DEADSOFTWARE

Revert "network: code uglification; fixed bug with weapon switching (i hope)"
[d2df-sdl.git] / src / game / g_player.pas
1 (* Copyright (C) Doom 2D: Forever Developers
2 *
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, either version 3 of the License, or
6 * (at your option) any later version.
7 *
8 * This program is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 * GNU General Public License for more details.
12 *
13 * You should have received a copy of the GNU General Public License
14 * along with this program. If not, see <http://www.gnu.org/licenses/>.
15 *)
16 {$INCLUDE ../shared/a_modes.inc}
17 {$M+}
18 unit g_player;
20 interface
22 uses
23 SysUtils, Classes,
24 {$IFDEF USE_MEMPOOL}mempool,{$ENDIF}
25 e_graphics, g_playermodel, g_basic, g_textures,
26 g_weapons, g_phys, g_sound, g_saveload, MAPDEF,
27 g_panel;
29 const
30 KEY_LEFT = 1;
31 KEY_RIGHT = 2;
32 KEY_UP = 3;
33 KEY_DOWN = 4;
34 KEY_FIRE = 5;
35 KEY_NEXTWEAPON = 6;
36 KEY_PREVWEAPON = 7;
37 KEY_OPEN = 8;
38 KEY_JUMP = 9;
39 KEY_CHAT = 10;
41 R_ITEM_BACKPACK = 0;
42 R_KEY_RED = 1;
43 R_KEY_GREEN = 2;
44 R_KEY_BLUE = 3;
45 R_BERSERK = 4;
47 MR_SUIT = 0;
48 MR_INVUL = 1;
49 MR_INVIS = 2;
50 MR_MAX = 2;
52 A_BULLETS = 0;
53 A_SHELLS = 1;
54 A_ROCKETS = 2;
55 A_CELLS = 3;
56 A_FUEL = 4;
57 A_HIGH = 4;
59 AmmoLimits: Array [0..1] of Array [A_BULLETS..A_HIGH] of Word =
60 ((200, 50, 50, 300, 100),
61 (400, 100, 100, 600, 200));
63 K_SIMPLEKILL = 0;
64 K_HARDKILL = 1;
65 K_EXTRAHARDKILL = 2;
66 K_FALLKILL = 3;
68 T_RESPAWN = 0;
69 T_SWITCH = 1;
70 T_USE = 2;
71 T_FLAGCAP = 3;
73 TEAM_NONE = 0;
74 TEAM_RED = 1;
75 TEAM_BLUE = 2;
76 TEAM_COOP = 3;
78 SHELL_BULLET = 0;
79 SHELL_SHELL = 1;
80 SHELL_DBLSHELL = 2;
82 ANGLE_NONE = Low(SmallInt);
84 CORPSE_STATE_REMOVEME = 0;
85 CORPSE_STATE_NORMAL = 1;
86 CORPSE_STATE_MESS = 2;
88 PLAYER_RECT: TRectWH = (X:15; Y:12; Width:34; Height:52);
89 PLAYER_RECT_CX = 15+(34 div 2);
90 PLAYER_RECT_CY = 12+(52 div 2);
91 PLAYER_CORPSERECT: TRectWH = (X:15; Y:48; Width:34; Height:16);
93 PLAYER_HP_SOFT = 100;
94 PLAYER_HP_LIMIT = 200;
95 PLAYER_AP_SOFT = 100;
96 PLAYER_AP_LIMIT = 200;
97 SUICIDE_DAMAGE = 112;
99 PLAYER1_DEF_COLOR: TRGB = (R:64; G:175; B:48);
100 PLAYER2_DEF_COLOR: TRGB = (R:96; G:96; B:96);
102 type
103 TPlayerStat = record
104 Ping: Word;
105 Loss: Byte;
106 Name: String;
107 Team: Byte;
108 Frags: SmallInt;
109 Deaths: SmallInt;
110 Lives: Byte;
111 Kills: Word;
112 Color: TRGB;
113 Spectator: Boolean;
114 end;
116 TPlayerStatArray = Array of TPlayerStat;
118 TPlayerSavedState = record
119 Health: Integer;
120 Armor: Integer;
121 Air: Integer;
122 JetFuel: Integer;
123 CurrWeap: Byte;
124 NextWeap: WORD;
125 NextWeapDelay: Byte;
126 Ammo: Array [A_BULLETS..A_HIGH] of Word;
127 MaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
128 Weapon: Array [WP_FIRST..WP_LAST] of Boolean;
129 Rulez: Set of R_ITEM_BACKPACK..R_BERSERK;
130 WaitRecall: Boolean;
131 end;
133 TKeyState = record
134 Pressed: Boolean;
135 Time: Word;
136 end;
138 TPlayer = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
139 private
140 FIamBot: Boolean;
141 FUID: Word;
142 FName: String;
143 FTeam: Byte;
144 FAlive: Boolean;
145 FSpawned: Boolean;
146 FDirection: TDirection;
147 FHealth: Integer;
148 FLives: Byte;
149 FArmor: Integer;
150 FAir: Integer;
151 FPain: Integer;
152 FPickup: Integer;
153 FKills: Integer;
154 FMonsterKills: Integer;
155 FFrags: Integer;
156 FFragCombo: Byte;
157 FLastFrag: LongWord;
158 FComboEvnt: Integer;
159 FDeath: Integer;
160 FCanJetpack: Boolean;
161 FJetFuel: Integer;
162 FFlag: Byte;
163 FSecrets: Integer;
164 FCurrWeap: Byte;
165 FNextWeap: WORD;
166 FNextWeapDelay: Byte; // frames (unused)
167 FBFGFireCounter: SmallInt;
168 FLastSpawnerUID: Word;
169 FLastHit: Byte;
170 FObj: TObj;
171 FXTo, FYTo: Integer;
172 FSpectatePlayer: Integer;
173 FFirePainTime: Integer;
174 FFireAttacker: Word;
176 FSavedState: TPlayerSavedState;
178 FModel: TPlayerModel;
179 FPunchAnim: TAnimation;
180 FActionPrior: Byte;
181 FActionAnim: Byte;
182 FActionForce: Boolean;
183 FActionChanged: Boolean;
184 FAngle: SmallInt;
185 FFireAngle: SmallInt;
186 FIncCam: Integer;
187 FShellTimer: Integer;
188 FShellType: Byte;
189 FSawSound: TPlayableSound;
190 FSawSoundIdle: TPlayableSound;
191 FSawSoundHit: TPlayableSound;
192 FSawSoundSelect: TPlayableSound;
193 FJetSoundOn: TPlayableSound;
194 FJetSoundOff: TPlayableSound;
195 FJetSoundFly: TPlayableSound;
196 FGodMode: Boolean;
197 FNoTarget: Boolean;
198 FNoReload: Boolean;
199 FJustTeleported: Boolean;
200 FNetTime: LongWord;
201 mEDamageType: Integer;
203 // client-side only
204 weaponSwitchKeyReleased: array[0..16] of Byte; // bit 0: was released on prev frame; bit 1: new status
207 function CollideLevel(XInc, YInc: Integer): Boolean;
208 function StayOnStep(XInc, YInc: Integer): Boolean;
209 function HeadInLiquid(XInc, YInc: Integer): Boolean;
210 function BodyInLiquid(XInc, YInc: Integer): Boolean;
211 function BodyInAcid(XInc, YInc: Integer): Boolean;
212 function FullInLift(XInc, YInc: Integer): Integer;
213 {procedure CollideItem();}
214 procedure FlySmoke(Times: DWORD = 1);
215 procedure OnFireFlame(Times: DWORD = 1);
216 function GetAmmoByWeapon(Weapon: Byte): Word;
217 procedure SetAction(Action: Byte; Force: Boolean = False);
218 procedure OnDamage(Angle: SmallInt); virtual;
219 function firediry(): Integer;
220 procedure DoPunch();
222 procedure Run(Direction: TDirection);
223 procedure NextWeapon();
224 procedure PrevWeapon();
225 procedure SeeUp();
226 procedure SeeDown();
227 procedure Fire();
228 procedure Jump();
229 procedure Use();
231 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
232 procedure resetWeaponQueue ();
233 function hasAmmoForWeapon (weapon: Byte): Boolean;
235 procedure doDamage (v: Integer);
237 function followCorpse(): Boolean;
239 public
240 FDamageBuffer: Integer;
242 FAmmo: Array [A_BULLETS..A_HIGH] of Word;
243 FMaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
244 FWeapon: Array [WP_FIRST..WP_LAST] of Boolean;
245 FRulez: Set of R_ITEM_BACKPACK..R_BERSERK;
246 FBerserk: Integer;
247 FMegaRulez: Array [MR_SUIT..MR_MAX] of DWORD;
248 FReloading: Array [WP_FIRST..WP_LAST] of Word;
249 FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD;
250 FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState;
251 FColor: TRGB;
252 FPreferredTeam: Byte;
253 FSpectator: Boolean;
254 FNoRespawn: Boolean;
255 FWantsInGame: Boolean;
256 FGhost: Boolean;
257 FPhysics: Boolean;
258 FJetpack: Boolean;
259 FActualModelName: string;
260 FClientID: SmallInt;
261 FPing: Word;
262 FLoss: Byte;
263 FDummy: Boolean;
264 FFireTime: Integer;
266 // debug: viewport offset
267 viewPortX, viewPortY, viewPortW, viewPortH: Integer;
269 function isValidViewPort (): Boolean; inline;
271 constructor Create(); virtual;
272 destructor Destroy(); override;
273 procedure Respawn(Silent: Boolean; Force: Boolean = False); virtual;
274 function GetRespawnPoint(): Byte;
275 procedure PressKey(Key: Byte; Time: Word = 1);
276 procedure ReleaseKeys();
277 procedure ReleaseKeysNoWeapon();
278 procedure SetModel(ModelName: String);
279 procedure SetColor(Color: TRGB);
280 procedure SetWeapon(W: Byte);
281 function IsKeyPressed(K: Byte): Boolean;
282 function GetKeys(): Byte;
283 function PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; virtual;
284 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
285 function Collide(Panel: TPanel): Boolean; overload;
286 function Collide(X, Y: Integer): Boolean; overload;
287 procedure SetDirection(Direction: TDirection);
288 procedure GetSecret();
289 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
290 procedure Touch();
291 procedure Push(vx, vy: Integer);
292 procedure ChangeModel(ModelName: String);
293 procedure SwitchTeam;
294 procedure ChangeTeam(Team: Byte);
295 procedure BFGHit();
296 function GetFlag(Flag: Byte): Boolean;
297 procedure SetFlag(Flag: Byte);
298 function DropFlag(): Boolean;
299 procedure AllRulez(Health: Boolean);
300 procedure RestoreHealthArmor();
301 procedure FragCombo();
302 procedure GiveItem(ItemType: Byte);
303 procedure Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte); virtual;
304 function Heal(value: Word; Soft: Boolean): Boolean; virtual;
305 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
306 procedure MakeBloodSimple(Count: Word);
307 procedure Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
308 procedure Reset(Force: Boolean);
309 procedure Spectate(NoMove: Boolean = False);
310 procedure SwitchNoClip;
311 procedure SoftReset();
312 procedure Draw(); virtual;
313 procedure DrawPain();
314 procedure DrawPickup();
315 procedure DrawRulez();
316 procedure DrawAim();
317 procedure DrawIndicator();
318 procedure DrawBubble();
319 procedure DrawGUI();
320 procedure Update(); virtual;
321 procedure RememberState();
322 procedure RecallState();
323 procedure SaveState (st: TStream); virtual;
324 procedure LoadState (st: TStream); virtual;
325 procedure PauseSounds(Enable: Boolean);
326 procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
327 procedure DoLerp(Level: Integer = 2);
328 procedure SetLerp(XTo, YTo: Integer);
329 procedure QueueWeaponSwitch(Weapon: Byte);
330 procedure RealizeCurrentWeapon();
331 procedure JetpackOn;
332 procedure JetpackOff;
333 procedure CatchFire(Attacker: Word);
335 //WARNING! this does nothing for now, but still call it!
336 procedure positionChanged (); //WARNING! call this after entity position was changed, or coldet will not work right!
338 procedure getMapBox (out x, y, w, h: Integer); inline;
339 procedure moveBy (dx, dy: Integer); inline;
341 procedure releaseAllWeaponSwitchKeys ();
342 procedure weaponSwitchKeysStateChange (index: Integer; pressed: Boolean);
343 function isWeaponSwitchKeyReleased (index: Integer): Boolean;
344 procedure weaponSwitchKeysShiftNewStates ();
346 public
347 property Vel: TPoint2i read FObj.Vel;
348 property Obj: TObj read FObj;
350 property Name: String read FName write FName;
351 property Model: TPlayerModel read FModel;
352 property Health: Integer read FHealth write FHealth;
353 property Lives: Byte read FLives write FLives;
354 property Armor: Integer read FArmor write FArmor;
355 property Air: Integer read FAir write FAir;
356 property JetFuel: Integer read FJetFuel write FJetFuel;
357 property Frags: Integer read FFrags write FFrags;
358 property Death: Integer read FDeath write FDeath;
359 property Kills: Integer read FKills write FKills;
360 property CurrWeap: Byte read FCurrWeap write FCurrWeap;
361 property MonsterKills: Integer read FMonsterKills write FMonsterKills;
362 property Secrets: Integer read FSecrets;
363 property GodMode: Boolean read FGodMode write FGodMode;
364 property NoTarget: Boolean read FNoTarget write FNoTarget;
365 property NoReload: Boolean read FNoReload write FNoReload;
366 property alive: Boolean read FAlive write FAlive;
367 property Flag: Byte read FFlag;
368 property Team: Byte read FTeam write FTeam;
369 property Direction: TDirection read FDirection;
370 property GameX: Integer read FObj.X write FObj.X;
371 property GameY: Integer read FObj.Y write FObj.Y;
372 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
373 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
374 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
375 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
376 property IncCam: Integer read FIncCam write FIncCam;
377 property UID: Word read FUID write FUID;
378 property JustTeleported: Boolean read FJustTeleported write FJustTeleported;
379 property NetTime: LongWord read FNetTime write FNetTime;
381 published
382 property eName: String read FName write FName;
383 property eHealth: Integer read FHealth write FHealth;
384 property eLives: Byte read FLives write FLives;
385 property eArmor: Integer read FArmor write FArmor;
386 property eAir: Integer read FAir write FAir;
387 property eJetFuel: Integer read FJetFuel write FJetFuel;
388 property eFrags: Integer read FFrags write FFrags;
389 property eDeath: Integer read FDeath write FDeath;
390 property eKills: Integer read FKills write FKills;
391 property eCurrWeap: Byte read FCurrWeap write FCurrWeap;
392 property eMonsterKills: Integer read FMonsterKills write FMonsterKills;
393 property eSecrets: Integer read FSecrets write FSecrets;
394 property eGodMode: Boolean read FGodMode write FGodMode;
395 property eNoTarget: Boolean read FNoTarget write FNoTarget;
396 property eNoReload: Boolean read FNoReload write FNoReload;
397 property eAlive: Boolean read FAlive write FAlive;
398 property eFlag: Byte read FFlag;
399 property eTeam: Byte read FTeam write FTeam;
400 property eDirection: TDirection read FDirection;
401 property eGameX: Integer read FObj.X write FObj.X;
402 property eGameY: Integer read FObj.Y write FObj.Y;
403 property eGameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
404 property eGameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
405 property eGameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
406 property eGameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
407 property eIncCam: Integer read FIncCam write FIncCam;
408 property eUID: Word read FUID;
409 property eJustTeleported: Boolean read FJustTeleported;
410 property eNetTime: LongWord read FNetTime;
412 // set this before assigning something to `eDamage`
413 property eDamageType: Integer read mEDamageType write mEDamageType;
414 property eDamage: Integer write doDamage;
415 end;
417 TDifficult = record
418 public
419 DiagFire: Byte;
420 InvisFire: Byte;
421 DiagPrecision: Byte;
422 FlyPrecision: Byte;
423 Cover: Byte;
424 CloseJump: Byte;
425 WeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
426 CloseWeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
427 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
429 public
430 procedure save (st: TStream);
431 procedure load (st: TStream);
432 end;
434 TAIFlag = record
435 Name: String;
436 Value: String;
437 end;
439 TBot = class(TPlayer)
440 private
441 FSelectedWeapon: Byte;
442 FTargetUID: Word;
443 FLastVisible: DWORD;
444 FAIFlags: Array of TAIFlag;
445 FDifficult: TDifficult;
447 function GetRnd(a: Byte): Boolean;
448 function GetInterval(a: Byte; radius: SmallInt): SmallInt;
449 function RunDirection(): TDirection;
450 function FullInStep(XInc, YInc: Integer): Boolean;
451 //function NeedItem(Item: Byte): Byte;
452 procedure SelectWeapon(Dist: Integer);
453 procedure SetAIFlag(aName, fValue: String20);
454 function GetAIFlag(aName: String20): String20;
455 procedure RemoveAIFlag(aName: String20);
456 function Healthy(): Byte;
457 procedure UpdateMove();
458 procedure UpdateCombat();
459 function KeyPressed(Key: Word): Boolean;
460 procedure ReleaseKey(Key: Byte);
461 function TargetOnScreen(TX, TY: Integer): Boolean;
462 procedure OnDamage(Angle: SmallInt); override;
464 public
465 procedure Respawn(Silent: Boolean; Force: Boolean = False); override;
466 constructor Create(); override;
467 destructor Destroy(); override;
468 procedure Draw(); override;
469 function PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean; override;
470 function Heal(value: Word; Soft: Boolean): Boolean; override;
471 procedure Update(); override;
472 procedure SaveState (st: TStream); override;
473 procedure LoadState (st: TStream); override;
474 end;
476 PGib = ^TGib;
477 TGib = record
478 alive: Boolean;
479 ID: DWORD;
480 MaskID: DWORD;
481 RAngle: Integer;
482 Color: TRGB;
483 Obj: TObj;
485 procedure getMapBox (out x, y, w, h: Integer); inline;
486 procedure moveBy (dx, dy: Integer); inline;
488 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
489 end;
492 PShell = ^TShell;
493 TShell = record
494 SpriteID: DWORD;
495 alive: Boolean;
496 SType: Byte;
497 RAngle: Integer;
498 Timeout: Cardinal;
499 CX, CY: Integer;
500 Obj: TObj;
502 procedure getMapBox (out x, y, w, h: Integer); inline;
503 procedure moveBy (dx, dy: Integer); inline;
505 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
506 end;
508 TCorpse = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
509 private
510 FModelName: String;
511 FMess: Boolean;
512 FState: Byte;
513 FDamage: Byte;
514 FColor: TRGB;
515 FObj: TObj;
516 FPlayerUID: Word;
517 FAnimation: TAnimation;
518 FAnimationMask: TAnimation;
520 public
521 constructor Create(X, Y: Integer; ModelName: String; aMess: Boolean);
522 destructor Destroy(); override;
523 procedure Damage(Value: Word; vx, vy: Integer);
524 procedure Update();
525 procedure Draw();
526 procedure SaveState (st: TStream);
527 procedure LoadState (st: TStream);
529 procedure getMapBox (out x, y, w, h: Integer); inline;
530 procedure moveBy (dx, dy: Integer); inline;
532 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
534 function ObjPtr (): PObj; inline;
536 property Obj: TObj read FObj; // copies object
537 property State: Byte read FState;
538 property Mess: Boolean read FMess;
539 end;
541 TTeamStat = Array [TEAM_RED..TEAM_BLUE] of
542 record
543 Goals: SmallInt;
544 end;
546 var
547 gPlayers: Array of TPlayer;
548 gCorpses: Array of TCorpse;
549 gGibs: Array of TGib;
550 gShells: Array of TShell;
551 gTeamStat: TTeamStat;
552 gFly: Boolean = False;
553 gAimLine: Boolean = False;
554 gChatBubble: Byte = 0;
555 gPlayerIndicator: Boolean = True;
556 gNumBots: Word = 0;
557 gLMSPID1: Word = 0;
558 gLMSPID2: Word = 0;
559 MAX_RUNVEL: Integer = 8;
560 VEL_JUMP: Integer = 10;
561 SHELL_TIMEOUT: Cardinal = 60000;
563 function Lerp(X, Y, Factor: Integer): Integer;
565 procedure g_Gibs_SetMax(Count: Word);
566 function g_Gibs_GetMax(): Word;
567 procedure g_Corpses_SetMax(Count: Word);
568 function g_Corpses_GetMax(): Word;
569 procedure g_Shells_SetMax(Count: Word);
570 function g_Shells_GetMax(): Word;
572 procedure g_Player_Init();
573 procedure g_Player_Free();
574 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
575 function g_Player_CreateFromState (st: TStream): Word;
576 procedure g_Player_Remove(UID: Word);
577 procedure g_Player_ResetTeams();
578 procedure g_Player_UpdateAll();
579 procedure g_Player_DrawAll();
580 procedure g_Player_DrawDebug(p: TPlayer);
581 procedure g_Player_DrawHealth();
582 procedure g_Player_RememberAll();
583 procedure g_Player_ResetAll(Force, Silent: Boolean);
584 function g_Player_Get(UID: Word): TPlayer;
585 function g_Player_GetCount(): Byte;
586 function g_Player_GetStats(): TPlayerStatArray;
587 function g_Player_ValidName(Name: String): Boolean;
588 procedure g_Player_CreateCorpse(Player: TPlayer);
589 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: String; fColor: TRGB);
590 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
591 procedure g_Player_UpdatePhysicalObjects();
592 procedure g_Player_DrawCorpses();
593 procedure g_Player_DrawShells();
594 procedure g_Player_RemoveAllCorpses();
595 procedure g_Player_Corpses_SaveState (st: TStream);
596 procedure g_Player_Corpses_LoadState (st: TStream);
597 procedure g_Bot_Add(Team, Difficult: Byte);
598 procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1);
599 procedure g_Bot_MixNames();
600 procedure g_Bot_RemoveAll();
602 implementation
604 uses
605 {$INCLUDE ../nogl/noGLuses.inc}
606 {$IFDEF ENABLE_HOLMES}
607 g_holmes,
608 {$ENDIF}
609 e_log, g_map, g_items, g_console, g_gfx, Math,
610 g_options, g_triggers, g_menu, g_game, g_grid,
611 wadreader, g_main, g_monsters, CONFIG, g_language,
612 g_net, g_netmsg, g_window,
613 utils, xstreams;
615 const PLR_SAVE_VERSION = 0;
617 type
618 TBotProfile = record
619 name: ShortString;
620 model: ShortString;
621 team: Byte;
622 color: TRGB;
623 diag_fire: Byte;
624 invis_fire: Byte;
625 diag_precision: Byte;
626 fly_precision: Byte;
627 cover: Byte;
628 close_jump: Byte;
629 w_prior1: Array [WP_FIRST..WP_LAST] of Byte;
630 w_prior2: Array [WP_FIRST..WP_LAST] of Byte;
631 w_prior3: Array [WP_FIRST..WP_LAST] of Byte;
632 end;
634 const
635 TIME_RESPAWN1 = 1500;
636 TIME_RESPAWN2 = 2000;
637 TIME_RESPAWN3 = 3000;
638 AIR_DEF = 360;
639 AIR_MAX = 1091;
640 JET_MAX = 540; // ~30 sec
641 PLAYER_SUIT_TIME = 30000;
642 PLAYER_INVUL_TIME = 30000;
643 PLAYER_INVIS_TIME = 35000;
644 FRAG_COMBO_TIME = 3000;
645 VEL_SW = 4;
646 VEL_FLY = 6;
647 ANGLE_RIGHTUP = 55;
648 ANGLE_RIGHTDOWN = -35;
649 ANGLE_LEFTUP = 125;
650 ANGLE_LEFTDOWN = -145;
651 PLAYER_HEADRECT: TRectWH = (X:24; Y:12; Width:20; Height:12);
652 WEAPONPOINT: Array [TDirection] of TDFPoint = ((X:16; Y:32), (X:47; Y:32));
653 BOT_MAXJUMP = 84;
654 BOT_LONGDIST = 300;
655 BOT_UNSAFEDIST = 128;
656 TEAMCOLOR: Array [TEAM_RED..TEAM_BLUE] of TRGB = ((R:255; G:0; B:0),
657 (R:0; G:0; B:255));
658 DIFFICULT_EASY: TDifficult = (DiagFire: 32; InvisFire: 32; DiagPrecision: 32;
659 FlyPrecision: 32; Cover: 32; CloseJump: 32;
660 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
661 DIFFICULT_MEDIUM: TDifficult = (DiagFire: 127; InvisFire: 127; DiagPrecision: 127;
662 FlyPrecision: 127; Cover: 127; CloseJump: 127;
663 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
664 DIFFICULT_HARD: TDifficult = (DiagFire: 255; InvisFire: 255; DiagPrecision: 255;
665 FlyPrecision: 255; Cover: 255; CloseJump: 255;
666 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
667 WEAPON_PRIOR1: Array [WP_FIRST..WP_LAST] of Byte =
668 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
669 WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
670 WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER,
671 WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
672 WEAPON_PRIOR2: Array [WP_FIRST..WP_LAST] of Byte =
673 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
674 WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
675 WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1,
676 WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
677 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
678 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
679 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
680 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
681 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
682 WEAPON_RELOAD: Array [WP_FIRST..WP_LAST] of Byte =
683 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
685 PLAYER_SIGNATURE = $52594C50; // 'PLYR'
686 CORPSE_SIGNATURE = $50524F43; // 'CORP'
688 BOTNAMES_FILENAME = 'botnames.txt';
689 BOTLIST_FILENAME = 'botlist.txt';
691 var
692 MaxGibs: Word = 150;
693 MaxCorpses: Word = 20;
694 MaxShells: Word = 300;
695 CurrentGib: Integer = 0;
696 CurrentShell: Integer = 0;
697 BotNames: Array of String;
698 BotList: Array of TBotProfile;
701 function Lerp(X, Y, Factor: Integer): Integer;
702 begin
703 Result := X + ((Y - X) div Factor);
704 end;
706 function SameTeam(UID1, UID2: Word): Boolean;
707 begin
708 Result := False;
710 if (UID1 > UID_MAX_PLAYER) or (UID1 <= UID_MAX_GAME) or
711 (UID2 > UID_MAX_PLAYER) or (UID2 <= UID_MAX_GAME) then Exit;
713 if (g_Player_Get(UID1) = nil) or (g_Player_Get(UID2) = nil) then Exit;
715 if ((g_Player_Get(UID1).Team = TEAM_NONE) or
716 (g_Player_Get(UID2).Team = TEAM_NONE)) then Exit;
718 Result := g_Player_Get(UID1).FTeam = g_Player_Get(UID2).FTeam;
719 end;
721 procedure g_Gibs_SetMax(Count: Word);
722 begin
723 MaxGibs := Count;
724 SetLength(gGibs, Count);
726 if CurrentGib >= Count then
727 CurrentGib := 0;
728 end;
730 function g_Gibs_GetMax(): Word;
731 begin
732 Result := MaxGibs;
733 end;
735 procedure g_Shells_SetMax(Count: Word);
736 begin
737 MaxShells := Count;
738 SetLength(gShells, Count);
740 if CurrentShell >= Count then
741 CurrentShell := 0;
742 end;
744 function g_Shells_GetMax(): Word;
745 begin
746 Result := MaxShells;
747 end;
750 procedure g_Corpses_SetMax(Count: Word);
751 begin
752 MaxCorpses := Count;
753 SetLength(gCorpses, Count);
754 end;
756 function g_Corpses_GetMax(): Word;
757 begin
758 Result := MaxCorpses;
759 end;
761 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
762 var
763 a: Integer;
764 ok: Boolean;
765 begin
766 Result := 0;
768 ok := False;
769 a := 0;
771 // Åñòü ëè ìåñòî â gPlayers:
772 if gPlayers <> nil then
773 for a := 0 to High(gPlayers) do
774 if gPlayers[a] = nil then
775 begin
776 ok := True;
777 Break;
778 end;
780 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
781 if not ok then
782 begin
783 SetLength(gPlayers, Length(gPlayers)+1);
784 a := High(gPlayers);
785 end;
787 // Ñîçäàåì îáúåêò èãðîêà:
788 if Bot then
789 gPlayers[a] := TBot.Create()
790 else
791 gPlayers[a] := TPlayer.Create();
794 gPlayers[a].FActualModelName := ModelName;
795 gPlayers[a].SetModel(ModelName);
797 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
798 if gPlayers[a].FModel = nil then
799 begin
800 gPlayers[a].Free();
801 gPlayers[a] := nil;
802 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [ModelName]));
803 Exit;
804 end;
806 if not (Team in [TEAM_RED, TEAM_BLUE]) then
807 if Random(2) = 0 then
808 Team := TEAM_RED
809 else
810 Team := TEAM_BLUE;
811 gPlayers[a].FPreferredTeam := Team;
813 case gGameSettings.GameMode of
814 GM_DM: gPlayers[a].FTeam := TEAM_NONE;
815 GM_TDM,
816 GM_CTF: gPlayers[a].FTeam := gPlayers[a].FPreferredTeam;
817 GM_SINGLE,
818 GM_COOP: gPlayers[a].FTeam := TEAM_COOP;
819 end;
821 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
822 gPlayers[a].FColor := Color;
823 if gPlayers[a].FTeam in [TEAM_RED, TEAM_BLUE] then
824 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
825 else
826 gPlayers[a].FModel.Color := Color;
828 gPlayers[a].FUID := g_CreateUID(UID_PLAYER);
829 gPlayers[a].FAlive := False;
831 Result := gPlayers[a].FUID;
832 end;
834 function g_Player_CreateFromState (st: TStream): Word;
835 var
836 a, i: Integer;
837 ok, Bot: Boolean;
838 b: Byte;
839 begin
840 result := 0;
841 if (st = nil) then exit; //???
843 // Ñèãíàòóðà èãðîêà
844 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
845 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
847 // Áîò èëè ÷åëîâåê:
848 Bot := utils.readBool(st);
850 ok := false;
851 a := 0;
853 // Åñòü ëè ìåñòî â gPlayers:
854 for a := 0 to High(gPlayers) do if (gPlayers[a] = nil) then begin ok := true; break; end;
856 // Íåò ìåñòà - ðàñøèðÿåì gPlayers
857 if not ok then
858 begin
859 SetLength(gPlayers, Length(gPlayers)+1);
860 a := High(gPlayers);
861 end;
863 // Ñîçäàåì îáúåêò èãðîêà
864 if Bot then
865 gPlayers[a] := TBot.Create()
866 else
867 gPlayers[a] := TPlayer.Create();
868 gPlayers[a].FIamBot := Bot;
869 gPlayers[a].FPhysics := True;
871 // UID èãðîêà
872 gPlayers[a].FUID := utils.readWord(st);
873 // Èìÿ èãðîêà
874 gPlayers[a].FName := utils.readStr(st);
875 // Êîìàíäà
876 gPlayers[a].FTeam := utils.readByte(st);
877 gPlayers[a].FPreferredTeam := gPlayers[a].FTeam;
878 // Æèâ ëè
879 gPlayers[a].FAlive := utils.readBool(st);
880 // Èçðàñõîäîâàë ëè âñå æèçíè
881 gPlayers[a].FNoRespawn := utils.readBool(st);
882 // Íàïðàâëåíèå
883 b := utils.readByte(st);
884 if b = 1 then gPlayers[a].FDirection := TDirection.D_LEFT else gPlayers[a].FDirection := TDirection.D_RIGHT; // b = 2
885 // Çäîðîâüå
886 gPlayers[a].FHealth := utils.readLongInt(st);
887 // Æèçíè
888 gPlayers[a].FLives := utils.readByte(st);
889 // Áðîíÿ
890 gPlayers[a].FArmor := utils.readLongInt(st);
891 // Çàïàñ âîçäóõà
892 gPlayers[a].FAir := utils.readLongInt(st);
893 // Çàïàñ ãîðþ÷åãî
894 gPlayers[a].FJetFuel := utils.readLongInt(st);
895 // Áîëü
896 gPlayers[a].FPain := utils.readLongInt(st);
897 // Óáèë
898 gPlayers[a].FKills := utils.readLongInt(st);
899 // Óáèë ìîíñòðîâ
900 gPlayers[a].FMonsterKills := utils.readLongInt(st);
901 // Ôðàãîâ
902 gPlayers[a].FFrags := utils.readLongInt(st);
903 // Ôðàãîâ ïîäðÿä
904 gPlayers[a].FFragCombo := utils.readByte(st);
905 // Âðåìÿ ïîñëåäíåãî ôðàãà
906 gPlayers[a].FLastFrag := utils.readLongWord(st);
907 // Ñìåðòåé
908 gPlayers[a].FDeath := utils.readLongInt(st);
909 // Êàêîé ôëàã íåñåò
910 gPlayers[a].FFlag := utils.readByte(st);
911 // Íàøåë ñåêðåòîâ
912 gPlayers[a].FSecrets := utils.readLongInt(st);
913 // Òåêóùåå îðóæèå
914 gPlayers[a].FCurrWeap := utils.readByte(st);
915 // Ñëåäóþùåå æåëàåìîå îðóæèå
916 gPlayers[a].FNextWeap := utils.readWord(st);
917 // ...è ïàóçà
918 gPlayers[a].FNextWeapDelay := utils.readByte(st);
919 // Âðåìÿ çàðÿäêè BFG
920 gPlayers[a].FBFGFireCounter := utils.readSmallInt(st);
921 // Áóôåð óðîíà
922 gPlayers[a].FDamageBuffer := utils.readLongInt(st);
923 // Ïîñëåäíèé óäàðèâøèé
924 gPlayers[a].FLastSpawnerUID := utils.readWord(st);
925 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
926 gPlayers[a].FLastHit := utils.readByte(st);
927 // Îáúåêò èãðîêà:
928 Obj_LoadState(@gPlayers[a].FObj, st);
929 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
930 for i := A_BULLETS to A_HIGH do gPlayers[a].FAmmo[i] := utils.readWord(st);
931 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
932 for i := A_BULLETS to A_HIGH do gPlayers[a].FMaxAmmo[i] := utils.readWord(st);
933 // Íàëè÷èå îðóæèÿ
934 for i := WP_FIRST to WP_LAST do gPlayers[a].FWeapon[i] := utils.readBool(st);
935 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
936 for i := WP_FIRST to WP_LAST do gPlayers[a].FReloading[i] := utils.readWord(st);
937 // Íàëè÷èå ðþêçàêà
938 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_ITEM_BACKPACK);
939 // Íàëè÷èå êðàñíîãî êëþ÷à
940 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_RED);
941 // Íàëè÷èå çåëåíîãî êëþ÷à
942 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_GREEN);
943 // Íàëè÷èå ñèíåãî êëþ÷à
944 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_BLUE);
945 // Íàëè÷èå áåðñåðêà
946 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_BERSERK);
947 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
948 for i := MR_SUIT to MR_MAX do gPlayers[a].FMegaRulez[i] := utils.readLongWord(st);
949 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
950 for i := T_RESPAWN to T_FLAGCAP do gPlayers[a].FTime[i] := utils.readLongWord(st);
952 // Íàçâàíèå ìîäåëè:
953 gPlayers[a].FActualModelName := utils.readStr(st);
954 // Öâåò ìîäåëè
955 gPlayers[a].FColor.R := utils.readByte(st);
956 gPlayers[a].FColor.G := utils.readByte(st);
957 gPlayers[a].FColor.B := utils.readByte(st);
958 // Îáíîâëÿåì ìîäåëü èãðîêà
959 gPlayers[a].SetModel(gPlayers[a].FActualModelName);
961 // Íåò ìîäåëè - ñîçäàíèå íåâîçìîæíî
962 if (gPlayers[a].FModel = nil) then
963 begin
964 gPlayers[a].Free();
965 gPlayers[a] := nil;
966 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [gPlayers[a].FActualModelName]));
967 exit;
968 end;
970 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû
971 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
972 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
973 else
974 gPlayers[a].FModel.Color := gPlayers[a].FColor;
976 result := gPlayers[a].FUID;
977 end;
980 procedure g_Player_ResetTeams();
981 var
982 a: Integer;
983 begin
984 if g_Game_IsClient then
985 Exit;
986 if gPlayers = nil then
987 Exit;
988 for a := Low(gPlayers) to High(gPlayers) do
989 if gPlayers[a] <> nil then
990 case gGameSettings.GameMode of
991 GM_DM:
992 gPlayers[a].ChangeTeam(TEAM_NONE);
993 GM_TDM, GM_CTF:
994 if not (gPlayers[a].Team in [TEAM_RED, TEAM_BLUE]) then
995 if gPlayers[a].FPreferredTeam in [TEAM_RED, TEAM_BLUE] then
996 gPlayers[a].ChangeTeam(gPlayers[a].FPreferredTeam)
997 else
998 if a mod 2 = 0 then
999 gPlayers[a].ChangeTeam(TEAM_RED)
1000 else
1001 gPlayers[a].ChangeTeam(TEAM_BLUE);
1002 GM_SINGLE,
1003 GM_COOP:
1004 gPlayers[a].ChangeTeam(TEAM_COOP);
1005 end;
1006 end;
1008 procedure g_Bot_Add(Team, Difficult: Byte);
1009 var
1010 m: SSArray;
1011 _name, _model: String;
1012 a, tr, tb: Integer;
1013 begin
1014 if not g_Game_IsServer then Exit;
1016 // Ñïèñîê íàçâàíèé ìîäåëåé:
1017 m := g_PlayerModel_GetNames();
1018 if m = nil then
1019 Exit;
1021 // Êîìàíäà:
1022 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1023 Team := TEAM_COOP // COOP
1024 else
1025 if gGameSettings.GameMode = GM_DM then
1026 Team := TEAM_NONE // DM
1027 else
1028 if Team = TEAM_NONE then // CTF / TDM
1029 begin
1030 // Àâòîáàëàíñ êîìàíä:
1031 tr := 0;
1032 tb := 0;
1034 for a := 0 to High(gPlayers) do
1035 if gPlayers[a] <> nil then
1036 begin
1037 if gPlayers[a].Team = TEAM_RED then
1038 Inc(tr)
1039 else
1040 if gPlayers[a].Team = TEAM_BLUE then
1041 Inc(tb);
1042 end;
1044 if tr > tb then
1045 Team := TEAM_BLUE
1046 else
1047 if tb > tr then
1048 Team := TEAM_RED
1049 else // tr = tb
1050 if Random(2) = 0 then
1051 Team := TEAM_RED
1052 else
1053 Team := TEAM_BLUE;
1054 end;
1056 // Âûáèðàåì áîòó èìÿ:
1057 _name := '';
1058 if BotNames <> nil then
1059 for a := 0 to High(BotNames) do
1060 if g_Player_ValidName(BotNames[a]) then
1061 begin
1062 _name := BotNames[a];
1063 Break;
1064 end;
1066 // Èìåíè íåò, çàäàåì ñëó÷àéíîå:
1067 if _name = '' then
1068 repeat
1069 _name := Format('DFBOT%.2d', [Random(100)]);
1070 until g_Player_ValidName(_name);
1072 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
1073 _model := m[Random(Length(m))];
1075 // Ñîçäàåì áîòà:
1076 with g_Player_Get(g_Player_Create(_model,
1077 _RGB(Min(Random(9)*32, 255),
1078 Min(Random(9)*32, 255),
1079 Min(Random(9)*32, 255)),
1080 Team, True)) as TBot do
1081 begin
1082 Name := _name;
1084 case Difficult of
1085 1: FDifficult := DIFFICULT_EASY;
1086 2: FDifficult := DIFFICULT_MEDIUM;
1087 else FDifficult := DIFFICULT_HARD;
1088 end;
1090 for a := WP_FIRST to WP_LAST do
1091 begin
1092 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
1093 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
1094 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1095 end;
1097 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1099 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1100 if g_Game_IsServer and (gGameSettings.MaxLives > 0) then
1101 Spectate();
1102 end;
1103 end;
1105 procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1);
1106 var
1107 m: SSArray;
1108 _name, _model: String;
1109 a: Integer;
1110 begin
1111 if not g_Game_IsServer then Exit;
1113 // Ñïèñîê íàçâàíèé ìîäåëåé:
1114 m := g_PlayerModel_GetNames();
1115 if m = nil then
1116 Exit;
1118 // Êîìàíäà:
1119 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1120 Team := TEAM_COOP // COOP
1121 else
1122 if gGameSettings.GameMode = GM_DM then
1123 Team := TEAM_NONE // DM
1124 else
1125 if Team = TEAM_NONE then
1126 Team := BotList[num].team; // CTF / TDM
1128 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1129 lName := AnsiLowerCase(lName);
1130 if (num < 0) or (num > Length(BotList)-1) then
1131 num := -1;
1132 if (num = -1) and (lName <> '') and (BotList <> nil) then
1133 for a := 0 to High(BotList) do
1134 if AnsiLowerCase(BotList[a].name) = lName then
1135 begin
1136 num := a;
1137 Break;
1138 end;
1139 if num = -1 then
1140 Exit;
1142 // Èìÿ áîòà:
1143 _name := BotList[num].name;
1144 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1145 if not g_Player_ValidName(_name) then
1146 repeat
1147 _name := Format('DFBOT%.2d', [Random(100)]);
1148 until g_Player_ValidName(_name);
1150 // Ìîäåëü:
1151 _model := BotList[num].model;
1152 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1153 if not InSArray(_model, m) then
1154 _model := m[Random(Length(m))];
1156 // Ñîçäàåì áîòà:
1157 with g_Player_Get(g_Player_Create(_model, BotList[num].color, Team, True)) as TBot do
1158 begin
1159 Name := _name;
1161 FDifficult.DiagFire := BotList[num].diag_fire;
1162 FDifficult.InvisFire := BotList[num].invis_fire;
1163 FDifficult.DiagPrecision := BotList[num].diag_precision;
1164 FDifficult.FlyPrecision := BotList[num].fly_precision;
1165 FDifficult.Cover := BotList[num].cover;
1166 FDifficult.CloseJump := BotList[num].close_jump;
1168 for a := WP_FIRST to WP_LAST do
1169 begin
1170 FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
1171 FDifficult.CloseWeaponPrior[a] := BotList[num].w_prior2[a];
1172 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1173 end;
1175 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1177 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1178 end;
1179 end;
1181 procedure g_Bot_RemoveAll();
1182 var
1183 a: Integer;
1184 begin
1185 if not g_Game_IsServer then Exit;
1186 if gPlayers = nil then Exit;
1188 for a := 0 to High(gPlayers) do
1189 if gPlayers[a] <> nil then
1190 if gPlayers[a] is TBot then
1191 begin
1192 gPlayers[a].Lives := 0;
1193 gPlayers[a].Kill(K_SIMPLEKILL, 0, HIT_DISCON);
1194 g_Console_Add(Format(_lc[I_PLAYER_LEAVE], [gPlayers[a].Name]), True);
1195 g_Player_Remove(gPlayers[a].FUID);
1196 end;
1198 g_Bot_MixNames();
1199 end;
1201 procedure g_Bot_MixNames();
1202 var
1203 s: String;
1204 a, b: Integer;
1205 begin
1206 if BotNames <> nil then
1207 for a := 0 to High(BotNames) do
1208 begin
1209 b := Random(Length(BotNames));
1210 s := BotNames[a];
1211 Botnames[a] := BotNames[b];
1212 BotNames[b] := s;
1213 end;
1214 end;
1216 procedure g_Player_Remove(UID: Word);
1217 var
1218 i: Integer;
1219 begin
1220 if gPlayers = nil then Exit;
1222 if g_Game_IsServer and g_Game_IsNet then
1223 MH_SEND_PlayerDelete(UID);
1225 for i := 0 to High(gPlayers) do
1226 if gPlayers[i] <> nil then
1227 if gPlayers[i].FUID = UID then
1228 begin
1229 if gPlayers[i] is TPlayer then
1230 TPlayer(gPlayers[i]).Free()
1231 else
1232 TBot(gPlayers[i]).Free();
1233 gPlayers[i] := nil;
1234 Exit;
1235 end;
1236 end;
1238 procedure g_Player_Init();
1239 var
1240 F: TextFile;
1241 s: String;
1242 a, b: Integer;
1243 config: TConfig;
1244 sa: SSArray;
1245 begin
1246 BotNames := nil;
1248 if not FileExists(DataDir + BOTNAMES_FILENAME) then
1249 Exit;
1251 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1252 AssignFile(F, DataDir + BOTNAMES_FILENAME);
1253 Reset(F);
1255 while not EOF(F) do
1256 begin
1257 ReadLn(F, s);
1259 s := Trim(s);
1260 if s = '' then
1261 Continue;
1263 SetLength(BotNames, Length(BotNames)+1);
1264 BotNames[High(BotNames)] := s;
1265 end;
1267 CloseFile(F);
1269 // Ïåðåìåøèâàåì èõ:
1270 g_Bot_MixNames();
1272 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1273 config := TConfig.CreateFile(DataDir + BOTLIST_FILENAME);
1274 BotList := nil;
1275 a := 0;
1277 while config.SectionExists(IntToStr(a)) do
1278 begin
1279 SetLength(BotList, Length(BotList)+1);
1281 with BotList[High(BotList)] do
1282 begin
1283 // Èìÿ áîòà:
1284 name := config.ReadStr(IntToStr(a), 'name', '');
1285 // Ìîäåëü:
1286 model := config.ReadStr(IntToStr(a), 'model', '');
1287 // Êîìàíäà:
1288 if config.ReadStr(IntToStr(a), 'team', 'red') = 'red' then
1289 team := TEAM_RED
1290 else
1291 team := TEAM_BLUE;
1292 // Öâåò ìîäåëè:
1293 sa := parse(config.ReadStr(IntToStr(a), 'color', ''));
1294 color.R := StrToIntDef(sa[0], 0);
1295 color.G := StrToIntDef(sa[1], 0);
1296 color.B := StrToIntDef(sa[2], 0);
1297 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1298 diag_fire := config.ReadInt(IntToStr(a), 'diag_fire', 0);
1299 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1300 invis_fire := config.ReadInt(IntToStr(a), 'invis_fire', 0);
1301 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1302 diag_precision := config.ReadInt(IntToStr(a), 'diag_precision', 0);
1303 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1304 fly_precision := config.ReadInt(IntToStr(a), 'fly_precision', 0);
1305 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1306 cover := config.ReadInt(IntToStr(a), 'cover', 0);
1307 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1308 close_jump := config.ReadInt(IntToStr(a), 'close_jump', 0);
1309 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1310 sa := parse(config.ReadStr(IntToStr(a), 'w_prior1', ''));
1311 if Length(sa) = 10 then
1312 for b := 0 to 9 do
1313 w_prior1[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1314 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1315 sa := parse(config.ReadStr(IntToStr(a), 'w_prior2', ''));
1316 if Length(sa) = 10 then
1317 for b := 0 to 9 do
1318 w_prior2[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1320 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1321 if Length(sa) = 10 then
1322 for b := 0 to 9 do
1323 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1324 end;
1326 a := a + 1;
1327 end;
1329 config.Free();
1330 end;
1332 procedure g_Player_Free();
1333 var
1334 i: Integer;
1335 begin
1336 if gPlayers <> nil then
1337 begin
1338 for i := 0 to High(gPlayers) do
1339 if gPlayers[i] <> nil then
1340 begin
1341 if gPlayers[i] is TPlayer then
1342 TPlayer(gPlayers[i]).Free()
1343 else
1344 TBot(gPlayers[i]).Free();
1345 gPlayers[i] := nil;
1346 end;
1348 gPlayers := nil;
1349 end;
1351 gPlayer1 := nil;
1352 gPlayer2 := nil;
1353 end;
1355 procedure g_Player_UpdateAll();
1356 var
1357 i: Integer;
1358 begin
1359 if gPlayers = nil then Exit;
1361 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1362 for i := 0 to High(gPlayers) do
1363 begin
1364 if gPlayers[i] <> nil then
1365 begin
1366 if gPlayers[i] is TPlayer then
1367 begin
1368 gPlayers[i].Update();
1369 gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1370 end
1371 else
1372 begin
1373 // bot updates weapons in `UpdateCombat()`
1374 TBot(gPlayers[i]).Update();
1375 end;
1376 end;
1377 end;
1378 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1379 end;
1381 procedure g_Player_DrawAll();
1382 var
1383 i: Integer;
1384 begin
1385 if gPlayers = nil then Exit;
1387 for i := 0 to High(gPlayers) do
1388 if gPlayers[i] <> nil then
1389 if gPlayers[i] is TPlayer then gPlayers[i].Draw()
1390 else TBot(gPlayers[i]).Draw();
1391 end;
1393 procedure g_Player_DrawDebug(p: TPlayer);
1394 var
1395 fW, fH: Byte;
1396 begin
1397 if p = nil then Exit;
1398 if (@p.FObj) = nil then Exit;
1400 e_TextureFontGetSize(gStdFont, fW, fH);
1402 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p.FObj.X), gStdFont);
1403 e_TextureFontPrint(0, fH , 'Pos Y: ' + IntToStr(p.FObj.Y), gStdFont);
1404 e_TextureFontPrint(0, fH * 2, 'Vel X: ' + IntToStr(p.FObj.Vel.X), gStdFont);
1405 e_TextureFontPrint(0, fH * 3, 'Vel Y: ' + IntToStr(p.FObj.Vel.Y), gStdFont);
1406 e_TextureFontPrint(0, fH * 4, 'Acc X: ' + IntToStr(p.FObj.Accel.X), gStdFont);
1407 e_TextureFontPrint(0, fH * 5, 'Acc Y: ' + IntToStr(p.FObj.Accel.Y), gStdFont);
1408 end;
1410 procedure g_Player_DrawHealth();
1411 var
1412 i: Integer;
1413 fW, fH: Byte;
1414 begin
1415 if gPlayers = nil then Exit;
1416 e_TextureFontGetSize(gStdFont, fW, fH);
1418 for i := 0 to High(gPlayers) do
1419 if gPlayers[i] <> nil then
1420 begin
1421 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1422 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH * 2,
1423 IntToStr(gPlayers[i].FHealth), gStdFont);
1424 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1425 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH,
1426 IntToStr(gPlayers[i].FArmor), gStdFont);
1427 end;
1428 end;
1430 function g_Player_Get(UID: Word): TPlayer;
1431 var
1432 a: Integer;
1433 begin
1434 Result := nil;
1436 if gPlayers = nil then
1437 Exit;
1439 for a := 0 to High(gPlayers) do
1440 if gPlayers[a] <> nil then
1441 if gPlayers[a].FUID = UID then
1442 begin
1443 Result := gPlayers[a];
1444 Exit;
1445 end;
1446 end;
1448 function g_Player_GetCount(): Byte;
1449 var
1450 a: Integer;
1451 begin
1452 Result := 0;
1454 if gPlayers = nil then
1455 Exit;
1457 for a := 0 to High(gPlayers) do
1458 if gPlayers[a] <> nil then
1459 Result := Result + 1;
1460 end;
1462 function g_Player_GetStats(): TPlayerStatArray;
1463 var
1464 a: Integer;
1465 begin
1466 Result := nil;
1468 if gPlayers = nil then Exit;
1470 for a := 0 to High(gPlayers) do
1471 if gPlayers[a] <> nil then
1472 begin
1473 SetLength(Result, Length(Result)+1);
1474 with Result[High(Result)] do
1475 begin
1476 Ping := gPlayers[a].FPing;
1477 Loss := gPlayers[a].FLoss;
1478 Name := gPlayers[a].FName;
1479 Team := gPlayers[a].FTeam;
1480 Frags := gPlayers[a].FFrags;
1481 Deaths := gPlayers[a].FDeath;
1482 Kills := gPlayers[a].FKills;
1483 Color := gPlayers[a].FModel.Color;
1484 Lives := gPlayers[a].FLives;
1485 Spectator := gPlayers[a].FSpectator;
1486 end;
1487 end;
1488 end;
1490 procedure g_Player_RememberAll;
1491 var
1492 i: Integer;
1493 begin
1494 for i := Low(gPlayers) to High(gPlayers) do
1495 if (gPlayers[i] <> nil) and gPlayers[i].alive then
1496 gPlayers[i].RememberState;
1497 end;
1499 procedure g_Player_ResetAll(Force, Silent: Boolean);
1500 var
1501 i: Integer;
1502 begin
1503 gTeamStat[TEAM_RED].Goals := 0;
1504 gTeamStat[TEAM_BLUE].Goals := 0;
1506 if gPlayers <> nil then
1507 for i := 0 to High(gPlayers) do
1508 if gPlayers[i] <> nil then
1509 begin
1510 gPlayers[i].Reset(Force);
1512 if gPlayers[i] is TPlayer then
1513 begin
1514 if (not gPlayers[i].FSpectator) or gPlayers[i].FWantsInGame then
1515 gPlayers[i].Respawn(Silent)
1516 else
1517 gPlayers[i].Spectate();
1518 end
1519 else
1520 TBot(gPlayers[i]).Respawn(Silent);
1521 end;
1522 end;
1524 procedure g_Player_CreateCorpse(Player: TPlayer);
1525 var
1526 i: Integer;
1527 find_id: DWORD;
1528 ok: Boolean;
1529 begin
1530 if Player.alive then
1531 Exit;
1533 // Ðàçðûâàåì ñâÿçü ñ ïðåæíèì òðóïîì:
1534 if gCorpses <> nil then
1535 for i := 0 to High(gCorpses) do
1536 if gCorpses[i] <> nil then
1537 if gCorpses[i].FPlayerUID = Player.FUID then
1538 gCorpses[i].FPlayerUID := 0;
1540 if Player.FObj.Y >= gMapInfo.Height+128 then
1541 Exit;
1543 with Player do
1544 begin
1545 if (FHealth >= -50) or (gGibsCount = 0) then
1546 begin
1547 if (gCorpses = nil) or (Length(gCorpses) = 0) then
1548 Exit;
1550 ok := False;
1551 for find_id := 0 to High(gCorpses) do
1552 if gCorpses[find_id] = nil then
1553 begin
1554 ok := True;
1555 Break;
1556 end;
1558 if not ok then
1559 find_id := Random(Length(gCorpses));
1561 gCorpses[find_id] := TCorpse.Create(FObj.X, FObj.Y, FModel.Name, FHealth < -20);
1562 gCorpses[find_id].FColor := FModel.Color;
1563 gCorpses[find_id].FObj.Vel := FObj.Vel;
1564 gCorpses[find_id].FObj.Accel := FObj.Accel;
1565 gCorpses[find_id].FPlayerUID := FUID;
1566 end
1567 else
1568 g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX,
1569 FObj.Y + PLAYER_RECT_CY,
1570 FModel.Name, FModel.Color);
1571 end;
1572 end;
1574 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
1575 var
1576 SID: DWORD;
1577 begin
1578 if (gShells = nil) or (Length(gShells) = 0) then
1579 Exit;
1581 with gShells[CurrentShell] do
1582 begin
1583 SpriteID := 0;
1584 g_Obj_Init(@Obj);
1585 Obj.Rect.X := 0;
1586 Obj.Rect.Y := 0;
1587 if T = SHELL_BULLET then
1588 begin
1589 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID) then
1590 SpriteID := SID;
1591 CX := 2;
1592 CY := 1;
1593 Obj.Rect.Width := 4;
1594 Obj.Rect.Height := 2;
1595 end
1596 else
1597 begin
1598 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID) then
1599 SpriteID := SID;
1600 CX := 4;
1601 CY := 2;
1602 Obj.Rect.Width := 7;
1603 Obj.Rect.Height := 3;
1604 end;
1605 SType := T;
1606 alive := True;
1607 Obj.X := fX;
1608 Obj.Y := fY;
1609 g_Obj_Push(@Obj, dX + Random(4)-Random(4), dY-Random(4));
1610 positionChanged(); // this updates spatial accelerators
1611 RAngle := Random(360);
1612 Timeout := gTime + SHELL_TIMEOUT;
1614 if CurrentShell >= High(gShells) then
1615 CurrentShell := 0
1616 else
1617 Inc(CurrentShell);
1618 end;
1619 end;
1621 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB);
1622 var
1623 a: Integer;
1624 GibsArray: TGibsArray;
1625 Blood: TModelBlood;
1626 begin
1627 if (gGibs = nil) or (Length(gGibs) = 0) then
1628 Exit;
1629 if not g_PlayerModel_GetGibs(ModelName, GibsArray) then
1630 Exit;
1631 Blood := g_PlayerModel_GetBlood(ModelName);
1633 for a := 0 to High(GibsArray) do
1634 with gGibs[CurrentGib] do
1635 begin
1636 Color := fColor;
1637 ID := GibsArray[a].ID;
1638 MaskID := GibsArray[a].MaskID;
1639 alive := True;
1640 g_Obj_Init(@Obj);
1641 Obj.Rect := GibsArray[a].Rect;
1642 Obj.X := fX-GibsArray[a].Rect.X-(GibsArray[a].Rect.Width div 2);
1643 Obj.Y := fY-GibsArray[a].Rect.Y-(GibsArray[a].Rect.Height div 2);
1644 g_Obj_PushA(@Obj, 25 + Random(10), Random(361));
1645 positionChanged(); // this updates spatial accelerators
1646 RAngle := Random(360);
1648 if gBloodCount > 0 then
1649 g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
1650 Random(48), Random(48), Blood.R, Blood.G, Blood.B, Blood.Kind);
1652 if CurrentGib >= High(gGibs) then
1653 CurrentGib := 0
1654 else
1655 Inc(CurrentGib);
1656 end;
1657 end;
1659 procedure g_Player_UpdatePhysicalObjects();
1660 var
1661 i: Integer;
1662 vel: TPoint2i;
1663 mr: Word;
1665 procedure ShellSound_Bounce(X, Y: Integer; T: Byte);
1666 var
1667 k: Integer;
1668 begin
1669 k := 1 + Random(2);
1670 if T = SHELL_BULLET then
1671 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k), X, Y)
1672 else
1673 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k), X, Y);
1674 end;
1676 begin
1677 // Êóñêè ìÿñà:
1678 if gGibs <> nil then
1679 for i := 0 to High(gGibs) do
1680 if gGibs[i].alive then
1681 with gGibs[i] do
1682 begin
1683 vel := Obj.Vel;
1684 mr := g_Obj_Move(@Obj, True, False, True);
1685 positionChanged(); // this updates spatial accelerators
1687 if WordBool(mr and MOVE_FALLOUT) then
1688 begin
1689 alive := False;
1690 Continue;
1691 end;
1693 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1694 if WordBool(mr and MOVE_HITWALL) then
1695 Obj.Vel.X := -(vel.X div 2);
1696 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1697 Obj.Vel.Y := -(vel.Y div 2);
1699 if (Obj.Vel.X >= 0) then
1700 begin // Clockwise
1701 RAngle := RAngle + Abs(Obj.Vel.X)*6 + Abs(Obj.Vel.Y);
1702 if RAngle >= 360 then
1703 RAngle := RAngle mod 360;
1704 end else begin // Counter-clockwise
1705 RAngle := RAngle - Abs(Obj.Vel.X)*6 - Abs(Obj.Vel.Y);
1706 if RAngle < 0 then
1707 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1708 end;
1710 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1711 if gTime mod (GAME_TICK*3) = 0 then
1712 Obj.Vel.X := z_dec(Obj.Vel.X, 1);
1713 end;
1715 // Òðóïû:
1716 if gCorpses <> nil then
1717 for i := 0 to High(gCorpses) do
1718 if gCorpses[i] <> nil then
1719 if gCorpses[i].State = CORPSE_STATE_REMOVEME then
1720 begin
1721 gCorpses[i].Free();
1722 gCorpses[i] := nil;
1723 end
1724 else
1725 gCorpses[i].Update();
1727 // Ãèëüçû:
1728 if gShells <> nil then
1729 for i := 0 to High(gShells) do
1730 if gShells[i].alive then
1731 with gShells[i] do
1732 begin
1733 vel := Obj.Vel;
1734 mr := g_Obj_Move(@Obj, True, False, True);
1735 positionChanged(); // this updates spatial accelerators
1737 if WordBool(mr and MOVE_FALLOUT) or (gShells[i].Timeout < gTime) then
1738 begin
1739 alive := False;
1740 Continue;
1741 end;
1743 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1744 if WordBool(mr and MOVE_HITWALL) then
1745 begin
1746 Obj.Vel.X := -(vel.X div 2);
1747 if not WordBool(mr and MOVE_INWATER) then
1748 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1749 end;
1750 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1751 begin
1752 Obj.Vel.Y := -(vel.Y div 2);
1753 if Obj.Vel.X <> 0 then Obj.Vel.X := Obj.Vel.X div 2;
1754 if (Obj.Vel.X = 0) and (Obj.Vel.Y = 0) then
1755 begin
1756 if RAngle mod 90 <> 0 then
1757 RAngle := (RAngle div 90) * 90;
1758 end
1759 else if not WordBool(mr and MOVE_INWATER) then
1760 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1761 end;
1763 if (Obj.Vel.X >= 0) then
1764 begin // Clockwise
1765 RAngle := RAngle + Abs(Obj.Vel.X)*8 + Abs(Obj.Vel.Y);
1766 if RAngle >= 360 then
1767 RAngle := RAngle mod 360;
1768 end else begin // Counter-clockwise
1769 RAngle := RAngle - Abs(Obj.Vel.X)*8 - Abs(Obj.Vel.Y);
1770 if RAngle < 0 then
1771 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1772 end;
1773 end;
1774 end;
1777 procedure TGib.getMapBox (out x, y, w, h: Integer); inline;
1778 begin
1779 x := Obj.X+Obj.Rect.X;
1780 y := Obj.Y+Obj.Rect.Y;
1781 w := Obj.Rect.Width;
1782 h := Obj.Rect.Height;
1783 end;
1785 procedure TGib.moveBy (dx, dy: Integer); inline;
1786 begin
1787 if (dx <> 0) or (dy <> 0) then
1788 begin
1789 Obj.X += dx;
1790 Obj.Y += dy;
1791 positionChanged();
1792 end;
1793 end;
1796 procedure TShell.getMapBox (out x, y, w, h: Integer); inline;
1797 begin
1798 x := Obj.X;
1799 y := Obj.Y;
1800 w := Obj.Rect.Width;
1801 h := Obj.Rect.Height;
1802 end;
1804 procedure TShell.moveBy (dx, dy: Integer); inline;
1805 begin
1806 if (dx <> 0) or (dy <> 0) then
1807 begin
1808 Obj.X += dx;
1809 Obj.Y += dy;
1810 positionChanged();
1811 end;
1812 end;
1815 procedure TGib.positionChanged (); inline; begin end;
1816 procedure TShell.positionChanged (); inline; begin end;
1819 procedure g_Player_DrawCorpses();
1820 var
1821 i: Integer;
1822 a: TDFPoint;
1823 begin
1824 if gGibs <> nil then
1825 for i := 0 to High(gGibs) do
1826 if gGibs[i].alive then
1827 with gGibs[i] do
1828 begin
1829 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1830 Continue;
1832 a.X := Obj.Rect.X+(Obj.Rect.Width div 2);
1833 a.y := Obj.Rect.Y+(Obj.Rect.Height div 2);
1835 e_DrawAdv(ID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1837 e_Colors := Color;
1838 e_DrawAdv(MaskID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1839 e_Colors.R := 255;
1840 e_Colors.G := 255;
1841 e_Colors.B := 255;
1842 end;
1844 if gCorpses <> nil then
1845 for i := 0 to High(gCorpses) do
1846 if gCorpses[i] <> nil then
1847 gCorpses[i].Draw();
1848 end;
1850 procedure g_Player_DrawShells();
1851 var
1852 i: Integer;
1853 a: TDFPoint;
1854 begin
1855 if gShells <> nil then
1856 for i := 0 to High(gShells) do
1857 if gShells[i].alive then
1858 with gShells[i] do
1859 begin
1860 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1861 Continue;
1863 a.X := CX;
1864 a.Y := CY;
1866 e_DrawAdv(SpriteID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1867 end;
1868 end;
1870 procedure g_Player_RemoveAllCorpses();
1871 var
1872 i: Integer;
1873 begin
1874 gGibs := nil;
1875 gShells := nil;
1876 SetLength(gGibs, MaxGibs);
1877 SetLength(gShells, MaxGibs);
1878 CurrentGib := 0;
1879 CurrentShell := 0;
1881 if gCorpses <> nil then
1882 for i := 0 to High(gCorpses) do
1883 gCorpses[i].Free();
1885 gCorpses := nil;
1886 SetLength(gCorpses, MaxCorpses);
1887 end;
1889 procedure g_Player_Corpses_SaveState (st: TStream);
1890 var
1891 count, i: Integer;
1892 begin
1893 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ
1894 count := 0;
1895 for i := 0 to High(gCorpses) do if (gCorpses[i] <> nil) then Inc(count);
1897 // Êîëè÷åñòâî òðóïîâ
1898 utils.writeInt(st, LongInt(count));
1900 if (count = 0) then exit;
1902 // Ñîõðàíÿåì òðóïû
1903 for i := 0 to High(gCorpses) do
1904 begin
1905 if gCorpses[i] <> nil then
1906 begin
1907 // Íàçâàíèå ìîäåëè
1908 utils.writeStr(st, gCorpses[i].FModelName);
1909 // Òèï ñìåðòè
1910 utils.writeBool(st, gCorpses[i].Mess);
1911 // Ñîõðàíÿåì äàííûå òðóïà:
1912 gCorpses[i].SaveState(st);
1913 end;
1914 end;
1915 end;
1918 procedure g_Player_Corpses_LoadState (st: TStream);
1919 var
1920 count, i: Integer;
1921 str: String;
1922 b: Boolean;
1923 begin
1924 assert(st <> nil);
1926 g_Player_RemoveAllCorpses();
1928 // Êîëè÷åñòâî òðóïîâ:
1929 count := utils.readLongInt(st);
1930 if (count < 0) or (count > Length(gCorpses)) then raise XStreamError.Create('invalid number of corpses');
1932 if (count = 0) then exit;
1934 // Çàãðóæàåì òðóïû
1935 for i := 0 to count-1 do
1936 begin
1937 // Íàçâàíèå ìîäåëè:
1938 str := utils.readStr(st);
1939 // Òèï ñìåðòè
1940 b := utils.readBool(st);
1941 // Ñîçäàåì òðóï
1942 gCorpses[i] := TCorpse.Create(0, 0, str, b);
1943 // Çàãðóæàåì äàííûå òðóïà
1944 gCorpses[i].LoadState(st);
1945 end;
1946 end;
1949 { T P l a y e r : }
1951 function TPlayer.isValidViewPort (): Boolean; inline; begin result := (viewPortW > 0) and (viewPortH > 0); end;
1953 procedure TPlayer.BFGHit();
1954 begin
1955 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1956 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1957 if g_Game_IsServer and g_Game_IsNet then
1958 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1959 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1960 0, NET_GFX_BFGHIT);
1961 end;
1963 procedure TPlayer.ChangeModel(ModelName: string);
1964 var
1965 locModel: TPlayerModel;
1966 begin
1967 locModel := g_PlayerModel_Get(ModelName);
1968 if locModel = nil then Exit;
1970 FModel.Free();
1971 FModel := locModel;
1972 end;
1974 procedure TPlayer.SetModel(ModelName: string);
1975 var
1976 m: TPlayerModel;
1977 begin
1978 m := g_PlayerModel_Get(ModelName);
1979 if m = nil then
1980 begin
1981 g_SimpleError(Format(_lc[I_GAME_ERROR_MODEL_FALLBACK], [ModelName]));
1982 m := g_PlayerModel_Get('doomer');
1983 if m = nil then
1984 begin
1985 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], ['doomer']));
1986 Exit;
1987 end;
1988 end;
1990 if FModel <> nil then
1991 FModel.Free();
1993 FModel := m;
1995 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1996 FModel.Color := FColor
1997 else
1998 FModel.Color := TEAMCOLOR[FTeam];
1999 FModel.SetWeapon(FCurrWeap);
2000 FModel.SetFlag(FFlag);
2001 SetDirection(FDirection);
2002 end;
2004 procedure TPlayer.SetColor(Color: TRGB);
2005 begin
2006 FColor := Color;
2007 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2008 if FModel <> nil then FModel.Color := Color;
2009 end;
2011 procedure TPlayer.SwitchTeam;
2012 begin
2013 if g_Game_IsClient then
2014 Exit;
2015 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then Exit;
2017 if gGameOn and FAlive then
2018 Kill(K_SIMPLEKILL, FUID, HIT_SELF);
2020 if FTeam = TEAM_RED then
2021 begin
2022 ChangeTeam(TEAM_BLUE);
2023 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_BLUE], [FName]), True);
2024 if g_Game_IsNet then
2025 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_BLUE, FName);
2026 end
2027 else
2028 begin
2029 ChangeTeam(TEAM_RED);
2030 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_RED], [FName]), True);
2031 if g_Game_IsNet then
2032 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_RED, FName);
2033 end;
2034 FPreferredTeam := FTeam;
2035 end;
2037 procedure TPlayer.ChangeTeam(Team: Byte);
2038 var
2039 OldTeam: Byte;
2040 begin
2041 OldTeam := FTeam;
2042 FTeam := Team;
2043 case Team of
2044 TEAM_RED, TEAM_BLUE:
2045 FModel.Color := TEAMCOLOR[Team];
2046 else
2047 FModel.Color := FColor;
2048 end;
2049 if (FTeam <> OldTeam) and g_Game_IsNet and g_Game_IsServer then
2050 MH_SEND_PlayerStats(FUID);
2051 end;
2054 procedure TPlayer.CollideItem();
2055 var
2056 i: Integer;
2057 r: Boolean;
2058 begin
2059 if gItems = nil then Exit;
2060 if not FAlive then Exit;
2062 for i := 0 to High(gItems) do
2063 with gItems[i] do
2064 begin
2065 if (ItemType <> ITEM_NONE) and alive then
2066 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
2067 PLAYER_RECT.Height, @Obj) then
2068 begin
2069 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
2071 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
2072 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
2073 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
2074 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
2075 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
2077 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
2078 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
2079 (gGameSettings.GameType = GT_SINGLE) and
2080 (g_Player_GetCount() > 1)) then
2081 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
2082 end;
2083 end;
2084 end;
2087 function TPlayer.CollideLevel(XInc, YInc: Integer): Boolean;
2088 begin
2089 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
2090 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_WALL,
2091 False);
2092 end;
2094 constructor TPlayer.Create();
2095 begin
2096 viewPortX := 0;
2097 viewPortY := 0;
2098 viewPortW := 0;
2099 viewPortH := 0;
2100 mEDamageType := HIT_SOME;
2102 FIamBot := False;
2103 FDummy := False;
2104 FSpawned := False;
2106 FSawSound := TPlayableSound.Create();
2107 FSawSoundIdle := TPlayableSound.Create();
2108 FSawSoundHit := TPlayableSound.Create();
2109 FSawSoundSelect := TPlayableSound.Create();
2110 FJetSoundFly := TPlayableSound.Create();
2111 FJetSoundOn := TPlayableSound.Create();
2112 FJetSoundOff := TPlayableSound.Create();
2114 FSawSound.SetByName('SOUND_WEAPON_FIRESAW');
2115 FSawSoundIdle.SetByName('SOUND_WEAPON_IDLESAW');
2116 FSawSoundHit.SetByName('SOUND_WEAPON_HITSAW');
2117 FSawSoundSelect.SetByName('SOUND_WEAPON_SELECTSAW');
2118 FJetSoundFly.SetByName('SOUND_PLAYER_JETFLY');
2119 FJetSoundOn.SetByName('SOUND_PLAYER_JETON');
2120 FJetSoundOff.SetByName('SOUND_PLAYER_JETOFF');
2122 FSpectatePlayer := -1;
2123 FClientID := -1;
2124 FPing := 0;
2125 FLoss := 0;
2126 FSavedState.WaitRecall := False;
2127 FShellTimer := -1;
2128 FFireTime := 0;
2129 FFirePainTime := 0;
2130 FFireAttacker := 0;
2132 FActualModelName := 'doomer';
2134 g_Obj_Init(@FObj);
2135 FObj.Rect := PLAYER_RECT;
2137 FBFGFireCounter := -1;
2138 FJustTeleported := False;
2139 FNetTime := 0;
2141 resetWeaponQueue();
2142 releaseAllWeaponSwitchKeys();
2143 end;
2146 procedure TPlayer.releaseAllWeaponSwitchKeys ();
2147 var
2148 f: Integer;
2149 begin
2150 for f := 0 to High(weaponSwitchKeyReleased) do weaponSwitchKeyReleased[f] := $03;
2151 end;
2153 procedure TPlayer.weaponSwitchKeysStateChange (index: Integer; pressed: Boolean);
2154 begin
2155 Inc(index, 2); // -2: prev; -1: next
2156 if (index < 0) or (index > High(weaponSwitchKeyReleased)) then exit;
2157 weaponSwitchKeyReleased[index] := weaponSwitchKeyReleased[index] or $02;
2158 if (pressed) then weaponSwitchKeyReleased[index] := weaponSwitchKeyReleased[index] xor $02;
2159 end;
2161 function TPlayer.isWeaponSwitchKeyReleased (index: Integer): Boolean;
2162 begin
2163 Inc(index, 2); // -2: prev; -1: next
2164 if (index < 0) or (index > High(weaponSwitchKeyReleased)) then
2165 begin
2166 result := true;
2167 end
2168 else
2169 begin
2170 result := (weaponSwitchKeyReleased[index] and $01) <> 0;
2171 end;
2172 end;
2174 procedure TPlayer.weaponSwitchKeysShiftNewStates ();
2175 var
2176 f: Integer;
2177 begin
2178 // copy bit 1 to bit 0
2179 for f := 0 to High(weaponSwitchKeyReleased) do
2180 begin
2181 weaponSwitchKeyReleased[f] :=
2182 (weaponSwitchKeyReleased[f] and $02) or
2183 ((weaponSwitchKeyReleased[f] shr 1) and $01);
2184 end;
2185 end;
2188 procedure TPlayer.positionChanged (); inline;
2189 begin
2190 end;
2192 procedure TPlayer.doDamage (v: Integer);
2193 begin
2194 if (v <= 0) then exit;
2195 if (v > 32767) then v := 32767;
2196 Damage(v, 0, 0, 0, mEDamageType);
2197 end;
2199 procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte);
2200 var
2201 c: Word;
2202 begin
2203 if (not g_Game_IsClient) and (not FAlive) then
2204 Exit;
2206 FLastHit := t;
2208 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2209 if ((t = HIT_TRAP) or (t = HIT_SELF)) and (not FGodMode) then
2210 begin
2211 if not g_Game_IsClient then
2212 begin
2213 FArmor := 0;
2214 if t = HIT_TRAP then
2215 begin
2216 // Ëîâóøêà óáèâàåò ñðàçó:
2217 FHealth := -100;
2218 Kill(K_EXTRAHARDKILL, SpawnerUID, t);
2219 end;
2220 if t = HIT_SELF then
2221 begin
2222 // Ñàìîóáèéñòâî:
2223 FHealth := 0;
2224 Kill(K_SIMPLEKILL, SpawnerUID, t);
2225 end;
2226 end;
2227 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2228 FMegaRulez[MR_SUIT] := 0;
2229 FMegaRulez[MR_INVUL] := 0;
2230 FMegaRulez[MR_INVIS] := 0;
2231 FBerserk := 0;
2232 end;
2234 // Íî îò îñòàëüíîãî ñïàñàåò:
2235 if FMegaRulez[MR_INVUL] >= gTime then
2236 Exit;
2238 // ×èò-êîä "ÃÎÐÅÖ":
2239 if FGodMode then
2240 Exit;
2242 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2243 if LongBool(gGameSettings.Options and GAME_OPTION_TEAMDAMAGE) or
2244 (SpawnerUID = FUID) or
2245 (not SameTeam(FUID, SpawnerUID)) then
2246 begin
2247 FLastSpawnerUID := SpawnerUID;
2249 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2250 if gBloodCount > 0 then
2251 begin
2252 c := Min(value, 200)*gBloodCount + Random(Min(value, 200) div 2);
2253 if value div 4 <= c then
2254 c := c - (value div 4)
2255 else
2256 c := 0;
2258 if (t = HIT_SOME) and (vx = 0) and (vy = 0) then
2259 MakeBloodSimple(c)
2260 else
2261 case t of
2262 HIT_TRAP, HIT_ACID, HIT_FLAME, HIT_SELF: MakeBloodSimple(c);
2263 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, vx, vy);
2264 end;
2266 if t = HIT_WATER then
2267 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
2268 FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
2269 end;
2271 // Áóôåð óðîíà:
2272 if FAlive then
2273 Inc(FDamageBuffer, value);
2275 // Âñïûøêà áîëè:
2276 if gFlash <> 0 then
2277 FPain := FPain + value;
2278 end;
2280 if g_Game_IsServer and g_Game_IsNet then
2281 begin
2282 MH_SEND_PlayerDamage(FUID, t, SpawnerUID, value, vx, vy);
2283 MH_SEND_PlayerStats(FUID);
2284 MH_SEND_PlayerPos(False, FUID);
2285 end;
2286 end;
2288 function TPlayer.Heal(value: Word; Soft: Boolean): Boolean;
2289 begin
2290 Result := False;
2291 if g_Game_IsClient then
2292 Exit;
2293 if not FAlive then
2294 Exit;
2296 if Soft and (FHealth < PLAYER_HP_SOFT) then
2297 begin
2298 IncMax(FHealth, value, PLAYER_HP_SOFT);
2299 Result := True;
2300 end;
2301 if (not Soft) and (FHealth < PLAYER_HP_LIMIT) then
2302 begin
2303 IncMax(FHealth, value, PLAYER_HP_LIMIT);
2304 Result := True;
2305 end;
2307 if Result and g_Game_IsServer and g_Game_IsNet then
2308 MH_SEND_PlayerStats(FUID);
2309 end;
2311 destructor TPlayer.Destroy();
2312 begin
2313 if (gPlayer1 <> nil) and (gPlayer1.FUID = FUID) then
2314 gPlayer1 := nil;
2315 if (gPlayer2 <> nil) and (gPlayer2.FUID = FUID) then
2316 gPlayer2 := nil;
2318 FSawSound.Free();
2319 FSawSoundIdle.Free();
2320 FSawSoundHit.Free();
2321 FJetSoundFly.Free();
2322 FJetSoundOn.Free();
2323 FJetSoundOff.Free();
2324 FModel.Free();
2325 if FPunchAnim <> nil then
2326 FPunchAnim.Free();
2328 inherited;
2329 end;
2331 procedure TPlayer.DrawIndicator();
2332 var
2333 indX, indY: Integer;
2334 indW, indH: Word;
2335 ID: DWORD;
2336 begin
2337 if FAlive then
2338 begin
2339 indX := FObj.X+FObj.Rect.X;
2340 indY := FObj.Y - 12;
2341 if g_Texture_Get('TEXTURE_PLAYER_INDICATOR', ID) then
2342 begin
2343 e_GetTextureSize(ID, @indW, @indH);
2344 e_Draw(ID, indX + indW div 2, indY, 0, True, False);
2345 end;
2346 end;
2347 //e_TextureFontPrint(indX, indY, FName, gStdFont); // Shows player name overhead
2348 end;
2350 procedure TPlayer.DrawBubble();
2351 var
2352 bubX, bubY: Integer;
2353 ID: LongWord;
2354 Rb, Gb, Bb,
2355 Rw, Gw, Bw: SmallInt;
2356 Dot: Byte;
2357 begin
2358 bubX := FObj.X+FObj.Rect.X + IfThen(FDirection = TDirection.D_LEFT, -4, 18);
2359 bubY := FObj.Y+FObj.Rect.Y - 18;
2360 Rb := 64;
2361 Gb := 64;
2362 Bb := 64;
2363 Rw := 240;
2364 Gw := 240;
2365 Bw := 240;
2366 case gChatBubble of
2367 1: // simple textual non-bubble
2368 begin
2369 bubX := FObj.X+FObj.Rect.X - 11;
2370 bubY := FObj.Y+FObj.Rect.Y - 17;
2371 e_TextureFontPrint(bubX, bubY, '[...]', gStdFont);
2372 Exit;
2373 end;
2374 2: // advanced pixel-perfect bubble
2375 begin
2376 if FTeam = TEAM_RED then
2377 Rb := 255
2378 else
2379 if FTeam = TEAM_BLUE then
2380 Bb := 255;
2381 end;
2382 3: // colored bubble
2383 begin
2384 Rb := FModel.Color.R;
2385 Gb := FModel.Color.G;
2386 Bb := FModel.Color.B;
2387 Rw := Min(Rb * 2 + 64, 255);
2388 Gw := Min(Gb * 2 + 64, 255);
2389 Bw := Min(Bb * 2 + 64, 255);
2390 if (Abs(Rw - Rb) < 32)
2391 or (Abs(Gw - Gb) < 32)
2392 or (Abs(Bw - Bb) < 32) then
2393 begin
2394 Rb := Max(Rw div 2 - 16, 0);
2395 Gb := Max(Gw div 2 - 16, 0);
2396 Bb := Max(Bw div 2 - 16, 0);
2397 end;
2398 end;
2399 4: // custom textured bubble
2400 begin
2401 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID) then
2402 if FDirection = TDirection.D_RIGHT then
2403 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False)
2404 else
2405 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, TMirrorType.Horizontal);
2406 Exit;
2407 end;
2408 end;
2410 // Outer borders
2411 e_DrawQuad(bubX + 1, bubY , bubX + 18, bubY + 13, Rb, Gb, Bb);
2412 e_DrawQuad(bubX , bubY + 1, bubX + 19, bubY + 12, Rb, Gb, Bb);
2413 // Inner box
2414 e_DrawFillQuad(bubX + 1, bubY + 1, bubX + 18, bubY + 12, Rw, Gw, Bw, 0);
2416 // Tail
2417 Dot := IfThen(FDirection = TDirection.D_LEFT, 14, 5);
2418 e_DrawLine(1, bubX + Dot, bubY + 14, bubX + Dot, bubY + 16, Rb, Gb, Bb);
2419 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);
2420 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);
2421 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);
2422 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);
2424 // Dots
2425 Dot := 6;
2426 e_DrawFillQuad(bubX + Dot, bubY + 8, bubX + Dot + 1, bubY + 9, Rb, Gb, Bb, 0);
2427 e_DrawFillQuad(bubX + Dot + 3, bubY + 8, bubX + Dot + 4, bubY + 9, Rb, Gb, Bb, 0);
2428 e_DrawFillQuad(bubX + Dot + 6, bubY + 8, bubX + Dot + 7, bubY + 9, Rb, Gb, Bb, 0);
2429 end;
2431 procedure TPlayer.Draw();
2432 var
2433 ID: DWORD;
2434 w, h: Word;
2435 dr: Boolean;
2436 Mirror: TMirrorType;
2437 begin
2438 if FAlive then
2439 begin
2440 if Direction = TDirection.D_RIGHT then
2441 Mirror := TMirrorType.None
2442 else
2443 Mirror := TMirrorType.Horizontal;
2445 if FPunchAnim <> nil then
2446 begin
2447 FPunchAnim.Draw(FObj.X+IfThen(Direction = TDirection.D_LEFT, 15-FObj.Rect.X, FObj.Rect.X-15),
2448 FObj.Y+FObj.Rect.Y-11, Mirror);
2449 if FPunchAnim.played then
2450 begin
2451 FPunchAnim.Free;
2452 FPunchAnim := nil;
2453 end;
2454 end;
2456 if (FMegaRulez[MR_INVUL] > gTime) and (gPlayerDrawn <> Self) then
2457 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then
2458 begin
2459 e_GetTextureSize(ID, @w, @h);
2460 if FDirection = TDirection.D_LEFT then
2461 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4,
2462 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False)
2463 else
2464 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2,
2465 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False);
2466 end;
2468 if FMegaRulez[MR_INVIS] > gTime then
2469 begin
2470 if (gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2471 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM))) then
2472 begin
2473 if (FMegaRulez[MR_INVIS] - gTime) <= 2100 then
2474 dr := not Odd((FMegaRulez[MR_INVIS] - gTime) div 300)
2475 else
2476 dr := True;
2477 if dr then
2478 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 200)
2479 else
2480 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft);
2481 end
2482 else
2483 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 254);
2484 end
2485 else
2486 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft);
2487 end;
2489 if g_debug_Frames then
2490 begin
2491 e_DrawQuad(FObj.X+FObj.Rect.X,
2492 FObj.Y+FObj.Rect.Y,
2493 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2494 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2495 0, 255, 0);
2496 end;
2498 if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then
2499 DrawBubble();
2500 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2501 if gAimLine and alive and
2502 ((Self = gPlayer1) or (Self = gPlayer2)) then
2503 DrawAim();
2504 end;
2507 procedure TPlayer.DrawAim();
2508 procedure drawCast (sz: Integer; ax0, ay0, ax1, ay1: Integer);
2509 var
2510 ex, ey: Integer;
2511 begin
2513 {$IFDEF ENABLE_HOLMES}
2514 if isValidViewPort and (self = gPlayer1) then
2515 begin
2516 g_Holmes_plrLaser(ax0, ay0, ax1, ay1);
2517 end;
2518 {$ENDIF}
2520 e_DrawLine(sz, ax0, ay0, ax1, ay1, 255, 0, 0, 96);
2521 if (g_Map_traceToNearestWall(ax0, ay0, ax1, ay1, @ex, @ey) <> nil) then
2522 begin
2523 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 255, 0, 96);
2524 end
2525 else
2526 begin
2527 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 0, 255, 96);
2528 end;
2529 end;
2531 var
2532 wx, wy, xx, yy: Integer;
2533 angle: SmallInt;
2534 sz, len: Word;
2535 begin
2536 wx := FObj.X + WEAPONPOINT[FDirection].X + IfThen(FDirection = TDirection.D_LEFT, 7, -7);
2537 wy := FObj.Y + WEAPONPOINT[FDirection].Y;
2538 angle := FAngle;
2539 len := 1024;
2540 sz := 2;
2541 case FCurrWeap of
2542 0: begin // Punch
2543 len := 12;
2544 sz := 4;
2545 end;
2546 1: begin // Chainsaw
2547 len := 24;
2548 sz := 6;
2549 end;
2550 2: begin // Pistol
2551 len := 1024;
2552 sz := 2;
2553 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2554 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2555 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2556 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2557 end;
2558 3: begin // Shotgun
2559 len := 1024;
2560 sz := 3;
2561 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2562 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2563 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2564 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2565 end;
2566 4: begin // Double Shotgun
2567 len := 1024;
2568 sz := 4;
2569 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2570 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2571 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2572 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2573 end;
2574 5: begin // Chaingun
2575 len := 1024;
2576 sz := 3;
2577 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2578 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2579 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2580 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2581 end;
2582 6: begin // Rocket Launcher
2583 len := 1024;
2584 sz := 7;
2585 if angle = ANGLE_RIGHTUP then Inc(angle, 2);
2586 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2587 if angle = ANGLE_LEFTUP then Dec(angle, 2);
2588 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2589 end;
2590 7: begin // Plasmagun
2591 len := 1024;
2592 sz := 5;
2593 if angle = ANGLE_RIGHTUP then Inc(angle);
2594 if angle = ANGLE_RIGHTDOWN then Inc(angle, 3);
2595 if angle = ANGLE_LEFTUP then Dec(angle);
2596 if angle = ANGLE_LEFTDOWN then Dec(angle, 3);
2597 end;
2598 8: begin // BFG
2599 len := 1024;
2600 sz := 12;
2601 if angle = ANGLE_RIGHTUP then Inc(angle, 1);
2602 if angle = ANGLE_RIGHTDOWN then Inc(angle, 2);
2603 if angle = ANGLE_LEFTUP then Dec(angle, 1);
2604 if angle = ANGLE_LEFTDOWN then Dec(angle, 2);
2605 end;
2606 9: begin // Super Chaingun
2607 len := 1024;
2608 sz := 4;
2609 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2610 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2611 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2612 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2613 end;
2614 end;
2615 xx := Trunc(Cos(-DegToRad(angle)) * len) + wx;
2616 yy := Trunc(Sin(-DegToRad(angle)) * len) + wy;
2617 {$IF DEFINED(D2F_DEBUG)}
2618 drawCast(sz, wx, wy, xx, yy);
2619 {$ELSE}
2620 e_DrawLine(sz, wx, wy, xx, yy, 255, 0, 0, 96);
2621 {$ENDIF}
2622 end;
2624 procedure TPlayer.DrawGUI();
2625 var
2626 ID: DWORD;
2627 X, Y, SY, a, p, m: Integer;
2628 tw, th: Word;
2629 cw, ch: Byte;
2630 s: string;
2631 stat: TPlayerStatArray;
2632 begin
2633 X := gPlayerScreenSize.X;
2634 SY := gPlayerScreenSize.Y;
2635 Y := 0;
2637 if gShowGoals and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2638 begin
2639 if gGameSettings.GameMode = GM_CTF then
2640 a := 32 + 8
2641 else
2642 a := 0;
2643 if gGameSettings.GameMode = GM_CTF then
2644 begin
2645 s := 'TEXTURE_PLAYER_REDFLAG';
2646 if gFlags[FLAG_RED].State = FLAG_STATE_CAPTURED then
2647 s := 'TEXTURE_PLAYER_REDFLAG_S';
2648 if gFlags[FLAG_RED].State = FLAG_STATE_DROPPED then
2649 s := 'TEXTURE_PLAYER_REDFLAG_D';
2650 if g_Texture_Get(s, ID) then
2651 e_Draw(ID, X-16-32, 240-72-4, 0, True, False);
2652 end;
2654 s := IntToStr(gTeamStat[TEAM_RED].Goals);
2655 e_CharFont_GetSize(gMenuFont, s, tw, th);
2656 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-72-4, s, TEAMCOLOR[TEAM_RED]);
2658 if gGameSettings.GameMode = GM_CTF then
2659 begin
2660 s := 'TEXTURE_PLAYER_BLUEFLAG';
2661 if gFlags[FLAG_BLUE].State = FLAG_STATE_CAPTURED then
2662 s := 'TEXTURE_PLAYER_BLUEFLAG_S';
2663 if gFlags[FLAG_BLUE].State = FLAG_STATE_DROPPED then
2664 s := 'TEXTURE_PLAYER_BLUEFLAG_D';
2665 if g_Texture_Get(s, ID) then
2666 e_Draw(ID, X-16-32, 240-32-4, 0, True, False);
2667 end;
2669 s := IntToStr(gTeamStat[TEAM_BLUE].Goals);
2670 e_CharFont_GetSize(gMenuFont, s, tw, th);
2671 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-32-4, s, TEAMCOLOR[TEAM_BLUE]);
2672 end;
2674 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID) then
2675 e_DrawFill(ID, X, 0, 1, (gPlayerScreenSize.Y div 256)+IfThen(gPlayerScreenSize.Y mod 256 > 0, 1, 0),
2676 0, False, False);
2678 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID) then
2679 e_Draw(ID, X+2, Y, 0, True, False);
2681 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
2682 begin
2683 if gShowStat then
2684 begin
2685 s := IntToStr(Frags);
2686 e_CharFont_GetSize(gMenuFont, s, tw, th);
2687 e_CharFont_PrintEx(gMenuFont, X-16-tw, Y, s, _RGB(255, 0, 0));
2689 s := '';
2690 p := 1;
2691 m := 0;
2692 stat := g_Player_GetStats();
2693 if stat <> nil then
2694 begin
2695 p := 1;
2697 for a := 0 to High(stat) do
2698 if stat[a].Name <> Name then
2699 begin
2700 if stat[a].Frags > m then m := stat[a].Frags;
2701 if stat[a].Frags > Frags then p := p+1;
2702 end;
2703 end;
2705 s := IntToStr(p)+' / '+IntToStr(Length(stat))+' ';
2706 if Frags >= m then s := s+'+' else s := s+'-';
2707 s := s+IntToStr(Abs(Frags-m));
2709 e_CharFont_GetSize(gMenuSmallFont, s, tw, th);
2710 e_CharFont_PrintEx(gMenuSmallFont, X-16-tw, Y+32, s, _RGB(255, 0, 0));
2711 end;
2713 if gShowLives and (gGameSettings.MaxLives > 0) then
2714 begin
2715 s := IntToStr(Lives);
2716 e_CharFont_GetSize(gMenuFont, s, tw, th);
2717 e_CharFont_PrintEx(gMenuFont, X-16-tw, SY-32, s, _RGB(0, 255, 0));
2718 end;
2719 end;
2721 e_CharFont_GetSize(gMenuSmallFont, FName, tw, th);
2722 e_CharFont_PrintEx(gMenuSmallFont, X+98-(tw div 2), Y+8, FName, _RGB(255, 0, 0));
2724 if R_BERSERK in FRulez then
2725 e_Draw(gItemsTexturesID[ITEM_MEDKIT_BLACK], X+37, Y+45, 0, True, False)
2726 else
2727 e_Draw(gItemsTexturesID[ITEM_MEDKIT_LARGE], X+37, Y+45, 0, True, False);
2729 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID) then
2730 e_Draw(ID, X+36, Y+77, 0, True, False);
2732 s := IntToStr(IfThen(FHealth > 0, FHealth, 0));
2733 e_CharFont_GetSize(gMenuFont, s, tw, th);
2734 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+40, s, _RGB(255, 0, 0));
2736 s := IntToStr(FArmor);
2737 e_CharFont_GetSize(gMenuFont, s, tw, th);
2738 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+68, s, _RGB(255, 0, 0));
2740 s := IntToStr(GetAmmoByWeapon(FCurrWeap));
2742 case FCurrWeap of
2743 WEAPON_KASTET:
2744 begin
2745 s := '--';
2746 ID := gItemsTexturesID[ITEM_WEAPON_KASTET];
2747 end;
2748 WEAPON_SAW:
2749 begin
2750 s := '--';
2751 ID := gItemsTexturesID[ITEM_WEAPON_SAW];
2752 end;
2753 WEAPON_PISTOL: ID := gItemsTexturesID[ITEM_WEAPON_PISTOL];
2754 WEAPON_CHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_CHAINGUN];
2755 WEAPON_SHOTGUN1: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN1];
2756 WEAPON_SHOTGUN2: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN2];
2757 WEAPON_SUPERPULEMET: ID := gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET];
2758 WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER];
2759 WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA];
2760 WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG];
2761 WEAPON_FLAMETHROWER: ID := gItemsTexturesID[ITEM_WEAPON_FLAMETHROWER];
2762 end;
2764 e_CharFont_GetSize(gMenuFont, s, tw, th);
2765 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+158, s, _RGB(255, 0, 0));
2766 e_Draw(ID, X+20, Y+160, 0, True, False);
2768 if R_KEY_RED in FRulez then
2769 e_Draw(gItemsTexturesID[ITEM_KEY_RED], X+78, Y+214, 0, True, False);
2771 if R_KEY_GREEN in FRulez then
2772 e_Draw(gItemsTexturesID[ITEM_KEY_GREEN], X+95, Y+214, 0, True, False);
2774 if R_KEY_BLUE in FRulez then
2775 e_Draw(gItemsTexturesID[ITEM_KEY_BLUE], X+112, Y+214, 0, True, False);
2777 if FJetFuel > 0 then
2778 begin
2779 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2780 e_Draw(ID, X+2, Y+116, 0, True, False);
2781 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID) then
2782 e_Draw(ID, X+2, Y+126, 0, True, False);
2783 e_DrawLine(4, X+16, Y+122, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+122, 0, 0, 196);
2784 e_DrawLine(4, X+16, Y+132, X+16+Trunc(168*FJetFuel/JET_MAX), Y+132, 208, 0, 0);
2785 end
2786 else
2787 begin
2788 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2789 e_Draw(ID, X+2, Y+124, 0, True, False);
2790 e_DrawLine(4, X+16, Y+130, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+130, 0, 0, 196);
2791 end;
2793 if gShowPing and g_Game_IsClient then
2794 begin
2795 s := _lc[I_GAME_PING_HUD] + IntToStr(NetPeer.lastRoundTripTime) + _lc[I_NET_SLIST_PING_MS];
2796 e_TextureFontPrint(X + 4, Y + 242, s, gStdFont);
2797 Y := Y + 16;
2798 end;
2800 if FSpectator then
2801 begin
2802 e_TextureFontPrint(X + 4, Y + 242, _lc[I_PLAYER_SPECT], gStdFont);
2803 e_TextureFontPrint(X + 4, Y + 258, _lc[I_PLAYER_SPECT2], gStdFont);
2804 e_TextureFontPrint(X + 4, Y + 274, _lc[I_PLAYER_SPECT1], gStdFont);
2805 if FNoRespawn then
2806 begin
2807 e_TextureFontGetSize(gStdFont, cw, ch);
2808 s := _lc[I_PLAYER_SPECT4];
2809 e_TextureFontPrintEx(gScreenWidth div 2 - cw*(Length(s) div 2),
2810 gScreenHeight-4-ch, s, gStdFont, 255, 255, 255, 1, True);
2811 e_TextureFontPrint(X + 4, Y + 290, _lc[I_PLAYER_SPECT1S], gStdFont);
2812 end;
2814 end;
2815 end;
2817 procedure TPlayer.DrawRulez();
2818 var
2819 dr: Boolean;
2820 begin
2821 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2822 if FMegaRulez[MR_INVUL] >= gTime then
2823 begin
2824 if (FMegaRulez[MR_INVUL]-gTime) <= 2100 then
2825 dr := not Odd((FMegaRulez[MR_INVUL]-gTime) div 300)
2826 else
2827 dr := True;
2829 if dr then
2830 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2831 191, 191, 191, 0, TBlending.Invert);
2832 end;
2834 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2835 if FMegaRulez[MR_SUIT] >= gTime then
2836 begin
2837 if (FMegaRulez[MR_SUIT]-gTime) <= 2100 then
2838 dr := not Odd((FMegaRulez[MR_SUIT]-gTime) div 300)
2839 else
2840 dr := True;
2842 if dr then
2843 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2844 0, 96, 0, 200, TBlending.None);
2845 end;
2847 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2848 if (FBerserk >= 0) and (LongWord(FBerserk) >= gTime) and (gFlash = 2) then
2849 begin
2850 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2851 255, 0, 0, 200, TBlending.None);
2852 end;
2853 end;
2855 procedure TPlayer.DrawPain();
2856 var
2857 a, h: Integer;
2858 begin
2859 if FPain = 0 then Exit;
2861 a := FPain;
2863 if a < 15 then h := 0
2864 else if a < 35 then h := 1
2865 else if a < 55 then h := 2
2866 else if a < 75 then h := 3
2867 else if a < 95 then h := 4
2868 else h := 5;
2870 //if a > 255 then a := 255;
2872 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255, 0, 0, 255-h*50);
2873 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2874 end;
2876 procedure TPlayer.DrawPickup();
2877 var
2878 a, h: Integer;
2879 begin
2880 if FPickup = 0 then Exit;
2882 a := FPickup;
2884 if a < 15 then h := 1
2885 else if a < 35 then h := 2
2886 else if a < 55 then h := 3
2887 else if a < 75 then h := 4
2888 else h := 5;
2890 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50);
2891 end;
2893 procedure TPlayer.DoPunch();
2894 var
2895 id: DWORD;
2896 st: String;
2897 begin
2898 if FPunchAnim <> nil then begin
2899 FPunchAnim.reset();
2900 FPunchAnim.Free;
2901 FPunchAnim := nil;
2902 end;
2903 st := 'FRAMES_PUNCH';
2904 if R_BERSERK in FRulez then
2905 st := st + '_BERSERK';
2906 if FKeys[KEY_UP].Pressed then
2907 st := st + '_UP'
2908 else if FKeys[KEY_DOWN].Pressed then
2909 st := st + '_DN';
2910 g_Frames_Get(id, st);
2911 FPunchAnim := TAnimation.Create(id, False, 1);
2912 end;
2914 procedure TPlayer.Fire();
2915 var
2916 f, DidFire: Boolean;
2917 wx, wy, xd, yd: Integer;
2918 locobj: TObj;
2919 begin
2920 if g_Game_IsClient then Exit;
2921 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2922 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2924 if FSpectator then
2925 begin
2926 Respawn(False);
2927 Exit;
2928 end;
2930 if FReloading[FCurrWeap] <> 0 then Exit;
2932 DidFire := False;
2934 f := False;
2935 wx := FObj.X+WEAPONPOINT[FDirection].X;
2936 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
2937 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
2938 yd := wy+firediry();
2940 case FCurrWeap of
2941 WEAPON_KASTET:
2942 begin
2943 DoPunch();
2944 if R_BERSERK in FRulez then
2945 begin
2946 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2947 locobj.X := FObj.X+FObj.Rect.X;
2948 locobj.Y := FObj.Y+FObj.Rect.Y;
2949 locobj.rect.X := 0;
2950 locobj.rect.Y := 0;
2951 locobj.rect.Width := 39;
2952 locobj.rect.Height := 52;
2953 locobj.Vel.X := (xd-wx) div 2;
2954 locobj.Vel.Y := (yd-wy) div 2;
2955 locobj.Accel.X := xd-wx;
2956 locobj.Accel.y := yd-wy;
2958 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
2959 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
2960 else
2961 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
2963 if (gFlash = 1) and (FPain < 50) then FPain := min(FPain + 25, 50);
2964 end
2965 else
2966 begin
2967 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
2968 end;
2970 DidFire := True;
2971 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2972 end;
2974 WEAPON_SAW:
2975 begin
2976 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2977 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
2978 begin
2979 FSawSoundSelect.Stop();
2980 FSawSound.Stop();
2981 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
2982 end
2983 else if not FSawSoundHit.IsPlaying() then
2984 begin
2985 FSawSoundSelect.Stop();
2986 FSawSound.PlayAt(FObj.X, FObj.Y);
2987 end;
2989 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2990 DidFire := True;
2991 f := True;
2992 end;
2994 WEAPON_PISTOL:
2995 if FAmmo[A_BULLETS] > 0 then
2996 begin
2997 g_Weapon_pistol(wx, wy, xd, yd, FUID);
2998 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2999 Dec(FAmmo[A_BULLETS]);
3000 FFireAngle := FAngle;
3001 f := True;
3002 DidFire := True;
3003 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3004 GameVelX, GameVelY-2, SHELL_BULLET);
3005 end;
3007 WEAPON_SHOTGUN1:
3008 if FAmmo[A_SHELLS] > 0 then
3009 begin
3010 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
3011 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
3012 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3013 Dec(FAmmo[A_SHELLS]);
3014 FFireAngle := FAngle;
3015 f := True;
3016 DidFire := True;
3017 FShellTimer := 10;
3018 FShellType := SHELL_SHELL;
3019 end;
3021 WEAPON_SHOTGUN2:
3022 if FAmmo[A_SHELLS] >= 2 then
3023 begin
3024 g_Weapon_dshotgun(wx, wy, xd, yd, FUID);
3025 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3026 Dec(FAmmo[A_SHELLS], 2);
3027 FFireAngle := FAngle;
3028 f := True;
3029 DidFire := True;
3030 FShellTimer := 13;
3031 FShellType := SHELL_DBLSHELL;
3032 end;
3034 WEAPON_CHAINGUN:
3035 if FAmmo[A_BULLETS] > 0 then
3036 begin
3037 g_Weapon_mgun(wx, wy, xd, yd, FUID);
3038 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
3039 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3040 Dec(FAmmo[A_BULLETS]);
3041 FFireAngle := FAngle;
3042 f := True;
3043 DidFire := True;
3044 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3045 GameVelX, GameVelY-2, SHELL_BULLET);
3046 end;
3048 WEAPON_ROCKETLAUNCHER:
3049 if FAmmo[A_ROCKETS] > 0 then
3050 begin
3051 g_Weapon_rocket(wx, wy, xd, yd, FUID);
3052 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3053 Dec(FAmmo[A_ROCKETS]);
3054 FFireAngle := FAngle;
3055 f := True;
3056 DidFire := True;
3057 end;
3059 WEAPON_PLASMA:
3060 if FAmmo[A_CELLS] > 0 then
3061 begin
3062 g_Weapon_plasma(wx, wy, xd, yd, FUID);
3063 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3064 Dec(FAmmo[A_CELLS]);
3065 FFireAngle := FAngle;
3066 f := True;
3067 DidFire := True;
3068 end;
3070 WEAPON_BFG:
3071 if (FAmmo[A_CELLS] >= 40) and (FBFGFireCounter = -1) then
3072 begin
3073 FBFGFireCounter := 17;
3074 if not FNoReload then
3075 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj.X, FObj.Y);
3076 Dec(FAmmo[A_CELLS], 40);
3077 DidFire := True;
3078 end;
3080 WEAPON_SUPERPULEMET:
3081 if FAmmo[A_SHELLS] > 0 then
3082 begin
3083 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
3084 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3085 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3086 Dec(FAmmo[A_SHELLS]);
3087 FFireAngle := FAngle;
3088 f := True;
3089 DidFire := True;
3090 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3091 GameVelX, GameVelY-2, SHELL_SHELL);
3092 end;
3094 WEAPON_FLAMETHROWER:
3095 if FAmmo[A_FUEL] > 0 then
3096 begin
3097 g_Weapon_flame(wx, wy, xd, yd, FUID);
3098 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3099 Dec(FAmmo[A_FUEL]);
3100 FFireAngle := FAngle;
3101 f := True;
3102 DidFire := True;
3103 end;
3104 end;
3106 if g_Game_IsNet then
3107 begin
3108 if DidFire then
3109 begin
3110 if FCurrWeap <> WEAPON_BFG then
3111 MH_SEND_PlayerFire(FUID, FCurrWeap, wx, wy, xd, yd, LastShotID)
3112 else
3113 if not FNoReload then
3114 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_WEAPON_STARTFIREBFG');
3115 end;
3117 MH_SEND_PlayerStats(FUID);
3118 end;
3120 if not f then Exit;
3122 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
3123 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
3124 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
3125 end;
3127 function TPlayer.GetAmmoByWeapon(Weapon: Byte): Word;
3128 begin
3129 case Weapon of
3130 WEAPON_PISTOL, WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS];
3131 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS];
3132 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS];
3133 WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS];
3134 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL];
3135 else Result := 0;
3136 end;
3137 end;
3139 function TPlayer.HeadInLiquid(XInc, YInc: Integer): Boolean;
3140 begin
3141 Result := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X+XInc, FObj.Y+PLAYER_HEADRECT.Y+YInc,
3142 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
3143 PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, True);
3144 end;
3146 procedure TPlayer.JetpackOn;
3147 begin
3148 FJetSoundFly.Stop;
3149 FJetSoundOff.Stop;
3150 FJetSoundOn.SetPosition(0);
3151 FJetSoundOn.PlayAt(FObj.X, FObj.Y);
3152 FlySmoke(8);
3153 end;
3155 procedure TPlayer.JetpackOff;
3156 begin
3157 FJetSoundFly.Stop;
3158 FJetSoundOn.Stop;
3159 FJetSoundOff.SetPosition(0);
3160 FJetSoundOff.PlayAt(FObj.X, FObj.Y);
3161 end;
3163 procedure TPlayer.CatchFire(Attacker: Word);
3164 begin
3165 FFireTime := 100;
3166 FFireAttacker := Attacker;
3167 if g_Game_IsNet and g_Game_IsServer then
3168 MH_SEND_PlayerStats(FUID);
3169 end;
3171 procedure TPlayer.Jump();
3172 begin
3173 if gFly or FJetpack then
3174 begin
3175 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
3176 if FObj.Vel.Y > -VEL_FLY then
3177 FObj.Vel.Y := FObj.Vel.Y - 3;
3178 if FJetpack then
3179 begin
3180 if FJetFuel > 0 then
3181 Dec(FJetFuel);
3182 if (FJetFuel < 1) and g_Game_IsServer then
3183 begin
3184 FJetpack := False;
3185 JetpackOff;
3186 if g_Game_IsNet then
3187 MH_SEND_PlayerStats(FUID);
3188 end;
3189 end;
3190 Exit;
3191 end;
3193 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
3194 if FGhost then
3195 FCanJetpack := False;
3197 // Ïðûãàåì èëè âñïëûâàåì:
3198 if (CollideLevel(0, 1) or
3199 g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y+36, PLAYER_RECT.Width,
3200 PLAYER_RECT.Height-33, PANEL_STEP, False)
3201 ) and (FObj.Accel.Y = 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
3202 begin
3203 FObj.Vel.Y := -VEL_JUMP;
3204 FCanJetpack := False;
3205 end
3206 else
3207 begin
3208 if BodyInLiquid(0, 0) then
3209 FObj.Vel.Y := -VEL_SW
3210 else if (FJetFuel > 0) and FCanJetpack and
3211 g_Game_IsServer and (not g_Obj_CollideLiquid(@FObj, 0, 0)) then
3212 begin
3213 FJetpack := True;
3214 JetpackOn;
3215 if g_Game_IsNet then
3216 MH_SEND_PlayerStats(FUID);
3217 end;
3218 end;
3219 end;
3221 procedure TPlayer.Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
3222 var
3223 a, i, k, ab, ar: Byte;
3224 s: String;
3225 mon: TMonster;
3226 plr: TPlayer;
3227 srv, netsrv: Boolean;
3228 DoFrags: Boolean;
3229 OldLR: Byte;
3230 KP: TPlayer;
3231 it: PItem;
3233 procedure PushItem(t: Byte);
3234 var
3235 id: DWORD;
3236 begin
3237 id := g_Items_Create(FObj.X, FObj.Y, t, True, False);
3238 it := g_Items_ByIdx(id);
3239 if KillType = K_EXTRAHARDKILL then // -7..+7; -8..0
3240 begin
3241 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-7+Random(15),
3242 (FObj.Vel.Y div 2)-Random(9));
3243 it.positionChanged(); // this updates spatial accelerators
3244 end
3245 else
3246 begin
3247 if KillType = K_HARDKILL then // -5..+5; -5..0
3248 begin
3249 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-5+Random(11),
3250 (FObj.Vel.Y div 2)-Random(6));
3251 end
3252 else // -3..+3; -3..0
3253 begin
3254 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-3+Random(7),
3255 (FObj.Vel.Y div 2)-Random(4));
3256 end;
3257 it.positionChanged(); // this updates spatial accelerators
3258 end;
3260 if g_Game_IsNet and g_Game_IsServer then
3261 MH_SEND_ItemSpawn(True, id);
3262 end;
3264 begin
3265 DoFrags := (gGameSettings.MaxLives = 0) or (gGameSettings.GameMode = GM_COOP);
3266 Srv := g_Game_IsServer;
3267 Netsrv := g_Game_IsServer and g_Game_IsNet;
3268 if Srv then FDeath := FDeath + 1;
3269 if FAlive then
3270 begin
3271 if FGhost then
3272 FGhost := False;
3273 if not FPhysics then
3274 FPhysics := True;
3275 FAlive := False;
3276 end;
3277 FShellTimer := -1;
3279 if (gGameSettings.MaxLives > 0) and Srv and (gLMSRespawn = LMS_RESPAWN_NONE) then
3280 begin
3281 if FLives > 0 then FLives := FLives - 1;
3282 if FLives = 0 then FNoRespawn := True;
3283 end;
3285 // Íîìåð òèïà ñìåðòè:
3286 a := 1;
3287 case KillType of
3288 K_SIMPLEKILL: a := 1;
3289 K_HARDKILL: a := 2;
3290 K_EXTRAHARDKILL: a := 3;
3291 K_FALLKILL: a := 4;
3292 end;
3294 // Çâóê ñìåðòè:
3295 if not FModel.PlaySound(MODELSOUND_DIE, a, FObj.X, FObj.Y) then
3296 for i := 1 to 3 do
3297 if FModel.PlaySound(MODELSOUND_DIE, i, FObj.X, FObj.Y) then
3298 Break;
3300 // Âðåìÿ ðåñïàóíà:
3301 if Srv then
3302 case KillType of
3303 K_SIMPLEKILL:
3304 FTime[T_RESPAWN] := gTime + TIME_RESPAWN1;
3305 K_HARDKILL:
3306 FTime[T_RESPAWN] := gTime + TIME_RESPAWN2;
3307 K_EXTRAHARDKILL, K_FALLKILL:
3308 FTime[T_RESPAWN] := gTime + TIME_RESPAWN3;
3309 end;
3311 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3312 case KillType of
3313 K_SIMPLEKILL:
3314 SetAction(A_DIE1);
3315 K_HARDKILL, K_EXTRAHARDKILL:
3316 SetAction(A_DIE2);
3317 end;
3319 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3320 if (KillType <> K_FALLKILL) and (Srv) then
3321 g_Monsters_killedp();
3323 if SpawnerUID = FUID then
3324 begin // Ñàìîóáèëñÿ
3325 if Srv and (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3326 begin
3327 Dec(FFrags);
3328 FLastFrag := 0;
3329 end;
3330 g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3331 end
3332 else
3333 if g_GetUIDType(SpawnerUID) = UID_PLAYER then
3334 begin // Óáèò äðóãèì èãðîêîì
3335 KP := g_Player_Get(SpawnerUID);
3336 if (KP <> nil) and Srv then
3337 begin
3338 if (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3339 if SameTeam(FUID, SpawnerUID) then
3340 begin
3341 Dec(KP.FFrags);
3342 KP.FLastFrag := 0;
3343 end else
3344 begin
3345 Inc(KP.FFrags);
3346 KP.FragCombo();
3347 end;
3349 if (gGameSettings.GameMode = GM_TDM) and DoFrags then
3350 Inc(gTeamStat[KP.Team].Goals,
3351 IfThen(SameTeam(FUID, SpawnerUID), -1, 1));
3353 if netsrv then MH_SEND_PlayerStats(SpawnerUID);
3354 end;
3356 plr := g_Player_Get(SpawnerUID);
3357 if plr = nil then
3358 s := '?'
3359 else
3360 s := plr.FName;
3362 case KillType of
3363 K_HARDKILL:
3364 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3365 [FName, s]),
3366 gShowKillMsg);
3367 K_EXTRAHARDKILL:
3368 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3369 [FName, s]),
3370 gShowKillMsg);
3371 else
3372 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3373 [FName, s]),
3374 gShowKillMsg);
3375 end;
3376 end
3377 else if g_GetUIDType(SpawnerUID) = UID_MONSTER then
3378 begin // Óáèò ìîíñòðîì
3379 mon := g_Monsters_ByUID(SpawnerUID);
3380 if mon = nil then
3381 s := '?'
3382 else
3383 s := g_Mons_GetKilledByTypeId(mon.MonsterType);
3385 case KillType of
3386 K_HARDKILL:
3387 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3388 [FName, s]),
3389 gShowKillMsg);
3390 K_EXTRAHARDKILL:
3391 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3392 [FName, s]),
3393 gShowKillMsg);
3394 else
3395 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3396 [FName, s]),
3397 gShowKillMsg);
3398 end;
3399 end
3400 else // Îñîáûå òèïû ñìåðòè
3401 case t of
3402 HIT_DISCON: ;
3403 HIT_SELF: g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3404 HIT_FALL: g_Console_Add(Format(_lc[I_PLAYER_KILL_FALL], [FName]), True);
3405 HIT_WATER: g_Console_Add(Format(_lc[I_PLAYER_KILL_WATER], [FName]), True);
3406 HIT_ACID: g_Console_Add(Format(_lc[I_PLAYER_KILL_ACID], [FName]), True);
3407 HIT_TRAP: g_Console_Add(Format(_lc[I_PLAYER_KILL_TRAP], [FName]), True);
3408 else g_Console_Add(Format(_lc[I_PLAYER_DIED], [FName]), True);
3409 end;
3411 if Srv then
3412 begin
3413 // Âûáðîñ îðóæèÿ:
3414 for a := WP_FIRST to WP_LAST do
3415 if FWeapon[a] then
3416 begin
3417 case a of
3418 WEAPON_SAW: i := ITEM_WEAPON_SAW;
3419 WEAPON_SHOTGUN1: i := ITEM_WEAPON_SHOTGUN1;
3420 WEAPON_SHOTGUN2: i := ITEM_WEAPON_SHOTGUN2;
3421 WEAPON_CHAINGUN: i := ITEM_WEAPON_CHAINGUN;
3422 WEAPON_ROCKETLAUNCHER: i := ITEM_WEAPON_ROCKETLAUNCHER;
3423 WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA;
3424 WEAPON_BFG: i := ITEM_WEAPON_BFG;
3425 WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET;
3426 WEAPON_FLAMETHROWER: i := ITEM_WEAPON_FLAMETHROWER;
3427 else i := 0;
3428 end;
3430 if i <> 0 then
3431 PushItem(i);
3432 end;
3434 // Âûáðîñ ðþêçàêà:
3435 if R_ITEM_BACKPACK in FRulez then
3436 PushItem(ITEM_AMMO_BACKPACK);
3438 // Âûáðîñ ðàêåòíîãî ðàíöà:
3439 if FJetFuel > 0 then
3440 PushItem(ITEM_JETPACK);
3442 // Âûáðîñ êëþ÷åé:
3443 if not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) then
3444 begin
3445 if R_KEY_RED in FRulez then
3446 PushItem(ITEM_KEY_RED);
3448 if R_KEY_GREEN in FRulez then
3449 PushItem(ITEM_KEY_GREEN);
3451 if R_KEY_BLUE in FRulez then
3452 PushItem(ITEM_KEY_BLUE);
3453 end;
3455 // Âûáðîñ ôëàãà:
3456 DropFlag();
3457 end;
3459 g_Player_CreateCorpse(Self);
3461 if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and
3462 (gLMSRespawn = LMS_RESPAWN_NONE) then
3463 begin
3464 a := 0;
3465 k := 0;
3466 ar := 0;
3467 ab := 0;
3468 for i := Low(gPlayers) to High(gPlayers) do
3469 begin
3470 if gPlayers[i] = nil then continue;
3471 if (not gPlayers[i].FNoRespawn) and (not gPlayers[i].FSpectator) then
3472 begin
3473 Inc(a);
3474 if gPlayers[i].FTeam = TEAM_RED then Inc(ar)
3475 else if gPlayers[i].FTeam = TEAM_BLUE then Inc(ab);
3476 k := i;
3477 end;
3478 end;
3480 OldLR := gLMSRespawn;
3481 if (gGameSettings.GameMode = GM_COOP) then
3482 begin
3483 if (a = 0) then
3484 begin
3485 // everyone is dead, restart the map
3486 g_Game_Message(_lc[I_MESSAGE_LMS_LOSE], 144);
3487 if Netsrv then
3488 MH_SEND_GameEvent(NET_EV_LMS_LOSE);
3489 gLMSRespawn := LMS_RESPAWN_FINAL;
3490 gLMSRespawnTime := gTime + 5000;
3491 end
3492 else if (a = 1) then
3493 begin
3494 if (gPlayers[k] <> nil) and not (gPlayers[k] is TBot) then
3495 if (gPlayers[k] = gPlayer1) or
3496 (gPlayers[k] = gPlayer2) then
3497 g_Console_Add('*** ' + _lc[I_MESSAGE_LMS_SURVIVOR] + ' ***', True)
3498 else if Netsrv and (gPlayers[k].FClientID >= 0) then
3499 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR, 0, 'N', gPlayers[k].FClientID);
3500 end;
3501 end
3502 else if (gGameSettings.GameMode = GM_TDM) then
3503 begin
3504 if (ab = 0) and (ar <> 0) then
3505 begin
3506 // blu team ded
3507 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_RED])]), 144);
3508 if Netsrv then
3509 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_RED);
3510 Inc(gTeamStat[TEAM_RED].Goals);
3511 gLMSRespawn := LMS_RESPAWN_FINAL;
3512 gLMSRespawnTime := gTime + 5000;
3513 end
3514 else if (ar = 0) and (ab <> 0) then
3515 begin
3516 // red team ded
3517 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_BLUE])]), 144);
3518 if Netsrv then
3519 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_BLUE);
3520 Inc(gTeamStat[TEAM_BLUE].Goals);
3521 gLMSRespawn := LMS_RESPAWN_FINAL;
3522 gLMSRespawnTime := gTime + 5000;
3523 end
3524 else if (ar = 0) and (ab = 0) then
3525 begin
3526 // everyone ded
3527 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3528 if Netsrv then
3529 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3530 gLMSRespawn := LMS_RESPAWN_FINAL;
3531 gLMSRespawnTime := gTime + 5000;
3532 end;
3533 end
3534 else if (gGameSettings.GameMode = GM_DM) then
3535 begin
3536 if (a = 1) then
3537 begin
3538 if gPlayers[k] <> nil then
3539 with gPlayers[k] do
3540 begin
3541 // survivor is the winner
3542 g_Game_Message(Format(_lc[I_MESSAGE_LMS_WIN], [AnsiUpperCase(FName)]), 144);
3543 if Netsrv then
3544 MH_SEND_GameEvent(NET_EV_LMS_WIN, 0, FName);
3545 Inc(FFrags);
3546 end;
3547 gLMSRespawn := LMS_RESPAWN_FINAL;
3548 gLMSRespawnTime := gTime + 5000;
3549 end
3550 else if (a = 0) then
3551 begin
3552 // everyone is dead, restart the map
3553 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3554 if Netsrv then
3555 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3556 gLMSRespawn := LMS_RESPAWN_FINAL;
3557 gLMSRespawnTime := gTime + 5000;
3558 end;
3559 end;
3560 if srv and (OldLR = LMS_RESPAWN_NONE) and (gLMSRespawn > LMS_RESPAWN_NONE) then
3561 begin
3562 if NetMode = NET_SERVER then
3563 MH_SEND_GameEvent(NET_EV_LMS_WARMUP, (gLMSRespawnTime - gTime) div 1000)
3564 else
3565 g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [(gLMSRespawnTime - gTime) div 1000]), True);
3566 end;
3567 end;
3569 if Netsrv then
3570 begin
3571 MH_SEND_PlayerStats(FUID);
3572 MH_SEND_PlayerDeath(FUID, KillType, t, SpawnerUID);
3573 if gGameSettings.GameMode = GM_TDM then MH_SEND_GameStats;
3574 end;
3576 if srv and FNoRespawn then Spectate(True);
3577 FWantsInGame := True;
3578 end;
3580 function TPlayer.BodyInLiquid(XInc, YInc: Integer): Boolean;
3581 begin
3582 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3583 PLAYER_RECT.Height-20, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, False);
3584 end;
3586 function TPlayer.BodyInAcid(XInc, YInc: Integer): Boolean;
3587 begin
3588 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3589 PLAYER_RECT.Height-20, PANEL_ACID1 or PANEL_ACID2, False);
3590 end;
3592 procedure TPlayer.MakeBloodSimple(Count: Word);
3593 begin
3594 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
3595 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3596 Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
3597 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3598 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
3599 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3600 Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
3601 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3602 end;
3604 procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
3605 begin
3606 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
3607 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3608 Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
3609 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3610 end;
3612 procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
3613 begin
3614 //if g_Game_IsClient then Exit;
3615 if Weapon > High(FWeapon) then Exit;
3616 FNextWeap := FNextWeap or (1 shl Weapon);
3617 end;
3619 procedure TPlayer.resetWeaponQueue ();
3620 begin
3621 FNextWeap := 0;
3622 FNextWeapDelay := 0;
3623 end;
3625 function TPlayer.hasAmmoForWeapon (weapon: Byte): Boolean;
3626 begin
3627 result := false;
3628 case weapon of
3629 WEAPON_KASTET, WEAPON_SAW: result := true;
3630 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: result := (FAmmo[A_SHELLS] > 0);
3631 WEAPON_PISTOL, WEAPON_CHAINGUN: result := (FAmmo[A_BULLETS] > 0);
3632 WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
3633 WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
3634 WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
3635 else result := (weapon < length(FWeapon));
3636 end;
3637 end;
3639 // return 255 for "no switch"
3640 function TPlayer.getNextWeaponIndex (): Byte;
3641 var
3642 i: Word;
3643 wantThisWeapon: array[0..64] of Boolean;
3644 weaponOrder: array[0..16] of Integer; // value: index in `FWeapon`
3645 wwc: Integer;
3646 f, dir, cwi, rwidx, curlidx: Integer;
3648 function real2log (ridx: Integer): Integer;
3649 var
3650 f: Integer;
3651 begin
3652 if (ridx >= 0) then
3653 begin
3654 for f := 0 to High(weaponOrder) do if (weaponOrder[f] = ridx) then begin result := f; exit; end;
3655 end;
3656 result := -1;
3657 end;
3659 begin
3660 result := 255; // default result: "no switch"
3662 // had weapon cycling on previous frame? remove that flag
3663 if (FNextWeap and $2000) <> 0 then
3664 begin
3665 FNextWeap := FNextWeap and $1FFF;
3666 FNextWeapDelay := 0;
3667 end;
3669 for f := 0 to High(weaponOrder) do weaponOrder[f] := -1;
3671 // build weapon order (k8: i know, i know, learn how to do constants and such... gtfo, please!)
3672 // two knuckles are for "normal" and "berserk" (see `if` below -- it removes the one that is not needed)
3673 // priorities:
3674 // bfg, launcher, plasma, flamethrower, ssg, minigun, sg, pistol, berserk, chainsaw, fist
3675 weaponOrder[0] := WEAPON_SUPERPULEMET;
3676 weaponOrder[1] := WEAPON_BFG;
3677 weaponOrder[2] := WEAPON_ROCKETLAUNCHER;
3678 weaponOrder[3] := WEAPON_PLASMA;
3679 weaponOrder[4] := WEAPON_FLAMETHROWER;
3680 weaponOrder[5] := WEAPON_SHOTGUN2;
3681 weaponOrder[6] := WEAPON_CHAINGUN;
3682 weaponOrder[7] := WEAPON_SHOTGUN1;
3683 weaponOrder[8] := WEAPON_PISTOL;
3684 weaponOrder[9] := WEAPON_KASTET+666; // berserk fist
3685 weaponOrder[10] := WEAPON_SAW;
3686 weaponOrder[11] := WEAPON_KASTET; // normal fist
3688 for f := 0 to High(weaponOrder) do
3689 begin
3690 if (weaponOrder[f] = WEAPON_KASTET) then
3691 begin
3692 // normal fist: remove if we have a berserk pack
3693 if (R_BERSERK in FRulez) then weaponOrder[f] := -1;
3694 end
3695 else
3696 if (weaponOrder[f] = WEAPON_KASTET+666) then
3697 begin
3698 // berserk fist: remove if we don't have a berserk pack
3699 if (R_BERSERK in FRulez) then weaponOrder[f] := WEAPON_KASTET else weaponOrder[f] := -1;
3700 end;
3701 end;
3703 (*
3704 WEAPON_KASTET = 0;
3705 WEAPON_SAW = 1;
3706 WEAPON_PISTOL = 2;
3707 WEAPON_SHOTGUN1 = 3;
3708 WEAPON_SHOTGUN2 = 4;
3709 WEAPON_CHAINGUN = 5;
3710 WEAPON_ROCKETLAUNCHER = 6;
3711 WEAPON_PLASMA = 7;
3712 WEAPON_BFG = 8;
3713 WEAPON_SUPERPULEMET = 9;
3714 WEAPON_FLAMETHROWER = 10;
3715 *)
3717 // cycling has priority
3718 if (FNextWeap and $C000) <> 0 then
3719 begin
3720 if (FNextWeap and $8000) <> 0 then dir := 1 else dir := -1; // should be reversed if we want "priority-driven cycling"
3721 FNextWeap := FNextWeap or $2000; // we need this
3722 if FNextWeapDelay > 0 then exit; // cooldown time
3723 //cwi := real2log(FCurrWeap);
3724 //if (cwi < 0) then cwi := 0;
3725 cwi := FCurrWeap;
3726 for i := 0 to High(FWeapon) do
3727 begin
3728 cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
3729 //rwidx := weaponOrder[cwi];
3730 rwidx := cwi; // sorry
3731 if (rwidx < 0) then continue;
3732 if FWeapon[rwidx] then
3733 begin
3734 //e_WriteLog(Format(' SWITCH: cur=%d; new=%d (dir=%d; log=%d)', [FCurrWeap, rwidx, dir, cwi]), TMsgType.Warning);
3735 result := Byte(rwidx);
3736 //FNextWeapDelay := 10; //k8: not needed anymore
3737 exit;
3738 end;
3739 end;
3740 resetWeaponQueue();
3741 exit;
3742 end;
3744 // no cycling
3745 for i := 0 to High(wantThisWeapon) do wantThisWeapon[i] := false;
3746 wwc := 0;
3748 curlidx := -1; // start from a weapon with a highest priority (-1, 'cause loop will immediately increment this index)
3750 for i := 0 to High(FWeapon) do
3751 begin
3752 if (FNextWeap and (1 shl i)) <> 0 then
3753 begin
3754 cwi := real2log(i);
3755 if (cwi >= 0) then
3756 begin
3757 wantThisWeapon[cwi] := true;
3758 Inc(wwc);
3759 // if we hit currently selected weapon, start seachring from it, so we'll get "next weaker" weapon
3760 if (i = FCurrWeap) then curlidx := cwi; // compare real, start from logical
3761 end;
3762 end;
3763 end;
3765 // slow down alterations a little
3766 if (wwc > 1) then
3767 begin
3768 // more than one weapon requested, assume "alteration", and check alteration delay
3769 if FNextWeapDelay > 0 then
3770 begin
3771 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), TMsgType.Warning);
3772 FNextWeap := 0;
3773 exit;
3774 end; // yeah
3775 end;
3777 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3778 // but clear all counters if no weapon should be switched
3779 if (wwc < 1) then
3780 begin
3781 resetWeaponQueue();
3782 exit;
3783 end;
3785 //e_WriteLog(Format('*** wwc=%d; currweap=%d; logweap=%d', [wwc, FCurrWeap, curlidx]), TMsgType.Warning);
3787 // find next weapon to switch onto
3788 cwi := curlidx;
3789 for i := 0 to High(weaponOrder) do
3790 begin
3791 cwi := (cwi+length(weaponOrder)+1) mod length(weaponOrder);
3792 if (cwi = curlidx) then continue; // skip current weapon
3793 if not wantThisWeapon[cwi] then continue;
3794 rwidx := weaponOrder[cwi];
3795 if (rwidx < 0) then continue;
3796 //e_WriteLog(Format(' trying logical %d (real %d); has=%d, hasammo=%d', [cwi, rwidx, Integer(FWeapon[rwidx]), Integer(hasAmmoForWeapon(rwidx))]), TMsgType.Warning);
3797 if FWeapon[rwidx] and ((wwc = 1) or hasAmmoForWeapon(rwidx)) then
3798 begin
3799 //e_WriteLog(' I FOUND HER!', TMsgType.Warning);
3800 // i found her!
3801 result := Byte(rwidx);
3802 resetWeaponQueue();
3803 //FNextWeapDelay := 10; // anyway, 'cause why not; k8: not needed anymore
3804 exit;
3805 end;
3806 end;
3808 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3809 resetWeaponQueue();
3810 end;
3812 procedure TPlayer.RealizeCurrentWeapon();
3813 function switchAllowed (): Boolean;
3814 var
3815 i: Byte;
3816 begin
3817 result := false;
3818 if FBFGFireCounter <> -1 then
3819 exit;
3820 if FTime[T_SWITCH] > gTime then
3821 exit;
3822 for i := WP_FIRST to WP_LAST do
3823 if FReloading[i] > 0 then
3824 exit;
3825 result := true;
3826 end;
3828 var
3829 nw: Byte;
3830 begin
3831 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3832 //FNextWeap := FNextWeap and $1FFF;
3833 //HACK: alteration delay will be reset when player released any weapon switch key
3834 FNextWeapDelay := 0; //k8: just in case
3835 //if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
3837 if not switchAllowed then
3838 begin
3839 //HACK for weapon cycling
3840 if (FNextWeap and $E000) <> 0 then FNextWeap := 0;
3841 exit;
3842 end;
3844 nw := getNextWeaponIndex();
3845 if nw = 255 then exit; // don't reset anything here
3846 if nw > High(FWeapon) then
3847 begin
3848 // don't forget to reset queue here!
3849 //e_WriteLog(Format(' RealizeCurrentWeapon: WUTAFUUUU?! (%d)', [nw]), TMsgType.Warning);
3850 resetWeaponQueue();
3851 exit;
3852 end;
3854 if FWeapon[nw] then
3855 begin
3856 FCurrWeap := nw;
3857 FTime[T_SWITCH] := gTime+156;
3858 if FCurrWeap = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3859 FModel.SetWeapon(FCurrWeap);
3860 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
3861 end;
3862 end;
3864 procedure TPlayer.NextWeapon();
3865 begin
3866 //if g_Game_IsClient then Exit;
3867 FNextWeap := $8000;
3868 end;
3870 procedure TPlayer.PrevWeapon();
3871 begin
3872 //if g_Game_IsClient then Exit;
3873 FNextWeap := $4000;
3874 end;
3876 procedure TPlayer.SetWeapon(W: Byte);
3877 begin
3878 if FCurrWeap <> W then
3879 if W = WEAPON_SAW then
3880 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3882 FCurrWeap := W;
3883 FModel.SetWeapon(CurrWeap);
3884 resetWeaponQueue();
3885 end;
3887 function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean;
3889 function allowBerserkSwitching (): Boolean;
3890 begin
3891 if (FBFGFireCounter <> -1) then begin result := false; exit; end;
3892 result := true;
3893 if gBerserkAutoswitch then exit;
3894 if not conIsCheatsEnabled then exit;
3895 result := false;
3896 end;
3898 var
3899 a: Boolean;
3900 begin
3901 Result := False;
3902 if g_Game_IsClient then Exit;
3904 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3905 a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and arespawn;
3906 remove := not a;
3908 case ItemType of
3909 ITEM_MEDKIT_SMALL:
3910 if FHealth < PLAYER_HP_SOFT then
3911 begin
3912 IncMax(FHealth, 10, PLAYER_HP_SOFT);
3913 Result := True;
3914 remove := True;
3915 FFireTime := 0;
3916 if gFlash = 2 then Inc(FPickup, 5);
3917 end;
3919 ITEM_MEDKIT_LARGE:
3920 if FHealth < PLAYER_HP_SOFT then
3921 begin
3922 IncMax(FHealth, 25, PLAYER_HP_SOFT);
3923 Result := True;
3924 remove := True;
3925 FFireTime := 0;
3926 if gFlash = 2 then Inc(FPickup, 5);
3927 end;
3929 ITEM_ARMOR_GREEN:
3930 if FArmor < PLAYER_AP_SOFT then
3931 begin
3932 FArmor := PLAYER_AP_SOFT;
3933 Result := True;
3934 remove := True;
3935 if gFlash = 2 then Inc(FPickup, 5);
3936 end;
3938 ITEM_ARMOR_BLUE:
3939 if FArmor < PLAYER_AP_LIMIT then
3940 begin
3941 FArmor := PLAYER_AP_LIMIT;
3942 Result := True;
3943 remove := True;
3944 if gFlash = 2 then Inc(FPickup, 5);
3945 end;
3947 ITEM_SPHERE_BLUE:
3948 if FHealth < PLAYER_HP_LIMIT then
3949 begin
3950 IncMax(FHealth, 100, PLAYER_HP_LIMIT);
3951 Result := True;
3952 remove := True;
3953 FFireTime := 0;
3954 if gFlash = 2 then Inc(FPickup, 5);
3955 end;
3957 ITEM_SPHERE_WHITE:
3958 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
3959 begin
3960 if FHealth < PLAYER_HP_LIMIT then
3961 FHealth := PLAYER_HP_LIMIT;
3962 if FArmor < PLAYER_AP_LIMIT then
3963 FArmor := PLAYER_AP_LIMIT;
3964 Result := True;
3965 remove := True;
3966 FFireTime := 0;
3967 if gFlash = 2 then Inc(FPickup, 5);
3968 end;
3970 ITEM_WEAPON_SAW:
3971 if (not FWeapon[WEAPON_SAW]) or ((not arespawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
3972 begin
3973 FWeapon[WEAPON_SAW] := True;
3974 Result := True;
3975 if gFlash = 2 then Inc(FPickup, 5);
3976 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3977 end;
3979 ITEM_WEAPON_SHOTGUN1:
3980 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN1] then
3981 begin
3982 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
3983 if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
3985 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3986 FWeapon[WEAPON_SHOTGUN1] := True;
3987 Result := True;
3988 if gFlash = 2 then Inc(FPickup, 5);
3989 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3990 end;
3992 ITEM_WEAPON_SHOTGUN2:
3993 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
3994 begin
3995 if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
3997 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3998 FWeapon[WEAPON_SHOTGUN2] := True;
3999 Result := True;
4000 if gFlash = 2 then Inc(FPickup, 5);
4001 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4002 end;
4004 ITEM_WEAPON_CHAINGUN:
4005 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
4006 begin
4007 if a and FWeapon[WEAPON_CHAINGUN] then Exit;
4009 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
4010 FWeapon[WEAPON_CHAINGUN] := True;
4011 Result := True;
4012 if gFlash = 2 then Inc(FPickup, 5);
4013 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4014 end;
4016 ITEM_WEAPON_ROCKETLAUNCHER:
4017 if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
4018 begin
4019 if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
4021 IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
4022 FWeapon[WEAPON_ROCKETLAUNCHER] := True;
4023 Result := True;
4024 if gFlash = 2 then Inc(FPickup, 5);
4025 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4026 end;
4028 ITEM_WEAPON_PLASMA:
4029 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
4030 begin
4031 if a and FWeapon[WEAPON_PLASMA] then Exit;
4033 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4034 FWeapon[WEAPON_PLASMA] := True;
4035 Result := True;
4036 if gFlash = 2 then Inc(FPickup, 5);
4037 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4038 end;
4040 ITEM_WEAPON_BFG:
4041 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
4042 begin
4043 if a and FWeapon[WEAPON_BFG] then Exit;
4045 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4046 FWeapon[WEAPON_BFG] := True;
4047 Result := True;
4048 if gFlash = 2 then Inc(FPickup, 5);
4049 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4050 end;
4052 ITEM_WEAPON_SUPERPULEMET:
4053 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
4054 begin
4055 if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
4057 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4058 FWeapon[WEAPON_SUPERPULEMET] := True;
4059 Result := True;
4060 if gFlash = 2 then Inc(FPickup, 5);
4061 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4062 end;
4064 ITEM_WEAPON_FLAMETHROWER:
4065 if (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) or not FWeapon[WEAPON_FLAMETHROWER] then
4066 begin
4067 if a and FWeapon[WEAPON_FLAMETHROWER] then Exit;
4069 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
4070 FWeapon[WEAPON_FLAMETHROWER] := True;
4071 Result := True;
4072 if gFlash = 2 then Inc(FPickup, 5);
4073 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4074 end;
4076 ITEM_AMMO_BULLETS:
4077 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4078 begin
4079 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
4080 Result := True;
4081 remove := True;
4082 if gFlash = 2 then Inc(FPickup, 5);
4083 end;
4085 ITEM_AMMO_BULLETS_BOX:
4086 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4087 begin
4088 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
4089 Result := True;
4090 remove := True;
4091 if gFlash = 2 then Inc(FPickup, 5);
4092 end;
4094 ITEM_AMMO_SHELLS:
4095 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4096 begin
4097 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4098 Result := True;
4099 remove := True;
4100 if gFlash = 2 then Inc(FPickup, 5);
4101 end;
4103 ITEM_AMMO_SHELLS_BOX:
4104 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4105 begin
4106 IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
4107 Result := True;
4108 remove := True;
4109 if gFlash = 2 then Inc(FPickup, 5);
4110 end;
4112 ITEM_AMMO_ROCKET:
4113 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4114 begin
4115 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
4116 Result := True;
4117 remove := True;
4118 if gFlash = 2 then Inc(FPickup, 5);
4119 end;
4121 ITEM_AMMO_ROCKET_BOX:
4122 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4123 begin
4124 IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
4125 Result := True;
4126 remove := True;
4127 if gFlash = 2 then Inc(FPickup, 5);
4128 end;
4130 ITEM_AMMO_CELL:
4131 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4132 begin
4133 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4134 Result := True;
4135 remove := True;
4136 if gFlash = 2 then Inc(FPickup, 5);
4137 end;
4139 ITEM_AMMO_CELL_BIG:
4140 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4141 begin
4142 IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
4143 Result := True;
4144 remove := True;
4145 if gFlash = 2 then Inc(FPickup, 5);
4146 end;
4148 ITEM_AMMO_FUELCAN:
4149 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
4150 begin
4151 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
4152 Result := True;
4153 remove := True;
4154 if gFlash = 2 then Inc(FPickup, 5);
4155 end;
4157 ITEM_AMMO_BACKPACK:
4158 if not(R_ITEM_BACKPACK in FRulez) or
4159 (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
4160 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
4161 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
4162 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
4163 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
4164 begin
4165 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
4166 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
4167 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
4168 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
4169 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
4171 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4172 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
4173 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4174 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4175 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4176 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
4177 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4178 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4180 FRulez := FRulez + [R_ITEM_BACKPACK];
4181 Result := True;
4182 remove := True;
4183 if gFlash = 2 then Inc(FPickup, 5);
4184 end;
4186 ITEM_KEY_RED:
4187 if not(R_KEY_RED in FRulez) then
4188 begin
4189 Include(FRulez, R_KEY_RED);
4190 Result := True;
4191 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4192 if gFlash = 2 then Inc(FPickup, 5);
4193 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4194 end;
4196 ITEM_KEY_GREEN:
4197 if not(R_KEY_GREEN in FRulez) then
4198 begin
4199 Include(FRulez, R_KEY_GREEN);
4200 Result := True;
4201 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4202 if gFlash = 2 then Inc(FPickup, 5);
4203 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4204 end;
4206 ITEM_KEY_BLUE:
4207 if not(R_KEY_BLUE in FRulez) then
4208 begin
4209 Include(FRulez, R_KEY_BLUE);
4210 Result := True;
4211 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4212 if gFlash = 2 then Inc(FPickup, 5);
4213 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4214 end;
4216 ITEM_SUIT:
4217 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
4218 begin
4219 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
4220 Result := True;
4221 remove := True;
4222 FFireTime := 0;
4223 if gFlash = 2 then Inc(FPickup, 5);
4224 end;
4226 ITEM_OXYGEN:
4227 if FAir < AIR_MAX then
4228 begin
4229 FAir := AIR_MAX;
4230 Result := True;
4231 remove := True;
4232 if gFlash = 2 then Inc(FPickup, 5);
4233 end;
4235 ITEM_MEDKIT_BLACK:
4236 begin
4237 if not (R_BERSERK in FRulez) then
4238 begin
4239 Include(FRulez, R_BERSERK);
4240 if allowBerserkSwitching then
4241 begin
4242 FCurrWeap := WEAPON_KASTET;
4243 resetWeaponQueue();
4244 FModel.SetWeapon(WEAPON_KASTET);
4245 end;
4246 if gFlash <> 0 then
4247 begin
4248 Inc(FPain, 100);
4249 if gFlash = 2 then Inc(FPickup, 5);
4250 end;
4251 FBerserk := gTime+30000;
4252 Result := True;
4253 remove := True;
4254 FFireTime := 0;
4255 //k8:do we need it? if g_Game_IsNet and g_Game_IsServer then MH_SEND_PlayerStats(FUID);
4256 end;
4257 if FHealth < PLAYER_HP_SOFT then
4258 begin
4259 FHealth := PLAYER_HP_SOFT;
4260 FBerserk := gTime+30000;
4261 Result := True;
4262 remove := True;
4263 FFireTime := 0;
4264 end;
4265 end;
4267 ITEM_INVUL:
4268 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
4269 begin
4270 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
4271 Result := True;
4272 remove := True;
4273 if gFlash = 2 then Inc(FPickup, 5);
4274 end;
4276 ITEM_BOTTLE:
4277 if FHealth < PLAYER_HP_LIMIT then
4278 begin
4279 IncMax(FHealth, 4, PLAYER_HP_LIMIT);
4280 Result := True;
4281 remove := True;
4282 FFireTime := 0;
4283 if gFlash = 2 then Inc(FPickup, 5);
4284 end;
4286 ITEM_HELMET:
4287 if FArmor < PLAYER_AP_LIMIT then
4288 begin
4289 IncMax(FArmor, 5, PLAYER_AP_LIMIT);
4290 Result := True;
4291 remove := True;
4292 if gFlash = 2 then Inc(FPickup, 5);
4293 end;
4295 ITEM_JETPACK:
4296 if FJetFuel < JET_MAX then
4297 begin
4298 FJetFuel := JET_MAX;
4299 Result := True;
4300 remove := True;
4301 if gFlash = 2 then Inc(FPickup, 5);
4302 end;
4304 ITEM_INVIS:
4305 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
4306 begin
4307 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
4308 Result := True;
4309 remove := True;
4310 if gFlash = 2 then Inc(FPickup, 5);
4311 end;
4312 end;
4313 end;
4315 procedure TPlayer.Touch();
4316 begin
4317 if not FAlive then
4318 Exit;
4319 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
4320 if FIamBot then
4321 begin
4322 // Áðîñèòü ôëàã òîâàðèùó:
4323 if gGameSettings.GameMode = GM_CTF then
4324 DropFlag();
4325 end;
4326 end;
4328 procedure TPlayer.Push(vx, vy: Integer);
4329 begin
4330 if (not FPhysics) and FGhost then
4331 Exit;
4332 FObj.Accel.X := FObj.Accel.X + vx;
4333 FObj.Accel.Y := FObj.Accel.Y + vy;
4334 if g_Game_IsNet and g_Game_IsServer then
4335 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4336 end;
4338 procedure TPlayer.Reset(Force: Boolean);
4339 begin
4340 if Force then
4341 FAlive := False;
4343 FSpawned := False;
4344 FTime[T_RESPAWN] := 0;
4345 FTime[T_FLAGCAP] := 0;
4346 FGodMode := False;
4347 FNoTarget := False;
4348 FNoReload := False;
4349 FFrags := 0;
4350 FLastFrag := 0;
4351 FComboEvnt := -1;
4352 FKills := 0;
4353 FMonsterKills := 0;
4354 FDeath := 0;
4355 FSecrets := 0;
4356 if FNoRespawn then
4357 begin
4358 FSpectator := False;
4359 FGhost := False;
4360 FPhysics := True;
4361 FSpectatePlayer := -1;
4362 FNoRespawn := False;
4363 end;
4364 FLives := gGameSettings.MaxLives;
4366 SetFlag(FLAG_NONE);
4367 end;
4369 procedure TPlayer.SoftReset();
4370 begin
4371 ReleaseKeys();
4373 FDamageBuffer := 0;
4374 FIncCam := 0;
4375 FBFGFireCounter := -1;
4376 FShellTimer := -1;
4377 FPain := 0;
4378 FLastHit := 0;
4379 FLastFrag := 0;
4380 FComboEvnt := -1;
4382 SetFlag(FLAG_NONE);
4383 SetAction(A_STAND, True);
4384 end;
4386 function TPlayer.GetRespawnPoint(): Byte;
4387 var
4388 c: Byte;
4389 begin
4390 Result := 255;
4391 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4393 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4394 if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then
4395 begin
4396 if (Self = gPlayer1) or (Self = gPlayer2) then
4397 begin
4398 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
4399 if Self = gPlayer1 then
4400 c := RESPAWNPOINT_PLAYER1
4401 else
4402 c := RESPAWNPOINT_PLAYER2;
4403 if g_Map_GetPointCount(c) > 0 then
4404 begin
4405 Result := c;
4406 Exit;
4407 end;
4409 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
4410 if Self = gPlayer1 then
4411 c := RESPAWNPOINT_PLAYER2
4412 else
4413 c := RESPAWNPOINT_PLAYER1;
4414 if g_Map_GetPointCount(c) > 0 then
4415 begin
4416 Result := c;
4417 Exit;
4418 end;
4419 end else
4420 begin
4421 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
4422 if Random(2) = 0 then
4423 c := RESPAWNPOINT_PLAYER1
4424 else
4425 c := RESPAWNPOINT_PLAYER2;
4426 if g_Map_GetPointCount(c) > 0 then
4427 begin
4428 Result := c;
4429 Exit;
4430 end;
4431 end;
4433 // Òî÷êà ëþáîé èç êîìàíä
4434 if Random(2) = 0 then
4435 c := RESPAWNPOINT_RED
4436 else
4437 c := RESPAWNPOINT_BLUE;
4438 if g_Map_GetPointCount(c) > 0 then
4439 begin
4440 Result := c;
4441 Exit;
4442 end;
4444 // Òî÷êà DM
4445 c := RESPAWNPOINT_DM;
4446 if g_Map_GetPointCount(c) > 0 then
4447 begin
4448 Result := c;
4449 Exit;
4450 end;
4451 end;
4453 // Ìÿñîïîâàë
4454 if gGameSettings.GameMode = GM_DM then
4455 begin
4456 // Òî÷êà DM
4457 c := RESPAWNPOINT_DM;
4458 if g_Map_GetPointCount(c) > 0 then
4459 begin
4460 Result := c;
4461 Exit;
4462 end;
4464 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4465 if Random(2) = 0 then
4466 c := RESPAWNPOINT_PLAYER1
4467 else
4468 c := RESPAWNPOINT_PLAYER2;
4469 if g_Map_GetPointCount(c) > 0 then
4470 begin
4471 Result := c;
4472 Exit;
4473 end;
4475 // Òî÷êà ëþáîé èç êîìàíä
4476 if Random(2) = 0 then
4477 c := RESPAWNPOINT_RED
4478 else
4479 c := RESPAWNPOINT_BLUE;
4480 if g_Map_GetPointCount(c) > 0 then
4481 begin
4482 Result := c;
4483 Exit;
4484 end;
4485 end;
4487 // Êîìàíäíûå
4488 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
4489 begin
4490 // Òî÷êà ñâîåé êîìàíäû
4491 c := RESPAWNPOINT_DM;
4492 if FTeam = TEAM_RED then
4493 c := RESPAWNPOINT_RED;
4494 if FTeam = TEAM_BLUE then
4495 c := RESPAWNPOINT_BLUE;
4496 if g_Map_GetPointCount(c) > 0 then
4497 begin
4498 Result := c;
4499 Exit;
4500 end;
4502 // Òî÷êà DM
4503 c := RESPAWNPOINT_DM;
4504 if g_Map_GetPointCount(c) > 0 then
4505 begin
4506 Result := c;
4507 Exit;
4508 end;
4510 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4511 if Random(2) = 0 then
4512 c := RESPAWNPOINT_PLAYER1
4513 else
4514 c := RESPAWNPOINT_PLAYER2;
4515 if g_Map_GetPointCount(c) > 0 then
4516 begin
4517 Result := c;
4518 Exit;
4519 end;
4521 // Òî÷êà äðóãîé êîìàíäû
4522 c := RESPAWNPOINT_DM;
4523 if FTeam = TEAM_RED then
4524 c := RESPAWNPOINT_BLUE;
4525 if FTeam = TEAM_BLUE then
4526 c := RESPAWNPOINT_RED;
4527 if g_Map_GetPointCount(c) > 0 then
4528 begin
4529 Result := c;
4530 Exit;
4531 end;
4532 end;
4533 end;
4535 procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False);
4536 var
4537 RespawnPoint: TRespawnPoint;
4538 a, b, c: Byte;
4539 Anim: TAnimation;
4540 ID: DWORD;
4541 begin
4542 FIncCam := 0;
4543 FBFGFireCounter := -1;
4544 FShellTimer := -1;
4545 FPain := 0;
4546 FLastHit := 0;
4548 if not g_Game_IsServer then
4549 Exit;
4550 if FDummy then
4551 Exit;
4552 FWantsInGame := True;
4553 FJustTeleported := True;
4554 if Force then
4555 begin
4556 FTime[T_RESPAWN] := 0;
4557 FAlive := False;
4558 end;
4559 FNetTime := 0;
4560 // if server changes MaxLives we gotta be ready
4561 if gGameSettings.MaxLives = 0 then FNoRespawn := False;
4563 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4564 if FTime[T_RESPAWN] > gTime then
4565 Exit;
4567 // Ïðîñðàë âñå æèçíè:
4568 if FNoRespawn then
4569 begin
4570 if not FSpectator then Spectate(True);
4571 FWantsInGame := True;
4572 Exit;
4573 end;
4575 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.GameMode <> GM_COOP) then
4576 begin // "Ñâîÿ èãðà"
4577 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4578 FRulez := FRulez-[R_BERSERK];
4579 end
4580 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4581 begin
4582 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4583 FRulez := FRulez-[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK];
4584 end;
4586 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4587 c := GetRespawnPoint();
4589 ReleaseKeys();
4590 SetFlag(FLAG_NONE);
4592 // Âîñêðåøåíèå áåç îðóæèÿ:
4593 if not FAlive then
4594 begin
4595 FHealth := PLAYER_HP_SOFT;
4596 FArmor := 0;
4597 FAlive := True;
4598 FAir := AIR_DEF;
4599 FJetFuel := 0;
4601 for a := WP_FIRST to WP_LAST do
4602 begin
4603 FWeapon[a] := False;
4604 FReloading[a] := 0;
4605 end;
4607 FWeapon[WEAPON_PISTOL] := True;
4608 FWeapon[WEAPON_KASTET] := True;
4609 FCurrWeap := WEAPON_PISTOL;
4610 resetWeaponQueue();
4612 FModel.SetWeapon(FCurrWeap);
4614 for b := A_BULLETS to A_HIGH do
4615 FAmmo[b] := 0;
4617 FAmmo[A_BULLETS] := 50;
4619 FMaxAmmo[A_BULLETS] := AmmoLimits[0, A_BULLETS];
4620 FMaxAmmo[A_SHELLS] := AmmoLimits[0, A_SHELLS];
4621 FMaxAmmo[A_ROCKETS] := AmmoLimits[0, A_SHELLS];
4622 FMaxAmmo[A_CELLS] := AmmoLimits[0, A_CELLS];
4623 FMaxAmmo[A_FUEL] := AmmoLimits[0, A_FUEL];
4625 if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then
4626 FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
4627 else
4628 FRulez := [];
4629 end;
4631 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4632 if not g_Map_GetPoint(c, RespawnPoint) then
4633 begin
4634 g_FatalError(_lc[I_GAME_ERROR_GET_SPAWN]);
4635 Exit;
4636 end;
4638 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4639 FObj.X := RespawnPoint.X-PLAYER_RECT.X;
4640 FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y;
4641 FObj.Vel.X := 0;
4642 FObj.Vel.Y := 0;
4643 FObj.Accel.X := 0;
4644 FObj.Accel.Y := 0;
4646 FDirection := RespawnPoint.Direction;
4647 if FDirection = TDirection.D_LEFT then
4648 FAngle := 180
4649 else
4650 FAngle := 0;
4652 SetAction(A_STAND, True);
4653 FModel.Direction := FDirection;
4655 for a := Low(FTime) to High(FTime) do
4656 FTime[a] := 0;
4658 for a := Low(FMegaRulez) to High(FMegaRulez) do
4659 FMegaRulez[a] := 0;
4661 FDamageBuffer := 0;
4662 FJetpack := False;
4663 FCanJetpack := False;
4664 FFireTime := 0;
4665 FFirePainTime := 0;
4666 FFireAttacker := 0;
4668 // Àíèìàöèÿ âîçðîæäåíèÿ:
4669 if (not gLoadGameMode) and (not Silent) then
4670 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4671 begin
4672 Anim := TAnimation.Create(ID, False, 3);
4673 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4674 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4675 Anim.Free();
4676 end;
4678 FSpectator := False;
4679 FGhost := False;
4680 FPhysics := True;
4681 FSpectatePlayer := -1;
4682 FSpawned := True;
4684 if (gPlayer1 = nil) and (gLMSPID1 = FUID) then
4685 gPlayer1 := self;
4686 if (gPlayer2 = nil) and (gLMSPID2 = FUID) then
4687 gPlayer2 := self;
4689 if g_Game_IsNet then
4690 begin
4691 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4692 MH_SEND_PlayerStats(FUID, NET_EVERYONE);
4693 if not Silent then
4694 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4695 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32,
4696 0, NET_GFX_TELE);
4697 end;
4698 end;
4700 procedure TPlayer.Spectate(NoMove: Boolean = False);
4701 begin
4702 if FAlive then
4703 Kill(K_EXTRAHARDKILL, FUID, HIT_SOME)
4704 else if (not NoMove) then
4705 begin
4706 GameX := gMapInfo.Width div 2;
4707 GameY := gMapInfo.Height div 2;
4708 end;
4709 FXTo := GameX;
4710 FYTo := GameY;
4712 FAlive := False;
4713 FSpectator := True;
4714 FGhost := True;
4715 FPhysics := False;
4716 FWantsInGame := False;
4717 FSpawned := False;
4719 if FNoRespawn then
4720 begin
4721 if Self = gPlayer1 then
4722 begin
4723 gLMSPID1 := FUID;
4724 gPlayer1 := nil;
4725 end;
4726 if Self = gPlayer2 then
4727 begin
4728 gLMSPID2 := FUID;
4729 gPlayer2 := nil;
4730 end;
4731 end;
4733 if g_Game_IsNet then
4734 MH_SEND_PlayerStats(FUID);
4735 end;
4737 procedure TPlayer.SwitchNoClip;
4738 begin
4739 if not FAlive then
4740 Exit;
4741 FGhost := not FGhost;
4742 FPhysics := not FGhost;
4743 if FGhost then
4744 begin
4745 FXTo := FObj.X;
4746 FYTo := FObj.Y;
4747 end else
4748 begin
4749 FObj.Accel.X := 0;
4750 FObj.Accel.Y := 0;
4751 end;
4752 end;
4754 procedure TPlayer.Run(Direction: TDirection);
4755 var
4756 a, b: Integer;
4757 begin
4758 if MAX_RUNVEL > 8 then
4759 FlySmoke();
4761 // Áåæèì:
4762 if Direction = TDirection.D_LEFT then
4763 begin
4764 if FObj.Vel.X > -MAX_RUNVEL then
4765 FObj.Vel.X := FObj.Vel.X - (MAX_RUNVEL shr 3);
4766 end
4767 else
4768 if FObj.Vel.X < MAX_RUNVEL then
4769 FObj.Vel.X := FObj.Vel.X + (MAX_RUNVEL shr 3);
4771 // Âîçìîæíî, ïèíàåì êóñêè:
4772 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
4773 begin
4774 b := Abs(FObj.Vel.X);
4775 if b > 1 then b := b * (Random(8 div b) + 1);
4776 for a := 0 to High(gGibs) do
4777 begin
4778 if gGibs[a].alive and
4779 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
4780 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
4781 begin
4782 // Ïèíàåì êóñêè
4783 if FObj.Vel.X < 0 then
4784 begin
4785 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
4786 end
4787 else
4788 begin
4789 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
4790 end;
4791 gGibs[a].positionChanged(); // this updates spatial accelerators
4792 end;
4793 end;
4794 end;
4796 SetAction(A_WALK);
4797 end;
4799 procedure TPlayer.SeeDown();
4800 begin
4801 SetAction(A_SEEDOWN);
4803 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN;
4805 if FIncCam > -120 then DecMin(FIncCam, 5, -120);
4806 end;
4808 procedure TPlayer.SeeUp();
4809 begin
4810 SetAction(A_SEEUP);
4812 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP;
4814 if FIncCam < 120 then IncMax(FIncCam, 5, 120);
4815 end;
4817 procedure TPlayer.SetAction(Action: Byte; Force: Boolean = False);
4818 var
4819 Prior: Byte;
4820 begin
4821 case Action of
4822 A_WALK: Prior := 3;
4823 A_DIE1: Prior := 5;
4824 A_DIE2: Prior := 5;
4825 A_ATTACK: Prior := 2;
4826 A_SEEUP: Prior := 1;
4827 A_SEEDOWN: Prior := 1;
4828 A_ATTACKUP: Prior := 2;
4829 A_ATTACKDOWN: Prior := 2;
4830 A_PAIN: Prior := 4;
4831 else Prior := 0;
4832 end;
4834 if (Prior > FActionPrior) or Force then
4835 if not ((Prior = 2) and (FCurrWeap = WEAPON_SAW)) then
4836 begin
4837 FActionPrior := Prior;
4838 FActionAnim := Action;
4839 FActionForce := Force;
4840 FActionChanged := True;
4841 end;
4843 if Action in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN] then FModel.SetFire(True);
4844 end;
4846 function TPlayer.StayOnStep(XInc, YInc: Integer): Boolean;
4847 begin
4848 Result := not g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height-1,
4849 PLAYER_RECT.Width, 1, PANEL_STEP, False)
4850 and g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height,
4851 PLAYER_RECT.Width, 1, PANEL_STEP, False);
4852 end;
4854 function TPlayer.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
4855 var
4856 Anim: TAnimation;
4857 ID: DWORD;
4858 begin
4859 Result := False;
4861 if g_CollideLevel(X, Y, PLAYER_RECT.Width, PLAYER_RECT.Height) then
4862 begin
4863 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
4864 if g_Game_IsServer and g_Game_IsNet then
4865 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
4866 Exit;
4867 end;
4869 FJustTeleported := True;
4871 Anim := nil;
4872 if not silent then
4873 begin
4874 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4875 begin
4876 Anim := TAnimation.Create(ID, False, 3);
4877 end;
4879 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj.X, FObj.Y);
4880 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4881 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4882 if g_Game_IsServer and g_Game_IsNet then
4883 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4884 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 1,
4885 NET_GFX_TELE);
4886 end;
4888 FObj.X := X-PLAYER_RECT.X;
4889 FObj.Y := Y-PLAYER_RECT.Y;
4890 if FAlive and FGhost then
4891 begin
4892 FXTo := FObj.X;
4893 FYTo := FObj.Y;
4894 end;
4896 if not g_Game_IsNet then
4897 begin
4898 if dir = 1 then
4899 begin
4900 SetDirection(TDirection.D_LEFT);
4901 FAngle := 180;
4902 end
4903 else
4904 if dir = 2 then
4905 begin
4906 SetDirection(TDirection.D_RIGHT);
4907 FAngle := 0;
4908 end
4909 else
4910 if dir = 3 then
4911 begin // îáðàòíîå
4912 if FDirection = TDirection.D_RIGHT then
4913 begin
4914 SetDirection(TDirection.D_LEFT);
4915 FAngle := 180;
4916 end
4917 else
4918 begin
4919 SetDirection(TDirection.D_RIGHT);
4920 FAngle := 0;
4921 end;
4922 end;
4923 end;
4925 if not silent and (Anim <> nil) then
4926 begin
4927 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4928 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4929 Anim.Free();
4931 if g_Game_IsServer and g_Game_IsNet then
4932 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4933 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 0,
4934 NET_GFX_TELE);
4935 end;
4937 Result := True;
4938 end;
4940 function nonz(a: Single): Single;
4941 begin
4942 if a <> 0 then
4943 Result := a
4944 else
4945 Result := 1;
4946 end;
4948 function TPlayer.followCorpse(): Boolean;
4949 var
4950 i: Integer;
4951 begin
4952 Result := False;
4953 if FAlive or FSpectator then
4954 Exit;
4955 if (gCorpses = nil) or (Length(gCorpses) = 0) then
4956 Exit;
4957 for i := 0 to High(gCorpses) do
4958 if gCorpses[i] <> nil then
4959 if gCorpses[i].FPlayerUID = FUID then
4960 begin
4961 Result := True;
4962 FObj.X := gCorpses[i].FObj.X;
4963 FObj.Y := gCorpses[i].FObj.Y;
4964 FObj.Vel.X := gCorpses[i].FObj.Vel.X;
4965 FObj.Vel.Y := gCorpses[i].FObj.Vel.Y;
4966 FObj.Accel.X := gCorpses[i].FObj.Accel.X;
4967 FObj.Accel.Y := gCorpses[i].FObj.Accel.Y;
4968 break;
4969 end;
4970 end;
4972 procedure TPlayer.Update();
4973 var
4974 b: Byte;
4975 i, ii, wx, wy, xd, yd, k: Integer;
4976 blockmon, headwater, dospawn: Boolean;
4977 NetServer: Boolean;
4978 AnyServer: Boolean;
4979 SetSpect: Boolean;
4980 begin
4981 NetServer := g_Game_IsNet and g_Game_IsServer;
4982 AnyServer := g_Game_IsServer;
4984 if g_Game_IsClient and (NetInterpLevel > 0) then
4985 DoLerp(NetInterpLevel + 1)
4986 else
4987 if FGhost then
4988 DoLerp(4);
4990 if NetServer then
4991 begin
4992 if FClientID >= 0 then
4993 begin
4994 FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
4995 if NetClients[FClientID].Peer^.packetsSent > 0 then
4996 FLoss := Round(100*NetClients[FClientID].Peer^.packetsLost/NetClients[FClientID].Peer^.packetsSent)
4997 else
4998 FLoss := 0;
4999 end else
5000 begin
5001 FPing := 0;
5002 FLoss := 0;
5003 end;
5004 end;
5006 if FAlive and (FPunchAnim <> nil) then
5007 FPunchAnim.Update();
5009 if FAlive and (gFly or FJetpack) then
5010 FlySmoke();
5012 if FDirection = TDirection.D_LEFT then
5013 FAngle := 180
5014 else
5015 FAngle := 0;
5017 if FAlive and (not FGhost) then
5018 begin
5019 if FKeys[KEY_UP].Pressed then
5020 SeeUp();
5021 if FKeys[KEY_DOWN].Pressed then
5022 SeeDown();
5023 end;
5025 if (not (FKeys[KEY_UP].Pressed or FKeys[KEY_DOWN].Pressed)) and
5026 (FIncCam <> 0) then
5027 begin
5028 i := g_basic.Sign(FIncCam);
5029 FIncCam := Abs(FIncCam);
5030 DecMin(FIncCam, 5, 0);
5031 FIncCam := FIncCam*i;
5032 end;
5034 // no need to do that each second frame, weapon queue will take care of it
5035 if FAlive and FKeys[KEY_NEXTWEAPON].Pressed {and AnyServer} then NextWeapon();
5036 if FAlive and FKeys[KEY_PREVWEAPON].Pressed {and AnyServer} then PrevWeapon();
5038 if gTime mod (GAME_TICK*2) <> 0 then
5039 begin
5040 if (FObj.Vel.X = 0) and FAlive then
5041 begin
5042 if FKeys[KEY_LEFT].Pressed then
5043 Run(TDirection.D_LEFT);
5044 if FKeys[KEY_RIGHT].Pressed then
5045 Run(TDirection.D_RIGHT);
5046 end;
5048 if FPhysics then
5049 begin
5050 if not followCorpse() then
5051 g_Obj_Move(@FObj, True, True, True);
5052 positionChanged(); // this updates spatial accelerators
5053 end;
5055 Exit;
5056 end;
5058 FActionChanged := False;
5060 if FAlive then
5061 begin
5062 // Let alive player do some actions
5063 if FKeys[KEY_LEFT].Pressed then Run(TDirection.D_LEFT);
5064 if FKeys[KEY_RIGHT].Pressed then Run(TDirection.D_RIGHT);
5065 //if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
5066 //if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
5067 if FKeys[KEY_FIRE].Pressed and AnyServer then Fire();
5068 if FKeys[KEY_OPEN].Pressed and AnyServer then Use();
5069 if FKeys[KEY_JUMP].Pressed then Jump()
5070 else
5071 begin
5072 if AnyServer and FJetpack then
5073 begin
5074 FJetpack := False;
5075 JetpackOff;
5076 if NetServer then MH_SEND_PlayerStats(FUID);
5077 end;
5078 FCanJetpack := True;
5079 end;
5080 end
5081 else // Dead
5082 begin
5083 dospawn := False;
5084 if not FGhost then
5085 for k := Low(FKeys) to KEY_CHAT-1 do
5086 begin
5087 if FKeys[k].Pressed then
5088 begin
5089 dospawn := True;
5090 break;
5091 end;
5092 end;
5093 if dospawn then
5094 begin
5095 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
5096 Respawn(False)
5097 else // Single
5098 if (FTime[T_RESPAWN] <= gTime) and
5099 gGameOn and (not FAlive) then
5100 begin
5101 if (g_Player_GetCount() > 1) then
5102 Respawn(False)
5103 else
5104 begin
5105 gExit := EXIT_RESTART;
5106 Exit;
5107 end;
5108 end;
5109 end;
5110 // Dead spectator actions
5111 if FGhost then
5112 begin
5113 if FKeys[KEY_OPEN].Pressed and AnyServer then Fire();
5114 if FKeys[KEY_FIRE].Pressed and AnyServer then
5115 begin
5116 if FSpectator then
5117 begin
5118 if (FSpectatePlayer >= High(gPlayers)) then
5119 FSpectatePlayer := -1
5120 else
5121 begin
5122 SetSpect := False;
5123 for I := FSpectatePlayer + 1 to High(gPlayers) do
5124 if gPlayers[I] <> nil then
5125 if gPlayers[I].alive then
5126 if gPlayers[I].UID <> FUID then
5127 begin
5128 FSpectatePlayer := I;
5129 SetSpect := True;
5130 break;
5131 end;
5133 if not SetSpect then FSpectatePlayer := -1;
5134 end;
5136 ReleaseKeys;
5137 end;
5138 end;
5139 end;
5140 end;
5141 // No clipping
5142 if FGhost then
5143 begin
5144 if FKeys[KEY_UP].Pressed or FKeys[KEY_JUMP].Pressed then
5145 begin
5146 FYTo := FObj.Y - 32;
5147 FSpectatePlayer := -1;
5148 end;
5149 if FKeys[KEY_DOWN].Pressed then
5150 begin
5151 FYTo := FObj.Y + 32;
5152 FSpectatePlayer := -1;
5153 end;
5154 if FKeys[KEY_LEFT].Pressed then
5155 begin
5156 FXTo := FObj.X - 32;
5157 FSpectatePlayer := -1;
5158 end;
5159 if FKeys[KEY_RIGHT].Pressed then
5160 begin
5161 FXTo := FObj.X + 32;
5162 FSpectatePlayer := -1;
5163 end;
5165 if (FXTo < -64) then
5166 FXTo := -64
5167 else if (FXTo > gMapInfo.Width + 32) then
5168 FXTo := gMapInfo.Width + 32;
5169 if (FYTo < -72) then
5170 FYTo := -72
5171 else if (FYTo > gMapInfo.Height + 32) then
5172 FYTo := gMapInfo.Height + 32;
5173 end;
5175 if FPhysics then
5176 begin
5177 if not followCorpse() then
5178 g_Obj_Move(@FObj, True, True, True);
5179 positionChanged(); // this updates spatial accelerators
5180 end
5181 else
5182 begin
5183 FObj.Vel.X := 0;
5184 FObj.Vel.Y := 0;
5185 if FSpectator then
5186 if (FSpectatePlayer <= High(gPlayers)) and (FSpectatePlayer >= 0) then
5187 if gPlayers[FSpectatePlayer] <> nil then
5188 if gPlayers[FSpectatePlayer].alive then
5189 begin
5190 FXTo := gPlayers[FSpectatePlayer].GameX;
5191 FYTo := gPlayers[FSpectatePlayer].GameY;
5192 end;
5193 end;
5195 blockmon := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X, FObj.Y+PLAYER_HEADRECT.Y,
5196 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
5197 PANEL_BLOCKMON, True);
5198 headwater := HeadInLiquid(0, 0);
5200 // Ñîïðîòèâëåíèå âîçäóõà:
5201 if (not FAlive) or not (FKeys[KEY_LEFT].Pressed or FKeys[KEY_RIGHT].Pressed) then
5202 if FObj.Vel.X <> 0 then
5203 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
5205 if (FLastHit = HIT_TRAP) and (FPain > 90) then FPain := 90;
5206 DecMin(FPain, 5, 0);
5207 DecMin(FPickup, 1, 0);
5209 if FAlive and (FObj.Y > Integer(gMapInfo.Height)+128) and AnyServer then
5210 begin
5211 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
5212 FMegaRulez[MR_SUIT] := 0;
5213 FMegaRulez[MR_INVUL] := 0;
5214 FMegaRulez[MR_INVIS] := 0;
5215 Kill(K_FALLKILL, 0, HIT_FALL);
5216 end;
5218 i := 9;
5220 if FAlive then
5221 begin
5222 if FCurrWeap = WEAPON_SAW then
5223 if not (FSawSound.IsPlaying() or FSawSoundHit.IsPlaying() or
5224 FSawSoundSelect.IsPlaying()) then
5225 FSawSoundIdle.PlayAt(FObj.X, FObj.Y);
5227 if FJetpack then
5228 if (not FJetSoundFly.IsPlaying()) and (not FJetSoundOn.IsPlaying()) and
5229 (not FJetSoundOff.IsPlaying()) then
5230 begin
5231 FJetSoundFly.SetPosition(0);
5232 FJetSoundFly.PlayAt(FObj.X, FObj.Y);
5233 end;
5235 for b := WP_FIRST to WP_LAST do
5236 if FReloading[b] > 0 then
5237 if FNoReload then
5238 FReloading[b] := 0
5239 else
5240 Dec(FReloading[b]);
5242 if FShellTimer > -1 then
5243 if FShellTimer = 0 then
5244 begin
5245 if FShellType = SHELL_SHELL then
5246 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5247 GameVelX, GameVelY-2, SHELL_SHELL)
5248 else if FShellType = SHELL_DBLSHELL then
5249 begin
5250 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5251 GameVelX+1, GameVelY-2, SHELL_SHELL);
5252 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5253 GameVelX-1, GameVelY-2, SHELL_SHELL);
5254 end;
5255 FShellTimer := -1;
5256 end else Dec(FShellTimer);
5258 if (FBFGFireCounter > -1) then
5259 if FBFGFireCounter = 0 then
5260 begin
5261 if AnyServer then
5262 begin
5263 wx := FObj.X+WEAPONPOINT[FDirection].X;
5264 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
5265 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
5266 yd := wy+firediry();
5267 g_Weapon_bfgshot(wx, wy, xd, yd, FUID);
5268 if NetServer then MH_SEND_PlayerFire(FUID, WEAPON_BFG, wx, wy, xd, yd);
5269 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5270 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5271 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5272 end;
5274 FReloading[WEAPON_BFG] := WEAPON_RELOAD[WEAPON_BFG];
5275 FBFGFireCounter := -1;
5276 end else
5277 if FNoReload then
5278 FBFGFireCounter := 0
5279 else
5280 Dec(FBFGFireCounter);
5282 if (FMegaRulez[MR_SUIT] < gTime) and AnyServer then
5283 begin
5284 b := g_GetAcidHit(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height);
5286 if (b > 0) and (gTime mod (15*GAME_TICK) = 0) then Damage(b, 0, 0, 0, HIT_ACID);
5287 end;
5289 if (headwater or blockmon) then
5290 begin
5291 Dec(FAir);
5293 if FAir < -9 then
5294 begin
5295 if AnyServer then Damage(10, 0, 0, 0, HIT_WATER);
5296 FAir := 0;
5297 end
5298 else if (FAir mod 31 = 0) and not blockmon then
5299 begin
5300 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
5301 if Random(2) = 0 then
5302 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
5303 else
5304 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
5305 end;
5306 end else if FAir < AIR_DEF then
5307 FAir := AIR_DEF;
5309 if FFireTime > 0 then
5310 begin
5311 if BodyInLiquid(0, 0) then
5312 begin
5313 FFireTime := 0;
5314 FFirePainTime := 0;
5315 end
5316 else if FMegaRulez[MR_SUIT] >= gTime then
5317 begin
5318 if FMegaRulez[MR_SUIT] = gTime then
5319 FFireTime := 1;
5320 FFirePainTime := 0;
5321 end
5322 else
5323 begin
5324 OnFireFlame(1);
5325 if FFirePainTime <= 0 then
5326 begin
5327 if g_Game_IsServer then
5328 Damage(5, FFireAttacker, 0, 0, HIT_FLAME);
5329 FFirePainTime := 18;
5330 end;
5331 FFirePainTime := FFirePainTime - 1;
5332 FFireTime := FFireTime - 1;
5333 if (FFireTime = 0) and g_Game_IsNet and g_Game_IsServer then
5334 MH_SEND_PlayerStats(FUID);
5335 end;
5336 end;
5338 if FDamageBuffer > 0 then
5339 begin
5340 if FDamageBuffer >= 9 then
5341 begin
5342 SetAction(A_PAIN);
5344 if FDamageBuffer < 30 then i := 9
5345 else if FDamageBuffer < 100 then i := 18
5346 else i := 27;
5347 end;
5349 ii := Round(FDamageBuffer*FHealth / nonz(FArmor*(3/4)+FHealth));
5350 FArmor := FArmor-(FDamageBuffer-ii);
5351 FHealth := FHealth-ii;
5352 if FArmor < 0 then
5353 begin
5354 FHealth := FHealth+FArmor;
5355 FArmor := 0;
5356 end;
5358 if AnyServer then
5359 if FHealth <= 0 then
5360 if FHealth > -30 then Kill(K_SIMPLEKILL, FLastSpawnerUID, FLastHit)
5361 else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit)
5362 else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit);
5364 if FAlive then
5365 begin
5366 if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y)
5367 else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y)
5368 else if FDamageBuffer <= 120 then FModel.PlaySound(MODELSOUND_PAIN, 3, FObj.X, FObj.Y)
5369 else FModel.PlaySound(MODELSOUND_PAIN, 4, FObj.X, FObj.Y);
5370 end;
5372 FDamageBuffer := 0;
5373 end;
5375 {CollideItem();}
5376 end; // if FAlive then ...
5378 if (FActionAnim = A_PAIN) and (FModel.Animation <> A_PAIN) then
5379 begin
5380 FModel.ChangeAnimation(FActionAnim, FActionForce);
5381 FModel.GetCurrentAnimation.MinLength := i;
5382 FModel.GetCurrentAnimationMask.MinLength := i;
5383 end else FModel.ChangeAnimation(FActionAnim, FActionForce and (FModel.Animation <> A_STAND));
5385 if (FModel.GetCurrentAnimation.Played or ((not FActionChanged) and (FModel.Animation = A_WALK)))
5386 then SetAction(A_STAND, True);
5388 if not ((FModel.Animation = A_WALK) and (Abs(FObj.Vel.X) < 4) and not FModel.Fire) then FModel.Update;
5390 for b := Low(FKeys) to High(FKeys) do
5391 if FKeys[b].Time = 0 then FKeys[b].Pressed := False else Dec(FKeys[b].Time);
5392 end;
5395 procedure TPlayer.getMapBox (out x, y, w, h: Integer); inline;
5396 begin
5397 x := FObj.X+PLAYER_RECT.X;
5398 y := FObj.Y+PLAYER_RECT.Y;
5399 w := PLAYER_RECT.Width;
5400 h := PLAYER_RECT.Height;
5401 end;
5404 procedure TPlayer.moveBy (dx, dy: Integer); inline;
5405 begin
5406 if (dx <> 0) or (dy <> 0) then
5407 begin
5408 FObj.X += dx;
5409 FObj.Y += dy;
5410 positionChanged();
5411 end;
5412 end;
5415 function TPlayer.Collide(X, Y: Integer; Width, Height: Word): Boolean;
5416 begin
5417 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5418 FObj.Y+PLAYER_RECT.Y,
5419 PLAYER_RECT.Width,
5420 PLAYER_RECT.Height,
5421 X, Y,
5422 Width, Height);
5423 end;
5425 function TPlayer.Collide(Panel: TPanel): Boolean;
5426 begin
5427 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5428 FObj.Y+PLAYER_RECT.Y,
5429 PLAYER_RECT.Width,
5430 PLAYER_RECT.Height,
5431 Panel.X, Panel.Y,
5432 Panel.Width, Panel.Height);
5433 end;
5435 function TPlayer.Collide(X, Y: Integer): Boolean;
5436 begin
5437 X := X-FObj.X-PLAYER_RECT.X;
5438 Y := Y-FObj.Y-PLAYER_RECT.Y;
5439 Result := (x >= 0) and (x <= PLAYER_RECT.Width) and
5440 (y >= 0) and (y <= PLAYER_RECT.Height);
5441 end;
5443 function g_Player_ValidName(Name: string): Boolean;
5444 var
5445 a: Integer;
5446 begin
5447 Result := True;
5449 if gPlayers = nil then Exit;
5451 for a := 0 to High(gPlayers) do
5452 if gPlayers[a] <> nil then
5453 if LowerCase(Name) = LowerCase(gPlayers[a].FName) then
5454 begin
5455 Result := False;
5456 Exit;
5457 end;
5458 end;
5460 procedure TPlayer.SetDirection(Direction: TDirection);
5461 var
5462 d: TDirection;
5463 begin
5464 d := FModel.Direction;
5466 FModel.Direction := Direction;
5467 if d <> Direction then FModel.ChangeAnimation(FModel.Animation, True);
5469 FDirection := Direction;
5470 end;
5472 function TPlayer.GetKeys(): Byte;
5473 begin
5474 Result := 0;
5476 if R_KEY_RED in FRulez then Result := KEY_RED;
5477 if R_KEY_GREEN in FRulez then Result := Result or KEY_GREEN;
5478 if R_KEY_BLUE in FRulez then Result := Result or KEY_BLUE;
5480 if FTeam = TEAM_RED then Result := Result or KEY_REDTEAM;
5481 if FTeam = TEAM_BLUE then Result := Result or KEY_BLUETEAM;
5482 end;
5484 procedure TPlayer.Use();
5485 var
5486 a: Integer;
5487 begin
5488 if FTime[T_USE] > gTime then Exit;
5490 g_Triggers_PressR(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
5491 PLAYER_RECT.Height, FUID, ACTIVATE_PLAYERPRESS);
5493 for a := 0 to High(gPlayers) do
5494 if (gPlayers[a] <> nil) and (gPlayers[a] <> Self) and
5495 gPlayers[a].alive and SameTeam(FUID, gPlayers[a].FUID) and
5496 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5497 FObj.Rect.Width, FObj.Rect.Height, @gPlayers[a].FObj) then
5498 begin
5499 gPlayers[a].Touch();
5500 if g_Game_IsNet and g_Game_IsServer then
5501 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH, gPlayers[a].FUID);
5502 end;
5504 FTime[T_USE] := gTime+120;
5505 end;
5507 procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
5508 var
5509 locObj: TObj;
5510 F: Boolean;
5511 WX, WY, XD, YD: Integer;
5512 begin
5513 F := False;
5514 WX := X;
5515 WY := Y;
5516 XD := AX;
5517 YD := AY;
5519 case FCurrWeap of
5520 WEAPON_KASTET:
5521 begin
5522 DoPunch();
5523 if R_BERSERK in FRulez then
5524 begin
5525 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5526 locobj.X := FObj.X+FObj.Rect.X;
5527 locobj.Y := FObj.Y+FObj.Rect.Y;
5528 locobj.rect.X := 0;
5529 locobj.rect.Y := 0;
5530 locobj.rect.Width := 39;
5531 locobj.rect.Height := 52;
5532 locobj.Vel.X := (xd-wx) div 2;
5533 locobj.Vel.Y := (yd-wy) div 2;
5534 locobj.Accel.X := xd-wx;
5535 locobj.Accel.y := yd-wy;
5537 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
5538 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
5539 else
5540 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
5542 if gFlash = 1 then
5543 if FPain < 50 then
5544 FPain := min(FPain + 25, 50);
5545 end else
5546 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
5547 end;
5549 WEAPON_SAW:
5550 begin
5551 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5552 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
5553 begin
5554 FSawSoundSelect.Stop();
5555 FSawSound.Stop();
5556 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
5557 end
5558 else if not FSawSoundHit.IsPlaying() then
5559 begin
5560 FSawSoundSelect.Stop();
5561 FSawSound.PlayAt(FObj.X, FObj.Y);
5562 end;
5563 f := True;
5564 end;
5566 WEAPON_PISTOL:
5567 begin
5568 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
5569 FFireAngle := FAngle;
5570 f := True;
5571 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5572 GameVelX, GameVelY-2, SHELL_BULLET);
5573 end;
5575 WEAPON_SHOTGUN1:
5576 begin
5577 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5578 FFireAngle := FAngle;
5579 f := True;
5580 FShellTimer := 10;
5581 FShellType := SHELL_SHELL;
5582 end;
5584 WEAPON_SHOTGUN2:
5585 begin
5586 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
5587 FFireAngle := FAngle;
5588 f := True;
5589 FShellTimer := 13;
5590 FShellType := SHELL_DBLSHELL;
5591 end;
5593 WEAPON_CHAINGUN:
5594 begin
5595 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey);
5596 FFireAngle := FAngle;
5597 f := True;
5598 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5599 GameVelX, GameVelY-2, SHELL_BULLET);
5600 end;
5602 WEAPON_ROCKETLAUNCHER:
5603 begin
5604 g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID);
5605 FFireAngle := FAngle;
5606 f := True;
5607 end;
5609 WEAPON_PLASMA:
5610 begin
5611 g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID);
5612 FFireAngle := FAngle;
5613 f := True;
5614 end;
5616 WEAPON_BFG:
5617 begin
5618 g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID);
5619 FFireAngle := FAngle;
5620 f := True;
5621 end;
5623 WEAPON_SUPERPULEMET:
5624 begin
5625 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5626 FFireAngle := FAngle;
5627 f := True;
5628 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5629 GameVelX, GameVelY-2, SHELL_SHELL);
5630 end;
5632 WEAPON_FLAMETHROWER:
5633 begin
5634 g_Weapon_flame(wx, wy, xd, yd, FUID, WID);
5635 FFireAngle := FAngle;
5636 f := True;
5637 end;
5638 end;
5640 if not f then Exit;
5642 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5643 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5644 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5645 end;
5647 procedure TPlayer.DoLerp(Level: Integer = 2);
5648 begin
5649 if FObj.X <> FXTo then FObj.X := Lerp(FObj.X, FXTo, Level);
5650 if FObj.Y <> FYTo then FObj.Y := Lerp(FObj.Y, FYTo, Level);
5651 end;
5653 procedure TPlayer.SetLerp(XTo, YTo: Integer);
5654 var
5655 AX, AY: Integer;
5656 begin
5657 if NetInterpLevel < 1 then
5658 begin
5659 FObj.X := XTo;
5660 FObj.Y := YTo;
5661 end
5662 else
5663 begin
5664 FXTo := XTo;
5665 FYTo := YTo;
5667 AX := Abs(FXTo - FObj.X);
5668 AY := Abs(FYTo - FObj.Y);
5669 if (AX > 32) or (AX <= NetInterpLevel) then
5670 FObj.X := FXTo;
5671 if (AY > 32) or (AY <= NetInterpLevel) then
5672 FObj.Y := FYTo;
5673 end;
5674 end;
5676 function TPlayer.FullInLift(XInc, YInc: Integer): Integer;
5677 begin
5678 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5679 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5680 PANEL_LIFTUP, False) then Result := -1
5681 else
5682 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5683 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5684 PANEL_LIFTDOWN, False) then Result := 1
5685 else Result := 0;
5686 end;
5688 function TPlayer.GetFlag(Flag: Byte): Boolean;
5689 var
5690 s, ts: String;
5691 evtype: Byte;
5692 begin
5693 Result := False;
5695 if Flag = FLAG_NONE then
5696 Exit;
5698 if not g_Game_IsServer then Exit;
5700 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5701 if (Flag = FTeam) and
5702 (gFlags[Flag].State = FLAG_STATE_NORMAL) and
5703 (FFlag <> FLAG_NONE) then
5704 begin
5705 if FFlag = FLAG_RED then
5706 s := _lc[I_PLAYER_FLAG_RED]
5707 else
5708 s := _lc[I_PLAYER_FLAG_BLUE];
5710 evtype := FLAG_STATE_SCORED;
5712 ts := Format('%.4d', [gFlags[FFlag].CaptureTime]);
5713 Insert('.', ts, Length(ts) + 1 - 3);
5714 g_Console_Add(Format(_lc[I_PLAYER_FLAG_CAPTURE], [FName, s, ts]), True);
5716 g_Map_ResetFlag(FFlag);
5717 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144);
5719 gTeamStat[FTeam].Goals := gTeamStat[FTeam].Goals + 1;
5721 Result := True;
5722 if g_Game_IsNet then
5723 begin
5724 MH_SEND_FlagEvent(evtype, FFlag, FUID, False);
5725 MH_SEND_GameStats;
5726 end;
5728 gFlags[FFlag].CaptureTime := 0;
5729 SetFlag(FLAG_NONE);
5730 Exit;
5731 end;
5733 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5734 if (Flag = FTeam) and
5735 (gFlags[Flag].State = FLAG_STATE_DROPPED) then
5736 begin
5737 if Flag = FLAG_RED then
5738 s := _lc[I_PLAYER_FLAG_RED]
5739 else
5740 s := _lc[I_PLAYER_FLAG_BLUE];
5742 evtype := FLAG_STATE_RETURNED;
5743 gFlags[Flag].CaptureTime := 0;
5745 g_Console_Add(Format(_lc[I_PLAYER_FLAG_RETURN], [FName, s]), True);
5747 g_Map_ResetFlag(Flag);
5748 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
5750 Result := True;
5751 if g_Game_IsNet then
5752 begin
5753 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5754 MH_SEND_GameStats;
5755 end;
5756 Exit;
5757 end;
5759 // Ïîäîáðàë ÷óæîé ôëàã:
5760 if (Flag <> FTeam) and (FTime[T_FLAGCAP] <= gTime) then
5761 begin
5762 SetFlag(Flag);
5764 if Flag = FLAG_RED then
5765 s := _lc[I_PLAYER_FLAG_RED]
5766 else
5767 s := _lc[I_PLAYER_FLAG_BLUE];
5769 evtype := FLAG_STATE_CAPTURED;
5771 g_Console_Add(Format(_lc[I_PLAYER_FLAG_GET], [FName, s]), True);
5773 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_GET], [AnsiUpperCase(s)]), 144);
5775 gFlags[Flag].State := FLAG_STATE_CAPTURED;
5777 Result := True;
5778 if g_Game_IsNet then
5779 begin
5780 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5781 MH_SEND_GameStats;
5782 end;
5783 end;
5784 end;
5786 procedure TPlayer.SetFlag(Flag: Byte);
5787 begin
5788 FFlag := Flag;
5789 if FModel <> nil then
5790 FModel.SetFlag(FFlag);
5791 end;
5793 function TPlayer.DropFlag(): Boolean;
5794 var
5795 s: String;
5796 begin
5797 Result := False;
5798 if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then
5799 Exit;
5800 FTime[T_FLAGCAP] := gTime + 2000;
5801 with gFlags[FFlag] do
5802 begin
5803 Obj.X := FObj.X;
5804 Obj.Y := FObj.Y;
5805 Direction := FDirection;
5806 State := FLAG_STATE_DROPPED;
5807 Count := FLAG_TIME;
5808 g_Obj_Push(@Obj, (FObj.Vel.X div 2)-2+Random(5),
5809 (FObj.Vel.Y div 2)-2+Random(5));
5810 positionChanged(); // this updates spatial accelerators
5812 if FFlag = FLAG_RED then
5813 s := _lc[I_PLAYER_FLAG_RED]
5814 else
5815 s := _lc[I_PLAYER_FLAG_BLUE];
5817 g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True);
5818 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144);
5820 if g_Game_IsNet then
5821 MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False);
5822 end;
5823 SetFlag(FLAG_NONE);
5824 Result := True;
5825 end;
5827 procedure TPlayer.GetSecret();
5828 begin
5829 Inc(FSecrets);
5830 end;
5832 procedure TPlayer.PressKey(Key: Byte; Time: Word = 1);
5833 begin
5834 Assert(Key <= High(FKeys));
5836 FKeys[Key].Pressed := True;
5837 FKeys[Key].Time := Time;
5838 end;
5840 function TPlayer.IsKeyPressed(K: Byte): Boolean;
5841 begin
5842 Result := FKeys[K].Pressed;
5843 end;
5845 procedure TPlayer.ReleaseKeys();
5846 var
5847 a: Integer;
5848 begin
5849 for a := Low(FKeys) to High(FKeys) do
5850 begin
5851 FKeys[a].Pressed := False;
5852 FKeys[a].Time := 0;
5853 end;
5854 end;
5856 procedure TPlayer.ReleaseKeysNoWeapon();
5857 var
5858 a: Integer;
5859 begin
5860 for a := Low(FKeys) to High(FKeys) do
5861 begin
5862 if (a = KEY_PREVWEAPON) or (a = KEY_NEXTWEAPON) then continue;
5863 FKeys[a].Pressed := False;
5864 FKeys[a].Time := 0;
5865 end;
5866 end;
5868 procedure TPlayer.OnDamage(Angle: SmallInt);
5869 begin
5870 end;
5872 function TPlayer.firediry(): Integer;
5873 begin
5874 if FKeys[KEY_UP].Pressed then Result := -42
5875 else if FKeys[KEY_DOWN].Pressed then Result := 19
5876 else Result := 0;
5877 end;
5879 procedure TPlayer.RememberState();
5880 var
5881 i: Integer;
5882 begin
5883 FSavedState.Health := FHealth;
5884 FSavedState.Armor := FArmor;
5885 FSavedState.Air := FAir;
5886 FSavedState.JetFuel := FJetFuel;
5887 FSavedState.CurrWeap := FCurrWeap;
5888 FSavedState.NextWeap := FNextWeap;
5889 FSavedState.NextWeapDelay := FNextWeapDelay;
5891 for i := 0 to 3 do
5892 FSavedState.Ammo[i] := FAmmo[i];
5893 for i := 0 to 3 do
5894 FSavedState.MaxAmmo[i] := FMaxAmmo[i];
5896 FSavedState.Rulez := FRulez;
5897 FSavedState.WaitRecall := True;
5898 end;
5900 procedure TPlayer.RecallState();
5901 var
5902 i: Integer;
5903 begin
5904 if not FSavedState.WaitRecall then Exit;
5906 FHealth := FSavedState.Health;
5907 FArmor := FSavedState.Armor;
5908 FAir := FSavedState.Air;
5909 FJetFuel := FSavedState.JetFuel;
5910 FCurrWeap := FSavedState.CurrWeap;
5911 FNextWeap := FSavedState.NextWeap;
5912 FNextWeapDelay := FSavedState.NextWeapDelay;
5914 for i := 0 to 3 do
5915 FAmmo[i] := FSavedState.Ammo[i];
5916 for i := 0 to 3 do
5917 FMaxAmmo[i] := FSavedState.MaxAmmo[i];
5919 FRulez := FSavedState.Rulez;
5920 FSavedState.WaitRecall := False;
5922 if gGameSettings.GameType = GT_SERVER then
5923 MH_SEND_PlayerStats(FUID);
5924 end;
5926 procedure TPlayer.SaveState (st: TStream);
5927 var
5928 i: Integer;
5929 b: Byte;
5930 begin
5931 // Ñèãíàòóðà èãðîêà
5932 utils.writeSign(st, 'PLYR');
5933 utils.writeInt(st, Byte(PLR_SAVE_VERSION)); // version
5934 // Áîò èëè ÷åëîâåê
5935 utils.writeBool(st, FIamBot);
5936 // UID èãðîêà
5937 utils.writeInt(st, Word(FUID));
5938 // Èìÿ èãðîêà
5939 utils.writeStr(st, FName);
5940 // Êîìàíäà
5941 utils.writeInt(st, Byte(FTeam));
5942 // Æèâ ëè
5943 utils.writeBool(st, FAlive);
5944 // Èçðàñõîäîâàë ëè âñå æèçíè
5945 utils.writeBool(st, FNoRespawn);
5946 // Íàïðàâëåíèå
5947 if FDirection = TDirection.D_LEFT then b := 1 else b := 2; // D_RIGHT
5948 utils.writeInt(st, Byte(b));
5949 // Çäîðîâüå
5950 utils.writeInt(st, LongInt(FHealth));
5951 // Æèçíè
5952 utils.writeInt(st, Byte(FLives));
5953 // Áðîíÿ
5954 utils.writeInt(st, LongInt(FArmor));
5955 // Çàïàñ âîçäóõà
5956 utils.writeInt(st, LongInt(FAir));
5957 // Çàïàñ ãîðþ÷åãî
5958 utils.writeInt(st, LongInt(FJetFuel));
5959 // Áîëü
5960 utils.writeInt(st, LongInt(FPain));
5961 // Óáèë
5962 utils.writeInt(st, LongInt(FKills));
5963 // Óáèë ìîíñòðîâ
5964 utils.writeInt(st, LongInt(FMonsterKills));
5965 // Ôðàãîâ
5966 utils.writeInt(st, LongInt(FFrags));
5967 // Ôðàãîâ ïîäðÿä
5968 utils.writeInt(st, Byte(FFragCombo));
5969 // Âðåìÿ ïîñëåäíåãî ôðàãà
5970 utils.writeInt(st, LongWord(FLastFrag));
5971 // Ñìåðòåé
5972 utils.writeInt(st, LongInt(FDeath));
5973 // Êàêîé ôëàã íåñåò
5974 utils.writeInt(st, Byte(FFlag));
5975 // Íàøåë ñåêðåòîâ
5976 utils.writeInt(st, LongInt(FSecrets));
5977 // Òåêóùåå îðóæèå
5978 utils.writeInt(st, Byte(FCurrWeap));
5979 // Æåëàåìîå îðóæèå
5980 utils.writeInt(st, Word(FNextWeap));
5981 // ...è ïàóçà
5982 utils.writeInt(st, Byte(FNextWeapDelay));
5983 // Âðåìÿ çàðÿäêè BFG
5984 utils.writeInt(st, SmallInt(FBFGFireCounter));
5985 // Áóôåð óðîíà
5986 utils.writeInt(st, LongInt(FDamageBuffer));
5987 // Ïîñëåäíèé óäàðèâøèé
5988 utils.writeInt(st, Word(FLastSpawnerUID));
5989 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
5990 utils.writeInt(st, Byte(FLastHit));
5991 // Îáúåêò èãðîêà
5992 Obj_SaveState(st, @FObj);
5993 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
5994 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FAmmo[i]));
5995 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
5996 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FMaxAmmo[i]));
5997 // Íàëè÷èå îðóæèÿ
5998 for i := WP_FIRST to WP_LAST do utils.writeBool(st, FWeapon[i]);
5999 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6000 for i := WP_FIRST to WP_LAST do utils.writeInt(st, Word(FReloading[i]));
6001 // Íàëè÷èå ðþêçàêà
6002 utils.writeBool(st, (R_ITEM_BACKPACK in FRulez));
6003 // Íàëè÷èå êðàñíîãî êëþ÷à
6004 utils.writeBool(st, (R_KEY_RED in FRulez));
6005 // Íàëè÷èå çåëåíîãî êëþ÷à
6006 utils.writeBool(st, (R_KEY_GREEN in FRulez));
6007 // Íàëè÷èå ñèíåãî êëþ÷à
6008 utils.writeBool(st, (R_KEY_BLUE in FRulez));
6009 // Íàëè÷èå áåðñåðêà
6010 utils.writeBool(st, (R_BERSERK in FRulez));
6011 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6012 for i := MR_SUIT to MR_MAX do utils.writeInt(st, LongWord(FMegaRulez[i]));
6013 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6014 for i := T_RESPAWN to T_FLAGCAP do utils.writeInt(st, LongWord(FTime[i]));
6015 // Íàçâàíèå ìîäåëè
6016 utils.writeStr(st, FModel.Name);
6017 // Öâåò ìîäåëè
6018 utils.writeInt(st, Byte(FColor.R));
6019 utils.writeInt(st, Byte(FColor.G));
6020 utils.writeInt(st, Byte(FColor.B));
6021 end;
6024 procedure TPlayer.LoadState (st: TStream);
6025 var
6026 i: Integer;
6027 str: String;
6028 b: Byte;
6029 begin
6030 assert(st <> nil);
6032 // Ñèãíàòóðà èãðîêà
6033 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
6034 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
6035 // Áîò èëè ÷åëîâåê:
6036 FIamBot := utils.readBool(st);
6037 // UID èãðîêà
6038 FUID := utils.readWord(st);
6039 // Èìÿ èãðîêà
6040 str := utils.readStr(st);
6041 if (self <> gPlayer1) and (self <> gPlayer2) then FName := str;
6042 // Êîìàíäà
6043 FTeam := utils.readByte(st);
6044 // Æèâ ëè
6045 FAlive := utils.readBool(st);
6046 // Èçðàñõîäîâàë ëè âñå æèçíè
6047 FNoRespawn := utils.readBool(st);
6048 // Íàïðàâëåíèå
6049 b := utils.readByte(st);
6050 if b = 1 then FDirection := TDirection.D_LEFT else FDirection := TDirection.D_RIGHT; // b = 2
6051 // Çäîðîâüå
6052 FHealth := utils.readLongInt(st);
6053 // Æèçíè
6054 FLives := utils.readByte(st);
6055 // Áðîíÿ
6056 FArmor := utils.readLongInt(st);
6057 // Çàïàñ âîçäóõà
6058 FAir := utils.readLongInt(st);
6059 // Çàïàñ ãîðþ÷åãî
6060 FJetFuel := utils.readLongInt(st);
6061 // Áîëü
6062 FPain := utils.readLongInt(st);
6063 // Óáèë
6064 FKills := utils.readLongInt(st);
6065 // Óáèë ìîíñòðîâ
6066 FMonsterKills := utils.readLongInt(st);
6067 // Ôðàãîâ
6068 FFrags := utils.readLongInt(st);
6069 // Ôðàãîâ ïîäðÿä
6070 FFragCombo := utils.readByte(st);
6071 // Âðåìÿ ïîñëåäíåãî ôðàãà
6072 FLastFrag := utils.readLongWord(st);
6073 // Ñìåðòåé
6074 FDeath := utils.readLongInt(st);
6075 // Êàêîé ôëàã íåñåò
6076 FFlag := utils.readByte(st);
6077 // Íàøåë ñåêðåòîâ
6078 FSecrets := utils.readLongInt(st);
6079 // Òåêóùåå îðóæèå
6080 FCurrWeap := utils.readByte(st);
6081 // Æåëàåìîå îðóæèå
6082 FNextWeap := utils.readWord(st);
6083 // ...è ïàóçà
6084 FNextWeapDelay := utils.readByte(st);
6085 // Âðåìÿ çàðÿäêè BFG
6086 FBFGFireCounter := utils.readSmallInt(st);
6087 // Áóôåð óðîíà
6088 FDamageBuffer := utils.readLongInt(st);
6089 // Ïîñëåäíèé óäàðèâøèé
6090 FLastSpawnerUID := utils.readWord(st);
6091 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6092 FLastHit := utils.readByte(st);
6093 // Îáúåêò èãðîêà
6094 Obj_LoadState(@FObj, st);
6095 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6096 for i := A_BULLETS to A_HIGH do FAmmo[i] := utils.readWord(st);
6097 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6098 for i := A_BULLETS to A_HIGH do FMaxAmmo[i] := utils.readWord(st);
6099 // Íàëè÷èå îðóæèÿ
6100 for i := WP_FIRST to WP_LAST do FWeapon[i] := utils.readBool(st);
6101 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6102 for i := WP_FIRST to WP_LAST do FReloading[i] := utils.readWord(st);
6103 // Íàëè÷èå ðþêçàêà
6104 if utils.readBool(st) then Include(FRulez, R_ITEM_BACKPACK);
6105 // Íàëè÷èå êðàñíîãî êëþ÷à
6106 if utils.readBool(st) then Include(FRulez, R_KEY_RED);
6107 // Íàëè÷èå çåëåíîãî êëþ÷à
6108 if utils.readBool(st) then Include(FRulez, R_KEY_GREEN);
6109 // Íàëè÷èå ñèíåãî êëþ÷à
6110 if utils.readBool(st) then Include(FRulez, R_KEY_BLUE);
6111 // Íàëè÷èå áåðñåðêà
6112 if utils.readBool(st) then Include(FRulez, R_BERSERK);
6113 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6114 for i := MR_SUIT to MR_MAX do FMegaRulez[i] := utils.readLongWord(st);
6115 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6116 for i := T_RESPAWN to T_FLAGCAP do FTime[i] := utils.readLongWord(st);
6117 // Íàçâàíèå ìîäåëè
6118 str := utils.readStr(st);
6119 // Öâåò ìîäåëè
6120 FColor.R := utils.readByte(st);
6121 FColor.G := utils.readByte(st);
6122 FColor.B := utils.readByte(st);
6123 if (self = gPlayer1) then
6124 begin
6125 str := gPlayer1Settings.Model;
6126 FColor := gPlayer1Settings.Color;
6127 end
6128 else if (self = gPlayer2) then
6129 begin
6130 str := gPlayer2Settings.Model;
6131 FColor := gPlayer2Settings.Color;
6132 end;
6133 // Îáíîâëÿåì ìîäåëü èãðîêà
6134 SetModel(str);
6135 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
6136 FModel.Color := TEAMCOLOR[FTeam]
6137 else
6138 FModel.Color := FColor;
6139 end;
6142 procedure TPlayer.AllRulez(Health: Boolean);
6143 var
6144 a: Integer;
6145 begin
6146 if Health then
6147 begin
6148 FHealth := PLAYER_HP_LIMIT;
6149 FArmor := PLAYER_AP_LIMIT;
6150 Exit;
6151 end;
6153 for a := WP_FIRST to WP_LAST do FWeapon[a] := True;
6154 for a := A_BULLETS to A_HIGH do FAmmo[a] := 30000;
6155 FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
6156 end;
6158 procedure TPlayer.RestoreHealthArmor();
6159 begin
6160 FHealth := PLAYER_HP_LIMIT;
6161 FArmor := PLAYER_AP_LIMIT;
6162 end;
6164 procedure TPlayer.FragCombo();
6165 var
6166 Param: Integer;
6167 begin
6168 if (gGameSettings.GameMode in [GM_COOP, GM_SINGLE]) or g_Game_IsClient then
6169 Exit;
6170 if gTime - FLastFrag < FRAG_COMBO_TIME then
6171 begin
6172 if FFragCombo < 5 then
6173 Inc(FFragCombo);
6174 Param := FUID or (FFragCombo shl 16);
6175 if (FComboEvnt >= Low(gDelayedEvents)) and
6176 (FComboEvnt <= High(gDelayedEvents)) and
6177 gDelayedEvents[FComboEvnt].Pending and
6178 (gDelayedEvents[FComboEvnt].DEType = DE_KILLCOMBO) and
6179 (gDelayedEvents[FComboEvnt].DENum and $FFFF = FUID) then
6180 begin
6181 gDelayedEvents[FComboEvnt].Time := gTime + 500;
6182 gDelayedEvents[FComboEvnt].DENum := Param;
6183 end
6184 else
6185 FComboEvnt := g_Game_DelayEvent(DE_KILLCOMBO, 500, Param);
6186 end
6187 else
6188 FFragCombo := 1;
6190 FLastFrag := gTime;
6191 end;
6193 procedure TPlayer.GiveItem(ItemType: Byte);
6194 begin
6195 case ItemType of
6196 ITEM_SUIT:
6197 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
6198 begin
6199 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
6200 end;
6202 ITEM_OXYGEN:
6203 if FAir < AIR_MAX then
6204 begin
6205 FAir := AIR_MAX;
6206 end;
6208 ITEM_MEDKIT_BLACK:
6209 begin
6210 if not (R_BERSERK in FRulez) then
6211 begin
6212 Include(FRulez, R_BERSERK);
6213 if FBFGFireCounter < 1 then
6214 begin
6215 FCurrWeap := WEAPON_KASTET;
6216 resetWeaponQueue();
6217 FModel.SetWeapon(WEAPON_KASTET);
6218 end;
6219 if gFlash <> 0 then
6220 Inc(FPain, 100);
6221 FBerserk := gTime+30000;
6222 end;
6223 if FHealth < PLAYER_HP_SOFT then
6224 begin
6225 FHealth := PLAYER_HP_SOFT;
6226 FBerserk := gTime+30000;
6227 end;
6228 end;
6230 ITEM_INVUL:
6231 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
6232 begin
6233 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
6234 end;
6236 ITEM_INVIS:
6237 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
6238 begin
6239 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
6240 end;
6242 ITEM_JETPACK:
6243 if FJetFuel < JET_MAX then
6244 begin
6245 FJetFuel := JET_MAX;
6246 end;
6248 ITEM_MEDKIT_SMALL: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
6249 ITEM_MEDKIT_LARGE: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
6251 ITEM_ARMOR_GREEN: if FArmor < PLAYER_AP_SOFT then FArmor := PLAYER_AP_SOFT;
6252 ITEM_ARMOR_BLUE: if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6254 ITEM_SPHERE_BLUE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
6255 ITEM_SPHERE_WHITE:
6256 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
6257 begin
6258 if FHealth < PLAYER_HP_LIMIT then FHealth := PLAYER_HP_LIMIT;
6259 if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6260 end;
6262 ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True;
6263 ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True;
6264 ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True;
6265 ITEM_WEAPON_CHAINGUN: FWeapon[WEAPON_CHAINGUN] := True;
6266 ITEM_WEAPON_ROCKETLAUNCHER: FWeapon[WEAPON_ROCKETLAUNCHER] := True;
6267 ITEM_WEAPON_PLASMA: FWeapon[WEAPON_PLASMA] := True;
6268 ITEM_WEAPON_BFG: FWeapon[WEAPON_BFG] := True;
6269 ITEM_WEAPON_SUPERPULEMET: FWeapon[WEAPON_SUPERPULEMET] := True;
6270 ITEM_WEAPON_FLAMETHROWER: FWeapon[WEAPON_FLAMETHROWER] := True;
6272 ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6273 ITEM_AMMO_BULLETS_BOX: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
6274 ITEM_AMMO_SHELLS: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6275 ITEM_AMMO_SHELLS_BOX: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
6276 ITEM_AMMO_ROCKET: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6277 ITEM_AMMO_ROCKET_BOX: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
6278 ITEM_AMMO_CELL: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6279 ITEM_AMMO_CELL_BIG: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
6280 ITEM_AMMO_FUELCAN: if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
6282 ITEM_AMMO_BACKPACK:
6283 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
6284 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
6285 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
6286 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
6287 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
6288 begin
6289 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
6290 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
6291 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
6292 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
6293 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
6295 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6296 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6297 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6298 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6300 FRulez := FRulez + [R_ITEM_BACKPACK];
6301 end;
6303 ITEM_KEY_RED: if not (R_KEY_RED in FRulez) then Include(FRulez, R_KEY_RED);
6304 ITEM_KEY_GREEN: if not (R_KEY_GREEN in FRulez) then Include(FRulez, R_KEY_GREEN);
6305 ITEM_KEY_BLUE: if not (R_KEY_BLUE in FRulez) then Include(FRulez, R_KEY_BLUE);
6307 ITEM_BOTTLE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
6308 ITEM_HELMET: if FArmor < PLAYER_AP_LIMIT then IncMax(FArmor, 5, PLAYER_AP_LIMIT);
6310 else
6311 Exit;
6312 end;
6313 if g_Game_IsNet and g_Game_IsServer then
6314 MH_SEND_PlayerStats(FUID);
6315 end;
6317 procedure TPlayer.FlySmoke(Times: DWORD = 1);
6318 var
6319 id, i: DWORD;
6320 Anim: TAnimation;
6321 begin
6322 if (Random(5) = 1) and (Times = 1) then
6323 Exit;
6325 if BodyInLiquid(0, 0) then
6326 begin
6327 g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
6328 Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
6329 if Random(2) = 0 then
6330 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
6331 else
6332 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
6333 Exit;
6334 end;
6336 if g_Frames_Get(id, 'FRAMES_SMOKE') then
6337 begin
6338 for i := 1 to Times do
6339 begin
6340 Anim := TAnimation.Create(id, False, 3);
6341 Anim.Alpha := 150;
6342 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6343 Obj.Y+Obj.Rect.Height-4+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6344 Anim.Free();
6345 end;
6346 end;
6347 end;
6349 procedure TPlayer.OnFireFlame(Times: DWORD = 1);
6350 var
6351 id, i: DWORD;
6352 Anim: TAnimation;
6353 begin
6354 if (Random(10) = 1) and (Times = 1) then
6355 Exit;
6357 if g_Frames_Get(id, 'FRAMES_FLAME') then
6358 begin
6359 for i := 1 to Times do
6360 begin
6361 Anim := TAnimation.Create(id, False, 3);
6362 Anim.Alpha := 0;
6363 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6364 Obj.Y+8+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6365 Anim.Free();
6366 end;
6367 end;
6368 end;
6370 procedure TPlayer.PauseSounds(Enable: Boolean);
6371 begin
6372 FSawSound.Pause(Enable);
6373 FSawSoundIdle.Pause(Enable);
6374 FSawSoundHit.Pause(Enable);
6375 FSawSoundSelect.Pause(Enable);
6376 end;
6378 { T C o r p s e : }
6380 constructor TCorpse.Create(X, Y: Integer; ModelName: String; aMess: Boolean);
6381 begin
6382 g_Obj_Init(@FObj);
6383 FObj.X := X;
6384 FObj.Y := Y;
6385 FObj.Rect := PLAYER_CORPSERECT;
6386 FModelName := ModelName;
6387 FMess := aMess;
6389 if FMess then
6390 begin
6391 FState := CORPSE_STATE_MESS;
6392 g_PlayerModel_GetAnim(ModelName, A_DIE2, FAnimation, FAnimationMask);
6393 end
6394 else
6395 begin
6396 FState := CORPSE_STATE_NORMAL;
6397 g_PlayerModel_GetAnim(ModelName, A_DIE1, FAnimation, FAnimationMask);
6398 end;
6399 end;
6401 destructor TCorpse.Destroy();
6402 begin
6403 FAnimation.Free();
6405 inherited;
6406 end;
6408 function TCorpse.ObjPtr (): PObj; inline; begin result := @FObj; end;
6410 procedure TCorpse.positionChanged (); inline; begin end;
6412 procedure TCorpse.moveBy (dx, dy: Integer); inline;
6413 begin
6414 if (dx <> 0) or (dy <> 0) then
6415 begin
6416 FObj.X += dx;
6417 FObj.Y += dy;
6418 positionChanged();
6419 end;
6420 end;
6423 procedure TCorpse.getMapBox (out x, y, w, h: Integer); inline;
6424 begin
6425 x := FObj.X+PLAYER_CORPSERECT.X;
6426 y := FObj.Y+PLAYER_CORPSERECT.Y;
6427 w := PLAYER_CORPSERECT.Width;
6428 h := PLAYER_CORPSERECT.Height;
6429 end;
6432 procedure TCorpse.Damage(Value: Word; vx, vy: Integer);
6433 var
6434 pm: TPlayerModel;
6435 Blood: TModelBlood;
6436 begin
6437 if FState = CORPSE_STATE_REMOVEME then
6438 Exit;
6440 FDamage := FDamage + Value;
6442 if FDamage > 150 then
6443 begin
6444 if FAnimation <> nil then
6445 begin
6446 FAnimation.Free();
6447 FAnimation := nil;
6449 FState := CORPSE_STATE_REMOVEME;
6451 g_Player_CreateGibs(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
6452 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
6453 FModelName, FColor);
6454 // Çâóê ìÿñà îò òðóïà:
6455 pm := g_PlayerModel_Get(FModelName);
6456 pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y);
6457 pm.Free;
6459 // Çëîâåùèé ñìåõ:
6460 if (gBodyKillEvent <> -1)
6461 and gDelayedEvents[gBodyKillEvent].Pending then
6462 gDelayedEvents[gBodyKillEvent].Pending := False;
6463 gBodyKillEvent := g_Game_DelayEvent(DE_BODYKILL, 1050, 0);
6464 end;
6465 end
6466 else
6467 begin
6468 Blood := g_PlayerModel_GetBlood(FModelName);
6469 FObj.Vel.X := FObj.Vel.X + vx;
6470 FObj.Vel.Y := FObj.Vel.Y + vy;
6471 g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
6472 FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
6473 Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
6474 Blood.R, Blood.G, Blood.B, Blood.Kind);
6475 end;
6476 end;
6478 procedure TCorpse.Draw();
6479 begin
6480 if FState = CORPSE_STATE_REMOVEME then
6481 Exit;
6483 if FAnimation <> nil then
6484 FAnimation.Draw(FObj.X, FObj.Y, TMirrorType.None);
6486 if FAnimationMask <> nil then
6487 begin
6488 e_Colors := FColor;
6489 FAnimationMask.Draw(FObj.X, FObj.Y, TMirrorType.None);
6490 e_Colors.R := 255;
6491 e_Colors.G := 255;
6492 e_Colors.B := 255;
6493 end;
6494 end;
6496 procedure TCorpse.Update();
6497 var
6498 st: Word;
6499 begin
6500 if FState = CORPSE_STATE_REMOVEME then
6501 Exit;
6503 if gTime mod (GAME_TICK*2) <> 0 then
6504 begin
6505 g_Obj_Move(@FObj, True, True, True);
6506 positionChanged(); // this updates spatial accelerators
6507 Exit;
6508 end;
6510 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6511 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
6513 st := g_Obj_Move(@FObj, True, True, True);
6514 positionChanged(); // this updates spatial accelerators
6516 if WordBool(st and MOVE_FALLOUT) then
6517 begin
6518 FState := CORPSE_STATE_REMOVEME;
6519 Exit;
6520 end;
6522 if FAnimation <> nil then
6523 FAnimation.Update();
6524 if FAnimationMask <> nil then
6525 FAnimationMask.Update();
6526 end;
6529 procedure TCorpse.SaveState (st: TStream);
6530 var
6531 anim: Boolean;
6532 begin
6533 assert(st <> nil);
6535 // Ñèãíàòóðà òðóïà
6536 utils.writeSign(st, 'CORP');
6537 utils.writeInt(st, Byte(0));
6538 // Ñîñòîÿíèå
6539 utils.writeInt(st, Byte(FState));
6540 // Íàêîïëåííûé óðîí
6541 utils.writeInt(st, Byte(FDamage));
6542 // Öâåò
6543 utils.writeInt(st, Byte(FColor.R));
6544 utils.writeInt(st, Byte(FColor.G));
6545 utils.writeInt(st, Byte(FColor.B));
6546 // Îáúåêò òðóïà
6547 Obj_SaveState(st, @FObj);
6548 utils.writeInt(st, Word(FPlayerUID));
6549 // Åñòü ëè àíèìàöèÿ
6550 anim := (FAnimation <> nil);
6551 utils.writeBool(st, anim);
6552 // Åñëè åñòü - ñîõðàíÿåì
6553 if anim then FAnimation.SaveState(st);
6554 // Åñòü ëè ìàñêà àíèìàöèè
6555 anim := (FAnimationMask <> nil);
6556 utils.writeBool(st, anim);
6557 // Åñëè åñòü - ñîõðàíÿåì
6558 if anim then FAnimationMask.SaveState(st);
6559 end;
6562 procedure TCorpse.LoadState (st: TStream);
6563 var
6564 anim: Boolean;
6565 begin
6566 assert(st <> nil);
6568 // Ñèãíàòóðà òðóïà
6569 if not utils.checkSign(st, 'CORP') then raise XStreamError.Create('invalid corpse signature');
6570 if (utils.readByte(st) <> 0) then raise XStreamError.Create('invalid corpse version');
6571 // Ñîñòîÿíèå
6572 FState := utils.readByte(st);
6573 // Íàêîïëåííûé óðîí
6574 FDamage := utils.readByte(st);
6575 // Öâåò
6576 FColor.R := utils.readByte(st);
6577 FColor.G := utils.readByte(st);
6578 FColor.B := utils.readByte(st);
6579 // Îáúåêò òðóïà
6580 Obj_LoadState(@FObj, st);
6581 FPlayerUID := utils.readWord(st);
6582 // Åñòü ëè àíèìàöèÿ
6583 anim := utils.readBool(st);
6584 // Åñëè åñòü - çàãðóæàåì
6585 if anim then
6586 begin
6587 Assert(FAnimation <> nil, 'TCorpse.LoadState: no FAnimation');
6588 FAnimation.LoadState(st);
6589 end;
6590 // Åñòü ëè ìàñêà àíèìàöèè
6591 anim := utils.readBool(st);
6592 // Åñëè åñòü - çàãðóæàåì
6593 if anim then
6594 begin
6595 Assert(FAnimationMask <> nil, 'TCorpse.LoadState: no FAnimationMask');
6596 FAnimationMask.LoadState(st);
6597 end;
6598 end;
6600 { T B o t : }
6602 constructor TBot.Create();
6603 var
6604 a: Integer;
6605 begin
6606 inherited Create();
6608 FPhysics := True;
6609 FSpectator := False;
6610 FGhost := False;
6612 FIamBot := True;
6614 Inc(gNumBots);
6616 for a := WP_FIRST to WP_LAST do
6617 begin
6618 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
6619 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
6620 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6621 end;
6622 end;
6624 destructor TBot.Destroy();
6625 begin
6626 Dec(gNumBots);
6627 inherited Destroy();
6628 end;
6630 procedure TBot.Draw();
6631 begin
6632 inherited Draw();
6634 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6635 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6636 end;
6638 procedure TBot.Respawn(Silent: Boolean; Force: Boolean = False);
6639 begin
6640 inherited Respawn(Silent, Force);
6642 FAIFlags := nil;
6643 FSelectedWeapon := FCurrWeap;
6644 resetWeaponQueue();
6645 FTargetUID := 0;
6646 end;
6648 procedure TBot.UpdateCombat();
6649 type
6650 TTarget = record
6651 UID: Word;
6652 X, Y: Integer;
6653 Rect: TRectWH;
6654 cX, cY: Integer;
6655 Dist: Word;
6656 Line: Boolean;
6657 Visible: Boolean;
6658 IsPlayer: Boolean;
6659 end;
6661 TTargetRecord = array of TTarget;
6663 function Compare(a, b: TTarget): Integer;
6664 begin
6665 if a.Line and not b.Line then // A íà ëèíèè îãíÿ
6666 Result := -1
6667 else
6668 if not a.Line and b.Line then // B íà ëèíèè îãíÿ
6669 Result := 1
6670 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6671 if (a.Line and b.Line) or ((not a.Line) and (not b.Line)) then
6672 begin
6673 if a.Dist > b.Dist then // B áëèæå
6674 Result := 1
6675 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6676 Result := -1;
6677 end
6678 else // Ñòðàííî -> A
6679 Result := -1;
6680 end;
6682 var
6683 a, x1, y1, x2, y2: Integer;
6684 targets: TTargetRecord;
6685 ammo: Word;
6686 Target, BestTarget: TTarget;
6687 firew, fireh: Integer;
6688 angle: SmallInt;
6689 mon: TMonster;
6690 pla, tpla: TPlayer;
6691 vsPlayer, vsMonster, ok: Boolean;
6694 function monsUpdate (mon: TMonster): Boolean;
6695 begin
6696 result := false; // don't stop
6697 if mon.alive and (mon.MonsterType <> MONSTER_BARREL) then
6698 begin
6699 if not TargetOnScreen(mon.Obj.X+mon.Obj.Rect.X, mon.Obj.Y+mon.Obj.Rect.Y) then exit;
6701 x2 := mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2);
6702 y2 := mon.Obj.Y+mon.Obj.Rect.Y+(mon.Obj.Rect.Height div 2);
6704 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6705 if g_TraceVector(x1, y1, x2, y2) then
6706 begin
6707 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6708 SetLength(targets, Length(targets)+1);
6709 with targets[High(targets)] do
6710 begin
6711 UID := mon.UID;
6712 X := mon.Obj.X;
6713 Y := mon.Obj.Y;
6714 cX := x2;
6715 cY := y2;
6716 Rect := mon.Obj.Rect;
6717 Dist := g_PatchLength(x1, y1, x2, y2);
6718 Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6719 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6720 Visible := True;
6721 IsPlayer := False;
6722 end;
6723 end;
6724 end;
6725 end;
6727 begin
6728 vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER);
6729 vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER);
6731 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6732 if FCurrWeap <> FSelectedWeapon then
6733 NextWeapon();
6735 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6736 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap = FSelectedWeapon) then
6737 begin
6738 RemoveAIFlag('NEEDFIRE');
6740 case FCurrWeap of
6741 WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
6742 WEAPON_SAW, WEAPON_KASTET, WEAPON_FLAMETHROWER: PressKey(KEY_FIRE, 40);
6743 else PressKey(KEY_FIRE);
6744 end;
6745 end;
6747 // Êîîðäèíàòû ñòâîëà:
6748 x1 := FObj.X + WEAPONPOINT[FDirection].X;
6749 y1 := FObj.Y + WEAPONPOINT[FDirection].Y;
6751 Target.UID := FTargetUID;
6753 ok := False;
6754 if Target.UID <> 0 then
6755 begin // Öåëü åñòü - íàñòðàèâàåì
6756 if (g_GetUIDType(Target.UID) = UID_PLAYER) and
6757 vsPlayer then
6758 begin // Èãðîê
6759 tpla := g_Player_Get(Target.UID);
6760 if tpla <> nil then
6761 with tpla do
6762 begin
6763 if (@FObj) <> nil then
6764 begin
6765 Target.X := FObj.X;
6766 Target.Y := FObj.Y;
6767 end;
6768 end;
6770 Target.cX := Target.X + PLAYER_RECT_CX;
6771 Target.cY := Target.Y + PLAYER_RECT_CY;
6772 Target.Rect := PLAYER_RECT;
6773 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6774 Target.Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6775 (y1-4 > Target.Y+PLAYER_RECT.Y);
6776 Target.IsPlayer := True;
6777 ok := True;
6778 end
6779 else
6780 if (g_GetUIDType(Target.UID) = UID_MONSTER) and
6781 vsMonster then
6782 begin // Ìîíñòð
6783 mon := g_Monsters_ByUID(Target.UID);
6784 if mon <> nil then
6785 begin
6786 Target.X := mon.Obj.X;
6787 Target.Y := mon.Obj.Y;
6789 Target.cX := Target.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6790 Target.cY := Target.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6791 Target.Rect := mon.Obj.Rect;
6792 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6793 Target.Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6794 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6795 Target.IsPlayer := False;
6796 ok := True;
6797 end;
6798 end;
6799 end;
6801 if not ok then
6802 begin // Öåëè íåò - îáíóëÿåì
6803 Target.X := 0;
6804 Target.Y := 0;
6805 Target.cX := 0;
6806 Target.cY := 0;
6807 Target.Visible := False;
6808 Target.Line := False;
6809 Target.IsPlayer := False;
6810 end;
6812 targets := nil;
6814 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6815 if (not Target.Line) or (not Target.Visible) then
6816 begin
6817 // Èãðîêè:
6818 if vsPlayer then
6819 for a := 0 to High(gPlayers) do
6820 if (gPlayers[a] <> nil) and (gPlayers[a].alive) and
6821 (gPlayers[a].FUID <> FUID) and
6822 (not SameTeam(FUID, gPlayers[a].FUID)) and
6823 (not gPlayers[a].NoTarget) and
6824 (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
6825 begin
6826 if not TargetOnScreen(gPlayers[a].FObj.X + PLAYER_RECT.X,
6827 gPlayers[a].FObj.Y + PLAYER_RECT.Y) then
6828 Continue;
6830 x2 := gPlayers[a].FObj.X + PLAYER_RECT_CX;
6831 y2 := gPlayers[a].FObj.Y + PLAYER_RECT_CY;
6833 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6834 if g_TraceVector(x1, y1, x2, y2) then
6835 begin
6836 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6837 SetLength(targets, Length(targets)+1);
6838 with targets[High(targets)] do
6839 begin
6840 UID := gPlayers[a].FUID;
6841 X := gPlayers[a].FObj.X;
6842 Y := gPlayers[a].FObj.Y;
6843 cX := x2;
6844 cY := y2;
6845 Rect := PLAYER_RECT;
6846 Dist := g_PatchLength(x1, y1, x2, y2);
6847 Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6848 (y1-4 > Target.Y+PLAYER_RECT.Y);
6849 Visible := True;
6850 IsPlayer := True;
6851 end;
6852 end;
6853 end;
6855 // Ìîíñòðû:
6856 if vsMonster then g_Mons_ForEach(monsUpdate);
6857 end;
6859 // Åñëè åñòü âîçìîæíûå öåëè:
6860 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6861 if targets <> nil then
6862 begin
6863 // Âûáèðàåì íàèëó÷øóþ öåëü:
6864 BestTarget := targets[0];
6865 if Length(targets) > 1 then
6866 for a := 1 to High(targets) do
6867 if Compare(BestTarget, targets[a]) = 1 then
6868 BestTarget := targets[a];
6870 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6871 if ((not Target.Visible) and BestTarget.Visible and (Target.UID <> BestTarget.UID)) or
6872 ((not Target.Line) and BestTarget.Line and BestTarget.Visible) then
6873 begin
6874 Target := BestTarget;
6876 if (Healthy() = 3) or ((Healthy() = 2)) then
6877 begin // Åñëè çäîðîâû - äîãîíÿåì
6878 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6879 SetAIFlag('GORIGHT', '1');
6880 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6881 SetAIFlag('GOLEFT', '1');
6882 end
6883 else
6884 begin // Åñëè ïîáèòû - óáåãàåì
6885 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
6886 SetAIFlag('GORIGHT', '1');
6887 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6888 SetAIFlag('GOLEFT', '1');
6889 end;
6891 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6892 SelectWeapon(Abs(x1-Target.cX));
6893 end;
6894 end;
6896 // Åñëè åñòü öåëü:
6897 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6898 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6899 if Target.UID <> 0 then
6900 begin
6901 if not TargetOnScreen(Target.X + Target.Rect.X,
6902 Target.Y + Target.Rect.Y) then
6903 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6904 if (Healthy() = 3) or ((Healthy() = 2)) then
6905 begin // Åñëè çäîðîâû - äîãîíÿåì
6906 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6907 SetAIFlag('GORIGHT', '1');
6908 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6909 SetAIFlag('GOLEFT', '1');
6910 end
6911 else
6912 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6913 Target.UID := 0;
6914 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
6915 SetAIFlag('GORIGHT', '1');
6916 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6917 SetAIFlag('GOLEFT', '1');
6918 end;
6919 end
6920 else
6921 begin // Öåëü ïîêà íà "ýêðàíå"
6922 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
6923 if g_TraceVector(x1, y1, Target.cX, Target.cY) then
6924 FLastVisible := gTime;
6925 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
6926 if (Abs(FObj.Y-Target.Y) <= 128) then
6927 begin
6928 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6929 SetAIFlag('GORIGHT', '1');
6930 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6931 SetAIFlag('GOLEFT', '1');
6932 end;
6933 end;
6935 // Âûáèðàåì óãîë ââåðõ:
6936 if FDirection = TDirection.D_LEFT then
6937 angle := ANGLE_LEFTUP
6938 else
6939 angle := ANGLE_RIGHTUP;
6941 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6942 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6944 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6945 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6946 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128), //96
6947 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6948 Target.Rect.Width, Target.Rect.Height) and
6949 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6950 begin // òî íóæíî ñòðåëÿòü ââåðõ
6951 SetAIFlag('NEEDFIRE', '1');
6952 SetAIFlag('NEEDSEEUP', '1');
6953 end;
6955 // Âûáèðàåì óãîë âíèç:
6956 if FDirection = TDirection.D_LEFT then
6957 angle := ANGLE_LEFTDOWN
6958 else
6959 angle := ANGLE_RIGHTDOWN;
6961 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6962 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6964 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6965 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6966 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6967 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6968 Target.Rect.Width, Target.Rect.Height) and
6969 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6970 begin // òî íóæíî ñòðåëÿòü âíèç
6971 SetAIFlag('NEEDFIRE', '1');
6972 SetAIFlag('NEEDSEEDOWN', '1');
6973 end;
6975 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
6976 if Target.Visible and
6977 (y1+4 < Target.Y+Target.Rect.Y+Target.Rect.Height) and
6978 (y1-4 > Target.Y+Target.Rect.Y) then
6979 begin
6980 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
6981 if ((FDirection = TDirection.D_LEFT) and (Target.X < FObj.X)) or
6982 ((FDirection = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6983 begin // òî íóæíî ñòðåëÿòü âïåðåä
6984 SetAIFlag('NEEDFIRE', '1');
6985 SetAIFlag('NEEDSEEDOWN', '');
6986 SetAIFlag('NEEDSEEUP', '');
6987 end;
6988 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
6989 if Abs(FObj.X-Target.X) < Trunc(gPlayerScreenSize.X*0.75) then
6990 if GetRnd(FDifficult.CloseJump) then
6991 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
6992 if Abs(FObj.X-Target.X) < 128 then
6993 a := 4
6994 else
6995 a := 30;
6996 if Random(a) = 0 then
6997 SetAIFlag('NEEDJUMP', '1');
6998 end;
6999 end;
7001 // Åñëè öåëü âñå åùå åñòü:
7002 if Target.UID <> 0 then
7003 if gTime-FLastVisible > 2000 then // Åñëè âèäåëè äàâíî
7004 Target.UID := 0 // òî çàáûòü öåëü
7005 else // Åñëè âèäåëè íåäàâíî
7006 begin // íî öåëü óáèëè
7007 if Target.IsPlayer then
7008 begin // Öåëü - èãðîê
7009 pla := g_Player_Get(Target.UID);
7010 if (pla = nil) or (not pla.alive) or pla.NoTarget or
7011 (pla.FMegaRulez[MR_INVIS] >= gTime) then
7012 Target.UID := 0; // òî çàáûòü öåëü
7013 end
7014 else
7015 begin // Öåëü - ìîíñòð
7016 mon := g_Monsters_ByUID(Target.UID);
7017 if (mon = nil) or (not mon.alive) then
7018 Target.UID := 0; // òî çàáûòü öåëü
7019 end;
7020 end;
7021 end; // if Target.UID <> 0
7023 FTargetUID := Target.UID;
7025 // Åñëè âîçìîæíûõ öåëåé íåò:
7026 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
7027 if targets = nil then
7028 if GetAIFlag('ATTACKLEFT') <> '' then
7029 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
7030 RemoveAIFlag('ATTACKLEFT');
7032 SetAIFlag('NEEDJUMP', '1');
7034 if RunDirection() = TDirection.D_RIGHT then
7035 begin // Èäåì íå â òó ñòîðîíó
7036 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
7037 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
7038 SetAIFlag('NEEDFIRE', '1');
7039 SetAIFlag('GOLEFT', '1');
7040 end;
7041 end
7042 else
7043 begin // Èäåì â íóæíóþ ñòîðîíó
7044 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7045 SetAIFlag('NEEDFIRE', '1');
7046 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7047 SetAIFlag('GORIGHT', '1');
7048 end;
7049 end
7050 else
7051 if GetAIFlag('ATTACKRIGHT') <> '' then
7052 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
7053 RemoveAIFlag('ATTACKRIGHT');
7055 SetAIFlag('NEEDJUMP', '1');
7057 if RunDirection() = TDirection.D_LEFT then
7058 begin // Èäåì íå â òó ñòîðîíó
7059 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
7060 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
7061 SetAIFlag('NEEDFIRE', '1');
7062 SetAIFlag('GORIGHT', '1');
7063 end;
7064 end
7065 else
7066 begin
7067 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7068 SetAIFlag('NEEDFIRE', '1');
7069 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7070 SetAIFlag('GOLEFT', '1');
7071 end;
7072 end;
7074 //HACK! (does it belong there?)
7075 RealizeCurrentWeapon();
7077 // Åñëè åñòü âîçìîæíûå öåëè:
7078 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
7079 if (targets <> nil) and (GetAIFlag('NEEDFIRE') <> '') then
7080 for a := 0 to High(targets) do
7081 begin
7082 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
7083 if GetRnd(FDifficult.DiagFire) then
7084 begin
7085 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
7086 if FDirection = TDirection.D_LEFT then
7087 angle := ANGLE_LEFTUP
7088 else
7089 angle := ANGLE_RIGHTUP;
7091 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7092 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7094 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7095 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7096 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7097 targets[a].Rect.Width, targets[a].Rect.Height) and
7098 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
7099 begin
7100 SetAIFlag('NEEDFIRE', '1');
7101 SetAIFlag('NEEDSEEUP', '1');
7102 end;
7104 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
7105 if FDirection = TDirection.D_LEFT then
7106 angle := ANGLE_LEFTDOWN
7107 else
7108 angle := ANGLE_RIGHTDOWN;
7110 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7111 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7113 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7114 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7115 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7116 targets[a].Rect.Width, targets[a].Rect.Height) and
7117 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
7118 begin
7119 SetAIFlag('NEEDFIRE', '1');
7120 SetAIFlag('NEEDSEEDOWN', '1');
7121 end;
7122 end;
7124 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
7125 if targets[a].Line and targets[a].Visible and
7126 (((FDirection = TDirection.D_LEFT) and (targets[a].X < FObj.X)) or
7127 ((FDirection = TDirection.D_RIGHT) and (targets[a].X > FObj.X))) then
7128 begin
7129 SetAIFlag('NEEDFIRE', '1');
7130 Break;
7131 end;
7132 end;
7134 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
7135 if g_Weapon_Danger(FUID, FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y,
7136 PLAYER_RECT.Width, PLAYER_RECT.Height,
7137 40+GetInterval(FDifficult.Cover, 40)) then
7138 SetAIFlag('NEEDJUMP', '1');
7140 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
7141 ammo := GetAmmoByWeapon(FCurrWeap);
7142 if ((FCurrWeap = WEAPON_SHOTGUN2) and (ammo < 2)) or
7143 ((FCurrWeap = WEAPON_BFG) and (ammo < 40)) or
7144 (ammo = 0) then
7145 SetAIFlag('SELECTWEAPON', '1');
7147 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
7148 if GetAIFlag('SELECTWEAPON') = '1' then
7149 begin
7150 SelectWeapon(-1);
7151 RemoveAIFlag('SELECTWEAPON');
7152 end;
7153 end;
7155 procedure TBot.Update();
7156 var
7157 EnableAI: Boolean;
7158 begin
7159 if not FAlive then
7160 begin // Respawn
7161 ReleaseKeys();
7162 PressKey(KEY_UP);
7163 end
7164 else
7165 begin
7166 EnableAI := True;
7168 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
7169 if (g_debug_BotAIOff = 1) and (Team = TEAM_RED) then
7170 EnableAI := False;
7171 if (g_debug_BotAIOff = 2) and (Team = TEAM_BLUE) then
7172 EnableAI := False;
7173 if g_debug_BotAIOff = 3 then
7174 EnableAI := False;
7176 if EnableAI then
7177 begin
7178 UpdateMove();
7179 UpdateCombat();
7180 end
7181 else
7182 begin
7183 RealizeCurrentWeapon();
7184 end;
7185 end;
7187 inherited Update();
7188 end;
7190 procedure TBot.ReleaseKey(Key: Byte);
7191 begin
7192 with FKeys[Key] do
7193 begin
7194 Pressed := False;
7195 Time := 0;
7196 end;
7197 end;
7199 function TBot.KeyPressed(Key: Word): Boolean;
7200 begin
7201 Result := FKeys[Key].Pressed;
7202 end;
7204 function TBot.GetAIFlag(aName: String20): String20;
7205 var
7206 a: Integer;
7207 begin
7208 Result := '';
7210 aName := LowerCase(aName);
7212 if FAIFlags <> nil then
7213 for a := 0 to High(FAIFlags) do
7214 if LowerCase(FAIFlags[a].Name) = aName then
7215 begin
7216 Result := FAIFlags[a].Value;
7217 Break;
7218 end;
7219 end;
7221 procedure TBot.RemoveAIFlag(aName: String20);
7222 var
7223 a, b: Integer;
7224 begin
7225 if FAIFlags = nil then Exit;
7227 aName := LowerCase(aName);
7229 for a := 0 to High(FAIFlags) do
7230 if LowerCase(FAIFlags[a].Name) = aName then
7231 begin
7232 if a <> High(FAIFlags) then
7233 for b := a to High(FAIFlags)-1 do
7234 FAIFlags[b] := FAIFlags[b+1];
7236 SetLength(FAIFlags, Length(FAIFlags)-1);
7237 Break;
7238 end;
7239 end;
7241 procedure TBot.SetAIFlag(aName, fValue: String20);
7242 var
7243 a: Integer;
7244 ok: Boolean;
7245 begin
7246 a := 0;
7247 ok := False;
7249 aName := LowerCase(aName);
7251 if FAIFlags <> nil then
7252 for a := 0 to High(FAIFlags) do
7253 if LowerCase(FAIFlags[a].Name) = aName then
7254 begin
7255 ok := True;
7256 Break;
7257 end;
7259 if ok then FAIFlags[a].Value := fValue
7260 else
7261 begin
7262 SetLength(FAIFlags, Length(FAIFlags)+1);
7263 with FAIFlags[High(FAIFlags)] do
7264 begin
7265 Name := aName;
7266 Value := fValue;
7267 end;
7268 end;
7269 end;
7271 procedure TBot.UpdateMove;
7273 procedure GoLeft(Time: Word = 1);
7274 begin
7275 ReleaseKey(KEY_LEFT);
7276 ReleaseKey(KEY_RIGHT);
7277 PressKey(KEY_LEFT, Time);
7278 SetDirection(TDirection.D_LEFT);
7279 end;
7281 procedure GoRight(Time: Word = 1);
7282 begin
7283 ReleaseKey(KEY_LEFT);
7284 ReleaseKey(KEY_RIGHT);
7285 PressKey(KEY_RIGHT, Time);
7286 SetDirection(TDirection.D_RIGHT);
7287 end;
7289 function Rnd(a: Word): Boolean;
7290 begin
7291 Result := Random(a) = 0;
7292 end;
7294 procedure Turn(Time: Word = 1200);
7295 begin
7296 if RunDirection() = TDirection.D_LEFT then GoRight(Time) else GoLeft(Time);
7297 end;
7299 procedure Stop();
7300 begin
7301 ReleaseKey(KEY_LEFT);
7302 ReleaseKey(KEY_RIGHT);
7303 end;
7305 function CanRunLeft(): Boolean;
7306 begin
7307 Result := not CollideLevel(-1, 0);
7308 end;
7310 function CanRunRight(): Boolean;
7311 begin
7312 Result := not CollideLevel(1, 0);
7313 end;
7315 function CanRun(): Boolean;
7316 begin
7317 if RunDirection() = TDirection.D_LEFT then Result := CanRunLeft() else Result := CanRunRight();
7318 end;
7320 procedure Jump(Time: Word = 30);
7321 begin
7322 PressKey(KEY_JUMP, Time);
7323 end;
7325 function NearHole(): Boolean;
7326 var
7327 x, sx: Integer;
7328 begin
7329 { TODO 5 : Ëåñòíèöû }
7330 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7331 for x := 1 to PLAYER_RECT.Width do
7332 if (not StayOnStep(x*sx, 0)) and
7333 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7334 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7335 begin
7336 Result := True;
7337 Exit;
7338 end;
7340 Result := False;
7341 end;
7343 function BorderHole(): Boolean;
7344 var
7345 x, sx, xx: Integer;
7346 begin
7347 { TODO 5 : Ëåñòíèöû }
7348 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7349 for x := 1 to PLAYER_RECT.Width do
7350 if (not StayOnStep(x*sx, 0)) and
7351 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7352 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7353 begin
7354 for xx := x to x+32 do
7355 if CollideLevel(xx*sx, PLAYER_RECT.Height) then
7356 begin
7357 Result := True;
7358 Exit;
7359 end;
7360 end;
7362 Result := False;
7363 end;
7365 function NearDeepHole(): Boolean;
7366 var
7367 x, sx, y: Integer;
7368 begin
7369 Result := False;
7371 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7372 y := 3;
7374 for x := 1 to PLAYER_RECT.Width do
7375 if (not StayOnStep(x*sx, 0)) and
7376 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7377 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7378 begin
7379 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7380 begin
7381 if CollideLevel(x*sx, PLAYER_RECT.Height*y) then Exit;
7382 y := y+1;
7383 end;
7385 Result := True;
7386 end else Result := False;
7387 end;
7389 function OverDeepHole(): Boolean;
7390 var
7391 y: Integer;
7392 begin
7393 Result := False;
7395 y := 1;
7396 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7397 begin
7398 if CollideLevel(0, PLAYER_RECT.Height*y) then Exit;
7399 y := y+1;
7400 end;
7402 Result := True;
7403 end;
7405 function OnGround(): Boolean;
7406 begin
7407 Result := StayOnStep(0, 0) or CollideLevel(0, 1);
7408 end;
7410 function OnLadder(): Boolean;
7411 begin
7412 Result := FullInStep(0, 0);
7413 end;
7415 function BelowLadder(): Boolean;
7416 begin
7417 Result := (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and
7418 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7419 (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and
7420 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7421 end;
7423 function BelowLiftUp(): Boolean;
7424 begin
7425 Result := ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and
7426 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7427 ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and
7428 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7429 end;
7431 function OnTopLift(): Boolean;
7432 begin
7433 Result := (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7434 end;
7436 function CanJumpOver(): Boolean;
7437 var
7438 sx, y: Integer;
7439 begin
7440 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7442 Result := False;
7444 if not CollideLevel(sx, 0) then Exit;
7446 for y := 1 to BOT_MAXJUMP do
7447 if CollideLevel(0, -y) then Exit else
7448 if not CollideLevel(sx, -y) then
7449 begin
7450 Result := True;
7451 Exit;
7452 end;
7453 end;
7455 function CanJumpUp(Dist: ShortInt): Boolean;
7456 var
7457 y, yy: Integer;
7458 c: Boolean;
7459 begin
7460 Result := False;
7462 if CollideLevel(Dist, 0) then Exit;
7464 c := False;
7465 for y := 0 to BOT_MAXJUMP do
7466 if CollideLevel(Dist, -y) then
7467 begin
7468 c := True;
7469 Break;
7470 end;
7472 if not c then Exit;
7474 c := False;
7475 for yy := y+1 to BOT_MAXJUMP do
7476 if not CollideLevel(Dist, -yy) then
7477 begin
7478 c := True;
7479 Break;
7480 end;
7482 if not c then Exit;
7484 c := False;
7485 for y := 0 to BOT_MAXJUMP do
7486 if CollideLevel(0, -y) then
7487 begin
7488 c := True;
7489 Break;
7490 end;
7492 if c then Exit;
7494 if y < yy then Exit;
7496 Result := True;
7497 end;
7499 function IsSafeTrigger(): Boolean;
7500 var
7501 a: Integer;
7502 begin
7503 Result := True;
7504 if gTriggers = nil then
7505 Exit;
7506 for a := 0 to High(gTriggers) do
7507 if Collide(gTriggers[a].X,
7508 gTriggers[a].Y,
7509 gTriggers[a].Width,
7510 gTriggers[a].Height) and
7511 (gTriggers[a].TriggerType in [TRIGGER_EXIT, TRIGGER_CLOSEDOOR,
7512 TRIGGER_CLOSETRAP, TRIGGER_TRAP,
7513 TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF,
7514 TRIGGER_ONOFF, TRIGGER_SPAWNMONSTER,
7515 TRIGGER_DAMAGE, TRIGGER_SHOT]) then
7516 Result := False;
7517 end;
7519 begin
7520 // Âîçìîæíî, íàæèìàåì êíîïêó:
7521 if Rnd(16) and IsSafeTrigger() then
7522 PressKey(KEY_OPEN);
7524 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7525 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7526 begin
7527 ReleaseKey(KEY_LEFT);
7528 ReleaseKey(KEY_RIGHT);
7529 Jump();
7530 end;
7532 // Èäåì âëåâî, åñëè íàäî áûëî:
7533 if GetAIFlag('GOLEFT') <> '' then
7534 begin
7535 RemoveAIFlag('GOLEFT');
7536 if CanRunLeft() then
7537 GoLeft(360);
7538 end;
7540 // Èäåì âïðàâî, åñëè íàäî áûëî:
7541 if GetAIFlag('GORIGHT') <> '' then
7542 begin
7543 RemoveAIFlag('GORIGHT');
7544 if CanRunRight() then
7545 GoRight(360);
7546 end;
7548 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7549 if FObj.X < -32 then
7550 GoRight(360)
7551 else
7552 if FObj.X+32 > gMapInfo.Width then
7553 GoLeft(360);
7555 // Ïðûãàåì, åñëè íàäî áûëî:
7556 if GetAIFlag('NEEDJUMP') <> '' then
7557 begin
7558 Jump(0);
7559 RemoveAIFlag('NEEDJUMP');
7560 end;
7562 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7563 if GetAIFlag('NEEDSEEUP') <> '' then
7564 begin
7565 ReleaseKey(KEY_UP);
7566 ReleaseKey(KEY_DOWN);
7567 PressKey(KEY_UP, 20);
7568 RemoveAIFlag('NEEDSEEUP');
7569 end;
7571 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7572 if GetAIFlag('NEEDSEEDOWN') <> '' then
7573 begin
7574 ReleaseKey(KEY_UP);
7575 ReleaseKey(KEY_DOWN);
7576 PressKey(KEY_DOWN, 20);
7577 RemoveAIFlag('NEEDSEEDOWN');
7578 end;
7580 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7581 if GetAIFlag('GOINHOLE') <> '' then
7582 if not OnGround() then
7583 begin
7584 ReleaseKey(KEY_LEFT);
7585 ReleaseKey(KEY_RIGHT);
7586 RemoveAIFlag('GOINHOLE');
7587 SetAIFlag('FALLINHOLE', '1');
7588 end;
7590 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7591 if GetAIFlag('FALLINHOLE') <> '' then
7592 if OnGround() then
7593 RemoveAIFlag('FALLINHOLE');
7595 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7596 if not (KeyPressed(KEY_LEFT) or KeyPressed(KEY_RIGHT)) then
7597 if GetAIFlag('FALLINHOLE') = '' then
7598 if (not OnLadder()) or (FObj.Vel.Y >= 0) or (OnTopLift()) then
7599 if Rnd(2) then
7600 GoLeft(360)
7601 else
7602 GoRight(360);
7604 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7605 if OnGround() and
7606 CanJumpUp(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*32) and
7607 Rnd(8) then
7608 Jump();
7610 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7611 if OnGround() and NearHole() then
7612 if NearDeepHole() then // Åñëè ýòî áåçäíà
7613 case Random(6) of
7614 0..3: Turn(); // Áåæèì îáðàòíî
7615 4: Jump(); // Ïðûãàåì
7616 5: begin // Ïðûãàåì îáðàòíî
7617 Turn();
7618 Jump();
7619 end;
7620 end
7621 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7622 if GetAIFlag('GOINHOLE') = '' then
7623 case Random(6) of
7624 0: Turn(); // Íå íóæíî òóäà
7625 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7626 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7627 if BorderHole() then
7628 SetAIFlag('GOINHOLE', '1');
7629 end;
7631 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7632 if (not CanRun()) and OnGround() then
7633 begin
7634 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7635 if CanJumpOver() or OnLadder() then
7636 Jump()
7637 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7638 if Random(2) = 0 then
7639 begin
7640 if IsSafeTrigger() then
7641 PressKey(KEY_OPEN);
7642 end else
7643 Turn();
7644 end;
7646 // Îñòàëîñü ìàëî âîçäóõà:
7647 if FAir < 36 * 2 then
7648 Jump(20);
7650 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7651 if (FMegaRulez[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then
7652 if BodyInAcid(0, 0) then
7653 Jump();
7654 end;
7656 function TBot.FullInStep(XInc, YInc: Integer): Boolean;
7657 begin
7658 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
7659 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_STEP, False);
7660 end;
7662 {function TBot.NeedItem(Item: Byte): Byte;
7663 begin
7664 Result := 4;
7665 end;}
7667 procedure TBot.SelectWeapon(Dist: Integer);
7668 var
7669 a: Integer;
7671 function HaveAmmo(weapon: Byte): Boolean;
7672 begin
7673 case weapon of
7674 WEAPON_PISTOL: Result := FAmmo[A_BULLETS] >= 1;
7675 WEAPON_SHOTGUN1: Result := FAmmo[A_SHELLS] >= 1;
7676 WEAPON_SHOTGUN2: Result := FAmmo[A_SHELLS] >= 2;
7677 WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS] >= 10;
7678 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS] >= 1;
7679 WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10;
7680 WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40;
7681 WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1;
7682 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL] >= 1;
7683 else Result := True;
7684 end;
7685 end;
7687 begin
7688 if Dist = -1 then Dist := BOT_LONGDIST;
7690 if Dist > BOT_LONGDIST then
7691 begin // Äàëüíèé áîé
7692 for a := 0 to 9 do
7693 if FWeapon[FDifficult.WeaponPrior[a]] and HaveAmmo(FDifficult.WeaponPrior[a]) then
7694 begin
7695 FSelectedWeapon := FDifficult.WeaponPrior[a];
7696 Break;
7697 end;
7698 end
7699 else //if Dist > BOT_UNSAFEDIST then
7700 begin // Áëèæíèé áîé
7701 for a := 0 to 9 do
7702 if FWeapon[FDifficult.CloseWeaponPrior[a]] and HaveAmmo(FDifficult.CloseWeaponPrior[a]) then
7703 begin
7704 FSelectedWeapon := FDifficult.CloseWeaponPrior[a];
7705 Break;
7706 end;
7707 end;
7708 { else
7709 begin
7710 for a := 0 to 9 do
7711 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7712 begin
7713 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7714 Break;
7715 end;
7716 end;}
7717 end;
7719 function TBot.PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean;
7720 begin
7721 Result := inherited PickItem(ItemType, force, remove);
7723 if Result then SetAIFlag('SELECTWEAPON', '1');
7724 end;
7726 function TBot.Heal(value: Word; Soft: Boolean): Boolean;
7727 begin
7728 Result := inherited Heal(value, Soft);
7729 end;
7731 function TBot.Healthy(): Byte;
7732 begin
7733 if FMegaRulez[MR_INVUL] >= gTime then Result := 3
7734 else if (FHealth > 80) or ((FHealth > 50) and (FArmor > 20)) then Result := 3
7735 else if (FHealth > 50) then Result := 2
7736 else if (FHealth > 20) then Result := 1
7737 else Result := 0;
7738 end;
7740 function TBot.TargetOnScreen(TX, TY: Integer): Boolean;
7741 begin
7742 Result := (Abs(FObj.X-TX) <= Trunc(gPlayerScreenSize.X*0.6)) and
7743 (Abs(FObj.Y-TY) <= Trunc(gPlayerScreenSize.Y*0.6));
7744 end;
7746 procedure TBot.OnDamage(Angle: SmallInt);
7747 var
7748 pla: TPlayer;
7749 mon: TMonster;
7750 ok: Boolean;
7751 begin
7752 inherited;
7754 if (Angle = 0) or (Angle = 180) then
7755 begin
7756 ok := False;
7757 if (g_GetUIDType(FLastSpawnerUID) = UID_PLAYER) and
7758 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER) then
7759 begin // Èãðîê
7760 pla := g_Player_Get(FLastSpawnerUID);
7761 ok := not TargetOnScreen(pla.FObj.X + PLAYER_RECT.X,
7762 pla.FObj.Y + PLAYER_RECT.Y);
7763 end
7764 else
7765 if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and
7766 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then
7767 begin // Ìîíñòð
7768 mon := g_Monsters_ByUID(FLastSpawnerUID);
7769 ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
7770 mon.Obj.Y + mon.Obj.Rect.Y);
7771 end;
7773 if ok then
7774 if Angle = 0 then
7775 SetAIFlag('ATTACKLEFT', '1')
7776 else
7777 SetAIFlag('ATTACKRIGHT', '1');
7778 end;
7779 end;
7781 function TBot.RunDirection(): TDirection;
7782 begin
7783 if Abs(Vel.X) >= 1 then
7784 begin
7785 if Vel.X > 0 then Result := TDirection.D_RIGHT else Result := TDirection.D_LEFT;
7786 end else
7787 Result := FDirection;
7788 end;
7790 function TBot.GetRnd(a: Byte): Boolean;
7791 begin
7792 if a = 0 then Result := False
7793 else if a = 255 then Result := True
7794 else Result := Random(256) > 255-a;
7795 end;
7797 function TBot.GetInterval(a: Byte; radius: SmallInt): SmallInt;
7798 begin
7799 Result := Round((255-a)/255*radius*(Random(2)-1));
7800 end;
7803 procedure TDifficult.save (st: TStream);
7804 begin
7805 utils.writeInt(st, Byte(DiagFire));
7806 utils.writeInt(st, Byte(InvisFire));
7807 utils.writeInt(st, Byte(DiagPrecision));
7808 utils.writeInt(st, Byte(FlyPrecision));
7809 utils.writeInt(st, Byte(Cover));
7810 utils.writeInt(st, Byte(CloseJump));
7811 st.WriteBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7812 st.WriteBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7813 end;
7815 procedure TDifficult.load (st: TStream);
7816 begin
7817 DiagFire := utils.readByte(st);
7818 InvisFire := utils.readByte(st);
7819 DiagPrecision := utils.readByte(st);
7820 FlyPrecision := utils.readByte(st);
7821 Cover := utils.readByte(st);
7822 CloseJump := utils.readByte(st);
7823 st.ReadBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7824 st.ReadBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7825 end;
7828 procedure TBot.SaveState (st: TStream);
7829 var
7830 i: Integer;
7831 dw: Integer;
7832 begin
7833 inherited SaveState(st);
7834 utils.writeSign(st, 'BOT0');
7835 // Âûáðàííîå îðóæèå
7836 utils.writeInt(st, Byte(FSelectedWeapon));
7837 // UID öåëè
7838 utils.writeInt(st, Word(FTargetUID));
7839 // Âðåìÿ ïîòåðè öåëè
7840 utils.writeInt(st, LongWord(FLastVisible));
7841 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7842 dw := Length(FAIFlags);
7843 utils.writeInt(st, LongInt(dw));
7844 // Ôëàãè ÈÈ
7845 for i := 0 to dw-1 do
7846 begin
7847 utils.writeStr(st, FAIFlags[i].Name, 20);
7848 utils.writeStr(st, FAIFlags[i].Value, 20);
7849 end;
7850 // Íàñòðîéêè ñëîæíîñòè
7851 FDifficult.save(st);
7852 end;
7855 procedure TBot.LoadState (st: TStream);
7856 var
7857 i: Integer;
7858 dw: Integer;
7859 begin
7860 inherited LoadState(st);
7861 if not utils.checkSign(st, 'BOT0') then raise XStreamError.Create('invalid bot signature');
7862 // Âûáðàííîå îðóæèå
7863 FSelectedWeapon := utils.readByte(st);
7864 // UID öåëè
7865 FTargetUID := utils.readWord(st);
7866 // Âðåìÿ ïîòåðè öåëè
7867 FLastVisible := utils.readLongWord(st);
7868 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7869 dw := utils.readLongInt(st);
7870 if (dw < 0) or (dw > 16384) then raise XStreamError.Create('invalid number of bot AI flags');
7871 SetLength(FAIFlags, dw);
7872 // Ôëàãè ÈÈ
7873 for i := 0 to dw-1 do
7874 begin
7875 FAIFlags[i].Name := utils.readStr(st, 20);
7876 FAIFlags[i].Value := utils.readStr(st, 20);
7877 end;
7878 // Íàñòðîéêè ñëîæíîñòè
7879 FDifficult.load(st);
7880 end;
7883 begin
7884 conRegVar('cheat_berserk_autoswitch', @gBerserkAutoswitch, 'autoswitch to fist when berserk pack taken', '', true, true);
7885 end.