DEADSOFTWARE

23be583051a8a69d66adac8c96af8ae2a4e2ca23
[d2df-sdl.git] / src / game / g_player.pas
1 (* Copyright (C) Doom 2D: Forever Developers
2 *
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, version 3 of the License ONLY.
6 *
7 * This program is distributed in the hope that it will be useful,
8 * but WITHOUT ANY WARRANTY; without even the implied warranty of
9 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
10 * GNU General Public License for more details.
11 *
12 * You should have received a copy of the GNU General Public License
13 * along with this program. If not, see <http://www.gnu.org/licenses/>.
14 *)
15 {$INCLUDE ../shared/a_modes.inc}
16 {$M+}
17 unit g_player;
19 interface
21 uses
22 SysUtils, Classes,
23 {$IFDEF USE_MEMPOOL}mempool,{$ENDIF}
24 e_graphics, g_playermodel, g_basic, g_textures,
25 g_weapons, g_phys, g_sound, g_saveload, MAPDEF,
26 g_panel;
28 const
29 KEY_LEFT = 1;
30 KEY_RIGHT = 2;
31 KEY_UP = 3;
32 KEY_DOWN = 4;
33 KEY_FIRE = 5;
34 KEY_OPEN = 6;
35 KEY_JUMP = 7;
36 KEY_CHAT = 8;
38 WP_PREV = 0;
39 WP_NEXT = 1;
40 WP_FACT = WP_PREV;
41 WP_LACT = WP_NEXT;
43 R_ITEM_BACKPACK = 0;
44 R_KEY_RED = 1;
45 R_KEY_GREEN = 2;
46 R_KEY_BLUE = 3;
47 R_BERSERK = 4;
49 MR_SUIT = 0;
50 MR_INVUL = 1;
51 MR_INVIS = 2;
52 MR_MAX = 2;
54 A_BULLETS = 0;
55 A_SHELLS = 1;
56 A_ROCKETS = 2;
57 A_CELLS = 3;
58 A_FUEL = 4;
59 A_HIGH = 4;
61 AmmoLimits: Array [0..1] of Array [A_BULLETS..A_HIGH] of Word =
62 ((200, 50, 50, 300, 100),
63 (400, 100, 100, 600, 200));
65 K_SIMPLEKILL = 0;
66 K_HARDKILL = 1;
67 K_EXTRAHARDKILL = 2;
68 K_FALLKILL = 3;
70 T_RESPAWN = 0;
71 T_SWITCH = 1;
72 T_USE = 2;
73 T_FLAGCAP = 3;
75 TEAM_NONE = 0;
76 TEAM_RED = 1;
77 TEAM_BLUE = 2;
78 TEAM_COOP = 3;
80 SHELL_BULLET = 0;
81 SHELL_SHELL = 1;
82 SHELL_DBLSHELL = 2;
84 ANGLE_NONE = Low(SmallInt);
86 CORPSE_STATE_REMOVEME = 0;
87 CORPSE_STATE_NORMAL = 1;
88 CORPSE_STATE_MESS = 2;
90 PLAYER_RECT: TRectWH = (X:15; Y:12; Width:34; Height:52);
91 PLAYER_RECT_CX = 15+(34 div 2);
92 PLAYER_RECT_CY = 12+(52 div 2);
93 PLAYER_CORPSERECT: TRectWH = (X:15; Y:48; Width:34; Height:16);
95 PLAYER_HP_SOFT = 100;
96 PLAYER_HP_LIMIT = 200;
97 PLAYER_AP_SOFT = 100;
98 PLAYER_AP_LIMIT = 200;
99 SUICIDE_DAMAGE = 112;
100 WEAPON_DELAY = 5;
102 PLAYER_BURN_TIME = 110;
104 PLAYER1_DEF_COLOR: TRGB = (R:64; G:175; B:48);
105 PLAYER2_DEF_COLOR: TRGB = (R:96; G:96; B:96);
107 type
108 TPlayerStat = record
109 Num: Integer;
110 Ping: Word;
111 Loss: Byte;
112 Name: String;
113 Team: Byte;
114 Frags: SmallInt;
115 Deaths: SmallInt;
116 Lives: Byte;
117 Kills: Word;
118 Color: TRGB;
119 Spectator: Boolean;
120 UID: Word;
121 end;
123 TPlayerStatArray = Array of TPlayerStat;
125 TPlayerSavedState = record
126 Health: Integer;
127 Armor: Integer;
128 Air: Integer;
129 JetFuel: Integer;
130 CurrWeap: Byte;
131 NextWeap: WORD;
132 NextWeapDelay: Byte;
133 Ammo: Array [A_BULLETS..A_HIGH] of Word;
134 MaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
135 Weapon: Array [WP_FIRST..WP_LAST] of Boolean;
136 Rulez: Set of R_ITEM_BACKPACK..R_BERSERK;
137 Used: Boolean;
138 end;
140 TKeyState = record
141 Pressed: Boolean;
142 Time: Word;
143 end;
145 TPlayer = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
146 private
147 FIamBot: Boolean;
148 FUID: Word;
149 FName: String;
150 FTeam: Byte;
151 FAlive: Boolean;
152 FSpawned: Boolean;
153 FDirection: TDirection;
154 FHealth: Integer;
155 FLives: Byte;
156 FArmor: Integer;
157 FAir: Integer;
158 FPain: Integer;
159 FPickup: Integer;
160 FKills: Integer;
161 FMonsterKills: Integer;
162 FFrags: Integer;
163 FFragCombo: Byte;
164 FLastFrag: LongWord;
165 FComboEvnt: Integer;
166 FDeath: Integer;
167 FCanJetpack: Boolean;
168 FJetFuel: Integer;
169 FFlag: Byte;
170 FSecrets: Integer;
171 FCurrWeap: Byte;
172 FNextWeap: WORD;
173 FNextWeapDelay: Byte; // frames
174 FBFGFireCounter: SmallInt;
175 FLastSpawnerUID: Word;
176 FLastHit: Byte;
177 FObj: TObj;
178 FXTo, FYTo: Integer;
179 FSpectatePlayer: Integer;
180 FFirePainTime: Integer;
181 FFireAttacker: Word;
183 FSavedStateNum: Integer;
185 FModel: TPlayerModel;
186 FPunchAnim: TAnimation;
187 FActionPrior: Byte;
188 FActionAnim: Byte;
189 FActionForce: Boolean;
190 FActionChanged: Boolean;
191 FAngle: SmallInt;
192 FFireAngle: SmallInt;
193 FIncCamOld: Integer;
194 FIncCam: Integer;
195 FSlopeOld: Integer;
196 FShellTimer: Integer;
197 FShellType: Byte;
198 FSawSound: TPlayableSound;
199 FSawSoundIdle: TPlayableSound;
200 FSawSoundHit: TPlayableSound;
201 FSawSoundSelect: TPlayableSound;
202 FFlameSoundOn: TPlayableSound;
203 FFlameSoundOff: TPlayableSound;
204 FFlameSoundWork: TPlayableSound;
205 FJetSoundOn: TPlayableSound;
206 FJetSoundOff: TPlayableSound;
207 FJetSoundFly: TPlayableSound;
208 FGodMode: Boolean;
209 FNoTarget: Boolean;
210 FNoReload: Boolean;
211 FJustTeleported: Boolean;
212 FNetTime: LongWord;
213 mEDamageType: Integer;
216 function CollideLevel(XInc, YInc: Integer): Boolean;
217 function StayOnStep(XInc, YInc: Integer): Boolean;
218 function HeadInLiquid(XInc, YInc: Integer): Boolean;
219 function BodyInLiquid(XInc, YInc: Integer): Boolean;
220 function BodyInAcid(XInc, YInc: Integer): Boolean;
221 function FullInLift(XInc, YInc: Integer): Integer;
222 {procedure CollideItem();}
223 procedure FlySmoke(Times: DWORD = 1);
224 procedure OnFireFlame(Times: DWORD = 1);
225 function GetAmmoByWeapon(Weapon: Byte): Word;
226 procedure SetAction(Action: Byte; Force: Boolean = False);
227 procedure OnDamage(Angle: SmallInt); virtual;
228 function firediry(): Integer;
229 procedure DoPunch();
231 procedure Run(Direction: TDirection);
232 procedure NextWeapon();
233 procedure PrevWeapon();
234 procedure SeeUp();
235 procedure SeeDown();
236 procedure Fire();
237 procedure Jump();
238 procedure Use();
240 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
241 procedure resetWeaponQueue ();
242 function hasAmmoForWeapon (weapon: Byte): Boolean;
243 function hasAmmoForShooting (weapon: Byte): Boolean;
244 function shouldSwitch (weapon: Byte; hadWeapon: Boolean) : Boolean;
246 procedure doDamage (v: Integer);
248 function refreshCorpse(): Boolean;
250 public
251 FDamageBuffer: Integer;
253 FAmmo: Array [A_BULLETS..A_HIGH] of Word;
254 FMaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
255 FWeapon: Array [WP_FIRST..WP_LAST] of Boolean;
256 FRulez: Set of R_ITEM_BACKPACK..R_BERSERK;
257 FBerserk: Integer;
258 FMegaRulez: Array [MR_SUIT..MR_MAX] of DWORD;
259 FReloading: Array [WP_FIRST..WP_LAST] of Word;
260 FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD;
261 FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState;
262 FWeapSwitchMode: Byte;
263 FWeapPreferences: Array [WP_FIRST .. WP_LAST+1] of Byte;
264 FSwitchToEmpty: Byte;
265 FSkipFist: Byte;
266 FColor: TRGB;
267 FPreferredTeam: Byte;
268 FSpectator: Boolean;
269 FNoRespawn: Boolean;
270 FWantsInGame: Boolean;
271 FGhost: Boolean;
272 FPhysics: Boolean;
273 FFlaming: Boolean;
274 FJetpack: Boolean;
275 FActualModelName: string;
276 FClientID: SmallInt;
277 FPing: Word;
278 FLoss: Byte;
279 FReady: Boolean;
280 FDummy: Boolean;
281 FFireTime: Integer;
282 FSpawnInvul: Integer;
283 FHandicap: Integer;
284 FWaitForFirstSpawn: Boolean; // set to `true` in server, used to spawn a player on first full state request
285 FCorpse: Integer;
287 // debug: viewport offset
288 viewPortX, viewPortY, viewPortW, viewPortH: Integer;
290 function isValidViewPort (): Boolean; inline;
292 constructor Create(); virtual;
293 destructor Destroy(); override;
294 procedure Respawn(Silent: Boolean; Force: Boolean = False); virtual;
295 function GetRespawnPoint(): Byte;
296 procedure PressKey(Key: Byte; Time: Word = 1);
297 procedure ReleaseKeys();
298 procedure SetModel(ModelName: String);
299 procedure SetColor(Color: TRGB);
300 function GetColor(): TRGB;
301 procedure SetWeapon(W: Byte);
302 function IsKeyPressed(K: Byte): Boolean;
303 function GetKeys(): Byte;
304 function PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; virtual;
305 procedure SetWeaponPrefs(Prefs: Array of Byte);
306 procedure SetWeaponPref(Weapon, Pref: Byte);
307 function GetWeaponPref(Weapon: Byte) : Byte;
308 function GetMorePrefered() : Byte;
309 function MaySwitch(Weapon: Byte) : Boolean;
310 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
311 function Collide(Panel: TPanel): Boolean; overload;
312 function Collide(X, Y: Integer): Boolean; overload;
313 procedure SetDirection(Direction: TDirection);
314 procedure GetSecret();
315 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
316 procedure Touch();
317 procedure Push(vx, vy: Integer);
318 procedure ChangeModel(ModelName: String);
319 procedure SwitchTeam;
320 procedure ChangeTeam(Team: Byte);
321 procedure BFGHit();
322 function GetFlag(Flag: Byte): Boolean;
323 procedure SetFlag(Flag: Byte);
324 function DropFlag(Silent: Boolean = True; DoThrow: Boolean = False): Boolean;
325 function TryDropFlag(): Boolean;
326 procedure AllRulez(Health: Boolean);
327 procedure RestoreHealthArmor();
328 procedure FragCombo();
329 procedure GiveItem(ItemType: Byte);
330 procedure Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte); virtual;
331 function Heal(value: Word; Soft: Boolean): Boolean; virtual;
332 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
333 procedure MakeBloodSimple(Count: Word);
334 procedure Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
335 procedure Reset(Force: Boolean);
336 procedure Spectate(NoMove: Boolean = False);
337 procedure SwitchNoClip;
338 procedure SoftReset();
339 procedure Draw(); virtual;
340 procedure DrawPain();
341 procedure DrawPickup();
342 procedure DrawRulez();
343 procedure DrawAim();
344 procedure DrawIndicator(Color: TRGB);
345 procedure DrawBubble();
346 procedure DrawGUI();
347 procedure PreUpdate();
348 procedure Update(); virtual;
349 procedure RememberState();
350 procedure RecallState();
351 procedure SaveState (st: TStream); virtual;
352 procedure LoadState (st: TStream); virtual;
353 procedure PauseSounds(Enable: Boolean);
354 procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
355 procedure DoLerp(Level: Integer = 2);
356 procedure SetLerp(XTo, YTo: Integer);
357 procedure ProcessWeaponAction(Action: Byte);
358 procedure QueueWeaponSwitch(Weapon: Byte);
359 procedure RealizeCurrentWeapon();
360 procedure FlamerOn;
361 procedure FlamerOff;
362 procedure JetpackOn;
363 procedure JetpackOff;
364 procedure CatchFire(Attacker: Word; Timeout: Integer = PLAYER_BURN_TIME);
366 //WARNING! this does nothing for now, but still call it!
367 procedure positionChanged (); //WARNING! call this after entity position was changed, or coldet will not work right!
369 procedure getMapBox (out x, y, w, h: Integer); inline;
370 procedure moveBy (dx, dy: Integer); inline;
372 function getCameraObj(): TObj;
374 public
375 property Vel: TPoint2i read FObj.Vel;
376 property Obj: TObj read FObj;
378 property Name: String read FName write FName;
379 property Model: TPlayerModel read FModel;
380 property Health: Integer read FHealth write FHealth;
381 property Lives: Byte read FLives write FLives;
382 property Armor: Integer read FArmor write FArmor;
383 property Air: Integer read FAir write FAir;
384 property JetFuel: Integer read FJetFuel write FJetFuel;
385 property Frags: Integer read FFrags write FFrags;
386 property Death: Integer read FDeath write FDeath;
387 property Kills: Integer read FKills write FKills;
388 property CurrWeap: Byte read FCurrWeap write FCurrWeap;
389 property WeapSwitchMode: Byte read FWeapSwitchMode write FWeapSwitchMode;
390 property SwitchToEmpty: Byte read FSwitchToEmpty write FSwitchToEmpty;
391 property SkipFist: Byte read FSkipFist write FSkipFist;
392 property MonsterKills: Integer read FMonsterKills write FMonsterKills;
393 property Secrets: Integer read FSecrets;
394 property GodMode: Boolean read FGodMode write FGodMode;
395 property NoTarget: Boolean read FNoTarget write FNoTarget;
396 property NoReload: Boolean read FNoReload write FNoReload;
397 property alive: Boolean read FAlive write FAlive;
398 property Flag: Byte read FFlag;
399 property Team: Byte read FTeam write FTeam;
400 property Direction: TDirection read FDirection;
401 property GameX: Integer read FObj.X write FObj.X;
402 property GameY: Integer read FObj.Y write FObj.Y;
403 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
404 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
405 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
406 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
407 property IncCam: Integer read FIncCam write FIncCam;
408 property IncCamOld: Integer read FIncCamOld write FIncCamOld;
409 property SlopeOld: Integer read FSlopeOld write FSlopeOld;
410 property UID: Word read FUID write FUID;
411 property JustTeleported: Boolean read FJustTeleported write FJustTeleported;
412 property NetTime: LongWord read FNetTime write FNetTime;
414 published
415 property eName: String read FName write FName;
416 property eHealth: Integer read FHealth write FHealth;
417 property eLives: Byte read FLives write FLives;
418 property eArmor: Integer read FArmor write FArmor;
419 property eAir: Integer read FAir write FAir;
420 property eJetFuel: Integer read FJetFuel write FJetFuel;
421 property eFrags: Integer read FFrags write FFrags;
422 property eDeath: Integer read FDeath write FDeath;
423 property eKills: Integer read FKills write FKills;
424 property eCurrWeap: Byte read FCurrWeap write FCurrWeap;
425 property eMonsterKills: Integer read FMonsterKills write FMonsterKills;
426 property eSecrets: Integer read FSecrets write FSecrets;
427 property eGodMode: Boolean read FGodMode write FGodMode;
428 property eNoTarget: Boolean read FNoTarget write FNoTarget;
429 property eNoReload: Boolean read FNoReload write FNoReload;
430 property eAlive: Boolean read FAlive write FAlive;
431 property eFlag: Byte read FFlag;
432 property eTeam: Byte read FTeam write FTeam;
433 property eDirection: TDirection read FDirection;
434 property eGameX: Integer read FObj.X write FObj.X;
435 property eGameY: Integer read FObj.Y write FObj.Y;
436 property eGameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
437 property eGameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
438 property eGameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
439 property eGameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
440 property eIncCam: Integer read FIncCam write FIncCam;
441 property eUID: Word read FUID;
442 property eJustTeleported: Boolean read FJustTeleported;
443 property eNetTime: LongWord read FNetTime;
445 // set this before assigning something to `eDamage`
446 property eDamageType: Integer read mEDamageType write mEDamageType;
447 property eDamage: Integer write doDamage;
448 end;
450 TDifficult = record
451 public
452 DiagFire: Byte;
453 InvisFire: Byte;
454 DiagPrecision: Byte;
455 FlyPrecision: Byte;
456 Cover: Byte;
457 CloseJump: Byte;
458 WeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
459 CloseWeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
460 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
462 public
463 procedure save (st: TStream);
464 procedure load (st: TStream);
465 end;
467 TAIFlag = record
468 Name: String;
469 Value: String;
470 end;
472 TBot = class(TPlayer)
473 private
474 FSelectedWeapon: Byte;
475 FTargetUID: Word;
476 FLastVisible: DWORD;
477 FAIFlags: Array of TAIFlag;
478 FDifficult: TDifficult;
480 function GetRnd(a: Byte): Boolean;
481 function GetInterval(a: Byte; radius: SmallInt): SmallInt;
482 function RunDirection(): TDirection;
483 function FullInStep(XInc, YInc: Integer): Boolean;
484 //function NeedItem(Item: Byte): Byte;
485 procedure SelectWeapon(Dist: Integer);
486 procedure SetAIFlag(aName, fValue: String20);
487 function GetAIFlag(aName: String20): String20;
488 procedure RemoveAIFlag(aName: String20);
489 function Healthy(): Byte;
490 procedure UpdateMove();
491 procedure UpdateCombat();
492 function KeyPressed(Key: Word): Boolean;
493 procedure ReleaseKey(Key: Byte);
494 function TargetOnScreen(TX, TY: Integer): Boolean;
495 procedure OnDamage(Angle: SmallInt); override;
497 public
498 procedure Respawn(Silent: Boolean; Force: Boolean = False); override;
499 constructor Create(); override;
500 destructor Destroy(); override;
501 procedure Draw(); override;
502 function PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean; override;
503 function Heal(value: Word; Soft: Boolean): Boolean; override;
504 procedure Update(); override;
505 procedure SaveState (st: TStream); override;
506 procedure LoadState (st: TStream); override;
507 end;
509 PGib = ^TGib;
510 TGib = record
511 alive: Boolean;
512 ID: DWORD;
513 MaskID: DWORD;
514 RAngle: Integer;
515 Color: TRGB;
516 Obj: TObj;
518 procedure getMapBox (out x, y, w, h: Integer); inline;
519 procedure moveBy (dx, dy: Integer); inline;
521 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
522 end;
525 PShell = ^TShell;
526 TShell = record
527 SpriteID: DWORD;
528 alive: Boolean;
529 SType: Byte;
530 RAngle: Integer;
531 Timeout: Cardinal;
532 CX, CY: Integer;
533 Obj: TObj;
535 procedure getMapBox (out x, y, w, h: Integer); inline;
536 procedure moveBy (dx, dy: Integer); inline;
538 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
539 end;
541 TCorpse = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
542 private
543 FModelName: String;
544 FMess: Boolean;
545 FState: Byte;
546 FDamage: Byte;
547 FColor: TRGB;
548 FObj: TObj;
549 FPlayerUID: Word;
550 FAnimation: TAnimation;
551 FAnimationMask: TAnimation;
553 public
554 constructor Create(X, Y: Integer; ModelName: String; aMess: Boolean);
555 destructor Destroy(); override;
556 procedure Damage(Value: Word; SpawnerUID: Word; vx, vy: Integer);
557 procedure Update();
558 procedure Draw();
559 procedure SaveState (st: TStream);
560 procedure LoadState (st: TStream);
562 procedure getMapBox (out x, y, w, h: Integer); inline;
563 procedure moveBy (dx, dy: Integer); inline;
565 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
567 function ObjPtr (): PObj; inline;
569 property Obj: TObj read FObj; // copies object
570 property State: Byte read FState;
571 property Mess: Boolean read FMess;
572 end;
574 TTeamStat = Array [TEAM_RED..TEAM_BLUE] of
575 record
576 Goals: SmallInt;
577 end;
579 var
580 gPlayers: Array of TPlayer;
581 gCorpses: Array of TCorpse;
582 gGibs: Array of TGib;
583 gShells: Array of TShell;
584 gTeamStat: TTeamStat;
585 gFly: Boolean = False;
586 gAimLine: Boolean = False;
587 gChatBubble: Integer = 0;
588 gPlayerIndicator: Integer = 1;
589 gPlayerIndicatorStyle: Integer = 0;
590 gNumBots: Word = 0;
591 gSpectLatchPID1: Word = 0;
592 gSpectLatchPID2: Word = 0;
593 MAX_RUNVEL: Integer = 8;
594 VEL_JUMP: Integer = 10;
595 SHELL_TIMEOUT: Cardinal = 60000;
597 function Lerp(X, Y, Factor: Integer): Integer;
599 procedure g_Gibs_SetMax(Count: Word);
600 function g_Gibs_GetMax(): Word;
601 procedure g_Corpses_SetMax(Count: Word);
602 function g_Corpses_GetMax(): Word;
603 procedure g_Shells_SetMax(Count: Word);
604 function g_Shells_GetMax(): Word;
606 procedure g_Player_Init();
607 procedure g_Player_Free();
608 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
609 function g_Player_CreateFromState (st: TStream): Word;
610 procedure g_Player_Remove(UID: Word);
611 procedure g_Player_ResetTeams();
612 procedure g_Player_PreUpdate();
613 procedure g_Player_UpdateAll();
614 procedure g_Player_DrawAll();
615 procedure g_Player_DrawDebug(p: TPlayer);
616 procedure g_Player_DrawHealth();
617 procedure g_Player_RememberAll();
618 procedure g_Player_ResetAll(Force, Silent: Boolean);
619 function g_Player_Get(UID: Word): TPlayer;
620 function g_Player_GetCount(): Byte;
621 function g_Player_GetStats(): TPlayerStatArray;
622 function g_Player_ValidName(Name: String): Boolean;
623 function g_Player_CreateCorpse(Player: TPlayer): Integer;
624 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: String; fColor: TRGB);
625 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
626 procedure g_Player_UpdatePhysicalObjects();
627 procedure g_Player_DrawCorpses();
628 procedure g_Player_DrawShells();
629 procedure g_Player_RemoveAllCorpses();
630 procedure g_Player_Corpses_SaveState (st: TStream);
631 procedure g_Player_Corpses_LoadState (st: TStream);
632 procedure g_Player_ResetReady();
633 procedure g_Bot_Add(Team, Difficult: Byte; Handicap: Integer = 100);
634 procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1; Handicap: Integer = 100);
635 procedure g_Bot_MixNames();
636 procedure g_Bot_RemoveAll();
638 implementation
640 uses
641 {$INCLUDE ../nogl/noGLuses.inc}
642 {$IFDEF ENABLE_HOLMES}
643 g_holmes,
644 {$ENDIF}
645 e_log, g_map, g_items, g_console, g_gfx, Math,
646 g_options, g_triggers, g_menu, g_game, g_grid, e_res,
647 wadreader, g_main, g_monsters, CONFIG, g_language,
648 g_net, g_netmsg, g_window,
649 utils, xstreams;
651 const PLR_SAVE_VERSION = 0;
653 type
654 TBotProfile = record
655 name: ShortString;
656 model: ShortString;
657 team: Byte;
658 color: TRGB;
659 diag_fire: Byte;
660 invis_fire: Byte;
661 diag_precision: Byte;
662 fly_precision: Byte;
663 cover: Byte;
664 close_jump: Byte;
665 w_prior1: Array [WP_FIRST..WP_LAST] of Byte;
666 w_prior2: Array [WP_FIRST..WP_LAST] of Byte;
667 w_prior3: Array [WP_FIRST..WP_LAST] of Byte;
668 end;
670 const
671 TIME_RESPAWN1 = 1500;
672 TIME_RESPAWN2 = 2000;
673 TIME_RESPAWN3 = 3000;
674 AIR_DEF = 360;
675 AIR_MAX = 1091;
676 JET_MAX = 540; // ~30 sec
677 PLAYER_SUIT_TIME = 30000;
678 PLAYER_INVUL_TIME = 30000;
679 PLAYER_INVIS_TIME = 35000;
680 FRAG_COMBO_TIME = 3000;
681 VEL_SW = 4;
682 VEL_FLY = 6;
683 ANGLE_RIGHTUP = 55;
684 ANGLE_RIGHTDOWN = -35;
685 ANGLE_LEFTUP = 125;
686 ANGLE_LEFTDOWN = -145;
687 PLAYER_HEADRECT: TRectWH = (X:24; Y:12; Width:20; Height:12);
688 WEAPONPOINT: Array [TDirection] of TDFPoint = ((X:16; Y:32), (X:47; Y:32));
689 BOT_MAXJUMP = 84;
690 BOT_LONGDIST = 300;
691 BOT_UNSAFEDIST = 128;
692 TEAMCOLOR: Array [TEAM_RED..TEAM_BLUE] of TRGB = ((R:255; G:0; B:0),
693 (R:0; G:0; B:255));
694 DIFFICULT_EASY: TDifficult = (DiagFire: 32; InvisFire: 32; DiagPrecision: 32;
695 FlyPrecision: 32; Cover: 32; CloseJump: 32;
696 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
697 DIFFICULT_MEDIUM: TDifficult = (DiagFire: 127; InvisFire: 127; DiagPrecision: 127;
698 FlyPrecision: 127; Cover: 127; CloseJump: 127;
699 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
700 DIFFICULT_HARD: TDifficult = (DiagFire: 255; InvisFire: 255; DiagPrecision: 255;
701 FlyPrecision: 255; Cover: 255; CloseJump: 255;
702 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
703 WEAPON_PRIOR1: Array [WP_FIRST..WP_LAST] of Byte =
704 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
705 WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
706 WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER,
707 WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
708 WEAPON_PRIOR2: Array [WP_FIRST..WP_LAST] of Byte =
709 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
710 WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
711 WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1,
712 WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
713 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
714 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
715 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
716 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
717 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
718 WEAPON_RELOAD: Array [WP_FIRST..WP_LAST] of Byte =
719 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
721 PLAYER_SIGNATURE = $52594C50; // 'PLYR'
722 CORPSE_SIGNATURE = $50524F43; // 'CORP'
724 BOTNAMES_FILENAME = 'botnames.txt';
725 BOTLIST_FILENAME = 'botlist.txt';
727 var
728 MaxGibs: Word = 150;
729 MaxCorpses: Word = 20;
730 MaxShells: Word = 300;
731 CurrentGib: Integer = 0;
732 CurrentShell: Integer = 0;
733 BotNames: Array of String;
734 BotList: Array of TBotProfile;
735 SavedStates: Array of TPlayerSavedState;
738 function Lerp(X, Y, Factor: Integer): Integer;
739 begin
740 Result := X + ((Y - X) div Factor);
741 end;
743 function SameTeam(UID1, UID2: Word): Boolean;
744 begin
745 Result := False;
747 if (UID1 > UID_MAX_PLAYER) or (UID1 <= UID_MAX_GAME) or
748 (UID2 > UID_MAX_PLAYER) or (UID2 <= UID_MAX_GAME) then Exit;
750 if (g_Player_Get(UID1) = nil) or (g_Player_Get(UID2) = nil) then Exit;
752 if ((g_Player_Get(UID1).Team = TEAM_NONE) or
753 (g_Player_Get(UID2).Team = TEAM_NONE)) then Exit;
755 Result := g_Player_Get(UID1).FTeam = g_Player_Get(UID2).FTeam;
756 end;
758 procedure g_Gibs_SetMax(Count: Word);
759 begin
760 MaxGibs := Count;
761 SetLength(gGibs, Count);
763 if CurrentGib >= Count then
764 CurrentGib := 0;
765 end;
767 function g_Gibs_GetMax(): Word;
768 begin
769 Result := MaxGibs;
770 end;
772 procedure g_Shells_SetMax(Count: Word);
773 begin
774 MaxShells := Count;
775 SetLength(gShells, Count);
777 if CurrentShell >= Count then
778 CurrentShell := 0;
779 end;
781 function g_Shells_GetMax(): Word;
782 begin
783 Result := MaxShells;
784 end;
787 procedure g_Corpses_SetMax(Count: Word);
788 begin
789 MaxCorpses := Count;
790 SetLength(gCorpses, Count);
791 end;
793 function g_Corpses_GetMax(): Word;
794 begin
795 Result := MaxCorpses;
796 end;
798 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
799 var
800 a: Integer;
801 ok: Boolean;
802 begin
803 Result := 0;
805 ok := False;
806 a := 0;
808 // Åñòü ëè ìåñòî â gPlayers:
809 if gPlayers <> nil then
810 for a := 0 to High(gPlayers) do
811 if gPlayers[a] = nil then
812 begin
813 ok := True;
814 Break;
815 end;
817 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
818 if not ok then
819 begin
820 SetLength(gPlayers, Length(gPlayers)+1);
821 a := High(gPlayers);
822 end;
824 // Ñîçäàåì îáúåêò èãðîêà:
825 if Bot then
826 gPlayers[a] := TBot.Create()
827 else
828 gPlayers[a] := TPlayer.Create();
831 gPlayers[a].FActualModelName := ModelName;
832 gPlayers[a].SetModel(ModelName);
834 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
835 if gPlayers[a].FModel = nil then
836 begin
837 gPlayers[a].Free();
838 gPlayers[a] := nil;
839 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [ModelName]));
840 Exit;
841 end;
843 if not (Team in [TEAM_RED, TEAM_BLUE]) then
844 if Random(2) = 0 then
845 Team := TEAM_RED
846 else
847 Team := TEAM_BLUE;
848 gPlayers[a].FPreferredTeam := Team;
850 case gGameSettings.GameMode of
851 GM_DM: gPlayers[a].FTeam := TEAM_NONE;
852 GM_TDM,
853 GM_CTF: gPlayers[a].FTeam := gPlayers[a].FPreferredTeam;
854 GM_SINGLE,
855 GM_COOP: gPlayers[a].FTeam := TEAM_COOP;
856 end;
858 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
859 gPlayers[a].FColor := Color;
860 if gPlayers[a].FTeam in [TEAM_RED, TEAM_BLUE] then
861 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
862 else
863 gPlayers[a].FModel.Color := Color;
865 gPlayers[a].FUID := g_CreateUID(UID_PLAYER);
866 gPlayers[a].FAlive := False;
868 Result := gPlayers[a].FUID;
869 end;
871 function g_Player_CreateFromState (st: TStream): Word;
872 var a: Integer; ok, Bot: Boolean; pos: Int64;
873 begin
874 assert(st <> nil);
876 // check signature and entity type
877 pos := st.Position;
878 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
879 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
880 Bot := utils.readBool(st);
881 st.Position := pos;
883 // find free player slot
884 ok := false;
885 for a := 0 to High(gPlayers) do
886 if gPlayers[a] = nil then
887 begin
888 ok := true;
889 break;
890 end;
892 // allocate player slot
893 if not ok then
894 begin
895 SetLength(gPlayers, Length(gPlayers)+1);
896 a := High(gPlayers);
897 end;
899 // create entity and load state
900 if Bot then
901 gPlayers[a] := TBot.Create()
902 else
903 gPlayers[a] := TPlayer.Create();
904 gPlayers[a].FPhysics := True; // ???
905 gPlayers[a].LoadState(st);
907 result := gPlayers[a].FUID;
908 end;
911 procedure g_Player_ResetTeams();
912 var
913 a: Integer;
914 begin
915 if g_Game_IsClient then
916 Exit;
917 if gPlayers = nil then
918 Exit;
919 for a := Low(gPlayers) to High(gPlayers) do
920 if gPlayers[a] <> nil then
921 case gGameSettings.GameMode of
922 GM_DM:
923 gPlayers[a].ChangeTeam(TEAM_NONE);
924 GM_TDM, GM_CTF:
925 if not (gPlayers[a].Team in [TEAM_RED, TEAM_BLUE]) then
926 if gPlayers[a].FPreferredTeam in [TEAM_RED, TEAM_BLUE] then
927 gPlayers[a].ChangeTeam(gPlayers[a].FPreferredTeam)
928 else
929 if a mod 2 = 0 then
930 gPlayers[a].ChangeTeam(TEAM_RED)
931 else
932 gPlayers[a].ChangeTeam(TEAM_BLUE);
933 GM_SINGLE,
934 GM_COOP:
935 gPlayers[a].ChangeTeam(TEAM_COOP);
936 end;
937 end;
939 procedure g_Bot_Add(Team, Difficult: Byte; Handicap: Integer = 100);
940 var
941 m: SSArray;
942 _name, _model: String;
943 a, tr, tb: Integer;
944 begin
945 if not g_Game_IsServer then Exit;
947 // Ñïèñîê íàçâàíèé ìîäåëåé:
948 m := g_PlayerModel_GetNames();
949 if m = nil then
950 Exit;
952 // Êîìàíäà:
953 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
954 Team := TEAM_COOP // COOP
955 else
956 if gGameSettings.GameMode = GM_DM then
957 Team := TEAM_NONE // DM
958 else
959 if Team = TEAM_NONE then // CTF / TDM
960 begin
961 // Àâòîáàëàíñ êîìàíä:
962 tr := 0;
963 tb := 0;
965 for a := 0 to High(gPlayers) do
966 if gPlayers[a] <> nil then
967 begin
968 if gPlayers[a].Team = TEAM_RED then
969 Inc(tr)
970 else
971 if gPlayers[a].Team = TEAM_BLUE then
972 Inc(tb);
973 end;
975 if tr > tb then
976 Team := TEAM_BLUE
977 else
978 if tb > tr then
979 Team := TEAM_RED
980 else // tr = tb
981 if Random(2) = 0 then
982 Team := TEAM_RED
983 else
984 Team := TEAM_BLUE;
985 end;
987 // Âûáèðàåì áîòó èìÿ:
988 _name := '';
989 if BotNames <> nil then
990 for a := 0 to High(BotNames) do
991 if g_Player_ValidName(BotNames[a]) then
992 begin
993 _name := BotNames[a];
994 Break;
995 end;
997 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
998 _model := m[Random(Length(m))];
1000 // Ñîçäàåì áîòà:
1001 with g_Player_Get(g_Player_Create(_model,
1002 _RGB(Min(Random(9)*32, 255),
1003 Min(Random(9)*32, 255),
1004 Min(Random(9)*32, 255)),
1005 Team, True)) as TBot do
1006 begin
1007 // Åñëè èìåíè íåò, äåëàåì åãî èç UID áîòà
1008 if _name = '' then
1009 Name := Format('DFBOT%.5d', [UID])
1010 else
1011 Name := _name;
1013 case Difficult of
1014 1: FDifficult := DIFFICULT_EASY;
1015 2: FDifficult := DIFFICULT_MEDIUM;
1016 else FDifficult := DIFFICULT_HARD;
1017 end;
1019 for a := WP_FIRST to WP_LAST do
1020 begin
1021 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
1022 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
1023 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1024 end;
1026 FHandicap := Handicap;
1028 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1030 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1031 if g_Game_IsServer and (gGameSettings.MaxLives > 0) then
1032 Spectate();
1033 end;
1034 end;
1036 procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1; Handicap: Integer = 100);
1037 var
1038 m: SSArray;
1039 _name, _model: String;
1040 a: Integer;
1041 begin
1042 if not g_Game_IsServer then Exit;
1044 // Ñïèñîê íàçâàíèé ìîäåëåé:
1045 m := g_PlayerModel_GetNames();
1046 if m = nil then
1047 Exit;
1049 // Êîìàíäà:
1050 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1051 Team := TEAM_COOP // COOP
1052 else
1053 if gGameSettings.GameMode = GM_DM then
1054 Team := TEAM_NONE // DM
1055 else
1056 if Team = TEAM_NONE then
1057 Team := BotList[num].team; // CTF / TDM
1059 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1060 lName := AnsiLowerCase(lName);
1061 if (num < 0) or (num > Length(BotList)-1) then
1062 num := -1;
1063 if (num = -1) and (lName <> '') and (BotList <> nil) then
1064 for a := 0 to High(BotList) do
1065 if AnsiLowerCase(BotList[a].name) = lName then
1066 begin
1067 num := a;
1068 Break;
1069 end;
1070 if num = -1 then
1071 Exit;
1073 // Èìÿ áîòà:
1074 _name := BotList[num].name;
1075 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1076 if not g_Player_ValidName(_name) then
1077 repeat
1078 _name := Format('DFBOT%.2d', [Random(100)]);
1079 until g_Player_ValidName(_name);
1081 // Ìîäåëü:
1082 _model := BotList[num].model;
1083 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1084 if not InSArray(_model, m) then
1085 _model := m[Random(Length(m))];
1087 // Ñîçäàåì áîòà:
1088 with g_Player_Get(g_Player_Create(_model, BotList[num].color, Team, True)) as TBot do
1089 begin
1090 Name := _name;
1092 FDifficult.DiagFire := BotList[num].diag_fire;
1093 FDifficult.InvisFire := BotList[num].invis_fire;
1094 FDifficult.DiagPrecision := BotList[num].diag_precision;
1095 FDifficult.FlyPrecision := BotList[num].fly_precision;
1096 FDifficult.Cover := BotList[num].cover;
1097 FDifficult.CloseJump := BotList[num].close_jump;
1099 FHandicap := Handicap;
1101 for a := WP_FIRST to WP_LAST do
1102 begin
1103 FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
1104 FDifficult.CloseWeaponPrior[a] := BotList[num].w_prior2[a];
1105 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1106 end;
1108 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1110 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1111 end;
1112 end;
1114 procedure g_Bot_RemoveAll();
1115 var
1116 a: Integer;
1117 begin
1118 if not g_Game_IsServer then Exit;
1119 if gPlayers = nil then Exit;
1121 for a := 0 to High(gPlayers) do
1122 if gPlayers[a] <> nil then
1123 if gPlayers[a] is TBot then
1124 begin
1125 gPlayers[a].Lives := 0;
1126 gPlayers[a].Kill(K_SIMPLEKILL, 0, HIT_DISCON);
1127 g_Console_Add(Format(_lc[I_PLAYER_LEAVE], [gPlayers[a].Name]), True);
1128 g_Player_Remove(gPlayers[a].FUID);
1129 end;
1131 g_Bot_MixNames();
1132 end;
1134 procedure g_Bot_MixNames();
1135 var
1136 s: String;
1137 a, b: Integer;
1138 begin
1139 if BotNames <> nil then
1140 for a := 0 to High(BotNames) do
1141 begin
1142 b := Random(Length(BotNames));
1143 s := BotNames[a];
1144 Botnames[a] := BotNames[b];
1145 BotNames[b] := s;
1146 end;
1147 end;
1149 procedure g_Player_Remove(UID: Word);
1150 var
1151 i: Integer;
1152 begin
1153 if gPlayers = nil then Exit;
1155 if g_Game_IsServer and g_Game_IsNet then
1156 MH_SEND_PlayerDelete(UID);
1158 for i := 0 to High(gPlayers) do
1159 if gPlayers[i] <> nil then
1160 if gPlayers[i].FUID = UID then
1161 begin
1162 if gPlayers[i] is TPlayer then
1163 TPlayer(gPlayers[i]).Free()
1164 else
1165 TBot(gPlayers[i]).Free();
1166 gPlayers[i] := nil;
1167 Exit;
1168 end;
1169 end;
1171 procedure g_Player_Init();
1172 var
1173 F: TextFile;
1174 s: String;
1175 a, b: Integer;
1176 config: TConfig;
1177 sa: SSArray;
1178 path: AnsiString;
1179 begin
1180 BotNames := nil;
1182 path := BOTNAMES_FILENAME;
1183 if e_FindResource(DataDirs, path) = false then
1184 Exit;
1186 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1187 AssignFile(F, path);
1188 Reset(F);
1190 while not EOF(F) do
1191 begin
1192 ReadLn(F, s);
1194 s := Trim(s);
1195 if s = '' then
1196 Continue;
1198 SetLength(BotNames, Length(BotNames)+1);
1199 BotNames[High(BotNames)] := s;
1200 end;
1202 CloseFile(F);
1204 // Ïåðåìåøèâàåì èõ:
1205 g_Bot_MixNames();
1207 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1208 config := TConfig.CreateFile(path);
1209 BotList := nil;
1210 a := 0;
1212 while config.SectionExists(IntToStr(a)) do
1213 begin
1214 SetLength(BotList, Length(BotList)+1);
1216 with BotList[High(BotList)] do
1217 begin
1218 // Èìÿ áîòà:
1219 name := config.ReadStr(IntToStr(a), 'name', '');
1220 // Ìîäåëü:
1221 model := config.ReadStr(IntToStr(a), 'model', '');
1222 // Êîìàíäà:
1223 if config.ReadStr(IntToStr(a), 'team', 'red') = 'red' then
1224 team := TEAM_RED
1225 else
1226 team := TEAM_BLUE;
1227 // Öâåò ìîäåëè:
1228 sa := parse(config.ReadStr(IntToStr(a), 'color', ''));
1229 color.R := StrToIntDef(sa[0], 0);
1230 color.G := StrToIntDef(sa[1], 0);
1231 color.B := StrToIntDef(sa[2], 0);
1232 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1233 diag_fire := config.ReadInt(IntToStr(a), 'diag_fire', 0);
1234 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1235 invis_fire := config.ReadInt(IntToStr(a), 'invis_fire', 0);
1236 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1237 diag_precision := config.ReadInt(IntToStr(a), 'diag_precision', 0);
1238 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1239 fly_precision := config.ReadInt(IntToStr(a), 'fly_precision', 0);
1240 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1241 cover := config.ReadInt(IntToStr(a), 'cover', 0);
1242 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1243 close_jump := config.ReadInt(IntToStr(a), 'close_jump', 0);
1244 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1245 sa := parse(config.ReadStr(IntToStr(a), 'w_prior1', ''));
1246 if Length(sa) = 10 then
1247 for b := 0 to 9 do
1248 w_prior1[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1249 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1250 sa := parse(config.ReadStr(IntToStr(a), 'w_prior2', ''));
1251 if Length(sa) = 10 then
1252 for b := 0 to 9 do
1253 w_prior2[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1255 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1256 if Length(sa) = 10 then
1257 for b := 0 to 9 do
1258 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1259 end;
1261 a := a + 1;
1262 end;
1264 config.Free();
1265 SetLength(SavedStates, 0);
1266 end;
1268 procedure g_Player_Free();
1269 var
1270 i: Integer;
1271 begin
1272 if gPlayers <> nil then
1273 begin
1274 for i := 0 to High(gPlayers) do
1275 if gPlayers[i] <> nil then
1276 begin
1277 if gPlayers[i] is TPlayer then
1278 TPlayer(gPlayers[i]).Free()
1279 else
1280 TBot(gPlayers[i]).Free();
1281 gPlayers[i] := nil;
1282 end;
1284 gPlayers := nil;
1285 end;
1287 gPlayer1 := nil;
1288 gPlayer2 := nil;
1289 SetLength(SavedStates, 0);
1290 end;
1292 procedure g_Player_PreUpdate();
1293 var
1294 i: Integer;
1295 begin
1296 if gPlayers = nil then Exit;
1297 for i := 0 to High(gPlayers) do
1298 if gPlayers[i] <> nil then
1299 gPlayers[i].PreUpdate();
1300 end;
1302 procedure g_Player_UpdateAll();
1303 var
1304 i: Integer;
1305 begin
1306 if gPlayers = nil then Exit;
1308 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1309 for i := 0 to High(gPlayers) do
1310 begin
1311 if gPlayers[i] <> nil then
1312 begin
1313 if gPlayers[i] is TPlayer then
1314 begin
1315 gPlayers[i].Update();
1316 gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1317 end
1318 else
1319 begin
1320 // bot updates weapons in `UpdateCombat()`
1321 TBot(gPlayers[i]).Update();
1322 end;
1323 end;
1324 end;
1325 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1326 end;
1328 procedure g_Player_DrawAll();
1329 var
1330 i: Integer;
1331 begin
1332 if gPlayers = nil then Exit;
1334 for i := 0 to High(gPlayers) do
1335 if gPlayers[i] <> nil then
1336 if gPlayers[i] is TPlayer then gPlayers[i].Draw()
1337 else TBot(gPlayers[i]).Draw();
1338 end;
1340 procedure g_Player_DrawDebug(p: TPlayer);
1341 var
1342 fW, fH: Byte;
1343 begin
1344 if p = nil then Exit;
1345 if (@p.FObj) = nil then Exit;
1347 e_TextureFontGetSize(gStdFont, fW, fH);
1349 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p.FObj.X), gStdFont);
1350 e_TextureFontPrint(0, fH , 'Pos Y: ' + IntToStr(p.FObj.Y), gStdFont);
1351 e_TextureFontPrint(0, fH * 2, 'Vel X: ' + IntToStr(p.FObj.Vel.X), gStdFont);
1352 e_TextureFontPrint(0, fH * 3, 'Vel Y: ' + IntToStr(p.FObj.Vel.Y), gStdFont);
1353 e_TextureFontPrint(0, fH * 4, 'Acc X: ' + IntToStr(p.FObj.Accel.X), gStdFont);
1354 e_TextureFontPrint(0, fH * 5, 'Acc Y: ' + IntToStr(p.FObj.Accel.Y), gStdFont);
1355 e_TextureFontPrint(0, fH * 6, 'Old X: ' + IntToStr(p.FObj.oldX), gStdFont);
1356 e_TextureFontPrint(0, fH * 7, 'Old Y: ' + IntToStr(p.FObj.oldY), gStdFont);
1357 end;
1359 procedure g_Player_DrawHealth();
1360 var
1361 i: Integer;
1362 fW, fH: Byte;
1363 begin
1364 if gPlayers = nil then Exit;
1365 e_TextureFontGetSize(gStdFont, fW, fH);
1367 for i := 0 to High(gPlayers) do
1368 if gPlayers[i] <> nil then
1369 begin
1370 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1371 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH * 2,
1372 IntToStr(gPlayers[i].FHealth), gStdFont);
1373 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1374 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH,
1375 IntToStr(gPlayers[i].FArmor), gStdFont);
1376 end;
1377 end;
1379 function g_Player_Get(UID: Word): TPlayer;
1380 var
1381 a: Integer;
1382 begin
1383 Result := nil;
1385 if gPlayers = nil then
1386 Exit;
1388 for a := 0 to High(gPlayers) do
1389 if gPlayers[a] <> nil then
1390 if gPlayers[a].FUID = UID then
1391 begin
1392 Result := gPlayers[a];
1393 Exit;
1394 end;
1395 end;
1397 function g_Player_GetCount(): Byte;
1398 var
1399 a: Integer;
1400 begin
1401 Result := 0;
1403 if gPlayers = nil then
1404 Exit;
1406 for a := 0 to High(gPlayers) do
1407 if gPlayers[a] <> nil then
1408 Result := Result + 1;
1409 end;
1411 function g_Player_GetStats(): TPlayerStatArray;
1412 var
1413 a: Integer;
1414 begin
1415 Result := nil;
1417 if gPlayers = nil then Exit;
1419 for a := 0 to High(gPlayers) do
1420 if gPlayers[a] <> nil then
1421 begin
1422 SetLength(Result, Length(Result)+1);
1423 with Result[High(Result)] do
1424 begin
1425 Num := a;
1426 Ping := gPlayers[a].FPing;
1427 Loss := gPlayers[a].FLoss;
1428 Name := gPlayers[a].FName;
1429 Team := gPlayers[a].FTeam;
1430 Frags := gPlayers[a].FFrags;
1431 Deaths := gPlayers[a].FDeath;
1432 Kills := gPlayers[a].FKills;
1433 Color := gPlayers[a].FModel.Color;
1434 Lives := gPlayers[a].FLives;
1435 Spectator := gPlayers[a].FSpectator;
1436 UID := gPlayers[a].FUID;
1437 end;
1438 end;
1439 end;
1441 procedure g_Player_ResetReady();
1442 var
1443 a: Integer;
1444 begin
1445 if not g_Game_IsServer then Exit;
1446 if gPlayers = nil then Exit;
1448 for a := 0 to High(gPlayers) do
1449 if gPlayers[a] <> nil then
1450 begin
1451 gPlayers[a].FReady := False;
1452 if g_Game_IsNet then
1453 MH_SEND_GameEvent(NET_EV_INTER_READY, gPlayers[a].UID, 'N');
1454 end;
1455 end;
1457 procedure g_Player_RememberAll;
1458 var
1459 i: Integer;
1460 begin
1461 for i := Low(gPlayers) to High(gPlayers) do
1462 if (gPlayers[i] <> nil) and gPlayers[i].alive then
1463 gPlayers[i].RememberState;
1464 end;
1466 procedure g_Player_ResetAll(Force, Silent: Boolean);
1467 var
1468 i: Integer;
1469 begin
1470 gTeamStat[TEAM_RED].Goals := 0;
1471 gTeamStat[TEAM_BLUE].Goals := 0;
1473 if gPlayers <> nil then
1474 for i := 0 to High(gPlayers) do
1475 if gPlayers[i] <> nil then
1476 begin
1477 gPlayers[i].Reset(Force);
1479 if gPlayers[i] is TPlayer then
1480 begin
1481 if (not gPlayers[i].FSpectator) or gPlayers[i].FWantsInGame then
1482 gPlayers[i].Respawn(Silent)
1483 else
1484 gPlayers[i].Spectate();
1485 end
1486 else
1487 TBot(gPlayers[i]).Respawn(Silent);
1488 end;
1489 end;
1491 function g_Player_CreateCorpse(Player: TPlayer): Integer;
1492 var
1493 i: Integer;
1494 find_id: DWORD;
1495 ok: Boolean;
1496 begin
1497 Result := -1;
1499 if Player.alive then
1500 Exit;
1502 // Ðàçðûâàåì ñâÿçü ñ ïðåæíèì òðóïîì:
1503 i := Player.FCorpse;
1504 if (i >= 0) and (i < Length(gCorpses)) then
1505 begin
1506 if (gCorpses[i] <> nil) and (gCorpses[i].FPlayerUID = Player.FUID) then
1507 gCorpses[i].FPlayerUID := 0;
1508 end;
1510 if Player.FObj.Y >= gMapInfo.Height+128 then
1511 Exit;
1513 with Player do
1514 begin
1515 if (FHealth >= -50) or (gGibsCount = 0) then
1516 begin
1517 if (gCorpses = nil) or (Length(gCorpses) = 0) then
1518 Exit;
1520 ok := False;
1521 for find_id := 0 to High(gCorpses) do
1522 if gCorpses[find_id] = nil then
1523 begin
1524 ok := True;
1525 Break;
1526 end;
1528 if not ok then
1529 find_id := Random(Length(gCorpses));
1531 gCorpses[find_id] := TCorpse.Create(FObj.X, FObj.Y, FModel.Name, FHealth < -20);
1532 gCorpses[find_id].FColor := FModel.Color;
1533 gCorpses[find_id].FObj.Vel := FObj.Vel;
1534 gCorpses[find_id].FObj.Accel := FObj.Accel;
1535 gCorpses[find_id].FPlayerUID := FUID;
1537 Result := find_id;
1538 end
1539 else
1540 g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX,
1541 FObj.Y + PLAYER_RECT_CY,
1542 FModel.Name, FModel.Color);
1543 end;
1544 end;
1546 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
1547 var
1548 SID: DWORD;
1549 begin
1550 if (gShells = nil) or (Length(gShells) = 0) then
1551 Exit;
1553 with gShells[CurrentShell] do
1554 begin
1555 SpriteID := 0;
1556 g_Obj_Init(@Obj);
1557 Obj.Rect.X := 0;
1558 Obj.Rect.Y := 0;
1559 if T = SHELL_BULLET then
1560 begin
1561 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID) then
1562 SpriteID := SID;
1563 CX := 2;
1564 CY := 1;
1565 Obj.Rect.Width := 4;
1566 Obj.Rect.Height := 2;
1567 end
1568 else
1569 begin
1570 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID) then
1571 SpriteID := SID;
1572 CX := 4;
1573 CY := 2;
1574 Obj.Rect.Width := 7;
1575 Obj.Rect.Height := 3;
1576 end;
1577 SType := T;
1578 alive := True;
1579 Obj.X := fX;
1580 Obj.Y := fY;
1581 g_Obj_Push(@Obj, dX + Random(4)-Random(4), dY-Random(4));
1582 positionChanged(); // this updates spatial accelerators
1583 RAngle := Random(360);
1584 Timeout := gTime + SHELL_TIMEOUT;
1586 if CurrentShell >= High(gShells) then
1587 CurrentShell := 0
1588 else
1589 Inc(CurrentShell);
1590 end;
1591 end;
1593 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB);
1594 var
1595 a: Integer;
1596 GibsArray: TGibsArray;
1597 Blood: TModelBlood;
1598 begin
1599 if (gGibs = nil) or (Length(gGibs) = 0) then
1600 Exit;
1601 if not g_PlayerModel_GetGibs(ModelName, GibsArray) then
1602 Exit;
1603 Blood := g_PlayerModel_GetBlood(ModelName);
1605 for a := 0 to High(GibsArray) do
1606 with gGibs[CurrentGib] do
1607 begin
1608 Color := fColor;
1609 ID := GibsArray[a].ID;
1610 MaskID := GibsArray[a].MaskID;
1611 alive := True;
1612 g_Obj_Init(@Obj);
1613 Obj.Rect := GibsArray[a].Rect;
1614 Obj.X := fX-GibsArray[a].Rect.X-(GibsArray[a].Rect.Width div 2);
1615 Obj.Y := fY-GibsArray[a].Rect.Y-(GibsArray[a].Rect.Height div 2);
1616 g_Obj_PushA(@Obj, 25 + Random(10), Random(361));
1617 positionChanged(); // this updates spatial accelerators
1618 RAngle := Random(360);
1620 if gBloodCount > 0 then
1621 g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
1622 Random(48), Random(48), Blood.R, Blood.G, Blood.B, Blood.Kind);
1624 if CurrentGib >= High(gGibs) then
1625 CurrentGib := 0
1626 else
1627 Inc(CurrentGib);
1628 end;
1629 end;
1631 procedure g_Player_UpdatePhysicalObjects();
1632 var
1633 i: Integer;
1634 vel: TPoint2i;
1635 mr: Word;
1637 procedure ShellSound_Bounce(X, Y: Integer; T: Byte);
1638 var
1639 k: Integer;
1640 begin
1641 k := 1 + Random(2);
1642 if T = SHELL_BULLET then
1643 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k), X, Y)
1644 else
1645 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k), X, Y);
1646 end;
1648 begin
1649 // Êóñêè ìÿñà:
1650 if gGibs <> nil then
1651 for i := 0 to High(gGibs) do
1652 if gGibs[i].alive then
1653 with gGibs[i] do
1654 begin
1655 Obj.oldX := Obj.X;
1656 Obj.oldY := Obj.Y;
1658 vel := Obj.Vel;
1659 mr := g_Obj_Move(@Obj, True, False, True);
1660 positionChanged(); // this updates spatial accelerators
1662 if WordBool(mr and MOVE_FALLOUT) then
1663 begin
1664 alive := False;
1665 Continue;
1666 end;
1668 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1669 if WordBool(mr and MOVE_HITWALL) then
1670 Obj.Vel.X := -(vel.X div 2);
1671 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1672 Obj.Vel.Y := -(vel.Y div 2);
1674 if (Obj.Vel.X >= 0) then
1675 begin // Clockwise
1676 RAngle := RAngle + Abs(Obj.Vel.X)*6 + Abs(Obj.Vel.Y);
1677 if RAngle >= 360 then
1678 RAngle := RAngle mod 360;
1679 end else begin // Counter-clockwise
1680 RAngle := RAngle - Abs(Obj.Vel.X)*6 - Abs(Obj.Vel.Y);
1681 if RAngle < 0 then
1682 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1683 end;
1685 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1686 if gTime mod (GAME_TICK*3) = 0 then
1687 Obj.Vel.X := z_dec(Obj.Vel.X, 1);
1688 end;
1690 // Òðóïû:
1691 if gCorpses <> nil then
1692 for i := 0 to High(gCorpses) do
1693 if gCorpses[i] <> nil then
1694 if gCorpses[i].State = CORPSE_STATE_REMOVEME then
1695 begin
1696 gCorpses[i].Free();
1697 gCorpses[i] := nil;
1698 end
1699 else
1700 gCorpses[i].Update();
1702 // Ãèëüçû:
1703 if gShells <> nil then
1704 for i := 0 to High(gShells) do
1705 if gShells[i].alive then
1706 with gShells[i] do
1707 begin
1708 Obj.oldX := Obj.X;
1709 Obj.oldY := Obj.Y;
1711 vel := Obj.Vel;
1712 mr := g_Obj_Move(@Obj, True, False, True);
1713 positionChanged(); // this updates spatial accelerators
1715 if WordBool(mr and MOVE_FALLOUT) or (gShells[i].Timeout < gTime) then
1716 begin
1717 alive := False;
1718 Continue;
1719 end;
1721 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1722 if WordBool(mr and MOVE_HITWALL) then
1723 begin
1724 Obj.Vel.X := -(vel.X div 2);
1725 if not WordBool(mr and MOVE_INWATER) then
1726 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1727 end;
1728 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1729 begin
1730 Obj.Vel.Y := -(vel.Y div 2);
1731 if Obj.Vel.X <> 0 then Obj.Vel.X := Obj.Vel.X div 2;
1732 if (Obj.Vel.X = 0) and (Obj.Vel.Y = 0) then
1733 begin
1734 if RAngle mod 90 <> 0 then
1735 RAngle := (RAngle div 90) * 90;
1736 end
1737 else if not WordBool(mr and MOVE_INWATER) then
1738 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1739 end;
1741 if (Obj.Vel.X >= 0) then
1742 begin // Clockwise
1743 RAngle := RAngle + Abs(Obj.Vel.X)*8 + Abs(Obj.Vel.Y);
1744 if RAngle >= 360 then
1745 RAngle := RAngle mod 360;
1746 end else begin // Counter-clockwise
1747 RAngle := RAngle - Abs(Obj.Vel.X)*8 - Abs(Obj.Vel.Y);
1748 if RAngle < 0 then
1749 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1750 end;
1751 end;
1752 end;
1755 procedure TGib.getMapBox (out x, y, w, h: Integer); inline;
1756 begin
1757 x := Obj.X+Obj.Rect.X;
1758 y := Obj.Y+Obj.Rect.Y;
1759 w := Obj.Rect.Width;
1760 h := Obj.Rect.Height;
1761 end;
1763 procedure TGib.moveBy (dx, dy: Integer); inline;
1764 begin
1765 if (dx <> 0) or (dy <> 0) then
1766 begin
1767 Obj.X += dx;
1768 Obj.Y += dy;
1769 positionChanged();
1770 end;
1771 end;
1774 procedure TShell.getMapBox (out x, y, w, h: Integer); inline;
1775 begin
1776 x := Obj.X;
1777 y := Obj.Y;
1778 w := Obj.Rect.Width;
1779 h := Obj.Rect.Height;
1780 end;
1782 procedure TShell.moveBy (dx, dy: Integer); inline;
1783 begin
1784 if (dx <> 0) or (dy <> 0) then
1785 begin
1786 Obj.X += dx;
1787 Obj.Y += dy;
1788 positionChanged();
1789 end;
1790 end;
1793 procedure TGib.positionChanged (); inline; begin end;
1794 procedure TShell.positionChanged (); inline; begin end;
1797 procedure g_Player_DrawCorpses();
1798 var
1799 i, fX, fY: Integer;
1800 a: TDFPoint;
1801 begin
1802 if gGibs <> nil then
1803 for i := 0 to High(gGibs) do
1804 if gGibs[i].alive then
1805 with gGibs[i] do
1806 begin
1807 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1808 Continue;
1810 Obj.lerp(gLerpFactor, fX, fY);
1812 a.X := Obj.Rect.X+(Obj.Rect.Width div 2);
1813 a.y := Obj.Rect.Y+(Obj.Rect.Height div 2);
1815 e_DrawAdv(ID, fX, fY, 0, True, False, RAngle, @a, TMirrorType.None);
1817 e_Colors := Color;
1818 e_DrawAdv(MaskID, fX, fY, 0, True, False, RAngle, @a, TMirrorType.None);
1819 e_Colors.R := 255;
1820 e_Colors.G := 255;
1821 e_Colors.B := 255;
1822 end;
1824 if gCorpses <> nil then
1825 for i := 0 to High(gCorpses) do
1826 if gCorpses[i] <> nil then
1827 gCorpses[i].Draw();
1828 end;
1830 procedure g_Player_DrawShells();
1831 var
1832 i, fX, fY: Integer;
1833 a: TDFPoint;
1834 begin
1835 if gShells <> nil then
1836 for i := 0 to High(gShells) do
1837 if gShells[i].alive then
1838 with gShells[i] do
1839 begin
1840 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1841 Continue;
1843 Obj.lerp(gLerpFactor, fX, fY);
1845 a.X := CX;
1846 a.Y := CY;
1848 e_DrawAdv(SpriteID, fX, fY, 0, True, False, RAngle, @a, TMirrorType.None);
1849 end;
1850 end;
1852 procedure g_Player_RemoveAllCorpses();
1853 var
1854 i: Integer;
1855 begin
1856 gGibs := nil;
1857 gShells := nil;
1858 SetLength(gGibs, MaxGibs);
1859 SetLength(gShells, MaxGibs);
1860 CurrentGib := 0;
1861 CurrentShell := 0;
1863 if gCorpses <> nil then
1864 for i := 0 to High(gCorpses) do
1865 gCorpses[i].Free();
1867 gCorpses := nil;
1868 SetLength(gCorpses, MaxCorpses);
1869 end;
1871 procedure g_Player_Corpses_SaveState (st: TStream);
1872 var
1873 count, i: Integer;
1874 begin
1875 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ
1876 count := 0;
1877 for i := 0 to High(gCorpses) do if (gCorpses[i] <> nil) then Inc(count);
1879 // Êîëè÷åñòâî òðóïîâ
1880 utils.writeInt(st, LongInt(count));
1882 if (count = 0) then exit;
1884 // Ñîõðàíÿåì òðóïû
1885 for i := 0 to High(gCorpses) do
1886 begin
1887 if gCorpses[i] <> nil then
1888 begin
1889 // Íàçâàíèå ìîäåëè
1890 utils.writeStr(st, gCorpses[i].FModelName);
1891 // Òèï ñìåðòè
1892 utils.writeBool(st, gCorpses[i].Mess);
1893 // Ñîõðàíÿåì äàííûå òðóïà:
1894 gCorpses[i].SaveState(st);
1895 end;
1896 end;
1897 end;
1900 procedure g_Player_Corpses_LoadState (st: TStream);
1901 var
1902 count, i: Integer;
1903 str: String;
1904 b: Boolean;
1905 begin
1906 assert(st <> nil);
1908 g_Player_RemoveAllCorpses();
1910 // Êîëè÷åñòâî òðóïîâ:
1911 count := utils.readLongInt(st);
1912 if (count < 0) or (count > Length(gCorpses)) then raise XStreamError.Create('invalid number of corpses');
1914 if (count = 0) then exit;
1916 // Çàãðóæàåì òðóïû
1917 for i := 0 to count-1 do
1918 begin
1919 // Íàçâàíèå ìîäåëè:
1920 str := utils.readStr(st);
1921 // Òèï ñìåðòè
1922 b := utils.readBool(st);
1923 // Ñîçäàåì òðóï
1924 gCorpses[i] := TCorpse.Create(0, 0, str, b);
1925 // Çàãðóæàåì äàííûå òðóïà
1926 gCorpses[i].LoadState(st);
1927 end;
1928 end;
1931 { T P l a y e r : }
1933 function TPlayer.isValidViewPort (): Boolean; inline; begin result := (viewPortW > 0) and (viewPortH > 0); end;
1935 procedure TPlayer.BFGHit();
1936 begin
1937 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1938 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1939 if g_Game_IsServer and g_Game_IsNet then
1940 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1941 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1942 0, NET_GFX_BFGHIT);
1943 end;
1945 procedure TPlayer.ChangeModel(ModelName: string);
1946 var
1947 locModel: TPlayerModel;
1948 begin
1949 locModel := g_PlayerModel_Get(ModelName);
1950 if locModel = nil then Exit;
1952 FModel.Free();
1953 FModel := locModel;
1954 end;
1956 procedure TPlayer.SetModel(ModelName: string);
1957 var
1958 m: TPlayerModel;
1959 begin
1960 m := g_PlayerModel_Get(ModelName);
1961 if m = nil then
1962 begin
1963 g_SimpleError(Format(_lc[I_GAME_ERROR_MODEL_FALLBACK], [ModelName]));
1964 m := g_PlayerModel_Get('doomer');
1965 if m = nil then
1966 begin
1967 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], ['doomer']));
1968 Exit;
1969 end;
1970 end;
1972 if FModel <> nil then
1973 FModel.Free();
1975 FModel := m;
1977 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1978 FModel.Color := FColor
1979 else
1980 FModel.Color := TEAMCOLOR[FTeam];
1981 FModel.SetWeapon(FCurrWeap);
1982 FModel.SetFlag(FFlag);
1983 SetDirection(FDirection);
1984 end;
1986 procedure TPlayer.SetColor(Color: TRGB);
1987 begin
1988 FColor := Color;
1989 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1990 if FModel <> nil then FModel.Color := Color;
1991 end;
1995 function TPlayer.GetColor(): TRGB;
1996 begin
1997 result := FModel.Color;
1998 end;
2000 procedure TPlayer.SetWeaponPrefs(Prefs: Array of Byte);
2001 var
2002 i: Integer;
2003 begin
2004 for i := WP_FIRST to WP_LAST + 1 do
2005 begin
2006 if (Prefs[i] > WP_LAST + 1) then
2007 FWeapPreferences[i] := 0
2008 else
2009 FWeapPreferences[i] := Prefs[i];
2010 end;
2011 end;
2013 procedure TPlayer.SetWeaponPref(Weapon, Pref: Byte);
2014 begin
2015 if (Weapon > WP_LAST + 1) then
2016 exit
2017 else if (Pref <= WP_LAST + 1) and (Weapon <= WP_LAST + 1) then
2018 FWeapPreferences[Weapon] := Pref
2019 else if (Weapon <= WP_LAST + 1) and (Pref > WP_LAST + 1) then
2020 FWeapPreferences[Weapon] := 0;
2021 end;
2023 function TPlayer.GetWeaponPref(Weapon: Byte) : Byte;
2024 begin
2025 if (Weapon > WP_LAST + 1) then
2026 result := 0
2027 else if (FWeapPreferences[Weapon] > WP_LAST + 1) then
2028 result := 0
2029 else
2030 result := FWeapPreferences[Weapon];
2031 end;
2033 function TPlayer.GetMorePrefered() : Byte;
2034 var
2035 testedWeap, i: Byte;
2036 begin
2037 testedWeap := FCurrWeap;
2038 for i := WP_FIRST to WP_LAST do
2039 if FWeapon[i] and maySwitch(i) and (FWeapPreferences[i] > FWeapPreferences[testedWeap]) then
2040 testedWeap := i;
2041 if (R_BERSERK in FRulez) and (FWeapPreferences[WP_LAST + 1] > FWeapPreferences[testedWeap]) then
2042 testedWeap := WEAPON_KASTET;
2043 result := testedWeap;
2044 end;
2046 function TPlayer.maySwitch(Weapon: Byte) : Boolean;
2047 begin
2048 result := true;
2049 if (Weapon = WEAPON_KASTET) and (FSkipFist <> 0) then
2050 begin
2051 if (FSkipFist = 1) and (not (R_BERSERK in FRulez)) then
2052 result := false;
2053 end
2054 else if (FSwitchToEmpty = 0) and (not hasAmmoForShooting(Weapon)) then
2055 result := false;
2056 end;
2058 procedure TPlayer.SwitchTeam;
2059 begin
2060 if g_Game_IsClient then
2061 Exit;
2062 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then Exit;
2064 if gGameOn and FAlive then
2065 Kill(K_SIMPLEKILL, FUID, HIT_SELF);
2067 if FTeam = TEAM_RED then
2068 begin
2069 ChangeTeam(TEAM_BLUE);
2070 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_BLUE], [FName]), True);
2071 if g_Game_IsNet then
2072 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_BLUE, FName);
2073 end
2074 else
2075 begin
2076 ChangeTeam(TEAM_RED);
2077 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_RED], [FName]), True);
2078 if g_Game_IsNet then
2079 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_RED, FName);
2080 end;
2081 FPreferredTeam := FTeam;
2082 end;
2084 procedure TPlayer.ChangeTeam(Team: Byte);
2085 var
2086 OldTeam: Byte;
2087 begin
2088 OldTeam := FTeam;
2089 FTeam := Team;
2090 case Team of
2091 TEAM_RED, TEAM_BLUE:
2092 FModel.Color := TEAMCOLOR[Team];
2093 else
2094 FModel.Color := FColor;
2095 end;
2096 if (FTeam <> OldTeam) and g_Game_IsNet and g_Game_IsServer then
2097 MH_SEND_PlayerStats(FUID);
2098 end;
2101 procedure TPlayer.CollideItem();
2102 var
2103 i: Integer;
2104 r: Boolean;
2105 begin
2106 if gItems = nil then Exit;
2107 if not FAlive then Exit;
2109 for i := 0 to High(gItems) do
2110 with gItems[i] do
2111 begin
2112 if (ItemType <> ITEM_NONE) and alive then
2113 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
2114 PLAYER_RECT.Height, @Obj) then
2115 begin
2116 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
2118 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
2119 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
2120 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
2121 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
2122 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
2124 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
2125 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
2126 (gGameSettings.GameType = GT_SINGLE) and
2127 (g_Player_GetCount() > 1)) then
2128 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
2129 end;
2130 end;
2131 end;
2134 function TPlayer.CollideLevel(XInc, YInc: Integer): Boolean;
2135 begin
2136 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
2137 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_WALL,
2138 False);
2139 end;
2141 constructor TPlayer.Create();
2142 begin
2143 viewPortX := 0;
2144 viewPortY := 0;
2145 viewPortW := 0;
2146 viewPortH := 0;
2147 mEDamageType := HIT_SOME;
2149 FIamBot := False;
2150 FDummy := False;
2151 FSpawned := False;
2153 FSawSound := TPlayableSound.Create();
2154 FSawSoundIdle := TPlayableSound.Create();
2155 FSawSoundHit := TPlayableSound.Create();
2156 FSawSoundSelect := TPlayableSound.Create();
2157 FFlameSoundOn := TPlayableSound.Create();
2158 FFlameSoundOff := TPlayableSound.Create();
2159 FFlameSoundWork := TPlayableSound.Create();
2160 FJetSoundFly := TPlayableSound.Create();
2161 FJetSoundOn := TPlayableSound.Create();
2162 FJetSoundOff := TPlayableSound.Create();
2164 FSawSound.SetByName('SOUND_WEAPON_FIRESAW');
2165 FSawSoundIdle.SetByName('SOUND_WEAPON_IDLESAW');
2166 FSawSoundHit.SetByName('SOUND_WEAPON_HITSAW');
2167 FSawSoundSelect.SetByName('SOUND_WEAPON_SELECTSAW');
2168 FFlameSoundOn.SetByName('SOUND_WEAPON_FLAMEON');
2169 FFlameSoundOff.SetByName('SOUND_WEAPON_FLAMEOFF');
2170 FFlameSoundWork.SetByName('SOUND_WEAPON_FLAMEWORK');
2171 FJetSoundFly.SetByName('SOUND_PLAYER_JETFLY');
2172 FJetSoundOn.SetByName('SOUND_PLAYER_JETON');
2173 FJetSoundOff.SetByName('SOUND_PLAYER_JETOFF');
2175 FSpectatePlayer := -1;
2176 FClientID := -1;
2177 FPing := 0;
2178 FLoss := 0;
2179 FSavedStateNum := -1;
2180 FShellTimer := -1;
2181 FFireTime := 0;
2182 FFirePainTime := 0;
2183 FFireAttacker := 0;
2184 FHandicap := 100;
2185 FCorpse := -1;
2187 FActualModelName := 'doomer';
2189 g_Obj_Init(@FObj);
2190 FObj.Rect := PLAYER_RECT;
2192 FBFGFireCounter := -1;
2193 FJustTeleported := False;
2194 FNetTime := 0;
2196 FWaitForFirstSpawn := false;
2198 resetWeaponQueue();
2199 end;
2201 procedure TPlayer.positionChanged (); inline;
2202 begin
2203 end;
2205 procedure TPlayer.doDamage (v: Integer);
2206 begin
2207 if (v <= 0) then exit;
2208 if (v > 32767) then v := 32767;
2209 Damage(v, 0, 0, 0, mEDamageType);
2210 end;
2212 procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte);
2213 var
2214 c: Word;
2215 begin
2216 if (not g_Game_IsClient) and (not FAlive) then
2217 Exit;
2219 FLastHit := t;
2221 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2222 if ((t = HIT_TRAP) or (t = HIT_SELF)) and (not FGodMode) then
2223 begin
2224 if not g_Game_IsClient then
2225 begin
2226 FArmor := 0;
2227 if t = HIT_TRAP then
2228 begin
2229 // Ëîâóøêà óáèâàåò ñðàçó:
2230 FHealth := -100;
2231 Kill(K_EXTRAHARDKILL, SpawnerUID, t);
2232 end;
2233 if t = HIT_SELF then
2234 begin
2235 // Ñàìîóáèéñòâî:
2236 FHealth := 0;
2237 Kill(K_SIMPLEKILL, SpawnerUID, t);
2238 end;
2239 end;
2240 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2241 FMegaRulez[MR_SUIT] := 0;
2242 FMegaRulez[MR_INVUL] := 0;
2243 FMegaRulez[MR_INVIS] := 0;
2244 FSpawnInvul := 0;
2245 FBerserk := 0;
2246 end;
2248 // Íî îò îñòàëüíîãî ñïàñàåò:
2249 if FMegaRulez[MR_INVUL] >= gTime then
2250 Exit;
2252 // ×èò-êîä "ÃÎÐÅÖ":
2253 if FGodMode then
2254 Exit;
2256 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2257 if LongBool(gGameSettings.Options and GAME_OPTION_TEAMDAMAGE) or
2258 (SpawnerUID = FUID) or
2259 (not SameTeam(FUID, SpawnerUID)) then
2260 begin
2261 FLastSpawnerUID := SpawnerUID;
2263 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2264 if gBloodCount > 0 then
2265 begin
2266 c := Min(value, 200)*gBloodCount + Random(Min(value, 200) div 2);
2267 if value div 4 <= c then
2268 c := c - (value div 4)
2269 else
2270 c := 0;
2272 if (t = HIT_SOME) and (vx = 0) and (vy = 0) then
2273 MakeBloodSimple(c)
2274 else
2275 case t of
2276 HIT_TRAP, HIT_ACID, HIT_FLAME, HIT_SELF: MakeBloodSimple(c);
2277 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, vx, vy);
2278 end;
2280 if t = HIT_WATER then
2281 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
2282 FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
2283 end;
2285 // Áóôåð óðîíà:
2286 if FAlive then
2287 Inc(FDamageBuffer, value);
2289 // Âñïûøêà áîëè:
2290 if gFlash <> 0 then
2291 FPain := FPain + value;
2292 end;
2294 if g_Game_IsServer and g_Game_IsNet then
2295 begin
2296 MH_SEND_PlayerDamage(FUID, t, SpawnerUID, value, vx, vy);
2297 MH_SEND_PlayerStats(FUID);
2298 MH_SEND_PlayerPos(False, FUID);
2299 end;
2300 end;
2302 function TPlayer.Heal(value: Word; Soft: Boolean): Boolean;
2303 begin
2304 Result := False;
2305 if g_Game_IsClient then
2306 Exit;
2307 if not FAlive then
2308 Exit;
2310 if Soft and (FHealth < PLAYER_HP_SOFT) then
2311 begin
2312 IncMax(FHealth, value, PLAYER_HP_SOFT);
2313 Result := True;
2314 end;
2315 if (not Soft) and (FHealth < PLAYER_HP_LIMIT) then
2316 begin
2317 IncMax(FHealth, value, PLAYER_HP_LIMIT);
2318 Result := True;
2319 end;
2321 if Result and g_Game_IsServer and g_Game_IsNet then
2322 MH_SEND_PlayerStats(FUID);
2323 end;
2325 destructor TPlayer.Destroy();
2326 begin
2327 if (gPlayer1 <> nil) and (gPlayer1.FUID = FUID) then
2328 gPlayer1 := nil;
2329 if (gPlayer2 <> nil) and (gPlayer2.FUID = FUID) then
2330 gPlayer2 := nil;
2332 FSawSound.Free();
2333 FSawSoundIdle.Free();
2334 FSawSoundHit.Free();
2335 FSawSoundSelect.Free();
2336 FFlameSoundOn.Free();
2337 FFlameSoundOff.Free();
2338 FFlameSoundWork.Free();
2339 FJetSoundFly.Free();
2340 FJetSoundOn.Free();
2341 FJetSoundOff.Free();
2342 FModel.Free();
2343 if FPunchAnim <> nil then
2344 FPunchAnim.Free();
2346 inherited;
2347 end;
2349 procedure TPlayer.DrawIndicator(Color: TRGB);
2350 var
2351 indX, indY, fX, fY, fSlope: Integer;
2352 indW, indH: Word;
2353 indA: Single;
2354 a: TDFPoint;
2355 nW, nH: Byte;
2356 ID: DWORD;
2357 c: TRGB;
2358 begin
2359 if FAlive then
2360 begin
2361 FObj.lerp(gLerpFactor, fX, fY);
2362 fSlope := nlerp(FSlopeOld, FObj.slopeUpLeft, gLerpFactor);
2364 case gPlayerIndicatorStyle of
2365 0:
2366 begin
2367 if g_Texture_Get('TEXTURE_PLAYER_INDICATOR', ID) then
2368 begin
2369 e_GetTextureSize(ID, @indW, @indH);
2370 a.X := indW div 2;
2371 a.Y := indH div 2;
2373 if (FObj.X + FObj.Rect.X) < 0 then
2374 begin
2375 indA := 90;
2376 indX := fX + FObj.Rect.X + FObj.Rect.Width;
2377 indY := fY + FObj.Rect.Y + (FObj.Rect.Height - indW) div 2;
2378 end
2380 else if (FObj.X + FObj.Rect.X + FObj.Rect.Width) > Max(gMapInfo.Width, gPlayerScreenSize.X) then
2381 begin
2382 indA := 270;
2383 indX := fX + FObj.Rect.X - indH;
2384 indY := fY + FObj.Rect.Y + (FObj.Rect.Height - indW) div 2;
2385 end
2387 else if (FObj.Y - indH) < 0 then
2388 begin
2389 indA := 180;
2390 indX := fX + FObj.Rect.X + (FObj.Rect.Width - indW) div 2;
2391 indY := fY + FObj.Rect.Y + FObj.Rect.Height;
2392 end
2394 else
2395 begin
2396 indA := 0;
2397 indX := fX + FObj.Rect.X + (FObj.Rect.Width - indW) div 2;
2398 indY := fY - indH;
2399 end;
2401 indY := indY + fSlope;
2402 indX := EnsureRange(indX, 0, Max(gMapInfo.Width, gPlayerScreenSize.X) - indW);
2403 indY := EnsureRange(indY, 0, Max(gMapInfo.Height, gPlayerScreenSize.Y) - indH);
2405 c := e_Colors;
2406 e_Colors := Color;
2407 e_DrawAdv(ID, indX, indY, 0, True, False, indA, @a);
2408 e_Colors := c;
2409 end;
2410 end;
2412 1:
2413 begin
2414 e_TextureFontGetSize(gStdFont, nW, nH);
2415 indX := fX + FObj.Rect.X + (FObj.Rect.Width - Length(FName) * nW) div 2;
2416 indY := fY - nH + fSlope;
2417 e_TextureFontPrintEx(indX, indY, FName, gStdFont, Color.R, Color.G, Color.B, 1.0, True);
2418 end;
2419 end;
2420 end;
2421 end;
2423 procedure TPlayer.DrawBubble();
2424 var
2425 bubX, bubY, fX, fY: Integer;
2426 ID: LongWord;
2427 Rb, Gb, Bb,
2428 Rw, Gw, Bw: SmallInt;
2429 Dot: Byte;
2430 CObj: TObj;
2431 begin
2432 CObj := getCameraObj();
2433 CObj.lerp(gLerpFactor, fX, fY);
2434 // NB: _F_Obj.Rect is used to keep the bubble higher; this is not a mistake
2435 bubX := fX+FObj.Rect.X + IfThen(FDirection = TDirection.D_LEFT, -4, 18);
2436 bubY := fY+FObj.Rect.Y - 18;
2437 Rb := 64;
2438 Gb := 64;
2439 Bb := 64;
2440 Rw := 240;
2441 Gw := 240;
2442 Bw := 240;
2443 case gChatBubble of
2444 1: // simple textual non-bubble
2445 begin
2446 bubX := fX+FObj.Rect.X - 11;
2447 bubY := fY+FObj.Rect.Y - 17;
2448 e_TextureFontPrint(bubX, bubY, '[...]', gStdFont);
2449 Exit;
2450 end;
2451 2: // advanced pixel-perfect bubble
2452 begin
2453 if FTeam = TEAM_RED then
2454 Rb := 255
2455 else
2456 if FTeam = TEAM_BLUE then
2457 Bb := 255;
2458 end;
2459 3: // colored bubble
2460 begin
2461 Rb := FModel.Color.R;
2462 Gb := FModel.Color.G;
2463 Bb := FModel.Color.B;
2464 Rw := Min(Rb * 2 + 64, 255);
2465 Gw := Min(Gb * 2 + 64, 255);
2466 Bw := Min(Bb * 2 + 64, 255);
2467 if (Abs(Rw - Rb) < 32)
2468 or (Abs(Gw - Gb) < 32)
2469 or (Abs(Bw - Bb) < 32) then
2470 begin
2471 Rb := Max(Rw div 2 - 16, 0);
2472 Gb := Max(Gw div 2 - 16, 0);
2473 Bb := Max(Bw div 2 - 16, 0);
2474 end;
2475 end;
2476 4: // custom textured bubble
2477 begin
2478 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID) then
2479 if FDirection = TDirection.D_RIGHT then
2480 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False)
2481 else
2482 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, TMirrorType.Horizontal);
2483 Exit;
2484 end;
2485 end;
2487 // Outer borders
2488 e_DrawQuad(bubX + 1, bubY , bubX + 18, bubY + 13, Rb, Gb, Bb);
2489 e_DrawQuad(bubX , bubY + 1, bubX + 19, bubY + 12, Rb, Gb, Bb);
2490 // Inner box
2491 e_DrawFillQuad(bubX + 1, bubY + 1, bubX + 18, bubY + 12, Rw, Gw, Bw, 0);
2493 // Tail
2494 Dot := IfThen(FDirection = TDirection.D_LEFT, 14, 5);
2495 e_DrawLine(1, bubX + Dot, bubY + 14, bubX + Dot, bubY + 16, Rb, Gb, Bb);
2496 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);
2497 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);
2498 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);
2499 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);
2501 // Dots
2502 Dot := 6;
2503 e_DrawFillQuad(bubX + Dot, bubY + 8, bubX + Dot + 1, bubY + 9, Rb, Gb, Bb, 0);
2504 e_DrawFillQuad(bubX + Dot + 3, bubY + 8, bubX + Dot + 4, bubY + 9, Rb, Gb, Bb, 0);
2505 e_DrawFillQuad(bubX + Dot + 6, bubY + 8, bubX + Dot + 7, bubY + 9, Rb, Gb, Bb, 0);
2506 end;
2508 procedure TPlayer.Draw();
2509 var
2510 ID: DWORD;
2511 w, h: Word;
2512 dr: Boolean;
2513 Mirror: TMirrorType;
2514 fX, fY, fSlope: Integer;
2515 begin
2516 FObj.lerp(gLerpFactor, fX, fY);
2517 fSlope := nlerp(FSlopeOld, FObj.slopeUpLeft, gLerpFactor);
2519 if FAlive then
2520 begin
2521 if Direction = TDirection.D_RIGHT then
2522 Mirror := TMirrorType.None
2523 else
2524 Mirror := TMirrorType.Horizontal;
2526 if FPunchAnim <> nil then
2527 begin
2528 FPunchAnim.Draw(fX+IfThen(Direction = TDirection.D_LEFT, 15-FObj.Rect.X, FObj.Rect.X-15),
2529 fY+fSlope+FObj.Rect.Y-11, Mirror);
2530 if FPunchAnim.played then
2531 begin
2532 FPunchAnim.Free;
2533 FPunchAnim := nil;
2534 end;
2535 end;
2537 if (FMegaRulez[MR_INVUL] > gTime) and ((gPlayerDrawn <> Self) or (FSpawnInvul >= gTime)) then
2538 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then
2539 begin
2540 e_GetTextureSize(ID, @w, @h);
2541 if FDirection = TDirection.D_LEFT then
2542 e_Draw(ID, fX+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4,
2543 fY+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+fSlope, 0, True, False)
2544 else
2545 e_Draw(ID, fX+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2,
2546 fY+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+fSlope, 0, True, False);
2547 end;
2549 if FMegaRulez[MR_INVIS] > gTime then
2550 begin
2551 if (gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2552 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM))) then
2553 begin
2554 if (FMegaRulez[MR_INVIS] - gTime) <= 2100 then
2555 dr := not Odd((FMegaRulez[MR_INVIS] - gTime) div 300)
2556 else
2557 dr := True;
2558 if dr then
2559 FModel.Draw(fX, fY+fSlope, 200)
2560 else
2561 FModel.Draw(fX, fY+fSlope);
2562 end
2563 else
2564 FModel.Draw(fX, fY+fSlope, 254);
2565 end
2566 else
2567 FModel.Draw(fX, fY+fSlope);
2568 end;
2570 if g_debug_Frames then
2571 begin
2572 e_DrawQuad(FObj.X+FObj.Rect.X,
2573 FObj.Y+FObj.Rect.Y,
2574 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2575 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2576 0, 255, 0);
2577 end;
2579 if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then
2580 if (FMegaRulez[MR_INVIS] <= gTime) or ((gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2581 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM)))) then
2582 DrawBubble();
2583 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2584 if gAimLine and alive and
2585 ((Self = gPlayer1) or (Self = gPlayer2)) then
2586 DrawAim();
2587 end;
2590 procedure TPlayer.DrawAim();
2591 procedure drawCast (sz: Integer; ax0, ay0, ax1, ay1: Integer);
2592 var
2593 ex, ey: Integer;
2594 begin
2596 {$IFDEF ENABLE_HOLMES}
2597 if isValidViewPort and (self = gPlayer1) then
2598 begin
2599 g_Holmes_plrLaser(ax0, ay0, ax1, ay1);
2600 end;
2601 {$ENDIF}
2603 e_DrawLine(sz, ax0, ay0, ax1, ay1, 255, 0, 0, 96);
2604 if (g_Map_traceToNearestWall(ax0, ay0, ax1, ay1, @ex, @ey) <> nil) then
2605 begin
2606 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 255, 0, 96);
2607 end
2608 else
2609 begin
2610 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 0, 255, 96);
2611 end;
2612 end;
2614 var
2615 wx, wy, xx, yy: Integer;
2616 angle: SmallInt;
2617 sz, len: Word;
2618 begin
2619 wx := FObj.X + WEAPONPOINT[FDirection].X + IfThen(FDirection = TDirection.D_LEFT, 7, -7);
2620 wy := FObj.Y + WEAPONPOINT[FDirection].Y;
2621 angle := FAngle;
2622 len := 1024;
2623 sz := 2;
2624 case FCurrWeap of
2625 0: begin // Punch
2626 len := 12;
2627 sz := 4;
2628 end;
2629 1: begin // Chainsaw
2630 len := 24;
2631 sz := 6;
2632 end;
2633 2: begin // Pistol
2634 len := 1024;
2635 sz := 2;
2636 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2637 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2638 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2639 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2640 end;
2641 3: begin // Shotgun
2642 len := 1024;
2643 sz := 3;
2644 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2645 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2646 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2647 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2648 end;
2649 4: begin // Double Shotgun
2650 len := 1024;
2651 sz := 4;
2652 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2653 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2654 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2655 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2656 end;
2657 5: begin // Chaingun
2658 len := 1024;
2659 sz := 3;
2660 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2661 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2662 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2663 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2664 end;
2665 6: begin // Rocket Launcher
2666 len := 1024;
2667 sz := 7;
2668 if angle = ANGLE_RIGHTUP then Inc(angle, 2);
2669 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2670 if angle = ANGLE_LEFTUP then Dec(angle, 2);
2671 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2672 end;
2673 7: begin // Plasmagun
2674 len := 1024;
2675 sz := 5;
2676 if angle = ANGLE_RIGHTUP then Inc(angle);
2677 if angle = ANGLE_RIGHTDOWN then Inc(angle, 3);
2678 if angle = ANGLE_LEFTUP then Dec(angle);
2679 if angle = ANGLE_LEFTDOWN then Dec(angle, 3);
2680 end;
2681 8: begin // BFG
2682 len := 1024;
2683 sz := 12;
2684 if angle = ANGLE_RIGHTUP then Inc(angle, 1);
2685 if angle = ANGLE_RIGHTDOWN then Inc(angle, 2);
2686 if angle = ANGLE_LEFTUP then Dec(angle, 1);
2687 if angle = ANGLE_LEFTDOWN then Dec(angle, 2);
2688 end;
2689 9: begin // Super Chaingun
2690 len := 1024;
2691 sz := 4;
2692 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2693 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2694 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2695 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2696 end;
2697 end;
2698 xx := Trunc(Cos(-DegToRad(angle)) * len) + wx;
2699 yy := Trunc(Sin(-DegToRad(angle)) * len) + wy;
2700 {$IF DEFINED(D2F_DEBUG)}
2701 drawCast(sz, wx, wy, xx, yy);
2702 {$ELSE}
2703 e_DrawLine(sz, wx, wy, xx, yy, 255, 0, 0, 96);
2704 {$ENDIF}
2705 end;
2707 procedure TPlayer.DrawGUI();
2708 var
2709 ID: DWORD;
2710 X, Y, SY, a, p, m: Integer;
2711 tw, th: Word;
2712 cw, ch: Byte;
2713 s: string;
2714 stat: TPlayerStatArray;
2715 begin
2716 X := gPlayerScreenSize.X;
2717 SY := gPlayerScreenSize.Y;
2718 Y := 0;
2720 if gShowGoals and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2721 begin
2722 if gGameSettings.GameMode = GM_CTF then
2723 a := 32 + 8
2724 else
2725 a := 0;
2726 if gGameSettings.GameMode = GM_CTF then
2727 begin
2728 s := 'TEXTURE_PLAYER_REDFLAG';
2729 if gFlags[FLAG_RED].State = FLAG_STATE_CAPTURED then
2730 s := 'TEXTURE_PLAYER_REDFLAG_S';
2731 if gFlags[FLAG_RED].State = FLAG_STATE_DROPPED then
2732 s := 'TEXTURE_PLAYER_REDFLAG_D';
2733 if g_Texture_Get(s, ID) then
2734 e_Draw(ID, X-16-32, 240-72-4, 0, True, False);
2735 end;
2737 s := IntToStr(gTeamStat[TEAM_RED].Goals);
2738 e_CharFont_GetSize(gMenuFont, s, tw, th);
2739 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-72-4, s, TEAMCOLOR[TEAM_RED]);
2741 if gGameSettings.GameMode = GM_CTF then
2742 begin
2743 s := 'TEXTURE_PLAYER_BLUEFLAG';
2744 if gFlags[FLAG_BLUE].State = FLAG_STATE_CAPTURED then
2745 s := 'TEXTURE_PLAYER_BLUEFLAG_S';
2746 if gFlags[FLAG_BLUE].State = FLAG_STATE_DROPPED then
2747 s := 'TEXTURE_PLAYER_BLUEFLAG_D';
2748 if g_Texture_Get(s, ID) then
2749 e_Draw(ID, X-16-32, 240-32-4, 0, True, False);
2750 end;
2752 s := IntToStr(gTeamStat[TEAM_BLUE].Goals);
2753 e_CharFont_GetSize(gMenuFont, s, tw, th);
2754 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-32-4, s, TEAMCOLOR[TEAM_BLUE]);
2755 end;
2757 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID) then
2758 e_DrawFill(ID, X, 0, 1, (gPlayerScreenSize.Y div 256)+IfThen(gPlayerScreenSize.Y mod 256 > 0, 1, 0),
2759 0, False, False);
2761 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID) then
2762 e_Draw(ID, X+2, Y, 0, True, False);
2764 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
2765 begin
2766 if gShowStat then
2767 begin
2768 s := IntToStr(Frags);
2769 e_CharFont_GetSize(gMenuFont, s, tw, th);
2770 e_CharFont_PrintEx(gMenuFont, X-16-tw, Y, s, _RGB(255, 0, 0));
2772 s := '';
2773 p := 1;
2774 m := 0;
2775 stat := g_Player_GetStats();
2776 if stat <> nil then
2777 begin
2778 p := 1;
2780 for a := 0 to High(stat) do
2781 if stat[a].Name <> Name then
2782 begin
2783 if stat[a].Frags > m then m := stat[a].Frags;
2784 if stat[a].Frags > Frags then p := p+1;
2785 end;
2786 end;
2788 s := IntToStr(p)+' / '+IntToStr(Length(stat))+' ';
2789 if Frags >= m then s := s+'+' else s := s+'-';
2790 s := s+IntToStr(Abs(Frags-m));
2792 e_CharFont_GetSize(gMenuSmallFont, s, tw, th);
2793 e_CharFont_PrintEx(gMenuSmallFont, X-16-tw, Y+32, s, _RGB(255, 0, 0));
2794 end;
2796 if gLMSRespawn > LMS_RESPAWN_NONE then
2797 begin
2798 s := _lc[I_GAME_WARMUP];
2799 e_CharFont_GetSize(gMenuFont, s, tw, th);
2800 s := s + ': ' + IntToStr((gLMSRespawnTime - gTime) div 1000);
2801 e_CharFont_PrintEx(gMenuFont, X-64-tw, SY-32, s, _RGB(0, 255, 0));
2802 end
2803 else if gShowLives and (gGameSettings.MaxLives > 0) then
2804 begin
2805 s := IntToStr(Lives);
2806 e_CharFont_GetSize(gMenuFont, s, tw, th);
2807 e_CharFont_PrintEx(gMenuFont, X-16-tw, SY-32, s, _RGB(0, 255, 0));
2808 end;
2809 end;
2811 e_CharFont_GetSize(gMenuSmallFont, FName, tw, th);
2812 e_CharFont_PrintEx(gMenuSmallFont, X+98-(tw div 2), Y+8, FName, _RGB(255, 0, 0));
2814 if R_BERSERK in FRulez then
2815 e_Draw(gItemsTexturesID[ITEM_MEDKIT_BLACK], X+37, Y+45, 0, True, False)
2816 else
2817 e_Draw(gItemsTexturesID[ITEM_MEDKIT_LARGE], X+37, Y+45, 0, True, False);
2819 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID) then
2820 e_Draw(ID, X+36, Y+77, 0, True, False);
2822 s := IntToStr(IfThen(FHealth > 0, FHealth, 0));
2823 e_CharFont_GetSize(gMenuFont, s, tw, th);
2824 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+40, s, _RGB(255, 0, 0));
2826 s := IntToStr(FArmor);
2827 e_CharFont_GetSize(gMenuFont, s, tw, th);
2828 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+68, s, _RGB(255, 0, 0));
2830 s := IntToStr(GetAmmoByWeapon(FCurrWeap));
2832 case FCurrWeap of
2833 WEAPON_KASTET:
2834 begin
2835 s := '--';
2836 ID := gItemsTexturesID[ITEM_WEAPON_KASTET];
2837 end;
2838 WEAPON_SAW:
2839 begin
2840 s := '--';
2841 ID := gItemsTexturesID[ITEM_WEAPON_SAW];
2842 end;
2843 WEAPON_PISTOL: ID := gItemsTexturesID[ITEM_WEAPON_PISTOL];
2844 WEAPON_CHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_CHAINGUN];
2845 WEAPON_SHOTGUN1: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN1];
2846 WEAPON_SHOTGUN2: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN2];
2847 WEAPON_SUPERPULEMET: ID := gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET];
2848 WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER];
2849 WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA];
2850 WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG];
2851 WEAPON_FLAMETHROWER: ID := gItemsTexturesID[ITEM_WEAPON_FLAMETHROWER];
2852 end;
2854 e_CharFont_GetSize(gMenuFont, s, tw, th);
2855 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+158, s, _RGB(255, 0, 0));
2856 e_Draw(ID, X+20, Y+160, 0, True, False);
2858 if R_KEY_RED in FRulez then
2859 e_Draw(gItemsTexturesID[ITEM_KEY_RED], X+78, Y+214, 0, True, False);
2861 if R_KEY_GREEN in FRulez then
2862 e_Draw(gItemsTexturesID[ITEM_KEY_GREEN], X+95, Y+214, 0, True, False);
2864 if R_KEY_BLUE in FRulez then
2865 e_Draw(gItemsTexturesID[ITEM_KEY_BLUE], X+112, Y+214, 0, True, False);
2867 if FJetFuel > 0 then
2868 begin
2869 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2870 e_Draw(ID, X+2, Y+116, 0, True, False);
2871 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID) then
2872 e_Draw(ID, X+2, Y+126, 0, True, False);
2873 e_DrawLine(4, X+16, Y+122, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+122, 0, 0, 196);
2874 e_DrawLine(4, X+16, Y+132, X+16+Trunc(168*FJetFuel/JET_MAX), Y+132, 208, 0, 0);
2875 end
2876 else
2877 begin
2878 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2879 e_Draw(ID, X+2, Y+124, 0, True, False);
2880 e_DrawLine(4, X+16, Y+130, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+130, 0, 0, 196);
2881 end;
2883 if gShowPing and g_Game_IsClient then
2884 begin
2885 s := _lc[I_GAME_PING_HUD] + IntToStr(NetPeer.lastRoundTripTime) + _lc[I_NET_SLIST_PING_MS];
2886 e_TextureFontPrint(X + 4, Y + 242, s, gStdFont);
2887 Y := Y + 16;
2888 end;
2890 if FSpectator then
2891 begin
2892 e_TextureFontPrint(X + 4, Y + 242, _lc[I_PLAYER_SPECT], gStdFont);
2893 e_TextureFontPrint(X + 4, Y + 258, _lc[I_PLAYER_SPECT2], gStdFont);
2894 e_TextureFontPrint(X + 4, Y + 274, _lc[I_PLAYER_SPECT1], gStdFont);
2895 if FNoRespawn then
2896 begin
2897 e_TextureFontGetSize(gStdFont, cw, ch);
2898 s := _lc[I_PLAYER_SPECT4];
2899 e_TextureFontPrintEx(gScreenWidth div 2 - cw*(Length(s) div 2),
2900 gScreenHeight-4-ch, s, gStdFont, 255, 255, 255, 1, True);
2901 e_TextureFontPrint(X + 4, Y + 290, _lc[I_PLAYER_SPECT1S], gStdFont);
2902 end;
2904 end;
2905 end;
2907 procedure TPlayer.DrawRulez();
2908 var
2909 dr: Boolean;
2910 begin
2911 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2912 if (FMegaRulez[MR_INVUL] >= gTime) and (FSpawnInvul < gTime) then
2913 begin
2914 if (FMegaRulez[MR_INVUL]-gTime) <= 2100 then
2915 dr := not Odd((FMegaRulez[MR_INVUL]-gTime) div 300)
2916 else
2917 dr := True;
2919 if dr then
2920 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2921 191, 191, 191, 0, TBlending.Invert);
2922 end;
2924 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2925 if FMegaRulez[MR_SUIT] >= gTime then
2926 begin
2927 if (FMegaRulez[MR_SUIT]-gTime) <= 2100 then
2928 dr := not Odd((FMegaRulez[MR_SUIT]-gTime) div 300)
2929 else
2930 dr := True;
2932 if dr then
2933 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2934 0, 96, 0, 200, TBlending.None);
2935 end;
2937 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2938 if (FBerserk >= 0) and (LongWord(FBerserk) >= gTime) and (gFlash = 2) then
2939 begin
2940 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2941 255, 0, 0, 200, TBlending.None);
2942 end;
2943 end;
2945 procedure TPlayer.DrawPain();
2946 var
2947 a, h: Integer;
2948 begin
2949 if FPain = 0 then Exit;
2951 a := FPain;
2953 if a < 15 then h := 0
2954 else if a < 35 then h := 1
2955 else if a < 55 then h := 2
2956 else if a < 75 then h := 3
2957 else if a < 95 then h := 4
2958 else h := 5;
2960 //if a > 255 then a := 255;
2962 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255, 0, 0, 255-h*50);
2963 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2964 end;
2966 procedure TPlayer.DrawPickup();
2967 var
2968 a, h: Integer;
2969 begin
2970 if FPickup = 0 then Exit;
2972 a := FPickup;
2974 if a < 15 then h := 1
2975 else if a < 35 then h := 2
2976 else if a < 55 then h := 3
2977 else if a < 75 then h := 4
2978 else h := 5;
2980 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50);
2981 end;
2983 procedure TPlayer.DoPunch();
2984 var
2985 id: DWORD;
2986 st: String;
2987 begin
2988 if FPunchAnim <> nil then begin
2989 FPunchAnim.reset();
2990 FPunchAnim.Free;
2991 FPunchAnim := nil;
2992 end;
2993 st := 'FRAMES_PUNCH';
2994 if R_BERSERK in FRulez then
2995 st := st + '_BERSERK';
2996 if FKeys[KEY_UP].Pressed then
2997 st := st + '_UP'
2998 else if FKeys[KEY_DOWN].Pressed then
2999 st := st + '_DN';
3000 g_Frames_Get(id, st);
3001 FPunchAnim := TAnimation.Create(id, False, 1);
3002 end;
3004 procedure TPlayer.Fire();
3005 var
3006 f, DidFire: Boolean;
3007 wx, wy, xd, yd: Integer;
3008 locobj: TObj;
3009 begin
3010 if g_Game_IsClient then Exit;
3011 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
3012 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
3014 if FSpectator then
3015 begin
3016 Respawn(False);
3017 Exit;
3018 end;
3020 if FReloading[FCurrWeap] <> 0 then Exit;
3022 DidFire := False;
3024 f := False;
3025 wx := FObj.X+WEAPONPOINT[FDirection].X;
3026 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
3027 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
3028 yd := wy+firediry();
3030 case FCurrWeap of
3031 WEAPON_KASTET:
3032 begin
3033 DoPunch();
3034 if R_BERSERK in FRulez then
3035 begin
3036 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
3037 locobj.X := FObj.X+FObj.Rect.X;
3038 locobj.Y := FObj.Y+FObj.Rect.Y;
3039 locobj.rect.X := 0;
3040 locobj.rect.Y := 0;
3041 locobj.rect.Width := 39;
3042 locobj.rect.Height := 52;
3043 locobj.Vel.X := (xd-wx) div 2;
3044 locobj.Vel.Y := (yd-wy) div 2;
3045 locobj.Accel.X := xd-wx;
3046 locobj.Accel.y := yd-wy;
3048 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
3049 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
3050 else
3051 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
3053 if (gFlash = 1) and (FPain < 50) then FPain := min(FPain + 25, 50);
3054 end
3055 else
3056 begin
3057 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
3058 end;
3060 DidFire := True;
3061 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3062 end;
3064 WEAPON_SAW:
3065 begin
3066 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
3067 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
3068 begin
3069 FSawSoundSelect.Stop();
3070 FSawSound.Stop();
3071 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
3072 end
3073 else if not FSawSoundHit.IsPlaying() then
3074 begin
3075 FSawSoundSelect.Stop();
3076 FSawSound.PlayAt(FObj.X, FObj.Y);
3077 end;
3079 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3080 DidFire := True;
3081 f := True;
3082 end;
3084 WEAPON_PISTOL:
3085 if FAmmo[A_BULLETS] > 0 then
3086 begin
3087 g_Weapon_pistol(wx, wy, xd, yd, FUID);
3088 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3089 Dec(FAmmo[A_BULLETS]);
3090 FFireAngle := FAngle;
3091 f := True;
3092 DidFire := True;
3093 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3094 GameVelX, GameVelY-2, SHELL_BULLET);
3095 end;
3097 WEAPON_SHOTGUN1:
3098 if FAmmo[A_SHELLS] > 0 then
3099 begin
3100 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
3101 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
3102 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3103 Dec(FAmmo[A_SHELLS]);
3104 FFireAngle := FAngle;
3105 f := True;
3106 DidFire := True;
3107 FShellTimer := 10;
3108 FShellType := SHELL_SHELL;
3109 end;
3111 WEAPON_SHOTGUN2:
3112 if FAmmo[A_SHELLS] >= 2 then
3113 begin
3114 g_Weapon_dshotgun(wx, wy, xd, yd, FUID);
3115 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3116 Dec(FAmmo[A_SHELLS], 2);
3117 FFireAngle := FAngle;
3118 f := True;
3119 DidFire := True;
3120 FShellTimer := 13;
3121 FShellType := SHELL_DBLSHELL;
3122 end;
3124 WEAPON_CHAINGUN:
3125 if FAmmo[A_BULLETS] > 0 then
3126 begin
3127 g_Weapon_mgun(wx, wy, xd, yd, FUID);
3128 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
3129 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3130 Dec(FAmmo[A_BULLETS]);
3131 FFireAngle := FAngle;
3132 f := True;
3133 DidFire := True;
3134 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3135 GameVelX, GameVelY-2, SHELL_BULLET);
3136 end;
3138 WEAPON_ROCKETLAUNCHER:
3139 if FAmmo[A_ROCKETS] > 0 then
3140 begin
3141 g_Weapon_rocket(wx, wy, xd, yd, FUID);
3142 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3143 Dec(FAmmo[A_ROCKETS]);
3144 FFireAngle := FAngle;
3145 f := True;
3146 DidFire := True;
3147 end;
3149 WEAPON_PLASMA:
3150 if FAmmo[A_CELLS] > 0 then
3151 begin
3152 g_Weapon_plasma(wx, wy, xd, yd, FUID);
3153 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3154 Dec(FAmmo[A_CELLS]);
3155 FFireAngle := FAngle;
3156 f := True;
3157 DidFire := True;
3158 end;
3160 WEAPON_BFG:
3161 if (FAmmo[A_CELLS] >= 40) and (FBFGFireCounter = -1) then
3162 begin
3163 FBFGFireCounter := 17;
3164 if not FNoReload then
3165 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj.X, FObj.Y);
3166 Dec(FAmmo[A_CELLS], 40);
3167 DidFire := True;
3168 end;
3170 WEAPON_SUPERPULEMET:
3171 if FAmmo[A_SHELLS] > 0 then
3172 begin
3173 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
3174 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3175 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3176 Dec(FAmmo[A_SHELLS]);
3177 FFireAngle := FAngle;
3178 f := True;
3179 DidFire := True;
3180 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3181 GameVelX, GameVelY-2, SHELL_SHELL);
3182 end;
3184 WEAPON_FLAMETHROWER:
3185 if FAmmo[A_FUEL] > 0 then
3186 begin
3187 g_Weapon_flame(wx, wy, xd, yd, FUID);
3188 FlamerOn;
3189 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3190 Dec(FAmmo[A_FUEL]);
3191 FFireAngle := FAngle;
3192 f := True;
3193 DidFire := True;
3194 end
3195 else
3196 begin
3197 FlamerOff;
3198 if g_Game_IsNet and g_Game_IsServer then MH_SEND_PlayerStats(FUID);
3199 end;
3200 end;
3202 if g_Game_IsNet then
3203 begin
3204 if DidFire then
3205 begin
3206 if FCurrWeap <> WEAPON_BFG then
3207 MH_SEND_PlayerFire(FUID, FCurrWeap, wx, wy, xd, yd, LastShotID)
3208 else
3209 if not FNoReload then
3210 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_WEAPON_STARTFIREBFG');
3211 end;
3213 MH_SEND_PlayerStats(FUID);
3214 end;
3216 if not f then Exit;
3218 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
3219 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
3220 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
3221 end;
3223 function TPlayer.GetAmmoByWeapon(Weapon: Byte): Word;
3224 begin
3225 case Weapon of
3226 WEAPON_PISTOL, WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS];
3227 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS];
3228 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS];
3229 WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS];
3230 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL];
3231 else Result := 0;
3232 end;
3233 end;
3235 function TPlayer.HeadInLiquid(XInc, YInc: Integer): Boolean;
3236 begin
3237 Result := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X+XInc, FObj.Y+PLAYER_HEADRECT.Y+YInc,
3238 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
3239 PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, True);
3240 end;
3242 procedure TPlayer.FlamerOn;
3243 begin
3244 FFlameSoundOff.Stop();
3245 FFlameSoundOff.SetPosition(0);
3246 if FFlaming then
3247 begin
3248 if (not FFlameSoundOn.IsPlaying()) and (not FFlameSoundWork.IsPlaying()) then
3249 FFlameSoundWork.PlayAt(FObj.X, FObj.Y);
3250 end
3251 else
3252 begin
3253 FFlameSoundOn.PlayAt(FObj.X, FObj.Y);
3254 FFlaming := True;
3255 end;
3256 end;
3258 procedure TPlayer.FlamerOff;
3259 begin
3260 if FFlaming then
3261 begin
3262 FFlameSoundOn.Stop();
3263 FFlameSoundOn.SetPosition(0);
3264 FFlameSoundWork.Stop();
3265 FFlameSoundWork.SetPosition(0);
3266 FFlameSoundOff.PlayAt(FObj.X, FObj.Y);
3267 FFlaming := False;
3268 end;
3269 end;
3271 procedure TPlayer.JetpackOn;
3272 begin
3273 FJetSoundFly.Stop;
3274 FJetSoundOff.Stop;
3275 FJetSoundOn.SetPosition(0);
3276 FJetSoundOn.PlayAt(FObj.X, FObj.Y);
3277 FlySmoke(8);
3278 end;
3280 procedure TPlayer.JetpackOff;
3281 begin
3282 FJetSoundFly.Stop;
3283 FJetSoundOn.Stop;
3284 FJetSoundOff.SetPosition(0);
3285 FJetSoundOff.PlayAt(FObj.X, FObj.Y);
3286 end;
3288 procedure TPlayer.CatchFire(Attacker: Word; Timeout: Integer = PLAYER_BURN_TIME);
3289 begin
3290 if Timeout <= 0 then
3291 exit;
3292 if (FMegaRulez[MR_SUIT] > gTime) or (FMegaRulez[MR_INVUL] > gTime) then
3293 exit; // Íå çàãîðàåìñÿ êîãäà åñòü çàùèòà
3294 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2) then
3295 exit; // Íå ïîäãîðàåì â âîäå íà âñÿêèé ñëó÷àé
3296 if FFireTime <= 0 then
3297 g_Sound_PlayExAt('SOUND_IGNITE', FObj.X, FObj.Y);
3298 FFireTime := Timeout;
3299 FFireAttacker := Attacker;
3300 if g_Game_IsNet and g_Game_IsServer then
3301 MH_SEND_PlayerStats(FUID);
3302 end;
3304 procedure TPlayer.Jump();
3305 begin
3306 if gFly or FJetpack then
3307 begin
3308 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
3309 if FObj.Vel.Y > -VEL_FLY then
3310 FObj.Vel.Y := FObj.Vel.Y - 3;
3311 if FJetpack then
3312 begin
3313 if FJetFuel > 0 then
3314 Dec(FJetFuel);
3315 if (FJetFuel < 1) and g_Game_IsServer then
3316 begin
3317 FJetpack := False;
3318 JetpackOff;
3319 if g_Game_IsNet then
3320 MH_SEND_PlayerStats(FUID);
3321 end;
3322 end;
3323 Exit;
3324 end;
3326 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
3327 if FGhost then
3328 FCanJetpack := False;
3330 // Ïðûãàåì èëè âñïëûâàåì:
3331 if (CollideLevel(0, 1) or
3332 g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y+36, PLAYER_RECT.Width,
3333 PLAYER_RECT.Height-33, PANEL_STEP, False)
3334 ) and (FObj.Accel.Y = 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
3335 begin
3336 FObj.Vel.Y := -VEL_JUMP;
3337 FCanJetpack := False;
3338 end
3339 else
3340 begin
3341 if BodyInLiquid(0, 0) then
3342 FObj.Vel.Y := -VEL_SW
3343 else if (FJetFuel > 0) and FCanJetpack and
3344 g_Game_IsServer and (not g_Obj_CollideLiquid(@FObj, 0, 0)) then
3345 begin
3346 FJetpack := True;
3347 JetpackOn;
3348 if g_Game_IsNet then
3349 MH_SEND_PlayerStats(FUID);
3350 end;
3351 end;
3352 end;
3354 procedure TPlayer.Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
3355 var
3356 a, i, k, ab, ar: Byte;
3357 s: String;
3358 mon: TMonster;
3359 plr: TPlayer;
3360 srv, netsrv: Boolean;
3361 DoFrags: Boolean;
3362 OldLR: Byte;
3363 KP: TPlayer;
3364 it: PItem;
3366 procedure PushItem(t: Byte);
3367 var
3368 id: DWORD;
3369 begin
3370 id := g_Items_Create(FObj.X, FObj.Y, t, True, False);
3371 it := g_Items_ByIdx(id);
3372 if KillType = K_EXTRAHARDKILL then // -7..+7; -8..0
3373 begin
3374 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-7+Random(15),
3375 (FObj.Vel.Y div 2)-Random(9));
3376 it.positionChanged(); // this updates spatial accelerators
3377 end
3378 else
3379 begin
3380 if KillType = K_HARDKILL then // -5..+5; -5..0
3381 begin
3382 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-5+Random(11),
3383 (FObj.Vel.Y div 2)-Random(6));
3384 end
3385 else // -3..+3; -3..0
3386 begin
3387 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-3+Random(7),
3388 (FObj.Vel.Y div 2)-Random(4));
3389 end;
3390 it.positionChanged(); // this updates spatial accelerators
3391 end;
3393 if g_Game_IsNet and g_Game_IsServer then
3394 MH_SEND_ItemSpawn(True, id);
3395 end;
3397 begin
3398 DoFrags := (gGameSettings.MaxLives = 0) or (gGameSettings.GameMode = GM_COOP);
3399 Srv := g_Game_IsServer;
3400 Netsrv := g_Game_IsServer and g_Game_IsNet;
3401 if Srv then FDeath := FDeath + 1;
3402 if FAlive then
3403 begin
3404 if FGhost then
3405 FGhost := False;
3406 if not FPhysics then
3407 FPhysics := True;
3408 FAlive := False;
3409 end;
3410 FShellTimer := -1;
3412 if (gGameSettings.MaxLives > 0) and Srv and (gLMSRespawn = LMS_RESPAWN_NONE) then
3413 begin
3414 if FLives > 0 then FLives := FLives - 1;
3415 if FLives = 0 then FNoRespawn := True;
3416 end;
3418 // Íîìåð òèïà ñìåðòè:
3419 a := 1;
3420 case KillType of
3421 K_SIMPLEKILL: a := 1;
3422 K_HARDKILL: a := 2;
3423 K_EXTRAHARDKILL: a := 3;
3424 K_FALLKILL: a := 4;
3425 end;
3427 // Çâóê ñìåðòè:
3428 if not FModel.PlaySound(MODELSOUND_DIE, a, FObj.X, FObj.Y) then
3429 for i := 1 to 3 do
3430 if FModel.PlaySound(MODELSOUND_DIE, i, FObj.X, FObj.Y) then
3431 Break;
3433 // Âðåìÿ ðåñïàóíà:
3434 if Srv then
3435 case KillType of
3436 K_SIMPLEKILL:
3437 FTime[T_RESPAWN] := gTime + TIME_RESPAWN1;
3438 K_HARDKILL:
3439 FTime[T_RESPAWN] := gTime + TIME_RESPAWN2;
3440 K_EXTRAHARDKILL, K_FALLKILL:
3441 FTime[T_RESPAWN] := gTime + TIME_RESPAWN3;
3442 end;
3444 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3445 case KillType of
3446 K_SIMPLEKILL:
3447 SetAction(A_DIE1);
3448 K_HARDKILL, K_EXTRAHARDKILL:
3449 SetAction(A_DIE2);
3450 end;
3452 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3453 if (KillType <> K_FALLKILL) and (Srv) then
3454 g_Monsters_killedp();
3456 if SpawnerUID = FUID then
3457 begin // Ñàìîóáèëñÿ
3458 if Srv then
3459 begin
3460 if gGameSettings.GameMode = GM_TDM then
3461 Dec(gTeamStat[FTeam].Goals);
3462 if DoFrags or (gGameSettings.GameMode = GM_TDM) then
3463 begin
3464 Dec(FFrags);
3465 FLastFrag := 0;
3466 end;
3467 end;
3468 g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3469 end
3470 else
3471 if g_GetUIDType(SpawnerUID) = UID_PLAYER then
3472 begin // Óáèò äðóãèì èãðîêîì
3473 KP := g_Player_Get(SpawnerUID);
3474 if (KP <> nil) and Srv then
3475 begin
3476 if (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3477 if SameTeam(FUID, SpawnerUID) then
3478 begin
3479 Dec(KP.FFrags);
3480 KP.FLastFrag := 0;
3481 end else
3482 begin
3483 Inc(KP.FFrags);
3484 KP.FragCombo();
3485 end;
3487 if (gGameSettings.GameMode = GM_TDM) and DoFrags then
3488 Inc(gTeamStat[KP.Team].Goals,
3489 IfThen(SameTeam(FUID, SpawnerUID), -1, 1));
3491 if netsrv then MH_SEND_PlayerStats(SpawnerUID);
3492 end;
3494 plr := g_Player_Get(SpawnerUID);
3495 if plr = nil then
3496 s := '?'
3497 else
3498 s := plr.FName;
3500 case KillType of
3501 K_HARDKILL:
3502 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3503 [FName, s]),
3504 gShowKillMsg);
3505 K_EXTRAHARDKILL:
3506 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3507 [FName, s]),
3508 gShowKillMsg);
3509 else
3510 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3511 [FName, s]),
3512 gShowKillMsg);
3513 end;
3514 end
3515 else if g_GetUIDType(SpawnerUID) = UID_MONSTER then
3516 begin // Óáèò ìîíñòðîì
3517 mon := g_Monsters_ByUID(SpawnerUID);
3518 if mon = nil then
3519 s := '?'
3520 else
3521 s := g_Mons_GetKilledByTypeId(mon.MonsterType);
3523 case KillType of
3524 K_HARDKILL:
3525 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3526 [FName, s]),
3527 gShowKillMsg);
3528 K_EXTRAHARDKILL:
3529 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3530 [FName, s]),
3531 gShowKillMsg);
3532 else
3533 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3534 [FName, s]),
3535 gShowKillMsg);
3536 end;
3537 end
3538 else // Îñîáûå òèïû ñìåðòè
3539 case t of
3540 HIT_DISCON: ;
3541 HIT_SELF: g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3542 HIT_FALL: g_Console_Add(Format(_lc[I_PLAYER_KILL_FALL], [FName]), True);
3543 HIT_WATER: g_Console_Add(Format(_lc[I_PLAYER_KILL_WATER], [FName]), True);
3544 HIT_ACID: g_Console_Add(Format(_lc[I_PLAYER_KILL_ACID], [FName]), True);
3545 HIT_TRAP: g_Console_Add(Format(_lc[I_PLAYER_KILL_TRAP], [FName]), True);
3546 else g_Console_Add(Format(_lc[I_PLAYER_DIED], [FName]), True);
3547 end;
3549 if Srv then
3550 begin
3551 // Âûáðîñ îðóæèÿ:
3552 for a := WP_FIRST to WP_LAST do
3553 if FWeapon[a] then
3554 begin
3555 case a of
3556 WEAPON_SAW: i := ITEM_WEAPON_SAW;
3557 WEAPON_SHOTGUN1: i := ITEM_WEAPON_SHOTGUN1;
3558 WEAPON_SHOTGUN2: i := ITEM_WEAPON_SHOTGUN2;
3559 WEAPON_CHAINGUN: i := ITEM_WEAPON_CHAINGUN;
3560 WEAPON_ROCKETLAUNCHER: i := ITEM_WEAPON_ROCKETLAUNCHER;
3561 WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA;
3562 WEAPON_BFG: i := ITEM_WEAPON_BFG;
3563 WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET;
3564 WEAPON_FLAMETHROWER: i := ITEM_WEAPON_FLAMETHROWER;
3565 else i := 0;
3566 end;
3568 if i <> 0 then
3569 PushItem(i);
3570 end;
3572 // Âûáðîñ ðþêçàêà:
3573 if R_ITEM_BACKPACK in FRulez then
3574 PushItem(ITEM_AMMO_BACKPACK);
3576 // Âûáðîñ ðàêåòíîãî ðàíöà:
3577 if FJetFuel > 0 then
3578 PushItem(ITEM_JETPACK);
3580 // Âûáðîñ êëþ÷åé:
3581 if (not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) or
3582 (not LongBool(gGameSettings.Options and GAME_OPTION_DMKEYS)) then
3583 begin
3584 if R_KEY_RED in FRulez then
3585 PushItem(ITEM_KEY_RED);
3587 if R_KEY_GREEN in FRulez then
3588 PushItem(ITEM_KEY_GREEN);
3590 if R_KEY_BLUE in FRulez then
3591 PushItem(ITEM_KEY_BLUE);
3592 end;
3594 // Âûáðîñ ôëàãà:
3595 DropFlag(KillType = K_FALLKILL);
3596 end;
3598 FCorpse := g_Player_CreateCorpse(Self);
3600 if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and
3601 (gLMSRespawn = LMS_RESPAWN_NONE) then
3602 begin
3603 a := 0;
3604 k := 0;
3605 ar := 0;
3606 ab := 0;
3607 for i := Low(gPlayers) to High(gPlayers) do
3608 begin
3609 if gPlayers[i] = nil then continue;
3610 if (not gPlayers[i].FNoRespawn) and (not gPlayers[i].FSpectator) then
3611 begin
3612 Inc(a);
3613 if gPlayers[i].FTeam = TEAM_RED then Inc(ar)
3614 else if gPlayers[i].FTeam = TEAM_BLUE then Inc(ab);
3615 k := i;
3616 end;
3617 end;
3619 OldLR := gLMSRespawn;
3620 if (gGameSettings.GameMode = GM_COOP) then
3621 begin
3622 if (a = 0) then
3623 begin
3624 // everyone is dead, restart the map
3625 g_Game_Message(_lc[I_MESSAGE_LMS_LOSE], 144);
3626 if Netsrv then
3627 MH_SEND_GameEvent(NET_EV_LMS_LOSE);
3628 gLMSRespawn := LMS_RESPAWN_FINAL;
3629 gLMSRespawnTime := gTime + 5000;
3630 end
3631 else if (a = 1) then
3632 begin
3633 if (gPlayers[k] <> nil) and not (gPlayers[k] is TBot) then
3634 if (gPlayers[k] = gPlayer1) or
3635 (gPlayers[k] = gPlayer2) then
3636 g_Console_Add('*** ' + _lc[I_MESSAGE_LMS_SURVIVOR] + ' ***', True)
3637 else if Netsrv and (gPlayers[k].FClientID >= 0) then
3638 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR, 0, 'N', gPlayers[k].FClientID);
3639 end;
3640 end
3641 else if (gGameSettings.GameMode = GM_TDM) then
3642 begin
3643 if (ab = 0) and (ar <> 0) then
3644 begin
3645 // blu team ded
3646 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_RED])]), 144);
3647 if Netsrv then
3648 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_RED);
3649 Inc(gTeamStat[TEAM_RED].Goals);
3650 gLMSRespawn := LMS_RESPAWN_FINAL;
3651 gLMSRespawnTime := gTime + 5000;
3652 end
3653 else if (ar = 0) and (ab <> 0) then
3654 begin
3655 // red team ded
3656 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_BLUE])]), 144);
3657 if Netsrv then
3658 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_BLUE);
3659 Inc(gTeamStat[TEAM_BLUE].Goals);
3660 gLMSRespawn := LMS_RESPAWN_FINAL;
3661 gLMSRespawnTime := gTime + 5000;
3662 end
3663 else if (ar = 0) and (ab = 0) then
3664 begin
3665 // everyone ded
3666 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3667 if Netsrv then
3668 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3669 gLMSRespawn := LMS_RESPAWN_FINAL;
3670 gLMSRespawnTime := gTime + 5000;
3671 end;
3672 end
3673 else if (gGameSettings.GameMode = GM_DM) then
3674 begin
3675 if (a = 1) then
3676 begin
3677 if gPlayers[k] <> nil then
3678 with gPlayers[k] do
3679 begin
3680 // survivor is the winner
3681 g_Game_Message(Format(_lc[I_MESSAGE_LMS_WIN], [AnsiUpperCase(FName)]), 144);
3682 if Netsrv then
3683 MH_SEND_GameEvent(NET_EV_LMS_WIN, 0, FName);
3684 Inc(FFrags);
3685 end;
3686 gLMSRespawn := LMS_RESPAWN_FINAL;
3687 gLMSRespawnTime := gTime + 5000;
3688 end
3689 else if (a = 0) then
3690 begin
3691 // everyone is dead, restart the map
3692 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3693 if Netsrv then
3694 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3695 gLMSRespawn := LMS_RESPAWN_FINAL;
3696 gLMSRespawnTime := gTime + 5000;
3697 end;
3698 end;
3699 if srv and (OldLR = LMS_RESPAWN_NONE) and (gLMSRespawn > LMS_RESPAWN_NONE) then
3700 begin
3701 if NetMode = NET_SERVER then
3702 MH_SEND_GameEvent(NET_EV_LMS_WARMUP, gLMSRespawnTime - gTime)
3703 else
3704 g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [(gLMSRespawnTime - gTime) div 1000]), True);
3705 end;
3706 end;
3708 if Netsrv then
3709 begin
3710 MH_SEND_PlayerStats(FUID);
3711 MH_SEND_PlayerDeath(FUID, KillType, t, SpawnerUID);
3712 if gGameSettings.GameMode = GM_TDM then MH_SEND_GameStats;
3713 end;
3715 if srv and FNoRespawn then Spectate(True);
3716 FWantsInGame := True;
3717 end;
3719 function TPlayer.BodyInLiquid(XInc, YInc: Integer): Boolean;
3720 begin
3721 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3722 PLAYER_RECT.Height-20, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, False);
3723 end;
3725 function TPlayer.BodyInAcid(XInc, YInc: Integer): Boolean;
3726 begin
3727 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3728 PLAYER_RECT.Height-20, PANEL_ACID1 or PANEL_ACID2, False);
3729 end;
3731 procedure TPlayer.MakeBloodSimple(Count: Word);
3732 begin
3733 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
3734 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3735 Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
3736 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3737 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
3738 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3739 Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
3740 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3741 end;
3743 procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
3744 begin
3745 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
3746 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3747 Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
3748 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3749 end;
3751 procedure TPlayer.ProcessWeaponAction(Action: Byte);
3752 begin
3753 if g_Game_IsClient then Exit;
3754 case Action of
3755 WP_PREV: PrevWeapon();
3756 WP_NEXT: NextWeapon();
3757 end;
3758 end;
3760 procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
3761 begin
3762 if g_Game_IsClient then Exit;
3763 if Weapon > High(FWeapon) then Exit;
3764 FNextWeap := FNextWeap or (1 shl Weapon);
3765 end;
3767 procedure TPlayer.resetWeaponQueue ();
3768 begin
3769 FNextWeap := 0;
3770 FNextWeapDelay := 0;
3771 end;
3773 function TPlayer.hasAmmoForWeapon (weapon: Byte): Boolean;
3774 begin
3775 result := false;
3776 case weapon of
3777 WEAPON_KASTET, WEAPON_SAW: result := true;
3778 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: result := (FAmmo[A_SHELLS] > 0);
3779 WEAPON_PISTOL, WEAPON_CHAINGUN: result := (FAmmo[A_BULLETS] > 0);
3780 WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
3781 WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
3782 WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
3783 else result := (weapon < length(FWeapon));
3784 end;
3785 end;
3787 function TPlayer.hasAmmoForShooting (weapon: Byte): Boolean;
3788 begin
3789 result := false;
3790 case weapon of
3791 WEAPON_KASTET, WEAPON_SAW: result := true;
3792 WEAPON_SHOTGUN1, WEAPON_SUPERPULEMET: result := (FAmmo[A_SHELLS] > 0);
3793 WEAPON_SHOTGUN2: result := (FAmmo[A_SHELLS] > 1);
3794 WEAPON_PISTOL, WEAPON_CHAINGUN: result := (FAmmo[A_BULLETS] > 0);
3795 WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
3796 WEAPON_PLASMA: result := (FAmmo[A_CELLS] > 0);
3797 WEAPON_BFG: result := (FAmmo[A_CELLS] >= 40);
3798 WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
3799 else result := (weapon < length(FWeapon));
3800 end;
3801 end;
3803 function TPlayer.shouldSwitch (weapon: Byte; hadWeapon: Boolean): Boolean;
3804 begin
3805 result := false;
3806 if (weapon > WP_LAST + 1) then
3807 begin
3808 result := false;
3809 exit;
3810 end;
3811 if (FWeapSwitchMode = 1) and not hadWeapon then
3812 result := true
3813 else if (FWeapSwitchMode = 2) then
3814 result := (FWeapPreferences[weapon] > FWeapPreferences[FCurrWeap]);
3815 end;
3817 // return 255 for "no switch"
3818 function TPlayer.getNextWeaponIndex (): Byte;
3819 var
3820 i: Word;
3821 wantThisWeapon: array[0..64] of Boolean;
3822 wwc: Integer = 0; //HACK!
3823 dir, cwi: Integer;
3824 begin
3825 result := 255; // default result: "no switch"
3826 //e_LogWriteFln('FSWITCHTOEMPTY: %s', [FSwitchToEmpty], TMsgType.Notify);
3827 // had weapon cycling on previous frame? remove that flag
3828 if (FNextWeap and $2000) <> 0 then
3829 begin
3830 FNextWeap := FNextWeap and $1FFF;
3831 FNextWeapDelay := 0;
3832 end;
3833 // cycling has priority
3834 if (FNextWeap and $C000) <> 0 then
3835 begin
3836 if (FNextWeap and $8000) <> 0 then
3837 dir := 1
3838 else
3839 dir := -1;
3840 FNextWeap := FNextWeap or $2000; // we need this
3841 if FNextWeapDelay > 0 then
3842 exit; // cooldown time
3843 cwi := FCurrWeap;
3844 for i := 0 to High(FWeapon) do
3845 begin
3846 cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
3847 if FWeapon[cwi] and maySwitch(cwi) then
3848 begin
3849 //e_LogWriteFln(' SWITCH: cur=%d; new=%d %s %s', [FCurrWeap, cwi, FSwitchToEmpty, hasAmmoForWeapon(cwi)], TMsgType.Notify);
3850 result := Byte(cwi);
3851 FNextWeapDelay := WEAPON_DELAY;
3852 exit;
3853 end;
3854 end;
3855 resetWeaponQueue();
3856 exit;
3857 end;
3858 // no cycling
3859 for i := 0 to High(wantThisWeapon) do
3860 wantThisWeapon[i] := false;
3861 for i := 0 to High(FWeapon) do
3862 if (FNextWeap and (1 shl i)) <> 0 then
3863 begin
3864 wantThisWeapon[i] := true;
3865 Inc(wwc);
3866 end;
3868 // exclude currently selected weapon from the set
3869 wantThisWeapon[FCurrWeap] := false;
3870 // slow down alterations a little
3871 if wwc > 1 then
3872 begin
3873 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3874 // more than one weapon requested, assume "alteration" and check alteration delay
3875 if FNextWeapDelay > 0 then
3876 begin
3877 FNextWeap := 0;
3878 exit;
3879 end; // yeah
3880 end;
3881 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3882 // but clear all counters if no weapon should be switched
3883 if wwc < 1 then
3884 begin
3885 resetWeaponQueue();
3886 exit;
3887 end;
3888 //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
3889 // try weapons in descending order
3890 for i := High(FWeapon) downto 0 do
3891 begin
3892 if wantThisWeapon[i] and FWeapon[i] and ((wwc = 1) or hasAmmoForWeapon(i)) then
3893 begin
3894 // i found her!
3895 result := Byte(i);
3896 resetWeaponQueue();
3897 FNextWeapDelay := WEAPON_DELAY * 2; // anyway, 'cause why not
3898 //e_LogWriteFln('FOUND %s %s %s', [result, FSwitchToEmpty, hasAmmoForWeapon(i)], TMsgType.Notify);
3899 exit;
3900 end;
3901 end;
3902 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3903 resetWeaponQueue();
3904 end;
3906 procedure TPlayer.RealizeCurrentWeapon();
3907 function switchAllowed (): Boolean;
3908 var
3909 i: Byte;
3910 begin
3911 result := false;
3912 if FBFGFireCounter <> -1 then
3913 exit;
3914 if FTime[T_SWITCH] > gTime then
3915 exit;
3916 for i := WP_FIRST to WP_LAST do
3917 if FReloading[i] > 0 then
3918 exit;
3919 result := true;
3920 end;
3922 var
3923 nw: Byte;
3924 begin
3925 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3926 //FNextWeap := FNextWeap and $1FFF;
3927 if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
3929 if not switchAllowed then
3930 begin
3931 //HACK for weapon cycling
3932 if (FNextWeap and $E000) <> 0 then FNextWeap := 0;
3933 exit;
3934 end;
3936 nw := getNextWeaponIndex();
3937 //
3938 if nw = 255 then exit; // don't reset anything here
3939 if nw > High(FWeapon) then
3940 begin
3941 // don't forget to reset queue here!
3942 //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
3943 resetWeaponQueue();
3944 exit;
3945 end;
3947 if FWeapon[nw] then
3948 begin
3949 FCurrWeap := nw;
3950 FTime[T_SWITCH] := gTime+156;
3951 if FCurrWeap = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3952 FModel.SetWeapon(FCurrWeap);
3953 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
3954 end;
3955 end;
3957 procedure TPlayer.NextWeapon();
3958 begin
3959 if g_Game_IsClient then Exit;
3960 FNextWeap := $8000;
3961 end;
3963 procedure TPlayer.PrevWeapon();
3964 begin
3965 if g_Game_IsClient then Exit;
3966 FNextWeap := $4000;
3967 end;
3969 procedure TPlayer.SetWeapon(W: Byte);
3970 begin
3971 if FCurrWeap <> W then
3972 if W = WEAPON_SAW then
3973 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3975 FCurrWeap := W;
3976 FModel.SetWeapon(CurrWeap);
3977 resetWeaponQueue();
3978 end;
3980 function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean;
3981 var
3982 a: Boolean;
3983 switchWeapon: Byte = 255;
3984 hadWeapon: Boolean = False;
3985 begin
3986 Result := False;
3987 if g_Game_IsClient then Exit;
3989 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3990 a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and arespawn;
3991 remove := not a;
3992 case ItemType of
3993 ITEM_MEDKIT_SMALL:
3994 if (FHealth < PLAYER_HP_SOFT) or (FFireTime > 0) then
3995 begin
3996 if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
3997 Result := True;
3998 remove := True;
3999 FFireTime := 0;
4000 if gFlash = 2 then Inc(FPickup, 5);
4001 end;
4003 ITEM_MEDKIT_LARGE:
4004 if (FHealth < PLAYER_HP_SOFT) or (FFireTime > 0) then
4005 begin
4006 if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
4007 Result := True;
4008 remove := True;
4009 FFireTime := 0;
4010 if gFlash = 2 then Inc(FPickup, 5);
4011 end;
4013 ITEM_ARMOR_GREEN:
4014 if FArmor < PLAYER_AP_SOFT then
4015 begin
4016 FArmor := PLAYER_AP_SOFT;
4017 Result := True;
4018 remove := True;
4019 if gFlash = 2 then Inc(FPickup, 5);
4020 end;
4022 ITEM_ARMOR_BLUE:
4023 if FArmor < PLAYER_AP_LIMIT then
4024 begin
4025 FArmor := PLAYER_AP_LIMIT;
4026 Result := True;
4027 remove := True;
4028 if gFlash = 2 then Inc(FPickup, 5);
4029 end;
4031 ITEM_SPHERE_BLUE:
4032 if (FHealth < PLAYER_HP_LIMIT) or (FFireTime > 0) then
4033 begin
4034 if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
4035 Result := True;
4036 remove := True;
4037 FFireTime := 0;
4038 if gFlash = 2 then Inc(FPickup, 5);
4039 end;
4041 ITEM_SPHERE_WHITE:
4042 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) or (FFireTime > 0) then
4043 begin
4044 if FHealth < PLAYER_HP_LIMIT then
4045 FHealth := PLAYER_HP_LIMIT;
4046 if FArmor < PLAYER_AP_LIMIT then
4047 FArmor := PLAYER_AP_LIMIT;
4048 Result := True;
4049 remove := True;
4050 FFireTime := 0;
4051 if gFlash = 2 then Inc(FPickup, 5);
4052 end;
4054 ITEM_WEAPON_SAW:
4055 if (not FWeapon[WEAPON_SAW]) or ((not arespawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
4056 begin
4057 hadWeapon := FWeapon[WEAPON_SAW];
4058 switchWeapon := WEAPON_SAW;
4059 FWeapon[WEAPON_SAW] := True;
4060 Result := True;
4061 if gFlash = 2 then Inc(FPickup, 5);
4062 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4063 end;
4065 ITEM_WEAPON_SHOTGUN1:
4066 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN1] then
4067 begin
4068 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
4069 if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
4070 hadWeapon := FWeapon[WEAPON_SHOTGUN1];
4071 switchWeapon := WEAPON_SHOTGUN1;
4072 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4073 FWeapon[WEAPON_SHOTGUN1] := True;
4074 Result := True;
4075 if gFlash = 2 then Inc(FPickup, 5);
4076 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4077 end;
4079 ITEM_WEAPON_SHOTGUN2:
4080 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
4081 begin
4082 if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
4083 hadWeapon := FWeapon[WEAPON_SHOTGUN2];
4084 switchWeapon := WEAPON_SHOTGUN2;
4085 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4086 FWeapon[WEAPON_SHOTGUN2] := True;
4087 Result := True;
4088 if gFlash = 2 then Inc(FPickup, 5);
4089 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4090 end;
4092 ITEM_WEAPON_CHAINGUN:
4093 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
4094 begin
4095 if a and FWeapon[WEAPON_CHAINGUN] then Exit;
4096 hadWeapon := FWeapon[WEAPON_CHAINGUN];
4097 switchWeapon := WEAPON_CHAINGUN;
4098 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
4099 FWeapon[WEAPON_CHAINGUN] := True;
4100 Result := True;
4101 if gFlash = 2 then Inc(FPickup, 5);
4102 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4103 end;
4105 ITEM_WEAPON_ROCKETLAUNCHER:
4106 if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
4107 begin
4108 if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
4109 switchWeapon := WEAPON_ROCKETLAUNCHER;
4110 hadWeapon := FWeapon[WEAPON_ROCKETLAUNCHER];
4111 IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
4112 FWeapon[WEAPON_ROCKETLAUNCHER] := True;
4113 Result := True;
4114 if gFlash = 2 then Inc(FPickup, 5);
4115 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4116 end;
4118 ITEM_WEAPON_PLASMA:
4119 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
4120 begin
4121 if a and FWeapon[WEAPON_PLASMA] then Exit;
4122 switchWeapon := WEAPON_PLASMA;
4123 hadWeapon := FWeapon[WEAPON_PLASMA];
4124 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4125 FWeapon[WEAPON_PLASMA] := True;
4126 Result := True;
4127 if gFlash = 2 then Inc(FPickup, 5);
4128 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4129 end;
4131 ITEM_WEAPON_BFG:
4132 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
4133 begin
4134 if a and FWeapon[WEAPON_BFG] then Exit;
4135 switchWeapon := WEAPON_BFG;
4136 hadWeapon := FWeapon[WEAPON_BFG];
4137 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4138 FWeapon[WEAPON_BFG] := True;
4139 Result := True;
4140 if gFlash = 2 then Inc(FPickup, 5);
4141 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4142 end;
4144 ITEM_WEAPON_SUPERPULEMET:
4145 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
4146 begin
4147 if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
4148 switchWeapon := WEAPON_SUPERPULEMET;
4149 hadWeapon := FWeapon[WEAPON_SUPERPULEMET];
4150 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4151 FWeapon[WEAPON_SUPERPULEMET] := True;
4152 Result := True;
4153 if gFlash = 2 then Inc(FPickup, 5);
4154 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4155 end;
4157 ITEM_WEAPON_FLAMETHROWER:
4158 if (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) or not FWeapon[WEAPON_FLAMETHROWER] then
4159 begin
4160 if a and FWeapon[WEAPON_FLAMETHROWER] then Exit;
4161 switchWeapon := WEAPON_FLAMETHROWER;
4162 hadWeapon := FWeapon[WEAPON_FLAMETHROWER];
4163 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
4164 FWeapon[WEAPON_FLAMETHROWER] := True;
4165 Result := True;
4166 if gFlash = 2 then Inc(FPickup, 5);
4167 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4168 end;
4170 ITEM_AMMO_BULLETS:
4171 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4172 begin
4173 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
4174 Result := True;
4175 remove := True;
4176 if gFlash = 2 then Inc(FPickup, 5);
4177 end;
4179 ITEM_AMMO_BULLETS_BOX:
4180 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4181 begin
4182 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
4183 Result := True;
4184 remove := True;
4185 if gFlash = 2 then Inc(FPickup, 5);
4186 end;
4188 ITEM_AMMO_SHELLS:
4189 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4190 begin
4191 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4192 Result := True;
4193 remove := True;
4194 if gFlash = 2 then Inc(FPickup, 5);
4195 end;
4197 ITEM_AMMO_SHELLS_BOX:
4198 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4199 begin
4200 IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
4201 Result := True;
4202 remove := True;
4203 if gFlash = 2 then Inc(FPickup, 5);
4204 end;
4206 ITEM_AMMO_ROCKET:
4207 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4208 begin
4209 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
4210 Result := True;
4211 remove := True;
4212 if gFlash = 2 then Inc(FPickup, 5);
4213 end;
4215 ITEM_AMMO_ROCKET_BOX:
4216 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4217 begin
4218 IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
4219 Result := True;
4220 remove := True;
4221 if gFlash = 2 then Inc(FPickup, 5);
4222 end;
4224 ITEM_AMMO_CELL:
4225 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4226 begin
4227 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4228 Result := True;
4229 remove := True;
4230 if gFlash = 2 then Inc(FPickup, 5);
4231 end;
4233 ITEM_AMMO_CELL_BIG:
4234 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4235 begin
4236 IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
4237 Result := True;
4238 remove := True;
4239 if gFlash = 2 then Inc(FPickup, 5);
4240 end;
4242 ITEM_AMMO_FUELCAN:
4243 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
4244 begin
4245 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
4246 Result := True;
4247 remove := True;
4248 if gFlash = 2 then Inc(FPickup, 5);
4249 end;
4251 ITEM_AMMO_BACKPACK:
4252 if not(R_ITEM_BACKPACK in FRulez) or
4253 (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
4254 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
4255 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
4256 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
4257 (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) then
4258 begin
4259 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
4260 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
4261 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
4262 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
4263 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
4265 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4266 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
4267 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4268 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4269 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4270 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
4271 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4272 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4273 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
4274 IncMax(FAmmo[A_FUEL], 50, FMaxAmmo[A_FUEL]);
4276 FRulez := FRulez + [R_ITEM_BACKPACK];
4277 Result := True;
4278 remove := True;
4279 if gFlash = 2 then Inc(FPickup, 5);
4280 end;
4282 ITEM_KEY_RED:
4283 if not(R_KEY_RED in FRulez) then
4284 begin
4285 Include(FRulez, R_KEY_RED);
4286 Result := True;
4287 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4288 if gFlash = 2 then Inc(FPickup, 5);
4289 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4290 end;
4292 ITEM_KEY_GREEN:
4293 if not(R_KEY_GREEN in FRulez) then
4294 begin
4295 Include(FRulez, R_KEY_GREEN);
4296 Result := True;
4297 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4298 if gFlash = 2 then Inc(FPickup, 5);
4299 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4300 end;
4302 ITEM_KEY_BLUE:
4303 if not(R_KEY_BLUE in FRulez) then
4304 begin
4305 Include(FRulez, R_KEY_BLUE);
4306 Result := True;
4307 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4308 if gFlash = 2 then Inc(FPickup, 5);
4309 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4310 end;
4312 ITEM_SUIT:
4313 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
4314 begin
4315 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
4316 Result := True;
4317 remove := True;
4318 FFireTime := 0;
4319 if gFlash = 2 then Inc(FPickup, 5);
4320 end;
4322 ITEM_OXYGEN:
4323 if FAir < AIR_MAX then
4324 begin
4325 FAir := AIR_MAX;
4326 Result := True;
4327 remove := True;
4328 if gFlash = 2 then Inc(FPickup, 5);
4329 end;
4331 ITEM_MEDKIT_BLACK:
4332 begin
4333 if not (R_BERSERK in FRulez) then
4334 begin
4335 Include(FRulez, R_BERSERK);
4336 if (FBFGFireCounter = -1) then
4337 begin
4338 FCurrWeap := WEAPON_KASTET;
4339 resetWeaponQueue();
4340 FModel.SetWeapon(WEAPON_KASTET);
4341 end;
4342 if gFlash <> 0 then
4343 begin
4344 Inc(FPain, 100);
4345 if gFlash = 2 then Inc(FPickup, 5);
4346 end;
4347 FBerserk := gTime+30000;
4348 Result := True;
4349 remove := True;
4350 FFireTime := 0;
4351 end;
4352 if (FHealth < PLAYER_HP_SOFT) or (FFireTime > 0) then
4353 begin
4354 if FHealth < PLAYER_HP_SOFT then FHealth := PLAYER_HP_SOFT;
4355 FBerserk := gTime+30000;
4356 Result := True;
4357 remove := True;
4358 FFireTime := 0;
4359 end;
4360 end;
4362 ITEM_INVUL:
4363 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
4364 begin
4365 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
4366 FSpawnInvul := 0;
4367 Result := True;
4368 remove := True;
4369 if gFlash = 2 then Inc(FPickup, 5);
4370 end;
4372 ITEM_BOTTLE:
4373 if (FHealth < PLAYER_HP_LIMIT) or (FFireTime > 0) then
4374 begin
4375 if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
4376 Result := True;
4377 remove := True;
4378 FFireTime := 0;
4379 if gFlash = 2 then Inc(FPickup, 5);
4380 end;
4382 ITEM_HELMET:
4383 if FArmor < PLAYER_AP_LIMIT then
4384 begin
4385 IncMax(FArmor, 5, PLAYER_AP_LIMIT);
4386 Result := True;
4387 remove := True;
4388 if gFlash = 2 then Inc(FPickup, 5);
4389 end;
4391 ITEM_JETPACK:
4392 if FJetFuel < JET_MAX then
4393 begin
4394 FJetFuel := JET_MAX;
4395 Result := True;
4396 remove := True;
4397 if gFlash = 2 then Inc(FPickup, 5);
4398 end;
4400 ITEM_INVIS:
4401 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
4402 begin
4403 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
4404 Result := True;
4405 remove := True;
4406 if gFlash = 2 then Inc(FPickup, 5);
4407 end;
4408 end;
4410 if (shouldSwitch(switchWeapon, hadWeapon)) then
4411 QueueWeaponSwitch(switchWeapon);
4412 end;
4414 procedure TPlayer.Touch();
4415 begin
4416 if not FAlive then
4417 Exit;
4418 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
4419 if FIamBot then
4420 begin
4421 // Áðîñèòü ôëàã òîâàðèùó:
4422 if gGameSettings.GameMode = GM_CTF then
4423 DropFlag();
4424 end;
4425 end;
4427 procedure TPlayer.Push(vx, vy: Integer);
4428 begin
4429 if (not FPhysics) and FGhost then
4430 Exit;
4431 FObj.Accel.X := FObj.Accel.X + vx;
4432 FObj.Accel.Y := FObj.Accel.Y + vy;
4433 if g_Game_IsNet and g_Game_IsServer then
4434 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4435 end;
4437 procedure TPlayer.Reset(Force: Boolean);
4438 begin
4439 if Force then
4440 FAlive := False;
4442 FSpawned := False;
4443 FTime[T_RESPAWN] := 0;
4444 FTime[T_FLAGCAP] := 0;
4445 FGodMode := False;
4446 FNoTarget := False;
4447 FNoReload := False;
4448 FFrags := 0;
4449 FLastFrag := 0;
4450 FComboEvnt := -1;
4451 FKills := 0;
4452 FMonsterKills := 0;
4453 FDeath := 0;
4454 FSecrets := 0;
4455 FSpawnInvul := 0;
4456 FCorpse := -1;
4457 FReady := False;
4458 if FNoRespawn then
4459 begin
4460 FSpectator := False;
4461 FGhost := False;
4462 FPhysics := True;
4463 FSpectatePlayer := -1;
4464 FNoRespawn := False;
4465 end;
4466 FLives := gGameSettings.MaxLives;
4468 SetFlag(FLAG_NONE);
4469 end;
4471 procedure TPlayer.SoftReset();
4472 begin
4473 ReleaseKeys();
4475 FDamageBuffer := 0;
4476 FSlopeOld := 0;
4477 FIncCamOld := 0;
4478 FIncCam := 0;
4479 FBFGFireCounter := -1;
4480 FShellTimer := -1;
4481 FPain := 0;
4482 FLastHit := 0;
4483 FLastFrag := 0;
4484 FComboEvnt := -1;
4486 SetFlag(FLAG_NONE);
4487 SetAction(A_STAND, True);
4488 end;
4490 function TPlayer.GetRespawnPoint(): Byte;
4491 var
4492 c: Byte;
4493 begin
4494 Result := 255;
4495 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4497 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4498 if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then
4499 begin
4500 if Self = gPlayer1 then
4501 begin
4502 // player 1 should try to spawn on the player 1 point
4503 if g_Map_GetPointCount(RESPAWNPOINT_PLAYER1) > 0 then
4504 Exit(RESPAWNPOINT_PLAYER1)
4505 else if g_Map_GetPointCount(RESPAWNPOINT_PLAYER2) > 0 then
4506 Exit(RESPAWNPOINT_PLAYER2);
4507 end
4508 else if Self = gPlayer2 then
4509 begin
4510 // player 2 should try to spawn on the player 2 point
4511 if g_Map_GetPointCount(RESPAWNPOINT_PLAYER2) > 0 then
4512 Exit(RESPAWNPOINT_PLAYER2)
4513 else if g_Map_GetPointCount(RESPAWNPOINT_PLAYER1) > 0 then
4514 Exit(RESPAWNPOINT_PLAYER1);
4515 end
4516 else
4517 begin
4518 // other players randomly pick either the first or the second point
4519 c := IfThen((Random(2) = 0), RESPAWNPOINT_PLAYER1, RESPAWNPOINT_PLAYER2);
4520 if g_Map_GetPointCount(c) > 0 then
4521 Exit(c);
4522 // try the other one
4523 c := IfThen((c = RESPAWNPOINT_PLAYER1), RESPAWNPOINT_PLAYER2, RESPAWNPOINT_PLAYER1);
4524 if g_Map_GetPointCount(c) > 0 then
4525 Exit(c);
4526 end;
4527 end;
4529 // Ìÿñîïîâàë
4530 if gGameSettings.GameMode = GM_DM then
4531 begin
4532 // try DM points first
4533 if g_Map_GetPointCount(RESPAWNPOINT_DM) > 0 then
4534 Exit(RESPAWNPOINT_DM);
4535 end;
4537 // Êîìàíäíûå
4538 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
4539 begin
4540 // try team points first
4541 c := RESPAWNPOINT_DM;
4542 if FTeam = TEAM_RED then
4543 c := RESPAWNPOINT_RED
4544 else if FTeam = TEAM_BLUE then
4545 c := RESPAWNPOINT_BLUE;
4546 if g_Map_GetPointCount(c) > 0 then
4547 Exit(c);
4548 end;
4550 // still haven't found a spawnpoint, try random shit
4551 Result := g_Map_GetRandomPointType();
4552 end;
4554 procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False);
4555 var
4556 RespawnPoint: TRespawnPoint;
4557 a, b, c: Byte;
4558 Anim: TAnimation;
4559 ID: DWORD;
4560 begin
4561 FSlopeOld := 0;
4562 FIncCamOld := 0;
4563 FIncCam := 0;
4564 FBFGFireCounter := -1;
4565 FShellTimer := -1;
4566 FPain := 0;
4567 FLastHit := 0;
4568 FSpawnInvul := 0;
4569 FCorpse := -1;
4571 if not g_Game_IsServer then
4572 Exit;
4573 if FDummy then
4574 Exit;
4575 FWantsInGame := True;
4576 FJustTeleported := True;
4577 if Force then
4578 begin
4579 FTime[T_RESPAWN] := 0;
4580 FAlive := False;
4581 end;
4582 FNetTime := 0;
4583 // if server changes MaxLives we gotta be ready
4584 if gGameSettings.MaxLives = 0 then FNoRespawn := False;
4586 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4587 if FTime[T_RESPAWN] > gTime then
4588 Exit;
4590 // Ïðîñðàë âñå æèçíè:
4591 if FNoRespawn then
4592 begin
4593 if not FSpectator then Spectate(True);
4594 FWantsInGame := True;
4595 Exit;
4596 end;
4598 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.GameMode <> GM_COOP) then
4599 begin // "Ñâîÿ èãðà"
4600 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4601 FRulez := FRulez-[R_BERSERK];
4602 end
4603 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4604 begin
4605 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4606 FRulez := FRulez-[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK];
4607 end;
4609 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4610 c := GetRespawnPoint();
4612 ReleaseKeys();
4613 SetFlag(FLAG_NONE);
4615 // Âîñêðåøåíèå áåç îðóæèÿ:
4616 if not FAlive then
4617 begin
4618 FHealth := Round(PLAYER_HP_SOFT * (FHandicap / 100));
4619 FArmor := 0;
4620 FAlive := True;
4621 FAir := AIR_DEF;
4622 FJetFuel := 0;
4624 for a := WP_FIRST to WP_LAST do
4625 begin
4626 FWeapon[a] := False;
4627 FReloading[a] := 0;
4628 end;
4630 FWeapon[WEAPON_PISTOL] := True;
4631 FWeapon[WEAPON_KASTET] := True;
4632 FCurrWeap := WEAPON_PISTOL;
4633 resetWeaponQueue();
4635 FModel.SetWeapon(FCurrWeap);
4637 for b := A_BULLETS to A_HIGH do
4638 FAmmo[b] := 0;
4640 FAmmo[A_BULLETS] := 50;
4642 FMaxAmmo[A_BULLETS] := AmmoLimits[0, A_BULLETS];
4643 FMaxAmmo[A_SHELLS] := AmmoLimits[0, A_SHELLS];
4644 FMaxAmmo[A_ROCKETS] := AmmoLimits[0, A_SHELLS];
4645 FMaxAmmo[A_CELLS] := AmmoLimits[0, A_CELLS];
4646 FMaxAmmo[A_FUEL] := AmmoLimits[0, A_FUEL];
4648 if (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) and
4649 LongBool(gGameSettings.Options and GAME_OPTION_DMKEYS) then
4650 FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
4651 else
4652 FRulez := [];
4653 end;
4655 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4656 if not g_Map_GetPoint(c, RespawnPoint) then
4657 begin
4658 g_FatalError(_lc[I_GAME_ERROR_GET_SPAWN]);
4659 Exit;
4660 end;
4662 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4663 FObj.X := RespawnPoint.X-PLAYER_RECT.X;
4664 FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y;
4665 FObj.oldX := FObj.X; // don't interpolate after respawn
4666 FObj.oldY := FObj.Y;
4667 FObj.Vel.X := 0;
4668 FObj.Vel.Y := 0;
4669 FObj.Accel.X := 0;
4670 FObj.Accel.Y := 0;
4672 FDirection := RespawnPoint.Direction;
4673 if FDirection = TDirection.D_LEFT then
4674 FAngle := 180
4675 else
4676 FAngle := 0;
4678 SetAction(A_STAND, True);
4679 FModel.Direction := FDirection;
4681 for a := Low(FTime) to High(FTime) do
4682 FTime[a] := 0;
4684 for a := Low(FMegaRulez) to High(FMegaRulez) do
4685 FMegaRulez[a] := 0;
4687 // Respawn invulnerability
4688 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.SpawnInvul > 0) then
4689 begin
4690 FMegaRulez[MR_INVUL] := gTime + gGameSettings.SpawnInvul * 1000;
4691 FSpawnInvul := FMegaRulez[MR_INVUL];
4692 end;
4694 FDamageBuffer := 0;
4695 FJetpack := False;
4696 FCanJetpack := False;
4697 FFlaming := False;
4698 FFireTime := 0;
4699 FFirePainTime := 0;
4700 FFireAttacker := 0;
4702 // Àíèìàöèÿ âîçðîæäåíèÿ:
4703 if (not gLoadGameMode) and (not Silent) then
4704 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4705 begin
4706 Anim := TAnimation.Create(ID, False, 3);
4707 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4708 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4709 Anim.Free();
4710 end;
4712 FSpectator := False;
4713 FGhost := False;
4714 FPhysics := True;
4715 FSpectatePlayer := -1;
4716 FSpawned := True;
4718 if (gPlayer1 = nil) and (gSpectLatchPID1 = FUID) then
4719 gPlayer1 := self;
4720 if (gPlayer2 = nil) and (gSpectLatchPID2 = FUID) then
4721 gPlayer2 := self;
4723 if g_Game_IsNet then
4724 begin
4725 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4726 MH_SEND_PlayerStats(FUID, NET_EVERYONE);
4727 if not Silent then
4728 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4729 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32,
4730 0, NET_GFX_TELE);
4731 end;
4732 end;
4734 procedure TPlayer.Spectate(NoMove: Boolean = False);
4735 begin
4736 if FAlive then
4737 Kill(K_EXTRAHARDKILL, FUID, HIT_SOME)
4738 else if (not NoMove) then
4739 begin
4740 GameX := gMapInfo.Width div 2;
4741 GameY := gMapInfo.Height div 2;
4742 end;
4743 FXTo := GameX;
4744 FYTo := GameY;
4746 FAlive := False;
4747 FSpectator := True;
4748 FGhost := True;
4749 FPhysics := False;
4750 FWantsInGame := False;
4751 FSpawned := False;
4752 FCorpse := -1;
4754 if FNoRespawn then
4755 begin
4756 if Self = gPlayer1 then
4757 begin
4758 gSpectLatchPID1 := FUID;
4759 gPlayer1 := nil;
4760 end
4761 else if Self = gPlayer2 then
4762 begin
4763 gSpectLatchPID2 := FUID;
4764 gPlayer2 := nil;
4765 end;
4766 end;
4768 if g_Game_IsNet then
4769 MH_SEND_PlayerStats(FUID);
4770 end;
4772 procedure TPlayer.SwitchNoClip;
4773 begin
4774 if not FAlive then
4775 Exit;
4776 FGhost := not FGhost;
4777 FPhysics := not FGhost;
4778 if FGhost then
4779 begin
4780 FXTo := FObj.X;
4781 FYTo := FObj.Y;
4782 end else
4783 begin
4784 FObj.Accel.X := 0;
4785 FObj.Accel.Y := 0;
4786 end;
4787 end;
4789 procedure TPlayer.Run(Direction: TDirection);
4790 var
4791 a, b: Integer;
4792 begin
4793 if MAX_RUNVEL > 8 then
4794 FlySmoke();
4796 // Áåæèì:
4797 if Direction = TDirection.D_LEFT then
4798 begin
4799 if FObj.Vel.X > -MAX_RUNVEL then
4800 FObj.Vel.X := FObj.Vel.X - (MAX_RUNVEL shr 3);
4801 end
4802 else
4803 if FObj.Vel.X < MAX_RUNVEL then
4804 FObj.Vel.X := FObj.Vel.X + (MAX_RUNVEL shr 3);
4806 // Âîçìîæíî, ïèíàåì êóñêè:
4807 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
4808 begin
4809 b := Abs(FObj.Vel.X);
4810 if b > 1 then b := b * (Random(8 div b) + 1);
4811 for a := 0 to High(gGibs) do
4812 begin
4813 if gGibs[a].alive and
4814 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
4815 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
4816 begin
4817 // Ïèíàåì êóñêè
4818 if FObj.Vel.X < 0 then
4819 begin
4820 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
4821 end
4822 else
4823 begin
4824 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
4825 end;
4826 gGibs[a].positionChanged(); // this updates spatial accelerators
4827 end;
4828 end;
4829 end;
4831 SetAction(A_WALK);
4832 end;
4834 procedure TPlayer.SeeDown();
4835 begin
4836 SetAction(A_SEEDOWN);
4838 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN;
4840 if FIncCam > -120 then DecMin(FIncCam, 5, -120);
4841 end;
4843 procedure TPlayer.SeeUp();
4844 begin
4845 SetAction(A_SEEUP);
4847 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP;
4849 if FIncCam < 120 then IncMax(FIncCam, 5, 120);
4850 end;
4852 procedure TPlayer.SetAction(Action: Byte; Force: Boolean = False);
4853 var
4854 Prior: Byte;
4855 begin
4856 case Action of
4857 A_WALK: Prior := 3;
4858 A_DIE1: Prior := 5;
4859 A_DIE2: Prior := 5;
4860 A_ATTACK: Prior := 2;
4861 A_SEEUP: Prior := 1;
4862 A_SEEDOWN: Prior := 1;
4863 A_ATTACKUP: Prior := 2;
4864 A_ATTACKDOWN: Prior := 2;
4865 A_PAIN: Prior := 4;
4866 else Prior := 0;
4867 end;
4869 if (Prior > FActionPrior) or Force then
4870 if not ((Prior = 2) and (FCurrWeap = WEAPON_SAW)) then
4871 begin
4872 FActionPrior := Prior;
4873 FActionAnim := Action;
4874 FActionForce := Force;
4875 FActionChanged := True;
4876 end;
4878 if Action in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN] then FModel.SetFire(True);
4879 end;
4881 function TPlayer.StayOnStep(XInc, YInc: Integer): Boolean;
4882 begin
4883 Result := not g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height-1,
4884 PLAYER_RECT.Width, 1, PANEL_STEP, False)
4885 and g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height,
4886 PLAYER_RECT.Width, 1, PANEL_STEP, False);
4887 end;
4889 function TPlayer.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
4890 var
4891 Anim: TAnimation;
4892 ID: DWORD;
4893 begin
4894 Result := False;
4896 if g_CollideLevel(X, Y, PLAYER_RECT.Width, PLAYER_RECT.Height) then
4897 begin
4898 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
4899 if g_Game_IsServer and g_Game_IsNet then
4900 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
4901 Exit;
4902 end;
4904 FJustTeleported := True;
4906 Anim := nil;
4907 if not silent then
4908 begin
4909 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4910 begin
4911 Anim := TAnimation.Create(ID, False, 3);
4912 end;
4914 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj.X, FObj.Y);
4915 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4916 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4917 if g_Game_IsServer and g_Game_IsNet then
4918 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4919 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 1,
4920 NET_GFX_TELE);
4921 end;
4923 FObj.X := X-PLAYER_RECT.X;
4924 FObj.Y := Y-PLAYER_RECT.Y;
4925 FObj.oldX := FObj.X; // don't interpolate after respawn
4926 FObj.oldY := FObj.Y;
4927 if FAlive and FGhost then
4928 begin
4929 FXTo := FObj.X;
4930 FYTo := FObj.Y;
4931 end;
4933 if not g_Game_IsNet then
4934 begin
4935 if dir = 1 then
4936 begin
4937 SetDirection(TDirection.D_LEFT);
4938 FAngle := 180;
4939 end
4940 else
4941 if dir = 2 then
4942 begin
4943 SetDirection(TDirection.D_RIGHT);
4944 FAngle := 0;
4945 end
4946 else
4947 if dir = 3 then
4948 begin // îáðàòíîå
4949 if FDirection = TDirection.D_RIGHT then
4950 begin
4951 SetDirection(TDirection.D_LEFT);
4952 FAngle := 180;
4953 end
4954 else
4955 begin
4956 SetDirection(TDirection.D_RIGHT);
4957 FAngle := 0;
4958 end;
4959 end;
4960 end;
4962 if not silent and (Anim <> nil) then
4963 begin
4964 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4965 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4966 Anim.Free();
4968 if g_Game_IsServer and g_Game_IsNet then
4969 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4970 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 0,
4971 NET_GFX_TELE);
4972 end;
4974 Result := True;
4975 end;
4977 function nonz(a: Single): Single;
4978 begin
4979 if a <> 0 then
4980 Result := a
4981 else
4982 Result := 1;
4983 end;
4985 function TPlayer.refreshCorpse(): Boolean;
4986 var
4987 i: Integer;
4988 begin
4989 Result := False;
4990 FCorpse := -1;
4991 if FAlive or FSpectator then
4992 Exit;
4993 if (gCorpses = nil) or (Length(gCorpses) = 0) then
4994 Exit;
4995 for i := 0 to High(gCorpses) do
4996 if gCorpses[i] <> nil then
4997 if gCorpses[i].FPlayerUID = FUID then
4998 begin
4999 Result := True;
5000 FCorpse := i;
5001 break;
5002 end;
5003 end;
5005 function TPlayer.getCameraObj(): TObj;
5006 begin
5007 if (not FAlive) and (not FSpectator) and
5008 (FCorpse >= 0) and (FCorpse < Length(gCorpses)) and
5009 (gCorpses[FCorpse] <> nil) and (gCorpses[FCorpse].FPlayerUID = FUID) then
5010 begin
5011 gCorpses[FCorpse].FObj.slopeUpLeft := FObj.slopeUpLeft;
5012 Result := gCorpses[FCorpse].FObj;
5013 end
5014 else
5015 begin
5016 Result := FObj;
5017 end;
5018 end;
5020 procedure TPlayer.PreUpdate();
5021 begin
5022 FSlopeOld := FObj.slopeUpLeft;
5023 FIncCamOld := FIncCam;
5024 FObj.oldX := FObj.X;
5025 FObj.oldY := FObj.Y;
5026 end;
5028 procedure TPlayer.Update();
5029 var
5030 b: Byte;
5031 i, ii, wx, wy, xd, yd, k: Integer;
5032 blockmon, headwater, dospawn: Boolean;
5033 NetServer: Boolean;
5034 AnyServer: Boolean;
5035 SetSpect: Boolean;
5036 begin
5037 NetServer := g_Game_IsNet and g_Game_IsServer;
5038 AnyServer := g_Game_IsServer;
5040 if g_Game_IsClient and (NetInterpLevel > 0) then
5041 DoLerp(NetInterpLevel + 1)
5042 else
5043 if FGhost then
5044 DoLerp(4);
5046 if NetServer then
5047 if (FClientID >= 0) and (NetClients[FClientID].Peer <> nil) then
5048 begin
5049 FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
5050 if NetClients[FClientID].Peer^.packetsSent > 0 then
5051 FLoss := Round(100*NetClients[FClientID].Peer^.packetsLost/NetClients[FClientID].Peer^.packetsSent)
5052 else
5053 FLoss := 0;
5054 end else
5055 begin
5056 FPing := 0;
5057 FLoss := 0;
5058 end;
5060 if FAlive and (FPunchAnim <> nil) then
5061 FPunchAnim.Update();
5063 if FAlive and (gFly or FJetpack) then
5064 FlySmoke();
5066 if FDirection = TDirection.D_LEFT then
5067 FAngle := 180
5068 else
5069 FAngle := 0;
5071 if FAlive and (not FGhost) then
5072 begin
5073 if FKeys[KEY_UP].Pressed then
5074 SeeUp();
5075 if FKeys[KEY_DOWN].Pressed then
5076 SeeDown();
5077 end;
5079 if (not (FKeys[KEY_UP].Pressed or FKeys[KEY_DOWN].Pressed)) and
5080 (FIncCam <> 0) then
5081 begin
5082 i := g_basic.Sign(FIncCam);
5083 FIncCam := Abs(FIncCam);
5084 DecMin(FIncCam, 5, 0);
5085 FIncCam := FIncCam*i;
5086 end;
5088 if gTime mod (GAME_TICK*2) <> 0 then
5089 begin
5090 if (FObj.Vel.X = 0) and FAlive then
5091 begin
5092 if FKeys[KEY_LEFT].Pressed then
5093 Run(TDirection.D_LEFT);
5094 if FKeys[KEY_RIGHT].Pressed then
5095 Run(TDirection.D_RIGHT);
5096 end;
5098 if FPhysics then
5099 begin
5100 g_Obj_Move(@FObj, True, True, True);
5101 positionChanged(); // this updates spatial accelerators
5102 end;
5104 Exit;
5105 end;
5107 FActionChanged := False;
5109 if FAlive then
5110 begin
5111 // Let alive player do some actions
5112 if FKeys[KEY_LEFT].Pressed then Run(TDirection.D_LEFT);
5113 if FKeys[KEY_RIGHT].Pressed then Run(TDirection.D_RIGHT);
5114 if FKeys[KEY_FIRE].Pressed and AnyServer then Fire()
5115 else
5116 begin
5117 if AnyServer then
5118 begin
5119 FlamerOff;
5120 if NetServer then MH_SEND_PlayerStats(FUID);
5121 end;
5122 end;
5123 if FKeys[KEY_OPEN].Pressed and AnyServer then Use();
5124 if FKeys[KEY_JUMP].Pressed then Jump()
5125 else
5126 begin
5127 if AnyServer and FJetpack then
5128 begin
5129 FJetpack := False;
5130 JetpackOff;
5131 if NetServer then MH_SEND_PlayerStats(FUID);
5132 end;
5133 FCanJetpack := True;
5134 end;
5135 end
5136 else // Dead
5137 begin
5138 dospawn := False;
5139 if not FGhost then
5140 for k := Low(FKeys) to KEY_CHAT-1 do
5141 begin
5142 if FKeys[k].Pressed then
5143 begin
5144 dospawn := True;
5145 break;
5146 end;
5147 end;
5148 if dospawn then
5149 begin
5150 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
5151 Respawn(False)
5152 else // Single
5153 if (FTime[T_RESPAWN] <= gTime) and
5154 gGameOn and (not FAlive) then
5155 begin
5156 if (g_Player_GetCount() > 1) then
5157 Respawn(False)
5158 else
5159 begin
5160 gExit := EXIT_RESTART;
5161 Exit;
5162 end;
5163 end;
5164 end;
5165 // Dead spectator actions
5166 if FGhost then
5167 begin
5168 if FKeys[KEY_OPEN].Pressed and AnyServer then Fire();
5169 if FKeys[KEY_FIRE].Pressed and AnyServer then
5170 begin
5171 if FSpectator then
5172 begin
5173 if (FSpectatePlayer >= High(gPlayers)) then
5174 FSpectatePlayer := -1
5175 else
5176 begin
5177 SetSpect := False;
5178 for I := FSpectatePlayer + 1 to High(gPlayers) do
5179 if gPlayers[I] <> nil then
5180 if gPlayers[I].alive then
5181 if gPlayers[I].UID <> FUID then
5182 begin
5183 FSpectatePlayer := I;
5184 SetSpect := True;
5185 break;
5186 end;
5188 if not SetSpect then FSpectatePlayer := -1;
5189 end;
5191 ReleaseKeys;
5192 end;
5193 end;
5194 end;
5195 end;
5196 // No clipping
5197 if FGhost then
5198 begin
5199 if FKeys[KEY_UP].Pressed or FKeys[KEY_JUMP].Pressed then
5200 begin
5201 FYTo := FObj.Y - 32;
5202 FSpectatePlayer := -1;
5203 end;
5204 if FKeys[KEY_DOWN].Pressed then
5205 begin
5206 FYTo := FObj.Y + 32;
5207 FSpectatePlayer := -1;
5208 end;
5209 if FKeys[KEY_LEFT].Pressed then
5210 begin
5211 FXTo := FObj.X - 32;
5212 FSpectatePlayer := -1;
5213 end;
5214 if FKeys[KEY_RIGHT].Pressed then
5215 begin
5216 FXTo := FObj.X + 32;
5217 FSpectatePlayer := -1;
5218 end;
5220 if (FXTo < -64) then
5221 FXTo := -64
5222 else if (FXTo > gMapInfo.Width + 32) then
5223 FXTo := gMapInfo.Width + 32;
5224 if (FYTo < -72) then
5225 FYTo := -72
5226 else if (FYTo > gMapInfo.Height + 32) then
5227 FYTo := gMapInfo.Height + 32;
5228 end;
5230 if FPhysics then
5231 begin
5232 g_Obj_Move(@FObj, True, True, True);
5233 positionChanged(); // this updates spatial accelerators
5234 end
5235 else
5236 begin
5237 FObj.Vel.X := 0;
5238 FObj.Vel.Y := 0;
5239 if FSpectator then
5240 if (FSpectatePlayer <= High(gPlayers)) and (FSpectatePlayer >= 0) then
5241 if gPlayers[FSpectatePlayer] <> nil then
5242 if gPlayers[FSpectatePlayer].alive then
5243 begin
5244 FXTo := gPlayers[FSpectatePlayer].GameX;
5245 FYTo := gPlayers[FSpectatePlayer].GameY;
5246 end;
5247 end;
5249 blockmon := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X, FObj.Y+PLAYER_HEADRECT.Y,
5250 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
5251 PANEL_BLOCKMON, True);
5252 headwater := HeadInLiquid(0, 0);
5254 // Ñîïðîòèâëåíèå âîçäóõà:
5255 if (not FAlive) or not (FKeys[KEY_LEFT].Pressed or FKeys[KEY_RIGHT].Pressed) then
5256 if FObj.Vel.X <> 0 then
5257 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
5259 if (FLastHit = HIT_TRAP) and (FPain > 90) then FPain := 90;
5260 DecMin(FPain, 5, 0);
5261 DecMin(FPickup, 1, 0);
5263 if FAlive and (FObj.Y > Integer(gMapInfo.Height)+128) and AnyServer then
5264 begin
5265 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
5266 FMegaRulez[MR_SUIT] := 0;
5267 FMegaRulez[MR_INVUL] := 0;
5268 FMegaRulez[MR_INVIS] := 0;
5269 Kill(K_FALLKILL, 0, HIT_FALL);
5270 end;
5272 i := 9;
5274 if FAlive then
5275 begin
5276 if FCurrWeap = WEAPON_SAW then
5277 if not (FSawSound.IsPlaying() or FSawSoundHit.IsPlaying() or
5278 FSawSoundSelect.IsPlaying()) then
5279 FSawSoundIdle.PlayAt(FObj.X, FObj.Y);
5281 if FJetpack then
5282 if (not FJetSoundFly.IsPlaying()) and (not FJetSoundOn.IsPlaying()) and
5283 (not FJetSoundOff.IsPlaying()) then
5284 begin
5285 FJetSoundFly.SetPosition(0);
5286 FJetSoundFly.PlayAt(FObj.X, FObj.Y);
5287 end;
5289 for b := WP_FIRST to WP_LAST do
5290 if FReloading[b] > 0 then
5291 if FNoReload then
5292 FReloading[b] := 0
5293 else
5294 Dec(FReloading[b]);
5296 if FShellTimer > -1 then
5297 if FShellTimer = 0 then
5298 begin
5299 if FShellType = SHELL_SHELL then
5300 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5301 GameVelX, GameVelY-2, SHELL_SHELL)
5302 else if FShellType = SHELL_DBLSHELL then
5303 begin
5304 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5305 GameVelX+1, GameVelY-2, SHELL_SHELL);
5306 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5307 GameVelX-1, GameVelY-2, SHELL_SHELL);
5308 end;
5309 FShellTimer := -1;
5310 end else Dec(FShellTimer);
5312 if (FBFGFireCounter > -1) then
5313 if FBFGFireCounter = 0 then
5314 begin
5315 if AnyServer then
5316 begin
5317 wx := FObj.X+WEAPONPOINT[FDirection].X;
5318 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
5319 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
5320 yd := wy+firediry();
5321 g_Weapon_bfgshot(wx, wy, xd, yd, FUID);
5322 if NetServer then MH_SEND_PlayerFire(FUID, WEAPON_BFG, wx, wy, xd, yd);
5323 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5324 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5325 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5326 end;
5328 FReloading[WEAPON_BFG] := WEAPON_RELOAD[WEAPON_BFG];
5329 FBFGFireCounter := -1;
5330 end else
5331 if FNoReload then
5332 FBFGFireCounter := 0
5333 else
5334 Dec(FBFGFireCounter);
5336 if (FMegaRulez[MR_SUIT] < gTime) and AnyServer then
5337 begin
5338 b := g_GetAcidHit(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height);
5340 if (b > 0) and (gTime mod (15*GAME_TICK) = 0) then Damage(b, 0, 0, 0, HIT_ACID);
5341 end;
5343 if (headwater or blockmon) then
5344 begin
5345 Dec(FAir);
5347 if FAir < -9 then
5348 begin
5349 if AnyServer then Damage(10, 0, 0, 0, HIT_WATER);
5350 FAir := 0;
5351 end
5352 else if (FAir mod 31 = 0) and not blockmon then
5353 begin
5354 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
5355 if Random(2) = 0 then
5356 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
5357 else
5358 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
5359 end;
5360 end else if FAir < AIR_DEF then
5361 FAir := AIR_DEF;
5363 if FFireTime > 0 then
5364 begin
5365 if BodyInLiquid(0, 0) then
5366 begin
5367 FFireTime := 0;
5368 FFirePainTime := 0;
5369 end
5370 else if FMegaRulez[MR_SUIT] >= gTime then
5371 begin
5372 if FMegaRulez[MR_SUIT] = gTime then
5373 FFireTime := 1;
5374 FFirePainTime := 0;
5375 end
5376 else
5377 begin
5378 OnFireFlame(1);
5379 if FFirePainTime <= 0 then
5380 begin
5381 if g_Game_IsServer then
5382 Damage(2, FFireAttacker, 0, 0, HIT_FLAME);
5383 FFirePainTime := 12 - FFireTime div 12;
5384 end;
5385 FFirePainTime := FFirePainTime - 1;
5386 FFireTime := FFireTime - 1;
5387 if ((FFireTime mod 33) = 0) and (FMegaRulez[MR_INVUL] < gTime) then
5388 FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
5389 if (FFireTime = 0) and g_Game_IsNet and g_Game_IsServer then
5390 MH_SEND_PlayerStats(FUID);
5391 end;
5392 end;
5394 if FDamageBuffer > 0 then
5395 begin
5396 if FDamageBuffer >= 9 then
5397 begin
5398 SetAction(A_PAIN);
5400 if FDamageBuffer < 30 then i := 9
5401 else if FDamageBuffer < 100 then i := 18
5402 else i := 27;
5403 end;
5405 ii := Round(FDamageBuffer*FHealth / nonz(FArmor*(3/4)+FHealth));
5406 FArmor := FArmor-(FDamageBuffer-ii);
5407 FHealth := FHealth-ii;
5408 if FArmor < 0 then
5409 begin
5410 FHealth := FHealth+FArmor;
5411 FArmor := 0;
5412 end;
5414 if AnyServer then
5415 if FHealth <= 0 then
5416 if FHealth > -30 then Kill(K_SIMPLEKILL, FLastSpawnerUID, FLastHit)
5417 else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit)
5418 else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit);
5420 if FAlive and ((FLastHit <> HIT_FLAME) or (FFireTime <= 0)) then
5421 begin
5422 if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y)
5423 else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y)
5424 else if FDamageBuffer <= 120 then FModel.PlaySound(MODELSOUND_PAIN, 3, FObj.X, FObj.Y)
5425 else FModel.PlaySound(MODELSOUND_PAIN, 4, FObj.X, FObj.Y);
5426 end;
5428 FDamageBuffer := 0;
5429 end;
5431 {CollideItem();}
5432 end; // if FAlive then ...
5434 if (FActionAnim = A_PAIN) and (FModel.Animation <> A_PAIN) then
5435 begin
5436 FModel.ChangeAnimation(FActionAnim, FActionForce);
5437 FModel.GetCurrentAnimation.MinLength := i;
5438 FModel.GetCurrentAnimationMask.MinLength := i;
5439 end else FModel.ChangeAnimation(FActionAnim, FActionForce and (FModel.Animation <> A_STAND));
5441 if (FModel.GetCurrentAnimation.Played or ((not FActionChanged) and (FModel.Animation = A_WALK)))
5442 then SetAction(A_STAND, True);
5444 if not ((FModel.Animation = A_WALK) and (Abs(FObj.Vel.X) < 4) and not FModel.Fire) then FModel.Update;
5446 for b := Low(FKeys) to High(FKeys) do
5447 if FKeys[b].Time = 0 then FKeys[b].Pressed := False else Dec(FKeys[b].Time);
5448 end;
5451 procedure TPlayer.getMapBox (out x, y, w, h: Integer); inline;
5452 begin
5453 x := FObj.X+PLAYER_RECT.X;
5454 y := FObj.Y+PLAYER_RECT.Y;
5455 w := PLAYER_RECT.Width;
5456 h := PLAYER_RECT.Height;
5457 end;
5460 procedure TPlayer.moveBy (dx, dy: Integer); inline;
5461 begin
5462 if (dx <> 0) or (dy <> 0) then
5463 begin
5464 FObj.X += dx;
5465 FObj.Y += dy;
5466 positionChanged();
5467 end;
5468 end;
5471 function TPlayer.Collide(X, Y: Integer; Width, Height: Word): Boolean;
5472 begin
5473 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5474 FObj.Y+PLAYER_RECT.Y,
5475 PLAYER_RECT.Width,
5476 PLAYER_RECT.Height,
5477 X, Y,
5478 Width, Height);
5479 end;
5481 function TPlayer.Collide(Panel: TPanel): Boolean;
5482 begin
5483 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5484 FObj.Y+PLAYER_RECT.Y,
5485 PLAYER_RECT.Width,
5486 PLAYER_RECT.Height,
5487 Panel.X, Panel.Y,
5488 Panel.Width, Panel.Height);
5489 end;
5491 function TPlayer.Collide(X, Y: Integer): Boolean;
5492 begin
5493 X := X-FObj.X-PLAYER_RECT.X;
5494 Y := Y-FObj.Y-PLAYER_RECT.Y;
5495 Result := (x >= 0) and (x <= PLAYER_RECT.Width) and
5496 (y >= 0) and (y <= PLAYER_RECT.Height);
5497 end;
5499 function g_Player_ValidName(Name: string): Boolean;
5500 var
5501 a: Integer;
5502 begin
5503 Result := True;
5505 if gPlayers = nil then Exit;
5507 for a := 0 to High(gPlayers) do
5508 if gPlayers[a] <> nil then
5509 if LowerCase(Name) = LowerCase(gPlayers[a].FName) then
5510 begin
5511 Result := False;
5512 Exit;
5513 end;
5514 end;
5516 procedure TPlayer.SetDirection(Direction: TDirection);
5517 var
5518 d: TDirection;
5519 begin
5520 d := FModel.Direction;
5522 FModel.Direction := Direction;
5523 if d <> Direction then FModel.ChangeAnimation(FModel.Animation, True);
5525 FDirection := Direction;
5526 end;
5528 function TPlayer.GetKeys(): Byte;
5529 begin
5530 Result := 0;
5532 if R_KEY_RED in FRulez then Result := KEY_RED;
5533 if R_KEY_GREEN in FRulez then Result := Result or KEY_GREEN;
5534 if R_KEY_BLUE in FRulez then Result := Result or KEY_BLUE;
5536 if FTeam = TEAM_RED then Result := Result or KEY_REDTEAM;
5537 if FTeam = TEAM_BLUE then Result := Result or KEY_BLUETEAM;
5538 end;
5540 procedure TPlayer.Use();
5541 var
5542 a: Integer;
5543 begin
5544 if FTime[T_USE] > gTime then Exit;
5546 g_Triggers_PressR(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
5547 PLAYER_RECT.Height, FUID, ACTIVATE_PLAYERPRESS);
5549 for a := 0 to High(gPlayers) do
5550 if (gPlayers[a] <> nil) and (gPlayers[a] <> Self) and
5551 gPlayers[a].alive and SameTeam(FUID, gPlayers[a].FUID) and
5552 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5553 FObj.Rect.Width, FObj.Rect.Height, @gPlayers[a].FObj) then
5554 begin
5555 gPlayers[a].Touch();
5556 if g_Game_IsNet and g_Game_IsServer then
5557 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH, gPlayers[a].FUID);
5558 end;
5560 FTime[T_USE] := gTime+120;
5561 end;
5563 procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
5564 var
5565 locObj: TObj;
5566 F: Boolean;
5567 WX, WY, XD, YD: Integer;
5568 begin
5569 F := False;
5570 WX := X;
5571 WY := Y;
5572 XD := AX;
5573 YD := AY;
5575 case FCurrWeap of
5576 WEAPON_KASTET:
5577 begin
5578 DoPunch();
5579 if R_BERSERK in FRulez then
5580 begin
5581 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5582 locobj.X := FObj.X+FObj.Rect.X;
5583 locobj.Y := FObj.Y+FObj.Rect.Y;
5584 locobj.rect.X := 0;
5585 locobj.rect.Y := 0;
5586 locobj.rect.Width := 39;
5587 locobj.rect.Height := 52;
5588 locobj.Vel.X := (xd-wx) div 2;
5589 locobj.Vel.Y := (yd-wy) div 2;
5590 locobj.Accel.X := xd-wx;
5591 locobj.Accel.y := yd-wy;
5593 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
5594 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
5595 else
5596 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
5598 if gFlash = 1 then
5599 if FPain < 50 then
5600 FPain := min(FPain + 25, 50);
5601 end else
5602 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
5603 end;
5605 WEAPON_SAW:
5606 begin
5607 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5608 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
5609 begin
5610 FSawSoundSelect.Stop();
5611 FSawSound.Stop();
5612 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
5613 end
5614 else if not FSawSoundHit.IsPlaying() then
5615 begin
5616 FSawSoundSelect.Stop();
5617 FSawSound.PlayAt(FObj.X, FObj.Y);
5618 end;
5619 f := True;
5620 end;
5622 WEAPON_PISTOL:
5623 begin
5624 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
5625 FFireAngle := FAngle;
5626 f := True;
5627 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5628 GameVelX, GameVelY-2, SHELL_BULLET);
5629 end;
5631 WEAPON_SHOTGUN1:
5632 begin
5633 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5634 FFireAngle := FAngle;
5635 f := True;
5636 FShellTimer := 10;
5637 FShellType := SHELL_SHELL;
5638 end;
5640 WEAPON_SHOTGUN2:
5641 begin
5642 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
5643 FFireAngle := FAngle;
5644 f := True;
5645 FShellTimer := 13;
5646 FShellType := SHELL_DBLSHELL;
5647 end;
5649 WEAPON_CHAINGUN:
5650 begin
5651 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey);
5652 FFireAngle := FAngle;
5653 f := True;
5654 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5655 GameVelX, GameVelY-2, SHELL_BULLET);
5656 end;
5658 WEAPON_ROCKETLAUNCHER:
5659 begin
5660 g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID);
5661 FFireAngle := FAngle;
5662 f := True;
5663 end;
5665 WEAPON_PLASMA:
5666 begin
5667 g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID);
5668 FFireAngle := FAngle;
5669 f := True;
5670 end;
5672 WEAPON_BFG:
5673 begin
5674 g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID);
5675 FFireAngle := FAngle;
5676 f := True;
5677 end;
5679 WEAPON_SUPERPULEMET:
5680 begin
5681 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5682 FFireAngle := FAngle;
5683 f := True;
5684 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5685 GameVelX, GameVelY-2, SHELL_SHELL);
5686 end;
5688 WEAPON_FLAMETHROWER:
5689 begin
5690 g_Weapon_flame(wx, wy, xd, yd, FUID, WID);
5691 FlamerOn;
5692 FFireAngle := FAngle;
5693 f := True;
5694 end;
5695 end;
5697 if not f then Exit;
5699 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5700 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5701 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5702 end;
5704 procedure TPlayer.DoLerp(Level: Integer = 2);
5705 begin
5706 if FObj.X <> FXTo then FObj.X := Lerp(FObj.X, FXTo, Level);
5707 if FObj.Y <> FYTo then FObj.Y := Lerp(FObj.Y, FYTo, Level);
5708 end;
5710 procedure TPlayer.SetLerp(XTo, YTo: Integer);
5711 var
5712 AX, AY: Integer;
5713 begin
5714 FXTo := XTo;
5715 FYTo := YTo;
5716 if FJustTeleported or (NetInterpLevel < 1) then
5717 begin
5718 FObj.X := XTo;
5719 FObj.Y := YTo;
5720 if FJustTeleported then
5721 begin
5722 FObj.oldX := FObj.X;
5723 FObj.oldY := FObj.Y;
5724 end;
5725 end
5726 else
5727 begin
5728 AX := Abs(FXTo - FObj.X);
5729 AY := Abs(FYTo - FObj.Y);
5730 if (AX > 32) or (AX <= NetInterpLevel) then
5731 FObj.X := FXTo;
5732 if (AY > 32) or (AY <= NetInterpLevel) then
5733 FObj.Y := FYTo;
5734 end;
5735 end;
5737 function TPlayer.FullInLift(XInc, YInc: Integer): Integer;
5738 begin
5739 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5740 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5741 PANEL_LIFTUP, False) then Result := -1
5742 else
5743 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5744 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5745 PANEL_LIFTDOWN, False) then Result := 1
5746 else Result := 0;
5747 end;
5749 function TPlayer.GetFlag(Flag: Byte): Boolean;
5750 var
5751 s, ts: String;
5752 evtype, a: Byte;
5753 begin
5754 Result := False;
5756 if Flag = FLAG_NONE then
5757 Exit;
5759 if not g_Game_IsServer then Exit;
5761 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5762 if (Flag = FTeam) and
5763 (gFlags[Flag].State = FLAG_STATE_NORMAL) and
5764 (FFlag <> FLAG_NONE) then
5765 begin
5766 if FFlag = FLAG_RED then
5767 s := _lc[I_PLAYER_FLAG_RED]
5768 else
5769 s := _lc[I_PLAYER_FLAG_BLUE];
5771 evtype := FLAG_STATE_SCORED;
5773 ts := Format('%.4d', [gFlags[FFlag].CaptureTime]);
5774 Insert('.', ts, Length(ts) + 1 - 3);
5775 g_Console_Add(Format(_lc[I_PLAYER_FLAG_CAPTURE], [FName, s, ts]), True);
5777 g_Map_ResetFlag(FFlag);
5778 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144);
5780 if ((Self = gPlayer1) or (Self = gPlayer2)
5781 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
5782 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
5783 a := 0
5784 else
5785 a := 1;
5787 if not sound_cap_flag[a].IsPlaying() then
5788 sound_cap_flag[a].Play();
5790 gTeamStat[FTeam].Goals := gTeamStat[FTeam].Goals + 1;
5792 Result := True;
5793 if g_Game_IsNet then
5794 begin
5795 MH_SEND_FlagEvent(evtype, FFlag, FUID, False);
5796 MH_SEND_GameStats;
5797 end;
5799 gFlags[FFlag].CaptureTime := 0;
5800 SetFlag(FLAG_NONE);
5801 Exit;
5802 end;
5804 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5805 if (Flag = FTeam) and
5806 (gFlags[Flag].State = FLAG_STATE_DROPPED) then
5807 begin
5808 if Flag = FLAG_RED then
5809 s := _lc[I_PLAYER_FLAG_RED]
5810 else
5811 s := _lc[I_PLAYER_FLAG_BLUE];
5813 evtype := FLAG_STATE_RETURNED;
5814 gFlags[Flag].CaptureTime := 0;
5816 g_Console_Add(Format(_lc[I_PLAYER_FLAG_RETURN], [FName, s]), True);
5818 g_Map_ResetFlag(Flag);
5819 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
5821 if ((Self = gPlayer1) or (Self = gPlayer2)
5822 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
5823 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
5824 a := 0
5825 else
5826 a := 1;
5828 if not sound_ret_flag[a].IsPlaying() then
5829 sound_ret_flag[a].Play();
5831 Result := True;
5832 if g_Game_IsNet then
5833 begin
5834 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5835 MH_SEND_GameStats;
5836 end;
5837 Exit;
5838 end;
5840 // Ïîäîáðàë ÷óæîé ôëàã:
5841 if (Flag <> FTeam) and (FTime[T_FLAGCAP] <= gTime) then
5842 begin
5843 SetFlag(Flag);
5845 if Flag = FLAG_RED then
5846 s := _lc[I_PLAYER_FLAG_RED]
5847 else
5848 s := _lc[I_PLAYER_FLAG_BLUE];
5850 evtype := FLAG_STATE_CAPTURED;
5852 g_Console_Add(Format(_lc[I_PLAYER_FLAG_GET], [FName, s]), True);
5854 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_GET], [AnsiUpperCase(s)]), 144);
5856 gFlags[Flag].State := FLAG_STATE_CAPTURED;
5858 if ((Self = gPlayer1) or (Self = gPlayer2)
5859 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
5860 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
5861 a := 0
5862 else
5863 a := 1;
5865 if not sound_get_flag[a].IsPlaying() then
5866 sound_get_flag[a].Play();
5868 Result := True;
5869 if g_Game_IsNet then
5870 begin
5871 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5872 MH_SEND_GameStats;
5873 end;
5874 end;
5875 end;
5877 procedure TPlayer.SetFlag(Flag: Byte);
5878 begin
5879 FFlag := Flag;
5880 if FModel <> nil then
5881 FModel.SetFlag(FFlag);
5882 end;
5884 function TPlayer.TryDropFlag(): Boolean;
5885 begin
5886 if LongBool(gGameSettings.Options and GAME_OPTION_ALLOWDROPFLAG) then
5887 Result := DropFlag(False, LongBool(gGameSettings.Options and GAME_OPTION_THROWFLAG))
5888 else
5889 Result := False;
5890 end;
5892 function TPlayer.DropFlag(Silent: Boolean = True; DoThrow: Boolean = False): Boolean;
5893 var
5894 s: String;
5895 a: Byte;
5896 xv, yv: Integer;
5897 begin
5898 Result := False;
5899 if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then
5900 Exit;
5901 FTime[T_FLAGCAP] := gTime + 2000;
5902 with gFlags[FFlag] do
5903 begin
5904 Obj.X := FObj.X;
5905 Obj.Y := FObj.Y;
5906 Direction := FDirection;
5907 State := FLAG_STATE_DROPPED;
5908 Count := FLAG_TIME;
5909 if DoThrow then
5910 begin
5911 xv := FObj.Vel.X + IfThen(Direction = TDirection.D_RIGHT, 10, -10);
5912 yv := FObj.Vel.Y - 2;
5913 end
5914 else
5915 begin
5916 xv := (FObj.Vel.X div 2);
5917 yv := (FObj.Vel.Y div 2) - 2;
5918 end;
5919 g_Obj_Push(@Obj, xv, yv);
5921 positionChanged(); // this updates spatial accelerators
5923 if FFlag = FLAG_RED then
5924 s := _lc[I_PLAYER_FLAG_RED]
5925 else
5926 s := _lc[I_PLAYER_FLAG_BLUE];
5928 g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True);
5929 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144);
5931 if ((Self = gPlayer1) or (Self = gPlayer2)
5932 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
5933 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
5934 a := 0
5935 else
5936 a := 1;
5938 if (not Silent) and (not sound_lost_flag[a].IsPlaying()) then
5939 sound_lost_flag[a].Play();
5941 if g_Game_IsNet then
5942 MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False);
5943 end;
5944 SetFlag(FLAG_NONE);
5945 Result := True;
5946 end;
5948 procedure TPlayer.GetSecret();
5949 begin
5950 if (self = gPlayer1) or (self = gPlayer2) then
5951 begin
5952 g_Console_Add(Format(_lc[I_PLAYER_SECRET], [FName]), True);
5953 g_Sound_PlayEx('SOUND_GAME_SECRET');
5954 end;
5955 Inc(FSecrets);
5956 end;
5958 procedure TPlayer.PressKey(Key: Byte; Time: Word = 1);
5959 begin
5960 Assert(Key <= High(FKeys));
5962 FKeys[Key].Pressed := True;
5963 FKeys[Key].Time := Time;
5964 end;
5966 function TPlayer.IsKeyPressed(K: Byte): Boolean;
5967 begin
5968 Result := FKeys[K].Pressed;
5969 end;
5971 procedure TPlayer.ReleaseKeys();
5972 var
5973 a: Integer;
5974 begin
5975 for a := Low(FKeys) to High(FKeys) do
5976 begin
5977 FKeys[a].Pressed := False;
5978 FKeys[a].Time := 0;
5979 end;
5980 end;
5982 procedure TPlayer.OnDamage(Angle: SmallInt);
5983 begin
5984 end;
5986 function TPlayer.firediry(): Integer;
5987 begin
5988 if FKeys[KEY_UP].Pressed then Result := -42
5989 else if FKeys[KEY_DOWN].Pressed then Result := 19
5990 else Result := 0;
5991 end;
5993 procedure TPlayer.RememberState();
5994 var
5995 i: Integer;
5996 SavedState: TPlayerSavedState;
5997 begin
5998 SavedState.Health := FHealth;
5999 SavedState.Armor := FArmor;
6000 SavedState.Air := FAir;
6001 SavedState.JetFuel := FJetFuel;
6002 SavedState.CurrWeap := FCurrWeap;
6003 SavedState.NextWeap := FNextWeap;
6004 SavedState.NextWeapDelay := FNextWeapDelay;
6005 for i := Low(FWeapon) to High(FWeapon) do
6006 SavedState.Weapon[i] := FWeapon[i];
6007 for i := Low(FAmmo) to High(FAmmo) do
6008 SavedState.Ammo[i] := FAmmo[i];
6009 for i := Low(FMaxAmmo) to High(FMaxAmmo) do
6010 SavedState.MaxAmmo[i] := FMaxAmmo[i];
6011 SavedState.Rulez := FRulez - [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
6013 FSavedStateNum := -1;
6014 for i := Low(SavedStates) to High(SavedStates) do
6015 if not SavedStates[i].Used then
6016 begin
6017 FSavedStateNum := i;
6018 break;
6019 end;
6020 if FSavedStateNum < 0 then
6021 begin
6022 SetLength(SavedStates, Length(SavedStates) + 1);
6023 FSavedStateNum := High(SavedStates);
6024 end;
6026 SavedState.Used := True;
6027 SavedStates[FSavedStateNum] := SavedState;
6028 end;
6030 procedure TPlayer.RecallState();
6031 var
6032 i: Integer;
6033 SavedState: TPlayerSavedState;
6034 begin
6035 if(FSavedStateNum < 0) or (FSavedStateNum > High(SavedStates)) then
6036 Exit;
6038 SavedState := SavedStates[FSavedStateNum];
6039 SavedStates[FSavedStateNum].Used := False;
6040 FSavedStateNum := -1;
6042 FHealth := SavedState.Health;
6043 FArmor := SavedState.Armor;
6044 FAir := SavedState.Air;
6045 FJetFuel := SavedState.JetFuel;
6046 FCurrWeap := SavedState.CurrWeap;
6047 FNextWeap := SavedState.NextWeap;
6048 FNextWeapDelay := SavedState.NextWeapDelay;
6049 for i := Low(FWeapon) to High(FWeapon) do
6050 FWeapon[i] := SavedState.Weapon[i];
6051 for i := Low(FAmmo) to High(FAmmo) do
6052 FAmmo[i] := SavedState.Ammo[i];
6053 for i := Low(FMaxAmmo) to High(FMaxAmmo) do
6054 FMaxAmmo[i] := SavedState.MaxAmmo[i];
6055 FRulez := SavedState.Rulez;
6057 if gGameSettings.GameType = GT_SERVER then
6058 MH_SEND_PlayerStats(FUID);
6059 end;
6061 procedure TPlayer.SaveState (st: TStream);
6062 var
6063 i: Integer;
6064 b: Byte;
6065 begin
6066 // Ñèãíàòóðà èãðîêà
6067 utils.writeSign(st, 'PLYR');
6068 utils.writeInt(st, Byte(PLR_SAVE_VERSION)); // version
6069 // Áîò èëè ÷åëîâåê
6070 utils.writeBool(st, FIamBot);
6071 // UID èãðîêà
6072 utils.writeInt(st, Word(FUID));
6073 // Èìÿ èãðîêà
6074 utils.writeStr(st, FName);
6075 // Êîìàíäà
6076 utils.writeInt(st, Byte(FTeam));
6077 // Æèâ ëè
6078 utils.writeBool(st, FAlive);
6079 // Èçðàñõîäîâàë ëè âñå æèçíè
6080 utils.writeBool(st, FNoRespawn);
6081 // Íàïðàâëåíèå
6082 if FDirection = TDirection.D_LEFT then b := 1 else b := 2; // D_RIGHT
6083 utils.writeInt(st, Byte(b));
6084 // Çäîðîâüå
6085 utils.writeInt(st, LongInt(FHealth));
6086 // Êîýôôèöèåíò èíâàëèäíîñòè
6087 utils.writeInt(st, LongInt(FHandicap));
6088 // Æèçíè
6089 utils.writeInt(st, Byte(FLives));
6090 // Áðîíÿ
6091 utils.writeInt(st, LongInt(FArmor));
6092 // Çàïàñ âîçäóõà
6093 utils.writeInt(st, LongInt(FAir));
6094 // Çàïàñ ãîðþ÷åãî
6095 utils.writeInt(st, LongInt(FJetFuel));
6096 // Áîëü
6097 utils.writeInt(st, LongInt(FPain));
6098 // Óáèë
6099 utils.writeInt(st, LongInt(FKills));
6100 // Óáèë ìîíñòðîâ
6101 utils.writeInt(st, LongInt(FMonsterKills));
6102 // Ôðàãîâ
6103 utils.writeInt(st, LongInt(FFrags));
6104 // Ôðàãîâ ïîäðÿä
6105 utils.writeInt(st, Byte(FFragCombo));
6106 // Âðåìÿ ïîñëåäíåãî ôðàãà
6107 utils.writeInt(st, LongWord(FLastFrag));
6108 // Ñìåðòåé
6109 utils.writeInt(st, LongInt(FDeath));
6110 // Êàêîé ôëàã íåñåò
6111 utils.writeInt(st, Byte(FFlag));
6112 // Íàøåë ñåêðåòîâ
6113 utils.writeInt(st, LongInt(FSecrets));
6114 // Òåêóùåå îðóæèå
6115 utils.writeInt(st, Byte(FCurrWeap));
6116 // Æåëàåìîå îðóæèå
6117 utils.writeInt(st, Word(FNextWeap));
6118 // ...è ïàóçà
6119 utils.writeInt(st, Byte(FNextWeapDelay));
6120 // Âðåìÿ çàðÿäêè BFG
6121 utils.writeInt(st, SmallInt(FBFGFireCounter));
6122 // Áóôåð óðîíà
6123 utils.writeInt(st, LongInt(FDamageBuffer));
6124 // Ïîñëåäíèé óäàðèâøèé
6125 utils.writeInt(st, Word(FLastSpawnerUID));
6126 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6127 utils.writeInt(st, Byte(FLastHit));
6128 // Îáúåêò èãðîêà
6129 Obj_SaveState(st, @FObj);
6130 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6131 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FAmmo[i]));
6132 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6133 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FMaxAmmo[i]));
6134 // Íàëè÷èå îðóæèÿ
6135 for i := WP_FIRST to WP_LAST do utils.writeBool(st, FWeapon[i]);
6136 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6137 for i := WP_FIRST to WP_LAST do utils.writeInt(st, Word(FReloading[i]));
6138 // Íàëè÷èå ðþêçàêà
6139 utils.writeBool(st, (R_ITEM_BACKPACK in FRulez));
6140 // Íàëè÷èå êðàñíîãî êëþ÷à
6141 utils.writeBool(st, (R_KEY_RED in FRulez));
6142 // Íàëè÷èå çåëåíîãî êëþ÷à
6143 utils.writeBool(st, (R_KEY_GREEN in FRulez));
6144 // Íàëè÷èå ñèíåãî êëþ÷à
6145 utils.writeBool(st, (R_KEY_BLUE in FRulez));
6146 // Íàëè÷èå áåðñåðêà
6147 utils.writeBool(st, (R_BERSERK in FRulez));
6148 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6149 for i := MR_SUIT to MR_MAX do utils.writeInt(st, LongWord(FMegaRulez[i]));
6150 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6151 for i := T_RESPAWN to T_FLAGCAP do utils.writeInt(st, LongWord(FTime[i]));
6152 // Íàçâàíèå ìîäåëè
6153 utils.writeStr(st, FModel.Name);
6154 // Öâåò ìîäåëè
6155 utils.writeInt(st, Byte(FColor.R));
6156 utils.writeInt(st, Byte(FColor.G));
6157 utils.writeInt(st, Byte(FColor.B));
6158 end;
6161 procedure TPlayer.LoadState (st: TStream);
6162 var
6163 i: Integer;
6164 str: String;
6165 b: Byte;
6166 begin
6167 assert(st <> nil);
6169 // Ñèãíàòóðà èãðîêà
6170 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
6171 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
6172 // Áîò èëè ÷åëîâåê:
6173 FIamBot := utils.readBool(st);
6174 // UID èãðîêà
6175 FUID := utils.readWord(st);
6176 // Èìÿ èãðîêà
6177 str := utils.readStr(st);
6178 if (self <> gPlayer1) and (self <> gPlayer2) then FName := str;
6179 // Êîìàíäà
6180 FTeam := utils.readByte(st);
6181 // Æèâ ëè
6182 FAlive := utils.readBool(st);
6183 // Èçðàñõîäîâàë ëè âñå æèçíè
6184 FNoRespawn := utils.readBool(st);
6185 // Íàïðàâëåíèå
6186 b := utils.readByte(st);
6187 if b = 1 then FDirection := TDirection.D_LEFT else FDirection := TDirection.D_RIGHT; // b = 2
6188 // Çäîðîâüå
6189 FHealth := utils.readLongInt(st);
6190 // Êîýôôèöèåíò èíâàëèäíîñòè
6191 FHandicap := utils.readLongInt(st);
6192 // Æèçíè
6193 FLives := utils.readByte(st);
6194 // Áðîíÿ
6195 FArmor := utils.readLongInt(st);
6196 // Çàïàñ âîçäóõà
6197 FAir := utils.readLongInt(st);
6198 // Çàïàñ ãîðþ÷åãî
6199 FJetFuel := utils.readLongInt(st);
6200 // Áîëü
6201 FPain := utils.readLongInt(st);
6202 // Óáèë
6203 FKills := utils.readLongInt(st);
6204 // Óáèë ìîíñòðîâ
6205 FMonsterKills := utils.readLongInt(st);
6206 // Ôðàãîâ
6207 FFrags := utils.readLongInt(st);
6208 // Ôðàãîâ ïîäðÿä
6209 FFragCombo := utils.readByte(st);
6210 // Âðåìÿ ïîñëåäíåãî ôðàãà
6211 FLastFrag := utils.readLongWord(st);
6212 // Ñìåðòåé
6213 FDeath := utils.readLongInt(st);
6214 // Êàêîé ôëàã íåñåò
6215 FFlag := utils.readByte(st);
6216 // Íàøåë ñåêðåòîâ
6217 FSecrets := utils.readLongInt(st);
6218 // Òåêóùåå îðóæèå
6219 FCurrWeap := utils.readByte(st);
6220 // Æåëàåìîå îðóæèå
6221 FNextWeap := utils.readWord(st);
6222 // ...è ïàóçà
6223 FNextWeapDelay := utils.readByte(st);
6224 // Âðåìÿ çàðÿäêè BFG
6225 FBFGFireCounter := utils.readSmallInt(st);
6226 // Áóôåð óðîíà
6227 FDamageBuffer := utils.readLongInt(st);
6228 // Ïîñëåäíèé óäàðèâøèé
6229 FLastSpawnerUID := utils.readWord(st);
6230 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6231 FLastHit := utils.readByte(st);
6232 // Îáúåêò èãðîêà
6233 Obj_LoadState(@FObj, st);
6234 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6235 for i := A_BULLETS to A_HIGH do FAmmo[i] := utils.readWord(st);
6236 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6237 for i := A_BULLETS to A_HIGH do FMaxAmmo[i] := utils.readWord(st);
6238 // Íàëè÷èå îðóæèÿ
6239 for i := WP_FIRST to WP_LAST do FWeapon[i] := utils.readBool(st);
6240 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6241 for i := WP_FIRST to WP_LAST do FReloading[i] := utils.readWord(st);
6242 // Íàëè÷èå ðþêçàêà
6243 if utils.readBool(st) then Include(FRulez, R_ITEM_BACKPACK);
6244 // Íàëè÷èå êðàñíîãî êëþ÷à
6245 if utils.readBool(st) then Include(FRulez, R_KEY_RED);
6246 // Íàëè÷èå çåëåíîãî êëþ÷à
6247 if utils.readBool(st) then Include(FRulez, R_KEY_GREEN);
6248 // Íàëè÷èå ñèíåãî êëþ÷à
6249 if utils.readBool(st) then Include(FRulez, R_KEY_BLUE);
6250 // Íàëè÷èå áåðñåðêà
6251 if utils.readBool(st) then Include(FRulez, R_BERSERK);
6252 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6253 for i := MR_SUIT to MR_MAX do FMegaRulez[i] := utils.readLongWord(st);
6254 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6255 for i := T_RESPAWN to T_FLAGCAP do FTime[i] := utils.readLongWord(st);
6256 // Íàçâàíèå ìîäåëè
6257 str := utils.readStr(st);
6258 // Öâåò ìîäåëè
6259 FColor.R := utils.readByte(st);
6260 FColor.G := utils.readByte(st);
6261 FColor.B := utils.readByte(st);
6262 if (self = gPlayer1) then
6263 begin
6264 str := gPlayer1Settings.Model;
6265 FColor := gPlayer1Settings.Color;
6266 end
6267 else if (self = gPlayer2) then
6268 begin
6269 str := gPlayer2Settings.Model;
6270 FColor := gPlayer2Settings.Color;
6271 end;
6272 // Îáíîâëÿåì ìîäåëü èãðîêà
6273 SetModel(str);
6274 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
6275 FModel.Color := TEAMCOLOR[FTeam]
6276 else
6277 FModel.Color := FColor;
6278 end;
6281 procedure TPlayer.AllRulez(Health: Boolean);
6282 var
6283 a: Integer;
6284 begin
6285 if Health then
6286 begin
6287 FHealth := PLAYER_HP_LIMIT;
6288 FArmor := PLAYER_AP_LIMIT;
6289 Exit;
6290 end;
6292 for a := WP_FIRST to WP_LAST do FWeapon[a] := True;
6293 for a := A_BULLETS to A_HIGH do FAmmo[a] := 30000;
6294 FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
6295 end;
6297 procedure TPlayer.RestoreHealthArmor();
6298 begin
6299 FHealth := PLAYER_HP_LIMIT;
6300 FArmor := PLAYER_AP_LIMIT;
6301 end;
6303 procedure TPlayer.FragCombo();
6304 var
6305 Param: Integer;
6306 begin
6307 if (gGameSettings.GameMode in [GM_COOP, GM_SINGLE]) or g_Game_IsClient then
6308 Exit;
6309 if gTime - FLastFrag < FRAG_COMBO_TIME then
6310 begin
6311 if FFragCombo < 5 then
6312 Inc(FFragCombo);
6313 Param := FUID or (FFragCombo shl 16);
6314 if (FComboEvnt >= Low(gDelayedEvents)) and
6315 (FComboEvnt <= High(gDelayedEvents)) and
6316 gDelayedEvents[FComboEvnt].Pending and
6317 (gDelayedEvents[FComboEvnt].DEType = DE_KILLCOMBO) and
6318 (gDelayedEvents[FComboEvnt].DENum and $FFFF = FUID) then
6319 begin
6320 gDelayedEvents[FComboEvnt].Time := gTime + 500;
6321 gDelayedEvents[FComboEvnt].DENum := Param;
6322 end
6323 else
6324 FComboEvnt := g_Game_DelayEvent(DE_KILLCOMBO, 500, Param);
6325 end
6326 else
6327 FFragCombo := 1;
6329 FLastFrag := gTime;
6330 end;
6332 procedure TPlayer.GiveItem(ItemType: Byte);
6333 begin
6334 case ItemType of
6335 ITEM_SUIT:
6336 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
6337 begin
6338 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
6339 end;
6341 ITEM_OXYGEN:
6342 if FAir < AIR_MAX then
6343 begin
6344 FAir := AIR_MAX;
6345 end;
6347 ITEM_MEDKIT_BLACK:
6348 begin
6349 if not (R_BERSERK in FRulez) then
6350 begin
6351 Include(FRulez, R_BERSERK);
6352 if FBFGFireCounter < 1 then
6353 begin
6354 FCurrWeap := WEAPON_KASTET;
6355 resetWeaponQueue();
6356 FModel.SetWeapon(WEAPON_KASTET);
6357 end;
6358 if gFlash <> 0 then
6359 Inc(FPain, 100);
6360 FBerserk := gTime+30000;
6361 end;
6362 if FHealth < PLAYER_HP_SOFT then
6363 begin
6364 FHealth := PLAYER_HP_SOFT;
6365 FBerserk := gTime+30000;
6366 end;
6367 end;
6369 ITEM_INVUL:
6370 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
6371 begin
6372 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
6373 FSpawnInvul := 0;
6374 end;
6376 ITEM_INVIS:
6377 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
6378 begin
6379 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
6380 end;
6382 ITEM_JETPACK:
6383 if FJetFuel < JET_MAX then
6384 begin
6385 FJetFuel := JET_MAX;
6386 end;
6388 ITEM_MEDKIT_SMALL: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
6389 ITEM_MEDKIT_LARGE: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
6391 ITEM_ARMOR_GREEN: if FArmor < PLAYER_AP_SOFT then FArmor := PLAYER_AP_SOFT;
6392 ITEM_ARMOR_BLUE: if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6394 ITEM_SPHERE_BLUE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
6395 ITEM_SPHERE_WHITE:
6396 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
6397 begin
6398 if FHealth < PLAYER_HP_LIMIT then FHealth := PLAYER_HP_LIMIT;
6399 if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6400 end;
6402 ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True;
6403 ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True;
6404 ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True;
6405 ITEM_WEAPON_CHAINGUN: FWeapon[WEAPON_CHAINGUN] := True;
6406 ITEM_WEAPON_ROCKETLAUNCHER: FWeapon[WEAPON_ROCKETLAUNCHER] := True;
6407 ITEM_WEAPON_PLASMA: FWeapon[WEAPON_PLASMA] := True;
6408 ITEM_WEAPON_BFG: FWeapon[WEAPON_BFG] := True;
6409 ITEM_WEAPON_SUPERPULEMET: FWeapon[WEAPON_SUPERPULEMET] := True;
6410 ITEM_WEAPON_FLAMETHROWER: FWeapon[WEAPON_FLAMETHROWER] := True;
6412 ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6413 ITEM_AMMO_BULLETS_BOX: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
6414 ITEM_AMMO_SHELLS: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6415 ITEM_AMMO_SHELLS_BOX: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
6416 ITEM_AMMO_ROCKET: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6417 ITEM_AMMO_ROCKET_BOX: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
6418 ITEM_AMMO_CELL: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6419 ITEM_AMMO_CELL_BIG: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
6420 ITEM_AMMO_FUELCAN: if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
6422 ITEM_AMMO_BACKPACK:
6423 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
6424 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
6425 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
6426 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
6427 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
6428 begin
6429 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
6430 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
6431 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
6432 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
6433 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
6435 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6436 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6437 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6438 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6440 FRulez := FRulez + [R_ITEM_BACKPACK];
6441 end;
6443 ITEM_KEY_RED: if not (R_KEY_RED in FRulez) then Include(FRulez, R_KEY_RED);
6444 ITEM_KEY_GREEN: if not (R_KEY_GREEN in FRulez) then Include(FRulez, R_KEY_GREEN);
6445 ITEM_KEY_BLUE: if not (R_KEY_BLUE in FRulez) then Include(FRulez, R_KEY_BLUE);
6447 ITEM_BOTTLE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
6448 ITEM_HELMET: if FArmor < PLAYER_AP_LIMIT then IncMax(FArmor, 5, PLAYER_AP_LIMIT);
6450 else
6451 Exit;
6452 end;
6453 if g_Game_IsNet and g_Game_IsServer then
6454 MH_SEND_PlayerStats(FUID);
6455 end;
6457 procedure TPlayer.FlySmoke(Times: DWORD = 1);
6458 var
6459 id, i: DWORD;
6460 Anim: TAnimation;
6461 begin
6462 if (Random(5) = 1) and (Times = 1) then
6463 Exit;
6465 if BodyInLiquid(0, 0) then
6466 begin
6467 g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
6468 Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
6469 if Random(2) = 0 then
6470 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
6471 else
6472 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
6473 Exit;
6474 end;
6476 if g_Frames_Get(id, 'FRAMES_SMOKE') then
6477 begin
6478 for i := 1 to Times do
6479 begin
6480 Anim := TAnimation.Create(id, False, 3);
6481 Anim.Alpha := 150;
6482 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6483 Obj.Y+Obj.Rect.Height-4+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6484 Anim.Free();
6485 end;
6486 end;
6487 end;
6489 procedure TPlayer.OnFireFlame(Times: DWORD = 1);
6490 var
6491 id, i: DWORD;
6492 Anim: TAnimation;
6493 begin
6494 if (Random(10) = 1) and (Times = 1) then
6495 Exit;
6497 if g_Frames_Get(id, 'FRAMES_FLAME') then
6498 begin
6499 for i := 1 to Times do
6500 begin
6501 Anim := TAnimation.Create(id, False, 3);
6502 Anim.Alpha := 0;
6503 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6504 Obj.Y+8+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6505 Anim.Free();
6506 end;
6507 end;
6508 end;
6510 procedure TPlayer.PauseSounds(Enable: Boolean);
6511 begin
6512 FSawSound.Pause(Enable);
6513 FSawSoundIdle.Pause(Enable);
6514 FSawSoundHit.Pause(Enable);
6515 FSawSoundSelect.Pause(Enable);
6516 FFlameSoundOn.Pause(Enable);
6517 FFlameSoundOff.Pause(Enable);
6518 FFlameSoundWork.Pause(Enable);
6519 FJetSoundFly.Pause(Enable);
6520 FJetSoundOn.Pause(Enable);
6521 FJetSoundOff.Pause(Enable);
6522 end;
6524 { T C o r p s e : }
6526 constructor TCorpse.Create(X, Y: Integer; ModelName: String; aMess: Boolean);
6527 begin
6528 g_Obj_Init(@FObj);
6529 FObj.X := X;
6530 FObj.Y := Y;
6531 FObj.Rect := PLAYER_CORPSERECT;
6532 FModelName := ModelName;
6533 FMess := aMess;
6535 if FMess then
6536 begin
6537 FState := CORPSE_STATE_MESS;
6538 g_PlayerModel_GetAnim(ModelName, A_DIE2, FAnimation, FAnimationMask);
6539 end
6540 else
6541 begin
6542 FState := CORPSE_STATE_NORMAL;
6543 g_PlayerModel_GetAnim(ModelName, A_DIE1, FAnimation, FAnimationMask);
6544 end;
6545 end;
6547 destructor TCorpse.Destroy();
6548 begin
6549 FAnimation.Free();
6551 inherited;
6552 end;
6554 function TCorpse.ObjPtr (): PObj; inline; begin result := @FObj; end;
6556 procedure TCorpse.positionChanged (); inline; begin end;
6558 procedure TCorpse.moveBy (dx, dy: Integer); inline;
6559 begin
6560 if (dx <> 0) or (dy <> 0) then
6561 begin
6562 FObj.X += dx;
6563 FObj.Y += dy;
6564 positionChanged();
6565 end;
6566 end;
6569 procedure TCorpse.getMapBox (out x, y, w, h: Integer); inline;
6570 begin
6571 x := FObj.X+PLAYER_CORPSERECT.X;
6572 y := FObj.Y+PLAYER_CORPSERECT.Y;
6573 w := PLAYER_CORPSERECT.Width;
6574 h := PLAYER_CORPSERECT.Height;
6575 end;
6578 procedure TCorpse.Damage(Value: Word; SpawnerUID: Word; vx, vy: Integer);
6579 var
6580 pm: TPlayerModel;
6581 Blood: TModelBlood;
6582 begin
6583 if FState = CORPSE_STATE_REMOVEME then
6584 Exit;
6586 FDamage := FDamage + Value;
6588 if FDamage > 150 then
6589 begin
6590 if FAnimation <> nil then
6591 begin
6592 FAnimation.Free();
6593 FAnimation := nil;
6595 FState := CORPSE_STATE_REMOVEME;
6597 g_Player_CreateGibs(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
6598 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
6599 FModelName, FColor);
6600 // Çâóê ìÿñà îò òðóïà:
6601 pm := g_PlayerModel_Get(FModelName);
6602 pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y);
6603 pm.Free;
6605 // Çëîâåùèé ñìåõ:
6606 if (gBodyKillEvent <> -1)
6607 and gDelayedEvents[gBodyKillEvent].Pending then
6608 gDelayedEvents[gBodyKillEvent].Pending := False;
6609 gBodyKillEvent := g_Game_DelayEvent(DE_BODYKILL, 1050, SpawnerUID);
6610 end;
6611 end
6612 else
6613 begin
6614 Blood := g_PlayerModel_GetBlood(FModelName);
6615 FObj.Vel.X := FObj.Vel.X + vx;
6616 FObj.Vel.Y := FObj.Vel.Y + vy;
6617 g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
6618 FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
6619 Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
6620 Blood.R, Blood.G, Blood.B, Blood.Kind);
6621 end;
6622 end;
6624 procedure TCorpse.Draw();
6625 var
6626 fX, fY: Integer;
6627 begin
6628 if FState = CORPSE_STATE_REMOVEME then
6629 Exit;
6631 FObj.lerp(gLerpFactor, fX, fY);
6633 if FAnimation <> nil then
6634 FAnimation.Draw(fX, fY, TMirrorType.None);
6636 if FAnimationMask <> nil then
6637 begin
6638 e_Colors := FColor;
6639 FAnimationMask.Draw(fX, fY, TMirrorType.None);
6640 e_Colors.R := 255;
6641 e_Colors.G := 255;
6642 e_Colors.B := 255;
6643 end;
6644 end;
6646 procedure TCorpse.Update();
6647 var
6648 st: Word;
6649 begin
6650 if FState = CORPSE_STATE_REMOVEME then
6651 Exit;
6653 FObj.oldX := FObj.X;
6654 FObj.oldY := FObj.Y;
6656 if gTime mod (GAME_TICK*2) <> 0 then
6657 begin
6658 g_Obj_Move(@FObj, True, True, True);
6659 positionChanged(); // this updates spatial accelerators
6660 Exit;
6661 end;
6663 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6664 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
6666 st := g_Obj_Move(@FObj, True, True, True);
6667 positionChanged(); // this updates spatial accelerators
6669 if WordBool(st and MOVE_FALLOUT) then
6670 begin
6671 FState := CORPSE_STATE_REMOVEME;
6672 Exit;
6673 end;
6675 if FAnimation <> nil then
6676 FAnimation.Update();
6677 if FAnimationMask <> nil then
6678 FAnimationMask.Update();
6679 end;
6682 procedure TCorpse.SaveState (st: TStream);
6683 var
6684 anim: Boolean;
6685 begin
6686 assert(st <> nil);
6688 // Ñèãíàòóðà òðóïà
6689 utils.writeSign(st, 'CORP');
6690 utils.writeInt(st, Byte(0));
6691 // Ñîñòîÿíèå
6692 utils.writeInt(st, Byte(FState));
6693 // Íàêîïëåííûé óðîí
6694 utils.writeInt(st, Byte(FDamage));
6695 // Öâåò
6696 utils.writeInt(st, Byte(FColor.R));
6697 utils.writeInt(st, Byte(FColor.G));
6698 utils.writeInt(st, Byte(FColor.B));
6699 // Îáúåêò òðóïà
6700 Obj_SaveState(st, @FObj);
6701 utils.writeInt(st, Word(FPlayerUID));
6702 // Åñòü ëè àíèìàöèÿ
6703 anim := (FAnimation <> nil);
6704 utils.writeBool(st, anim);
6705 // Åñëè åñòü - ñîõðàíÿåì
6706 if anim then FAnimation.SaveState(st);
6707 // Åñòü ëè ìàñêà àíèìàöèè
6708 anim := (FAnimationMask <> nil);
6709 utils.writeBool(st, anim);
6710 // Åñëè åñòü - ñîõðàíÿåì
6711 if anim then FAnimationMask.SaveState(st);
6712 end;
6715 procedure TCorpse.LoadState (st: TStream);
6716 var
6717 anim: Boolean;
6718 begin
6719 assert(st <> nil);
6721 // Ñèãíàòóðà òðóïà
6722 if not utils.checkSign(st, 'CORP') then raise XStreamError.Create('invalid corpse signature');
6723 if (utils.readByte(st) <> 0) then raise XStreamError.Create('invalid corpse version');
6724 // Ñîñòîÿíèå
6725 FState := utils.readByte(st);
6726 // Íàêîïëåííûé óðîí
6727 FDamage := utils.readByte(st);
6728 // Öâåò
6729 FColor.R := utils.readByte(st);
6730 FColor.G := utils.readByte(st);
6731 FColor.B := utils.readByte(st);
6732 // Îáúåêò òðóïà
6733 Obj_LoadState(@FObj, st);
6734 FPlayerUID := utils.readWord(st);
6735 // Åñòü ëè àíèìàöèÿ
6736 anim := utils.readBool(st);
6737 // Åñëè åñòü - çàãðóæàåì
6738 if anim then
6739 begin
6740 Assert(FAnimation <> nil, 'TCorpse.LoadState: no FAnimation');
6741 FAnimation.LoadState(st);
6742 end;
6743 // Åñòü ëè ìàñêà àíèìàöèè
6744 anim := utils.readBool(st);
6745 // Åñëè åñòü - çàãðóæàåì
6746 if anim then
6747 begin
6748 Assert(FAnimationMask <> nil, 'TCorpse.LoadState: no FAnimationMask');
6749 FAnimationMask.LoadState(st);
6750 end;
6751 end;
6753 { T B o t : }
6755 constructor TBot.Create();
6756 var
6757 a: Integer;
6758 begin
6759 inherited Create();
6761 FPhysics := True;
6762 FSpectator := False;
6763 FGhost := False;
6765 FIamBot := True;
6767 Inc(gNumBots);
6769 for a := WP_FIRST to WP_LAST do
6770 begin
6771 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
6772 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
6773 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6774 end;
6775 end;
6777 destructor TBot.Destroy();
6778 begin
6779 Dec(gNumBots);
6780 inherited Destroy();
6781 end;
6783 procedure TBot.Draw();
6784 begin
6785 inherited Draw();
6787 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6788 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6789 end;
6791 procedure TBot.Respawn(Silent: Boolean; Force: Boolean = False);
6792 begin
6793 inherited Respawn(Silent, Force);
6795 FAIFlags := nil;
6796 FSelectedWeapon := FCurrWeap;
6797 resetWeaponQueue();
6798 FTargetUID := 0;
6799 end;
6801 procedure TBot.UpdateCombat();
6802 type
6803 TTarget = record
6804 UID: Word;
6805 X, Y: Integer;
6806 Rect: TRectWH;
6807 cX, cY: Integer;
6808 Dist: Word;
6809 Line: Boolean;
6810 Visible: Boolean;
6811 IsPlayer: Boolean;
6812 end;
6814 TTargetRecord = array of TTarget;
6816 function Compare(a, b: TTarget): Integer;
6817 begin
6818 if a.Line and not b.Line then // A íà ëèíèè îãíÿ
6819 Result := -1
6820 else
6821 if not a.Line and b.Line then // B íà ëèíèè îãíÿ
6822 Result := 1
6823 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6824 if (a.Line and b.Line) or ((not a.Line) and (not b.Line)) then
6825 begin
6826 if a.Dist > b.Dist then // B áëèæå
6827 Result := 1
6828 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6829 Result := -1;
6830 end
6831 else // Ñòðàííî -> A
6832 Result := -1;
6833 end;
6835 var
6836 a, x1, y1, x2, y2: Integer;
6837 targets: TTargetRecord;
6838 ammo: Word;
6839 Target, BestTarget: TTarget;
6840 firew, fireh: Integer;
6841 angle: SmallInt;
6842 mon: TMonster;
6843 pla, tpla: TPlayer;
6844 vsPlayer, vsMonster, ok: Boolean;
6847 function monsUpdate (mon: TMonster): Boolean;
6848 begin
6849 result := false; // don't stop
6850 if mon.alive and (mon.MonsterType <> MONSTER_BARREL) then
6851 begin
6852 if not TargetOnScreen(mon.Obj.X+mon.Obj.Rect.X, mon.Obj.Y+mon.Obj.Rect.Y) then exit;
6854 x2 := mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2);
6855 y2 := mon.Obj.Y+mon.Obj.Rect.Y+(mon.Obj.Rect.Height div 2);
6857 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6858 if g_TraceVector(x1, y1, x2, y2) then
6859 begin
6860 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6861 SetLength(targets, Length(targets)+1);
6862 with targets[High(targets)] do
6863 begin
6864 UID := mon.UID;
6865 X := mon.Obj.X;
6866 Y := mon.Obj.Y;
6867 cX := x2;
6868 cY := y2;
6869 Rect := mon.Obj.Rect;
6870 Dist := g_PatchLength(x1, y1, x2, y2);
6871 Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6872 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6873 Visible := True;
6874 IsPlayer := False;
6875 end;
6876 end;
6877 end;
6878 end;
6880 begin
6881 vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER);
6882 vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER);
6884 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6885 if FCurrWeap <> FSelectedWeapon then
6886 NextWeapon();
6888 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6889 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap = FSelectedWeapon) then
6890 begin
6891 RemoveAIFlag('NEEDFIRE');
6893 case FCurrWeap of
6894 WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
6895 WEAPON_SAW, WEAPON_KASTET, WEAPON_FLAMETHROWER: PressKey(KEY_FIRE, 40);
6896 else PressKey(KEY_FIRE);
6897 end;
6898 end;
6900 // Êîîðäèíàòû ñòâîëà:
6901 x1 := FObj.X + WEAPONPOINT[FDirection].X;
6902 y1 := FObj.Y + WEAPONPOINT[FDirection].Y;
6904 Target.UID := FTargetUID;
6906 ok := False;
6907 if Target.UID <> 0 then
6908 begin // Öåëü åñòü - íàñòðàèâàåì
6909 if (g_GetUIDType(Target.UID) = UID_PLAYER) and
6910 vsPlayer then
6911 begin // Èãðîê
6912 tpla := g_Player_Get(Target.UID);
6913 if tpla <> nil then
6914 with tpla do
6915 begin
6916 if (@FObj) <> nil then
6917 begin
6918 Target.X := FObj.X;
6919 Target.Y := FObj.Y;
6920 end;
6921 end;
6923 Target.cX := Target.X + PLAYER_RECT_CX;
6924 Target.cY := Target.Y + PLAYER_RECT_CY;
6925 Target.Rect := PLAYER_RECT;
6926 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6927 Target.Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6928 (y1-4 > Target.Y+PLAYER_RECT.Y);
6929 Target.IsPlayer := True;
6930 ok := True;
6931 end
6932 else
6933 if (g_GetUIDType(Target.UID) = UID_MONSTER) and
6934 vsMonster then
6935 begin // Ìîíñòð
6936 mon := g_Monsters_ByUID(Target.UID);
6937 if mon <> nil then
6938 begin
6939 Target.X := mon.Obj.X;
6940 Target.Y := mon.Obj.Y;
6942 Target.cX := Target.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6943 Target.cY := Target.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6944 Target.Rect := mon.Obj.Rect;
6945 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6946 Target.Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6947 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6948 Target.IsPlayer := False;
6949 ok := True;
6950 end;
6951 end;
6952 end;
6954 if not ok then
6955 begin // Öåëè íåò - îáíóëÿåì
6956 Target.X := 0;
6957 Target.Y := 0;
6958 Target.cX := 0;
6959 Target.cY := 0;
6960 Target.Visible := False;
6961 Target.Line := False;
6962 Target.IsPlayer := False;
6963 end;
6965 targets := nil;
6967 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6968 if (not Target.Line) or (not Target.Visible) then
6969 begin
6970 // Èãðîêè:
6971 if vsPlayer then
6972 for a := 0 to High(gPlayers) do
6973 if (gPlayers[a] <> nil) and (gPlayers[a].alive) and
6974 (gPlayers[a].FUID <> FUID) and
6975 (not SameTeam(FUID, gPlayers[a].FUID)) and
6976 (not gPlayers[a].NoTarget) and
6977 (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
6978 begin
6979 if not TargetOnScreen(gPlayers[a].FObj.X + PLAYER_RECT.X,
6980 gPlayers[a].FObj.Y + PLAYER_RECT.Y) then
6981 Continue;
6983 x2 := gPlayers[a].FObj.X + PLAYER_RECT_CX;
6984 y2 := gPlayers[a].FObj.Y + PLAYER_RECT_CY;
6986 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6987 if g_TraceVector(x1, y1, x2, y2) then
6988 begin
6989 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6990 SetLength(targets, Length(targets)+1);
6991 with targets[High(targets)] do
6992 begin
6993 UID := gPlayers[a].FUID;
6994 X := gPlayers[a].FObj.X;
6995 Y := gPlayers[a].FObj.Y;
6996 cX := x2;
6997 cY := y2;
6998 Rect := PLAYER_RECT;
6999 Dist := g_PatchLength(x1, y1, x2, y2);
7000 Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
7001 (y1-4 > Target.Y+PLAYER_RECT.Y);
7002 Visible := True;
7003 IsPlayer := True;
7004 end;
7005 end;
7006 end;
7008 // Ìîíñòðû:
7009 if vsMonster then g_Mons_ForEach(monsUpdate);
7010 end;
7012 // Åñëè åñòü âîçìîæíûå öåëè:
7013 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
7014 if targets <> nil then
7015 begin
7016 // Âûáèðàåì íàèëó÷øóþ öåëü:
7017 BestTarget := targets[0];
7018 if Length(targets) > 1 then
7019 for a := 1 to High(targets) do
7020 if Compare(BestTarget, targets[a]) = 1 then
7021 BestTarget := targets[a];
7023 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
7024 if ((not Target.Visible) and BestTarget.Visible and (Target.UID <> BestTarget.UID)) or
7025 ((not Target.Line) and BestTarget.Line and BestTarget.Visible) then
7026 begin
7027 Target := BestTarget;
7029 if (Healthy() = 3) or ((Healthy() = 2)) then
7030 begin // Åñëè çäîðîâû - äîãîíÿåì
7031 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
7032 SetAIFlag('GORIGHT', '1');
7033 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
7034 SetAIFlag('GOLEFT', '1');
7035 end
7036 else
7037 begin // Åñëè ïîáèòû - óáåãàåì
7038 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
7039 SetAIFlag('GORIGHT', '1');
7040 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
7041 SetAIFlag('GOLEFT', '1');
7042 end;
7044 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
7045 SelectWeapon(Abs(x1-Target.cX));
7046 end;
7047 end;
7049 // Åñëè åñòü öåëü:
7050 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
7051 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
7052 if Target.UID <> 0 then
7053 begin
7054 if not TargetOnScreen(Target.X + Target.Rect.X,
7055 Target.Y + Target.Rect.Y) then
7056 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
7057 if (Healthy() = 3) or ((Healthy() = 2)) then
7058 begin // Åñëè çäîðîâû - äîãîíÿåì
7059 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
7060 SetAIFlag('GORIGHT', '1');
7061 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
7062 SetAIFlag('GOLEFT', '1');
7063 end
7064 else
7065 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
7066 Target.UID := 0;
7067 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
7068 SetAIFlag('GORIGHT', '1');
7069 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
7070 SetAIFlag('GOLEFT', '1');
7071 end;
7072 end
7073 else
7074 begin // Öåëü ïîêà íà "ýêðàíå"
7075 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
7076 if g_TraceVector(x1, y1, Target.cX, Target.cY) then
7077 FLastVisible := gTime;
7078 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
7079 if (Abs(FObj.Y-Target.Y) <= 128) then
7080 begin
7081 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
7082 SetAIFlag('GORIGHT', '1');
7083 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
7084 SetAIFlag('GOLEFT', '1');
7085 end;
7086 end;
7088 // Âûáèðàåì óãîë ââåðõ:
7089 if FDirection = TDirection.D_LEFT then
7090 angle := ANGLE_LEFTUP
7091 else
7092 angle := ANGLE_RIGHTUP;
7094 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7095 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7097 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
7098 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7099 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128), //96
7100 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7101 Target.Rect.Width, Target.Rect.Height) and
7102 g_TraceVector(x1, y1, Target.cX, Target.cY) then
7103 begin // òî íóæíî ñòðåëÿòü ââåðõ
7104 SetAIFlag('NEEDFIRE', '1');
7105 SetAIFlag('NEEDSEEUP', '1');
7106 end;
7108 // Âûáèðàåì óãîë âíèç:
7109 if FDirection = TDirection.D_LEFT then
7110 angle := ANGLE_LEFTDOWN
7111 else
7112 angle := ANGLE_RIGHTDOWN;
7114 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7115 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7117 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
7118 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7119 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7120 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7121 Target.Rect.Width, Target.Rect.Height) and
7122 g_TraceVector(x1, y1, Target.cX, Target.cY) then
7123 begin // òî íóæíî ñòðåëÿòü âíèç
7124 SetAIFlag('NEEDFIRE', '1');
7125 SetAIFlag('NEEDSEEDOWN', '1');
7126 end;
7128 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
7129 if Target.Visible and
7130 (y1+4 < Target.Y+Target.Rect.Y+Target.Rect.Height) and
7131 (y1-4 > Target.Y+Target.Rect.Y) then
7132 begin
7133 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
7134 if ((FDirection = TDirection.D_LEFT) and (Target.X < FObj.X)) or
7135 ((FDirection = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
7136 begin // òî íóæíî ñòðåëÿòü âïåðåä
7137 SetAIFlag('NEEDFIRE', '1');
7138 SetAIFlag('NEEDSEEDOWN', '');
7139 SetAIFlag('NEEDSEEUP', '');
7140 end;
7141 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
7142 if Abs(FObj.X-Target.X) < Trunc(gPlayerScreenSize.X*0.75) then
7143 if GetRnd(FDifficult.CloseJump) then
7144 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
7145 if Abs(FObj.X-Target.X) < 128 then
7146 a := 4
7147 else
7148 a := 30;
7149 if Random(a) = 0 then
7150 SetAIFlag('NEEDJUMP', '1');
7151 end;
7152 end;
7154 // Åñëè öåëü âñå åùå åñòü:
7155 if Target.UID <> 0 then
7156 if gTime-FLastVisible > 2000 then // Åñëè âèäåëè äàâíî
7157 Target.UID := 0 // òî çàáûòü öåëü
7158 else // Åñëè âèäåëè íåäàâíî
7159 begin // íî öåëü óáèëè
7160 if Target.IsPlayer then
7161 begin // Öåëü - èãðîê
7162 pla := g_Player_Get(Target.UID);
7163 if (pla = nil) or (not pla.alive) or pla.NoTarget or
7164 (pla.FMegaRulez[MR_INVIS] >= gTime) then
7165 Target.UID := 0; // òî çàáûòü öåëü
7166 end
7167 else
7168 begin // Öåëü - ìîíñòð
7169 mon := g_Monsters_ByUID(Target.UID);
7170 if (mon = nil) or (not mon.alive) then
7171 Target.UID := 0; // òî çàáûòü öåëü
7172 end;
7173 end;
7174 end; // if Target.UID <> 0
7176 FTargetUID := Target.UID;
7178 // Åñëè âîçìîæíûõ öåëåé íåò:
7179 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
7180 if targets = nil then
7181 if GetAIFlag('ATTACKLEFT') <> '' then
7182 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
7183 RemoveAIFlag('ATTACKLEFT');
7185 SetAIFlag('NEEDJUMP', '1');
7187 if RunDirection() = TDirection.D_RIGHT then
7188 begin // Èäåì íå â òó ñòîðîíó
7189 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
7190 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
7191 SetAIFlag('NEEDFIRE', '1');
7192 SetAIFlag('GOLEFT', '1');
7193 end;
7194 end
7195 else
7196 begin // Èäåì â íóæíóþ ñòîðîíó
7197 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7198 SetAIFlag('NEEDFIRE', '1');
7199 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7200 SetAIFlag('GORIGHT', '1');
7201 end;
7202 end
7203 else
7204 if GetAIFlag('ATTACKRIGHT') <> '' then
7205 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
7206 RemoveAIFlag('ATTACKRIGHT');
7208 SetAIFlag('NEEDJUMP', '1');
7210 if RunDirection() = TDirection.D_LEFT then
7211 begin // Èäåì íå â òó ñòîðîíó
7212 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
7213 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
7214 SetAIFlag('NEEDFIRE', '1');
7215 SetAIFlag('GORIGHT', '1');
7216 end;
7217 end
7218 else
7219 begin
7220 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7221 SetAIFlag('NEEDFIRE', '1');
7222 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7223 SetAIFlag('GOLEFT', '1');
7224 end;
7225 end;
7227 //HACK! (does it belongs there?)
7228 RealizeCurrentWeapon();
7230 // Åñëè åñòü âîçìîæíûå öåëè:
7231 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
7232 if (targets <> nil) and (GetAIFlag('NEEDFIRE') <> '') then
7233 for a := 0 to High(targets) do
7234 begin
7235 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
7236 if GetRnd(FDifficult.DiagFire) then
7237 begin
7238 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
7239 if FDirection = TDirection.D_LEFT then
7240 angle := ANGLE_LEFTUP
7241 else
7242 angle := ANGLE_RIGHTUP;
7244 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7245 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7247 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7248 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7249 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7250 targets[a].Rect.Width, targets[a].Rect.Height) and
7251 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
7252 begin
7253 SetAIFlag('NEEDFIRE', '1');
7254 SetAIFlag('NEEDSEEUP', '1');
7255 end;
7257 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
7258 if FDirection = TDirection.D_LEFT then
7259 angle := ANGLE_LEFTDOWN
7260 else
7261 angle := ANGLE_RIGHTDOWN;
7263 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7264 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7266 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7267 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7268 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7269 targets[a].Rect.Width, targets[a].Rect.Height) and
7270 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
7271 begin
7272 SetAIFlag('NEEDFIRE', '1');
7273 SetAIFlag('NEEDSEEDOWN', '1');
7274 end;
7275 end;
7277 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
7278 if targets[a].Line and targets[a].Visible and
7279 (((FDirection = TDirection.D_LEFT) and (targets[a].X < FObj.X)) or
7280 ((FDirection = TDirection.D_RIGHT) and (targets[a].X > FObj.X))) then
7281 begin
7282 SetAIFlag('NEEDFIRE', '1');
7283 Break;
7284 end;
7285 end;
7287 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
7288 if g_Weapon_Danger(FUID, FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y,
7289 PLAYER_RECT.Width, PLAYER_RECT.Height,
7290 40+GetInterval(FDifficult.Cover, 40)) then
7291 SetAIFlag('NEEDJUMP', '1');
7293 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
7294 ammo := GetAmmoByWeapon(FCurrWeap);
7295 if ((FCurrWeap = WEAPON_SHOTGUN2) and (ammo < 2)) or
7296 ((FCurrWeap = WEAPON_BFG) and (ammo < 40)) or
7297 (ammo = 0) then
7298 SetAIFlag('SELECTWEAPON', '1');
7300 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
7301 if GetAIFlag('SELECTWEAPON') = '1' then
7302 begin
7303 SelectWeapon(-1);
7304 RemoveAIFlag('SELECTWEAPON');
7305 end;
7306 end;
7308 procedure TBot.Update();
7309 var
7310 EnableAI: Boolean;
7311 begin
7312 if not FAlive then
7313 begin // Respawn
7314 ReleaseKeys();
7315 PressKey(KEY_UP);
7316 end
7317 else
7318 begin
7319 EnableAI := True;
7321 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
7322 if (g_debug_BotAIOff = 1) and (Team = TEAM_RED) then
7323 EnableAI := False;
7324 if (g_debug_BotAIOff = 2) and (Team = TEAM_BLUE) then
7325 EnableAI := False;
7326 if g_debug_BotAIOff = 3 then
7327 EnableAI := False;
7329 if EnableAI then
7330 begin
7331 UpdateMove();
7332 UpdateCombat();
7333 end
7334 else
7335 begin
7336 RealizeCurrentWeapon();
7337 end;
7338 end;
7340 inherited Update();
7341 end;
7343 procedure TBot.ReleaseKey(Key: Byte);
7344 begin
7345 with FKeys[Key] do
7346 begin
7347 Pressed := False;
7348 Time := 0;
7349 end;
7350 end;
7352 function TBot.KeyPressed(Key: Word): Boolean;
7353 begin
7354 Result := FKeys[Key].Pressed;
7355 end;
7357 function TBot.GetAIFlag(aName: String20): String20;
7358 var
7359 a: Integer;
7360 begin
7361 Result := '';
7363 aName := LowerCase(aName);
7365 if FAIFlags <> nil then
7366 for a := 0 to High(FAIFlags) do
7367 if LowerCase(FAIFlags[a].Name) = aName then
7368 begin
7369 Result := FAIFlags[a].Value;
7370 Break;
7371 end;
7372 end;
7374 procedure TBot.RemoveAIFlag(aName: String20);
7375 var
7376 a, b: Integer;
7377 begin
7378 if FAIFlags = nil then Exit;
7380 aName := LowerCase(aName);
7382 for a := 0 to High(FAIFlags) do
7383 if LowerCase(FAIFlags[a].Name) = aName then
7384 begin
7385 if a <> High(FAIFlags) then
7386 for b := a to High(FAIFlags)-1 do
7387 FAIFlags[b] := FAIFlags[b+1];
7389 SetLength(FAIFlags, Length(FAIFlags)-1);
7390 Break;
7391 end;
7392 end;
7394 procedure TBot.SetAIFlag(aName, fValue: String20);
7395 var
7396 a: Integer;
7397 ok: Boolean;
7398 begin
7399 a := 0;
7400 ok := False;
7402 aName := LowerCase(aName);
7404 if FAIFlags <> nil then
7405 for a := 0 to High(FAIFlags) do
7406 if LowerCase(FAIFlags[a].Name) = aName then
7407 begin
7408 ok := True;
7409 Break;
7410 end;
7412 if ok then FAIFlags[a].Value := fValue
7413 else
7414 begin
7415 SetLength(FAIFlags, Length(FAIFlags)+1);
7416 with FAIFlags[High(FAIFlags)] do
7417 begin
7418 Name := aName;
7419 Value := fValue;
7420 end;
7421 end;
7422 end;
7424 procedure TBot.UpdateMove;
7426 procedure GoLeft(Time: Word = 1);
7427 begin
7428 ReleaseKey(KEY_LEFT);
7429 ReleaseKey(KEY_RIGHT);
7430 PressKey(KEY_LEFT, Time);
7431 SetDirection(TDirection.D_LEFT);
7432 end;
7434 procedure GoRight(Time: Word = 1);
7435 begin
7436 ReleaseKey(KEY_LEFT);
7437 ReleaseKey(KEY_RIGHT);
7438 PressKey(KEY_RIGHT, Time);
7439 SetDirection(TDirection.D_RIGHT);
7440 end;
7442 function Rnd(a: Word): Boolean;
7443 begin
7444 Result := Random(a) = 0;
7445 end;
7447 procedure Turn(Time: Word = 1200);
7448 begin
7449 if RunDirection() = TDirection.D_LEFT then GoRight(Time) else GoLeft(Time);
7450 end;
7452 procedure Stop();
7453 begin
7454 ReleaseKey(KEY_LEFT);
7455 ReleaseKey(KEY_RIGHT);
7456 end;
7458 function CanRunLeft(): Boolean;
7459 begin
7460 Result := not CollideLevel(-1, 0);
7461 end;
7463 function CanRunRight(): Boolean;
7464 begin
7465 Result := not CollideLevel(1, 0);
7466 end;
7468 function CanRun(): Boolean;
7469 begin
7470 if RunDirection() = TDirection.D_LEFT then Result := CanRunLeft() else Result := CanRunRight();
7471 end;
7473 procedure Jump(Time: Word = 30);
7474 begin
7475 PressKey(KEY_JUMP, Time);
7476 end;
7478 function NearHole(): Boolean;
7479 var
7480 x, sx: Integer;
7481 begin
7482 { TODO 5 : Ëåñòíèöû }
7483 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7484 for x := 1 to PLAYER_RECT.Width do
7485 if (not StayOnStep(x*sx, 0)) and
7486 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7487 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7488 begin
7489 Result := True;
7490 Exit;
7491 end;
7493 Result := False;
7494 end;
7496 function BorderHole(): Boolean;
7497 var
7498 x, sx, xx: Integer;
7499 begin
7500 { TODO 5 : Ëåñòíèöû }
7501 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7502 for x := 1 to PLAYER_RECT.Width do
7503 if (not StayOnStep(x*sx, 0)) and
7504 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7505 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7506 begin
7507 for xx := x to x+32 do
7508 if CollideLevel(xx*sx, PLAYER_RECT.Height) then
7509 begin
7510 Result := True;
7511 Exit;
7512 end;
7513 end;
7515 Result := False;
7516 end;
7518 function NearDeepHole(): Boolean;
7519 var
7520 x, sx, y: Integer;
7521 begin
7522 Result := False;
7524 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7525 y := 3;
7527 for x := 1 to PLAYER_RECT.Width do
7528 if (not StayOnStep(x*sx, 0)) and
7529 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7530 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7531 begin
7532 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7533 begin
7534 if CollideLevel(x*sx, PLAYER_RECT.Height*y) then Exit;
7535 y := y+1;
7536 end;
7538 Result := True;
7539 end else Result := False;
7540 end;
7542 function OverDeepHole(): Boolean;
7543 var
7544 y: Integer;
7545 begin
7546 Result := False;
7548 y := 1;
7549 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7550 begin
7551 if CollideLevel(0, PLAYER_RECT.Height*y) then Exit;
7552 y := y+1;
7553 end;
7555 Result := True;
7556 end;
7558 function OnGround(): Boolean;
7559 begin
7560 Result := StayOnStep(0, 0) or CollideLevel(0, 1);
7561 end;
7563 function OnLadder(): Boolean;
7564 begin
7565 Result := FullInStep(0, 0);
7566 end;
7568 function BelowLadder(): Boolean;
7569 begin
7570 Result := (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and
7571 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7572 (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and
7573 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7574 end;
7576 function BelowLiftUp(): Boolean;
7577 begin
7578 Result := ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and
7579 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7580 ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and
7581 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7582 end;
7584 function OnTopLift(): Boolean;
7585 begin
7586 Result := (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7587 end;
7589 function CanJumpOver(): Boolean;
7590 var
7591 sx, y: Integer;
7592 begin
7593 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7595 Result := False;
7597 if not CollideLevel(sx, 0) then Exit;
7599 for y := 1 to BOT_MAXJUMP do
7600 if CollideLevel(0, -y) then Exit else
7601 if not CollideLevel(sx, -y) then
7602 begin
7603 Result := True;
7604 Exit;
7605 end;
7606 end;
7608 function CanJumpUp(Dist: ShortInt): Boolean;
7609 var
7610 y, yy: Integer;
7611 c: Boolean;
7612 begin
7613 Result := False;
7615 if CollideLevel(Dist, 0) then Exit;
7617 c := False;
7618 for y := 0 to BOT_MAXJUMP do
7619 if CollideLevel(Dist, -y) then
7620 begin
7621 c := True;
7622 Break;
7623 end;
7625 if not c then Exit;
7627 c := False;
7628 for yy := y+1 to BOT_MAXJUMP do
7629 if not CollideLevel(Dist, -yy) then
7630 begin
7631 c := True;
7632 Break;
7633 end;
7635 if not c then Exit;
7637 c := False;
7638 for y := 0 to BOT_MAXJUMP do
7639 if CollideLevel(0, -y) then
7640 begin
7641 c := True;
7642 Break;
7643 end;
7645 if c then Exit;
7647 if y < yy then Exit;
7649 Result := True;
7650 end;
7652 function IsSafeTrigger(): Boolean;
7653 var
7654 a: Integer;
7655 begin
7656 Result := True;
7657 if gTriggers = nil then
7658 Exit;
7659 for a := 0 to High(gTriggers) do
7660 if Collide(gTriggers[a].X,
7661 gTriggers[a].Y,
7662 gTriggers[a].Width,
7663 gTriggers[a].Height) and
7664 (gTriggers[a].TriggerType in [TRIGGER_EXIT, TRIGGER_CLOSEDOOR,
7665 TRIGGER_CLOSETRAP, TRIGGER_TRAP,
7666 TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF,
7667 TRIGGER_ONOFF, TRIGGER_SPAWNMONSTER,
7668 TRIGGER_DAMAGE, TRIGGER_SHOT]) then
7669 Result := False;
7670 end;
7672 begin
7673 // Âîçìîæíî, íàæèìàåì êíîïêó:
7674 if Rnd(16) and IsSafeTrigger() then
7675 PressKey(KEY_OPEN);
7677 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7678 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7679 begin
7680 ReleaseKey(KEY_LEFT);
7681 ReleaseKey(KEY_RIGHT);
7682 Jump();
7683 end;
7685 // Èäåì âëåâî, åñëè íàäî áûëî:
7686 if GetAIFlag('GOLEFT') <> '' then
7687 begin
7688 RemoveAIFlag('GOLEFT');
7689 if CanRunLeft() then
7690 GoLeft(360);
7691 end;
7693 // Èäåì âïðàâî, åñëè íàäî áûëî:
7694 if GetAIFlag('GORIGHT') <> '' then
7695 begin
7696 RemoveAIFlag('GORIGHT');
7697 if CanRunRight() then
7698 GoRight(360);
7699 end;
7701 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7702 if FObj.X < -32 then
7703 GoRight(360)
7704 else
7705 if FObj.X+32 > gMapInfo.Width then
7706 GoLeft(360);
7708 // Ïðûãàåì, åñëè íàäî áûëî:
7709 if GetAIFlag('NEEDJUMP') <> '' then
7710 begin
7711 Jump(0);
7712 RemoveAIFlag('NEEDJUMP');
7713 end;
7715 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7716 if GetAIFlag('NEEDSEEUP') <> '' then
7717 begin
7718 ReleaseKey(KEY_UP);
7719 ReleaseKey(KEY_DOWN);
7720 PressKey(KEY_UP, 20);
7721 RemoveAIFlag('NEEDSEEUP');
7722 end;
7724 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7725 if GetAIFlag('NEEDSEEDOWN') <> '' then
7726 begin
7727 ReleaseKey(KEY_UP);
7728 ReleaseKey(KEY_DOWN);
7729 PressKey(KEY_DOWN, 20);
7730 RemoveAIFlag('NEEDSEEDOWN');
7731 end;
7733 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7734 if GetAIFlag('GOINHOLE') <> '' then
7735 if not OnGround() then
7736 begin
7737 ReleaseKey(KEY_LEFT);
7738 ReleaseKey(KEY_RIGHT);
7739 RemoveAIFlag('GOINHOLE');
7740 SetAIFlag('FALLINHOLE', '1');
7741 end;
7743 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7744 if GetAIFlag('FALLINHOLE') <> '' then
7745 if OnGround() then
7746 RemoveAIFlag('FALLINHOLE');
7748 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7749 if not (KeyPressed(KEY_LEFT) or KeyPressed(KEY_RIGHT)) then
7750 if GetAIFlag('FALLINHOLE') = '' then
7751 if (not OnLadder()) or (FObj.Vel.Y >= 0) or (OnTopLift()) then
7752 if Rnd(2) then
7753 GoLeft(360)
7754 else
7755 GoRight(360);
7757 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7758 if OnGround() and
7759 CanJumpUp(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*32) and
7760 Rnd(8) then
7761 Jump();
7763 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7764 if OnGround() and NearHole() then
7765 if NearDeepHole() then // Åñëè ýòî áåçäíà
7766 case Random(6) of
7767 0..3: Turn(); // Áåæèì îáðàòíî
7768 4: Jump(); // Ïðûãàåì
7769 5: begin // Ïðûãàåì îáðàòíî
7770 Turn();
7771 Jump();
7772 end;
7773 end
7774 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7775 if GetAIFlag('GOINHOLE') = '' then
7776 case Random(6) of
7777 0: Turn(); // Íå íóæíî òóäà
7778 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7779 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7780 if BorderHole() then
7781 SetAIFlag('GOINHOLE', '1');
7782 end;
7784 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7785 if (not CanRun()) and OnGround() then
7786 begin
7787 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7788 if CanJumpOver() or OnLadder() then
7789 Jump()
7790 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7791 if Random(2) = 0 then
7792 begin
7793 if IsSafeTrigger() then
7794 PressKey(KEY_OPEN);
7795 end else
7796 Turn();
7797 end;
7799 // Îñòàëîñü ìàëî âîçäóõà:
7800 if FAir < 36 * 2 then
7801 Jump(20);
7803 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7804 if (FMegaRulez[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then
7805 if BodyInAcid(0, 0) then
7806 Jump();
7807 end;
7809 function TBot.FullInStep(XInc, YInc: Integer): Boolean;
7810 begin
7811 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
7812 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_STEP, False);
7813 end;
7815 {function TBot.NeedItem(Item: Byte): Byte;
7816 begin
7817 Result := 4;
7818 end;}
7820 procedure TBot.SelectWeapon(Dist: Integer);
7821 var
7822 a: Integer;
7824 function HaveAmmo(weapon: Byte): Boolean;
7825 begin
7826 case weapon of
7827 WEAPON_PISTOL: Result := FAmmo[A_BULLETS] >= 1;
7828 WEAPON_SHOTGUN1: Result := FAmmo[A_SHELLS] >= 1;
7829 WEAPON_SHOTGUN2: Result := FAmmo[A_SHELLS] >= 2;
7830 WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS] >= 10;
7831 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS] >= 1;
7832 WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10;
7833 WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40;
7834 WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1;
7835 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL] >= 1;
7836 else Result := True;
7837 end;
7838 end;
7840 begin
7841 if Dist = -1 then Dist := BOT_LONGDIST;
7843 if Dist > BOT_LONGDIST then
7844 begin // Äàëüíèé áîé
7845 for a := 0 to 9 do
7846 if FWeapon[FDifficult.WeaponPrior[a]] and HaveAmmo(FDifficult.WeaponPrior[a]) then
7847 begin
7848 FSelectedWeapon := FDifficult.WeaponPrior[a];
7849 Break;
7850 end;
7851 end
7852 else //if Dist > BOT_UNSAFEDIST then
7853 begin // Áëèæíèé áîé
7854 for a := 0 to 9 do
7855 if FWeapon[FDifficult.CloseWeaponPrior[a]] and HaveAmmo(FDifficult.CloseWeaponPrior[a]) then
7856 begin
7857 FSelectedWeapon := FDifficult.CloseWeaponPrior[a];
7858 Break;
7859 end;
7860 end;
7861 { else
7862 begin
7863 for a := 0 to 9 do
7864 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7865 begin
7866 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7867 Break;
7868 end;
7869 end;}
7870 end;
7872 function TBot.PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean;
7873 begin
7874 Result := inherited PickItem(ItemType, force, remove);
7876 if Result then SetAIFlag('SELECTWEAPON', '1');
7877 end;
7879 function TBot.Heal(value: Word; Soft: Boolean): Boolean;
7880 begin
7881 Result := inherited Heal(value, Soft);
7882 end;
7884 function TBot.Healthy(): Byte;
7885 begin
7886 if FMegaRulez[MR_INVUL] >= gTime then Result := 3
7887 else if (FHealth > 80) or ((FHealth > 50) and (FArmor > 20)) then Result := 3
7888 else if (FHealth > 50) then Result := 2
7889 else if (FHealth > 20) then Result := 1
7890 else Result := 0;
7891 end;
7893 function TBot.TargetOnScreen(TX, TY: Integer): Boolean;
7894 begin
7895 Result := (Abs(FObj.X-TX) <= Trunc(gPlayerScreenSize.X*0.6)) and
7896 (Abs(FObj.Y-TY) <= Trunc(gPlayerScreenSize.Y*0.6));
7897 end;
7899 procedure TBot.OnDamage(Angle: SmallInt);
7900 var
7901 pla: TPlayer;
7902 mon: TMonster;
7903 ok: Boolean;
7904 begin
7905 inherited;
7907 if (Angle = 0) or (Angle = 180) then
7908 begin
7909 ok := False;
7910 if (g_GetUIDType(FLastSpawnerUID) = UID_PLAYER) and
7911 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER) then
7912 begin // Èãðîê
7913 pla := g_Player_Get(FLastSpawnerUID);
7914 ok := not TargetOnScreen(pla.FObj.X + PLAYER_RECT.X,
7915 pla.FObj.Y + PLAYER_RECT.Y);
7916 end
7917 else
7918 if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and
7919 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then
7920 begin // Ìîíñòð
7921 mon := g_Monsters_ByUID(FLastSpawnerUID);
7922 ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
7923 mon.Obj.Y + mon.Obj.Rect.Y);
7924 end;
7926 if ok then
7927 if Angle = 0 then
7928 SetAIFlag('ATTACKLEFT', '1')
7929 else
7930 SetAIFlag('ATTACKRIGHT', '1');
7931 end;
7932 end;
7934 function TBot.RunDirection(): TDirection;
7935 begin
7936 if Abs(Vel.X) >= 1 then
7937 begin
7938 if Vel.X > 0 then Result := TDirection.D_RIGHT else Result := TDirection.D_LEFT;
7939 end else
7940 Result := FDirection;
7941 end;
7943 function TBot.GetRnd(a: Byte): Boolean;
7944 begin
7945 if a = 0 then Result := False
7946 else if a = 255 then Result := True
7947 else Result := Random(256) > 255-a;
7948 end;
7950 function TBot.GetInterval(a: Byte; radius: SmallInt): SmallInt;
7951 begin
7952 Result := Round((255-a)/255*radius*(Random(2)-1));
7953 end;
7956 procedure TDifficult.save (st: TStream);
7957 begin
7958 utils.writeInt(st, Byte(DiagFire));
7959 utils.writeInt(st, Byte(InvisFire));
7960 utils.writeInt(st, Byte(DiagPrecision));
7961 utils.writeInt(st, Byte(FlyPrecision));
7962 utils.writeInt(st, Byte(Cover));
7963 utils.writeInt(st, Byte(CloseJump));
7964 st.WriteBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7965 st.WriteBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7966 end;
7968 procedure TDifficult.load (st: TStream);
7969 begin
7970 DiagFire := utils.readByte(st);
7971 InvisFire := utils.readByte(st);
7972 DiagPrecision := utils.readByte(st);
7973 FlyPrecision := utils.readByte(st);
7974 Cover := utils.readByte(st);
7975 CloseJump := utils.readByte(st);
7976 st.ReadBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7977 st.ReadBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7978 end;
7981 procedure TBot.SaveState (st: TStream);
7982 var
7983 i: Integer;
7984 dw: Integer;
7985 begin
7986 inherited SaveState(st);
7987 utils.writeSign(st, 'BOT0');
7988 // Âûáðàííîå îðóæèå
7989 utils.writeInt(st, Byte(FSelectedWeapon));
7990 // UID öåëè
7991 utils.writeInt(st, Word(FTargetUID));
7992 // Âðåìÿ ïîòåðè öåëè
7993 utils.writeInt(st, LongWord(FLastVisible));
7994 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7995 dw := Length(FAIFlags);
7996 utils.writeInt(st, LongInt(dw));
7997 // Ôëàãè ÈÈ
7998 for i := 0 to dw-1 do
7999 begin
8000 utils.writeStr(st, FAIFlags[i].Name, 20);
8001 utils.writeStr(st, FAIFlags[i].Value, 20);
8002 end;
8003 // Íàñòðîéêè ñëîæíîñòè
8004 FDifficult.save(st);
8005 end;
8008 procedure TBot.LoadState (st: TStream);
8009 var
8010 i: Integer;
8011 dw: Integer;
8012 begin
8013 inherited LoadState(st);
8014 if not utils.checkSign(st, 'BOT0') then raise XStreamError.Create('invalid bot signature');
8015 // Âûáðàííîå îðóæèå
8016 FSelectedWeapon := utils.readByte(st);
8017 // UID öåëè
8018 FTargetUID := utils.readWord(st);
8019 // Âðåìÿ ïîòåðè öåëè
8020 FLastVisible := utils.readLongWord(st);
8021 // Êîëè÷åñòâî ôëàãîâ ÈÈ
8022 dw := utils.readLongInt(st);
8023 if (dw < 0) or (dw > 16384) then raise XStreamError.Create('invalid number of bot AI flags');
8024 SetLength(FAIFlags, dw);
8025 // Ôëàãè ÈÈ
8026 for i := 0 to dw-1 do
8027 begin
8028 FAIFlags[i].Name := utils.readStr(st, 20);
8029 FAIFlags[i].Value := utils.readStr(st, 20);
8030 end;
8031 // Íàñòðîéêè ñëîæíîñòè
8032 FDifficult.load(st);
8033 end;
8036 begin
8037 conRegVar('player_indicator', @gPlayerIndicator, 'Draw indicator only for current player, also for teammates, or not at all', 'Draw indicator only for current player, also for teammates, or not at all');
8038 conRegVar('player_indicator_style', @gPlayerIndicatorStyle, 'Visual appearance of indicator', 'Visual appearance of indicator');
8039 end.