DEADSOFTWARE

Revert "slightly better prioritized weapon selection (code cleanup, should not affect...
[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 FNextWeap: WORD;
166 FNextWeapDelay: Byte; // frames (unused)
167 FBFGFireCounter: SmallInt;
168 FLastSpawnerUID: Word;
169 FLastHit: Byte;
170 FObj: TObj;
171 FXTo, FYTo: Integer;
172 FSpectatePlayer: Integer;
173 FFirePainTime: Integer;
174 FFireAttacker: Word;
176 FSavedState: TPlayerSavedState;
178 FModel: TPlayerModel;
179 FPunchAnim: TAnimation;
180 FActionPrior: Byte;
181 FActionAnim: Byte;
182 FActionForce: Boolean;
183 FActionChanged: Boolean;
184 FAngle: SmallInt;
185 FFireAngle: SmallInt;
186 FIncCam: Integer;
187 FShellTimer: Integer;
188 FShellType: Byte;
189 FSawSound: TPlayableSound;
190 FSawSoundIdle: TPlayableSound;
191 FSawSoundHit: TPlayableSound;
192 FSawSoundSelect: TPlayableSound;
193 FJetSoundOn: TPlayableSound;
194 FJetSoundOff: TPlayableSound;
195 FJetSoundFly: TPlayableSound;
196 FGodMode: Boolean;
197 FNoTarget: Boolean;
198 FNoReload: Boolean;
199 FJustTeleported: Boolean;
200 FNetTime: LongWord;
201 mEDamageType: Integer;
203 // client-side only
204 weaponSwitchKeyReleased: array[0..16] of Byte; // bit 0: was released on prev frame; bit 1: new status
207 function CollideLevel(XInc, YInc: Integer): Boolean;
208 function StayOnStep(XInc, YInc: Integer): Boolean;
209 function HeadInLiquid(XInc, YInc: Integer): Boolean;
210 function BodyInLiquid(XInc, YInc: Integer): Boolean;
211 function BodyInAcid(XInc, YInc: Integer): Boolean;
212 function FullInLift(XInc, YInc: Integer): Integer;
213 {procedure CollideItem();}
214 procedure FlySmoke(Times: DWORD = 1);
215 procedure OnFireFlame(Times: DWORD = 1);
216 function GetAmmoByWeapon(Weapon: Byte): Word;
217 procedure SetAction(Action: Byte; Force: Boolean = False);
218 procedure OnDamage(Angle: SmallInt); virtual;
219 function firediry(): Integer;
220 procedure DoPunch();
222 procedure Run(Direction: TDirection);
223 procedure NextWeapon();
224 procedure PrevWeapon();
225 procedure SeeUp();
226 procedure SeeDown();
227 procedure Fire();
228 procedure Jump();
229 procedure Use();
231 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
232 procedure resetWeaponQueue ();
233 function hasAmmoForWeapon (weapon: Byte): Boolean;
235 procedure doDamage (v: Integer);
237 function followCorpse(): Boolean;
239 public
240 FDamageBuffer: Integer;
242 FAmmo: Array [A_BULLETS..A_HIGH] of Word;
243 FMaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
244 FWeapon: Array [WP_FIRST..WP_LAST] of Boolean;
245 FRulez: Set of R_ITEM_BACKPACK..R_BERSERK;
246 FBerserk: Integer;
247 FMegaRulez: Array [MR_SUIT..MR_MAX] of DWORD;
248 FReloading: Array [WP_FIRST..WP_LAST] of Word;
249 FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD;
250 FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState;
251 FColor: TRGB;
252 FPreferredTeam: Byte;
253 FSpectator: Boolean;
254 FNoRespawn: Boolean;
255 FWantsInGame: Boolean;
256 FGhost: Boolean;
257 FPhysics: Boolean;
258 FJetpack: Boolean;
259 FActualModelName: string;
260 FClientID: SmallInt;
261 FPing: Word;
262 FLoss: Byte;
263 FDummy: Boolean;
264 FFireTime: Integer;
266 // debug: viewport offset
267 viewPortX, viewPortY, viewPortW, viewPortH: Integer;
269 function isValidViewPort (): Boolean; inline;
271 constructor Create(); virtual;
272 destructor Destroy(); override;
273 procedure Respawn(Silent: Boolean; Force: Boolean = False); virtual;
274 function GetRespawnPoint(): Byte;
275 procedure PressKey(Key: Byte; Time: Word = 1);
276 procedure ReleaseKeys();
277 procedure SetModel(ModelName: String);
278 procedure SetColor(Color: TRGB);
279 procedure SetWeapon(W: Byte);
280 function IsKeyPressed(K: Byte): Boolean;
281 function GetKeys(): Byte;
282 function PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; virtual;
283 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
284 function Collide(Panel: TPanel): Boolean; overload;
285 function Collide(X, Y: Integer): Boolean; overload;
286 procedure SetDirection(Direction: TDirection);
287 procedure GetSecret();
288 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
289 procedure Touch();
290 procedure Push(vx, vy: Integer);
291 procedure ChangeModel(ModelName: String);
292 procedure SwitchTeam;
293 procedure ChangeTeam(Team: Byte);
294 procedure BFGHit();
295 function GetFlag(Flag: Byte): Boolean;
296 procedure SetFlag(Flag: Byte);
297 function DropFlag(): Boolean;
298 procedure AllRulez(Health: Boolean);
299 procedure RestoreHealthArmor();
300 procedure FragCombo();
301 procedure GiveItem(ItemType: Byte);
302 procedure Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte); virtual;
303 function Heal(value: Word; Soft: Boolean): Boolean; virtual;
304 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
305 procedure MakeBloodSimple(Count: Word);
306 procedure Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
307 procedure Reset(Force: Boolean);
308 procedure Spectate(NoMove: Boolean = False);
309 procedure SwitchNoClip;
310 procedure SoftReset();
311 procedure Draw(); virtual;
312 procedure DrawPain();
313 procedure DrawPickup();
314 procedure DrawRulez();
315 procedure DrawAim();
316 procedure DrawIndicator();
317 procedure DrawBubble();
318 procedure DrawGUI();
319 procedure Update(); virtual;
320 procedure RememberState();
321 procedure RecallState();
322 procedure SaveState (st: TStream); virtual;
323 procedure LoadState (st: TStream); virtual;
324 procedure PauseSounds(Enable: Boolean);
325 procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
326 procedure DoLerp(Level: Integer = 2);
327 procedure SetLerp(XTo, YTo: Integer);
328 procedure QueueWeaponSwitch(Weapon: Byte);
329 procedure RealizeCurrentWeapon();
330 procedure JetpackOn;
331 procedure JetpackOff;
332 procedure CatchFire(Attacker: Word);
334 //WARNING! this does nothing for now, but still call it!
335 procedure positionChanged (); //WARNING! call this after entity position was changed, or coldet will not work right!
337 procedure getMapBox (out x, y, w, h: Integer); inline;
338 procedure moveBy (dx, dy: Integer); inline;
340 procedure releaseAllWeaponSwitchKeys ();
341 procedure weaponSwitchKeysStateChange (index: Integer; pressed: Boolean);
342 function isWeaponSwitchKeyReleased (index: Integer): Boolean;
343 procedure weaponSwitchKeysShiftNewStates ();
345 public
346 property Vel: TPoint2i read FObj.Vel;
347 property Obj: TObj read FObj;
349 property Name: String read FName write FName;
350 property Model: TPlayerModel read FModel;
351 property Health: Integer read FHealth write FHealth;
352 property Lives: Byte read FLives write FLives;
353 property Armor: Integer read FArmor write FArmor;
354 property Air: Integer read FAir write FAir;
355 property JetFuel: Integer read FJetFuel write FJetFuel;
356 property Frags: Integer read FFrags write FFrags;
357 property Death: Integer read FDeath write FDeath;
358 property Kills: Integer read FKills write FKills;
359 property CurrWeap: Byte read FCurrWeap write FCurrWeap;
360 property MonsterKills: Integer read FMonsterKills write FMonsterKills;
361 property Secrets: Integer read FSecrets;
362 property GodMode: Boolean read FGodMode write FGodMode;
363 property NoTarget: Boolean read FNoTarget write FNoTarget;
364 property NoReload: Boolean read FNoReload write FNoReload;
365 property alive: Boolean read FAlive write FAlive;
366 property Flag: Byte read FFlag;
367 property Team: Byte read FTeam write FTeam;
368 property Direction: TDirection read FDirection;
369 property GameX: Integer read FObj.X write FObj.X;
370 property GameY: Integer read FObj.Y write FObj.Y;
371 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
372 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
373 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
374 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
375 property IncCam: Integer read FIncCam write FIncCam;
376 property UID: Word read FUID write FUID;
377 property JustTeleported: Boolean read FJustTeleported write FJustTeleported;
378 property NetTime: LongWord read FNetTime write FNetTime;
380 published
381 property eName: String read FName write FName;
382 property eHealth: Integer read FHealth write FHealth;
383 property eLives: Byte read FLives write FLives;
384 property eArmor: Integer read FArmor write FArmor;
385 property eAir: Integer read FAir write FAir;
386 property eJetFuel: Integer read FJetFuel write FJetFuel;
387 property eFrags: Integer read FFrags write FFrags;
388 property eDeath: Integer read FDeath write FDeath;
389 property eKills: Integer read FKills write FKills;
390 property eCurrWeap: Byte read FCurrWeap write FCurrWeap;
391 property eMonsterKills: Integer read FMonsterKills write FMonsterKills;
392 property eSecrets: Integer read FSecrets write FSecrets;
393 property eGodMode: Boolean read FGodMode write FGodMode;
394 property eNoTarget: Boolean read FNoTarget write FNoTarget;
395 property eNoReload: Boolean read FNoReload write FNoReload;
396 property eAlive: Boolean read FAlive write FAlive;
397 property eFlag: Byte read FFlag;
398 property eTeam: Byte read FTeam write FTeam;
399 property eDirection: TDirection read FDirection;
400 property eGameX: Integer read FObj.X write FObj.X;
401 property eGameY: Integer read FObj.Y write FObj.Y;
402 property eGameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
403 property eGameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
404 property eGameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
405 property eGameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
406 property eIncCam: Integer read FIncCam write FIncCam;
407 property eUID: Word read FUID;
408 property eJustTeleported: Boolean read FJustTeleported;
409 property eNetTime: LongWord read FNetTime;
411 // set this before assigning something to `eDamage`
412 property eDamageType: Integer read mEDamageType write mEDamageType;
413 property eDamage: Integer write doDamage;
414 end;
416 TDifficult = record
417 public
418 DiagFire: Byte;
419 InvisFire: Byte;
420 DiagPrecision: Byte;
421 FlyPrecision: Byte;
422 Cover: Byte;
423 CloseJump: Byte;
424 WeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
425 CloseWeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
426 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
428 public
429 procedure save (st: TStream);
430 procedure load (st: TStream);
431 end;
433 TAIFlag = record
434 Name: String;
435 Value: String;
436 end;
438 TBot = class(TPlayer)
439 private
440 FSelectedWeapon: Byte;
441 FTargetUID: Word;
442 FLastVisible: DWORD;
443 FAIFlags: Array of TAIFlag;
444 FDifficult: TDifficult;
446 function GetRnd(a: Byte): Boolean;
447 function GetInterval(a: Byte; radius: SmallInt): SmallInt;
448 function RunDirection(): TDirection;
449 function FullInStep(XInc, YInc: Integer): Boolean;
450 //function NeedItem(Item: Byte): Byte;
451 procedure SelectWeapon(Dist: Integer);
452 procedure SetAIFlag(aName, fValue: String20);
453 function GetAIFlag(aName: String20): String20;
454 procedure RemoveAIFlag(aName: String20);
455 function Healthy(): Byte;
456 procedure UpdateMove();
457 procedure UpdateCombat();
458 function KeyPressed(Key: Word): Boolean;
459 procedure ReleaseKey(Key: Byte);
460 function TargetOnScreen(TX, TY: Integer): Boolean;
461 procedure OnDamage(Angle: SmallInt); override;
463 public
464 procedure Respawn(Silent: Boolean; Force: Boolean = False); override;
465 constructor Create(); override;
466 destructor Destroy(); override;
467 procedure Draw(); override;
468 function PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean; override;
469 function Heal(value: Word; Soft: Boolean): Boolean; override;
470 procedure Update(); override;
471 procedure SaveState (st: TStream); override;
472 procedure LoadState (st: TStream); override;
473 end;
475 PGib = ^TGib;
476 TGib = record
477 alive: Boolean;
478 ID: DWORD;
479 MaskID: DWORD;
480 RAngle: Integer;
481 Color: TRGB;
482 Obj: TObj;
484 procedure getMapBox (out x, y, w, h: Integer); inline;
485 procedure moveBy (dx, dy: Integer); inline;
487 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
488 end;
491 PShell = ^TShell;
492 TShell = record
493 SpriteID: DWORD;
494 alive: Boolean;
495 SType: Byte;
496 RAngle: Integer;
497 Timeout: Cardinal;
498 CX, CY: Integer;
499 Obj: TObj;
501 procedure getMapBox (out x, y, w, h: Integer); inline;
502 procedure moveBy (dx, dy: Integer); inline;
504 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
505 end;
507 TCorpse = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
508 private
509 FModelName: String;
510 FMess: Boolean;
511 FState: Byte;
512 FDamage: Byte;
513 FColor: TRGB;
514 FObj: TObj;
515 FPlayerUID: Word;
516 FAnimation: TAnimation;
517 FAnimationMask: TAnimation;
519 public
520 constructor Create(X, Y: Integer; ModelName: String; aMess: Boolean);
521 destructor Destroy(); override;
522 procedure Damage(Value: Word; vx, vy: Integer);
523 procedure Update();
524 procedure Draw();
525 procedure SaveState (st: TStream);
526 procedure LoadState (st: TStream);
528 procedure getMapBox (out x, y, w, h: Integer); inline;
529 procedure moveBy (dx, dy: Integer); inline;
531 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
533 function ObjPtr (): PObj; inline;
535 property Obj: TObj read FObj; // copies object
536 property State: Byte read FState;
537 property Mess: Boolean read FMess;
538 end;
540 TTeamStat = Array [TEAM_RED..TEAM_BLUE] of
541 record
542 Goals: SmallInt;
543 end;
545 var
546 gPlayers: Array of TPlayer;
547 gCorpses: Array of TCorpse;
548 gGibs: Array of TGib;
549 gShells: Array of TShell;
550 gTeamStat: TTeamStat;
551 gFly: Boolean = False;
552 gAimLine: Boolean = False;
553 gChatBubble: Byte = 0;
554 gPlayerIndicator: Boolean = True;
555 gNumBots: Word = 0;
556 gLMSPID1: Word = 0;
557 gLMSPID2: Word = 0;
558 MAX_RUNVEL: Integer = 8;
559 VEL_JUMP: Integer = 10;
560 SHELL_TIMEOUT: Cardinal = 60000;
562 function Lerp(X, Y, Factor: Integer): Integer;
564 procedure g_Gibs_SetMax(Count: Word);
565 function g_Gibs_GetMax(): Word;
566 procedure g_Corpses_SetMax(Count: Word);
567 function g_Corpses_GetMax(): Word;
568 procedure g_Shells_SetMax(Count: Word);
569 function g_Shells_GetMax(): Word;
571 procedure g_Player_Init();
572 procedure g_Player_Free();
573 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
574 function g_Player_CreateFromState (st: TStream): Word;
575 procedure g_Player_Remove(UID: Word);
576 procedure g_Player_ResetTeams();
577 procedure g_Player_UpdateAll();
578 procedure g_Player_DrawAll();
579 procedure g_Player_DrawDebug(p: TPlayer);
580 procedure g_Player_DrawHealth();
581 procedure g_Player_RememberAll();
582 procedure g_Player_ResetAll(Force, Silent: Boolean);
583 function g_Player_Get(UID: Word): TPlayer;
584 function g_Player_GetCount(): Byte;
585 function g_Player_GetStats(): TPlayerStatArray;
586 function g_Player_ValidName(Name: String): Boolean;
587 procedure g_Player_CreateCorpse(Player: TPlayer);
588 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: String; fColor: TRGB);
589 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
590 procedure g_Player_UpdatePhysicalObjects();
591 procedure g_Player_DrawCorpses();
592 procedure g_Player_DrawShells();
593 procedure g_Player_RemoveAllCorpses();
594 procedure g_Player_Corpses_SaveState (st: TStream);
595 procedure g_Player_Corpses_LoadState (st: TStream);
596 procedure g_Bot_Add(Team, Difficult: Byte);
597 procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1);
598 procedure g_Bot_MixNames();
599 procedure g_Bot_RemoveAll();
601 implementation
603 uses
604 {$INCLUDE ../nogl/noGLuses.inc}
605 {$IFDEF ENABLE_HOLMES}
606 g_holmes,
607 {$ENDIF}
608 e_log, g_map, g_items, g_console, g_gfx, Math,
609 g_options, g_triggers, g_menu, g_game, g_grid,
610 wadreader, g_main, g_monsters, CONFIG, g_language,
611 g_net, g_netmsg, g_window,
612 utils, xstreams;
614 const PLR_SAVE_VERSION = 0;
616 type
617 TBotProfile = record
618 name: ShortString;
619 model: ShortString;
620 team: Byte;
621 color: TRGB;
622 diag_fire: Byte;
623 invis_fire: Byte;
624 diag_precision: Byte;
625 fly_precision: Byte;
626 cover: Byte;
627 close_jump: Byte;
628 w_prior1: Array [WP_FIRST..WP_LAST] of Byte;
629 w_prior2: Array [WP_FIRST..WP_LAST] of Byte;
630 w_prior3: Array [WP_FIRST..WP_LAST] of Byte;
631 end;
633 const
634 TIME_RESPAWN1 = 1500;
635 TIME_RESPAWN2 = 2000;
636 TIME_RESPAWN3 = 3000;
637 AIR_DEF = 360;
638 AIR_MAX = 1091;
639 JET_MAX = 540; // ~30 sec
640 PLAYER_SUIT_TIME = 30000;
641 PLAYER_INVUL_TIME = 30000;
642 PLAYER_INVIS_TIME = 35000;
643 FRAG_COMBO_TIME = 3000;
644 VEL_SW = 4;
645 VEL_FLY = 6;
646 ANGLE_RIGHTUP = 55;
647 ANGLE_RIGHTDOWN = -35;
648 ANGLE_LEFTUP = 125;
649 ANGLE_LEFTDOWN = -145;
650 PLAYER_HEADRECT: TRectWH = (X:24; Y:12; Width:20; Height:12);
651 WEAPONPOINT: Array [TDirection] of TDFPoint = ((X:16; Y:32), (X:47; Y:32));
652 BOT_MAXJUMP = 84;
653 BOT_LONGDIST = 300;
654 BOT_UNSAFEDIST = 128;
655 TEAMCOLOR: Array [TEAM_RED..TEAM_BLUE] of TRGB = ((R:255; G:0; B:0),
656 (R:0; G:0; B:255));
657 DIFFICULT_EASY: TDifficult = (DiagFire: 32; InvisFire: 32; DiagPrecision: 32;
658 FlyPrecision: 32; Cover: 32; CloseJump: 32;
659 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
660 DIFFICULT_MEDIUM: TDifficult = (DiagFire: 127; InvisFire: 127; DiagPrecision: 127;
661 FlyPrecision: 127; Cover: 127; CloseJump: 127;
662 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
663 DIFFICULT_HARD: TDifficult = (DiagFire: 255; InvisFire: 255; DiagPrecision: 255;
664 FlyPrecision: 255; Cover: 255; CloseJump: 255;
665 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
666 WEAPON_PRIOR1: Array [WP_FIRST..WP_LAST] of Byte =
667 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
668 WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
669 WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER,
670 WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
671 WEAPON_PRIOR2: Array [WP_FIRST..WP_LAST] of Byte =
672 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
673 WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
674 WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1,
675 WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
676 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
677 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
678 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
679 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
680 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
681 WEAPON_RELOAD: Array [WP_FIRST..WP_LAST] of Byte =
682 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
684 PLAYER_SIGNATURE = $52594C50; // 'PLYR'
685 CORPSE_SIGNATURE = $50524F43; // 'CORP'
687 BOTNAMES_FILENAME = 'botnames.txt';
688 BOTLIST_FILENAME = 'botlist.txt';
690 var
691 MaxGibs: Word = 150;
692 MaxCorpses: Word = 20;
693 MaxShells: Word = 300;
694 CurrentGib: Integer = 0;
695 CurrentShell: Integer = 0;
696 BotNames: Array of String;
697 BotList: Array of TBotProfile;
700 function Lerp(X, Y, Factor: Integer): Integer;
701 begin
702 Result := X + ((Y - X) div Factor);
703 end;
705 function SameTeam(UID1, UID2: Word): Boolean;
706 begin
707 Result := False;
709 if (UID1 > UID_MAX_PLAYER) or (UID1 <= UID_MAX_GAME) or
710 (UID2 > UID_MAX_PLAYER) or (UID2 <= UID_MAX_GAME) then Exit;
712 if (g_Player_Get(UID1) = nil) or (g_Player_Get(UID2) = nil) then Exit;
714 if ((g_Player_Get(UID1).Team = TEAM_NONE) or
715 (g_Player_Get(UID2).Team = TEAM_NONE)) then Exit;
717 Result := g_Player_Get(UID1).FTeam = g_Player_Get(UID2).FTeam;
718 end;
720 procedure g_Gibs_SetMax(Count: Word);
721 begin
722 MaxGibs := Count;
723 SetLength(gGibs, Count);
725 if CurrentGib >= Count then
726 CurrentGib := 0;
727 end;
729 function g_Gibs_GetMax(): Word;
730 begin
731 Result := MaxGibs;
732 end;
734 procedure g_Shells_SetMax(Count: Word);
735 begin
736 MaxShells := Count;
737 SetLength(gShells, Count);
739 if CurrentShell >= Count then
740 CurrentShell := 0;
741 end;
743 function g_Shells_GetMax(): Word;
744 begin
745 Result := MaxShells;
746 end;
749 procedure g_Corpses_SetMax(Count: Word);
750 begin
751 MaxCorpses := Count;
752 SetLength(gCorpses, Count);
753 end;
755 function g_Corpses_GetMax(): Word;
756 begin
757 Result := MaxCorpses;
758 end;
760 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
761 var
762 a: Integer;
763 ok: Boolean;
764 begin
765 Result := 0;
767 ok := False;
768 a := 0;
770 // Åñòü ëè ìåñòî â gPlayers:
771 if gPlayers <> nil then
772 for a := 0 to High(gPlayers) do
773 if gPlayers[a] = nil then
774 begin
775 ok := True;
776 Break;
777 end;
779 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
780 if not ok then
781 begin
782 SetLength(gPlayers, Length(gPlayers)+1);
783 a := High(gPlayers);
784 end;
786 // Ñîçäàåì îáúåêò èãðîêà:
787 if Bot then
788 gPlayers[a] := TBot.Create()
789 else
790 gPlayers[a] := TPlayer.Create();
793 gPlayers[a].FActualModelName := ModelName;
794 gPlayers[a].SetModel(ModelName);
796 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
797 if gPlayers[a].FModel = nil then
798 begin
799 gPlayers[a].Free();
800 gPlayers[a] := nil;
801 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [ModelName]));
802 Exit;
803 end;
805 if not (Team in [TEAM_RED, TEAM_BLUE]) then
806 if Random(2) = 0 then
807 Team := TEAM_RED
808 else
809 Team := TEAM_BLUE;
810 gPlayers[a].FPreferredTeam := Team;
812 case gGameSettings.GameMode of
813 GM_DM: gPlayers[a].FTeam := TEAM_NONE;
814 GM_TDM,
815 GM_CTF: gPlayers[a].FTeam := gPlayers[a].FPreferredTeam;
816 GM_SINGLE,
817 GM_COOP: gPlayers[a].FTeam := TEAM_COOP;
818 end;
820 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
821 gPlayers[a].FColor := Color;
822 if gPlayers[a].FTeam in [TEAM_RED, TEAM_BLUE] then
823 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
824 else
825 gPlayers[a].FModel.Color := Color;
827 gPlayers[a].FUID := g_CreateUID(UID_PLAYER);
828 gPlayers[a].FAlive := False;
830 Result := gPlayers[a].FUID;
831 end;
833 function g_Player_CreateFromState (st: TStream): Word;
834 var
835 a, i: Integer;
836 ok, Bot: Boolean;
837 b: Byte;
838 begin
839 result := 0;
840 if (st = nil) then exit; //???
842 // Ñèãíàòóðà èãðîêà
843 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
844 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
846 // Áîò èëè ÷åëîâåê:
847 Bot := utils.readBool(st);
849 ok := false;
850 a := 0;
852 // Åñòü ëè ìåñòî â gPlayers:
853 for a := 0 to High(gPlayers) do if (gPlayers[a] = nil) then begin ok := true; break; end;
855 // Íåò ìåñòà - ðàñøèðÿåì gPlayers
856 if not ok then
857 begin
858 SetLength(gPlayers, Length(gPlayers)+1);
859 a := High(gPlayers);
860 end;
862 // Ñîçäàåì îáúåêò èãðîêà
863 if Bot then
864 gPlayers[a] := TBot.Create()
865 else
866 gPlayers[a] := TPlayer.Create();
867 gPlayers[a].FIamBot := Bot;
868 gPlayers[a].FPhysics := True;
870 // UID èãðîêà
871 gPlayers[a].FUID := utils.readWord(st);
872 // Èìÿ èãðîêà
873 gPlayers[a].FName := utils.readStr(st);
874 // Êîìàíäà
875 gPlayers[a].FTeam := utils.readByte(st);
876 gPlayers[a].FPreferredTeam := gPlayers[a].FTeam;
877 // Æèâ ëè
878 gPlayers[a].FAlive := utils.readBool(st);
879 // Èçðàñõîäîâàë ëè âñå æèçíè
880 gPlayers[a].FNoRespawn := utils.readBool(st);
881 // Íàïðàâëåíèå
882 b := utils.readByte(st);
883 if b = 1 then gPlayers[a].FDirection := TDirection.D_LEFT else gPlayers[a].FDirection := TDirection.D_RIGHT; // b = 2
884 // Çäîðîâüå
885 gPlayers[a].FHealth := utils.readLongInt(st);
886 // Æèçíè
887 gPlayers[a].FLives := utils.readByte(st);
888 // Áðîíÿ
889 gPlayers[a].FArmor := utils.readLongInt(st);
890 // Çàïàñ âîçäóõà
891 gPlayers[a].FAir := utils.readLongInt(st);
892 // Çàïàñ ãîðþ÷åãî
893 gPlayers[a].FJetFuel := utils.readLongInt(st);
894 // Áîëü
895 gPlayers[a].FPain := utils.readLongInt(st);
896 // Óáèë
897 gPlayers[a].FKills := utils.readLongInt(st);
898 // Óáèë ìîíñòðîâ
899 gPlayers[a].FMonsterKills := utils.readLongInt(st);
900 // Ôðàãîâ
901 gPlayers[a].FFrags := utils.readLongInt(st);
902 // Ôðàãîâ ïîäðÿä
903 gPlayers[a].FFragCombo := utils.readByte(st);
904 // Âðåìÿ ïîñëåäíåãî ôðàãà
905 gPlayers[a].FLastFrag := utils.readLongWord(st);
906 // Ñìåðòåé
907 gPlayers[a].FDeath := utils.readLongInt(st);
908 // Êàêîé ôëàã íåñåò
909 gPlayers[a].FFlag := utils.readByte(st);
910 // Íàøåë ñåêðåòîâ
911 gPlayers[a].FSecrets := utils.readLongInt(st);
912 // Òåêóùåå îðóæèå
913 gPlayers[a].FCurrWeap := utils.readByte(st);
914 // Ñëåäóþùåå æåëàåìîå îðóæèå
915 gPlayers[a].FNextWeap := utils.readWord(st);
916 // ...è ïàóçà
917 gPlayers[a].FNextWeapDelay := utils.readByte(st);
918 // Âðåìÿ çàðÿäêè BFG
919 gPlayers[a].FBFGFireCounter := utils.readSmallInt(st);
920 // Áóôåð óðîíà
921 gPlayers[a].FDamageBuffer := utils.readLongInt(st);
922 // Ïîñëåäíèé óäàðèâøèé
923 gPlayers[a].FLastSpawnerUID := utils.readWord(st);
924 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
925 gPlayers[a].FLastHit := utils.readByte(st);
926 // Îáúåêò èãðîêà:
927 Obj_LoadState(@gPlayers[a].FObj, st);
928 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
929 for i := A_BULLETS to A_HIGH do gPlayers[a].FAmmo[i] := utils.readWord(st);
930 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
931 for i := A_BULLETS to A_HIGH do gPlayers[a].FMaxAmmo[i] := utils.readWord(st);
932 // Íàëè÷èå îðóæèÿ
933 for i := WP_FIRST to WP_LAST do gPlayers[a].FWeapon[i] := utils.readBool(st);
934 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
935 for i := WP_FIRST to WP_LAST do gPlayers[a].FReloading[i] := utils.readWord(st);
936 // Íàëè÷èå ðþêçàêà
937 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_ITEM_BACKPACK);
938 // Íàëè÷èå êðàñíîãî êëþ÷à
939 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_RED);
940 // Íàëè÷èå çåëåíîãî êëþ÷à
941 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_GREEN);
942 // Íàëè÷èå ñèíåãî êëþ÷à
943 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_BLUE);
944 // Íàëè÷èå áåðñåðêà
945 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_BERSERK);
946 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
947 for i := MR_SUIT to MR_MAX do gPlayers[a].FMegaRulez[i] := utils.readLongWord(st);
948 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
949 for i := T_RESPAWN to T_FLAGCAP do gPlayers[a].FTime[i] := utils.readLongWord(st);
951 // Íàçâàíèå ìîäåëè:
952 gPlayers[a].FActualModelName := utils.readStr(st);
953 // Öâåò ìîäåëè
954 gPlayers[a].FColor.R := utils.readByte(st);
955 gPlayers[a].FColor.G := utils.readByte(st);
956 gPlayers[a].FColor.B := utils.readByte(st);
957 // Îáíîâëÿåì ìîäåëü èãðîêà
958 gPlayers[a].SetModel(gPlayers[a].FActualModelName);
960 // Íåò ìîäåëè - ñîçäàíèå íåâîçìîæíî
961 if (gPlayers[a].FModel = nil) then
962 begin
963 gPlayers[a].Free();
964 gPlayers[a] := nil;
965 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [gPlayers[a].FActualModelName]));
966 exit;
967 end;
969 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû
970 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
971 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
972 else
973 gPlayers[a].FModel.Color := gPlayers[a].FColor;
975 result := gPlayers[a].FUID;
976 end;
979 procedure g_Player_ResetTeams();
980 var
981 a: Integer;
982 begin
983 if g_Game_IsClient then
984 Exit;
985 if gPlayers = nil then
986 Exit;
987 for a := Low(gPlayers) to High(gPlayers) do
988 if gPlayers[a] <> nil then
989 case gGameSettings.GameMode of
990 GM_DM:
991 gPlayers[a].ChangeTeam(TEAM_NONE);
992 GM_TDM, GM_CTF:
993 if not (gPlayers[a].Team in [TEAM_RED, TEAM_BLUE]) then
994 if gPlayers[a].FPreferredTeam in [TEAM_RED, TEAM_BLUE] then
995 gPlayers[a].ChangeTeam(gPlayers[a].FPreferredTeam)
996 else
997 if a mod 2 = 0 then
998 gPlayers[a].ChangeTeam(TEAM_RED)
999 else
1000 gPlayers[a].ChangeTeam(TEAM_BLUE);
1001 GM_SINGLE,
1002 GM_COOP:
1003 gPlayers[a].ChangeTeam(TEAM_COOP);
1004 end;
1005 end;
1007 procedure g_Bot_Add(Team, Difficult: Byte);
1008 var
1009 m: SSArray;
1010 _name, _model: String;
1011 a, tr, tb: Integer;
1012 begin
1013 if not g_Game_IsServer then Exit;
1015 // Ñïèñîê íàçâàíèé ìîäåëåé:
1016 m := g_PlayerModel_GetNames();
1017 if m = nil then
1018 Exit;
1020 // Êîìàíäà:
1021 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1022 Team := TEAM_COOP // COOP
1023 else
1024 if gGameSettings.GameMode = GM_DM then
1025 Team := TEAM_NONE // DM
1026 else
1027 if Team = TEAM_NONE then // CTF / TDM
1028 begin
1029 // Àâòîáàëàíñ êîìàíä:
1030 tr := 0;
1031 tb := 0;
1033 for a := 0 to High(gPlayers) do
1034 if gPlayers[a] <> nil then
1035 begin
1036 if gPlayers[a].Team = TEAM_RED then
1037 Inc(tr)
1038 else
1039 if gPlayers[a].Team = TEAM_BLUE then
1040 Inc(tb);
1041 end;
1043 if tr > tb then
1044 Team := TEAM_BLUE
1045 else
1046 if tb > tr then
1047 Team := TEAM_RED
1048 else // tr = tb
1049 if Random(2) = 0 then
1050 Team := TEAM_RED
1051 else
1052 Team := TEAM_BLUE;
1053 end;
1055 // Âûáèðàåì áîòó èìÿ:
1056 _name := '';
1057 if BotNames <> nil then
1058 for a := 0 to High(BotNames) do
1059 if g_Player_ValidName(BotNames[a]) then
1060 begin
1061 _name := BotNames[a];
1062 Break;
1063 end;
1065 // Èìåíè íåò, çàäàåì ñëó÷àéíîå:
1066 if _name = '' then
1067 repeat
1068 _name := Format('DFBOT%.2d', [Random(100)]);
1069 until g_Player_ValidName(_name);
1071 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
1072 _model := m[Random(Length(m))];
1074 // Ñîçäàåì áîòà:
1075 with g_Player_Get(g_Player_Create(_model,
1076 _RGB(Min(Random(9)*32, 255),
1077 Min(Random(9)*32, 255),
1078 Min(Random(9)*32, 255)),
1079 Team, True)) as TBot do
1080 begin
1081 Name := _name;
1083 case Difficult of
1084 1: FDifficult := DIFFICULT_EASY;
1085 2: FDifficult := DIFFICULT_MEDIUM;
1086 else FDifficult := DIFFICULT_HARD;
1087 end;
1089 for a := WP_FIRST to WP_LAST do
1090 begin
1091 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
1092 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
1093 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1094 end;
1096 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1098 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1099 if g_Game_IsServer and (gGameSettings.MaxLives > 0) then
1100 Spectate();
1101 end;
1102 end;
1104 procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1);
1105 var
1106 m: SSArray;
1107 _name, _model: String;
1108 a: Integer;
1109 begin
1110 if not g_Game_IsServer then Exit;
1112 // Ñïèñîê íàçâàíèé ìîäåëåé:
1113 m := g_PlayerModel_GetNames();
1114 if m = nil then
1115 Exit;
1117 // Êîìàíäà:
1118 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1119 Team := TEAM_COOP // COOP
1120 else
1121 if gGameSettings.GameMode = GM_DM then
1122 Team := TEAM_NONE // DM
1123 else
1124 if Team = TEAM_NONE then
1125 Team := BotList[num].team; // CTF / TDM
1127 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1128 lName := AnsiLowerCase(lName);
1129 if (num < 0) or (num > Length(BotList)-1) then
1130 num := -1;
1131 if (num = -1) and (lName <> '') and (BotList <> nil) then
1132 for a := 0 to High(BotList) do
1133 if AnsiLowerCase(BotList[a].name) = lName then
1134 begin
1135 num := a;
1136 Break;
1137 end;
1138 if num = -1 then
1139 Exit;
1141 // Èìÿ áîòà:
1142 _name := BotList[num].name;
1143 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1144 if not g_Player_ValidName(_name) then
1145 repeat
1146 _name := Format('DFBOT%.2d', [Random(100)]);
1147 until g_Player_ValidName(_name);
1149 // Ìîäåëü:
1150 _model := BotList[num].model;
1151 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1152 if not InSArray(_model, m) then
1153 _model := m[Random(Length(m))];
1155 // Ñîçäàåì áîòà:
1156 with g_Player_Get(g_Player_Create(_model, BotList[num].color, Team, True)) as TBot do
1157 begin
1158 Name := _name;
1160 FDifficult.DiagFire := BotList[num].diag_fire;
1161 FDifficult.InvisFire := BotList[num].invis_fire;
1162 FDifficult.DiagPrecision := BotList[num].diag_precision;
1163 FDifficult.FlyPrecision := BotList[num].fly_precision;
1164 FDifficult.Cover := BotList[num].cover;
1165 FDifficult.CloseJump := BotList[num].close_jump;
1167 for a := WP_FIRST to WP_LAST do
1168 begin
1169 FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
1170 FDifficult.CloseWeaponPrior[a] := BotList[num].w_prior2[a];
1171 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1172 end;
1174 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1176 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1177 end;
1178 end;
1180 procedure g_Bot_RemoveAll();
1181 var
1182 a: Integer;
1183 begin
1184 if not g_Game_IsServer then Exit;
1185 if gPlayers = nil then Exit;
1187 for a := 0 to High(gPlayers) do
1188 if gPlayers[a] <> nil then
1189 if gPlayers[a] is TBot then
1190 begin
1191 gPlayers[a].Lives := 0;
1192 gPlayers[a].Kill(K_SIMPLEKILL, 0, HIT_DISCON);
1193 g_Console_Add(Format(_lc[I_PLAYER_LEAVE], [gPlayers[a].Name]), True);
1194 g_Player_Remove(gPlayers[a].FUID);
1195 end;
1197 g_Bot_MixNames();
1198 end;
1200 procedure g_Bot_MixNames();
1201 var
1202 s: String;
1203 a, b: Integer;
1204 begin
1205 if BotNames <> nil then
1206 for a := 0 to High(BotNames) do
1207 begin
1208 b := Random(Length(BotNames));
1209 s := BotNames[a];
1210 Botnames[a] := BotNames[b];
1211 BotNames[b] := s;
1212 end;
1213 end;
1215 procedure g_Player_Remove(UID: Word);
1216 var
1217 i: Integer;
1218 begin
1219 if gPlayers = nil then Exit;
1221 if g_Game_IsServer and g_Game_IsNet then
1222 MH_SEND_PlayerDelete(UID);
1224 for i := 0 to High(gPlayers) do
1225 if gPlayers[i] <> nil then
1226 if gPlayers[i].FUID = UID then
1227 begin
1228 if gPlayers[i] is TPlayer then
1229 TPlayer(gPlayers[i]).Free()
1230 else
1231 TBot(gPlayers[i]).Free();
1232 gPlayers[i] := nil;
1233 Exit;
1234 end;
1235 end;
1237 procedure g_Player_Init();
1238 var
1239 F: TextFile;
1240 s: String;
1241 a, b: Integer;
1242 config: TConfig;
1243 sa: SSArray;
1244 begin
1245 BotNames := nil;
1247 if not FileExists(DataDir + BOTNAMES_FILENAME) then
1248 Exit;
1250 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1251 AssignFile(F, DataDir + BOTNAMES_FILENAME);
1252 Reset(F);
1254 while not EOF(F) do
1255 begin
1256 ReadLn(F, s);
1258 s := Trim(s);
1259 if s = '' then
1260 Continue;
1262 SetLength(BotNames, Length(BotNames)+1);
1263 BotNames[High(BotNames)] := s;
1264 end;
1266 CloseFile(F);
1268 // Ïåðåìåøèâàåì èõ:
1269 g_Bot_MixNames();
1271 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1272 config := TConfig.CreateFile(DataDir + BOTLIST_FILENAME);
1273 BotList := nil;
1274 a := 0;
1276 while config.SectionExists(IntToStr(a)) do
1277 begin
1278 SetLength(BotList, Length(BotList)+1);
1280 with BotList[High(BotList)] do
1281 begin
1282 // Èìÿ áîòà:
1283 name := config.ReadStr(IntToStr(a), 'name', '');
1284 // Ìîäåëü:
1285 model := config.ReadStr(IntToStr(a), 'model', '');
1286 // Êîìàíäà:
1287 if config.ReadStr(IntToStr(a), 'team', 'red') = 'red' then
1288 team := TEAM_RED
1289 else
1290 team := TEAM_BLUE;
1291 // Öâåò ìîäåëè:
1292 sa := parse(config.ReadStr(IntToStr(a), 'color', ''));
1293 color.R := StrToIntDef(sa[0], 0);
1294 color.G := StrToIntDef(sa[1], 0);
1295 color.B := StrToIntDef(sa[2], 0);
1296 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1297 diag_fire := config.ReadInt(IntToStr(a), 'diag_fire', 0);
1298 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1299 invis_fire := config.ReadInt(IntToStr(a), 'invis_fire', 0);
1300 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1301 diag_precision := config.ReadInt(IntToStr(a), 'diag_precision', 0);
1302 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1303 fly_precision := config.ReadInt(IntToStr(a), 'fly_precision', 0);
1304 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1305 cover := config.ReadInt(IntToStr(a), 'cover', 0);
1306 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1307 close_jump := config.ReadInt(IntToStr(a), 'close_jump', 0);
1308 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1309 sa := parse(config.ReadStr(IntToStr(a), 'w_prior1', ''));
1310 if Length(sa) = 10 then
1311 for b := 0 to 9 do
1312 w_prior1[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1313 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1314 sa := parse(config.ReadStr(IntToStr(a), 'w_prior2', ''));
1315 if Length(sa) = 10 then
1316 for b := 0 to 9 do
1317 w_prior2[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1319 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1320 if Length(sa) = 10 then
1321 for b := 0 to 9 do
1322 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1323 end;
1325 a := a + 1;
1326 end;
1328 config.Free();
1329 end;
1331 procedure g_Player_Free();
1332 var
1333 i: Integer;
1334 begin
1335 if gPlayers <> nil then
1336 begin
1337 for i := 0 to High(gPlayers) do
1338 if gPlayers[i] <> nil then
1339 begin
1340 if gPlayers[i] is TPlayer then
1341 TPlayer(gPlayers[i]).Free()
1342 else
1343 TBot(gPlayers[i]).Free();
1344 gPlayers[i] := nil;
1345 end;
1347 gPlayers := nil;
1348 end;
1350 gPlayer1 := nil;
1351 gPlayer2 := nil;
1352 end;
1354 procedure g_Player_UpdateAll();
1355 var
1356 i: Integer;
1357 begin
1358 if gPlayers = nil then Exit;
1360 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1361 for i := 0 to High(gPlayers) do
1362 begin
1363 if gPlayers[i] <> nil then
1364 begin
1365 if gPlayers[i] is TPlayer then
1366 begin
1367 gPlayers[i].Update();
1368 gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1369 end
1370 else
1371 begin
1372 // bot updates weapons in `UpdateCombat()`
1373 TBot(gPlayers[i]).Update();
1374 end;
1375 end;
1376 end;
1377 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1378 end;
1380 procedure g_Player_DrawAll();
1381 var
1382 i: Integer;
1383 begin
1384 if gPlayers = nil then Exit;
1386 for i := 0 to High(gPlayers) do
1387 if gPlayers[i] <> nil then
1388 if gPlayers[i] is TPlayer then gPlayers[i].Draw()
1389 else TBot(gPlayers[i]).Draw();
1390 end;
1392 procedure g_Player_DrawDebug(p: TPlayer);
1393 var
1394 fW, fH: Byte;
1395 begin
1396 if p = nil then Exit;
1397 if (@p.FObj) = nil then Exit;
1399 e_TextureFontGetSize(gStdFont, fW, fH);
1401 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p.FObj.X), gStdFont);
1402 e_TextureFontPrint(0, fH , 'Pos Y: ' + IntToStr(p.FObj.Y), gStdFont);
1403 e_TextureFontPrint(0, fH * 2, 'Vel X: ' + IntToStr(p.FObj.Vel.X), gStdFont);
1404 e_TextureFontPrint(0, fH * 3, 'Vel Y: ' + IntToStr(p.FObj.Vel.Y), gStdFont);
1405 e_TextureFontPrint(0, fH * 4, 'Acc X: ' + IntToStr(p.FObj.Accel.X), gStdFont);
1406 e_TextureFontPrint(0, fH * 5, 'Acc Y: ' + IntToStr(p.FObj.Accel.Y), gStdFont);
1407 end;
1409 procedure g_Player_DrawHealth();
1410 var
1411 i: Integer;
1412 fW, fH: Byte;
1413 begin
1414 if gPlayers = nil then Exit;
1415 e_TextureFontGetSize(gStdFont, fW, fH);
1417 for i := 0 to High(gPlayers) do
1418 if gPlayers[i] <> nil then
1419 begin
1420 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1421 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH * 2,
1422 IntToStr(gPlayers[i].FHealth), gStdFont);
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,
1425 IntToStr(gPlayers[i].FArmor), gStdFont);
1426 end;
1427 end;
1429 function g_Player_Get(UID: Word): TPlayer;
1430 var
1431 a: Integer;
1432 begin
1433 Result := nil;
1435 if gPlayers = nil then
1436 Exit;
1438 for a := 0 to High(gPlayers) do
1439 if gPlayers[a] <> nil then
1440 if gPlayers[a].FUID = UID then
1441 begin
1442 Result := gPlayers[a];
1443 Exit;
1444 end;
1445 end;
1447 function g_Player_GetCount(): Byte;
1448 var
1449 a: Integer;
1450 begin
1451 Result := 0;
1453 if gPlayers = nil then
1454 Exit;
1456 for a := 0 to High(gPlayers) do
1457 if gPlayers[a] <> nil then
1458 Result := Result + 1;
1459 end;
1461 function g_Player_GetStats(): TPlayerStatArray;
1462 var
1463 a: Integer;
1464 begin
1465 Result := nil;
1467 if gPlayers = nil then Exit;
1469 for a := 0 to High(gPlayers) do
1470 if gPlayers[a] <> nil then
1471 begin
1472 SetLength(Result, Length(Result)+1);
1473 with Result[High(Result)] do
1474 begin
1475 Ping := gPlayers[a].FPing;
1476 Loss := gPlayers[a].FLoss;
1477 Name := gPlayers[a].FName;
1478 Team := gPlayers[a].FTeam;
1479 Frags := gPlayers[a].FFrags;
1480 Deaths := gPlayers[a].FDeath;
1481 Kills := gPlayers[a].FKills;
1482 Color := gPlayers[a].FModel.Color;
1483 Lives := gPlayers[a].FLives;
1484 Spectator := gPlayers[a].FSpectator;
1485 end;
1486 end;
1487 end;
1489 procedure g_Player_RememberAll;
1490 var
1491 i: Integer;
1492 begin
1493 for i := Low(gPlayers) to High(gPlayers) do
1494 if (gPlayers[i] <> nil) and gPlayers[i].alive then
1495 gPlayers[i].RememberState;
1496 end;
1498 procedure g_Player_ResetAll(Force, Silent: Boolean);
1499 var
1500 i: Integer;
1501 begin
1502 gTeamStat[TEAM_RED].Goals := 0;
1503 gTeamStat[TEAM_BLUE].Goals := 0;
1505 if gPlayers <> nil then
1506 for i := 0 to High(gPlayers) do
1507 if gPlayers[i] <> nil then
1508 begin
1509 gPlayers[i].Reset(Force);
1511 if gPlayers[i] is TPlayer then
1512 begin
1513 if (not gPlayers[i].FSpectator) or gPlayers[i].FWantsInGame then
1514 gPlayers[i].Respawn(Silent)
1515 else
1516 gPlayers[i].Spectate();
1517 end
1518 else
1519 TBot(gPlayers[i]).Respawn(Silent);
1520 end;
1521 end;
1523 procedure g_Player_CreateCorpse(Player: TPlayer);
1524 var
1525 i: Integer;
1526 find_id: DWORD;
1527 ok: Boolean;
1528 begin
1529 if Player.alive then
1530 Exit;
1532 // Ðàçðûâàåì ñâÿçü ñ ïðåæíèì òðóïîì:
1533 if gCorpses <> nil then
1534 for i := 0 to High(gCorpses) do
1535 if gCorpses[i] <> nil then
1536 if gCorpses[i].FPlayerUID = Player.FUID then
1537 gCorpses[i].FPlayerUID := 0;
1539 if Player.FObj.Y >= gMapInfo.Height+128 then
1540 Exit;
1542 with Player do
1543 begin
1544 if (FHealth >= -50) or (gGibsCount = 0) then
1545 begin
1546 if (gCorpses = nil) or (Length(gCorpses) = 0) then
1547 Exit;
1549 ok := False;
1550 for find_id := 0 to High(gCorpses) do
1551 if gCorpses[find_id] = nil then
1552 begin
1553 ok := True;
1554 Break;
1555 end;
1557 if not ok then
1558 find_id := Random(Length(gCorpses));
1560 gCorpses[find_id] := TCorpse.Create(FObj.X, FObj.Y, FModel.Name, FHealth < -20);
1561 gCorpses[find_id].FColor := FModel.Color;
1562 gCorpses[find_id].FObj.Vel := FObj.Vel;
1563 gCorpses[find_id].FObj.Accel := FObj.Accel;
1564 gCorpses[find_id].FPlayerUID := FUID;
1565 end
1566 else
1567 g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX,
1568 FObj.Y + PLAYER_RECT_CY,
1569 FModel.Name, FModel.Color);
1570 end;
1571 end;
1573 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
1574 var
1575 SID: DWORD;
1576 begin
1577 if (gShells = nil) or (Length(gShells) = 0) then
1578 Exit;
1580 with gShells[CurrentShell] do
1581 begin
1582 SpriteID := 0;
1583 g_Obj_Init(@Obj);
1584 Obj.Rect.X := 0;
1585 Obj.Rect.Y := 0;
1586 if T = SHELL_BULLET then
1587 begin
1588 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID) then
1589 SpriteID := SID;
1590 CX := 2;
1591 CY := 1;
1592 Obj.Rect.Width := 4;
1593 Obj.Rect.Height := 2;
1594 end
1595 else
1596 begin
1597 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID) then
1598 SpriteID := SID;
1599 CX := 4;
1600 CY := 2;
1601 Obj.Rect.Width := 7;
1602 Obj.Rect.Height := 3;
1603 end;
1604 SType := T;
1605 alive := True;
1606 Obj.X := fX;
1607 Obj.Y := fY;
1608 g_Obj_Push(@Obj, dX + Random(4)-Random(4), dY-Random(4));
1609 positionChanged(); // this updates spatial accelerators
1610 RAngle := Random(360);
1611 Timeout := gTime + SHELL_TIMEOUT;
1613 if CurrentShell >= High(gShells) then
1614 CurrentShell := 0
1615 else
1616 Inc(CurrentShell);
1617 end;
1618 end;
1620 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB);
1621 var
1622 a: Integer;
1623 GibsArray: TGibsArray;
1624 Blood: TModelBlood;
1625 begin
1626 if (gGibs = nil) or (Length(gGibs) = 0) then
1627 Exit;
1628 if not g_PlayerModel_GetGibs(ModelName, GibsArray) then
1629 Exit;
1630 Blood := g_PlayerModel_GetBlood(ModelName);
1632 for a := 0 to High(GibsArray) do
1633 with gGibs[CurrentGib] do
1634 begin
1635 Color := fColor;
1636 ID := GibsArray[a].ID;
1637 MaskID := GibsArray[a].MaskID;
1638 alive := True;
1639 g_Obj_Init(@Obj);
1640 Obj.Rect := GibsArray[a].Rect;
1641 Obj.X := fX-GibsArray[a].Rect.X-(GibsArray[a].Rect.Width div 2);
1642 Obj.Y := fY-GibsArray[a].Rect.Y-(GibsArray[a].Rect.Height div 2);
1643 g_Obj_PushA(@Obj, 25 + Random(10), Random(361));
1644 positionChanged(); // this updates spatial accelerators
1645 RAngle := Random(360);
1647 if gBloodCount > 0 then
1648 g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
1649 Random(48), Random(48), Blood.R, Blood.G, Blood.B, Blood.Kind);
1651 if CurrentGib >= High(gGibs) then
1652 CurrentGib := 0
1653 else
1654 Inc(CurrentGib);
1655 end;
1656 end;
1658 procedure g_Player_UpdatePhysicalObjects();
1659 var
1660 i: Integer;
1661 vel: TPoint2i;
1662 mr: Word;
1664 procedure ShellSound_Bounce(X, Y: Integer; T: Byte);
1665 var
1666 k: Integer;
1667 begin
1668 k := 1 + Random(2);
1669 if T = SHELL_BULLET then
1670 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k), X, Y)
1671 else
1672 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k), X, Y);
1673 end;
1675 begin
1676 // Êóñêè ìÿñà:
1677 if gGibs <> nil then
1678 for i := 0 to High(gGibs) do
1679 if gGibs[i].alive then
1680 with gGibs[i] do
1681 begin
1682 vel := Obj.Vel;
1683 mr := g_Obj_Move(@Obj, True, False, True);
1684 positionChanged(); // this updates spatial accelerators
1686 if WordBool(mr and MOVE_FALLOUT) then
1687 begin
1688 alive := False;
1689 Continue;
1690 end;
1692 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1693 if WordBool(mr and MOVE_HITWALL) then
1694 Obj.Vel.X := -(vel.X div 2);
1695 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1696 Obj.Vel.Y := -(vel.Y div 2);
1698 if (Obj.Vel.X >= 0) then
1699 begin // Clockwise
1700 RAngle := RAngle + Abs(Obj.Vel.X)*6 + Abs(Obj.Vel.Y);
1701 if RAngle >= 360 then
1702 RAngle := RAngle mod 360;
1703 end else begin // Counter-clockwise
1704 RAngle := RAngle - Abs(Obj.Vel.X)*6 - Abs(Obj.Vel.Y);
1705 if RAngle < 0 then
1706 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1707 end;
1709 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1710 if gTime mod (GAME_TICK*3) = 0 then
1711 Obj.Vel.X := z_dec(Obj.Vel.X, 1);
1712 end;
1714 // Òðóïû:
1715 if gCorpses <> nil then
1716 for i := 0 to High(gCorpses) do
1717 if gCorpses[i] <> nil then
1718 if gCorpses[i].State = CORPSE_STATE_REMOVEME then
1719 begin
1720 gCorpses[i].Free();
1721 gCorpses[i] := nil;
1722 end
1723 else
1724 gCorpses[i].Update();
1726 // Ãèëüçû:
1727 if gShells <> nil then
1728 for i := 0 to High(gShells) do
1729 if gShells[i].alive then
1730 with gShells[i] do
1731 begin
1732 vel := Obj.Vel;
1733 mr := g_Obj_Move(@Obj, True, False, True);
1734 positionChanged(); // this updates spatial accelerators
1736 if WordBool(mr and MOVE_FALLOUT) or (gShells[i].Timeout < gTime) then
1737 begin
1738 alive := False;
1739 Continue;
1740 end;
1742 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1743 if WordBool(mr and MOVE_HITWALL) then
1744 begin
1745 Obj.Vel.X := -(vel.X div 2);
1746 if not WordBool(mr and MOVE_INWATER) then
1747 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1748 end;
1749 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1750 begin
1751 Obj.Vel.Y := -(vel.Y div 2);
1752 if Obj.Vel.X <> 0 then Obj.Vel.X := Obj.Vel.X div 2;
1753 if (Obj.Vel.X = 0) and (Obj.Vel.Y = 0) then
1754 begin
1755 if RAngle mod 90 <> 0 then
1756 RAngle := (RAngle div 90) * 90;
1757 end
1758 else if not WordBool(mr and MOVE_INWATER) then
1759 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1760 end;
1762 if (Obj.Vel.X >= 0) then
1763 begin // Clockwise
1764 RAngle := RAngle + Abs(Obj.Vel.X)*8 + Abs(Obj.Vel.Y);
1765 if RAngle >= 360 then
1766 RAngle := RAngle mod 360;
1767 end else begin // Counter-clockwise
1768 RAngle := RAngle - Abs(Obj.Vel.X)*8 - Abs(Obj.Vel.Y);
1769 if RAngle < 0 then
1770 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1771 end;
1772 end;
1773 end;
1776 procedure TGib.getMapBox (out x, y, w, h: Integer); inline;
1777 begin
1778 x := Obj.X+Obj.Rect.X;
1779 y := Obj.Y+Obj.Rect.Y;
1780 w := Obj.Rect.Width;
1781 h := Obj.Rect.Height;
1782 end;
1784 procedure TGib.moveBy (dx, dy: Integer); inline;
1785 begin
1786 if (dx <> 0) or (dy <> 0) then
1787 begin
1788 Obj.X += dx;
1789 Obj.Y += dy;
1790 positionChanged();
1791 end;
1792 end;
1795 procedure TShell.getMapBox (out x, y, w, h: Integer); inline;
1796 begin
1797 x := Obj.X;
1798 y := Obj.Y;
1799 w := Obj.Rect.Width;
1800 h := Obj.Rect.Height;
1801 end;
1803 procedure TShell.moveBy (dx, dy: Integer); inline;
1804 begin
1805 if (dx <> 0) or (dy <> 0) then
1806 begin
1807 Obj.X += dx;
1808 Obj.Y += dy;
1809 positionChanged();
1810 end;
1811 end;
1814 procedure TGib.positionChanged (); inline; begin end;
1815 procedure TShell.positionChanged (); inline; begin end;
1818 procedure g_Player_DrawCorpses();
1819 var
1820 i: Integer;
1821 a: TDFPoint;
1822 begin
1823 if gGibs <> nil then
1824 for i := 0 to High(gGibs) do
1825 if gGibs[i].alive then
1826 with gGibs[i] do
1827 begin
1828 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1829 Continue;
1831 a.X := Obj.Rect.X+(Obj.Rect.Width div 2);
1832 a.y := Obj.Rect.Y+(Obj.Rect.Height div 2);
1834 e_DrawAdv(ID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1836 e_Colors := Color;
1837 e_DrawAdv(MaskID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1838 e_Colors.R := 255;
1839 e_Colors.G := 255;
1840 e_Colors.B := 255;
1841 end;
1843 if gCorpses <> nil then
1844 for i := 0 to High(gCorpses) do
1845 if gCorpses[i] <> nil then
1846 gCorpses[i].Draw();
1847 end;
1849 procedure g_Player_DrawShells();
1850 var
1851 i: Integer;
1852 a: TDFPoint;
1853 begin
1854 if gShells <> nil then
1855 for i := 0 to High(gShells) do
1856 if gShells[i].alive then
1857 with gShells[i] do
1858 begin
1859 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1860 Continue;
1862 a.X := CX;
1863 a.Y := CY;
1865 e_DrawAdv(SpriteID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1866 end;
1867 end;
1869 procedure g_Player_RemoveAllCorpses();
1870 var
1871 i: Integer;
1872 begin
1873 gGibs := nil;
1874 gShells := nil;
1875 SetLength(gGibs, MaxGibs);
1876 SetLength(gShells, MaxGibs);
1877 CurrentGib := 0;
1878 CurrentShell := 0;
1880 if gCorpses <> nil then
1881 for i := 0 to High(gCorpses) do
1882 gCorpses[i].Free();
1884 gCorpses := nil;
1885 SetLength(gCorpses, MaxCorpses);
1886 end;
1888 procedure g_Player_Corpses_SaveState (st: TStream);
1889 var
1890 count, i: Integer;
1891 begin
1892 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ
1893 count := 0;
1894 for i := 0 to High(gCorpses) do if (gCorpses[i] <> nil) then Inc(count);
1896 // Êîëè÷åñòâî òðóïîâ
1897 utils.writeInt(st, LongInt(count));
1899 if (count = 0) then exit;
1901 // Ñîõðàíÿåì òðóïû
1902 for i := 0 to High(gCorpses) do
1903 begin
1904 if gCorpses[i] <> nil then
1905 begin
1906 // Íàçâàíèå ìîäåëè
1907 utils.writeStr(st, gCorpses[i].FModelName);
1908 // Òèï ñìåðòè
1909 utils.writeBool(st, gCorpses[i].Mess);
1910 // Ñîõðàíÿåì äàííûå òðóïà:
1911 gCorpses[i].SaveState(st);
1912 end;
1913 end;
1914 end;
1917 procedure g_Player_Corpses_LoadState (st: TStream);
1918 var
1919 count, i: Integer;
1920 str: String;
1921 b: Boolean;
1922 begin
1923 assert(st <> nil);
1925 g_Player_RemoveAllCorpses();
1927 // Êîëè÷åñòâî òðóïîâ:
1928 count := utils.readLongInt(st);
1929 if (count < 0) or (count > Length(gCorpses)) then raise XStreamError.Create('invalid number of corpses');
1931 if (count = 0) then exit;
1933 // Çàãðóæàåì òðóïû
1934 for i := 0 to count-1 do
1935 begin
1936 // Íàçâàíèå ìîäåëè:
1937 str := utils.readStr(st);
1938 // Òèï ñìåðòè
1939 b := utils.readBool(st);
1940 // Ñîçäàåì òðóï
1941 gCorpses[i] := TCorpse.Create(0, 0, str, b);
1942 // Çàãðóæàåì äàííûå òðóïà
1943 gCorpses[i].LoadState(st);
1944 end;
1945 end;
1948 { T P l a y e r : }
1950 function TPlayer.isValidViewPort (): Boolean; inline; begin result := (viewPortW > 0) and (viewPortH > 0); end;
1952 procedure TPlayer.BFGHit();
1953 begin
1954 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1955 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1956 if g_Game_IsServer and g_Game_IsNet then
1957 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1958 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1959 0, NET_GFX_BFGHIT);
1960 end;
1962 procedure TPlayer.ChangeModel(ModelName: string);
1963 var
1964 locModel: TPlayerModel;
1965 begin
1966 locModel := g_PlayerModel_Get(ModelName);
1967 if locModel = nil then Exit;
1969 FModel.Free();
1970 FModel := locModel;
1971 end;
1973 procedure TPlayer.SetModel(ModelName: string);
1974 var
1975 m: TPlayerModel;
1976 begin
1977 m := g_PlayerModel_Get(ModelName);
1978 if m = nil then
1979 begin
1980 g_SimpleError(Format(_lc[I_GAME_ERROR_MODEL_FALLBACK], [ModelName]));
1981 m := g_PlayerModel_Get('doomer');
1982 if m = nil then
1983 begin
1984 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], ['doomer']));
1985 Exit;
1986 end;
1987 end;
1989 if FModel <> nil then
1990 FModel.Free();
1992 FModel := m;
1994 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1995 FModel.Color := FColor
1996 else
1997 FModel.Color := TEAMCOLOR[FTeam];
1998 FModel.SetWeapon(FCurrWeap);
1999 FModel.SetFlag(FFlag);
2000 SetDirection(FDirection);
2001 end;
2003 procedure TPlayer.SetColor(Color: TRGB);
2004 begin
2005 FColor := Color;
2006 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2007 if FModel <> nil then FModel.Color := Color;
2008 end;
2010 procedure TPlayer.SwitchTeam;
2011 begin
2012 if g_Game_IsClient then
2013 Exit;
2014 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then Exit;
2016 if gGameOn and FAlive then
2017 Kill(K_SIMPLEKILL, FUID, HIT_SELF);
2019 if FTeam = TEAM_RED then
2020 begin
2021 ChangeTeam(TEAM_BLUE);
2022 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_BLUE], [FName]), True);
2023 if g_Game_IsNet then
2024 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_BLUE, FName);
2025 end
2026 else
2027 begin
2028 ChangeTeam(TEAM_RED);
2029 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_RED], [FName]), True);
2030 if g_Game_IsNet then
2031 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_RED, FName);
2032 end;
2033 FPreferredTeam := FTeam;
2034 end;
2036 procedure TPlayer.ChangeTeam(Team: Byte);
2037 var
2038 OldTeam: Byte;
2039 begin
2040 OldTeam := FTeam;
2041 FTeam := Team;
2042 case Team of
2043 TEAM_RED, TEAM_BLUE:
2044 FModel.Color := TEAMCOLOR[Team];
2045 else
2046 FModel.Color := FColor;
2047 end;
2048 if (FTeam <> OldTeam) and g_Game_IsNet and g_Game_IsServer then
2049 MH_SEND_PlayerStats(FUID);
2050 end;
2053 procedure TPlayer.CollideItem();
2054 var
2055 i: Integer;
2056 r: Boolean;
2057 begin
2058 if gItems = nil then Exit;
2059 if not FAlive then Exit;
2061 for i := 0 to High(gItems) do
2062 with gItems[i] do
2063 begin
2064 if (ItemType <> ITEM_NONE) and alive then
2065 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
2066 PLAYER_RECT.Height, @Obj) then
2067 begin
2068 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
2070 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
2071 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
2072 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
2073 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
2074 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
2076 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
2077 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
2078 (gGameSettings.GameType = GT_SINGLE) and
2079 (g_Player_GetCount() > 1)) then
2080 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
2081 end;
2082 end;
2083 end;
2086 function TPlayer.CollideLevel(XInc, YInc: Integer): Boolean;
2087 begin
2088 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
2089 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_WALL,
2090 False);
2091 end;
2093 constructor TPlayer.Create();
2094 begin
2095 viewPortX := 0;
2096 viewPortY := 0;
2097 viewPortW := 0;
2098 viewPortH := 0;
2099 mEDamageType := HIT_SOME;
2101 FIamBot := False;
2102 FDummy := False;
2103 FSpawned := False;
2105 FSawSound := TPlayableSound.Create();
2106 FSawSoundIdle := TPlayableSound.Create();
2107 FSawSoundHit := TPlayableSound.Create();
2108 FSawSoundSelect := TPlayableSound.Create();
2109 FJetSoundFly := TPlayableSound.Create();
2110 FJetSoundOn := TPlayableSound.Create();
2111 FJetSoundOff := TPlayableSound.Create();
2113 FSawSound.SetByName('SOUND_WEAPON_FIRESAW');
2114 FSawSoundIdle.SetByName('SOUND_WEAPON_IDLESAW');
2115 FSawSoundHit.SetByName('SOUND_WEAPON_HITSAW');
2116 FSawSoundSelect.SetByName('SOUND_WEAPON_SELECTSAW');
2117 FJetSoundFly.SetByName('SOUND_PLAYER_JETFLY');
2118 FJetSoundOn.SetByName('SOUND_PLAYER_JETON');
2119 FJetSoundOff.SetByName('SOUND_PLAYER_JETOFF');
2121 FSpectatePlayer := -1;
2122 FClientID := -1;
2123 FPing := 0;
2124 FLoss := 0;
2125 FSavedState.WaitRecall := False;
2126 FShellTimer := -1;
2127 FFireTime := 0;
2128 FFirePainTime := 0;
2129 FFireAttacker := 0;
2131 FActualModelName := 'doomer';
2133 g_Obj_Init(@FObj);
2134 FObj.Rect := PLAYER_RECT;
2136 FBFGFireCounter := -1;
2137 FJustTeleported := False;
2138 FNetTime := 0;
2140 resetWeaponQueue();
2141 releaseAllWeaponSwitchKeys();
2142 end;
2145 procedure TPlayer.releaseAllWeaponSwitchKeys ();
2146 var
2147 f: Integer;
2148 begin
2149 for f := 0 to High(weaponSwitchKeyReleased) do weaponSwitchKeyReleased[f] := $03;
2150 end;
2152 procedure TPlayer.weaponSwitchKeysStateChange (index: Integer; pressed: Boolean);
2153 begin
2154 Inc(index, 2); // -2: prev; -1: next
2155 if (index < 0) or (index > High(weaponSwitchKeyReleased)) then exit;
2156 weaponSwitchKeyReleased[index] := weaponSwitchKeyReleased[index] or $02;
2157 if (pressed) then weaponSwitchKeyReleased[index] := weaponSwitchKeyReleased[index] xor $02;
2158 end;
2160 function TPlayer.isWeaponSwitchKeyReleased (index: Integer): Boolean;
2161 begin
2162 Inc(index, 2); // -2: prev; -1: next
2163 if (index < 0) or (index > High(weaponSwitchKeyReleased)) then
2164 begin
2165 result := true;
2166 end
2167 else
2168 begin
2169 result := (weaponSwitchKeyReleased[index] and $01) <> 0;
2170 end;
2171 end;
2173 procedure TPlayer.weaponSwitchKeysShiftNewStates ();
2174 var
2175 f: Integer;
2176 begin
2177 // copy bit 1 to bit 0
2178 for f := 0 to High(weaponSwitchKeyReleased) do
2179 begin
2180 weaponSwitchKeyReleased[f] :=
2181 (weaponSwitchKeyReleased[f] and $02) or
2182 ((weaponSwitchKeyReleased[f] shr 1) and $01);
2183 end;
2184 end;
2187 procedure TPlayer.positionChanged (); inline;
2188 begin
2189 end;
2191 procedure TPlayer.doDamage (v: Integer);
2192 begin
2193 if (v <= 0) then exit;
2194 if (v > 32767) then v := 32767;
2195 Damage(v, 0, 0, 0, mEDamageType);
2196 end;
2198 procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte);
2199 var
2200 c: Word;
2201 begin
2202 if (not g_Game_IsClient) and (not FAlive) then
2203 Exit;
2205 FLastHit := t;
2207 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2208 if ((t = HIT_TRAP) or (t = HIT_SELF)) and (not FGodMode) then
2209 begin
2210 if not g_Game_IsClient then
2211 begin
2212 FArmor := 0;
2213 if t = HIT_TRAP then
2214 begin
2215 // Ëîâóøêà óáèâàåò ñðàçó:
2216 FHealth := -100;
2217 Kill(K_EXTRAHARDKILL, SpawnerUID, t);
2218 end;
2219 if t = HIT_SELF then
2220 begin
2221 // Ñàìîóáèéñòâî:
2222 FHealth := 0;
2223 Kill(K_SIMPLEKILL, SpawnerUID, t);
2224 end;
2225 end;
2226 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2227 FMegaRulez[MR_SUIT] := 0;
2228 FMegaRulez[MR_INVUL] := 0;
2229 FMegaRulez[MR_INVIS] := 0;
2230 FBerserk := 0;
2231 end;
2233 // Íî îò îñòàëüíîãî ñïàñàåò:
2234 if FMegaRulez[MR_INVUL] >= gTime then
2235 Exit;
2237 // ×èò-êîä "ÃÎÐÅÖ":
2238 if FGodMode then
2239 Exit;
2241 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2242 if LongBool(gGameSettings.Options and GAME_OPTION_TEAMDAMAGE) or
2243 (SpawnerUID = FUID) or
2244 (not SameTeam(FUID, SpawnerUID)) then
2245 begin
2246 FLastSpawnerUID := SpawnerUID;
2248 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2249 if gBloodCount > 0 then
2250 begin
2251 c := Min(value, 200)*gBloodCount + Random(Min(value, 200) div 2);
2252 if value div 4 <= c then
2253 c := c - (value div 4)
2254 else
2255 c := 0;
2257 if (t = HIT_SOME) and (vx = 0) and (vy = 0) then
2258 MakeBloodSimple(c)
2259 else
2260 case t of
2261 HIT_TRAP, HIT_ACID, HIT_FLAME, HIT_SELF: MakeBloodSimple(c);
2262 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, vx, vy);
2263 end;
2265 if t = HIT_WATER then
2266 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
2267 FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
2268 end;
2270 // Áóôåð óðîíà:
2271 if FAlive then
2272 Inc(FDamageBuffer, value);
2274 // Âñïûøêà áîëè:
2275 if gFlash <> 0 then
2276 FPain := FPain + value;
2277 end;
2279 if g_Game_IsServer and g_Game_IsNet then
2280 begin
2281 MH_SEND_PlayerDamage(FUID, t, SpawnerUID, value, vx, vy);
2282 MH_SEND_PlayerStats(FUID);
2283 MH_SEND_PlayerPos(False, FUID);
2284 end;
2285 end;
2287 function TPlayer.Heal(value: Word; Soft: Boolean): Boolean;
2288 begin
2289 Result := False;
2290 if g_Game_IsClient then
2291 Exit;
2292 if not FAlive then
2293 Exit;
2295 if Soft and (FHealth < PLAYER_HP_SOFT) then
2296 begin
2297 IncMax(FHealth, value, PLAYER_HP_SOFT);
2298 Result := True;
2299 end;
2300 if (not Soft) and (FHealth < PLAYER_HP_LIMIT) then
2301 begin
2302 IncMax(FHealth, value, PLAYER_HP_LIMIT);
2303 Result := True;
2304 end;
2306 if Result and g_Game_IsServer and g_Game_IsNet then
2307 MH_SEND_PlayerStats(FUID);
2308 end;
2310 destructor TPlayer.Destroy();
2311 begin
2312 if (gPlayer1 <> nil) and (gPlayer1.FUID = FUID) then
2313 gPlayer1 := nil;
2314 if (gPlayer2 <> nil) and (gPlayer2.FUID = FUID) then
2315 gPlayer2 := nil;
2317 FSawSound.Free();
2318 FSawSoundIdle.Free();
2319 FSawSoundHit.Free();
2320 FJetSoundFly.Free();
2321 FJetSoundOn.Free();
2322 FJetSoundOff.Free();
2323 FModel.Free();
2324 if FPunchAnim <> nil then
2325 FPunchAnim.Free();
2327 inherited;
2328 end;
2330 procedure TPlayer.DrawIndicator();
2331 var
2332 indX, indY: Integer;
2333 indW, indH: Word;
2334 ID: DWORD;
2335 begin
2336 if FAlive then
2337 begin
2338 indX := FObj.X+FObj.Rect.X;
2339 indY := FObj.Y - 12;
2340 if g_Texture_Get('TEXTURE_PLAYER_INDICATOR', ID) then
2341 begin
2342 e_GetTextureSize(ID, @indW, @indH);
2343 e_Draw(ID, indX + indW div 2, indY, 0, True, False);
2344 end;
2345 end;
2346 //e_TextureFontPrint(indX, indY, FName, gStdFont); // Shows player name overhead
2347 end;
2349 procedure TPlayer.DrawBubble();
2350 var
2351 bubX, bubY: Integer;
2352 ID: LongWord;
2353 Rb, Gb, Bb,
2354 Rw, Gw, Bw: SmallInt;
2355 Dot: Byte;
2356 begin
2357 bubX := FObj.X+FObj.Rect.X + IfThen(FDirection = TDirection.D_LEFT, -4, 18);
2358 bubY := FObj.Y+FObj.Rect.Y - 18;
2359 Rb := 64;
2360 Gb := 64;
2361 Bb := 64;
2362 Rw := 240;
2363 Gw := 240;
2364 Bw := 240;
2365 case gChatBubble of
2366 1: // simple textual non-bubble
2367 begin
2368 bubX := FObj.X+FObj.Rect.X - 11;
2369 bubY := FObj.Y+FObj.Rect.Y - 17;
2370 e_TextureFontPrint(bubX, bubY, '[...]', gStdFont);
2371 Exit;
2372 end;
2373 2: // advanced pixel-perfect bubble
2374 begin
2375 if FTeam = TEAM_RED then
2376 Rb := 255
2377 else
2378 if FTeam = TEAM_BLUE then
2379 Bb := 255;
2380 end;
2381 3: // colored bubble
2382 begin
2383 Rb := FModel.Color.R;
2384 Gb := FModel.Color.G;
2385 Bb := FModel.Color.B;
2386 Rw := Min(Rb * 2 + 64, 255);
2387 Gw := Min(Gb * 2 + 64, 255);
2388 Bw := Min(Bb * 2 + 64, 255);
2389 if (Abs(Rw - Rb) < 32)
2390 or (Abs(Gw - Gb) < 32)
2391 or (Abs(Bw - Bb) < 32) then
2392 begin
2393 Rb := Max(Rw div 2 - 16, 0);
2394 Gb := Max(Gw div 2 - 16, 0);
2395 Bb := Max(Bw div 2 - 16, 0);
2396 end;
2397 end;
2398 4: // custom textured bubble
2399 begin
2400 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID) then
2401 if FDirection = TDirection.D_RIGHT then
2402 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False)
2403 else
2404 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, TMirrorType.Horizontal);
2405 Exit;
2406 end;
2407 end;
2409 // Outer borders
2410 e_DrawQuad(bubX + 1, bubY , bubX + 18, bubY + 13, Rb, Gb, Bb);
2411 e_DrawQuad(bubX , bubY + 1, bubX + 19, bubY + 12, Rb, Gb, Bb);
2412 // Inner box
2413 e_DrawFillQuad(bubX + 1, bubY + 1, bubX + 18, bubY + 12, Rw, Gw, Bw, 0);
2415 // Tail
2416 Dot := IfThen(FDirection = TDirection.D_LEFT, 14, 5);
2417 e_DrawLine(1, bubX + Dot, bubY + 14, bubX + Dot, bubY + 16, Rb, Gb, Bb);
2418 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);
2419 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);
2420 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);
2421 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);
2423 // Dots
2424 Dot := 6;
2425 e_DrawFillQuad(bubX + Dot, bubY + 8, bubX + Dot + 1, bubY + 9, Rb, Gb, Bb, 0);
2426 e_DrawFillQuad(bubX + Dot + 3, bubY + 8, bubX + Dot + 4, bubY + 9, Rb, Gb, Bb, 0);
2427 e_DrawFillQuad(bubX + Dot + 6, bubY + 8, bubX + Dot + 7, bubY + 9, Rb, Gb, Bb, 0);
2428 end;
2430 procedure TPlayer.Draw();
2431 var
2432 ID: DWORD;
2433 w, h: Word;
2434 dr: Boolean;
2435 Mirror: TMirrorType;
2436 begin
2437 if FAlive then
2438 begin
2439 if Direction = TDirection.D_RIGHT then
2440 Mirror := TMirrorType.None
2441 else
2442 Mirror := TMirrorType.Horizontal;
2444 if FPunchAnim <> nil then
2445 begin
2446 FPunchAnim.Draw(FObj.X+IfThen(Direction = TDirection.D_LEFT, 15-FObj.Rect.X, FObj.Rect.X-15),
2447 FObj.Y+FObj.Rect.Y-11, Mirror);
2448 if FPunchAnim.played then
2449 begin
2450 FPunchAnim.Free;
2451 FPunchAnim := nil;
2452 end;
2453 end;
2455 if (FMegaRulez[MR_INVUL] > gTime) and (gPlayerDrawn <> Self) then
2456 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then
2457 begin
2458 e_GetTextureSize(ID, @w, @h);
2459 if FDirection = TDirection.D_LEFT then
2460 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4,
2461 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False)
2462 else
2463 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2,
2464 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False);
2465 end;
2467 if FMegaRulez[MR_INVIS] > gTime then
2468 begin
2469 if (gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2470 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM))) then
2471 begin
2472 if (FMegaRulez[MR_INVIS] - gTime) <= 2100 then
2473 dr := not Odd((FMegaRulez[MR_INVIS] - gTime) div 300)
2474 else
2475 dr := True;
2476 if dr then
2477 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 200)
2478 else
2479 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft);
2480 end
2481 else
2482 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 254);
2483 end
2484 else
2485 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft);
2486 end;
2488 if g_debug_Frames then
2489 begin
2490 e_DrawQuad(FObj.X+FObj.Rect.X,
2491 FObj.Y+FObj.Rect.Y,
2492 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2493 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2494 0, 255, 0);
2495 end;
2497 if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then
2498 DrawBubble();
2499 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2500 if gAimLine and alive and
2501 ((Self = gPlayer1) or (Self = gPlayer2)) then
2502 DrawAim();
2503 end;
2506 procedure TPlayer.DrawAim();
2507 procedure drawCast (sz: Integer; ax0, ay0, ax1, ay1: Integer);
2508 var
2509 ex, ey: Integer;
2510 begin
2512 {$IFDEF ENABLE_HOLMES}
2513 if isValidViewPort and (self = gPlayer1) then
2514 begin
2515 g_Holmes_plrLaser(ax0, ay0, ax1, ay1);
2516 end;
2517 {$ENDIF}
2519 e_DrawLine(sz, ax0, ay0, ax1, ay1, 255, 0, 0, 96);
2520 if (g_Map_traceToNearestWall(ax0, ay0, ax1, ay1, @ex, @ey) <> nil) then
2521 begin
2522 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 255, 0, 96);
2523 end
2524 else
2525 begin
2526 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 0, 255, 96);
2527 end;
2528 end;
2530 var
2531 wx, wy, xx, yy: Integer;
2532 angle: SmallInt;
2533 sz, len: Word;
2534 begin
2535 wx := FObj.X + WEAPONPOINT[FDirection].X + IfThen(FDirection = TDirection.D_LEFT, 7, -7);
2536 wy := FObj.Y + WEAPONPOINT[FDirection].Y;
2537 angle := FAngle;
2538 len := 1024;
2539 sz := 2;
2540 case FCurrWeap of
2541 0: begin // Punch
2542 len := 12;
2543 sz := 4;
2544 end;
2545 1: begin // Chainsaw
2546 len := 24;
2547 sz := 6;
2548 end;
2549 2: begin // Pistol
2550 len := 1024;
2551 sz := 2;
2552 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2553 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2554 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2555 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2556 end;
2557 3: begin // Shotgun
2558 len := 1024;
2559 sz := 3;
2560 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2561 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2562 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2563 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2564 end;
2565 4: begin // Double Shotgun
2566 len := 1024;
2567 sz := 4;
2568 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2569 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2570 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2571 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2572 end;
2573 5: begin // Chaingun
2574 len := 1024;
2575 sz := 3;
2576 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2577 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2578 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2579 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2580 end;
2581 6: begin // Rocket Launcher
2582 len := 1024;
2583 sz := 7;
2584 if angle = ANGLE_RIGHTUP then Inc(angle, 2);
2585 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2586 if angle = ANGLE_LEFTUP then Dec(angle, 2);
2587 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2588 end;
2589 7: begin // Plasmagun
2590 len := 1024;
2591 sz := 5;
2592 if angle = ANGLE_RIGHTUP then Inc(angle);
2593 if angle = ANGLE_RIGHTDOWN then Inc(angle, 3);
2594 if angle = ANGLE_LEFTUP then Dec(angle);
2595 if angle = ANGLE_LEFTDOWN then Dec(angle, 3);
2596 end;
2597 8: begin // BFG
2598 len := 1024;
2599 sz := 12;
2600 if angle = ANGLE_RIGHTUP then Inc(angle, 1);
2601 if angle = ANGLE_RIGHTDOWN then Inc(angle, 2);
2602 if angle = ANGLE_LEFTUP then Dec(angle, 1);
2603 if angle = ANGLE_LEFTDOWN then Dec(angle, 2);
2604 end;
2605 9: begin // Super Chaingun
2606 len := 1024;
2607 sz := 4;
2608 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2609 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2610 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2611 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2612 end;
2613 end;
2614 xx := Trunc(Cos(-DegToRad(angle)) * len) + wx;
2615 yy := Trunc(Sin(-DegToRad(angle)) * len) + wy;
2616 {$IF DEFINED(D2F_DEBUG)}
2617 drawCast(sz, wx, wy, xx, yy);
2618 {$ELSE}
2619 e_DrawLine(sz, wx, wy, xx, yy, 255, 0, 0, 96);
2620 {$ENDIF}
2621 end;
2623 procedure TPlayer.DrawGUI();
2624 var
2625 ID: DWORD;
2626 X, Y, SY, a, p, m: Integer;
2627 tw, th: Word;
2628 cw, ch: Byte;
2629 s: string;
2630 stat: TPlayerStatArray;
2631 begin
2632 X := gPlayerScreenSize.X;
2633 SY := gPlayerScreenSize.Y;
2634 Y := 0;
2636 if gShowGoals and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2637 begin
2638 if gGameSettings.GameMode = GM_CTF then
2639 a := 32 + 8
2640 else
2641 a := 0;
2642 if gGameSettings.GameMode = GM_CTF then
2643 begin
2644 s := 'TEXTURE_PLAYER_REDFLAG';
2645 if gFlags[FLAG_RED].State = FLAG_STATE_CAPTURED then
2646 s := 'TEXTURE_PLAYER_REDFLAG_S';
2647 if gFlags[FLAG_RED].State = FLAG_STATE_DROPPED then
2648 s := 'TEXTURE_PLAYER_REDFLAG_D';
2649 if g_Texture_Get(s, ID) then
2650 e_Draw(ID, X-16-32, 240-72-4, 0, True, False);
2651 end;
2653 s := IntToStr(gTeamStat[TEAM_RED].Goals);
2654 e_CharFont_GetSize(gMenuFont, s, tw, th);
2655 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-72-4, s, TEAMCOLOR[TEAM_RED]);
2657 if gGameSettings.GameMode = GM_CTF then
2658 begin
2659 s := 'TEXTURE_PLAYER_BLUEFLAG';
2660 if gFlags[FLAG_BLUE].State = FLAG_STATE_CAPTURED then
2661 s := 'TEXTURE_PLAYER_BLUEFLAG_S';
2662 if gFlags[FLAG_BLUE].State = FLAG_STATE_DROPPED then
2663 s := 'TEXTURE_PLAYER_BLUEFLAG_D';
2664 if g_Texture_Get(s, ID) then
2665 e_Draw(ID, X-16-32, 240-32-4, 0, True, False);
2666 end;
2668 s := IntToStr(gTeamStat[TEAM_BLUE].Goals);
2669 e_CharFont_GetSize(gMenuFont, s, tw, th);
2670 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-32-4, s, TEAMCOLOR[TEAM_BLUE]);
2671 end;
2673 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID) then
2674 e_DrawFill(ID, X, 0, 1, (gPlayerScreenSize.Y div 256)+IfThen(gPlayerScreenSize.Y mod 256 > 0, 1, 0),
2675 0, False, False);
2677 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID) then
2678 e_Draw(ID, X+2, Y, 0, True, False);
2680 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
2681 begin
2682 if gShowStat then
2683 begin
2684 s := IntToStr(Frags);
2685 e_CharFont_GetSize(gMenuFont, s, tw, th);
2686 e_CharFont_PrintEx(gMenuFont, X-16-tw, Y, s, _RGB(255, 0, 0));
2688 s := '';
2689 p := 1;
2690 m := 0;
2691 stat := g_Player_GetStats();
2692 if stat <> nil then
2693 begin
2694 p := 1;
2696 for a := 0 to High(stat) do
2697 if stat[a].Name <> Name then
2698 begin
2699 if stat[a].Frags > m then m := stat[a].Frags;
2700 if stat[a].Frags > Frags then p := p+1;
2701 end;
2702 end;
2704 s := IntToStr(p)+' / '+IntToStr(Length(stat))+' ';
2705 if Frags >= m then s := s+'+' else s := s+'-';
2706 s := s+IntToStr(Abs(Frags-m));
2708 e_CharFont_GetSize(gMenuSmallFont, s, tw, th);
2709 e_CharFont_PrintEx(gMenuSmallFont, X-16-tw, Y+32, s, _RGB(255, 0, 0));
2710 end;
2712 if gShowLives and (gGameSettings.MaxLives > 0) then
2713 begin
2714 s := IntToStr(Lives);
2715 e_CharFont_GetSize(gMenuFont, s, tw, th);
2716 e_CharFont_PrintEx(gMenuFont, X-16-tw, SY-32, s, _RGB(0, 255, 0));
2717 end;
2718 end;
2720 e_CharFont_GetSize(gMenuSmallFont, FName, tw, th);
2721 e_CharFont_PrintEx(gMenuSmallFont, X+98-(tw div 2), Y+8, FName, _RGB(255, 0, 0));
2723 if R_BERSERK in FRulez then
2724 e_Draw(gItemsTexturesID[ITEM_MEDKIT_BLACK], X+37, Y+45, 0, True, False)
2725 else
2726 e_Draw(gItemsTexturesID[ITEM_MEDKIT_LARGE], X+37, Y+45, 0, True, False);
2728 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID) then
2729 e_Draw(ID, X+36, Y+77, 0, True, False);
2731 s := IntToStr(IfThen(FHealth > 0, FHealth, 0));
2732 e_CharFont_GetSize(gMenuFont, s, tw, th);
2733 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+40, s, _RGB(255, 0, 0));
2735 s := IntToStr(FArmor);
2736 e_CharFont_GetSize(gMenuFont, s, tw, th);
2737 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+68, s, _RGB(255, 0, 0));
2739 s := IntToStr(GetAmmoByWeapon(FCurrWeap));
2741 case FCurrWeap of
2742 WEAPON_KASTET:
2743 begin
2744 s := '--';
2745 ID := gItemsTexturesID[ITEM_WEAPON_KASTET];
2746 end;
2747 WEAPON_SAW:
2748 begin
2749 s := '--';
2750 ID := gItemsTexturesID[ITEM_WEAPON_SAW];
2751 end;
2752 WEAPON_PISTOL: ID := gItemsTexturesID[ITEM_WEAPON_PISTOL];
2753 WEAPON_CHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_CHAINGUN];
2754 WEAPON_SHOTGUN1: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN1];
2755 WEAPON_SHOTGUN2: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN2];
2756 WEAPON_SUPERPULEMET: ID := gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET];
2757 WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER];
2758 WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA];
2759 WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG];
2760 WEAPON_FLAMETHROWER: ID := gItemsTexturesID[ITEM_WEAPON_FLAMETHROWER];
2761 end;
2763 e_CharFont_GetSize(gMenuFont, s, tw, th);
2764 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+158, s, _RGB(255, 0, 0));
2765 e_Draw(ID, X+20, Y+160, 0, True, False);
2767 if R_KEY_RED in FRulez then
2768 e_Draw(gItemsTexturesID[ITEM_KEY_RED], X+78, Y+214, 0, True, False);
2770 if R_KEY_GREEN in FRulez then
2771 e_Draw(gItemsTexturesID[ITEM_KEY_GREEN], X+95, Y+214, 0, True, False);
2773 if R_KEY_BLUE in FRulez then
2774 e_Draw(gItemsTexturesID[ITEM_KEY_BLUE], X+112, Y+214, 0, True, False);
2776 if FJetFuel > 0 then
2777 begin
2778 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2779 e_Draw(ID, X+2, Y+116, 0, True, False);
2780 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID) then
2781 e_Draw(ID, X+2, Y+126, 0, True, False);
2782 e_DrawLine(4, X+16, Y+122, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+122, 0, 0, 196);
2783 e_DrawLine(4, X+16, Y+132, X+16+Trunc(168*FJetFuel/JET_MAX), Y+132, 208, 0, 0);
2784 end
2785 else
2786 begin
2787 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2788 e_Draw(ID, X+2, Y+124, 0, True, False);
2789 e_DrawLine(4, X+16, Y+130, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+130, 0, 0, 196);
2790 end;
2792 if gShowPing and g_Game_IsClient then
2793 begin
2794 s := _lc[I_GAME_PING_HUD] + IntToStr(NetPeer.lastRoundTripTime) + _lc[I_NET_SLIST_PING_MS];
2795 e_TextureFontPrint(X + 4, Y + 242, s, gStdFont);
2796 Y := Y + 16;
2797 end;
2799 if FSpectator then
2800 begin
2801 e_TextureFontPrint(X + 4, Y + 242, _lc[I_PLAYER_SPECT], gStdFont);
2802 e_TextureFontPrint(X + 4, Y + 258, _lc[I_PLAYER_SPECT2], gStdFont);
2803 e_TextureFontPrint(X + 4, Y + 274, _lc[I_PLAYER_SPECT1], gStdFont);
2804 if FNoRespawn then
2805 begin
2806 e_TextureFontGetSize(gStdFont, cw, ch);
2807 s := _lc[I_PLAYER_SPECT4];
2808 e_TextureFontPrintEx(gScreenWidth div 2 - cw*(Length(s) div 2),
2809 gScreenHeight-4-ch, s, gStdFont, 255, 255, 255, 1, True);
2810 e_TextureFontPrint(X + 4, Y + 290, _lc[I_PLAYER_SPECT1S], gStdFont);
2811 end;
2813 end;
2814 end;
2816 procedure TPlayer.DrawRulez();
2817 var
2818 dr: Boolean;
2819 begin
2820 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2821 if FMegaRulez[MR_INVUL] >= gTime then
2822 begin
2823 if (FMegaRulez[MR_INVUL]-gTime) <= 2100 then
2824 dr := not Odd((FMegaRulez[MR_INVUL]-gTime) div 300)
2825 else
2826 dr := True;
2828 if dr then
2829 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2830 191, 191, 191, 0, TBlending.Invert);
2831 end;
2833 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2834 if FMegaRulez[MR_SUIT] >= gTime then
2835 begin
2836 if (FMegaRulez[MR_SUIT]-gTime) <= 2100 then
2837 dr := not Odd((FMegaRulez[MR_SUIT]-gTime) div 300)
2838 else
2839 dr := True;
2841 if dr then
2842 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2843 0, 96, 0, 200, TBlending.None);
2844 end;
2846 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2847 if (FBerserk >= 0) and (LongWord(FBerserk) >= gTime) and (gFlash = 2) then
2848 begin
2849 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2850 255, 0, 0, 200, TBlending.None);
2851 end;
2852 end;
2854 procedure TPlayer.DrawPain();
2855 var
2856 a, h: Integer;
2857 begin
2858 if FPain = 0 then Exit;
2860 a := FPain;
2862 if a < 15 then h := 0
2863 else if a < 35 then h := 1
2864 else if a < 55 then h := 2
2865 else if a < 75 then h := 3
2866 else if a < 95 then h := 4
2867 else h := 5;
2869 //if a > 255 then a := 255;
2871 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255, 0, 0, 255-h*50);
2872 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2873 end;
2875 procedure TPlayer.DrawPickup();
2876 var
2877 a, h: Integer;
2878 begin
2879 if FPickup = 0 then Exit;
2881 a := FPickup;
2883 if a < 15 then h := 1
2884 else if a < 35 then h := 2
2885 else if a < 55 then h := 3
2886 else if a < 75 then h := 4
2887 else h := 5;
2889 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50);
2890 end;
2892 procedure TPlayer.DoPunch();
2893 var
2894 id: DWORD;
2895 st: String;
2896 begin
2897 if FPunchAnim <> nil then begin
2898 FPunchAnim.reset();
2899 FPunchAnim.Free;
2900 FPunchAnim := nil;
2901 end;
2902 st := 'FRAMES_PUNCH';
2903 if R_BERSERK in FRulez then
2904 st := st + '_BERSERK';
2905 if FKeys[KEY_UP].Pressed then
2906 st := st + '_UP'
2907 else if FKeys[KEY_DOWN].Pressed then
2908 st := st + '_DN';
2909 g_Frames_Get(id, st);
2910 FPunchAnim := TAnimation.Create(id, False, 1);
2911 end;
2913 procedure TPlayer.Fire();
2914 var
2915 f, DidFire: Boolean;
2916 wx, wy, xd, yd: Integer;
2917 locobj: TObj;
2918 begin
2919 if g_Game_IsClient then Exit;
2920 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2921 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2923 if FSpectator then
2924 begin
2925 Respawn(False);
2926 Exit;
2927 end;
2929 if FReloading[FCurrWeap] <> 0 then Exit;
2931 DidFire := False;
2933 f := False;
2934 wx := FObj.X+WEAPONPOINT[FDirection].X;
2935 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
2936 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
2937 yd := wy+firediry();
2939 case FCurrWeap of
2940 WEAPON_KASTET:
2941 begin
2942 DoPunch();
2943 if R_BERSERK in FRulez then
2944 begin
2945 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2946 locobj.X := FObj.X+FObj.Rect.X;
2947 locobj.Y := FObj.Y+FObj.Rect.Y;
2948 locobj.rect.X := 0;
2949 locobj.rect.Y := 0;
2950 locobj.rect.Width := 39;
2951 locobj.rect.Height := 52;
2952 locobj.Vel.X := (xd-wx) div 2;
2953 locobj.Vel.Y := (yd-wy) div 2;
2954 locobj.Accel.X := xd-wx;
2955 locobj.Accel.y := yd-wy;
2957 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
2958 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
2959 else
2960 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
2962 if (gFlash = 1) and (FPain < 50) then FPain := min(FPain + 25, 50);
2963 end
2964 else
2965 begin
2966 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
2967 end;
2969 DidFire := True;
2970 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2971 end;
2973 WEAPON_SAW:
2974 begin
2975 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2976 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
2977 begin
2978 FSawSoundSelect.Stop();
2979 FSawSound.Stop();
2980 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
2981 end
2982 else if not FSawSoundHit.IsPlaying() then
2983 begin
2984 FSawSoundSelect.Stop();
2985 FSawSound.PlayAt(FObj.X, FObj.Y);
2986 end;
2988 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2989 DidFire := True;
2990 f := True;
2991 end;
2993 WEAPON_PISTOL:
2994 if FAmmo[A_BULLETS] > 0 then
2995 begin
2996 g_Weapon_pistol(wx, wy, xd, yd, FUID);
2997 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2998 Dec(FAmmo[A_BULLETS]);
2999 FFireAngle := FAngle;
3000 f := True;
3001 DidFire := True;
3002 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3003 GameVelX, GameVelY-2, SHELL_BULLET);
3004 end;
3006 WEAPON_SHOTGUN1:
3007 if FAmmo[A_SHELLS] > 0 then
3008 begin
3009 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
3010 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
3011 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3012 Dec(FAmmo[A_SHELLS]);
3013 FFireAngle := FAngle;
3014 f := True;
3015 DidFire := True;
3016 FShellTimer := 10;
3017 FShellType := SHELL_SHELL;
3018 end;
3020 WEAPON_SHOTGUN2:
3021 if FAmmo[A_SHELLS] >= 2 then
3022 begin
3023 g_Weapon_dshotgun(wx, wy, xd, yd, FUID);
3024 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3025 Dec(FAmmo[A_SHELLS], 2);
3026 FFireAngle := FAngle;
3027 f := True;
3028 DidFire := True;
3029 FShellTimer := 13;
3030 FShellType := SHELL_DBLSHELL;
3031 end;
3033 WEAPON_CHAINGUN:
3034 if FAmmo[A_BULLETS] > 0 then
3035 begin
3036 g_Weapon_mgun(wx, wy, xd, yd, FUID);
3037 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
3038 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3039 Dec(FAmmo[A_BULLETS]);
3040 FFireAngle := FAngle;
3041 f := True;
3042 DidFire := True;
3043 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3044 GameVelX, GameVelY-2, SHELL_BULLET);
3045 end;
3047 WEAPON_ROCKETLAUNCHER:
3048 if FAmmo[A_ROCKETS] > 0 then
3049 begin
3050 g_Weapon_rocket(wx, wy, xd, yd, FUID);
3051 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3052 Dec(FAmmo[A_ROCKETS]);
3053 FFireAngle := FAngle;
3054 f := True;
3055 DidFire := True;
3056 end;
3058 WEAPON_PLASMA:
3059 if FAmmo[A_CELLS] > 0 then
3060 begin
3061 g_Weapon_plasma(wx, wy, xd, yd, FUID);
3062 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3063 Dec(FAmmo[A_CELLS]);
3064 FFireAngle := FAngle;
3065 f := True;
3066 DidFire := True;
3067 end;
3069 WEAPON_BFG:
3070 if (FAmmo[A_CELLS] >= 40) and (FBFGFireCounter = -1) then
3071 begin
3072 FBFGFireCounter := 17;
3073 if not FNoReload then
3074 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj.X, FObj.Y);
3075 Dec(FAmmo[A_CELLS], 40);
3076 DidFire := True;
3077 end;
3079 WEAPON_SUPERPULEMET:
3080 if FAmmo[A_SHELLS] > 0 then
3081 begin
3082 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
3083 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3084 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3085 Dec(FAmmo[A_SHELLS]);
3086 FFireAngle := FAngle;
3087 f := True;
3088 DidFire := True;
3089 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3090 GameVelX, GameVelY-2, SHELL_SHELL);
3091 end;
3093 WEAPON_FLAMETHROWER:
3094 if FAmmo[A_FUEL] > 0 then
3095 begin
3096 g_Weapon_flame(wx, wy, xd, yd, FUID);
3097 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3098 Dec(FAmmo[A_FUEL]);
3099 FFireAngle := FAngle;
3100 f := True;
3101 DidFire := True;
3102 end;
3103 end;
3105 if g_Game_IsNet then
3106 begin
3107 if DidFire then
3108 begin
3109 if FCurrWeap <> WEAPON_BFG then
3110 MH_SEND_PlayerFire(FUID, FCurrWeap, wx, wy, xd, yd, LastShotID)
3111 else
3112 if not FNoReload then
3113 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_WEAPON_STARTFIREBFG');
3114 end;
3116 MH_SEND_PlayerStats(FUID);
3117 end;
3119 if not f then Exit;
3121 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
3122 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
3123 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
3124 end;
3126 function TPlayer.GetAmmoByWeapon(Weapon: Byte): Word;
3127 begin
3128 case Weapon of
3129 WEAPON_PISTOL, WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS];
3130 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS];
3131 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS];
3132 WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS];
3133 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL];
3134 else Result := 0;
3135 end;
3136 end;
3138 function TPlayer.HeadInLiquid(XInc, YInc: Integer): Boolean;
3139 begin
3140 Result := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X+XInc, FObj.Y+PLAYER_HEADRECT.Y+YInc,
3141 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
3142 PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, True);
3143 end;
3145 procedure TPlayer.JetpackOn;
3146 begin
3147 FJetSoundFly.Stop;
3148 FJetSoundOff.Stop;
3149 FJetSoundOn.SetPosition(0);
3150 FJetSoundOn.PlayAt(FObj.X, FObj.Y);
3151 FlySmoke(8);
3152 end;
3154 procedure TPlayer.JetpackOff;
3155 begin
3156 FJetSoundFly.Stop;
3157 FJetSoundOn.Stop;
3158 FJetSoundOff.SetPosition(0);
3159 FJetSoundOff.PlayAt(FObj.X, FObj.Y);
3160 end;
3162 procedure TPlayer.CatchFire(Attacker: Word);
3163 begin
3164 FFireTime := 100;
3165 FFireAttacker := Attacker;
3166 if g_Game_IsNet and g_Game_IsServer then
3167 MH_SEND_PlayerStats(FUID);
3168 end;
3170 procedure TPlayer.Jump();
3171 begin
3172 if gFly or FJetpack then
3173 begin
3174 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
3175 if FObj.Vel.Y > -VEL_FLY then
3176 FObj.Vel.Y := FObj.Vel.Y - 3;
3177 if FJetpack then
3178 begin
3179 if FJetFuel > 0 then
3180 Dec(FJetFuel);
3181 if (FJetFuel < 1) and g_Game_IsServer then
3182 begin
3183 FJetpack := False;
3184 JetpackOff;
3185 if g_Game_IsNet then
3186 MH_SEND_PlayerStats(FUID);
3187 end;
3188 end;
3189 Exit;
3190 end;
3192 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
3193 if FGhost then
3194 FCanJetpack := False;
3196 // Ïðûãàåì èëè âñïëûâàåì:
3197 if (CollideLevel(0, 1) or
3198 g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y+36, PLAYER_RECT.Width,
3199 PLAYER_RECT.Height-33, PANEL_STEP, False)
3200 ) and (FObj.Accel.Y = 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
3201 begin
3202 FObj.Vel.Y := -VEL_JUMP;
3203 FCanJetpack := False;
3204 end
3205 else
3206 begin
3207 if BodyInLiquid(0, 0) then
3208 FObj.Vel.Y := -VEL_SW
3209 else if (FJetFuel > 0) and FCanJetpack and
3210 g_Game_IsServer and (not g_Obj_CollideLiquid(@FObj, 0, 0)) then
3211 begin
3212 FJetpack := True;
3213 JetpackOn;
3214 if g_Game_IsNet then
3215 MH_SEND_PlayerStats(FUID);
3216 end;
3217 end;
3218 end;
3220 procedure TPlayer.Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
3221 var
3222 a, i, k, ab, ar: Byte;
3223 s: String;
3224 mon: TMonster;
3225 plr: TPlayer;
3226 srv, netsrv: Boolean;
3227 DoFrags: Boolean;
3228 OldLR: Byte;
3229 KP: TPlayer;
3230 it: PItem;
3232 procedure PushItem(t: Byte);
3233 var
3234 id: DWORD;
3235 begin
3236 id := g_Items_Create(FObj.X, FObj.Y, t, True, False);
3237 it := g_Items_ByIdx(id);
3238 if KillType = K_EXTRAHARDKILL then // -7..+7; -8..0
3239 begin
3240 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-7+Random(15),
3241 (FObj.Vel.Y div 2)-Random(9));
3242 it.positionChanged(); // this updates spatial accelerators
3243 end
3244 else
3245 begin
3246 if KillType = K_HARDKILL then // -5..+5; -5..0
3247 begin
3248 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-5+Random(11),
3249 (FObj.Vel.Y div 2)-Random(6));
3250 end
3251 else // -3..+3; -3..0
3252 begin
3253 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-3+Random(7),
3254 (FObj.Vel.Y div 2)-Random(4));
3255 end;
3256 it.positionChanged(); // this updates spatial accelerators
3257 end;
3259 if g_Game_IsNet and g_Game_IsServer then
3260 MH_SEND_ItemSpawn(True, id);
3261 end;
3263 begin
3264 DoFrags := (gGameSettings.MaxLives = 0) or (gGameSettings.GameMode = GM_COOP);
3265 Srv := g_Game_IsServer;
3266 Netsrv := g_Game_IsServer and g_Game_IsNet;
3267 if Srv then FDeath := FDeath + 1;
3268 if FAlive then
3269 begin
3270 if FGhost then
3271 FGhost := False;
3272 if not FPhysics then
3273 FPhysics := True;
3274 FAlive := False;
3275 end;
3276 FShellTimer := -1;
3278 if (gGameSettings.MaxLives > 0) and Srv and (gLMSRespawn = LMS_RESPAWN_NONE) then
3279 begin
3280 if FLives > 0 then FLives := FLives - 1;
3281 if FLives = 0 then FNoRespawn := True;
3282 end;
3284 // Íîìåð òèïà ñìåðòè:
3285 a := 1;
3286 case KillType of
3287 K_SIMPLEKILL: a := 1;
3288 K_HARDKILL: a := 2;
3289 K_EXTRAHARDKILL: a := 3;
3290 K_FALLKILL: a := 4;
3291 end;
3293 // Çâóê ñìåðòè:
3294 if not FModel.PlaySound(MODELSOUND_DIE, a, FObj.X, FObj.Y) then
3295 for i := 1 to 3 do
3296 if FModel.PlaySound(MODELSOUND_DIE, i, FObj.X, FObj.Y) then
3297 Break;
3299 // Âðåìÿ ðåñïàóíà:
3300 if Srv then
3301 case KillType of
3302 K_SIMPLEKILL:
3303 FTime[T_RESPAWN] := gTime + TIME_RESPAWN1;
3304 K_HARDKILL:
3305 FTime[T_RESPAWN] := gTime + TIME_RESPAWN2;
3306 K_EXTRAHARDKILL, K_FALLKILL:
3307 FTime[T_RESPAWN] := gTime + TIME_RESPAWN3;
3308 end;
3310 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3311 case KillType of
3312 K_SIMPLEKILL:
3313 SetAction(A_DIE1);
3314 K_HARDKILL, K_EXTRAHARDKILL:
3315 SetAction(A_DIE2);
3316 end;
3318 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3319 if (KillType <> K_FALLKILL) and (Srv) then
3320 g_Monsters_killedp();
3322 if SpawnerUID = FUID then
3323 begin // Ñàìîóáèëñÿ
3324 if Srv and (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3325 begin
3326 Dec(FFrags);
3327 FLastFrag := 0;
3328 end;
3329 g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3330 end
3331 else
3332 if g_GetUIDType(SpawnerUID) = UID_PLAYER then
3333 begin // Óáèò äðóãèì èãðîêîì
3334 KP := g_Player_Get(SpawnerUID);
3335 if (KP <> nil) and Srv then
3336 begin
3337 if (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3338 if SameTeam(FUID, SpawnerUID) then
3339 begin
3340 Dec(KP.FFrags);
3341 KP.FLastFrag := 0;
3342 end else
3343 begin
3344 Inc(KP.FFrags);
3345 KP.FragCombo();
3346 end;
3348 if (gGameSettings.GameMode = GM_TDM) and DoFrags then
3349 Inc(gTeamStat[KP.Team].Goals,
3350 IfThen(SameTeam(FUID, SpawnerUID), -1, 1));
3352 if netsrv then MH_SEND_PlayerStats(SpawnerUID);
3353 end;
3355 plr := g_Player_Get(SpawnerUID);
3356 if plr = nil then
3357 s := '?'
3358 else
3359 s := plr.FName;
3361 case KillType of
3362 K_HARDKILL:
3363 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3364 [FName, s]),
3365 gShowKillMsg);
3366 K_EXTRAHARDKILL:
3367 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3368 [FName, s]),
3369 gShowKillMsg);
3370 else
3371 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3372 [FName, s]),
3373 gShowKillMsg);
3374 end;
3375 end
3376 else if g_GetUIDType(SpawnerUID) = UID_MONSTER then
3377 begin // Óáèò ìîíñòðîì
3378 mon := g_Monsters_ByUID(SpawnerUID);
3379 if mon = nil then
3380 s := '?'
3381 else
3382 s := g_Mons_GetKilledByTypeId(mon.MonsterType);
3384 case KillType of
3385 K_HARDKILL:
3386 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3387 [FName, s]),
3388 gShowKillMsg);
3389 K_EXTRAHARDKILL:
3390 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3391 [FName, s]),
3392 gShowKillMsg);
3393 else
3394 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3395 [FName, s]),
3396 gShowKillMsg);
3397 end;
3398 end
3399 else // Îñîáûå òèïû ñìåðòè
3400 case t of
3401 HIT_DISCON: ;
3402 HIT_SELF: g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3403 HIT_FALL: g_Console_Add(Format(_lc[I_PLAYER_KILL_FALL], [FName]), True);
3404 HIT_WATER: g_Console_Add(Format(_lc[I_PLAYER_KILL_WATER], [FName]), True);
3405 HIT_ACID: g_Console_Add(Format(_lc[I_PLAYER_KILL_ACID], [FName]), True);
3406 HIT_TRAP: g_Console_Add(Format(_lc[I_PLAYER_KILL_TRAP], [FName]), True);
3407 else g_Console_Add(Format(_lc[I_PLAYER_DIED], [FName]), True);
3408 end;
3410 if Srv then
3411 begin
3412 // Âûáðîñ îðóæèÿ:
3413 for a := WP_FIRST to WP_LAST do
3414 if FWeapon[a] then
3415 begin
3416 case a of
3417 WEAPON_SAW: i := ITEM_WEAPON_SAW;
3418 WEAPON_SHOTGUN1: i := ITEM_WEAPON_SHOTGUN1;
3419 WEAPON_SHOTGUN2: i := ITEM_WEAPON_SHOTGUN2;
3420 WEAPON_CHAINGUN: i := ITEM_WEAPON_CHAINGUN;
3421 WEAPON_ROCKETLAUNCHER: i := ITEM_WEAPON_ROCKETLAUNCHER;
3422 WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA;
3423 WEAPON_BFG: i := ITEM_WEAPON_BFG;
3424 WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET;
3425 WEAPON_FLAMETHROWER: i := ITEM_WEAPON_FLAMETHROWER;
3426 else i := 0;
3427 end;
3429 if i <> 0 then
3430 PushItem(i);
3431 end;
3433 // Âûáðîñ ðþêçàêà:
3434 if R_ITEM_BACKPACK in FRulez then
3435 PushItem(ITEM_AMMO_BACKPACK);
3437 // Âûáðîñ ðàêåòíîãî ðàíöà:
3438 if FJetFuel > 0 then
3439 PushItem(ITEM_JETPACK);
3441 // Âûáðîñ êëþ÷åé:
3442 if not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) then
3443 begin
3444 if R_KEY_RED in FRulez then
3445 PushItem(ITEM_KEY_RED);
3447 if R_KEY_GREEN in FRulez then
3448 PushItem(ITEM_KEY_GREEN);
3450 if R_KEY_BLUE in FRulez then
3451 PushItem(ITEM_KEY_BLUE);
3452 end;
3454 // Âûáðîñ ôëàãà:
3455 DropFlag();
3456 end;
3458 g_Player_CreateCorpse(Self);
3460 if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and
3461 (gLMSRespawn = LMS_RESPAWN_NONE) then
3462 begin
3463 a := 0;
3464 k := 0;
3465 ar := 0;
3466 ab := 0;
3467 for i := Low(gPlayers) to High(gPlayers) do
3468 begin
3469 if gPlayers[i] = nil then continue;
3470 if (not gPlayers[i].FNoRespawn) and (not gPlayers[i].FSpectator) then
3471 begin
3472 Inc(a);
3473 if gPlayers[i].FTeam = TEAM_RED then Inc(ar)
3474 else if gPlayers[i].FTeam = TEAM_BLUE then Inc(ab);
3475 k := i;
3476 end;
3477 end;
3479 OldLR := gLMSRespawn;
3480 if (gGameSettings.GameMode = GM_COOP) then
3481 begin
3482 if (a = 0) then
3483 begin
3484 // everyone is dead, restart the map
3485 g_Game_Message(_lc[I_MESSAGE_LMS_LOSE], 144);
3486 if Netsrv then
3487 MH_SEND_GameEvent(NET_EV_LMS_LOSE);
3488 gLMSRespawn := LMS_RESPAWN_FINAL;
3489 gLMSRespawnTime := gTime + 5000;
3490 end
3491 else if (a = 1) then
3492 begin
3493 if (gPlayers[k] <> nil) and not (gPlayers[k] is TBot) then
3494 if (gPlayers[k] = gPlayer1) or
3495 (gPlayers[k] = gPlayer2) then
3496 g_Console_Add('*** ' + _lc[I_MESSAGE_LMS_SURVIVOR] + ' ***', True)
3497 else if Netsrv and (gPlayers[k].FClientID >= 0) then
3498 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR, 0, 'N', gPlayers[k].FClientID);
3499 end;
3500 end
3501 else if (gGameSettings.GameMode = GM_TDM) then
3502 begin
3503 if (ab = 0) and (ar <> 0) then
3504 begin
3505 // blu team ded
3506 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_RED])]), 144);
3507 if Netsrv then
3508 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_RED);
3509 Inc(gTeamStat[TEAM_RED].Goals);
3510 gLMSRespawn := LMS_RESPAWN_FINAL;
3511 gLMSRespawnTime := gTime + 5000;
3512 end
3513 else if (ar = 0) and (ab <> 0) then
3514 begin
3515 // red team ded
3516 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_BLUE])]), 144);
3517 if Netsrv then
3518 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_BLUE);
3519 Inc(gTeamStat[TEAM_BLUE].Goals);
3520 gLMSRespawn := LMS_RESPAWN_FINAL;
3521 gLMSRespawnTime := gTime + 5000;
3522 end
3523 else if (ar = 0) and (ab = 0) then
3524 begin
3525 // everyone ded
3526 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3527 if Netsrv then
3528 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3529 gLMSRespawn := LMS_RESPAWN_FINAL;
3530 gLMSRespawnTime := gTime + 5000;
3531 end;
3532 end
3533 else if (gGameSettings.GameMode = GM_DM) then
3534 begin
3535 if (a = 1) then
3536 begin
3537 if gPlayers[k] <> nil then
3538 with gPlayers[k] do
3539 begin
3540 // survivor is the winner
3541 g_Game_Message(Format(_lc[I_MESSAGE_LMS_WIN], [AnsiUpperCase(FName)]), 144);
3542 if Netsrv then
3543 MH_SEND_GameEvent(NET_EV_LMS_WIN, 0, FName);
3544 Inc(FFrags);
3545 end;
3546 gLMSRespawn := LMS_RESPAWN_FINAL;
3547 gLMSRespawnTime := gTime + 5000;
3548 end
3549 else if (a = 0) then
3550 begin
3551 // everyone is dead, restart the map
3552 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3553 if Netsrv then
3554 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3555 gLMSRespawn := LMS_RESPAWN_FINAL;
3556 gLMSRespawnTime := gTime + 5000;
3557 end;
3558 end;
3559 if srv and (OldLR = LMS_RESPAWN_NONE) and (gLMSRespawn > LMS_RESPAWN_NONE) then
3560 begin
3561 if NetMode = NET_SERVER then
3562 MH_SEND_GameEvent(NET_EV_LMS_WARMUP, (gLMSRespawnTime - gTime) div 1000)
3563 else
3564 g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [(gLMSRespawnTime - gTime) div 1000]), True);
3565 end;
3566 end;
3568 if Netsrv then
3569 begin
3570 MH_SEND_PlayerStats(FUID);
3571 MH_SEND_PlayerDeath(FUID, KillType, t, SpawnerUID);
3572 if gGameSettings.GameMode = GM_TDM then MH_SEND_GameStats;
3573 end;
3575 if srv and FNoRespawn then Spectate(True);
3576 FWantsInGame := True;
3577 end;
3579 function TPlayer.BodyInLiquid(XInc, YInc: Integer): Boolean;
3580 begin
3581 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3582 PLAYER_RECT.Height-20, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, False);
3583 end;
3585 function TPlayer.BodyInAcid(XInc, YInc: Integer): Boolean;
3586 begin
3587 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3588 PLAYER_RECT.Height-20, PANEL_ACID1 or PANEL_ACID2, False);
3589 end;
3591 procedure TPlayer.MakeBloodSimple(Count: Word);
3592 begin
3593 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
3594 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3595 Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
3596 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3597 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
3598 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3599 Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
3600 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3601 end;
3603 procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
3604 begin
3605 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
3606 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3607 Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
3608 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3609 end;
3611 procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
3612 begin
3613 if g_Game_IsClient then Exit;
3614 if Weapon > High(FWeapon) then Exit;
3615 FNextWeap := FNextWeap or (1 shl Weapon);
3616 end;
3618 procedure TPlayer.resetWeaponQueue ();
3619 begin
3620 FNextWeap := 0;
3621 FNextWeapDelay := 0;
3622 end;
3624 function TPlayer.hasAmmoForWeapon (weapon: Byte): Boolean;
3625 begin
3626 result := false;
3627 case weapon of
3628 WEAPON_KASTET, WEAPON_SAW: result := true;
3629 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: result := (FAmmo[A_SHELLS] > 0);
3630 WEAPON_PISTOL, WEAPON_CHAINGUN: result := (FAmmo[A_BULLETS] > 0);
3631 WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
3632 WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
3633 WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
3634 else result := (weapon < length(FWeapon));
3635 end;
3636 end;
3638 // return 255 for "no switch"
3639 function TPlayer.getNextWeaponIndex (): Byte;
3640 var
3641 i: Word;
3642 wantThisWeapon: array[0..64] of Boolean;
3643 weaponOrder: array[0..16] of Integer; // value: index in `FWeapon`
3644 wwc: Integer;
3645 f, dir, cwi, rwidx, curlidx: Integer;
3647 function real2log (ridx: Integer): Integer;
3648 var
3649 f: Integer;
3650 begin
3651 if (ridx >= 0) then
3652 begin
3653 for f := 0 to High(weaponOrder) do if (weaponOrder[f] = ridx) then begin result := f; exit; end;
3654 end;
3655 result := -1;
3656 end;
3658 begin
3659 result := 255; // default result: "no switch"
3661 // had weapon cycling on previous frame? remove that flag
3662 if (FNextWeap and $2000) <> 0 then
3663 begin
3664 FNextWeap := FNextWeap and $1FFF;
3665 FNextWeapDelay := 0;
3666 end;
3668 for f := 0 to High(weaponOrder) do weaponOrder[f] := -1;
3670 // build weapon order (k8: i know, i know, learn how to do constants and such... gtfo, please!)
3671 // two knuckles are for "normal" and "berserk" (see `if` below -- it removes the one that is not needed)
3672 // priorities:
3673 // bfg, launcher, plasma, flamethrower, ssg, minigun, sg, pistol, berserk, chainsaw, fist
3674 weaponOrder[0] := WEAPON_SUPERPULEMET;
3675 weaponOrder[1] := WEAPON_BFG;
3676 weaponOrder[2] := WEAPON_ROCKETLAUNCHER;
3677 weaponOrder[3] := WEAPON_PLASMA;
3678 weaponOrder[4] := WEAPON_FLAMETHROWER;
3679 weaponOrder[5] := WEAPON_SHOTGUN2;
3680 weaponOrder[6] := WEAPON_CHAINGUN;
3681 weaponOrder[7] := WEAPON_SHOTGUN1;
3682 weaponOrder[8] := WEAPON_PISTOL;
3683 weaponOrder[9] := WEAPON_KASTET+666; // berserk fist
3684 weaponOrder[10] := WEAPON_SAW;
3685 weaponOrder[11] := WEAPON_KASTET; // normal fist
3687 for f := 0 to High(weaponOrder) do
3688 begin
3689 if (weaponOrder[f] = WEAPON_KASTET) then
3690 begin
3691 // normal fist: remove if we have a berserk pack
3692 if (R_BERSERK in FRulez) then weaponOrder[f] := -1;
3693 end
3694 else
3695 if (weaponOrder[f] = WEAPON_KASTET+666) then
3696 begin
3697 // berserk fist: remove if we don't have a berserk pack
3698 if (R_BERSERK in FRulez) then weaponOrder[f] := WEAPON_KASTET else weaponOrder[f] := -1;
3699 end;
3700 end;
3702 (*
3703 WEAPON_KASTET = 0;
3704 WEAPON_SAW = 1;
3705 WEAPON_PISTOL = 2;
3706 WEAPON_SHOTGUN1 = 3;
3707 WEAPON_SHOTGUN2 = 4;
3708 WEAPON_CHAINGUN = 5;
3709 WEAPON_ROCKETLAUNCHER = 6;
3710 WEAPON_PLASMA = 7;
3711 WEAPON_BFG = 8;
3712 WEAPON_SUPERPULEMET = 9;
3713 WEAPON_FLAMETHROWER = 10;
3714 *)
3716 // cycling has priority
3717 if (FNextWeap and $C000) <> 0 then
3718 begin
3719 if (FNextWeap and $8000) <> 0 then dir := 1 else dir := -1; // should be reversed if we want "priority-driven cycling"
3720 FNextWeap := FNextWeap or $2000; // we need this
3721 if FNextWeapDelay > 0 then exit; // cooldown time
3722 //cwi := real2log(FCurrWeap);
3723 //if (cwi < 0) then cwi := 0;
3724 cwi := FCurrWeap;
3725 for i := 0 to High(FWeapon) do
3726 begin
3727 cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
3728 //rwidx := weaponOrder[cwi];
3729 rwidx := cwi; // sorry
3730 if (rwidx < 0) then continue;
3731 if FWeapon[rwidx] then
3732 begin
3733 //e_WriteLog(Format(' SWITCH: cur=%d; new=%d (dir=%d; log=%d)', [FCurrWeap, rwidx, dir, cwi]), TMsgType.Warning);
3734 result := Byte(rwidx);
3735 //FNextWeapDelay := 10; //k8: not needed anymore
3736 exit;
3737 end;
3738 end;
3739 resetWeaponQueue();
3740 exit;
3741 end;
3743 // no cycling
3744 for i := 0 to High(wantThisWeapon) do wantThisWeapon[i] := false;
3745 wwc := 0;
3746 for i := 0 to High(FWeapon) do
3747 begin
3748 if (FNextWeap and (1 shl i)) <> 0 then
3749 begin
3750 cwi := real2log(i);
3751 if (cwi >= 0) then wantThisWeapon[cwi] := true;
3752 Inc(wwc);
3753 end;
3754 end;
3756 // slow down alterations a little
3757 if (wwc > 1) then
3758 begin
3759 // more than one weapon requested, assume "alteration", and check alteration delay
3760 if FNextWeapDelay > 0 then
3761 begin
3762 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), TMsgType.Warning);
3763 FNextWeap := 0;
3764 exit;
3765 end; // yeah
3766 end;
3768 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3769 // but clear all counters if no weapon should be switched
3770 if (wwc < 1) then
3771 begin
3772 resetWeaponQueue();
3773 exit;
3774 end;
3776 // exclude currently selected weapon from the set
3777 curlidx := real2log(FCurrWeap);
3778 //e_WriteLog(Format('*** wwc=%d; currweap=%d; logweap=%d', [wwc, FCurrWeap, curlidx]), TMsgType.Warning);
3779 //e_WriteLog(Format('FCurrWeap=%d; curlidx=%d', [FCurrWeap, curlidx]), TMsgType.Warning);
3780 //if (curlidx >= 0) then wantThisWeapon[curlidx] := false;
3781 //if (wwc = 2) then begin Dec(wwc); end; // easy case: switch between two weapons
3783 // find next weapon to switch onto
3784 cwi := curlidx;
3785 for i := 0 to High(weaponOrder) do
3786 begin
3787 cwi := (cwi+length(weaponOrder)+1) mod length(weaponOrder);
3788 if (cwi = curlidx) then continue; // skip current weapon
3789 if not wantThisWeapon[cwi] then continue;
3790 rwidx := weaponOrder[cwi];
3791 if (rwidx < 0) then continue;
3792 //e_WriteLog(Format(' trying logical %d (real %d); has=%d, hasammo=%d', [cwi, rwidx, Integer(FWeapon[rwidx]), Integer(hasAmmoForWeapon(rwidx))]), TMsgType.Warning);
3793 if FWeapon[rwidx] and ((wwc = 1) or hasAmmoForWeapon(rwidx)) then
3794 begin
3795 //e_WriteLog(' I FOUND HER!', TMsgType.Warning);
3796 // i found her!
3797 result := Byte(rwidx);
3798 resetWeaponQueue();
3799 //FNextWeapDelay := 10; // anyway, 'cause why not; k8: not needed anymore
3800 exit;
3801 end;
3802 end;
3804 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3805 resetWeaponQueue();
3806 end;
3808 procedure TPlayer.RealizeCurrentWeapon();
3809 function switchAllowed (): Boolean;
3810 var
3811 i: Byte;
3812 begin
3813 result := false;
3814 if FBFGFireCounter <> -1 then
3815 exit;
3816 if FTime[T_SWITCH] > gTime then
3817 exit;
3818 for i := WP_FIRST to WP_LAST do
3819 if FReloading[i] > 0 then
3820 exit;
3821 result := true;
3822 end;
3824 var
3825 nw: Byte;
3826 begin
3827 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3828 //FNextWeap := FNextWeap and $1FFF;
3829 //HACK: alteration delay will be reset when player released any weapon switch key
3830 FNextWeapDelay := 0; //k8: just in case
3831 //if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
3833 if not switchAllowed then
3834 begin
3835 //HACK for weapon cycling
3836 if (FNextWeap and $E000) <> 0 then FNextWeap := 0;
3837 exit;
3838 end;
3840 nw := getNextWeaponIndex();
3841 if nw = 255 then exit; // don't reset anything here
3842 if nw > High(FWeapon) then
3843 begin
3844 // don't forget to reset queue here!
3845 //e_WriteLog(Format(' RealizeCurrentWeapon: WUTAFUUUU?! (%d)', [nw]), TMsgType.Warning);
3846 resetWeaponQueue();
3847 exit;
3848 end;
3850 if FWeapon[nw] then
3851 begin
3852 FCurrWeap := nw;
3853 FTime[T_SWITCH] := gTime+156;
3854 if FCurrWeap = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3855 FModel.SetWeapon(FCurrWeap);
3856 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
3857 end;
3858 end;
3860 procedure TPlayer.NextWeapon();
3861 begin
3862 if g_Game_IsClient then Exit;
3863 FNextWeap := $8000;
3864 end;
3866 procedure TPlayer.PrevWeapon();
3867 begin
3868 if g_Game_IsClient then Exit;
3869 FNextWeap := $4000;
3870 end;
3872 procedure TPlayer.SetWeapon(W: Byte);
3873 begin
3874 if FCurrWeap <> W then
3875 if W = WEAPON_SAW then
3876 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3878 FCurrWeap := W;
3879 FModel.SetWeapon(CurrWeap);
3880 resetWeaponQueue();
3881 end;
3883 function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean;
3885 function allowBerserkSwitching (): Boolean;
3886 begin
3887 if (FBFGFireCounter <> -1) then begin result := false; exit; end;
3888 result := true;
3889 if gBerserkAutoswitch then exit;
3890 if not conIsCheatsEnabled then exit;
3891 result := false;
3892 end;
3894 var
3895 a: Boolean;
3896 begin
3897 Result := False;
3898 if g_Game_IsClient then Exit;
3900 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3901 a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and arespawn;
3902 remove := not a;
3904 case ItemType of
3905 ITEM_MEDKIT_SMALL:
3906 if FHealth < PLAYER_HP_SOFT then
3907 begin
3908 IncMax(FHealth, 10, PLAYER_HP_SOFT);
3909 Result := True;
3910 remove := True;
3911 FFireTime := 0;
3912 if gFlash = 2 then Inc(FPickup, 5);
3913 end;
3915 ITEM_MEDKIT_LARGE:
3916 if FHealth < PLAYER_HP_SOFT then
3917 begin
3918 IncMax(FHealth, 25, PLAYER_HP_SOFT);
3919 Result := True;
3920 remove := True;
3921 FFireTime := 0;
3922 if gFlash = 2 then Inc(FPickup, 5);
3923 end;
3925 ITEM_ARMOR_GREEN:
3926 if FArmor < PLAYER_AP_SOFT then
3927 begin
3928 FArmor := PLAYER_AP_SOFT;
3929 Result := True;
3930 remove := True;
3931 if gFlash = 2 then Inc(FPickup, 5);
3932 end;
3934 ITEM_ARMOR_BLUE:
3935 if FArmor < PLAYER_AP_LIMIT then
3936 begin
3937 FArmor := PLAYER_AP_LIMIT;
3938 Result := True;
3939 remove := True;
3940 if gFlash = 2 then Inc(FPickup, 5);
3941 end;
3943 ITEM_SPHERE_BLUE:
3944 if FHealth < PLAYER_HP_LIMIT then
3945 begin
3946 IncMax(FHealth, 100, PLAYER_HP_LIMIT);
3947 Result := True;
3948 remove := True;
3949 FFireTime := 0;
3950 if gFlash = 2 then Inc(FPickup, 5);
3951 end;
3953 ITEM_SPHERE_WHITE:
3954 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
3955 begin
3956 if FHealth < PLAYER_HP_LIMIT then
3957 FHealth := PLAYER_HP_LIMIT;
3958 if FArmor < PLAYER_AP_LIMIT then
3959 FArmor := PLAYER_AP_LIMIT;
3960 Result := True;
3961 remove := True;
3962 FFireTime := 0;
3963 if gFlash = 2 then Inc(FPickup, 5);
3964 end;
3966 ITEM_WEAPON_SAW:
3967 if (not FWeapon[WEAPON_SAW]) or ((not arespawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
3968 begin
3969 FWeapon[WEAPON_SAW] := True;
3970 Result := True;
3971 if gFlash = 2 then Inc(FPickup, 5);
3972 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3973 end;
3975 ITEM_WEAPON_SHOTGUN1:
3976 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN1] then
3977 begin
3978 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
3979 if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
3981 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3982 FWeapon[WEAPON_SHOTGUN1] := True;
3983 Result := True;
3984 if gFlash = 2 then Inc(FPickup, 5);
3985 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3986 end;
3988 ITEM_WEAPON_SHOTGUN2:
3989 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
3990 begin
3991 if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
3993 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3994 FWeapon[WEAPON_SHOTGUN2] := True;
3995 Result := True;
3996 if gFlash = 2 then Inc(FPickup, 5);
3997 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3998 end;
4000 ITEM_WEAPON_CHAINGUN:
4001 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
4002 begin
4003 if a and FWeapon[WEAPON_CHAINGUN] then Exit;
4005 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
4006 FWeapon[WEAPON_CHAINGUN] := True;
4007 Result := True;
4008 if gFlash = 2 then Inc(FPickup, 5);
4009 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4010 end;
4012 ITEM_WEAPON_ROCKETLAUNCHER:
4013 if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
4014 begin
4015 if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
4017 IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
4018 FWeapon[WEAPON_ROCKETLAUNCHER] := True;
4019 Result := True;
4020 if gFlash = 2 then Inc(FPickup, 5);
4021 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4022 end;
4024 ITEM_WEAPON_PLASMA:
4025 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
4026 begin
4027 if a and FWeapon[WEAPON_PLASMA] then Exit;
4029 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4030 FWeapon[WEAPON_PLASMA] := True;
4031 Result := True;
4032 if gFlash = 2 then Inc(FPickup, 5);
4033 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4034 end;
4036 ITEM_WEAPON_BFG:
4037 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
4038 begin
4039 if a and FWeapon[WEAPON_BFG] then Exit;
4041 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4042 FWeapon[WEAPON_BFG] := True;
4043 Result := True;
4044 if gFlash = 2 then Inc(FPickup, 5);
4045 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4046 end;
4048 ITEM_WEAPON_SUPERPULEMET:
4049 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
4050 begin
4051 if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
4053 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4054 FWeapon[WEAPON_SUPERPULEMET] := True;
4055 Result := True;
4056 if gFlash = 2 then Inc(FPickup, 5);
4057 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4058 end;
4060 ITEM_WEAPON_FLAMETHROWER:
4061 if (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) or not FWeapon[WEAPON_FLAMETHROWER] then
4062 begin
4063 if a and FWeapon[WEAPON_FLAMETHROWER] then Exit;
4065 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
4066 FWeapon[WEAPON_FLAMETHROWER] := True;
4067 Result := True;
4068 if gFlash = 2 then Inc(FPickup, 5);
4069 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4070 end;
4072 ITEM_AMMO_BULLETS:
4073 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4074 begin
4075 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
4076 Result := True;
4077 remove := True;
4078 if gFlash = 2 then Inc(FPickup, 5);
4079 end;
4081 ITEM_AMMO_BULLETS_BOX:
4082 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4083 begin
4084 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
4085 Result := True;
4086 remove := True;
4087 if gFlash = 2 then Inc(FPickup, 5);
4088 end;
4090 ITEM_AMMO_SHELLS:
4091 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4092 begin
4093 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4094 Result := True;
4095 remove := True;
4096 if gFlash = 2 then Inc(FPickup, 5);
4097 end;
4099 ITEM_AMMO_SHELLS_BOX:
4100 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4101 begin
4102 IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
4103 Result := True;
4104 remove := True;
4105 if gFlash = 2 then Inc(FPickup, 5);
4106 end;
4108 ITEM_AMMO_ROCKET:
4109 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4110 begin
4111 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
4112 Result := True;
4113 remove := True;
4114 if gFlash = 2 then Inc(FPickup, 5);
4115 end;
4117 ITEM_AMMO_ROCKET_BOX:
4118 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4119 begin
4120 IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
4121 Result := True;
4122 remove := True;
4123 if gFlash = 2 then Inc(FPickup, 5);
4124 end;
4126 ITEM_AMMO_CELL:
4127 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4128 begin
4129 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4130 Result := True;
4131 remove := True;
4132 if gFlash = 2 then Inc(FPickup, 5);
4133 end;
4135 ITEM_AMMO_CELL_BIG:
4136 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4137 begin
4138 IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
4139 Result := True;
4140 remove := True;
4141 if gFlash = 2 then Inc(FPickup, 5);
4142 end;
4144 ITEM_AMMO_FUELCAN:
4145 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
4146 begin
4147 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
4148 Result := True;
4149 remove := True;
4150 if gFlash = 2 then Inc(FPickup, 5);
4151 end;
4153 ITEM_AMMO_BACKPACK:
4154 if not(R_ITEM_BACKPACK in FRulez) or
4155 (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
4156 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
4157 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
4158 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
4159 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
4160 begin
4161 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
4162 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
4163 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
4164 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
4165 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
4167 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4168 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
4169 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4170 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4171 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4172 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
4173 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4174 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4176 FRulez := FRulez + [R_ITEM_BACKPACK];
4177 Result := True;
4178 remove := True;
4179 if gFlash = 2 then Inc(FPickup, 5);
4180 end;
4182 ITEM_KEY_RED:
4183 if not(R_KEY_RED in FRulez) then
4184 begin
4185 Include(FRulez, R_KEY_RED);
4186 Result := True;
4187 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4188 if gFlash = 2 then Inc(FPickup, 5);
4189 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4190 end;
4192 ITEM_KEY_GREEN:
4193 if not(R_KEY_GREEN in FRulez) then
4194 begin
4195 Include(FRulez, R_KEY_GREEN);
4196 Result := True;
4197 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4198 if gFlash = 2 then Inc(FPickup, 5);
4199 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4200 end;
4202 ITEM_KEY_BLUE:
4203 if not(R_KEY_BLUE in FRulez) then
4204 begin
4205 Include(FRulez, R_KEY_BLUE);
4206 Result := True;
4207 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4208 if gFlash = 2 then Inc(FPickup, 5);
4209 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4210 end;
4212 ITEM_SUIT:
4213 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
4214 begin
4215 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
4216 Result := True;
4217 remove := True;
4218 FFireTime := 0;
4219 if gFlash = 2 then Inc(FPickup, 5);
4220 end;
4222 ITEM_OXYGEN:
4223 if FAir < AIR_MAX then
4224 begin
4225 FAir := AIR_MAX;
4226 Result := True;
4227 remove := True;
4228 if gFlash = 2 then Inc(FPickup, 5);
4229 end;
4231 ITEM_MEDKIT_BLACK:
4232 begin
4233 if not (R_BERSERK in FRulez) then
4234 begin
4235 Include(FRulez, R_BERSERK);
4236 if allowBerserkSwitching then
4237 begin
4238 FCurrWeap := WEAPON_KASTET;
4239 resetWeaponQueue();
4240 FModel.SetWeapon(WEAPON_KASTET);
4241 end;
4242 if gFlash <> 0 then
4243 begin
4244 Inc(FPain, 100);
4245 if gFlash = 2 then Inc(FPickup, 5);
4246 end;
4247 FBerserk := gTime+30000;
4248 Result := True;
4249 remove := True;
4250 FFireTime := 0;
4251 end;
4252 if FHealth < PLAYER_HP_SOFT then
4253 begin
4254 FHealth := PLAYER_HP_SOFT;
4255 FBerserk := gTime+30000;
4256 Result := True;
4257 remove := True;
4258 FFireTime := 0;
4259 end;
4260 end;
4262 ITEM_INVUL:
4263 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
4264 begin
4265 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
4266 Result := True;
4267 remove := True;
4268 if gFlash = 2 then Inc(FPickup, 5);
4269 end;
4271 ITEM_BOTTLE:
4272 if FHealth < PLAYER_HP_LIMIT then
4273 begin
4274 IncMax(FHealth, 4, PLAYER_HP_LIMIT);
4275 Result := True;
4276 remove := True;
4277 FFireTime := 0;
4278 if gFlash = 2 then Inc(FPickup, 5);
4279 end;
4281 ITEM_HELMET:
4282 if FArmor < PLAYER_AP_LIMIT then
4283 begin
4284 IncMax(FArmor, 5, PLAYER_AP_LIMIT);
4285 Result := True;
4286 remove := True;
4287 if gFlash = 2 then Inc(FPickup, 5);
4288 end;
4290 ITEM_JETPACK:
4291 if FJetFuel < JET_MAX then
4292 begin
4293 FJetFuel := JET_MAX;
4294 Result := True;
4295 remove := True;
4296 if gFlash = 2 then Inc(FPickup, 5);
4297 end;
4299 ITEM_INVIS:
4300 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
4301 begin
4302 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
4303 Result := True;
4304 remove := True;
4305 if gFlash = 2 then Inc(FPickup, 5);
4306 end;
4307 end;
4308 end;
4310 procedure TPlayer.Touch();
4311 begin
4312 if not FAlive then
4313 Exit;
4314 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
4315 if FIamBot then
4316 begin
4317 // Áðîñèòü ôëàã òîâàðèùó:
4318 if gGameSettings.GameMode = GM_CTF then
4319 DropFlag();
4320 end;
4321 end;
4323 procedure TPlayer.Push(vx, vy: Integer);
4324 begin
4325 if (not FPhysics) and FGhost then
4326 Exit;
4327 FObj.Accel.X := FObj.Accel.X + vx;
4328 FObj.Accel.Y := FObj.Accel.Y + vy;
4329 if g_Game_IsNet and g_Game_IsServer then
4330 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4331 end;
4333 procedure TPlayer.Reset(Force: Boolean);
4334 begin
4335 if Force then
4336 FAlive := False;
4338 FSpawned := False;
4339 FTime[T_RESPAWN] := 0;
4340 FTime[T_FLAGCAP] := 0;
4341 FGodMode := False;
4342 FNoTarget := False;
4343 FNoReload := False;
4344 FFrags := 0;
4345 FLastFrag := 0;
4346 FComboEvnt := -1;
4347 FKills := 0;
4348 FMonsterKills := 0;
4349 FDeath := 0;
4350 FSecrets := 0;
4351 if FNoRespawn then
4352 begin
4353 FSpectator := False;
4354 FGhost := False;
4355 FPhysics := True;
4356 FSpectatePlayer := -1;
4357 FNoRespawn := False;
4358 end;
4359 FLives := gGameSettings.MaxLives;
4361 SetFlag(FLAG_NONE);
4362 end;
4364 procedure TPlayer.SoftReset();
4365 begin
4366 ReleaseKeys();
4368 FDamageBuffer := 0;
4369 FIncCam := 0;
4370 FBFGFireCounter := -1;
4371 FShellTimer := -1;
4372 FPain := 0;
4373 FLastHit := 0;
4374 FLastFrag := 0;
4375 FComboEvnt := -1;
4377 SetFlag(FLAG_NONE);
4378 SetAction(A_STAND, True);
4379 end;
4381 function TPlayer.GetRespawnPoint(): Byte;
4382 var
4383 c: Byte;
4384 begin
4385 Result := 255;
4386 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4388 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4389 if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then
4390 begin
4391 if (Self = gPlayer1) or (Self = gPlayer2) then
4392 begin
4393 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
4394 if Self = gPlayer1 then
4395 c := RESPAWNPOINT_PLAYER1
4396 else
4397 c := RESPAWNPOINT_PLAYER2;
4398 if g_Map_GetPointCount(c) > 0 then
4399 begin
4400 Result := c;
4401 Exit;
4402 end;
4404 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
4405 if Self = gPlayer1 then
4406 c := RESPAWNPOINT_PLAYER2
4407 else
4408 c := RESPAWNPOINT_PLAYER1;
4409 if g_Map_GetPointCount(c) > 0 then
4410 begin
4411 Result := c;
4412 Exit;
4413 end;
4414 end else
4415 begin
4416 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
4417 if Random(2) = 0 then
4418 c := RESPAWNPOINT_PLAYER1
4419 else
4420 c := RESPAWNPOINT_PLAYER2;
4421 if g_Map_GetPointCount(c) > 0 then
4422 begin
4423 Result := c;
4424 Exit;
4425 end;
4426 end;
4428 // Òî÷êà ëþáîé èç êîìàíä
4429 if Random(2) = 0 then
4430 c := RESPAWNPOINT_RED
4431 else
4432 c := RESPAWNPOINT_BLUE;
4433 if g_Map_GetPointCount(c) > 0 then
4434 begin
4435 Result := c;
4436 Exit;
4437 end;
4439 // Òî÷êà DM
4440 c := RESPAWNPOINT_DM;
4441 if g_Map_GetPointCount(c) > 0 then
4442 begin
4443 Result := c;
4444 Exit;
4445 end;
4446 end;
4448 // Ìÿñîïîâàë
4449 if gGameSettings.GameMode = GM_DM then
4450 begin
4451 // Òî÷êà DM
4452 c := RESPAWNPOINT_DM;
4453 if g_Map_GetPointCount(c) > 0 then
4454 begin
4455 Result := c;
4456 Exit;
4457 end;
4459 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4460 if Random(2) = 0 then
4461 c := RESPAWNPOINT_PLAYER1
4462 else
4463 c := RESPAWNPOINT_PLAYER2;
4464 if g_Map_GetPointCount(c) > 0 then
4465 begin
4466 Result := c;
4467 Exit;
4468 end;
4470 // Òî÷êà ëþáîé èç êîìàíä
4471 if Random(2) = 0 then
4472 c := RESPAWNPOINT_RED
4473 else
4474 c := RESPAWNPOINT_BLUE;
4475 if g_Map_GetPointCount(c) > 0 then
4476 begin
4477 Result := c;
4478 Exit;
4479 end;
4480 end;
4482 // Êîìàíäíûå
4483 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
4484 begin
4485 // Òî÷êà ñâîåé êîìàíäû
4486 c := RESPAWNPOINT_DM;
4487 if FTeam = TEAM_RED then
4488 c := RESPAWNPOINT_RED;
4489 if FTeam = TEAM_BLUE then
4490 c := RESPAWNPOINT_BLUE;
4491 if g_Map_GetPointCount(c) > 0 then
4492 begin
4493 Result := c;
4494 Exit;
4495 end;
4497 // Òî÷êà DM
4498 c := RESPAWNPOINT_DM;
4499 if g_Map_GetPointCount(c) > 0 then
4500 begin
4501 Result := c;
4502 Exit;
4503 end;
4505 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4506 if Random(2) = 0 then
4507 c := RESPAWNPOINT_PLAYER1
4508 else
4509 c := RESPAWNPOINT_PLAYER2;
4510 if g_Map_GetPointCount(c) > 0 then
4511 begin
4512 Result := c;
4513 Exit;
4514 end;
4516 // Òî÷êà äðóãîé êîìàíäû
4517 c := RESPAWNPOINT_DM;
4518 if FTeam = TEAM_RED then
4519 c := RESPAWNPOINT_BLUE;
4520 if FTeam = TEAM_BLUE then
4521 c := RESPAWNPOINT_RED;
4522 if g_Map_GetPointCount(c) > 0 then
4523 begin
4524 Result := c;
4525 Exit;
4526 end;
4527 end;
4528 end;
4530 procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False);
4531 var
4532 RespawnPoint: TRespawnPoint;
4533 a, b, c: Byte;
4534 Anim: TAnimation;
4535 ID: DWORD;
4536 begin
4537 FIncCam := 0;
4538 FBFGFireCounter := -1;
4539 FShellTimer := -1;
4540 FPain := 0;
4541 FLastHit := 0;
4543 if not g_Game_IsServer then
4544 Exit;
4545 if FDummy then
4546 Exit;
4547 FWantsInGame := True;
4548 FJustTeleported := True;
4549 if Force then
4550 begin
4551 FTime[T_RESPAWN] := 0;
4552 FAlive := False;
4553 end;
4554 FNetTime := 0;
4555 // if server changes MaxLives we gotta be ready
4556 if gGameSettings.MaxLives = 0 then FNoRespawn := False;
4558 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4559 if FTime[T_RESPAWN] > gTime then
4560 Exit;
4562 // Ïðîñðàë âñå æèçíè:
4563 if FNoRespawn then
4564 begin
4565 if not FSpectator then Spectate(True);
4566 FWantsInGame := True;
4567 Exit;
4568 end;
4570 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.GameMode <> GM_COOP) then
4571 begin // "Ñâîÿ èãðà"
4572 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4573 FRulez := FRulez-[R_BERSERK];
4574 end
4575 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4576 begin
4577 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4578 FRulez := FRulez-[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK];
4579 end;
4581 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4582 c := GetRespawnPoint();
4584 ReleaseKeys();
4585 SetFlag(FLAG_NONE);
4587 // Âîñêðåøåíèå áåç îðóæèÿ:
4588 if not FAlive then
4589 begin
4590 FHealth := PLAYER_HP_SOFT;
4591 FArmor := 0;
4592 FAlive := True;
4593 FAir := AIR_DEF;
4594 FJetFuel := 0;
4596 for a := WP_FIRST to WP_LAST do
4597 begin
4598 FWeapon[a] := False;
4599 FReloading[a] := 0;
4600 end;
4602 FWeapon[WEAPON_PISTOL] := True;
4603 FWeapon[WEAPON_KASTET] := True;
4604 FCurrWeap := WEAPON_PISTOL;
4605 resetWeaponQueue();
4607 FModel.SetWeapon(FCurrWeap);
4609 for b := A_BULLETS to A_HIGH do
4610 FAmmo[b] := 0;
4612 FAmmo[A_BULLETS] := 50;
4614 FMaxAmmo[A_BULLETS] := AmmoLimits[0, A_BULLETS];
4615 FMaxAmmo[A_SHELLS] := AmmoLimits[0, A_SHELLS];
4616 FMaxAmmo[A_ROCKETS] := AmmoLimits[0, A_SHELLS];
4617 FMaxAmmo[A_CELLS] := AmmoLimits[0, A_CELLS];
4618 FMaxAmmo[A_FUEL] := AmmoLimits[0, A_FUEL];
4620 if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then
4621 FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
4622 else
4623 FRulez := [];
4624 end;
4626 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4627 if not g_Map_GetPoint(c, RespawnPoint) then
4628 begin
4629 g_FatalError(_lc[I_GAME_ERROR_GET_SPAWN]);
4630 Exit;
4631 end;
4633 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4634 FObj.X := RespawnPoint.X-PLAYER_RECT.X;
4635 FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y;
4636 FObj.Vel.X := 0;
4637 FObj.Vel.Y := 0;
4638 FObj.Accel.X := 0;
4639 FObj.Accel.Y := 0;
4641 FDirection := RespawnPoint.Direction;
4642 if FDirection = TDirection.D_LEFT then
4643 FAngle := 180
4644 else
4645 FAngle := 0;
4647 SetAction(A_STAND, True);
4648 FModel.Direction := FDirection;
4650 for a := Low(FTime) to High(FTime) do
4651 FTime[a] := 0;
4653 for a := Low(FMegaRulez) to High(FMegaRulez) do
4654 FMegaRulez[a] := 0;
4656 FDamageBuffer := 0;
4657 FJetpack := False;
4658 FCanJetpack := False;
4659 FFireTime := 0;
4660 FFirePainTime := 0;
4661 FFireAttacker := 0;
4663 // Àíèìàöèÿ âîçðîæäåíèÿ:
4664 if (not gLoadGameMode) and (not Silent) then
4665 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4666 begin
4667 Anim := TAnimation.Create(ID, False, 3);
4668 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4669 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4670 Anim.Free();
4671 end;
4673 FSpectator := False;
4674 FGhost := False;
4675 FPhysics := True;
4676 FSpectatePlayer := -1;
4677 FSpawned := True;
4679 if (gPlayer1 = nil) and (gLMSPID1 = FUID) then
4680 gPlayer1 := self;
4681 if (gPlayer2 = nil) and (gLMSPID2 = FUID) then
4682 gPlayer2 := self;
4684 if g_Game_IsNet then
4685 begin
4686 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4687 MH_SEND_PlayerStats(FUID, NET_EVERYONE);
4688 if not Silent then
4689 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4690 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32,
4691 0, NET_GFX_TELE);
4692 end;
4693 end;
4695 procedure TPlayer.Spectate(NoMove: Boolean = False);
4696 begin
4697 if FAlive then
4698 Kill(K_EXTRAHARDKILL, FUID, HIT_SOME)
4699 else if (not NoMove) then
4700 begin
4701 GameX := gMapInfo.Width div 2;
4702 GameY := gMapInfo.Height div 2;
4703 end;
4704 FXTo := GameX;
4705 FYTo := GameY;
4707 FAlive := False;
4708 FSpectator := True;
4709 FGhost := True;
4710 FPhysics := False;
4711 FWantsInGame := False;
4712 FSpawned := False;
4714 if FNoRespawn then
4715 begin
4716 if Self = gPlayer1 then
4717 begin
4718 gLMSPID1 := FUID;
4719 gPlayer1 := nil;
4720 end;
4721 if Self = gPlayer2 then
4722 begin
4723 gLMSPID2 := FUID;
4724 gPlayer2 := nil;
4725 end;
4726 end;
4728 if g_Game_IsNet then
4729 MH_SEND_PlayerStats(FUID);
4730 end;
4732 procedure TPlayer.SwitchNoClip;
4733 begin
4734 if not FAlive then
4735 Exit;
4736 FGhost := not FGhost;
4737 FPhysics := not FGhost;
4738 if FGhost then
4739 begin
4740 FXTo := FObj.X;
4741 FYTo := FObj.Y;
4742 end else
4743 begin
4744 FObj.Accel.X := 0;
4745 FObj.Accel.Y := 0;
4746 end;
4747 end;
4749 procedure TPlayer.Run(Direction: TDirection);
4750 var
4751 a, b: Integer;
4752 begin
4753 if MAX_RUNVEL > 8 then
4754 FlySmoke();
4756 // Áåæèì:
4757 if Direction = TDirection.D_LEFT then
4758 begin
4759 if FObj.Vel.X > -MAX_RUNVEL then
4760 FObj.Vel.X := FObj.Vel.X - (MAX_RUNVEL shr 3);
4761 end
4762 else
4763 if FObj.Vel.X < MAX_RUNVEL then
4764 FObj.Vel.X := FObj.Vel.X + (MAX_RUNVEL shr 3);
4766 // Âîçìîæíî, ïèíàåì êóñêè:
4767 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
4768 begin
4769 b := Abs(FObj.Vel.X);
4770 if b > 1 then b := b * (Random(8 div b) + 1);
4771 for a := 0 to High(gGibs) do
4772 begin
4773 if gGibs[a].alive and
4774 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
4775 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
4776 begin
4777 // Ïèíàåì êóñêè
4778 if FObj.Vel.X < 0 then
4779 begin
4780 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
4781 end
4782 else
4783 begin
4784 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
4785 end;
4786 gGibs[a].positionChanged(); // this updates spatial accelerators
4787 end;
4788 end;
4789 end;
4791 SetAction(A_WALK);
4792 end;
4794 procedure TPlayer.SeeDown();
4795 begin
4796 SetAction(A_SEEDOWN);
4798 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN;
4800 if FIncCam > -120 then DecMin(FIncCam, 5, -120);
4801 end;
4803 procedure TPlayer.SeeUp();
4804 begin
4805 SetAction(A_SEEUP);
4807 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP;
4809 if FIncCam < 120 then IncMax(FIncCam, 5, 120);
4810 end;
4812 procedure TPlayer.SetAction(Action: Byte; Force: Boolean = False);
4813 var
4814 Prior: Byte;
4815 begin
4816 case Action of
4817 A_WALK: Prior := 3;
4818 A_DIE1: Prior := 5;
4819 A_DIE2: Prior := 5;
4820 A_ATTACK: Prior := 2;
4821 A_SEEUP: Prior := 1;
4822 A_SEEDOWN: Prior := 1;
4823 A_ATTACKUP: Prior := 2;
4824 A_ATTACKDOWN: Prior := 2;
4825 A_PAIN: Prior := 4;
4826 else Prior := 0;
4827 end;
4829 if (Prior > FActionPrior) or Force then
4830 if not ((Prior = 2) and (FCurrWeap = WEAPON_SAW)) then
4831 begin
4832 FActionPrior := Prior;
4833 FActionAnim := Action;
4834 FActionForce := Force;
4835 FActionChanged := True;
4836 end;
4838 if Action in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN] then FModel.SetFire(True);
4839 end;
4841 function TPlayer.StayOnStep(XInc, YInc: Integer): Boolean;
4842 begin
4843 Result := not g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height-1,
4844 PLAYER_RECT.Width, 1, PANEL_STEP, False)
4845 and g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height,
4846 PLAYER_RECT.Width, 1, PANEL_STEP, False);
4847 end;
4849 function TPlayer.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
4850 var
4851 Anim: TAnimation;
4852 ID: DWORD;
4853 begin
4854 Result := False;
4856 if g_CollideLevel(X, Y, PLAYER_RECT.Width, PLAYER_RECT.Height) then
4857 begin
4858 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
4859 if g_Game_IsServer and g_Game_IsNet then
4860 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
4861 Exit;
4862 end;
4864 FJustTeleported := True;
4866 Anim := nil;
4867 if not silent then
4868 begin
4869 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4870 begin
4871 Anim := TAnimation.Create(ID, False, 3);
4872 end;
4874 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj.X, FObj.Y);
4875 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4876 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4877 if g_Game_IsServer and g_Game_IsNet then
4878 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4879 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 1,
4880 NET_GFX_TELE);
4881 end;
4883 FObj.X := X-PLAYER_RECT.X;
4884 FObj.Y := Y-PLAYER_RECT.Y;
4885 if FAlive and FGhost then
4886 begin
4887 FXTo := FObj.X;
4888 FYTo := FObj.Y;
4889 end;
4891 if not g_Game_IsNet then
4892 begin
4893 if dir = 1 then
4894 begin
4895 SetDirection(TDirection.D_LEFT);
4896 FAngle := 180;
4897 end
4898 else
4899 if dir = 2 then
4900 begin
4901 SetDirection(TDirection.D_RIGHT);
4902 FAngle := 0;
4903 end
4904 else
4905 if dir = 3 then
4906 begin // îáðàòíîå
4907 if FDirection = TDirection.D_RIGHT then
4908 begin
4909 SetDirection(TDirection.D_LEFT);
4910 FAngle := 180;
4911 end
4912 else
4913 begin
4914 SetDirection(TDirection.D_RIGHT);
4915 FAngle := 0;
4916 end;
4917 end;
4918 end;
4920 if not silent and (Anim <> nil) then
4921 begin
4922 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4923 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4924 Anim.Free();
4926 if g_Game_IsServer and g_Game_IsNet then
4927 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4928 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 0,
4929 NET_GFX_TELE);
4930 end;
4932 Result := True;
4933 end;
4935 function nonz(a: Single): Single;
4936 begin
4937 if a <> 0 then
4938 Result := a
4939 else
4940 Result := 1;
4941 end;
4943 function TPlayer.followCorpse(): Boolean;
4944 var
4945 i: Integer;
4946 begin
4947 Result := False;
4948 if FAlive or FSpectator then
4949 Exit;
4950 if (gCorpses = nil) or (Length(gCorpses) = 0) then
4951 Exit;
4952 for i := 0 to High(gCorpses) do
4953 if gCorpses[i] <> nil then
4954 if gCorpses[i].FPlayerUID = FUID then
4955 begin
4956 Result := True;
4957 FObj.X := gCorpses[i].FObj.X;
4958 FObj.Y := gCorpses[i].FObj.Y;
4959 FObj.Vel.X := gCorpses[i].FObj.Vel.X;
4960 FObj.Vel.Y := gCorpses[i].FObj.Vel.Y;
4961 FObj.Accel.X := gCorpses[i].FObj.Accel.X;
4962 FObj.Accel.Y := gCorpses[i].FObj.Accel.Y;
4963 break;
4964 end;
4965 end;
4967 procedure TPlayer.Update();
4968 var
4969 b: Byte;
4970 i, ii, wx, wy, xd, yd, k: Integer;
4971 blockmon, headwater, dospawn: Boolean;
4972 NetServer: Boolean;
4973 AnyServer: Boolean;
4974 SetSpect: Boolean;
4975 begin
4976 NetServer := g_Game_IsNet and g_Game_IsServer;
4977 AnyServer := g_Game_IsServer;
4979 if g_Game_IsClient and (NetInterpLevel > 0) then
4980 DoLerp(NetInterpLevel + 1)
4981 else
4982 if FGhost then
4983 DoLerp(4);
4985 if NetServer then
4986 if FClientID >= 0 then
4987 begin
4988 FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
4989 if NetClients[FClientID].Peer^.packetsSent > 0 then
4990 FLoss := Round(100*NetClients[FClientID].Peer^.packetsLost/NetClients[FClientID].Peer^.packetsSent)
4991 else
4992 FLoss := 0;
4993 end else
4994 begin
4995 FPing := 0;
4996 FLoss := 0;
4997 end;
4999 if FAlive and (FPunchAnim <> nil) then
5000 FPunchAnim.Update();
5002 if FAlive and (gFly or FJetpack) then
5003 FlySmoke();
5005 if FDirection = TDirection.D_LEFT then
5006 FAngle := 180
5007 else
5008 FAngle := 0;
5010 if FAlive and (not FGhost) then
5011 begin
5012 if FKeys[KEY_UP].Pressed then
5013 SeeUp();
5014 if FKeys[KEY_DOWN].Pressed then
5015 SeeDown();
5016 end;
5018 if (not (FKeys[KEY_UP].Pressed or FKeys[KEY_DOWN].Pressed)) and
5019 (FIncCam <> 0) then
5020 begin
5021 i := g_basic.Sign(FIncCam);
5022 FIncCam := Abs(FIncCam);
5023 DecMin(FIncCam, 5, 0);
5024 FIncCam := FIncCam*i;
5025 end;
5027 // no need to do that each second frame, weapon queue will take care of it
5028 if FAlive and FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
5029 if FAlive and FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
5031 if gTime mod (GAME_TICK*2) <> 0 then
5032 begin
5033 if (FObj.Vel.X = 0) and FAlive then
5034 begin
5035 if FKeys[KEY_LEFT].Pressed then
5036 Run(TDirection.D_LEFT);
5037 if FKeys[KEY_RIGHT].Pressed then
5038 Run(TDirection.D_RIGHT);
5039 end;
5041 if FPhysics then
5042 begin
5043 if not followCorpse() then
5044 g_Obj_Move(@FObj, True, True, True);
5045 positionChanged(); // this updates spatial accelerators
5046 end;
5048 Exit;
5049 end;
5051 FActionChanged := False;
5053 if FAlive then
5054 begin
5055 // Let alive player do some actions
5056 if FKeys[KEY_LEFT].Pressed then Run(TDirection.D_LEFT);
5057 if FKeys[KEY_RIGHT].Pressed then Run(TDirection.D_RIGHT);
5058 //if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
5059 //if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
5060 if FKeys[KEY_FIRE].Pressed and AnyServer then Fire();
5061 if FKeys[KEY_OPEN].Pressed and AnyServer then Use();
5062 if FKeys[KEY_JUMP].Pressed then Jump()
5063 else
5064 begin
5065 if AnyServer and FJetpack then
5066 begin
5067 FJetpack := False;
5068 JetpackOff;
5069 if NetServer then MH_SEND_PlayerStats(FUID);
5070 end;
5071 FCanJetpack := True;
5072 end;
5073 end
5074 else // Dead
5075 begin
5076 dospawn := False;
5077 if not FGhost then
5078 for k := Low(FKeys) to KEY_CHAT-1 do
5079 begin
5080 if FKeys[k].Pressed then
5081 begin
5082 dospawn := True;
5083 break;
5084 end;
5085 end;
5086 if dospawn then
5087 begin
5088 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
5089 Respawn(False)
5090 else // Single
5091 if (FTime[T_RESPAWN] <= gTime) and
5092 gGameOn and (not FAlive) then
5093 begin
5094 if (g_Player_GetCount() > 1) then
5095 Respawn(False)
5096 else
5097 begin
5098 gExit := EXIT_RESTART;
5099 Exit;
5100 end;
5101 end;
5102 end;
5103 // Dead spectator actions
5104 if FGhost then
5105 begin
5106 if FKeys[KEY_OPEN].Pressed and AnyServer then Fire();
5107 if FKeys[KEY_FIRE].Pressed and AnyServer then
5108 begin
5109 if FSpectator then
5110 begin
5111 if (FSpectatePlayer >= High(gPlayers)) then
5112 FSpectatePlayer := -1
5113 else
5114 begin
5115 SetSpect := False;
5116 for I := FSpectatePlayer + 1 to High(gPlayers) do
5117 if gPlayers[I] <> nil then
5118 if gPlayers[I].alive then
5119 if gPlayers[I].UID <> FUID then
5120 begin
5121 FSpectatePlayer := I;
5122 SetSpect := True;
5123 break;
5124 end;
5126 if not SetSpect then FSpectatePlayer := -1;
5127 end;
5129 ReleaseKeys;
5130 end;
5131 end;
5132 end;
5133 end;
5134 // No clipping
5135 if FGhost then
5136 begin
5137 if FKeys[KEY_UP].Pressed or FKeys[KEY_JUMP].Pressed then
5138 begin
5139 FYTo := FObj.Y - 32;
5140 FSpectatePlayer := -1;
5141 end;
5142 if FKeys[KEY_DOWN].Pressed then
5143 begin
5144 FYTo := FObj.Y + 32;
5145 FSpectatePlayer := -1;
5146 end;
5147 if FKeys[KEY_LEFT].Pressed then
5148 begin
5149 FXTo := FObj.X - 32;
5150 FSpectatePlayer := -1;
5151 end;
5152 if FKeys[KEY_RIGHT].Pressed then
5153 begin
5154 FXTo := FObj.X + 32;
5155 FSpectatePlayer := -1;
5156 end;
5158 if (FXTo < -64) then
5159 FXTo := -64
5160 else if (FXTo > gMapInfo.Width + 32) then
5161 FXTo := gMapInfo.Width + 32;
5162 if (FYTo < -72) then
5163 FYTo := -72
5164 else if (FYTo > gMapInfo.Height + 32) then
5165 FYTo := gMapInfo.Height + 32;
5166 end;
5168 if FPhysics then
5169 begin
5170 if not followCorpse() then
5171 g_Obj_Move(@FObj, True, True, True);
5172 positionChanged(); // this updates spatial accelerators
5173 end
5174 else
5175 begin
5176 FObj.Vel.X := 0;
5177 FObj.Vel.Y := 0;
5178 if FSpectator then
5179 if (FSpectatePlayer <= High(gPlayers)) and (FSpectatePlayer >= 0) then
5180 if gPlayers[FSpectatePlayer] <> nil then
5181 if gPlayers[FSpectatePlayer].alive then
5182 begin
5183 FXTo := gPlayers[FSpectatePlayer].GameX;
5184 FYTo := gPlayers[FSpectatePlayer].GameY;
5185 end;
5186 end;
5188 blockmon := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X, FObj.Y+PLAYER_HEADRECT.Y,
5189 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
5190 PANEL_BLOCKMON, True);
5191 headwater := HeadInLiquid(0, 0);
5193 // Ñîïðîòèâëåíèå âîçäóõà:
5194 if (not FAlive) or not (FKeys[KEY_LEFT].Pressed or FKeys[KEY_RIGHT].Pressed) then
5195 if FObj.Vel.X <> 0 then
5196 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
5198 if (FLastHit = HIT_TRAP) and (FPain > 90) then FPain := 90;
5199 DecMin(FPain, 5, 0);
5200 DecMin(FPickup, 1, 0);
5202 if FAlive and (FObj.Y > Integer(gMapInfo.Height)+128) and AnyServer then
5203 begin
5204 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
5205 FMegaRulez[MR_SUIT] := 0;
5206 FMegaRulez[MR_INVUL] := 0;
5207 FMegaRulez[MR_INVIS] := 0;
5208 Kill(K_FALLKILL, 0, HIT_FALL);
5209 end;
5211 i := 9;
5213 if FAlive then
5214 begin
5215 if FCurrWeap = WEAPON_SAW then
5216 if not (FSawSound.IsPlaying() or FSawSoundHit.IsPlaying() or
5217 FSawSoundSelect.IsPlaying()) then
5218 FSawSoundIdle.PlayAt(FObj.X, FObj.Y);
5220 if FJetpack then
5221 if (not FJetSoundFly.IsPlaying()) and (not FJetSoundOn.IsPlaying()) and
5222 (not FJetSoundOff.IsPlaying()) then
5223 begin
5224 FJetSoundFly.SetPosition(0);
5225 FJetSoundFly.PlayAt(FObj.X, FObj.Y);
5226 end;
5228 for b := WP_FIRST to WP_LAST do
5229 if FReloading[b] > 0 then
5230 if FNoReload then
5231 FReloading[b] := 0
5232 else
5233 Dec(FReloading[b]);
5235 if FShellTimer > -1 then
5236 if FShellTimer = 0 then
5237 begin
5238 if FShellType = SHELL_SHELL then
5239 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5240 GameVelX, GameVelY-2, SHELL_SHELL)
5241 else if FShellType = SHELL_DBLSHELL then
5242 begin
5243 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5244 GameVelX+1, GameVelY-2, SHELL_SHELL);
5245 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5246 GameVelX-1, GameVelY-2, SHELL_SHELL);
5247 end;
5248 FShellTimer := -1;
5249 end else Dec(FShellTimer);
5251 if (FBFGFireCounter > -1) then
5252 if FBFGFireCounter = 0 then
5253 begin
5254 if AnyServer then
5255 begin
5256 wx := FObj.X+WEAPONPOINT[FDirection].X;
5257 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
5258 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
5259 yd := wy+firediry();
5260 g_Weapon_bfgshot(wx, wy, xd, yd, FUID);
5261 if NetServer then MH_SEND_PlayerFire(FUID, WEAPON_BFG, wx, wy, xd, yd);
5262 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5263 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5264 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5265 end;
5267 FReloading[WEAPON_BFG] := WEAPON_RELOAD[WEAPON_BFG];
5268 FBFGFireCounter := -1;
5269 end else
5270 if FNoReload then
5271 FBFGFireCounter := 0
5272 else
5273 Dec(FBFGFireCounter);
5275 if (FMegaRulez[MR_SUIT] < gTime) and AnyServer then
5276 begin
5277 b := g_GetAcidHit(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height);
5279 if (b > 0) and (gTime mod (15*GAME_TICK) = 0) then Damage(b, 0, 0, 0, HIT_ACID);
5280 end;
5282 if (headwater or blockmon) then
5283 begin
5284 Dec(FAir);
5286 if FAir < -9 then
5287 begin
5288 if AnyServer then Damage(10, 0, 0, 0, HIT_WATER);
5289 FAir := 0;
5290 end
5291 else if (FAir mod 31 = 0) and not blockmon then
5292 begin
5293 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
5294 if Random(2) = 0 then
5295 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
5296 else
5297 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
5298 end;
5299 end else if FAir < AIR_DEF then
5300 FAir := AIR_DEF;
5302 if FFireTime > 0 then
5303 begin
5304 if BodyInLiquid(0, 0) then
5305 begin
5306 FFireTime := 0;
5307 FFirePainTime := 0;
5308 end
5309 else if FMegaRulez[MR_SUIT] >= gTime then
5310 begin
5311 if FMegaRulez[MR_SUIT] = gTime then
5312 FFireTime := 1;
5313 FFirePainTime := 0;
5314 end
5315 else
5316 begin
5317 OnFireFlame(1);
5318 if FFirePainTime <= 0 then
5319 begin
5320 if g_Game_IsServer then
5321 Damage(5, FFireAttacker, 0, 0, HIT_FLAME);
5322 FFirePainTime := 18;
5323 end;
5324 FFirePainTime := FFirePainTime - 1;
5325 FFireTime := FFireTime - 1;
5326 if (FFireTime = 0) and g_Game_IsNet and g_Game_IsServer then
5327 MH_SEND_PlayerStats(FUID);
5328 end;
5329 end;
5331 if FDamageBuffer > 0 then
5332 begin
5333 if FDamageBuffer >= 9 then
5334 begin
5335 SetAction(A_PAIN);
5337 if FDamageBuffer < 30 then i := 9
5338 else if FDamageBuffer < 100 then i := 18
5339 else i := 27;
5340 end;
5342 ii := Round(FDamageBuffer*FHealth / nonz(FArmor*(3/4)+FHealth));
5343 FArmor := FArmor-(FDamageBuffer-ii);
5344 FHealth := FHealth-ii;
5345 if FArmor < 0 then
5346 begin
5347 FHealth := FHealth+FArmor;
5348 FArmor := 0;
5349 end;
5351 if AnyServer then
5352 if FHealth <= 0 then
5353 if FHealth > -30 then Kill(K_SIMPLEKILL, FLastSpawnerUID, FLastHit)
5354 else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit)
5355 else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit);
5357 if FAlive then
5358 begin
5359 if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y)
5360 else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y)
5361 else if FDamageBuffer <= 120 then FModel.PlaySound(MODELSOUND_PAIN, 3, FObj.X, FObj.Y)
5362 else FModel.PlaySound(MODELSOUND_PAIN, 4, FObj.X, FObj.Y);
5363 end;
5365 FDamageBuffer := 0;
5366 end;
5368 {CollideItem();}
5369 end; // if FAlive then ...
5371 if (FActionAnim = A_PAIN) and (FModel.Animation <> A_PAIN) then
5372 begin
5373 FModel.ChangeAnimation(FActionAnim, FActionForce);
5374 FModel.GetCurrentAnimation.MinLength := i;
5375 FModel.GetCurrentAnimationMask.MinLength := i;
5376 end else FModel.ChangeAnimation(FActionAnim, FActionForce and (FModel.Animation <> A_STAND));
5378 if (FModel.GetCurrentAnimation.Played or ((not FActionChanged) and (FModel.Animation = A_WALK)))
5379 then SetAction(A_STAND, True);
5381 if not ((FModel.Animation = A_WALK) and (Abs(FObj.Vel.X) < 4) and not FModel.Fire) then FModel.Update;
5383 for b := Low(FKeys) to High(FKeys) do
5384 if FKeys[b].Time = 0 then FKeys[b].Pressed := False else Dec(FKeys[b].Time);
5385 end;
5388 procedure TPlayer.getMapBox (out x, y, w, h: Integer); inline;
5389 begin
5390 x := FObj.X+PLAYER_RECT.X;
5391 y := FObj.Y+PLAYER_RECT.Y;
5392 w := PLAYER_RECT.Width;
5393 h := PLAYER_RECT.Height;
5394 end;
5397 procedure TPlayer.moveBy (dx, dy: Integer); inline;
5398 begin
5399 if (dx <> 0) or (dy <> 0) then
5400 begin
5401 FObj.X += dx;
5402 FObj.Y += dy;
5403 positionChanged();
5404 end;
5405 end;
5408 function TPlayer.Collide(X, Y: Integer; Width, Height: Word): Boolean;
5409 begin
5410 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5411 FObj.Y+PLAYER_RECT.Y,
5412 PLAYER_RECT.Width,
5413 PLAYER_RECT.Height,
5414 X, Y,
5415 Width, Height);
5416 end;
5418 function TPlayer.Collide(Panel: TPanel): Boolean;
5419 begin
5420 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5421 FObj.Y+PLAYER_RECT.Y,
5422 PLAYER_RECT.Width,
5423 PLAYER_RECT.Height,
5424 Panel.X, Panel.Y,
5425 Panel.Width, Panel.Height);
5426 end;
5428 function TPlayer.Collide(X, Y: Integer): Boolean;
5429 begin
5430 X := X-FObj.X-PLAYER_RECT.X;
5431 Y := Y-FObj.Y-PLAYER_RECT.Y;
5432 Result := (x >= 0) and (x <= PLAYER_RECT.Width) and
5433 (y >= 0) and (y <= PLAYER_RECT.Height);
5434 end;
5436 function g_Player_ValidName(Name: string): Boolean;
5437 var
5438 a: Integer;
5439 begin
5440 Result := True;
5442 if gPlayers = nil then Exit;
5444 for a := 0 to High(gPlayers) do
5445 if gPlayers[a] <> nil then
5446 if LowerCase(Name) = LowerCase(gPlayers[a].FName) then
5447 begin
5448 Result := False;
5449 Exit;
5450 end;
5451 end;
5453 procedure TPlayer.SetDirection(Direction: TDirection);
5454 var
5455 d: TDirection;
5456 begin
5457 d := FModel.Direction;
5459 FModel.Direction := Direction;
5460 if d <> Direction then FModel.ChangeAnimation(FModel.Animation, True);
5462 FDirection := Direction;
5463 end;
5465 function TPlayer.GetKeys(): Byte;
5466 begin
5467 Result := 0;
5469 if R_KEY_RED in FRulez then Result := KEY_RED;
5470 if R_KEY_GREEN in FRulez then Result := Result or KEY_GREEN;
5471 if R_KEY_BLUE in FRulez then Result := Result or KEY_BLUE;
5473 if FTeam = TEAM_RED then Result := Result or KEY_REDTEAM;
5474 if FTeam = TEAM_BLUE then Result := Result or KEY_BLUETEAM;
5475 end;
5477 procedure TPlayer.Use();
5478 var
5479 a: Integer;
5480 begin
5481 if FTime[T_USE] > gTime then Exit;
5483 g_Triggers_PressR(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
5484 PLAYER_RECT.Height, FUID, ACTIVATE_PLAYERPRESS);
5486 for a := 0 to High(gPlayers) do
5487 if (gPlayers[a] <> nil) and (gPlayers[a] <> Self) and
5488 gPlayers[a].alive and SameTeam(FUID, gPlayers[a].FUID) and
5489 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5490 FObj.Rect.Width, FObj.Rect.Height, @gPlayers[a].FObj) then
5491 begin
5492 gPlayers[a].Touch();
5493 if g_Game_IsNet and g_Game_IsServer then
5494 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH, gPlayers[a].FUID);
5495 end;
5497 FTime[T_USE] := gTime+120;
5498 end;
5500 procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
5501 var
5502 locObj: TObj;
5503 F: Boolean;
5504 WX, WY, XD, YD: Integer;
5505 begin
5506 F := False;
5507 WX := X;
5508 WY := Y;
5509 XD := AX;
5510 YD := AY;
5512 case FCurrWeap of
5513 WEAPON_KASTET:
5514 begin
5515 DoPunch();
5516 if R_BERSERK in FRulez then
5517 begin
5518 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5519 locobj.X := FObj.X+FObj.Rect.X;
5520 locobj.Y := FObj.Y+FObj.Rect.Y;
5521 locobj.rect.X := 0;
5522 locobj.rect.Y := 0;
5523 locobj.rect.Width := 39;
5524 locobj.rect.Height := 52;
5525 locobj.Vel.X := (xd-wx) div 2;
5526 locobj.Vel.Y := (yd-wy) div 2;
5527 locobj.Accel.X := xd-wx;
5528 locobj.Accel.y := yd-wy;
5530 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
5531 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
5532 else
5533 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
5535 if gFlash = 1 then
5536 if FPain < 50 then
5537 FPain := min(FPain + 25, 50);
5538 end else
5539 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
5540 end;
5542 WEAPON_SAW:
5543 begin
5544 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5545 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
5546 begin
5547 FSawSoundSelect.Stop();
5548 FSawSound.Stop();
5549 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
5550 end
5551 else if not FSawSoundHit.IsPlaying() then
5552 begin
5553 FSawSoundSelect.Stop();
5554 FSawSound.PlayAt(FObj.X, FObj.Y);
5555 end;
5556 f := True;
5557 end;
5559 WEAPON_PISTOL:
5560 begin
5561 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
5562 FFireAngle := FAngle;
5563 f := True;
5564 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5565 GameVelX, GameVelY-2, SHELL_BULLET);
5566 end;
5568 WEAPON_SHOTGUN1:
5569 begin
5570 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5571 FFireAngle := FAngle;
5572 f := True;
5573 FShellTimer := 10;
5574 FShellType := SHELL_SHELL;
5575 end;
5577 WEAPON_SHOTGUN2:
5578 begin
5579 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
5580 FFireAngle := FAngle;
5581 f := True;
5582 FShellTimer := 13;
5583 FShellType := SHELL_DBLSHELL;
5584 end;
5586 WEAPON_CHAINGUN:
5587 begin
5588 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey);
5589 FFireAngle := FAngle;
5590 f := True;
5591 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5592 GameVelX, GameVelY-2, SHELL_BULLET);
5593 end;
5595 WEAPON_ROCKETLAUNCHER:
5596 begin
5597 g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID);
5598 FFireAngle := FAngle;
5599 f := True;
5600 end;
5602 WEAPON_PLASMA:
5603 begin
5604 g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID);
5605 FFireAngle := FAngle;
5606 f := True;
5607 end;
5609 WEAPON_BFG:
5610 begin
5611 g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID);
5612 FFireAngle := FAngle;
5613 f := True;
5614 end;
5616 WEAPON_SUPERPULEMET:
5617 begin
5618 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5619 FFireAngle := FAngle;
5620 f := True;
5621 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5622 GameVelX, GameVelY-2, SHELL_SHELL);
5623 end;
5625 WEAPON_FLAMETHROWER:
5626 begin
5627 g_Weapon_flame(wx, wy, xd, yd, FUID, WID);
5628 FFireAngle := FAngle;
5629 f := True;
5630 end;
5631 end;
5633 if not f then Exit;
5635 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5636 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5637 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5638 end;
5640 procedure TPlayer.DoLerp(Level: Integer = 2);
5641 begin
5642 if FObj.X <> FXTo then FObj.X := Lerp(FObj.X, FXTo, Level);
5643 if FObj.Y <> FYTo then FObj.Y := Lerp(FObj.Y, FYTo, Level);
5644 end;
5646 procedure TPlayer.SetLerp(XTo, YTo: Integer);
5647 var
5648 AX, AY: Integer;
5649 begin
5650 if NetInterpLevel < 1 then
5651 begin
5652 FObj.X := XTo;
5653 FObj.Y := YTo;
5654 end
5655 else
5656 begin
5657 FXTo := XTo;
5658 FYTo := YTo;
5660 AX := Abs(FXTo - FObj.X);
5661 AY := Abs(FYTo - FObj.Y);
5662 if (AX > 32) or (AX <= NetInterpLevel) then
5663 FObj.X := FXTo;
5664 if (AY > 32) or (AY <= NetInterpLevel) then
5665 FObj.Y := FYTo;
5666 end;
5667 end;
5669 function TPlayer.FullInLift(XInc, YInc: Integer): Integer;
5670 begin
5671 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5672 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5673 PANEL_LIFTUP, False) then Result := -1
5674 else
5675 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5676 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5677 PANEL_LIFTDOWN, False) then Result := 1
5678 else Result := 0;
5679 end;
5681 function TPlayer.GetFlag(Flag: Byte): Boolean;
5682 var
5683 s, ts: String;
5684 evtype: Byte;
5685 begin
5686 Result := False;
5688 if Flag = FLAG_NONE then
5689 Exit;
5691 if not g_Game_IsServer then Exit;
5693 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5694 if (Flag = FTeam) and
5695 (gFlags[Flag].State = FLAG_STATE_NORMAL) and
5696 (FFlag <> FLAG_NONE) then
5697 begin
5698 if FFlag = FLAG_RED then
5699 s := _lc[I_PLAYER_FLAG_RED]
5700 else
5701 s := _lc[I_PLAYER_FLAG_BLUE];
5703 evtype := FLAG_STATE_SCORED;
5705 ts := Format('%.4d', [gFlags[FFlag].CaptureTime]);
5706 Insert('.', ts, Length(ts) + 1 - 3);
5707 g_Console_Add(Format(_lc[I_PLAYER_FLAG_CAPTURE], [FName, s, ts]), True);
5709 g_Map_ResetFlag(FFlag);
5710 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144);
5712 gTeamStat[FTeam].Goals := gTeamStat[FTeam].Goals + 1;
5714 Result := True;
5715 if g_Game_IsNet then
5716 begin
5717 MH_SEND_FlagEvent(evtype, FFlag, FUID, False);
5718 MH_SEND_GameStats;
5719 end;
5721 gFlags[FFlag].CaptureTime := 0;
5722 SetFlag(FLAG_NONE);
5723 Exit;
5724 end;
5726 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5727 if (Flag = FTeam) and
5728 (gFlags[Flag].State = FLAG_STATE_DROPPED) then
5729 begin
5730 if Flag = FLAG_RED then
5731 s := _lc[I_PLAYER_FLAG_RED]
5732 else
5733 s := _lc[I_PLAYER_FLAG_BLUE];
5735 evtype := FLAG_STATE_RETURNED;
5736 gFlags[Flag].CaptureTime := 0;
5738 g_Console_Add(Format(_lc[I_PLAYER_FLAG_RETURN], [FName, s]), True);
5740 g_Map_ResetFlag(Flag);
5741 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
5743 Result := True;
5744 if g_Game_IsNet then
5745 begin
5746 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5747 MH_SEND_GameStats;
5748 end;
5749 Exit;
5750 end;
5752 // Ïîäîáðàë ÷óæîé ôëàã:
5753 if (Flag <> FTeam) and (FTime[T_FLAGCAP] <= gTime) then
5754 begin
5755 SetFlag(Flag);
5757 if Flag = FLAG_RED then
5758 s := _lc[I_PLAYER_FLAG_RED]
5759 else
5760 s := _lc[I_PLAYER_FLAG_BLUE];
5762 evtype := FLAG_STATE_CAPTURED;
5764 g_Console_Add(Format(_lc[I_PLAYER_FLAG_GET], [FName, s]), True);
5766 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_GET], [AnsiUpperCase(s)]), 144);
5768 gFlags[Flag].State := FLAG_STATE_CAPTURED;
5770 Result := True;
5771 if g_Game_IsNet then
5772 begin
5773 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5774 MH_SEND_GameStats;
5775 end;
5776 end;
5777 end;
5779 procedure TPlayer.SetFlag(Flag: Byte);
5780 begin
5781 FFlag := Flag;
5782 if FModel <> nil then
5783 FModel.SetFlag(FFlag);
5784 end;
5786 function TPlayer.DropFlag(): Boolean;
5787 var
5788 s: String;
5789 begin
5790 Result := False;
5791 if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then
5792 Exit;
5793 FTime[T_FLAGCAP] := gTime + 2000;
5794 with gFlags[FFlag] do
5795 begin
5796 Obj.X := FObj.X;
5797 Obj.Y := FObj.Y;
5798 Direction := FDirection;
5799 State := FLAG_STATE_DROPPED;
5800 Count := FLAG_TIME;
5801 g_Obj_Push(@Obj, (FObj.Vel.X div 2)-2+Random(5),
5802 (FObj.Vel.Y div 2)-2+Random(5));
5803 positionChanged(); // this updates spatial accelerators
5805 if FFlag = FLAG_RED then
5806 s := _lc[I_PLAYER_FLAG_RED]
5807 else
5808 s := _lc[I_PLAYER_FLAG_BLUE];
5810 g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True);
5811 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144);
5813 if g_Game_IsNet then
5814 MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False);
5815 end;
5816 SetFlag(FLAG_NONE);
5817 Result := True;
5818 end;
5820 procedure TPlayer.GetSecret();
5821 begin
5822 Inc(FSecrets);
5823 end;
5825 procedure TPlayer.PressKey(Key: Byte; Time: Word = 1);
5826 begin
5827 Assert(Key <= High(FKeys));
5829 FKeys[Key].Pressed := True;
5830 FKeys[Key].Time := Time;
5831 end;
5833 function TPlayer.IsKeyPressed(K: Byte): Boolean;
5834 begin
5835 Result := FKeys[K].Pressed;
5836 end;
5838 procedure TPlayer.ReleaseKeys();
5839 var
5840 a: Integer;
5841 begin
5842 for a := Low(FKeys) to High(FKeys) do
5843 begin
5844 FKeys[a].Pressed := False;
5845 FKeys[a].Time := 0;
5846 end;
5847 end;
5849 procedure TPlayer.OnDamage(Angle: SmallInt);
5850 begin
5851 end;
5853 function TPlayer.firediry(): Integer;
5854 begin
5855 if FKeys[KEY_UP].Pressed then Result := -42
5856 else if FKeys[KEY_DOWN].Pressed then Result := 19
5857 else Result := 0;
5858 end;
5860 procedure TPlayer.RememberState();
5861 var
5862 i: Integer;
5863 begin
5864 FSavedState.Health := FHealth;
5865 FSavedState.Armor := FArmor;
5866 FSavedState.Air := FAir;
5867 FSavedState.JetFuel := FJetFuel;
5868 FSavedState.CurrWeap := FCurrWeap;
5869 FSavedState.NextWeap := FNextWeap;
5870 FSavedState.NextWeapDelay := FNextWeapDelay;
5872 for i := 0 to 3 do
5873 FSavedState.Ammo[i] := FAmmo[i];
5874 for i := 0 to 3 do
5875 FSavedState.MaxAmmo[i] := FMaxAmmo[i];
5877 FSavedState.Rulez := FRulez;
5878 FSavedState.WaitRecall := True;
5879 end;
5881 procedure TPlayer.RecallState();
5882 var
5883 i: Integer;
5884 begin
5885 if not FSavedState.WaitRecall then Exit;
5887 FHealth := FSavedState.Health;
5888 FArmor := FSavedState.Armor;
5889 FAir := FSavedState.Air;
5890 FJetFuel := FSavedState.JetFuel;
5891 FCurrWeap := FSavedState.CurrWeap;
5892 FNextWeap := FSavedState.NextWeap;
5893 FNextWeapDelay := FSavedState.NextWeapDelay;
5895 for i := 0 to 3 do
5896 FAmmo[i] := FSavedState.Ammo[i];
5897 for i := 0 to 3 do
5898 FMaxAmmo[i] := FSavedState.MaxAmmo[i];
5900 FRulez := FSavedState.Rulez;
5901 FSavedState.WaitRecall := False;
5903 if gGameSettings.GameType = GT_SERVER then
5904 MH_SEND_PlayerStats(FUID);
5905 end;
5907 procedure TPlayer.SaveState (st: TStream);
5908 var
5909 i: Integer;
5910 b: Byte;
5911 begin
5912 // Ñèãíàòóðà èãðîêà
5913 utils.writeSign(st, 'PLYR');
5914 utils.writeInt(st, Byte(PLR_SAVE_VERSION)); // version
5915 // Áîò èëè ÷åëîâåê
5916 utils.writeBool(st, FIamBot);
5917 // UID èãðîêà
5918 utils.writeInt(st, Word(FUID));
5919 // Èìÿ èãðîêà
5920 utils.writeStr(st, FName);
5921 // Êîìàíäà
5922 utils.writeInt(st, Byte(FTeam));
5923 // Æèâ ëè
5924 utils.writeBool(st, FAlive);
5925 // Èçðàñõîäîâàë ëè âñå æèçíè
5926 utils.writeBool(st, FNoRespawn);
5927 // Íàïðàâëåíèå
5928 if FDirection = TDirection.D_LEFT then b := 1 else b := 2; // D_RIGHT
5929 utils.writeInt(st, Byte(b));
5930 // Çäîðîâüå
5931 utils.writeInt(st, LongInt(FHealth));
5932 // Æèçíè
5933 utils.writeInt(st, Byte(FLives));
5934 // Áðîíÿ
5935 utils.writeInt(st, LongInt(FArmor));
5936 // Çàïàñ âîçäóõà
5937 utils.writeInt(st, LongInt(FAir));
5938 // Çàïàñ ãîðþ÷åãî
5939 utils.writeInt(st, LongInt(FJetFuel));
5940 // Áîëü
5941 utils.writeInt(st, LongInt(FPain));
5942 // Óáèë
5943 utils.writeInt(st, LongInt(FKills));
5944 // Óáèë ìîíñòðîâ
5945 utils.writeInt(st, LongInt(FMonsterKills));
5946 // Ôðàãîâ
5947 utils.writeInt(st, LongInt(FFrags));
5948 // Ôðàãîâ ïîäðÿä
5949 utils.writeInt(st, Byte(FFragCombo));
5950 // Âðåìÿ ïîñëåäíåãî ôðàãà
5951 utils.writeInt(st, LongWord(FLastFrag));
5952 // Ñìåðòåé
5953 utils.writeInt(st, LongInt(FDeath));
5954 // Êàêîé ôëàã íåñåò
5955 utils.writeInt(st, Byte(FFlag));
5956 // Íàøåë ñåêðåòîâ
5957 utils.writeInt(st, LongInt(FSecrets));
5958 // Òåêóùåå îðóæèå
5959 utils.writeInt(st, Byte(FCurrWeap));
5960 // Æåëàåìîå îðóæèå
5961 utils.writeInt(st, Word(FNextWeap));
5962 // ...è ïàóçà
5963 utils.writeInt(st, Byte(FNextWeapDelay));
5964 // Âðåìÿ çàðÿäêè BFG
5965 utils.writeInt(st, SmallInt(FBFGFireCounter));
5966 // Áóôåð óðîíà
5967 utils.writeInt(st, LongInt(FDamageBuffer));
5968 // Ïîñëåäíèé óäàðèâøèé
5969 utils.writeInt(st, Word(FLastSpawnerUID));
5970 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
5971 utils.writeInt(st, Byte(FLastHit));
5972 // Îáúåêò èãðîêà
5973 Obj_SaveState(st, @FObj);
5974 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
5975 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FAmmo[i]));
5976 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
5977 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FMaxAmmo[i]));
5978 // Íàëè÷èå îðóæèÿ
5979 for i := WP_FIRST to WP_LAST do utils.writeBool(st, FWeapon[i]);
5980 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
5981 for i := WP_FIRST to WP_LAST do utils.writeInt(st, Word(FReloading[i]));
5982 // Íàëè÷èå ðþêçàêà
5983 utils.writeBool(st, (R_ITEM_BACKPACK in FRulez));
5984 // Íàëè÷èå êðàñíîãî êëþ÷à
5985 utils.writeBool(st, (R_KEY_RED in FRulez));
5986 // Íàëè÷èå çåëåíîãî êëþ÷à
5987 utils.writeBool(st, (R_KEY_GREEN in FRulez));
5988 // Íàëè÷èå ñèíåãî êëþ÷à
5989 utils.writeBool(st, (R_KEY_BLUE in FRulez));
5990 // Íàëè÷èå áåðñåðêà
5991 utils.writeBool(st, (R_BERSERK in FRulez));
5992 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
5993 for i := MR_SUIT to MR_MAX do utils.writeInt(st, LongWord(FMegaRulez[i]));
5994 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
5995 for i := T_RESPAWN to T_FLAGCAP do utils.writeInt(st, LongWord(FTime[i]));
5996 // Íàçâàíèå ìîäåëè
5997 utils.writeStr(st, FModel.Name);
5998 // Öâåò ìîäåëè
5999 utils.writeInt(st, Byte(FColor.R));
6000 utils.writeInt(st, Byte(FColor.G));
6001 utils.writeInt(st, Byte(FColor.B));
6002 end;
6005 procedure TPlayer.LoadState (st: TStream);
6006 var
6007 i: Integer;
6008 str: String;
6009 b: Byte;
6010 begin
6011 assert(st <> nil);
6013 // Ñèãíàòóðà èãðîêà
6014 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
6015 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
6016 // Áîò èëè ÷åëîâåê:
6017 FIamBot := utils.readBool(st);
6018 // UID èãðîêà
6019 FUID := utils.readWord(st);
6020 // Èìÿ èãðîêà
6021 str := utils.readStr(st);
6022 if (self <> gPlayer1) and (self <> gPlayer2) then FName := str;
6023 // Êîìàíäà
6024 FTeam := utils.readByte(st);
6025 // Æèâ ëè
6026 FAlive := utils.readBool(st);
6027 // Èçðàñõîäîâàë ëè âñå æèçíè
6028 FNoRespawn := utils.readBool(st);
6029 // Íàïðàâëåíèå
6030 b := utils.readByte(st);
6031 if b = 1 then FDirection := TDirection.D_LEFT else FDirection := TDirection.D_RIGHT; // b = 2
6032 // Çäîðîâüå
6033 FHealth := utils.readLongInt(st);
6034 // Æèçíè
6035 FLives := utils.readByte(st);
6036 // Áðîíÿ
6037 FArmor := utils.readLongInt(st);
6038 // Çàïàñ âîçäóõà
6039 FAir := utils.readLongInt(st);
6040 // Çàïàñ ãîðþ÷åãî
6041 FJetFuel := utils.readLongInt(st);
6042 // Áîëü
6043 FPain := utils.readLongInt(st);
6044 // Óáèë
6045 FKills := utils.readLongInt(st);
6046 // Óáèë ìîíñòðîâ
6047 FMonsterKills := utils.readLongInt(st);
6048 // Ôðàãîâ
6049 FFrags := utils.readLongInt(st);
6050 // Ôðàãîâ ïîäðÿä
6051 FFragCombo := utils.readByte(st);
6052 // Âðåìÿ ïîñëåäíåãî ôðàãà
6053 FLastFrag := utils.readLongWord(st);
6054 // Ñìåðòåé
6055 FDeath := utils.readLongInt(st);
6056 // Êàêîé ôëàã íåñåò
6057 FFlag := utils.readByte(st);
6058 // Íàøåë ñåêðåòîâ
6059 FSecrets := utils.readLongInt(st);
6060 // Òåêóùåå îðóæèå
6061 FCurrWeap := utils.readByte(st);
6062 // Æåëàåìîå îðóæèå
6063 FNextWeap := utils.readWord(st);
6064 // ...è ïàóçà
6065 FNextWeapDelay := utils.readByte(st);
6066 // Âðåìÿ çàðÿäêè BFG
6067 FBFGFireCounter := utils.readSmallInt(st);
6068 // Áóôåð óðîíà
6069 FDamageBuffer := utils.readLongInt(st);
6070 // Ïîñëåäíèé óäàðèâøèé
6071 FLastSpawnerUID := utils.readWord(st);
6072 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6073 FLastHit := utils.readByte(st);
6074 // Îáúåêò èãðîêà
6075 Obj_LoadState(@FObj, st);
6076 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6077 for i := A_BULLETS to A_HIGH do FAmmo[i] := utils.readWord(st);
6078 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6079 for i := A_BULLETS to A_HIGH do FMaxAmmo[i] := utils.readWord(st);
6080 // Íàëè÷èå îðóæèÿ
6081 for i := WP_FIRST to WP_LAST do FWeapon[i] := utils.readBool(st);
6082 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6083 for i := WP_FIRST to WP_LAST do FReloading[i] := utils.readWord(st);
6084 // Íàëè÷èå ðþêçàêà
6085 if utils.readBool(st) then Include(FRulez, R_ITEM_BACKPACK);
6086 // Íàëè÷èå êðàñíîãî êëþ÷à
6087 if utils.readBool(st) then Include(FRulez, R_KEY_RED);
6088 // Íàëè÷èå çåëåíîãî êëþ÷à
6089 if utils.readBool(st) then Include(FRulez, R_KEY_GREEN);
6090 // Íàëè÷èå ñèíåãî êëþ÷à
6091 if utils.readBool(st) then Include(FRulez, R_KEY_BLUE);
6092 // Íàëè÷èå áåðñåðêà
6093 if utils.readBool(st) then Include(FRulez, R_BERSERK);
6094 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6095 for i := MR_SUIT to MR_MAX do FMegaRulez[i] := utils.readLongWord(st);
6096 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6097 for i := T_RESPAWN to T_FLAGCAP do FTime[i] := utils.readLongWord(st);
6098 // Íàçâàíèå ìîäåëè
6099 str := utils.readStr(st);
6100 // Öâåò ìîäåëè
6101 FColor.R := utils.readByte(st);
6102 FColor.G := utils.readByte(st);
6103 FColor.B := utils.readByte(st);
6104 if (self = gPlayer1) then
6105 begin
6106 str := gPlayer1Settings.Model;
6107 FColor := gPlayer1Settings.Color;
6108 end
6109 else if (self = gPlayer2) then
6110 begin
6111 str := gPlayer2Settings.Model;
6112 FColor := gPlayer2Settings.Color;
6113 end;
6114 // Îáíîâëÿåì ìîäåëü èãðîêà
6115 SetModel(str);
6116 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
6117 FModel.Color := TEAMCOLOR[FTeam]
6118 else
6119 FModel.Color := FColor;
6120 end;
6123 procedure TPlayer.AllRulez(Health: Boolean);
6124 var
6125 a: Integer;
6126 begin
6127 if Health then
6128 begin
6129 FHealth := PLAYER_HP_LIMIT;
6130 FArmor := PLAYER_AP_LIMIT;
6131 Exit;
6132 end;
6134 for a := WP_FIRST to WP_LAST do FWeapon[a] := True;
6135 for a := A_BULLETS to A_HIGH do FAmmo[a] := 30000;
6136 FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
6137 end;
6139 procedure TPlayer.RestoreHealthArmor();
6140 begin
6141 FHealth := PLAYER_HP_LIMIT;
6142 FArmor := PLAYER_AP_LIMIT;
6143 end;
6145 procedure TPlayer.FragCombo();
6146 var
6147 Param: Integer;
6148 begin
6149 if (gGameSettings.GameMode in [GM_COOP, GM_SINGLE]) or g_Game_IsClient then
6150 Exit;
6151 if gTime - FLastFrag < FRAG_COMBO_TIME then
6152 begin
6153 if FFragCombo < 5 then
6154 Inc(FFragCombo);
6155 Param := FUID or (FFragCombo shl 16);
6156 if (FComboEvnt >= Low(gDelayedEvents)) and
6157 (FComboEvnt <= High(gDelayedEvents)) and
6158 gDelayedEvents[FComboEvnt].Pending and
6159 (gDelayedEvents[FComboEvnt].DEType = DE_KILLCOMBO) and
6160 (gDelayedEvents[FComboEvnt].DENum and $FFFF = FUID) then
6161 begin
6162 gDelayedEvents[FComboEvnt].Time := gTime + 500;
6163 gDelayedEvents[FComboEvnt].DENum := Param;
6164 end
6165 else
6166 FComboEvnt := g_Game_DelayEvent(DE_KILLCOMBO, 500, Param);
6167 end
6168 else
6169 FFragCombo := 1;
6171 FLastFrag := gTime;
6172 end;
6174 procedure TPlayer.GiveItem(ItemType: Byte);
6175 begin
6176 case ItemType of
6177 ITEM_SUIT:
6178 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
6179 begin
6180 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
6181 end;
6183 ITEM_OXYGEN:
6184 if FAir < AIR_MAX then
6185 begin
6186 FAir := AIR_MAX;
6187 end;
6189 ITEM_MEDKIT_BLACK:
6190 begin
6191 if not (R_BERSERK in FRulez) then
6192 begin
6193 Include(FRulez, R_BERSERK);
6194 if FBFGFireCounter < 1 then
6195 begin
6196 FCurrWeap := WEAPON_KASTET;
6197 resetWeaponQueue();
6198 FModel.SetWeapon(WEAPON_KASTET);
6199 end;
6200 if gFlash <> 0 then
6201 Inc(FPain, 100);
6202 FBerserk := gTime+30000;
6203 end;
6204 if FHealth < PLAYER_HP_SOFT then
6205 begin
6206 FHealth := PLAYER_HP_SOFT;
6207 FBerserk := gTime+30000;
6208 end;
6209 end;
6211 ITEM_INVUL:
6212 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
6213 begin
6214 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
6215 end;
6217 ITEM_INVIS:
6218 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
6219 begin
6220 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
6221 end;
6223 ITEM_JETPACK:
6224 if FJetFuel < JET_MAX then
6225 begin
6226 FJetFuel := JET_MAX;
6227 end;
6229 ITEM_MEDKIT_SMALL: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
6230 ITEM_MEDKIT_LARGE: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
6232 ITEM_ARMOR_GREEN: if FArmor < PLAYER_AP_SOFT then FArmor := PLAYER_AP_SOFT;
6233 ITEM_ARMOR_BLUE: if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6235 ITEM_SPHERE_BLUE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
6236 ITEM_SPHERE_WHITE:
6237 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
6238 begin
6239 if FHealth < PLAYER_HP_LIMIT then FHealth := PLAYER_HP_LIMIT;
6240 if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6241 end;
6243 ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True;
6244 ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True;
6245 ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True;
6246 ITEM_WEAPON_CHAINGUN: FWeapon[WEAPON_CHAINGUN] := True;
6247 ITEM_WEAPON_ROCKETLAUNCHER: FWeapon[WEAPON_ROCKETLAUNCHER] := True;
6248 ITEM_WEAPON_PLASMA: FWeapon[WEAPON_PLASMA] := True;
6249 ITEM_WEAPON_BFG: FWeapon[WEAPON_BFG] := True;
6250 ITEM_WEAPON_SUPERPULEMET: FWeapon[WEAPON_SUPERPULEMET] := True;
6251 ITEM_WEAPON_FLAMETHROWER: FWeapon[WEAPON_FLAMETHROWER] := True;
6253 ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6254 ITEM_AMMO_BULLETS_BOX: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
6255 ITEM_AMMO_SHELLS: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6256 ITEM_AMMO_SHELLS_BOX: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
6257 ITEM_AMMO_ROCKET: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6258 ITEM_AMMO_ROCKET_BOX: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
6259 ITEM_AMMO_CELL: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6260 ITEM_AMMO_CELL_BIG: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
6261 ITEM_AMMO_FUELCAN: if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
6263 ITEM_AMMO_BACKPACK:
6264 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
6265 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
6266 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
6267 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
6268 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
6269 begin
6270 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
6271 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
6272 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
6273 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
6274 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
6276 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6277 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6278 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6279 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6281 FRulez := FRulez + [R_ITEM_BACKPACK];
6282 end;
6284 ITEM_KEY_RED: if not (R_KEY_RED in FRulez) then Include(FRulez, R_KEY_RED);
6285 ITEM_KEY_GREEN: if not (R_KEY_GREEN in FRulez) then Include(FRulez, R_KEY_GREEN);
6286 ITEM_KEY_BLUE: if not (R_KEY_BLUE in FRulez) then Include(FRulez, R_KEY_BLUE);
6288 ITEM_BOTTLE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
6289 ITEM_HELMET: if FArmor < PLAYER_AP_LIMIT then IncMax(FArmor, 5, PLAYER_AP_LIMIT);
6291 else
6292 Exit;
6293 end;
6294 if g_Game_IsNet and g_Game_IsServer then
6295 MH_SEND_PlayerStats(FUID);
6296 end;
6298 procedure TPlayer.FlySmoke(Times: DWORD = 1);
6299 var
6300 id, i: DWORD;
6301 Anim: TAnimation;
6302 begin
6303 if (Random(5) = 1) and (Times = 1) then
6304 Exit;
6306 if BodyInLiquid(0, 0) then
6307 begin
6308 g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
6309 Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
6310 if Random(2) = 0 then
6311 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
6312 else
6313 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
6314 Exit;
6315 end;
6317 if g_Frames_Get(id, 'FRAMES_SMOKE') then
6318 begin
6319 for i := 1 to Times do
6320 begin
6321 Anim := TAnimation.Create(id, False, 3);
6322 Anim.Alpha := 150;
6323 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6324 Obj.Y+Obj.Rect.Height-4+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6325 Anim.Free();
6326 end;
6327 end;
6328 end;
6330 procedure TPlayer.OnFireFlame(Times: DWORD = 1);
6331 var
6332 id, i: DWORD;
6333 Anim: TAnimation;
6334 begin
6335 if (Random(10) = 1) and (Times = 1) then
6336 Exit;
6338 if g_Frames_Get(id, 'FRAMES_FLAME') then
6339 begin
6340 for i := 1 to Times do
6341 begin
6342 Anim := TAnimation.Create(id, False, 3);
6343 Anim.Alpha := 0;
6344 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6345 Obj.Y+8+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6346 Anim.Free();
6347 end;
6348 end;
6349 end;
6351 procedure TPlayer.PauseSounds(Enable: Boolean);
6352 begin
6353 FSawSound.Pause(Enable);
6354 FSawSoundIdle.Pause(Enable);
6355 FSawSoundHit.Pause(Enable);
6356 FSawSoundSelect.Pause(Enable);
6357 end;
6359 { T C o r p s e : }
6361 constructor TCorpse.Create(X, Y: Integer; ModelName: String; aMess: Boolean);
6362 begin
6363 g_Obj_Init(@FObj);
6364 FObj.X := X;
6365 FObj.Y := Y;
6366 FObj.Rect := PLAYER_CORPSERECT;
6367 FModelName := ModelName;
6368 FMess := aMess;
6370 if FMess then
6371 begin
6372 FState := CORPSE_STATE_MESS;
6373 g_PlayerModel_GetAnim(ModelName, A_DIE2, FAnimation, FAnimationMask);
6374 end
6375 else
6376 begin
6377 FState := CORPSE_STATE_NORMAL;
6378 g_PlayerModel_GetAnim(ModelName, A_DIE1, FAnimation, FAnimationMask);
6379 end;
6380 end;
6382 destructor TCorpse.Destroy();
6383 begin
6384 FAnimation.Free();
6386 inherited;
6387 end;
6389 function TCorpse.ObjPtr (): PObj; inline; begin result := @FObj; end;
6391 procedure TCorpse.positionChanged (); inline; begin end;
6393 procedure TCorpse.moveBy (dx, dy: Integer); inline;
6394 begin
6395 if (dx <> 0) or (dy <> 0) then
6396 begin
6397 FObj.X += dx;
6398 FObj.Y += dy;
6399 positionChanged();
6400 end;
6401 end;
6404 procedure TCorpse.getMapBox (out x, y, w, h: Integer); inline;
6405 begin
6406 x := FObj.X+PLAYER_CORPSERECT.X;
6407 y := FObj.Y+PLAYER_CORPSERECT.Y;
6408 w := PLAYER_CORPSERECT.Width;
6409 h := PLAYER_CORPSERECT.Height;
6410 end;
6413 procedure TCorpse.Damage(Value: Word; vx, vy: Integer);
6414 var
6415 pm: TPlayerModel;
6416 Blood: TModelBlood;
6417 begin
6418 if FState = CORPSE_STATE_REMOVEME then
6419 Exit;
6421 FDamage := FDamage + Value;
6423 if FDamage > 150 then
6424 begin
6425 if FAnimation <> nil then
6426 begin
6427 FAnimation.Free();
6428 FAnimation := nil;
6430 FState := CORPSE_STATE_REMOVEME;
6432 g_Player_CreateGibs(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
6433 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
6434 FModelName, FColor);
6435 // Çâóê ìÿñà îò òðóïà:
6436 pm := g_PlayerModel_Get(FModelName);
6437 pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y);
6438 pm.Free;
6440 // Çëîâåùèé ñìåõ:
6441 if (gBodyKillEvent <> -1)
6442 and gDelayedEvents[gBodyKillEvent].Pending then
6443 gDelayedEvents[gBodyKillEvent].Pending := False;
6444 gBodyKillEvent := g_Game_DelayEvent(DE_BODYKILL, 1050, 0);
6445 end;
6446 end
6447 else
6448 begin
6449 Blood := g_PlayerModel_GetBlood(FModelName);
6450 FObj.Vel.X := FObj.Vel.X + vx;
6451 FObj.Vel.Y := FObj.Vel.Y + vy;
6452 g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
6453 FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
6454 Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
6455 Blood.R, Blood.G, Blood.B, Blood.Kind);
6456 end;
6457 end;
6459 procedure TCorpse.Draw();
6460 begin
6461 if FState = CORPSE_STATE_REMOVEME then
6462 Exit;
6464 if FAnimation <> nil then
6465 FAnimation.Draw(FObj.X, FObj.Y, TMirrorType.None);
6467 if FAnimationMask <> nil then
6468 begin
6469 e_Colors := FColor;
6470 FAnimationMask.Draw(FObj.X, FObj.Y, TMirrorType.None);
6471 e_Colors.R := 255;
6472 e_Colors.G := 255;
6473 e_Colors.B := 255;
6474 end;
6475 end;
6477 procedure TCorpse.Update();
6478 var
6479 st: Word;
6480 begin
6481 if FState = CORPSE_STATE_REMOVEME then
6482 Exit;
6484 if gTime mod (GAME_TICK*2) <> 0 then
6485 begin
6486 g_Obj_Move(@FObj, True, True, True);
6487 positionChanged(); // this updates spatial accelerators
6488 Exit;
6489 end;
6491 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6492 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
6494 st := g_Obj_Move(@FObj, True, True, True);
6495 positionChanged(); // this updates spatial accelerators
6497 if WordBool(st and MOVE_FALLOUT) then
6498 begin
6499 FState := CORPSE_STATE_REMOVEME;
6500 Exit;
6501 end;
6503 if FAnimation <> nil then
6504 FAnimation.Update();
6505 if FAnimationMask <> nil then
6506 FAnimationMask.Update();
6507 end;
6510 procedure TCorpse.SaveState (st: TStream);
6511 var
6512 anim: Boolean;
6513 begin
6514 assert(st <> nil);
6516 // Ñèãíàòóðà òðóïà
6517 utils.writeSign(st, 'CORP');
6518 utils.writeInt(st, Byte(0));
6519 // Ñîñòîÿíèå
6520 utils.writeInt(st, Byte(FState));
6521 // Íàêîïëåííûé óðîí
6522 utils.writeInt(st, Byte(FDamage));
6523 // Öâåò
6524 utils.writeInt(st, Byte(FColor.R));
6525 utils.writeInt(st, Byte(FColor.G));
6526 utils.writeInt(st, Byte(FColor.B));
6527 // Îáúåêò òðóïà
6528 Obj_SaveState(st, @FObj);
6529 utils.writeInt(st, Word(FPlayerUID));
6530 // Åñòü ëè àíèìàöèÿ
6531 anim := (FAnimation <> nil);
6532 utils.writeBool(st, anim);
6533 // Åñëè åñòü - ñîõðàíÿåì
6534 if anim then FAnimation.SaveState(st);
6535 // Åñòü ëè ìàñêà àíèìàöèè
6536 anim := (FAnimationMask <> nil);
6537 utils.writeBool(st, anim);
6538 // Åñëè åñòü - ñîõðàíÿåì
6539 if anim then FAnimationMask.SaveState(st);
6540 end;
6543 procedure TCorpse.LoadState (st: TStream);
6544 var
6545 anim: Boolean;
6546 begin
6547 assert(st <> nil);
6549 // Ñèãíàòóðà òðóïà
6550 if not utils.checkSign(st, 'CORP') then raise XStreamError.Create('invalid corpse signature');
6551 if (utils.readByte(st) <> 0) then raise XStreamError.Create('invalid corpse version');
6552 // Ñîñòîÿíèå
6553 FState := utils.readByte(st);
6554 // Íàêîïëåííûé óðîí
6555 FDamage := utils.readByte(st);
6556 // Öâåò
6557 FColor.R := utils.readByte(st);
6558 FColor.G := utils.readByte(st);
6559 FColor.B := utils.readByte(st);
6560 // Îáúåêò òðóïà
6561 Obj_LoadState(@FObj, st);
6562 FPlayerUID := utils.readWord(st);
6563 // Åñòü ëè àíèìàöèÿ
6564 anim := utils.readBool(st);
6565 // Åñëè åñòü - çàãðóæàåì
6566 if anim then
6567 begin
6568 Assert(FAnimation <> nil, 'TCorpse.LoadState: no FAnimation');
6569 FAnimation.LoadState(st);
6570 end;
6571 // Åñòü ëè ìàñêà àíèìàöèè
6572 anim := utils.readBool(st);
6573 // Åñëè åñòü - çàãðóæàåì
6574 if anim then
6575 begin
6576 Assert(FAnimationMask <> nil, 'TCorpse.LoadState: no FAnimationMask');
6577 FAnimationMask.LoadState(st);
6578 end;
6579 end;
6581 { T B o t : }
6583 constructor TBot.Create();
6584 var
6585 a: Integer;
6586 begin
6587 inherited Create();
6589 FPhysics := True;
6590 FSpectator := False;
6591 FGhost := False;
6593 FIamBot := True;
6595 Inc(gNumBots);
6597 for a := WP_FIRST to WP_LAST do
6598 begin
6599 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
6600 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
6601 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6602 end;
6603 end;
6605 destructor TBot.Destroy();
6606 begin
6607 Dec(gNumBots);
6608 inherited Destroy();
6609 end;
6611 procedure TBot.Draw();
6612 begin
6613 inherited Draw();
6615 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6616 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6617 end;
6619 procedure TBot.Respawn(Silent: Boolean; Force: Boolean = False);
6620 begin
6621 inherited Respawn(Silent, Force);
6623 FAIFlags := nil;
6624 FSelectedWeapon := FCurrWeap;
6625 resetWeaponQueue();
6626 FTargetUID := 0;
6627 end;
6629 procedure TBot.UpdateCombat();
6630 type
6631 TTarget = record
6632 UID: Word;
6633 X, Y: Integer;
6634 Rect: TRectWH;
6635 cX, cY: Integer;
6636 Dist: Word;
6637 Line: Boolean;
6638 Visible: Boolean;
6639 IsPlayer: Boolean;
6640 end;
6642 TTargetRecord = array of TTarget;
6644 function Compare(a, b: TTarget): Integer;
6645 begin
6646 if a.Line and not b.Line then // A íà ëèíèè îãíÿ
6647 Result := -1
6648 else
6649 if not a.Line and b.Line then // B íà ëèíèè îãíÿ
6650 Result := 1
6651 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6652 if (a.Line and b.Line) or ((not a.Line) and (not b.Line)) then
6653 begin
6654 if a.Dist > b.Dist then // B áëèæå
6655 Result := 1
6656 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6657 Result := -1;
6658 end
6659 else // Ñòðàííî -> A
6660 Result := -1;
6661 end;
6663 var
6664 a, x1, y1, x2, y2: Integer;
6665 targets: TTargetRecord;
6666 ammo: Word;
6667 Target, BestTarget: TTarget;
6668 firew, fireh: Integer;
6669 angle: SmallInt;
6670 mon: TMonster;
6671 pla, tpla: TPlayer;
6672 vsPlayer, vsMonster, ok: Boolean;
6675 function monsUpdate (mon: TMonster): Boolean;
6676 begin
6677 result := false; // don't stop
6678 if mon.alive and (mon.MonsterType <> MONSTER_BARREL) then
6679 begin
6680 if not TargetOnScreen(mon.Obj.X+mon.Obj.Rect.X, mon.Obj.Y+mon.Obj.Rect.Y) then exit;
6682 x2 := mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2);
6683 y2 := mon.Obj.Y+mon.Obj.Rect.Y+(mon.Obj.Rect.Height div 2);
6685 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6686 if g_TraceVector(x1, y1, x2, y2) then
6687 begin
6688 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6689 SetLength(targets, Length(targets)+1);
6690 with targets[High(targets)] do
6691 begin
6692 UID := mon.UID;
6693 X := mon.Obj.X;
6694 Y := mon.Obj.Y;
6695 cX := x2;
6696 cY := y2;
6697 Rect := mon.Obj.Rect;
6698 Dist := g_PatchLength(x1, y1, x2, y2);
6699 Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6700 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6701 Visible := True;
6702 IsPlayer := False;
6703 end;
6704 end;
6705 end;
6706 end;
6708 begin
6709 vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER);
6710 vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER);
6712 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6713 if FCurrWeap <> FSelectedWeapon then
6714 NextWeapon();
6716 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6717 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap = FSelectedWeapon) then
6718 begin
6719 RemoveAIFlag('NEEDFIRE');
6721 case FCurrWeap of
6722 WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
6723 WEAPON_SAW, WEAPON_KASTET, WEAPON_FLAMETHROWER: PressKey(KEY_FIRE, 40);
6724 else PressKey(KEY_FIRE);
6725 end;
6726 end;
6728 // Êîîðäèíàòû ñòâîëà:
6729 x1 := FObj.X + WEAPONPOINT[FDirection].X;
6730 y1 := FObj.Y + WEAPONPOINT[FDirection].Y;
6732 Target.UID := FTargetUID;
6734 ok := False;
6735 if Target.UID <> 0 then
6736 begin // Öåëü åñòü - íàñòðàèâàåì
6737 if (g_GetUIDType(Target.UID) = UID_PLAYER) and
6738 vsPlayer then
6739 begin // Èãðîê
6740 tpla := g_Player_Get(Target.UID);
6741 if tpla <> nil then
6742 with tpla do
6743 begin
6744 if (@FObj) <> nil then
6745 begin
6746 Target.X := FObj.X;
6747 Target.Y := FObj.Y;
6748 end;
6749 end;
6751 Target.cX := Target.X + PLAYER_RECT_CX;
6752 Target.cY := Target.Y + PLAYER_RECT_CY;
6753 Target.Rect := PLAYER_RECT;
6754 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6755 Target.Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6756 (y1-4 > Target.Y+PLAYER_RECT.Y);
6757 Target.IsPlayer := True;
6758 ok := True;
6759 end
6760 else
6761 if (g_GetUIDType(Target.UID) = UID_MONSTER) and
6762 vsMonster then
6763 begin // Ìîíñòð
6764 mon := g_Monsters_ByUID(Target.UID);
6765 if mon <> nil then
6766 begin
6767 Target.X := mon.Obj.X;
6768 Target.Y := mon.Obj.Y;
6770 Target.cX := Target.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6771 Target.cY := Target.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6772 Target.Rect := mon.Obj.Rect;
6773 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6774 Target.Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6775 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6776 Target.IsPlayer := False;
6777 ok := True;
6778 end;
6779 end;
6780 end;
6782 if not ok then
6783 begin // Öåëè íåò - îáíóëÿåì
6784 Target.X := 0;
6785 Target.Y := 0;
6786 Target.cX := 0;
6787 Target.cY := 0;
6788 Target.Visible := False;
6789 Target.Line := False;
6790 Target.IsPlayer := False;
6791 end;
6793 targets := nil;
6795 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6796 if (not Target.Line) or (not Target.Visible) then
6797 begin
6798 // Èãðîêè:
6799 if vsPlayer then
6800 for a := 0 to High(gPlayers) do
6801 if (gPlayers[a] <> nil) and (gPlayers[a].alive) and
6802 (gPlayers[a].FUID <> FUID) and
6803 (not SameTeam(FUID, gPlayers[a].FUID)) and
6804 (not gPlayers[a].NoTarget) and
6805 (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
6806 begin
6807 if not TargetOnScreen(gPlayers[a].FObj.X + PLAYER_RECT.X,
6808 gPlayers[a].FObj.Y + PLAYER_RECT.Y) then
6809 Continue;
6811 x2 := gPlayers[a].FObj.X + PLAYER_RECT_CX;
6812 y2 := gPlayers[a].FObj.Y + PLAYER_RECT_CY;
6814 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6815 if g_TraceVector(x1, y1, x2, y2) then
6816 begin
6817 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6818 SetLength(targets, Length(targets)+1);
6819 with targets[High(targets)] do
6820 begin
6821 UID := gPlayers[a].FUID;
6822 X := gPlayers[a].FObj.X;
6823 Y := gPlayers[a].FObj.Y;
6824 cX := x2;
6825 cY := y2;
6826 Rect := PLAYER_RECT;
6827 Dist := g_PatchLength(x1, y1, x2, y2);
6828 Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6829 (y1-4 > Target.Y+PLAYER_RECT.Y);
6830 Visible := True;
6831 IsPlayer := True;
6832 end;
6833 end;
6834 end;
6836 // Ìîíñòðû:
6837 if vsMonster then g_Mons_ForEach(monsUpdate);
6838 end;
6840 // Åñëè åñòü âîçìîæíûå öåëè:
6841 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6842 if targets <> nil then
6843 begin
6844 // Âûáèðàåì íàèëó÷øóþ öåëü:
6845 BestTarget := targets[0];
6846 if Length(targets) > 1 then
6847 for a := 1 to High(targets) do
6848 if Compare(BestTarget, targets[a]) = 1 then
6849 BestTarget := targets[a];
6851 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6852 if ((not Target.Visible) and BestTarget.Visible and (Target.UID <> BestTarget.UID)) or
6853 ((not Target.Line) and BestTarget.Line and BestTarget.Visible) then
6854 begin
6855 Target := BestTarget;
6857 if (Healthy() = 3) or ((Healthy() = 2)) then
6858 begin // Åñëè çäîðîâû - äîãîíÿåì
6859 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6860 SetAIFlag('GORIGHT', '1');
6861 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6862 SetAIFlag('GOLEFT', '1');
6863 end
6864 else
6865 begin // Åñëè ïîáèòû - óáåãàåì
6866 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
6867 SetAIFlag('GORIGHT', '1');
6868 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6869 SetAIFlag('GOLEFT', '1');
6870 end;
6872 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6873 SelectWeapon(Abs(x1-Target.cX));
6874 end;
6875 end;
6877 // Åñëè åñòü öåëü:
6878 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6879 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6880 if Target.UID <> 0 then
6881 begin
6882 if not TargetOnScreen(Target.X + Target.Rect.X,
6883 Target.Y + Target.Rect.Y) then
6884 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6885 if (Healthy() = 3) or ((Healthy() = 2)) then
6886 begin // Åñëè çäîðîâû - äîãîíÿåì
6887 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6888 SetAIFlag('GORIGHT', '1');
6889 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6890 SetAIFlag('GOLEFT', '1');
6891 end
6892 else
6893 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6894 Target.UID := 0;
6895 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
6896 SetAIFlag('GORIGHT', '1');
6897 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6898 SetAIFlag('GOLEFT', '1');
6899 end;
6900 end
6901 else
6902 begin // Öåëü ïîêà íà "ýêðàíå"
6903 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
6904 if g_TraceVector(x1, y1, Target.cX, Target.cY) then
6905 FLastVisible := gTime;
6906 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
6907 if (Abs(FObj.Y-Target.Y) <= 128) then
6908 begin
6909 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6910 SetAIFlag('GORIGHT', '1');
6911 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6912 SetAIFlag('GOLEFT', '1');
6913 end;
6914 end;
6916 // Âûáèðàåì óãîë ââåðõ:
6917 if FDirection = TDirection.D_LEFT then
6918 angle := ANGLE_LEFTUP
6919 else
6920 angle := ANGLE_RIGHTUP;
6922 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6923 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6925 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6926 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6927 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128), //96
6928 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6929 Target.Rect.Width, Target.Rect.Height) and
6930 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6931 begin // òî íóæíî ñòðåëÿòü ââåðõ
6932 SetAIFlag('NEEDFIRE', '1');
6933 SetAIFlag('NEEDSEEUP', '1');
6934 end;
6936 // Âûáèðàåì óãîë âíèç:
6937 if FDirection = TDirection.D_LEFT then
6938 angle := ANGLE_LEFTDOWN
6939 else
6940 angle := ANGLE_RIGHTDOWN;
6942 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6943 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6945 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6946 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6947 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6948 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6949 Target.Rect.Width, Target.Rect.Height) and
6950 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6951 begin // òî íóæíî ñòðåëÿòü âíèç
6952 SetAIFlag('NEEDFIRE', '1');
6953 SetAIFlag('NEEDSEEDOWN', '1');
6954 end;
6956 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
6957 if Target.Visible and
6958 (y1+4 < Target.Y+Target.Rect.Y+Target.Rect.Height) and
6959 (y1-4 > Target.Y+Target.Rect.Y) then
6960 begin
6961 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
6962 if ((FDirection = TDirection.D_LEFT) and (Target.X < FObj.X)) or
6963 ((FDirection = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6964 begin // òî íóæíî ñòðåëÿòü âïåðåä
6965 SetAIFlag('NEEDFIRE', '1');
6966 SetAIFlag('NEEDSEEDOWN', '');
6967 SetAIFlag('NEEDSEEUP', '');
6968 end;
6969 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
6970 if Abs(FObj.X-Target.X) < Trunc(gPlayerScreenSize.X*0.75) then
6971 if GetRnd(FDifficult.CloseJump) then
6972 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
6973 if Abs(FObj.X-Target.X) < 128 then
6974 a := 4
6975 else
6976 a := 30;
6977 if Random(a) = 0 then
6978 SetAIFlag('NEEDJUMP', '1');
6979 end;
6980 end;
6982 // Åñëè öåëü âñå åùå åñòü:
6983 if Target.UID <> 0 then
6984 if gTime-FLastVisible > 2000 then // Åñëè âèäåëè äàâíî
6985 Target.UID := 0 // òî çàáûòü öåëü
6986 else // Åñëè âèäåëè íåäàâíî
6987 begin // íî öåëü óáèëè
6988 if Target.IsPlayer then
6989 begin // Öåëü - èãðîê
6990 pla := g_Player_Get(Target.UID);
6991 if (pla = nil) or (not pla.alive) or pla.NoTarget or
6992 (pla.FMegaRulez[MR_INVIS] >= gTime) then
6993 Target.UID := 0; // òî çàáûòü öåëü
6994 end
6995 else
6996 begin // Öåëü - ìîíñòð
6997 mon := g_Monsters_ByUID(Target.UID);
6998 if (mon = nil) or (not mon.alive) then
6999 Target.UID := 0; // òî çàáûòü öåëü
7000 end;
7001 end;
7002 end; // if Target.UID <> 0
7004 FTargetUID := Target.UID;
7006 // Åñëè âîçìîæíûõ öåëåé íåò:
7007 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
7008 if targets = nil then
7009 if GetAIFlag('ATTACKLEFT') <> '' then
7010 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
7011 RemoveAIFlag('ATTACKLEFT');
7013 SetAIFlag('NEEDJUMP', '1');
7015 if RunDirection() = TDirection.D_RIGHT then
7016 begin // Èäåì íå â òó ñòîðîíó
7017 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
7018 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
7019 SetAIFlag('NEEDFIRE', '1');
7020 SetAIFlag('GOLEFT', '1');
7021 end;
7022 end
7023 else
7024 begin // Èäåì â íóæíóþ ñòîðîíó
7025 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7026 SetAIFlag('NEEDFIRE', '1');
7027 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7028 SetAIFlag('GORIGHT', '1');
7029 end;
7030 end
7031 else
7032 if GetAIFlag('ATTACKRIGHT') <> '' then
7033 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
7034 RemoveAIFlag('ATTACKRIGHT');
7036 SetAIFlag('NEEDJUMP', '1');
7038 if RunDirection() = TDirection.D_LEFT then
7039 begin // Èäåì íå â òó ñòîðîíó
7040 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
7041 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
7042 SetAIFlag('NEEDFIRE', '1');
7043 SetAIFlag('GORIGHT', '1');
7044 end;
7045 end
7046 else
7047 begin
7048 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7049 SetAIFlag('NEEDFIRE', '1');
7050 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7051 SetAIFlag('GOLEFT', '1');
7052 end;
7053 end;
7055 //HACK! (does it belongs there?)
7056 RealizeCurrentWeapon();
7058 // Åñëè åñòü âîçìîæíûå öåëè:
7059 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
7060 if (targets <> nil) and (GetAIFlag('NEEDFIRE') <> '') then
7061 for a := 0 to High(targets) do
7062 begin
7063 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
7064 if GetRnd(FDifficult.DiagFire) then
7065 begin
7066 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
7067 if FDirection = TDirection.D_LEFT then
7068 angle := ANGLE_LEFTUP
7069 else
7070 angle := ANGLE_RIGHTUP;
7072 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7073 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7075 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7076 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7077 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7078 targets[a].Rect.Width, targets[a].Rect.Height) and
7079 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
7080 begin
7081 SetAIFlag('NEEDFIRE', '1');
7082 SetAIFlag('NEEDSEEUP', '1');
7083 end;
7085 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
7086 if FDirection = TDirection.D_LEFT then
7087 angle := ANGLE_LEFTDOWN
7088 else
7089 angle := ANGLE_RIGHTDOWN;
7091 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7092 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7094 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7095 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7096 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7097 targets[a].Rect.Width, targets[a].Rect.Height) and
7098 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
7099 begin
7100 SetAIFlag('NEEDFIRE', '1');
7101 SetAIFlag('NEEDSEEDOWN', '1');
7102 end;
7103 end;
7105 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
7106 if targets[a].Line and targets[a].Visible and
7107 (((FDirection = TDirection.D_LEFT) and (targets[a].X < FObj.X)) or
7108 ((FDirection = TDirection.D_RIGHT) and (targets[a].X > FObj.X))) then
7109 begin
7110 SetAIFlag('NEEDFIRE', '1');
7111 Break;
7112 end;
7113 end;
7115 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
7116 if g_Weapon_Danger(FUID, FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y,
7117 PLAYER_RECT.Width, PLAYER_RECT.Height,
7118 40+GetInterval(FDifficult.Cover, 40)) then
7119 SetAIFlag('NEEDJUMP', '1');
7121 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
7122 ammo := GetAmmoByWeapon(FCurrWeap);
7123 if ((FCurrWeap = WEAPON_SHOTGUN2) and (ammo < 2)) or
7124 ((FCurrWeap = WEAPON_BFG) and (ammo < 40)) or
7125 (ammo = 0) then
7126 SetAIFlag('SELECTWEAPON', '1');
7128 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
7129 if GetAIFlag('SELECTWEAPON') = '1' then
7130 begin
7131 SelectWeapon(-1);
7132 RemoveAIFlag('SELECTWEAPON');
7133 end;
7134 end;
7136 procedure TBot.Update();
7137 var
7138 EnableAI: Boolean;
7139 begin
7140 if not FAlive then
7141 begin // Respawn
7142 ReleaseKeys();
7143 PressKey(KEY_UP);
7144 end
7145 else
7146 begin
7147 EnableAI := True;
7149 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
7150 if (g_debug_BotAIOff = 1) and (Team = TEAM_RED) then
7151 EnableAI := False;
7152 if (g_debug_BotAIOff = 2) and (Team = TEAM_BLUE) then
7153 EnableAI := False;
7154 if g_debug_BotAIOff = 3 then
7155 EnableAI := False;
7157 if EnableAI then
7158 begin
7159 UpdateMove();
7160 UpdateCombat();
7161 end
7162 else
7163 begin
7164 RealizeCurrentWeapon();
7165 end;
7166 end;
7168 inherited Update();
7169 end;
7171 procedure TBot.ReleaseKey(Key: Byte);
7172 begin
7173 with FKeys[Key] do
7174 begin
7175 Pressed := False;
7176 Time := 0;
7177 end;
7178 end;
7180 function TBot.KeyPressed(Key: Word): Boolean;
7181 begin
7182 Result := FKeys[Key].Pressed;
7183 end;
7185 function TBot.GetAIFlag(aName: String20): String20;
7186 var
7187 a: Integer;
7188 begin
7189 Result := '';
7191 aName := LowerCase(aName);
7193 if FAIFlags <> nil then
7194 for a := 0 to High(FAIFlags) do
7195 if LowerCase(FAIFlags[a].Name) = aName then
7196 begin
7197 Result := FAIFlags[a].Value;
7198 Break;
7199 end;
7200 end;
7202 procedure TBot.RemoveAIFlag(aName: String20);
7203 var
7204 a, b: Integer;
7205 begin
7206 if FAIFlags = nil then Exit;
7208 aName := LowerCase(aName);
7210 for a := 0 to High(FAIFlags) do
7211 if LowerCase(FAIFlags[a].Name) = aName then
7212 begin
7213 if a <> High(FAIFlags) then
7214 for b := a to High(FAIFlags)-1 do
7215 FAIFlags[b] := FAIFlags[b+1];
7217 SetLength(FAIFlags, Length(FAIFlags)-1);
7218 Break;
7219 end;
7220 end;
7222 procedure TBot.SetAIFlag(aName, fValue: String20);
7223 var
7224 a: Integer;
7225 ok: Boolean;
7226 begin
7227 a := 0;
7228 ok := False;
7230 aName := LowerCase(aName);
7232 if FAIFlags <> nil then
7233 for a := 0 to High(FAIFlags) do
7234 if LowerCase(FAIFlags[a].Name) = aName then
7235 begin
7236 ok := True;
7237 Break;
7238 end;
7240 if ok then FAIFlags[a].Value := fValue
7241 else
7242 begin
7243 SetLength(FAIFlags, Length(FAIFlags)+1);
7244 with FAIFlags[High(FAIFlags)] do
7245 begin
7246 Name := aName;
7247 Value := fValue;
7248 end;
7249 end;
7250 end;
7252 procedure TBot.UpdateMove;
7254 procedure GoLeft(Time: Word = 1);
7255 begin
7256 ReleaseKey(KEY_LEFT);
7257 ReleaseKey(KEY_RIGHT);
7258 PressKey(KEY_LEFT, Time);
7259 SetDirection(TDirection.D_LEFT);
7260 end;
7262 procedure GoRight(Time: Word = 1);
7263 begin
7264 ReleaseKey(KEY_LEFT);
7265 ReleaseKey(KEY_RIGHT);
7266 PressKey(KEY_RIGHT, Time);
7267 SetDirection(TDirection.D_RIGHT);
7268 end;
7270 function Rnd(a: Word): Boolean;
7271 begin
7272 Result := Random(a) = 0;
7273 end;
7275 procedure Turn(Time: Word = 1200);
7276 begin
7277 if RunDirection() = TDirection.D_LEFT then GoRight(Time) else GoLeft(Time);
7278 end;
7280 procedure Stop();
7281 begin
7282 ReleaseKey(KEY_LEFT);
7283 ReleaseKey(KEY_RIGHT);
7284 end;
7286 function CanRunLeft(): Boolean;
7287 begin
7288 Result := not CollideLevel(-1, 0);
7289 end;
7291 function CanRunRight(): Boolean;
7292 begin
7293 Result := not CollideLevel(1, 0);
7294 end;
7296 function CanRun(): Boolean;
7297 begin
7298 if RunDirection() = TDirection.D_LEFT then Result := CanRunLeft() else Result := CanRunRight();
7299 end;
7301 procedure Jump(Time: Word = 30);
7302 begin
7303 PressKey(KEY_JUMP, Time);
7304 end;
7306 function NearHole(): Boolean;
7307 var
7308 x, sx: Integer;
7309 begin
7310 { TODO 5 : Ëåñòíèöû }
7311 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7312 for x := 1 to PLAYER_RECT.Width do
7313 if (not StayOnStep(x*sx, 0)) and
7314 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7315 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7316 begin
7317 Result := True;
7318 Exit;
7319 end;
7321 Result := False;
7322 end;
7324 function BorderHole(): Boolean;
7325 var
7326 x, sx, xx: Integer;
7327 begin
7328 { TODO 5 : Ëåñòíèöû }
7329 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7330 for x := 1 to PLAYER_RECT.Width do
7331 if (not StayOnStep(x*sx, 0)) and
7332 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7333 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7334 begin
7335 for xx := x to x+32 do
7336 if CollideLevel(xx*sx, PLAYER_RECT.Height) then
7337 begin
7338 Result := True;
7339 Exit;
7340 end;
7341 end;
7343 Result := False;
7344 end;
7346 function NearDeepHole(): Boolean;
7347 var
7348 x, sx, y: Integer;
7349 begin
7350 Result := False;
7352 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7353 y := 3;
7355 for x := 1 to PLAYER_RECT.Width do
7356 if (not StayOnStep(x*sx, 0)) and
7357 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7358 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7359 begin
7360 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7361 begin
7362 if CollideLevel(x*sx, PLAYER_RECT.Height*y) then Exit;
7363 y := y+1;
7364 end;
7366 Result := True;
7367 end else Result := False;
7368 end;
7370 function OverDeepHole(): Boolean;
7371 var
7372 y: Integer;
7373 begin
7374 Result := False;
7376 y := 1;
7377 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7378 begin
7379 if CollideLevel(0, PLAYER_RECT.Height*y) then Exit;
7380 y := y+1;
7381 end;
7383 Result := True;
7384 end;
7386 function OnGround(): Boolean;
7387 begin
7388 Result := StayOnStep(0, 0) or CollideLevel(0, 1);
7389 end;
7391 function OnLadder(): Boolean;
7392 begin
7393 Result := FullInStep(0, 0);
7394 end;
7396 function BelowLadder(): Boolean;
7397 begin
7398 Result := (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and
7399 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7400 (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and
7401 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7402 end;
7404 function BelowLiftUp(): Boolean;
7405 begin
7406 Result := ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and
7407 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7408 ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and
7409 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7410 end;
7412 function OnTopLift(): Boolean;
7413 begin
7414 Result := (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7415 end;
7417 function CanJumpOver(): Boolean;
7418 var
7419 sx, y: Integer;
7420 begin
7421 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7423 Result := False;
7425 if not CollideLevel(sx, 0) then Exit;
7427 for y := 1 to BOT_MAXJUMP do
7428 if CollideLevel(0, -y) then Exit else
7429 if not CollideLevel(sx, -y) then
7430 begin
7431 Result := True;
7432 Exit;
7433 end;
7434 end;
7436 function CanJumpUp(Dist: ShortInt): Boolean;
7437 var
7438 y, yy: Integer;
7439 c: Boolean;
7440 begin
7441 Result := False;
7443 if CollideLevel(Dist, 0) then Exit;
7445 c := False;
7446 for y := 0 to BOT_MAXJUMP do
7447 if CollideLevel(Dist, -y) then
7448 begin
7449 c := True;
7450 Break;
7451 end;
7453 if not c then Exit;
7455 c := False;
7456 for yy := y+1 to BOT_MAXJUMP do
7457 if not CollideLevel(Dist, -yy) then
7458 begin
7459 c := True;
7460 Break;
7461 end;
7463 if not c then Exit;
7465 c := False;
7466 for y := 0 to BOT_MAXJUMP do
7467 if CollideLevel(0, -y) then
7468 begin
7469 c := True;
7470 Break;
7471 end;
7473 if c then Exit;
7475 if y < yy then Exit;
7477 Result := True;
7478 end;
7480 function IsSafeTrigger(): Boolean;
7481 var
7482 a: Integer;
7483 begin
7484 Result := True;
7485 if gTriggers = nil then
7486 Exit;
7487 for a := 0 to High(gTriggers) do
7488 if Collide(gTriggers[a].X,
7489 gTriggers[a].Y,
7490 gTriggers[a].Width,
7491 gTriggers[a].Height) and
7492 (gTriggers[a].TriggerType in [TRIGGER_EXIT, TRIGGER_CLOSEDOOR,
7493 TRIGGER_CLOSETRAP, TRIGGER_TRAP,
7494 TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF,
7495 TRIGGER_ONOFF, TRIGGER_SPAWNMONSTER,
7496 TRIGGER_DAMAGE, TRIGGER_SHOT]) then
7497 Result := False;
7498 end;
7500 begin
7501 // Âîçìîæíî, íàæèìàåì êíîïêó:
7502 if Rnd(16) and IsSafeTrigger() then
7503 PressKey(KEY_OPEN);
7505 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7506 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7507 begin
7508 ReleaseKey(KEY_LEFT);
7509 ReleaseKey(KEY_RIGHT);
7510 Jump();
7511 end;
7513 // Èäåì âëåâî, åñëè íàäî áûëî:
7514 if GetAIFlag('GOLEFT') <> '' then
7515 begin
7516 RemoveAIFlag('GOLEFT');
7517 if CanRunLeft() then
7518 GoLeft(360);
7519 end;
7521 // Èäåì âïðàâî, åñëè íàäî áûëî:
7522 if GetAIFlag('GORIGHT') <> '' then
7523 begin
7524 RemoveAIFlag('GORIGHT');
7525 if CanRunRight() then
7526 GoRight(360);
7527 end;
7529 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7530 if FObj.X < -32 then
7531 GoRight(360)
7532 else
7533 if FObj.X+32 > gMapInfo.Width then
7534 GoLeft(360);
7536 // Ïðûãàåì, åñëè íàäî áûëî:
7537 if GetAIFlag('NEEDJUMP') <> '' then
7538 begin
7539 Jump(0);
7540 RemoveAIFlag('NEEDJUMP');
7541 end;
7543 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7544 if GetAIFlag('NEEDSEEUP') <> '' then
7545 begin
7546 ReleaseKey(KEY_UP);
7547 ReleaseKey(KEY_DOWN);
7548 PressKey(KEY_UP, 20);
7549 RemoveAIFlag('NEEDSEEUP');
7550 end;
7552 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7553 if GetAIFlag('NEEDSEEDOWN') <> '' then
7554 begin
7555 ReleaseKey(KEY_UP);
7556 ReleaseKey(KEY_DOWN);
7557 PressKey(KEY_DOWN, 20);
7558 RemoveAIFlag('NEEDSEEDOWN');
7559 end;
7561 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7562 if GetAIFlag('GOINHOLE') <> '' then
7563 if not OnGround() then
7564 begin
7565 ReleaseKey(KEY_LEFT);
7566 ReleaseKey(KEY_RIGHT);
7567 RemoveAIFlag('GOINHOLE');
7568 SetAIFlag('FALLINHOLE', '1');
7569 end;
7571 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7572 if GetAIFlag('FALLINHOLE') <> '' then
7573 if OnGround() then
7574 RemoveAIFlag('FALLINHOLE');
7576 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7577 if not (KeyPressed(KEY_LEFT) or KeyPressed(KEY_RIGHT)) then
7578 if GetAIFlag('FALLINHOLE') = '' then
7579 if (not OnLadder()) or (FObj.Vel.Y >= 0) or (OnTopLift()) then
7580 if Rnd(2) then
7581 GoLeft(360)
7582 else
7583 GoRight(360);
7585 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7586 if OnGround() and
7587 CanJumpUp(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*32) and
7588 Rnd(8) then
7589 Jump();
7591 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7592 if OnGround() and NearHole() then
7593 if NearDeepHole() then // Åñëè ýòî áåçäíà
7594 case Random(6) of
7595 0..3: Turn(); // Áåæèì îáðàòíî
7596 4: Jump(); // Ïðûãàåì
7597 5: begin // Ïðûãàåì îáðàòíî
7598 Turn();
7599 Jump();
7600 end;
7601 end
7602 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7603 if GetAIFlag('GOINHOLE') = '' then
7604 case Random(6) of
7605 0: Turn(); // Íå íóæíî òóäà
7606 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7607 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7608 if BorderHole() then
7609 SetAIFlag('GOINHOLE', '1');
7610 end;
7612 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7613 if (not CanRun()) and OnGround() then
7614 begin
7615 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7616 if CanJumpOver() or OnLadder() then
7617 Jump()
7618 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7619 if Random(2) = 0 then
7620 begin
7621 if IsSafeTrigger() then
7622 PressKey(KEY_OPEN);
7623 end else
7624 Turn();
7625 end;
7627 // Îñòàëîñü ìàëî âîçäóõà:
7628 if FAir < 36 * 2 then
7629 Jump(20);
7631 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7632 if (FMegaRulez[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then
7633 if BodyInAcid(0, 0) then
7634 Jump();
7635 end;
7637 function TBot.FullInStep(XInc, YInc: Integer): Boolean;
7638 begin
7639 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
7640 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_STEP, False);
7641 end;
7643 {function TBot.NeedItem(Item: Byte): Byte;
7644 begin
7645 Result := 4;
7646 end;}
7648 procedure TBot.SelectWeapon(Dist: Integer);
7649 var
7650 a: Integer;
7652 function HaveAmmo(weapon: Byte): Boolean;
7653 begin
7654 case weapon of
7655 WEAPON_PISTOL: Result := FAmmo[A_BULLETS] >= 1;
7656 WEAPON_SHOTGUN1: Result := FAmmo[A_SHELLS] >= 1;
7657 WEAPON_SHOTGUN2: Result := FAmmo[A_SHELLS] >= 2;
7658 WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS] >= 10;
7659 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS] >= 1;
7660 WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10;
7661 WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40;
7662 WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1;
7663 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL] >= 1;
7664 else Result := True;
7665 end;
7666 end;
7668 begin
7669 if Dist = -1 then Dist := BOT_LONGDIST;
7671 if Dist > BOT_LONGDIST then
7672 begin // Äàëüíèé áîé
7673 for a := 0 to 9 do
7674 if FWeapon[FDifficult.WeaponPrior[a]] and HaveAmmo(FDifficult.WeaponPrior[a]) then
7675 begin
7676 FSelectedWeapon := FDifficult.WeaponPrior[a];
7677 Break;
7678 end;
7679 end
7680 else //if Dist > BOT_UNSAFEDIST then
7681 begin // Áëèæíèé áîé
7682 for a := 0 to 9 do
7683 if FWeapon[FDifficult.CloseWeaponPrior[a]] and HaveAmmo(FDifficult.CloseWeaponPrior[a]) then
7684 begin
7685 FSelectedWeapon := FDifficult.CloseWeaponPrior[a];
7686 Break;
7687 end;
7688 end;
7689 { else
7690 begin
7691 for a := 0 to 9 do
7692 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7693 begin
7694 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7695 Break;
7696 end;
7697 end;}
7698 end;
7700 function TBot.PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean;
7701 begin
7702 Result := inherited PickItem(ItemType, force, remove);
7704 if Result then SetAIFlag('SELECTWEAPON', '1');
7705 end;
7707 function TBot.Heal(value: Word; Soft: Boolean): Boolean;
7708 begin
7709 Result := inherited Heal(value, Soft);
7710 end;
7712 function TBot.Healthy(): Byte;
7713 begin
7714 if FMegaRulez[MR_INVUL] >= gTime then Result := 3
7715 else if (FHealth > 80) or ((FHealth > 50) and (FArmor > 20)) then Result := 3
7716 else if (FHealth > 50) then Result := 2
7717 else if (FHealth > 20) then Result := 1
7718 else Result := 0;
7719 end;
7721 function TBot.TargetOnScreen(TX, TY: Integer): Boolean;
7722 begin
7723 Result := (Abs(FObj.X-TX) <= Trunc(gPlayerScreenSize.X*0.6)) and
7724 (Abs(FObj.Y-TY) <= Trunc(gPlayerScreenSize.Y*0.6));
7725 end;
7727 procedure TBot.OnDamage(Angle: SmallInt);
7728 var
7729 pla: TPlayer;
7730 mon: TMonster;
7731 ok: Boolean;
7732 begin
7733 inherited;
7735 if (Angle = 0) or (Angle = 180) then
7736 begin
7737 ok := False;
7738 if (g_GetUIDType(FLastSpawnerUID) = UID_PLAYER) and
7739 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER) then
7740 begin // Èãðîê
7741 pla := g_Player_Get(FLastSpawnerUID);
7742 ok := not TargetOnScreen(pla.FObj.X + PLAYER_RECT.X,
7743 pla.FObj.Y + PLAYER_RECT.Y);
7744 end
7745 else
7746 if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and
7747 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then
7748 begin // Ìîíñòð
7749 mon := g_Monsters_ByUID(FLastSpawnerUID);
7750 ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
7751 mon.Obj.Y + mon.Obj.Rect.Y);
7752 end;
7754 if ok then
7755 if Angle = 0 then
7756 SetAIFlag('ATTACKLEFT', '1')
7757 else
7758 SetAIFlag('ATTACKRIGHT', '1');
7759 end;
7760 end;
7762 function TBot.RunDirection(): TDirection;
7763 begin
7764 if Abs(Vel.X) >= 1 then
7765 begin
7766 if Vel.X > 0 then Result := TDirection.D_RIGHT else Result := TDirection.D_LEFT;
7767 end else
7768 Result := FDirection;
7769 end;
7771 function TBot.GetRnd(a: Byte): Boolean;
7772 begin
7773 if a = 0 then Result := False
7774 else if a = 255 then Result := True
7775 else Result := Random(256) > 255-a;
7776 end;
7778 function TBot.GetInterval(a: Byte; radius: SmallInt): SmallInt;
7779 begin
7780 Result := Round((255-a)/255*radius*(Random(2)-1));
7781 end;
7784 procedure TDifficult.save (st: TStream);
7785 begin
7786 utils.writeInt(st, Byte(DiagFire));
7787 utils.writeInt(st, Byte(InvisFire));
7788 utils.writeInt(st, Byte(DiagPrecision));
7789 utils.writeInt(st, Byte(FlyPrecision));
7790 utils.writeInt(st, Byte(Cover));
7791 utils.writeInt(st, Byte(CloseJump));
7792 st.WriteBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7793 st.WriteBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7794 end;
7796 procedure TDifficult.load (st: TStream);
7797 begin
7798 DiagFire := utils.readByte(st);
7799 InvisFire := utils.readByte(st);
7800 DiagPrecision := utils.readByte(st);
7801 FlyPrecision := utils.readByte(st);
7802 Cover := utils.readByte(st);
7803 CloseJump := utils.readByte(st);
7804 st.ReadBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7805 st.ReadBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7806 end;
7809 procedure TBot.SaveState (st: TStream);
7810 var
7811 i: Integer;
7812 dw: Integer;
7813 begin
7814 inherited SaveState(st);
7815 utils.writeSign(st, 'BOT0');
7816 // Âûáðàííîå îðóæèå
7817 utils.writeInt(st, Byte(FSelectedWeapon));
7818 // UID öåëè
7819 utils.writeInt(st, Word(FTargetUID));
7820 // Âðåìÿ ïîòåðè öåëè
7821 utils.writeInt(st, LongWord(FLastVisible));
7822 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7823 dw := Length(FAIFlags);
7824 utils.writeInt(st, LongInt(dw));
7825 // Ôëàãè ÈÈ
7826 for i := 0 to dw-1 do
7827 begin
7828 utils.writeStr(st, FAIFlags[i].Name, 20);
7829 utils.writeStr(st, FAIFlags[i].Value, 20);
7830 end;
7831 // Íàñòðîéêè ñëîæíîñòè
7832 FDifficult.save(st);
7833 end;
7836 procedure TBot.LoadState (st: TStream);
7837 var
7838 i: Integer;
7839 dw: Integer;
7840 begin
7841 inherited LoadState(st);
7842 if not utils.checkSign(st, 'BOT0') then raise XStreamError.Create('invalid bot signature');
7843 // Âûáðàííîå îðóæèå
7844 FSelectedWeapon := utils.readByte(st);
7845 // UID öåëè
7846 FTargetUID := utils.readWord(st);
7847 // Âðåìÿ ïîòåðè öåëè
7848 FLastVisible := utils.readLongWord(st);
7849 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7850 dw := utils.readLongInt(st);
7851 if (dw < 0) or (dw > 16384) then raise XStreamError.Create('invalid number of bot AI flags');
7852 SetLength(FAIFlags, dw);
7853 // Ôëàãè ÈÈ
7854 for i := 0 to dw-1 do
7855 begin
7856 FAIFlags[i].Name := utils.readStr(st, 20);
7857 FAIFlags[i].Value := utils.readStr(st, 20);
7858 end;
7859 // Íàñòðîéêè ñëîæíîñòè
7860 FDifficult.load(st);
7861 end;
7864 begin
7865 conRegVar('cheat_berserk_autoswitch', @gBerserkAutoswitch, 'autoswitch to fist when berserk pack taken', '', true, true);
7866 end.