DEADSOFTWARE

more flamer tweaks
[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, either version 3 of the License, or
6 * (at your option) any later version.
7 *
8 * This program is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 * GNU General Public License for more details.
12 *
13 * You should have received a copy of the GNU General Public License
14 * along with this program. If not, see <http://www.gnu.org/licenses/>.
15 *)
16 {$MODE DELPHI}
17 unit g_player;
19 interface
21 uses
22 e_graphics, g_playermodel, g_basic, g_textures,
23 g_weapons, g_phys, g_sound, g_saveload, MAPSTRUCT,
24 BinEditor, g_panel;
26 const
27 KEY_LEFT = 1;
28 KEY_RIGHT = 2;
29 KEY_UP = 3;
30 KEY_DOWN = 4;
31 KEY_FIRE = 5;
32 KEY_NEXTWEAPON = 6;
33 KEY_PREVWEAPON = 7;
34 KEY_OPEN = 8;
35 KEY_JUMP = 9;
36 KEY_CHAT = 10;
38 R_ITEM_BACKPACK = 0;
39 R_KEY_RED = 1;
40 R_KEY_GREEN = 2;
41 R_KEY_BLUE = 3;
42 R_BERSERK = 4;
44 MR_SUIT = 0;
45 MR_INVUL = 1;
46 MR_INVIS = 2;
47 MR_MAX = 2;
49 A_BULLETS = 0;
50 A_SHELLS = 1;
51 A_ROCKETS = 2;
52 A_CELLS = 3;
53 A_FUEL = 4;
54 A_HIGH = 4;
56 AmmoLimits: Array [0..1] of Array [A_BULLETS..A_HIGH] of Word =
57 ((200, 50, 50, 300, 100),
58 (400, 100, 100, 600, 200));
60 K_SIMPLEKILL = 0;
61 K_HARDKILL = 1;
62 K_EXTRAHARDKILL = 2;
63 K_FALLKILL = 3;
65 T_RESPAWN = 0;
66 T_SWITCH = 1;
67 T_USE = 2;
68 T_FLAGCAP = 3;
70 TEAM_NONE = 0;
71 TEAM_RED = 1;
72 TEAM_BLUE = 2;
73 TEAM_COOP = 3;
75 SHELL_BULLET = 0;
76 SHELL_SHELL = 1;
77 SHELL_DBLSHELL = 2;
79 ANGLE_NONE = Low(SmallInt);
81 CORPSE_STATE_REMOVEME = 0;
82 CORPSE_STATE_NORMAL = 1;
83 CORPSE_STATE_MESS = 2;
85 PLAYER_RECT: TRectWH = (X:15; Y:12; Width:34; Height:52);
86 PLAYER_RECT_CX = 15+(34 div 2);
87 PLAYER_RECT_CY = 12+(52 div 2);
88 PLAYER_CORPSERECT: TRectWH = (X:15; Y:48; Width:34; Height:16);
90 PLAYER_HP_SOFT = 100;
91 PLAYER_HP_LIMIT = 200;
92 PLAYER_AP_SOFT = 100;
93 PLAYER_AP_LIMIT = 200;
94 SUICIDE_DAMAGE = 112;
96 PLAYER1_DEF_COLOR: TRGB = (R:64; G:175; B:48);
97 PLAYER2_DEF_COLOR: TRGB = (R:96; G:96; B:96);
99 type
100 TPlayerStat = record
101 Ping: Word;
102 Loss: Byte;
103 Name: String;
104 Team: Byte;
105 Frags: SmallInt;
106 Deaths: SmallInt;
107 Lives: Byte;
108 Kills: Word;
109 Color: TRGB;
110 Spectator: Boolean;
111 end;
113 TPlayerStatArray = Array of TPlayerStat;
115 TPlayerSavedState = record
116 Health: Integer;
117 Armor: Integer;
118 Air: Integer;
119 JetFuel: Integer;
120 CurrWeap: Byte;
121 NextWeap: WORD;
122 NextWeapDelay: Byte;
123 Ammo: Array [A_BULLETS..A_HIGH] of Word;
124 MaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
125 Weapon: Array [WP_FIRST..WP_LAST] of Boolean;
126 Rulez: Set of R_ITEM_BACKPACK..R_BERSERK;
127 WaitRecall: Boolean;
128 end;
130 TKeyState = record
131 Pressed: Boolean;
132 Time: Word;
133 end;
135 TPlayer = class (TObject)
136 private
137 FIamBot: Boolean;
138 FUID: Word;
139 FName: String;
140 FTeam: Byte;
141 FLive: Boolean;
142 FSpawned: Boolean;
143 FDirection: TDirection;
144 FHealth: Integer;
145 FLives: Byte;
146 FArmor: Integer;
147 FAir: Integer;
148 FPain: Integer;
149 FPickup: Integer;
150 FKills: Integer;
151 FMonsterKills: Integer;
152 FFrags: Integer;
153 FFragCombo: Byte;
154 FLastFrag: LongWord;
155 FComboEvnt: Integer;
156 FDeath: Integer;
157 FCanJetpack: Boolean;
158 FJetFuel: Integer;
159 FFlag: Byte;
160 FSecrets: Integer;
161 FCurrWeap: Byte;
162 FNextWeap: WORD;
163 FNextWeapDelay: Byte; // frames
164 FBFGFireCounter: SmallInt;
165 FLastSpawnerUID: Word;
166 FLastHit: Byte;
167 FObj: TObj;
168 FXTo, FYTo: Integer;
169 FSpectatePlayer: Integer;
170 FFirePainTime: Integer;
171 FFireAttacker: Word;
173 FSavedState: TPlayerSavedState;
175 FModel: TPlayerModel;
176 FActionPrior: Byte;
177 FActionAnim: Byte;
178 FActionForce: Boolean;
179 FActionChanged: Boolean;
180 FAngle: SmallInt;
181 FFireAngle: SmallInt;
182 FIncCam: Integer;
183 FShellTimer: Integer;
184 FShellType: Byte;
185 FSawSound: TPlayableSound;
186 FSawSoundIdle: TPlayableSound;
187 FSawSoundHit: TPlayableSound;
188 FSawSoundSelect: TPlayableSound;
189 FJetSoundOn: TPlayableSound;
190 FJetSoundOff: TPlayableSound;
191 FJetSoundFly: TPlayableSound;
192 FGodMode: Boolean;
193 FNoTarget: Boolean;
194 FNoReload: Boolean;
195 FJustTeleported: Boolean;
196 FNetTime: LongWord;
198 function CollideLevel(XInc, YInc: Integer): Boolean;
199 function StayOnStep(XInc, YInc: Integer): Boolean;
200 function HeadInLiquid(XInc, YInc: Integer): Boolean;
201 function BodyInLiquid(XInc, YInc: Integer): Boolean;
202 function BodyInAcid(XInc, YInc: Integer): Boolean;
203 function FullInLift(XInc, YInc: Integer): Integer;
204 {procedure CollideItem();}
205 procedure FlySmoke(Times: DWORD = 1);
206 procedure OnFireFlame(Times: DWORD = 1);
207 function GetAmmoByWeapon(Weapon: Byte): Word;
208 procedure SetAction(Action: Byte; Force: Boolean = False);
209 procedure OnDamage(Angle: SmallInt); virtual;
210 function firediry(): Integer;
212 procedure Run(Direction: TDirection);
213 procedure NextWeapon();
214 procedure PrevWeapon();
215 procedure SeeUp();
216 procedure SeeDown();
217 procedure Fire();
218 procedure Jump();
219 procedure Use();
221 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
222 procedure resetWeaponQueue ();
223 function hasAmmoForWeapon (weapon: Byte): Boolean;
225 public
226 FDamageBuffer: Integer;
228 FAmmo: Array [A_BULLETS..A_HIGH] of Word;
229 FMaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
230 FWeapon: Array [WP_FIRST..WP_LAST] of Boolean;
231 FRulez: Set of R_ITEM_BACKPACK..R_BERSERK;
232 FBerserk: Integer;
233 FMegaRulez: Array [MR_SUIT..MR_MAX] of DWORD;
234 FReloading: Array [WP_FIRST..WP_LAST] of Word;
235 FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD;
236 FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState;
237 FColor: TRGB;
238 FPreferredTeam: Byte;
239 FSpectator: Boolean;
240 FNoRespawn: Boolean;
241 FWantsInGame: Boolean;
242 FGhost: Boolean;
243 FPhysics: Boolean;
244 FJetpack: Boolean;
245 FActualModelName: string;
246 FClientID: SmallInt;
247 FPing: Word;
248 FLoss: Byte;
249 FDummy: Boolean;
250 FFireTime: Integer;
252 constructor Create(); virtual;
253 destructor Destroy(); override;
254 procedure Respawn(Silent: Boolean; Force: Boolean = False); virtual;
255 function GetRespawnPoint(): Byte;
256 procedure PressKey(Key: Byte; Time: Word = 1);
257 procedure ReleaseKeys();
258 procedure SetModel(ModelName: String);
259 procedure SetColor(Color: TRGB);
260 procedure SetWeapon(W: Byte);
261 function IsKeyPressed(K: Byte): Boolean;
262 function GetKeys(): Byte;
263 function PickItem(ItemType: Byte; respawn: Boolean; var remove: Boolean): Boolean; virtual;
264 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
265 function Collide(Panel: TPanel): Boolean; overload;
266 function Collide(X, Y: Integer): Boolean; overload;
267 procedure SetDirection(Direction: TDirection);
268 procedure GetSecret();
269 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
270 procedure Touch();
271 procedure Push(vx, vy: Integer);
272 procedure ChangeModel(ModelName: String);
273 procedure SwitchTeam;
274 procedure ChangeTeam(Team: Byte);
275 procedure BFGHit();
276 function GetFlag(Flag: Byte): Boolean;
277 procedure SetFlag(Flag: Byte);
278 function DropFlag(): Boolean;
279 procedure AllRulez(Health: Boolean);
280 procedure RestoreHealthArmor();
281 procedure FragCombo();
282 procedure GiveItem(ItemType: Byte);
283 procedure Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte); virtual;
284 function Heal(value: Word; Soft: Boolean): Boolean; virtual;
285 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
286 procedure MakeBloodSimple(Count: Word);
287 procedure Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
288 procedure Reset(Force: Boolean);
289 procedure Spectate(NoMove: Boolean = False);
290 procedure SwitchNoClip;
291 procedure SoftReset();
292 procedure Draw(); virtual;
293 procedure DrawPain();
294 procedure DrawPickup();
295 procedure DrawRulez();
296 procedure DrawAim();
297 procedure DrawBubble();
298 procedure DrawGUI();
299 procedure Update(); virtual;
300 procedure RememberState();
301 procedure RecallState();
302 procedure SaveState(var Mem: TBinMemoryWriter); virtual;
303 procedure LoadState(var Mem: TBinMemoryReader); virtual;
304 procedure PauseSounds(Enable: Boolean);
305 procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
306 procedure DoLerp(Level: Integer = 2);
307 procedure SetLerp(XTo, YTo: Integer);
308 procedure QueueWeaponSwitch(Weapon: Byte);
309 procedure RealizeCurrentWeapon();
310 procedure JetpackOn;
311 procedure JetpackOff;
312 procedure CatchFire(Attacker: Word);
314 property Name: String read FName write FName;
315 property Model: TPlayerModel read FModel;
316 property Health: Integer read FHealth write FHealth;
317 property Lives: Byte read FLives write FLives;
318 property Armor: Integer read FArmor write FArmor;
319 property Air: Integer read FAir write FAir;
320 property JetFuel: Integer read FJetFuel write FJetFuel;
321 property Frags: Integer read FFrags write FFrags;
322 property Death: Integer read FDeath write FDeath;
323 property Kills: Integer read FKills write FKills;
324 property CurrWeap: Byte read FCurrWeap write FCurrWeap;
325 property MonsterKills: Integer read FMonsterKills write FMonsterKills;
326 property Secrets: Integer read FSecrets;
327 property GodMode: Boolean read FGodMode write FGodMode;
328 property NoTarget: Boolean read FNoTarget write FNoTarget;
329 property NoReload: Boolean read FNoReload write FNoReload;
330 property Live: Boolean read FLive write FLive;
331 property Flag: Byte read FFlag;
332 property Team: Byte read FTeam write FTeam;
333 property Direction: TDirection read FDirection;
334 property GameX: Integer read FObj.X write FObj.X;
335 property GameY: Integer read FObj.Y write FObj.Y;
336 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
337 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
338 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
339 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
340 property Vel: TPoint2i read FObj.Vel;
341 property Obj: TObj read FObj;
342 property IncCam: Integer read FIncCam write FIncCam;
343 property UID: Word read FUID write FUID;
344 property JustTeleported: Boolean read FJustTeleported write FJustTeleported;
345 property NetTime: LongWord read FNetTime write FNetTime;
346 end;
348 TDifficult = record
349 DiagFire: Byte;
350 InvisFire: Byte;
351 DiagPrecision: Byte;
352 FlyPrecision: Byte;
353 Cover: Byte;
354 CloseJump: Byte;
355 WeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
356 CloseWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
357 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
358 end;
360 TAIFlag = record
361 Name: String;
362 Value: String;
363 end;
365 TBot = class (TPlayer)
366 private
367 FSelectedWeapon: Byte;
368 FTargetUID: Word;
369 FLastVisible: DWORD;
370 FAIFlags: Array of TAIFlag;
371 FDifficult: TDifficult;
373 function GetRnd(a: Byte): Boolean;
374 function GetInterval(a: Byte; radius: SmallInt): SmallInt;
375 function RunDirection(): TDirection;
376 function FullInStep(XInc, YInc: Integer): Boolean;
377 //function NeedItem(Item: Byte): Byte;
378 procedure SelectWeapon(Dist: Integer);
379 procedure SetAIFlag(fName, fValue: String20);
380 function GetAIFlag(fName: String20): String20;
381 procedure RemoveAIFlag(fName: String20);
382 function Healthy(): Byte;
383 procedure UpdateMove();
384 procedure UpdateCombat();
385 function KeyPressed(Key: Word): Boolean;
386 procedure ReleaseKey(Key: Byte);
387 function TargetOnScreen(TX, TY: Integer): Boolean;
388 procedure OnDamage(Angle: SmallInt); override;
390 public
391 procedure Respawn(Silent: Boolean; Force: Boolean = False); override;
392 constructor Create(); override;
393 destructor Destroy(); override;
394 procedure Draw(); override;
395 function PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean; override;
396 function Heal(value: Word; Soft: Boolean): Boolean; override;
397 procedure Update(); override;
398 procedure SaveState(var Mem: TBinMemoryWriter); override;
399 procedure LoadState(var Mem: TBinMemoryReader); override;
400 end;
402 TGib = record
403 Live: Boolean;
404 ID: DWORD;
405 MaskID: DWORD;
406 RAngle: Integer;
407 Color: TRGB;
408 Obj: TObj;
409 end;
411 TShell = record
412 SpriteID: DWORD;
413 Live: Boolean;
414 SType: Byte;
415 RAngle: Integer;
416 Timeout: Cardinal;
417 CX, CY: Integer;
418 Obj: TObj;
419 end;
421 TCorpse = class (TObject)
422 private
423 FModelName: String;
424 FMess: Boolean;
425 FState: Byte;
426 FDamage: Byte;
427 FColor: TRGB;
428 FObj: TObj;
429 FAnimation: TAnimation;
430 FAnimationMask: TAnimation;
432 public
433 constructor Create(X, Y: Integer; ModelName: String; aMess: Boolean);
434 destructor Destroy(); override;
435 procedure Damage(Value: Word; vx, vy: Integer);
436 procedure Update();
437 procedure Draw();
438 procedure SaveState(var Mem: TBinMemoryWriter);
439 procedure LoadState(var Mem: TBinMemoryReader);
441 property Obj: TObj read FObj;
442 property State: Byte read FState;
443 property Mess: Boolean read FMess;
444 end;
446 TTeamStat = Array [TEAM_RED..TEAM_BLUE] of
447 record
448 Goals: SmallInt;
449 end;
451 var
452 gPlayers: Array of TPlayer;
453 gCorpses: Array of TCorpse;
454 gGibs: Array of TGib;
455 gShells: Array of TShell;
456 gTeamStat: TTeamStat;
457 gFly: Boolean = False;
458 gAimLine: Boolean = False;
459 gChatBubble: Byte = 0;
460 gNumBots: Word = 0;
461 gLMSPID1: Word = 0;
462 gLMSPID2: Word = 0;
463 MAX_RUNVEL: Integer = 8;
464 VEL_JUMP: Integer = 10;
465 SHELL_TIMEOUT: Cardinal = 60000;
467 function Lerp(X, Y, Factor: Integer): Integer;
469 procedure g_Gibs_SetMax(Count: Word);
470 function g_Gibs_GetMax(): Word;
471 procedure g_Corpses_SetMax(Count: Word);
472 function g_Corpses_GetMax(): Word;
473 procedure g_Shells_SetMax(Count: Word);
474 function g_Shells_GetMax(): Word;
476 procedure g_Player_Init();
477 procedure g_Player_Free();
478 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
479 function g_Player_CreateFromState(var Mem: TBinMemoryReader): Word;
480 procedure g_Player_Remove(UID: Word);
481 procedure g_Player_ResetTeams();
482 procedure g_Player_UpdateAll();
483 procedure g_Player_DrawAll();
484 procedure g_Player_DrawDebug(p: TPlayer);
485 procedure g_Player_DrawHealth();
486 procedure g_Player_RememberAll();
487 procedure g_Player_ResetAll(Force, Silent: Boolean);
488 function g_Player_Get(UID: Word): TPlayer;
489 function g_Player_GetCount(): Byte;
490 function g_Player_GetStats(): TPlayerStatArray;
491 function g_Player_ValidName(Name: String): Boolean;
492 procedure g_Player_CreateCorpse(Player: TPlayer);
493 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: String; fColor: TRGB);
494 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
495 procedure g_Player_UpdatePhysicalObjects();
496 procedure g_Player_DrawCorpses();
497 procedure g_Player_DrawShells();
498 procedure g_Player_RemoveAllCorpses();
499 procedure g_Player_Corpses_SaveState(var Mem: TBinMemoryWriter);
500 procedure g_Player_Corpses_LoadState(var Mem: TBinMemoryReader);
501 procedure g_Bot_Add(Team, Difficult: Byte);
502 procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1);
503 procedure g_Bot_MixNames();
504 procedure g_Bot_RemoveAll();
506 implementation
508 uses
509 e_log, g_map, g_items, g_console, SysUtils, g_gfx, Math,
510 g_options, g_triggers, g_menu, MAPDEF, g_game,
511 wadreader, g_main, g_monsters, CONFIG, g_language, g_net, g_netmsg;
513 type
514 TBotProfile = record
515 name: ShortString;
516 model: ShortString;
517 team: Byte;
518 color: TRGB;
519 diag_fire: Byte;
520 invis_fire: Byte;
521 diag_precision: Byte;
522 fly_precision: Byte;
523 cover: Byte;
524 close_jump: Byte;
525 w_prior1: Array [WP_FIRST..WP_LAST] of Byte;
526 w_prior2: Array [WP_FIRST..WP_LAST] of Byte;
527 w_prior3: Array [WP_FIRST..WP_LAST] of Byte;
528 end;
530 const
531 TIME_RESPAWN1 = 1500;
532 TIME_RESPAWN2 = 2000;
533 TIME_RESPAWN3 = 3000;
534 AIR_DEF = 360;
535 AIR_MAX = 1091;
536 JET_MAX = 540; // ~30 sec
537 PLAYER_SUIT_TIME = 30000;
538 PLAYER_INVUL_TIME = 30000;
539 PLAYER_INVIS_TIME = 35000;
540 FRAG_COMBO_TIME = 3000;
541 VEL_SW = 4;
542 VEL_FLY = 6;
543 ANGLE_RIGHTUP = 55;
544 ANGLE_RIGHTDOWN = -35;
545 ANGLE_LEFTUP = 125;
546 ANGLE_LEFTDOWN = -145;
547 PLAYER_HEADRECT: TRectWH = (X:24; Y:12; Width:20; Height:12);
548 WEAPONPOINT: Array [TDirection] of TPoint = ((X:16; Y:32), (X:47; Y:32));
549 BOT_MAXJUMP = 84;
550 BOT_LONGDIST = 300;
551 BOT_UNSAFEDIST = 128;
552 TEAMCOLOR: Array [TEAM_RED..TEAM_BLUE] of TRGB = ((R:255; G:0; B:0),
553 (R:0; G:0; B:255));
554 DIFFICULT_EASY: TDifficult = (DiagFire: 32; InvisFire: 32; DiagPrecision: 32;
555 FlyPrecision: 32; Cover: 32; CloseJump: 32;
556 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
557 DIFFICULT_MEDIUM: TDifficult = (DiagFire: 127; InvisFire: 127; DiagPrecision: 127;
558 FlyPrecision: 127; Cover: 127; CloseJump: 127;
559 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
560 DIFFICULT_HARD: TDifficult = (DiagFire: 255; InvisFire: 255; DiagPrecision: 255;
561 FlyPrecision: 255; Cover: 255; CloseJump: 255;
562 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
563 WEAPON_PRIOR1: Array [WP_FIRST..WP_LAST] of Byte =
564 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
565 WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
566 WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER,
567 WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
568 WEAPON_PRIOR2: Array [WP_FIRST..WP_LAST] of Byte =
569 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
570 WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
571 WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1,
572 WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
573 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
574 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
575 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
576 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
577 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
578 WEAPON_RELOAD: Array [WP_FIRST..WP_LAST] of Byte =
579 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
581 PLAYER_SIGNATURE = $52594C50; // 'PLYR'
582 CORPSE_SIGNATURE = $50524F43; // 'CORP'
584 BOTNAMES_FILENAME = 'botnames.txt';
585 BOTLIST_FILENAME = 'botlist.txt';
587 var
588 MaxGibs: Word = 150;
589 MaxCorpses: Word = 20;
590 MaxShells: Word = 300;
591 CurrentGib: Integer = 0;
592 CurrentShell: Integer = 0;
593 BotNames: Array of String;
594 BotList: Array of TBotProfile;
596 function Lerp(X, Y, Factor: Integer): Integer;
597 begin
598 Result := X + ((Y - X) div Factor);
599 end;
601 function SameTeam(UID1, UID2: Word): Boolean;
602 begin
603 Result := False;
605 if (UID1 > UID_MAX_PLAYER) or (UID1 <= UID_MAX_GAME) or
606 (UID2 > UID_MAX_PLAYER) or (UID2 <= UID_MAX_GAME) then Exit;
608 if (g_Player_Get(UID1) = nil) or (g_Player_Get(UID2) = nil) then Exit;
610 if ((g_Player_Get(UID1).Team = TEAM_NONE) or
611 (g_Player_Get(UID2).Team = TEAM_NONE)) then Exit;
613 Result := g_Player_Get(UID1).FTeam = g_Player_Get(UID2).FTeam;
614 end;
616 procedure g_Gibs_SetMax(Count: Word);
617 begin
618 MaxGibs := Count;
619 SetLength(gGibs, Count);
621 if CurrentGib >= Count then
622 CurrentGib := 0;
623 end;
625 function g_Gibs_GetMax(): Word;
626 begin
627 Result := MaxGibs;
628 end;
630 procedure g_Shells_SetMax(Count: Word);
631 begin
632 MaxShells := Count;
633 SetLength(gShells, Count);
635 if CurrentShell >= Count then
636 CurrentShell := 0;
637 end;
639 function g_Shells_GetMax(): Word;
640 begin
641 Result := MaxShells;
642 end;
645 procedure g_Corpses_SetMax(Count: Word);
646 begin
647 MaxCorpses := Count;
648 SetLength(gCorpses, Count);
649 end;
651 function g_Corpses_GetMax(): Word;
652 begin
653 Result := MaxCorpses;
654 end;
656 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
657 var
658 a: Integer;
659 ok: Boolean;
660 begin
661 Result := 0;
663 ok := False;
664 a := 0;
666 // Åñòü ëè ìåñòî â gPlayers:
667 if gPlayers <> nil then
668 for a := 0 to High(gPlayers) do
669 if gPlayers[a] = nil then
670 begin
671 ok := True;
672 Break;
673 end;
675 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
676 if not ok then
677 begin
678 SetLength(gPlayers, Length(gPlayers)+1);
679 a := High(gPlayers);
680 end;
682 // Ñîçäàåì îáúåêò èãðîêà:
683 if Bot then
684 gPlayers[a] := TBot.Create()
685 else
686 gPlayers[a] := TPlayer.Create();
689 gPlayers[a].FActualModelName := ModelName;
690 gPlayers[a].SetModel(ModelName);
692 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
693 if gPlayers[a].FModel = nil then
694 begin
695 gPlayers[a].Free();
696 gPlayers[a] := nil;
697 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [ModelName]));
698 Exit;
699 end;
701 if not (Team in [TEAM_RED, TEAM_BLUE]) then
702 if Random(2) = 0 then
703 Team := TEAM_RED
704 else
705 Team := TEAM_BLUE;
706 gPlayers[a].FPreferredTeam := Team;
708 case gGameSettings.GameMode of
709 GM_DM: gPlayers[a].FTeam := TEAM_NONE;
710 GM_TDM,
711 GM_CTF: gPlayers[a].FTeam := gPlayers[a].FPreferredTeam;
712 GM_SINGLE,
713 GM_COOP: gPlayers[a].FTeam := TEAM_COOP;
714 end;
716 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
717 gPlayers[a].FColor := Color;
718 if gPlayers[a].FTeam in [TEAM_RED, TEAM_BLUE] then
719 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
720 else
721 gPlayers[a].FModel.Color := Color;
723 gPlayers[a].FUID := g_CreateUID(UID_PLAYER);
724 gPlayers[a].FLive := False;
726 Result := gPlayers[a].FUID;
727 end;
729 function g_Player_CreateFromState(var Mem: TBinMemoryReader): Word;
730 var
731 a, i: Integer;
732 ok, Bot: Boolean;
733 sig: DWORD;
734 b: Byte;
735 begin
736 Result := 0;
737 if Mem = nil then
738 Exit;
740 // Ñèãíàòóðà èãðîêà:
741 Mem.ReadDWORD(sig);
742 if sig <> PLAYER_SIGNATURE then // 'PLYR'
743 begin
744 raise EBinSizeError.Create('g_Player_CreateFromState: Wrong Player Signature');
745 end;
747 // Áîò èëè ÷åëîâåê:
748 Mem.ReadBoolean(Bot);
750 ok := False;
751 a := 0;
753 // Åñòü ëè ìåñòî â gPlayers:
754 if gPlayers <> nil then
755 for a := 0 to High(gPlayers) do
756 if gPlayers[a] = nil then
757 begin
758 ok := True;
759 Break;
760 end;
762 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
763 if not ok then
764 begin
765 SetLength(gPlayers, Length(gPlayers)+1);
766 a := High(gPlayers);
767 end;
769 // Ñîçäàåì îáúåêò èãðîêà:
770 if Bot then
771 gPlayers[a] := TBot.Create()
772 else
773 gPlayers[a] := TPlayer.Create();
774 gPlayers[a].FIamBot := Bot;
775 gPlayers[a].FPhysics := True;
777 // UID èãðîêà:
778 Mem.ReadWord(gPlayers[a].FUID);
779 // Èìÿ èãðîêà:
780 Mem.ReadString(gPlayers[a].FName);
781 // Êîìàíäà:
782 Mem.ReadByte(gPlayers[a].FTeam);
783 gPlayers[a].FPreferredTeam := gPlayers[a].FTeam;
784 // Æèâ ëè:
785 Mem.ReadBoolean(gPlayers[a].FLive);
786 // Èçðàñõîäîâàë ëè âñå æèçíè:
787 Mem.ReadBoolean(gPlayers[a].FNoRespawn);
788 // Íàïðàâëåíèå:
789 Mem.ReadByte(b);
790 if b = 1 then
791 gPlayers[a].FDirection := D_LEFT
792 else // b = 2
793 gPlayers[a].FDirection := D_RIGHT;
794 // Çäîðîâüå:
795 Mem.ReadInt(gPlayers[a].FHealth);
796 // Æèçíè:
797 Mem.ReadByte(gPlayers[a].FLives);
798 // Áðîíÿ:
799 Mem.ReadInt(gPlayers[a].FArmor);
800 // Çàïàñ âîçäóõà:
801 Mem.ReadInt(gPlayers[a].FAir);
802 // Çàïàñ ãîðþ÷åãî:
803 Mem.ReadInt(gPlayers[a].FJetFuel);
804 // Áîëü:
805 Mem.ReadInt(gPlayers[a].FPain);
806 // Óáèë:
807 Mem.ReadInt(gPlayers[a].FKills);
808 // Óáèë ìîíñòðîâ:
809 Mem.ReadInt(gPlayers[a].FMonsterKills);
810 // Ôðàãîâ:
811 Mem.ReadInt(gPlayers[a].FFrags);
812 // Ôðàãîâ ïîäðÿä:
813 Mem.ReadByte(gPlayers[a].FFragCombo);
814 // Âðåìÿ ïîñëåäíåãî ôðàãà:
815 Mem.ReadDWORD(gPlayers[a].FLastFrag);
816 // Ñìåðòåé:
817 Mem.ReadInt(gPlayers[a].FDeath);
818 // Êàêîé ôëàã íåñåò:
819 Mem.ReadByte(gPlayers[a].FFlag);
820 // Íàøåë ñåêðåòîâ:
821 Mem.ReadInt(gPlayers[a].FSecrets);
822 // Òåêóùåå îðóæèå:
823 Mem.ReadByte(gPlayers[a].FCurrWeap);
824 // Ñëåäóþùåå æåëàåìîå îðóæèå:
825 Mem.ReadWord(gPlayers[a].FNextWeap);
826 // ...è ïàóçà:
827 Mem.ReadByte(gPlayers[a].FNextWeapDelay);
828 // Âðåìÿ çàðÿäêè BFG:
829 Mem.ReadSmallInt(gPlayers[a].FBFGFireCounter);
830 // Áóôåð óðîíà:
831 Mem.ReadInt(gPlayers[a].FDamageBuffer);
832 // Ïîñëåäíèé óäàðèâøèé:
833 Mem.ReadWord(gPlayers[a].FLastSpawnerUID);
834 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
835 Mem.ReadByte(gPlayers[a].FLastHit);
836 // Îáúåêò èãðîêà:
837 Obj_LoadState(@gPlayers[a].FObj, Mem);
838 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
839 for i := A_BULLETS to A_HIGH do
840 Mem.ReadWord(gPlayers[a].FAmmo[i]);
841 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
842 for i := A_BULLETS to A_HIGH do
843 Mem.ReadWord(gPlayers[a].FMaxAmmo[i]);
844 // Íàëè÷èå îðóæèÿ:
845 for i := WP_FIRST to WP_LAST do
846 Mem.ReadBoolean(gPlayers[a].FWeapon[i]);
847 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
848 for i := WP_FIRST to WP_LAST do
849 Mem.ReadWord(gPlayers[a].FReloading[i]);
850 // Íàëè÷èå ðþêçàêà:
851 Mem.ReadByte(b);
852 if b = 1 then
853 Include(gPlayers[a].FRulez, R_ITEM_BACKPACK);
854 // Íàëè÷èå êðàñíîãî êëþ÷à:
855 Mem.ReadByte(b);
856 if b = 1 then
857 Include(gPlayers[a].FRulez, R_KEY_RED);
858 // Íàëè÷èå çåëåíîãî êëþ÷à:
859 Mem.ReadByte(b);
860 if b = 1 then
861 Include(gPlayers[a].FRulez, R_KEY_GREEN);
862 // Íàëè÷èå ñèíåãî êëþ÷à:
863 Mem.ReadByte(b);
864 if b = 1 then
865 Include(gPlayers[a].FRulez, R_KEY_BLUE);
866 // Íàëè÷èå áåðñåðêà:
867 Mem.ReadByte(b);
868 if b = 1 then
869 Include(gPlayers[a].FRulez, R_BERSERK);
870 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
871 for i := MR_SUIT to MR_MAX do
872 Mem.ReadDWORD(gPlayers[a].FMegaRulez[i]);
873 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
874 for i := T_RESPAWN to T_FLAGCAP do
875 Mem.ReadDWORD(gPlayers[a].FTime[i]);
877 // Íàçâàíèå ìîäåëè:
878 Mem.ReadString(gPlayers[a].FActualModelName);
879 // Öâåò ìîäåëè:
880 Mem.ReadByte(gPlayers[a].FColor.R);
881 Mem.ReadByte(gPlayers[a].FColor.G);
882 Mem.ReadByte(gPlayers[a].FColor.B);
883 // Îáíîâëÿåì ìîäåëü èãðîêà:
884 gPlayers[a].SetModel(gPlayers[a].FActualModelName);
886 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
887 if gPlayers[a].FModel = nil then
888 begin
889 gPlayers[a].Free();
890 gPlayers[a] := nil;
891 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [gPlayers[a].FActualModelName]));
892 Exit;
893 end;
895 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
896 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
897 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
898 else
899 gPlayers[a].FModel.Color := gPlayers[a].FColor;
901 Result := gPlayers[a].FUID;
902 end;
904 procedure g_Player_ResetTeams();
905 var
906 a: Integer;
907 begin
908 if g_Game_IsClient then
909 Exit;
910 if gPlayers = nil then
911 Exit;
912 for a := Low(gPlayers) to High(gPlayers) do
913 if gPlayers[a] <> nil then
914 case gGameSettings.GameMode of
915 GM_DM:
916 gPlayers[a].ChangeTeam(TEAM_NONE);
917 GM_TDM, GM_CTF:
918 if not (gPlayers[a].Team in [TEAM_RED, TEAM_BLUE]) then
919 if gPlayers[a].FPreferredTeam in [TEAM_RED, TEAM_BLUE] then
920 gPlayers[a].ChangeTeam(gPlayers[a].FPreferredTeam)
921 else
922 if a mod 2 = 0 then
923 gPlayers[a].ChangeTeam(TEAM_RED)
924 else
925 gPlayers[a].ChangeTeam(TEAM_BLUE);
926 GM_SINGLE,
927 GM_COOP:
928 gPlayers[a].ChangeTeam(TEAM_COOP);
929 end;
930 end;
932 procedure g_Bot_Add(Team, Difficult: Byte);
933 var
934 m: SArray;
935 _name, _model: String;
936 a, tr, tb: Integer;
937 begin
938 if not g_Game_IsServer then Exit;
940 // Ñïèñîê íàçâàíèé ìîäåëåé:
941 m := g_PlayerModel_GetNames();
942 if m = nil then
943 Exit;
945 // Êîìàíäà:
946 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
947 Team := TEAM_COOP // COOP
948 else
949 if gGameSettings.GameMode = GM_DM then
950 Team := TEAM_NONE // DM
951 else
952 if Team = TEAM_NONE then // CTF / TDM
953 begin
954 // Àâòîáàëàíñ êîìàíä:
955 tr := 0;
956 tb := 0;
958 for a := 0 to High(gPlayers) do
959 if gPlayers[a] <> nil then
960 begin
961 if gPlayers[a].Team = TEAM_RED then
962 Inc(tr)
963 else
964 if gPlayers[a].Team = TEAM_BLUE then
965 Inc(tb);
966 end;
968 if tr > tb then
969 Team := TEAM_BLUE
970 else
971 if tb > tr then
972 Team := TEAM_RED
973 else // tr = tb
974 if Random(2) = 0 then
975 Team := TEAM_RED
976 else
977 Team := TEAM_BLUE;
978 end;
980 // Âûáèðàåì áîòó èìÿ:
981 _name := '';
982 if BotNames <> nil then
983 for a := 0 to High(BotNames) do
984 if g_Player_ValidName(BotNames[a]) then
985 begin
986 _name := BotNames[a];
987 Break;
988 end;
990 // Èìåíè íåò, çàäàåì ñëó÷àéíîå:
991 if _name = '' then
992 repeat
993 _name := Format('DFBOT%.2d', [Random(100)]);
994 until g_Player_ValidName(_name);
996 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
997 _model := m[Random(Length(m))];
999 // Ñîçäàåì áîòà:
1000 with g_Player_Get(g_Player_Create(_model,
1001 _RGB(Min(Random(9)*32, 255),
1002 Min(Random(9)*32, 255),
1003 Min(Random(9)*32, 255)),
1004 Team, True)) as TBot do
1005 begin
1006 Name := _name;
1008 case Difficult of
1009 1: FDifficult := DIFFICULT_EASY;
1010 2: FDifficult := DIFFICULT_MEDIUM;
1011 else FDifficult := DIFFICULT_HARD;
1012 end;
1014 for a := WP_FIRST to WP_LAST do
1015 begin
1016 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
1017 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
1018 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1019 end;
1021 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1023 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1024 if g_Game_IsServer and (gGameSettings.MaxLives > 0) then
1025 Spectate();
1026 end;
1027 end;
1029 procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1);
1030 var
1031 m: SArray;
1032 _name, _model: String;
1033 a: Integer;
1034 begin
1035 if not g_Game_IsServer then Exit;
1037 // Ñïèñîê íàçâàíèé ìîäåëåé:
1038 m := g_PlayerModel_GetNames();
1039 if m = nil then
1040 Exit;
1042 // Êîìàíäà:
1043 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1044 Team := TEAM_COOP // COOP
1045 else
1046 if gGameSettings.GameMode = GM_DM then
1047 Team := TEAM_NONE // DM
1048 else
1049 if Team = TEAM_NONE then
1050 Team := BotList[num].team; // CTF / TDM
1052 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1053 lName := AnsiLowerCase(lName);
1054 if (num < 0) or (num > Length(BotList)-1) then
1055 num := -1;
1056 if (num = -1) and (lName <> '') and (BotList <> nil) then
1057 for a := 0 to High(BotList) do
1058 if AnsiLowerCase(BotList[a].name) = lName then
1059 begin
1060 num := a;
1061 Break;
1062 end;
1063 if num = -1 then
1064 Exit;
1066 // Èìÿ áîòà:
1067 _name := BotList[num].name;
1068 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1069 if not g_Player_ValidName(_name) then
1070 repeat
1071 _name := Format('DFBOT%.2d', [Random(100)]);
1072 until g_Player_ValidName(_name);
1074 // Ìîäåëü:
1075 _model := BotList[num].model;
1076 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1077 if not InSArray(_model, m) then
1078 _model := m[Random(Length(m))];
1080 // Ñîçäàåì áîòà:
1081 with g_Player_Get(g_Player_Create(_model, BotList[num].color, Team, True)) as TBot do
1082 begin
1083 Name := _name;
1085 FDifficult.DiagFire := BotList[num].diag_fire;
1086 FDifficult.InvisFire := BotList[num].invis_fire;
1087 FDifficult.DiagPrecision := BotList[num].diag_precision;
1088 FDifficult.FlyPrecision := BotList[num].fly_precision;
1089 FDifficult.Cover := BotList[num].cover;
1090 FDifficult.CloseJump := BotList[num].close_jump;
1092 for a := WP_FIRST to WP_LAST do
1093 begin
1094 FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
1095 FDifficult.CloseWeaponPrior[a] := BotList[num].w_prior2[a];
1096 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1097 end;
1099 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1101 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1102 end;
1103 end;
1105 procedure g_Bot_RemoveAll();
1106 var
1107 a: Integer;
1108 begin
1109 if not g_Game_IsServer then Exit;
1110 if gPlayers = nil then Exit;
1112 for a := 0 to High(gPlayers) do
1113 if gPlayers[a] <> nil then
1114 if gPlayers[a] is TBot then
1115 begin
1116 gPlayers[a].Lives := 0;
1117 gPlayers[a].Kill(K_SIMPLEKILL, 0, HIT_DISCON);
1118 g_Console_Add(Format(_lc[I_PLAYER_LEAVE], [gPlayers[a].Name]), True);
1119 g_Player_Remove(gPlayers[a].FUID);
1120 end;
1122 g_Bot_MixNames();
1123 end;
1125 procedure g_Bot_MixNames();
1126 var
1127 s: String;
1128 a, b: Integer;
1129 begin
1130 if BotNames <> nil then
1131 for a := 0 to High(BotNames) do
1132 begin
1133 b := Random(Length(BotNames));
1134 s := BotNames[a];
1135 Botnames[a] := BotNames[b];
1136 BotNames[b] := s;
1137 end;
1138 end;
1140 procedure g_Player_Remove(UID: Word);
1141 var
1142 i: Integer;
1143 begin
1144 if gPlayers = nil then Exit;
1146 if g_Game_IsServer and g_Game_IsNet then
1147 MH_SEND_PlayerDelete(UID);
1149 for i := 0 to High(gPlayers) do
1150 if gPlayers[i] <> nil then
1151 if gPlayers[i].FUID = UID then
1152 begin
1153 if gPlayers[i] is TPlayer then
1154 TPlayer(gPlayers[i]).Free()
1155 else
1156 TBot(gPlayers[i]).Free();
1157 gPlayers[i] := nil;
1158 Exit;
1159 end;
1160 end;
1162 procedure g_Player_Init();
1163 var
1164 F: TextFile;
1165 s: String;
1166 a, b: Integer;
1167 config: TConfig;
1168 sa: SArray;
1169 begin
1170 BotNames := nil;
1172 if not FileExists(DataDir + BOTNAMES_FILENAME) then
1173 Exit;
1175 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1176 AssignFile(F, DataDir + BOTNAMES_FILENAME);
1177 Reset(F);
1179 while not EOF(F) do
1180 begin
1181 ReadLn(F, s);
1183 s := Trim(s);
1184 if s = '' then
1185 Continue;
1187 SetLength(BotNames, Length(BotNames)+1);
1188 BotNames[High(BotNames)] := s;
1189 end;
1191 CloseFile(F);
1193 // Ïåðåìåøèâàåì èõ:
1194 g_Bot_MixNames();
1196 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1197 config := TConfig.CreateFile(DataDir + BOTLIST_FILENAME);
1198 BotList := nil;
1199 a := 0;
1201 while config.SectionExists(IntToStr(a)) do
1202 begin
1203 SetLength(BotList, Length(BotList)+1);
1205 with BotList[High(BotList)] do
1206 begin
1207 // Èìÿ áîòà:
1208 name := config.ReadStr(IntToStr(a), 'name', '');
1209 // Ìîäåëü:
1210 model := config.ReadStr(IntToStr(a), 'model', '');
1211 // Êîìàíäà:
1212 if config.ReadStr(IntToStr(a), 'team', 'red') = 'red' then
1213 team := TEAM_RED
1214 else
1215 team := TEAM_BLUE;
1216 // Öâåò ìîäåëè:
1217 sa := parse(config.ReadStr(IntToStr(a), 'color', ''));
1218 color.R := StrToIntDef(sa[0], 0);
1219 color.G := StrToIntDef(sa[1], 0);
1220 color.B := StrToIntDef(sa[2], 0);
1221 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1222 diag_fire := config.ReadInt(IntToStr(a), 'diag_fire', 0);
1223 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1224 invis_fire := config.ReadInt(IntToStr(a), 'invis_fire', 0);
1225 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1226 diag_precision := config.ReadInt(IntToStr(a), 'diag_precision', 0);
1227 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1228 fly_precision := config.ReadInt(IntToStr(a), 'fly_precision', 0);
1229 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1230 cover := config.ReadInt(IntToStr(a), 'cover', 0);
1231 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1232 close_jump := config.ReadInt(IntToStr(a), 'close_jump', 0);
1233 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1234 sa := parse(config.ReadStr(IntToStr(a), 'w_prior1', ''));
1235 if Length(sa) = 10 then
1236 for b := 0 to 9 do
1237 w_prior1[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1238 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1239 sa := parse(config.ReadStr(IntToStr(a), 'w_prior2', ''));
1240 if Length(sa) = 10 then
1241 for b := 0 to 9 do
1242 w_prior2[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1244 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1245 if Length(sa) = 10 then
1246 for b := 0 to 9 do
1247 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1248 end;
1250 a := a + 1;
1251 end;
1253 config.Free();
1254 end;
1256 procedure g_Player_Free();
1257 var
1258 i: Integer;
1259 begin
1260 if gPlayers <> nil then
1261 begin
1262 for i := 0 to High(gPlayers) do
1263 if gPlayers[i] <> nil then
1264 begin
1265 if gPlayers[i] is TPlayer then
1266 TPlayer(gPlayers[i]).Free()
1267 else
1268 TBot(gPlayers[i]).Free();
1269 gPlayers[i] := nil;
1270 end;
1272 gPlayers := nil;
1273 end;
1275 gPlayer1 := nil;
1276 gPlayer2 := nil;
1277 end;
1279 procedure g_Player_UpdateAll();
1280 var
1281 i: Integer;
1282 begin
1283 if gPlayers = nil then Exit;
1285 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1286 for i := 0 to High(gPlayers) do
1287 begin
1288 if gPlayers[i] <> nil then
1289 begin
1290 if gPlayers[i] is TPlayer then
1291 begin
1292 gPlayers[i].Update();
1293 gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1294 end
1295 else
1296 begin
1297 // bot updates weapons in `UpdateCombat()`
1298 TBot(gPlayers[i]).Update();
1299 end;
1300 end;
1301 end;
1302 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1303 end;
1305 procedure g_Player_DrawAll();
1306 var
1307 i: Integer;
1308 begin
1309 if gPlayers = nil then Exit;
1311 for i := 0 to High(gPlayers) do
1312 if gPlayers[i] <> nil then
1313 if gPlayers[i] is TPlayer then gPlayers[i].Draw()
1314 else TBot(gPlayers[i]).Draw();
1315 end;
1317 procedure g_Player_DrawDebug(p: TPlayer);
1318 var
1319 fW, fH: Byte;
1320 begin
1321 if p = nil then Exit;
1322 if (@p.FObj) = nil then Exit;
1324 e_TextureFontGetSize(gStdFont, fW, fH);
1326 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p.FObj.X), gStdFont);
1327 e_TextureFontPrint(0, fH , 'Pos Y: ' + IntToStr(p.FObj.Y), gStdFont);
1328 e_TextureFontPrint(0, fH * 2, 'Vel X: ' + IntToStr(p.FObj.Vel.X), gStdFont);
1329 e_TextureFontPrint(0, fH * 3, 'Vel Y: ' + IntToStr(p.FObj.Vel.Y), gStdFont);
1330 e_TextureFontPrint(0, fH * 4, 'Acc X: ' + IntToStr(p.FObj.Accel.X), gStdFont);
1331 e_TextureFontPrint(0, fH * 5, 'Acc Y: ' + IntToStr(p.FObj.Accel.Y), gStdFont);
1332 end;
1334 procedure g_Player_DrawHealth();
1335 var
1336 i: Integer;
1337 fW, fH: Byte;
1338 begin
1339 if gPlayers = nil then Exit;
1340 e_TextureFontGetSize(gStdFont, fW, fH);
1342 for i := 0 to High(gPlayers) do
1343 if gPlayers[i] <> nil then
1344 begin
1345 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1346 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH * 2,
1347 IntToStr(gPlayers[i].FHealth), gStdFont);
1348 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1349 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH,
1350 IntToStr(gPlayers[i].FArmor), gStdFont);
1351 end;
1352 end;
1354 function g_Player_Get(UID: Word): TPlayer;
1355 var
1356 a: Integer;
1357 begin
1358 Result := nil;
1360 if gPlayers = nil then
1361 Exit;
1363 for a := 0 to High(gPlayers) do
1364 if gPlayers[a] <> nil then
1365 if gPlayers[a].FUID = UID then
1366 begin
1367 Result := gPlayers[a];
1368 Exit;
1369 end;
1370 end;
1372 function g_Player_GetCount(): Byte;
1373 var
1374 a: Integer;
1375 begin
1376 Result := 0;
1378 if gPlayers = nil then
1379 Exit;
1381 for a := 0 to High(gPlayers) do
1382 if gPlayers[a] <> nil then
1383 Result := Result + 1;
1384 end;
1386 function g_Player_GetStats(): TPlayerStatArray;
1387 var
1388 a: Integer;
1389 begin
1390 Result := nil;
1392 if gPlayers = nil then Exit;
1394 for a := 0 to High(gPlayers) do
1395 if gPlayers[a] <> nil then
1396 begin
1397 SetLength(Result, Length(Result)+1);
1398 with Result[High(Result)] do
1399 begin
1400 Ping := gPlayers[a].FPing;
1401 Loss := gPlayers[a].FLoss;
1402 Name := gPlayers[a].FName;
1403 Team := gPlayers[a].FTeam;
1404 Frags := gPlayers[a].FFrags;
1405 Deaths := gPlayers[a].FDeath;
1406 Kills := gPlayers[a].FKills;
1407 Color := gPlayers[a].FModel.Color;
1408 Lives := gPlayers[a].FLives;
1409 Spectator := gPlayers[a].FSpectator;
1410 end;
1411 end;
1412 end;
1414 procedure g_Player_RememberAll;
1415 var
1416 i: Integer;
1417 begin
1418 for i := Low(gPlayers) to High(gPlayers) do
1419 if (gPlayers[i] <> nil) and gPlayers[i].Live then
1420 gPlayers[i].RememberState;
1421 end;
1423 procedure g_Player_ResetAll(Force, Silent: Boolean);
1424 var
1425 i: Integer;
1426 begin
1427 gTeamStat[TEAM_RED].Goals := 0;
1428 gTeamStat[TEAM_BLUE].Goals := 0;
1430 if gPlayers <> nil then
1431 for i := 0 to High(gPlayers) do
1432 if gPlayers[i] <> nil then
1433 begin
1434 gPlayers[i].Reset(Force);
1436 if gPlayers[i] is TPlayer then
1437 begin
1438 if (not gPlayers[i].FSpectator) or gPlayers[i].FWantsInGame then
1439 gPlayers[i].Respawn(Silent)
1440 else
1441 gPlayers[i].Spectate();
1442 end
1443 else
1444 TBot(gPlayers[i]).Respawn(Silent);
1445 end;
1446 end;
1448 procedure g_Player_CreateCorpse(Player: TPlayer);
1449 var
1450 find_id: DWORD;
1451 ok: Boolean;
1452 begin
1453 if Player.Live then
1454 Exit;
1455 if Player.FObj.Y >= gMapInfo.Height+128 then
1456 Exit;
1458 with Player do
1459 begin
1460 if (FHealth >= -50) or (gGibsCount = 0) then
1461 begin
1462 if (gCorpses = nil) or (Length(gCorpses) = 0) then
1463 Exit;
1465 ok := False;
1466 for find_id := 0 to High(gCorpses) do
1467 if gCorpses[find_id] = nil then
1468 begin
1469 ok := True;
1470 Break;
1471 end;
1473 if not ok then
1474 find_id := Random(Length(gCorpses));
1476 gCorpses[find_id] := TCorpse.Create(FObj.X, FObj.Y, FModel.Name, FHealth < -20);
1477 gCorpses[find_id].FColor := FModel.Color;
1478 gCorpses[find_id].FObj.Vel := FObj.Vel;
1479 gCorpses[find_id].FObj.Accel := FObj.Accel;
1480 end
1481 else
1482 g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX,
1483 FObj.Y + PLAYER_RECT_CY,
1484 FModel.Name, FModel.Color);
1485 end;
1486 end;
1488 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
1489 var
1490 SID: DWORD;
1491 begin
1492 if (gShells = nil) or (Length(gShells) = 0) then
1493 Exit;
1495 with gShells[CurrentShell] do
1496 begin
1497 SpriteID := 0;
1498 g_Obj_Init(@Obj);
1499 Obj.Rect.X := 0;
1500 Obj.Rect.Y := 0;
1501 if T = SHELL_BULLET then
1502 begin
1503 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID) then
1504 SpriteID := SID;
1505 CX := 2;
1506 CY := 1;
1507 Obj.Rect.Width := 4;
1508 Obj.Rect.Height := 2;
1509 end
1510 else
1511 begin
1512 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID) then
1513 SpriteID := SID;
1514 CX := 4;
1515 CY := 2;
1516 Obj.Rect.Width := 7;
1517 Obj.Rect.Height := 3;
1518 end;
1519 SType := T;
1520 Live := True;
1521 Obj.X := fX;
1522 Obj.Y := fY;
1523 g_Obj_Push(@Obj, dX + Random(4)-Random(4), dY-Random(4));
1524 RAngle := Random(360);
1525 Timeout := gTime + SHELL_TIMEOUT;
1527 if CurrentShell >= High(gShells) then
1528 CurrentShell := 0
1529 else
1530 Inc(CurrentShell);
1531 end;
1532 end;
1534 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB);
1535 var
1536 a: Integer;
1537 GibsArray: TGibsArray;
1538 begin
1539 if (gGibs = nil) or (Length(gGibs) = 0) then
1540 Exit;
1541 if not g_PlayerModel_GetGibs(ModelName, GibsArray) then
1542 Exit;
1544 for a := 0 to High(GibsArray) do
1545 with gGibs[CurrentGib] do
1546 begin
1547 Color := fColor;
1548 ID := GibsArray[a].ID;
1549 MaskID := GibsArray[a].MaskID;
1550 Live := True;
1551 g_Obj_Init(@Obj);
1552 Obj.Rect := GibsArray[a].Rect;
1553 Obj.X := fX-GibsArray[a].Rect.X-(GibsArray[a].Rect.Width div 2);
1554 Obj.Y := fY-GibsArray[a].Rect.Y-(GibsArray[a].Rect.Height div 2);
1555 g_Obj_PushA(@Obj, 25 + Random(10), Random(361));
1556 RAngle := Random(360);
1558 if gBloodCount > 0 then
1559 g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
1560 Random(48), Random(48), 150, 0, 0);
1562 if CurrentGib >= High(gGibs) then
1563 CurrentGib := 0
1564 else
1565 Inc(CurrentGib);
1566 end;
1567 end;
1569 procedure g_Player_UpdatePhysicalObjects();
1570 var
1571 i: Integer;
1572 vel: TPoint2i;
1573 mr: Word;
1575 procedure ShellSound_Bounce(X, Y: Integer; T: Byte);
1576 var
1577 k: Integer;
1578 begin
1579 k := 1 + Random(2);
1580 if T = SHELL_BULLET then
1581 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k), X, Y)
1582 else
1583 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k), X, Y);
1584 end;
1586 begin
1587 // Êóñêè ìÿñà:
1588 if gGibs <> nil then
1589 for i := 0 to High(gGibs) do
1590 if gGibs[i].Live then
1591 with gGibs[i] do
1592 begin
1593 vel := Obj.Vel;
1594 mr := g_Obj_Move(@Obj, True, False, True);
1596 if WordBool(mr and MOVE_FALLOUT) then
1597 begin
1598 Live := False;
1599 Continue;
1600 end;
1602 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1603 if WordBool(mr and MOVE_HITWALL) then
1604 Obj.Vel.X := -(vel.X div 2);
1605 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1606 Obj.Vel.Y := -(vel.Y div 2);
1608 if (Obj.Vel.X >= 0) then
1609 begin // Clockwise
1610 RAngle := RAngle + Abs(Obj.Vel.X)*6 + Abs(Obj.Vel.Y);
1611 if RAngle >= 360 then
1612 RAngle := RAngle mod 360;
1613 end else begin // Counter-clockwise
1614 RAngle := RAngle - Abs(Obj.Vel.X)*6 - Abs(Obj.Vel.Y);
1615 if RAngle < 0 then
1616 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1617 end;
1619 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1620 if gTime mod (GAME_TICK*3) = 0 then
1621 Obj.Vel.X := z_dec(Obj.Vel.X, 1);
1622 end;
1624 // Òðóïû:
1625 if gCorpses <> nil then
1626 for i := 0 to High(gCorpses) do
1627 if gCorpses[i] <> nil then
1628 if gCorpses[i].State = CORPSE_STATE_REMOVEME then
1629 begin
1630 gCorpses[i].Free();
1631 gCorpses[i] := nil;
1632 end
1633 else
1634 gCorpses[i].Update();
1636 // Ãèëüçû:
1637 if gShells <> nil then
1638 for i := 0 to High(gShells) do
1639 if gShells[i].Live then
1640 with gShells[i] do
1641 begin
1642 vel := Obj.Vel;
1643 mr := g_Obj_Move(@Obj, True, False, True);
1645 if WordBool(mr and MOVE_FALLOUT) or (gShells[i].Timeout < gTime) then
1646 begin
1647 Live := False;
1648 Continue;
1649 end;
1651 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1652 if WordBool(mr and MOVE_HITWALL) then
1653 begin
1654 Obj.Vel.X := -(vel.X div 2);
1655 if not WordBool(mr and MOVE_INWATER) then
1656 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1657 end;
1658 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1659 begin
1660 Obj.Vel.Y := -(vel.Y div 2);
1661 if Obj.Vel.X <> 0 then Obj.Vel.X := Obj.Vel.X div 2;
1662 if (Obj.Vel.X = 0) and (Obj.Vel.Y = 0) then
1663 begin
1664 if RAngle mod 90 <> 0 then
1665 RAngle := (RAngle div 90) * 90;
1666 end
1667 else if not WordBool(mr and MOVE_INWATER) then
1668 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1669 end;
1671 if (Obj.Vel.X >= 0) then
1672 begin // Clockwise
1673 RAngle := RAngle + Abs(Obj.Vel.X)*8 + Abs(Obj.Vel.Y);
1674 if RAngle >= 360 then
1675 RAngle := RAngle mod 360;
1676 end else begin // Counter-clockwise
1677 RAngle := RAngle - Abs(Obj.Vel.X)*8 - Abs(Obj.Vel.Y);
1678 if RAngle < 0 then
1679 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1680 end;
1681 end;
1682 end;
1684 procedure g_Player_DrawCorpses();
1685 var
1686 i: Integer;
1687 a: TPoint;
1688 begin
1689 if gGibs <> nil then
1690 for i := 0 to High(gGibs) do
1691 if gGibs[i].Live then
1692 with gGibs[i] do
1693 begin
1694 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1695 Continue;
1697 a.X := Obj.Rect.X+(Obj.Rect.Width div 2);
1698 a.y := Obj.Rect.Y+(Obj.Rect.Height div 2);
1700 e_DrawAdv(ID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1702 e_Colors := Color;
1703 e_DrawAdv(MaskID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1704 e_Colors.R := 255;
1705 e_Colors.G := 255;
1706 e_Colors.B := 255;
1707 end;
1709 if gCorpses <> nil then
1710 for i := 0 to High(gCorpses) do
1711 if gCorpses[i] <> nil then
1712 gCorpses[i].Draw();
1713 end;
1715 procedure g_Player_DrawShells();
1716 var
1717 i: Integer;
1718 a: TPoint;
1719 begin
1720 if gShells <> nil then
1721 for i := 0 to High(gShells) do
1722 if gShells[i].Live then
1723 with gShells[i] do
1724 begin
1725 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1726 Continue;
1728 a.X := CX;
1729 a.Y := CY;
1731 e_DrawAdv(SpriteID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1732 end;
1733 end;
1735 procedure g_Player_RemoveAllCorpses();
1736 var
1737 i: Integer;
1738 begin
1739 gGibs := nil;
1740 gShells := nil;
1741 SetLength(gGibs, MaxGibs);
1742 SetLength(gShells, MaxGibs);
1743 CurrentGib := 0;
1744 CurrentShell := 0;
1746 if gCorpses <> nil then
1747 for i := 0 to High(gCorpses) do
1748 gCorpses[i].Free();
1750 gCorpses := nil;
1751 SetLength(gCorpses, MaxCorpses);
1752 end;
1754 procedure g_Player_Corpses_SaveState(var Mem: TBinMemoryWriter);
1755 var
1756 count, i: Integer;
1757 b: Boolean;
1758 begin
1759 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ:
1760 count := 0;
1761 if gCorpses <> nil then
1762 for i := 0 to High(gCorpses) do
1763 if gCorpses[i] <> nil then
1764 count := count + 1;
1766 Mem := TBinMemoryWriter.Create((count+1) * 128);
1768 // Êîëè÷åñòâî òðóïîâ:
1769 Mem.WriteInt(count);
1771 if count = 0 then
1772 Exit;
1774 // Ñîõðàíÿåì òðóïû:
1775 for i := 0 to High(gCorpses) do
1776 if gCorpses[i] <> nil then
1777 begin
1778 // Íàçâàíèå ìîäåëè:
1779 Mem.WriteString(gCorpses[i].FModelName);
1780 // Òèï ñìåðòè:
1781 b := gCorpses[i].Mess;
1782 Mem.WriteBoolean(b);
1783 // Ñîõðàíÿåì äàííûå òðóïà:
1784 gCorpses[i].SaveState(Mem);
1785 end;
1786 end;
1788 procedure g_Player_Corpses_LoadState(var Mem: TBinMemoryReader);
1789 var
1790 count, i: Integer;
1791 str: String;
1792 b: Boolean;
1793 begin
1794 if Mem = nil then
1795 Exit;
1797 g_Player_RemoveAllCorpses();
1799 // Êîëè÷åñòâî òðóïîâ:
1800 Mem.ReadInt(count);
1802 if count > Length(gCorpses) then
1803 begin
1804 raise EBinSizeError.Create('g_Player_Corpses_LoadState: Too Many Corpses');
1805 end;
1807 if count = 0 then
1808 Exit;
1810 // Çàãðóæàåì òðóïû:
1811 for i := 0 to count-1 do
1812 begin
1813 // Íàçâàíèå ìîäåëè:
1814 Mem.ReadString(str);
1815 // Òèï ñìåðòè:
1816 Mem.ReadBoolean(b);
1817 // Ñîçäàåì òðóï:
1818 gCorpses[i] := TCorpse.Create(0, 0, str, b);
1819 // Çàãðóæàåì äàííûå òðóïà:
1820 gCorpses[i].LoadState(Mem);
1821 end;
1822 end;
1824 { T P l a y e r : }
1826 procedure TPlayer.BFGHit();
1827 begin
1828 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1829 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1830 if g_Game_IsServer and g_Game_IsNet then
1831 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1832 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1833 0, NET_GFX_BFGHIT);
1834 end;
1836 procedure TPlayer.ChangeModel(ModelName: string);
1837 var
1838 Model: TPlayerModel;
1839 begin
1840 Model := g_PlayerModel_Get(ModelName);
1841 if Model = nil then Exit;
1843 FModel.Free();
1844 FModel := Model;
1845 end;
1847 procedure TPlayer.SetModel(ModelName: string);
1848 var
1849 m: TPlayerModel;
1850 begin
1851 m := g_PlayerModel_Get(ModelName);
1852 if m = nil then
1853 begin
1854 g_SimpleError(Format(_lc[I_GAME_ERROR_MODEL_FALLBACK], [ModelName]));
1855 m := g_PlayerModel_Get('doomer');
1856 if m = nil then
1857 begin
1858 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], ['doomer']));
1859 Exit;
1860 end;
1861 end;
1863 if FModel <> nil then
1864 FModel.Free();
1866 FModel := m;
1868 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1869 FModel.Color := FColor
1870 else
1871 FModel.Color := TEAMCOLOR[FTeam];
1872 FModel.SetWeapon(FCurrWeap);
1873 FModel.SetFlag(FFlag);
1874 SetDirection(FDirection);
1875 end;
1877 procedure TPlayer.SetColor(Color: TRGB);
1878 begin
1879 FColor := Color;
1880 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1881 if FModel <> nil then FModel.Color := Color;
1882 end;
1884 procedure TPlayer.SwitchTeam;
1885 begin
1886 if g_Game_IsClient then
1887 Exit;
1888 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then Exit;
1890 if gGameOn and FLive then
1891 Kill(K_SIMPLEKILL, FUID, HIT_SELF);
1893 if FTeam = TEAM_RED then
1894 begin
1895 ChangeTeam(TEAM_BLUE);
1896 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_BLUE], [FName]), True);
1897 if g_Game_IsNet then
1898 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_BLUE, FName);
1899 end
1900 else
1901 begin
1902 ChangeTeam(TEAM_RED);
1903 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_RED], [FName]), True);
1904 if g_Game_IsNet then
1905 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_RED, FName);
1906 end;
1907 FPreferredTeam := FTeam;
1908 end;
1910 procedure TPlayer.ChangeTeam(Team: Byte);
1911 var
1912 OldTeam: Byte;
1913 begin
1914 OldTeam := FTeam;
1915 FTeam := Team;
1916 case Team of
1917 TEAM_RED, TEAM_BLUE:
1918 FModel.Color := TEAMCOLOR[Team];
1919 else
1920 FModel.Color := FColor;
1921 end;
1922 if (FTeam <> OldTeam) and g_Game_IsNet and g_Game_IsServer then
1923 MH_SEND_PlayerStats(FUID);
1924 end;
1927 procedure TPlayer.CollideItem();
1928 var
1929 i: Integer;
1930 r: Boolean;
1931 begin
1932 if gItems = nil then Exit;
1933 if not FLive then Exit;
1935 for i := 0 to High(gItems) do
1936 with gItems[i] do
1937 begin
1938 if (ItemType <> ITEM_NONE) and Live then
1939 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
1940 PLAYER_RECT.Height, @Obj) then
1941 begin
1942 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
1944 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
1945 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
1946 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
1947 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
1948 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
1950 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
1951 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
1952 (gGameSettings.GameType = GT_SINGLE) and
1953 (g_Player_GetCount() > 1)) then
1954 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
1955 end;
1956 end;
1957 end;
1960 function TPlayer.CollideLevel(XInc, YInc: Integer): Boolean;
1961 begin
1962 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
1963 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_WALL,
1964 False);
1965 end;
1967 constructor TPlayer.Create();
1968 begin
1969 FIamBot := False;
1970 FDummy := False;
1971 FSpawned := False;
1973 FSawSound := TPlayableSound.Create();
1974 FSawSoundIdle := TPlayableSound.Create();
1975 FSawSoundHit := TPlayableSound.Create();
1976 FSawSoundSelect := TPlayableSound.Create();
1977 FJetSoundFly := TPlayableSound.Create();
1978 FJetSoundOn := TPlayableSound.Create();
1979 FJetSoundOff := TPlayableSound.Create();
1981 FSawSound.SetByName('SOUND_WEAPON_FIRESAW');
1982 FSawSoundIdle.SetByName('SOUND_WEAPON_IDLESAW');
1983 FSawSoundHit.SetByName('SOUND_WEAPON_HITSAW');
1984 FSawSoundSelect.SetByName('SOUND_WEAPON_SELECTSAW');
1985 FJetSoundFly.SetByName('SOUND_PLAYER_JETFLY');
1986 FJetSoundOn.SetByName('SOUND_PLAYER_JETON');
1987 FJetSoundOff.SetByName('SOUND_PLAYER_JETOFF');
1989 FSpectatePlayer := -1;
1990 FClientID := -1;
1991 FPing := 0;
1992 FLoss := 0;
1993 FSavedState.WaitRecall := False;
1994 FShellTimer := -1;
1995 FFireTime := 0;
1996 FFirePainTime := 0;
1997 FFireAttacker := 0;
1999 FActualModelName := 'doomer';
2001 g_Obj_Init(@FObj);
2002 FObj.Rect := PLAYER_RECT;
2004 FBFGFireCounter := -1;
2005 FJustTeleported := False;
2006 FNetTime := 0;
2008 resetWeaponQueue();
2009 end;
2011 procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte);
2012 var
2013 c: Word;
2014 begin
2015 if (not g_Game_IsClient) and (not FLive) then
2016 Exit;
2018 FLastHit := t;
2020 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2021 if ((t = HIT_TRAP) or (t = HIT_SELF)) and (not FGodMode) then
2022 begin
2023 if not g_Game_IsClient then
2024 begin
2025 FArmor := 0;
2026 if t = HIT_TRAP then
2027 begin
2028 // Ëîâóøêà óáèâàåò ñðàçó:
2029 FHealth := -100;
2030 Kill(K_EXTRAHARDKILL, SpawnerUID, t);
2031 end;
2032 if t = HIT_SELF then
2033 begin
2034 // Ñàìîóáèéñòâî:
2035 FHealth := 0;
2036 Kill(K_SIMPLEKILL, SpawnerUID, t);
2037 end;
2038 end;
2039 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2040 FMegaRulez[MR_SUIT] := 0;
2041 FMegaRulez[MR_INVUL] := 0;
2042 FMegaRulez[MR_INVIS] := 0;
2043 FBerserk := 0;
2044 end;
2046 // Íî îò îñòàëüíîãî ñïàñàåò:
2047 if FMegaRulez[MR_INVUL] >= gTime then
2048 Exit;
2050 // ×èò-êîä "ÃÎÐÅÖ":
2051 if FGodMode then
2052 Exit;
2054 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2055 if LongBool(gGameSettings.Options and GAME_OPTION_TEAMDAMAGE) or
2056 (SpawnerUID = FUID) or
2057 (not SameTeam(FUID, SpawnerUID)) then
2058 begin
2059 FLastSpawnerUID := SpawnerUID;
2061 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2062 if gBloodCount > 0 then
2063 begin
2064 c := Min(value, 200)*gBloodCount + Random(Min(value, 200) div 2);
2065 if value div 4 <= c then
2066 c := c - (value div 4)
2067 else
2068 c := 0;
2070 if (t = HIT_SOME) and (vx = 0) and (vy = 0) then
2071 MakeBloodSimple(c)
2072 else
2073 case t of
2074 HIT_TRAP, HIT_ACID, HIT_FLAME, HIT_SELF: MakeBloodSimple(c);
2075 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, vx, vy);
2076 end;
2078 if t = HIT_WATER then
2079 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
2080 FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
2081 end;
2083 // Áóôåð óðîíà:
2084 if FLive then
2085 Inc(FDamageBuffer, value);
2087 // Âñïûøêà áîëè:
2088 if gFlash <> 0 then
2089 FPain := FPain + value;
2090 end;
2092 if g_Game_IsServer and g_Game_IsNet then
2093 begin
2094 MH_SEND_PlayerDamage(FUID, t, SpawnerUID, value, vx, vy);
2095 MH_SEND_PlayerStats(FUID);
2096 MH_SEND_PlayerPos(False, FUID);
2097 end;
2098 end;
2100 function TPlayer.Heal(value: Word; Soft: Boolean): Boolean;
2101 begin
2102 Result := False;
2103 if g_Game_IsClient then
2104 Exit;
2105 if not FLive then
2106 Exit;
2108 if Soft and (FHealth < PLAYER_HP_SOFT) then
2109 begin
2110 IncMax(FHealth, value, PLAYER_HP_SOFT);
2111 Result := True;
2112 end;
2113 if (not Soft) and (FHealth < PLAYER_HP_LIMIT) then
2114 begin
2115 IncMax(FHealth, value, PLAYER_HP_LIMIT);
2116 Result := True;
2117 end;
2119 if Result and g_Game_IsServer and g_Game_IsNet then
2120 MH_SEND_PlayerStats(FUID);
2121 end;
2123 destructor TPlayer.Destroy();
2124 begin
2125 if (gPlayer1 <> nil) and (gPlayer1.FUID = FUID) then
2126 gPlayer1 := nil;
2127 if (gPlayer2 <> nil) and (gPlayer2.FUID = FUID) then
2128 gPlayer2 := nil;
2130 FSawSound.Free();
2131 FSawSoundIdle.Free();
2132 FSawSoundHit.Free();
2133 FJetSoundFly.Free();
2134 FJetSoundOn.Free();
2135 FJetSoundOff.Free();
2136 FModel.Free();
2138 inherited;
2139 end;
2141 procedure TPlayer.DrawBubble();
2142 var
2143 bubX, bubY: Integer;
2144 ID: LongWord;
2145 Rb, Gb, Bb,
2146 Rw, Gw, Bw: SmallInt;
2147 Dot: Byte;
2148 begin
2149 bubX := FObj.X+FObj.Rect.X + IfThen(FDirection = D_LEFT, -4, 18);
2150 bubY := FObj.Y+FObj.Rect.Y - 18;
2151 Rb := 64;
2152 Gb := 64;
2153 Bb := 64;
2154 Rw := 240;
2155 Gw := 240;
2156 Bw := 240;
2157 case gChatBubble of
2158 1: // simple textual non-bubble
2159 begin
2160 bubX := FObj.X+FObj.Rect.X - 11;
2161 bubY := FObj.Y+FObj.Rect.Y - 17;
2162 e_TextureFontPrint(bubX, bubY, '[...]', gStdFont);
2163 Exit;
2164 end;
2165 2: // advanced pixel-perfect bubble
2166 begin
2167 if FTeam = TEAM_RED then
2168 Rb := 255
2169 else
2170 if FTeam = TEAM_BLUE then
2171 Bb := 255;
2172 end;
2173 3: // colored bubble
2174 begin
2175 Rb := FModel.Color.R;
2176 Gb := FModel.Color.G;
2177 Bb := FModel.Color.B;
2178 Rw := Min(Rb * 2 + 64, 255);
2179 Gw := Min(Gb * 2 + 64, 255);
2180 Bw := Min(Bb * 2 + 64, 255);
2181 if (Abs(Rw - Rb) < 32)
2182 or (Abs(Gw - Gb) < 32)
2183 or (Abs(Bw - Bb) < 32) then
2184 begin
2185 Rb := Max(Rw div 2 - 16, 0);
2186 Gb := Max(Gw div 2 - 16, 0);
2187 Bb := Max(Bw div 2 - 16, 0);
2188 end;
2189 end;
2190 4: // custom textured bubble
2191 begin
2192 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID) then
2193 if FDirection = D_RIGHT then
2194 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False)
2195 else
2196 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, M_HORIZONTAL);
2197 Exit;
2198 end;
2199 end;
2201 // Outer borders
2202 e_DrawQuad(bubX + 1, bubY , bubX + 18, bubY + 13, Rb, Gb, Bb);
2203 e_DrawQuad(bubX , bubY + 1, bubX + 19, bubY + 12, Rb, Gb, Bb);
2204 // Inner box
2205 e_DrawFillQuad(bubX + 1, bubY + 1, bubX + 18, bubY + 12, Rw, Gw, Bw, 0);
2207 // Tail
2208 Dot := IfThen(FDirection = D_LEFT, 14, 5);
2209 e_DrawLine(1, bubX + Dot, bubY + 14, bubX + Dot, bubY + 16, Rb, Gb, Bb);
2210 e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 1, Dot + 1), bubY + 13, bubX + IfThen(FDirection = D_LEFT, Dot - 1, Dot + 1), bubY + 15, Rw, Gw, Bw);
2211 e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 2, Dot + 2), bubY + 13, bubX + IfThen(FDirection = D_LEFT, Dot - 2, Dot + 2), bubY + 14, Rw, Gw, Bw);
2212 e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 3, Dot + 3), bubY + 13, bubX + IfThen(FDirection = D_LEFT, Dot - 3, Dot + 3), bubY + 13, Rw, Gw, Bw);
2213 e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 3, Dot + 3), bubY + 14, bubX + IfThen(FDirection = D_LEFT, Dot - 1, Dot + 1), bubY + 16, Rb, Gb, Bb);
2215 // Dots
2216 Dot := 6;
2217 e_DrawFillQuad(bubX + Dot, bubY + 8, bubX + Dot + 1, bubY + 9, Rb, Gb, Bb, 0);
2218 e_DrawFillQuad(bubX + Dot + 3, bubY + 8, bubX + Dot + 4, bubY + 9, Rb, Gb, Bb, 0);
2219 e_DrawFillQuad(bubX + Dot + 6, bubY + 8, bubX + Dot + 7, bubY + 9, Rb, Gb, Bb, 0);
2220 end;
2222 procedure TPlayer.Draw();
2223 var
2224 ID: DWORD;
2225 w, h: Word;
2226 dr: Boolean;
2227 begin
2228 if FLive then
2229 begin
2230 if (FMegaRulez[MR_INVUL] > gTime) and (gPlayerDrawn <> Self) then
2231 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then
2232 begin
2233 e_GetTextureSize(ID, @w, @h);
2234 if FDirection = D_LEFT then
2235 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4,
2236 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7, 0, True, False)
2237 else
2238 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2,
2239 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7, 0, True, False);
2240 end;
2242 if FMegaRulez[MR_INVIS] > gTime then
2243 begin
2244 if (gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2245 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM))) then
2246 begin
2247 if (FMegaRulez[MR_INVIS] - gTime) <= 2100 then
2248 dr := not Odd((FMegaRulez[MR_INVIS] - gTime) div 300)
2249 else
2250 dr := True;
2251 if dr then
2252 FModel.Draw(FObj.X, FObj.Y, 200)
2253 else
2254 FModel.Draw(FObj.X, FObj.Y);
2255 end
2256 else
2257 FModel.Draw(FObj.X, FObj.Y, 254);
2258 end
2259 else
2260 FModel.Draw(FObj.X, FObj.Y);
2261 end;
2263 if g_debug_Frames then
2264 begin
2265 e_DrawQuad(FObj.X+FObj.Rect.X,
2266 FObj.Y+FObj.Rect.Y,
2267 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2268 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2269 0, 255, 0);
2270 end;
2272 if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then
2273 DrawBubble();
2274 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2275 if gAimLine and Live and
2276 ((Self = gPlayer1) or (Self = gPlayer2)) then
2277 DrawAim();
2278 end;
2280 procedure TPlayer.DrawAim();
2281 var
2282 wx, wy, xx, yy: Integer;
2283 angle: SmallInt;
2284 sz, len: Word;
2285 begin
2286 wx := FObj.X + WEAPONPOINT[FDirection].X + IfThen(FDirection = D_LEFT, 7, -7);
2287 wy := FObj.Y + WEAPONPOINT[FDirection].Y;
2288 angle := FAngle;
2289 len := 1024;
2290 sz := 2;
2291 case FCurrWeap of
2292 0: begin // Punch
2293 len := 12;
2294 sz := 4;
2295 end;
2296 1: begin // Chainsaw
2297 len := 24;
2298 sz := 6;
2299 end;
2300 2: begin // Pistol
2301 len := 1024;
2302 sz := 2;
2303 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2304 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2305 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2306 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2307 end;
2308 3: begin // Shotgun
2309 len := 1024;
2310 sz := 3;
2311 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2312 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2313 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2314 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2315 end;
2316 4: begin // Double Shotgun
2317 len := 1024;
2318 sz := 4;
2319 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2320 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2321 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2322 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2323 end;
2324 5: begin // Chaingun
2325 len := 1024;
2326 sz := 3;
2327 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2328 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2329 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2330 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2331 end;
2332 6: begin // Rocket Launcher
2333 len := 1024;
2334 sz := 7;
2335 if angle = ANGLE_RIGHTUP then Inc(angle, 2);
2336 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2337 if angle = ANGLE_LEFTUP then Dec(angle, 2);
2338 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2339 end;
2340 7: begin // Plasmagun
2341 len := 1024;
2342 sz := 5;
2343 if angle = ANGLE_RIGHTUP then Inc(angle);
2344 if angle = ANGLE_RIGHTDOWN then Inc(angle, 3);
2345 if angle = ANGLE_LEFTUP then Dec(angle);
2346 if angle = ANGLE_LEFTDOWN then Dec(angle, 3);
2347 end;
2348 8: begin // BFG
2349 len := 1024;
2350 sz := 12;
2351 if angle = ANGLE_RIGHTUP then Inc(angle, 1);
2352 if angle = ANGLE_RIGHTDOWN then Inc(angle, 2);
2353 if angle = ANGLE_LEFTUP then Dec(angle, 1);
2354 if angle = ANGLE_LEFTDOWN then Dec(angle, 2);
2355 end;
2356 9: begin // Super Chaingun
2357 len := 1024;
2358 sz := 4;
2359 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2360 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2361 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2362 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2363 end;
2364 end;
2365 xx := Trunc(Cos(-DegToRad(angle)) * len) + wx;
2366 yy := Trunc(Sin(-DegToRad(angle)) * len) + wy;
2367 e_DrawLine(sz, wx, wy, xx, yy, 255, 0, 0, 96);
2368 end;
2370 procedure TPlayer.DrawGUI();
2371 var
2372 ID: DWORD;
2373 X, Y, SY, a, p, m: Integer;
2374 tw, th: Word;
2375 cw, ch: Byte;
2376 s: string;
2377 stat: TPlayerStatArray;
2378 begin
2379 X := gPlayerScreenSize.X;
2380 SY := gPlayerScreenSize.Y;
2381 Y := 0;
2383 if gShowGoals and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2384 begin
2385 if gGameSettings.GameMode = GM_CTF then
2386 a := 32 + 8
2387 else
2388 a := 0;
2389 if gGameSettings.GameMode = GM_CTF then
2390 begin
2391 s := 'TEXTURE_PLAYER_REDFLAG';
2392 if gFlags[FLAG_RED].State = FLAG_STATE_CAPTURED then
2393 s := 'TEXTURE_PLAYER_REDFLAG_S';
2394 if gFlags[FLAG_RED].State = FLAG_STATE_DROPPED then
2395 s := 'TEXTURE_PLAYER_REDFLAG_D';
2396 if g_Texture_Get(s, ID) then
2397 e_Draw(ID, X-16-32, 240-72-4, 0, True, False);
2398 end;
2400 s := IntToStr(gTeamStat[TEAM_RED].Goals);
2401 e_CharFont_GetSize(gMenuFont, s, tw, th);
2402 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-72-4, s, TEAMCOLOR[TEAM_RED]);
2404 if gGameSettings.GameMode = GM_CTF then
2405 begin
2406 s := 'TEXTURE_PLAYER_BLUEFLAG';
2407 if gFlags[FLAG_BLUE].State = FLAG_STATE_CAPTURED then
2408 s := 'TEXTURE_PLAYER_BLUEFLAG_S';
2409 if gFlags[FLAG_BLUE].State = FLAG_STATE_DROPPED then
2410 s := 'TEXTURE_PLAYER_BLUEFLAG_D';
2411 if g_Texture_Get(s, ID) then
2412 e_Draw(ID, X-16-32, 240-32-4, 0, True, False);
2413 end;
2415 s := IntToStr(gTeamStat[TEAM_BLUE].Goals);
2416 e_CharFont_GetSize(gMenuFont, s, tw, th);
2417 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-32-4, s, TEAMCOLOR[TEAM_BLUE]);
2418 end;
2420 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID) then
2421 e_DrawFill(ID, X, 0, 1, (gPlayerScreenSize.Y div 256)+IfThen(gPlayerScreenSize.Y mod 256 > 0, 1, 0),
2422 0, False, False);
2424 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID) then
2425 e_Draw(ID, X+2, Y, 0, True, False);
2427 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
2428 begin
2429 if gShowStat then
2430 begin
2431 s := IntToStr(Frags);
2432 e_CharFont_GetSize(gMenuFont, s, tw, th);
2433 e_CharFont_PrintEx(gMenuFont, X-16-tw, Y, s, _RGB(255, 0, 0));
2435 s := '';
2436 p := 1;
2437 m := 0;
2438 stat := g_Player_GetStats();
2439 if stat <> nil then
2440 begin
2441 p := 1;
2443 for a := 0 to High(stat) do
2444 if stat[a].Name <> Name then
2445 begin
2446 if stat[a].Frags > m then m := stat[a].Frags;
2447 if stat[a].Frags > Frags then p := p+1;
2448 end;
2449 end;
2451 s := IntToStr(p)+' / '+IntToStr(Length(stat))+' ';
2452 if Frags >= m then s := s+'+' else s := s+'-';
2453 s := s+IntToStr(Abs(Frags-m));
2455 e_CharFont_GetSize(gMenuSmallFont, s, tw, th);
2456 e_CharFont_PrintEx(gMenuSmallFont, X-16-tw, Y+32, s, _RGB(255, 0, 0));
2457 end;
2459 if gShowLives and (gGameSettings.MaxLives > 0) then
2460 begin
2461 s := IntToStr(Lives);
2462 e_CharFont_GetSize(gMenuFont, s, tw, th);
2463 e_CharFont_PrintEx(gMenuFont, X-16-tw, SY-32, s, _RGB(0, 255, 0));
2464 end;
2465 end;
2467 e_CharFont_GetSize(gMenuSmallFont, FName, tw, th);
2468 e_CharFont_PrintEx(gMenuSmallFont, X+98-(tw div 2), Y+8, FName, _RGB(255, 0, 0));
2470 if R_BERSERK in FRulez then
2471 e_Draw(gItemsTexturesID[ITEM_MEDKIT_BLACK], X+37, Y+45, 0, True, False)
2472 else
2473 e_Draw(gItemsTexturesID[ITEM_MEDKIT_LARGE], X+37, Y+45, 0, True, False);
2475 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID) then
2476 e_Draw(ID, X+36, Y+77, 0, True, False);
2478 s := IntToStr(IfThen(FHealth > 0, FHealth, 0));
2479 e_CharFont_GetSize(gMenuFont, s, tw, th);
2480 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+40, s, _RGB(255, 0, 0));
2482 s := IntToStr(FArmor);
2483 e_CharFont_GetSize(gMenuFont, s, tw, th);
2484 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+68, s, _RGB(255, 0, 0));
2486 s := IntToStr(GetAmmoByWeapon(FCurrWeap));
2488 case FCurrWeap of
2489 WEAPON_KASTET:
2490 begin
2491 s := '--';
2492 ID := gItemsTexturesID[ITEM_WEAPON_KASTET];
2493 end;
2494 WEAPON_SAW:
2495 begin
2496 s := '--';
2497 ID := gItemsTexturesID[ITEM_WEAPON_SAW];
2498 end;
2499 WEAPON_PISTOL: ID := gItemsTexturesID[ITEM_WEAPON_PISTOL];
2500 WEAPON_CHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_CHAINGUN];
2501 WEAPON_SHOTGUN1: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN1];
2502 WEAPON_SHOTGUN2: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN2];
2503 WEAPON_SUPERPULEMET: ID := gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET];
2504 WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER];
2505 WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA];
2506 WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG];
2507 WEAPON_FLAMETHROWER: ID := gItemsTexturesID[ITEM_WEAPON_FLAMETHROWER];
2508 end;
2510 e_CharFont_GetSize(gMenuFont, s, tw, th);
2511 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+158, s, _RGB(255, 0, 0));
2512 e_Draw(ID, X+20, Y+160, 0, True, False);
2514 if R_KEY_RED in FRulez then
2515 e_Draw(gItemsTexturesID[ITEM_KEY_RED], X+78, Y+214, 0, True, False);
2517 if R_KEY_GREEN in FRulez then
2518 e_Draw(gItemsTexturesID[ITEM_KEY_GREEN], X+95, Y+214, 0, True, False);
2520 if R_KEY_BLUE in FRulez then
2521 e_Draw(gItemsTexturesID[ITEM_KEY_BLUE], X+112, Y+214, 0, True, False);
2523 if FJetFuel > 0 then
2524 begin
2525 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2526 e_Draw(ID, X+2, Y+116, 0, True, False);
2527 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID) then
2528 e_Draw(ID, X+2, Y+126, 0, True, False);
2529 e_DrawLine(4, X+16, Y+122, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+122, 0, 0, 196);
2530 e_DrawLine(4, X+16, Y+132, X+16+Trunc(168*FJetFuel/JET_MAX), Y+132, 208, 0, 0);
2531 end
2532 else
2533 begin
2534 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2535 e_Draw(ID, X+2, Y+124, 0, True, False);
2536 e_DrawLine(4, X+16, Y+130, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+130, 0, 0, 196);
2537 end;
2539 if gShowPing and g_Game_IsClient then
2540 begin
2541 s := _lc[I_GAME_PING_HUD] + IntToStr(NetPeer.lastRoundTripTime) + _lc[I_NET_SLIST_PING_MS];
2542 e_TextureFontPrint(X + 4, Y + 242, s, gStdFont);
2543 Y := Y + 16;
2544 end;
2546 if FSpectator then
2547 begin
2548 e_TextureFontPrint(X + 4, Y + 242, _lc[I_PLAYER_SPECT], gStdFont);
2549 e_TextureFontPrint(X + 4, Y + 258, _lc[I_PLAYER_SPECT2], gStdFont);
2550 e_TextureFontPrint(X + 4, Y + 274, _lc[I_PLAYER_SPECT1], gStdFont);
2551 if FNoRespawn then
2552 begin
2553 e_TextureFontGetSize(gStdFont, cw, ch);
2554 s := _lc[I_PLAYER_SPECT4];
2555 e_TextureFontPrintEx(gScreenWidth div 2 - cw*(Length(s) div 2),
2556 gScreenHeight-4-ch, s, gStdFont, 255, 255, 255, 1, True);
2557 e_TextureFontPrint(X + 4, Y + 290, _lc[I_PLAYER_SPECT1S], gStdFont);
2558 end;
2560 end;
2561 end;
2563 procedure TPlayer.DrawRulez();
2564 var
2565 dr: Boolean;
2566 begin
2567 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2568 if FMegaRulez[MR_INVUL] >= gTime then
2569 begin
2570 if (FMegaRulez[MR_INVUL]-gTime) <= 2100 then
2571 dr := not Odd((FMegaRulez[MR_INVUL]-gTime) div 300)
2572 else
2573 dr := True;
2575 if dr then
2576 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2577 191, 191, 191, 0, B_INVERT);
2578 end;
2580 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2581 if FMegaRulez[MR_SUIT] >= gTime then
2582 begin
2583 if (FMegaRulez[MR_SUIT]-gTime) <= 2100 then
2584 dr := not Odd((FMegaRulez[MR_SUIT]-gTime) div 300)
2585 else
2586 dr := True;
2588 if dr then
2589 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2590 0, 96, 0, 200, B_NONE);
2591 end;
2593 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2594 if (FBerserk >= 0) and (LongWord(FBerserk) >= gTime) and (gFlash = 2) then
2595 begin
2596 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2597 255, 0, 0, 200, B_NONE);
2598 end;
2599 end;
2601 procedure TPlayer.DrawPain();
2602 var
2603 a, h: Integer;
2604 begin
2605 if FPain = 0 then Exit;
2607 a := FPain;
2609 if a < 15 then h := 0
2610 else if a < 35 then h := 1
2611 else if a < 55 then h := 2
2612 else if a < 75 then h := 3
2613 else if a < 95 then h := 4
2614 else h := 5;
2616 //if a > 255 then a := 255;
2618 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255, 0, 0, 255-h*50);
2619 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2620 end;
2622 procedure TPlayer.DrawPickup();
2623 var
2624 a, h: Integer;
2625 begin
2626 if FPickup = 0 then Exit;
2628 a := FPickup;
2630 if a < 15 then h := 1
2631 else if a < 35 then h := 2
2632 else if a < 55 then h := 3
2633 else if a < 75 then h := 4
2634 else h := 5;
2636 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50);
2637 end;
2639 procedure TPlayer.Fire();
2640 var
2641 f, DidFire: Boolean;
2642 wx, wy, xd, yd: Integer;
2643 obj: TObj;
2644 begin
2645 if g_Game_IsClient then Exit;
2646 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2647 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2649 if FSpectator then
2650 begin
2651 Respawn(False);
2652 Exit;
2653 end;
2655 if FReloading[FCurrWeap] <> 0 then Exit;
2657 DidFire := False;
2659 f := False;
2660 wx := FObj.X+WEAPONPOINT[FDirection].X;
2661 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
2662 xd := wx+IfThen(FDirection = D_LEFT, -30, 30);
2663 yd := wy+firediry();
2665 case FCurrWeap of
2666 WEAPON_KASTET:
2667 begin
2668 if R_BERSERK in FRulez then
2669 begin
2670 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2671 obj.X := FObj.X+FObj.Rect.X;
2672 obj.Y := FObj.Y+FObj.Rect.Y;
2673 obj.rect.X := 0;
2674 obj.rect.Y := 0;
2675 obj.rect.Width := 39;
2676 obj.rect.Height := 52;
2677 obj.Vel.X := (xd-wx) div 2;
2678 obj.Vel.Y := (yd-wy) div 2;
2679 obj.Accel.X := xd-wx;
2680 obj.Accel.y := yd-wy;
2682 if g_Weapon_Hit(@obj, 50, FUID, HIT_SOME) <> 0 then
2683 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
2684 else
2685 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
2687 if gFlash = 1 then
2688 if FPain < 50 then
2689 FPain := min(FPain + 25, 50);
2690 end else g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
2692 DidFire := True;
2693 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2694 end;
2696 WEAPON_SAW:
2697 begin
2698 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2699 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
2700 begin
2701 FSawSoundSelect.Stop();
2702 FSawSound.Stop();
2703 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
2704 end
2705 else if not FSawSoundHit.IsPlaying() then
2706 begin
2707 FSawSoundSelect.Stop();
2708 FSawSound.PlayAt(FObj.X, FObj.Y);
2709 end;
2711 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2712 DidFire := True;
2713 f := True;
2714 end;
2716 WEAPON_PISTOL:
2717 if FAmmo[A_BULLETS] > 0 then
2718 begin
2719 g_Weapon_pistol(wx, wy, xd, yd, FUID);
2720 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2721 Dec(FAmmo[A_BULLETS]);
2722 FFireAngle := FAngle;
2723 f := True;
2724 DidFire := True;
2725 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2726 GameVelX, GameVelY-2, SHELL_BULLET);
2727 end;
2729 WEAPON_SHOTGUN1:
2730 if FAmmo[A_SHELLS] > 0 then
2731 begin
2732 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2733 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
2734 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2735 Dec(FAmmo[A_SHELLS]);
2736 FFireAngle := FAngle;
2737 f := True;
2738 DidFire := True;
2739 FShellTimer := 10;
2740 FShellType := SHELL_SHELL;
2741 end;
2743 WEAPON_SHOTGUN2:
2744 if FAmmo[A_SHELLS] >= 2 then
2745 begin
2746 g_Weapon_dshotgun(wx, wy, xd, yd, FUID);
2747 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2748 Dec(FAmmo[A_SHELLS], 2);
2749 FFireAngle := FAngle;
2750 f := True;
2751 DidFire := True;
2752 FShellTimer := 13;
2753 FShellType := SHELL_DBLSHELL;
2754 end;
2756 WEAPON_CHAINGUN:
2757 if FAmmo[A_BULLETS] > 0 then
2758 begin
2759 g_Weapon_mgun(wx, wy, xd, yd, FUID);
2760 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
2761 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2762 Dec(FAmmo[A_BULLETS]);
2763 FFireAngle := FAngle;
2764 f := True;
2765 DidFire := True;
2766 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2767 GameVelX, GameVelY-2, SHELL_BULLET);
2768 end;
2770 WEAPON_ROCKETLAUNCHER:
2771 if FAmmo[A_ROCKETS] > 0 then
2772 begin
2773 g_Weapon_rocket(wx, wy, xd, yd, FUID);
2774 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2775 Dec(FAmmo[A_ROCKETS]);
2776 FFireAngle := FAngle;
2777 f := True;
2778 DidFire := True;
2779 end;
2781 WEAPON_PLASMA:
2782 if FAmmo[A_CELLS] > 0 then
2783 begin
2784 g_Weapon_plasma(wx, wy, xd, yd, FUID);
2785 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2786 Dec(FAmmo[A_CELLS]);
2787 FFireAngle := FAngle;
2788 f := True;
2789 DidFire := True;
2790 end;
2792 WEAPON_BFG:
2793 if (FAmmo[A_CELLS] >= 40) and (FBFGFireCounter = -1) then
2794 begin
2795 FBFGFireCounter := 17;
2796 if not FNoReload then
2797 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj.X, FObj.Y);
2798 Dec(FAmmo[A_CELLS], 40);
2799 DidFire := True;
2800 end;
2802 WEAPON_SUPERPULEMET:
2803 if FAmmo[A_SHELLS] > 0 then
2804 begin
2805 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2806 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
2807 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2808 Dec(FAmmo[A_SHELLS]);
2809 FFireAngle := FAngle;
2810 f := True;
2811 DidFire := True;
2812 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2813 GameVelX, GameVelY-2, SHELL_SHELL);
2814 end;
2816 WEAPON_FLAMETHROWER:
2817 if FAmmo[A_FUEL] > 0 then
2818 begin
2819 g_Weapon_flame(wx, wy, xd, yd, FUID);
2820 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2821 Dec(FAmmo[A_FUEL]);
2822 FFireAngle := FAngle;
2823 f := True;
2824 DidFire := True;
2825 end;
2826 end;
2828 if g_Game_IsNet then
2829 begin
2830 if DidFire then
2831 begin
2832 if FCurrWeap <> WEAPON_BFG then
2833 MH_SEND_PlayerFire(FUID, FCurrWeap, wx, wy, xd, yd, LastShotID)
2834 else
2835 if not FNoReload then
2836 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_WEAPON_STARTFIREBFG');
2837 end;
2839 MH_SEND_PlayerStats(FUID);
2840 end;
2842 if not f then Exit;
2844 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
2845 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
2846 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
2847 end;
2849 function TPlayer.GetAmmoByWeapon(Weapon: Byte): Word;
2850 begin
2851 case Weapon of
2852 WEAPON_PISTOL, WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS];
2853 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS];
2854 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS];
2855 WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS];
2856 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL];
2857 else Result := 0;
2858 end;
2859 end;
2861 function TPlayer.HeadInLiquid(XInc, YInc: Integer): Boolean;
2862 begin
2863 Result := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X+XInc, FObj.Y+PLAYER_HEADRECT.Y+YInc,
2864 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
2865 PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, True);
2866 end;
2868 procedure TPlayer.JetpackOn;
2869 begin
2870 FJetSoundFly.Stop;
2871 FJetSoundOff.Stop;
2872 FJetSoundOn.SetPosition(0);
2873 FJetSoundOn.PlayAt(FObj.X, FObj.Y);
2874 FlySmoke(8);
2875 end;
2877 procedure TPlayer.JetpackOff;
2878 begin
2879 FJetSoundFly.Stop;
2880 FJetSoundOn.Stop;
2881 FJetSoundOff.SetPosition(0);
2882 FJetSoundOff.PlayAt(FObj.X, FObj.Y);
2883 end;
2885 procedure TPlayer.CatchFire(Attacker: Word);
2886 begin
2887 FFireTime := 100;
2888 FFireAttacker := Attacker;
2889 if g_Game_IsNet and g_Game_IsServer then
2890 MH_SEND_PlayerStats(FUID);
2891 end;
2893 procedure TPlayer.Jump();
2894 begin
2895 if gFly or FJetpack then
2896 begin
2897 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
2898 if FObj.Vel.Y > -VEL_FLY then
2899 FObj.Vel.Y := FObj.Vel.Y - 3;
2900 if FJetpack then
2901 begin
2902 if FJetFuel > 0 then
2903 Dec(FJetFuel);
2904 if (FJetFuel < 1) and g_Game_IsServer then
2905 begin
2906 FJetpack := False;
2907 JetpackOff;
2908 if g_Game_IsNet then
2909 MH_SEND_PlayerStats(FUID);
2910 end;
2911 end;
2912 Exit;
2913 end;
2915 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
2916 if FGhost then
2917 FCanJetpack := False;
2919 // Ïðûãàåì èëè âñïëûâàåì:
2920 if (CollideLevel(0, 1) or
2921 g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y+36, PLAYER_RECT.Width,
2922 PLAYER_RECT.Height-33, PANEL_STEP, False)
2923 ) and (FObj.Accel.Y = 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
2924 begin
2925 FObj.Vel.Y := -VEL_JUMP;
2926 FCanJetpack := False;
2927 end
2928 else
2929 begin
2930 if BodyInLiquid(0, 0) then
2931 FObj.Vel.Y := -VEL_SW
2932 else if (FJetFuel > 0) and FCanJetpack and
2933 g_Game_IsServer and (not g_Obj_CollideLiquid(@FObj, 0, 0)) then
2934 begin
2935 FJetpack := True;
2936 JetpackOn;
2937 if g_Game_IsNet then
2938 MH_SEND_PlayerStats(FUID);
2939 end;
2940 end;
2941 end;
2943 procedure TPlayer.Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
2944 var
2945 a, i, k, ab, ar: Byte;
2946 s: String;
2947 mon: TMonster;
2948 plr: TPlayer;
2949 srv, netsrv: Boolean;
2950 DoFrags: Boolean;
2951 OldLR: Byte;
2952 KP: TPlayer;
2954 procedure PushItem(t: Byte);
2955 var
2956 id: DWORD;
2957 begin
2958 id := g_Items_Create(FObj.X, FObj.Y, t, True, False);
2959 if KillType = K_EXTRAHARDKILL then // -7..+7; -8..0
2960 g_Obj_Push(@gItems[id].Obj, (FObj.Vel.X div 2)-7+Random(15),
2961 (FObj.Vel.Y div 2)-Random(9))
2962 else
2963 if KillType = K_HARDKILL then // -5..+5; -5..0
2964 g_Obj_Push(@gItems[id].Obj, (FObj.Vel.X div 2)-5+Random(11),
2965 (FObj.Vel.Y div 2)-Random(6))
2966 else // -3..+3; -3..0
2967 g_Obj_Push(@gItems[id].Obj, (FObj.Vel.X div 2)-3+Random(7),
2968 (FObj.Vel.Y div 2)-Random(4));
2970 if g_Game_IsNet and g_Game_IsServer then
2971 MH_SEND_ItemSpawn(True, id);
2972 end;
2974 begin
2975 DoFrags := (gGameSettings.MaxLives = 0) or (gGameSettings.GameMode = GM_COOP);
2976 Srv := g_Game_IsServer;
2977 Netsrv := g_Game_IsServer and g_Game_IsNet;
2978 if Srv then FDeath := FDeath + 1;
2979 if FLive then
2980 begin
2981 if FGhost then
2982 FGhost := False;
2983 if not FPhysics then
2984 FPhysics := True;
2985 FLive := False;
2986 end;
2987 FShellTimer := -1;
2989 if (gGameSettings.MaxLives > 0) and Srv and (gLMSRespawn = LMS_RESPAWN_NONE) then
2990 begin
2991 if FLives > 0 then FLives := FLives - 1;
2992 if FLives = 0 then FNoRespawn := True;
2993 end;
2995 // Íîìåð òèïà ñìåðòè:
2996 a := 1;
2997 case KillType of
2998 K_SIMPLEKILL: a := 1;
2999 K_HARDKILL: a := 2;
3000 K_EXTRAHARDKILL: a := 3;
3001 K_FALLKILL: a := 4;
3002 end;
3004 // Çâóê ñìåðòè:
3005 if not FModel.PlaySound(MODELSOUND_DIE, a, FObj.X, FObj.Y) then
3006 for i := 1 to 3 do
3007 if FModel.PlaySound(MODELSOUND_DIE, i, FObj.X, FObj.Y) then
3008 Break;
3010 // Âðåìÿ ðåñïàóíà:
3011 if Srv then
3012 case KillType of
3013 K_SIMPLEKILL:
3014 FTime[T_RESPAWN] := gTime + TIME_RESPAWN1;
3015 K_HARDKILL:
3016 FTime[T_RESPAWN] := gTime + TIME_RESPAWN2;
3017 K_EXTRAHARDKILL, K_FALLKILL:
3018 FTime[T_RESPAWN] := gTime + TIME_RESPAWN3;
3019 end;
3021 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3022 case KillType of
3023 K_SIMPLEKILL:
3024 SetAction(A_DIE1);
3025 K_HARDKILL, K_EXTRAHARDKILL:
3026 SetAction(A_DIE2);
3027 end;
3029 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3030 if (KillType <> K_FALLKILL) and (Srv) then
3031 g_Monsters_killedp();
3033 if SpawnerUID = FUID then
3034 begin // Ñàìîóáèëñÿ
3035 if Srv and (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3036 begin
3037 Dec(FFrags);
3038 FLastFrag := 0;
3039 end;
3040 g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3041 end
3042 else
3043 if g_GetUIDType(SpawnerUID) = UID_PLAYER then
3044 begin // Óáèò äðóãèì èãðîêîì
3045 KP := g_Player_Get(SpawnerUID);
3046 if (KP <> nil) and Srv then
3047 begin
3048 if (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3049 if SameTeam(FUID, SpawnerUID) then
3050 begin
3051 Dec(KP.FFrags);
3052 KP.FLastFrag := 0;
3053 end else
3054 begin
3055 Inc(KP.FFrags);
3056 KP.FragCombo();
3057 end;
3059 if (gGameSettings.GameMode = GM_TDM) and DoFrags then
3060 Inc(gTeamStat[KP.Team].Goals,
3061 IfThen(SameTeam(FUID, SpawnerUID), -1, 1));
3063 if netsrv then MH_SEND_PlayerStats(SpawnerUID);
3064 end;
3066 plr := g_Player_Get(SpawnerUID);
3067 if plr = nil then
3068 s := '?'
3069 else
3070 s := plr.FName;
3072 case KillType of
3073 K_HARDKILL:
3074 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3075 [FName, s]),
3076 gShowKillMsg);
3077 K_EXTRAHARDKILL:
3078 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3079 [FName, s]),
3080 gShowKillMsg);
3081 else
3082 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3083 [FName, s]),
3084 gShowKillMsg);
3085 end;
3086 end
3087 else if g_GetUIDType(SpawnerUID) = UID_MONSTER then
3088 begin // Óáèò ìîíñòðîì
3089 mon := g_Monsters_Get(SpawnerUID);
3090 if mon = nil then
3091 s := '?'
3092 else
3093 s := g_Monsters_GetKilledBy(mon.MonsterType);
3095 case KillType of
3096 K_HARDKILL:
3097 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3098 [FName, s]),
3099 gShowKillMsg);
3100 K_EXTRAHARDKILL:
3101 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3102 [FName, s]),
3103 gShowKillMsg);
3104 else
3105 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3106 [FName, s]),
3107 gShowKillMsg);
3108 end;
3109 end
3110 else // Îñîáûå òèïû ñìåðòè
3111 case t of
3112 HIT_DISCON: ;
3113 HIT_SELF: g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3114 HIT_FALL: g_Console_Add(Format(_lc[I_PLAYER_KILL_FALL], [FName]), True);
3115 HIT_WATER: g_Console_Add(Format(_lc[I_PLAYER_KILL_WATER], [FName]), True);
3116 HIT_ACID: g_Console_Add(Format(_lc[I_PLAYER_KILL_ACID], [FName]), True);
3117 HIT_TRAP: g_Console_Add(Format(_lc[I_PLAYER_KILL_TRAP], [FName]), True);
3118 else g_Console_Add(Format(_lc[I_PLAYER_DIED], [FName]), True);
3119 end;
3121 if Srv then
3122 begin
3123 // Âûáðîñ îðóæèÿ:
3124 for a := WP_FIRST to WP_LAST do
3125 if FWeapon[a] then
3126 begin
3127 case a of
3128 WEAPON_SAW: i := ITEM_WEAPON_SAW;
3129 WEAPON_SHOTGUN1: i := ITEM_WEAPON_SHOTGUN1;
3130 WEAPON_SHOTGUN2: i := ITEM_WEAPON_SHOTGUN2;
3131 WEAPON_CHAINGUN: i := ITEM_WEAPON_CHAINGUN;
3132 WEAPON_ROCKETLAUNCHER: i := ITEM_WEAPON_ROCKETLAUNCHER;
3133 WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA;
3134 WEAPON_BFG: i := ITEM_WEAPON_BFG;
3135 WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET;
3136 WEAPON_FLAMETHROWER: i := ITEM_WEAPON_FLAMETHROWER;
3137 else i := 0;
3138 end;
3140 if i <> 0 then
3141 PushItem(i);
3142 end;
3144 // Âûáðîñ ðþêçàêà:
3145 if R_ITEM_BACKPACK in FRulez then
3146 PushItem(ITEM_AMMO_BACKPACK);
3148 // Âûáðîñ ðàêåòíîãî ðàíöà:
3149 if FJetFuel > 0 then
3150 PushItem(ITEM_JETPACK);
3152 // Âûáðîñ êëþ÷åé:
3153 if not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) then
3154 begin
3155 if R_KEY_RED in FRulez then
3156 PushItem(ITEM_KEY_RED);
3158 if R_KEY_GREEN in FRulez then
3159 PushItem(ITEM_KEY_GREEN);
3161 if R_KEY_BLUE in FRulez then
3162 PushItem(ITEM_KEY_BLUE);
3163 end;
3165 // Âûáðîñ ôëàãà:
3166 DropFlag();
3167 end;
3169 g_Player_CreateCorpse(Self);
3171 if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and
3172 (gLMSRespawn = LMS_RESPAWN_NONE) then
3173 begin
3174 a := 0;
3175 k := 0;
3176 ar := 0;
3177 ab := 0;
3178 for i := Low(gPlayers) to High(gPlayers) do
3179 begin
3180 if gPlayers[i] = nil then continue;
3181 if (not gPlayers[i].FNoRespawn) and (not gPlayers[i].FSpectator) then
3182 begin
3183 Inc(a);
3184 if gPlayers[i].FTeam = TEAM_RED then Inc(ar)
3185 else if gPlayers[i].FTeam = TEAM_BLUE then Inc(ab);
3186 k := i;
3187 end;
3188 end;
3190 OldLR := gLMSRespawn;
3191 if (gGameSettings.GameMode = GM_COOP) then
3192 begin
3193 if (a = 0) then
3194 begin
3195 // everyone is dead, restart the map
3196 g_Game_Message(_lc[I_MESSAGE_LMS_LOSE], 144);
3197 if Netsrv then
3198 MH_SEND_GameEvent(NET_EV_LMS_LOSE);
3199 gLMSRespawn := LMS_RESPAWN_FINAL;
3200 gLMSRespawnTime := gTime + 5000;
3201 end
3202 else if (a = 1) then
3203 begin
3204 if (gPlayers[k] <> nil) and not (gPlayers[k] is TBot) then
3205 if (gPlayers[k] = gPlayer1) or
3206 (gPlayers[k] = gPlayer2) then
3207 g_Console_Add('*** ' + _lc[I_MESSAGE_LMS_SURVIVOR] + ' ***', True)
3208 else if Netsrv and (gPlayers[k].FClientID >= 0) then
3209 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR, 0, 'N', gPlayers[k].FClientID);
3210 end;
3211 end
3212 else if (gGameSettings.GameMode = GM_TDM) then
3213 begin
3214 if (ab = 0) and (ar <> 0) then
3215 begin
3216 // blu team ded
3217 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_RED])]), 144);
3218 if Netsrv then
3219 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_RED);
3220 Inc(gTeamStat[TEAM_RED].Goals);
3221 gLMSRespawn := LMS_RESPAWN_FINAL;
3222 gLMSRespawnTime := gTime + 5000;
3223 end
3224 else if (ar = 0) and (ab <> 0) then
3225 begin
3226 // red team ded
3227 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_BLUE])]), 144);
3228 if Netsrv then
3229 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_BLUE);
3230 Inc(gTeamStat[TEAM_BLUE].Goals);
3231 gLMSRespawn := LMS_RESPAWN_FINAL;
3232 gLMSRespawnTime := gTime + 5000;
3233 end
3234 else if (ar = 0) and (ab = 0) then
3235 begin
3236 // everyone ded
3237 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3238 if Netsrv then
3239 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3240 gLMSRespawn := LMS_RESPAWN_FINAL;
3241 gLMSRespawnTime := gTime + 5000;
3242 end;
3243 end
3244 else if (gGameSettings.GameMode = GM_DM) then
3245 begin
3246 if (a = 1) then
3247 begin
3248 if gPlayers[k] <> nil then
3249 with gPlayers[k] do
3250 begin
3251 // survivor is the winner
3252 g_Game_Message(Format(_lc[I_MESSAGE_LMS_WIN], [AnsiUpperCase(FName)]), 144);
3253 if Netsrv then
3254 MH_SEND_GameEvent(NET_EV_LMS_WIN, 0, FName);
3255 Inc(FFrags);
3256 end;
3257 gLMSRespawn := LMS_RESPAWN_FINAL;
3258 gLMSRespawnTime := gTime + 5000;
3259 end
3260 else if (a = 0) then
3261 begin
3262 // everyone is dead, restart the map
3263 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3264 if Netsrv then
3265 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3266 gLMSRespawn := LMS_RESPAWN_FINAL;
3267 gLMSRespawnTime := gTime + 5000;
3268 end;
3269 end;
3270 if srv and (OldLR = LMS_RESPAWN_NONE) and (gLMSRespawn > LMS_RESPAWN_NONE) then
3271 begin
3272 if NetMode = NET_SERVER then
3273 MH_SEND_GameEvent(NET_EV_LMS_WARMUP, (gLMSRespawnTime - gTime) div 1000)
3274 else
3275 g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [(gLMSRespawnTime - gTime) div 1000]), True);
3276 end;
3277 end;
3279 if Netsrv then
3280 begin
3281 MH_SEND_PlayerStats(FUID);
3282 MH_SEND_PlayerDeath(FUID, KillType, t, SpawnerUID);
3283 if gGameSettings.GameMode = GM_TDM then MH_SEND_GameStats;
3284 end;
3286 if srv and FNoRespawn then Spectate(True);
3287 FWantsInGame := True;
3288 end;
3290 function TPlayer.BodyInLiquid(XInc, YInc: Integer): Boolean;
3291 begin
3292 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3293 PLAYER_RECT.Height-20, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, False);
3294 end;
3296 function TPlayer.BodyInAcid(XInc, YInc: Integer): Boolean;
3297 begin
3298 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3299 PLAYER_RECT.Height-20, PANEL_ACID1 or PANEL_ACID2, False);
3300 end;
3302 procedure TPlayer.MakeBloodSimple(Count: Word);
3303 begin
3304 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
3305 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3306 Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
3307 150, 0, 0);
3308 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
3309 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3310 Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
3311 150, 0, 0);
3312 end;
3314 procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
3315 begin
3316 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
3317 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3318 Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
3319 150, 0, 0);
3320 end;
3322 procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
3323 begin
3324 if g_Game_IsClient then Exit;
3325 if Weapon > High(FWeapon) then Exit;
3326 FNextWeap := FNextWeap or (1 shl Weapon);
3327 end;
3329 procedure TPlayer.resetWeaponQueue ();
3330 begin
3331 FNextWeap := 0;
3332 FNextWeapDelay := 0;
3333 end;
3335 function TPlayer.hasAmmoForWeapon (weapon: Byte): Boolean;
3336 begin
3337 result := false;
3338 case weapon of
3339 WEAPON_KASTET, WEAPON_SAW: result := true;
3340 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2: result := (FAmmo[A_SHELLS] > 0);
3341 WEAPON_PISTOL, WEAPON_CHAINGUN, WEAPON_SUPERPULEMET: result := (FAmmo[A_BULLETS] > 0);
3342 WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
3343 WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
3344 WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
3345 else result := (weapon < length(FWeapon));
3346 end;
3347 end;
3349 // return 255 for "no switch"
3350 function TPlayer.getNextWeaponIndex (): Byte;
3351 var
3352 i: Word;
3353 wantThisWeapon: array[0..64] of Boolean;
3354 wwc: Integer = 0; //HACK!
3355 dir, cwi: Integer;
3356 begin
3357 result := 255; // default result: "no switch"
3358 // had weapon cycling on previous frame? remove that flag
3359 if (FNextWeap and $2000) <> 0 then begin FNextWeap := FNextWeap and $1FFF; FNextWeapDelay := 0; end;
3360 // cycling has priority
3361 if (FNextWeap and $C000) <> 0 then
3362 begin
3363 if (FNextWeap and $8000) <> 0 then dir := 1 else dir := -1;
3364 FNextWeap := FNextWeap or $2000; // we need this
3365 if FNextWeapDelay > 0 then exit; // cooldown time
3366 cwi := FCurrWeap;
3367 for i := 0 to High(FWeapon) do
3368 begin
3369 cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
3370 if FWeapon[cwi] then
3371 begin
3372 //e_WriteLog(Format(' SWITCH: cur=%d; new=%d', [FCurrWeap, cwi]), MSG_WARNING);
3373 result := Byte(cwi);
3374 FNextWeapDelay := 10;
3375 exit;
3376 end;
3377 end;
3378 resetWeaponQueue();
3379 exit;
3380 end;
3381 // no cycling
3382 for i := 0 to High(wantThisWeapon) do wantThisWeapon[i] := false;
3383 for i := 0 to High(FWeapon) do if (FNextWeap and (1 shl i)) <> 0 then begin wantThisWeapon[i] := true; Inc(wwc); end;
3384 // exclude currently selected weapon from the set
3385 wantThisWeapon[FCurrWeap] := false;
3386 // slow down alterations a little
3387 if wwc > 1 then
3388 begin
3389 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3390 // more than one weapon requested, assume "alteration" and check alteration delay
3391 if FNextWeapDelay > 0 then begin FNextWeap := 0; exit; end; // yeah
3392 end;
3393 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3394 // but clear all counters if no weapon should be switched
3395 if wwc < 1 then begin resetWeaponQueue(); exit; end;
3396 //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
3397 // try weapons in descending order
3398 for i := High(FWeapon) downto 0 do
3399 begin
3400 if wantThisWeapon[i] and FWeapon[i] and ((wwc = 1) or hasAmmoForWeapon(i)) then
3401 begin
3402 // i found her!
3403 result := Byte(i);
3404 resetWeaponQueue();
3405 FNextWeapDelay := 10; // anyway, 'cause why not
3406 exit;
3407 end;
3408 end;
3409 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3410 resetWeaponQueue();
3411 end;
3413 procedure TPlayer.RealizeCurrentWeapon();
3414 function switchAllowed (): Boolean;
3415 var
3416 i: Byte;
3417 begin
3418 result := false;
3419 if FBFGFireCounter <> -1 then
3420 exit;
3421 if FTime[T_SWITCH] > gTime then
3422 exit;
3423 for i := WP_FIRST to WP_LAST do
3424 if FReloading[i] > 0 then
3425 exit;
3426 result := true;
3427 end;
3429 var
3430 nw: Byte;
3431 begin
3432 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3433 //FNextWeap := FNextWeap and $1FFF;
3434 if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
3436 if not switchAllowed then
3437 begin
3438 //HACK for weapon cycling
3439 if (FNextWeap and $7000) <> 0 then FNextWeap := 0;
3440 exit;
3441 end;
3443 nw := getNextWeaponIndex();
3444 if nw = 255 then exit; // don't reset anything here
3445 if nw > High(FWeapon) then
3446 begin
3447 // don't forget to reset queue here!
3448 //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
3449 resetWeaponQueue();
3450 exit;
3451 end;
3453 if FWeapon[nw] then
3454 begin
3455 FCurrWeap := nw;
3456 FTime[T_SWITCH] := gTime+156;
3457 if FCurrWeap = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3458 FModel.SetWeapon(FCurrWeap);
3459 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
3460 end;
3461 end;
3463 procedure TPlayer.NextWeapon();
3464 begin
3465 if g_Game_IsClient then Exit;
3466 FNextWeap := $8000;
3467 end;
3469 procedure TPlayer.PrevWeapon();
3470 begin
3471 if g_Game_IsClient then Exit;
3472 FNextWeap := $4000;
3473 end;
3475 procedure TPlayer.SetWeapon(W: Byte);
3476 begin
3477 if FCurrWeap <> W then
3478 if W = WEAPON_SAW then
3479 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3481 FCurrWeap := W;
3482 FModel.SetWeapon(CurrWeap);
3483 resetWeaponQueue();
3484 end;
3486 function TPlayer.PickItem(ItemType: Byte; respawn: Boolean; var remove: Boolean): Boolean;
3487 var
3488 a: Boolean;
3489 begin
3490 Result := False;
3491 if g_Game_IsClient then Exit;
3493 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3494 a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and respawn;
3495 remove := not a;
3497 case ItemType of
3498 ITEM_MEDKIT_SMALL:
3499 if FHealth < PLAYER_HP_SOFT then
3500 begin
3501 IncMax(FHealth, 10, PLAYER_HP_SOFT);
3502 Result := True;
3503 remove := True;
3504 if gFlash = 2 then Inc(FPickup, 5);
3505 end;
3507 ITEM_MEDKIT_LARGE:
3508 if FHealth < PLAYER_HP_SOFT then
3509 begin
3510 IncMax(FHealth, 25, PLAYER_HP_SOFT);
3511 Result := True;
3512 remove := True;
3513 if gFlash = 2 then Inc(FPickup, 5);
3514 end;
3516 ITEM_ARMOR_GREEN:
3517 if FArmor < PLAYER_AP_SOFT then
3518 begin
3519 FArmor := PLAYER_AP_SOFT;
3520 Result := True;
3521 remove := True;
3522 if gFlash = 2 then Inc(FPickup, 5);
3523 end;
3525 ITEM_ARMOR_BLUE:
3526 if FArmor < PLAYER_AP_LIMIT then
3527 begin
3528 FArmor := PLAYER_AP_LIMIT;
3529 Result := True;
3530 remove := True;
3531 if gFlash = 2 then Inc(FPickup, 5);
3532 end;
3534 ITEM_SPHERE_BLUE:
3535 if FHealth < PLAYER_HP_LIMIT then
3536 begin
3537 IncMax(FHealth, 100, PLAYER_HP_LIMIT);
3538 Result := True;
3539 remove := True;
3540 if gFlash = 2 then Inc(FPickup, 5);
3541 end;
3543 ITEM_SPHERE_WHITE:
3544 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
3545 begin
3546 if FHealth < PLAYER_HP_LIMIT then
3547 FHealth := PLAYER_HP_LIMIT;
3548 if FArmor < PLAYER_AP_LIMIT then
3549 FArmor := PLAYER_AP_LIMIT;
3550 Result := True;
3551 remove := True;
3552 if gFlash = 2 then Inc(FPickup, 5);
3553 end;
3555 ITEM_WEAPON_SAW:
3556 if (not FWeapon[WEAPON_SAW]) or ((not respawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
3557 begin
3558 FWeapon[WEAPON_SAW] := True;
3559 Result := True;
3560 if gFlash = 2 then Inc(FPickup, 5);
3561 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3562 end;
3564 ITEM_WEAPON_SHOTGUN1:
3565 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN1] then
3566 begin
3567 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
3568 if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
3570 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3571 FWeapon[WEAPON_SHOTGUN1] := True;
3572 Result := True;
3573 if gFlash = 2 then Inc(FPickup, 5);
3574 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3575 end;
3577 ITEM_WEAPON_SHOTGUN2:
3578 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
3579 begin
3580 if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
3582 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3583 FWeapon[WEAPON_SHOTGUN2] := True;
3584 Result := True;
3585 if gFlash = 2 then Inc(FPickup, 5);
3586 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3587 end;
3589 ITEM_WEAPON_CHAINGUN:
3590 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
3591 begin
3592 if a and FWeapon[WEAPON_CHAINGUN] then Exit;
3594 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3595 FWeapon[WEAPON_CHAINGUN] := True;
3596 Result := True;
3597 if gFlash = 2 then Inc(FPickup, 5);
3598 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3599 end;
3601 ITEM_WEAPON_ROCKETLAUNCHER:
3602 if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
3603 begin
3604 if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
3606 IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
3607 FWeapon[WEAPON_ROCKETLAUNCHER] := True;
3608 Result := True;
3609 if gFlash = 2 then Inc(FPickup, 5);
3610 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3611 end;
3613 ITEM_WEAPON_PLASMA:
3614 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
3615 begin
3616 if a and FWeapon[WEAPON_PLASMA] then Exit;
3618 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3619 FWeapon[WEAPON_PLASMA] := True;
3620 Result := True;
3621 if gFlash = 2 then Inc(FPickup, 5);
3622 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3623 end;
3625 ITEM_WEAPON_BFG:
3626 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
3627 begin
3628 if a and FWeapon[WEAPON_BFG] then Exit;
3630 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3631 FWeapon[WEAPON_BFG] := True;
3632 Result := True;
3633 if gFlash = 2 then Inc(FPickup, 5);
3634 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3635 end;
3637 ITEM_WEAPON_SUPERPULEMET:
3638 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
3639 begin
3640 if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
3642 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3643 FWeapon[WEAPON_SUPERPULEMET] := True;
3644 Result := True;
3645 if gFlash = 2 then Inc(FPickup, 5);
3646 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3647 end;
3649 ITEM_WEAPON_FLAMETHROWER:
3650 if (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) or not FWeapon[WEAPON_FLAMETHROWER] then
3651 begin
3652 if a and FWeapon[WEAPON_FLAMETHROWER] then Exit;
3654 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
3655 FWeapon[WEAPON_FLAMETHROWER] := True;
3656 Result := True;
3657 if gFlash = 2 then Inc(FPickup, 5);
3658 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3659 end;
3661 ITEM_AMMO_BULLETS:
3662 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3663 begin
3664 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
3665 Result := True;
3666 remove := True;
3667 if gFlash = 2 then Inc(FPickup, 5);
3668 end;
3670 ITEM_AMMO_BULLETS_BOX:
3671 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3672 begin
3673 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3674 Result := True;
3675 remove := True;
3676 if gFlash = 2 then Inc(FPickup, 5);
3677 end;
3679 ITEM_AMMO_SHELLS:
3680 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3681 begin
3682 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3683 Result := True;
3684 remove := True;
3685 if gFlash = 2 then Inc(FPickup, 5);
3686 end;
3688 ITEM_AMMO_SHELLS_BOX:
3689 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3690 begin
3691 IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
3692 Result := True;
3693 remove := True;
3694 if gFlash = 2 then Inc(FPickup, 5);
3695 end;
3697 ITEM_AMMO_ROCKET:
3698 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3699 begin
3700 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
3701 Result := True;
3702 remove := True;
3703 if gFlash = 2 then Inc(FPickup, 5);
3704 end;
3706 ITEM_AMMO_ROCKET_BOX:
3707 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3708 begin
3709 IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
3710 Result := True;
3711 remove := True;
3712 if gFlash = 2 then Inc(FPickup, 5);
3713 end;
3715 ITEM_AMMO_CELL:
3716 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3717 begin
3718 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3719 Result := True;
3720 remove := True;
3721 if gFlash = 2 then Inc(FPickup, 5);
3722 end;
3724 ITEM_AMMO_CELL_BIG:
3725 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3726 begin
3727 IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
3728 Result := True;
3729 remove := True;
3730 if gFlash = 2 then Inc(FPickup, 5);
3731 end;
3733 ITEM_AMMO_FUELCAN:
3734 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
3735 begin
3736 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
3737 Result := True;
3738 remove := True;
3739 if gFlash = 2 then Inc(FPickup, 5);
3740 end;
3742 ITEM_AMMO_BACKPACK:
3743 if not(R_ITEM_BACKPACK in FRulez) or
3744 (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
3745 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
3746 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
3747 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
3748 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
3749 begin
3750 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
3751 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
3752 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
3753 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
3754 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
3756 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3757 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
3758 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3759 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3760 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3761 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
3762 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3763 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3765 FRulez := FRulez + [R_ITEM_BACKPACK];
3766 Result := True;
3767 remove := True;
3768 if gFlash = 2 then Inc(FPickup, 5);
3769 end;
3771 ITEM_KEY_RED:
3772 if not(R_KEY_RED in FRulez) then
3773 begin
3774 Include(FRulez, R_KEY_RED);
3775 Result := True;
3776 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3777 if gFlash = 2 then Inc(FPickup, 5);
3778 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3779 end;
3781 ITEM_KEY_GREEN:
3782 if not(R_KEY_GREEN in FRulez) then
3783 begin
3784 Include(FRulez, R_KEY_GREEN);
3785 Result := True;
3786 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3787 if gFlash = 2 then Inc(FPickup, 5);
3788 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3789 end;
3791 ITEM_KEY_BLUE:
3792 if not(R_KEY_BLUE in FRulez) then
3793 begin
3794 Include(FRulez, R_KEY_BLUE);
3795 Result := True;
3796 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3797 if gFlash = 2 then Inc(FPickup, 5);
3798 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3799 end;
3801 ITEM_SUIT:
3802 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
3803 begin
3804 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
3805 Result := True;
3806 remove := True;
3807 if gFlash = 2 then Inc(FPickup, 5);
3808 end;
3810 ITEM_OXYGEN:
3811 if FAir < AIR_MAX then
3812 begin
3813 FAir := AIR_MAX;
3814 Result := True;
3815 remove := True;
3816 if gFlash = 2 then Inc(FPickup, 5);
3817 end;
3819 ITEM_MEDKIT_BLACK:
3820 begin
3821 if not (R_BERSERK in FRulez) then
3822 begin
3823 Include(FRulez, R_BERSERK);
3824 if FBFGFireCounter = -1 then
3825 begin
3826 FCurrWeap := WEAPON_KASTET;
3827 resetWeaponQueue();
3828 FModel.SetWeapon(WEAPON_KASTET);
3829 end;
3830 if gFlash <> 0 then
3831 Inc(FPain, 100);
3832 if gFlash = 2 then Inc(FPickup, 5);
3833 FBerserk := gTime+30000;
3834 Result := True;
3835 remove := True;
3836 end;
3837 if FHealth < PLAYER_HP_SOFT then
3838 begin
3839 FHealth := PLAYER_HP_SOFT;
3840 FBerserk := gTime+30000;
3841 Result := True;
3842 remove := True;
3843 end;
3844 end;
3846 ITEM_INVUL:
3847 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
3848 begin
3849 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
3850 Result := True;
3851 remove := True;
3852 if gFlash = 2 then Inc(FPickup, 5);
3853 end;
3855 ITEM_BOTTLE:
3856 if FHealth < PLAYER_HP_LIMIT then
3857 begin
3858 IncMax(FHealth, 4, PLAYER_HP_LIMIT);
3859 Result := True;
3860 remove := True;
3861 if gFlash = 2 then Inc(FPickup, 5);
3862 end;
3864 ITEM_HELMET:
3865 if FArmor < PLAYER_AP_LIMIT then
3866 begin
3867 IncMax(FArmor, 5, PLAYER_AP_LIMIT);
3868 Result := True;
3869 remove := True;
3870 if gFlash = 2 then Inc(FPickup, 5);
3871 end;
3873 ITEM_JETPACK:
3874 if FJetFuel < JET_MAX then
3875 begin
3876 FJetFuel := JET_MAX;
3877 Result := True;
3878 remove := True;
3879 if gFlash = 2 then Inc(FPickup, 5);
3880 end;
3882 ITEM_INVIS:
3883 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
3884 begin
3885 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
3886 Result := True;
3887 remove := True;
3888 if gFlash = 2 then Inc(FPickup, 5);
3889 end;
3890 end;
3891 end;
3893 procedure TPlayer.Touch();
3894 begin
3895 if not FLive then
3896 Exit;
3897 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
3898 if FIamBot then
3899 begin
3900 // Áðîñèòü ôëàã òîâàðèùó:
3901 if gGameSettings.GameMode = GM_CTF then
3902 DropFlag();
3903 end;
3904 end;
3906 procedure TPlayer.Push(vx, vy: Integer);
3907 begin
3908 if (not FPhysics) and FGhost then
3909 Exit;
3910 FObj.Accel.X := FObj.Accel.X + vx;
3911 FObj.Accel.Y := FObj.Accel.Y + vy;
3912 if g_Game_IsNet and g_Game_IsServer then
3913 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
3914 end;
3916 procedure TPlayer.Reset(Force: Boolean);
3917 begin
3918 if Force then
3919 FLive := False;
3921 FSpawned := False;
3922 FTime[T_RESPAWN] := 0;
3923 FTime[T_FLAGCAP] := 0;
3924 FGodMode := False;
3925 FNoTarget := False;
3926 FNoReload := False;
3927 FFrags := 0;
3928 FLastFrag := 0;
3929 FComboEvnt := -1;
3930 FKills := 0;
3931 FMonsterKills := 0;
3932 FDeath := 0;
3933 FSecrets := 0;
3934 if FNoRespawn then
3935 begin
3936 FSpectator := False;
3937 FGhost := False;
3938 FPhysics := True;
3939 FSpectatePlayer := -1;
3940 FNoRespawn := False;
3941 end;
3942 FLives := gGameSettings.MaxLives;
3944 SetFlag(FLAG_NONE);
3945 end;
3947 procedure TPlayer.SoftReset();
3948 begin
3949 ReleaseKeys();
3951 FDamageBuffer := 0;
3952 FIncCam := 0;
3953 FBFGFireCounter := -1;
3954 FShellTimer := -1;
3955 FPain := 0;
3956 FLastHit := 0;
3957 FLastFrag := 0;
3958 FComboEvnt := -1;
3960 SetFlag(FLAG_NONE);
3961 SetAction(A_STAND, True);
3962 end;
3964 function TPlayer.GetRespawnPoint(): Byte;
3965 var
3966 c: Byte;
3967 begin
3968 Result := 255;
3969 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
3971 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
3972 if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then
3973 begin
3974 if (Self = gPlayer1) or (Self = gPlayer2) then
3975 begin
3976 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
3977 if Self = gPlayer1 then
3978 c := RESPAWNPOINT_PLAYER1
3979 else
3980 c := RESPAWNPOINT_PLAYER2;
3981 if g_Map_GetPointCount(c) > 0 then
3982 begin
3983 Result := c;
3984 Exit;
3985 end;
3987 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
3988 if Self = gPlayer1 then
3989 c := RESPAWNPOINT_PLAYER2
3990 else
3991 c := RESPAWNPOINT_PLAYER1;
3992 if g_Map_GetPointCount(c) > 0 then
3993 begin
3994 Result := c;
3995 Exit;
3996 end;
3997 end else
3998 begin
3999 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
4000 if Random(2) = 0 then
4001 c := RESPAWNPOINT_PLAYER1
4002 else
4003 c := RESPAWNPOINT_PLAYER2;
4004 if g_Map_GetPointCount(c) > 0 then
4005 begin
4006 Result := c;
4007 Exit;
4008 end;
4009 end;
4011 // Òî÷êà ëþáîé èç êîìàíä
4012 if Random(2) = 0 then
4013 c := RESPAWNPOINT_RED
4014 else
4015 c := RESPAWNPOINT_BLUE;
4016 if g_Map_GetPointCount(c) > 0 then
4017 begin
4018 Result := c;
4019 Exit;
4020 end;
4022 // Òî÷êà DM
4023 c := RESPAWNPOINT_DM;
4024 if g_Map_GetPointCount(c) > 0 then
4025 begin
4026 Result := c;
4027 Exit;
4028 end;
4029 end;
4031 // Ìÿñîïîâàë
4032 if gGameSettings.GameMode = GM_DM then
4033 begin
4034 // Òî÷êà DM
4035 c := RESPAWNPOINT_DM;
4036 if g_Map_GetPointCount(c) > 0 then
4037 begin
4038 Result := c;
4039 Exit;
4040 end;
4042 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4043 if Random(2) = 0 then
4044 c := RESPAWNPOINT_PLAYER1
4045 else
4046 c := RESPAWNPOINT_PLAYER2;
4047 if g_Map_GetPointCount(c) > 0 then
4048 begin
4049 Result := c;
4050 Exit;
4051 end;
4053 // Òî÷êà ëþáîé èç êîìàíä
4054 if Random(2) = 0 then
4055 c := RESPAWNPOINT_RED
4056 else
4057 c := RESPAWNPOINT_BLUE;
4058 if g_Map_GetPointCount(c) > 0 then
4059 begin
4060 Result := c;
4061 Exit;
4062 end;
4063 end;
4065 // Êîìàíäíûå
4066 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
4067 begin
4068 // Òî÷êà ñâîåé êîìàíäû
4069 c := RESPAWNPOINT_DM;
4070 if FTeam = TEAM_RED then
4071 c := RESPAWNPOINT_RED;
4072 if FTeam = TEAM_BLUE then
4073 c := RESPAWNPOINT_BLUE;
4074 if g_Map_GetPointCount(c) > 0 then
4075 begin
4076 Result := c;
4077 Exit;
4078 end;
4080 // Òî÷êà DM
4081 c := RESPAWNPOINT_DM;
4082 if g_Map_GetPointCount(c) > 0 then
4083 begin
4084 Result := c;
4085 Exit;
4086 end;
4088 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4089 if Random(2) = 0 then
4090 c := RESPAWNPOINT_PLAYER1
4091 else
4092 c := RESPAWNPOINT_PLAYER2;
4093 if g_Map_GetPointCount(c) > 0 then
4094 begin
4095 Result := c;
4096 Exit;
4097 end;
4099 // Òî÷êà äðóãîé êîìàíäû
4100 c := RESPAWNPOINT_DM;
4101 if FTeam = TEAM_RED then
4102 c := RESPAWNPOINT_BLUE;
4103 if FTeam = TEAM_BLUE then
4104 c := RESPAWNPOINT_RED;
4105 if g_Map_GetPointCount(c) > 0 then
4106 begin
4107 Result := c;
4108 Exit;
4109 end;
4110 end;
4111 end;
4113 procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False);
4114 var
4115 RespawnPoint: TRespawnPoint;
4116 a, b, c: Byte;
4117 Anim: TAnimation;
4118 ID: DWORD;
4119 begin
4120 if not g_Game_IsServer then
4121 Exit;
4122 if FDummy then
4123 Exit;
4124 FWantsInGame := True;
4125 FJustTeleported := True;
4126 if Force then
4127 begin
4128 FTime[T_RESPAWN] := 0;
4129 FLive := False;
4130 end;
4131 FNetTime := 0;
4132 // if server changes MaxLives we gotta be ready
4133 if gGameSettings.MaxLives = 0 then FNoRespawn := False;
4135 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4136 if FTime[T_RESPAWN] > gTime then
4137 Exit;
4139 // Ïðîñðàë âñå æèçíè:
4140 if FNoRespawn then
4141 begin
4142 if not FSpectator then Spectate(True);
4143 FWantsInGame := True;
4144 Exit;
4145 end;
4147 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.GameMode <> GM_COOP) then
4148 begin // "Ñâîÿ èãðà"
4149 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4150 FRulez := FRulez-[R_BERSERK];
4151 end
4152 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4153 begin
4154 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4155 FRulez := FRulez-[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK];
4156 end;
4158 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4159 c := GetRespawnPoint();
4161 ReleaseKeys();
4162 SetFlag(FLAG_NONE);
4164 // Âîñêðåøåíèå áåç îðóæèÿ:
4165 if not FLive then
4166 begin
4167 FHealth := PLAYER_HP_SOFT;
4168 FArmor := 0;
4169 FLive := True;
4170 FAir := AIR_DEF;
4171 FJetFuel := 0;
4173 for a := WP_FIRST to WP_LAST do
4174 begin
4175 FWeapon[a] := False;
4176 FReloading[a] := 0;
4177 end;
4179 FWeapon[WEAPON_PISTOL] := True;
4180 FWeapon[WEAPON_KASTET] := True;
4181 FCurrWeap := WEAPON_PISTOL;
4182 resetWeaponQueue();
4184 FModel.SetWeapon(FCurrWeap);
4186 for b := A_BULLETS to A_HIGH do
4187 FAmmo[b] := 0;
4189 FAmmo[A_BULLETS] := 50;
4191 FMaxAmmo[A_BULLETS] := AmmoLimits[0, A_BULLETS];
4192 FMaxAmmo[A_SHELLS] := AmmoLimits[0, A_SHELLS];
4193 FMaxAmmo[A_ROCKETS] := AmmoLimits[0, A_SHELLS];
4194 FMaxAmmo[A_CELLS] := AmmoLimits[0, A_CELLS];
4195 FMaxAmmo[A_FUEL] := AmmoLimits[0, A_FUEL];
4197 if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then
4198 FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
4199 else
4200 FRulez := [];
4201 end;
4203 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4204 if not g_Map_GetPoint(c, RespawnPoint) then
4205 begin
4206 g_FatalError(_lc[I_GAME_ERROR_GET_SPAWN]);
4207 Exit;
4208 end;
4210 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4211 FObj.X := RespawnPoint.X-PLAYER_RECT.X;
4212 FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y;
4213 FObj.Vel.X := 0;
4214 FObj.Vel.Y := 0;
4215 FObj.Accel.X := 0;
4216 FObj.Accel.Y := 0;
4218 FDirection := RespawnPoint.Direction;
4219 if FDirection = D_LEFT then
4220 FAngle := 180
4221 else
4222 FAngle := 0;
4224 FIncCam := 0;
4225 FBFGFireCounter := -1;
4226 FShellTimer := -1;
4227 FPain := 0;
4228 FLastHit := 0;
4230 SetAction(A_STAND, True);
4231 FModel.Direction := FDirection;
4233 for a := Low(FTime) to High(FTime) do
4234 FTime[a] := 0;
4236 for a := Low(FMegaRulez) to High(FMegaRulez) do
4237 FMegaRulez[a] := 0;
4239 FDamageBuffer := 0;
4240 FJetpack := False;
4241 FCanJetpack := False;
4242 FFireTime := 0;
4243 FFirePainTime := 0;
4244 FFireAttacker := 0;
4246 // Àíèìàöèÿ âîçðîæäåíèÿ:
4247 if (not gLoadGameMode) and (not Silent) then
4248 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4249 begin
4250 Anim := TAnimation.Create(ID, False, 3);
4251 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4252 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4253 Anim.Free();
4254 end;
4256 FSpectator := False;
4257 FGhost := False;
4258 FPhysics := True;
4259 FSpectatePlayer := -1;
4260 FSpawned := True;
4262 if g_Game_IsNet then
4263 begin
4264 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4265 MH_SEND_PlayerStats(FUID, NET_EVERYONE);
4266 if not Silent then
4267 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4268 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32,
4269 0, NET_GFX_TELE);
4270 end;
4271 end;
4273 procedure TPlayer.Spectate(NoMove: Boolean = False);
4274 begin
4275 if FLive then
4276 Kill(K_EXTRAHARDKILL, FUID, HIT_SOME)
4277 else if (not NoMove) then
4278 begin
4279 GameX := gMapInfo.Width div 2;
4280 GameY := gMapInfo.Height div 2;
4281 end;
4282 FXTo := GameX;
4283 FYTo := GameY;
4285 FLive := False;
4286 FSpectator := True;
4287 FGhost := True;
4288 FPhysics := False;
4289 FWantsInGame := False;
4290 FSpawned := False;
4292 if FNoRespawn then
4293 begin
4294 if Self = gPlayer1 then
4295 begin
4296 gLMSPID1 := FUID;
4297 gPlayer1 := nil;
4298 end;
4299 if Self = gPlayer2 then
4300 begin
4301 gLMSPID2 := FUID;
4302 gPlayer2 := nil;
4303 end;
4304 end;
4306 if g_Game_IsNet then
4307 MH_SEND_PlayerStats(FUID);
4308 end;
4310 procedure TPlayer.SwitchNoClip;
4311 begin
4312 if not FLive then
4313 Exit;
4314 FGhost := not FGhost;
4315 FPhysics := not FGhost;
4316 if FGhost then
4317 begin
4318 FXTo := FObj.X;
4319 FYTo := FObj.Y;
4320 end else
4321 begin
4322 FObj.Accel.X := 0;
4323 FObj.Accel.Y := 0;
4324 end;
4325 end;
4327 procedure TPlayer.Run(Direction: TDirection);
4328 var
4329 a, b: Integer;
4330 begin
4331 if MAX_RUNVEL > 8 then
4332 FlySmoke();
4334 // Áåæèì:
4335 if Direction = D_LEFT then
4336 begin
4337 if FObj.Vel.X > -MAX_RUNVEL then
4338 FObj.Vel.X := FObj.Vel.X - (MAX_RUNVEL shr 3);
4339 end
4340 else
4341 if FObj.Vel.X < MAX_RUNVEL then
4342 FObj.Vel.X := FObj.Vel.X + (MAX_RUNVEL shr 3);
4344 // Âîçìîæíî, ïèíàåì êóñêè:
4345 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
4346 begin
4347 b := Abs(FObj.Vel.X);
4348 if b > 1 then b := b * (Random(8 div b) + 1);
4349 for a := 0 to High(gGibs) do
4350 if gGibs[a].Live and
4351 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
4352 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
4353 // Ïèíàåì êóñêè
4354 if FObj.Vel.X < 0 then
4355 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
4356 else
4357 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
4358 end;
4360 SetAction(A_WALK);
4361 end;
4363 procedure TPlayer.SeeDown();
4364 begin
4365 SetAction(A_SEEDOWN);
4367 if FDirection = D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN;
4369 if FIncCam > -120 then DecMin(FIncCam, 5, -120);
4370 end;
4372 procedure TPlayer.SeeUp();
4373 begin
4374 SetAction(A_SEEUP);
4376 if FDirection = D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP;
4378 if FIncCam < 120 then IncMax(FIncCam, 5, 120);
4379 end;
4381 procedure TPlayer.SetAction(Action: Byte; Force: Boolean = False);
4382 var
4383 Prior: Byte;
4384 begin
4385 case Action of
4386 A_WALK: Prior := 3;
4387 A_DIE1: Prior := 5;
4388 A_DIE2: Prior := 5;
4389 A_ATTACK: Prior := 2;
4390 A_SEEUP: Prior := 1;
4391 A_SEEDOWN: Prior := 1;
4392 A_ATTACKUP: Prior := 2;
4393 A_ATTACKDOWN: Prior := 2;
4394 A_PAIN: Prior := 4;
4395 else Prior := 0;
4396 end;
4398 if (Prior > FActionPrior) or Force then
4399 if not ((Prior = 2) and (FCurrWeap = WEAPON_SAW)) then
4400 begin
4401 FActionPrior := Prior;
4402 FActionAnim := Action;
4403 FActionForce := Force;
4404 FActionChanged := True;
4405 end;
4407 if Action in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN] then FModel.SetFire(True);
4408 end;
4410 function TPlayer.StayOnStep(XInc, YInc: Integer): Boolean;
4411 begin
4412 Result := not g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height-1,
4413 PLAYER_RECT.Width, 1, PANEL_STEP, False)
4414 and g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height,
4415 PLAYER_RECT.Width, 1, PANEL_STEP, False);
4416 end;
4418 function TPlayer.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
4419 var
4420 Anim: TAnimation;
4421 ID: DWORD;
4422 begin
4423 Result := False;
4425 if g_CollideLevel(X, Y, PLAYER_RECT.Width, PLAYER_RECT.Height) then
4426 begin
4427 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
4428 if g_Game_IsServer and g_Game_IsNet then
4429 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
4430 Exit;
4431 end;
4433 FJustTeleported := True;
4435 Anim := nil;
4436 if not silent then
4437 begin
4438 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4439 begin
4440 Anim := TAnimation.Create(ID, False, 3);
4441 end;
4443 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj.X, FObj.Y);
4444 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4445 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4446 if g_Game_IsServer and g_Game_IsNet then
4447 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4448 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 1,
4449 NET_GFX_TELE);
4450 end;
4452 FObj.X := X-PLAYER_RECT.X;
4453 FObj.Y := Y-PLAYER_RECT.Y;
4454 if FLive and FGhost then
4455 begin
4456 FXTo := FObj.X;
4457 FYTo := FObj.Y;
4458 end;
4460 if not g_Game_IsNet then
4461 begin
4462 if dir = 1 then
4463 begin
4464 SetDirection(D_LEFT);
4465 FAngle := 180;
4466 end
4467 else
4468 if dir = 2 then
4469 begin
4470 SetDirection(D_RIGHT);
4471 FAngle := 0;
4472 end
4473 else
4474 if dir = 3 then
4475 begin // îáðàòíîå
4476 if FDirection = D_RIGHT then
4477 begin
4478 SetDirection(D_LEFT);
4479 FAngle := 180;
4480 end
4481 else
4482 begin
4483 SetDirection(D_RIGHT);
4484 FAngle := 0;
4485 end;
4486 end;
4487 end;
4489 if not silent and (Anim <> nil) then
4490 begin
4491 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4492 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4493 Anim.Free();
4495 if g_Game_IsServer and g_Game_IsNet then
4496 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4497 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 0,
4498 NET_GFX_TELE);
4499 end;
4501 Result := True;
4502 end;
4504 function nonz(a: Single): Single;
4505 begin
4506 if a <> 0 then
4507 Result := a
4508 else
4509 Result := 1;
4510 end;
4512 procedure TPlayer.Update();
4513 var
4514 b: Byte;
4515 i, ii, wx, wy, xd, yd, k: Integer;
4516 blockmon, headwater, dospawn: Boolean;
4517 NetServer: Boolean;
4518 AnyServer: Boolean;
4519 SetSpect: Boolean;
4520 begin
4521 NetServer := g_Game_IsNet and g_Game_IsServer;
4522 AnyServer := g_Game_IsServer;
4524 if g_Game_IsClient and (NetInterpLevel > 0) then
4525 DoLerp(NetInterpLevel + 1)
4526 else
4527 if FGhost then
4528 DoLerp(4);
4530 if NetServer then
4531 if FClientID >= 0 then
4532 begin
4533 FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
4534 if NetClients[FClientID].Peer^.packetsSent > 0 then
4535 FLoss := Round(100*NetClients[FClientID].Peer^.packetsLost/NetClients[FClientID].Peer^.packetsSent)
4536 else
4537 FLoss := 0;
4538 end else
4539 begin
4540 FPing := 0;
4541 FLoss := 0;
4542 end;
4544 if FLive and (gFly or FJetpack) then
4545 FlySmoke();
4547 if FDirection = D_LEFT then
4548 FAngle := 180
4549 else
4550 FAngle := 0;
4552 if FLive and (not FGhost) then
4553 begin
4554 if FKeys[KEY_UP].Pressed then
4555 SeeUp();
4556 if FKeys[KEY_DOWN].Pressed then
4557 SeeDown();
4558 end;
4560 if (not (FKeys[KEY_UP].Pressed or FKeys[KEY_DOWN].Pressed)) and
4561 (FIncCam <> 0) then
4562 begin
4563 i := g_basic.Sign(FIncCam);
4564 FIncCam := Abs(FIncCam);
4565 DecMin(FIncCam, 5, 0);
4566 FIncCam := FIncCam*i;
4567 end;
4569 // no need to do that each second frame, weapon queue will take care of it
4570 if FLive and FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4571 if FLive and FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4573 if gTime mod (GAME_TICK*2) <> 0 then
4574 begin
4575 if (FObj.Vel.X = 0) and FLive then
4576 begin
4577 if FKeys[KEY_LEFT].Pressed then
4578 Run(D_LEFT);
4579 if FKeys[KEY_RIGHT].Pressed then
4580 Run(D_RIGHT);
4581 end;
4583 if FPhysics then
4584 g_Obj_Move(@FObj, True, True, True);
4586 Exit;
4587 end;
4589 FActionChanged := False;
4591 if FLive then
4592 begin
4593 // Let alive player do some actions
4594 if FKeys[KEY_LEFT].Pressed then Run(D_LEFT);
4595 if FKeys[KEY_RIGHT].Pressed then Run(D_RIGHT);
4596 //if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4597 //if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4598 if FKeys[KEY_FIRE].Pressed and AnyServer then Fire();
4599 if FKeys[KEY_OPEN].Pressed and AnyServer then Use();
4600 if FKeys[KEY_JUMP].Pressed then Jump()
4601 else
4602 begin
4603 if AnyServer and FJetpack then
4604 begin
4605 FJetpack := False;
4606 JetpackOff;
4607 if NetServer then MH_SEND_PlayerStats(FUID);
4608 end;
4609 FCanJetpack := True;
4610 end;
4611 end
4612 else // Dead
4613 begin
4614 dospawn := False;
4615 if not FGhost then
4616 for k := Low(FKeys) to KEY_CHAT-1 do
4617 begin
4618 if FKeys[k].Pressed then
4619 begin
4620 dospawn := True;
4621 break;
4622 end;
4623 end;
4624 if dospawn then
4625 begin
4626 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
4627 Respawn(False)
4628 else // Single
4629 if (FTime[T_RESPAWN] <= gTime) and
4630 gGameOn and (not FLive) then
4631 begin
4632 if (g_Player_GetCount() > 1) then
4633 Respawn(False)
4634 else
4635 begin
4636 gExit := EXIT_RESTART;
4637 Exit;
4638 end;
4639 end;
4640 end;
4641 // Dead spectator actions
4642 if FGhost then
4643 begin
4644 if FKeys[KEY_OPEN].Pressed and AnyServer then Fire();
4645 if FKeys[KEY_FIRE].Pressed and AnyServer then
4646 begin
4647 if FSpectator then
4648 begin
4649 if (FSpectatePlayer >= High(gPlayers)) then
4650 FSpectatePlayer := -1
4651 else
4652 begin
4653 SetSpect := False;
4654 for I := FSpectatePlayer + 1 to High(gPlayers) do
4655 if gPlayers[I] <> nil then
4656 if gPlayers[I].Live then
4657 if gPlayers[I].UID <> FUID then
4658 begin
4659 FSpectatePlayer := I;
4660 SetSpect := True;
4661 break;
4662 end;
4664 if not SetSpect then FSpectatePlayer := -1;
4665 end;
4667 ReleaseKeys;
4668 end;
4669 end;
4670 end;
4671 end;
4672 // No clipping
4673 if FGhost then
4674 begin
4675 if FKeys[KEY_UP].Pressed or FKeys[KEY_JUMP].Pressed then
4676 begin
4677 FYTo := FObj.Y - 32;
4678 FSpectatePlayer := -1;
4679 end;
4680 if FKeys[KEY_DOWN].Pressed then
4681 begin
4682 FYTo := FObj.Y + 32;
4683 FSpectatePlayer := -1;
4684 end;
4685 if FKeys[KEY_LEFT].Pressed then
4686 begin
4687 FXTo := FObj.X - 32;
4688 FSpectatePlayer := -1;
4689 end;
4690 if FKeys[KEY_RIGHT].Pressed then
4691 begin
4692 FXTo := FObj.X + 32;
4693 FSpectatePlayer := -1;
4694 end;
4696 if (FXTo < -64) then
4697 FXTo := -64
4698 else if (FXTo > gMapInfo.Width + 32) then
4699 FXTo := gMapInfo.Width + 32;
4700 if (FYTo < -72) then
4701 FYTo := -72
4702 else if (FYTo > gMapInfo.Height + 32) then
4703 FYTo := gMapInfo.Height + 32;
4704 end;
4706 if FPhysics then
4707 g_Obj_Move(@FObj, True, True, True)
4708 else
4709 begin
4710 FObj.Vel.X := 0;
4711 FObj.Vel.Y := 0;
4712 if FSpectator then
4713 if (FSpectatePlayer <= High(gPlayers)) and (FSpectatePlayer >= 0) then
4714 if gPlayers[FSpectatePlayer] <> nil then
4715 if gPlayers[FSpectatePlayer].Live then
4716 begin
4717 FXTo := gPlayers[FSpectatePlayer].GameX;
4718 FYTo := gPlayers[FSpectatePlayer].GameY;
4719 end;
4720 end;
4722 blockmon := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X, FObj.Y+PLAYER_HEADRECT.Y,
4723 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
4724 PANEL_BLOCKMON, True);
4725 headwater := HeadInLiquid(0, 0);
4727 // Ñîïðîòèâëåíèå âîçäóõà:
4728 if (not FLive) or not (FKeys[KEY_LEFT].Pressed or FKeys[KEY_RIGHT].Pressed) then
4729 if FObj.Vel.X <> 0 then
4730 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
4732 if (FLastHit = HIT_TRAP) and (FPain > 90) then FPain := 90;
4733 DecMin(FPain, 5, 0);
4734 DecMin(FPickup, 1, 0);
4736 if FLive and (FObj.Y > gMapInfo.Height+128) and AnyServer then
4737 begin
4738 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
4739 FMegaRulez[MR_SUIT] := 0;
4740 FMegaRulez[MR_INVUL] := 0;
4741 FMegaRulez[MR_INVIS] := 0;
4742 Kill(K_FALLKILL, 0, HIT_FALL);
4743 end;
4745 i := 9;
4747 if FLive then
4748 begin
4749 if FCurrWeap = WEAPON_SAW then
4750 if not (FSawSound.IsPlaying() or FSawSoundHit.IsPlaying() or
4751 FSawSoundSelect.IsPlaying()) then
4752 FSawSoundIdle.PlayAt(FObj.X, FObj.Y);
4754 if FJetpack then
4755 if (not FJetSoundFly.IsPlaying()) and (not FJetSoundOn.IsPlaying()) and
4756 (not FJetSoundOff.IsPlaying()) then
4757 begin
4758 FJetSoundFly.SetPosition(0);
4759 FJetSoundFly.PlayAt(FObj.X, FObj.Y);
4760 end;
4762 for b := WP_FIRST to WP_LAST do
4763 if FReloading[b] > 0 then
4764 if FNoReload then
4765 FReloading[b] := 0
4766 else
4767 Dec(FReloading[b]);
4769 if FShellTimer > -1 then
4770 if FShellTimer = 0 then
4771 begin
4772 if FShellType = SHELL_SHELL then
4773 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4774 GameVelX, GameVelY-2, SHELL_SHELL)
4775 else if FShellType = SHELL_DBLSHELL then
4776 begin
4777 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4778 GameVelX+1, GameVelY-2, SHELL_SHELL);
4779 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4780 GameVelX-1, GameVelY-2, SHELL_SHELL);
4781 end;
4782 FShellTimer := -1;
4783 end else Dec(FShellTimer);
4785 if (FBFGFireCounter > -1) then
4786 if FBFGFireCounter = 0 then
4787 begin
4788 if AnyServer then
4789 begin
4790 wx := FObj.X+WEAPONPOINT[FDirection].X;
4791 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
4792 xd := wx+IfThen(FDirection = D_LEFT, -30, 30);
4793 yd := wy+firediry();
4794 g_Weapon_bfgshot(wx, wy, xd, yd, FUID);
4795 if NetServer then MH_SEND_PlayerFire(FUID, WEAPON_BFG, wx, wy, xd, yd);
4796 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
4797 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
4798 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
4799 end;
4801 FReloading[WEAPON_BFG] := WEAPON_RELOAD[WEAPON_BFG];
4802 FBFGFireCounter := -1;
4803 end else
4804 if FNoReload then
4805 FBFGFireCounter := 0
4806 else
4807 Dec(FBFGFireCounter);
4809 if (FMegaRulez[MR_SUIT] < gTime) and AnyServer then
4810 begin
4811 b := g_GetAcidHit(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height);
4813 if (b > 0) and (gTime mod (15*GAME_TICK) = 0) then Damage(b, 0, 0, 0, HIT_ACID);
4814 end;
4816 if (headwater or blockmon) then
4817 begin
4818 Dec(FAir);
4820 if FAir < -9 then
4821 begin
4822 if AnyServer then Damage(10, 0, 0, 0, HIT_WATER);
4823 FAir := 0;
4824 end
4825 else if (FAir mod 31 = 0) and not blockmon then
4826 begin
4827 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
4828 if Random(2) = 0 then
4829 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
4830 else
4831 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
4832 end;
4833 end else if FAir < AIR_DEF then
4834 FAir := AIR_DEF;
4836 if FFireTime > 0 then
4837 begin
4838 if BodyInLiquid(0, 0) then
4839 begin
4840 FFireTime := 0;
4841 FFirePainTime := 0;
4842 end
4843 else
4844 begin
4845 OnFireFlame(1);
4846 if FFirePainTime <= 0 then
4847 begin
4848 if g_Game_IsServer then
4849 Damage(5, FFireAttacker, 0, 0, HIT_FLAME);
4850 FFirePainTime := 18;
4851 end;
4852 FFirePainTime := FFirePainTime - 1;
4853 FFireTime := FFireTime - 1;
4854 if (FFireTime = 0) and g_Game_IsNet and g_Game_IsServer then
4855 MH_SEND_PlayerStats(FUID);
4856 end;
4857 end;
4859 if FDamageBuffer > 0 then
4860 begin
4861 if FDamageBuffer >= 9 then
4862 begin
4863 SetAction(A_PAIN);
4865 if FDamageBuffer < 30 then i := 9
4866 else if FDamageBuffer < 100 then i := 18
4867 else i := 27;
4868 end;
4870 ii := Round(FDamageBuffer*FHealth / nonz(FArmor*(3/4)+FHealth));
4871 FArmor := FArmor-(FDamageBuffer-ii);
4872 FHealth := FHealth-ii;
4873 if FArmor < 0 then
4874 begin
4875 FHealth := FHealth+FArmor;
4876 FArmor := 0;
4877 end;
4879 if AnyServer then
4880 if FHealth <= 0 then
4881 if FHealth > -30 then Kill(K_SIMPLEKILL, FLastSpawnerUID, FLastHit)
4882 else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit)
4883 else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit);
4885 if FLive then
4886 begin
4887 if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y)
4888 else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y)
4889 else if FDamageBuffer <= 120 then FModel.PlaySound(MODELSOUND_PAIN, 3, FObj.X, FObj.Y)
4890 else FModel.PlaySound(MODELSOUND_PAIN, 4, FObj.X, FObj.Y);
4891 end;
4893 FDamageBuffer := 0;
4894 end;
4896 {CollideItem();}
4897 end; // if FLive then ...
4899 if (FActionAnim = A_PAIN) and (FModel.Animation <> A_PAIN) then
4900 begin
4901 FModel.ChangeAnimation(FActionAnim, FActionForce);
4902 FModel.GetCurrentAnimation.MinLength := i;
4903 FModel.GetCurrentAnimationMask.MinLength := i;
4904 end else FModel.ChangeAnimation(FActionAnim, FActionForce and (FModel.Animation <> A_STAND));
4906 if (FModel.GetCurrentAnimation.Played or ((not FActionChanged) and (FModel.Animation = A_WALK)))
4907 then SetAction(A_STAND, True);
4909 if not ((FModel.Animation = A_WALK) and (Abs(FObj.Vel.X) < 4) and not FModel.Fire) then FModel.Update;
4911 for b := Low(FKeys) to High(FKeys) do
4912 if FKeys[b].Time = 0 then FKeys[b].Pressed := False else Dec(FKeys[b].Time);
4913 end;
4915 function TPlayer.Collide(X, Y: Integer; Width, Height: Word): Boolean;
4916 begin
4917 Result := g_Collide(FObj.X+PLAYER_RECT.X,
4918 FObj.Y+PLAYER_RECT.Y,
4919 PLAYER_RECT.Width,
4920 PLAYER_RECT.Height,
4921 X, Y,
4922 Width, Height);
4923 end;
4925 function TPlayer.Collide(Panel: TPanel): Boolean;
4926 begin
4927 Result := g_Collide(FObj.X+PLAYER_RECT.X,
4928 FObj.Y+PLAYER_RECT.Y,
4929 PLAYER_RECT.Width,
4930 PLAYER_RECT.Height,
4931 Panel.X, Panel.Y,
4932 Panel.Width, Panel.Height);
4933 end;
4935 function TPlayer.Collide(X, Y: Integer): Boolean;
4936 begin
4937 X := X-FObj.X-PLAYER_RECT.X;
4938 Y := Y-FObj.Y-PLAYER_RECT.Y;
4939 Result := (x >= 0) and (x <= PLAYER_RECT.Width) and
4940 (y >= 0) and (y <= PLAYER_RECT.Height);
4941 end;
4943 function g_Player_ValidName(Name: string): Boolean;
4944 var
4945 a: Integer;
4946 begin
4947 Result := True;
4949 if gPlayers = nil then Exit;
4951 for a := 0 to High(gPlayers) do
4952 if gPlayers[a] <> nil then
4953 if LowerCase(Name) = LowerCase(gPlayers[a].FName) then
4954 begin
4955 Result := False;
4956 Exit;
4957 end;
4958 end;
4960 procedure TPlayer.SetDirection(Direction: TDirection);
4961 var
4962 d: TDirection;
4963 begin
4964 d := FModel.Direction;
4966 FModel.Direction := Direction;
4967 if d <> Direction then FModel.ChangeAnimation(FModel.Animation, True);
4969 FDirection := Direction;
4970 end;
4972 function TPlayer.GetKeys(): Byte;
4973 begin
4974 Result := 0;
4976 if R_KEY_RED in FRulez then Result := KEY_RED;
4977 if R_KEY_GREEN in FRulez then Result := Result or KEY_GREEN;
4978 if R_KEY_BLUE in FRulez then Result := Result or KEY_BLUE;
4980 if FTeam = TEAM_RED then Result := Result or KEY_REDTEAM;
4981 if FTeam = TEAM_BLUE then Result := Result or KEY_BLUETEAM;
4982 end;
4984 procedure TPlayer.Use();
4985 var
4986 a: Integer;
4987 begin
4988 if FTime[T_USE] > gTime then Exit;
4990 g_Triggers_PressR(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
4991 PLAYER_RECT.Height, FUID, ACTIVATE_PLAYERPRESS);
4993 for a := 0 to High(gPlayers) do
4994 if (gPlayers[a] <> nil) and (gPlayers[a] <> Self) and
4995 gPlayers[a].Live and SameTeam(FUID, gPlayers[a].FUID) and
4996 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
4997 FObj.Rect.Width, FObj.Rect.Height, @gPlayers[a].FObj) then
4998 begin
4999 gPlayers[a].Touch();
5000 if g_Game_IsNet and g_Game_IsServer then
5001 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH, gPlayers[a].FUID);
5002 end;
5004 FTime[T_USE] := gTime+120;
5005 end;
5007 procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
5008 var
5009 Obj: TObj;
5010 F: Boolean;
5011 WX, WY, XD, YD: Integer;
5012 begin
5013 F := False;
5014 WX := X;
5015 WY := Y;
5016 XD := AX;
5017 YD := AY;
5019 case FCurrWeap of
5020 WEAPON_KASTET:
5021 begin
5022 if R_BERSERK in FRulez then
5023 begin
5024 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5025 obj.X := FObj.X+FObj.Rect.X;
5026 obj.Y := FObj.Y+FObj.Rect.Y;
5027 obj.rect.X := 0;
5028 obj.rect.Y := 0;
5029 obj.rect.Width := 39;
5030 obj.rect.Height := 52;
5031 obj.Vel.X := (xd-wx) div 2;
5032 obj.Vel.Y := (yd-wy) div 2;
5033 obj.Accel.X := xd-wx;
5034 obj.Accel.y := yd-wy;
5036 if g_Weapon_Hit(@obj, 50, FUID, HIT_SOME) <> 0 then
5037 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
5038 else
5039 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
5041 if gFlash = 1 then
5042 if FPain < 50 then
5043 FPain := min(FPain + 25, 50);
5044 end else
5045 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
5046 end;
5048 WEAPON_SAW:
5049 begin
5050 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5051 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
5052 begin
5053 FSawSoundSelect.Stop();
5054 FSawSound.Stop();
5055 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
5056 end
5057 else if not FSawSoundHit.IsPlaying() then
5058 begin
5059 FSawSoundSelect.Stop();
5060 FSawSound.PlayAt(FObj.X, FObj.Y);
5061 end;
5062 f := True;
5063 end;
5065 WEAPON_PISTOL:
5066 begin
5067 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
5068 FFireAngle := FAngle;
5069 f := True;
5070 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5071 GameVelX, GameVelY-2, SHELL_BULLET);
5072 end;
5074 WEAPON_SHOTGUN1:
5075 begin
5076 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5077 FFireAngle := FAngle;
5078 f := True;
5079 FShellTimer := 10;
5080 FShellType := SHELL_SHELL;
5081 end;
5083 WEAPON_SHOTGUN2:
5084 begin
5085 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
5086 FFireAngle := FAngle;
5087 f := True;
5088 FShellTimer := 13;
5089 FShellType := SHELL_DBLSHELL;
5090 end;
5092 WEAPON_CHAINGUN:
5093 begin
5094 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey);
5095 FFireAngle := FAngle;
5096 f := True;
5097 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5098 GameVelX, GameVelY-2, SHELL_BULLET);
5099 end;
5101 WEAPON_ROCKETLAUNCHER:
5102 begin
5103 g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID);
5104 FFireAngle := FAngle;
5105 f := True;
5106 end;
5108 WEAPON_PLASMA:
5109 begin
5110 g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID);
5111 FFireAngle := FAngle;
5112 f := True;
5113 end;
5115 WEAPON_BFG:
5116 begin
5117 g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID);
5118 FFireAngle := FAngle;
5119 f := True;
5120 end;
5122 WEAPON_SUPERPULEMET:
5123 begin
5124 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5125 FFireAngle := FAngle;
5126 f := True;
5127 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5128 GameVelX, GameVelY-2, SHELL_SHELL);
5129 end;
5131 WEAPON_FLAMETHROWER:
5132 begin
5133 g_Weapon_flame(wx, wy, xd, yd, FUID, WID);
5134 FFireAngle := FAngle;
5135 f := True;
5136 end;
5137 end;
5139 if not f then Exit;
5141 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5142 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5143 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5144 end;
5146 procedure TPlayer.DoLerp(Level: Integer = 2);
5147 begin
5148 if FObj.X <> FXTo then FObj.X := Lerp(FObj.X, FXTo, Level);
5149 if FObj.Y <> FYTo then FObj.Y := Lerp(FObj.Y, FYTo, Level);
5150 end;
5152 procedure TPlayer.SetLerp(XTo, YTo: Integer);
5153 var
5154 AX, AY: Integer;
5155 begin
5156 if NetInterpLevel < 1 then
5157 begin
5158 FObj.X := XTo;
5159 FObj.Y := YTo;
5160 end
5161 else
5162 begin
5163 FXTo := XTo;
5164 FYTo := YTo;
5166 AX := Abs(FXTo - FObj.X);
5167 AY := Abs(FYTo - FObj.Y);
5168 if (AX > 32) or (AX <= NetInterpLevel) then
5169 FObj.X := FXTo;
5170 if (AY > 32) or (AY <= NetInterpLevel) then
5171 FObj.Y := FYTo;
5172 end;
5173 end;
5175 function TPlayer.FullInLift(XInc, YInc: Integer): Integer;
5176 begin
5177 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5178 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5179 PANEL_LIFTUP, False) then Result := -1
5180 else
5181 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5182 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5183 PANEL_LIFTDOWN, False) then Result := 1
5184 else Result := 0;
5185 end;
5187 function TPlayer.GetFlag(Flag: Byte): Boolean;
5188 var
5189 s, ts: String;
5190 evtype: Byte;
5191 begin
5192 Result := False;
5194 if Flag = FLAG_NONE then
5195 Exit;
5197 if not g_Game_IsServer then Exit;
5199 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5200 if (Flag = FTeam) and
5201 (gFlags[Flag].State = FLAG_STATE_NORMAL) and
5202 (FFlag <> FLAG_NONE) then
5203 begin
5204 if FFlag = FLAG_RED then
5205 s := _lc[I_PLAYER_FLAG_RED]
5206 else
5207 s := _lc[I_PLAYER_FLAG_BLUE];
5209 evtype := FLAG_STATE_SCORED;
5211 ts := Format('%.4d', [gFlags[FFlag].CaptureTime]);
5212 Insert('.', ts, Length(ts) + 1 - 3);
5213 g_Console_Add(Format(_lc[I_PLAYER_FLAG_CAPTURE], [FName, s, ts]), True);
5215 g_Map_ResetFlag(FFlag);
5216 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144);
5218 gTeamStat[FTeam].Goals := gTeamStat[FTeam].Goals + 1;
5220 Result := True;
5221 if g_Game_IsNet then
5222 begin
5223 MH_SEND_FlagEvent(evtype, FFlag, FUID, False);
5224 MH_SEND_GameStats;
5225 end;
5227 gFlags[FFlag].CaptureTime := 0;
5228 SetFlag(FLAG_NONE);
5229 Exit;
5230 end;
5232 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5233 if (Flag = FTeam) and
5234 (gFlags[Flag].State = FLAG_STATE_DROPPED) then
5235 begin
5236 if Flag = FLAG_RED then
5237 s := _lc[I_PLAYER_FLAG_RED]
5238 else
5239 s := _lc[I_PLAYER_FLAG_BLUE];
5241 evtype := FLAG_STATE_RETURNED;
5242 gFlags[Flag].CaptureTime := 0;
5244 g_Console_Add(Format(_lc[I_PLAYER_FLAG_RETURN], [FName, s]), True);
5246 g_Map_ResetFlag(Flag);
5247 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
5249 Result := True;
5250 if g_Game_IsNet then
5251 begin
5252 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5253 MH_SEND_GameStats;
5254 end;
5255 Exit;
5256 end;
5258 // Ïîäîáðàë ÷óæîé ôëàã:
5259 if (Flag <> FTeam) and (FTime[T_FLAGCAP] <= gTime) then
5260 begin
5261 SetFlag(Flag);
5263 if Flag = FLAG_RED then
5264 s := _lc[I_PLAYER_FLAG_RED]
5265 else
5266 s := _lc[I_PLAYER_FLAG_BLUE];
5268 evtype := FLAG_STATE_CAPTURED;
5270 g_Console_Add(Format(_lc[I_PLAYER_FLAG_GET], [FName, s]), True);
5272 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_GET], [AnsiUpperCase(s)]), 144);
5274 gFlags[Flag].State := FLAG_STATE_CAPTURED;
5276 Result := True;
5277 if g_Game_IsNet then
5278 begin
5279 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5280 MH_SEND_GameStats;
5281 end;
5282 end;
5283 end;
5285 procedure TPlayer.SetFlag(Flag: Byte);
5286 begin
5287 FFlag := Flag;
5288 if FModel <> nil then
5289 FModel.SetFlag(FFlag);
5290 end;
5292 function TPlayer.DropFlag(): Boolean;
5293 var
5294 s: String;
5295 begin
5296 Result := False;
5297 if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then
5298 Exit;
5299 FTime[T_FLAGCAP] := gTime + 2000;
5300 with gFlags[FFlag] do
5301 begin
5302 Obj.X := FObj.X;
5303 Obj.Y := FObj.Y;
5304 Direction := FDirection;
5305 State := FLAG_STATE_DROPPED;
5306 Count := FLAG_TIME;
5307 g_Obj_Push(@Obj, (FObj.Vel.X div 2)-2+Random(5),
5308 (FObj.Vel.Y div 2)-2+Random(5));
5310 if FFlag = FLAG_RED then
5311 s := _lc[I_PLAYER_FLAG_RED]
5312 else
5313 s := _lc[I_PLAYER_FLAG_BLUE];
5315 g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True);
5316 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144);
5318 if g_Game_IsNet then
5319 MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False);
5320 end;
5321 SetFlag(FLAG_NONE);
5322 Result := True;
5323 end;
5325 procedure TPlayer.GetSecret();
5326 begin
5327 Inc(FSecrets);
5328 end;
5330 procedure TPlayer.PressKey(Key: Byte; Time: Word = 1);
5331 begin
5332 Assert(Key <= High(FKeys));
5334 FKeys[Key].Pressed := True;
5335 FKeys[Key].Time := Time;
5336 end;
5338 function TPlayer.IsKeyPressed(K: Byte): Boolean;
5339 begin
5340 Result := FKeys[K].Pressed;
5341 end;
5343 procedure TPlayer.ReleaseKeys();
5344 var
5345 a: Integer;
5346 begin
5347 for a := Low(FKeys) to High(FKeys) do
5348 begin
5349 FKeys[a].Pressed := False;
5350 FKeys[a].Time := 0;
5351 end;
5352 end;
5354 procedure TPlayer.OnDamage(Angle: SmallInt);
5355 begin
5356 end;
5358 function TPlayer.firediry(): Integer;
5359 begin
5360 if FKeys[KEY_UP].Pressed then Result := -42
5361 else if FKeys[KEY_DOWN].Pressed then Result := 19
5362 else Result := 0;
5363 end;
5365 procedure TPlayer.RememberState();
5366 var
5367 i: Integer;
5368 begin
5369 FSavedState.Health := FHealth;
5370 FSavedState.Armor := FArmor;
5371 FSavedState.Air := FAir;
5372 FSavedState.JetFuel := FJetFuel;
5373 FSavedState.CurrWeap := FCurrWeap;
5374 FSavedState.NextWeap := FNextWeap;
5375 FSavedState.NextWeapDelay := FNextWeapDelay;
5377 for i := 0 to 3 do
5378 FSavedState.Ammo[i] := FAmmo[i];
5379 for i := 0 to 3 do
5380 FSavedState.MaxAmmo[i] := FMaxAmmo[i];
5382 FSavedState.Rulez := FRulez;
5383 FSavedState.WaitRecall := True;
5384 end;
5386 procedure TPlayer.RecallState();
5387 var
5388 i: Integer;
5389 begin
5390 if not FSavedState.WaitRecall then Exit;
5392 FHealth := FSavedState.Health;
5393 FArmor := FSavedState.Armor;
5394 FAir := FSavedState.Air;
5395 FJetFuel := FSavedState.JetFuel;
5396 FCurrWeap := FSavedState.CurrWeap;
5397 FNextWeap := FSavedState.NextWeap;
5398 FNextWeapDelay := FSavedState.NextWeapDelay;
5400 for i := 0 to 3 do
5401 FAmmo[i] := FSavedState.Ammo[i];
5402 for i := 0 to 3 do
5403 FMaxAmmo[i] := FSavedState.MaxAmmo[i];
5405 FRulez := FSavedState.Rulez;
5406 FSavedState.WaitRecall := False;
5408 if gGameSettings.GameType = GT_SERVER then
5409 MH_SEND_PlayerStats(FUID);
5410 end;
5412 procedure TPlayer.SaveState(var Mem: TBinMemoryWriter);
5413 var
5414 i: Integer;
5415 sig: DWORD;
5416 str: String;
5417 b: Byte;
5418 begin
5419 if FIamBot then
5420 i := 512
5421 else
5422 i := 256;
5424 Mem := TBinMemoryWriter.Create(i);
5426 // Ñèãíàòóðà èãðîêà:
5427 sig := PLAYER_SIGNATURE; // 'PLYR'
5428 Mem.WriteDWORD(sig);
5429 // Áîò èëè ÷åëîâåê:
5430 Mem.WriteBoolean(FIamBot);
5431 // UID èãðîêà:
5432 Mem.WriteWord(FUID);
5433 // Èìÿ èãðîêà:
5434 Mem.WriteString(FName, 32);
5435 // Êîìàíäà:
5436 Mem.WriteByte(FTeam);
5437 // Æèâ ëè:
5438 Mem.WriteBoolean(FLive);
5439 // Èçðàñõîäîâàë ëè âñå æèçíè:
5440 Mem.WriteBoolean(FNoRespawn);
5441 // Íàïðàâëåíèå:
5442 if FDirection = D_LEFT then
5443 b := 1
5444 else // D_RIGHT
5445 b := 2;
5446 Mem.WriteByte(b);
5447 // Çäîðîâüå:
5448 Mem.WriteInt(FHealth);
5449 // Æèçíè:
5450 Mem.WriteByte(FLives);
5451 // Áðîíÿ:
5452 Mem.WriteInt(FArmor);
5453 // Çàïàñ âîçäóõà:
5454 Mem.WriteInt(FAir);
5455 // Çàïàñ ãîðþ÷åãî:
5456 Mem.WriteInt(FJetFuel);
5457 // Áîëü:
5458 Mem.WriteInt(FPain);
5459 // Óáèë:
5460 Mem.WriteInt(FKills);
5461 // Óáèë ìîíñòðîâ:
5462 Mem.WriteInt(FMonsterKills);
5463 // Ôðàãîâ:
5464 Mem.WriteInt(FFrags);
5465 // Ôðàãîâ ïîäðÿä:
5466 Mem.WriteByte(FFragCombo);
5467 // Âðåìÿ ïîñëåäíåãî ôðàãà:
5468 Mem.WriteDWORD(FLastFrag);
5469 // Ñìåðòåé:
5470 Mem.WriteInt(FDeath);
5471 // Êàêîé ôëàã íåñåò:
5472 Mem.WriteByte(FFlag);
5473 // Íàøåë ñåêðåòîâ:
5474 Mem.WriteInt(FSecrets);
5475 // Òåêóùåå îðóæèå:
5476 Mem.WriteByte(FCurrWeap);
5477 // Æåëàåìîå îðóæèå:
5478 Mem.WriteWord(FNextWeap);
5479 // ...è ïàóçà
5480 Mem.WriteByte(FNextWeapDelay);
5481 // Âðåìÿ çàðÿäêè BFG:
5482 Mem.WriteSmallInt(FBFGFireCounter);
5483 // Áóôåð óðîíà:
5484 Mem.WriteInt(FDamageBuffer);
5485 // Ïîñëåäíèé óäàðèâøèé:
5486 Mem.WriteWord(FLastSpawnerUID);
5487 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
5488 Mem.WriteByte(FLastHit);
5489 // Îáúåêò èãðîêà:
5490 Obj_SaveState(@FObj, Mem);
5491 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
5492 for i := A_BULLETS to A_HIGH do
5493 Mem.WriteWord(FAmmo[i]);
5494 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
5495 for i := A_BULLETS to A_HIGH do
5496 Mem.WriteWord(FMaxAmmo[i]);
5497 // Íàëè÷èå îðóæèÿ:
5498 for i := WP_FIRST to WP_LAST do
5499 Mem.WriteBoolean(FWeapon[i]);
5500 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
5501 for i := WP_FIRST to WP_LAST do
5502 Mem.WriteWord(FReloading[i]);
5503 // Íàëè÷èå ðþêçàêà:
5504 if R_ITEM_BACKPACK in FRulez then
5505 b := 1
5506 else
5507 b := 0;
5508 Mem.WriteByte(b);
5509 // Íàëè÷èå êðàñíîãî êëþ÷à:
5510 if R_KEY_RED in FRulez then
5511 b := 1
5512 else
5513 b := 0;
5514 Mem.WriteByte(b);
5515 // Íàëè÷èå çåëåíîãî êëþ÷à:
5516 if R_KEY_GREEN in FRulez then
5517 b := 1
5518 else
5519 b := 0;
5520 Mem.WriteByte(b);
5521 // Íàëè÷èå ñèíåãî êëþ÷à:
5522 if R_KEY_BLUE in FRulez then
5523 b := 1
5524 else
5525 b := 0;
5526 Mem.WriteByte(b);
5527 // Íàëè÷èå áåðñåðêà:
5528 if R_BERSERK in FRulez then
5529 b := 1
5530 else
5531 b := 0;
5532 Mem.WriteByte(b);
5533 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
5534 for i := MR_SUIT to MR_MAX do
5535 Mem.WriteDWORD(FMegaRulez[i]);
5536 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
5537 for i := T_RESPAWN to T_FLAGCAP do
5538 Mem.WriteDWORD(FTime[i]);
5539 // Íàçâàíèå ìîäåëè:
5540 str := FModel.Name;
5541 Mem.WriteString(str);
5542 // Öâåò ìîäåëè:
5543 b := FColor.R;
5544 Mem.WriteByte(b);
5545 b := FColor.G;
5546 Mem.WriteByte(b);
5547 b := FColor.B;
5548 Mem.WriteByte(b);
5549 end;
5551 procedure TPlayer.LoadState(var Mem: TBinMemoryReader);
5552 var
5553 i: Integer;
5554 sig: DWORD;
5555 str: String;
5556 b: Byte;
5557 begin
5558 if Mem = nil then
5559 Exit;
5561 // Ñèãíàòóðà èãðîêà:
5562 Mem.ReadDWORD(sig);
5563 if sig <> PLAYER_SIGNATURE then // 'PLYR'
5564 begin
5565 raise EBinSizeError.Create('TPlayer.LoadState: Wrong Player Signature');
5566 end;
5567 // Áîò èëè ÷åëîâåê:
5568 Mem.ReadBoolean(FIamBot);
5569 // UID èãðîêà:
5570 Mem.ReadWord(FUID);
5571 // Èìÿ èãðîêà:
5572 Mem.ReadString(str);
5573 if (Self <> gPlayer1) and (Self <> gPlayer2) then
5574 FName := str;
5575 // Êîìàíäà:
5576 Mem.ReadByte(FTeam);
5577 // Æèâ ëè:
5578 Mem.ReadBoolean(FLive);
5579 // Èçðàñõîäîâàë ëè âñå æèçíè:
5580 Mem.ReadBoolean(FNoRespawn);
5581 // Íàïðàâëåíèå:
5582 Mem.ReadByte(b);
5583 if b = 1 then
5584 FDirection := D_LEFT
5585 else // b = 2
5586 FDirection := D_RIGHT;
5587 // Çäîðîâüå:
5588 Mem.ReadInt(FHealth);
5589 // Æèçíè:
5590 Mem.ReadByte(FLives);
5591 // Áðîíÿ:
5592 Mem.ReadInt(FArmor);
5593 // Çàïàñ âîçäóõà:
5594 Mem.ReadInt(FAir);
5595 // Çàïàñ ãîðþ÷åãî:
5596 Mem.ReadInt(FJetFuel);
5597 // Áîëü:
5598 Mem.ReadInt(FPain);
5599 // Óáèë:
5600 Mem.ReadInt(FKills);
5601 // Óáèë ìîíñòðîâ:
5602 Mem.ReadInt(FMonsterKills);
5603 // Ôðàãîâ:
5604 Mem.ReadInt(FFrags);
5605 // Ôðàãîâ ïîäðÿä:
5606 Mem.ReadByte(FFragCombo);
5607 // Âðåìÿ ïîñëåäíåãî ôðàãà:
5608 Mem.ReadDWORD(FLastFrag);
5609 // Ñìåðòåé:
5610 Mem.ReadInt(FDeath);
5611 // Êàêîé ôëàã íåñåò:
5612 Mem.ReadByte(FFlag);
5613 // Íàøåë ñåêðåòîâ:
5614 Mem.ReadInt(FSecrets);
5615 // Òåêóùåå îðóæèå:
5616 Mem.ReadByte(FCurrWeap);
5617 // Æåëàåìîå îðóæèå:
5618 Mem.ReadWord(FNextWeap);
5619 // ...è ïàóçà
5620 Mem.ReadByte(FNextWeapDelay);
5621 // Âðåìÿ çàðÿäêè BFG:
5622 Mem.ReadSmallInt(FBFGFireCounter);
5623 // Áóôåð óðîíà:
5624 Mem.ReadInt(FDamageBuffer);
5625 // Ïîñëåäíèé óäàðèâøèé:
5626 Mem.ReadWord(FLastSpawnerUID);
5627 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
5628 Mem.ReadByte(FLastHit);
5629 // Îáúåêò èãðîêà:
5630 Obj_LoadState(@FObj, Mem);
5631 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
5632 for i := A_BULLETS to A_HIGH do
5633 Mem.ReadWord(FAmmo[i]);
5634 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
5635 for i := A_BULLETS to A_HIGH do
5636 Mem.ReadWord(FMaxAmmo[i]);
5637 // Íàëè÷èå îðóæèÿ:
5638 for i := WP_FIRST to WP_LAST do
5639 Mem.ReadBoolean(FWeapon[i]);
5640 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
5641 for i := WP_FIRST to WP_LAST do
5642 Mem.ReadWord(FReloading[i]);
5643 // Íàëè÷èå ðþêçàêà:
5644 Mem.ReadByte(b);
5645 if b = 1 then
5646 Include(FRulez, R_ITEM_BACKPACK);
5647 // Íàëè÷èå êðàñíîãî êëþ÷à:
5648 Mem.ReadByte(b);
5649 if b = 1 then
5650 Include(FRulez, R_KEY_RED);
5651 // Íàëè÷èå çåëåíîãî êëþ÷à:
5652 Mem.ReadByte(b);
5653 if b = 1 then
5654 Include(FRulez, R_KEY_GREEN);
5655 // Íàëè÷èå ñèíåãî êëþ÷à:
5656 Mem.ReadByte(b);
5657 if b = 1 then
5658 Include(FRulez, R_KEY_BLUE);
5659 // Íàëè÷èå áåðñåðêà:
5660 Mem.ReadByte(b);
5661 if b = 1 then
5662 Include(FRulez, R_BERSERK);
5663 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
5664 for i := MR_SUIT to MR_MAX do
5665 Mem.ReadDWORD(FMegaRulez[i]);
5666 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
5667 for i := T_RESPAWN to T_FLAGCAP do
5668 Mem.ReadDWORD(FTime[i]);
5669 // Íàçâàíèå ìîäåëè:
5670 Mem.ReadString(str);
5671 // Öâåò ìîäåëè:
5672 Mem.ReadByte(FColor.R);
5673 Mem.ReadByte(FColor.G);
5674 Mem.ReadByte(FColor.B);
5675 if Self = gPlayer1 then
5676 begin
5677 str := gPlayer1Settings.Model;
5678 FColor := gPlayer1Settings.Color;
5679 end;
5680 if Self = gPlayer2 then
5681 begin
5682 str := gPlayer2Settings.Model;
5683 FColor := gPlayer2Settings.Color;
5684 end;
5685 // Îáíîâëÿåì ìîäåëü èãðîêà:
5686 SetModel(str);
5687 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
5688 FModel.Color := TEAMCOLOR[FTeam]
5689 else
5690 FModel.Color := FColor;
5691 end;
5693 procedure TPlayer.AllRulez(Health: Boolean);
5694 var
5695 a: Integer;
5696 begin
5697 if Health then
5698 begin
5699 FHealth := PLAYER_HP_LIMIT;
5700 FArmor := PLAYER_AP_LIMIT;
5701 Exit;
5702 end;
5704 for a := WP_FIRST to WP_LAST do FWeapon[a] := True;
5705 for a := A_BULLETS to A_HIGH do FAmmo[a] := 30000;
5706 FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
5707 end;
5709 procedure TPlayer.RestoreHealthArmor();
5710 begin
5711 FHealth := PLAYER_HP_LIMIT;
5712 FArmor := PLAYER_AP_LIMIT;
5713 end;
5715 procedure TPlayer.FragCombo();
5716 var
5717 Param: Integer;
5718 begin
5719 if (gGameSettings.GameMode in [GM_COOP, GM_SINGLE]) or g_Game_IsClient then
5720 Exit;
5721 if gTime - FLastFrag < FRAG_COMBO_TIME then
5722 begin
5723 if FFragCombo < 5 then
5724 Inc(FFragCombo);
5725 Param := FUID or (FFragCombo shl 16);
5726 if (FComboEvnt >= Low(gDelayedEvents)) and
5727 (FComboEvnt <= High(gDelayedEvents)) and
5728 gDelayedEvents[FComboEvnt].Pending and
5729 (gDelayedEvents[FComboEvnt].DEType = DE_KILLCOMBO) and
5730 (gDelayedEvents[FComboEvnt].DENum and $FFFF = FUID) then
5731 begin
5732 gDelayedEvents[FComboEvnt].Time := gTime + 500;
5733 gDelayedEvents[FComboEvnt].DENum := Param;
5734 end
5735 else
5736 FComboEvnt := g_Game_DelayEvent(DE_KILLCOMBO, 500, Param);
5737 end
5738 else
5739 FFragCombo := 1;
5741 FLastFrag := gTime;
5742 end;
5744 procedure TPlayer.GiveItem(ItemType: Byte);
5745 begin
5746 case ItemType of
5747 ITEM_SUIT:
5748 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
5749 begin
5750 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
5751 end;
5753 ITEM_OXYGEN:
5754 if FAir < AIR_MAX then
5755 begin
5756 FAir := AIR_MAX;
5757 end;
5759 ITEM_MEDKIT_BLACK:
5760 begin
5761 if not (R_BERSERK in FRulez) then
5762 begin
5763 Include(FRulez, R_BERSERK);
5764 if FBFGFireCounter < 1 then
5765 begin
5766 FCurrWeap := WEAPON_KASTET;
5767 resetWeaponQueue();
5768 FModel.SetWeapon(WEAPON_KASTET);
5769 end;
5770 if gFlash <> 0 then
5771 Inc(FPain, 100);
5772 FBerserk := gTime+30000;
5773 end;
5774 if FHealth < PLAYER_HP_SOFT then
5775 begin
5776 FHealth := PLAYER_HP_SOFT;
5777 FBerserk := gTime+30000;
5778 end;
5779 end;
5781 ITEM_INVUL:
5782 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
5783 begin
5784 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
5785 end;
5787 ITEM_INVIS:
5788 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
5789 begin
5790 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
5791 end;
5793 ITEM_JETPACK:
5794 if FJetFuel < JET_MAX then
5795 begin
5796 FJetFuel := JET_MAX;
5797 end;
5799 ITEM_MEDKIT_SMALL: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
5800 ITEM_MEDKIT_LARGE: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
5802 ITEM_ARMOR_GREEN: if FArmor < PLAYER_AP_SOFT then FArmor := PLAYER_AP_SOFT;
5803 ITEM_ARMOR_BLUE: if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
5805 ITEM_SPHERE_BLUE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
5806 ITEM_SPHERE_WHITE:
5807 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
5808 begin
5809 if FHealth < PLAYER_HP_LIMIT then FHealth := PLAYER_HP_LIMIT;
5810 if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
5811 end;
5813 ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True;
5814 ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True;
5815 ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True;
5816 ITEM_WEAPON_CHAINGUN: FWeapon[WEAPON_CHAINGUN] := True;
5817 ITEM_WEAPON_ROCKETLAUNCHER: FWeapon[WEAPON_ROCKETLAUNCHER] := True;
5818 ITEM_WEAPON_PLASMA: FWeapon[WEAPON_PLASMA] := True;
5819 ITEM_WEAPON_BFG: FWeapon[WEAPON_BFG] := True;
5820 ITEM_WEAPON_SUPERPULEMET: FWeapon[WEAPON_SUPERPULEMET] := True;
5821 ITEM_WEAPON_FLAMETHROWER: FWeapon[WEAPON_FLAMETHROWER] := True;
5823 ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
5824 ITEM_AMMO_BULLETS_BOX: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
5825 ITEM_AMMO_SHELLS: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
5826 ITEM_AMMO_SHELLS_BOX: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
5827 ITEM_AMMO_ROCKET: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
5828 ITEM_AMMO_ROCKET_BOX: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
5829 ITEM_AMMO_CELL: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
5830 ITEM_AMMO_CELL_BIG: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
5831 ITEM_AMMO_FUELCAN: if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
5833 ITEM_AMMO_BACKPACK:
5834 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
5835 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
5836 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
5837 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
5838 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
5839 begin
5840 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
5841 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
5842 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
5843 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
5844 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
5846 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
5847 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
5848 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
5849 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
5851 FRulez := FRulez + [R_ITEM_BACKPACK];
5852 end;
5854 ITEM_KEY_RED: if not (R_KEY_RED in FRulez) then Include(FRulez, R_KEY_RED);
5855 ITEM_KEY_GREEN: if not (R_KEY_GREEN in FRulez) then Include(FRulez, R_KEY_GREEN);
5856 ITEM_KEY_BLUE: if not (R_KEY_BLUE in FRulez) then Include(FRulez, R_KEY_BLUE);
5858 ITEM_BOTTLE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
5859 ITEM_HELMET: if FArmor < PLAYER_AP_LIMIT then IncMax(FArmor, 5, PLAYER_AP_LIMIT);
5861 else
5862 Exit;
5863 end;
5864 if g_Game_IsNet and g_Game_IsServer then
5865 MH_SEND_PlayerStats(FUID);
5866 end;
5868 procedure TPlayer.FlySmoke(Times: DWORD = 1);
5869 var
5870 id, i: DWORD;
5871 Anim: TAnimation;
5872 begin
5873 if (Random(5) = 1) and (Times = 1) then
5874 Exit;
5876 if BodyInLiquid(0, 0) then
5877 begin
5878 g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
5879 Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
5880 if Random(2) = 0 then
5881 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
5882 else
5883 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
5884 Exit;
5885 end;
5887 if g_Frames_Get(id, 'FRAMES_SMOKE') then
5888 begin
5889 for i := 1 to Times do
5890 begin
5891 Anim := TAnimation.Create(id, False, 3);
5892 Anim.Alpha := 150;
5893 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
5894 Obj.Y+Obj.Rect.Height-4+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
5895 Anim.Free();
5896 end;
5897 end;
5898 end;
5900 procedure TPlayer.OnFireFlame(Times: DWORD = 1);
5901 var
5902 id, i: DWORD;
5903 Anim: TAnimation;
5904 begin
5905 if (Random(10) = 1) and (Times = 1) then
5906 Exit;
5908 if g_Frames_Get(id, 'FRAMES_FLAME') then
5909 begin
5910 for i := 1 to Times do
5911 begin
5912 Anim := TAnimation.Create(id, False, 3);
5913 Anim.Alpha := 0;
5914 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
5915 Obj.Y+8+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
5916 Anim.Free();
5917 end;
5918 end;
5919 end;
5921 procedure TPlayer.PauseSounds(Enable: Boolean);
5922 begin
5923 FSawSound.Pause(Enable);
5924 FSawSoundIdle.Pause(Enable);
5925 FSawSoundHit.Pause(Enable);
5926 FSawSoundSelect.Pause(Enable);
5927 end;
5929 { T C o r p s e : }
5931 constructor TCorpse.Create(X, Y: Integer; ModelName: String; aMess: Boolean);
5932 begin
5933 g_Obj_Init(@FObj);
5934 FObj.X := X;
5935 FObj.Y := Y;
5936 FObj.Rect := PLAYER_CORPSERECT;
5937 FModelName := ModelName;
5938 FMess := aMess;
5940 if FMess then
5941 begin
5942 FState := CORPSE_STATE_MESS;
5943 g_PlayerModel_GetAnim(ModelName, A_DIE2, FAnimation, FAnimationMask);
5944 end
5945 else
5946 begin
5947 FState := CORPSE_STATE_NORMAL;
5948 g_PlayerModel_GetAnim(ModelName, A_DIE1, FAnimation, FAnimationMask);
5949 end;
5950 end;
5952 destructor TCorpse.Destroy();
5953 begin
5954 FAnimation.Free();
5956 inherited;
5957 end;
5959 procedure TCorpse.Damage(Value: Word; vx, vy: Integer);
5960 var
5961 pm: TPlayerModel;
5962 begin
5963 if FState = CORPSE_STATE_REMOVEME then
5964 Exit;
5966 FDamage := FDamage + Value;
5968 if FDamage > 150 then
5969 begin
5970 if FAnimation <> nil then
5971 begin
5972 FAnimation.Free();
5973 FAnimation := nil;
5975 FState := CORPSE_STATE_REMOVEME;
5977 g_Player_CreateGibs(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
5978 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
5979 FModelName, FColor);
5980 // Çâóê ìÿñà îò òðóïà:
5981 pm := g_PlayerModel_Get(FModelName);
5982 pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y);
5983 pm.Free;
5984 end;
5985 end
5986 else
5987 begin
5988 FObj.Vel.X := FObj.Vel.X + vx;
5989 FObj.Vel.Y := FObj.Vel.Y + vy;
5990 g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
5991 FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
5992 Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
5993 150, 0, 0);
5994 end;
5995 end;
5997 procedure TCorpse.Draw();
5998 begin
5999 if FState = CORPSE_STATE_REMOVEME then
6000 Exit;
6002 if FAnimation <> nil then
6003 FAnimation.Draw(FObj.X, FObj.Y, M_NONE);
6005 if FAnimationMask <> nil then
6006 begin
6007 e_Colors := FColor;
6008 FAnimationMask.Draw(FObj.X, FObj.Y, M_NONE);
6009 e_Colors.R := 255;
6010 e_Colors.G := 255;
6011 e_Colors.B := 255;
6012 end;
6013 end;
6015 procedure TCorpse.Update();
6016 var
6017 st: Word;
6018 begin
6019 if FState = CORPSE_STATE_REMOVEME then
6020 Exit;
6022 if gTime mod (GAME_TICK*2) <> 0 then
6023 begin
6024 g_Obj_Move(@FObj, True, True, True);
6026 Exit;
6027 end;
6029 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6030 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
6032 st := g_Obj_Move(@FObj, True, True, True);
6034 if WordBool(st and MOVE_FALLOUT) then
6035 begin
6036 FState := CORPSE_STATE_REMOVEME;
6037 Exit;
6038 end;
6040 if FAnimation <> nil then
6041 FAnimation.Update();
6042 if FAnimationMask <> nil then
6043 FAnimationMask.Update();
6044 end;
6046 procedure TCorpse.SaveState(var Mem: TBinMemoryWriter);
6047 var
6048 sig: DWORD;
6049 anim: Boolean;
6050 begin
6051 if Mem = nil then
6052 Exit;
6054 // Ñèãíàòóðà òðóïà:
6055 sig := CORPSE_SIGNATURE; // 'CORP'
6056 Mem.WriteDWORD(sig);
6057 // Ñîñòîÿíèå:
6058 Mem.WriteByte(FState);
6059 // Íàêîïëåííûé óðîí:
6060 Mem.WriteByte(FDamage);
6061 // Öâåò:
6062 Mem.WriteByte(FColor.R);
6063 Mem.WriteByte(FColor.G);
6064 Mem.WriteByte(FColor.B);
6065 // Îáúåêò òðóïà:
6066 Obj_SaveState(@FObj, Mem);
6067 // Åñòü ëè àíèìàöèÿ:
6068 anim := FAnimation <> nil;
6069 Mem.WriteBoolean(anim);
6070 // Åñëè åñòü - ñîõðàíÿåì:
6071 if anim then
6072 FAnimation.SaveState(Mem);
6073 // Åñòü ëè ìàñêà àíèìàöèè:
6074 anim := FAnimationMask <> nil;
6075 Mem.WriteBoolean(anim);
6076 // Åñëè åñòü - ñîõðàíÿåì:
6077 if anim then
6078 FAnimationMask.SaveState(Mem);
6079 end;
6081 procedure TCorpse.LoadState(var Mem: TBinMemoryReader);
6082 var
6083 sig: DWORD;
6084 anim: Boolean;
6085 begin
6086 if Mem = nil then
6087 Exit;
6089 // Ñèãíàòóðà òðóïà:
6090 Mem.ReadDWORD(sig);
6091 if sig <> CORPSE_SIGNATURE then // 'CORP'
6092 begin
6093 raise EBinSizeError.Create('TCorpse.LoadState: Wrong Corpse Signature');
6094 end;
6095 // Ñîñòîÿíèå:
6096 Mem.ReadByte(FState);
6097 // Íàêîïëåííûé óðîí:
6098 Mem.ReadByte(FDamage);
6099 // Öâåò:
6100 Mem.ReadByte(FColor.R);
6101 Mem.ReadByte(FColor.G);
6102 Mem.ReadByte(FColor.B);
6103 // Îáúåêò òðóïà:
6104 Obj_LoadState(@FObj, Mem);
6105 // Åñòü ëè àíèìàöèÿ:
6106 Mem.ReadBoolean(anim);
6107 // Åñëè åñòü - çàãðóæàåì:
6108 if anim then
6109 begin
6110 Assert(FAnimation <> nil, 'TCorpse.LoadState: no FAnimation');
6111 FAnimation.LoadState(Mem);
6112 end;
6113 // Åñòü ëè ìàñêà àíèìàöèè:
6114 Mem.ReadBoolean(anim);
6115 // Åñëè åñòü - çàãðóæàåì:
6116 if anim then
6117 begin
6118 Assert(FAnimationMask <> nil, 'TCorpse.LoadState: no FAnimationMask');
6119 FAnimationMask.LoadState(Mem);
6120 end;
6121 end;
6123 { T B o t : }
6125 constructor TBot.Create();
6126 var
6127 a: Integer;
6128 begin
6129 inherited Create();
6131 FPhysics := True;
6132 FSpectator := False;
6133 FGhost := False;
6135 FIamBot := True;
6137 Inc(gNumBots);
6139 for a := WP_FIRST to WP_LAST do
6140 begin
6141 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
6142 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
6143 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6144 end;
6145 end;
6147 destructor TBot.Destroy();
6148 begin
6149 Dec(gNumBots);
6150 inherited Destroy();
6151 end;
6153 procedure TBot.Draw();
6154 begin
6155 inherited Draw();
6157 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6158 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6159 end;
6161 procedure TBot.Respawn(Silent: Boolean; Force: Boolean = False);
6162 begin
6163 inherited Respawn(Silent, Force);
6165 FAIFlags := nil;
6166 FSelectedWeapon := FCurrWeap;
6167 resetWeaponQueue();
6168 FTargetUID := 0;
6169 end;
6171 procedure TBot.UpdateCombat();
6172 type
6173 TTarget = record
6174 UID: Word;
6175 X, Y: Integer;
6176 Rect: TRectWH;
6177 cX, cY: Integer;
6178 Dist: Word;
6179 Line: Boolean;
6180 Visible: Boolean;
6181 IsPlayer: Boolean;
6182 end;
6184 TTargetRecord = array of TTarget;
6186 function Compare(a, b: TTarget): Integer;
6187 begin
6188 if a.Line and not b.Line then // A íà ëèíèè îãíÿ
6189 Result := -1
6190 else
6191 if not a.Line and b.Line then // B íà ëèíèè îãíÿ
6192 Result := 1
6193 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6194 if (a.Line and b.Line) or ((not a.Line) and (not b.Line)) then
6195 begin
6196 if a.Dist > b.Dist then // B áëèæå
6197 Result := 1
6198 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6199 Result := -1;
6200 end
6201 else // Ñòðàííî -> A
6202 Result := -1;
6203 end;
6205 var
6206 a, x1, y1, x2, y2: Integer;
6207 targets: TTargetRecord;
6208 ammo: Word;
6209 Target, BestTarget: TTarget;
6210 firew, fireh: Integer;
6211 angle: SmallInt;
6212 mon: TMonster;
6213 pla: TPlayer;
6214 vsPlayer, vsMonster, ok: Boolean;
6215 begin
6216 vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER);
6217 vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER);
6219 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6220 if FCurrWeap <> FSelectedWeapon then
6221 NextWeapon();
6223 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6224 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap = FSelectedWeapon) then
6225 begin
6226 RemoveAIFlag('NEEDFIRE');
6228 case FCurrWeap of
6229 WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
6230 WEAPON_SAW, WEAPON_KASTET, WEAPON_FLAMETHROWER: PressKey(KEY_FIRE, 40);
6231 else PressKey(KEY_FIRE);
6232 end;
6233 end;
6235 // Êîîðäèíàòû ñòâîëà:
6236 x1 := FObj.X + WEAPONPOINT[FDirection].X;
6237 y1 := FObj.Y + WEAPONPOINT[FDirection].Y;
6239 Target.UID := FTargetUID;
6241 ok := False;
6242 if Target.UID <> 0 then
6243 begin // Öåëü åñòü - íàñòðàèâàåì
6244 if (g_GetUIDType(Target.UID) = UID_PLAYER) and
6245 vsPlayer then
6246 begin // Èãðîê
6247 with g_Player_Get(Target.UID) do
6248 begin
6249 if (@FObj) <> nil then
6250 begin
6251 Target.X := FObj.X;
6252 Target.Y := FObj.Y;
6253 end;
6254 end;
6256 Target.cX := Target.X + PLAYER_RECT_CX;
6257 Target.cY := Target.Y + PLAYER_RECT_CY;
6258 Target.Rect := PLAYER_RECT;
6259 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6260 Target.Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6261 (y1-4 > Target.Y+PLAYER_RECT.Y);
6262 Target.IsPlayer := True;
6263 ok := True;
6264 end
6265 else
6266 if (g_GetUIDType(Target.UID) = UID_MONSTER) and
6267 vsMonster then
6268 begin // Ìîíñòð
6269 mon := g_Monsters_Get(Target.UID);
6270 if mon <> nil then
6271 begin
6272 Target.X := mon.Obj.X;
6273 Target.Y := mon.Obj.Y;
6275 Target.cX := Target.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6276 Target.cY := Target.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6277 Target.Rect := mon.Obj.Rect;
6278 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6279 Target.Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6280 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6281 Target.IsPlayer := False;
6282 ok := True;
6283 end;
6284 end;
6285 end;
6287 if not ok then
6288 begin // Öåëè íåò - îáíóëÿåì
6289 Target.X := 0;
6290 Target.Y := 0;
6291 Target.cX := 0;
6292 Target.cY := 0;
6293 Target.Visible := False;
6294 Target.Line := False;
6295 Target.IsPlayer := False;
6296 end;
6298 targets := nil;
6300 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6301 if (not Target.Line) or (not Target.Visible) then
6302 begin
6303 // Èãðîêè:
6304 if vsPlayer then
6305 for a := 0 to High(gPlayers) do
6306 if (gPlayers[a] <> nil) and (gPlayers[a].Live) and
6307 (gPlayers[a].FUID <> FUID) and
6308 (not SameTeam(FUID, gPlayers[a].FUID)) and
6309 (not gPlayers[a].NoTarget) and
6310 (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
6311 begin
6312 if not TargetOnScreen(gPlayers[a].FObj.X + PLAYER_RECT.X,
6313 gPlayers[a].FObj.Y + PLAYER_RECT.Y) then
6314 Continue;
6316 x2 := gPlayers[a].FObj.X + PLAYER_RECT_CX;
6317 y2 := gPlayers[a].FObj.Y + PLAYER_RECT_CY;
6319 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6320 if g_TraceVector(x1, y1, x2, y2) then
6321 begin
6322 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6323 SetLength(targets, Length(targets)+1);
6324 with targets[High(targets)] do
6325 begin
6326 UID := gPlayers[a].FUID;
6327 X := gPlayers[a].FObj.X;
6328 Y := gPlayers[a].FObj.Y;
6329 cX := x2;
6330 cY := y2;
6331 Rect := PLAYER_RECT;
6332 Dist := g_PatchLength(x1, y1, x2, y2);
6333 Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6334 (y1-4 > Target.Y+PLAYER_RECT.Y);
6335 Visible := True;
6336 IsPlayer := True;
6337 end;
6338 end;
6339 end;
6341 // Ìîíñòðû:
6342 if vsMonster and (gMonsters <> nil) then
6343 for a := 0 to High(gMonsters) do
6344 if (gMonsters[a] <> nil) and (gMonsters[a].Live) and
6345 (gMonsters[a].MonsterType <> MONSTER_BARREL) then
6346 begin
6347 mon := gMonsters[a];
6349 if not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
6350 mon.Obj.Y + mon.Obj.Rect.Y) then
6351 Continue;
6353 x2 := mon.Obj.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6354 y2 := mon.Obj.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6356 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6357 if g_TraceVector(x1, y1, x2, y2) then
6358 begin
6359 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6360 SetLength(targets, Length(targets)+1);
6361 with targets[High(targets)] do
6362 begin
6363 UID := mon.UID;
6364 X := mon.Obj.X;
6365 Y := mon.Obj.Y;
6366 cX := x2;
6367 cY := y2;
6368 Rect := mon.Obj.Rect;
6369 Dist := g_PatchLength(x1, y1, x2, y2);
6370 Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6371 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6372 Visible := True;
6373 IsPlayer := False;
6374 end;
6375 end;
6376 end;
6377 end;
6379 // Åñëè åñòü âîçìîæíûå öåëè:
6380 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6381 if targets <> nil then
6382 begin
6383 // Âûáèðàåì íàèëó÷øóþ öåëü:
6384 BestTarget := targets[0];
6385 if Length(targets) > 1 then
6386 for a := 1 to High(targets) do
6387 if Compare(BestTarget, targets[a]) = 1 then
6388 BestTarget := targets[a];
6390 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6391 if ((not Target.Visible) and BestTarget.Visible and (Target.UID <> BestTarget.UID)) or
6392 ((not Target.Line) and BestTarget.Line and BestTarget.Visible) then
6393 begin
6394 Target := BestTarget;
6396 if (Healthy() = 3) or ((Healthy() = 2)) then
6397 begin // Åñëè çäîðîâû - äîãîíÿåì
6398 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6399 SetAIFlag('GORIGHT', '1');
6400 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6401 SetAIFlag('GOLEFT', '1');
6402 end
6403 else
6404 begin // Åñëè ïîáèòû - óáåãàåì
6405 if ((RunDirection() = D_LEFT) and (Target.X < FObj.X)) then
6406 SetAIFlag('GORIGHT', '1');
6407 if ((RunDirection() = D_RIGHT) and (Target.X > FObj.X)) then
6408 SetAIFlag('GOLEFT', '1');
6409 end;
6411 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6412 SelectWeapon(Abs(x1-Target.cX));
6413 end;
6414 end;
6416 // Åñëè åñòü öåëü:
6417 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6418 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6419 if Target.UID <> 0 then
6420 begin
6421 if not TargetOnScreen(Target.X + Target.Rect.X,
6422 Target.Y + Target.Rect.Y) then
6423 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6424 if (Healthy() = 3) or ((Healthy() = 2)) then
6425 begin // Åñëè çäîðîâû - äîãîíÿåì
6426 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6427 SetAIFlag('GORIGHT', '1');
6428 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6429 SetAIFlag('GOLEFT', '1');
6430 end
6431 else
6432 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6433 Target.UID := 0;
6434 if ((RunDirection() = D_LEFT) and (Target.X < FObj.X)) then
6435 SetAIFlag('GORIGHT', '1');
6436 if ((RunDirection() = D_RIGHT) and (Target.X > FObj.X)) then
6437 SetAIFlag('GOLEFT', '1');
6438 end;
6439 end
6440 else
6441 begin // Öåëü ïîêà íà "ýêðàíå"
6442 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
6443 if g_TraceVector(x1, y1, Target.cX, Target.cY) then
6444 FLastVisible := gTime;
6445 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
6446 if (Abs(FObj.Y-Target.Y) <= 128) then
6447 begin
6448 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6449 SetAIFlag('GORIGHT', '1');
6450 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6451 SetAIFlag('GOLEFT', '1');
6452 end;
6453 end;
6455 // Âûáèðàåì óãîë ââåðõ:
6456 if FDirection = D_LEFT then
6457 angle := ANGLE_LEFTUP
6458 else
6459 angle := ANGLE_RIGHTUP;
6461 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6462 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6464 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6465 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6466 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128), //96
6467 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6468 Target.Rect.Width, Target.Rect.Height) and
6469 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6470 begin // òî íóæíî ñòðåëÿòü ââåðõ
6471 SetAIFlag('NEEDFIRE', '1');
6472 SetAIFlag('NEEDSEEUP', '1');
6473 end;
6475 // Âûáèðàåì óãîë âíèç:
6476 if FDirection = D_LEFT then
6477 angle := ANGLE_LEFTDOWN
6478 else
6479 angle := ANGLE_RIGHTDOWN;
6481 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6482 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6484 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6485 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6486 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6487 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6488 Target.Rect.Width, Target.Rect.Height) and
6489 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6490 begin // òî íóæíî ñòðåëÿòü âíèç
6491 SetAIFlag('NEEDFIRE', '1');
6492 SetAIFlag('NEEDSEEDOWN', '1');
6493 end;
6495 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
6496 if Target.Visible and
6497 (y1+4 < Target.Y+Target.Rect.Y+Target.Rect.Height) and
6498 (y1-4 > Target.Y+Target.Rect.Y) then
6499 begin
6500 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
6501 if ((FDirection = D_LEFT) and (Target.X < FObj.X)) or
6502 ((FDirection = D_RIGHT) and (Target.X > FObj.X)) then
6503 begin // òî íóæíî ñòðåëÿòü âïåðåä
6504 SetAIFlag('NEEDFIRE', '1');
6505 SetAIFlag('NEEDSEEDOWN', '');
6506 SetAIFlag('NEEDSEEUP', '');
6507 end;
6508 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
6509 if Abs(FObj.X-Target.X) < Trunc(gPlayerScreenSize.X*0.75) then
6510 if GetRnd(FDifficult.CloseJump) then
6511 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
6512 if Abs(FObj.X-Target.X) < 128 then
6513 a := 4
6514 else
6515 a := 30;
6516 if Random(a) = 0 then
6517 SetAIFlag('NEEDJUMP', '1');
6518 end;
6519 end;
6521 // Åñëè öåëü âñå åùå åñòü:
6522 if Target.UID <> 0 then
6523 if gTime-FLastVisible > 2000 then // Åñëè âèäåëè äàâíî
6524 Target.UID := 0 // òî çàáûòü öåëü
6525 else // Åñëè âèäåëè íåäàâíî
6526 begin // íî öåëü óáèëè
6527 if Target.IsPlayer then
6528 begin // Öåëü - èãðîê
6529 pla := g_Player_Get(Target.UID);
6530 if (pla = nil) or (not pla.Live) or pla.NoTarget or
6531 (pla.FMegaRulez[MR_INVIS] >= gTime) then
6532 Target.UID := 0; // òî çàáûòü öåëü
6533 end
6534 else
6535 begin // Öåëü - ìîíñòð
6536 mon := g_Monsters_Get(Target.UID);
6537 if (mon = nil) or (not mon.Live) then
6538 Target.UID := 0; // òî çàáûòü öåëü
6539 end;
6540 end;
6541 end; // if Target.UID <> 0
6543 FTargetUID := Target.UID;
6545 // Åñëè âîçìîæíûõ öåëåé íåò:
6546 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
6547 if targets = nil then
6548 if GetAIFlag('ATTACKLEFT') <> '' then
6549 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
6550 RemoveAIFlag('ATTACKLEFT');
6552 SetAIFlag('NEEDJUMP', '1');
6554 if RunDirection() = D_RIGHT then
6555 begin // Èäåì íå â òó ñòîðîíó
6556 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6557 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
6558 SetAIFlag('NEEDFIRE', '1');
6559 SetAIFlag('GOLEFT', '1');
6560 end;
6561 end
6562 else
6563 begin // Èäåì â íóæíóþ ñòîðîíó
6564 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6565 SetAIFlag('NEEDFIRE', '1');
6566 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6567 SetAIFlag('GORIGHT', '1');
6568 end;
6569 end
6570 else
6571 if GetAIFlag('ATTACKRIGHT') <> '' then
6572 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
6573 RemoveAIFlag('ATTACKRIGHT');
6575 SetAIFlag('NEEDJUMP', '1');
6577 if RunDirection() = D_LEFT then
6578 begin // Èäåì íå â òó ñòîðîíó
6579 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6580 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
6581 SetAIFlag('NEEDFIRE', '1');
6582 SetAIFlag('GORIGHT', '1');
6583 end;
6584 end
6585 else
6586 begin
6587 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6588 SetAIFlag('NEEDFIRE', '1');
6589 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6590 SetAIFlag('GOLEFT', '1');
6591 end;
6592 end;
6594 //HACK! (does it belongs there?)
6595 RealizeCurrentWeapon();
6597 // Åñëè åñòü âîçìîæíûå öåëè:
6598 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
6599 if (targets <> nil) and (GetAIFlag('NEEDFIRE') <> '') then
6600 for a := 0 to High(targets) do
6601 begin
6602 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
6603 if GetRnd(FDifficult.DiagFire) then
6604 begin
6605 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
6606 if FDirection = D_LEFT then
6607 angle := ANGLE_LEFTUP
6608 else
6609 angle := ANGLE_RIGHTUP;
6611 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6612 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6614 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6615 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6616 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6617 targets[a].Rect.Width, targets[a].Rect.Height) and
6618 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
6619 begin
6620 SetAIFlag('NEEDFIRE', '1');
6621 SetAIFlag('NEEDSEEUP', '1');
6622 end;
6624 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
6625 if FDirection = D_LEFT then
6626 angle := ANGLE_LEFTDOWN
6627 else
6628 angle := ANGLE_RIGHTDOWN;
6630 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6631 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6633 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6634 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6635 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6636 targets[a].Rect.Width, targets[a].Rect.Height) and
6637 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
6638 begin
6639 SetAIFlag('NEEDFIRE', '1');
6640 SetAIFlag('NEEDSEEDOWN', '1');
6641 end;
6642 end;
6644 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
6645 if targets[a].Line and targets[a].Visible and
6646 (((FDirection = D_LEFT) and (targets[a].X < FObj.X)) or
6647 ((FDirection = D_RIGHT) and (targets[a].X > FObj.X))) then
6648 begin
6649 SetAIFlag('NEEDFIRE', '1');
6650 Break;
6651 end;
6652 end;
6654 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
6655 if g_Weapon_Danger(FUID, FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y,
6656 PLAYER_RECT.Width, PLAYER_RECT.Height,
6657 40+GetInterval(FDifficult.Cover, 40)) then
6658 SetAIFlag('NEEDJUMP', '1');
6660 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
6661 ammo := GetAmmoByWeapon(FCurrWeap);
6662 if ((FCurrWeap = WEAPON_SHOTGUN2) and (ammo < 2)) or
6663 ((FCurrWeap = WEAPON_BFG) and (ammo < 40)) or
6664 (ammo = 0) then
6665 SetAIFlag('SELECTWEAPON', '1');
6667 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
6668 if GetAIFlag('SELECTWEAPON') = '1' then
6669 begin
6670 SelectWeapon(-1);
6671 RemoveAIFlag('SELECTWEAPON');
6672 end;
6673 end;
6675 procedure TBot.Update();
6676 var
6677 EnableAI: Boolean;
6678 begin
6679 if not FLive then
6680 begin // Respawn
6681 ReleaseKeys();
6682 PressKey(KEY_UP);
6683 end
6684 else
6685 begin
6686 EnableAI := True;
6688 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
6689 if (g_debug_BotAIOff = 1) and (Team = TEAM_RED) then
6690 EnableAI := False;
6691 if (g_debug_BotAIOff = 2) and (Team = TEAM_BLUE) then
6692 EnableAI := False;
6693 if g_debug_BotAIOff = 3 then
6694 EnableAI := False;
6696 if EnableAI then
6697 begin
6698 UpdateMove();
6699 UpdateCombat();
6700 end
6701 else
6702 begin
6703 RealizeCurrentWeapon();
6704 end;
6705 end;
6707 inherited Update();
6708 end;
6710 procedure TBot.ReleaseKey(Key: Byte);
6711 begin
6712 with FKeys[Key] do
6713 begin
6714 Pressed := False;
6715 Time := 0;
6716 end;
6717 end;
6719 function TBot.KeyPressed(Key: Word): Boolean;
6720 begin
6721 Result := FKeys[Key].Pressed;
6722 end;
6724 function TBot.GetAIFlag(fName: String20): String20;
6725 var
6726 a: Integer;
6727 begin
6728 Result := '';
6730 fName := LowerCase(fName);
6732 if FAIFlags <> nil then
6733 for a := 0 to High(FAIFlags) do
6734 if LowerCase(FAIFlags[a].Name) = fName then
6735 begin
6736 Result := FAIFlags[a].Value;
6737 Break;
6738 end;
6739 end;
6741 procedure TBot.RemoveAIFlag(fName: String20);
6742 var
6743 a, b: Integer;
6744 begin
6745 if FAIFlags = nil then Exit;
6747 fName := LowerCase(fName);
6749 for a := 0 to High(FAIFlags) do
6750 if LowerCase(FAIFlags[a].Name) = fName then
6751 begin
6752 if a <> High(FAIFlags) then
6753 for b := a to High(FAIFlags)-1 do
6754 FAIFlags[b] := FAIFlags[b+1];
6756 SetLength(FAIFlags, Length(FAIFlags)-1);
6757 Break;
6758 end;
6759 end;
6761 procedure TBot.SetAIFlag(fName, fValue: String20);
6762 var
6763 a: Integer;
6764 ok: Boolean;
6765 begin
6766 a := 0;
6767 ok := False;
6769 fName := LowerCase(fName);
6771 if FAIFlags <> nil then
6772 for a := 0 to High(FAIFlags) do
6773 if LowerCase(FAIFlags[a].Name) = fName then
6774 begin
6775 ok := True;
6776 Break;
6777 end;
6779 if ok then FAIFlags[a].Value := fValue
6780 else
6781 begin
6782 SetLength(FAIFlags, Length(FAIFlags)+1);
6783 with FAIFlags[High(FAIFlags)] do
6784 begin
6785 Name := fName;
6786 Value := fValue;
6787 end;
6788 end;
6789 end;
6791 procedure TBot.UpdateMove;
6793 procedure GoLeft(Time: Word = 1);
6794 begin
6795 ReleaseKey(KEY_LEFT);
6796 ReleaseKey(KEY_RIGHT);
6797 PressKey(KEY_LEFT, Time);
6798 SetDirection(D_LEFT);
6799 end;
6801 procedure GoRight(Time: Word = 1);
6802 begin
6803 ReleaseKey(KEY_LEFT);
6804 ReleaseKey(KEY_RIGHT);
6805 PressKey(KEY_RIGHT, Time);
6806 SetDirection(D_RIGHT);
6807 end;
6809 function Rnd(a: Word): Boolean;
6810 begin
6811 Result := Random(a) = 0;
6812 end;
6814 procedure Turn(Time: Word = 1200);
6815 begin
6816 if RunDirection() = D_LEFT then GoRight(Time) else GoLeft(Time);
6817 end;
6819 procedure Stop();
6820 begin
6821 ReleaseKey(KEY_LEFT);
6822 ReleaseKey(KEY_RIGHT);
6823 end;
6825 function CanRunLeft(): Boolean;
6826 begin
6827 Result := not CollideLevel(-1, 0);
6828 end;
6830 function CanRunRight(): Boolean;
6831 begin
6832 Result := not CollideLevel(1, 0);
6833 end;
6835 function CanRun(): Boolean;
6836 begin
6837 if RunDirection() = D_LEFT then Result := CanRunLeft() else Result := CanRunRight();
6838 end;
6840 procedure Jump(Time: Word = 30);
6841 begin
6842 PressKey(KEY_JUMP, Time);
6843 end;
6845 function NearHole(): Boolean;
6846 var
6847 x, sx: Integer;
6848 begin
6849 { TODO 5 : Ëåñòíèöû }
6850 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
6851 for x := 1 to PLAYER_RECT.Width do
6852 if (not StayOnStep(x*sx, 0)) and
6853 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
6854 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
6855 begin
6856 Result := True;
6857 Exit;
6858 end;
6860 Result := False;
6861 end;
6863 function BorderHole(): Boolean;
6864 var
6865 x, sx, xx: Integer;
6866 begin
6867 { TODO 5 : Ëåñòíèöû }
6868 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
6869 for x := 1 to PLAYER_RECT.Width do
6870 if (not StayOnStep(x*sx, 0)) and
6871 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
6872 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
6873 begin
6874 for xx := x to x+32 do
6875 if CollideLevel(xx*sx, PLAYER_RECT.Height) then
6876 begin
6877 Result := True;
6878 Exit;
6879 end;
6880 end;
6882 Result := False;
6883 end;
6885 function NearDeepHole(): Boolean;
6886 var
6887 x, sx, y: Integer;
6888 begin
6889 Result := False;
6891 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
6892 y := 3;
6894 for x := 1 to PLAYER_RECT.Width do
6895 if (not StayOnStep(x*sx, 0)) and
6896 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
6897 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
6898 begin
6899 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
6900 begin
6901 if CollideLevel(x*sx, PLAYER_RECT.Height*y) then Exit;
6902 y := y+1;
6903 end;
6905 Result := True;
6906 end else Result := False;
6907 end;
6909 function OverDeepHole(): Boolean;
6910 var
6911 y: Integer;
6912 begin
6913 Result := False;
6915 y := 1;
6916 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
6917 begin
6918 if CollideLevel(0, PLAYER_RECT.Height*y) then Exit;
6919 y := y+1;
6920 end;
6922 Result := True;
6923 end;
6925 function OnGround(): Boolean;
6926 begin
6927 Result := StayOnStep(0, 0) or CollideLevel(0, 1);
6928 end;
6930 function OnLadder(): Boolean;
6931 begin
6932 Result := FullInStep(0, 0);
6933 end;
6935 function BelowLadder(): Boolean;
6936 begin
6937 Result := (FullInStep(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and
6938 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
6939 (FullInStep(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and
6940 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
6941 end;
6943 function BelowLiftUp(): Boolean;
6944 begin
6945 Result := ((FullInLift(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and
6946 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
6947 ((FullInLift(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and
6948 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
6949 end;
6951 function OnTopLift(): Boolean;
6952 begin
6953 Result := (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
6954 end;
6956 function CanJumpOver(): Boolean;
6957 var
6958 sx, y: Integer;
6959 begin
6960 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
6962 Result := False;
6964 if not CollideLevel(sx, 0) then Exit;
6966 for y := 1 to BOT_MAXJUMP do
6967 if CollideLevel(0, -y) then Exit else
6968 if not CollideLevel(sx, -y) then
6969 begin
6970 Result := True;
6971 Exit;
6972 end;
6973 end;
6975 function CanJumpUp(Dist: ShortInt): Boolean;
6976 var
6977 y, yy: Integer;
6978 c: Boolean;
6979 begin
6980 Result := False;
6982 if CollideLevel(Dist, 0) then Exit;
6984 c := False;
6985 for y := 0 to BOT_MAXJUMP do
6986 if CollideLevel(Dist, -y) then
6987 begin
6988 c := True;
6989 Break;
6990 end;
6992 if not c then Exit;
6994 c := False;
6995 for yy := y+1 to BOT_MAXJUMP do
6996 if not CollideLevel(Dist, -yy) then
6997 begin
6998 c := True;
6999 Break;
7000 end;
7002 if not c then Exit;
7004 c := False;
7005 for y := 0 to BOT_MAXJUMP do
7006 if CollideLevel(0, -y) then
7007 begin
7008 c := True;
7009 Break;
7010 end;
7012 if c then Exit;
7014 if y < yy then Exit;
7016 Result := True;
7017 end;
7019 function IsSafeTrigger(): Boolean;
7020 var
7021 a: Integer;
7022 begin
7023 Result := True;
7024 if gTriggers = nil then
7025 Exit;
7026 for a := 0 to High(gTriggers) do
7027 if Collide(gTriggers[a].X,
7028 gTriggers[a].Y,
7029 gTriggers[a].Width,
7030 gTriggers[a].Height) and
7031 (gTriggers[a].TriggerType in [TRIGGER_EXIT, TRIGGER_CLOSEDOOR,
7032 TRIGGER_CLOSETRAP, TRIGGER_TRAP,
7033 TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF,
7034 TRIGGER_ONOFF, TRIGGER_SPAWNMONSTER,
7035 TRIGGER_DAMAGE, TRIGGER_SHOT]) then
7036 Result := False;
7037 end;
7039 begin
7040 // Âîçìîæíî, íàæèìàåì êíîïêó:
7041 if Rnd(16) and IsSafeTrigger() then
7042 PressKey(KEY_OPEN);
7044 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7045 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7046 begin
7047 ReleaseKey(KEY_LEFT);
7048 ReleaseKey(KEY_RIGHT);
7049 Jump();
7050 end;
7052 // Èäåì âëåâî, åñëè íàäî áûëî:
7053 if GetAIFlag('GOLEFT') <> '' then
7054 begin
7055 RemoveAIFlag('GOLEFT');
7056 if CanRunLeft() then
7057 GoLeft(360);
7058 end;
7060 // Èäåì âïðàâî, åñëè íàäî áûëî:
7061 if GetAIFlag('GORIGHT') <> '' then
7062 begin
7063 RemoveAIFlag('GORIGHT');
7064 if CanRunRight() then
7065 GoRight(360);
7066 end;
7068 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7069 if FObj.X < -32 then
7070 GoRight(360)
7071 else
7072 if FObj.X+32 > gMapInfo.Width then
7073 GoLeft(360);
7075 // Ïðûãàåì, åñëè íàäî áûëî:
7076 if GetAIFlag('NEEDJUMP') <> '' then
7077 begin
7078 Jump(0);
7079 RemoveAIFlag('NEEDJUMP');
7080 end;
7082 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7083 if GetAIFlag('NEEDSEEUP') <> '' then
7084 begin
7085 ReleaseKey(KEY_UP);
7086 ReleaseKey(KEY_DOWN);
7087 PressKey(KEY_UP, 20);
7088 RemoveAIFlag('NEEDSEEUP');
7089 end;
7091 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7092 if GetAIFlag('NEEDSEEDOWN') <> '' then
7093 begin
7094 ReleaseKey(KEY_UP);
7095 ReleaseKey(KEY_DOWN);
7096 PressKey(KEY_DOWN, 20);
7097 RemoveAIFlag('NEEDSEEDOWN');
7098 end;
7100 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7101 if GetAIFlag('GOINHOLE') <> '' then
7102 if not OnGround() then
7103 begin
7104 ReleaseKey(KEY_LEFT);
7105 ReleaseKey(KEY_RIGHT);
7106 RemoveAIFlag('GOINHOLE');
7107 SetAIFlag('FALLINHOLE', '1');
7108 end;
7110 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7111 if GetAIFlag('FALLINHOLE') <> '' then
7112 if OnGround() then
7113 RemoveAIFlag('FALLINHOLE');
7115 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7116 if not (KeyPressed(KEY_LEFT) or KeyPressed(KEY_RIGHT)) then
7117 if GetAIFlag('FALLINHOLE') = '' then
7118 if (not OnLadder()) or (FObj.Vel.Y >= 0) or (OnTopLift()) then
7119 if Rnd(2) then
7120 GoLeft(360)
7121 else
7122 GoRight(360);
7124 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7125 if OnGround() and
7126 CanJumpUp(IfThen(RunDirection() = D_LEFT, -1, 1)*32) and
7127 Rnd(8) then
7128 Jump();
7130 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7131 if OnGround() and NearHole() then
7132 if NearDeepHole() then // Åñëè ýòî áåçäíà
7133 case Random(6) of
7134 0..3: Turn(); // Áåæèì îáðàòíî
7135 4: Jump(); // Ïðûãàåì
7136 5: begin // Ïðûãàåì îáðàòíî
7137 Turn();
7138 Jump();
7139 end;
7140 end
7141 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7142 if GetAIFlag('GOINHOLE') = '' then
7143 case Random(6) of
7144 0: Turn(); // Íå íóæíî òóäà
7145 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7146 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7147 if BorderHole() then
7148 SetAIFlag('GOINHOLE', '1');
7149 end;
7151 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7152 if (not CanRun()) and OnGround() then
7153 begin
7154 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7155 if CanJumpOver() or OnLadder() then
7156 Jump()
7157 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7158 if Random(2) = 0 then
7159 begin
7160 if IsSafeTrigger() then
7161 PressKey(KEY_OPEN);
7162 end else
7163 Turn();
7164 end;
7166 // Îñòàëîñü ìàëî âîçäóõà:
7167 if FAir < 36 * 2 then
7168 Jump(20);
7170 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7171 if (FMegaRulez[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then
7172 if BodyInAcid(0, 0) then
7173 Jump();
7174 end;
7176 function TBot.FullInStep(XInc, YInc: Integer): Boolean;
7177 begin
7178 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
7179 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_STEP, False);
7180 end;
7182 {function TBot.NeedItem(Item: Byte): Byte;
7183 begin
7184 Result := 4;
7185 end;}
7187 procedure TBot.SelectWeapon(Dist: Integer);
7188 var
7189 a: Integer;
7191 function HaveAmmo(weapon: Byte): Boolean;
7192 begin
7193 case weapon of
7194 WEAPON_PISTOL: Result := FAmmo[A_BULLETS] >= 1;
7195 WEAPON_SHOTGUN1: Result := FAmmo[A_SHELLS] >= 1;
7196 WEAPON_SHOTGUN2: Result := FAmmo[A_SHELLS] >= 2;
7197 WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS] >= 10;
7198 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS] >= 1;
7199 WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10;
7200 WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40;
7201 WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1;
7202 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL] >= 1;
7203 else Result := True;
7204 end;
7205 end;
7207 begin
7208 if Dist = -1 then Dist := BOT_LONGDIST;
7210 if Dist > BOT_LONGDIST then
7211 begin // Äàëüíèé áîé
7212 for a := 0 to 9 do
7213 if FWeapon[FDifficult.WeaponPrior[a]] and HaveAmmo(FDifficult.WeaponPrior[a]) then
7214 begin
7215 FSelectedWeapon := FDifficult.WeaponPrior[a];
7216 Break;
7217 end;
7218 end
7219 else //if Dist > BOT_UNSAFEDIST then
7220 begin // Áëèæíèé áîé
7221 for a := 0 to 9 do
7222 if FWeapon[FDifficult.CloseWeaponPrior[a]] and HaveAmmo(FDifficult.CloseWeaponPrior[a]) then
7223 begin
7224 FSelectedWeapon := FDifficult.CloseWeaponPrior[a];
7225 Break;
7226 end;
7227 end;
7228 { else
7229 begin
7230 for a := 0 to 9 do
7231 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7232 begin
7233 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7234 Break;
7235 end;
7236 end;}
7237 end;
7239 function TBot.PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean;
7240 begin
7241 Result := inherited PickItem(ItemType, force, remove);
7243 if Result then SetAIFlag('SELECTWEAPON', '1');
7244 end;
7246 function TBot.Heal(value: Word; Soft: Boolean): Boolean;
7247 begin
7248 Result := inherited Heal(value, Soft);
7249 end;
7251 function TBot.Healthy(): Byte;
7252 begin
7253 if FMegaRulez[MR_INVUL] >= gTime then Result := 3
7254 else if (FHealth > 80) or ((FHealth > 50) and (FArmor > 20)) then Result := 3
7255 else if (FHealth > 50) then Result := 2
7256 else if (FHealth > 20) then Result := 1
7257 else Result := 0;
7258 end;
7260 function TBot.TargetOnScreen(TX, TY: Integer): Boolean;
7261 begin
7262 Result := (Abs(FObj.X-TX) <= Trunc(gPlayerScreenSize.X*0.6)) and
7263 (Abs(FObj.Y-TY) <= Trunc(gPlayerScreenSize.Y*0.6));
7264 end;
7266 procedure TBot.OnDamage(Angle: SmallInt);
7267 var
7268 pla: TPlayer;
7269 mon: TMonster;
7270 ok: Boolean;
7271 begin
7272 inherited;
7274 if (Angle = 0) or (Angle = 180) then
7275 begin
7276 ok := False;
7277 if (g_GetUIDType(FLastSpawnerUID) = UID_PLAYER) and
7278 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER) then
7279 begin // Èãðîê
7280 pla := g_Player_Get(FLastSpawnerUID);
7281 ok := not TargetOnScreen(pla.FObj.X + PLAYER_RECT.X,
7282 pla.FObj.Y + PLAYER_RECT.Y);
7283 end
7284 else
7285 if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and
7286 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then
7287 begin // Ìîíñòð
7288 mon := g_Monsters_Get(FLastSpawnerUID);
7289 ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
7290 mon.Obj.Y + mon.Obj.Rect.Y);
7291 end;
7293 if ok then
7294 if Angle = 0 then
7295 SetAIFlag('ATTACKLEFT', '1')
7296 else
7297 SetAIFlag('ATTACKRIGHT', '1');
7298 end;
7299 end;
7301 function TBot.RunDirection(): TDirection;
7302 begin
7303 if Abs(Vel.X) >= 1 then
7304 begin
7305 if Vel.X > 0 then Result := D_RIGHT else Result := D_LEFT;
7306 end else
7307 Result := FDirection;
7308 end;
7310 function TBot.GetRnd(a: Byte): Boolean;
7311 begin
7312 if a = 0 then Result := False
7313 else if a = 255 then Result := True
7314 else Result := Random(256) > 255-a;
7315 end;
7317 function TBot.GetInterval(a: Byte; radius: SmallInt): SmallInt;
7318 begin
7319 Result := Round((255-a)/255*radius*(Random(2)-1));
7320 end;
7322 procedure TBot.SaveState(var Mem: TBinMemoryWriter);
7323 var
7324 i: Integer;
7325 dw: DWORD;
7326 p: Pointer;
7327 begin
7328 inherited SaveState(Mem);
7330 // Âûáðàííîå îðóæèå:
7331 Mem.WriteByte(FSelectedWeapon);
7332 // UID öåëè:
7333 Mem.WriteWord(FTargetUID);
7334 // Âðåìÿ ïîòåðè öåëè:
7335 Mem.WriteDWORD(FLastVisible);
7336 // Êîëè÷åñòâî ôëàãîâ ÈÈ:
7337 dw := Length(FAIFlags);
7338 Mem.WriteDWORD(dw);
7339 // Ôëàãè ÈÈ:
7340 for i := 0 to Integer(dw)-1 do
7341 begin
7342 Mem.WriteString(FAIFlags[i].Name, 20);
7343 Mem.WriteString(FAIFlags[i].Value, 20);
7344 end;
7345 // Íàñòðîéêè ñëîæíîñòè:
7346 p := @FDifficult;
7347 Mem.WriteMemory(p, SizeOf(TDifficult));
7348 end;
7350 procedure TBot.LoadState(var Mem: TBinMemoryReader);
7351 var
7352 i: Integer;
7353 dw: DWORD;
7354 p: Pointer;
7355 begin
7356 inherited LoadState(Mem);
7358 // Âûáðàííîå îðóæèå:
7359 Mem.ReadByte(FSelectedWeapon);
7360 // UID öåëè:
7361 Mem.ReadWord(FTargetUID);
7362 // Âðåìÿ ïîòåðè öåëè:
7363 Mem.ReadDWORD(FLastVisible);
7364 // Êîëè÷åñòâî ôëàãîâ ÈÈ:
7365 Mem.ReadDWORD(dw);
7366 SetLength(FAIFlags, dw);
7367 // Ôëàãè ÈÈ:
7368 for i := 0 to Integer(dw)-1 do
7369 begin
7370 Mem.ReadString(FAIFlags[i].Name);
7371 Mem.ReadString(FAIFlags[i].Value);
7372 end;
7373 // Íàñòðîéêè ñëîæíîñòè:
7374 Mem.ReadMemory(p, dw);
7375 if dw <> SizeOf(TDifficult) then
7376 begin
7377 raise EBinSizeError.Create('TBot.LoadState: Wrong FDifficult Size');
7378 end;
7379 FDifficult := TDifficult(p^);
7380 end;
7382 end.