFlag('ATTACKRIGHT');
7285 SetAIFlag('NEEDJUMP', '1');
7287 if RunDirection() = TDirection.D_LEFT then
7288 begin // Èäåì íå â òó ñòîðîíó
7289 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
7290 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
7291 SetAIFlag('NEEDFIRE', '1');
7292 SetAIFlag('GORIGHT', '1');
7293 end;
7294 end
7295 else
7296 begin
7297 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7298 SetAIFlag('NEEDFIRE', '1');
7299 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7300 SetAIFlag('GOLEFT', '1');
7301 end;
7302 end;
7304 //HACK! (does it belongs there?)
7305 RealizeCurrentWeapon();
7307 // Åñëè åñòü âîçìîæíûå öåëè:
7308 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
7309 if (targets <> nil) and (GetAIFlag('NEEDFIRE') <> '') then
7310 for a := 0 to High(targets) do
7311 begin
7312 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
7313 if GetRnd(FDifficult.DiagFire) then
7314 begin
7315 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
7316 if FDirection = TDirection.D_LEFT then
7317 angle := ANGLE_LEFTUP
7318 else
7319 angle := ANGLE_RIGHTUP;
7321 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7322 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7324 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7325 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7326 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7327 targets[a].Rect.Width, targets[a].Rect.Height) and
7328 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
7329 begin
7330 SetAIFlag('NEEDFIRE', '1');
7331 SetAIFlag('NEEDSEEUP', '1');
7332 end;
7334 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
7335 if FDirection = TDirection.D_LEFT then
7336 angle := ANGLE_LEFTDOWN
7337 else
7338 angle := ANGLE_RIGHTDOWN;
7340 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7341 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7343 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7344 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7345 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7346 targets[a].Rect.Width, targets[a].Rect.Height) and
7347 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
7348 begin
7349 SetAIFlag('NEEDFIRE', '1');
7350 SetAIFlag('NEEDSEEDOWN', '1');
7351 end;
7352 end;
7354 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
7355 if targets[a].Line and targets[a].Visible and
7356 (((FDirection = TDirection.D_LEFT) and (targets[a].X < FObj.X)) or
7357 ((FDirection = TDirection.D_RIGHT) and (targets[a].X > FObj.X))) then
7358 begin
7359 SetAIFlag('NEEDFIRE', '1');
7360 Break;
7361 end;
7362 end;
7364 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
7365 if g_Weapon_Danger(FUID, FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y,
7366 PLAYER_RECT.Width, PLAYER_RECT.Height,
7367 40+GetInterval(FDifficult.Cover, 40)) then
7368 SetAIFlag('NEEDJUMP', '1');
7370 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
7371 ammo := GetAmmoByWeapon(FCurrWeap);
7372 if ((FCurrWeap = WEAPON_SHOTGUN2) and (ammo < 2)) or
7373 ((FCurrWeap = WEAPON_BFG) and (ammo < 40)) or
7374 (ammo = 0) then
7375 SetAIFlag('SELECTWEAPON', '1');
7377 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
7378 if GetAIFlag('SELECTWEAPON') = '1' then
7379 begin
7380 SelectWeapon(-1);
7381 RemoveAIFlag('SELECTWEAPON');
7382 end;
7383 end;
7385 procedure TBot.Update();
7386 var
7387 EnableAI: Boolean;
7388 begin
7389 if not FAlive then
7390 begin // Respawn
7391 ReleaseKeys();
7392 PressKey(KEY_UP);
7393 end
7394 else
7395 begin
7396 EnableAI := True;
7398 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
7399 if (g_debug_BotAIOff = 1) and (Team = TEAM_RED) then
7400 EnableAI := False;
7401 if (g_debug_BotAIOff = 2) and (Team = TEAM_BLUE) then
7402 EnableAI := False;
7403 if g_debug_BotAIOff = 3 then
7404 EnableAI := False;
7406 if EnableAI then
7407 begin
7408 UpdateMove();
7409 UpdateCombat();
7410 end
7411 else
7412 begin
7413 RealizeCurrentWeapon();
7414 end;
7415 end;
7417 inherited Update();
7418 end;
7420 procedure TBot.ReleaseKey(Key: Byte);
7421 begin
7422 with FKeys[Key] do
7423 begin
7424 Pressed := False;
7425 Time := 0;
7426 end;
7427 end;
7429 function TBot.KeyPressed(Key: Word): Boolean;
7430 begin
7431 Result := FKeys[Key].Pressed;
7432 end;
7434 function TBot.GetAIFlag(aName: String20): String20;
7435 var
7436 a: Integer;
7437 begin
7438 Result := '';
7440 aName := LowerCase(aName);
7442 if FAIFlags <> nil then
7443 for a := 0 to High(FAIFlags) do
7444 if LowerCase(FAIFlags[a].Name) = aName then
7445 begin
7446 Result := FAIFlags[a].Value;
7447 Break;
7448 end;
7449 end;
7451 procedure TBot.RemoveAIFlag(aName: String20);
7452 var
7453 a, b: Integer;
7454 begin
7455 if FAIFlags = nil then Exit;
7457 aName := LowerCase(aName);
7459 for a := 0 to High(FAIFlags) do
7460 if LowerCase(FAIFlags[a].Name) = aName then
7461 begin
7462 if a <> High(FAIFlags) then
7463 for b := a to High(FAIFlags)-1 do
7464 FAIFlags[b] := FAIFlags[b+1];
7466 SetLength(FAIFlags, Length(FAIFlags)-1);
7467 Break;
7468 end;
7469 end;
7471 procedure TBot.SetAIFlag(aName, fValue: String20);
7472 var
7473 a: Integer;
7474 ok: Boolean;
7475 begin
7476 a := 0;
7477 ok := False;
7479 aName := LowerCase(aName);
7481 if FAIFlags <> nil then
7482 for a := 0 to High(FAIFlags) do
7483 if LowerCase(FAIFlags[a].Name) = aName then
7484 begin
7485 ok := True;
7486 Break;
7487 end;
7489 if ok then FAIFlags[a].Value := fValue
7490 else
7491 begin
7492 SetLength(FAIFlags, Length(FAIFlags)+1);
7493 with FAIFlags[High(FAIFlags)] do
7494 begin
7495 Name := aName;
7496 Value := fValue;
7497 end;
7498 end;
7499 end;
7501 procedure TBot.UpdateMove;
7503 procedure GoLeft(Time: Word = 1);
7504 begin
7505 ReleaseKey(KEY_LEFT);
7506 ReleaseKey(KEY_RIGHT);
7507 PressKey(KEY_LEFT, Time);
7508 SetDirection(TDirection.D_LEFT);
7509 end;
7511 procedure GoRight(Time: Word = 1);
7512 begin
7513 ReleaseKey(KEY_LEFT);
7514 ReleaseKey(KEY_RIGHT);
7515 PressKey(KEY_RIGHT, Time);
7516 SetDirection(TDirection.D_RIGHT);
7517 end;
7519 function Rnd(a: Word): Boolean;
7520 begin
7521 Result := Random(a) = 0;
7522 end;
7524 procedure Turn(Time: Word = 1200);
7525 begin
7526 if RunDirection() = TDirection.D_LEFT then GoRight(Time) else GoLeft(Time);
7527 end;
7529 procedure Stop();
7530 begin
7531 ReleaseKey(KEY_LEFT);
7532 ReleaseKey(KEY_RIGHT);
7533 end;
7535 function CanRunLeft(): Boolean;
7536 begin
7537 Result := not CollideLevel(-1, 0);
7538 end;
7540 function CanRunRight(): Boolean;
7541 begin
7542 Result := not CollideLevel(1, 0);
7543 end;
7545 function CanRun(): Boolean;
7546 begin
7547 if RunDirection() = TDirection.D_LEFT then Result := CanRunLeft() else Result := CanRunRight();
7548 end;
7550 procedure Jump(Time: Word = 30);
7551 begin
7552 PressKey(KEY_JUMP, Time);
7553 end;
7555 function NearHole(): Boolean;
7556 var
7557 x, sx: Integer;
7558 begin
7559 { TODO 5 : Ëåñòíèöû }
7560 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7561 for x := 1 to PLAYER_RECT.Width do
7562 if (not StayOnStep(x*sx, 0)) and
7563 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7564 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7565 begin
7566 Result := True;
7567 Exit;
7568 end;
7570 Result := False;
7571 end;
7573 function BorderHole(): Boolean;
7574 var
7575 x, sx, xx: Integer;
7576 begin
7577 { TODO 5 : Ëåñòíèöû }
7578 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7579 for x := 1 to PLAYER_RECT.Width do
7580 if (not StayOnStep(x*sx, 0)) and
7581 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7582 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7583 begin
7584 for xx := x to x+32 do
7585 if CollideLevel(xx*sx, PLAYER_RECT.Height) then
7586 begin
7587 Result := True;
7588 Exit;
7589 end;
7590 end;
7592 Result := False;
7593 end;
7595 function NearDeepHole(): Boolean;
7596 var
7597 x, sx, y: Integer;
7598 begin
7599 Result := False;
7601 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7602 y := 3;
7604 for x := 1 to PLAYER_RECT.Width do
7605 if (not StayOnStep(x*sx, 0)) and
7606 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7607 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7608 begin
7609 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7610 begin
7611 if CollideLevel(x*sx, PLAYER_RECT.Height*y) then Exit;
7612 y := y+1;
7613 end;
7615 Result := True;
7616 end else Result := False;
7617 end;
7619 function OverDeepHole(): Boolean;
7620 var
7621 y: Integer;
7622 begin
7623 Result := False;
7625 y := 1;
7626 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7627 begin
7628 if CollideLevel(0, PLAYER_RECT.Height*y) then Exit;
7629 y := y+1;
7630 end;
7632 Result := True;
7633 end;
7635 function OnGround(): Boolean;
7636 begin
7637 Result := StayOnStep(0, 0) or CollideLevel(0, 1);
7638 end;
7640 function OnLadder(): Boolean;
7641 begin
7642 Result := FullInStep(0, 0);
7643 end;
7645 function BelowLadder(): Boolean;
7646 begin
7647 Result := (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and
7648 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7649 (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and
7650 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7651 end;
7653 function BelowLiftUp(): Boolean;
7654 begin
7655 Result := ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and
7656 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7657 ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and
7658 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7659 end;
7661 function OnTopLift(): Boolean;
7662 begin
7663 Result := (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7664 end;
7666 function CanJumpOver(): Boolean;
7667 var
7668 sx, y: Integer;
7669 begin
7670 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7672 Result := False;
7674 if not CollideLevel(sx, 0) then Exit;
7676 for y := 1 to BOT_MAXJUMP do
7677 if CollideLevel(0, -y) then Exit else
7678 if not CollideLevel(sx, -y) then
7679 begin
7680 Result := True;
7681 Exit;
7682 end;
7683 end;
7685 function CanJumpUp(Dist: ShortInt): Boolean;
7686 var
7687 y, yy: Integer;
7688 c: Boolean;
7689 begin
7690 Result := False;
7692 if CollideLevel(Dist, 0) then Exit;
7694 c := False;
7695 for y := 0 to BOT_MAXJUMP do
7696 if CollideLevel(Dist, -y) then
7697 begin
7698 c := True;
7699 Break;
7700 end;
7702 if not c then Exit;
7704 c := False;
7705 for yy := y+1 to BOT_MAXJUMP do
7706 if not CollideLevel(Dist, -yy) then
7707 begin
7708 c := True;
7709 Break;
7710 end;
7712 if not c then Exit;
7714 c := False;
7715 for y := 0 to BOT_MAXJUMP do
7716 if CollideLevel(0, -y) then
7717 begin
7718 c := True;
7719 Break;
7720 end;
7722 if c then Exit;
7724 if y < yy then Exit;
7726 Result := True;
7727 end;
7729 function IsSafeTrigger(): Boolean;
7730 var
7731 a: Integer;
7732 begin
7733 Result := True;
7734 if gTriggers = nil then
7735 Exit;
7736 for a := 0 to High(gTriggers) do
7737 if Collide(gTriggers[a].X,
7738 gTriggers[a].Y,
7739 gTriggers[a].Width,
7740 gTriggers[a].Height) and
7741 (gTriggers[a].TriggerType in [TRIGGER_EXIT, TRIGGER_CLOSEDOOR,
7742 TRIGGER_CLOSETRAP, TRIGGER_TRAP,
7743 TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF,
7744 TRIGGER_ONOFF, TRIGGER_SPAWNMONSTER,
7745 TRIGGER_DAMAGE, TRIGGER_SHOT]) then
7746 Result := False;
7747 end;
7749 begin
7750 // Âîçìîæíî, íàæèìàåì êíîïêó:
7751 if Rnd(16) and IsSafeTrigger() then
7752 PressKey(KEY_OPEN);
7754 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7755 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7756 begin
7757 ReleaseKey(KEY_LEFT);
7758 ReleaseKey(KEY_RIGHT);
7759 Jump();
7760 end;
7762 // Èäåì âëåâî, åñëè íàäî áûëî:
7763 if GetAIFlag('GOLEFT') <> '' then
7764 begin
7765 RemoveAIFlag('GOLEFT');
7766 if CanRunLeft() then
7767 GoLeft(360);
7768 end;
7770 // Èäåì âïðàâî, åñëè íàäî áûëî:
7771 if GetAIFlag('GORIGHT') <> '' then
7772 begin
7773 RemoveAIFlag('GORIGHT');
7774 if CanRunRight() then
7775 GoRight(360);
7776 end;
7778 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7779 if FObj.X < -32 then
7780 GoRight(360)
7781 else
7782 if FObj.X+32 > gMapInfo.Width then
7783 GoLeft(360);
7785 // Ïðûãàåì, åñëè íàäî áûëî:
7786 if GetAIFlag('NEEDJUMP') <> '' then
7787 begin
7788 Jump(0);
7789 RemoveAIFlag('NEEDJUMP');
7790 end;
7792 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7793 if GetAIFlag('NEEDSEEUP') <> '' then
7794 begin
7795 ReleaseKey(KEY_UP);
7796 ReleaseKey(KEY_DOWN);
7797 PressKey(KEY_UP, 20);
7798 RemoveAIFlag('NEEDSEEUP');
7799 end;
7801 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7802 if GetAIFlag('NEEDSEEDOWN') <> '' then
7803 begin
7804 ReleaseKey(KEY_UP);
7805 ReleaseKey(KEY_DOWN);
7806 PressKey(KEY_DOWN, 20);
7807 RemoveAIFlag('NEEDSEEDOWN');
7808 end;
7810 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7811 if GetAIFlag('GOINHOLE') <> '' then
7812 if not OnGround() then
7813 begin
7814 ReleaseKey(KEY_LEFT);
7815 ReleaseKey(KEY_RIGHT);
7816 RemoveAIFlag('GOINHOLE');
7817 SetAIFlag('FALLINHOLE', '1');
7818 end;
7820 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7821 if GetAIFlag('FALLINHOLE') <> '' then
7822 if OnGround() then
7823 RemoveAIFlag('FALLINHOLE');
7825 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7826 if not (KeyPressed(KEY_LEFT) or KeyPressed(KEY_RIGHT)) then
7827 if GetAIFlag('FALLINHOLE') = '' then
7828 if (not OnLadder()) or (FObj.Vel.Y >= 0) or (OnTopLift()) then
7829 if Rnd(2) then
7830 GoLeft(360)
7831 else
7832 GoRight(360);
7834 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7835 if OnGround() and
7836 CanJumpUp(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*32) and
7837 Rnd(8) then
7838 Jump();
7840 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7841 if OnGround() and NearHole() then
7842 if NearDeepHole() then // Åñëè ýòî áåçäíà
7843 case Random(6) of
7844 0..3: Turn(); // Áåæèì îáðàòíî
7845 4: Jump(); // Ïðûãàåì
7846 5: begin // Ïðûãàåì îáðàòíî
7847 Turn();
7848 Jump();
7849 end;
7850 end
7851 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7852 if GetAIFlag('GOINHOLE') = '' then
7853 case Random(6) of
7854 0: Turn(); // Íå íóæíî òóäà
7855 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7856 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7857 if BorderHole() then
7858 SetAIFlag('GOINHOLE', '1');
7859 end;
7861 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7862 if (not CanRun()) and OnGround() then
7863 begin
7864 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7865 if CanJumpOver() or OnLadder() then
7866 Jump()
7867 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7868 if Random(2) = 0 then
7869 begin
7870 if IsSafeTrigger() then
7871 PressKey(KEY_OPEN);
7872 end else
7873 Turn();
7874 end;
7876 // Îñòàëîñü ìàëî âîçäóõà:
7877 if FAir < 36 * 2 then
7878 Jump(20);
7880 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7881 if (FMegaRulez[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then
7882 if BodyInAcid(0, 0) then
7883 Jump();
7884 end;
7886 function TBot.FullInStep(XInc, YInc: Integer): Boolean;
7887 begin
7888 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
7889 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_STEP, False);
7890 end;
7892 {function TBot.NeedItem(Item: Byte): Byte;
7893 begin
7894 Result := 4;
7895 end;}
7897 procedure TBot.SelectWeapon(Dist: Integer);
7898 var
7899 a: Integer;
7901 function HaveAmmo(weapon: Byte): Boolean;
7902 begin
7903 case weapon of
7904 WEAPON_PISTOL: Result := FAmmo[A_BULLETS] >= 1;
7905 WEAPON_SHOTGUN1: Result := FAmmo[A_SHELLS] >= 1;
7906 WEAPON_SHOTGUN2: Result := FAmmo[A_SHELLS] >= 2;
7907 WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS] >= 10;
7908 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS] >= 1;
7909 WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10;
7910 WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40;
7911 WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1;
7912 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL] >= 1;
7913 else Result := True;
7914 end;
7915 end;
7917 begin
7918 if Dist = -1 then Dist := BOT_LONGDIST;
7920 if Dist > BOT_LONGDIST then
7921 begin // Äàëüíèé áîé
7922 for a := 0 to 9 do
7923 if FWeapon[FDifficult.WeaponPrior[a]] and HaveAmmo(FDifficult.WeaponPrior[a]) then
7924 begin
7925 FSelectedWeapon := FDifficult.WeaponPrior[a];
7926 Break;
7927 end;
7928 end
7929 else //if Dist > BOT_UNSAFEDIST then
7930 begin // Áëèæíèé áîé
7931 for a := 0 to 9 do
7932 if FWeapon[FDifficult.CloseWeaponPrior[a]] and HaveAmmo(FDifficult.CloseWeaponPrior[a]) then
7933 begin
7934 FSelectedWeapon := FDifficult.CloseWeaponPrior[a];
7935 Break;
7936 end;
7937 end;
7938 { else
7939 begin
7940 for a := 0 to 9 do
7941 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7942 begin
7943 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7944 Break;
7945 end;
7946 end;}
7947 end;
7949 function TBot.PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean;
7950 begin
7951 Result := inherited PickItem(ItemType, force, remove);
7953 if Result then SetAIFlag('SELECTWEAPON', '1');
7954 end;
7956 function TBot.Heal(value: Word; Soft: Boolean): Boolean;
7957 begin
7958 Result := inherited Heal(value, Soft);
7959 end;
7961 function TBot.Healthy(): Byte;
7962 begin
7963 if FMegaRulez[MR_INVUL] >= gTime then Result := 3
7964 else if (FHealth > 80) or ((FHealth > 50) and (FArmor > 20)) then Result := 3
7965 else if (FHealth > 50) then Result := 2
7966 else if (FHealth > 20) then Result := 1
7967 else Result := 0;
7968 end;
7970 function TBot.TargetOnScreen(TX, TY: Integer): Boolean;
7971 begin
7972 Result := (Abs(FObj.X-TX) <= Trunc(gPlayerScreenSize.X*0.6)) and
7973 (Abs(FObj.Y-TY) <= Trunc(gPlayerScreenSize.Y*0.6));
7974 end;
7976 procedure TBot.OnDamage(Angle: SmallInt);
7977 var
7978 pla: TPlayer;
7979 mon: TMonster;
7980 ok: Boolean;
7981 begin
7982 inherited;
7984 if (Angle = 0) or (Angle = 180) then
7985 begin
7986 ok := False;
7987 if (g_GetUIDType(FLastSpawnerUID) = UID_PLAYER) and
7988 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER) then
7989 begin // Èãðîê
7990 pla := g_Player_Get(FLastSpawnerUID);
7991 ok := not TargetOnScreen(pla.FObj.X + PLAYER_RECT.X,
7992 pla.FObj.Y + PLAYER_RECT.Y);
7993 end
7994 else
7995 if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and
7996 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then
7997 begin // Ìîíñòð
7998 mon := g_Monsters_ByUID(FLastSpawnerUID);
7999 ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
8000 mon.Obj.Y + mon.Obj.Rect.Y);
8001 end;
8003 if ok then
8004 if Angle = 0 then
8005 SetAIFlag('ATTACKLEFT', '1')
8006 else
8007 SetAIFlag('ATTACKRIGHT', '1');
8008 end;
8009 end;
8011 function TBot.RunDirection(): TDirection;
8012 begin
8013 if Abs(Vel.X) >= 1 then
8014 begin
8015 if Vel.X > 0 then Result := TDirection.D_RIGHT else Result := TDirection.D_LEFT;
8016 end else
8017 Result := FDirection;
8018 end;
8020 function TBot.GetRnd(a: Byte): Boolean;
8021 begin
8022 if a = 0 then Result := False
8023 else if a = 255 then Result := True
8024 else Result := Random(256) > 255-a;
8025 end;
8027 function TBot.GetInterval(a: Byte; radius: SmallInt): SmallInt;
8028 begin
8029 Result := Round((255-a)/255*radius*(Random(2)-1));
8030 end;
8033 procedure TDifficult.save (st: TStream);
8034 begin
8035 utils.writeInt(st, Byte(DiagFire));
8036 utils.writeInt(st, Byte(InvisFire));
8037 utils.writeInt(st, Byte(DiagPrecision));
8038 utils.writeInt(st, Byte(FlyPrecision));
8039 utils.writeInt(st, Byte(Cover));
8040 utils.writeInt(st, Byte(CloseJump));
8041 st.WriteBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
8042 st.WriteBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
8043 end;
8045 procedure TDifficult.load (st: TStream);
8046 begin
8047 DiagFire := utils.readByte(st);
8048 InvisFire := utils.readByte(st);
8049 DiagPrecision := utils.readByte(st);
8050 FlyPrecision := utils.readByte(st);
8051 Cover := utils.readByte(st);
8052 CloseJump := utils.readByte(st);
8053 st.ReadBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
8054 st.ReadBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
8055 end;
8058 procedure TBot.SaveState (st: TStream);
8059 var
8060 i: Integer;
8061 dw: Integer;
8062 begin
8063 inherited SaveState(st);
8064 utils.writeSign(st, 'BOT0');
8065 // Âûáðàííîå îðóæèå
8066 utils.writeInt(st, Byte(FSelectedWeapon));
8067 // UID öåëè
8068 utils.writeInt(st, Word(FTargetUID));
8069 // Âðåìÿ ïîòåðè öåëè
8070 utils.writeInt(st, LongWord(FLastVisible));
8071 // Êîëè÷åñòâî ôëàãîâ ÈÈ
8072 dw := Length(FAIFlags);
8073 utils.writeInt(st, LongInt(dw));
8074 // Ôëàãè ÈÈ
8075 for i := 0 to dw-1 do
8076 begin
8077 utils.writeStr(st, FAIFlags[i].Name, 20);
8078 utils.writeStr(st, FAIFlags[i].Value, 20);
8079 end;
8080 // Íàñòðîéêè ñëîæíîñòè
8081 FDifficult.save(st);
8082 end;
8085 procedure TBot.LoadState (st: TStream);
8086 var
8087 i: Integer;
8088 dw: Integer;
8089 begin
8090 inherited LoadState(st);
8091 if not utils.checkSign(st, 'BOT0') then raise XStreamError.Create('invalid bot signature');
8092 // Âûáðàííîå îðóæèå
8093 FSelectedWeapon := utils.readByte(st);
8094 // UID öåëè
8095 FTargetUID := utils.readWord(st);
8096 // Âðåìÿ ïîòåðè öåëè
8097 FLastVisible := utils.readLongWord(st);
8098 // Êîëè÷åñòâî ôëàãîâ ÈÈ
8099 dw := utils.readLongInt(st);
8100 if (dw < 0) or (dw > 16384) then raise XStreamError.Create('invalid number of bot AI flags');
8101 SetLength(FAIFlags, dw);
8102 // Ôëàãè ÈÈ
8103 for i := 0 to dw-1 do
8104 begin
8105 FAIFlags[i].Name := utils.readStr(st, 20);
8106 FAIFlags[i].Value := utils.readStr(st, 20);
8107 end;
8108 // Íàñòðîéêè ñëîæíîñòè
8109 FDifficult.load(st);
8110 end;
8113 begin
8114 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');
8115 conRegVar('player_indicator_style', @gPlayerIndicatorStyle, 'Visual appearance of indicator', 'Visual appearance of indicator');
8116 end.