DEADSOFTWARE

189d241aae564c6fcd0489e9c0f7f8e4a2105509
[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 {$INCLUDE ../shared/a_modes.inc}
17 {$M+}
18 unit g_player;
20 interface
22 uses
23 SysUtils, Classes,
24 {$IFDEF USE_MEMPOOL}mempool,{$ENDIF}
25 e_graphics, g_playermodel, g_basic, g_textures,
26 g_weapons, g_phys, g_sound, g_saveload, MAPDEF,
27 g_panel;
29 const
30 KEY_LEFT = 1;
31 KEY_RIGHT = 2;
32 KEY_UP = 3;
33 KEY_DOWN = 4;
34 KEY_FIRE = 5;
35 KEY_NEXTWEAPON = 6;
36 KEY_PREVWEAPON = 7;
37 KEY_OPEN = 8;
38 KEY_JUMP = 9;
39 KEY_CHAT = 10;
41 R_ITEM_BACKPACK = 0;
42 R_KEY_RED = 1;
43 R_KEY_GREEN = 2;
44 R_KEY_BLUE = 3;
45 R_BERSERK = 4;
47 MR_SUIT = 0;
48 MR_INVUL = 1;
49 MR_INVIS = 2;
50 MR_MAX = 2;
52 A_BULLETS = 0;
53 A_SHELLS = 1;
54 A_ROCKETS = 2;
55 A_CELLS = 3;
56 A_FUEL = 4;
57 A_HIGH = 4;
59 AmmoLimits: Array [0..1] of Array [A_BULLETS..A_HIGH] of Word =
60 ((200, 50, 50, 300, 100),
61 (400, 100, 100, 600, 200));
63 K_SIMPLEKILL = 0;
64 K_HARDKILL = 1;
65 K_EXTRAHARDKILL = 2;
66 K_FALLKILL = 3;
68 T_RESPAWN = 0;
69 T_SWITCH = 1;
70 T_USE = 2;
71 T_FLAGCAP = 3;
73 TEAM_NONE = 0;
74 TEAM_RED = 1;
75 TEAM_BLUE = 2;
76 TEAM_COOP = 3;
78 SHELL_BULLET = 0;
79 SHELL_SHELL = 1;
80 SHELL_DBLSHELL = 2;
82 ANGLE_NONE = Low(SmallInt);
84 CORPSE_STATE_REMOVEME = 0;
85 CORPSE_STATE_NORMAL = 1;
86 CORPSE_STATE_MESS = 2;
88 PLAYER_RECT: TRectWH = (X:15; Y:12; Width:34; Height:52);
89 PLAYER_RECT_CX = 15+(34 div 2);
90 PLAYER_RECT_CY = 12+(52 div 2);
91 PLAYER_CORPSERECT: TRectWH = (X:15; Y:48; Width:34; Height:16);
93 PLAYER_HP_SOFT = 100;
94 PLAYER_HP_LIMIT = 200;
95 PLAYER_AP_SOFT = 100;
96 PLAYER_AP_LIMIT = 200;
97 SUICIDE_DAMAGE = 112;
99 PLAYER1_DEF_COLOR: TRGB = (R:64; G:175; B:48);
100 PLAYER2_DEF_COLOR: TRGB = (R:96; G:96; B:96);
102 type
103 TPlayerStat = record
104 Ping: Word;
105 Loss: Byte;
106 Name: String;
107 Team: Byte;
108 Frags: SmallInt;
109 Deaths: SmallInt;
110 Lives: Byte;
111 Kills: Word;
112 Color: TRGB;
113 Spectator: Boolean;
114 end;
116 TPlayerStatArray = Array of TPlayerStat;
118 TPlayerSavedState = record
119 Health: Integer;
120 Armor: Integer;
121 Air: Integer;
122 JetFuel: Integer;
123 CurrWeap: Byte;
124 NextWeap: WORD;
125 NextWeapDelay: Byte;
126 Ammo: Array [A_BULLETS..A_HIGH] of Word;
127 MaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
128 Weapon: Array [WP_FIRST..WP_LAST] of Boolean;
129 Rulez: Set of R_ITEM_BACKPACK..R_BERSERK;
130 WaitRecall: Boolean;
131 end;
133 TKeyState = record
134 Pressed: Boolean;
135 Time: Word;
136 end;
138 TPlayer = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
139 private
140 FIamBot: Boolean;
141 FUID: Word;
142 FName: String;
143 FTeam: Byte;
144 FAlive: Boolean;
145 FSpawned: Boolean;
146 FDirection: TDirection;
147 FHealth: Integer;
148 FLives: Byte;
149 FArmor: Integer;
150 FAir: Integer;
151 FPain: Integer;
152 FPickup: Integer;
153 FKills: Integer;
154 FMonsterKills: Integer;
155 FFrags: Integer;
156 FFragCombo: Byte;
157 FLastFrag: LongWord;
158 FComboEvnt: Integer;
159 FDeath: Integer;
160 FCanJetpack: Boolean;
161 FJetFuel: Integer;
162 FFlag: Byte;
163 FSecrets: Integer;
164 FCurrWeap: Byte;
165 FNetWeapCtr: LongWord; // spam server with our current weapon until we'll receive this in plrpos packet
166 FNextWeap: WORD;
167 FNextWeapDelay: Byte; // frames (unused)
168 FBFGFireCounter: SmallInt;
169 FLastSpawnerUID: Word;
170 FLastHit: Byte;
171 FObj: TObj;
172 FXTo, FYTo: Integer;
173 FSpectatePlayer: Integer;
174 FFirePainTime: Integer;
175 FFireAttacker: Word;
177 FSavedState: TPlayerSavedState;
179 FModel: TPlayerModel;
180 FPunchAnim: TAnimation;
181 FActionPrior: Byte;
182 FActionAnim: Byte;
183 FActionForce: Boolean;
184 FActionChanged: Boolean;
185 FAngle: SmallInt;
186 FFireAngle: SmallInt;
187 FIncCam: Integer;
188 FShellTimer: Integer;
189 FShellType: Byte;
190 FSawSound: TPlayableSound;
191 FSawSoundIdle: TPlayableSound;
192 FSawSoundHit: TPlayableSound;
193 FSawSoundSelect: TPlayableSound;
194 FJetSoundOn: TPlayableSound;
195 FJetSoundOff: TPlayableSound;
196 FJetSoundFly: TPlayableSound;
197 FGodMode: Boolean;
198 FNoTarget: Boolean;
199 FNoReload: Boolean;
200 FJustTeleported: Boolean;
201 FNetTime: LongWord;
202 mEDamageType: Integer;
204 // client-side only
205 weaponSwitchKeyReleased: array[0..16] of Byte; // bit 0: was released on prev frame; bit 1: new status
208 function CollideLevel(XInc, YInc: Integer): Boolean;
209 function StayOnStep(XInc, YInc: Integer): Boolean;
210 function HeadInLiquid(XInc, YInc: Integer): Boolean;
211 function BodyInLiquid(XInc, YInc: Integer): Boolean;
212 function BodyInAcid(XInc, YInc: Integer): Boolean;
213 function FullInLift(XInc, YInc: Integer): Integer;
214 {procedure CollideItem();}
215 procedure FlySmoke(Times: DWORD = 1);
216 procedure OnFireFlame(Times: DWORD = 1);
217 function GetAmmoByWeapon(Weapon: Byte): Word;
218 procedure SetAction(Action: Byte; Force: Boolean = False);
219 procedure OnDamage(Angle: SmallInt); virtual;
220 function firediry(): Integer;
221 procedure DoPunch();
223 procedure Run(Direction: TDirection);
224 procedure NextWeapon();
225 procedure PrevWeapon();
226 procedure SeeUp();
227 procedure SeeDown();
228 procedure Fire();
229 procedure Jump();
230 procedure Use();
232 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
233 procedure resetWeaponQueue ();
234 function hasAmmoForWeapon (weapon: Byte): Boolean;
236 procedure doDamage (v: Integer);
238 function followCorpse(): Boolean;
240 public
241 FDamageBuffer: Integer;
243 FAmmo: Array [A_BULLETS..A_HIGH] of Word;
244 FMaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
245 FWeapon: Array [WP_FIRST..WP_LAST] of Boolean;
246 FRulez: Set of R_ITEM_BACKPACK..R_BERSERK;
247 FBerserk: Integer;
248 FMegaRulez: Array [MR_SUIT..MR_MAX] of DWORD;
249 FReloading: Array [WP_FIRST..WP_LAST] of Word;
250 FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD;
251 FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState;
252 FColor: TRGB;
253 FPreferredTeam: Byte;
254 FSpectator: Boolean;
255 FNoRespawn: Boolean;
256 FWantsInGame: Boolean;
257 FGhost: Boolean;
258 FPhysics: Boolean;
259 FJetpack: Boolean;
260 FActualModelName: string;
261 FClientID: SmallInt;
262 FPing: Word;
263 FLoss: Byte;
264 FDummy: Boolean;
265 FFireTime: Integer;
267 // debug: viewport offset
268 viewPortX, viewPortY, viewPortW, viewPortH: Integer;
270 function isValidViewPort (): Boolean; inline;
271 procedure SetCurrWeapProp (newweap: Byte);
273 constructor Create(); virtual;
274 destructor Destroy(); override;
275 procedure Respawn(Silent: Boolean; Force: Boolean = False); virtual;
276 function GetRespawnPoint(): Byte;
277 procedure PressKey(Key: Byte; Time: Word = 1);
278 procedure ReleaseKeys();
279 procedure ReleaseKeysNoWeapon();
280 procedure SetModel(ModelName: String);
281 procedure SetColor(Color: TRGB);
282 procedure SetWeaponHost(W: Byte);
283 function IsKeyPressed(K: Byte): Boolean;
284 function GetKeys(): Byte;
285 function PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; virtual;
286 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
287 function Collide(Panel: TPanel): Boolean; overload;
288 function Collide(X, Y: Integer): Boolean; overload;
289 procedure SetDirection(Direction: TDirection);
290 procedure GetSecret();
291 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
292 procedure Touch();
293 procedure Push(vx, vy: Integer);
294 procedure ChangeModel(ModelName: String);
295 procedure SwitchTeam;
296 procedure ChangeTeam(Team: Byte);
297 procedure BFGHit();
298 function GetFlag(Flag: Byte): Boolean;
299 procedure SetFlag(Flag: Byte);
300 function DropFlag(): Boolean;
301 procedure AllRulez(Health: Boolean);
302 procedure RestoreHealthArmor();
303 procedure FragCombo();
304 procedure GiveItem(ItemType: Byte);
305 procedure Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte); virtual;
306 function Heal(value: Word; Soft: Boolean): Boolean; virtual;
307 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
308 procedure MakeBloodSimple(Count: Word);
309 procedure Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
310 procedure Reset(Force: Boolean);
311 procedure Spectate(NoMove: Boolean = False);
312 procedure SwitchNoClip;
313 procedure SoftReset();
314 procedure Draw(); virtual;
315 procedure DrawPain();
316 procedure DrawPickup();
317 procedure DrawRulez();
318 procedure DrawAim();
319 procedure DrawBubble();
320 procedure DrawGUI();
321 procedure Update(); virtual;
322 procedure RememberState();
323 procedure RecallState();
324 procedure SaveState (st: TStream); virtual;
325 procedure LoadState (st: TStream); virtual;
326 procedure PauseSounds(Enable: Boolean);
327 procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
328 procedure DoLerp(Level: Integer = 2);
329 procedure SetLerp(XTo, YTo: Integer);
330 procedure QueueWeaponSwitch(Weapon: Byte);
331 procedure RealizeCurrentWeapon();
332 procedure JetpackOn;
333 procedure JetpackOff;
334 procedure CatchFire(Attacker: Word);
336 //WARNING! this does nothing for now, but still call it!
337 procedure positionChanged (); //WARNING! call this after entity position was changed, or coldet will not work right!
339 procedure getMapBox (out x, y, w, h: Integer); inline;
340 procedure moveBy (dx, dy: Integer); inline;
342 procedure releaseAllWeaponSwitchKeys ();
343 procedure weaponSwitchKeysStateChange (index: Integer; pressed: Boolean);
344 function isWeaponSwitchKeyReleased (index: Integer): Boolean;
345 procedure weaponSwitchKeysShiftNewStates ();
347 public
348 property Vel: TPoint2i read FObj.Vel;
349 property Obj: TObj read FObj;
351 property Name: String read FName write FName;
352 property Model: TPlayerModel read FModel;
353 property Health: Integer read FHealth write FHealth;
354 property Lives: Byte read FLives write FLives;
355 property Armor: Integer read FArmor write FArmor;
356 property Air: Integer read FAir write FAir;
357 property JetFuel: Integer read FJetFuel write FJetFuel;
358 property Frags: Integer read FFrags write FFrags;
359 property Death: Integer read FDeath write FDeath;
360 property Kills: Integer read FKills write FKills;
361 property CurrWeap: Byte read FCurrWeap write SetCurrWeapProp;
362 property NetWeapCtr: LongWord read FNetWeapCtr write FNetWeapCtr;
363 property MonsterKills: Integer read FMonsterKills write FMonsterKills;
364 property Secrets: Integer read FSecrets;
365 property GodMode: Boolean read FGodMode write FGodMode;
366 property NoTarget: Boolean read FNoTarget write FNoTarget;
367 property NoReload: Boolean read FNoReload write FNoReload;
368 property alive: Boolean read FAlive write FAlive;
369 property Flag: Byte read FFlag;
370 property Team: Byte read FTeam write FTeam;
371 property Direction: TDirection read FDirection;
372 property GameX: Integer read FObj.X write FObj.X;
373 property GameY: Integer read FObj.Y write FObj.Y;
374 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
375 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
376 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
377 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
378 property IncCam: Integer read FIncCam write FIncCam;
379 property UID: Word read FUID write FUID;
380 property JustTeleported: Boolean read FJustTeleported write FJustTeleported;
381 property NetTime: LongWord read FNetTime write FNetTime;
383 published
384 property eName: String read FName write FName;
385 property eHealth: Integer read FHealth write FHealth;
386 property eLives: Byte read FLives write FLives;
387 property eArmor: Integer read FArmor write FArmor;
388 property eAir: Integer read FAir write FAir;
389 property eJetFuel: Integer read FJetFuel write FJetFuel;
390 property eFrags: Integer read FFrags write FFrags;
391 property eDeath: Integer read FDeath write FDeath;
392 property eKills: Integer read FKills write FKills;
393 property eCurrWeap: Byte read FCurrWeap write SetCurrWeapProp;
394 property eMonsterKills: Integer read FMonsterKills write FMonsterKills;
395 property eSecrets: Integer read FSecrets write FSecrets;
396 property eGodMode: Boolean read FGodMode write FGodMode;
397 property eNoTarget: Boolean read FNoTarget write FNoTarget;
398 property eNoReload: Boolean read FNoReload write FNoReload;
399 property eAlive: Boolean read FAlive write FAlive;
400 property eFlag: Byte read FFlag;
401 property eTeam: Byte read FTeam write FTeam;
402 property eDirection: TDirection read FDirection;
403 property eGameX: Integer read FObj.X write FObj.X;
404 property eGameY: Integer read FObj.Y write FObj.Y;
405 property eGameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
406 property eGameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
407 property eGameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
408 property eGameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
409 property eIncCam: Integer read FIncCam write FIncCam;
410 property eUID: Word read FUID;
411 property eJustTeleported: Boolean read FJustTeleported;
412 property eNetTime: LongWord read FNetTime;
414 // set this before assigning something to `eDamage`
415 property eDamageType: Integer read mEDamageType write mEDamageType;
416 property eDamage: Integer write doDamage;
417 end;
419 TDifficult = record
420 public
421 DiagFire: Byte;
422 InvisFire: Byte;
423 DiagPrecision: Byte;
424 FlyPrecision: Byte;
425 Cover: Byte;
426 CloseJump: Byte;
427 WeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
428 CloseWeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
429 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
431 public
432 procedure save (st: TStream);
433 procedure load (st: TStream);
434 end;
436 TAIFlag = record
437 Name: String;
438 Value: String;
439 end;
441 TBot = class(TPlayer)
442 private
443 FSelectedWeapon: Byte;
444 FTargetUID: Word;
445 FLastVisible: DWORD;
446 FAIFlags: Array of TAIFlag;
447 FDifficult: TDifficult;
449 function GetRnd(a: Byte): Boolean;
450 function GetInterval(a: Byte; radius: SmallInt): SmallInt;
451 function RunDirection(): TDirection;
452 function FullInStep(XInc, YInc: Integer): Boolean;
453 //function NeedItem(Item: Byte): Byte;
454 procedure SelectWeapon(Dist: Integer);
455 procedure SetAIFlag(aName, fValue: String20);
456 function GetAIFlag(aName: String20): String20;
457 procedure RemoveAIFlag(aName: String20);
458 function Healthy(): Byte;
459 procedure UpdateMove();
460 procedure UpdateCombat();
461 function KeyPressed(Key: Word): Boolean;
462 procedure ReleaseKey(Key: Byte);
463 function TargetOnScreen(TX, TY: Integer): Boolean;
464 procedure OnDamage(Angle: SmallInt); override;
466 public
467 procedure Respawn(Silent: Boolean; Force: Boolean = False); override;
468 constructor Create(); override;
469 destructor Destroy(); override;
470 procedure Draw(); override;
471 function PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean; override;
472 function Heal(value: Word; Soft: Boolean): Boolean; override;
473 procedure Update(); override;
474 procedure SaveState (st: TStream); override;
475 procedure LoadState (st: TStream); override;
476 end;
478 PGib = ^TGib;
479 TGib = record
480 alive: Boolean;
481 ID: DWORD;
482 MaskID: DWORD;
483 RAngle: Integer;
484 Color: TRGB;
485 Obj: TObj;
487 procedure getMapBox (out x, y, w, h: Integer); inline;
488 procedure moveBy (dx, dy: Integer); inline;
490 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
491 end;
494 PShell = ^TShell;
495 TShell = record
496 SpriteID: DWORD;
497 alive: Boolean;
498 SType: Byte;
499 RAngle: Integer;
500 Timeout: Cardinal;
501 CX, CY: Integer;
502 Obj: TObj;
504 procedure getMapBox (out x, y, w, h: Integer); inline;
505 procedure moveBy (dx, dy: Integer); inline;
507 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
508 end;
510 TCorpse = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
511 private
512 FModelName: String;
513 FMess: Boolean;
514 FState: Byte;
515 FDamage: Byte;
516 FColor: TRGB;
517 FObj: TObj;
518 FPlayerUID: Word;
519 FAnimation: TAnimation;
520 FAnimationMask: TAnimation;
522 public
523 constructor Create(X, Y: Integer; ModelName: String; aMess: Boolean);
524 destructor Destroy(); override;
525 procedure Damage(Value: Word; vx, vy: Integer);
526 procedure Update();
527 procedure Draw();
528 procedure SaveState (st: TStream);
529 procedure LoadState (st: TStream);
531 procedure getMapBox (out x, y, w, h: Integer); inline;
532 procedure moveBy (dx, dy: Integer); inline;
534 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
536 function ObjPtr (): PObj; inline;
538 property Obj: TObj read FObj; // copies object
539 property State: Byte read FState;
540 property Mess: Boolean read FMess;
541 end;
543 TTeamStat = Array [TEAM_RED..TEAM_BLUE] of
544 record
545 Goals: SmallInt;
546 end;
548 var
549 gPlayers: Array of TPlayer;
550 gCorpses: Array of TCorpse;
551 gGibs: Array of TGib;
552 gShells: Array of TShell;
553 gTeamStat: TTeamStat;
554 gFly: Boolean = False;
555 gAimLine: Boolean = False;
556 gChatBubble: Byte = 0;
557 gNumBots: Word = 0;
558 gLMSPID1: Word = 0;
559 gLMSPID2: Word = 0;
560 MAX_RUNVEL: Integer = 8;
561 VEL_JUMP: Integer = 10;
562 SHELL_TIMEOUT: Cardinal = 60000;
564 function Lerp(X, Y, Factor: Integer): Integer;
566 procedure g_Gibs_SetMax(Count: Word);
567 function g_Gibs_GetMax(): Word;
568 procedure g_Corpses_SetMax(Count: Word);
569 function g_Corpses_GetMax(): Word;
570 procedure g_Shells_SetMax(Count: Word);
571 function g_Shells_GetMax(): Word;
573 procedure g_Player_Init();
574 procedure g_Player_Free();
575 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
576 function g_Player_CreateFromState (st: TStream): Word;
577 procedure g_Player_Remove(UID: Word);
578 procedure g_Player_ResetTeams();
579 procedure g_Player_UpdateAll();
580 procedure g_Player_DrawAll();
581 procedure g_Player_DrawDebug(p: TPlayer);
582 procedure g_Player_DrawHealth();
583 procedure g_Player_RememberAll();
584 procedure g_Player_ResetAll(Force, Silent: Boolean);
585 function g_Player_Get(UID: Word): TPlayer;
586 function g_Player_GetCount(): Byte;
587 function g_Player_GetStats(): TPlayerStatArray;
588 function g_Player_ValidName(Name: String): Boolean;
589 procedure g_Player_CreateCorpse(Player: TPlayer);
590 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: String; fColor: TRGB);
591 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
592 procedure g_Player_UpdatePhysicalObjects();
593 procedure g_Player_DrawCorpses();
594 procedure g_Player_DrawShells();
595 procedure g_Player_RemoveAllCorpses();
596 procedure g_Player_Corpses_SaveState (st: TStream);
597 procedure g_Player_Corpses_LoadState (st: TStream);
598 procedure g_Bot_Add(Team, Difficult: Byte);
599 procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1);
600 procedure g_Bot_MixNames();
601 procedure g_Bot_RemoveAll();
603 implementation
605 uses
606 {$INCLUDE ../nogl/noGLuses.inc}
607 {$IFDEF ENABLE_HOLMES}
608 g_holmes,
609 {$ENDIF}
610 e_log, g_map, g_items, g_console, g_gfx, Math,
611 g_options, g_triggers, g_menu, g_game, g_grid,
612 wadreader, g_main, g_monsters, CONFIG, g_language,
613 g_net, g_netmsg, g_window,
614 utils, xstreams;
616 const PLR_SAVE_VERSION = 0;
618 type
619 TBotProfile = record
620 name: ShortString;
621 model: ShortString;
622 team: Byte;
623 color: TRGB;
624 diag_fire: Byte;
625 invis_fire: Byte;
626 diag_precision: Byte;
627 fly_precision: Byte;
628 cover: Byte;
629 close_jump: Byte;
630 w_prior1: Array [WP_FIRST..WP_LAST] of Byte;
631 w_prior2: Array [WP_FIRST..WP_LAST] of Byte;
632 w_prior3: Array [WP_FIRST..WP_LAST] of Byte;
633 end;
635 const
636 TIME_RESPAWN1 = 1500;
637 TIME_RESPAWN2 = 2000;
638 TIME_RESPAWN3 = 3000;
639 AIR_DEF = 360;
640 AIR_MAX = 1091;
641 JET_MAX = 540; // ~30 sec
642 PLAYER_SUIT_TIME = 30000;
643 PLAYER_INVUL_TIME = 30000;
644 PLAYER_INVIS_TIME = 35000;
645 FRAG_COMBO_TIME = 3000;
646 VEL_SW = 4;
647 VEL_FLY = 6;
648 ANGLE_RIGHTUP = 55;
649 ANGLE_RIGHTDOWN = -35;
650 ANGLE_LEFTUP = 125;
651 ANGLE_LEFTDOWN = -145;
652 PLAYER_HEADRECT: TRectWH = (X:24; Y:12; Width:20; Height:12);
653 WEAPONPOINT: Array [TDirection] of TDFPoint = ((X:16; Y:32), (X:47; Y:32));
654 BOT_MAXJUMP = 84;
655 BOT_LONGDIST = 300;
656 BOT_UNSAFEDIST = 128;
657 TEAMCOLOR: Array [TEAM_RED..TEAM_BLUE] of TRGB = ((R:255; G:0; B:0),
658 (R:0; G:0; B:255));
659 DIFFICULT_EASY: TDifficult = (DiagFire: 32; InvisFire: 32; DiagPrecision: 32;
660 FlyPrecision: 32; Cover: 32; CloseJump: 32;
661 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
662 DIFFICULT_MEDIUM: TDifficult = (DiagFire: 127; InvisFire: 127; DiagPrecision: 127;
663 FlyPrecision: 127; Cover: 127; CloseJump: 127;
664 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
665 DIFFICULT_HARD: TDifficult = (DiagFire: 255; InvisFire: 255; DiagPrecision: 255;
666 FlyPrecision: 255; Cover: 255; CloseJump: 255;
667 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
668 WEAPON_PRIOR1: Array [WP_FIRST..WP_LAST] of Byte =
669 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
670 WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
671 WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER,
672 WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
673 WEAPON_PRIOR2: Array [WP_FIRST..WP_LAST] of Byte =
674 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
675 WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
676 WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1,
677 WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
678 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
679 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
680 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
681 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
682 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
683 WEAPON_RELOAD: Array [WP_FIRST..WP_LAST] of Byte =
684 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
686 PLAYER_SIGNATURE = $52594C50; // 'PLYR'
687 CORPSE_SIGNATURE = $50524F43; // 'CORP'
689 BOTNAMES_FILENAME = 'botnames.txt';
690 BOTLIST_FILENAME = 'botlist.txt';
692 var
693 MaxGibs: Word = 150;
694 MaxCorpses: Word = 20;
695 MaxShells: Word = 300;
696 CurrentGib: Integer = 0;
697 CurrentShell: Integer = 0;
698 BotNames: Array of String;
699 BotList: Array of TBotProfile;
702 function Lerp(X, Y, Factor: Integer): Integer;
703 begin
704 Result := X + ((Y - X) div Factor);
705 end;
707 function SameTeam(UID1, UID2: Word): Boolean;
708 begin
709 Result := False;
711 if (UID1 > UID_MAX_PLAYER) or (UID1 <= UID_MAX_GAME) or
712 (UID2 > UID_MAX_PLAYER) or (UID2 <= UID_MAX_GAME) then Exit;
714 if (g_Player_Get(UID1) = nil) or (g_Player_Get(UID2) = nil) then Exit;
716 if ((g_Player_Get(UID1).Team = TEAM_NONE) or
717 (g_Player_Get(UID2).Team = TEAM_NONE)) then Exit;
719 Result := g_Player_Get(UID1).FTeam = g_Player_Get(UID2).FTeam;
720 end;
722 procedure g_Gibs_SetMax(Count: Word);
723 begin
724 MaxGibs := Count;
725 SetLength(gGibs, Count);
727 if CurrentGib >= Count then
728 CurrentGib := 0;
729 end;
731 function g_Gibs_GetMax(): Word;
732 begin
733 Result := MaxGibs;
734 end;
736 procedure g_Shells_SetMax(Count: Word);
737 begin
738 MaxShells := Count;
739 SetLength(gShells, Count);
741 if CurrentShell >= Count then
742 CurrentShell := 0;
743 end;
745 function g_Shells_GetMax(): Word;
746 begin
747 Result := MaxShells;
748 end;
751 procedure g_Corpses_SetMax(Count: Word);
752 begin
753 MaxCorpses := Count;
754 SetLength(gCorpses, Count);
755 end;
757 function g_Corpses_GetMax(): Word;
758 begin
759 Result := MaxCorpses;
760 end;
762 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
763 var
764 a: Integer;
765 ok: Boolean;
766 begin
767 Result := 0;
769 ok := False;
770 a := 0;
772 // Åñòü ëè ìåñòî â gPlayers:
773 if gPlayers <> nil then
774 for a := 0 to High(gPlayers) do
775 if gPlayers[a] = nil then
776 begin
777 ok := True;
778 Break;
779 end;
781 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
782 if not ok then
783 begin
784 SetLength(gPlayers, Length(gPlayers)+1);
785 a := High(gPlayers);
786 end;
788 // Ñîçäàåì îáúåêò èãðîêà:
789 if Bot then
790 gPlayers[a] := TBot.Create()
791 else
792 gPlayers[a] := TPlayer.Create();
795 gPlayers[a].FActualModelName := ModelName;
796 gPlayers[a].SetModel(ModelName);
798 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
799 if gPlayers[a].FModel = nil then
800 begin
801 gPlayers[a].Free();
802 gPlayers[a] := nil;
803 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [ModelName]));
804 Exit;
805 end;
807 if not (Team in [TEAM_RED, TEAM_BLUE]) then
808 if Random(2) = 0 then
809 Team := TEAM_RED
810 else
811 Team := TEAM_BLUE;
812 gPlayers[a].FPreferredTeam := Team;
814 case gGameSettings.GameMode of
815 GM_DM: gPlayers[a].FTeam := TEAM_NONE;
816 GM_TDM,
817 GM_CTF: gPlayers[a].FTeam := gPlayers[a].FPreferredTeam;
818 GM_SINGLE,
819 GM_COOP: gPlayers[a].FTeam := TEAM_COOP;
820 end;
822 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
823 gPlayers[a].FColor := Color;
824 if gPlayers[a].FTeam in [TEAM_RED, TEAM_BLUE] then
825 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
826 else
827 gPlayers[a].FModel.Color := Color;
829 gPlayers[a].FUID := g_CreateUID(UID_PLAYER);
830 gPlayers[a].FAlive := False;
832 Result := gPlayers[a].FUID;
833 end;
835 function g_Player_CreateFromState (st: TStream): Word;
836 var
837 a, i: Integer;
838 ok, Bot: Boolean;
839 b: Byte;
840 begin
841 result := 0;
842 if (st = nil) then exit; //???
844 // Ñèãíàòóðà èãðîêà
845 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
846 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
848 // Áîò èëè ÷åëîâåê:
849 Bot := utils.readBool(st);
851 ok := false;
852 a := 0;
854 // Åñòü ëè ìåñòî â gPlayers:
855 for a := 0 to High(gPlayers) do if (gPlayers[a] = nil) then begin ok := true; break; end;
857 // Íåò ìåñòà - ðàñøèðÿåì gPlayers
858 if not ok then
859 begin
860 SetLength(gPlayers, Length(gPlayers)+1);
861 a := High(gPlayers);
862 end;
864 // Ñîçäàåì îáúåêò èãðîêà
865 if Bot then
866 gPlayers[a] := TBot.Create()
867 else
868 gPlayers[a] := TPlayer.Create();
869 gPlayers[a].FIamBot := Bot;
870 gPlayers[a].FPhysics := True;
872 // UID èãðîêà
873 gPlayers[a].FUID := utils.readWord(st);
874 // Èìÿ èãðîêà
875 gPlayers[a].FName := utils.readStr(st);
876 // Êîìàíäà
877 gPlayers[a].FTeam := utils.readByte(st);
878 gPlayers[a].FPreferredTeam := gPlayers[a].FTeam;
879 // Æèâ ëè
880 gPlayers[a].FAlive := utils.readBool(st);
881 // Èçðàñõîäîâàë ëè âñå æèçíè
882 gPlayers[a].FNoRespawn := utils.readBool(st);
883 // Íàïðàâëåíèå
884 b := utils.readByte(st);
885 if b = 1 then gPlayers[a].FDirection := TDirection.D_LEFT else gPlayers[a].FDirection := TDirection.D_RIGHT; // b = 2
886 // Çäîðîâüå
887 gPlayers[a].FHealth := utils.readLongInt(st);
888 // Æèçíè
889 gPlayers[a].FLives := utils.readByte(st);
890 // Áðîíÿ
891 gPlayers[a].FArmor := utils.readLongInt(st);
892 // Çàïàñ âîçäóõà
893 gPlayers[a].FAir := utils.readLongInt(st);
894 // Çàïàñ ãîðþ÷åãî
895 gPlayers[a].FJetFuel := utils.readLongInt(st);
896 // Áîëü
897 gPlayers[a].FPain := utils.readLongInt(st);
898 // Óáèë
899 gPlayers[a].FKills := utils.readLongInt(st);
900 // Óáèë ìîíñòðîâ
901 gPlayers[a].FMonsterKills := utils.readLongInt(st);
902 // Ôðàãîâ
903 gPlayers[a].FFrags := utils.readLongInt(st);
904 // Ôðàãîâ ïîäðÿä
905 gPlayers[a].FFragCombo := utils.readByte(st);
906 // Âðåìÿ ïîñëåäíåãî ôðàãà
907 gPlayers[a].FLastFrag := utils.readLongWord(st);
908 // Ñìåðòåé
909 gPlayers[a].FDeath := utils.readLongInt(st);
910 // Êàêîé ôëàã íåñåò
911 gPlayers[a].FFlag := utils.readByte(st);
912 // Íàøåë ñåêðåòîâ
913 gPlayers[a].FSecrets := utils.readLongInt(st);
914 // Òåêóùåå îðóæèå
915 gPlayers[a].FCurrWeap := utils.readByte(st);
916 gPlayers[a].FNetWeapCtr := 0;
917 // Ñëåäóþùåå æåëàåìîå îðóæèå
918 gPlayers[a].FNextWeap := utils.readWord(st);
919 // ...è ïàóçà
920 gPlayers[a].FNextWeapDelay := utils.readByte(st);
921 // Âðåìÿ çàðÿäêè BFG
922 gPlayers[a].FBFGFireCounter := utils.readSmallInt(st);
923 // Áóôåð óðîíà
924 gPlayers[a].FDamageBuffer := utils.readLongInt(st);
925 // Ïîñëåäíèé óäàðèâøèé
926 gPlayers[a].FLastSpawnerUID := utils.readWord(st);
927 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
928 gPlayers[a].FLastHit := utils.readByte(st);
929 // Îáúåêò èãðîêà:
930 Obj_LoadState(@gPlayers[a].FObj, st);
931 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
932 for i := A_BULLETS to A_HIGH do gPlayers[a].FAmmo[i] := utils.readWord(st);
933 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
934 for i := A_BULLETS to A_HIGH do gPlayers[a].FMaxAmmo[i] := utils.readWord(st);
935 // Íàëè÷èå îðóæèÿ
936 for i := WP_FIRST to WP_LAST do gPlayers[a].FWeapon[i] := utils.readBool(st);
937 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
938 for i := WP_FIRST to WP_LAST do gPlayers[a].FReloading[i] := utils.readWord(st);
939 // Íàëè÷èå ðþêçàêà
940 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_ITEM_BACKPACK);
941 // Íàëè÷èå êðàñíîãî êëþ÷à
942 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_RED);
943 // Íàëè÷èå çåëåíîãî êëþ÷à
944 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_GREEN);
945 // Íàëè÷èå ñèíåãî êëþ÷à
946 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_BLUE);
947 // Íàëè÷èå áåðñåðêà
948 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_BERSERK);
949 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
950 for i := MR_SUIT to MR_MAX do gPlayers[a].FMegaRulez[i] := utils.readLongWord(st);
951 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
952 for i := T_RESPAWN to T_FLAGCAP do gPlayers[a].FTime[i] := utils.readLongWord(st);
954 // Íàçâàíèå ìîäåëè:
955 gPlayers[a].FActualModelName := utils.readStr(st);
956 // Öâåò ìîäåëè
957 gPlayers[a].FColor.R := utils.readByte(st);
958 gPlayers[a].FColor.G := utils.readByte(st);
959 gPlayers[a].FColor.B := utils.readByte(st);
960 // Îáíîâëÿåì ìîäåëü èãðîêà
961 gPlayers[a].SetModel(gPlayers[a].FActualModelName);
963 // Íåò ìîäåëè - ñîçäàíèå íåâîçìîæíî
964 if (gPlayers[a].FModel = nil) then
965 begin
966 gPlayers[a].Free();
967 gPlayers[a] := nil;
968 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [gPlayers[a].FActualModelName]));
969 exit;
970 end;
972 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû
973 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
974 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
975 else
976 gPlayers[a].FModel.Color := gPlayers[a].FColor;
978 result := gPlayers[a].FUID;
979 end;
982 procedure g_Player_ResetTeams();
983 var
984 a: Integer;
985 begin
986 if g_Game_IsClient then
987 Exit;
988 if gPlayers = nil then
989 Exit;
990 for a := Low(gPlayers) to High(gPlayers) do
991 if gPlayers[a] <> nil then
992 case gGameSettings.GameMode of
993 GM_DM:
994 gPlayers[a].ChangeTeam(TEAM_NONE);
995 GM_TDM, GM_CTF:
996 if not (gPlayers[a].Team in [TEAM_RED, TEAM_BLUE]) then
997 if gPlayers[a].FPreferredTeam in [TEAM_RED, TEAM_BLUE] then
998 gPlayers[a].ChangeTeam(gPlayers[a].FPreferredTeam)
999 else
1000 if a mod 2 = 0 then
1001 gPlayers[a].ChangeTeam(TEAM_RED)
1002 else
1003 gPlayers[a].ChangeTeam(TEAM_BLUE);
1004 GM_SINGLE,
1005 GM_COOP:
1006 gPlayers[a].ChangeTeam(TEAM_COOP);
1007 end;
1008 end;
1010 procedure g_Bot_Add(Team, Difficult: Byte);
1011 var
1012 m: SSArray;
1013 _name, _model: String;
1014 a, tr, tb: Integer;
1015 begin
1016 if not g_Game_IsServer then Exit;
1018 // Ñïèñîê íàçâàíèé ìîäåëåé:
1019 m := g_PlayerModel_GetNames();
1020 if m = nil then
1021 Exit;
1023 // Êîìàíäà:
1024 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1025 Team := TEAM_COOP // COOP
1026 else
1027 if gGameSettings.GameMode = GM_DM then
1028 Team := TEAM_NONE // DM
1029 else
1030 if Team = TEAM_NONE then // CTF / TDM
1031 begin
1032 // Àâòîáàëàíñ êîìàíä:
1033 tr := 0;
1034 tb := 0;
1036 for a := 0 to High(gPlayers) do
1037 if gPlayers[a] <> nil then
1038 begin
1039 if gPlayers[a].Team = TEAM_RED then
1040 Inc(tr)
1041 else
1042 if gPlayers[a].Team = TEAM_BLUE then
1043 Inc(tb);
1044 end;
1046 if tr > tb then
1047 Team := TEAM_BLUE
1048 else
1049 if tb > tr then
1050 Team := TEAM_RED
1051 else // tr = tb
1052 if Random(2) = 0 then
1053 Team := TEAM_RED
1054 else
1055 Team := TEAM_BLUE;
1056 end;
1058 // Âûáèðàåì áîòó èìÿ:
1059 _name := '';
1060 if BotNames <> nil then
1061 for a := 0 to High(BotNames) do
1062 if g_Player_ValidName(BotNames[a]) then
1063 begin
1064 _name := BotNames[a];
1065 Break;
1066 end;
1068 // Èìåíè íåò, çàäàåì ñëó÷àéíîå:
1069 if _name = '' then
1070 repeat
1071 _name := Format('DFBOT%.2d', [Random(100)]);
1072 until g_Player_ValidName(_name);
1074 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
1075 _model := m[Random(Length(m))];
1077 // Ñîçäàåì áîòà:
1078 with g_Player_Get(g_Player_Create(_model,
1079 _RGB(Min(Random(9)*32, 255),
1080 Min(Random(9)*32, 255),
1081 Min(Random(9)*32, 255)),
1082 Team, True)) as TBot do
1083 begin
1084 Name := _name;
1086 case Difficult of
1087 1: FDifficult := DIFFICULT_EASY;
1088 2: FDifficult := DIFFICULT_MEDIUM;
1089 else FDifficult := DIFFICULT_HARD;
1090 end;
1092 for a := WP_FIRST to WP_LAST do
1093 begin
1094 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
1095 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
1096 //FDifficult.SafeWeaponPrior[a] := WEAPON_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 if g_Game_IsServer and (gGameSettings.MaxLives > 0) then
1103 Spectate();
1104 end;
1105 end;
1107 procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1);
1108 var
1109 m: SSArray;
1110 _name, _model: String;
1111 a: Integer;
1112 begin
1113 if not g_Game_IsServer then Exit;
1115 // Ñïèñîê íàçâàíèé ìîäåëåé:
1116 m := g_PlayerModel_GetNames();
1117 if m = nil then
1118 Exit;
1120 // Êîìàíäà:
1121 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1122 Team := TEAM_COOP // COOP
1123 else
1124 if gGameSettings.GameMode = GM_DM then
1125 Team := TEAM_NONE // DM
1126 else
1127 if Team = TEAM_NONE then
1128 Team := BotList[num].team; // CTF / TDM
1130 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1131 lName := AnsiLowerCase(lName);
1132 if (num < 0) or (num > Length(BotList)-1) then
1133 num := -1;
1134 if (num = -1) and (lName <> '') and (BotList <> nil) then
1135 for a := 0 to High(BotList) do
1136 if AnsiLowerCase(BotList[a].name) = lName then
1137 begin
1138 num := a;
1139 Break;
1140 end;
1141 if num = -1 then
1142 Exit;
1144 // Èìÿ áîòà:
1145 _name := BotList[num].name;
1146 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1147 if not g_Player_ValidName(_name) then
1148 repeat
1149 _name := Format('DFBOT%.2d', [Random(100)]);
1150 until g_Player_ValidName(_name);
1152 // Ìîäåëü:
1153 _model := BotList[num].model;
1154 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1155 if not InSArray(_model, m) then
1156 _model := m[Random(Length(m))];
1158 // Ñîçäàåì áîòà:
1159 with g_Player_Get(g_Player_Create(_model, BotList[num].color, Team, True)) as TBot do
1160 begin
1161 Name := _name;
1163 FDifficult.DiagFire := BotList[num].diag_fire;
1164 FDifficult.InvisFire := BotList[num].invis_fire;
1165 FDifficult.DiagPrecision := BotList[num].diag_precision;
1166 FDifficult.FlyPrecision := BotList[num].fly_precision;
1167 FDifficult.Cover := BotList[num].cover;
1168 FDifficult.CloseJump := BotList[num].close_jump;
1170 for a := WP_FIRST to WP_LAST do
1171 begin
1172 FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
1173 FDifficult.CloseWeaponPrior[a] := BotList[num].w_prior2[a];
1174 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1175 end;
1177 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1179 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1180 end;
1181 end;
1183 procedure g_Bot_RemoveAll();
1184 var
1185 a: Integer;
1186 begin
1187 if not g_Game_IsServer then Exit;
1188 if gPlayers = nil then Exit;
1190 for a := 0 to High(gPlayers) do
1191 if gPlayers[a] <> nil then
1192 if gPlayers[a] is TBot then
1193 begin
1194 gPlayers[a].Lives := 0;
1195 gPlayers[a].Kill(K_SIMPLEKILL, 0, HIT_DISCON);
1196 g_Console_Add(Format(_lc[I_PLAYER_LEAVE], [gPlayers[a].Name]), True);
1197 g_Player_Remove(gPlayers[a].FUID);
1198 end;
1200 g_Bot_MixNames();
1201 end;
1203 procedure g_Bot_MixNames();
1204 var
1205 s: String;
1206 a, b: Integer;
1207 begin
1208 if BotNames <> nil then
1209 for a := 0 to High(BotNames) do
1210 begin
1211 b := Random(Length(BotNames));
1212 s := BotNames[a];
1213 Botnames[a] := BotNames[b];
1214 BotNames[b] := s;
1215 end;
1216 end;
1218 procedure g_Player_Remove(UID: Word);
1219 var
1220 i: Integer;
1221 begin
1222 if gPlayers = nil then Exit;
1224 if g_Game_IsServer and g_Game_IsNet then
1225 MH_SEND_PlayerDelete(UID);
1227 for i := 0 to High(gPlayers) do
1228 if gPlayers[i] <> nil then
1229 if gPlayers[i].FUID = UID then
1230 begin
1231 if gPlayers[i] is TPlayer then
1232 TPlayer(gPlayers[i]).Free()
1233 else
1234 TBot(gPlayers[i]).Free();
1235 gPlayers[i] := nil;
1236 Exit;
1237 end;
1238 end;
1240 procedure g_Player_Init();
1241 var
1242 F: TextFile;
1243 s: String;
1244 a, b: Integer;
1245 config: TConfig;
1246 sa: SSArray;
1247 begin
1248 BotNames := nil;
1250 if not FileExists(DataDir + BOTNAMES_FILENAME) then
1251 Exit;
1253 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1254 AssignFile(F, DataDir + BOTNAMES_FILENAME);
1255 Reset(F);
1257 while not EOF(F) do
1258 begin
1259 ReadLn(F, s);
1261 s := Trim(s);
1262 if s = '' then
1263 Continue;
1265 SetLength(BotNames, Length(BotNames)+1);
1266 BotNames[High(BotNames)] := s;
1267 end;
1269 CloseFile(F);
1271 // Ïåðåìåøèâàåì èõ:
1272 g_Bot_MixNames();
1274 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1275 config := TConfig.CreateFile(DataDir + BOTLIST_FILENAME);
1276 BotList := nil;
1277 a := 0;
1279 while config.SectionExists(IntToStr(a)) do
1280 begin
1281 SetLength(BotList, Length(BotList)+1);
1283 with BotList[High(BotList)] do
1284 begin
1285 // Èìÿ áîòà:
1286 name := config.ReadStr(IntToStr(a), 'name', '');
1287 // Ìîäåëü:
1288 model := config.ReadStr(IntToStr(a), 'model', '');
1289 // Êîìàíäà:
1290 if config.ReadStr(IntToStr(a), 'team', 'red') = 'red' then
1291 team := TEAM_RED
1292 else
1293 team := TEAM_BLUE;
1294 // Öâåò ìîäåëè:
1295 sa := parse(config.ReadStr(IntToStr(a), 'color', ''));
1296 color.R := StrToIntDef(sa[0], 0);
1297 color.G := StrToIntDef(sa[1], 0);
1298 color.B := StrToIntDef(sa[2], 0);
1299 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1300 diag_fire := config.ReadInt(IntToStr(a), 'diag_fire', 0);
1301 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1302 invis_fire := config.ReadInt(IntToStr(a), 'invis_fire', 0);
1303 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1304 diag_precision := config.ReadInt(IntToStr(a), 'diag_precision', 0);
1305 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1306 fly_precision := config.ReadInt(IntToStr(a), 'fly_precision', 0);
1307 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1308 cover := config.ReadInt(IntToStr(a), 'cover', 0);
1309 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1310 close_jump := config.ReadInt(IntToStr(a), 'close_jump', 0);
1311 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1312 sa := parse(config.ReadStr(IntToStr(a), 'w_prior1', ''));
1313 if Length(sa) = 10 then
1314 for b := 0 to 9 do
1315 w_prior1[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1316 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1317 sa := parse(config.ReadStr(IntToStr(a), 'w_prior2', ''));
1318 if Length(sa) = 10 then
1319 for b := 0 to 9 do
1320 w_prior2[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1322 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1323 if Length(sa) = 10 then
1324 for b := 0 to 9 do
1325 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1326 end;
1328 a := a + 1;
1329 end;
1331 config.Free();
1332 end;
1334 procedure g_Player_Free();
1335 var
1336 i: Integer;
1337 begin
1338 if gPlayers <> nil then
1339 begin
1340 for i := 0 to High(gPlayers) do
1341 if gPlayers[i] <> nil then
1342 begin
1343 if gPlayers[i] is TPlayer then
1344 TPlayer(gPlayers[i]).Free()
1345 else
1346 TBot(gPlayers[i]).Free();
1347 gPlayers[i] := nil;
1348 end;
1350 gPlayers := nil;
1351 end;
1353 gPlayer1 := nil;
1354 gPlayer2 := nil;
1355 end;
1357 procedure g_Player_UpdateAll();
1358 var
1359 i: Integer;
1360 begin
1361 if gPlayers = nil then Exit;
1363 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1364 for i := 0 to High(gPlayers) do
1365 begin
1366 if gPlayers[i] <> nil then
1367 begin
1368 if gPlayers[i] is TPlayer then
1369 begin
1370 gPlayers[i].Update();
1371 gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1372 end
1373 else
1374 begin
1375 // bot updates weapons in `UpdateCombat()`
1376 TBot(gPlayers[i]).Update();
1377 end;
1378 end;
1379 end;
1380 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1381 end;
1383 procedure g_Player_DrawAll();
1384 var
1385 i: Integer;
1386 begin
1387 if gPlayers = nil then Exit;
1389 for i := 0 to High(gPlayers) do
1390 if gPlayers[i] <> nil then
1391 if gPlayers[i] is TPlayer then gPlayers[i].Draw()
1392 else TBot(gPlayers[i]).Draw();
1393 end;
1395 procedure g_Player_DrawDebug(p: TPlayer);
1396 var
1397 fW, fH: Byte;
1398 begin
1399 if p = nil then Exit;
1400 if (@p.FObj) = nil then Exit;
1402 e_TextureFontGetSize(gStdFont, fW, fH);
1404 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p.FObj.X), gStdFont);
1405 e_TextureFontPrint(0, fH , 'Pos Y: ' + IntToStr(p.FObj.Y), gStdFont);
1406 e_TextureFontPrint(0, fH * 2, 'Vel X: ' + IntToStr(p.FObj.Vel.X), gStdFont);
1407 e_TextureFontPrint(0, fH * 3, 'Vel Y: ' + IntToStr(p.FObj.Vel.Y), gStdFont);
1408 e_TextureFontPrint(0, fH * 4, 'Acc X: ' + IntToStr(p.FObj.Accel.X), gStdFont);
1409 e_TextureFontPrint(0, fH * 5, 'Acc Y: ' + IntToStr(p.FObj.Accel.Y), gStdFont);
1410 end;
1412 procedure g_Player_DrawHealth();
1413 var
1414 i: Integer;
1415 fW, fH: Byte;
1416 begin
1417 if gPlayers = nil then Exit;
1418 e_TextureFontGetSize(gStdFont, fW, fH);
1420 for i := 0 to High(gPlayers) do
1421 if gPlayers[i] <> nil then
1422 begin
1423 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1424 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH * 2,
1425 IntToStr(gPlayers[i].FHealth), gStdFont);
1426 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1427 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH,
1428 IntToStr(gPlayers[i].FArmor), gStdFont);
1429 end;
1430 end;
1432 function g_Player_Get(UID: Word): TPlayer;
1433 var
1434 a: Integer;
1435 begin
1436 Result := nil;
1438 if gPlayers = nil then
1439 Exit;
1441 for a := 0 to High(gPlayers) do
1442 if gPlayers[a] <> nil then
1443 if gPlayers[a].FUID = UID then
1444 begin
1445 Result := gPlayers[a];
1446 Exit;
1447 end;
1448 end;
1450 function g_Player_GetCount(): Byte;
1451 var
1452 a: Integer;
1453 begin
1454 Result := 0;
1456 if gPlayers = nil then
1457 Exit;
1459 for a := 0 to High(gPlayers) do
1460 if gPlayers[a] <> nil then
1461 Result := Result + 1;
1462 end;
1464 function g_Player_GetStats(): TPlayerStatArray;
1465 var
1466 a: Integer;
1467 begin
1468 Result := nil;
1470 if gPlayers = nil then Exit;
1472 for a := 0 to High(gPlayers) do
1473 if gPlayers[a] <> nil then
1474 begin
1475 SetLength(Result, Length(Result)+1);
1476 with Result[High(Result)] do
1477 begin
1478 Ping := gPlayers[a].FPing;
1479 Loss := gPlayers[a].FLoss;
1480 Name := gPlayers[a].FName;
1481 Team := gPlayers[a].FTeam;
1482 Frags := gPlayers[a].FFrags;
1483 Deaths := gPlayers[a].FDeath;
1484 Kills := gPlayers[a].FKills;
1485 Color := gPlayers[a].FModel.Color;
1486 Lives := gPlayers[a].FLives;
1487 Spectator := gPlayers[a].FSpectator;
1488 end;
1489 end;
1490 end;
1492 procedure g_Player_RememberAll;
1493 var
1494 i: Integer;
1495 begin
1496 for i := Low(gPlayers) to High(gPlayers) do
1497 if (gPlayers[i] <> nil) and gPlayers[i].alive then
1498 gPlayers[i].RememberState;
1499 end;
1501 procedure g_Player_ResetAll(Force, Silent: Boolean);
1502 var
1503 i: Integer;
1504 begin
1505 gTeamStat[TEAM_RED].Goals := 0;
1506 gTeamStat[TEAM_BLUE].Goals := 0;
1508 if gPlayers <> nil then
1509 for i := 0 to High(gPlayers) do
1510 if gPlayers[i] <> nil then
1511 begin
1512 gPlayers[i].Reset(Force);
1514 if gPlayers[i] is TPlayer then
1515 begin
1516 if (not gPlayers[i].FSpectator) or gPlayers[i].FWantsInGame then
1517 gPlayers[i].Respawn(Silent)
1518 else
1519 gPlayers[i].Spectate();
1520 end
1521 else
1522 TBot(gPlayers[i]).Respawn(Silent);
1523 end;
1524 end;
1526 procedure g_Player_CreateCorpse(Player: TPlayer);
1527 var
1528 i: Integer;
1529 find_id: DWORD;
1530 ok: Boolean;
1531 begin
1532 if Player.alive then
1533 Exit;
1535 // Ðàçðûâàåì ñâÿçü ñ ïðåæíèì òðóïîì:
1536 if gCorpses <> nil then
1537 for i := 0 to High(gCorpses) do
1538 if gCorpses[i] <> nil then
1539 if gCorpses[i].FPlayerUID = Player.FUID then
1540 gCorpses[i].FPlayerUID := 0;
1542 if Player.FObj.Y >= gMapInfo.Height+128 then
1543 Exit;
1545 with Player do
1546 begin
1547 if (FHealth >= -50) or (gGibsCount = 0) then
1548 begin
1549 if (gCorpses = nil) or (Length(gCorpses) = 0) then
1550 Exit;
1552 ok := False;
1553 for find_id := 0 to High(gCorpses) do
1554 if gCorpses[find_id] = nil then
1555 begin
1556 ok := True;
1557 Break;
1558 end;
1560 if not ok then
1561 find_id := Random(Length(gCorpses));
1563 gCorpses[find_id] := TCorpse.Create(FObj.X, FObj.Y, FModel.Name, FHealth < -20);
1564 gCorpses[find_id].FColor := FModel.Color;
1565 gCorpses[find_id].FObj.Vel := FObj.Vel;
1566 gCorpses[find_id].FObj.Accel := FObj.Accel;
1567 gCorpses[find_id].FPlayerUID := FUID;
1568 end
1569 else
1570 g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX,
1571 FObj.Y + PLAYER_RECT_CY,
1572 FModel.Name, FModel.Color);
1573 end;
1574 end;
1576 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
1577 var
1578 SID: DWORD;
1579 begin
1580 if (gShells = nil) or (Length(gShells) = 0) then
1581 Exit;
1583 with gShells[CurrentShell] do
1584 begin
1585 SpriteID := 0;
1586 g_Obj_Init(@Obj);
1587 Obj.Rect.X := 0;
1588 Obj.Rect.Y := 0;
1589 if T = SHELL_BULLET then
1590 begin
1591 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID) then
1592 SpriteID := SID;
1593 CX := 2;
1594 CY := 1;
1595 Obj.Rect.Width := 4;
1596 Obj.Rect.Height := 2;
1597 end
1598 else
1599 begin
1600 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID) then
1601 SpriteID := SID;
1602 CX := 4;
1603 CY := 2;
1604 Obj.Rect.Width := 7;
1605 Obj.Rect.Height := 3;
1606 end;
1607 SType := T;
1608 alive := True;
1609 Obj.X := fX;
1610 Obj.Y := fY;
1611 g_Obj_Push(@Obj, dX + Random(4)-Random(4), dY-Random(4));
1612 positionChanged(); // this updates spatial accelerators
1613 RAngle := Random(360);
1614 Timeout := gTime + SHELL_TIMEOUT;
1616 if CurrentShell >= High(gShells) then
1617 CurrentShell := 0
1618 else
1619 Inc(CurrentShell);
1620 end;
1621 end;
1623 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB);
1624 var
1625 a: Integer;
1626 GibsArray: TGibsArray;
1627 Blood: TModelBlood;
1628 begin
1629 if (gGibs = nil) or (Length(gGibs) = 0) then
1630 Exit;
1631 if not g_PlayerModel_GetGibs(ModelName, GibsArray) then
1632 Exit;
1633 Blood := g_PlayerModel_GetBlood(ModelName);
1635 for a := 0 to High(GibsArray) do
1636 with gGibs[CurrentGib] do
1637 begin
1638 Color := fColor;
1639 ID := GibsArray[a].ID;
1640 MaskID := GibsArray[a].MaskID;
1641 alive := True;
1642 g_Obj_Init(@Obj);
1643 Obj.Rect := GibsArray[a].Rect;
1644 Obj.X := fX-GibsArray[a].Rect.X-(GibsArray[a].Rect.Width div 2);
1645 Obj.Y := fY-GibsArray[a].Rect.Y-(GibsArray[a].Rect.Height div 2);
1646 g_Obj_PushA(@Obj, 25 + Random(10), Random(361));
1647 positionChanged(); // this updates spatial accelerators
1648 RAngle := Random(360);
1650 if gBloodCount > 0 then
1651 g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
1652 Random(48), Random(48), Blood.R, Blood.G, Blood.B, Blood.Kind);
1654 if CurrentGib >= High(gGibs) then
1655 CurrentGib := 0
1656 else
1657 Inc(CurrentGib);
1658 end;
1659 end;
1661 procedure g_Player_UpdatePhysicalObjects();
1662 var
1663 i: Integer;
1664 vel: TPoint2i;
1665 mr: Word;
1667 procedure ShellSound_Bounce(X, Y: Integer; T: Byte);
1668 var
1669 k: Integer;
1670 begin
1671 k := 1 + Random(2);
1672 if T = SHELL_BULLET then
1673 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k), X, Y)
1674 else
1675 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k), X, Y);
1676 end;
1678 begin
1679 // Êóñêè ìÿñà:
1680 if gGibs <> nil then
1681 for i := 0 to High(gGibs) do
1682 if gGibs[i].alive then
1683 with gGibs[i] do
1684 begin
1685 vel := Obj.Vel;
1686 mr := g_Obj_Move(@Obj, True, False, True);
1687 positionChanged(); // this updates spatial accelerators
1689 if WordBool(mr and MOVE_FALLOUT) then
1690 begin
1691 alive := False;
1692 Continue;
1693 end;
1695 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1696 if WordBool(mr and MOVE_HITWALL) then
1697 Obj.Vel.X := -(vel.X div 2);
1698 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1699 Obj.Vel.Y := -(vel.Y div 2);
1701 if (Obj.Vel.X >= 0) then
1702 begin // Clockwise
1703 RAngle := RAngle + Abs(Obj.Vel.X)*6 + Abs(Obj.Vel.Y);
1704 if RAngle >= 360 then
1705 RAngle := RAngle mod 360;
1706 end else begin // Counter-clockwise
1707 RAngle := RAngle - Abs(Obj.Vel.X)*6 - Abs(Obj.Vel.Y);
1708 if RAngle < 0 then
1709 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1710 end;
1712 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1713 if gTime mod (GAME_TICK*3) = 0 then
1714 Obj.Vel.X := z_dec(Obj.Vel.X, 1);
1715 end;
1717 // Òðóïû:
1718 if gCorpses <> nil then
1719 for i := 0 to High(gCorpses) do
1720 if gCorpses[i] <> nil then
1721 if gCorpses[i].State = CORPSE_STATE_REMOVEME then
1722 begin
1723 gCorpses[i].Free();
1724 gCorpses[i] := nil;
1725 end
1726 else
1727 gCorpses[i].Update();
1729 // Ãèëüçû:
1730 if gShells <> nil then
1731 for i := 0 to High(gShells) do
1732 if gShells[i].alive then
1733 with gShells[i] do
1734 begin
1735 vel := Obj.Vel;
1736 mr := g_Obj_Move(@Obj, True, False, True);
1737 positionChanged(); // this updates spatial accelerators
1739 if WordBool(mr and MOVE_FALLOUT) or (gShells[i].Timeout < gTime) then
1740 begin
1741 alive := False;
1742 Continue;
1743 end;
1745 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1746 if WordBool(mr and MOVE_HITWALL) then
1747 begin
1748 Obj.Vel.X := -(vel.X div 2);
1749 if not WordBool(mr and MOVE_INWATER) then
1750 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1751 end;
1752 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1753 begin
1754 Obj.Vel.Y := -(vel.Y div 2);
1755 if Obj.Vel.X <> 0 then Obj.Vel.X := Obj.Vel.X div 2;
1756 if (Obj.Vel.X = 0) and (Obj.Vel.Y = 0) then
1757 begin
1758 if RAngle mod 90 <> 0 then
1759 RAngle := (RAngle div 90) * 90;
1760 end
1761 else if not WordBool(mr and MOVE_INWATER) then
1762 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1763 end;
1765 if (Obj.Vel.X >= 0) then
1766 begin // Clockwise
1767 RAngle := RAngle + Abs(Obj.Vel.X)*8 + Abs(Obj.Vel.Y);
1768 if RAngle >= 360 then
1769 RAngle := RAngle mod 360;
1770 end else begin // Counter-clockwise
1771 RAngle := RAngle - Abs(Obj.Vel.X)*8 - Abs(Obj.Vel.Y);
1772 if RAngle < 0 then
1773 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1774 end;
1775 end;
1776 end;
1779 procedure TGib.getMapBox (out x, y, w, h: Integer); inline;
1780 begin
1781 x := Obj.X+Obj.Rect.X;
1782 y := Obj.Y+Obj.Rect.Y;
1783 w := Obj.Rect.Width;
1784 h := Obj.Rect.Height;
1785 end;
1787 procedure TGib.moveBy (dx, dy: Integer); inline;
1788 begin
1789 if (dx <> 0) or (dy <> 0) then
1790 begin
1791 Obj.X += dx;
1792 Obj.Y += dy;
1793 positionChanged();
1794 end;
1795 end;
1798 procedure TShell.getMapBox (out x, y, w, h: Integer); inline;
1799 begin
1800 x := Obj.X;
1801 y := Obj.Y;
1802 w := Obj.Rect.Width;
1803 h := Obj.Rect.Height;
1804 end;
1806 procedure TShell.moveBy (dx, dy: Integer); inline;
1807 begin
1808 if (dx <> 0) or (dy <> 0) then
1809 begin
1810 Obj.X += dx;
1811 Obj.Y += dy;
1812 positionChanged();
1813 end;
1814 end;
1817 procedure TGib.positionChanged (); inline; begin end;
1818 procedure TShell.positionChanged (); inline; begin end;
1821 procedure g_Player_DrawCorpses();
1822 var
1823 i: Integer;
1824 a: TDFPoint;
1825 begin
1826 if gGibs <> nil then
1827 for i := 0 to High(gGibs) do
1828 if gGibs[i].alive then
1829 with gGibs[i] do
1830 begin
1831 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1832 Continue;
1834 a.X := Obj.Rect.X+(Obj.Rect.Width div 2);
1835 a.y := Obj.Rect.Y+(Obj.Rect.Height div 2);
1837 e_DrawAdv(ID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1839 e_Colors := Color;
1840 e_DrawAdv(MaskID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1841 e_Colors.R := 255;
1842 e_Colors.G := 255;
1843 e_Colors.B := 255;
1844 end;
1846 if gCorpses <> nil then
1847 for i := 0 to High(gCorpses) do
1848 if gCorpses[i] <> nil then
1849 gCorpses[i].Draw();
1850 end;
1852 procedure g_Player_DrawShells();
1853 var
1854 i: Integer;
1855 a: TDFPoint;
1856 begin
1857 if gShells <> nil then
1858 for i := 0 to High(gShells) do
1859 if gShells[i].alive then
1860 with gShells[i] do
1861 begin
1862 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1863 Continue;
1865 a.X := CX;
1866 a.Y := CY;
1868 e_DrawAdv(SpriteID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1869 end;
1870 end;
1872 procedure g_Player_RemoveAllCorpses();
1873 var
1874 i: Integer;
1875 begin
1876 gGibs := nil;
1877 gShells := nil;
1878 SetLength(gGibs, MaxGibs);
1879 SetLength(gShells, MaxGibs);
1880 CurrentGib := 0;
1881 CurrentShell := 0;
1883 if gCorpses <> nil then
1884 for i := 0 to High(gCorpses) do
1885 gCorpses[i].Free();
1887 gCorpses := nil;
1888 SetLength(gCorpses, MaxCorpses);
1889 end;
1891 procedure g_Player_Corpses_SaveState (st: TStream);
1892 var
1893 count, i: Integer;
1894 begin
1895 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ
1896 count := 0;
1897 for i := 0 to High(gCorpses) do if (gCorpses[i] <> nil) then Inc(count);
1899 // Êîëè÷åñòâî òðóïîâ
1900 utils.writeInt(st, LongInt(count));
1902 if (count = 0) then exit;
1904 // Ñîõðàíÿåì òðóïû
1905 for i := 0 to High(gCorpses) do
1906 begin
1907 if gCorpses[i] <> nil then
1908 begin
1909 // Íàçâàíèå ìîäåëè
1910 utils.writeStr(st, gCorpses[i].FModelName);
1911 // Òèï ñìåðòè
1912 utils.writeBool(st, gCorpses[i].Mess);
1913 // Ñîõðàíÿåì äàííûå òðóïà:
1914 gCorpses[i].SaveState(st);
1915 end;
1916 end;
1917 end;
1920 procedure g_Player_Corpses_LoadState (st: TStream);
1921 var
1922 count, i: Integer;
1923 str: String;
1924 b: Boolean;
1925 begin
1926 assert(st <> nil);
1928 g_Player_RemoveAllCorpses();
1930 // Êîëè÷åñòâî òðóïîâ:
1931 count := utils.readLongInt(st);
1932 if (count < 0) or (count > Length(gCorpses)) then raise XStreamError.Create('invalid number of corpses');
1934 if (count = 0) then exit;
1936 // Çàãðóæàåì òðóïû
1937 for i := 0 to count-1 do
1938 begin
1939 // Íàçâàíèå ìîäåëè:
1940 str := utils.readStr(st);
1941 // Òèï ñìåðòè
1942 b := utils.readBool(st);
1943 // Ñîçäàåì òðóï
1944 gCorpses[i] := TCorpse.Create(0, 0, str, b);
1945 // Çàãðóæàåì äàííûå òðóïà
1946 gCorpses[i].LoadState(st);
1947 end;
1948 end;
1951 { T P l a y e r : }
1953 function TPlayer.isValidViewPort (): Boolean; inline; begin result := (viewPortW > 0) and (viewPortH > 0); end;
1955 procedure TPlayer.SetCurrWeapProp (newweap: Byte);
1956 begin
1957 if (newweap > High(FWeapon)) then exit;
1958 if (not FWeapon[newweap]) then exit;
1959 if not g_Game_IsClient then Inc(FNetWeapCtr, 2); // just in case, to really override client's counter
1960 if (FCurrWeap <> newweap) then
1961 begin
1962 if (newweap = WEAPON_SAW) then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
1963 end;
1964 FCurrWeap := newweap;
1965 FModel.SetWeapon(newweap);
1966 end;
1968 procedure TPlayer.BFGHit();
1969 begin
1970 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1971 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1972 if g_Game_IsServer and g_Game_IsNet then
1973 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1974 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1975 0, NET_GFX_BFGHIT);
1976 end;
1978 procedure TPlayer.ChangeModel(ModelName: string);
1979 var
1980 locModel: TPlayerModel;
1981 begin
1982 locModel := g_PlayerModel_Get(ModelName);
1983 if locModel = nil then Exit;
1985 FModel.Free();
1986 FModel := locModel;
1987 end;
1989 procedure TPlayer.SetModel(ModelName: string);
1990 var
1991 m: TPlayerModel;
1992 begin
1993 m := g_PlayerModel_Get(ModelName);
1994 if m = nil then
1995 begin
1996 g_SimpleError(Format(_lc[I_GAME_ERROR_MODEL_FALLBACK], [ModelName]));
1997 m := g_PlayerModel_Get('doomer');
1998 if m = nil then
1999 begin
2000 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], ['doomer']));
2001 Exit;
2002 end;
2003 end;
2005 if FModel <> nil then
2006 FModel.Free();
2008 FModel := m;
2010 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2011 FModel.Color := FColor
2012 else
2013 FModel.Color := TEAMCOLOR[FTeam];
2014 FModel.SetWeapon(FCurrWeap);
2015 FModel.SetFlag(FFlag);
2016 SetDirection(FDirection);
2017 end;
2019 procedure TPlayer.SetColor(Color: TRGB);
2020 begin
2021 FColor := Color;
2022 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2023 if FModel <> nil then FModel.Color := Color;
2024 end;
2026 procedure TPlayer.SwitchTeam;
2027 begin
2028 if g_Game_IsClient then
2029 Exit;
2030 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then Exit;
2032 if gGameOn and FAlive then
2033 Kill(K_SIMPLEKILL, FUID, HIT_SELF);
2035 if FTeam = TEAM_RED then
2036 begin
2037 ChangeTeam(TEAM_BLUE);
2038 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_BLUE], [FName]), True);
2039 if g_Game_IsNet then
2040 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_BLUE, FName);
2041 end
2042 else
2043 begin
2044 ChangeTeam(TEAM_RED);
2045 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_RED], [FName]), True);
2046 if g_Game_IsNet then
2047 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_RED, FName);
2048 end;
2049 FPreferredTeam := FTeam;
2050 end;
2052 procedure TPlayer.ChangeTeam(Team: Byte);
2053 var
2054 OldTeam: Byte;
2055 begin
2056 OldTeam := FTeam;
2057 FTeam := Team;
2058 case Team of
2059 TEAM_RED, TEAM_BLUE:
2060 FModel.Color := TEAMCOLOR[Team];
2061 else
2062 FModel.Color := FColor;
2063 end;
2064 if (FTeam <> OldTeam) and g_Game_IsNet and g_Game_IsServer then
2065 MH_SEND_PlayerStats(FUID);
2066 end;
2069 procedure TPlayer.CollideItem();
2070 var
2071 i: Integer;
2072 r: Boolean;
2073 begin
2074 if gItems = nil then Exit;
2075 if not FAlive then Exit;
2077 for i := 0 to High(gItems) do
2078 with gItems[i] do
2079 begin
2080 if (ItemType <> ITEM_NONE) and alive then
2081 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
2082 PLAYER_RECT.Height, @Obj) then
2083 begin
2084 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
2086 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
2087 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
2088 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
2089 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
2090 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
2092 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
2093 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
2094 (gGameSettings.GameType = GT_SINGLE) and
2095 (g_Player_GetCount() > 1)) then
2096 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
2097 end;
2098 end;
2099 end;
2102 function TPlayer.CollideLevel(XInc, YInc: Integer): Boolean;
2103 begin
2104 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
2105 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_WALL,
2106 False);
2107 end;
2109 constructor TPlayer.Create();
2110 begin
2111 viewPortX := 0;
2112 viewPortY := 0;
2113 viewPortW := 0;
2114 viewPortH := 0;
2115 mEDamageType := HIT_SOME;
2117 FIamBot := False;
2118 FDummy := False;
2119 FSpawned := False;
2121 FSawSound := TPlayableSound.Create();
2122 FSawSoundIdle := TPlayableSound.Create();
2123 FSawSoundHit := TPlayableSound.Create();
2124 FSawSoundSelect := TPlayableSound.Create();
2125 FJetSoundFly := TPlayableSound.Create();
2126 FJetSoundOn := TPlayableSound.Create();
2127 FJetSoundOff := TPlayableSound.Create();
2129 FSawSound.SetByName('SOUND_WEAPON_FIRESAW');
2130 FSawSoundIdle.SetByName('SOUND_WEAPON_IDLESAW');
2131 FSawSoundHit.SetByName('SOUND_WEAPON_HITSAW');
2132 FSawSoundSelect.SetByName('SOUND_WEAPON_SELECTSAW');
2133 FJetSoundFly.SetByName('SOUND_PLAYER_JETFLY');
2134 FJetSoundOn.SetByName('SOUND_PLAYER_JETON');
2135 FJetSoundOff.SetByName('SOUND_PLAYER_JETOFF');
2137 FSpectatePlayer := -1;
2138 FClientID := -1;
2139 FPing := 0;
2140 FLoss := 0;
2141 FSavedState.WaitRecall := False;
2142 FShellTimer := -1;
2143 FFireTime := 0;
2144 FFirePainTime := 0;
2145 FFireAttacker := 0;
2147 FActualModelName := 'doomer';
2149 g_Obj_Init(@FObj);
2150 FObj.Rect := PLAYER_RECT;
2152 FBFGFireCounter := -1;
2153 FJustTeleported := False;
2154 FNetTime := 0;
2156 FNetWeapCtr := 0;
2158 resetWeaponQueue();
2159 releaseAllWeaponSwitchKeys();
2160 end;
2163 procedure TPlayer.releaseAllWeaponSwitchKeys ();
2164 var
2165 f: Integer;
2166 begin
2167 for f := 0 to High(weaponSwitchKeyReleased) do weaponSwitchKeyReleased[f] := $03;
2168 end;
2170 procedure TPlayer.weaponSwitchKeysStateChange (index: Integer; pressed: Boolean);
2171 begin
2172 Inc(index, 2); // -2: prev; -1: next
2173 if (index < 0) or (index > High(weaponSwitchKeyReleased)) then exit;
2174 weaponSwitchKeyReleased[index] := weaponSwitchKeyReleased[index] or $02;
2175 if (pressed) then weaponSwitchKeyReleased[index] := weaponSwitchKeyReleased[index] xor $02;
2176 end;
2178 function TPlayer.isWeaponSwitchKeyReleased (index: Integer): Boolean;
2179 begin
2180 Inc(index, 2); // -2: prev; -1: next
2181 if (index < 0) or (index > High(weaponSwitchKeyReleased)) then
2182 begin
2183 result := true;
2184 end
2185 else
2186 begin
2187 result := (weaponSwitchKeyReleased[index] and $01) <> 0;
2188 end;
2189 end;
2191 procedure TPlayer.weaponSwitchKeysShiftNewStates ();
2192 var
2193 f: Integer;
2194 begin
2195 // copy bit 1 to bit 0
2196 for f := 0 to High(weaponSwitchKeyReleased) do
2197 begin
2198 weaponSwitchKeyReleased[f] :=
2199 (weaponSwitchKeyReleased[f] and $02) or
2200 ((weaponSwitchKeyReleased[f] shr 1) and $01);
2201 end;
2202 end;
2205 procedure TPlayer.positionChanged (); inline;
2206 begin
2207 end;
2209 procedure TPlayer.doDamage (v: Integer);
2210 begin
2211 if (v <= 0) then exit;
2212 if (v > 32767) then v := 32767;
2213 Damage(v, 0, 0, 0, mEDamageType);
2214 end;
2216 procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte);
2217 var
2218 c: Word;
2219 begin
2220 if (not g_Game_IsClient) and (not FAlive) then
2221 Exit;
2223 FLastHit := t;
2225 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2226 if ((t = HIT_TRAP) or (t = HIT_SELF)) and (not FGodMode) then
2227 begin
2228 if not g_Game_IsClient then
2229 begin
2230 FArmor := 0;
2231 if t = HIT_TRAP then
2232 begin
2233 // Ëîâóøêà óáèâàåò ñðàçó:
2234 FHealth := -100;
2235 Kill(K_EXTRAHARDKILL, SpawnerUID, t);
2236 end;
2237 if t = HIT_SELF then
2238 begin
2239 // Ñàìîóáèéñòâî:
2240 FHealth := 0;
2241 Kill(K_SIMPLEKILL, SpawnerUID, t);
2242 end;
2243 end;
2244 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2245 FMegaRulez[MR_SUIT] := 0;
2246 FMegaRulez[MR_INVUL] := 0;
2247 FMegaRulez[MR_INVIS] := 0;
2248 FBerserk := 0;
2249 end;
2251 // Íî îò îñòàëüíîãî ñïàñàåò:
2252 if FMegaRulez[MR_INVUL] >= gTime then
2253 Exit;
2255 // ×èò-êîä "ÃÎÐÅÖ":
2256 if FGodMode then
2257 Exit;
2259 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2260 if LongBool(gGameSettings.Options and GAME_OPTION_TEAMDAMAGE) or
2261 (SpawnerUID = FUID) or
2262 (not SameTeam(FUID, SpawnerUID)) then
2263 begin
2264 FLastSpawnerUID := SpawnerUID;
2266 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2267 if gBloodCount > 0 then
2268 begin
2269 c := Min(value, 200)*gBloodCount + Random(Min(value, 200) div 2);
2270 if value div 4 <= c then
2271 c := c - (value div 4)
2272 else
2273 c := 0;
2275 if (t = HIT_SOME) and (vx = 0) and (vy = 0) then
2276 MakeBloodSimple(c)
2277 else
2278 case t of
2279 HIT_TRAP, HIT_ACID, HIT_FLAME, HIT_SELF: MakeBloodSimple(c);
2280 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, vx, vy);
2281 end;
2283 if t = HIT_WATER then
2284 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
2285 FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
2286 end;
2288 // Áóôåð óðîíà:
2289 if FAlive then
2290 Inc(FDamageBuffer, value);
2292 // Âñïûøêà áîëè:
2293 if gFlash <> 0 then
2294 FPain := FPain + value;
2295 end;
2297 if g_Game_IsServer and g_Game_IsNet then
2298 begin
2299 MH_SEND_PlayerDamage(FUID, t, SpawnerUID, value, vx, vy);
2300 MH_SEND_PlayerStats(FUID);
2301 MH_SEND_PlayerPos(False, FUID);
2302 end;
2303 end;
2305 function TPlayer.Heal(value: Word; Soft: Boolean): Boolean;
2306 begin
2307 Result := False;
2308 if g_Game_IsClient then
2309 Exit;
2310 if not FAlive then
2311 Exit;
2313 if Soft and (FHealth < PLAYER_HP_SOFT) then
2314 begin
2315 IncMax(FHealth, value, PLAYER_HP_SOFT);
2316 Result := True;
2317 end;
2318 if (not Soft) and (FHealth < PLAYER_HP_LIMIT) then
2319 begin
2320 IncMax(FHealth, value, PLAYER_HP_LIMIT);
2321 Result := True;
2322 end;
2324 if Result and g_Game_IsServer and g_Game_IsNet then
2325 MH_SEND_PlayerStats(FUID);
2326 end;
2328 destructor TPlayer.Destroy();
2329 begin
2330 if (gPlayer1 <> nil) and (gPlayer1.FUID = FUID) then
2331 gPlayer1 := nil;
2332 if (gPlayer2 <> nil) and (gPlayer2.FUID = FUID) then
2333 gPlayer2 := nil;
2335 FSawSound.Free();
2336 FSawSoundIdle.Free();
2337 FSawSoundHit.Free();
2338 FJetSoundFly.Free();
2339 FJetSoundOn.Free();
2340 FJetSoundOff.Free();
2341 FModel.Free();
2342 if FPunchAnim <> nil then
2343 FPunchAnim.Free();
2345 inherited;
2346 end;
2348 procedure TPlayer.DrawBubble();
2349 var
2350 bubX, bubY: Integer;
2351 ID: LongWord;
2352 Rb, Gb, Bb,
2353 Rw, Gw, Bw: SmallInt;
2354 Dot: Byte;
2355 begin
2356 bubX := FObj.X+FObj.Rect.X + IfThen(FDirection = TDirection.D_LEFT, -4, 18);
2357 bubY := FObj.Y+FObj.Rect.Y - 18;
2358 Rb := 64;
2359 Gb := 64;
2360 Bb := 64;
2361 Rw := 240;
2362 Gw := 240;
2363 Bw := 240;
2364 case gChatBubble of
2365 1: // simple textual non-bubble
2366 begin
2367 bubX := FObj.X+FObj.Rect.X - 11;
2368 bubY := FObj.Y+FObj.Rect.Y - 17;
2369 e_TextureFontPrint(bubX, bubY, '[...]', gStdFont);
2370 Exit;
2371 end;
2372 2: // advanced pixel-perfect bubble
2373 begin
2374 if FTeam = TEAM_RED then
2375 Rb := 255
2376 else
2377 if FTeam = TEAM_BLUE then
2378 Bb := 255;
2379 end;
2380 3: // colored bubble
2381 begin
2382 Rb := FModel.Color.R;
2383 Gb := FModel.Color.G;
2384 Bb := FModel.Color.B;
2385 Rw := Min(Rb * 2 + 64, 255);
2386 Gw := Min(Gb * 2 + 64, 255);
2387 Bw := Min(Bb * 2 + 64, 255);
2388 if (Abs(Rw - Rb) < 32)
2389 or (Abs(Gw - Gb) < 32)
2390 or (Abs(Bw - Bb) < 32) then
2391 begin
2392 Rb := Max(Rw div 2 - 16, 0);
2393 Gb := Max(Gw div 2 - 16, 0);
2394 Bb := Max(Bw div 2 - 16, 0);
2395 end;
2396 end;
2397 4: // custom textured bubble
2398 begin
2399 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID) then
2400 if FDirection = TDirection.D_RIGHT then
2401 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False)
2402 else
2403 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, TMirrorType.Horizontal);
2404 Exit;
2405 end;
2406 end;
2408 // Outer borders
2409 e_DrawQuad(bubX + 1, bubY , bubX + 18, bubY + 13, Rb, Gb, Bb);
2410 e_DrawQuad(bubX , bubY + 1, bubX + 19, bubY + 12, Rb, Gb, Bb);
2411 // Inner box
2412 e_DrawFillQuad(bubX + 1, bubY + 1, bubX + 18, bubY + 12, Rw, Gw, Bw, 0);
2414 // Tail
2415 Dot := IfThen(FDirection = TDirection.D_LEFT, 14, 5);
2416 e_DrawLine(1, bubX + Dot, bubY + 14, bubX + Dot, bubY + 16, Rb, Gb, Bb);
2417 e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 1, Dot + 1), bubY + 13, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 1, Dot + 1), bubY + 15, Rw, Gw, Bw);
2418 e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 2, Dot + 2), bubY + 13, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 2, Dot + 2), bubY + 14, Rw, Gw, Bw);
2419 e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 3, Dot + 3), bubY + 13, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 3, Dot + 3), bubY + 13, Rw, Gw, Bw);
2420 e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 3, Dot + 3), bubY + 14, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 1, Dot + 1), bubY + 16, Rb, Gb, Bb);
2422 // Dots
2423 Dot := 6;
2424 e_DrawFillQuad(bubX + Dot, bubY + 8, bubX + Dot + 1, bubY + 9, Rb, Gb, Bb, 0);
2425 e_DrawFillQuad(bubX + Dot + 3, bubY + 8, bubX + Dot + 4, bubY + 9, Rb, Gb, Bb, 0);
2426 e_DrawFillQuad(bubX + Dot + 6, bubY + 8, bubX + Dot + 7, bubY + 9, Rb, Gb, Bb, 0);
2427 end;
2429 procedure TPlayer.Draw();
2430 var
2431 ID: DWORD;
2432 w, h: Word;
2433 dr: Boolean;
2434 Mirror: TMirrorType;
2435 begin
2436 if FAlive then
2437 begin
2438 if Direction = TDirection.D_RIGHT then
2439 Mirror := TMirrorType.None
2440 else
2441 Mirror := TMirrorType.Horizontal;
2443 if FPunchAnim <> nil then
2444 begin
2445 FPunchAnim.Draw(FObj.X+IfThen(Direction = TDirection.D_LEFT, 15-FObj.Rect.X, FObj.Rect.X-15),
2446 FObj.Y+FObj.Rect.Y-11, Mirror);
2447 if FPunchAnim.played then
2448 begin
2449 FPunchAnim.Free;
2450 FPunchAnim := nil;
2451 end;
2452 end;
2454 if (FMegaRulez[MR_INVUL] > gTime) and (gPlayerDrawn <> Self) then
2455 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then
2456 begin
2457 e_GetTextureSize(ID, @w, @h);
2458 if FDirection = TDirection.D_LEFT then
2459 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4,
2460 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False)
2461 else
2462 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2,
2463 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False);
2464 end;
2466 if FMegaRulez[MR_INVIS] > gTime then
2467 begin
2468 if (gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2469 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM))) then
2470 begin
2471 if (FMegaRulez[MR_INVIS] - gTime) <= 2100 then
2472 dr := not Odd((FMegaRulez[MR_INVIS] - gTime) div 300)
2473 else
2474 dr := True;
2475 if dr then
2476 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 200)
2477 else
2478 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft);
2479 end
2480 else
2481 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 254);
2482 end
2483 else
2484 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft);
2485 end;
2487 if g_debug_Frames then
2488 begin
2489 e_DrawQuad(FObj.X+FObj.Rect.X,
2490 FObj.Y+FObj.Rect.Y,
2491 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2492 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2493 0, 255, 0);
2494 end;
2496 if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then
2497 DrawBubble();
2498 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2499 if gAimLine and alive and
2500 ((Self = gPlayer1) or (Self = gPlayer2)) then
2501 DrawAim();
2502 end;
2505 procedure TPlayer.DrawAim();
2506 procedure drawCast (sz: Integer; ax0, ay0, ax1, ay1: Integer);
2507 var
2508 ex, ey: Integer;
2509 begin
2511 {$IFDEF ENABLE_HOLMES}
2512 if isValidViewPort and (self = gPlayer1) then
2513 begin
2514 g_Holmes_plrLaser(ax0, ay0, ax1, ay1);
2515 end;
2516 {$ENDIF}
2518 e_DrawLine(sz, ax0, ay0, ax1, ay1, 255, 0, 0, 96);
2519 if (g_Map_traceToNearestWall(ax0, ay0, ax1, ay1, @ex, @ey) <> nil) then
2520 begin
2521 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 255, 0, 96);
2522 end
2523 else
2524 begin
2525 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 0, 255, 96);
2526 end;
2527 end;
2529 var
2530 wx, wy, xx, yy: Integer;
2531 angle: SmallInt;
2532 sz, len: Word;
2533 begin
2534 wx := FObj.X + WEAPONPOINT[FDirection].X + IfThen(FDirection = TDirection.D_LEFT, 7, -7);
2535 wy := FObj.Y + WEAPONPOINT[FDirection].Y;
2536 angle := FAngle;
2537 len := 1024;
2538 sz := 2;
2539 case FCurrWeap of
2540 0: begin // Punch
2541 len := 12;
2542 sz := 4;
2543 end;
2544 1: begin // Chainsaw
2545 len := 24;
2546 sz := 6;
2547 end;
2548 2: begin // Pistol
2549 len := 1024;
2550 sz := 2;
2551 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2552 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2553 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2554 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2555 end;
2556 3: begin // Shotgun
2557 len := 1024;
2558 sz := 3;
2559 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2560 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2561 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2562 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2563 end;
2564 4: begin // Double Shotgun
2565 len := 1024;
2566 sz := 4;
2567 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2568 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2569 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2570 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2571 end;
2572 5: begin // Chaingun
2573 len := 1024;
2574 sz := 3;
2575 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2576 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2577 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2578 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2579 end;
2580 6: begin // Rocket Launcher
2581 len := 1024;
2582 sz := 7;
2583 if angle = ANGLE_RIGHTUP then Inc(angle, 2);
2584 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2585 if angle = ANGLE_LEFTUP then Dec(angle, 2);
2586 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2587 end;
2588 7: begin // Plasmagun
2589 len := 1024;
2590 sz := 5;
2591 if angle = ANGLE_RIGHTUP then Inc(angle);
2592 if angle = ANGLE_RIGHTDOWN then Inc(angle, 3);
2593 if angle = ANGLE_LEFTUP then Dec(angle);
2594 if angle = ANGLE_LEFTDOWN then Dec(angle, 3);
2595 end;
2596 8: begin // BFG
2597 len := 1024;
2598 sz := 12;
2599 if angle = ANGLE_RIGHTUP then Inc(angle, 1);
2600 if angle = ANGLE_RIGHTDOWN then Inc(angle, 2);
2601 if angle = ANGLE_LEFTUP then Dec(angle, 1);
2602 if angle = ANGLE_LEFTDOWN then Dec(angle, 2);
2603 end;
2604 9: begin // Super Chaingun
2605 len := 1024;
2606 sz := 4;
2607 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2608 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2609 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2610 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2611 end;
2612 end;
2613 xx := Trunc(Cos(-DegToRad(angle)) * len) + wx;
2614 yy := Trunc(Sin(-DegToRad(angle)) * len) + wy;
2615 {$IF DEFINED(D2F_DEBUG)}
2616 drawCast(sz, wx, wy, xx, yy);
2617 {$ELSE}
2618 e_DrawLine(sz, wx, wy, xx, yy, 255, 0, 0, 96);
2619 {$ENDIF}
2620 end;
2622 procedure TPlayer.DrawGUI();
2623 var
2624 ID: DWORD;
2625 X, Y, SY, a, p, m: Integer;
2626 tw, th: Word;
2627 cw, ch: Byte;
2628 s: string;
2629 stat: TPlayerStatArray;
2630 begin
2631 X := gPlayerScreenSize.X;
2632 SY := gPlayerScreenSize.Y;
2633 Y := 0;
2635 if gShowGoals and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2636 begin
2637 if gGameSettings.GameMode = GM_CTF then
2638 a := 32 + 8
2639 else
2640 a := 0;
2641 if gGameSettings.GameMode = GM_CTF then
2642 begin
2643 s := 'TEXTURE_PLAYER_REDFLAG';
2644 if gFlags[FLAG_RED].State = FLAG_STATE_CAPTURED then
2645 s := 'TEXTURE_PLAYER_REDFLAG_S';
2646 if gFlags[FLAG_RED].State = FLAG_STATE_DROPPED then
2647 s := 'TEXTURE_PLAYER_REDFLAG_D';
2648 if g_Texture_Get(s, ID) then
2649 e_Draw(ID, X-16-32, 240-72-4, 0, True, False);
2650 end;
2652 s := IntToStr(gTeamStat[TEAM_RED].Goals);
2653 e_CharFont_GetSize(gMenuFont, s, tw, th);
2654 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-72-4, s, TEAMCOLOR[TEAM_RED]);
2656 if gGameSettings.GameMode = GM_CTF then
2657 begin
2658 s := 'TEXTURE_PLAYER_BLUEFLAG';
2659 if gFlags[FLAG_BLUE].State = FLAG_STATE_CAPTURED then
2660 s := 'TEXTURE_PLAYER_BLUEFLAG_S';
2661 if gFlags[FLAG_BLUE].State = FLAG_STATE_DROPPED then
2662 s := 'TEXTURE_PLAYER_BLUEFLAG_D';
2663 if g_Texture_Get(s, ID) then
2664 e_Draw(ID, X-16-32, 240-32-4, 0, True, False);
2665 end;
2667 s := IntToStr(gTeamStat[TEAM_BLUE].Goals);
2668 e_CharFont_GetSize(gMenuFont, s, tw, th);
2669 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-32-4, s, TEAMCOLOR[TEAM_BLUE]);
2670 end;
2672 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID) then
2673 e_DrawFill(ID, X, 0, 1, (gPlayerScreenSize.Y div 256)+IfThen(gPlayerScreenSize.Y mod 256 > 0, 1, 0),
2674 0, False, False);
2676 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID) then
2677 e_Draw(ID, X+2, Y, 0, True, False);
2679 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
2680 begin
2681 if gShowStat then
2682 begin
2683 s := IntToStr(Frags);
2684 e_CharFont_GetSize(gMenuFont, s, tw, th);
2685 e_CharFont_PrintEx(gMenuFont, X-16-tw, Y, s, _RGB(255, 0, 0));
2687 s := '';
2688 p := 1;
2689 m := 0;
2690 stat := g_Player_GetStats();
2691 if stat <> nil then
2692 begin
2693 p := 1;
2695 for a := 0 to High(stat) do
2696 if stat[a].Name <> Name then
2697 begin
2698 if stat[a].Frags > m then m := stat[a].Frags;
2699 if stat[a].Frags > Frags then p := p+1;
2700 end;
2701 end;
2703 s := IntToStr(p)+' / '+IntToStr(Length(stat))+' ';
2704 if Frags >= m then s := s+'+' else s := s+'-';
2705 s := s+IntToStr(Abs(Frags-m));
2707 e_CharFont_GetSize(gMenuSmallFont, s, tw, th);
2708 e_CharFont_PrintEx(gMenuSmallFont, X-16-tw, Y+32, s, _RGB(255, 0, 0));
2709 end;
2711 if gShowLives and (gGameSettings.MaxLives > 0) then
2712 begin
2713 s := IntToStr(Lives);
2714 e_CharFont_GetSize(gMenuFont, s, tw, th);
2715 e_CharFont_PrintEx(gMenuFont, X-16-tw, SY-32, s, _RGB(0, 255, 0));
2716 end;
2717 end;
2719 e_CharFont_GetSize(gMenuSmallFont, FName, tw, th);
2720 e_CharFont_PrintEx(gMenuSmallFont, X+98-(tw div 2), Y+8, FName, _RGB(255, 0, 0));
2722 if R_BERSERK in FRulez then
2723 e_Draw(gItemsTexturesID[ITEM_MEDKIT_BLACK], X+37, Y+45, 0, True, False)
2724 else
2725 e_Draw(gItemsTexturesID[ITEM_MEDKIT_LARGE], X+37, Y+45, 0, True, False);
2727 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID) then
2728 e_Draw(ID, X+36, Y+77, 0, True, False);
2730 s := IntToStr(IfThen(FHealth > 0, FHealth, 0));
2731 e_CharFont_GetSize(gMenuFont, s, tw, th);
2732 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+40, s, _RGB(255, 0, 0));
2734 s := IntToStr(FArmor);
2735 e_CharFont_GetSize(gMenuFont, s, tw, th);
2736 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+68, s, _RGB(255, 0, 0));
2738 s := IntToStr(GetAmmoByWeapon(FCurrWeap));
2740 case FCurrWeap of
2741 WEAPON_KASTET:
2742 begin
2743 s := '--';
2744 ID := gItemsTexturesID[ITEM_WEAPON_KASTET];
2745 end;
2746 WEAPON_SAW:
2747 begin
2748 s := '--';
2749 ID := gItemsTexturesID[ITEM_WEAPON_SAW];
2750 end;
2751 WEAPON_PISTOL: ID := gItemsTexturesID[ITEM_WEAPON_PISTOL];
2752 WEAPON_CHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_CHAINGUN];
2753 WEAPON_SHOTGUN1: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN1];
2754 WEAPON_SHOTGUN2: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN2];
2755 WEAPON_SUPERPULEMET: ID := gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET];
2756 WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER];
2757 WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA];
2758 WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG];
2759 WEAPON_FLAMETHROWER: ID := gItemsTexturesID[ITEM_WEAPON_FLAMETHROWER];
2760 end;
2762 e_CharFont_GetSize(gMenuFont, s, tw, th);
2763 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+158, s, _RGB(255, 0, 0));
2764 e_Draw(ID, X+20, Y+160, 0, True, False);
2766 if R_KEY_RED in FRulez then
2767 e_Draw(gItemsTexturesID[ITEM_KEY_RED], X+78, Y+214, 0, True, False);
2769 if R_KEY_GREEN in FRulez then
2770 e_Draw(gItemsTexturesID[ITEM_KEY_GREEN], X+95, Y+214, 0, True, False);
2772 if R_KEY_BLUE in FRulez then
2773 e_Draw(gItemsTexturesID[ITEM_KEY_BLUE], X+112, Y+214, 0, True, False);
2775 if FJetFuel > 0 then
2776 begin
2777 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2778 e_Draw(ID, X+2, Y+116, 0, True, False);
2779 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID) then
2780 e_Draw(ID, X+2, Y+126, 0, True, False);
2781 e_DrawLine(4, X+16, Y+122, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+122, 0, 0, 196);
2782 e_DrawLine(4, X+16, Y+132, X+16+Trunc(168*FJetFuel/JET_MAX), Y+132, 208, 0, 0);
2783 end
2784 else
2785 begin
2786 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2787 e_Draw(ID, X+2, Y+124, 0, True, False);
2788 e_DrawLine(4, X+16, Y+130, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+130, 0, 0, 196);
2789 end;
2791 if gShowPing and g_Game_IsClient then
2792 begin
2793 s := _lc[I_GAME_PING_HUD] + IntToStr(NetPeer.lastRoundTripTime) + _lc[I_NET_SLIST_PING_MS];
2794 e_TextureFontPrint(X + 4, Y + 242, s, gStdFont);
2795 Y := Y + 16;
2796 end;
2798 if FSpectator then
2799 begin
2800 e_TextureFontPrint(X + 4, Y + 242, _lc[I_PLAYER_SPECT], gStdFont);
2801 e_TextureFontPrint(X + 4, Y + 258, _lc[I_PLAYER_SPECT2], gStdFont);
2802 e_TextureFontPrint(X + 4, Y + 274, _lc[I_PLAYER_SPECT1], gStdFont);
2803 if FNoRespawn then
2804 begin
2805 e_TextureFontGetSize(gStdFont, cw, ch);
2806 s := _lc[I_PLAYER_SPECT4];
2807 e_TextureFontPrintEx(gScreenWidth div 2 - cw*(Length(s) div 2),
2808 gScreenHeight-4-ch, s, gStdFont, 255, 255, 255, 1, True);
2809 e_TextureFontPrint(X + 4, Y + 290, _lc[I_PLAYER_SPECT1S], gStdFont);
2810 end;
2812 end;
2813 end;
2815 procedure TPlayer.DrawRulez();
2816 var
2817 dr: Boolean;
2818 begin
2819 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2820 if FMegaRulez[MR_INVUL] >= gTime then
2821 begin
2822 if (FMegaRulez[MR_INVUL]-gTime) <= 2100 then
2823 dr := not Odd((FMegaRulez[MR_INVUL]-gTime) div 300)
2824 else
2825 dr := True;
2827 if dr then
2828 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2829 191, 191, 191, 0, TBlending.Invert);
2830 end;
2832 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2833 if FMegaRulez[MR_SUIT] >= gTime then
2834 begin
2835 if (FMegaRulez[MR_SUIT]-gTime) <= 2100 then
2836 dr := not Odd((FMegaRulez[MR_SUIT]-gTime) div 300)
2837 else
2838 dr := True;
2840 if dr then
2841 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2842 0, 96, 0, 200, TBlending.None);
2843 end;
2845 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2846 if (FBerserk >= 0) and (LongWord(FBerserk) >= gTime) and (gFlash = 2) then
2847 begin
2848 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2849 255, 0, 0, 200, TBlending.None);
2850 end;
2851 end;
2853 procedure TPlayer.DrawPain();
2854 var
2855 a, h: Integer;
2856 begin
2857 if FPain = 0 then Exit;
2859 a := FPain;
2861 if a < 15 then h := 0
2862 else if a < 35 then h := 1
2863 else if a < 55 then h := 2
2864 else if a < 75 then h := 3
2865 else if a < 95 then h := 4
2866 else h := 5;
2868 //if a > 255 then a := 255;
2870 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255, 0, 0, 255-h*50);
2871 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2872 end;
2874 procedure TPlayer.DrawPickup();
2875 var
2876 a, h: Integer;
2877 begin
2878 if FPickup = 0 then Exit;
2880 a := FPickup;
2882 if a < 15 then h := 1
2883 else if a < 35 then h := 2
2884 else if a < 55 then h := 3
2885 else if a < 75 then h := 4
2886 else h := 5;
2888 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50);
2889 end;
2891 procedure TPlayer.DoPunch();
2892 var
2893 id: DWORD;
2894 st: String;
2895 begin
2896 if FPunchAnim <> nil then begin
2897 FPunchAnim.reset();
2898 FPunchAnim.Free;
2899 FPunchAnim := nil;
2900 end;
2901 st := 'FRAMES_PUNCH';
2902 if R_BERSERK in FRulez then
2903 st := st + '_BERSERK';
2904 if FKeys[KEY_UP].Pressed then
2905 st := st + '_UP'
2906 else if FKeys[KEY_DOWN].Pressed then
2907 st := st + '_DN';
2908 g_Frames_Get(id, st);
2909 FPunchAnim := TAnimation.Create(id, False, 1);
2910 end;
2912 procedure TPlayer.Fire();
2913 var
2914 f, DidFire: Boolean;
2915 wx, wy, xd, yd: Integer;
2916 locobj: TObj;
2917 begin
2918 if g_Game_IsClient then Exit;
2919 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2920 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2922 if FSpectator then
2923 begin
2924 Respawn(False);
2925 Exit;
2926 end;
2928 if FReloading[FCurrWeap] <> 0 then Exit;
2930 DidFire := False;
2932 f := False;
2933 wx := FObj.X+WEAPONPOINT[FDirection].X;
2934 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
2935 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
2936 yd := wy+firediry();
2938 case FCurrWeap of
2939 WEAPON_KASTET:
2940 begin
2941 DoPunch();
2942 if R_BERSERK in FRulez then
2943 begin
2944 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2945 locobj.X := FObj.X+FObj.Rect.X;
2946 locobj.Y := FObj.Y+FObj.Rect.Y;
2947 locobj.rect.X := 0;
2948 locobj.rect.Y := 0;
2949 locobj.rect.Width := 39;
2950 locobj.rect.Height := 52;
2951 locobj.Vel.X := (xd-wx) div 2;
2952 locobj.Vel.Y := (yd-wy) div 2;
2953 locobj.Accel.X := xd-wx;
2954 locobj.Accel.y := yd-wy;
2956 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
2957 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
2958 else
2959 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
2961 if (gFlash = 1) and (FPain < 50) then FPain := min(FPain + 25, 50);
2962 end
2963 else
2964 begin
2965 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
2966 end;
2968 DidFire := True;
2969 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2970 end;
2972 WEAPON_SAW:
2973 begin
2974 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2975 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
2976 begin
2977 FSawSoundSelect.Stop();
2978 FSawSound.Stop();
2979 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
2980 end
2981 else if not FSawSoundHit.IsPlaying() then
2982 begin
2983 FSawSoundSelect.Stop();
2984 FSawSound.PlayAt(FObj.X, FObj.Y);
2985 end;
2987 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2988 DidFire := True;
2989 f := True;
2990 end;
2992 WEAPON_PISTOL:
2993 if FAmmo[A_BULLETS] > 0 then
2994 begin
2995 g_Weapon_pistol(wx, wy, xd, yd, FUID);
2996 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2997 Dec(FAmmo[A_BULLETS]);
2998 FFireAngle := FAngle;
2999 f := True;
3000 DidFire := True;
3001 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3002 GameVelX, GameVelY-2, SHELL_BULLET);
3003 end;
3005 WEAPON_SHOTGUN1:
3006 if FAmmo[A_SHELLS] > 0 then
3007 begin
3008 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
3009 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
3010 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3011 Dec(FAmmo[A_SHELLS]);
3012 FFireAngle := FAngle;
3013 f := True;
3014 DidFire := True;
3015 FShellTimer := 10;
3016 FShellType := SHELL_SHELL;
3017 end;
3019 WEAPON_SHOTGUN2:
3020 if FAmmo[A_SHELLS] >= 2 then
3021 begin
3022 g_Weapon_dshotgun(wx, wy, xd, yd, FUID);
3023 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3024 Dec(FAmmo[A_SHELLS], 2);
3025 FFireAngle := FAngle;
3026 f := True;
3027 DidFire := True;
3028 FShellTimer := 13;
3029 FShellType := SHELL_DBLSHELL;
3030 end;
3032 WEAPON_CHAINGUN:
3033 if FAmmo[A_BULLETS] > 0 then
3034 begin
3035 g_Weapon_mgun(wx, wy, xd, yd, FUID);
3036 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
3037 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3038 Dec(FAmmo[A_BULLETS]);
3039 FFireAngle := FAngle;
3040 f := True;
3041 DidFire := True;
3042 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3043 GameVelX, GameVelY-2, SHELL_BULLET);
3044 end;
3046 WEAPON_ROCKETLAUNCHER:
3047 if FAmmo[A_ROCKETS] > 0 then
3048 begin
3049 g_Weapon_rocket(wx, wy, xd, yd, FUID);
3050 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3051 Dec(FAmmo[A_ROCKETS]);
3052 FFireAngle := FAngle;
3053 f := True;
3054 DidFire := True;
3055 end;
3057 WEAPON_PLASMA:
3058 if FAmmo[A_CELLS] > 0 then
3059 begin
3060 g_Weapon_plasma(wx, wy, xd, yd, FUID);
3061 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3062 Dec(FAmmo[A_CELLS]);
3063 FFireAngle := FAngle;
3064 f := True;
3065 DidFire := True;
3066 end;
3068 WEAPON_BFG:
3069 if (FAmmo[A_CELLS] >= 40) and (FBFGFireCounter = -1) then
3070 begin
3071 FBFGFireCounter := 17;
3072 if not FNoReload then
3073 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj.X, FObj.Y);
3074 Dec(FAmmo[A_CELLS], 40);
3075 DidFire := True;
3076 end;
3078 WEAPON_SUPERPULEMET:
3079 if FAmmo[A_SHELLS] > 0 then
3080 begin
3081 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
3082 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3083 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3084 Dec(FAmmo[A_SHELLS]);
3085 FFireAngle := FAngle;
3086 f := True;
3087 DidFire := True;
3088 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3089 GameVelX, GameVelY-2, SHELL_SHELL);
3090 end;
3092 WEAPON_FLAMETHROWER:
3093 if FAmmo[A_FUEL] > 0 then
3094 begin
3095 g_Weapon_flame(wx, wy, xd, yd, FUID);
3096 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3097 Dec(FAmmo[A_FUEL]);
3098 FFireAngle := FAngle;
3099 f := True;
3100 DidFire := True;
3101 end;
3102 end;
3104 if g_Game_IsNet then
3105 begin
3106 if DidFire then
3107 begin
3108 if FCurrWeap <> WEAPON_BFG then
3109 MH_SEND_PlayerFire(FUID, FCurrWeap, wx, wy, xd, yd, LastShotID)
3110 else
3111 if not FNoReload then
3112 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_WEAPON_STARTFIREBFG');
3113 end;
3115 MH_SEND_PlayerStats(FUID);
3116 end;
3118 if not f then Exit;
3120 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
3121 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
3122 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
3123 end;
3125 function TPlayer.GetAmmoByWeapon(Weapon: Byte): Word;
3126 begin
3127 case Weapon of
3128 WEAPON_PISTOL, WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS];
3129 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS];
3130 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS];
3131 WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS];
3132 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL];
3133 else Result := 0;
3134 end;
3135 end;
3137 function TPlayer.HeadInLiquid(XInc, YInc: Integer): Boolean;
3138 begin
3139 Result := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X+XInc, FObj.Y+PLAYER_HEADRECT.Y+YInc,
3140 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
3141 PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, True);
3142 end;
3144 procedure TPlayer.JetpackOn;
3145 begin
3146 FJetSoundFly.Stop;
3147 FJetSoundOff.Stop;
3148 FJetSoundOn.SetPosition(0);
3149 FJetSoundOn.PlayAt(FObj.X, FObj.Y);
3150 FlySmoke(8);
3151 end;
3153 procedure TPlayer.JetpackOff;
3154 begin
3155 FJetSoundFly.Stop;
3156 FJetSoundOn.Stop;
3157 FJetSoundOff.SetPosition(0);
3158 FJetSoundOff.PlayAt(FObj.X, FObj.Y);
3159 end;
3161 procedure TPlayer.CatchFire(Attacker: Word);
3162 begin
3163 FFireTime := 100;
3164 FFireAttacker := Attacker;
3165 if g_Game_IsNet and g_Game_IsServer then
3166 MH_SEND_PlayerStats(FUID);
3167 end;
3169 procedure TPlayer.Jump();
3170 begin
3171 if gFly or FJetpack then
3172 begin
3173 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
3174 if FObj.Vel.Y > -VEL_FLY then
3175 FObj.Vel.Y := FObj.Vel.Y - 3;
3176 if FJetpack then
3177 begin
3178 if FJetFuel > 0 then
3179 Dec(FJetFuel);
3180 if (FJetFuel < 1) and g_Game_IsServer then
3181 begin
3182 FJetpack := False;
3183 JetpackOff;
3184 if g_Game_IsNet then
3185 MH_SEND_PlayerStats(FUID);
3186 end;
3187 end;
3188 Exit;
3189 end;
3191 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
3192 if FGhost then
3193 FCanJetpack := False;
3195 // Ïðûãàåì èëè âñïëûâàåì:
3196 if (CollideLevel(0, 1) or
3197 g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y+36, PLAYER_RECT.Width,
3198 PLAYER_RECT.Height-33, PANEL_STEP, False)
3199 ) and (FObj.Accel.Y = 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
3200 begin
3201 FObj.Vel.Y := -VEL_JUMP;
3202 FCanJetpack := False;
3203 end
3204 else
3205 begin
3206 if BodyInLiquid(0, 0) then
3207 FObj.Vel.Y := -VEL_SW
3208 else if (FJetFuel > 0) and FCanJetpack and
3209 g_Game_IsServer and (not g_Obj_CollideLiquid(@FObj, 0, 0)) then
3210 begin
3211 FJetpack := True;
3212 JetpackOn;
3213 if g_Game_IsNet then
3214 MH_SEND_PlayerStats(FUID);
3215 end;
3216 end;
3217 end;
3219 procedure TPlayer.Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
3220 var
3221 a, i, k, ab, ar: Byte;
3222 s: String;
3223 mon: TMonster;
3224 plr: TPlayer;
3225 srv, netsrv: Boolean;
3226 DoFrags: Boolean;
3227 OldLR: Byte;
3228 KP: TPlayer;
3229 it: PItem;
3231 procedure PushItem(t: Byte);
3232 var
3233 id: DWORD;
3234 begin
3235 id := g_Items_Create(FObj.X, FObj.Y, t, True, False);
3236 it := g_Items_ByIdx(id);
3237 if KillType = K_EXTRAHARDKILL then // -7..+7; -8..0
3238 begin
3239 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-7+Random(15),
3240 (FObj.Vel.Y div 2)-Random(9));
3241 it.positionChanged(); // this updates spatial accelerators
3242 end
3243 else
3244 begin
3245 if KillType = K_HARDKILL then // -5..+5; -5..0
3246 begin
3247 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-5+Random(11),
3248 (FObj.Vel.Y div 2)-Random(6));
3249 end
3250 else // -3..+3; -3..0
3251 begin
3252 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-3+Random(7),
3253 (FObj.Vel.Y div 2)-Random(4));
3254 end;
3255 it.positionChanged(); // this updates spatial accelerators
3256 end;
3258 if g_Game_IsNet and g_Game_IsServer then
3259 MH_SEND_ItemSpawn(True, id);
3260 end;
3262 begin
3263 DoFrags := (gGameSettings.MaxLives = 0) or (gGameSettings.GameMode = GM_COOP);
3264 Srv := g_Game_IsServer;
3265 Netsrv := g_Game_IsServer and g_Game_IsNet;
3266 if Srv then FDeath := FDeath + 1;
3267 if FAlive then
3268 begin
3269 if FGhost then
3270 FGhost := False;
3271 if not FPhysics then
3272 FPhysics := True;
3273 FAlive := False;
3274 end;
3275 FShellTimer := -1;
3277 if (gGameSettings.MaxLives > 0) and Srv and (gLMSRespawn = LMS_RESPAWN_NONE) then
3278 begin
3279 if FLives > 0 then FLives := FLives - 1;
3280 if FLives = 0 then FNoRespawn := True;
3281 end;
3283 // Íîìåð òèïà ñìåðòè:
3284 a := 1;
3285 case KillType of
3286 K_SIMPLEKILL: a := 1;
3287 K_HARDKILL: a := 2;
3288 K_EXTRAHARDKILL: a := 3;
3289 K_FALLKILL: a := 4;
3290 end;
3292 // Çâóê ñìåðòè:
3293 if not FModel.PlaySound(MODELSOUND_DIE, a, FObj.X, FObj.Y) then
3294 for i := 1 to 3 do
3295 if FModel.PlaySound(MODELSOUND_DIE, i, FObj.X, FObj.Y) then
3296 Break;
3298 // Âðåìÿ ðåñïàóíà:
3299 if Srv then
3300 case KillType of
3301 K_SIMPLEKILL:
3302 FTime[T_RESPAWN] := gTime + TIME_RESPAWN1;
3303 K_HARDKILL:
3304 FTime[T_RESPAWN] := gTime + TIME_RESPAWN2;
3305 K_EXTRAHARDKILL, K_FALLKILL:
3306 FTime[T_RESPAWN] := gTime + TIME_RESPAWN3;
3307 end;
3309 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3310 case KillType of
3311 K_SIMPLEKILL:
3312 SetAction(A_DIE1);
3313 K_HARDKILL, K_EXTRAHARDKILL:
3314 SetAction(A_DIE2);
3315 end;
3317 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3318 if (KillType <> K_FALLKILL) and (Srv) then
3319 g_Monsters_killedp();
3321 if SpawnerUID = FUID then
3322 begin // Ñàìîóáèëñÿ
3323 if Srv and (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3324 begin
3325 Dec(FFrags);
3326 FLastFrag := 0;
3327 end;
3328 g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3329 end
3330 else
3331 if g_GetUIDType(SpawnerUID) = UID_PLAYER then
3332 begin // Óáèò äðóãèì èãðîêîì
3333 KP := g_Player_Get(SpawnerUID);
3334 if (KP <> nil) and Srv then
3335 begin
3336 if (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3337 if SameTeam(FUID, SpawnerUID) then
3338 begin
3339 Dec(KP.FFrags);
3340 KP.FLastFrag := 0;
3341 end else
3342 begin
3343 Inc(KP.FFrags);
3344 KP.FragCombo();
3345 end;
3347 if (gGameSettings.GameMode = GM_TDM) and DoFrags then
3348 Inc(gTeamStat[KP.Team].Goals,
3349 IfThen(SameTeam(FUID, SpawnerUID), -1, 1));
3351 if netsrv then MH_SEND_PlayerStats(SpawnerUID);
3352 end;
3354 plr := g_Player_Get(SpawnerUID);
3355 if plr = nil then
3356 s := '?'
3357 else
3358 s := plr.FName;
3360 case KillType of
3361 K_HARDKILL:
3362 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3363 [FName, s]),
3364 gShowKillMsg);
3365 K_EXTRAHARDKILL:
3366 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3367 [FName, s]),
3368 gShowKillMsg);
3369 else
3370 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3371 [FName, s]),
3372 gShowKillMsg);
3373 end;
3374 end
3375 else if g_GetUIDType(SpawnerUID) = UID_MONSTER then
3376 begin // Óáèò ìîíñòðîì
3377 mon := g_Monsters_ByUID(SpawnerUID);
3378 if mon = nil then
3379 s := '?'
3380 else
3381 s := g_Mons_GetKilledByTypeId(mon.MonsterType);
3383 case KillType of
3384 K_HARDKILL:
3385 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3386 [FName, s]),
3387 gShowKillMsg);
3388 K_EXTRAHARDKILL:
3389 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3390 [FName, s]),
3391 gShowKillMsg);
3392 else
3393 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3394 [FName, s]),
3395 gShowKillMsg);
3396 end;
3397 end
3398 else // Îñîáûå òèïû ñìåðòè
3399 case t of
3400 HIT_DISCON: ;
3401 HIT_SELF: g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3402 HIT_FALL: g_Console_Add(Format(_lc[I_PLAYER_KILL_FALL], [FName]), True);
3403 HIT_WATER: g_Console_Add(Format(_lc[I_PLAYER_KILL_WATER], [FName]), True);
3404 HIT_ACID: g_Console_Add(Format(_lc[I_PLAYER_KILL_ACID], [FName]), True);
3405 HIT_TRAP: g_Console_Add(Format(_lc[I_PLAYER_KILL_TRAP], [FName]), True);
3406 else g_Console_Add(Format(_lc[I_PLAYER_DIED], [FName]), True);
3407 end;
3409 if Srv then
3410 begin
3411 // Âûáðîñ îðóæèÿ:
3412 for a := WP_FIRST to WP_LAST do
3413 if FWeapon[a] then
3414 begin
3415 case a of
3416 WEAPON_SAW: i := ITEM_WEAPON_SAW;
3417 WEAPON_SHOTGUN1: i := ITEM_WEAPON_SHOTGUN1;
3418 WEAPON_SHOTGUN2: i := ITEM_WEAPON_SHOTGUN2;
3419 WEAPON_CHAINGUN: i := ITEM_WEAPON_CHAINGUN;
3420 WEAPON_ROCKETLAUNCHER: i := ITEM_WEAPON_ROCKETLAUNCHER;
3421 WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA;
3422 WEAPON_BFG: i := ITEM_WEAPON_BFG;
3423 WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET;
3424 WEAPON_FLAMETHROWER: i := ITEM_WEAPON_FLAMETHROWER;
3425 else i := 0;
3426 end;
3428 if i <> 0 then
3429 PushItem(i);
3430 end;
3432 // Âûáðîñ ðþêçàêà:
3433 if R_ITEM_BACKPACK in FRulez then
3434 PushItem(ITEM_AMMO_BACKPACK);
3436 // Âûáðîñ ðàêåòíîãî ðàíöà:
3437 if FJetFuel > 0 then
3438 PushItem(ITEM_JETPACK);
3440 // Âûáðîñ êëþ÷åé:
3441 if not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) then
3442 begin
3443 if R_KEY_RED in FRulez then
3444 PushItem(ITEM_KEY_RED);
3446 if R_KEY_GREEN in FRulez then
3447 PushItem(ITEM_KEY_GREEN);
3449 if R_KEY_BLUE in FRulez then
3450 PushItem(ITEM_KEY_BLUE);
3451 end;
3453 // Âûáðîñ ôëàãà:
3454 DropFlag();
3455 end;
3457 g_Player_CreateCorpse(Self);
3459 if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and
3460 (gLMSRespawn = LMS_RESPAWN_NONE) then
3461 begin
3462 a := 0;
3463 k := 0;
3464 ar := 0;
3465 ab := 0;
3466 for i := Low(gPlayers) to High(gPlayers) do
3467 begin
3468 if gPlayers[i] = nil then continue;
3469 if (not gPlayers[i].FNoRespawn) and (not gPlayers[i].FSpectator) then
3470 begin
3471 Inc(a);
3472 if gPlayers[i].FTeam = TEAM_RED then Inc(ar)
3473 else if gPlayers[i].FTeam = TEAM_BLUE then Inc(ab);
3474 k := i;
3475 end;
3476 end;
3478 OldLR := gLMSRespawn;
3479 if (gGameSettings.GameMode = GM_COOP) then
3480 begin
3481 if (a = 0) then
3482 begin
3483 // everyone is dead, restart the map
3484 g_Game_Message(_lc[I_MESSAGE_LMS_LOSE], 144);
3485 if Netsrv then
3486 MH_SEND_GameEvent(NET_EV_LMS_LOSE);
3487 gLMSRespawn := LMS_RESPAWN_FINAL;
3488 gLMSRespawnTime := gTime + 5000;
3489 end
3490 else if (a = 1) then
3491 begin
3492 if (gPlayers[k] <> nil) and not (gPlayers[k] is TBot) then
3493 if (gPlayers[k] = gPlayer1) or
3494 (gPlayers[k] = gPlayer2) then
3495 g_Console_Add('*** ' + _lc[I_MESSAGE_LMS_SURVIVOR] + ' ***', True)
3496 else if Netsrv and (gPlayers[k].FClientID >= 0) then
3497 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR, 0, 'N', gPlayers[k].FClientID);
3498 end;
3499 end
3500 else if (gGameSettings.GameMode = GM_TDM) then
3501 begin
3502 if (ab = 0) and (ar <> 0) then
3503 begin
3504 // blu team ded
3505 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_RED])]), 144);
3506 if Netsrv then
3507 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_RED);
3508 Inc(gTeamStat[TEAM_RED].Goals);
3509 gLMSRespawn := LMS_RESPAWN_FINAL;
3510 gLMSRespawnTime := gTime + 5000;
3511 end
3512 else if (ar = 0) and (ab <> 0) then
3513 begin
3514 // red team ded
3515 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_BLUE])]), 144);
3516 if Netsrv then
3517 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_BLUE);
3518 Inc(gTeamStat[TEAM_BLUE].Goals);
3519 gLMSRespawn := LMS_RESPAWN_FINAL;
3520 gLMSRespawnTime := gTime + 5000;
3521 end
3522 else if (ar = 0) and (ab = 0) then
3523 begin
3524 // everyone ded
3525 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3526 if Netsrv then
3527 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3528 gLMSRespawn := LMS_RESPAWN_FINAL;
3529 gLMSRespawnTime := gTime + 5000;
3530 end;
3531 end
3532 else if (gGameSettings.GameMode = GM_DM) then
3533 begin
3534 if (a = 1) then
3535 begin
3536 if gPlayers[k] <> nil then
3537 with gPlayers[k] do
3538 begin
3539 // survivor is the winner
3540 g_Game_Message(Format(_lc[I_MESSAGE_LMS_WIN], [AnsiUpperCase(FName)]), 144);
3541 if Netsrv then
3542 MH_SEND_GameEvent(NET_EV_LMS_WIN, 0, FName);
3543 Inc(FFrags);
3544 end;
3545 gLMSRespawn := LMS_RESPAWN_FINAL;
3546 gLMSRespawnTime := gTime + 5000;
3547 end
3548 else if (a = 0) then
3549 begin
3550 // everyone is dead, restart the map
3551 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3552 if Netsrv then
3553 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3554 gLMSRespawn := LMS_RESPAWN_FINAL;
3555 gLMSRespawnTime := gTime + 5000;
3556 end;
3557 end;
3558 if srv and (OldLR = LMS_RESPAWN_NONE) and (gLMSRespawn > LMS_RESPAWN_NONE) then
3559 begin
3560 if NetMode = NET_SERVER then
3561 MH_SEND_GameEvent(NET_EV_LMS_WARMUP, (gLMSRespawnTime - gTime) div 1000)
3562 else
3563 g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [(gLMSRespawnTime - gTime) div 1000]), True);
3564 end;
3565 end;
3567 if Netsrv then
3568 begin
3569 MH_SEND_PlayerStats(FUID);
3570 MH_SEND_PlayerDeath(FUID, KillType, t, SpawnerUID);
3571 if gGameSettings.GameMode = GM_TDM then MH_SEND_GameStats;
3572 end;
3574 if srv and FNoRespawn then Spectate(True);
3575 FWantsInGame := True;
3576 end;
3578 function TPlayer.BodyInLiquid(XInc, YInc: Integer): Boolean;
3579 begin
3580 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3581 PLAYER_RECT.Height-20, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, False);
3582 end;
3584 function TPlayer.BodyInAcid(XInc, YInc: Integer): Boolean;
3585 begin
3586 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3587 PLAYER_RECT.Height-20, PANEL_ACID1 or PANEL_ACID2, False);
3588 end;
3590 procedure TPlayer.MakeBloodSimple(Count: Word);
3591 begin
3592 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
3593 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3594 Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
3595 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3596 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
3597 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3598 Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
3599 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3600 end;
3602 procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
3603 begin
3604 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
3605 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3606 Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
3607 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3608 end;
3610 procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
3611 begin
3612 //if g_Game_IsClient then Exit;
3613 if Weapon > High(FWeapon) then Exit;
3614 FNextWeap := FNextWeap or (1 shl Weapon);
3615 end;
3617 procedure TPlayer.resetWeaponQueue ();
3618 begin
3619 FNextWeap := 0;
3620 FNextWeapDelay := 0;
3621 end;
3623 function TPlayer.hasAmmoForWeapon (weapon: Byte): Boolean;
3624 begin
3625 result := false;
3626 case weapon of
3627 WEAPON_KASTET, WEAPON_SAW: result := true;
3628 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: result := (FAmmo[A_SHELLS] > 0);
3629 WEAPON_PISTOL, WEAPON_CHAINGUN: result := (FAmmo[A_BULLETS] > 0);
3630 WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
3631 WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
3632 WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
3633 else result := (weapon < length(FWeapon));
3634 end;
3635 end;
3637 // return 255 for "no switch"
3638 function TPlayer.getNextWeaponIndex (): Byte;
3639 var
3640 i: Word;
3641 wantThisWeapon: array[0..64] of Boolean;
3642 weaponOrder: array[0..16] of Integer; // value: index in `FWeapon`
3643 wwc: Integer;
3644 f, dir, cwi, rwidx, curlidx: Integer;
3646 function real2log (ridx: Integer): Integer;
3647 var
3648 f: Integer;
3649 begin
3650 if (ridx >= 0) then
3651 begin
3652 for f := 0 to High(weaponOrder) do if (weaponOrder[f] = ridx) then begin result := f; exit; end;
3653 end;
3654 result := -1;
3655 end;
3657 begin
3658 result := 255; // default result: "no switch"
3660 // had weapon cycling on previous frame? remove that flag
3661 if (FNextWeap and $2000) <> 0 then
3662 begin
3663 FNextWeap := FNextWeap and $1FFF;
3664 FNextWeapDelay := 0;
3665 end;
3667 for f := 0 to High(weaponOrder) do weaponOrder[f] := -1;
3669 // build weapon order (k8: i know, i know, learn how to do constants and such... gtfo, please!)
3670 // two knuckles are for "normal" and "berserk" (see `if` below -- it removes the one that is not needed)
3671 // priorities:
3672 // bfg, launcher, plasma, flamethrower, ssg, minigun, sg, pistol, berserk, chainsaw, fist
3673 weaponOrder[0] := WEAPON_SUPERPULEMET;
3674 weaponOrder[1] := WEAPON_BFG;
3675 weaponOrder[2] := WEAPON_ROCKETLAUNCHER;
3676 weaponOrder[3] := WEAPON_PLASMA;
3677 weaponOrder[4] := WEAPON_FLAMETHROWER;
3678 weaponOrder[5] := WEAPON_SHOTGUN2;
3679 weaponOrder[6] := WEAPON_CHAINGUN;
3680 weaponOrder[7] := WEAPON_SHOTGUN1;
3681 weaponOrder[8] := WEAPON_PISTOL;
3682 weaponOrder[9] := WEAPON_KASTET+666; // berserk fist
3683 weaponOrder[10] := WEAPON_SAW;
3684 weaponOrder[11] := WEAPON_KASTET; // normal fist
3686 for f := 0 to High(weaponOrder) do
3687 begin
3688 if (weaponOrder[f] = WEAPON_KASTET) then
3689 begin
3690 // normal fist: remove if we have a berserk pack
3691 if (R_BERSERK in FRulez) then weaponOrder[f] := -1;
3692 end
3693 else
3694 if (weaponOrder[f] = WEAPON_KASTET+666) then
3695 begin
3696 // berserk fist: remove if we don't have a berserk pack
3697 if (R_BERSERK in FRulez) then weaponOrder[f] := WEAPON_KASTET else weaponOrder[f] := -1;
3698 end;
3699 end;
3701 (*
3702 WEAPON_KASTET = 0;
3703 WEAPON_SAW = 1;
3704 WEAPON_PISTOL = 2;
3705 WEAPON_SHOTGUN1 = 3;
3706 WEAPON_SHOTGUN2 = 4;
3707 WEAPON_CHAINGUN = 5;
3708 WEAPON_ROCKETLAUNCHER = 6;
3709 WEAPON_PLASMA = 7;
3710 WEAPON_BFG = 8;
3711 WEAPON_SUPERPULEMET = 9;
3712 WEAPON_FLAMETHROWER = 10;
3713 *)
3716 if (FNextWeap <> 0) or (FNextWeapDelay <> 0) then
3717 begin
3718 e_WriteLog(Format('!!! FNextWeap=%04x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), TMsgType.Warning);
3719 end;
3722 // cycling has priority
3723 if (FNextWeap and $C000) <> 0 then
3724 begin
3725 if (FNextWeap and $8000) <> 0 then dir := 1 else dir := -1; // should be reversed if we want "priority-driven cycling"
3726 FNextWeap := FNextWeap or $2000; // we need this
3727 if FNextWeapDelay > 0 then exit; // cooldown time
3728 //cwi := real2log(FCurrWeap);
3729 //if (cwi < 0) then cwi := 0;
3730 cwi := FCurrWeap;
3731 for i := 0 to High(FWeapon) do
3732 begin
3733 cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
3734 //rwidx := weaponOrder[cwi];
3735 rwidx := cwi; // sorry
3736 if (rwidx < 0) then continue;
3737 if FWeapon[rwidx] then
3738 begin
3739 //e_WriteLog(Format(' SWITCH: cur=%d; new=%d (dir=%d; log=%d)', [FCurrWeap, rwidx, dir, cwi]), TMsgType.Warning);
3740 result := Byte(rwidx);
3741 //FNextWeapDelay := 10; //k8: not needed anymore
3742 exit;
3743 end;
3744 end;
3745 resetWeaponQueue();
3746 exit;
3747 end;
3749 // no cycling
3750 for i := 0 to High(wantThisWeapon) do wantThisWeapon[i] := false;
3751 wwc := 0;
3753 curlidx := -1; // start from a weapon with a highest priority (-1, 'cause loop will immediately increment this index)
3755 for i := 0 to High(FWeapon) do
3756 begin
3757 if (FNextWeap and (1 shl i)) <> 0 then
3758 begin
3759 cwi := real2log(i);
3760 if (cwi >= 0) then
3761 begin
3762 wantThisWeapon[cwi] := true;
3763 Inc(wwc);
3764 // if we hit currently selected weapon, start seachring from it, so we'll get "next weaker" weapon
3765 if (i = FCurrWeap) then curlidx := cwi; // compare real, start from logical
3766 end;
3767 end;
3768 end;
3770 // slow down alterations a little
3771 if (wwc > 1) then
3772 begin
3773 // more than one weapon requested, assume "alteration", and check alteration delay
3774 if FNextWeapDelay > 0 then
3775 begin
3776 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), TMsgType.Warning);
3777 FNextWeap := 0;
3778 exit;
3779 end; // yeah
3780 end;
3782 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3783 // but clear all counters if no weapon should be switched
3784 if (wwc < 1) then
3785 begin
3786 resetWeaponQueue();
3787 exit;
3788 end;
3790 //e_WriteLog(Format('*** wwc=%d; currweap=%d; logweap=%d', [wwc, FCurrWeap, curlidx]), TMsgType.Warning);
3792 // find next weapon to switch onto
3793 cwi := curlidx;
3794 for i := 0 to High(weaponOrder) do
3795 begin
3796 cwi := (cwi+length(weaponOrder)+1) mod length(weaponOrder);
3797 if (cwi = curlidx) then continue; // skip current weapon
3798 if not wantThisWeapon[cwi] then continue;
3799 rwidx := weaponOrder[cwi];
3800 if (rwidx < 0) then continue;
3801 //e_WriteLog(Format(' trying logical %d (real %d); has=%d, hasammo=%d', [cwi, rwidx, Integer(FWeapon[rwidx]), Integer(hasAmmoForWeapon(rwidx))]), TMsgType.Warning);
3802 if FWeapon[rwidx] and ((wwc = 1) or hasAmmoForWeapon(rwidx)) then
3803 begin
3804 //e_WriteLog(' I FOUND HER!', TMsgType.Warning);
3805 // i found her!
3806 result := Byte(rwidx);
3807 resetWeaponQueue();
3808 //FNextWeapDelay := 10; // anyway, 'cause why not; k8: not needed anymore
3809 exit;
3810 end;
3811 end;
3813 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3814 resetWeaponQueue();
3815 end;
3817 procedure TPlayer.RealizeCurrentWeapon();
3818 function switchAllowed (): Boolean;
3819 var
3820 i: Byte;
3821 begin
3822 result := false;
3823 if FBFGFireCounter <> -1 then
3824 exit;
3825 if FTime[T_SWITCH] > gTime then
3826 exit;
3827 for i := WP_FIRST to WP_LAST do
3828 if FReloading[i] > 0 then
3829 exit;
3830 result := true;
3831 end;
3833 var
3834 nw: Byte;
3835 begin
3836 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3837 //FNextWeap := FNextWeap and $1FFF;
3838 //HACK: alteration delay will be reset when player released any weapon switch key
3839 FNextWeapDelay := 0; //k8: just in case
3840 //if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
3842 if not switchAllowed then
3843 begin
3844 //writeln('WEAPON SWITCHING IS NOT ALLOWED! FBFGFireCounter=', FBFGFireCounter, '; gTime=', gTime, '; FTime[T_SWITCH]=', FTime[T_SWITCH]);
3845 //HACK for weapon cycling
3846 if (FNextWeap and $E000) <> 0 then FNextWeap := 0;
3847 exit;
3848 end;
3850 nw := getNextWeaponIndex();
3851 if nw = 255 then exit; // don't reset anything here
3852 if nw > High(FWeapon) then
3853 begin
3854 // don't forget to reset queue here!
3855 //e_WriteLog(Format(' RealizeCurrentWeapon: WUTAFUUUU?! (%d)', [nw]), TMsgType.Warning);
3856 resetWeaponQueue();
3857 exit;
3858 end;
3860 if FWeapon[nw] then
3861 begin
3862 //k8: emulate this on client immediately, or wait for server confirmation?
3863 Inc(FNetWeapCtr);
3864 FCurrWeap := nw;
3865 if (nw = WEAPON_SAW) then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3866 FModel.SetWeapon(nw);
3867 FTime[T_SWITCH] := gTime+156;
3868 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
3869 end;
3870 end;
3872 procedure TPlayer.NextWeapon();
3873 begin
3874 //if g_Game_IsClient then Exit;
3875 FNextWeap := $8000;
3876 end;
3878 procedure TPlayer.PrevWeapon();
3879 begin
3880 //if g_Game_IsClient then Exit;
3881 FNextWeap := $4000;
3882 end;
3884 // used exclusively by network layer
3885 procedure TPlayer.SetWeaponHost(W: Byte);
3886 begin
3887 if (W > High(FWeapon)) then exit;
3888 if (not FWeapon[W]) then exit; // server is authority!
3890 if FCurrWeap <> W then
3891 begin
3892 if (W = WEAPON_SAW) then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3893 end;
3895 FCurrWeap := W;
3896 FModel.SetWeapon(W);
3897 //if g_Game_IsClient then resetWeaponQueue();
3898 end;
3900 function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean;
3902 function allowBerserkSwitching (): Boolean;
3903 begin
3904 if (FBFGFireCounter <> -1) then begin result := false; exit; end;
3905 result := true;
3906 if gBerserkAutoswitch then exit;
3907 if not conIsCheatsEnabled then exit;
3908 result := false;
3909 end;
3911 var
3912 a: Boolean;
3913 begin
3914 Result := False;
3915 if g_Game_IsClient then Exit;
3917 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3918 a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and arespawn;
3919 remove := not a;
3921 case ItemType of
3922 ITEM_MEDKIT_SMALL:
3923 if FHealth < PLAYER_HP_SOFT then
3924 begin
3925 IncMax(FHealth, 10, PLAYER_HP_SOFT);
3926 Result := True;
3927 remove := True;
3928 FFireTime := 0;
3929 if gFlash = 2 then Inc(FPickup, 5);
3930 end;
3932 ITEM_MEDKIT_LARGE:
3933 if FHealth < PLAYER_HP_SOFT then
3934 begin
3935 IncMax(FHealth, 25, PLAYER_HP_SOFT);
3936 Result := True;
3937 remove := True;
3938 FFireTime := 0;
3939 if gFlash = 2 then Inc(FPickup, 5);
3940 end;
3942 ITEM_ARMOR_GREEN:
3943 if FArmor < PLAYER_AP_SOFT then
3944 begin
3945 FArmor := PLAYER_AP_SOFT;
3946 Result := True;
3947 remove := True;
3948 if gFlash = 2 then Inc(FPickup, 5);
3949 end;
3951 ITEM_ARMOR_BLUE:
3952 if FArmor < PLAYER_AP_LIMIT then
3953 begin
3954 FArmor := PLAYER_AP_LIMIT;
3955 Result := True;
3956 remove := True;
3957 if gFlash = 2 then Inc(FPickup, 5);
3958 end;
3960 ITEM_SPHERE_BLUE:
3961 if FHealth < PLAYER_HP_LIMIT then
3962 begin
3963 IncMax(FHealth, 100, PLAYER_HP_LIMIT);
3964 Result := True;
3965 remove := True;
3966 FFireTime := 0;
3967 if gFlash = 2 then Inc(FPickup, 5);
3968 end;
3970 ITEM_SPHERE_WHITE:
3971 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
3972 begin
3973 if FHealth < PLAYER_HP_LIMIT then
3974 FHealth := PLAYER_HP_LIMIT;
3975 if FArmor < PLAYER_AP_LIMIT then
3976 FArmor := PLAYER_AP_LIMIT;
3977 Result := True;
3978 remove := True;
3979 FFireTime := 0;
3980 if gFlash = 2 then Inc(FPickup, 5);
3981 end;
3983 ITEM_WEAPON_SAW:
3984 if (not FWeapon[WEAPON_SAW]) or ((not arespawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
3985 begin
3986 FWeapon[WEAPON_SAW] := True;
3987 Result := True;
3988 if gFlash = 2 then Inc(FPickup, 5);
3989 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3990 end;
3992 ITEM_WEAPON_SHOTGUN1:
3993 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN1] then
3994 begin
3995 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
3996 if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
3998 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3999 FWeapon[WEAPON_SHOTGUN1] := True;
4000 Result := True;
4001 if gFlash = 2 then Inc(FPickup, 5);
4002 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4003 end;
4005 ITEM_WEAPON_SHOTGUN2:
4006 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
4007 begin
4008 if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
4010 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4011 FWeapon[WEAPON_SHOTGUN2] := True;
4012 Result := True;
4013 if gFlash = 2 then Inc(FPickup, 5);
4014 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4015 end;
4017 ITEM_WEAPON_CHAINGUN:
4018 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
4019 begin
4020 if a and FWeapon[WEAPON_CHAINGUN] then Exit;
4022 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
4023 FWeapon[WEAPON_CHAINGUN] := True;
4024 Result := True;
4025 if gFlash = 2 then Inc(FPickup, 5);
4026 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4027 end;
4029 ITEM_WEAPON_ROCKETLAUNCHER:
4030 if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
4031 begin
4032 if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
4034 IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
4035 FWeapon[WEAPON_ROCKETLAUNCHER] := True;
4036 Result := True;
4037 if gFlash = 2 then Inc(FPickup, 5);
4038 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4039 end;
4041 ITEM_WEAPON_PLASMA:
4042 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
4043 begin
4044 if a and FWeapon[WEAPON_PLASMA] then Exit;
4046 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4047 FWeapon[WEAPON_PLASMA] := True;
4048 Result := True;
4049 if gFlash = 2 then Inc(FPickup, 5);
4050 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4051 end;
4053 ITEM_WEAPON_BFG:
4054 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
4055 begin
4056 if a and FWeapon[WEAPON_BFG] then Exit;
4058 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4059 FWeapon[WEAPON_BFG] := True;
4060 Result := True;
4061 if gFlash = 2 then Inc(FPickup, 5);
4062 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4063 end;
4065 ITEM_WEAPON_SUPERPULEMET:
4066 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
4067 begin
4068 if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
4070 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4071 FWeapon[WEAPON_SUPERPULEMET] := True;
4072 Result := True;
4073 if gFlash = 2 then Inc(FPickup, 5);
4074 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4075 end;
4077 ITEM_WEAPON_FLAMETHROWER:
4078 if (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) or not FWeapon[WEAPON_FLAMETHROWER] then
4079 begin
4080 if a and FWeapon[WEAPON_FLAMETHROWER] then Exit;
4082 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
4083 FWeapon[WEAPON_FLAMETHROWER] := True;
4084 Result := True;
4085 if gFlash = 2 then Inc(FPickup, 5);
4086 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4087 end;
4089 ITEM_AMMO_BULLETS:
4090 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4091 begin
4092 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
4093 Result := True;
4094 remove := True;
4095 if gFlash = 2 then Inc(FPickup, 5);
4096 end;
4098 ITEM_AMMO_BULLETS_BOX:
4099 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4100 begin
4101 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
4102 Result := True;
4103 remove := True;
4104 if gFlash = 2 then Inc(FPickup, 5);
4105 end;
4107 ITEM_AMMO_SHELLS:
4108 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4109 begin
4110 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4111 Result := True;
4112 remove := True;
4113 if gFlash = 2 then Inc(FPickup, 5);
4114 end;
4116 ITEM_AMMO_SHELLS_BOX:
4117 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4118 begin
4119 IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
4120 Result := True;
4121 remove := True;
4122 if gFlash = 2 then Inc(FPickup, 5);
4123 end;
4125 ITEM_AMMO_ROCKET:
4126 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4127 begin
4128 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
4129 Result := True;
4130 remove := True;
4131 if gFlash = 2 then Inc(FPickup, 5);
4132 end;
4134 ITEM_AMMO_ROCKET_BOX:
4135 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4136 begin
4137 IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
4138 Result := True;
4139 remove := True;
4140 if gFlash = 2 then Inc(FPickup, 5);
4141 end;
4143 ITEM_AMMO_CELL:
4144 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4145 begin
4146 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4147 Result := True;
4148 remove := True;
4149 if gFlash = 2 then Inc(FPickup, 5);
4150 end;
4152 ITEM_AMMO_CELL_BIG:
4153 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4154 begin
4155 IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
4156 Result := True;
4157 remove := True;
4158 if gFlash = 2 then Inc(FPickup, 5);
4159 end;
4161 ITEM_AMMO_FUELCAN:
4162 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
4163 begin
4164 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
4165 Result := True;
4166 remove := True;
4167 if gFlash = 2 then Inc(FPickup, 5);
4168 end;
4170 ITEM_AMMO_BACKPACK:
4171 if not(R_ITEM_BACKPACK in FRulez) or
4172 (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
4173 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
4174 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
4175 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
4176 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
4177 begin
4178 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
4179 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
4180 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
4181 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
4182 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
4184 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4185 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
4186 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4187 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4188 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4189 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
4190 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4191 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4193 FRulez := FRulez + [R_ITEM_BACKPACK];
4194 Result := True;
4195 remove := True;
4196 if gFlash = 2 then Inc(FPickup, 5);
4197 end;
4199 ITEM_KEY_RED:
4200 if not(R_KEY_RED in FRulez) then
4201 begin
4202 Include(FRulez, R_KEY_RED);
4203 Result := True;
4204 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4205 if gFlash = 2 then Inc(FPickup, 5);
4206 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4207 end;
4209 ITEM_KEY_GREEN:
4210 if not(R_KEY_GREEN in FRulez) then
4211 begin
4212 Include(FRulez, R_KEY_GREEN);
4213 Result := True;
4214 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4215 if gFlash = 2 then Inc(FPickup, 5);
4216 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4217 end;
4219 ITEM_KEY_BLUE:
4220 if not(R_KEY_BLUE in FRulez) then
4221 begin
4222 Include(FRulez, R_KEY_BLUE);
4223 Result := True;
4224 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4225 if gFlash = 2 then Inc(FPickup, 5);
4226 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4227 end;
4229 ITEM_SUIT:
4230 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
4231 begin
4232 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
4233 Result := True;
4234 remove := True;
4235 FFireTime := 0;
4236 if gFlash = 2 then Inc(FPickup, 5);
4237 end;
4239 ITEM_OXYGEN:
4240 if FAir < AIR_MAX then
4241 begin
4242 FAir := AIR_MAX;
4243 Result := True;
4244 remove := True;
4245 if gFlash = 2 then Inc(FPickup, 5);
4246 end;
4248 ITEM_MEDKIT_BLACK:
4249 begin
4250 if not (R_BERSERK in FRulez) then
4251 begin
4252 Include(FRulez, R_BERSERK);
4253 if allowBerserkSwitching then
4254 begin
4255 CurrWeap := WEAPON_KASTET;
4256 resetWeaponQueue();
4257 FModel.SetWeapon(WEAPON_KASTET);
4258 end;
4259 if gFlash <> 0 then
4260 begin
4261 Inc(FPain, 100);
4262 if gFlash = 2 then Inc(FPickup, 5);
4263 end;
4264 FBerserk := gTime+30000;
4265 Result := True;
4266 remove := True;
4267 FFireTime := 0;
4268 //k8:do we need it? if g_Game_IsNet and g_Game_IsServer then MH_SEND_PlayerStats(FUID);
4269 end;
4270 if FHealth < PLAYER_HP_SOFT then
4271 begin
4272 FHealth := PLAYER_HP_SOFT;
4273 FBerserk := gTime+30000;
4274 Result := True;
4275 remove := True;
4276 FFireTime := 0;
4277 end;
4278 end;
4280 ITEM_INVUL:
4281 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
4282 begin
4283 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
4284 Result := True;
4285 remove := True;
4286 if gFlash = 2 then Inc(FPickup, 5);
4287 end;
4289 ITEM_BOTTLE:
4290 if FHealth < PLAYER_HP_LIMIT then
4291 begin
4292 IncMax(FHealth, 4, PLAYER_HP_LIMIT);
4293 Result := True;
4294 remove := True;
4295 FFireTime := 0;
4296 if gFlash = 2 then Inc(FPickup, 5);
4297 end;
4299 ITEM_HELMET:
4300 if FArmor < PLAYER_AP_LIMIT then
4301 begin
4302 IncMax(FArmor, 5, PLAYER_AP_LIMIT);
4303 Result := True;
4304 remove := True;
4305 if gFlash = 2 then Inc(FPickup, 5);
4306 end;
4308 ITEM_JETPACK:
4309 if FJetFuel < JET_MAX then
4310 begin
4311 FJetFuel := JET_MAX;
4312 Result := True;
4313 remove := True;
4314 if gFlash = 2 then Inc(FPickup, 5);
4315 end;
4317 ITEM_INVIS:
4318 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
4319 begin
4320 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
4321 Result := True;
4322 remove := True;
4323 if gFlash = 2 then Inc(FPickup, 5);
4324 end;
4325 end;
4326 end;
4328 procedure TPlayer.Touch();
4329 begin
4330 if not FAlive then
4331 Exit;
4332 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
4333 if FIamBot then
4334 begin
4335 // Áðîñèòü ôëàã òîâàðèùó:
4336 if gGameSettings.GameMode = GM_CTF then
4337 DropFlag();
4338 end;
4339 end;
4341 procedure TPlayer.Push(vx, vy: Integer);
4342 begin
4343 if (not FPhysics) and FGhost then
4344 Exit;
4345 FObj.Accel.X := FObj.Accel.X + vx;
4346 FObj.Accel.Y := FObj.Accel.Y + vy;
4347 if g_Game_IsNet and g_Game_IsServer then
4348 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4349 end;
4351 procedure TPlayer.Reset(Force: Boolean);
4352 var
4353 i: Integer;
4354 begin
4355 if Force then
4356 FAlive := False;
4358 FSpawned := False;
4359 FTime[T_RESPAWN] := 0;
4360 FTime[T_FLAGCAP] := 0;
4361 FGodMode := False;
4362 FNoTarget := False;
4363 FNoReload := False;
4364 FFrags := 0;
4365 FLastFrag := 0;
4366 FComboEvnt := -1;
4367 FKills := 0;
4368 FMonsterKills := 0;
4369 FDeath := 0;
4370 FSecrets := 0;
4371 if g_Game_IsClient then FNetWeapCtr := 0 else Inc(FNetWeapCtr, 2);
4372 resetWeaponQueue();
4373 if FNoRespawn then
4374 begin
4375 FSpectator := False;
4376 FGhost := False;
4377 FPhysics := True;
4378 FSpectatePlayer := -1;
4379 FNoRespawn := False;
4380 end;
4381 FLives := gGameSettings.MaxLives;
4383 FBFGFireCounter := -1;
4384 FTime[T_SWITCH] := 0;
4385 for i := WP_FIRST to WP_LAST do FReloading[i] := 0;
4387 SetFlag(FLAG_NONE);
4388 end;
4390 procedure TPlayer.SoftReset();
4391 var
4392 i: Integer;
4393 begin
4394 ReleaseKeys();
4396 FDamageBuffer := 0;
4397 FIncCam := 0;
4398 FBFGFireCounter := -1;
4399 FShellTimer := -1;
4400 FPain := 0;
4401 FLastHit := 0;
4402 FLastFrag := 0;
4403 FComboEvnt := -1;
4404 if g_Game_IsClient then FNetWeapCtr := 0 else Inc(FNetWeapCtr, 2);
4405 resetWeaponQueue();
4407 FBFGFireCounter := -1;
4408 FTime[T_SWITCH] := 0;
4409 for i := WP_FIRST to WP_LAST do FReloading[i] := 0;
4411 SetFlag(FLAG_NONE);
4412 SetAction(A_STAND, True);
4413 end;
4415 function TPlayer.GetRespawnPoint(): Byte;
4416 var
4417 c: Byte;
4418 begin
4419 Result := 255;
4420 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4422 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4423 if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then
4424 begin
4425 if (Self = gPlayer1) or (Self = gPlayer2) then
4426 begin
4427 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
4428 if Self = gPlayer1 then
4429 c := RESPAWNPOINT_PLAYER1
4430 else
4431 c := RESPAWNPOINT_PLAYER2;
4432 if g_Map_GetPointCount(c) > 0 then
4433 begin
4434 Result := c;
4435 Exit;
4436 end;
4438 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
4439 if Self = gPlayer1 then
4440 c := RESPAWNPOINT_PLAYER2
4441 else
4442 c := RESPAWNPOINT_PLAYER1;
4443 if g_Map_GetPointCount(c) > 0 then
4444 begin
4445 Result := c;
4446 Exit;
4447 end;
4448 end else
4449 begin
4450 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
4451 if Random(2) = 0 then
4452 c := RESPAWNPOINT_PLAYER1
4453 else
4454 c := RESPAWNPOINT_PLAYER2;
4455 if g_Map_GetPointCount(c) > 0 then
4456 begin
4457 Result := c;
4458 Exit;
4459 end;
4460 end;
4462 // Òî÷êà ëþáîé èç êîìàíä
4463 if Random(2) = 0 then
4464 c := RESPAWNPOINT_RED
4465 else
4466 c := RESPAWNPOINT_BLUE;
4467 if g_Map_GetPointCount(c) > 0 then
4468 begin
4469 Result := c;
4470 Exit;
4471 end;
4473 // Òî÷êà DM
4474 c := RESPAWNPOINT_DM;
4475 if g_Map_GetPointCount(c) > 0 then
4476 begin
4477 Result := c;
4478 Exit;
4479 end;
4480 end;
4482 // Ìÿñîïîâàë
4483 if gGameSettings.GameMode = GM_DM then
4484 begin
4485 // Òî÷êà DM
4486 c := RESPAWNPOINT_DM;
4487 if g_Map_GetPointCount(c) > 0 then
4488 begin
4489 Result := c;
4490 Exit;
4491 end;
4493 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4494 if Random(2) = 0 then
4495 c := RESPAWNPOINT_PLAYER1
4496 else
4497 c := RESPAWNPOINT_PLAYER2;
4498 if g_Map_GetPointCount(c) > 0 then
4499 begin
4500 Result := c;
4501 Exit;
4502 end;
4504 // Òî÷êà ëþáîé èç êîìàíä
4505 if Random(2) = 0 then
4506 c := RESPAWNPOINT_RED
4507 else
4508 c := RESPAWNPOINT_BLUE;
4509 if g_Map_GetPointCount(c) > 0 then
4510 begin
4511 Result := c;
4512 Exit;
4513 end;
4514 end;
4516 // Êîìàíäíûå
4517 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
4518 begin
4519 // Òî÷êà ñâîåé êîìàíäû
4520 c := RESPAWNPOINT_DM;
4521 if FTeam = TEAM_RED then
4522 c := RESPAWNPOINT_RED;
4523 if FTeam = TEAM_BLUE then
4524 c := RESPAWNPOINT_BLUE;
4525 if g_Map_GetPointCount(c) > 0 then
4526 begin
4527 Result := c;
4528 Exit;
4529 end;
4531 // Òî÷êà DM
4532 c := RESPAWNPOINT_DM;
4533 if g_Map_GetPointCount(c) > 0 then
4534 begin
4535 Result := c;
4536 Exit;
4537 end;
4539 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4540 if Random(2) = 0 then
4541 c := RESPAWNPOINT_PLAYER1
4542 else
4543 c := RESPAWNPOINT_PLAYER2;
4544 if g_Map_GetPointCount(c) > 0 then
4545 begin
4546 Result := c;
4547 Exit;
4548 end;
4550 // Òî÷êà äðóãîé êîìàíäû
4551 c := RESPAWNPOINT_DM;
4552 if FTeam = TEAM_RED then
4553 c := RESPAWNPOINT_BLUE;
4554 if FTeam = TEAM_BLUE then
4555 c := RESPAWNPOINT_RED;
4556 if g_Map_GetPointCount(c) > 0 then
4557 begin
4558 Result := c;
4559 Exit;
4560 end;
4561 end;
4562 end;
4564 procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False);
4565 var
4566 RespawnPoint: TRespawnPoint;
4567 a, b, c: Byte;
4568 Anim: TAnimation;
4569 ID: DWORD;
4570 i: Integer;
4571 begin
4572 FIncCam := 0;
4573 FBFGFireCounter := -1;
4574 FShellTimer := -1;
4575 FPain := 0;
4576 FLastHit := 0;
4577 if g_Game_IsClient then FNetWeapCtr := 0 else Inc(FNetWeapCtr, 2);
4578 resetWeaponQueue();
4580 FBFGFireCounter := -1;
4581 FTime[T_SWITCH] := 0;
4582 for i := WP_FIRST to WP_LAST do FReloading[i] := 0;
4584 if not g_Game_IsServer then
4585 Exit;
4586 if FDummy then
4587 Exit;
4588 FWantsInGame := True;
4589 FJustTeleported := True;
4590 if Force then
4591 begin
4592 FTime[T_RESPAWN] := 0;
4593 FAlive := False;
4594 end;
4595 FNetTime := 0;
4596 // if server changes MaxLives we gotta be ready
4597 if gGameSettings.MaxLives = 0 then FNoRespawn := False;
4599 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4600 if FTime[T_RESPAWN] > gTime then
4601 Exit;
4603 // Ïðîñðàë âñå æèçíè:
4604 if FNoRespawn then
4605 begin
4606 if not FSpectator then Spectate(True);
4607 FWantsInGame := True;
4608 Exit;
4609 end;
4611 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.GameMode <> GM_COOP) then
4612 begin // "Ñâîÿ èãðà"
4613 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4614 FRulez := FRulez-[R_BERSERK];
4615 end
4616 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4617 begin
4618 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4619 FRulez := FRulez-[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK];
4620 end;
4622 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4623 c := GetRespawnPoint();
4625 ReleaseKeys();
4626 SetFlag(FLAG_NONE);
4628 // Âîñêðåøåíèå áåç îðóæèÿ:
4629 if not FAlive then
4630 begin
4631 FHealth := PLAYER_HP_SOFT;
4632 FArmor := 0;
4633 FAlive := True;
4634 FAir := AIR_DEF;
4635 FJetFuel := 0;
4637 for a := WP_FIRST to WP_LAST do
4638 begin
4639 FWeapon[a] := False;
4640 FReloading[a] := 0;
4641 end;
4643 FWeapon[WEAPON_PISTOL] := True;
4644 FWeapon[WEAPON_KASTET] := True;
4645 CurrWeap := WEAPON_PISTOL;
4646 if g_Game_IsClient then FNetWeapCtr := 0 else Inc(FNetWeapCtr, 2);
4647 resetWeaponQueue();
4649 for b := A_BULLETS to A_HIGH do
4650 FAmmo[b] := 0;
4652 FAmmo[A_BULLETS] := 50;
4654 FMaxAmmo[A_BULLETS] := AmmoLimits[0, A_BULLETS];
4655 FMaxAmmo[A_SHELLS] := AmmoLimits[0, A_SHELLS];
4656 FMaxAmmo[A_ROCKETS] := AmmoLimits[0, A_SHELLS];
4657 FMaxAmmo[A_CELLS] := AmmoLimits[0, A_CELLS];
4658 FMaxAmmo[A_FUEL] := AmmoLimits[0, A_FUEL];
4660 if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then
4661 FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
4662 else
4663 FRulez := [];
4664 end;
4666 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4667 if not g_Map_GetPoint(c, RespawnPoint) then
4668 begin
4669 g_FatalError(_lc[I_GAME_ERROR_GET_SPAWN]);
4670 Exit;
4671 end;
4673 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4674 FObj.X := RespawnPoint.X-PLAYER_RECT.X;
4675 FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y;
4676 FObj.Vel.X := 0;
4677 FObj.Vel.Y := 0;
4678 FObj.Accel.X := 0;
4679 FObj.Accel.Y := 0;
4681 FDirection := RespawnPoint.Direction;
4682 if FDirection = TDirection.D_LEFT then
4683 FAngle := 180
4684 else
4685 FAngle := 0;
4687 SetAction(A_STAND, True);
4688 FModel.Direction := FDirection;
4690 for a := Low(FTime) to High(FTime) do
4691 FTime[a] := 0;
4693 for a := Low(FMegaRulez) to High(FMegaRulez) do
4694 FMegaRulez[a] := 0;
4696 FDamageBuffer := 0;
4697 FJetpack := False;
4698 FCanJetpack := False;
4699 FFireTime := 0;
4700 FFirePainTime := 0;
4701 FFireAttacker := 0;
4703 // Àíèìàöèÿ âîçðîæäåíèÿ:
4704 if (not gLoadGameMode) and (not Silent) then
4705 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4706 begin
4707 Anim := TAnimation.Create(ID, False, 3);
4708 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4709 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4710 Anim.Free();
4711 end;
4713 FSpectator := False;
4714 FGhost := False;
4715 FPhysics := True;
4716 FSpectatePlayer := -1;
4717 FSpawned := True;
4719 if (gPlayer1 = nil) and (gLMSPID1 = FUID) then
4720 gPlayer1 := self;
4721 if (gPlayer2 = nil) and (gLMSPID2 = FUID) then
4722 gPlayer2 := self;
4724 if g_Game_IsNet then
4725 begin
4726 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4727 MH_SEND_PlayerStats(FUID, NET_EVERYONE);
4728 if not Silent then
4729 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4730 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32,
4731 0, NET_GFX_TELE);
4732 end;
4733 end;
4735 procedure TPlayer.Spectate(NoMove: Boolean = False);
4736 begin
4737 if FAlive then
4738 Kill(K_EXTRAHARDKILL, FUID, HIT_SOME)
4739 else if (not NoMove) then
4740 begin
4741 GameX := gMapInfo.Width div 2;
4742 GameY := gMapInfo.Height div 2;
4743 end;
4744 FXTo := GameX;
4745 FYTo := GameY;
4747 FAlive := False;
4748 FSpectator := True;
4749 FGhost := True;
4750 FPhysics := False;
4751 FWantsInGame := False;
4752 FSpawned := False;
4754 if FNoRespawn then
4755 begin
4756 if Self = gPlayer1 then
4757 begin
4758 gLMSPID1 := FUID;
4759 gPlayer1 := nil;
4760 end;
4761 if Self = gPlayer2 then
4762 begin
4763 gLMSPID2 := FUID;
4764 gPlayer2 := nil;
4765 end;
4766 end;
4768 if g_Game_IsNet then
4769 MH_SEND_PlayerStats(FUID);
4770 end;
4772 procedure TPlayer.SwitchNoClip;
4773 begin
4774 if not FAlive then
4775 Exit;
4776 FGhost := not FGhost;
4777 FPhysics := not FGhost;
4778 if FGhost then
4779 begin
4780 FXTo := FObj.X;
4781 FYTo := FObj.Y;
4782 end else
4783 begin
4784 FObj.Accel.X := 0;
4785 FObj.Accel.Y := 0;
4786 end;
4787 end;
4789 procedure TPlayer.Run(Direction: TDirection);
4790 var
4791 a, b: Integer;
4792 begin
4793 if MAX_RUNVEL > 8 then
4794 FlySmoke();
4796 // Áåæèì:
4797 if Direction = TDirection.D_LEFT then
4798 begin
4799 if FObj.Vel.X > -MAX_RUNVEL then
4800 FObj.Vel.X := FObj.Vel.X - (MAX_RUNVEL shr 3);
4801 end
4802 else
4803 if FObj.Vel.X < MAX_RUNVEL then
4804 FObj.Vel.X := FObj.Vel.X + (MAX_RUNVEL shr 3);
4806 // Âîçìîæíî, ïèíàåì êóñêè:
4807 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
4808 begin
4809 b := Abs(FObj.Vel.X);
4810 if b > 1 then b := b * (Random(8 div b) + 1);
4811 for a := 0 to High(gGibs) do
4812 begin
4813 if gGibs[a].alive and
4814 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
4815 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
4816 begin
4817 // Ïèíàåì êóñêè
4818 if FObj.Vel.X < 0 then
4819 begin
4820 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
4821 end
4822 else
4823 begin
4824 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
4825 end;
4826 gGibs[a].positionChanged(); // this updates spatial accelerators
4827 end;
4828 end;
4829 end;
4831 SetAction(A_WALK);
4832 end;
4834 procedure TPlayer.SeeDown();
4835 begin
4836 SetAction(A_SEEDOWN);
4838 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN;
4840 if FIncCam > -120 then DecMin(FIncCam, 5, -120);
4841 end;
4843 procedure TPlayer.SeeUp();
4844 begin
4845 SetAction(A_SEEUP);
4847 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP;
4849 if FIncCam < 120 then IncMax(FIncCam, 5, 120);
4850 end;
4852 procedure TPlayer.SetAction(Action: Byte; Force: Boolean = False);
4853 var
4854 Prior: Byte;
4855 begin
4856 case Action of
4857 A_WALK: Prior := 3;
4858 A_DIE1: Prior := 5;
4859 A_DIE2: Prior := 5;
4860 A_ATTACK: Prior := 2;
4861 A_SEEUP: Prior := 1;
4862 A_SEEDOWN: Prior := 1;
4863 A_ATTACKUP: Prior := 2;
4864 A_ATTACKDOWN: Prior := 2;
4865 A_PAIN: Prior := 4;
4866 else Prior := 0;
4867 end;
4869 if (Prior > FActionPrior) or Force then
4870 if not ((Prior = 2) and (FCurrWeap = WEAPON_SAW)) then
4871 begin
4872 FActionPrior := Prior;
4873 FActionAnim := Action;
4874 FActionForce := Force;
4875 FActionChanged := True;
4876 end;
4878 if Action in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN] then FModel.SetFire(True);
4879 end;
4881 function TPlayer.StayOnStep(XInc, YInc: Integer): Boolean;
4882 begin
4883 Result := not g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height-1,
4884 PLAYER_RECT.Width, 1, PANEL_STEP, False)
4885 and g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height,
4886 PLAYER_RECT.Width, 1, PANEL_STEP, False);
4887 end;
4889 function TPlayer.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
4890 var
4891 Anim: TAnimation;
4892 ID: DWORD;
4893 begin
4894 Result := False;
4896 if g_CollideLevel(X, Y, PLAYER_RECT.Width, PLAYER_RECT.Height) then
4897 begin
4898 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
4899 if g_Game_IsServer and g_Game_IsNet then
4900 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
4901 Exit;
4902 end;
4904 FJustTeleported := True;
4906 Anim := nil;
4907 if not silent then
4908 begin
4909 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4910 begin
4911 Anim := TAnimation.Create(ID, False, 3);
4912 end;
4914 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj.X, FObj.Y);
4915 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4916 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4917 if g_Game_IsServer and g_Game_IsNet then
4918 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4919 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 1,
4920 NET_GFX_TELE);
4921 end;
4923 FObj.X := X-PLAYER_RECT.X;
4924 FObj.Y := Y-PLAYER_RECT.Y;
4925 if FAlive and FGhost then
4926 begin
4927 FXTo := FObj.X;
4928 FYTo := FObj.Y;
4929 end;
4931 if not g_Game_IsNet then
4932 begin
4933 if dir = 1 then
4934 begin
4935 SetDirection(TDirection.D_LEFT);
4936 FAngle := 180;
4937 end
4938 else
4939 if dir = 2 then
4940 begin
4941 SetDirection(TDirection.D_RIGHT);
4942 FAngle := 0;
4943 end
4944 else
4945 if dir = 3 then
4946 begin // îáðàòíîå
4947 if FDirection = TDirection.D_RIGHT then
4948 begin
4949 SetDirection(TDirection.D_LEFT);
4950 FAngle := 180;
4951 end
4952 else
4953 begin
4954 SetDirection(TDirection.D_RIGHT);
4955 FAngle := 0;
4956 end;
4957 end;
4958 end;
4960 if not silent and (Anim <> nil) then
4961 begin
4962 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4963 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4964 Anim.Free();
4966 if g_Game_IsServer and g_Game_IsNet then
4967 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4968 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 0,
4969 NET_GFX_TELE);
4970 end;
4972 Result := True;
4973 end;
4975 function nonz(a: Single): Single;
4976 begin
4977 if a <> 0 then
4978 Result := a
4979 else
4980 Result := 1;
4981 end;
4983 function TPlayer.followCorpse(): Boolean;
4984 var
4985 i: Integer;
4986 begin
4987 Result := False;
4988 if FAlive or FSpectator then
4989 Exit;
4990 if (gCorpses = nil) or (Length(gCorpses) = 0) then
4991 Exit;
4992 for i := 0 to High(gCorpses) do
4993 if gCorpses[i] <> nil then
4994 if gCorpses[i].FPlayerUID = FUID then
4995 begin
4996 Result := True;
4997 FObj.X := gCorpses[i].FObj.X;
4998 FObj.Y := gCorpses[i].FObj.Y;
4999 FObj.Vel.X := gCorpses[i].FObj.Vel.X;
5000 FObj.Vel.Y := gCorpses[i].FObj.Vel.Y;
5001 FObj.Accel.X := gCorpses[i].FObj.Accel.X;
5002 FObj.Accel.Y := gCorpses[i].FObj.Accel.Y;
5003 break;
5004 end;
5005 end;
5007 procedure TPlayer.Update();
5008 var
5009 b: Byte;
5010 i, ii, wx, wy, xd, yd, k: Integer;
5011 blockmon, headwater, dospawn: Boolean;
5012 NetServer: Boolean;
5013 AnyServer: Boolean;
5014 SetSpect: Boolean;
5015 begin
5016 NetServer := g_Game_IsNet and g_Game_IsServer;
5017 AnyServer := g_Game_IsServer;
5019 if g_Game_IsClient and (NetInterpLevel > 0) then
5020 DoLerp(NetInterpLevel + 1)
5021 else
5022 if FGhost then
5023 DoLerp(4);
5025 if NetServer then
5026 begin
5027 if FClientID >= 0 then
5028 begin
5029 FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
5030 if NetClients[FClientID].Peer^.packetsSent > 0 then
5031 FLoss := Round(100*NetClients[FClientID].Peer^.packetsLost/NetClients[FClientID].Peer^.packetsSent)
5032 else
5033 FLoss := 0;
5034 end else
5035 begin
5036 FPing := 0;
5037 FLoss := 0;
5038 end;
5039 end;
5041 if FAlive and (FPunchAnim <> nil) then
5042 FPunchAnim.Update();
5044 if FAlive and (gFly or FJetpack) then
5045 FlySmoke();
5047 if FDirection = TDirection.D_LEFT then
5048 FAngle := 180
5049 else
5050 FAngle := 0;
5052 if FAlive and (not FGhost) then
5053 begin
5054 if FKeys[KEY_UP].Pressed then
5055 SeeUp();
5056 if FKeys[KEY_DOWN].Pressed then
5057 SeeDown();
5058 end;
5060 if (not (FKeys[KEY_UP].Pressed or FKeys[KEY_DOWN].Pressed)) and
5061 (FIncCam <> 0) then
5062 begin
5063 i := g_basic.Sign(FIncCam);
5064 FIncCam := Abs(FIncCam);
5065 DecMin(FIncCam, 5, 0);
5066 FIncCam := FIncCam*i;
5067 end;
5069 // no need to do that each second frame, weapon queue will take care of it
5070 if FAlive and FKeys[KEY_NEXTWEAPON].Pressed {and AnyServer} then NextWeapon();
5071 if FAlive and FKeys[KEY_PREVWEAPON].Pressed {and AnyServer} then PrevWeapon();
5073 if gTime mod (GAME_TICK*2) <> 0 then
5074 begin
5075 if (FObj.Vel.X = 0) and FAlive then
5076 begin
5077 if FKeys[KEY_LEFT].Pressed then
5078 Run(TDirection.D_LEFT);
5079 if FKeys[KEY_RIGHT].Pressed then
5080 Run(TDirection.D_RIGHT);
5081 end;
5083 if FPhysics then
5084 begin
5085 if not followCorpse() then
5086 g_Obj_Move(@FObj, True, True, True);
5087 positionChanged(); // this updates spatial accelerators
5088 end;
5090 Exit;
5091 end;
5093 FActionChanged := False;
5095 if FAlive then
5096 begin
5097 // Let alive player do some actions
5098 if FKeys[KEY_LEFT].Pressed then Run(TDirection.D_LEFT);
5099 if FKeys[KEY_RIGHT].Pressed then Run(TDirection.D_RIGHT);
5100 //if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
5101 //if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
5102 if FKeys[KEY_FIRE].Pressed and AnyServer then Fire();
5103 if FKeys[KEY_OPEN].Pressed and AnyServer then Use();
5104 if FKeys[KEY_JUMP].Pressed then Jump()
5105 else
5106 begin
5107 if AnyServer and FJetpack then
5108 begin
5109 FJetpack := False;
5110 JetpackOff;
5111 if NetServer then MH_SEND_PlayerStats(FUID);
5112 end;
5113 FCanJetpack := True;
5114 end;
5115 end
5116 else // Dead
5117 begin
5118 dospawn := False;
5119 if not FGhost then
5120 for k := Low(FKeys) to KEY_CHAT-1 do
5121 begin
5122 if FKeys[k].Pressed then
5123 begin
5124 dospawn := True;
5125 break;
5126 end;
5127 end;
5128 if dospawn then
5129 begin
5130 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
5131 Respawn(False)
5132 else // Single
5133 if (FTime[T_RESPAWN] <= gTime) and
5134 gGameOn and (not FAlive) then
5135 begin
5136 if (g_Player_GetCount() > 1) then
5137 Respawn(False)
5138 else
5139 begin
5140 gExit := EXIT_RESTART;
5141 Exit;
5142 end;
5143 end;
5144 end;
5145 // Dead spectator actions
5146 if FGhost then
5147 begin
5148 if FKeys[KEY_OPEN].Pressed and AnyServer then Fire();
5149 if FKeys[KEY_FIRE].Pressed and AnyServer then
5150 begin
5151 if FSpectator then
5152 begin
5153 if (FSpectatePlayer >= High(gPlayers)) then
5154 FSpectatePlayer := -1
5155 else
5156 begin
5157 SetSpect := False;
5158 for I := FSpectatePlayer + 1 to High(gPlayers) do
5159 if gPlayers[I] <> nil then
5160 if gPlayers[I].alive then
5161 if gPlayers[I].UID <> FUID then
5162 begin
5163 FSpectatePlayer := I;
5164 SetSpect := True;
5165 break;
5166 end;
5168 if not SetSpect then FSpectatePlayer := -1;
5169 end;
5171 ReleaseKeys;
5172 end;
5173 end;
5174 end;
5175 end;
5176 // No clipping
5177 if FGhost then
5178 begin
5179 if FKeys[KEY_UP].Pressed or FKeys[KEY_JUMP].Pressed then
5180 begin
5181 FYTo := FObj.Y - 32;
5182 FSpectatePlayer := -1;
5183 end;
5184 if FKeys[KEY_DOWN].Pressed then
5185 begin
5186 FYTo := FObj.Y + 32;
5187 FSpectatePlayer := -1;
5188 end;
5189 if FKeys[KEY_LEFT].Pressed then
5190 begin
5191 FXTo := FObj.X - 32;
5192 FSpectatePlayer := -1;
5193 end;
5194 if FKeys[KEY_RIGHT].Pressed then
5195 begin
5196 FXTo := FObj.X + 32;
5197 FSpectatePlayer := -1;
5198 end;
5200 if (FXTo < -64) then
5201 FXTo := -64
5202 else if (FXTo > gMapInfo.Width + 32) then
5203 FXTo := gMapInfo.Width + 32;
5204 if (FYTo < -72) then
5205 FYTo := -72
5206 else if (FYTo > gMapInfo.Height + 32) then
5207 FYTo := gMapInfo.Height + 32;
5208 end;
5210 if FPhysics then
5211 begin
5212 if not followCorpse() then
5213 g_Obj_Move(@FObj, True, True, True);
5214 positionChanged(); // this updates spatial accelerators
5215 end
5216 else
5217 begin
5218 FObj.Vel.X := 0;
5219 FObj.Vel.Y := 0;
5220 if FSpectator then
5221 if (FSpectatePlayer <= High(gPlayers)) and (FSpectatePlayer >= 0) then
5222 if gPlayers[FSpectatePlayer] <> nil then
5223 if gPlayers[FSpectatePlayer].alive then
5224 begin
5225 FXTo := gPlayers[FSpectatePlayer].GameX;
5226 FYTo := gPlayers[FSpectatePlayer].GameY;
5227 end;
5228 end;
5230 blockmon := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X, FObj.Y+PLAYER_HEADRECT.Y,
5231 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
5232 PANEL_BLOCKMON, True);
5233 headwater := HeadInLiquid(0, 0);
5235 // Ñîïðîòèâëåíèå âîçäóõà:
5236 if (not FAlive) or not (FKeys[KEY_LEFT].Pressed or FKeys[KEY_RIGHT].Pressed) then
5237 if FObj.Vel.X <> 0 then
5238 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
5240 if (FLastHit = HIT_TRAP) and (FPain > 90) then FPain := 90;
5241 DecMin(FPain, 5, 0);
5242 DecMin(FPickup, 1, 0);
5244 if FAlive and (FObj.Y > Integer(gMapInfo.Height)+128) and AnyServer then
5245 begin
5246 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
5247 FMegaRulez[MR_SUIT] := 0;
5248 FMegaRulez[MR_INVUL] := 0;
5249 FMegaRulez[MR_INVIS] := 0;
5250 Kill(K_FALLKILL, 0, HIT_FALL);
5251 end;
5253 i := 9;
5255 if FAlive then
5256 begin
5257 if FCurrWeap = WEAPON_SAW then
5258 if not (FSawSound.IsPlaying() or FSawSoundHit.IsPlaying() or
5259 FSawSoundSelect.IsPlaying()) then
5260 FSawSoundIdle.PlayAt(FObj.X, FObj.Y);
5262 if FJetpack then
5263 if (not FJetSoundFly.IsPlaying()) and (not FJetSoundOn.IsPlaying()) and
5264 (not FJetSoundOff.IsPlaying()) then
5265 begin
5266 FJetSoundFly.SetPosition(0);
5267 FJetSoundFly.PlayAt(FObj.X, FObj.Y);
5268 end;
5270 for b := WP_FIRST to WP_LAST do
5271 if FReloading[b] > 0 then
5272 if FNoReload then
5273 FReloading[b] := 0
5274 else
5275 Dec(FReloading[b]);
5277 if FShellTimer > -1 then
5278 if FShellTimer = 0 then
5279 begin
5280 if FShellType = SHELL_SHELL then
5281 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5282 GameVelX, GameVelY-2, SHELL_SHELL)
5283 else if FShellType = SHELL_DBLSHELL then
5284 begin
5285 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5286 GameVelX+1, GameVelY-2, SHELL_SHELL);
5287 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5288 GameVelX-1, GameVelY-2, SHELL_SHELL);
5289 end;
5290 FShellTimer := -1;
5291 end else Dec(FShellTimer);
5293 if (FBFGFireCounter > -1) then
5294 if FBFGFireCounter = 0 then
5295 begin
5296 if AnyServer then
5297 begin
5298 wx := FObj.X+WEAPONPOINT[FDirection].X;
5299 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
5300 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
5301 yd := wy+firediry();
5302 g_Weapon_bfgshot(wx, wy, xd, yd, FUID);
5303 if NetServer then MH_SEND_PlayerFire(FUID, WEAPON_BFG, wx, wy, xd, yd);
5304 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5305 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5306 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5307 end;
5309 FReloading[WEAPON_BFG] := WEAPON_RELOAD[WEAPON_BFG];
5310 FBFGFireCounter := -1;
5311 end else
5312 if FNoReload then
5313 FBFGFireCounter := 0
5314 else
5315 Dec(FBFGFireCounter);
5317 if (FMegaRulez[MR_SUIT] < gTime) and AnyServer then
5318 begin
5319 b := g_GetAcidHit(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height);
5321 if (b > 0) and (gTime mod (15*GAME_TICK) = 0) then Damage(b, 0, 0, 0, HIT_ACID);
5322 end;
5324 if (headwater or blockmon) then
5325 begin
5326 Dec(FAir);
5328 if FAir < -9 then
5329 begin
5330 if AnyServer then Damage(10, 0, 0, 0, HIT_WATER);
5331 FAir := 0;
5332 end
5333 else if (FAir mod 31 = 0) and not blockmon then
5334 begin
5335 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
5336 if Random(2) = 0 then
5337 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
5338 else
5339 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
5340 end;
5341 end else if FAir < AIR_DEF then
5342 FAir := AIR_DEF;
5344 if FFireTime > 0 then
5345 begin
5346 if BodyInLiquid(0, 0) then
5347 begin
5348 FFireTime := 0;
5349 FFirePainTime := 0;
5350 end
5351 else if FMegaRulez[MR_SUIT] >= gTime then
5352 begin
5353 if FMegaRulez[MR_SUIT] = gTime then
5354 FFireTime := 1;
5355 FFirePainTime := 0;
5356 end
5357 else
5358 begin
5359 OnFireFlame(1);
5360 if FFirePainTime <= 0 then
5361 begin
5362 if g_Game_IsServer then
5363 Damage(5, FFireAttacker, 0, 0, HIT_FLAME);
5364 FFirePainTime := 18;
5365 end;
5366 FFirePainTime := FFirePainTime - 1;
5367 FFireTime := FFireTime - 1;
5368 if (FFireTime = 0) and g_Game_IsNet and g_Game_IsServer then
5369 MH_SEND_PlayerStats(FUID);
5370 end;
5371 end;
5373 if FDamageBuffer > 0 then
5374 begin
5375 if FDamageBuffer >= 9 then
5376 begin
5377 SetAction(A_PAIN);
5379 if FDamageBuffer < 30 then i := 9
5380 else if FDamageBuffer < 100 then i := 18
5381 else i := 27;
5382 end;
5384 ii := Round(FDamageBuffer*FHealth / nonz(FArmor*(3/4)+FHealth));
5385 FArmor := FArmor-(FDamageBuffer-ii);
5386 FHealth := FHealth-ii;
5387 if FArmor < 0 then
5388 begin
5389 FHealth := FHealth+FArmor;
5390 FArmor := 0;
5391 end;
5393 if AnyServer then
5394 if FHealth <= 0 then
5395 if FHealth > -30 then Kill(K_SIMPLEKILL, FLastSpawnerUID, FLastHit)
5396 else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit)
5397 else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit);
5399 if FAlive then
5400 begin
5401 if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y)
5402 else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y)
5403 else if FDamageBuffer <= 120 then FModel.PlaySound(MODELSOUND_PAIN, 3, FObj.X, FObj.Y)
5404 else FModel.PlaySound(MODELSOUND_PAIN, 4, FObj.X, FObj.Y);
5405 end;
5407 FDamageBuffer := 0;
5408 end;
5410 {CollideItem();}
5411 end; // if FAlive then ...
5413 if (FActionAnim = A_PAIN) and (FModel.Animation <> A_PAIN) then
5414 begin
5415 FModel.ChangeAnimation(FActionAnim, FActionForce);
5416 FModel.GetCurrentAnimation.MinLength := i;
5417 FModel.GetCurrentAnimationMask.MinLength := i;
5418 end else FModel.ChangeAnimation(FActionAnim, FActionForce and (FModel.Animation <> A_STAND));
5420 if (FModel.GetCurrentAnimation.Played or ((not FActionChanged) and (FModel.Animation = A_WALK)))
5421 then SetAction(A_STAND, True);
5423 if not ((FModel.Animation = A_WALK) and (Abs(FObj.Vel.X) < 4) and not FModel.Fire) then FModel.Update;
5425 for b := Low(FKeys) to High(FKeys) do
5426 if FKeys[b].Time = 0 then FKeys[b].Pressed := False else Dec(FKeys[b].Time);
5427 end;
5430 procedure TPlayer.getMapBox (out x, y, w, h: Integer); inline;
5431 begin
5432 x := FObj.X+PLAYER_RECT.X;
5433 y := FObj.Y+PLAYER_RECT.Y;
5434 w := PLAYER_RECT.Width;
5435 h := PLAYER_RECT.Height;
5436 end;
5439 procedure TPlayer.moveBy (dx, dy: Integer); inline;
5440 begin
5441 if (dx <> 0) or (dy <> 0) then
5442 begin
5443 FObj.X += dx;
5444 FObj.Y += dy;
5445 positionChanged();
5446 end;
5447 end;
5450 function TPlayer.Collide(X, Y: Integer; Width, Height: Word): Boolean;
5451 begin
5452 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5453 FObj.Y+PLAYER_RECT.Y,
5454 PLAYER_RECT.Width,
5455 PLAYER_RECT.Height,
5456 X, Y,
5457 Width, Height);
5458 end;
5460 function TPlayer.Collide(Panel: TPanel): Boolean;
5461 begin
5462 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5463 FObj.Y+PLAYER_RECT.Y,
5464 PLAYER_RECT.Width,
5465 PLAYER_RECT.Height,
5466 Panel.X, Panel.Y,
5467 Panel.Width, Panel.Height);
5468 end;
5470 function TPlayer.Collide(X, Y: Integer): Boolean;
5471 begin
5472 X := X-FObj.X-PLAYER_RECT.X;
5473 Y := Y-FObj.Y-PLAYER_RECT.Y;
5474 Result := (x >= 0) and (x <= PLAYER_RECT.Width) and
5475 (y >= 0) and (y <= PLAYER_RECT.Height);
5476 end;
5478 function g_Player_ValidName(Name: string): Boolean;
5479 var
5480 a: Integer;
5481 begin
5482 Result := True;
5484 if gPlayers = nil then Exit;
5486 for a := 0 to High(gPlayers) do
5487 if gPlayers[a] <> nil then
5488 if LowerCase(Name) = LowerCase(gPlayers[a].FName) then
5489 begin
5490 Result := False;
5491 Exit;
5492 end;
5493 end;
5495 procedure TPlayer.SetDirection(Direction: TDirection);
5496 var
5497 d: TDirection;
5498 begin
5499 d := FModel.Direction;
5501 FModel.Direction := Direction;
5502 if d <> Direction then FModel.ChangeAnimation(FModel.Animation, True);
5504 FDirection := Direction;
5505 end;
5507 function TPlayer.GetKeys(): Byte;
5508 begin
5509 Result := 0;
5511 if R_KEY_RED in FRulez then Result := KEY_RED;
5512 if R_KEY_GREEN in FRulez then Result := Result or KEY_GREEN;
5513 if R_KEY_BLUE in FRulez then Result := Result or KEY_BLUE;
5515 if FTeam = TEAM_RED then Result := Result or KEY_REDTEAM;
5516 if FTeam = TEAM_BLUE then Result := Result or KEY_BLUETEAM;
5517 end;
5519 procedure TPlayer.Use();
5520 var
5521 a: Integer;
5522 begin
5523 if FTime[T_USE] > gTime then Exit;
5525 g_Triggers_PressR(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
5526 PLAYER_RECT.Height, FUID, ACTIVATE_PLAYERPRESS);
5528 for a := 0 to High(gPlayers) do
5529 if (gPlayers[a] <> nil) and (gPlayers[a] <> Self) and
5530 gPlayers[a].alive and SameTeam(FUID, gPlayers[a].FUID) and
5531 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5532 FObj.Rect.Width, FObj.Rect.Height, @gPlayers[a].FObj) then
5533 begin
5534 gPlayers[a].Touch();
5535 if g_Game_IsNet and g_Game_IsServer then
5536 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH, gPlayers[a].FUID);
5537 end;
5539 FTime[T_USE] := gTime+120;
5540 end;
5542 procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
5543 var
5544 locObj: TObj;
5545 F: Boolean;
5546 WX, WY, XD, YD: Integer;
5547 begin
5548 F := False;
5549 WX := X;
5550 WY := Y;
5551 XD := AX;
5552 YD := AY;
5554 case FCurrWeap of
5555 WEAPON_KASTET:
5556 begin
5557 DoPunch();
5558 if R_BERSERK in FRulez then
5559 begin
5560 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5561 locobj.X := FObj.X+FObj.Rect.X;
5562 locobj.Y := FObj.Y+FObj.Rect.Y;
5563 locobj.rect.X := 0;
5564 locobj.rect.Y := 0;
5565 locobj.rect.Width := 39;
5566 locobj.rect.Height := 52;
5567 locobj.Vel.X := (xd-wx) div 2;
5568 locobj.Vel.Y := (yd-wy) div 2;
5569 locobj.Accel.X := xd-wx;
5570 locobj.Accel.y := yd-wy;
5572 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
5573 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
5574 else
5575 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
5577 if gFlash = 1 then
5578 if FPain < 50 then
5579 FPain := min(FPain + 25, 50);
5580 end else
5581 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
5582 end;
5584 WEAPON_SAW:
5585 begin
5586 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5587 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
5588 begin
5589 FSawSoundSelect.Stop();
5590 FSawSound.Stop();
5591 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
5592 end
5593 else if not FSawSoundHit.IsPlaying() then
5594 begin
5595 FSawSoundSelect.Stop();
5596 FSawSound.PlayAt(FObj.X, FObj.Y);
5597 end;
5598 f := True;
5599 end;
5601 WEAPON_PISTOL:
5602 begin
5603 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
5604 FFireAngle := FAngle;
5605 f := True;
5606 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5607 GameVelX, GameVelY-2, SHELL_BULLET);
5608 end;
5610 WEAPON_SHOTGUN1:
5611 begin
5612 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5613 FFireAngle := FAngle;
5614 f := True;
5615 FShellTimer := 10;
5616 FShellType := SHELL_SHELL;
5617 end;
5619 WEAPON_SHOTGUN2:
5620 begin
5621 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
5622 FFireAngle := FAngle;
5623 f := True;
5624 FShellTimer := 13;
5625 FShellType := SHELL_DBLSHELL;
5626 end;
5628 WEAPON_CHAINGUN:
5629 begin
5630 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey);
5631 FFireAngle := FAngle;
5632 f := True;
5633 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5634 GameVelX, GameVelY-2, SHELL_BULLET);
5635 end;
5637 WEAPON_ROCKETLAUNCHER:
5638 begin
5639 g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID);
5640 FFireAngle := FAngle;
5641 f := True;
5642 end;
5644 WEAPON_PLASMA:
5645 begin
5646 g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID);
5647 FFireAngle := FAngle;
5648 f := True;
5649 end;
5651 WEAPON_BFG:
5652 begin
5653 g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID);
5654 FFireAngle := FAngle;
5655 f := True;
5656 end;
5658 WEAPON_SUPERPULEMET:
5659 begin
5660 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5661 FFireAngle := FAngle;
5662 f := True;
5663 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5664 GameVelX, GameVelY-2, SHELL_SHELL);
5665 end;
5667 WEAPON_FLAMETHROWER:
5668 begin
5669 g_Weapon_flame(wx, wy, xd, yd, FUID, WID);
5670 FFireAngle := FAngle;
5671 f := True;
5672 end;
5673 end;
5675 if not f then Exit;
5677 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5678 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5679 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5680 end;
5682 procedure TPlayer.DoLerp(Level: Integer = 2);
5683 begin
5684 if FObj.X <> FXTo then FObj.X := Lerp(FObj.X, FXTo, Level);
5685 if FObj.Y <> FYTo then FObj.Y := Lerp(FObj.Y, FYTo, Level);
5686 end;
5688 procedure TPlayer.SetLerp(XTo, YTo: Integer);
5689 var
5690 AX, AY: Integer;
5691 begin
5692 if NetInterpLevel < 1 then
5693 begin
5694 FObj.X := XTo;
5695 FObj.Y := YTo;
5696 end
5697 else
5698 begin
5699 FXTo := XTo;
5700 FYTo := YTo;
5702 AX := Abs(FXTo - FObj.X);
5703 AY := Abs(FYTo - FObj.Y);
5704 if (AX > 32) or (AX <= NetInterpLevel) then
5705 FObj.X := FXTo;
5706 if (AY > 32) or (AY <= NetInterpLevel) then
5707 FObj.Y := FYTo;
5708 end;
5709 end;
5711 function TPlayer.FullInLift(XInc, YInc: Integer): Integer;
5712 begin
5713 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5714 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5715 PANEL_LIFTUP, False) then Result := -1
5716 else
5717 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5718 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5719 PANEL_LIFTDOWN, False) then Result := 1
5720 else Result := 0;
5721 end;
5723 function TPlayer.GetFlag(Flag: Byte): Boolean;
5724 var
5725 s, ts: String;
5726 evtype: Byte;
5727 begin
5728 Result := False;
5730 if Flag = FLAG_NONE then
5731 Exit;
5733 if not g_Game_IsServer then Exit;
5735 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5736 if (Flag = FTeam) and
5737 (gFlags[Flag].State = FLAG_STATE_NORMAL) and
5738 (FFlag <> FLAG_NONE) then
5739 begin
5740 if FFlag = FLAG_RED then
5741 s := _lc[I_PLAYER_FLAG_RED]
5742 else
5743 s := _lc[I_PLAYER_FLAG_BLUE];
5745 evtype := FLAG_STATE_SCORED;
5747 ts := Format('%.4d', [gFlags[FFlag].CaptureTime]);
5748 Insert('.', ts, Length(ts) + 1 - 3);
5749 g_Console_Add(Format(_lc[I_PLAYER_FLAG_CAPTURE], [FName, s, ts]), True);
5751 g_Map_ResetFlag(FFlag);
5752 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144);
5754 gTeamStat[FTeam].Goals := gTeamStat[FTeam].Goals + 1;
5756 Result := True;
5757 if g_Game_IsNet then
5758 begin
5759 MH_SEND_FlagEvent(evtype, FFlag, FUID, False);
5760 MH_SEND_GameStats;
5761 end;
5763 gFlags[FFlag].CaptureTime := 0;
5764 SetFlag(FLAG_NONE);
5765 Exit;
5766 end;
5768 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5769 if (Flag = FTeam) and
5770 (gFlags[Flag].State = FLAG_STATE_DROPPED) then
5771 begin
5772 if Flag = FLAG_RED then
5773 s := _lc[I_PLAYER_FLAG_RED]
5774 else
5775 s := _lc[I_PLAYER_FLAG_BLUE];
5777 evtype := FLAG_STATE_RETURNED;
5778 gFlags[Flag].CaptureTime := 0;
5780 g_Console_Add(Format(_lc[I_PLAYER_FLAG_RETURN], [FName, s]), True);
5782 g_Map_ResetFlag(Flag);
5783 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
5785 Result := True;
5786 if g_Game_IsNet then
5787 begin
5788 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5789 MH_SEND_GameStats;
5790 end;
5791 Exit;
5792 end;
5794 // Ïîäîáðàë ÷óæîé ôëàã:
5795 if (Flag <> FTeam) and (FTime[T_FLAGCAP] <= gTime) then
5796 begin
5797 SetFlag(Flag);
5799 if Flag = FLAG_RED then
5800 s := _lc[I_PLAYER_FLAG_RED]
5801 else
5802 s := _lc[I_PLAYER_FLAG_BLUE];
5804 evtype := FLAG_STATE_CAPTURED;
5806 g_Console_Add(Format(_lc[I_PLAYER_FLAG_GET], [FName, s]), True);
5808 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_GET], [AnsiUpperCase(s)]), 144);
5810 gFlags[Flag].State := FLAG_STATE_CAPTURED;
5812 Result := True;
5813 if g_Game_IsNet then
5814 begin
5815 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5816 MH_SEND_GameStats;
5817 end;
5818 end;
5819 end;
5821 procedure TPlayer.SetFlag(Flag: Byte);
5822 begin
5823 FFlag := Flag;
5824 if FModel <> nil then
5825 FModel.SetFlag(FFlag);
5826 end;
5828 function TPlayer.DropFlag(): Boolean;
5829 var
5830 s: String;
5831 begin
5832 Result := False;
5833 if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then
5834 Exit;
5835 FTime[T_FLAGCAP] := gTime + 2000;
5836 with gFlags[FFlag] do
5837 begin
5838 Obj.X := FObj.X;
5839 Obj.Y := FObj.Y;
5840 Direction := FDirection;
5841 State := FLAG_STATE_DROPPED;
5842 Count := FLAG_TIME;
5843 g_Obj_Push(@Obj, (FObj.Vel.X div 2)-2+Random(5),
5844 (FObj.Vel.Y div 2)-2+Random(5));
5845 positionChanged(); // this updates spatial accelerators
5847 if FFlag = FLAG_RED then
5848 s := _lc[I_PLAYER_FLAG_RED]
5849 else
5850 s := _lc[I_PLAYER_FLAG_BLUE];
5852 g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True);
5853 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144);
5855 if g_Game_IsNet then
5856 MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False);
5857 end;
5858 SetFlag(FLAG_NONE);
5859 Result := True;
5860 end;
5862 procedure TPlayer.GetSecret();
5863 begin
5864 Inc(FSecrets);
5865 end;
5867 procedure TPlayer.PressKey(Key: Byte; Time: Word = 1);
5868 begin
5869 Assert(Key <= High(FKeys));
5871 FKeys[Key].Pressed := True;
5872 FKeys[Key].Time := Time;
5873 end;
5875 function TPlayer.IsKeyPressed(K: Byte): Boolean;
5876 begin
5877 Result := FKeys[K].Pressed;
5878 end;
5880 procedure TPlayer.ReleaseKeys();
5881 var
5882 a: Integer;
5883 begin
5884 for a := Low(FKeys) to High(FKeys) do
5885 begin
5886 FKeys[a].Pressed := False;
5887 FKeys[a].Time := 0;
5888 end;
5889 end;
5891 procedure TPlayer.ReleaseKeysNoWeapon();
5892 var
5893 a: Integer;
5894 begin
5895 for a := Low(FKeys) to High(FKeys) do
5896 begin
5897 if (a = KEY_PREVWEAPON) or (a = KEY_NEXTWEAPON) then continue;
5898 FKeys[a].Pressed := False;
5899 FKeys[a].Time := 0;
5900 end;
5901 end;
5903 procedure TPlayer.OnDamage(Angle: SmallInt);
5904 begin
5905 end;
5907 function TPlayer.firediry(): Integer;
5908 begin
5909 if FKeys[KEY_UP].Pressed then Result := -42
5910 else if FKeys[KEY_DOWN].Pressed then Result := 19
5911 else Result := 0;
5912 end;
5914 procedure TPlayer.RememberState();
5915 var
5916 i: Integer;
5917 begin
5918 FSavedState.Health := FHealth;
5919 FSavedState.Armor := FArmor;
5920 FSavedState.Air := FAir;
5921 FSavedState.JetFuel := FJetFuel;
5922 FSavedState.CurrWeap := FCurrWeap;
5923 FSavedState.NextWeap := FNextWeap;
5924 FSavedState.NextWeapDelay := FNextWeapDelay;
5926 for i := 0 to 3 do
5927 FSavedState.Ammo[i] := FAmmo[i];
5928 for i := 0 to 3 do
5929 FSavedState.MaxAmmo[i] := FMaxAmmo[i];
5931 FSavedState.Rulez := FRulez;
5932 FSavedState.WaitRecall := True;
5933 end;
5935 procedure TPlayer.RecallState();
5936 var
5937 i: Integer;
5938 begin
5939 if not FSavedState.WaitRecall then Exit;
5941 FHealth := FSavedState.Health;
5942 FArmor := FSavedState.Armor;
5943 FAir := FSavedState.Air;
5944 FJetFuel := FSavedState.JetFuel;
5945 FCurrWeap := FSavedState.CurrWeap;
5946 FModel.SetWeapon(FCurrWeap);
5947 FNextWeap := FSavedState.NextWeap;
5948 FNextWeapDelay := FSavedState.NextWeapDelay;
5950 for i := 0 to 3 do
5951 FAmmo[i] := FSavedState.Ammo[i];
5952 for i := 0 to 3 do
5953 FMaxAmmo[i] := FSavedState.MaxAmmo[i];
5955 FRulez := FSavedState.Rulez;
5956 FSavedState.WaitRecall := False;
5958 if gGameSettings.GameType = GT_SERVER then
5959 MH_SEND_PlayerStats(FUID);
5960 end;
5962 procedure TPlayer.SaveState (st: TStream);
5963 var
5964 i: Integer;
5965 b: Byte;
5966 begin
5967 // Ñèãíàòóðà èãðîêà
5968 utils.writeSign(st, 'PLYR');
5969 utils.writeInt(st, Byte(PLR_SAVE_VERSION)); // version
5970 // Áîò èëè ÷åëîâåê
5971 utils.writeBool(st, FIamBot);
5972 // UID èãðîêà
5973 utils.writeInt(st, Word(FUID));
5974 // Èìÿ èãðîêà
5975 utils.writeStr(st, FName);
5976 // Êîìàíäà
5977 utils.writeInt(st, Byte(FTeam));
5978 // Æèâ ëè
5979 utils.writeBool(st, FAlive);
5980 // Èçðàñõîäîâàë ëè âñå æèçíè
5981 utils.writeBool(st, FNoRespawn);
5982 // Íàïðàâëåíèå
5983 if FDirection = TDirection.D_LEFT then b := 1 else b := 2; // D_RIGHT
5984 utils.writeInt(st, Byte(b));
5985 // Çäîðîâüå
5986 utils.writeInt(st, LongInt(FHealth));
5987 // Æèçíè
5988 utils.writeInt(st, Byte(FLives));
5989 // Áðîíÿ
5990 utils.writeInt(st, LongInt(FArmor));
5991 // Çàïàñ âîçäóõà
5992 utils.writeInt(st, LongInt(FAir));
5993 // Çàïàñ ãîðþ÷åãî
5994 utils.writeInt(st, LongInt(FJetFuel));
5995 // Áîëü
5996 utils.writeInt(st, LongInt(FPain));
5997 // Óáèë
5998 utils.writeInt(st, LongInt(FKills));
5999 // Óáèë ìîíñòðîâ
6000 utils.writeInt(st, LongInt(FMonsterKills));
6001 // Ôðàãîâ
6002 utils.writeInt(st, LongInt(FFrags));
6003 // Ôðàãîâ ïîäðÿä
6004 utils.writeInt(st, Byte(FFragCombo));
6005 // Âðåìÿ ïîñëåäíåãî ôðàãà
6006 utils.writeInt(st, LongWord(FLastFrag));
6007 // Ñìåðòåé
6008 utils.writeInt(st, LongInt(FDeath));
6009 // Êàêîé ôëàã íåñåò
6010 utils.writeInt(st, Byte(FFlag));
6011 // Íàøåë ñåêðåòîâ
6012 utils.writeInt(st, LongInt(FSecrets));
6013 // Òåêóùåå îðóæèå
6014 utils.writeInt(st, Byte(FCurrWeap));
6015 // Æåëàåìîå îðóæèå
6016 utils.writeInt(st, Word(FNextWeap));
6017 // ...è ïàóçà
6018 utils.writeInt(st, Byte(FNextWeapDelay));
6019 // Âðåìÿ çàðÿäêè BFG
6020 utils.writeInt(st, SmallInt(FBFGFireCounter));
6021 // Áóôåð óðîíà
6022 utils.writeInt(st, LongInt(FDamageBuffer));
6023 // Ïîñëåäíèé óäàðèâøèé
6024 utils.writeInt(st, Word(FLastSpawnerUID));
6025 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6026 utils.writeInt(st, Byte(FLastHit));
6027 // Îáúåêò èãðîêà
6028 Obj_SaveState(st, @FObj);
6029 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6030 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FAmmo[i]));
6031 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6032 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FMaxAmmo[i]));
6033 // Íàëè÷èå îðóæèÿ
6034 for i := WP_FIRST to WP_LAST do utils.writeBool(st, FWeapon[i]);
6035 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6036 for i := WP_FIRST to WP_LAST do utils.writeInt(st, Word(FReloading[i]));
6037 // Íàëè÷èå ðþêçàêà
6038 utils.writeBool(st, (R_ITEM_BACKPACK in FRulez));
6039 // Íàëè÷èå êðàñíîãî êëþ÷à
6040 utils.writeBool(st, (R_KEY_RED in FRulez));
6041 // Íàëè÷èå çåëåíîãî êëþ÷à
6042 utils.writeBool(st, (R_KEY_GREEN in FRulez));
6043 // Íàëè÷èå ñèíåãî êëþ÷à
6044 utils.writeBool(st, (R_KEY_BLUE in FRulez));
6045 // Íàëè÷èå áåðñåðêà
6046 utils.writeBool(st, (R_BERSERK in FRulez));
6047 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6048 for i := MR_SUIT to MR_MAX do utils.writeInt(st, LongWord(FMegaRulez[i]));
6049 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6050 for i := T_RESPAWN to T_FLAGCAP do utils.writeInt(st, LongWord(FTime[i]));
6051 // Íàçâàíèå ìîäåëè
6052 utils.writeStr(st, FModel.Name);
6053 // Öâåò ìîäåëè
6054 utils.writeInt(st, Byte(FColor.R));
6055 utils.writeInt(st, Byte(FColor.G));
6056 utils.writeInt(st, Byte(FColor.B));
6057 end;
6060 procedure TPlayer.LoadState (st: TStream);
6061 var
6062 i: Integer;
6063 str: String;
6064 b: Byte;
6065 begin
6066 assert(st <> nil);
6068 // Ñèãíàòóðà èãðîêà
6069 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
6070 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
6071 // Áîò èëè ÷åëîâåê:
6072 FIamBot := utils.readBool(st);
6073 // UID èãðîêà
6074 FUID := utils.readWord(st);
6075 // Èìÿ èãðîêà
6076 str := utils.readStr(st);
6077 if (self <> gPlayer1) and (self <> gPlayer2) then FName := str;
6078 // Êîìàíäà
6079 FTeam := utils.readByte(st);
6080 // Æèâ ëè
6081 FAlive := utils.readBool(st);
6082 // Èçðàñõîäîâàë ëè âñå æèçíè
6083 FNoRespawn := utils.readBool(st);
6084 // Íàïðàâëåíèå
6085 b := utils.readByte(st);
6086 if b = 1 then FDirection := TDirection.D_LEFT else FDirection := TDirection.D_RIGHT; // b = 2
6087 // Çäîðîâüå
6088 FHealth := utils.readLongInt(st);
6089 // Æèçíè
6090 FLives := utils.readByte(st);
6091 // Áðîíÿ
6092 FArmor := utils.readLongInt(st);
6093 // Çàïàñ âîçäóõà
6094 FAir := utils.readLongInt(st);
6095 // Çàïàñ ãîðþ÷åãî
6096 FJetFuel := utils.readLongInt(st);
6097 // Áîëü
6098 FPain := utils.readLongInt(st);
6099 // Óáèë
6100 FKills := utils.readLongInt(st);
6101 // Óáèë ìîíñòðîâ
6102 FMonsterKills := utils.readLongInt(st);
6103 // Ôðàãîâ
6104 FFrags := utils.readLongInt(st);
6105 // Ôðàãîâ ïîäðÿä
6106 FFragCombo := utils.readByte(st);
6107 // Âðåìÿ ïîñëåäíåãî ôðàãà
6108 FLastFrag := utils.readLongWord(st);
6109 // Ñìåðòåé
6110 FDeath := utils.readLongInt(st);
6111 // Êàêîé ôëàã íåñåò
6112 FFlag := utils.readByte(st);
6113 // Íàøåë ñåêðåòîâ
6114 FSecrets := utils.readLongInt(st);
6115 // Òåêóùåå îðóæèå
6116 FCurrWeap := utils.readByte(st);
6117 if not g_Game_IsClient then Inc(FNetWeapCtr, 2);
6118 // Æåëàåìîå îðóæèå
6119 FNextWeap := utils.readWord(st);
6120 // ...è ïàóçà
6121 FNextWeapDelay := utils.readByte(st);
6122 // Âðåìÿ çàðÿäêè BFG
6123 FBFGFireCounter := utils.readSmallInt(st);
6124 // Áóôåð óðîíà
6125 FDamageBuffer := utils.readLongInt(st);
6126 // Ïîñëåäíèé óäàðèâøèé
6127 FLastSpawnerUID := utils.readWord(st);
6128 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6129 FLastHit := utils.readByte(st);
6130 // Îáúåêò èãðîêà
6131 Obj_LoadState(@FObj, st);
6132 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6133 for i := A_BULLETS to A_HIGH do FAmmo[i] := utils.readWord(st);
6134 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6135 for i := A_BULLETS to A_HIGH do FMaxAmmo[i] := utils.readWord(st);
6136 // Íàëè÷èå îðóæèÿ
6137 for i := WP_FIRST to WP_LAST do FWeapon[i] := utils.readBool(st);
6138 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6139 for i := WP_FIRST to WP_LAST do FReloading[i] := utils.readWord(st);
6140 // Íàëè÷èå ðþêçàêà
6141 if utils.readBool(st) then Include(FRulez, R_ITEM_BACKPACK);
6142 // Íàëè÷èå êðàñíîãî êëþ÷à
6143 if utils.readBool(st) then Include(FRulez, R_KEY_RED);
6144 // Íàëè÷èå çåëåíîãî êëþ÷à
6145 if utils.readBool(st) then Include(FRulez, R_KEY_GREEN);
6146 // Íàëè÷èå ñèíåãî êëþ÷à
6147 if utils.readBool(st) then Include(FRulez, R_KEY_BLUE);
6148 // Íàëè÷èå áåðñåðêà
6149 if utils.readBool(st) then Include(FRulez, R_BERSERK);
6150 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6151 for i := MR_SUIT to MR_MAX do FMegaRulez[i] := utils.readLongWord(st);
6152 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6153 for i := T_RESPAWN to T_FLAGCAP do FTime[i] := utils.readLongWord(st);
6154 // Íàçâàíèå ìîäåëè
6155 str := utils.readStr(st);
6156 // Öâåò ìîäåëè
6157 FColor.R := utils.readByte(st);
6158 FColor.G := utils.readByte(st);
6159 FColor.B := utils.readByte(st);
6160 if (self = gPlayer1) then
6161 begin
6162 str := gPlayer1Settings.Model;
6163 FColor := gPlayer1Settings.Color;
6164 end
6165 else if (self = gPlayer2) then
6166 begin
6167 str := gPlayer2Settings.Model;
6168 FColor := gPlayer2Settings.Color;
6169 end;
6170 // Îáíîâëÿåì ìîäåëü èãðîêà
6171 SetModel(str);
6172 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
6173 FModel.Color := TEAMCOLOR[FTeam]
6174 else
6175 FModel.Color := FColor;
6176 end;
6179 procedure TPlayer.AllRulez(Health: Boolean);
6180 var
6181 a: Integer;
6182 begin
6183 if Health then
6184 begin
6185 FHealth := PLAYER_HP_LIMIT;
6186 FArmor := PLAYER_AP_LIMIT;
6187 Exit;
6188 end;
6190 for a := WP_FIRST to WP_LAST do FWeapon[a] := True;
6191 for a := A_BULLETS to A_HIGH do FAmmo[a] := 30000;
6192 FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
6193 end;
6195 procedure TPlayer.RestoreHealthArmor();
6196 begin
6197 FHealth := PLAYER_HP_LIMIT;
6198 FArmor := PLAYER_AP_LIMIT;
6199 end;
6201 procedure TPlayer.FragCombo();
6202 var
6203 Param: Integer;
6204 begin
6205 if (gGameSettings.GameMode in [GM_COOP, GM_SINGLE]) or g_Game_IsClient then
6206 Exit;
6207 if gTime - FLastFrag < FRAG_COMBO_TIME then
6208 begin
6209 if FFragCombo < 5 then
6210 Inc(FFragCombo);
6211 Param := FUID or (FFragCombo shl 16);
6212 if (FComboEvnt >= Low(gDelayedEvents)) and
6213 (FComboEvnt <= High(gDelayedEvents)) and
6214 gDelayedEvents[FComboEvnt].Pending and
6215 (gDelayedEvents[FComboEvnt].DEType = DE_KILLCOMBO) and
6216 (gDelayedEvents[FComboEvnt].DENum and $FFFF = FUID) then
6217 begin
6218 gDelayedEvents[FComboEvnt].Time := gTime + 500;
6219 gDelayedEvents[FComboEvnt].DENum := Param;
6220 end
6221 else
6222 FComboEvnt := g_Game_DelayEvent(DE_KILLCOMBO, 500, Param);
6223 end
6224 else
6225 FFragCombo := 1;
6227 FLastFrag := gTime;
6228 end;
6230 procedure TPlayer.GiveItem(ItemType: Byte);
6231 begin
6232 case ItemType of
6233 ITEM_SUIT:
6234 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
6235 begin
6236 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
6237 end;
6239 ITEM_OXYGEN:
6240 if FAir < AIR_MAX then
6241 begin
6242 FAir := AIR_MAX;
6243 end;
6245 ITEM_MEDKIT_BLACK:
6246 begin
6247 if not (R_BERSERK in FRulez) then
6248 begin
6249 Include(FRulez, R_BERSERK);
6250 if FBFGFireCounter < 1 then
6251 begin
6252 CurrWeap := WEAPON_KASTET;
6253 resetWeaponQueue();
6254 FModel.SetWeapon(WEAPON_KASTET);
6255 end;
6256 if gFlash <> 0 then
6257 Inc(FPain, 100);
6258 FBerserk := gTime+30000;
6259 end;
6260 if FHealth < PLAYER_HP_SOFT then
6261 begin
6262 FHealth := PLAYER_HP_SOFT;
6263 FBerserk := gTime+30000;
6264 end;
6265 end;
6267 ITEM_INVUL:
6268 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
6269 begin
6270 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
6271 end;
6273 ITEM_INVIS:
6274 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
6275 begin
6276 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
6277 end;
6279 ITEM_JETPACK:
6280 if FJetFuel < JET_MAX then
6281 begin
6282 FJetFuel := JET_MAX;
6283 end;
6285 ITEM_MEDKIT_SMALL: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
6286 ITEM_MEDKIT_LARGE: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
6288 ITEM_ARMOR_GREEN: if FArmor < PLAYER_AP_SOFT then FArmor := PLAYER_AP_SOFT;
6289 ITEM_ARMOR_BLUE: if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6291 ITEM_SPHERE_BLUE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
6292 ITEM_SPHERE_WHITE:
6293 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
6294 begin
6295 if FHealth < PLAYER_HP_LIMIT then FHealth := PLAYER_HP_LIMIT;
6296 if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6297 end;
6299 ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True;
6300 ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True;
6301 ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True;
6302 ITEM_WEAPON_CHAINGUN: FWeapon[WEAPON_CHAINGUN] := True;
6303 ITEM_WEAPON_ROCKETLAUNCHER: FWeapon[WEAPON_ROCKETLAUNCHER] := True;
6304 ITEM_WEAPON_PLASMA: FWeapon[WEAPON_PLASMA] := True;
6305 ITEM_WEAPON_BFG: FWeapon[WEAPON_BFG] := True;
6306 ITEM_WEAPON_SUPERPULEMET: FWeapon[WEAPON_SUPERPULEMET] := True;
6307 ITEM_WEAPON_FLAMETHROWER: FWeapon[WEAPON_FLAMETHROWER] := True;
6309 ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6310 ITEM_AMMO_BULLETS_BOX: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
6311 ITEM_AMMO_SHELLS: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6312 ITEM_AMMO_SHELLS_BOX: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
6313 ITEM_AMMO_ROCKET: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6314 ITEM_AMMO_ROCKET_BOX: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
6315 ITEM_AMMO_CELL: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6316 ITEM_AMMO_CELL_BIG: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
6317 ITEM_AMMO_FUELCAN: if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
6319 ITEM_AMMO_BACKPACK:
6320 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
6321 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
6322 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
6323 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
6324 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
6325 begin
6326 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
6327 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
6328 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
6329 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
6330 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
6332 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6333 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6334 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6335 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6337 FRulez := FRulez + [R_ITEM_BACKPACK];
6338 end;
6340 ITEM_KEY_RED: if not (R_KEY_RED in FRulez) then Include(FRulez, R_KEY_RED);
6341 ITEM_KEY_GREEN: if not (R_KEY_GREEN in FRulez) then Include(FRulez, R_KEY_GREEN);
6342 ITEM_KEY_BLUE: if not (R_KEY_BLUE in FRulez) then Include(FRulez, R_KEY_BLUE);
6344 ITEM_BOTTLE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
6345 ITEM_HELMET: if FArmor < PLAYER_AP_LIMIT then IncMax(FArmor, 5, PLAYER_AP_LIMIT);
6347 else
6348 Exit;
6349 end;
6350 if g_Game_IsNet and g_Game_IsServer then
6351 MH_SEND_PlayerStats(FUID);
6352 end;
6354 procedure TPlayer.FlySmoke(Times: DWORD = 1);
6355 var
6356 id, i: DWORD;
6357 Anim: TAnimation;
6358 begin
6359 if (Random(5) = 1) and (Times = 1) then
6360 Exit;
6362 if BodyInLiquid(0, 0) then
6363 begin
6364 g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
6365 Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
6366 if Random(2) = 0 then
6367 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
6368 else
6369 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
6370 Exit;
6371 end;
6373 if g_Frames_Get(id, 'FRAMES_SMOKE') then
6374 begin
6375 for i := 1 to Times do
6376 begin
6377 Anim := TAnimation.Create(id, False, 3);
6378 Anim.Alpha := 150;
6379 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6380 Obj.Y+Obj.Rect.Height-4+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6381 Anim.Free();
6382 end;
6383 end;
6384 end;
6386 procedure TPlayer.OnFireFlame(Times: DWORD = 1);
6387 var
6388 id, i: DWORD;
6389 Anim: TAnimation;
6390 begin
6391 if (Random(10) = 1) and (Times = 1) then
6392 Exit;
6394 if g_Frames_Get(id, 'FRAMES_FLAME') then
6395 begin
6396 for i := 1 to Times do
6397 begin
6398 Anim := TAnimation.Create(id, False, 3);
6399 Anim.Alpha := 0;
6400 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6401 Obj.Y+8+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6402 Anim.Free();
6403 end;
6404 end;
6405 end;
6407 procedure TPlayer.PauseSounds(Enable: Boolean);
6408 begin
6409 FSawSound.Pause(Enable);
6410 FSawSoundIdle.Pause(Enable);
6411 FSawSoundHit.Pause(Enable);
6412 FSawSoundSelect.Pause(Enable);
6413 end;
6415 { T C o r p s e : }
6417 constructor TCorpse.Create(X, Y: Integer; ModelName: String; aMess: Boolean);
6418 begin
6419 g_Obj_Init(@FObj);
6420 FObj.X := X;
6421 FObj.Y := Y;
6422 FObj.Rect := PLAYER_CORPSERECT;
6423 FModelName := ModelName;
6424 FMess := aMess;
6426 if FMess then
6427 begin
6428 FState := CORPSE_STATE_MESS;
6429 g_PlayerModel_GetAnim(ModelName, A_DIE2, FAnimation, FAnimationMask);
6430 end
6431 else
6432 begin
6433 FState := CORPSE_STATE_NORMAL;
6434 g_PlayerModel_GetAnim(ModelName, A_DIE1, FAnimation, FAnimationMask);
6435 end;
6436 end;
6438 destructor TCorpse.Destroy();
6439 begin
6440 FAnimation.Free();
6442 inherited;
6443 end;
6445 function TCorpse.ObjPtr (): PObj; inline; begin result := @FObj; end;
6447 procedure TCorpse.positionChanged (); inline; begin end;
6449 procedure TCorpse.moveBy (dx, dy: Integer); inline;
6450 begin
6451 if (dx <> 0) or (dy <> 0) then
6452 begin
6453 FObj.X += dx;
6454 FObj.Y += dy;
6455 positionChanged();
6456 end;
6457 end;
6460 procedure TCorpse.getMapBox (out x, y, w, h: Integer); inline;
6461 begin
6462 x := FObj.X+PLAYER_CORPSERECT.X;
6463 y := FObj.Y+PLAYER_CORPSERECT.Y;
6464 w := PLAYER_CORPSERECT.Width;
6465 h := PLAYER_CORPSERECT.Height;
6466 end;
6469 procedure TCorpse.Damage(Value: Word; vx, vy: Integer);
6470 var
6471 pm: TPlayerModel;
6472 Blood: TModelBlood;
6473 begin
6474 if FState = CORPSE_STATE_REMOVEME then
6475 Exit;
6477 FDamage := FDamage + Value;
6479 if FDamage > 150 then
6480 begin
6481 if FAnimation <> nil then
6482 begin
6483 FAnimation.Free();
6484 FAnimation := nil;
6486 FState := CORPSE_STATE_REMOVEME;
6488 g_Player_CreateGibs(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
6489 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
6490 FModelName, FColor);
6491 // Çâóê ìÿñà îò òðóïà:
6492 pm := g_PlayerModel_Get(FModelName);
6493 pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y);
6494 pm.Free;
6496 // Çëîâåùèé ñìåõ:
6497 if (gBodyKillEvent <> -1)
6498 and gDelayedEvents[gBodyKillEvent].Pending then
6499 gDelayedEvents[gBodyKillEvent].Pending := False;
6500 gBodyKillEvent := g_Game_DelayEvent(DE_BODYKILL, 1050, 0);
6501 end;
6502 end
6503 else
6504 begin
6505 Blood := g_PlayerModel_GetBlood(FModelName);
6506 FObj.Vel.X := FObj.Vel.X + vx;
6507 FObj.Vel.Y := FObj.Vel.Y + vy;
6508 g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
6509 FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
6510 Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
6511 Blood.R, Blood.G, Blood.B, Blood.Kind);
6512 end;
6513 end;
6515 procedure TCorpse.Draw();
6516 begin
6517 if FState = CORPSE_STATE_REMOVEME then
6518 Exit;
6520 if FAnimation <> nil then
6521 FAnimation.Draw(FObj.X, FObj.Y, TMirrorType.None);
6523 if FAnimationMask <> nil then
6524 begin
6525 e_Colors := FColor;
6526 FAnimationMask.Draw(FObj.X, FObj.Y, TMirrorType.None);
6527 e_Colors.R := 255;
6528 e_Colors.G := 255;
6529 e_Colors.B := 255;
6530 end;
6531 end;
6533 procedure TCorpse.Update();
6534 var
6535 st: Word;
6536 begin
6537 if FState = CORPSE_STATE_REMOVEME then
6538 Exit;
6540 if gTime mod (GAME_TICK*2) <> 0 then
6541 begin
6542 g_Obj_Move(@FObj, True, True, True);
6543 positionChanged(); // this updates spatial accelerators
6544 Exit;
6545 end;
6547 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6548 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
6550 st := g_Obj_Move(@FObj, True, True, True);
6551 positionChanged(); // this updates spatial accelerators
6553 if WordBool(st and MOVE_FALLOUT) then
6554 begin
6555 FState := CORPSE_STATE_REMOVEME;
6556 Exit;
6557 end;
6559 if FAnimation <> nil then
6560 FAnimation.Update();
6561 if FAnimationMask <> nil then
6562 FAnimationMask.Update();
6563 end;
6566 procedure TCorpse.SaveState (st: TStream);
6567 var
6568 anim: Boolean;
6569 begin
6570 assert(st <> nil);
6572 // Ñèãíàòóðà òðóïà
6573 utils.writeSign(st, 'CORP');
6574 utils.writeInt(st, Byte(0));
6575 // Ñîñòîÿíèå
6576 utils.writeInt(st, Byte(FState));
6577 // Íàêîïëåííûé óðîí
6578 utils.writeInt(st, Byte(FDamage));
6579 // Öâåò
6580 utils.writeInt(st, Byte(FColor.R));
6581 utils.writeInt(st, Byte(FColor.G));
6582 utils.writeInt(st, Byte(FColor.B));
6583 // Îáúåêò òðóïà
6584 Obj_SaveState(st, @FObj);
6585 utils.writeInt(st, Word(FPlayerUID));
6586 // Åñòü ëè àíèìàöèÿ
6587 anim := (FAnimation <> nil);
6588 utils.writeBool(st, anim);
6589 // Åñëè åñòü - ñîõðàíÿåì
6590 if anim then FAnimation.SaveState(st);
6591 // Åñòü ëè ìàñêà àíèìàöèè
6592 anim := (FAnimationMask <> nil);
6593 utils.writeBool(st, anim);
6594 // Åñëè åñòü - ñîõðàíÿåì
6595 if anim then FAnimationMask.SaveState(st);
6596 end;
6599 procedure TCorpse.LoadState (st: TStream);
6600 var
6601 anim: Boolean;
6602 begin
6603 assert(st <> nil);
6605 // Ñèãíàòóðà òðóïà
6606 if not utils.checkSign(st, 'CORP') then raise XStreamError.Create('invalid corpse signature');
6607 if (utils.readByte(st) <> 0) then raise XStreamError.Create('invalid corpse version');
6608 // Ñîñòîÿíèå
6609 FState := utils.readByte(st);
6610 // Íàêîïëåííûé óðîí
6611 FDamage := utils.readByte(st);
6612 // Öâåò
6613 FColor.R := utils.readByte(st);
6614 FColor.G := utils.readByte(st);
6615 FColor.B := utils.readByte(st);
6616 // Îáúåêò òðóïà
6617 Obj_LoadState(@FObj, st);
6618 FPlayerUID := utils.readWord(st);
6619 // Åñòü ëè àíèìàöèÿ
6620 anim := utils.readBool(st);
6621 // Åñëè åñòü - çàãðóæàåì
6622 if anim then
6623 begin
6624 Assert(FAnimation <> nil, 'TCorpse.LoadState: no FAnimation');
6625 FAnimation.LoadState(st);
6626 end;
6627 // Åñòü ëè ìàñêà àíèìàöèè
6628 anim := utils.readBool(st);
6629 // Åñëè åñòü - çàãðóæàåì
6630 if anim then
6631 begin
6632 Assert(FAnimationMask <> nil, 'TCorpse.LoadState: no FAnimationMask');
6633 FAnimationMask.LoadState(st);
6634 end;
6635 end;
6637 { T B o t : }
6639 constructor TBot.Create();
6640 var
6641 a: Integer;
6642 begin
6643 inherited Create();
6645 FPhysics := True;
6646 FSpectator := False;
6647 FGhost := False;
6649 FIamBot := True;
6651 Inc(gNumBots);
6653 for a := WP_FIRST to WP_LAST do
6654 begin
6655 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
6656 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
6657 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6658 end;
6659 end;
6661 destructor TBot.Destroy();
6662 begin
6663 Dec(gNumBots);
6664 inherited Destroy();
6665 end;
6667 procedure TBot.Draw();
6668 begin
6669 inherited Draw();
6671 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6672 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6673 end;
6675 procedure TBot.Respawn(Silent: Boolean; Force: Boolean = False);
6676 begin
6677 inherited Respawn(Silent, Force);
6679 FAIFlags := nil;
6680 FSelectedWeapon := FCurrWeap;
6681 FNetWeapCtr := 0;
6682 resetWeaponQueue();
6683 FTargetUID := 0;
6684 end;
6686 procedure TBot.UpdateCombat();
6687 type
6688 TTarget = record
6689 UID: Word;
6690 X, Y: Integer;
6691 Rect: TRectWH;
6692 cX, cY: Integer;
6693 Dist: Word;
6694 Line: Boolean;
6695 Visible: Boolean;
6696 IsPlayer: Boolean;
6697 end;
6699 TTargetRecord = array of TTarget;
6701 function Compare(a, b: TTarget): Integer;
6702 begin
6703 if a.Line and not b.Line then // A íà ëèíèè îãíÿ
6704 Result := -1
6705 else
6706 if not a.Line and b.Line then // B íà ëèíèè îãíÿ
6707 Result := 1
6708 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6709 if (a.Line and b.Line) or ((not a.Line) and (not b.Line)) then
6710 begin
6711 if a.Dist > b.Dist then // B áëèæå
6712 Result := 1
6713 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6714 Result := -1;
6715 end
6716 else // Ñòðàííî -> A
6717 Result := -1;
6718 end;
6720 var
6721 a, x1, y1, x2, y2: Integer;
6722 targets: TTargetRecord;
6723 ammo: Word;
6724 Target, BestTarget: TTarget;
6725 firew, fireh: Integer;
6726 angle: SmallInt;
6727 mon: TMonster;
6728 pla, tpla: TPlayer;
6729 vsPlayer, vsMonster, ok: Boolean;
6732 function monsUpdate (mon: TMonster): Boolean;
6733 begin
6734 result := false; // don't stop
6735 if mon.alive and (mon.MonsterType <> MONSTER_BARREL) then
6736 begin
6737 if not TargetOnScreen(mon.Obj.X+mon.Obj.Rect.X, mon.Obj.Y+mon.Obj.Rect.Y) then exit;
6739 x2 := mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2);
6740 y2 := mon.Obj.Y+mon.Obj.Rect.Y+(mon.Obj.Rect.Height div 2);
6742 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6743 if g_TraceVector(x1, y1, x2, y2) then
6744 begin
6745 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6746 SetLength(targets, Length(targets)+1);
6747 with targets[High(targets)] do
6748 begin
6749 UID := mon.UID;
6750 X := mon.Obj.X;
6751 Y := mon.Obj.Y;
6752 cX := x2;
6753 cY := y2;
6754 Rect := mon.Obj.Rect;
6755 Dist := g_PatchLength(x1, y1, x2, y2);
6756 Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6757 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6758 Visible := True;
6759 IsPlayer := False;
6760 end;
6761 end;
6762 end;
6763 end;
6765 begin
6766 vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER);
6767 vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER);
6769 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6770 if FCurrWeap <> FSelectedWeapon then
6771 NextWeapon();
6773 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6774 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap = FSelectedWeapon) then
6775 begin
6776 RemoveAIFlag('NEEDFIRE');
6778 case FCurrWeap of
6779 WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
6780 WEAPON_SAW, WEAPON_KASTET, WEAPON_FLAMETHROWER: PressKey(KEY_FIRE, 40);
6781 else PressKey(KEY_FIRE);
6782 end;
6783 end;
6785 // Êîîðäèíàòû ñòâîëà:
6786 x1 := FObj.X + WEAPONPOINT[FDirection].X;
6787 y1 := FObj.Y + WEAPONPOINT[FDirection].Y;
6789 Target.UID := FTargetUID;
6791 ok := False;
6792 if Target.UID <> 0 then
6793 begin // Öåëü åñòü - íàñòðàèâàåì
6794 if (g_GetUIDType(Target.UID) = UID_PLAYER) and
6795 vsPlayer then
6796 begin // Èãðîê
6797 tpla := g_Player_Get(Target.UID);
6798 if tpla <> nil then
6799 with tpla do
6800 begin
6801 if (@FObj) <> nil then
6802 begin
6803 Target.X := FObj.X;
6804 Target.Y := FObj.Y;
6805 end;
6806 end;
6808 Target.cX := Target.X + PLAYER_RECT_CX;
6809 Target.cY := Target.Y + PLAYER_RECT_CY;
6810 Target.Rect := PLAYER_RECT;
6811 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6812 Target.Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6813 (y1-4 > Target.Y+PLAYER_RECT.Y);
6814 Target.IsPlayer := True;
6815 ok := True;
6816 end
6817 else
6818 if (g_GetUIDType(Target.UID) = UID_MONSTER) and
6819 vsMonster then
6820 begin // Ìîíñòð
6821 mon := g_Monsters_ByUID(Target.UID);
6822 if mon <> nil then
6823 begin
6824 Target.X := mon.Obj.X;
6825 Target.Y := mon.Obj.Y;
6827 Target.cX := Target.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6828 Target.cY := Target.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6829 Target.Rect := mon.Obj.Rect;
6830 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6831 Target.Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6832 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6833 Target.IsPlayer := False;
6834 ok := True;
6835 end;
6836 end;
6837 end;
6839 if not ok then
6840 begin // Öåëè íåò - îáíóëÿåì
6841 Target.X := 0;
6842 Target.Y := 0;
6843 Target.cX := 0;
6844 Target.cY := 0;
6845 Target.Visible := False;
6846 Target.Line := False;
6847 Target.IsPlayer := False;
6848 end;
6850 targets := nil;
6852 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6853 if (not Target.Line) or (not Target.Visible) then
6854 begin
6855 // Èãðîêè:
6856 if vsPlayer then
6857 for a := 0 to High(gPlayers) do
6858 if (gPlayers[a] <> nil) and (gPlayers[a].alive) and
6859 (gPlayers[a].FUID <> FUID) and
6860 (not SameTeam(FUID, gPlayers[a].FUID)) and
6861 (not gPlayers[a].NoTarget) and
6862 (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
6863 begin
6864 if not TargetOnScreen(gPlayers[a].FObj.X + PLAYER_RECT.X,
6865 gPlayers[a].FObj.Y + PLAYER_RECT.Y) then
6866 Continue;
6868 x2 := gPlayers[a].FObj.X + PLAYER_RECT_CX;
6869 y2 := gPlayers[a].FObj.Y + PLAYER_RECT_CY;
6871 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6872 if g_TraceVector(x1, y1, x2, y2) then
6873 begin
6874 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6875 SetLength(targets, Length(targets)+1);
6876 with targets[High(targets)] do
6877 begin
6878 UID := gPlayers[a].FUID;
6879 X := gPlayers[a].FObj.X;
6880 Y := gPlayers[a].FObj.Y;
6881 cX := x2;
6882 cY := y2;
6883 Rect := PLAYER_RECT;
6884 Dist := g_PatchLength(x1, y1, x2, y2);
6885 Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6886 (y1-4 > Target.Y+PLAYER_RECT.Y);
6887 Visible := True;
6888 IsPlayer := True;
6889 end;
6890 end;
6891 end;
6893 // Ìîíñòðû:
6894 if vsMonster then g_Mons_ForEach(monsUpdate);
6895 end;
6897 // Åñëè åñòü âîçìîæíûå öåëè:
6898 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6899 if targets <> nil then
6900 begin
6901 // Âûáèðàåì íàèëó÷øóþ öåëü:
6902 BestTarget := targets[0];
6903 if Length(targets) > 1 then
6904 for a := 1 to High(targets) do
6905 if Compare(BestTarget, targets[a]) = 1 then
6906 BestTarget := targets[a];
6908 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6909 if ((not Target.Visible) and BestTarget.Visible and (Target.UID <> BestTarget.UID)) or
6910 ((not Target.Line) and BestTarget.Line and BestTarget.Visible) then
6911 begin
6912 Target := BestTarget;
6914 if (Healthy() = 3) or ((Healthy() = 2)) then
6915 begin // Åñëè çäîðîâû - äîãîíÿåì
6916 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6917 SetAIFlag('GORIGHT', '1');
6918 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6919 SetAIFlag('GOLEFT', '1');
6920 end
6921 else
6922 begin // Åñëè ïîáèòû - óáåãàåì
6923 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
6924 SetAIFlag('GORIGHT', '1');
6925 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6926 SetAIFlag('GOLEFT', '1');
6927 end;
6929 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6930 SelectWeapon(Abs(x1-Target.cX));
6931 end;
6932 end;
6934 // Åñëè åñòü öåëü:
6935 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6936 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6937 if Target.UID <> 0 then
6938 begin
6939 if not TargetOnScreen(Target.X + Target.Rect.X,
6940 Target.Y + Target.Rect.Y) then
6941 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6942 if (Healthy() = 3) or ((Healthy() = 2)) then
6943 begin // Åñëè çäîðîâû - äîãîíÿåì
6944 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6945 SetAIFlag('GORIGHT', '1');
6946 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6947 SetAIFlag('GOLEFT', '1');
6948 end
6949 else
6950 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6951 Target.UID := 0;
6952 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
6953 SetAIFlag('GORIGHT', '1');
6954 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6955 SetAIFlag('GOLEFT', '1');
6956 end;
6957 end
6958 else
6959 begin // Öåëü ïîêà íà "ýêðàíå"
6960 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
6961 if g_TraceVector(x1, y1, Target.cX, Target.cY) then
6962 FLastVisible := gTime;
6963 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
6964 if (Abs(FObj.Y-Target.Y) <= 128) then
6965 begin
6966 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6967 SetAIFlag('GORIGHT', '1');
6968 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6969 SetAIFlag('GOLEFT', '1');
6970 end;
6971 end;
6973 // Âûáèðàåì óãîë ââåðõ:
6974 if FDirection = TDirection.D_LEFT then
6975 angle := ANGLE_LEFTUP
6976 else
6977 angle := ANGLE_RIGHTUP;
6979 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6980 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6982 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6983 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6984 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128), //96
6985 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6986 Target.Rect.Width, Target.Rect.Height) and
6987 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6988 begin // òî íóæíî ñòðåëÿòü ââåðõ
6989 SetAIFlag('NEEDFIRE', '1');
6990 SetAIFlag('NEEDSEEUP', '1');
6991 end;
6993 // Âûáèðàåì óãîë âíèç:
6994 if FDirection = TDirection.D_LEFT then
6995 angle := ANGLE_LEFTDOWN
6996 else
6997 angle := ANGLE_RIGHTDOWN;
6999 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7000 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7002 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
7003 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7004 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7005 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7006 Target.Rect.Width, Target.Rect.Height) and
7007 g_TraceVector(x1, y1, Target.cX, Target.cY) then
7008 begin // òî íóæíî ñòðåëÿòü âíèç
7009 SetAIFlag('NEEDFIRE', '1');
7010 SetAIFlag('NEEDSEEDOWN', '1');
7011 end;
7013 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
7014 if Target.Visible and
7015 (y1+4 < Target.Y+Target.Rect.Y+Target.Rect.Height) and
7016 (y1-4 > Target.Y+Target.Rect.Y) then
7017 begin
7018 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
7019 if ((FDirection = TDirection.D_LEFT) and (Target.X < FObj.X)) or
7020 ((FDirection = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
7021 begin // òî íóæíî ñòðåëÿòü âïåðåä
7022 SetAIFlag('NEEDFIRE', '1');
7023 SetAIFlag('NEEDSEEDOWN', '');
7024 SetAIFlag('NEEDSEEUP', '');
7025 end;
7026 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
7027 if Abs(FObj.X-Target.X) < Trunc(gPlayerScreenSize.X*0.75) then
7028 if GetRnd(FDifficult.CloseJump) then
7029 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
7030 if Abs(FObj.X-Target.X) < 128 then
7031 a := 4
7032 else
7033 a := 30;
7034 if Random(a) = 0 then
7035 SetAIFlag('NEEDJUMP', '1');
7036 end;
7037 end;
7039 // Åñëè öåëü âñå åùå åñòü:
7040 if Target.UID <> 0 then
7041 if gTime-FLastVisible > 2000 then // Åñëè âèäåëè äàâíî
7042 Target.UID := 0 // òî çàáûòü öåëü
7043 else // Åñëè âèäåëè íåäàâíî
7044 begin // íî öåëü óáèëè
7045 if Target.IsPlayer then
7046 begin // Öåëü - èãðîê
7047 pla := g_Player_Get(Target.UID);
7048 if (pla = nil) or (not pla.alive) or pla.NoTarget or
7049 (pla.FMegaRulez[MR_INVIS] >= gTime) then
7050 Target.UID := 0; // òî çàáûòü öåëü
7051 end
7052 else
7053 begin // Öåëü - ìîíñòð
7054 mon := g_Monsters_ByUID(Target.UID);
7055 if (mon = nil) or (not mon.alive) then
7056 Target.UID := 0; // òî çàáûòü öåëü
7057 end;
7058 end;
7059 end; // if Target.UID <> 0
7061 FTargetUID := Target.UID;
7063 // Åñëè âîçìîæíûõ öåëåé íåò:
7064 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
7065 if targets = nil then
7066 if GetAIFlag('ATTACKLEFT') <> '' then
7067 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
7068 RemoveAIFlag('ATTACKLEFT');
7070 SetAIFlag('NEEDJUMP', '1');
7072 if RunDirection() = TDirection.D_RIGHT then
7073 begin // Èäåì íå â òó ñòîðîíó
7074 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
7075 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
7076 SetAIFlag('NEEDFIRE', '1');
7077 SetAIFlag('GOLEFT', '1');
7078 end;
7079 end
7080 else
7081 begin // Èäåì â íóæíóþ ñòîðîíó
7082 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7083 SetAIFlag('NEEDFIRE', '1');
7084 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7085 SetAIFlag('GORIGHT', '1');
7086 end;
7087 end
7088 else
7089 if GetAIFlag('ATTACKRIGHT') <> '' then
7090 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
7091 RemoveAIFlag('ATTACKRIGHT');
7093 SetAIFlag('NEEDJUMP', '1');
7095 if RunDirection() = TDirection.D_LEFT then
7096 begin // Èäåì íå â òó ñòîðîíó
7097 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
7098 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
7099 SetAIFlag('NEEDFIRE', '1');
7100 SetAIFlag('GORIGHT', '1');
7101 end;
7102 end
7103 else
7104 begin
7105 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7106 SetAIFlag('NEEDFIRE', '1');
7107 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7108 SetAIFlag('GOLEFT', '1');
7109 end;
7110 end;
7112 //HACK! (does it belong there?)
7113 RealizeCurrentWeapon();
7115 // Åñëè åñòü âîçìîæíûå öåëè:
7116 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
7117 if (targets <> nil) and (GetAIFlag('NEEDFIRE') <> '') then
7118 for a := 0 to High(targets) do
7119 begin
7120 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
7121 if GetRnd(FDifficult.DiagFire) then
7122 begin
7123 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
7124 if FDirection = TDirection.D_LEFT then
7125 angle := ANGLE_LEFTUP
7126 else
7127 angle := ANGLE_RIGHTUP;
7129 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7130 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7132 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7133 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7134 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7135 targets[a].Rect.Width, targets[a].Rect.Height) and
7136 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
7137 begin
7138 SetAIFlag('NEEDFIRE', '1');
7139 SetAIFlag('NEEDSEEUP', '1');
7140 end;
7142 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
7143 if FDirection = TDirection.D_LEFT then
7144 angle := ANGLE_LEFTDOWN
7145 else
7146 angle := ANGLE_RIGHTDOWN;
7148 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7149 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7151 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7152 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7153 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7154 targets[a].Rect.Width, targets[a].Rect.Height) and
7155 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
7156 begin
7157 SetAIFlag('NEEDFIRE', '1');
7158 SetAIFlag('NEEDSEEDOWN', '1');
7159 end;
7160 end;
7162 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
7163 if targets[a].Line and targets[a].Visible and
7164 (((FDirection = TDirection.D_LEFT) and (targets[a].X < FObj.X)) or
7165 ((FDirection = TDirection.D_RIGHT) and (targets[a].X > FObj.X))) then
7166 begin
7167 SetAIFlag('NEEDFIRE', '1');
7168 Break;
7169 end;
7170 end;
7172 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
7173 if g_Weapon_Danger(FUID, FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y,
7174 PLAYER_RECT.Width, PLAYER_RECT.Height,
7175 40+GetInterval(FDifficult.Cover, 40)) then
7176 SetAIFlag('NEEDJUMP', '1');
7178 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
7179 ammo := GetAmmoByWeapon(FCurrWeap);
7180 if ((FCurrWeap = WEAPON_SHOTGUN2) and (ammo < 2)) or
7181 ((FCurrWeap = WEAPON_BFG) and (ammo < 40)) or
7182 (ammo = 0) then
7183 SetAIFlag('SELECTWEAPON', '1');
7185 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
7186 if GetAIFlag('SELECTWEAPON') = '1' then
7187 begin
7188 SelectWeapon(-1);
7189 RemoveAIFlag('SELECTWEAPON');
7190 end;
7191 end;
7193 procedure TBot.Update();
7194 var
7195 EnableAI: Boolean;
7196 begin
7197 if not FAlive then
7198 begin // Respawn
7199 ReleaseKeys();
7200 PressKey(KEY_UP);
7201 end
7202 else
7203 begin
7204 EnableAI := True;
7206 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
7207 if (g_debug_BotAIOff = 1) and (Team = TEAM_RED) then
7208 EnableAI := False;
7209 if (g_debug_BotAIOff = 2) and (Team = TEAM_BLUE) then
7210 EnableAI := False;
7211 if g_debug_BotAIOff = 3 then
7212 EnableAI := False;
7214 if EnableAI then
7215 begin
7216 UpdateMove();
7217 UpdateCombat();
7218 end
7219 else
7220 begin
7221 RealizeCurrentWeapon();
7222 end;
7223 end;
7225 inherited Update();
7226 end;
7228 procedure TBot.ReleaseKey(Key: Byte);
7229 begin
7230 with FKeys[Key] do
7231 begin
7232 Pressed := False;
7233 Time := 0;
7234 end;
7235 end;
7237 function TBot.KeyPressed(Key: Word): Boolean;
7238 begin
7239 Result := FKeys[Key].Pressed;
7240 end;
7242 function TBot.GetAIFlag(aName: String20): String20;
7243 var
7244 a: Integer;
7245 begin
7246 Result := '';
7248 aName := LowerCase(aName);
7250 if FAIFlags <> nil then
7251 for a := 0 to High(FAIFlags) do
7252 if LowerCase(FAIFlags[a].Name) = aName then
7253 begin
7254 Result := FAIFlags[a].Value;
7255 Break;
7256 end;
7257 end;
7259 procedure TBot.RemoveAIFlag(aName: String20);
7260 var
7261 a, b: Integer;
7262 begin
7263 if FAIFlags = nil then Exit;
7265 aName := LowerCase(aName);
7267 for a := 0 to High(FAIFlags) do
7268 if LowerCase(FAIFlags[a].Name) = aName then
7269 begin
7270 if a <> High(FAIFlags) then
7271 for b := a to High(FAIFlags)-1 do
7272 FAIFlags[b] := FAIFlags[b+1];
7274 SetLength(FAIFlags, Length(FAIFlags)-1);
7275 Break;
7276 end;
7277 end;
7279 procedure TBot.SetAIFlag(aName, fValue: String20);
7280 var
7281 a: Integer;
7282 ok: Boolean;
7283 begin
7284 a := 0;
7285 ok := False;
7287 aName := LowerCase(aName);
7289 if FAIFlags <> nil then
7290 for a := 0 to High(FAIFlags) do
7291 if LowerCase(FAIFlags[a].Name) = aName then
7292 begin
7293 ok := True;
7294 Break;
7295 end;
7297 if ok then FAIFlags[a].Value := fValue
7298 else
7299 begin
7300 SetLength(FAIFlags, Length(FAIFlags)+1);
7301 with FAIFlags[High(FAIFlags)] do
7302 begin
7303 Name := aName;
7304 Value := fValue;
7305 end;
7306 end;
7307 end;
7309 procedure TBot.UpdateMove;
7311 procedure GoLeft(Time: Word = 1);
7312 begin
7313 ReleaseKey(KEY_LEFT);
7314 ReleaseKey(KEY_RIGHT);
7315 PressKey(KEY_LEFT, Time);
7316 SetDirection(TDirection.D_LEFT);
7317 end;
7319 procedure GoRight(Time: Word = 1);
7320 begin
7321 ReleaseKey(KEY_LEFT);
7322 ReleaseKey(KEY_RIGHT);
7323 PressKey(KEY_RIGHT, Time);
7324 SetDirection(TDirection.D_RIGHT);
7325 end;
7327 function Rnd(a: Word): Boolean;
7328 begin
7329 Result := Random(a) = 0;
7330 end;
7332 procedure Turn(Time: Word = 1200);
7333 begin
7334 if RunDirection() = TDirection.D_LEFT then GoRight(Time) else GoLeft(Time);
7335 end;
7337 procedure Stop();
7338 begin
7339 ReleaseKey(KEY_LEFT);
7340 ReleaseKey(KEY_RIGHT);
7341 end;
7343 function CanRunLeft(): Boolean;
7344 begin
7345 Result := not CollideLevel(-1, 0);
7346 end;
7348 function CanRunRight(): Boolean;
7349 begin
7350 Result := not CollideLevel(1, 0);
7351 end;
7353 function CanRun(): Boolean;
7354 begin
7355 if RunDirection() = TDirection.D_LEFT then Result := CanRunLeft() else Result := CanRunRight();
7356 end;
7358 procedure Jump(Time: Word = 30);
7359 begin
7360 PressKey(KEY_JUMP, Time);
7361 end;
7363 function NearHole(): Boolean;
7364 var
7365 x, sx: Integer;
7366 begin
7367 { TODO 5 : Ëåñòíèöû }
7368 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7369 for x := 1 to PLAYER_RECT.Width do
7370 if (not StayOnStep(x*sx, 0)) and
7371 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7372 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7373 begin
7374 Result := True;
7375 Exit;
7376 end;
7378 Result := False;
7379 end;
7381 function BorderHole(): Boolean;
7382 var
7383 x, sx, xx: Integer;
7384 begin
7385 { TODO 5 : Ëåñòíèöû }
7386 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7387 for x := 1 to PLAYER_RECT.Width do
7388 if (not StayOnStep(x*sx, 0)) and
7389 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7390 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7391 begin
7392 for xx := x to x+32 do
7393 if CollideLevel(xx*sx, PLAYER_RECT.Height) then
7394 begin
7395 Result := True;
7396 Exit;
7397 end;
7398 end;
7400 Result := False;
7401 end;
7403 function NearDeepHole(): Boolean;
7404 var
7405 x, sx, y: Integer;
7406 begin
7407 Result := False;
7409 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7410 y := 3;
7412 for x := 1 to PLAYER_RECT.Width do
7413 if (not StayOnStep(x*sx, 0)) and
7414 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7415 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7416 begin
7417 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7418 begin
7419 if CollideLevel(x*sx, PLAYER_RECT.Height*y) then Exit;
7420 y := y+1;
7421 end;
7423 Result := True;
7424 end else Result := False;
7425 end;
7427 function OverDeepHole(): Boolean;
7428 var
7429 y: Integer;
7430 begin
7431 Result := False;
7433 y := 1;
7434 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7435 begin
7436 if CollideLevel(0, PLAYER_RECT.Height*y) then Exit;
7437 y := y+1;
7438 end;
7440 Result := True;
7441 end;
7443 function OnGround(): Boolean;
7444 begin
7445 Result := StayOnStep(0, 0) or CollideLevel(0, 1);
7446 end;
7448 function OnLadder(): Boolean;
7449 begin
7450 Result := FullInStep(0, 0);
7451 end;
7453 function BelowLadder(): Boolean;
7454 begin
7455 Result := (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and
7456 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7457 (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and
7458 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7459 end;
7461 function BelowLiftUp(): Boolean;
7462 begin
7463 Result := ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and
7464 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7465 ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and
7466 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7467 end;
7469 function OnTopLift(): Boolean;
7470 begin
7471 Result := (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7472 end;
7474 function CanJumpOver(): Boolean;
7475 var
7476 sx, y: Integer;
7477 begin
7478 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7480 Result := False;
7482 if not CollideLevel(sx, 0) then Exit;
7484 for y := 1 to BOT_MAXJUMP do
7485 if CollideLevel(0, -y) then Exit else
7486 if not CollideLevel(sx, -y) then
7487 begin
7488 Result := True;
7489 Exit;
7490 end;
7491 end;
7493 function CanJumpUp(Dist: ShortInt): Boolean;
7494 var
7495 y, yy: Integer;
7496 c: Boolean;
7497 begin
7498 Result := False;
7500 if CollideLevel(Dist, 0) then Exit;
7502 c := False;
7503 for y := 0 to BOT_MAXJUMP do
7504 if CollideLevel(Dist, -y) then
7505 begin
7506 c := True;
7507 Break;
7508 end;
7510 if not c then Exit;
7512 c := False;
7513 for yy := y+1 to BOT_MAXJUMP do
7514 if not CollideLevel(Dist, -yy) then
7515 begin
7516 c := True;
7517 Break;
7518 end;
7520 if not c then Exit;
7522 c := False;
7523 for y := 0 to BOT_MAXJUMP do
7524 if CollideLevel(0, -y) then
7525 begin
7526 c := True;
7527 Break;
7528 end;
7530 if c then Exit;
7532 if y < yy then Exit;
7534 Result := True;
7535 end;
7537 function IsSafeTrigger(): Boolean;
7538 var
7539 a: Integer;
7540 begin
7541 Result := True;
7542 if gTriggers = nil then
7543 Exit;
7544 for a := 0 to High(gTriggers) do
7545 if Collide(gTriggers[a].X,
7546 gTriggers[a].Y,
7547 gTriggers[a].Width,
7548 gTriggers[a].Height) and
7549 (gTriggers[a].TriggerType in [TRIGGER_EXIT, TRIGGER_CLOSEDOOR,
7550 TRIGGER_CLOSETRAP, TRIGGER_TRAP,
7551 TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF,
7552 TRIGGER_ONOFF, TRIGGER_SPAWNMONSTER,
7553 TRIGGER_DAMAGE, TRIGGER_SHOT]) then
7554 Result := False;
7555 end;
7557 begin
7558 // Âîçìîæíî, íàæèìàåì êíîïêó:
7559 if Rnd(16) and IsSafeTrigger() then
7560 PressKey(KEY_OPEN);
7562 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7563 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7564 begin
7565 ReleaseKey(KEY_LEFT);
7566 ReleaseKey(KEY_RIGHT);
7567 Jump();
7568 end;
7570 // Èäåì âëåâî, åñëè íàäî áûëî:
7571 if GetAIFlag('GOLEFT') <> '' then
7572 begin
7573 RemoveAIFlag('GOLEFT');
7574 if CanRunLeft() then
7575 GoLeft(360);
7576 end;
7578 // Èäåì âïðàâî, åñëè íàäî áûëî:
7579 if GetAIFlag('GORIGHT') <> '' then
7580 begin
7581 RemoveAIFlag('GORIGHT');
7582 if CanRunRight() then
7583 GoRight(360);
7584 end;
7586 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7587 if FObj.X < -32 then
7588 GoRight(360)
7589 else
7590 if FObj.X+32 > gMapInfo.Width then
7591 GoLeft(360);
7593 // Ïðûãàåì, åñëè íàäî áûëî:
7594 if GetAIFlag('NEEDJUMP') <> '' then
7595 begin
7596 Jump(0);
7597 RemoveAIFlag('NEEDJUMP');
7598 end;
7600 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7601 if GetAIFlag('NEEDSEEUP') <> '' then
7602 begin
7603 ReleaseKey(KEY_UP);
7604 ReleaseKey(KEY_DOWN);
7605 PressKey(KEY_UP, 20);
7606 RemoveAIFlag('NEEDSEEUP');
7607 end;
7609 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7610 if GetAIFlag('NEEDSEEDOWN') <> '' then
7611 begin
7612 ReleaseKey(KEY_UP);
7613 ReleaseKey(KEY_DOWN);
7614 PressKey(KEY_DOWN, 20);
7615 RemoveAIFlag('NEEDSEEDOWN');
7616 end;
7618 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7619 if GetAIFlag('GOINHOLE') <> '' then
7620 if not OnGround() then
7621 begin
7622 ReleaseKey(KEY_LEFT);
7623 ReleaseKey(KEY_RIGHT);
7624 RemoveAIFlag('GOINHOLE');
7625 SetAIFlag('FALLINHOLE', '1');
7626 end;
7628 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7629 if GetAIFlag('FALLINHOLE') <> '' then
7630 if OnGround() then
7631 RemoveAIFlag('FALLINHOLE');
7633 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7634 if not (KeyPressed(KEY_LEFT) or KeyPressed(KEY_RIGHT)) then
7635 if GetAIFlag('FALLINHOLE') = '' then
7636 if (not OnLadder()) or (FObj.Vel.Y >= 0) or (OnTopLift()) then
7637 if Rnd(2) then
7638 GoLeft(360)
7639 else
7640 GoRight(360);
7642 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7643 if OnGround() and
7644 CanJumpUp(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*32) and
7645 Rnd(8) then
7646 Jump();
7648 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7649 if OnGround() and NearHole() then
7650 if NearDeepHole() then // Åñëè ýòî áåçäíà
7651 case Random(6) of
7652 0..3: Turn(); // Áåæèì îáðàòíî
7653 4: Jump(); // Ïðûãàåì
7654 5: begin // Ïðûãàåì îáðàòíî
7655 Turn();
7656 Jump();
7657 end;
7658 end
7659 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7660 if GetAIFlag('GOINHOLE') = '' then
7661 case Random(6) of
7662 0: Turn(); // Íå íóæíî òóäà
7663 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7664 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7665 if BorderHole() then
7666 SetAIFlag('GOINHOLE', '1');
7667 end;
7669 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7670 if (not CanRun()) and OnGround() then
7671 begin
7672 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7673 if CanJumpOver() or OnLadder() then
7674 Jump()
7675 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7676 if Random(2) = 0 then
7677 begin
7678 if IsSafeTrigger() then
7679 PressKey(KEY_OPEN);
7680 end else
7681 Turn();
7682 end;
7684 // Îñòàëîñü ìàëî âîçäóõà:
7685 if FAir < 36 * 2 then
7686 Jump(20);
7688 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7689 if (FMegaRulez[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then
7690 if BodyInAcid(0, 0) then
7691 Jump();
7692 end;
7694 function TBot.FullInStep(XInc, YInc: Integer): Boolean;
7695 begin
7696 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
7697 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_STEP, False);
7698 end;
7700 {function TBot.NeedItem(Item: Byte): Byte;
7701 begin
7702 Result := 4;
7703 end;}
7705 procedure TBot.SelectWeapon(Dist: Integer);
7706 var
7707 a: Integer;
7709 function HaveAmmo(weapon: Byte): Boolean;
7710 begin
7711 case weapon of
7712 WEAPON_PISTOL: Result := FAmmo[A_BULLETS] >= 1;
7713 WEAPON_SHOTGUN1: Result := FAmmo[A_SHELLS] >= 1;
7714 WEAPON_SHOTGUN2: Result := FAmmo[A_SHELLS] >= 2;
7715 WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS] >= 10;
7716 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS] >= 1;
7717 WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10;
7718 WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40;
7719 WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1;
7720 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL] >= 1;
7721 else Result := True;
7722 end;
7723 end;
7725 begin
7726 if Dist = -1 then Dist := BOT_LONGDIST;
7728 if Dist > BOT_LONGDIST then
7729 begin // Äàëüíèé áîé
7730 for a := 0 to 9 do
7731 if FWeapon[FDifficult.WeaponPrior[a]] and HaveAmmo(FDifficult.WeaponPrior[a]) then
7732 begin
7733 FSelectedWeapon := FDifficult.WeaponPrior[a];
7734 Break;
7735 end;
7736 end
7737 else //if Dist > BOT_UNSAFEDIST then
7738 begin // Áëèæíèé áîé
7739 for a := 0 to 9 do
7740 if FWeapon[FDifficult.CloseWeaponPrior[a]] and HaveAmmo(FDifficult.CloseWeaponPrior[a]) then
7741 begin
7742 FSelectedWeapon := FDifficult.CloseWeaponPrior[a];
7743 Break;
7744 end;
7745 end;
7746 { else
7747 begin
7748 for a := 0 to 9 do
7749 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7750 begin
7751 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7752 Break;
7753 end;
7754 end;}
7755 end;
7757 function TBot.PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean;
7758 begin
7759 Result := inherited PickItem(ItemType, force, remove);
7761 if Result then SetAIFlag('SELECTWEAPON', '1');
7762 end;
7764 function TBot.Heal(value: Word; Soft: Boolean): Boolean;
7765 begin
7766 Result := inherited Heal(value, Soft);
7767 end;
7769 function TBot.Healthy(): Byte;
7770 begin
7771 if FMegaRulez[MR_INVUL] >= gTime then Result := 3
7772 else if (FHealth > 80) or ((FHealth > 50) and (FArmor > 20)) then Result := 3
7773 else if (FHealth > 50) then Result := 2
7774 else if (FHealth > 20) then Result := 1
7775 else Result := 0;
7776 end;
7778 function TBot.TargetOnScreen(TX, TY: Integer): Boolean;
7779 begin
7780 Result := (Abs(FObj.X-TX) <= Trunc(gPlayerScreenSize.X*0.6)) and
7781 (Abs(FObj.Y-TY) <= Trunc(gPlayerScreenSize.Y*0.6));
7782 end;
7784 procedure TBot.OnDamage(Angle: SmallInt);
7785 var
7786 pla: TPlayer;
7787 mon: TMonster;
7788 ok: Boolean;
7789 begin
7790 inherited;
7792 if (Angle = 0) or (Angle = 180) then
7793 begin
7794 ok := False;
7795 if (g_GetUIDType(FLastSpawnerUID) = UID_PLAYER) and
7796 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER) then
7797 begin // Èãðîê
7798 pla := g_Player_Get(FLastSpawnerUID);
7799 ok := not TargetOnScreen(pla.FObj.X + PLAYER_RECT.X,
7800 pla.FObj.Y + PLAYER_RECT.Y);
7801 end
7802 else
7803 if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and
7804 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then
7805 begin // Ìîíñòð
7806 mon := g_Monsters_ByUID(FLastSpawnerUID);
7807 ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
7808 mon.Obj.Y + mon.Obj.Rect.Y);
7809 end;
7811 if ok then
7812 if Angle = 0 then
7813 SetAIFlag('ATTACKLEFT', '1')
7814 else
7815 SetAIFlag('ATTACKRIGHT', '1');
7816 end;
7817 end;
7819 function TBot.RunDirection(): TDirection;
7820 begin
7821 if Abs(Vel.X) >= 1 then
7822 begin
7823 if Vel.X > 0 then Result := TDirection.D_RIGHT else Result := TDirection.D_LEFT;
7824 end else
7825 Result := FDirection;
7826 end;
7828 function TBot.GetRnd(a: Byte): Boolean;
7829 begin
7830 if a = 0 then Result := False
7831 else if a = 255 then Result := True
7832 else Result := Random(256) > 255-a;
7833 end;
7835 function TBot.GetInterval(a: Byte; radius: SmallInt): SmallInt;
7836 begin
7837 Result := Round((255-a)/255*radius*(Random(2)-1));
7838 end;
7841 procedure TDifficult.save (st: TStream);
7842 begin
7843 utils.writeInt(st, Byte(DiagFire));
7844 utils.writeInt(st, Byte(InvisFire));
7845 utils.writeInt(st, Byte(DiagPrecision));
7846 utils.writeInt(st, Byte(FlyPrecision));
7847 utils.writeInt(st, Byte(Cover));
7848 utils.writeInt(st, Byte(CloseJump));
7849 st.WriteBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7850 st.WriteBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7851 end;
7853 procedure TDifficult.load (st: TStream);
7854 begin
7855 DiagFire := utils.readByte(st);
7856 InvisFire := utils.readByte(st);
7857 DiagPrecision := utils.readByte(st);
7858 FlyPrecision := utils.readByte(st);
7859 Cover := utils.readByte(st);
7860 CloseJump := utils.readByte(st);
7861 st.ReadBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7862 st.ReadBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7863 end;
7866 procedure TBot.SaveState (st: TStream);
7867 var
7868 i: Integer;
7869 dw: Integer;
7870 begin
7871 inherited SaveState(st);
7872 utils.writeSign(st, 'BOT0');
7873 // Âûáðàííîå îðóæèå
7874 utils.writeInt(st, Byte(FSelectedWeapon));
7875 // UID öåëè
7876 utils.writeInt(st, Word(FTargetUID));
7877 // Âðåìÿ ïîòåðè öåëè
7878 utils.writeInt(st, LongWord(FLastVisible));
7879 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7880 dw := Length(FAIFlags);
7881 utils.writeInt(st, LongInt(dw));
7882 // Ôëàãè ÈÈ
7883 for i := 0 to dw-1 do
7884 begin
7885 utils.writeStr(st, FAIFlags[i].Name, 20);
7886 utils.writeStr(st, FAIFlags[i].Value, 20);
7887 end;
7888 // Íàñòðîéêè ñëîæíîñòè
7889 FDifficult.save(st);
7890 end;
7893 procedure TBot.LoadState (st: TStream);
7894 var
7895 i: Integer;
7896 dw: Integer;
7897 begin
7898 inherited LoadState(st);
7899 if not utils.checkSign(st, 'BOT0') then raise XStreamError.Create('invalid bot signature');
7900 // Âûáðàííîå îðóæèå
7901 FSelectedWeapon := utils.readByte(st);
7902 // UID öåëè
7903 FTargetUID := utils.readWord(st);
7904 // Âðåìÿ ïîòåðè öåëè
7905 FLastVisible := utils.readLongWord(st);
7906 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7907 dw := utils.readLongInt(st);
7908 if (dw < 0) or (dw > 16384) then raise XStreamError.Create('invalid number of bot AI flags');
7909 SetLength(FAIFlags, dw);
7910 // Ôëàãè ÈÈ
7911 for i := 0 to dw-1 do
7912 begin
7913 FAIFlags[i].Name := utils.readStr(st, 20);
7914 FAIFlags[i].Value := utils.readStr(st, 20);
7915 end;
7916 // Íàñòðîéêè ñëîæíîñòè
7917 FDifficult.load(st);
7918 end;
7921 begin
7922 conRegVar('cheat_berserk_autoswitch', @gBerserkAutoswitch, 'autoswitch to fist when berserk pack taken', '', true, true);
7923 end.