DEADSOFTWARE

28c28b15f9e118a74f9c3940d6da46da8bb42656
[d2df-sdl.git] / src / game / g_player.pas
1 unit g_player;
3 interface
5 uses
6 e_graphics, g_playermodel, g_basic, g_textures,
7 g_weapons, g_phys, g_sound, g_saveload, MAPSTRUCT,
8 BinEditor, g_panel;
10 const
11 KEY_LEFT = 1;
12 KEY_RIGHT = 2;
13 KEY_UP = 3;
14 KEY_DOWN = 4;
15 KEY_FIRE = 5;
16 KEY_NEXTWEAPON = 6;
17 KEY_PREVWEAPON = 7;
18 KEY_OPEN = 8;
19 KEY_JUMP = 9;
20 KEY_CHAT = 10;
22 R_ITEM_BACKPACK = 0;
23 R_KEY_RED = 1;
24 R_KEY_GREEN = 2;
25 R_KEY_BLUE = 3;
26 R_BERSERK = 4;
28 MR_SUIT = 0;
29 MR_INVUL = 1;
30 MR_INVIS = 2;
31 MR_MAX = 2;
33 A_BULLETS = 0;
34 A_SHELLS = 1;
35 A_ROCKETS = 2;
36 A_CELLS = 3;
38 K_SIMPLEKILL = 0;
39 K_HARDKILL = 1;
40 K_EXTRAHARDKILL = 2;
41 K_FALLKILL = 3;
43 T_RESPAWN = 0;
44 T_SWITCH = 1;
45 T_USE = 2;
46 T_FLAGCAP = 3;
48 TEAM_NONE = 0;
49 TEAM_RED = 1;
50 TEAM_BLUE = 2;
51 TEAM_COOP = 3;
53 SHELL_BULLET = 0;
54 SHELL_SHELL = 1;
55 SHELL_DBLSHELL = 2;
57 ANGLE_NONE = Low(SmallInt);
59 CORPSE_STATE_REMOVEME = 0;
60 CORPSE_STATE_NORMAL = 1;
61 CORPSE_STATE_MESS = 2;
63 PLAYER_RECT: TRectWH = (X:15; Y:12; Width:34; Height:52);
64 PLAYER_RECT_CX = 15+(34 div 2);
65 PLAYER_RECT_CY = 12+(52 div 2);
66 PLAYER_CORPSERECT: TRectWH = (X:15; Y:48; Width:34; Height:16);
68 PLAYER_HP_SOFT = 100;
69 PLAYER_HP_LIMIT = 200;
70 PLAYER_AP_SOFT = 100;
71 PLAYER_AP_LIMIT = 200;
72 SUICIDE_DAMAGE = 112;
74 PLAYER1_DEF_COLOR: TRGB = (R:64; G:175; B:48);
75 PLAYER2_DEF_COLOR: TRGB = (R:96; G:96; B:96);
77 type
78 TPlayerStat = record
79 Ping: Word;
80 Loss: Byte;
81 Name: String;
82 Team: Byte;
83 Frags: SmallInt;
84 Deaths: SmallInt;
85 Lives: Byte;
86 Kills: Word;
87 Color: TRGB;
88 Spectator: Boolean;
89 end;
91 TPlayerStatArray = Array of TPlayerStat;
93 TPlayerSavedState = record
94 Health: Integer;
95 Armor: Integer;
96 Air: Integer;
97 JetFuel: Integer;
98 CurrWeap: Byte;
99 Ammo: Array [A_BULLETS..A_CELLS] of Word;
100 MaxAmmo: Array [A_BULLETS..A_CELLS] of Word;
101 Weapon: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Boolean;
102 Rulez: Set of R_ITEM_BACKPACK..R_BERSERK;
103 WaitRecall: Boolean;
104 end;
106 TKeyState = record
107 Pressed: Boolean;
108 Time: Word;
109 end;
111 TPlayer = class (TObject)
112 private
113 FIamBot: Boolean;
114 FUID: Word;
115 FName: String;
116 FTeam: Byte;
117 FLive: Boolean;
118 FSpawned: Boolean;
119 FDirection: TDirection;
120 FHealth: Integer;
121 FLives: Byte;
122 FArmor: Integer;
123 FAir: Integer;
124 FPain: Integer;
125 FPickup: Integer;
126 FKills: Integer;
127 FMonsterKills: Integer;
128 FFrags: Integer;
129 FFragCombo: Byte;
130 FLastFrag: LongWord;
131 FComboEvnt: Integer;
132 FDeath: Integer;
133 FCanJetpack: Boolean;
134 FJetFuel: Integer;
135 FFlag: Byte;
136 FSecrets: Integer;
137 FCurrWeap: Byte;
138 FBFGFireCounter: SmallInt;
139 FLastSpawnerUID: Word;
140 FLastHit: Byte;
141 FObj: TObj;
142 FXTo, FYTo: Integer;
143 FSpectatePlayer: Integer;
145 FSavedState: TPlayerSavedState;
147 FModel: TPlayerModel;
148 FActionPrior: Byte;
149 FActionAnim: Byte;
150 FActionForce: Boolean;
151 FActionChanged: Boolean;
152 FAngle: SmallInt;
153 FFireAngle: SmallInt;
154 FIncCam: Integer;
155 FShellTimer: Integer;
156 FShellType: Byte;
157 FSawSound: TPlayableSound;
158 FSawSoundIdle: TPlayableSound;
159 FSawSoundHit: TPlayableSound;
160 FSawSoundSelect: TPlayableSound;
161 FJetSoundOn: TPlayableSound;
162 FJetSoundOff: TPlayableSound;
163 FJetSoundFly: TPlayableSound;
164 FGodMode: Boolean;
165 FNoTarget: Boolean;
166 FNoReload: Boolean;
167 FJustTeleported: Boolean;
168 FNetTime: LongWord;
170 function CollideLevel(XInc, YInc: Integer): Boolean;
171 function StayOnStep(XInc, YInc: Integer): Boolean;
172 function HeadInLiquid(XInc, YInc: Integer): Boolean;
173 function BodyInLiquid(XInc, YInc: Integer): Boolean;
174 function BodyInAcid(XInc, YInc: Integer): Boolean;
175 function FullInLift(XInc, YInc: Integer): Integer;
176 {procedure CollideItem();}
177 procedure FlySmoke(Times: DWORD = 1);
178 function GetAmmoByWeapon(Weapon: Byte): Word;
179 procedure SetAction(Action: Byte; Force: Boolean = False);
180 procedure OnDamage(Angle: SmallInt); virtual;
181 function firediry(): Integer;
183 procedure Run(Direction: TDirection);
184 procedure NextWeapon();
185 procedure PrevWeapon();
186 procedure SeeUp();
187 procedure SeeDown();
188 procedure Fire();
189 procedure Jump();
190 procedure Use();
192 public
193 FDamageBuffer: Integer;
195 FAmmo: Array [A_BULLETS..A_CELLS] of Word;
196 FMaxAmmo: Array [A_BULLETS..A_CELLS] of Word;
197 FWeapon: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Boolean;
198 FRulez: Set of R_ITEM_BACKPACK..R_BERSERK;
199 FBerserk: Integer;
200 FMegaRulez: Array [MR_SUIT..MR_MAX] of DWORD;
201 FReloading: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Word;
202 FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD;
203 FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState;
204 FColor: TRGB;
205 FPreferredTeam: Byte;
206 FSpectator: Boolean;
207 FNoRespawn: Boolean;
208 FWantsInGame: Boolean;
209 FGhost: Boolean;
210 FPhysics: Boolean;
211 FJetpack: Boolean;
212 FActualModelName: string;
213 FClientID: SmallInt;
214 FPing: Word;
215 FLoss: Byte;
216 FDummy: Boolean;
218 constructor Create(); virtual;
219 destructor Destroy(); override;
220 procedure Respawn(Silent: Boolean; Force: Boolean = False); virtual;
221 function GetRespawnPoint(): Byte;
222 procedure PressKey(Key: Byte; Time: Word = 1);
223 procedure ReleaseKeys();
224 procedure SetModel(ModelName: String);
225 procedure SetColor(Color: TRGB);
226 procedure SetWeapon(W: Byte);
227 function IsKeyPressed(K: Byte): Boolean;
228 function GetKeys(): Byte;
229 function PickItem(ItemType: Byte; respawn: Boolean; var remove: Boolean): Boolean; virtual;
230 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
231 function Collide(Panel: TPanel): Boolean; overload;
232 function Collide(X, Y: Integer): Boolean; overload;
233 procedure SetDirection(Direction: TDirection);
234 procedure GetSecret();
235 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
236 procedure Touch();
237 procedure Push(vx, vy: Integer);
238 procedure ChangeModel(ModelName: String);
239 procedure SwitchTeam;
240 procedure ChangeTeam(Team: Byte);
241 procedure BFGHit();
242 function GetFlag(Flag: Byte): Boolean;
243 procedure SetFlag(Flag: Byte);
244 function DropFlag(): Boolean;
245 procedure AllRulez(Health: Boolean);
246 procedure RestoreHealthArmor();
247 procedure FragCombo();
248 procedure GiveItem(ItemType: Byte);
249 procedure Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte); virtual;
250 function Heal(value: Word; Soft: Boolean): Boolean; virtual;
251 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
252 procedure MakeBloodSimple(Count: Word);
253 procedure Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
254 procedure Reset(Force: Boolean);
255 procedure Spectate(NoMove: Boolean = False);
256 procedure SwitchNoClip;
257 procedure SoftReset();
258 procedure Draw(); virtual;
259 procedure DrawPain();
260 procedure DrawPickup();
261 procedure DrawRulez();
262 procedure DrawAim();
263 procedure DrawBubble();
264 procedure DrawGUI();
265 procedure Update(); virtual;
266 procedure RememberState();
267 procedure RecallState();
268 procedure SaveState(var Mem: TBinMemoryWriter); virtual;
269 procedure LoadState(var Mem: TBinMemoryReader); virtual;
270 procedure PauseSounds(Enable: Boolean);
271 procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
272 procedure DoLerp(Level: Integer = 2);
273 procedure SetLerp(XTo, YTo: Integer);
274 procedure JetpackOn;
275 procedure JetpackOff;
277 property Name: String read FName write FName;
278 property Model: TPlayerModel read FModel;
279 property Health: Integer read FHealth write FHealth;
280 property Lives: Byte read FLives write FLives;
281 property Armor: Integer read FArmor write FArmor;
282 property Air: Integer read FAir write FAir;
283 property JetFuel: Integer read FJetFuel write FJetFuel;
284 property Frags: Integer read FFrags write FFrags;
285 property Death: Integer read FDeath write FDeath;
286 property Kills: Integer read FKills write FKills;
287 property CurrWeap: Byte read FCurrWeap write FCurrWeap;
288 property MonsterKills: Integer read FMonsterKills write FMonsterKills;
289 property Secrets: Integer read FSecrets;
290 property GodMode: Boolean read FGodMode write FGodMode;
291 property NoTarget: Boolean read FNoTarget write FNoTarget;
292 property NoReload: Boolean read FNoReload write FNoReload;
293 property Live: Boolean read FLive write FLive;
294 property Flag: Byte read FFlag;
295 property Team: Byte read FTeam write FTeam;
296 property Direction: TDirection read FDirection;
297 property GameX: Integer read FObj.X write FObj.X;
298 property GameY: Integer read FObj.Y write FObj.Y;
299 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
300 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
301 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
302 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
303 property Vel: TPoint2i read FObj.Vel;
304 property Obj: TObj read FObj;
305 property IncCam: Integer read FIncCam write FIncCam;
306 property UID: Word read FUID write FUID;
307 property JustTeleported: Boolean read FJustTeleported write FJustTeleported;
308 property NetTime: LongWord read FNetTime write FNetTime;
309 end;
311 TDifficult = record
312 DiagFire: Byte;
313 InvisFire: Byte;
314 DiagPrecision: Byte;
315 FlyPrecision: Byte;
316 Cover: Byte;
317 CloseJump: Byte;
318 WeaponPrior: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte;
319 CloseWeaponPrior: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte;
320 //SafeWeaponPrior: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte;
321 end;
323 TAIFlag = record
324 Name: String;
325 Value: String;
326 end;
328 TBot = class (TPlayer)
329 private
330 FSelectedWeapon: Byte;
331 FTargetUID: Word;
332 FLastVisible: DWORD;
333 FAIFlags: Array of TAIFlag;
334 FDifficult: TDifficult;
336 function GetRnd(a: Byte): Boolean;
337 function GetInterval(a: Byte; radius: SmallInt): SmallInt;
338 function RunDirection(): TDirection;
339 function FullInStep(XInc, YInc: Integer): Boolean;
340 //function NeedItem(Item: Byte): Byte;
341 procedure SelectWeapon(Dist: Integer);
342 procedure SetAIFlag(fName, fValue: String20);
343 function GetAIFlag(fName: String20): String20;
344 procedure RemoveAIFlag(fName: String20);
345 function Healthy(): Byte;
346 procedure UpdateMove();
347 procedure UpdateCombat();
348 function KeyPressed(Key: Word): Boolean;
349 procedure ReleaseKey(Key: Byte);
350 function TargetOnScreen(TX, TY: Integer): Boolean;
351 procedure OnDamage(Angle: SmallInt); override;
353 public
354 procedure Respawn(Silent: Boolean; Force: Boolean = False); override;
355 constructor Create(); override;
356 destructor Destroy(); override;
357 procedure Draw(); override;
358 function PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean; override;
359 function Heal(value: Word; Soft: Boolean): Boolean; override;
360 procedure Update(); override;
361 procedure SaveState(var Mem: TBinMemoryWriter); override;
362 procedure LoadState(var Mem: TBinMemoryReader); override;
363 end;
365 TGib = record
366 Live: Boolean;
367 ID: DWORD;
368 MaskID: DWORD;
369 RAngle: Integer;
370 Color: TRGB;
371 Obj: TObj;
372 end;
374 TShell = record
375 SpriteID: DWORD;
376 Live: Boolean;
377 SType: Byte;
378 RAngle: Integer;
379 Timeout: Cardinal;
380 CX, CY: Integer;
381 Obj: TObj;
382 end;
384 TCorpse = class (TObject)
385 private
386 FModelName: String;
387 FMess: Boolean;
388 FState: Byte;
389 FDamage: Byte;
390 FColor: TRGB;
391 FObj: TObj;
392 FAnimation: TAnimation;
393 FAnimationMask: TAnimation;
395 public
396 constructor Create(X, Y: Integer; ModelName: String; aMess: Boolean);
397 destructor Destroy(); override;
398 procedure Damage(Value: Word; vx, vy: Integer);
399 procedure Update();
400 procedure Draw();
401 procedure SaveState(var Mem: TBinMemoryWriter);
402 procedure LoadState(var Mem: TBinMemoryReader);
404 property Obj: TObj read FObj;
405 property State: Byte read FState;
406 property Mess: Boolean read FMess;
407 end;
409 TTeamStat = Array [TEAM_RED..TEAM_BLUE] of
410 record
411 Goals: SmallInt;
412 end;
414 var
415 gPlayers: Array of TPlayer;
416 gCorpses: Array of TCorpse;
417 gGibs: Array of TGib;
418 gShells: Array of TShell;
419 gTeamStat: TTeamStat;
420 gFly: Boolean = False;
421 gAimLine: Boolean = False;
422 gChatBubble: Byte = 0;
423 gNumBots: Word = 0;
424 gLMSPID1: Word = 0;
425 gLMSPID2: Word = 0;
426 MAX_RUNVEL: Integer = 8;
427 VEL_JUMP: Integer = 10;
428 SHELL_TIMEOUT: Cardinal = 60000;
430 function Lerp(X, Y, Factor: Integer): Integer;
432 procedure g_Gibs_SetMax(Count: Word);
433 function g_Gibs_GetMax(): Word;
434 procedure g_Corpses_SetMax(Count: Word);
435 function g_Corpses_GetMax(): Word;
436 procedure g_Shells_SetMax(Count: Word);
437 function g_Shells_GetMax(): Word;
439 procedure g_Player_Init();
440 procedure g_Player_Free();
441 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
442 function g_Player_CreateFromState(var Mem: TBinMemoryReader): Word;
443 procedure g_Player_Remove(UID: Word);
444 procedure g_Player_ResetTeams();
445 procedure g_Player_UpdateAll();
446 procedure g_Player_DrawAll();
447 procedure g_Player_DrawDebug(p: TPlayer);
448 procedure g_Player_DrawHealth();
449 procedure g_Player_RememberAll();
450 procedure g_Player_ResetAll(Force, Silent: Boolean);
451 function g_Player_Get(UID: Word): TPlayer;
452 function g_Player_GetCount(): Byte;
453 function g_Player_GetStats(): TPlayerStatArray;
454 function g_Player_ValidName(Name: String): Boolean;
455 procedure g_Player_CreateCorpse(Player: TPlayer);
456 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: String; fColor: TRGB);
457 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
458 procedure g_Player_UpdatePhysicalObjects();
459 procedure g_Player_DrawCorpses();
460 procedure g_Player_DrawShells();
461 procedure g_Player_RemoveAllCorpses();
462 procedure g_Player_Corpses_SaveState(var Mem: TBinMemoryWriter);
463 procedure g_Player_Corpses_LoadState(var Mem: TBinMemoryReader);
464 procedure g_Bot_Add(Team, Difficult: Byte);
465 procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1);
466 procedure g_Bot_MixNames();
467 procedure g_Bot_RemoveAll();
469 implementation
471 uses
472 e_log, g_map, g_items, g_console, SysUtils, g_gfx, Math,
473 g_options, g_triggers, g_menu, MAPDEF, g_game,
474 wadreader, g_main, g_monsters, CONFIG, g_language, g_net, g_netmsg;
476 type
477 TBotProfile = record
478 name: ShortString;
479 model: ShortString;
480 team: Byte;
481 color: TRGB;
482 diag_fire: Byte;
483 invis_fire: Byte;
484 diag_precision: Byte;
485 fly_precision: Byte;
486 cover: Byte;
487 close_jump: Byte;
488 w_prior1: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte;
489 w_prior2: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte;
490 w_prior3: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte;
491 end;
493 const
494 TIME_RESPAWN1 = 1500;
495 TIME_RESPAWN2 = 2000;
496 TIME_RESPAWN3 = 3000;
497 AIR_DEF = 360;
498 AIR_MAX = 1091;
499 JET_MAX = 540; // ~30 sec
500 PLAYER_SUIT_TIME = 30000;
501 PLAYER_INVUL_TIME = 30000;
502 PLAYER_INVIS_TIME = 35000;
503 FRAG_COMBO_TIME = 3000;
504 VEL_SW = 4;
505 VEL_FLY = 6;
506 ANGLE_RIGHTUP = 55;
507 ANGLE_RIGHTDOWN = -35;
508 ANGLE_LEFTUP = 125;
509 ANGLE_LEFTDOWN = -145;
510 PLAYER_HEADRECT: TRectWH = (X:24; Y:12; Width:20; Height:12);
511 WEAPONPOINT: Array [TDirection] of TPoint = ((X:16; Y:32), (X:47; Y:32));
512 BOT_MAXJUMP = 84;
513 BOT_LONGDIST = 300;
514 BOT_UNSAFEDIST = 128;
515 TEAMCOLOR: Array [TEAM_RED..TEAM_BLUE] of TRGB = ((R:255; G:0; B:0),
516 (R:0; G:0; B:255));
517 DIFFICULT_EASY: TDifficult = (DiagFire: 32; InvisFire: 32; DiagPrecision: 32;
518 FlyPrecision: 32; Cover: 32; CloseJump: 32;
519 WeaponPrior:(0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0));
520 DIFFICULT_MEDIUM: TDifficult = (DiagFire: 127; InvisFire: 127; DiagPrecision: 127;
521 FlyPrecision: 127; Cover: 127; CloseJump: 127;
522 WeaponPrior:(0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0));
523 DIFFICULT_HARD: TDifficult = (DiagFire: 255; InvisFire: 255; DiagPrecision: 255;
524 FlyPrecision: 255; Cover: 255; CloseJump: 255;
525 WeaponPrior:(0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0));
526 WEAPON_PRIOR1: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte =
527 (WEAPON_SUPERPULEMET, WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
528 WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER,
529 WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
530 WEAPON_PRIOR2: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte =
531 (WEAPON_SUPERPULEMET, WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
532 WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1,
533 WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
534 //WEAPON_PRIOR3: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte =
535 // (WEAPON_SUPERPULEMET, WEAPON_BFG, WEAPON_PLASMA,
536 // WEAPON_SHOTGUN2, WEAPON_CHAINGUN, WEAPON_SHOTGUN1,
537 // WEAPON_SAW, WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
538 WEAPON_RELOAD: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte =
539 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2);
541 PLAYER_SIGNATURE = $52594C50; // 'PLYR'
542 CORPSE_SIGNATURE = $50524F43; // 'CORP'
544 BOTNAMES_FILENAME = 'botnames.txt';
545 BOTLIST_FILENAME = 'botlist.txt';
547 var
548 MaxGibs: Word = 150;
549 MaxCorpses: Word = 20;
550 MaxShells: Word = 300;
551 CurrentGib: Integer = 0;
552 CurrentShell: Integer = 0;
553 BotNames: Array of String;
554 BotList: Array of TBotProfile;
556 function Lerp(X, Y, Factor: Integer): Integer;
557 begin
558 Result := X + ((Y - X) div Factor);
559 end;
561 function SameTeam(UID1, UID2: Word): Boolean;
562 begin
563 Result := False;
565 if (UID1 > UID_MAX_PLAYER) or (UID1 <= UID_MAX_GAME) or
566 (UID2 > UID_MAX_PLAYER) or (UID2 <= UID_MAX_GAME) then Exit;
568 if (g_Player_Get(UID1) = nil) or (g_Player_Get(UID2) = nil) then Exit;
570 if ((g_Player_Get(UID1).Team = TEAM_NONE) or
571 (g_Player_Get(UID2).Team = TEAM_NONE)) then Exit;
573 Result := g_Player_Get(UID1).FTeam = g_Player_Get(UID2).FTeam;
574 end;
576 procedure g_Gibs_SetMax(Count: Word);
577 begin
578 MaxGibs := Count;
579 SetLength(gGibs, Count);
581 if CurrentGib >= Count then
582 CurrentGib := 0;
583 end;
585 function g_Gibs_GetMax(): Word;
586 begin
587 Result := MaxGibs;
588 end;
590 procedure g_Shells_SetMax(Count: Word);
591 begin
592 MaxShells := Count;
593 SetLength(gShells, Count);
595 if CurrentShell >= Count then
596 CurrentShell := 0;
597 end;
599 function g_Shells_GetMax(): Word;
600 begin
601 Result := MaxShells;
602 end;
605 procedure g_Corpses_SetMax(Count: Word);
606 begin
607 MaxCorpses := Count;
608 SetLength(gCorpses, Count);
609 end;
611 function g_Corpses_GetMax(): Word;
612 begin
613 Result := MaxCorpses;
614 end;
616 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
617 var
618 a: Integer;
619 ok: Boolean;
620 begin
621 Result := 0;
623 ok := False;
624 a := 0;
626 // Åñòü ëè ìåñòî â gPlayers:
627 if gPlayers <> nil then
628 for a := 0 to High(gPlayers) do
629 if gPlayers[a] = nil then
630 begin
631 ok := True;
632 Break;
633 end;
635 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
636 if not ok then
637 begin
638 SetLength(gPlayers, Length(gPlayers)+1);
639 a := High(gPlayers);
640 end;
642 // Ñîçäàåì îáúåêò èãðîêà:
643 if Bot then
644 gPlayers[a] := TBot.Create()
645 else
646 gPlayers[a] := TPlayer.Create();
649 gPlayers[a].FActualModelName := ModelName;
650 gPlayers[a].SetModel(ModelName);
652 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
653 if gPlayers[a].FModel = nil then
654 begin
655 gPlayers[a].Free();
656 gPlayers[a] := nil;
657 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [ModelName]));
658 Exit;
659 end;
661 if not (Team in [TEAM_RED, TEAM_BLUE]) then
662 if Random(2) = 0 then
663 Team := TEAM_RED
664 else
665 Team := TEAM_BLUE;
666 gPlayers[a].FPreferredTeam := Team;
668 case gGameSettings.GameMode of
669 GM_DM: gPlayers[a].FTeam := TEAM_NONE;
670 GM_TDM,
671 GM_CTF: gPlayers[a].FTeam := gPlayers[a].FPreferredTeam;
672 GM_SINGLE,
673 GM_COOP: gPlayers[a].FTeam := TEAM_COOP;
674 end;
676 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
677 gPlayers[a].FColor := Color;
678 if gPlayers[a].FTeam in [TEAM_RED, TEAM_BLUE] then
679 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
680 else
681 gPlayers[a].FModel.Color := Color;
683 gPlayers[a].FUID := g_CreateUID(UID_PLAYER);
684 gPlayers[a].FLive := False;
686 Result := gPlayers[a].FUID;
687 end;
689 function g_Player_CreateFromState(var Mem: TBinMemoryReader): Word;
690 var
691 a, i: Integer;
692 ok, Bot: Boolean;
693 sig: DWORD;
694 b: Byte;
695 begin
696 Result := 0;
697 if Mem = nil then
698 Exit;
700 // Ñèãíàòóðà èãðîêà:
701 Mem.ReadDWORD(sig);
702 if sig <> PLAYER_SIGNATURE then // 'PLYR'
703 begin
704 raise EBinSizeError.Create('g_Player_CreateFromState: Wrong Player Signature');
705 end;
707 // Áîò èëè ÷åëîâåê:
708 Mem.ReadBoolean(Bot);
710 ok := False;
711 a := 0;
713 // Åñòü ëè ìåñòî â gPlayers:
714 if gPlayers <> nil then
715 for a := 0 to High(gPlayers) do
716 if gPlayers[a] = nil then
717 begin
718 ok := True;
719 Break;
720 end;
722 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
723 if not ok then
724 begin
725 SetLength(gPlayers, Length(gPlayers)+1);
726 a := High(gPlayers);
727 end;
729 // Ñîçäàåì îáúåêò èãðîêà:
730 if Bot then
731 gPlayers[a] := TBot.Create()
732 else
733 gPlayers[a] := TPlayer.Create();
734 gPlayers[a].FIamBot := Bot;
735 gPlayers[a].FPhysics := True;
737 // UID èãðîêà:
738 Mem.ReadWord(gPlayers[a].FUID);
739 // Èìÿ èãðîêà:
740 Mem.ReadString(gPlayers[a].FName);
741 // Êîìàíäà:
742 Mem.ReadByte(gPlayers[a].FTeam);
743 gPlayers[a].FPreferredTeam := gPlayers[a].FTeam;
744 // Æèâ ëè:
745 Mem.ReadBoolean(gPlayers[a].FLive);
746 // Èçðàñõîäîâàë ëè âñå æèçíè:
747 Mem.ReadBoolean(gPlayers[a].FNoRespawn);
748 // Íàïðàâëåíèå:
749 Mem.ReadByte(b);
750 if b = 1 then
751 gPlayers[a].FDirection := D_LEFT
752 else // b = 2
753 gPlayers[a].FDirection := D_RIGHT;
754 // Çäîðîâüå:
755 Mem.ReadInt(gPlayers[a].FHealth);
756 // Æèçíè:
757 Mem.ReadByte(gPlayers[a].FLives);
758 // Áðîíÿ:
759 Mem.ReadInt(gPlayers[a].FArmor);
760 // Çàïàñ âîçäóõà:
761 Mem.ReadInt(gPlayers[a].FAir);
762 // Çàïàñ ãîðþ÷åãî:
763 Mem.ReadInt(gPlayers[a].FJetFuel);
764 // Áîëü:
765 Mem.ReadInt(gPlayers[a].FPain);
766 // Óáèë:
767 Mem.ReadInt(gPlayers[a].FKills);
768 // Óáèë ìîíñòðîâ:
769 Mem.ReadInt(gPlayers[a].FMonsterKills);
770 // Ôðàãîâ:
771 Mem.ReadInt(gPlayers[a].FFrags);
772 // Ôðàãîâ ïîäðÿä:
773 Mem.ReadByte(gPlayers[a].FFragCombo);
774 // Âðåìÿ ïîñëåäíåãî ôðàãà:
775 Mem.ReadDWORD(gPlayers[a].FLastFrag);
776 // Ñìåðòåé:
777 Mem.ReadInt(gPlayers[a].FDeath);
778 // Êàêîé ôëàã íåñåò:
779 Mem.ReadByte(gPlayers[a].FFlag);
780 // Íàøåë ñåêðåòîâ:
781 Mem.ReadInt(gPlayers[a].FSecrets);
782 // Òåêóùåå îðóæèå:
783 Mem.ReadByte(gPlayers[a].FCurrWeap);
784 // Âðåìÿ çàðÿäêè BFG:
785 Mem.ReadSmallInt(gPlayers[a].FBFGFireCounter);
786 // Áóôåð óðîíà:
787 Mem.ReadInt(gPlayers[a].FDamageBuffer);
788 // Ïîñëåäíèé óäàðèâøèé:
789 Mem.ReadWord(gPlayers[a].FLastSpawnerUID);
790 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
791 Mem.ReadByte(gPlayers[a].FLastHit);
792 // Îáúåêò èãðîêà:
793 Obj_LoadState(@gPlayers[a].FObj, Mem);
794 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
795 for i := A_BULLETS to A_CELLS do
796 Mem.ReadWord(gPlayers[a].FAmmo[i]);
797 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
798 for i := A_BULLETS to A_CELLS do
799 Mem.ReadWord(gPlayers[a].FMaxAmmo[i]);
800 // Íàëè÷èå îðóæèÿ:
801 for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
802 Mem.ReadBoolean(gPlayers[a].FWeapon[i]);
803 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
804 for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
805 Mem.ReadWord(gPlayers[a].FReloading[i]);
806 // Íàëè÷èå ðþêçàêà:
807 Mem.ReadByte(b);
808 if b = 1 then
809 Include(gPlayers[a].FRulez, R_ITEM_BACKPACK);
810 // Íàëè÷èå êðàñíîãî êëþ÷à:
811 Mem.ReadByte(b);
812 if b = 1 then
813 Include(gPlayers[a].FRulez, R_KEY_RED);
814 // Íàëè÷èå çåëåíîãî êëþ÷à:
815 Mem.ReadByte(b);
816 if b = 1 then
817 Include(gPlayers[a].FRulez, R_KEY_GREEN);
818 // Íàëè÷èå ñèíåãî êëþ÷à:
819 Mem.ReadByte(b);
820 if b = 1 then
821 Include(gPlayers[a].FRulez, R_KEY_BLUE);
822 // Íàëè÷èå áåðñåðêà:
823 Mem.ReadByte(b);
824 if b = 1 then
825 Include(gPlayers[a].FRulez, R_BERSERK);
826 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
827 for i := MR_SUIT to MR_MAX do
828 Mem.ReadDWORD(gPlayers[a].FMegaRulez[i]);
829 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
830 for i := T_RESPAWN to T_FLAGCAP do
831 Mem.ReadDWORD(gPlayers[a].FTime[i]);
833 // Íàçâàíèå ìîäåëè:
834 Mem.ReadString(gPlayers[a].FActualModelName);
835 // Öâåò ìîäåëè:
836 Mem.ReadByte(gPlayers[a].FColor.R);
837 Mem.ReadByte(gPlayers[a].FColor.G);
838 Mem.ReadByte(gPlayers[a].FColor.B);
839 // Îáíîâëÿåì ìîäåëü èãðîêà:
840 gPlayers[a].SetModel(gPlayers[a].FActualModelName);
842 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
843 if gPlayers[a].FModel = nil then
844 begin
845 gPlayers[a].Free();
846 gPlayers[a] := nil;
847 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [gPlayers[a].FActualModelName]));
848 Exit;
849 end;
851 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
852 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
853 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
854 else
855 gPlayers[a].FModel.Color := gPlayers[a].FColor;
857 Result := gPlayers[a].FUID;
858 end;
860 procedure g_Player_ResetTeams();
861 var
862 a: Integer;
863 begin
864 if g_Game_IsClient then
865 Exit;
866 if gPlayers = nil then
867 Exit;
868 for a := Low(gPlayers) to High(gPlayers) do
869 if gPlayers[a] <> nil then
870 case gGameSettings.GameMode of
871 GM_DM:
872 gPlayers[a].ChangeTeam(TEAM_NONE);
873 GM_TDM, GM_CTF:
874 if not (gPlayers[a].Team in [TEAM_RED, TEAM_BLUE]) then
875 if gPlayers[a].FPreferredTeam in [TEAM_RED, TEAM_BLUE] then
876 gPlayers[a].ChangeTeam(gPlayers[a].FPreferredTeam)
877 else
878 if a mod 2 = 0 then
879 gPlayers[a].ChangeTeam(TEAM_RED)
880 else
881 gPlayers[a].ChangeTeam(TEAM_BLUE);
882 GM_SINGLE,
883 GM_COOP:
884 gPlayers[a].ChangeTeam(TEAM_COOP);
885 end;
886 end;
888 procedure g_Bot_Add(Team, Difficult: Byte);
889 var
890 m: SArray;
891 _name, _model: String;
892 a, tr, tb: Integer;
893 begin
894 if not g_Game_IsServer then Exit;
896 // Ñïèñîê íàçâàíèé ìîäåëåé:
897 m := g_PlayerModel_GetNames();
898 if m = nil then
899 Exit;
901 // Êîìàíäà:
902 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
903 Team := TEAM_COOP // COOP
904 else
905 if gGameSettings.GameMode = GM_DM then
906 Team := TEAM_NONE // DM
907 else
908 if Team = TEAM_NONE then // CTF / TDM
909 begin
910 // Àâòîáàëàíñ êîìàíä:
911 tr := 0;
912 tb := 0;
914 for a := 0 to High(gPlayers) do
915 if gPlayers[a] <> nil then
916 begin
917 if gPlayers[a].Team = TEAM_RED then
918 Inc(tr)
919 else
920 if gPlayers[a].Team = TEAM_BLUE then
921 Inc(tb);
922 end;
924 if tr > tb then
925 Team := TEAM_BLUE
926 else
927 if tb > tr then
928 Team := TEAM_RED
929 else // tr = tb
930 if Random(2) = 0 then
931 Team := TEAM_RED
932 else
933 Team := TEAM_BLUE;
934 end;
936 // Âûáèðàåì áîòó èìÿ:
937 _name := '';
938 if BotNames <> nil then
939 for a := 0 to High(BotNames) do
940 if g_Player_ValidName(BotNames[a]) then
941 begin
942 _name := BotNames[a];
943 Break;
944 end;
946 // Èìåíè íåò, çàäàåì ñëó÷àéíîå:
947 if _name = '' then
948 repeat
949 _name := Format('DFBOT%.2d', [Random(100)]);
950 until g_Player_ValidName(_name);
952 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
953 _model := m[Random(Length(m))];
955 // Ñîçäàåì áîòà:
956 with g_Player_Get(g_Player_Create(_model,
957 _RGB(Min(Random(9)*32, 255),
958 Min(Random(9)*32, 255),
959 Min(Random(9)*32, 255)),
960 Team, True)) as TBot do
961 begin
962 Name := _name;
964 case Difficult of
965 1: FDifficult := DIFFICULT_EASY;
966 2: FDifficult := DIFFICULT_MEDIUM;
967 else FDifficult := DIFFICULT_HARD;
968 end;
970 for a := WEAPON_KASTET to WEAPON_SUPERPULEMET do
971 begin
972 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
973 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
974 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
975 end;
977 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
979 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
980 if g_Game_IsServer and (gGameSettings.MaxLives > 0) then
981 Spectate();
982 end;
983 end;
985 procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1);
986 var
987 m: SArray;
988 _name, _model: String;
989 a: Integer;
990 begin
991 if not g_Game_IsServer then Exit;
993 // Ñïèñîê íàçâàíèé ìîäåëåé:
994 m := g_PlayerModel_GetNames();
995 if m = nil then
996 Exit;
998 // Êîìàíäà:
999 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1000 Team := TEAM_COOP // COOP
1001 else
1002 if gGameSettings.GameMode = GM_DM then
1003 Team := TEAM_NONE // DM
1004 else
1005 if Team = TEAM_NONE then
1006 Team := BotList[num].team; // CTF / TDM
1008 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1009 lName := AnsiLowerCase(lName);
1010 if (num < 0) or (num > Length(BotList)-1) then
1011 num := -1;
1012 if (num = -1) and (lName <> '') and (BotList <> nil) then
1013 for a := 0 to High(BotList) do
1014 if AnsiLowerCase(BotList[a].name) = lName then
1015 begin
1016 num := a;
1017 Break;
1018 end;
1019 if num = -1 then
1020 Exit;
1022 // Èìÿ áîòà:
1023 _name := BotList[num].name;
1024 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1025 if not g_Player_ValidName(_name) then
1026 repeat
1027 _name := Format('DFBOT%.2d', [Random(100)]);
1028 until g_Player_ValidName(_name);
1030 // Ìîäåëü:
1031 _model := BotList[num].model;
1032 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1033 if not InSArray(_model, m) then
1034 _model := m[Random(Length(m))];
1036 // Ñîçäàåì áîòà:
1037 with g_Player_Get(g_Player_Create(_model, BotList[num].color, Team, True)) as TBot do
1038 begin
1039 Name := _name;
1041 FDifficult.DiagFire := BotList[num].diag_fire;
1042 FDifficult.InvisFire := BotList[num].invis_fire;
1043 FDifficult.DiagPrecision := BotList[num].diag_precision;
1044 FDifficult.FlyPrecision := BotList[num].fly_precision;
1045 FDifficult.Cover := BotList[num].cover;
1046 FDifficult.CloseJump := BotList[num].close_jump;
1048 for a := WEAPON_KASTET to WEAPON_SUPERPULEMET do
1049 begin
1050 FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
1051 FDifficult.CloseWeaponPrior[a] := BotList[num].w_prior2[a];
1052 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1053 end;
1055 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1057 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1058 end;
1059 end;
1061 procedure g_Bot_RemoveAll();
1062 var
1063 a: Integer;
1064 begin
1065 if not g_Game_IsServer then Exit;
1066 if gPlayers = nil then Exit;
1068 for a := 0 to High(gPlayers) do
1069 if gPlayers[a] <> nil then
1070 if gPlayers[a] is TBot then
1071 begin
1072 gPlayers[a].Lives := 0;
1073 gPlayers[a].Kill(K_SIMPLEKILL, 0, HIT_DISCON);
1074 g_Console_Add(Format(_lc[I_PLAYER_LEAVE], [gPlayers[a].Name]), True);
1075 g_Player_Remove(gPlayers[a].FUID);
1076 end;
1078 g_Bot_MixNames();
1079 end;
1081 procedure g_Bot_MixNames();
1082 var
1083 s: String;
1084 a, b: Integer;
1085 begin
1086 if BotNames <> nil then
1087 for a := 0 to High(BotNames) do
1088 begin
1089 b := Random(Length(BotNames));
1090 s := BotNames[a];
1091 Botnames[a] := BotNames[b];
1092 BotNames[b] := s;
1093 end;
1094 end;
1096 procedure g_Player_Remove(UID: Word);
1097 var
1098 i: Integer;
1099 begin
1100 if gPlayers = nil then Exit;
1102 if g_Game_IsServer and g_Game_IsNet then
1103 MH_SEND_PlayerDelete(UID);
1105 for i := 0 to High(gPlayers) do
1106 if gPlayers[i] <> nil then
1107 if gPlayers[i].FUID = UID then
1108 begin
1109 if gPlayers[i] is TPlayer then
1110 TPlayer(gPlayers[i]).Free()
1111 else
1112 TBot(gPlayers[i]).Free();
1113 gPlayers[i] := nil;
1114 Exit;
1115 end;
1116 end;
1118 procedure g_Player_Init();
1119 var
1120 F: TextFile;
1121 s: String;
1122 a, b: Integer;
1123 config: TConfig;
1124 sa: SArray;
1125 begin
1126 BotNames := nil;
1128 if not FileExists(DataDir + BOTNAMES_FILENAME) then
1129 Exit;
1131 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1132 AssignFile(F, DataDir + BOTNAMES_FILENAME);
1133 Reset(F);
1135 while not EOF(F) do
1136 begin
1137 ReadLn(F, s);
1139 s := Trim(s);
1140 if s = '' then
1141 Continue;
1143 SetLength(BotNames, Length(BotNames)+1);
1144 BotNames[High(BotNames)] := s;
1145 end;
1147 CloseFile(F);
1149 // Ïåðåìåøèâàåì èõ:
1150 g_Bot_MixNames();
1152 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1153 config := TConfig.CreateFile(DataDir + BOTLIST_FILENAME);
1154 BotList := nil;
1155 a := 0;
1157 while config.SectionExists(IntToStr(a)) do
1158 begin
1159 SetLength(BotList, Length(BotList)+1);
1161 with BotList[High(BotList)] do
1162 begin
1163 // Èìÿ áîòà:
1164 name := config.ReadStr(IntToStr(a), 'name', '');
1165 // Ìîäåëü:
1166 model := config.ReadStr(IntToStr(a), 'model', '');
1167 // Êîìàíäà:
1168 if config.ReadStr(IntToStr(a), 'team', 'red') = 'red' then
1169 team := TEAM_RED
1170 else
1171 team := TEAM_BLUE;
1172 // Öâåò ìîäåëè:
1173 sa := parse(config.ReadStr(IntToStr(a), 'color', ''));
1174 color.R := StrToIntDef(sa[0], 0);
1175 color.G := StrToIntDef(sa[1], 0);
1176 color.B := StrToIntDef(sa[2], 0);
1177 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1178 diag_fire := config.ReadInt(IntToStr(a), 'diag_fire', 0);
1179 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1180 invis_fire := config.ReadInt(IntToStr(a), 'invis_fire', 0);
1181 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1182 diag_precision := config.ReadInt(IntToStr(a), 'diag_precision', 0);
1183 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1184 fly_precision := config.ReadInt(IntToStr(a), 'fly_precision', 0);
1185 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1186 cover := config.ReadInt(IntToStr(a), 'cover', 0);
1187 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1188 close_jump := config.ReadInt(IntToStr(a), 'close_jump', 0);
1189 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1190 sa := parse(config.ReadStr(IntToStr(a), 'w_prior1', ''));
1191 if Length(sa) = 10 then
1192 for b := 0 to 9 do
1193 w_prior1[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1194 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1195 sa := parse(config.ReadStr(IntToStr(a), 'w_prior2', ''));
1196 if Length(sa) = 10 then
1197 for b := 0 to 9 do
1198 w_prior2[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1200 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1201 if Length(sa) = 10 then
1202 for b := 0 to 9 do
1203 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1204 end;
1206 a := a + 1;
1207 end;
1209 config.Free();
1210 end;
1212 procedure g_Player_Free();
1213 var
1214 i: Integer;
1215 begin
1216 if gPlayers <> nil then
1217 begin
1218 for i := 0 to High(gPlayers) do
1219 if gPlayers[i] <> nil then
1220 begin
1221 if gPlayers[i] is TPlayer then
1222 TPlayer(gPlayers[i]).Free()
1223 else
1224 TBot(gPlayers[i]).Free();
1225 gPlayers[i] := nil;
1226 end;
1228 gPlayers := nil;
1229 end;
1231 gPlayer1 := nil;
1232 gPlayer2 := nil;
1233 end;
1235 procedure g_Player_UpdateAll();
1236 var
1237 i: Integer;
1238 begin
1239 if gPlayers = nil then Exit;
1241 for i := 0 to High(gPlayers) do
1242 if gPlayers[i] <> nil then
1243 if gPlayers[i] is TPlayer then gPlayers[i].Update()
1244 else TBot(gPlayers[i]).Update();
1245 end;
1247 procedure g_Player_DrawAll();
1248 var
1249 i: Integer;
1250 begin
1251 if gPlayers = nil then Exit;
1253 for i := 0 to High(gPlayers) do
1254 if gPlayers[i] <> nil then
1255 if gPlayers[i] is TPlayer then gPlayers[i].Draw()
1256 else TBot(gPlayers[i]).Draw();
1257 end;
1259 procedure g_Player_DrawDebug(p: TPlayer);
1260 var
1261 fW, fH: Byte;
1262 begin
1263 if p = nil then Exit;
1264 if (@p.FObj) = nil then Exit;
1266 e_TextureFontGetSize(gStdFont, fW, fH);
1268 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p.FObj.X), gStdFont);
1269 e_TextureFontPrint(0, fH , 'Pos Y: ' + IntToStr(p.FObj.Y), gStdFont);
1270 e_TextureFontPrint(0, fH * 2, 'Vel X: ' + IntToStr(p.FObj.Vel.X), gStdFont);
1271 e_TextureFontPrint(0, fH * 3, 'Vel Y: ' + IntToStr(p.FObj.Vel.Y), gStdFont);
1272 e_TextureFontPrint(0, fH * 4, 'Acc X: ' + IntToStr(p.FObj.Accel.X), gStdFont);
1273 e_TextureFontPrint(0, fH * 5, 'Acc Y: ' + IntToStr(p.FObj.Accel.Y), gStdFont);
1274 end;
1276 procedure g_Player_DrawHealth();
1277 var
1278 i: Integer;
1279 fW, fH: Byte;
1280 begin
1281 if gPlayers = nil then Exit;
1282 e_TextureFontGetSize(gStdFont, fW, fH);
1284 for i := 0 to High(gPlayers) do
1285 if gPlayers[i] <> nil then
1286 begin
1287 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1288 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH * 2,
1289 IntToStr(gPlayers[i].FHealth), gStdFont);
1290 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1291 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH,
1292 IntToStr(gPlayers[i].FArmor), gStdFont);
1293 end;
1294 end;
1296 function g_Player_Get(UID: Word): TPlayer;
1297 var
1298 a: Integer;
1299 begin
1300 Result := nil;
1302 if gPlayers = nil then
1303 Exit;
1305 for a := 0 to High(gPlayers) do
1306 if gPlayers[a] <> nil then
1307 if gPlayers[a].FUID = UID then
1308 begin
1309 Result := gPlayers[a];
1310 Exit;
1311 end;
1312 end;
1314 function g_Player_GetCount(): Byte;
1315 var
1316 a: Integer;
1317 begin
1318 Result := 0;
1320 if gPlayers = nil then
1321 Exit;
1323 for a := 0 to High(gPlayers) do
1324 if gPlayers[a] <> nil then
1325 Result := Result + 1;
1326 end;
1328 function g_Player_GetStats(): TPlayerStatArray;
1329 var
1330 a: Integer;
1331 begin
1332 Result := nil;
1334 if gPlayers = nil then Exit;
1336 for a := 0 to High(gPlayers) do
1337 if gPlayers[a] <> nil then
1338 begin
1339 SetLength(Result, Length(Result)+1);
1340 with Result[High(Result)] do
1341 begin
1342 Ping := gPlayers[a].FPing;
1343 Loss := gPlayers[a].FLoss;
1344 Name := gPlayers[a].FName;
1345 Team := gPlayers[a].FTeam;
1346 Frags := gPlayers[a].FFrags;
1347 Deaths := gPlayers[a].FDeath;
1348 Kills := gPlayers[a].FKills;
1349 Color := gPlayers[a].FModel.Color;
1350 Lives := gPlayers[a].FLives;
1351 Spectator := gPlayers[a].FSpectator;
1352 end;
1353 end;
1354 end;
1356 procedure g_Player_RememberAll;
1357 var
1358 i: Integer;
1359 begin
1360 for i := Low(gPlayers) to High(gPlayers) do
1361 if (gPlayers[i] <> nil) and gPlayers[i].Live then
1362 gPlayers[i].RememberState;
1363 end;
1365 procedure g_Player_ResetAll(Force, Silent: Boolean);
1366 var
1367 i: Integer;
1368 begin
1369 gTeamStat[TEAM_RED].Goals := 0;
1370 gTeamStat[TEAM_BLUE].Goals := 0;
1372 if gPlayers <> nil then
1373 for i := 0 to High(gPlayers) do
1374 if gPlayers[i] <> nil then
1375 begin
1376 gPlayers[i].Reset(Force);
1378 if gPlayers[i] is TPlayer then
1379 begin
1380 if (not gPlayers[i].FSpectator) or gPlayers[i].FWantsInGame then
1381 gPlayers[i].Respawn(Silent)
1382 else
1383 gPlayers[i].Spectate();
1384 end
1385 else
1386 TBot(gPlayers[i]).Respawn(Silent);
1387 end;
1388 end;
1390 procedure g_Player_CreateCorpse(Player: TPlayer);
1391 var
1392 find_id: DWORD;
1393 ok: Boolean;
1394 begin
1395 if Player.Live then
1396 Exit;
1397 if Player.FObj.Y >= gMapInfo.Height+128 then
1398 Exit;
1400 with Player do
1401 begin
1402 if (FHealth >= -50) or (gGibsCount = 0) then
1403 begin
1404 if (gCorpses = nil) or (Length(gCorpses) = 0) then
1405 Exit;
1407 ok := False;
1408 for find_id := 0 to High(gCorpses) do
1409 if gCorpses[find_id] = nil then
1410 begin
1411 ok := True;
1412 Break;
1413 end;
1415 if not ok then
1416 find_id := Random(Length(gCorpses));
1418 gCorpses[find_id] := TCorpse.Create(FObj.X, FObj.Y, FModel.Name, FHealth < -20);
1419 gCorpses[find_id].FColor := FModel.Color;
1420 gCorpses[find_id].FObj.Vel := FObj.Vel;
1421 gCorpses[find_id].FObj.Accel := FObj.Accel;
1422 end
1423 else
1424 g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX,
1425 FObj.Y + PLAYER_RECT_CY,
1426 FModel.Name, FModel.Color);
1427 end;
1428 end;
1430 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
1431 var
1432 SID: DWORD;
1433 begin
1434 if (gShells = nil) or (Length(gShells) = 0) then
1435 Exit;
1437 with gShells[CurrentShell] do
1438 begin
1439 SpriteID := 0;
1440 g_Obj_Init(@Obj);
1441 Obj.Rect.X := 0;
1442 Obj.Rect.Y := 0;
1443 if T = SHELL_BULLET then
1444 begin
1445 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID) then
1446 SpriteID := SID;
1447 CX := 2;
1448 CY := 1;
1449 Obj.Rect.Width := 4;
1450 Obj.Rect.Height := 2;
1451 end
1452 else
1453 begin
1454 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID) then
1455 SpriteID := SID;
1456 CX := 4;
1457 CY := 2;
1458 Obj.Rect.Width := 7;
1459 Obj.Rect.Height := 3;
1460 end;
1461 SType := T;
1462 Live := True;
1463 Obj.X := fX;
1464 Obj.Y := fY;
1465 g_Obj_Push(@Obj, dX + Random(4)-Random(4), dY-Random(4));
1466 RAngle := Random(360);
1467 Timeout := gTime + SHELL_TIMEOUT;
1469 if CurrentShell >= High(gShells) then
1470 CurrentShell := 0
1471 else
1472 Inc(CurrentShell);
1473 end;
1474 end;
1476 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB);
1477 var
1478 a: Integer;
1479 GibsArray: TGibsArray;
1480 begin
1481 if (gGibs = nil) or (Length(gGibs) = 0) then
1482 Exit;
1483 if not g_PlayerModel_GetGibs(ModelName, GibsArray) then
1484 Exit;
1486 for a := 0 to High(GibsArray) do
1487 with gGibs[CurrentGib] do
1488 begin
1489 Color := fColor;
1490 ID := GibsArray[a].ID;
1491 MaskID := GibsArray[a].MaskID;
1492 Live := True;
1493 g_Obj_Init(@Obj);
1494 Obj.Rect := GibsArray[a].Rect;
1495 Obj.X := fX-GibsArray[a].Rect.X-(GibsArray[a].Rect.Width div 2);
1496 Obj.Y := fY-GibsArray[a].Rect.Y-(GibsArray[a].Rect.Height div 2);
1497 g_Obj_PushA(@Obj, 25 + Random(10), Random(361));
1498 RAngle := Random(360);
1500 if gBloodCount > 0 then
1501 g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
1502 Random(48), Random(48), 150, 0, 0);
1504 if CurrentGib >= High(gGibs) then
1505 CurrentGib := 0
1506 else
1507 Inc(CurrentGib);
1508 end;
1509 end;
1511 procedure g_Player_UpdatePhysicalObjects();
1512 var
1513 i: Integer;
1514 vel: TPoint2i;
1515 mr: Word;
1517 procedure ShellSound_Bounce(X, Y: Integer; T: Byte);
1518 var
1519 k: Integer;
1520 begin
1521 k := 1 + Random(2);
1522 if T = SHELL_BULLET then
1523 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k), X, Y)
1524 else
1525 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k), X, Y);
1526 end;
1528 begin
1529 // Êóñêè ìÿñà:
1530 if gGibs <> nil then
1531 for i := 0 to High(gGibs) do
1532 if gGibs[i].Live then
1533 with gGibs[i] do
1534 begin
1535 vel := Obj.Vel;
1536 mr := g_Obj_Move(@Obj, True, False, True);
1538 if WordBool(mr and MOVE_FALLOUT) then
1539 begin
1540 Live := False;
1541 Continue;
1542 end;
1544 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1545 if WordBool(mr and MOVE_HITWALL) then
1546 Obj.Vel.X := -(vel.X div 2);
1547 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1548 Obj.Vel.Y := -(vel.Y div 2);
1550 if (Obj.Vel.X >= 0) then
1551 begin // Clockwise
1552 RAngle := RAngle + Abs(Obj.Vel.X)*6 + Abs(Obj.Vel.Y);
1553 if RAngle >= 360 then
1554 RAngle := RAngle mod 360;
1555 end else begin // Counter-clockwise
1556 RAngle := RAngle - Abs(Obj.Vel.X)*6 - Abs(Obj.Vel.Y);
1557 if RAngle < 0 then
1558 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1559 end;
1561 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1562 if gTime mod (GAME_TICK*3) = 0 then
1563 Obj.Vel.X := z_dec(Obj.Vel.X, 1);
1564 end;
1566 // Òðóïû:
1567 if gCorpses <> nil then
1568 for i := 0 to High(gCorpses) do
1569 if gCorpses[i] <> nil then
1570 if gCorpses[i].State = CORPSE_STATE_REMOVEME then
1571 begin
1572 gCorpses[i].Free();
1573 gCorpses[i] := nil;
1574 end
1575 else
1576 gCorpses[i].Update();
1578 // Ãèëüçû:
1579 if gShells <> nil then
1580 for i := 0 to High(gShells) do
1581 if gShells[i].Live then
1582 with gShells[i] do
1583 begin
1584 vel := Obj.Vel;
1585 mr := g_Obj_Move(@Obj, True, False, True);
1587 if WordBool(mr and MOVE_FALLOUT) or (gShells[i].Timeout < gTime) then
1588 begin
1589 Live := False;
1590 Continue;
1591 end;
1593 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1594 if WordBool(mr and MOVE_HITWALL) then
1595 begin
1596 Obj.Vel.X := -(vel.X div 2);
1597 if not WordBool(mr and MOVE_INWATER) then
1598 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1599 end;
1600 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1601 begin
1602 Obj.Vel.Y := -(vel.Y div 2);
1603 if Obj.Vel.X <> 0 then Obj.Vel.X := Obj.Vel.X div 2;
1604 if (Obj.Vel.X = 0) and (Obj.Vel.Y = 0) then
1605 begin
1606 if RAngle mod 90 <> 0 then
1607 RAngle := (RAngle div 90) * 90;
1608 end
1609 else if not WordBool(mr and MOVE_INWATER) then
1610 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1611 end;
1613 if (Obj.Vel.X >= 0) then
1614 begin // Clockwise
1615 RAngle := RAngle + Abs(Obj.Vel.X)*8 + Abs(Obj.Vel.Y);
1616 if RAngle >= 360 then
1617 RAngle := RAngle mod 360;
1618 end else begin // Counter-clockwise
1619 RAngle := RAngle - Abs(Obj.Vel.X)*8 - Abs(Obj.Vel.Y);
1620 if RAngle < 0 then
1621 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1622 end;
1623 end;
1624 end;
1626 procedure g_Player_DrawCorpses();
1627 var
1628 i: Integer;
1629 a: TPoint;
1630 begin
1631 if gGibs <> nil then
1632 for i := 0 to High(gGibs) do
1633 if gGibs[i].Live then
1634 with gGibs[i] do
1635 begin
1636 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1637 Continue;
1639 a.X := Obj.Rect.X+(Obj.Rect.Width div 2);
1640 a.y := Obj.Rect.Y+(Obj.Rect.Height div 2);
1642 e_DrawAdv(ID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1644 e_Colors := Color;
1645 e_DrawAdv(MaskID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1646 e_Colors.R := 255;
1647 e_Colors.G := 255;
1648 e_Colors.B := 255;
1649 end;
1651 if gCorpses <> nil then
1652 for i := 0 to High(gCorpses) do
1653 if gCorpses[i] <> nil then
1654 gCorpses[i].Draw();
1655 end;
1657 procedure g_Player_DrawShells();
1658 var
1659 i: Integer;
1660 a: TPoint;
1661 begin
1662 if gShells <> nil then
1663 for i := 0 to High(gShells) do
1664 if gShells[i].Live then
1665 with gShells[i] do
1666 begin
1667 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1668 Continue;
1670 a.X := CX;
1671 a.Y := CY;
1673 e_DrawAdv(SpriteID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
1674 end;
1675 end;
1677 procedure g_Player_RemoveAllCorpses();
1678 var
1679 i: Integer;
1680 begin
1681 gGibs := nil;
1682 gShells := nil;
1683 SetLength(gGibs, MaxGibs);
1684 SetLength(gShells, MaxGibs);
1685 CurrentGib := 0;
1686 CurrentShell := 0;
1688 if gCorpses <> nil then
1689 for i := 0 to High(gCorpses) do
1690 gCorpses[i].Free();
1692 gCorpses := nil;
1693 SetLength(gCorpses, MaxCorpses);
1694 end;
1696 procedure g_Player_Corpses_SaveState(var Mem: TBinMemoryWriter);
1697 var
1698 count, i: Integer;
1699 b: Boolean;
1700 begin
1701 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ:
1702 count := 0;
1703 if gCorpses <> nil then
1704 for i := 0 to High(gCorpses) do
1705 if gCorpses[i] <> nil then
1706 count := count + 1;
1708 Mem := TBinMemoryWriter.Create((count+1) * 128);
1710 // Êîëè÷åñòâî òðóïîâ:
1711 Mem.WriteInt(count);
1713 if count = 0 then
1714 Exit;
1716 // Ñîõðàíÿåì òðóïû:
1717 for i := 0 to High(gCorpses) do
1718 if gCorpses[i] <> nil then
1719 begin
1720 // Íàçâàíèå ìîäåëè:
1721 Mem.WriteString(gCorpses[i].FModelName);
1722 // Òèï ñìåðòè:
1723 b := gCorpses[i].Mess;
1724 Mem.WriteBoolean(b);
1725 // Ñîõðàíÿåì äàííûå òðóïà:
1726 gCorpses[i].SaveState(Mem);
1727 end;
1728 end;
1730 procedure g_Player_Corpses_LoadState(var Mem: TBinMemoryReader);
1731 var
1732 count, i: Integer;
1733 str: String;
1734 b: Boolean;
1735 begin
1736 if Mem = nil then
1737 Exit;
1739 g_Player_RemoveAllCorpses();
1741 // Êîëè÷åñòâî òðóïîâ:
1742 Mem.ReadInt(count);
1744 if count > Length(gCorpses) then
1745 begin
1746 raise EBinSizeError.Create('g_Player_Corpses_LoadState: Too Many Corpses');
1747 end;
1749 if count = 0 then
1750 Exit;
1752 // Çàãðóæàåì òðóïû:
1753 for i := 0 to count-1 do
1754 begin
1755 // Íàçâàíèå ìîäåëè:
1756 Mem.ReadString(str);
1757 // Òèï ñìåðòè:
1758 Mem.ReadBoolean(b);
1759 // Ñîçäàåì òðóï:
1760 gCorpses[i] := TCorpse.Create(0, 0, str, b);
1761 // Çàãðóæàåì äàííûå òðóïà:
1762 gCorpses[i].LoadState(Mem);
1763 end;
1764 end;
1766 { T P l a y e r : }
1768 procedure TPlayer.BFGHit();
1769 begin
1770 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1771 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1772 if g_Game_IsServer and g_Game_IsNet then
1773 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1774 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1775 0, NET_GFX_BFGHIT);
1776 end;
1778 procedure TPlayer.ChangeModel(ModelName: string);
1779 var
1780 Model: TPlayerModel;
1781 begin
1782 Model := g_PlayerModel_Get(ModelName);
1783 if Model = nil then Exit;
1785 FModel.Free();
1786 FModel := Model;
1787 end;
1789 procedure TPlayer.SetModel(ModelName: string);
1790 var
1791 m: TPlayerModel;
1792 begin
1793 m := g_PlayerModel_Get(ModelName);
1794 if m = nil then
1795 begin
1796 g_SimpleError(Format(_lc[I_GAME_ERROR_MODEL_FALLBACK], [ModelName]));
1797 m := g_PlayerModel_Get('doomer');
1798 if m = nil then
1799 begin
1800 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], ['doomer']));
1801 Exit;
1802 end;
1803 end;
1805 if FModel <> nil then
1806 FModel.Free();
1808 FModel := m;
1810 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1811 FModel.Color := FColor
1812 else
1813 FModel.Color := TEAMCOLOR[FTeam];
1814 FModel.SetWeapon(FCurrWeap);
1815 FModel.SetFlag(FFlag);
1816 SetDirection(FDirection);
1817 end;
1819 procedure TPlayer.SetColor(Color: TRGB);
1820 begin
1821 FColor := Color;
1822 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1823 if FModel <> nil then FModel.Color := Color;
1824 end;
1826 procedure TPlayer.SwitchTeam;
1827 begin
1828 if g_Game_IsClient then
1829 Exit;
1830 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then Exit;
1832 if gGameOn and FLive then
1833 Kill(K_SIMPLEKILL, FUID, HIT_SELF);
1835 if FTeam = TEAM_RED then
1836 begin
1837 ChangeTeam(TEAM_BLUE);
1838 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_BLUE], [FName]), True);
1839 if g_Game_IsNet then
1840 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_BLUE, FName);
1841 end
1842 else
1843 begin
1844 ChangeTeam(TEAM_RED);
1845 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_RED], [FName]), True);
1846 if g_Game_IsNet then
1847 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_RED, FName);
1848 end;
1849 FPreferredTeam := FTeam;
1850 end;
1852 procedure TPlayer.ChangeTeam(Team: Byte);
1853 var
1854 OldTeam: Byte;
1855 begin
1856 OldTeam := FTeam;
1857 FTeam := Team;
1858 case Team of
1859 TEAM_RED, TEAM_BLUE:
1860 FModel.Color := TEAMCOLOR[Team];
1861 else
1862 FModel.Color := FColor;
1863 end;
1864 if (FTeam <> OldTeam) and g_Game_IsNet and g_Game_IsServer then
1865 MH_SEND_PlayerStats(FUID);
1866 end;
1869 procedure TPlayer.CollideItem();
1870 var
1871 i: Integer;
1872 r: Boolean;
1873 begin
1874 if gItems = nil then Exit;
1875 if not FLive then Exit;
1877 for i := 0 to High(gItems) do
1878 with gItems[i] do
1879 begin
1880 if (ItemType <> ITEM_NONE) and Live then
1881 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
1882 PLAYER_RECT.Height, @Obj) then
1883 begin
1884 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
1886 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
1887 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
1888 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
1889 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
1890 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
1892 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
1893 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
1894 (gGameSettings.GameType = GT_SINGLE) and
1895 (g_Player_GetCount() > 1)) then
1896 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
1897 end;
1898 end;
1899 end;
1902 function TPlayer.CollideLevel(XInc, YInc: Integer): Boolean;
1903 begin
1904 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
1905 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_WALL,
1906 False);
1907 end;
1909 constructor TPlayer.Create();
1910 begin
1911 FIamBot := False;
1912 FDummy := False;
1913 FSpawned := False;
1915 FSawSound := TPlayableSound.Create();
1916 FSawSoundIdle := TPlayableSound.Create();
1917 FSawSoundHit := TPlayableSound.Create();
1918 FSawSoundSelect := TPlayableSound.Create();
1919 FJetSoundFly := TPlayableSound.Create();
1920 FJetSoundOn := TPlayableSound.Create();
1921 FJetSoundOff := TPlayableSound.Create();
1923 FSawSound.SetByName('SOUND_WEAPON_FIRESAW');
1924 FSawSoundIdle.SetByName('SOUND_WEAPON_IDLESAW');
1925 FSawSoundHit.SetByName('SOUND_WEAPON_HITSAW');
1926 FSawSoundSelect.SetByName('SOUND_WEAPON_SELECTSAW');
1927 FJetSoundFly.SetByName('SOUND_PLAYER_JETFLY');
1928 FJetSoundOn.SetByName('SOUND_PLAYER_JETON');
1929 FJetSoundOff.SetByName('SOUND_PLAYER_JETOFF');
1931 FSpectatePlayer := -1;
1932 FClientID := -1;
1933 FPing := 0;
1934 FLoss := 0;
1935 FSavedState.WaitRecall := False;
1936 FShellTimer := -1;
1938 FActualModelName := 'doomer';
1940 g_Obj_Init(@FObj);
1941 FObj.Rect := PLAYER_RECT;
1943 FBFGFireCounter := -1;
1944 FJustTeleported := False;
1945 FNetTime := 0;
1946 end;
1948 procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte);
1949 var
1950 c: Word;
1951 begin
1952 if (not g_Game_IsClient) and (not FLive) then
1953 Exit;
1955 FLastHit := t;
1957 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
1958 if ((t = HIT_TRAP) or (t = HIT_SELF)) and (not FGodMode) then
1959 begin
1960 if not g_Game_IsClient then
1961 begin
1962 FArmor := 0;
1963 if t = HIT_TRAP then
1964 begin
1965 // Ëîâóøêà óáèâàåò ñðàçó:
1966 FHealth := -100;
1967 Kill(K_EXTRAHARDKILL, SpawnerUID, t);
1968 end;
1969 if t = HIT_SELF then
1970 begin
1971 // Ñàìîóáèéñòâî:
1972 FHealth := 0;
1973 Kill(K_SIMPLEKILL, SpawnerUID, t);
1974 end;
1975 end;
1976 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
1977 FMegaRulez[MR_SUIT] := 0;
1978 FMegaRulez[MR_INVUL] := 0;
1979 FMegaRulez[MR_INVIS] := 0;
1980 FBerserk := 0;
1981 end;
1983 // Íî îò îñòàëüíîãî ñïàñàåò:
1984 if FMegaRulez[MR_INVUL] >= gTime then
1985 Exit;
1987 // ×èò-êîä "ÃÎÐÅÖ":
1988 if FGodMode then
1989 Exit;
1991 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
1992 if LongBool(gGameSettings.Options and GAME_OPTION_TEAMDAMAGE) or
1993 (SpawnerUID = FUID) or
1994 (not SameTeam(FUID, SpawnerUID)) then
1995 begin
1996 FLastSpawnerUID := SpawnerUID;
1998 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
1999 if gBloodCount > 0 then
2000 begin
2001 c := Min(value, 200)*gBloodCount + Random(Min(value, 200) div 2);
2002 if value div 4 <= c then
2003 c := c - (value div 4)
2004 else
2005 c := 0;
2007 if (t = HIT_SOME) and (vx = 0) and (vy = 0) then
2008 MakeBloodSimple(c)
2009 else
2010 case t of
2011 HIT_TRAP, HIT_ACID, HIT_FLAME, HIT_SELF: MakeBloodSimple(c);
2012 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, vx, vy);
2013 end;
2015 if t = HIT_WATER then
2016 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
2017 FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
2018 end;
2020 // Áóôåð óðîíà:
2021 if FLive then
2022 Inc(FDamageBuffer, value);
2024 // Âñïûøêà áîëè:
2025 if gFlash <> 0 then
2026 FPain := FPain + value;
2027 end;
2029 if g_Game_IsServer and g_Game_IsNet then
2030 begin
2031 MH_SEND_PlayerDamage(FUID, t, SpawnerUID, value, vx, vy);
2032 MH_SEND_PlayerStats(FUID);
2033 MH_SEND_PlayerPos(False, FUID);
2034 end;
2035 end;
2037 function TPlayer.Heal(value: Word; Soft: Boolean): Boolean;
2038 begin
2039 Result := False;
2040 if g_Game_IsClient then
2041 Exit;
2042 if not FLive then
2043 Exit;
2045 if Soft and (FHealth < PLAYER_HP_SOFT) then
2046 begin
2047 IncMax(FHealth, value, PLAYER_HP_SOFT);
2048 Result := True;
2049 end;
2050 if (not Soft) and (FHealth < PLAYER_HP_LIMIT) then
2051 begin
2052 IncMax(FHealth, value, PLAYER_HP_LIMIT);
2053 Result := True;
2054 end;
2056 if Result and g_Game_IsServer and g_Game_IsNet then
2057 MH_SEND_PlayerStats(FUID);
2058 end;
2060 destructor TPlayer.Destroy();
2061 begin
2062 if (gPlayer1 <> nil) and (gPlayer1.FUID = FUID) then
2063 gPlayer1 := nil;
2064 if (gPlayer2 <> nil) and (gPlayer2.FUID = FUID) then
2065 gPlayer2 := nil;
2067 FSawSound.Free();
2068 FSawSoundIdle.Free();
2069 FSawSoundHit.Free();
2070 FJetSoundFly.Free();
2071 FJetSoundOn.Free();
2072 FJetSoundOff.Free();
2073 FModel.Free();
2075 inherited;
2076 end;
2078 procedure TPlayer.DrawBubble();
2079 var
2080 bubX, bubY: Integer;
2081 ID: LongWord;
2082 Rb, Gb, Bb,
2083 Rw, Gw, Bw: SmallInt;
2084 Dot: Byte;
2085 begin
2086 bubX := FObj.X+FObj.Rect.X + IfThen(FDirection = D_LEFT, -4, 18);
2087 bubY := FObj.Y+FObj.Rect.Y - 18;
2088 Rb := 64;
2089 Gb := 64;
2090 Bb := 64;
2091 Rw := 240;
2092 Gw := 240;
2093 Bw := 240;
2094 case gChatBubble of
2095 1: // simple textual non-bubble
2096 begin
2097 bubX := FObj.X+FObj.Rect.X - 11;
2098 bubY := FObj.Y+FObj.Rect.Y - 17;
2099 e_TextureFontPrint(bubX, bubY, '[...]', gStdFont);
2100 Exit;
2101 end;
2102 2: // advanced pixel-perfect bubble
2103 begin
2104 if FTeam = TEAM_RED then
2105 Rb := 255
2106 else
2107 if FTeam = TEAM_BLUE then
2108 Bb := 255;
2109 end;
2110 3: // colored bubble
2111 begin
2112 Rb := FModel.Color.R;
2113 Gb := FModel.Color.G;
2114 Bb := FModel.Color.B;
2115 Rw := Min(Rb * 2 + 64, 255);
2116 Gw := Min(Gb * 2 + 64, 255);
2117 Bw := Min(Bb * 2 + 64, 255);
2118 if (Abs(Rw - Rb) < 32)
2119 or (Abs(Gw - Gb) < 32)
2120 or (Abs(Bw - Bb) < 32) then
2121 begin
2122 Rb := Max(Rw div 2 - 16, 0);
2123 Gb := Max(Gw div 2 - 16, 0);
2124 Bb := Max(Bw div 2 - 16, 0);
2125 end;
2126 end;
2127 4: // custom textured bubble
2128 begin
2129 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID) then
2130 if FDirection = D_RIGHT then
2131 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False)
2132 else
2133 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, M_HORIZONTAL);
2134 Exit;
2135 end;
2136 end;
2138 // Outer borders
2139 e_DrawQuad(bubX + 1, bubY , bubX + 18, bubY + 13, Rb, Gb, Bb);
2140 e_DrawQuad(bubX , bubY + 1, bubX + 19, bubY + 12, Rb, Gb, Bb);
2141 // Inner box
2142 e_DrawFillQuad(bubX + 1, bubY + 1, bubX + 18, bubY + 12, Rw, Gw, Bw, 0);
2144 // Tail
2145 Dot := IfThen(FDirection = D_LEFT, 14, 5);
2146 e_DrawLine(1, bubX + Dot, bubY + 14, bubX + Dot, bubY + 16, Rb, Gb, Bb);
2147 e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 1, Dot + 1), bubY + 13, bubX + IfThen(FDirection = D_LEFT, Dot - 1, Dot + 1), bubY + 15, Rw, Gw, Bw);
2148 e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 2, Dot + 2), bubY + 13, bubX + IfThen(FDirection = D_LEFT, Dot - 2, Dot + 2), bubY + 14, Rw, Gw, Bw);
2149 e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 3, Dot + 3), bubY + 13, bubX + IfThen(FDirection = D_LEFT, Dot - 3, Dot + 3), bubY + 13, Rw, Gw, Bw);
2150 e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 3, Dot + 3), bubY + 14, bubX + IfThen(FDirection = D_LEFT, Dot - 1, Dot + 1), bubY + 16, Rb, Gb, Bb);
2152 // Dots
2153 Dot := 6;
2154 e_DrawFillQuad(bubX + Dot, bubY + 8, bubX + Dot + 1, bubY + 9, Rb, Gb, Bb, 0);
2155 e_DrawFillQuad(bubX + Dot + 3, bubY + 8, bubX + Dot + 4, bubY + 9, Rb, Gb, Bb, 0);
2156 e_DrawFillQuad(bubX + Dot + 6, bubY + 8, bubX + Dot + 7, bubY + 9, Rb, Gb, Bb, 0);
2157 end;
2159 procedure TPlayer.Draw();
2160 var
2161 ID: DWORD;
2162 w, h: Word;
2163 begin
2164 if FLive then
2165 begin
2166 if (FMegaRulez[MR_INVUL] > gTime) and (gPlayerDrawn <> Self) then
2167 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then
2168 begin
2169 e_GetTextureSize(ID, @w, @h);
2170 if FDirection = D_LEFT then
2171 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4,
2172 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7, 0, True, False)
2173 else
2174 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2,
2175 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7, 0, True, False);
2176 end;
2178 if FMegaRulez[MR_INVIS] > gTime then
2179 begin
2180 if (gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2181 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM))) then
2182 FModel.Draw(FObj.X, FObj.Y, 200)
2183 else
2184 FModel.Draw(FObj.X, FObj.Y, 254);
2185 end
2186 else
2187 FModel.Draw(FObj.X, FObj.Y);
2188 end;
2190 if g_debug_Frames then
2191 begin
2192 e_DrawQuad(FObj.X+FObj.Rect.X,
2193 FObj.Y+FObj.Rect.Y,
2194 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2195 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2196 0, 255, 0);
2197 end;
2199 if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then
2200 DrawBubble();
2201 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2202 if gAimLine and Live and
2203 ((Self = gPlayer1) or (Self = gPlayer2)) then
2204 DrawAim();
2205 end;
2207 procedure TPlayer.DrawAim();
2208 var
2209 wx, wy, xx, yy: Integer;
2210 angle: SmallInt;
2211 sz, len: Word;
2212 begin
2213 wx := FObj.X + WEAPONPOINT[FDirection].X + IfThen(FDirection = D_LEFT, 7, -7);
2214 wy := FObj.Y + WEAPONPOINT[FDirection].Y;
2215 angle := FAngle;
2216 len := 1024;
2217 sz := 2;
2218 case FCurrWeap of
2219 0: begin // Punch
2220 len := 12;
2221 sz := 4;
2222 end;
2223 1: begin // Chainsaw
2224 len := 24;
2225 sz := 6;
2226 end;
2227 2: begin // Pistol
2228 len := 1024;
2229 sz := 2;
2230 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2231 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2232 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2233 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2234 end;
2235 3: begin // Shotgun
2236 len := 1024;
2237 sz := 3;
2238 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2239 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2240 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2241 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2242 end;
2243 4: begin // Double Shotgun
2244 len := 1024;
2245 sz := 4;
2246 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2247 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2248 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2249 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2250 end;
2251 5: begin // Chaingun
2252 len := 1024;
2253 sz := 3;
2254 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2255 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2256 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2257 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2258 end;
2259 6: begin // Rocket Launcher
2260 len := 1024;
2261 sz := 7;
2262 if angle = ANGLE_RIGHTUP then Inc(angle, 2);
2263 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2264 if angle = ANGLE_LEFTUP then Dec(angle, 2);
2265 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2266 end;
2267 7: begin // Plasmagun
2268 len := 1024;
2269 sz := 5;
2270 if angle = ANGLE_RIGHTUP then Inc(angle);
2271 if angle = ANGLE_RIGHTDOWN then Inc(angle, 3);
2272 if angle = ANGLE_LEFTUP then Dec(angle);
2273 if angle = ANGLE_LEFTDOWN then Dec(angle, 3);
2274 end;
2275 8: begin // BFG
2276 len := 1024;
2277 sz := 12;
2278 if angle = ANGLE_RIGHTUP then Inc(angle, 1);
2279 if angle = ANGLE_RIGHTDOWN then Inc(angle, 2);
2280 if angle = ANGLE_LEFTUP then Dec(angle, 1);
2281 if angle = ANGLE_LEFTDOWN then Dec(angle, 2);
2282 end;
2283 9: begin // Super Chaingun
2284 len := 1024;
2285 sz := 4;
2286 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2287 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2288 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2289 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2290 end;
2291 end;
2292 xx := Trunc(Cos(-DegToRad(angle)) * len) + wx;
2293 yy := Trunc(Sin(-DegToRad(angle)) * len) + wy;
2294 e_DrawLine(sz, wx, wy, xx, yy, 255, 0, 0, 96);
2295 end;
2297 procedure TPlayer.DrawGUI();
2298 var
2299 ID: DWORD;
2300 X, Y, SY, a, p, m: Integer;
2301 tw, th: Word;
2302 cw, ch: Byte;
2303 s: string;
2304 stat: TPlayerStatArray;
2305 begin
2306 X := gPlayerScreenSize.X;
2307 SY := gPlayerScreenSize.Y;
2308 Y := 0;
2310 if gShowGoals and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2311 begin
2312 if gGameSettings.GameMode = GM_CTF then
2313 a := 32 + 8
2314 else
2315 a := 0;
2316 if gGameSettings.GameMode = GM_CTF then
2317 begin
2318 s := 'TEXTURE_PLAYER_REDFLAG';
2319 if gFlags[FLAG_RED].State = FLAG_STATE_CAPTURED then
2320 s := 'TEXTURE_PLAYER_REDFLAG_S';
2321 if gFlags[FLAG_RED].State = FLAG_STATE_DROPPED then
2322 s := 'TEXTURE_PLAYER_REDFLAG_D';
2323 if g_Texture_Get(s, ID) then
2324 e_Draw(ID, X-16-32, 240-72-4, 0, True, False);
2325 end;
2327 s := IntToStr(gTeamStat[TEAM_RED].Goals);
2328 e_CharFont_GetSize(gMenuFont, s, tw, th);
2329 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-72-4, s, TEAMCOLOR[TEAM_RED]);
2331 if gGameSettings.GameMode = GM_CTF then
2332 begin
2333 s := 'TEXTURE_PLAYER_BLUEFLAG';
2334 if gFlags[FLAG_BLUE].State = FLAG_STATE_CAPTURED then
2335 s := 'TEXTURE_PLAYER_BLUEFLAG_S';
2336 if gFlags[FLAG_BLUE].State = FLAG_STATE_DROPPED then
2337 s := 'TEXTURE_PLAYER_BLUEFLAG_D';
2338 if g_Texture_Get(s, ID) then
2339 e_Draw(ID, X-16-32, 240-32-4, 0, True, False);
2340 end;
2342 s := IntToStr(gTeamStat[TEAM_BLUE].Goals);
2343 e_CharFont_GetSize(gMenuFont, s, tw, th);
2344 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-32-4, s, TEAMCOLOR[TEAM_BLUE]);
2345 end;
2347 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID) then
2348 e_DrawFill(ID, X, 0, 1, (gPlayerScreenSize.Y div 256)+IfThen(gPlayerScreenSize.Y mod 256 > 0, 1, 0),
2349 0, False, False);
2351 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID) then
2352 e_Draw(ID, X+2, Y, 0, True, False);
2354 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
2355 begin
2356 if gShowStat then
2357 begin
2358 s := IntToStr(Frags);
2359 e_CharFont_GetSize(gMenuFont, s, tw, th);
2360 e_CharFont_PrintEx(gMenuFont, X-16-tw, Y, s, _RGB(255, 0, 0));
2362 s := '';
2363 p := 1;
2364 m := 0;
2365 stat := g_Player_GetStats();
2366 if stat <> nil then
2367 begin
2368 p := 1;
2370 for a := 0 to High(stat) do
2371 if stat[a].Name <> Name then
2372 begin
2373 if stat[a].Frags > m then m := stat[a].Frags;
2374 if stat[a].Frags > Frags then p := p+1;
2375 end;
2376 end;
2378 s := IntToStr(p)+' / '+IntToStr(Length(stat))+' ';
2379 if Frags >= m then s := s+'+' else s := s+'-';
2380 s := s+IntToStr(Abs(Frags-m));
2382 e_CharFont_GetSize(gMenuSmallFont, s, tw, th);
2383 e_CharFont_PrintEx(gMenuSmallFont, X-16-tw, Y+32, s, _RGB(255, 0, 0));
2384 end;
2386 if gShowLives and (gGameSettings.MaxLives > 0) then
2387 begin
2388 s := IntToStr(Lives);
2389 e_CharFont_GetSize(gMenuFont, s, tw, th);
2390 e_CharFont_PrintEx(gMenuFont, X-16-tw, SY-32, s, _RGB(0, 255, 0));
2391 end;
2392 end;
2394 e_CharFont_GetSize(gMenuSmallFont, FName, tw, th);
2395 e_CharFont_PrintEx(gMenuSmallFont, X+98-(tw div 2), Y+8, FName, _RGB(255, 0, 0));
2397 if R_BERSERK in FRulez then
2398 e_Draw(gItemsTexturesID[ITEM_MEDKIT_BLACK], X+37, Y+45, 0, True, False)
2399 else
2400 e_Draw(gItemsTexturesID[ITEM_MEDKIT_LARGE], X+37, Y+45, 0, True, False);
2402 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID) then
2403 e_Draw(ID, X+36, Y+77, 0, True, False);
2405 s := IntToStr(IfThen(FHealth > 0, FHealth, 0));
2406 e_CharFont_GetSize(gMenuFont, s, tw, th);
2407 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+40, s, _RGB(255, 0, 0));
2409 s := IntToStr(FArmor);
2410 e_CharFont_GetSize(gMenuFont, s, tw, th);
2411 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+68, s, _RGB(255, 0, 0));
2413 s := IntToStr(GetAmmoByWeapon(FCurrWeap));
2415 case FCurrWeap of
2416 WEAPON_KASTET:
2417 begin
2418 s := '--';
2419 ID := gItemsTexturesID[ITEM_WEAPON_KASTET];
2420 end;
2421 WEAPON_SAW:
2422 begin
2423 s := '--';
2424 ID := gItemsTexturesID[ITEM_WEAPON_SAW];
2425 end;
2426 WEAPON_PISTOL: ID := gItemsTexturesID[ITEM_WEAPON_PISTOL];
2427 WEAPON_CHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_CHAINGUN];
2428 WEAPON_SHOTGUN1: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN1];
2429 WEAPON_SHOTGUN2: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN2];
2430 WEAPON_SUPERPULEMET: ID := gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET];
2431 WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER];
2432 WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA];
2433 WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG];
2434 end;
2436 e_CharFont_GetSize(gMenuFont, s, tw, th);
2437 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+158, s, _RGB(255, 0, 0));
2438 e_Draw(ID, X+20, Y+160, 0, True, False);
2440 if R_KEY_RED in FRulez then
2441 e_Draw(gItemsTexturesID[ITEM_KEY_RED], X+78, Y+214, 0, True, False);
2443 if R_KEY_GREEN in FRulez then
2444 e_Draw(gItemsTexturesID[ITEM_KEY_GREEN], X+95, Y+214, 0, True, False);
2446 if R_KEY_BLUE in FRulez then
2447 e_Draw(gItemsTexturesID[ITEM_KEY_BLUE], X+112, Y+214, 0, True, False);
2449 if FJetFuel > 0 then
2450 begin
2451 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2452 e_Draw(ID, X+2, Y+116, 0, True, False);
2453 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID) then
2454 e_Draw(ID, X+2, Y+126, 0, True, False);
2455 e_DrawLine(4, X+16, Y+122, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+122, 0, 0, 196);
2456 e_DrawLine(4, X+16, Y+132, X+16+Trunc(168*FJetFuel/JET_MAX), Y+132, 208, 0, 0);
2457 end
2458 else
2459 begin
2460 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2461 e_Draw(ID, X+2, Y+124, 0, True, False);
2462 e_DrawLine(4, X+16, Y+130, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+130, 0, 0, 196);
2463 end;
2465 if gShowPing and g_Game_IsClient then
2466 begin
2467 s := _lc[I_GAME_PING_HUD] + IntToStr(NetPeer.lastRoundTripTime) + _lc[I_NET_SLIST_PING_MS];
2468 e_TextureFontPrint(X + 4, Y + 242, s, gStdFont);
2469 Y := Y + 16;
2470 end;
2472 if FSpectator then
2473 begin
2474 e_TextureFontPrint(X + 4, Y + 242, _lc[I_PLAYER_SPECT], gStdFont);
2475 e_TextureFontPrint(X + 4, Y + 258, _lc[I_PLAYER_SPECT2], gStdFont);
2476 e_TextureFontPrint(X + 4, Y + 274, _lc[I_PLAYER_SPECT1], gStdFont);
2477 if FNoRespawn then
2478 begin
2479 e_TextureFontGetSize(gStdFont, cw, ch);
2480 s := _lc[I_PLAYER_SPECT4];
2481 e_TextureFontPrintEx(gScreenWidth div 2 - cw*(Length(s) div 2),
2482 gScreenHeight-4-ch, s, gStdFont, 255, 255, 255, 1, True);
2483 e_TextureFontPrint(X + 4, Y + 290, _lc[I_PLAYER_SPECT1S], gStdFont);
2484 end;
2486 end;
2487 end;
2489 procedure TPlayer.DrawRulez();
2490 var
2491 dr: Boolean;
2492 begin
2493 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2494 if FMegaRulez[MR_INVUL] >= gTime then
2495 begin
2496 if (FMegaRulez[MR_INVUL]-gTime) <= 2100 then
2497 dr := not Odd((FMegaRulez[MR_INVUL]-gTime) div 300)
2498 else
2499 dr := True;
2501 if dr then
2502 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2503 191, 191, 191, 0, B_INVERT);
2504 end;
2506 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2507 if FMegaRulez[MR_SUIT] >= gTime then
2508 begin
2509 if (FMegaRulez[MR_SUIT]-gTime) <= 2100 then
2510 dr := not Odd((FMegaRulez[MR_SUIT]-gTime) div 300)
2511 else
2512 dr := True;
2514 if dr then
2515 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2516 0, 96, 0, 200, B_NONE);
2517 end;
2519 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2520 if (FBerserk >= 0) and (LongWord(FBerserk) >= gTime) and (gFlash = 2) then
2521 begin
2522 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2523 255, 0, 0, 200, B_NONE);
2524 end;
2525 end;
2527 procedure TPlayer.DrawPain();
2528 var
2529 a, h: Integer;
2530 begin
2531 if FPain = 0 then Exit;
2533 a := FPain;
2535 if a < 15 then h := 0
2536 else if a < 35 then h := 1
2537 else if a < 55 then h := 2
2538 else if a < 75 then h := 3
2539 else if a < 95 then h := 4
2540 else h := 5;
2542 //if a > 255 then a := 255;
2544 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255, 0, 0, 255-h*50);
2545 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2546 end;
2548 procedure TPlayer.DrawPickup();
2549 var
2550 a, h: Integer;
2551 begin
2552 if FPickup = 0 then Exit;
2554 a := FPickup;
2556 if a < 15 then h := 1
2557 else if a < 35 then h := 2
2558 else if a < 55 then h := 3
2559 else if a < 75 then h := 4
2560 else h := 5;
2562 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50);
2563 end;
2565 procedure TPlayer.Fire();
2566 var
2567 f, DidFire: Boolean;
2568 wx, wy, xd, yd: Integer;
2569 obj: TObj;
2570 begin
2571 if g_Game_IsClient then Exit;
2572 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2573 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2575 if FSpectator then
2576 begin
2577 Respawn(False);
2578 Exit;
2579 end;
2581 if FReloading[FCurrWeap] <> 0 then Exit;
2583 DidFire := False;
2585 f := False;
2586 wx := FObj.X+WEAPONPOINT[FDirection].X;
2587 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
2588 xd := wx+IfThen(FDirection = D_LEFT, -30, 30);
2589 yd := wy+firediry();
2591 case FCurrWeap of
2592 WEAPON_KASTET:
2593 begin
2594 if R_BERSERK in FRulez then
2595 begin
2596 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2597 obj.X := FObj.X+FObj.Rect.X;
2598 obj.Y := FObj.Y+FObj.Rect.Y;
2599 obj.rect.X := 0;
2600 obj.rect.Y := 0;
2601 obj.rect.Width := 39;
2602 obj.rect.Height := 52;
2603 obj.Vel.X := (xd-wx) div 2;
2604 obj.Vel.Y := (yd-wy) div 2;
2605 obj.Accel.X := xd-wx;
2606 obj.Accel.y := yd-wy;
2608 if g_Weapon_Hit(@obj, 50, FUID, HIT_SOME) <> 0 then
2609 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
2610 else
2611 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
2613 if gFlash = 1 then
2614 if FPain < 50 then
2615 FPain := min(FPain + 25, 50);
2616 end else g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
2618 DidFire := True;
2619 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2620 end;
2622 WEAPON_SAW:
2623 begin
2624 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2625 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
2626 begin
2627 FSawSoundSelect.Stop();
2628 FSawSound.Stop();
2629 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
2630 end
2631 else if not FSawSoundHit.IsPlaying() then
2632 begin
2633 FSawSoundSelect.Stop();
2634 FSawSound.PlayAt(FObj.X, FObj.Y);
2635 end;
2637 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2638 DidFire := True;
2639 f := True;
2640 end;
2642 WEAPON_PISTOL:
2643 if FAmmo[A_BULLETS] > 0 then
2644 begin
2645 g_Weapon_pistol(wx, wy, xd, yd, FUID);
2646 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2647 Dec(FAmmo[A_BULLETS]);
2648 FFireAngle := FAngle;
2649 f := True;
2650 DidFire := True;
2651 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2652 GameVelX, GameVelY-2, SHELL_BULLET);
2653 end;
2655 WEAPON_SHOTGUN1:
2656 if FAmmo[A_SHELLS] > 0 then
2657 begin
2658 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2659 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
2660 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2661 Dec(FAmmo[A_SHELLS]);
2662 FFireAngle := FAngle;
2663 f := True;
2664 DidFire := True;
2665 FShellTimer := 10;
2666 FShellType := SHELL_SHELL;
2667 end;
2669 WEAPON_SHOTGUN2:
2670 if FAmmo[A_SHELLS] >= 2 then
2671 begin
2672 g_Weapon_dshotgun(wx, wy, xd, yd, FUID);
2673 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2674 Dec(FAmmo[A_SHELLS], 2);
2675 FFireAngle := FAngle;
2676 f := True;
2677 DidFire := True;
2678 FShellTimer := 13;
2679 FShellType := SHELL_DBLSHELL;
2680 end;
2682 WEAPON_CHAINGUN:
2683 if FAmmo[A_BULLETS] > 0 then
2684 begin
2685 g_Weapon_mgun(wx, wy, xd, yd, FUID);
2686 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
2687 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2688 Dec(FAmmo[A_BULLETS]);
2689 FFireAngle := FAngle;
2690 f := True;
2691 DidFire := True;
2692 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2693 GameVelX, GameVelY-2, SHELL_BULLET);
2694 end;
2696 WEAPON_ROCKETLAUNCHER:
2697 if FAmmo[A_ROCKETS] > 0 then
2698 begin
2699 g_Weapon_rocket(wx, wy, xd, yd, FUID);
2700 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2701 Dec(FAmmo[A_ROCKETS]);
2702 FFireAngle := FAngle;
2703 f := True;
2704 DidFire := True;
2705 end;
2707 WEAPON_PLASMA:
2708 if FAmmo[A_CELLS] > 0 then
2709 begin
2710 g_Weapon_plasma(wx, wy, xd, yd, FUID);
2711 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2712 Dec(FAmmo[A_CELLS]);
2713 FFireAngle := FAngle;
2714 f := True;
2715 DidFire := True;
2716 end;
2718 WEAPON_BFG:
2719 if (FAmmo[A_CELLS] >= 40) and (FBFGFireCounter = -1) then
2720 begin
2721 FBFGFireCounter := 17;
2722 if not FNoReload then
2723 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj.X, FObj.Y);
2724 Dec(FAmmo[A_CELLS], 40);
2725 DidFire := True;
2726 end;
2728 WEAPON_SUPERPULEMET:
2729 if FAmmo[A_SHELLS] > 0 then
2730 begin
2731 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
2732 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
2733 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2734 Dec(FAmmo[A_SHELLS]);
2735 FFireAngle := FAngle;
2736 f := True;
2737 DidFire := True;
2738 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
2739 GameVelX, GameVelY-2, SHELL_SHELL);
2740 end;
2741 end;
2743 if g_Game_IsNet then
2744 begin
2745 if DidFire then
2746 begin
2747 if FCurrWeap <> WEAPON_BFG then
2748 MH_SEND_PlayerFire(FUID, FCurrWeap, wx, wy, xd, yd, LastShotID)
2749 else
2750 if not FNoReload then
2751 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_WEAPON_STARTFIREBFG');
2752 end;
2754 MH_SEND_PlayerStats(FUID);
2755 end;
2757 if not f then Exit;
2759 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
2760 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
2761 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
2762 end;
2764 function TPlayer.GetAmmoByWeapon(Weapon: Byte): Word;
2765 begin
2766 case Weapon of
2767 WEAPON_PISTOL, WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS];
2768 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS];
2769 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS];
2770 WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS];
2771 else Result := 0;
2772 end;
2773 end;
2775 function TPlayer.HeadInLiquid(XInc, YInc: Integer): Boolean;
2776 begin
2777 Result := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X+XInc, FObj.Y+PLAYER_HEADRECT.Y+YInc,
2778 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
2779 PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, True);
2780 end;
2782 procedure TPlayer.JetpackOn;
2783 begin
2784 FJetSoundFly.Stop;
2785 FJetSoundOff.Stop;
2786 FJetSoundOn.SetPosition(0);
2787 FJetSoundOn.PlayAt(FObj.X, FObj.Y);
2788 FlySmoke(8);
2789 end;
2791 procedure TPlayer.JetpackOff;
2792 begin
2793 FJetSoundFly.Stop;
2794 FJetSoundOn.Stop;
2795 FJetSoundOff.SetPosition(0);
2796 FJetSoundOff.PlayAt(FObj.X, FObj.Y);
2797 end;
2799 procedure TPlayer.Jump();
2800 begin
2801 if gFly or FJetpack then
2802 begin
2803 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
2804 if FObj.Vel.Y > -VEL_FLY then
2805 FObj.Vel.Y := FObj.Vel.Y - 3;
2806 if FJetpack then
2807 begin
2808 if FJetFuel > 0 then
2809 Dec(FJetFuel);
2810 if (FJetFuel < 1) and g_Game_IsServer then
2811 begin
2812 FJetpack := False;
2813 JetpackOff;
2814 if g_Game_IsNet then
2815 MH_SEND_PlayerStats(FUID);
2816 end;
2817 end;
2818 Exit;
2819 end;
2821 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
2822 if FGhost then
2823 FCanJetpack := False;
2825 // Ïðûãàåì èëè âñïëûâàåì:
2826 if (CollideLevel(0, 1) or
2827 g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y+36, PLAYER_RECT.Width,
2828 PLAYER_RECT.Height-33, PANEL_STEP, False)
2829 ) and (FObj.Accel.Y = 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
2830 begin
2831 FObj.Vel.Y := -VEL_JUMP;
2832 FCanJetpack := False;
2833 end
2834 else
2835 begin
2836 if BodyInLiquid(0, 0) then
2837 FObj.Vel.Y := -VEL_SW
2838 else if (FJetFuel > 0) and FCanJetpack and
2839 g_Game_IsServer and (not g_Obj_CollideLiquid(@FObj, 0, 0)) then
2840 begin
2841 FJetpack := True;
2842 JetpackOn;
2843 if g_Game_IsNet then
2844 MH_SEND_PlayerStats(FUID);
2845 end;
2846 end;
2847 end;
2849 procedure TPlayer.Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
2850 var
2851 a, i, k, ab, ar: Byte;
2852 s: String;
2853 mon: TMonster;
2854 plr: TPlayer;
2855 srv, netsrv: Boolean;
2856 DoFrags: Boolean;
2857 OldLR: Byte;
2858 KP: TPlayer;
2860 procedure PushItem(t: Byte);
2861 var
2862 id: DWORD;
2863 begin
2864 id := g_Items_Create(FObj.X, FObj.Y, t, True, False);
2865 if KillType = K_EXTRAHARDKILL then // -7..+7; -8..0
2866 g_Obj_Push(@gItems[id].Obj, (FObj.Vel.X div 2)-7+Random(15),
2867 (FObj.Vel.Y div 2)-Random(9))
2868 else
2869 if KillType = K_HARDKILL then // -5..+5; -5..0
2870 g_Obj_Push(@gItems[id].Obj, (FObj.Vel.X div 2)-5+Random(11),
2871 (FObj.Vel.Y div 2)-Random(6))
2872 else // -3..+3; -3..0
2873 g_Obj_Push(@gItems[id].Obj, (FObj.Vel.X div 2)-3+Random(7),
2874 (FObj.Vel.Y div 2)-Random(4));
2876 if g_Game_IsNet and g_Game_IsServer then
2877 MH_SEND_ItemSpawn(True, id);
2878 end;
2880 begin
2881 DoFrags := (gGameSettings.MaxLives = 0) or (gGameSettings.GameMode = GM_COOP);
2882 Srv := g_Game_IsServer;
2883 Netsrv := g_Game_IsServer and g_Game_IsNet;
2884 if Srv then FDeath := FDeath + 1;
2885 if FLive then
2886 begin
2887 if FGhost then
2888 FGhost := False;
2889 if not FPhysics then
2890 FPhysics := True;
2891 FLive := False;
2892 end;
2893 FShellTimer := -1;
2895 if (gGameSettings.MaxLives > 0) and Srv and (gLMSRespawn = LMS_RESPAWN_NONE) then
2896 begin
2897 if FLives > 0 then FLives := FLives - 1;
2898 if FLives = 0 then FNoRespawn := True;
2899 end;
2901 // Íîìåð òèïà ñìåðòè:
2902 a := 1;
2903 case KillType of
2904 K_SIMPLEKILL: a := 1;
2905 K_HARDKILL: a := 2;
2906 K_EXTRAHARDKILL: a := 3;
2907 K_FALLKILL: a := 4;
2908 end;
2910 // Çâóê ñìåðòè:
2911 if not FModel.PlaySound(MODELSOUND_DIE, a, FObj.X, FObj.Y) then
2912 for i := 1 to 3 do
2913 if FModel.PlaySound(MODELSOUND_DIE, i, FObj.X, FObj.Y) then
2914 Break;
2916 // Âðåìÿ ðåñïàóíà:
2917 if Srv then
2918 case KillType of
2919 K_SIMPLEKILL:
2920 FTime[T_RESPAWN] := gTime + TIME_RESPAWN1;
2921 K_HARDKILL:
2922 FTime[T_RESPAWN] := gTime + TIME_RESPAWN2;
2923 K_EXTRAHARDKILL, K_FALLKILL:
2924 FTime[T_RESPAWN] := gTime + TIME_RESPAWN3;
2925 end;
2927 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
2928 case KillType of
2929 K_SIMPLEKILL:
2930 SetAction(A_DIE1);
2931 K_HARDKILL, K_EXTRAHARDKILL:
2932 SetAction(A_DIE2);
2933 end;
2935 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
2936 if (KillType <> K_FALLKILL) and (Srv) then
2937 g_Monsters_killedp();
2939 if SpawnerUID = FUID then
2940 begin // Ñàìîóáèëñÿ
2941 if Srv and (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
2942 begin
2943 Dec(FFrags);
2944 FLastFrag := 0;
2945 end;
2946 g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
2947 end
2948 else
2949 if g_GetUIDType(SpawnerUID) = UID_PLAYER then
2950 begin // Óáèò äðóãèì èãðîêîì
2951 KP := g_Player_Get(SpawnerUID);
2952 if (KP <> nil) and Srv then
2953 begin
2954 if (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
2955 if SameTeam(FUID, SpawnerUID) then
2956 begin
2957 Dec(KP.FFrags);
2958 KP.FLastFrag := 0;
2959 end else
2960 begin
2961 Inc(KP.FFrags);
2962 KP.FragCombo();
2963 end;
2965 if (gGameSettings.GameMode = GM_TDM) and DoFrags then
2966 Inc(gTeamStat[KP.Team].Goals,
2967 IfThen(SameTeam(FUID, SpawnerUID), -1, 1));
2969 if netsrv then MH_SEND_PlayerStats(SpawnerUID);
2970 end;
2972 plr := g_Player_Get(SpawnerUID);
2973 if plr = nil then
2974 s := '?'
2975 else
2976 s := plr.FName;
2978 case KillType of
2979 K_HARDKILL:
2980 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
2981 [FName, s]),
2982 gShowKillMsg);
2983 K_EXTRAHARDKILL:
2984 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
2985 [FName, s]),
2986 gShowKillMsg);
2987 else
2988 g_Console_Add(Format(_lc[I_PLAYER_KILL],
2989 [FName, s]),
2990 gShowKillMsg);
2991 end;
2992 end
2993 else if g_GetUIDType(SpawnerUID) = UID_MONSTER then
2994 begin // Óáèò ìîíñòðîì
2995 mon := g_Monsters_Get(SpawnerUID);
2996 if mon = nil then
2997 s := '?'
2998 else
2999 s := g_Monsters_GetKilledBy(mon.MonsterType);
3001 case KillType of
3002 K_HARDKILL:
3003 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3004 [FName, s]),
3005 gShowKillMsg);
3006 K_EXTRAHARDKILL:
3007 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3008 [FName, s]),
3009 gShowKillMsg);
3010 else
3011 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3012 [FName, s]),
3013 gShowKillMsg);
3014 end;
3015 end
3016 else // Îñîáûå òèïû ñìåðòè
3017 case t of
3018 HIT_DISCON: ;
3019 HIT_SELF: g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3020 HIT_FALL: g_Console_Add(Format(_lc[I_PLAYER_KILL_FALL], [FName]), True);
3021 HIT_WATER: g_Console_Add(Format(_lc[I_PLAYER_KILL_WATER], [FName]), True);
3022 HIT_ACID: g_Console_Add(Format(_lc[I_PLAYER_KILL_ACID], [FName]), True);
3023 HIT_TRAP: g_Console_Add(Format(_lc[I_PLAYER_KILL_TRAP], [FName]), True);
3024 else g_Console_Add(Format(_lc[I_PLAYER_DIED], [FName]), True);
3025 end;
3027 if Srv then
3028 begin
3029 // Âûáðîñ îðóæèÿ:
3030 for a := WEAPON_KASTET to WEAPON_SUPERPULEMET do
3031 if FWeapon[a] then
3032 begin
3033 case a of
3034 WEAPON_SAW: i := ITEM_WEAPON_SAW;
3035 WEAPON_SHOTGUN1: i := ITEM_WEAPON_SHOTGUN1;
3036 WEAPON_SHOTGUN2: i := ITEM_WEAPON_SHOTGUN2;
3037 WEAPON_CHAINGUN: i := ITEM_WEAPON_CHAINGUN;
3038 WEAPON_ROCKETLAUNCHER: i := ITEM_WEAPON_ROCKETLAUNCHER;
3039 WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA;
3040 WEAPON_BFG: i := ITEM_WEAPON_BFG;
3041 WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET;
3042 else i := 0;
3043 end;
3045 if i <> 0 then
3046 PushItem(i);
3047 end;
3049 // Âûáðîñ ðþêçàêà:
3050 if R_ITEM_BACKPACK in FRulez then
3051 PushItem(ITEM_AMMO_BACKPACK);
3053 // Âûáðîñ ðàêåòíîãî ðàíöà:
3054 if FJetFuel > 0 then
3055 PushItem(ITEM_JETPACK);
3057 // Âûáðîñ êëþ÷åé:
3058 if not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) then
3059 begin
3060 if R_KEY_RED in FRulez then
3061 PushItem(ITEM_KEY_RED);
3063 if R_KEY_GREEN in FRulez then
3064 PushItem(ITEM_KEY_GREEN);
3066 if R_KEY_BLUE in FRulez then
3067 PushItem(ITEM_KEY_BLUE);
3068 end;
3070 // Âûáðîñ ôëàãà:
3071 DropFlag();
3072 end;
3074 g_Player_CreateCorpse(Self);
3076 if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and
3077 (gLMSRespawn = LMS_RESPAWN_NONE) then
3078 begin
3079 a := 0;
3080 k := 0;
3081 ar := 0;
3082 ab := 0;
3083 for i := Low(gPlayers) to High(gPlayers) do
3084 begin
3085 if gPlayers[i] = nil then continue;
3086 if (not gPlayers[i].FNoRespawn) and (not gPlayers[i].FSpectator) then
3087 begin
3088 Inc(a);
3089 if gPlayers[i].FTeam = TEAM_RED then Inc(ar)
3090 else if gPlayers[i].FTeam = TEAM_BLUE then Inc(ab);
3091 k := i;
3092 end;
3093 end;
3095 OldLR := gLMSRespawn;
3096 if (gGameSettings.GameMode = GM_COOP) then
3097 begin
3098 if (a = 0) then
3099 begin
3100 // everyone is dead, restart the map
3101 g_Game_Message(_lc[I_MESSAGE_LMS_LOSE], 144);
3102 if Netsrv then
3103 MH_SEND_GameEvent(NET_EV_LMS_LOSE);
3104 gLMSRespawn := LMS_RESPAWN_FINAL;
3105 gLMSRespawnTime := gTime + 5000;
3106 end
3107 else if (a = 1) then
3108 begin
3109 if (gPlayers[k] <> nil) and not (gPlayers[k] is TBot) then
3110 if (gPlayers[k] = gPlayer1) or
3111 (gPlayers[k] = gPlayer2) then
3112 g_Console_Add('*** ' + _lc[I_MESSAGE_LMS_SURVIVOR] + ' ***', True)
3113 else if Netsrv and (gPlayers[k].FClientID >= 0) then
3114 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR, 0, 'N', gPlayers[k].FClientID);
3115 end;
3116 end
3117 else if (gGameSettings.GameMode = GM_TDM) then
3118 begin
3119 if (ab = 0) and (ar <> 0) then
3120 begin
3121 // blu team ded
3122 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_RED])]), 144);
3123 if Netsrv then
3124 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_RED);
3125 Inc(gTeamStat[TEAM_RED].Goals);
3126 gLMSRespawn := LMS_RESPAWN_FINAL;
3127 gLMSRespawnTime := gTime + 5000;
3128 end
3129 else if (ar = 0) and (ab <> 0) then
3130 begin
3131 // red team ded
3132 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_BLUE])]), 144);
3133 if Netsrv then
3134 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_BLUE);
3135 Inc(gTeamStat[TEAM_BLUE].Goals);
3136 gLMSRespawn := LMS_RESPAWN_FINAL;
3137 gLMSRespawnTime := gTime + 5000;
3138 end
3139 else if (ar = 0) and (ab = 0) then
3140 begin
3141 // everyone ded
3142 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3143 if Netsrv then
3144 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3145 gLMSRespawn := LMS_RESPAWN_FINAL;
3146 gLMSRespawnTime := gTime + 5000;
3147 end;
3148 end
3149 else if (gGameSettings.GameMode = GM_DM) then
3150 begin
3151 if (a = 1) then
3152 begin
3153 if gPlayers[k] <> nil then
3154 with gPlayers[k] do
3155 begin
3156 // survivor is the winner
3157 g_Game_Message(Format(_lc[I_MESSAGE_LMS_WIN], [AnsiUpperCase(FName)]), 144);
3158 if Netsrv then
3159 MH_SEND_GameEvent(NET_EV_LMS_WIN, 0, FName);
3160 Inc(FFrags);
3161 end;
3162 gLMSRespawn := LMS_RESPAWN_FINAL;
3163 gLMSRespawnTime := gTime + 5000;
3164 end
3165 else if (a = 0) then
3166 begin
3167 // everyone is dead, restart the map
3168 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3169 if Netsrv then
3170 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3171 gLMSRespawn := LMS_RESPAWN_FINAL;
3172 gLMSRespawnTime := gTime + 5000;
3173 end;
3174 end;
3175 if srv and (OldLR = LMS_RESPAWN_NONE) and (gLMSRespawn > LMS_RESPAWN_NONE) then
3176 begin
3177 if NetMode = NET_SERVER then
3178 MH_SEND_GameEvent(NET_EV_LMS_WARMUP, (gLMSRespawnTime - gTime) div 1000)
3179 else
3180 g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [(gLMSRespawnTime - gTime) div 1000]), True);
3181 end;
3182 end;
3184 if Netsrv then
3185 begin
3186 MH_SEND_PlayerStats(FUID);
3187 MH_SEND_PlayerDeath(FUID, KillType, t, SpawnerUID);
3188 if gGameSettings.GameMode = GM_TDM then MH_SEND_GameStats;
3189 end;
3191 if srv and FNoRespawn then Spectate(True);
3192 FWantsInGame := True;
3193 end;
3195 function TPlayer.BodyInLiquid(XInc, YInc: Integer): Boolean;
3196 begin
3197 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3198 PLAYER_RECT.Height-20, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, False);
3199 end;
3201 function TPlayer.BodyInAcid(XInc, YInc: Integer): Boolean;
3202 begin
3203 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3204 PLAYER_RECT.Height-20, PANEL_ACID1 or PANEL_ACID2, False);
3205 end;
3207 procedure TPlayer.MakeBloodSimple(Count: Word);
3208 begin
3209 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
3210 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3211 Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
3212 150, 0, 0);
3213 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
3214 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3215 Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
3216 150, 0, 0);
3217 end;
3219 procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
3220 begin
3221 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
3222 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3223 Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
3224 150, 0, 0);
3225 end;
3227 procedure TPlayer.NextWeapon();
3228 var
3229 i: Byte;
3230 ok: Boolean;
3231 begin
3232 if g_Game_IsClient then Exit;
3233 if FBFGFireCounter <> -1 then Exit;
3235 if FTime[T_SWITCH] > gTime then Exit;
3237 for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
3238 if FReloading[i] > 0 then Exit;
3240 ok := False;
3242 for i := FCurrWeap+1 to WEAPON_SUPERPULEMET do
3243 if FWeapon[i] then
3244 begin
3245 FCurrWeap := i;
3246 ok := True;
3247 Break;
3248 end;
3250 if not ok then
3251 for i := WEAPON_KASTET to FCurrWeap-1 do
3252 if FWeapon[i] then
3253 begin
3254 FCurrWeap := i;
3255 Break;
3256 end;
3258 FTime[T_SWITCH] := gTime+156;
3260 if FCurrWeap = WEAPON_SAW then
3261 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3263 FModel.SetWeapon(FCurrWeap);
3265 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
3266 end;
3268 procedure TPlayer.PrevWeapon();
3269 var
3270 i: Byte;
3271 ok: Boolean;
3272 begin
3273 if g_Game_IsClient then Exit;
3274 if FBFGFireCounter <> -1 then Exit;
3276 if FTime[T_SWITCH] > gTime then Exit;
3278 for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
3279 if FReloading[i] > 0 then Exit;
3281 ok := False;
3283 if FCurrWeap > 0 then
3284 for i := FCurrWeap-1 downto WEAPON_KASTET do
3285 if FWeapon[i] then
3286 begin
3287 FCurrWeap := i;
3288 ok := True;
3289 Break;
3290 end;
3292 if not ok then
3293 for i := WEAPON_SUPERPULEMET downto FCurrWeap+1 do
3294 if FWeapon[i] then
3295 begin
3296 FCurrWeap := i;
3297 Break;
3298 end;
3300 FTime[T_SWITCH] := gTime+156;
3302 if FCurrWeap = WEAPON_SAW then
3303 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3305 FModel.SetWeapon(FCurrWeap);
3307 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
3308 end;
3310 procedure TPlayer.SetWeapon(W: Byte);
3311 begin
3312 if FCurrWeap <> W then
3313 if W = WEAPON_SAW then
3314 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3316 FCurrWeap := W;
3317 FModel.SetWeapon(CurrWeap);
3318 end;
3320 function TPlayer.PickItem(ItemType: Byte; respawn: Boolean; var remove: Boolean): Boolean;
3321 var
3322 a: Boolean;
3323 begin
3324 Result := False;
3325 if g_Game_IsClient then Exit;
3327 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3328 a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and respawn;
3329 remove := not a;
3331 case ItemType of
3332 ITEM_MEDKIT_SMALL:
3333 if FHealth < PLAYER_HP_SOFT then
3334 begin
3335 IncMax(FHealth, 10, PLAYER_HP_SOFT);
3336 Result := True;
3337 remove := True;
3338 if gFlash = 2 then Inc(FPickup, 5);
3339 end;
3341 ITEM_MEDKIT_LARGE:
3342 if FHealth < PLAYER_HP_SOFT then
3343 begin
3344 IncMax(FHealth, 25, PLAYER_HP_SOFT);
3345 Result := True;
3346 remove := True;
3347 if gFlash = 2 then Inc(FPickup, 5);
3348 end;
3350 ITEM_ARMOR_GREEN:
3351 if FArmor < PLAYER_AP_SOFT then
3352 begin
3353 FArmor := PLAYER_AP_SOFT;
3354 Result := True;
3355 remove := True;
3356 if gFlash = 2 then Inc(FPickup, 5);
3357 end;
3359 ITEM_ARMOR_BLUE:
3360 if FArmor < PLAYER_AP_LIMIT then
3361 begin
3362 FArmor := PLAYER_AP_LIMIT;
3363 Result := True;
3364 remove := True;
3365 if gFlash = 2 then Inc(FPickup, 5);
3366 end;
3368 ITEM_SPHERE_BLUE:
3369 if FHealth < PLAYER_HP_LIMIT then
3370 begin
3371 IncMax(FHealth, 100, PLAYER_HP_LIMIT);
3372 Result := True;
3373 remove := True;
3374 if gFlash = 2 then Inc(FPickup, 5);
3375 end;
3377 ITEM_SPHERE_WHITE:
3378 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
3379 begin
3380 if FHealth < PLAYER_HP_LIMIT then
3381 FHealth := PLAYER_HP_LIMIT;
3382 if FArmor < PLAYER_AP_LIMIT then
3383 FArmor := PLAYER_AP_LIMIT;
3384 Result := True;
3385 remove := True;
3386 if gFlash = 2 then Inc(FPickup, 5);
3387 end;
3389 ITEM_WEAPON_SAW:
3390 if (not FWeapon[WEAPON_SAW]) or ((not respawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
3391 begin
3392 FWeapon[WEAPON_SAW] := True;
3393 Result := True;
3394 if gFlash = 2 then Inc(FPickup, 5);
3395 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3396 end;
3398 ITEM_WEAPON_SHOTGUN1:
3399 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN1] then
3400 begin
3401 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
3402 if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
3404 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3405 FWeapon[WEAPON_SHOTGUN1] := True;
3406 Result := True;
3407 if gFlash = 2 then Inc(FPickup, 5);
3408 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3409 end;
3411 ITEM_WEAPON_SHOTGUN2:
3412 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
3413 begin
3414 if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
3416 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3417 FWeapon[WEAPON_SHOTGUN2] := True;
3418 Result := True;
3419 if gFlash = 2 then Inc(FPickup, 5);
3420 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3421 end;
3423 ITEM_WEAPON_CHAINGUN:
3424 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
3425 begin
3426 if a and FWeapon[WEAPON_CHAINGUN] then Exit;
3428 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3429 FWeapon[WEAPON_CHAINGUN] := True;
3430 Result := True;
3431 if gFlash = 2 then Inc(FPickup, 5);
3432 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3433 end;
3435 ITEM_WEAPON_ROCKETLAUNCHER:
3436 if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
3437 begin
3438 if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
3440 IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
3441 FWeapon[WEAPON_ROCKETLAUNCHER] := True;
3442 Result := True;
3443 if gFlash = 2 then Inc(FPickup, 5);
3444 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3445 end;
3447 ITEM_WEAPON_PLASMA:
3448 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
3449 begin
3450 if a and FWeapon[WEAPON_PLASMA] then Exit;
3452 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3453 FWeapon[WEAPON_PLASMA] := True;
3454 Result := True;
3455 if gFlash = 2 then Inc(FPickup, 5);
3456 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3457 end;
3459 ITEM_WEAPON_BFG:
3460 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
3461 begin
3462 if a and FWeapon[WEAPON_BFG] then Exit;
3464 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3465 FWeapon[WEAPON_BFG] := True;
3466 Result := True;
3467 if gFlash = 2 then Inc(FPickup, 5);
3468 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3469 end;
3471 ITEM_WEAPON_SUPERPULEMET:
3472 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
3473 begin
3474 if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
3476 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3477 FWeapon[WEAPON_SUPERPULEMET] := True;
3478 Result := True;
3479 if gFlash = 2 then Inc(FPickup, 5);
3480 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3481 end;
3483 ITEM_AMMO_BULLETS:
3484 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3485 begin
3486 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
3487 Result := True;
3488 remove := True;
3489 if gFlash = 2 then Inc(FPickup, 5);
3490 end;
3492 ITEM_AMMO_BULLETS_BOX:
3493 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3494 begin
3495 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3496 Result := True;
3497 remove := True;
3498 if gFlash = 2 then Inc(FPickup, 5);
3499 end;
3501 ITEM_AMMO_SHELLS:
3502 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3503 begin
3504 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3505 Result := True;
3506 remove := True;
3507 if gFlash = 2 then Inc(FPickup, 5);
3508 end;
3510 ITEM_AMMO_SHELLS_BOX:
3511 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3512 begin
3513 IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
3514 Result := True;
3515 remove := True;
3516 if gFlash = 2 then Inc(FPickup, 5);
3517 end;
3519 ITEM_AMMO_ROCKET:
3520 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3521 begin
3522 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
3523 Result := True;
3524 remove := True;
3525 if gFlash = 2 then Inc(FPickup, 5);
3526 end;
3528 ITEM_AMMO_ROCKET_BOX:
3529 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3530 begin
3531 IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
3532 Result := True;
3533 remove := True;
3534 if gFlash = 2 then Inc(FPickup, 5);
3535 end;
3537 ITEM_AMMO_CELL:
3538 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3539 begin
3540 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3541 Result := True;
3542 remove := True;
3543 if gFlash = 2 then Inc(FPickup, 5);
3544 end;
3546 ITEM_AMMO_CELL_BIG:
3547 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3548 begin
3549 IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
3550 Result := True;
3551 remove := True;
3552 if gFlash = 2 then Inc(FPickup, 5);
3553 end;
3555 ITEM_AMMO_BACKPACK:
3556 if not(R_ITEM_BACKPACK in FRulez) or
3557 (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
3558 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
3559 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
3560 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) then
3561 begin
3562 FMaxAmmo[A_BULLETS] := 400;
3563 FMaxAmmo[A_SHELLS] := 100;
3564 FMaxAmmo[A_ROCKETS] := 100;
3565 FMaxAmmo[A_CELLS] := 600;
3567 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
3568 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
3569 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
3570 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3571 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
3572 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
3573 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
3574 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
3576 FRulez := FRulez + [R_ITEM_BACKPACK];
3577 Result := True;
3578 remove := True;
3579 if gFlash = 2 then Inc(FPickup, 5);
3580 end;
3582 ITEM_KEY_RED:
3583 if not(R_KEY_RED in FRulez) then
3584 begin
3585 Include(FRulez, R_KEY_RED);
3586 Result := True;
3587 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3588 if gFlash = 2 then Inc(FPickup, 5);
3589 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3590 end;
3592 ITEM_KEY_GREEN:
3593 if not(R_KEY_GREEN in FRulez) then
3594 begin
3595 Include(FRulez, R_KEY_GREEN);
3596 Result := True;
3597 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3598 if gFlash = 2 then Inc(FPickup, 5);
3599 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3600 end;
3602 ITEM_KEY_BLUE:
3603 if not(R_KEY_BLUE in FRulez) then
3604 begin
3605 Include(FRulez, R_KEY_BLUE);
3606 Result := True;
3607 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
3608 if gFlash = 2 then Inc(FPickup, 5);
3609 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
3610 end;
3612 ITEM_SUIT:
3613 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
3614 begin
3615 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
3616 Result := True;
3617 remove := True;
3618 if gFlash = 2 then Inc(FPickup, 5);
3619 end;
3621 ITEM_OXYGEN:
3622 if FAir < AIR_MAX then
3623 begin
3624 FAir := AIR_MAX;
3625 Result := True;
3626 remove := True;
3627 if gFlash = 2 then Inc(FPickup, 5);
3628 end;
3630 ITEM_MEDKIT_BLACK:
3631 begin
3632 if not (R_BERSERK in FRulez) then
3633 begin
3634 Include(FRulez, R_BERSERK);
3635 if FBFGFireCounter = -1 then
3636 begin
3637 FCurrWeap := WEAPON_KASTET;
3638 FModel.SetWeapon(WEAPON_KASTET);
3639 end;
3640 if gFlash <> 0 then
3641 Inc(FPain, 100);
3642 if gFlash = 2 then Inc(FPickup, 5);
3643 FBerserk := gTime+30000;
3644 Result := True;
3645 remove := True;
3646 end;
3647 if FHealth < PLAYER_HP_SOFT then
3648 begin
3649 FHealth := PLAYER_HP_SOFT;
3650 FBerserk := gTime+30000;
3651 Result := True;
3652 remove := True;
3653 end;
3654 end;
3656 ITEM_INVUL:
3657 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
3658 begin
3659 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
3660 Result := True;
3661 remove := True;
3662 if gFlash = 2 then Inc(FPickup, 5);
3663 end;
3665 ITEM_BOTTLE:
3666 if FHealth < PLAYER_HP_LIMIT then
3667 begin
3668 IncMax(FHealth, 4, PLAYER_HP_LIMIT);
3669 Result := True;
3670 remove := True;
3671 if gFlash = 2 then Inc(FPickup, 5);
3672 end;
3674 ITEM_HELMET:
3675 if FArmor < PLAYER_AP_LIMIT then
3676 begin
3677 IncMax(FArmor, 5, PLAYER_AP_LIMIT);
3678 Result := True;
3679 remove := True;
3680 if gFlash = 2 then Inc(FPickup, 5);
3681 end;
3683 ITEM_JETPACK:
3684 if FJetFuel < JET_MAX then
3685 begin
3686 FJetFuel := JET_MAX;
3687 Result := True;
3688 remove := True;
3689 if gFlash = 2 then Inc(FPickup, 5);
3690 end;
3692 ITEM_INVIS:
3693 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
3694 begin
3695 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
3696 Result := True;
3697 remove := True;
3698 if gFlash = 2 then Inc(FPickup, 5);
3699 end;
3700 end;
3701 end;
3703 procedure TPlayer.Touch();
3704 begin
3705 if not FLive then
3706 Exit;
3707 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
3708 if FIamBot then
3709 begin
3710 // Áðîñèòü ôëàã òîâàðèùó:
3711 if gGameSettings.GameMode = GM_CTF then
3712 DropFlag();
3713 end;
3714 end;
3716 procedure TPlayer.Push(vx, vy: Integer);
3717 begin
3718 if (not FPhysics) and FGhost then
3719 Exit;
3720 FObj.Accel.X := FObj.Accel.X + vx;
3721 FObj.Accel.Y := FObj.Accel.Y + vy;
3722 if g_Game_IsNet and g_Game_IsServer then
3723 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
3724 end;
3726 procedure TPlayer.Reset(Force: Boolean);
3727 begin
3728 if Force then
3729 FLive := False;
3731 FSpawned := False;
3732 FTime[T_RESPAWN] := 0;
3733 FTime[T_FLAGCAP] := 0;
3734 FGodMode := False;
3735 FNoTarget := False;
3736 FNoReload := False;
3737 FFrags := 0;
3738 FLastFrag := 0;
3739 FComboEvnt := -1;
3740 FKills := 0;
3741 FMonsterKills := 0;
3742 FDeath := 0;
3743 FSecrets := 0;
3744 if FNoRespawn then
3745 begin
3746 FSpectator := False;
3747 FGhost := False;
3748 FPhysics := True;
3749 FSpectatePlayer := -1;
3750 FNoRespawn := False;
3751 end;
3752 FLives := gGameSettings.MaxLives;
3754 SetFlag(FLAG_NONE);
3755 end;
3757 procedure TPlayer.SoftReset();
3758 begin
3759 ReleaseKeys();
3761 FDamageBuffer := 0;
3762 FIncCam := 0;
3763 FBFGFireCounter := -1;
3764 FShellTimer := -1;
3765 FPain := 0;
3766 FLastHit := 0;
3767 FLastFrag := 0;
3768 FComboEvnt := -1;
3770 SetFlag(FLAG_NONE);
3771 SetAction(A_STAND, True);
3772 end;
3774 function TPlayer.GetRespawnPoint(): Byte;
3775 var
3776 c: Byte;
3777 begin
3778 Result := 255;
3779 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
3781 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
3782 if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then
3783 begin
3784 if (Self = gPlayer1) or (Self = gPlayer2) then
3785 begin
3786 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
3787 if Self = gPlayer1 then
3788 c := RESPAWNPOINT_PLAYER1
3789 else
3790 c := RESPAWNPOINT_PLAYER2;
3791 if g_Map_GetPointCount(c) > 0 then
3792 begin
3793 Result := c;
3794 Exit;
3795 end;
3797 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
3798 if Self = gPlayer1 then
3799 c := RESPAWNPOINT_PLAYER2
3800 else
3801 c := RESPAWNPOINT_PLAYER1;
3802 if g_Map_GetPointCount(c) > 0 then
3803 begin
3804 Result := c;
3805 Exit;
3806 end;
3807 end else
3808 begin
3809 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
3810 if Random(2) = 0 then
3811 c := RESPAWNPOINT_PLAYER1
3812 else
3813 c := RESPAWNPOINT_PLAYER2;
3814 if g_Map_GetPointCount(c) > 0 then
3815 begin
3816 Result := c;
3817 Exit;
3818 end;
3819 end;
3821 // Òî÷êà ëþáîé èç êîìàíä
3822 if Random(2) = 0 then
3823 c := RESPAWNPOINT_RED
3824 else
3825 c := RESPAWNPOINT_BLUE;
3826 if g_Map_GetPointCount(c) > 0 then
3827 begin
3828 Result := c;
3829 Exit;
3830 end;
3832 // Òî÷êà DM
3833 c := RESPAWNPOINT_DM;
3834 if g_Map_GetPointCount(c) > 0 then
3835 begin
3836 Result := c;
3837 Exit;
3838 end;
3839 end;
3841 // Ìÿñîïîâàë
3842 if gGameSettings.GameMode = GM_DM then
3843 begin
3844 // Òî÷êà DM
3845 c := RESPAWNPOINT_DM;
3846 if g_Map_GetPointCount(c) > 0 then
3847 begin
3848 Result := c;
3849 Exit;
3850 end;
3852 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
3853 if Random(2) = 0 then
3854 c := RESPAWNPOINT_PLAYER1
3855 else
3856 c := RESPAWNPOINT_PLAYER2;
3857 if g_Map_GetPointCount(c) > 0 then
3858 begin
3859 Result := c;
3860 Exit;
3861 end;
3863 // Òî÷êà ëþáîé èç êîìàíä
3864 if Random(2) = 0 then
3865 c := RESPAWNPOINT_RED
3866 else
3867 c := RESPAWNPOINT_BLUE;
3868 if g_Map_GetPointCount(c) > 0 then
3869 begin
3870 Result := c;
3871 Exit;
3872 end;
3873 end;
3875 // Êîìàíäíûå
3876 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
3877 begin
3878 // Òî÷êà ñâîåé êîìàíäû
3879 c := RESPAWNPOINT_DM;
3880 if FTeam = TEAM_RED then
3881 c := RESPAWNPOINT_RED;
3882 if FTeam = TEAM_BLUE then
3883 c := RESPAWNPOINT_BLUE;
3884 if g_Map_GetPointCount(c) > 0 then
3885 begin
3886 Result := c;
3887 Exit;
3888 end;
3890 // Òî÷êà DM
3891 c := RESPAWNPOINT_DM;
3892 if g_Map_GetPointCount(c) > 0 then
3893 begin
3894 Result := c;
3895 Exit;
3896 end;
3898 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
3899 if Random(2) = 0 then
3900 c := RESPAWNPOINT_PLAYER1
3901 else
3902 c := RESPAWNPOINT_PLAYER2;
3903 if g_Map_GetPointCount(c) > 0 then
3904 begin
3905 Result := c;
3906 Exit;
3907 end;
3909 // Òî÷êà äðóãîé êîìàíäû
3910 c := RESPAWNPOINT_DM;
3911 if FTeam = TEAM_RED then
3912 c := RESPAWNPOINT_BLUE;
3913 if FTeam = TEAM_BLUE then
3914 c := RESPAWNPOINT_RED;
3915 if g_Map_GetPointCount(c) > 0 then
3916 begin
3917 Result := c;
3918 Exit;
3919 end;
3920 end;
3921 end;
3923 procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False);
3924 var
3925 RespawnPoint: TRespawnPoint;
3926 a, b, c: Byte;
3927 Anim: TAnimation;
3928 ID: DWORD;
3929 begin
3930 if not g_Game_IsServer then
3931 Exit;
3932 if FDummy then
3933 Exit;
3934 FWantsInGame := True;
3935 FJustTeleported := True;
3936 if Force then
3937 begin
3938 FTime[T_RESPAWN] := 0;
3939 FLive := False;
3940 end;
3941 FNetTime := 0;
3942 // if server changes MaxLives we gotta be ready
3943 if gGameSettings.MaxLives = 0 then FNoRespawn := False;
3945 // Åùå íåëüçÿ âîçðîäèòüñÿ:
3946 if FTime[T_RESPAWN] > gTime then
3947 Exit;
3949 // Ïðîñðàë âñå æèçíè:
3950 if FNoRespawn then
3951 begin
3952 if not FSpectator then Spectate(True);
3953 FWantsInGame := True;
3954 Exit;
3955 end;
3957 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.GameMode <> GM_COOP) then
3958 begin // "Ñâîÿ èãðà"
3959 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
3960 FRulez := FRulez-[R_BERSERK];
3961 end
3962 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
3963 begin
3964 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
3965 FRulez := FRulez-[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK];
3966 end;
3968 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
3969 c := GetRespawnPoint();
3971 ReleaseKeys();
3972 SetFlag(FLAG_NONE);
3974 // Âîñêðåøåíèå áåç îðóæèÿ:
3975 if not FLive then
3976 begin
3977 FHealth := PLAYER_HP_SOFT;
3978 FArmor := 0;
3979 FLive := True;
3980 FAir := AIR_DEF;
3981 FJetFuel := 0;
3983 for a := WEAPON_KASTET to WEAPON_SUPERPULEMET do
3984 begin
3985 FWeapon[a] := False;
3986 FReloading[a] := 0;
3987 end;
3989 FWeapon[WEAPON_PISTOL] := True;
3990 FWeapon[WEAPON_KASTET] := True;
3991 FCurrWeap := WEAPON_PISTOL;
3993 FModel.SetWeapon(FCurrWeap);
3995 for b := A_BULLETS to A_CELLS do
3996 FAmmo[b] := 0;
3998 FAmmo[A_BULLETS] := 50;
4000 FMaxAmmo[A_BULLETS] := 200;
4001 FMaxAmmo[A_SHELLS] := 50;
4002 FMaxAmmo[A_ROCKETS] := 50;
4003 FMaxAmmo[A_CELLS] := 300;
4005 if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then
4006 FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
4007 else
4008 FRulez := [];
4009 end;
4011 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4012 if not g_Map_GetPoint(c, RespawnPoint) then
4013 begin
4014 g_FatalError(_lc[I_GAME_ERROR_GET_SPAWN]);
4015 Exit;
4016 end;
4018 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4019 FObj.X := RespawnPoint.X-PLAYER_RECT.X;
4020 FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y;
4021 FObj.Vel.X := 0;
4022 FObj.Vel.Y := 0;
4023 FObj.Accel.X := 0;
4024 FObj.Accel.Y := 0;
4026 FDirection := RespawnPoint.Direction;
4027 if FDirection = D_LEFT then
4028 FAngle := 180
4029 else
4030 FAngle := 0;
4032 FIncCam := 0;
4033 FBFGFireCounter := -1;
4034 FShellTimer := -1;
4035 FPain := 0;
4036 FLastHit := 0;
4038 SetAction(A_STAND, True);
4039 FModel.Direction := FDirection;
4041 for a := Low(FTime) to High(FTime) do
4042 FTime[a] := 0;
4044 for a := Low(FMegaRulez) to High(FMegaRulez) do
4045 FMegaRulez[a] := 0;
4047 FDamageBuffer := 0;
4048 FJetpack := False;
4049 FCanJetpack := False;
4051 // Àíèìàöèÿ âîçðîæäåíèÿ:
4052 if (not gLoadGameMode) and (not Silent) then
4053 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4054 begin
4055 Anim := TAnimation.Create(ID, False, 3);
4056 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4057 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4058 Anim.Free();
4059 end;
4061 FSpectator := False;
4062 FGhost := False;
4063 FPhysics := True;
4064 FSpectatePlayer := -1;
4065 FSpawned := True;
4067 if g_Game_IsNet then
4068 begin
4069 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4070 MH_SEND_PlayerStats(FUID, NET_EVERYONE);
4071 if not Silent then
4072 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4073 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32,
4074 0, NET_GFX_TELE);
4075 end;
4076 end;
4078 procedure TPlayer.Spectate(NoMove: Boolean = False);
4079 begin
4080 if FLive then
4081 Kill(K_EXTRAHARDKILL, FUID, HIT_SOME)
4082 else if (not NoMove) then
4083 begin
4084 GameX := gMapInfo.Width div 2;
4085 GameY := gMapInfo.Height div 2;
4086 end;
4087 FXTo := GameX;
4088 FYTo := GameY;
4090 FLive := False;
4091 FSpectator := True;
4092 FGhost := True;
4093 FPhysics := False;
4094 FWantsInGame := False;
4095 FSpawned := False;
4097 if FNoRespawn then
4098 begin
4099 if Self = gPlayer1 then
4100 begin
4101 gLMSPID1 := FUID;
4102 gPlayer1 := nil;
4103 end;
4104 if Self = gPlayer2 then
4105 begin
4106 gLMSPID2 := FUID;
4107 gPlayer2 := nil;
4108 end;
4109 end;
4111 if g_Game_IsNet then
4112 MH_SEND_PlayerStats(FUID);
4113 end;
4115 procedure TPlayer.SwitchNoClip;
4116 begin
4117 if not FLive then
4118 Exit;
4119 FGhost := not FGhost;
4120 FPhysics := not FGhost;
4121 if FGhost then
4122 begin
4123 FXTo := FObj.X;
4124 FYTo := FObj.Y;
4125 end else
4126 begin
4127 FObj.Accel.X := 0;
4128 FObj.Accel.Y := 0;
4129 end;
4130 end;
4132 procedure TPlayer.Run(Direction: TDirection);
4133 var
4134 a, b: Integer;
4135 begin
4136 if MAX_RUNVEL > 8 then
4137 FlySmoke();
4139 // Áåæèì:
4140 if Direction = D_LEFT then
4141 begin
4142 if FObj.Vel.X > -MAX_RUNVEL then
4143 FObj.Vel.X := FObj.Vel.X - (MAX_RUNVEL shr 3);
4144 end
4145 else
4146 if FObj.Vel.X < MAX_RUNVEL then
4147 FObj.Vel.X := FObj.Vel.X + (MAX_RUNVEL shr 3);
4149 // Âîçìîæíî, ïèíàåì êóñêè:
4150 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
4151 begin
4152 b := Abs(FObj.Vel.X);
4153 if b > 1 then b := b * (Random(8 div b) + 1);
4154 for a := 0 to High(gGibs) do
4155 if gGibs[a].Live and
4156 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
4157 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
4158 // Ïèíàåì êóñêè
4159 if FObj.Vel.X < 0 then
4160 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
4161 else
4162 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
4163 end;
4165 SetAction(A_WALK);
4166 end;
4168 procedure TPlayer.SeeDown();
4169 begin
4170 SetAction(A_SEEDOWN);
4172 if FDirection = D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN;
4174 if FIncCam > -120 then DecMin(FIncCam, 5, -120);
4175 end;
4177 procedure TPlayer.SeeUp();
4178 begin
4179 SetAction(A_SEEUP);
4181 if FDirection = D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP;
4183 if FIncCam < 120 then IncMax(FIncCam, 5, 120);
4184 end;
4186 procedure TPlayer.SetAction(Action: Byte; Force: Boolean = False);
4187 var
4188 Prior: Byte;
4189 begin
4190 case Action of
4191 A_WALK: Prior := 3;
4192 A_DIE1: Prior := 5;
4193 A_DIE2: Prior := 5;
4194 A_ATTACK: Prior := 2;
4195 A_SEEUP: Prior := 1;
4196 A_SEEDOWN: Prior := 1;
4197 A_ATTACKUP: Prior := 2;
4198 A_ATTACKDOWN: Prior := 2;
4199 A_PAIN: Prior := 4;
4200 else Prior := 0;
4201 end;
4203 if (Prior > FActionPrior) or Force then
4204 if not ((Prior = 2) and (FCurrWeap = WEAPON_SAW)) then
4205 begin
4206 FActionPrior := Prior;
4207 FActionAnim := Action;
4208 FActionForce := Force;
4209 FActionChanged := True;
4210 end;
4212 if Action in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN] then FModel.SetFire(True);
4213 end;
4215 function TPlayer.StayOnStep(XInc, YInc: Integer): Boolean;
4216 begin
4217 Result := not g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height-1,
4218 PLAYER_RECT.Width, 1, PANEL_STEP, False)
4219 and g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height,
4220 PLAYER_RECT.Width, 1, PANEL_STEP, False);
4221 end;
4223 function TPlayer.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
4224 var
4225 Anim: TAnimation;
4226 ID: DWORD;
4227 begin
4228 Result := False;
4230 if g_CollideLevel(X, Y, PLAYER_RECT.Width, PLAYER_RECT.Height) then
4231 begin
4232 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
4233 if g_Game_IsServer and g_Game_IsNet then
4234 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
4235 Exit;
4236 end;
4238 FJustTeleported := True;
4240 Anim := nil;
4241 if not silent then
4242 begin
4243 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4244 begin
4245 Anim := TAnimation.Create(ID, False, 3);
4246 end;
4248 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj.X, FObj.Y);
4249 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4250 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4251 if g_Game_IsServer and g_Game_IsNet then
4252 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4253 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 1,
4254 NET_GFX_TELE);
4255 end;
4257 FObj.X := X-PLAYER_RECT.X;
4258 FObj.Y := Y-PLAYER_RECT.Y;
4259 if FLive and FGhost then
4260 begin
4261 FXTo := FObj.X;
4262 FYTo := FObj.Y;
4263 end;
4265 if not g_Game_IsNet then
4266 begin
4267 if dir = 1 then
4268 begin
4269 SetDirection(D_LEFT);
4270 FAngle := 180;
4271 end
4272 else
4273 if dir = 2 then
4274 begin
4275 SetDirection(D_RIGHT);
4276 FAngle := 0;
4277 end
4278 else
4279 if dir = 3 then
4280 begin // îáðàòíîå
4281 if FDirection = D_RIGHT then
4282 begin
4283 SetDirection(D_LEFT);
4284 FAngle := 180;
4285 end
4286 else
4287 begin
4288 SetDirection(D_RIGHT);
4289 FAngle := 0;
4290 end;
4291 end;
4292 end;
4294 if not silent and (Anim <> nil) then
4295 begin
4296 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4297 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4298 Anim.Free();
4300 if g_Game_IsServer and g_Game_IsNet then
4301 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4302 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 0,
4303 NET_GFX_TELE);
4304 end;
4306 Result := True;
4307 end;
4309 function nonz(a: Single): Single;
4310 begin
4311 if a <> 0 then
4312 Result := a
4313 else
4314 Result := 1;
4315 end;
4317 procedure TPlayer.Update();
4318 var
4319 b: Byte;
4320 i, ii, wx, wy, xd, yd, k: Integer;
4321 blockmon, headwater, dospawn: Boolean;
4322 NetServer: Boolean;
4323 AnyServer: Boolean;
4324 SetSpect: Boolean;
4325 begin
4326 NetServer := g_Game_IsNet and g_Game_IsServer;
4327 AnyServer := g_Game_IsServer;
4329 if g_Game_IsClient and (NetInterpLevel > 0) then
4330 DoLerp(NetInterpLevel + 1)
4331 else
4332 if FGhost then
4333 DoLerp(4);
4335 if NetServer then
4336 if FClientID >= 0 then
4337 begin
4338 FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
4339 if NetClients[FClientID].Peer^.packetsSent > 0 then
4340 FLoss := Round(100*NetClients[FClientID].Peer^.packetsLost/NetClients[FClientID].Peer^.packetsSent)
4341 else
4342 FLoss := 0;
4343 end else
4344 begin
4345 FPing := 0;
4346 FLoss := 0;
4347 end;
4349 if FLive and (gFly or FJetpack) then
4350 FlySmoke();
4352 if FDirection = D_LEFT then
4353 FAngle := 180
4354 else
4355 FAngle := 0;
4357 if FLive and (not FGhost) then
4358 begin
4359 if FKeys[KEY_UP].Pressed then
4360 SeeUp();
4361 if FKeys[KEY_DOWN].Pressed then
4362 SeeDown();
4363 end;
4365 if (not (FKeys[KEY_UP].Pressed or FKeys[KEY_DOWN].Pressed)) and
4366 (FIncCam <> 0) then
4367 begin
4368 i := g_basic.Sign(FIncCam);
4369 FIncCam := Abs(FIncCam);
4370 DecMin(FIncCam, 5, 0);
4371 FIncCam := FIncCam*i;
4372 end;
4374 if gTime mod (GAME_TICK*2) <> 0 then
4375 begin
4376 if (FObj.Vel.X = 0) and FLive then
4377 begin
4378 if FKeys[KEY_LEFT].Pressed then
4379 Run(D_LEFT);
4380 if FKeys[KEY_RIGHT].Pressed then
4381 Run(D_RIGHT);
4382 end;
4384 if FPhysics then
4385 g_Obj_Move(@FObj, True, True, True);
4387 Exit;
4388 end;
4390 FActionChanged := False;
4392 if FLive then
4393 begin
4394 // Let alive player do some actions
4395 if FKeys[KEY_LEFT].Pressed then Run(D_LEFT);
4396 if FKeys[KEY_RIGHT].Pressed then Run(D_RIGHT);
4397 if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4398 if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4399 if FKeys[KEY_FIRE].Pressed and AnyServer then Fire();
4400 if FKeys[KEY_OPEN].Pressed and AnyServer then Use();
4401 if FKeys[KEY_JUMP].Pressed then Jump()
4402 else
4403 begin
4404 if AnyServer and FJetpack then
4405 begin
4406 FJetpack := False;
4407 JetpackOff;
4408 if NetServer then MH_SEND_PlayerStats(FUID);
4409 end;
4410 FCanJetpack := True;
4411 end;
4412 end
4413 else // Dead
4414 begin
4415 dospawn := False;
4416 if not FGhost then
4417 for k := Low(FKeys) to KEY_CHAT-1 do
4418 begin
4419 if FKeys[k].Pressed then
4420 begin
4421 dospawn := True;
4422 break;
4423 end;
4424 end;
4425 if dospawn then
4426 begin
4427 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
4428 Respawn(False)
4429 else // Single
4430 if (FTime[T_RESPAWN] <= gTime) and
4431 gGameOn and (not FLive) then
4432 begin
4433 if (g_Player_GetCount() > 1) then
4434 Respawn(False)
4435 else
4436 begin
4437 gExit := EXIT_RESTART;
4438 Exit;
4439 end;
4440 end;
4441 end;
4442 // Dead spectator actions
4443 if FGhost then
4444 begin
4445 if FKeys[KEY_OPEN].Pressed and AnyServer then Fire();
4446 if FKeys[KEY_FIRE].Pressed and AnyServer then
4447 begin
4448 if FSpectator then
4449 begin
4450 if (FSpectatePlayer >= High(gPlayers)) then
4451 FSpectatePlayer := -1
4452 else
4453 begin
4454 SetSpect := False;
4455 for I := FSpectatePlayer + 1 to High(gPlayers) do
4456 if gPlayers[I] <> nil then
4457 if gPlayers[I].Live then
4458 if gPlayers[I].UID <> FUID then
4459 begin
4460 FSpectatePlayer := I;
4461 SetSpect := True;
4462 break;
4463 end;
4465 if not SetSpect then FSpectatePlayer := -1;
4466 end;
4468 ReleaseKeys;
4469 end;
4470 end;
4471 end;
4472 end;
4473 // No clipping
4474 if FGhost then
4475 begin
4476 if FKeys[KEY_UP].Pressed or FKeys[KEY_JUMP].Pressed then
4477 begin
4478 FYTo := FObj.Y - 32;
4479 FSpectatePlayer := -1;
4480 end;
4481 if FKeys[KEY_DOWN].Pressed then
4482 begin
4483 FYTo := FObj.Y + 32;
4484 FSpectatePlayer := -1;
4485 end;
4486 if FKeys[KEY_LEFT].Pressed then
4487 begin
4488 FXTo := FObj.X - 32;
4489 FSpectatePlayer := -1;
4490 end;
4491 if FKeys[KEY_RIGHT].Pressed then
4492 begin
4493 FXTo := FObj.X + 32;
4494 FSpectatePlayer := -1;
4495 end;
4497 if (FXTo < -64) then
4498 FXTo := -64
4499 else if (FXTo > gMapInfo.Width + 32) then
4500 FXTo := gMapInfo.Width + 32;
4501 if (FYTo < -72) then
4502 FYTo := -72
4503 else if (FYTo > gMapInfo.Height + 32) then
4504 FYTo := gMapInfo.Height + 32;
4505 end;
4507 if FPhysics then
4508 g_Obj_Move(@FObj, True, True, True)
4509 else
4510 begin
4511 FObj.Vel.X := 0;
4512 FObj.Vel.Y := 0;
4513 if FSpectator then
4514 if (FSpectatePlayer <= High(gPlayers)) and (FSpectatePlayer >= 0) then
4515 if gPlayers[FSpectatePlayer] <> nil then
4516 if gPlayers[FSpectatePlayer].Live then
4517 begin
4518 FXTo := gPlayers[FSpectatePlayer].GameX;
4519 FYTo := gPlayers[FSpectatePlayer].GameY;
4520 end;
4521 end;
4523 blockmon := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X, FObj.Y+PLAYER_HEADRECT.Y,
4524 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
4525 PANEL_BLOCKMON, True);
4526 headwater := HeadInLiquid(0, 0);
4528 // Ñîïðîòèâëåíèå âîçäóõà:
4529 if (not FLive) or not (FKeys[KEY_LEFT].Pressed or FKeys[KEY_RIGHT].Pressed) then
4530 if FObj.Vel.X <> 0 then
4531 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
4533 if (FLastHit = HIT_TRAP) and (FPain > 90) then FPain := 90;
4534 DecMin(FPain, 5, 0);
4535 DecMin(FPickup, 1, 0);
4537 if FLive and (FObj.Y > gMapInfo.Height+128) and AnyServer then
4538 begin
4539 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
4540 FMegaRulez[MR_SUIT] := 0;
4541 FMegaRulez[MR_INVUL] := 0;
4542 FMegaRulez[MR_INVIS] := 0;
4543 Kill(K_FALLKILL, 0, HIT_FALL);
4544 end;
4546 i := 9;
4548 if FLive then
4549 begin
4550 if FCurrWeap = WEAPON_SAW then
4551 if not (FSawSound.IsPlaying() or FSawSoundHit.IsPlaying() or
4552 FSawSoundSelect.IsPlaying()) then
4553 FSawSoundIdle.PlayAt(FObj.X, FObj.Y);
4555 if FJetpack then
4556 if (not FJetSoundFly.IsPlaying()) and (not FJetSoundOn.IsPlaying()) and
4557 (not FJetSoundOff.IsPlaying()) then
4558 begin
4559 FJetSoundFly.SetPosition(0);
4560 FJetSoundFly.PlayAt(FObj.X, FObj.Y);
4561 end;
4563 for b := WEAPON_KASTET to WEAPON_SUPERPULEMET do
4564 if FReloading[b] > 0 then
4565 if FNoReload then
4566 FReloading[b] := 0
4567 else
4568 Dec(FReloading[b]);
4570 if FShellTimer > -1 then
4571 if FShellTimer = 0 then
4572 begin
4573 if FShellType = SHELL_SHELL then
4574 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4575 GameVelX, GameVelY-2, SHELL_SHELL)
4576 else if FShellType = SHELL_DBLSHELL then
4577 begin
4578 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4579 GameVelX+1, GameVelY-2, SHELL_SHELL);
4580 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4581 GameVelX-1, GameVelY-2, SHELL_SHELL);
4582 end;
4583 FShellTimer := -1;
4584 end else Dec(FShellTimer);
4586 if (FBFGFireCounter > -1) then
4587 if FBFGFireCounter = 0 then
4588 begin
4589 if AnyServer then
4590 begin
4591 wx := FObj.X+WEAPONPOINT[FDirection].X;
4592 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
4593 xd := wx+IfThen(FDirection = D_LEFT, -30, 30);
4594 yd := wy+firediry();
4595 g_Weapon_bfgshot(wx, wy, xd, yd, FUID);
4596 if NetServer then MH_SEND_PlayerFire(FUID, WEAPON_BFG, wx, wy, xd, yd);
4597 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
4598 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
4599 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
4600 end;
4602 FReloading[WEAPON_BFG] := WEAPON_RELOAD[WEAPON_BFG];
4603 FBFGFireCounter := -1;
4604 end else
4605 if FNoReload then
4606 FBFGFireCounter := 0
4607 else
4608 Dec(FBFGFireCounter);
4610 if (FMegaRulez[MR_SUIT] < gTime) and AnyServer then
4611 begin
4612 b := g_GetAcidHit(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height);
4614 if (b > 0) and (gTime mod (15*GAME_TICK) = 0) then Damage(b, 0, 0, 0, HIT_ACID);
4615 end;
4617 if (headwater or blockmon) then
4618 begin
4619 Dec(FAir);
4621 if FAir < -9 then
4622 begin
4623 if AnyServer then Damage(10, 0, 0, 0, HIT_WATER);
4624 FAir := 0;
4625 end
4626 else if (FAir mod 31 = 0) and not blockmon then
4627 begin
4628 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
4629 if Random(2) = 0 then
4630 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
4631 else
4632 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
4633 end;
4634 end else if FAir < AIR_DEF then
4635 FAir := AIR_DEF;
4637 if FDamageBuffer > 0 then
4638 begin
4639 if FDamageBuffer >= 9 then
4640 begin
4641 SetAction(A_PAIN);
4643 if FDamageBuffer < 30 then i := 9
4644 else if FDamageBuffer < 100 then i := 18
4645 else i := 27;
4646 end;
4648 ii := Round(FDamageBuffer*FHealth / nonz(FArmor*(3/4)+FHealth));
4649 FArmor := FArmor-(FDamageBuffer-ii);
4650 FHealth := FHealth-ii;
4651 if FArmor < 0 then
4652 begin
4653 FHealth := FHealth+FArmor;
4654 FArmor := 0;
4655 end;
4657 if AnyServer then
4658 if FHealth <= 0 then
4659 if FHealth > -30 then Kill(K_SIMPLEKILL, FLastSpawnerUID, FLastHit)
4660 else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit)
4661 else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit);
4663 if FLive then
4664 begin
4665 if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y)
4666 else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y)
4667 else if FDamageBuffer <= 120 then FModel.PlaySound(MODELSOUND_PAIN, 3, FObj.X, FObj.Y)
4668 else FModel.PlaySound(MODELSOUND_PAIN, 4, FObj.X, FObj.Y);
4669 end;
4671 FDamageBuffer := 0;
4672 end;
4674 {CollideItem();}
4675 end; // if FLive then ...
4677 if (FActionAnim = A_PAIN) and (FModel.Animation <> A_PAIN) then
4678 begin
4679 FModel.ChangeAnimation(FActionAnim, FActionForce);
4680 FModel.GetCurrentAnimation.MinLength := i;
4681 FModel.GetCurrentAnimationMask.MinLength := i;
4682 end else FModel.ChangeAnimation(FActionAnim, FActionForce and (FModel.Animation <> A_STAND));
4684 if (FModel.GetCurrentAnimation.Played or ((not FActionChanged) and (FModel.Animation = A_WALK)))
4685 then SetAction(A_STAND, True);
4687 if not ((FModel.Animation = A_WALK) and (Abs(FObj.Vel.X) < 4) and not FModel.Fire) then FModel.Update;
4689 for b := Low(FKeys) to High(FKeys) do
4690 if FKeys[b].Time = 0 then FKeys[b].Pressed := False else Dec(FKeys[b].Time);
4691 end;
4693 function TPlayer.Collide(X, Y: Integer; Width, Height: Word): Boolean;
4694 begin
4695 Result := g_Collide(FObj.X+PLAYER_RECT.X,
4696 FObj.Y+PLAYER_RECT.Y,
4697 PLAYER_RECT.Width,
4698 PLAYER_RECT.Height,
4699 X, Y,
4700 Width, Height);
4701 end;
4703 function TPlayer.Collide(Panel: TPanel): Boolean;
4704 begin
4705 Result := g_Collide(FObj.X+PLAYER_RECT.X,
4706 FObj.Y+PLAYER_RECT.Y,
4707 PLAYER_RECT.Width,
4708 PLAYER_RECT.Height,
4709 Panel.X, Panel.Y,
4710 Panel.Width, Panel.Height);
4711 end;
4713 function TPlayer.Collide(X, Y: Integer): Boolean;
4714 begin
4715 X := X-FObj.X-PLAYER_RECT.X;
4716 Y := Y-FObj.Y-PLAYER_RECT.Y;
4717 Result := (x >= 0) and (x <= PLAYER_RECT.Width) and
4718 (y >= 0) and (y <= PLAYER_RECT.Height);
4719 end;
4721 function g_Player_ValidName(Name: string): Boolean;
4722 var
4723 a: Integer;
4724 begin
4725 Result := True;
4727 if gPlayers = nil then Exit;
4729 for a := 0 to High(gPlayers) do
4730 if gPlayers[a] <> nil then
4731 if LowerCase(Name) = LowerCase(gPlayers[a].FName) then
4732 begin
4733 Result := False;
4734 Exit;
4735 end;
4736 end;
4738 procedure TPlayer.SetDirection(Direction: TDirection);
4739 var
4740 d: TDirection;
4741 begin
4742 d := FModel.Direction;
4744 FModel.Direction := Direction;
4745 if d <> Direction then FModel.ChangeAnimation(FModel.Animation, True);
4747 FDirection := Direction;
4748 end;
4750 function TPlayer.GetKeys(): Byte;
4751 begin
4752 Result := 0;
4754 if R_KEY_RED in FRulez then Result := KEY_RED;
4755 if R_KEY_GREEN in FRulez then Result := Result or KEY_GREEN;
4756 if R_KEY_BLUE in FRulez then Result := Result or KEY_BLUE;
4758 if FTeam = TEAM_RED then Result := Result or KEY_REDTEAM;
4759 if FTeam = TEAM_BLUE then Result := Result or KEY_BLUETEAM;
4760 end;
4762 procedure TPlayer.Use();
4763 var
4764 a: Integer;
4765 begin
4766 if FTime[T_USE] > gTime then Exit;
4768 g_Triggers_PressR(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
4769 PLAYER_RECT.Height, FUID, ACTIVATE_PLAYERPRESS);
4771 for a := 0 to High(gPlayers) do
4772 if (gPlayers[a] <> nil) and (gPlayers[a] <> Self) and
4773 gPlayers[a].Live and SameTeam(FUID, gPlayers[a].FUID) and
4774 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
4775 FObj.Rect.Width, FObj.Rect.Height, @gPlayers[a].FObj) then
4776 begin
4777 gPlayers[a].Touch();
4778 if g_Game_IsNet and g_Game_IsServer then
4779 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH, gPlayers[a].FUID);
4780 end;
4782 FTime[T_USE] := gTime+120;
4783 end;
4785 procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
4786 var
4787 Obj: TObj;
4788 F: Boolean;
4789 WX, WY, XD, YD: Integer;
4790 begin
4791 F := False;
4792 WX := X;
4793 WY := Y;
4794 XD := AX;
4795 YD := AY;
4797 case FCurrWeap of
4798 WEAPON_KASTET:
4799 begin
4800 if R_BERSERK in FRulez then
4801 begin
4802 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
4803 obj.X := FObj.X+FObj.Rect.X;
4804 obj.Y := FObj.Y+FObj.Rect.Y;
4805 obj.rect.X := 0;
4806 obj.rect.Y := 0;
4807 obj.rect.Width := 39;
4808 obj.rect.Height := 52;
4809 obj.Vel.X := (xd-wx) div 2;
4810 obj.Vel.Y := (yd-wy) div 2;
4811 obj.Accel.X := xd-wx;
4812 obj.Accel.y := yd-wy;
4814 if g_Weapon_Hit(@obj, 50, FUID, HIT_SOME) <> 0 then
4815 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
4816 else
4817 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
4819 if gFlash = 1 then
4820 if FPain < 50 then
4821 FPain := min(FPain + 25, 50);
4822 end else
4823 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
4824 end;
4826 WEAPON_SAW:
4827 begin
4828 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
4829 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
4830 begin
4831 FSawSoundSelect.Stop();
4832 FSawSound.Stop();
4833 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
4834 end
4835 else if not FSawSoundHit.IsPlaying() then
4836 begin
4837 FSawSoundSelect.Stop();
4838 FSawSound.PlayAt(FObj.X, FObj.Y);
4839 end;
4840 f := True;
4841 end;
4843 WEAPON_PISTOL:
4844 begin
4845 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
4846 FFireAngle := FAngle;
4847 f := True;
4848 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4849 GameVelX, GameVelY-2, SHELL_BULLET);
4850 end;
4852 WEAPON_SHOTGUN1:
4853 begin
4854 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
4855 FFireAngle := FAngle;
4856 f := True;
4857 FShellTimer := 10;
4858 FShellType := SHELL_SHELL;
4859 end;
4861 WEAPON_SHOTGUN2:
4862 begin
4863 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
4864 FFireAngle := FAngle;
4865 f := True;
4866 FShellTimer := 13;
4867 FShellType := SHELL_DBLSHELL;
4868 end;
4870 WEAPON_CHAINGUN:
4871 begin
4872 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey);
4873 FFireAngle := FAngle;
4874 f := True;
4875 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4876 GameVelX, GameVelY-2, SHELL_BULLET);
4877 end;
4879 WEAPON_ROCKETLAUNCHER:
4880 begin
4881 g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID);
4882 FFireAngle := FAngle;
4883 f := True;
4884 end;
4886 WEAPON_PLASMA:
4887 begin
4888 g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID);
4889 FFireAngle := FAngle;
4890 f := True;
4891 end;
4893 WEAPON_BFG:
4894 begin
4895 g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID);
4896 FFireAngle := FAngle;
4897 f := True;
4898 end;
4900 WEAPON_SUPERPULEMET:
4901 begin
4902 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
4903 FFireAngle := FAngle;
4904 f := True;
4905 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
4906 GameVelX, GameVelY-2, SHELL_SHELL);
4907 end;
4908 end;
4910 if not f then Exit;
4912 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
4913 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
4914 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
4915 end;
4917 procedure TPlayer.DoLerp(Level: Integer = 2);
4918 begin
4919 if FObj.X <> FXTo then FObj.X := Lerp(FObj.X, FXTo, Level);
4920 if FObj.Y <> FYTo then FObj.Y := Lerp(FObj.Y, FYTo, Level);
4921 end;
4923 procedure TPlayer.SetLerp(XTo, YTo: Integer);
4924 var
4925 AX, AY: Integer;
4926 begin
4927 if NetInterpLevel < 1 then
4928 begin
4929 FObj.X := XTo;
4930 FObj.Y := YTo;
4931 end
4932 else
4933 begin
4934 FXTo := XTo;
4935 FYTo := YTo;
4937 AX := Abs(FXTo - FObj.X);
4938 AY := Abs(FYTo - FObj.Y);
4939 if (AX > 32) or (AX <= NetInterpLevel) then
4940 FObj.X := FXTo;
4941 if (AY > 32) or (AY <= NetInterpLevel) then
4942 FObj.Y := FYTo;
4943 end;
4944 end;
4946 function TPlayer.FullInLift(XInc, YInc: Integer): Integer;
4947 begin
4948 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
4949 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
4950 PANEL_LIFTUP, False) then Result := -1
4951 else
4952 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
4953 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
4954 PANEL_LIFTDOWN, False) then Result := 1
4955 else Result := 0;
4956 end;
4958 function TPlayer.GetFlag(Flag: Byte): Boolean;
4959 var
4960 s, ts: String;
4961 evtype: Byte;
4962 begin
4963 Result := False;
4965 if Flag = FLAG_NONE then
4966 Exit;
4968 if not g_Game_IsServer then Exit;
4970 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
4971 if (Flag = FTeam) and
4972 (gFlags[Flag].State = FLAG_STATE_NORMAL) and
4973 (FFlag <> FLAG_NONE) then
4974 begin
4975 if FFlag = FLAG_RED then
4976 s := _lc[I_PLAYER_FLAG_RED]
4977 else
4978 s := _lc[I_PLAYER_FLAG_BLUE];
4980 evtype := FLAG_STATE_SCORED;
4982 ts := Format('%.4d', [gFlags[FFlag].CaptureTime]);
4983 Insert('.', ts, Length(ts) + 1 - 3);
4984 g_Console_Add(Format(_lc[I_PLAYER_FLAG_CAPTURE], [FName, s, ts]), True);
4986 g_Map_ResetFlag(FFlag);
4987 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144);
4989 gTeamStat[FTeam].Goals := gTeamStat[FTeam].Goals + 1;
4991 Result := True;
4992 if g_Game_IsNet then
4993 begin
4994 MH_SEND_FlagEvent(evtype, FFlag, FUID, False);
4995 MH_SEND_GameStats;
4996 end;
4998 gFlags[FFlag].CaptureTime := 0;
4999 SetFlag(FLAG_NONE);
5000 Exit;
5001 end;
5003 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5004 if (Flag = FTeam) and
5005 (gFlags[Flag].State = FLAG_STATE_DROPPED) then
5006 begin
5007 if Flag = FLAG_RED then
5008 s := _lc[I_PLAYER_FLAG_RED]
5009 else
5010 s := _lc[I_PLAYER_FLAG_BLUE];
5012 evtype := FLAG_STATE_RETURNED;
5013 gFlags[Flag].CaptureTime := 0;
5015 g_Console_Add(Format(_lc[I_PLAYER_FLAG_RETURN], [FName, s]), True);
5017 g_Map_ResetFlag(Flag);
5018 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
5020 Result := True;
5021 if g_Game_IsNet then
5022 begin
5023 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5024 MH_SEND_GameStats;
5025 end;
5026 Exit;
5027 end;
5029 // Ïîäîáðàë ÷óæîé ôëàã:
5030 if (Flag <> FTeam) and (FTime[T_FLAGCAP] <= gTime) then
5031 begin
5032 SetFlag(Flag);
5034 if Flag = FLAG_RED then
5035 s := _lc[I_PLAYER_FLAG_RED]
5036 else
5037 s := _lc[I_PLAYER_FLAG_BLUE];
5039 evtype := FLAG_STATE_CAPTURED;
5041 g_Console_Add(Format(_lc[I_PLAYER_FLAG_GET], [FName, s]), True);
5043 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_GET], [AnsiUpperCase(s)]), 144);
5045 gFlags[Flag].State := FLAG_STATE_CAPTURED;
5047 Result := True;
5048 if g_Game_IsNet then
5049 begin
5050 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5051 MH_SEND_GameStats;
5052 end;
5053 end;
5054 end;
5056 procedure TPlayer.SetFlag(Flag: Byte);
5057 begin
5058 FFlag := Flag;
5059 if FModel <> nil then
5060 FModel.SetFlag(FFlag);
5061 end;
5063 function TPlayer.DropFlag(): Boolean;
5064 var
5065 s: String;
5066 begin
5067 Result := False;
5068 if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then
5069 Exit;
5070 FTime[T_FLAGCAP] := gTime + 2000;
5071 with gFlags[FFlag] do
5072 begin
5073 Obj.X := FObj.X;
5074 Obj.Y := FObj.Y;
5075 Direction := FDirection;
5076 State := FLAG_STATE_DROPPED;
5077 Count := FLAG_TIME;
5078 g_Obj_Push(@Obj, (FObj.Vel.X div 2)-2+Random(5),
5079 (FObj.Vel.Y div 2)-2+Random(5));
5081 if FFlag = FLAG_RED then
5082 s := _lc[I_PLAYER_FLAG_RED]
5083 else
5084 s := _lc[I_PLAYER_FLAG_BLUE];
5086 g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True);
5087 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144);
5089 if g_Game_IsNet then
5090 MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False);
5091 end;
5092 SetFlag(FLAG_NONE);
5093 Result := True;
5094 end;
5096 procedure TPlayer.GetSecret();
5097 begin
5098 Inc(FSecrets);
5099 end;
5101 procedure TPlayer.PressKey(Key: Byte; Time: Word = 1);
5102 begin
5103 Assert(Key <= High(FKeys));
5105 FKeys[Key].Pressed := True;
5106 FKeys[Key].Time := Time;
5107 end;
5109 function TPlayer.IsKeyPressed(K: Byte): Boolean;
5110 begin
5111 Result := FKeys[K].Pressed;
5112 end;
5114 procedure TPlayer.ReleaseKeys();
5115 var
5116 a: Integer;
5117 begin
5118 for a := Low(FKeys) to High(FKeys) do
5119 begin
5120 FKeys[a].Pressed := False;
5121 FKeys[a].Time := 0;
5122 end;
5123 end;
5125 procedure TPlayer.OnDamage(Angle: SmallInt);
5126 begin
5127 end;
5129 function TPlayer.firediry(): Integer;
5130 begin
5131 if FKeys[KEY_UP].Pressed then Result := -42
5132 else if FKeys[KEY_DOWN].Pressed then Result := 19
5133 else Result := 0;
5134 end;
5136 procedure TPlayer.RememberState();
5137 var
5138 i: Integer;
5139 begin
5140 FSavedState.Health := FHealth;
5141 FSavedState.Armor := FArmor;
5142 FSavedState.Air := FAir;
5143 FSavedState.JetFuel := FJetFuel;
5144 FSavedState.CurrWeap := FCurrWeap;
5146 for i := 0 to 3 do
5147 FSavedState.Ammo[i] := FAmmo[i];
5148 for i := 0 to 3 do
5149 FSavedState.MaxAmmo[i] := FMaxAmmo[i];
5151 FSavedState.Rulez := FRulez;
5152 FSavedState.WaitRecall := True;
5153 end;
5155 procedure TPlayer.RecallState();
5156 var
5157 i: Integer;
5158 begin
5159 if not FSavedState.WaitRecall then Exit;
5161 FHealth := FSavedState.Health;
5162 FArmor := FSavedState.Armor;
5163 FAir := FSavedState.Air;
5164 FJetFuel := FSavedState.JetFuel;
5165 FCurrWeap := FSavedState.CurrWeap;
5167 for i := 0 to 3 do
5168 FAmmo[i] := FSavedState.Ammo[i];
5169 for i := 0 to 3 do
5170 FMaxAmmo[i] := FSavedState.MaxAmmo[i];
5172 FRulez := FSavedState.Rulez;
5173 FSavedState.WaitRecall := False;
5175 if gGameSettings.GameType = GT_SERVER then
5176 MH_SEND_PlayerStats(FUID);
5177 end;
5179 procedure TPlayer.SaveState(var Mem: TBinMemoryWriter);
5180 var
5181 i: Integer;
5182 sig: DWORD;
5183 str: String;
5184 b: Byte;
5185 begin
5186 if FIamBot then
5187 i := 512
5188 else
5189 i := 256;
5191 Mem := TBinMemoryWriter.Create(i);
5193 // Ñèãíàòóðà èãðîêà:
5194 sig := PLAYER_SIGNATURE; // 'PLYR'
5195 Mem.WriteDWORD(sig);
5196 // Áîò èëè ÷åëîâåê:
5197 Mem.WriteBoolean(FIamBot);
5198 // UID èãðîêà:
5199 Mem.WriteWord(FUID);
5200 // Èìÿ èãðîêà:
5201 Mem.WriteString(FName, 32);
5202 // Êîìàíäà:
5203 Mem.WriteByte(FTeam);
5204 // Æèâ ëè:
5205 Mem.WriteBoolean(FLive);
5206 // Èçðàñõîäîâàë ëè âñå æèçíè:
5207 Mem.WriteBoolean(FNoRespawn);
5208 // Íàïðàâëåíèå:
5209 if FDirection = D_LEFT then
5210 b := 1
5211 else // D_RIGHT
5212 b := 2;
5213 Mem.WriteByte(b);
5214 // Çäîðîâüå:
5215 Mem.WriteInt(FHealth);
5216 // Æèçíè:
5217 Mem.WriteByte(FLives);
5218 // Áðîíÿ:
5219 Mem.WriteInt(FArmor);
5220 // Çàïàñ âîçäóõà:
5221 Mem.WriteInt(FAir);
5222 // Çàïàñ ãîðþ÷åãî:
5223 Mem.WriteInt(FJetFuel);
5224 // Áîëü:
5225 Mem.WriteInt(FPain);
5226 // Óáèë:
5227 Mem.WriteInt(FKills);
5228 // Óáèë ìîíñòðîâ:
5229 Mem.WriteInt(FMonsterKills);
5230 // Ôðàãîâ:
5231 Mem.WriteInt(FFrags);
5232 // Ôðàãîâ ïîäðÿä:
5233 Mem.WriteByte(FFragCombo);
5234 // Âðåìÿ ïîñëåäíåãî ôðàãà:
5235 Mem.WriteDWORD(FLastFrag);
5236 // Ñìåðòåé:
5237 Mem.WriteInt(FDeath);
5238 // Êàêîé ôëàã íåñåò:
5239 Mem.WriteByte(FFlag);
5240 // Íàøåë ñåêðåòîâ:
5241 Mem.WriteInt(FSecrets);
5242 // Òåêóùåå îðóæèå:
5243 Mem.WriteByte(FCurrWeap);
5244 // Âðåìÿ çàðÿäêè BFG:
5245 Mem.WriteSmallInt(FBFGFireCounter);
5246 // Áóôåð óðîíà:
5247 Mem.WriteInt(FDamageBuffer);
5248 // Ïîñëåäíèé óäàðèâøèé:
5249 Mem.WriteWord(FLastSpawnerUID);
5250 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
5251 Mem.WriteByte(FLastHit);
5252 // Îáúåêò èãðîêà:
5253 Obj_SaveState(@FObj, Mem);
5254 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
5255 for i := A_BULLETS to A_CELLS do
5256 Mem.WriteWord(FAmmo[i]);
5257 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
5258 for i := A_BULLETS to A_CELLS do
5259 Mem.WriteWord(FMaxAmmo[i]);
5260 // Íàëè÷èå îðóæèÿ:
5261 for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
5262 Mem.WriteBoolean(FWeapon[i]);
5263 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
5264 for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
5265 Mem.WriteWord(FReloading[i]);
5266 // Íàëè÷èå ðþêçàêà:
5267 if R_ITEM_BACKPACK in FRulez then
5268 b := 1
5269 else
5270 b := 0;
5271 Mem.WriteByte(b);
5272 // Íàëè÷èå êðàñíîãî êëþ÷à:
5273 if R_KEY_RED in FRulez then
5274 b := 1
5275 else
5276 b := 0;
5277 Mem.WriteByte(b);
5278 // Íàëè÷èå çåëåíîãî êëþ÷à:
5279 if R_KEY_GREEN in FRulez then
5280 b := 1
5281 else
5282 b := 0;
5283 Mem.WriteByte(b);
5284 // Íàëè÷èå ñèíåãî êëþ÷à:
5285 if R_KEY_BLUE in FRulez then
5286 b := 1
5287 else
5288 b := 0;
5289 Mem.WriteByte(b);
5290 // Íàëè÷èå áåðñåðêà:
5291 if R_BERSERK in FRulez then
5292 b := 1
5293 else
5294 b := 0;
5295 Mem.WriteByte(b);
5296 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
5297 for i := MR_SUIT to MR_MAX do
5298 Mem.WriteDWORD(FMegaRulez[i]);
5299 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
5300 for i := T_RESPAWN to T_FLAGCAP do
5301 Mem.WriteDWORD(FTime[i]);
5302 // Íàçâàíèå ìîäåëè:
5303 str := FModel.Name;
5304 Mem.WriteString(str);
5305 // Öâåò ìîäåëè:
5306 b := FColor.R;
5307 Mem.WriteByte(b);
5308 b := FColor.G;
5309 Mem.WriteByte(b);
5310 b := FColor.B;
5311 Mem.WriteByte(b);
5312 end;
5314 procedure TPlayer.LoadState(var Mem: TBinMemoryReader);
5315 var
5316 i: Integer;
5317 sig: DWORD;
5318 str: String;
5319 b: Byte;
5320 begin
5321 if Mem = nil then
5322 Exit;
5324 // Ñèãíàòóðà èãðîêà:
5325 Mem.ReadDWORD(sig);
5326 if sig <> PLAYER_SIGNATURE then // 'PLYR'
5327 begin
5328 raise EBinSizeError.Create('TPlayer.LoadState: Wrong Player Signature');
5329 end;
5330 // Áîò èëè ÷åëîâåê:
5331 Mem.ReadBoolean(FIamBot);
5332 // UID èãðîêà:
5333 Mem.ReadWord(FUID);
5334 // Èìÿ èãðîêà:
5335 Mem.ReadString(str);
5336 if (Self <> gPlayer1) and (Self <> gPlayer2) then
5337 FName := str;
5338 // Êîìàíäà:
5339 Mem.ReadByte(FTeam);
5340 // Æèâ ëè:
5341 Mem.ReadBoolean(FLive);
5342 // Èçðàñõîäîâàë ëè âñå æèçíè:
5343 Mem.ReadBoolean(FNoRespawn);
5344 // Íàïðàâëåíèå:
5345 Mem.ReadByte(b);
5346 if b = 1 then
5347 FDirection := D_LEFT
5348 else // b = 2
5349 FDirection := D_RIGHT;
5350 // Çäîðîâüå:
5351 Mem.ReadInt(FHealth);
5352 // Æèçíè:
5353 Mem.ReadByte(FLives);
5354 // Áðîíÿ:
5355 Mem.ReadInt(FArmor);
5356 // Çàïàñ âîçäóõà:
5357 Mem.ReadInt(FAir);
5358 // Çàïàñ ãîðþ÷åãî:
5359 Mem.ReadInt(FJetFuel);
5360 // Áîëü:
5361 Mem.ReadInt(FPain);
5362 // Óáèë:
5363 Mem.ReadInt(FKills);
5364 // Óáèë ìîíñòðîâ:
5365 Mem.ReadInt(FMonsterKills);
5366 // Ôðàãîâ:
5367 Mem.ReadInt(FFrags);
5368 // Ôðàãîâ ïîäðÿä:
5369 Mem.ReadByte(FFragCombo);
5370 // Âðåìÿ ïîñëåäíåãî ôðàãà:
5371 Mem.ReadDWORD(FLastFrag);
5372 // Ñìåðòåé:
5373 Mem.ReadInt(FDeath);
5374 // Êàêîé ôëàã íåñåò:
5375 Mem.ReadByte(FFlag);
5376 // Íàøåë ñåêðåòîâ:
5377 Mem.ReadInt(FSecrets);
5378 // Òåêóùåå îðóæèå:
5379 Mem.ReadByte(FCurrWeap);
5380 // Âðåìÿ çàðÿäêè BFG:
5381 Mem.ReadSmallInt(FBFGFireCounter);
5382 // Áóôåð óðîíà:
5383 Mem.ReadInt(FDamageBuffer);
5384 // Ïîñëåäíèé óäàðèâøèé:
5385 Mem.ReadWord(FLastSpawnerUID);
5386 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
5387 Mem.ReadByte(FLastHit);
5388 // Îáúåêò èãðîêà:
5389 Obj_LoadState(@FObj, Mem);
5390 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
5391 for i := A_BULLETS to A_CELLS do
5392 Mem.ReadWord(FAmmo[i]);
5393 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
5394 for i := A_BULLETS to A_CELLS do
5395 Mem.ReadWord(FMaxAmmo[i]);
5396 // Íàëè÷èå îðóæèÿ:
5397 for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
5398 Mem.ReadBoolean(FWeapon[i]);
5399 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
5400 for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
5401 Mem.ReadWord(FReloading[i]);
5402 // Íàëè÷èå ðþêçàêà:
5403 Mem.ReadByte(b);
5404 if b = 1 then
5405 Include(FRulez, R_ITEM_BACKPACK);
5406 // Íàëè÷èå êðàñíîãî êëþ÷à:
5407 Mem.ReadByte(b);
5408 if b = 1 then
5409 Include(FRulez, R_KEY_RED);
5410 // Íàëè÷èå çåëåíîãî êëþ÷à:
5411 Mem.ReadByte(b);
5412 if b = 1 then
5413 Include(FRulez, R_KEY_GREEN);
5414 // Íàëè÷èå ñèíåãî êëþ÷à:
5415 Mem.ReadByte(b);
5416 if b = 1 then
5417 Include(FRulez, R_KEY_BLUE);
5418 // Íàëè÷èå áåðñåðêà:
5419 Mem.ReadByte(b);
5420 if b = 1 then
5421 Include(FRulez, R_BERSERK);
5422 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
5423 for i := MR_SUIT to MR_MAX do
5424 Mem.ReadDWORD(FMegaRulez[i]);
5425 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
5426 for i := T_RESPAWN to T_FLAGCAP do
5427 Mem.ReadDWORD(FTime[i]);
5428 // Íàçâàíèå ìîäåëè:
5429 Mem.ReadString(str);
5430 // Öâåò ìîäåëè:
5431 Mem.ReadByte(FColor.R);
5432 Mem.ReadByte(FColor.G);
5433 Mem.ReadByte(FColor.B);
5434 if Self = gPlayer1 then
5435 begin
5436 str := gPlayer1Settings.Model;
5437 FColor := gPlayer1Settings.Color;
5438 end;
5439 if Self = gPlayer2 then
5440 begin
5441 str := gPlayer2Settings.Model;
5442 FColor := gPlayer2Settings.Color;
5443 end;
5444 // Îáíîâëÿåì ìîäåëü èãðîêà:
5445 SetModel(str);
5446 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
5447 FModel.Color := TEAMCOLOR[FTeam]
5448 else
5449 FModel.Color := FColor;
5450 end;
5452 procedure TPlayer.AllRulez(Health: Boolean);
5453 var
5454 a: Integer;
5455 begin
5456 if Health then
5457 begin
5458 FHealth := PLAYER_HP_LIMIT;
5459 FArmor := PLAYER_AP_LIMIT;
5460 Exit;
5461 end;
5463 for a := WEAPON_KASTET to WEAPON_SUPERPULEMET do FWeapon[a] := True;
5464 for a := A_BULLETS to A_CELLS do FAmmo[a] := 30000;
5465 FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
5466 end;
5468 procedure TPlayer.RestoreHealthArmor();
5469 begin
5470 FHealth := PLAYER_HP_LIMIT;
5471 FArmor := PLAYER_AP_LIMIT;
5472 end;
5474 procedure TPlayer.FragCombo();
5475 var
5476 Param: Integer;
5477 begin
5478 if (gGameSettings.GameMode in [GM_COOP, GM_SINGLE]) or g_Game_IsClient then
5479 Exit;
5480 if gTime - FLastFrag < FRAG_COMBO_TIME then
5481 begin
5482 if FFragCombo < 5 then
5483 Inc(FFragCombo);
5484 Param := FUID or (FFragCombo shl 16);
5485 if (FComboEvnt >= Low(gDelayedEvents)) and
5486 (FComboEvnt <= High(gDelayedEvents)) and
5487 gDelayedEvents[FComboEvnt].Pending and
5488 (gDelayedEvents[FComboEvnt].DEType = DE_KILLCOMBO) and
5489 (gDelayedEvents[FComboEvnt].DENum and $FFFF = FUID) then
5490 begin
5491 gDelayedEvents[FComboEvnt].Time := gTime + 500;
5492 gDelayedEvents[FComboEvnt].DENum := Param;
5493 end
5494 else
5495 FComboEvnt := g_Game_DelayEvent(DE_KILLCOMBO, 500, Param);
5496 end
5497 else
5498 FFragCombo := 1;
5500 FLastFrag := gTime;
5501 end;
5503 procedure TPlayer.GiveItem(ItemType: Byte);
5504 begin
5505 case ItemType of
5506 ITEM_SUIT:
5507 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
5508 begin
5509 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
5510 end;
5512 ITEM_OXYGEN:
5513 if FAir < AIR_MAX then
5514 begin
5515 FAir := AIR_MAX;
5516 end;
5518 ITEM_MEDKIT_BLACK:
5519 begin
5520 if not (R_BERSERK in FRulez) then
5521 begin
5522 Include(FRulez, R_BERSERK);
5523 if FBFGFireCounter < 1 then
5524 begin
5525 FCurrWeap := WEAPON_KASTET;
5526 FModel.SetWeapon(WEAPON_KASTET);
5527 end;
5528 if gFlash <> 0 then
5529 Inc(FPain, 100);
5530 FBerserk := gTime+30000;
5531 end;
5532 if FHealth < PLAYER_HP_SOFT then
5533 begin
5534 FHealth := PLAYER_HP_SOFT;
5535 FBerserk := gTime+30000;
5536 end;
5537 end;
5539 ITEM_INVUL:
5540 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
5541 begin
5542 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
5543 end;
5545 ITEM_INVIS:
5546 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
5547 begin
5548 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
5549 end;
5551 ITEM_JETPACK:
5552 if FJetFuel < JET_MAX then
5553 begin
5554 FJetFuel := JET_MAX;
5555 end;
5557 else
5558 Exit;
5559 end;
5560 if g_Game_IsNet and g_Game_IsServer then
5561 MH_SEND_PlayerStats(FUID);
5562 end;
5564 procedure TPlayer.FlySmoke(Times: DWORD = 1);
5565 var
5566 id, i: DWORD;
5567 Anim: TAnimation;
5568 begin
5569 if (Random(5) = 1) and (Times = 1) then
5570 Exit;
5572 if BodyInLiquid(0, 0) then
5573 begin
5574 g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
5575 Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
5576 if Random(2) = 0 then
5577 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
5578 else
5579 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
5580 Exit;
5581 end;
5583 if g_Frames_Get(id, 'FRAMES_SMOKE') then
5584 begin
5585 for i := 1 to Times do
5586 begin
5587 Anim := TAnimation.Create(id, False, 3);
5588 Anim.Alpha := 150;
5589 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
5590 Obj.Y+Obj.Rect.Height-4+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
5591 Anim.Free();
5592 end;
5593 end;
5594 end;
5596 procedure TPlayer.PauseSounds(Enable: Boolean);
5597 begin
5598 FSawSound.Pause(Enable);
5599 FSawSoundIdle.Pause(Enable);
5600 FSawSoundHit.Pause(Enable);
5601 FSawSoundSelect.Pause(Enable);
5602 end;
5604 { T C o r p s e : }
5606 constructor TCorpse.Create(X, Y: Integer; ModelName: String; aMess: Boolean);
5607 begin
5608 g_Obj_Init(@FObj);
5609 FObj.X := X;
5610 FObj.Y := Y;
5611 FObj.Rect := PLAYER_CORPSERECT;
5612 FModelName := ModelName;
5613 FMess := aMess;
5615 if FMess then
5616 begin
5617 FState := CORPSE_STATE_MESS;
5618 g_PlayerModel_GetAnim(ModelName, A_DIE2, FAnimation, FAnimationMask);
5619 end
5620 else
5621 begin
5622 FState := CORPSE_STATE_NORMAL;
5623 g_PlayerModel_GetAnim(ModelName, A_DIE1, FAnimation, FAnimationMask);
5624 end;
5625 end;
5627 destructor TCorpse.Destroy();
5628 begin
5629 FAnimation.Free();
5631 inherited;
5632 end;
5634 procedure TCorpse.Damage(Value: Word; vx, vy: Integer);
5635 var
5636 pm: TPlayerModel;
5637 begin
5638 if FState = CORPSE_STATE_REMOVEME then
5639 Exit;
5641 FDamage := FDamage + Value;
5643 if FDamage > 150 then
5644 begin
5645 if FAnimation <> nil then
5646 begin
5647 FAnimation.Free();
5648 FAnimation := nil;
5650 FState := CORPSE_STATE_REMOVEME;
5652 g_Player_CreateGibs(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
5653 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
5654 FModelName, FColor);
5655 pm := g_PlayerModel_Get(FModelName);
5656 pm.PlaySound(MODELSOUND_DIE, 3, FObj.X, FObj.Y);
5657 pm.Free;
5658 end;
5659 end
5660 else
5661 begin
5662 FObj.Vel.X := FObj.Vel.X + vx;
5663 FObj.Vel.Y := FObj.Vel.Y + vy;
5664 g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
5665 FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
5666 Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
5667 150, 0, 0);
5668 end;
5669 end;
5671 procedure TCorpse.Draw();
5672 begin
5673 if FState = CORPSE_STATE_REMOVEME then
5674 Exit;
5676 if FAnimation <> nil then
5677 FAnimation.Draw(FObj.X, FObj.Y, M_NONE);
5679 if FAnimationMask <> nil then
5680 begin
5681 e_Colors := FColor;
5682 FAnimationMask.Draw(FObj.X, FObj.Y, M_NONE);
5683 e_Colors.R := 255;
5684 e_Colors.G := 255;
5685 e_Colors.B := 255;
5686 end;
5687 end;
5689 procedure TCorpse.Update();
5690 var
5691 st: Word;
5692 begin
5693 if FState = CORPSE_STATE_REMOVEME then
5694 Exit;
5696 if gTime mod (GAME_TICK*2) <> 0 then
5697 begin
5698 g_Obj_Move(@FObj, True, True, True);
5700 Exit;
5701 end;
5703 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
5704 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
5706 st := g_Obj_Move(@FObj, True, True, True);
5708 if WordBool(st and MOVE_FALLOUT) then
5709 begin
5710 FState := CORPSE_STATE_REMOVEME;
5711 Exit;
5712 end;
5714 if FAnimation <> nil then
5715 FAnimation.Update();
5716 if FAnimationMask <> nil then
5717 FAnimationMask.Update();
5718 end;
5720 procedure TCorpse.SaveState(var Mem: TBinMemoryWriter);
5721 var
5722 sig: DWORD;
5723 anim: Boolean;
5724 begin
5725 if Mem = nil then
5726 Exit;
5728 // Ñèãíàòóðà òðóïà:
5729 sig := CORPSE_SIGNATURE; // 'CORP'
5730 Mem.WriteDWORD(sig);
5731 // Ñîñòîÿíèå:
5732 Mem.WriteByte(FState);
5733 // Íàêîïëåííûé óðîí:
5734 Mem.WriteByte(FDamage);
5735 // Öâåò:
5736 Mem.WriteByte(FColor.R);
5737 Mem.WriteByte(FColor.G);
5738 Mem.WriteByte(FColor.B);
5739 // Îáúåêò òðóïà:
5740 Obj_SaveState(@FObj, Mem);
5741 // Åñòü ëè àíèìàöèÿ:
5742 anim := FAnimation <> nil;
5743 Mem.WriteBoolean(anim);
5744 // Åñëè åñòü - ñîõðàíÿåì:
5745 if anim then
5746 FAnimation.SaveState(Mem);
5747 // Åñòü ëè ìàñêà àíèìàöèè:
5748 anim := FAnimationMask <> nil;
5749 Mem.WriteBoolean(anim);
5750 // Åñëè åñòü - ñîõðàíÿåì:
5751 if anim then
5752 FAnimationMask.SaveState(Mem);
5753 end;
5755 procedure TCorpse.LoadState(var Mem: TBinMemoryReader);
5756 var
5757 sig: DWORD;
5758 anim: Boolean;
5759 begin
5760 if Mem = nil then
5761 Exit;
5763 // Ñèãíàòóðà òðóïà:
5764 Mem.ReadDWORD(sig);
5765 if sig <> CORPSE_SIGNATURE then // 'CORP'
5766 begin
5767 raise EBinSizeError.Create('TCorpse.LoadState: Wrong Corpse Signature');
5768 end;
5769 // Ñîñòîÿíèå:
5770 Mem.ReadByte(FState);
5771 // Íàêîïëåííûé óðîí:
5772 Mem.ReadByte(FDamage);
5773 // Öâåò:
5774 Mem.ReadByte(FColor.R);
5775 Mem.ReadByte(FColor.G);
5776 Mem.ReadByte(FColor.B);
5777 // Îáúåêò òðóïà:
5778 Obj_LoadState(@FObj, Mem);
5779 // Åñòü ëè àíèìàöèÿ:
5780 Mem.ReadBoolean(anim);
5781 // Åñëè åñòü - çàãðóæàåì:
5782 if anim then
5783 begin
5784 Assert(FAnimation <> nil, 'TCorpse.LoadState: no FAnimation');
5785 FAnimation.LoadState(Mem);
5786 end;
5787 // Åñòü ëè ìàñêà àíèìàöèè:
5788 Mem.ReadBoolean(anim);
5789 // Åñëè åñòü - çàãðóæàåì:
5790 if anim then
5791 begin
5792 Assert(FAnimationMask <> nil, 'TCorpse.LoadState: no FAnimationMask');
5793 FAnimationMask.LoadState(Mem);
5794 end;
5795 end;
5797 { T B o t : }
5799 constructor TBot.Create();
5800 var
5801 a: Integer;
5802 begin
5803 inherited Create();
5805 FPhysics := True;
5806 FSpectator := False;
5807 FGhost := False;
5809 FIamBot := True;
5811 Inc(gNumBots);
5813 for a := WEAPON_KASTET to WEAPON_SUPERPULEMET do
5814 begin
5815 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
5816 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
5817 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
5818 end;
5819 end;
5821 destructor TBot.Destroy();
5822 begin
5823 Dec(gNumBots);
5824 inherited Destroy();
5825 end;
5827 procedure TBot.Draw();
5828 begin
5829 inherited Draw();
5831 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
5832 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
5833 end;
5835 procedure TBot.Respawn(Silent: Boolean; Force: Boolean = False);
5836 begin
5837 inherited Respawn(Silent, Force);
5839 FAIFlags := nil;
5840 FSelectedWeapon := FCurrWeap;
5841 FTargetUID := 0;
5842 end;
5844 procedure TBot.UpdateCombat();
5845 type
5846 TTarget = record
5847 UID: Word;
5848 X, Y: Integer;
5849 Rect: TRectWH;
5850 cX, cY: Integer;
5851 Dist: Word;
5852 Line: Boolean;
5853 Visible: Boolean;
5854 IsPlayer: Boolean;
5855 end;
5857 TTargetRecord = array of TTarget;
5859 function Compare(a, b: TTarget): Integer;
5860 begin
5861 if a.Line and not b.Line then // A íà ëèíèè îãíÿ
5862 Result := -1
5863 else
5864 if not a.Line and b.Line then // B íà ëèíèè îãíÿ
5865 Result := 1
5866 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
5867 if (a.Line and b.Line) or ((not a.Line) and (not b.Line)) then
5868 begin
5869 if a.Dist > b.Dist then // B áëèæå
5870 Result := 1
5871 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
5872 Result := -1;
5873 end
5874 else // Ñòðàííî -> A
5875 Result := -1;
5876 end;
5878 var
5879 a, x1, y1, x2, y2: Integer;
5880 targets: TTargetRecord;
5881 ammo: Word;
5882 Target, BestTarget: TTarget;
5883 firew, fireh: Integer;
5884 angle: SmallInt;
5885 mon: TMonster;
5886 pla: TPlayer;
5887 vsPlayer, vsMonster, ok: Boolean;
5888 begin
5889 vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER);
5890 vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER);
5892 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
5893 if FCurrWeap <> FSelectedWeapon then
5894 NextWeapon();
5896 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
5897 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap = FSelectedWeapon) then
5898 begin
5899 RemoveAIFlag('NEEDFIRE');
5901 case FCurrWeap of
5902 WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
5903 WEAPON_SAW, WEAPON_KASTET, WEAPON_MEGAKASTET: PressKey(KEY_FIRE, 40);
5904 else PressKey(KEY_FIRE);
5905 end;
5906 end;
5908 // Êîîðäèíàòû ñòâîëà:
5909 x1 := FObj.X + WEAPONPOINT[FDirection].X;
5910 y1 := FObj.Y + WEAPONPOINT[FDirection].Y;
5912 Target.UID := FTargetUID;
5914 ok := False;
5915 if Target.UID <> 0 then
5916 begin // Öåëü åñòü - íàñòðàèâàåì
5917 if (g_GetUIDType(Target.UID) = UID_PLAYER) and
5918 vsPlayer then
5919 begin // Èãðîê
5920 with g_Player_Get(Target.UID) do
5921 begin
5922 if (@FObj) <> nil then
5923 begin
5924 Target.X := FObj.X;
5925 Target.Y := FObj.Y;
5926 end;
5927 end;
5929 Target.cX := Target.X + PLAYER_RECT_CX;
5930 Target.cY := Target.Y + PLAYER_RECT_CY;
5931 Target.Rect := PLAYER_RECT;
5932 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
5933 Target.Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
5934 (y1-4 > Target.Y+PLAYER_RECT.Y);
5935 Target.IsPlayer := True;
5936 ok := True;
5937 end
5938 else
5939 if (g_GetUIDType(Target.UID) = UID_MONSTER) and
5940 vsMonster then
5941 begin // Ìîíñòð
5942 mon := g_Monsters_Get(Target.UID);
5943 if mon <> nil then
5944 begin
5945 Target.X := mon.Obj.X;
5946 Target.Y := mon.Obj.Y;
5948 Target.cX := Target.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
5949 Target.cY := Target.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
5950 Target.Rect := mon.Obj.Rect;
5951 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
5952 Target.Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
5953 (y1-4 > Target.Y + mon.Obj.Rect.Y);
5954 Target.IsPlayer := False;
5955 ok := True;
5956 end;
5957 end;
5958 end;
5960 if not ok then
5961 begin // Öåëè íåò - îáíóëÿåì
5962 Target.X := 0;
5963 Target.Y := 0;
5964 Target.cX := 0;
5965 Target.cY := 0;
5966 Target.Visible := False;
5967 Target.Line := False;
5968 Target.IsPlayer := False;
5969 end;
5971 targets := nil;
5973 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
5974 if (not Target.Line) or (not Target.Visible) then
5975 begin
5976 // Èãðîêè:
5977 if vsPlayer then
5978 for a := 0 to High(gPlayers) do
5979 if (gPlayers[a] <> nil) and (gPlayers[a].Live) and
5980 (gPlayers[a].FUID <> FUID) and
5981 (not SameTeam(FUID, gPlayers[a].FUID)) and
5982 (not gPlayers[a].NoTarget) and
5983 (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
5984 begin
5985 if not TargetOnScreen(gPlayers[a].FObj.X + PLAYER_RECT.X,
5986 gPlayers[a].FObj.Y + PLAYER_RECT.Y) then
5987 Continue;
5989 x2 := gPlayers[a].FObj.X + PLAYER_RECT_CX;
5990 y2 := gPlayers[a].FObj.Y + PLAYER_RECT_CY;
5992 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
5993 if g_TraceVector(x1, y1, x2, y2) then
5994 begin
5995 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
5996 SetLength(targets, Length(targets)+1);
5997 with targets[High(targets)] do
5998 begin
5999 UID := gPlayers[a].FUID;
6000 X := gPlayers[a].FObj.X;
6001 Y := gPlayers[a].FObj.Y;
6002 cX := x2;
6003 cY := y2;
6004 Rect := PLAYER_RECT;
6005 Dist := g_PatchLength(x1, y1, x2, y2);
6006 Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6007 (y1-4 > Target.Y+PLAYER_RECT.Y);
6008 Visible := True;
6009 IsPlayer := True;
6010 end;
6011 end;
6012 end;
6014 // Ìîíñòðû:
6015 if vsMonster and (gMonsters <> nil) then
6016 for a := 0 to High(gMonsters) do
6017 if (gMonsters[a] <> nil) and (gMonsters[a].Live) and
6018 (gMonsters[a].MonsterType <> MONSTER_BARREL) then
6019 begin
6020 mon := gMonsters[a];
6022 if not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
6023 mon.Obj.Y + mon.Obj.Rect.Y) then
6024 Continue;
6026 x2 := mon.Obj.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6027 y2 := mon.Obj.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6029 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6030 if g_TraceVector(x1, y1, x2, y2) then
6031 begin
6032 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6033 SetLength(targets, Length(targets)+1);
6034 with targets[High(targets)] do
6035 begin
6036 UID := mon.UID;
6037 X := mon.Obj.X;
6038 Y := mon.Obj.Y;
6039 cX := x2;
6040 cY := y2;
6041 Rect := mon.Obj.Rect;
6042 Dist := g_PatchLength(x1, y1, x2, y2);
6043 Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6044 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6045 Visible := True;
6046 IsPlayer := False;
6047 end;
6048 end;
6049 end;
6050 end;
6052 // Åñëè åñòü âîçìîæíûå öåëè:
6053 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6054 if targets <> nil then
6055 begin
6056 // Âûáèðàåì íàèëó÷øóþ öåëü:
6057 BestTarget := targets[0];
6058 if Length(targets) > 1 then
6059 for a := 1 to High(targets) do
6060 if Compare(BestTarget, targets[a]) = 1 then
6061 BestTarget := targets[a];
6063 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6064 if ((not Target.Visible) and BestTarget.Visible and (Target.UID <> BestTarget.UID)) or
6065 ((not Target.Line) and BestTarget.Line and BestTarget.Visible) then
6066 begin
6067 Target := BestTarget;
6069 if (Healthy() = 3) or ((Healthy() = 2)) then
6070 begin // Åñëè çäîðîâû - äîãîíÿåì
6071 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6072 SetAIFlag('GORIGHT', '1');
6073 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6074 SetAIFlag('GOLEFT', '1');
6075 end
6076 else
6077 begin // Åñëè ïîáèòû - óáåãàåì
6078 if ((RunDirection() = D_LEFT) and (Target.X < FObj.X)) then
6079 SetAIFlag('GORIGHT', '1');
6080 if ((RunDirection() = D_RIGHT) and (Target.X > FObj.X)) then
6081 SetAIFlag('GOLEFT', '1');
6082 end;
6084 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6085 SelectWeapon(Abs(x1-Target.cX));
6086 end;
6087 end;
6089 // Åñëè åñòü öåëü:
6090 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6091 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6092 if Target.UID <> 0 then
6093 begin
6094 if not TargetOnScreen(Target.X + Target.Rect.X,
6095 Target.Y + Target.Rect.Y) then
6096 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6097 if (Healthy() = 3) or ((Healthy() = 2)) then
6098 begin // Åñëè çäîðîâû - äîãîíÿåì
6099 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6100 SetAIFlag('GORIGHT', '1');
6101 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6102 SetAIFlag('GOLEFT', '1');
6103 end
6104 else
6105 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6106 Target.UID := 0;
6107 if ((RunDirection() = D_LEFT) and (Target.X < FObj.X)) then
6108 SetAIFlag('GORIGHT', '1');
6109 if ((RunDirection() = D_RIGHT) and (Target.X > FObj.X)) then
6110 SetAIFlag('GOLEFT', '1');
6111 end;
6112 end
6113 else
6114 begin // Öåëü ïîêà íà "ýêðàíå"
6115 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
6116 if g_TraceVector(x1, y1, Target.cX, Target.cY) then
6117 FLastVisible := gTime;
6118 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
6119 if (Abs(FObj.Y-Target.Y) <= 128) then
6120 begin
6121 if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
6122 SetAIFlag('GORIGHT', '1');
6123 if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
6124 SetAIFlag('GOLEFT', '1');
6125 end;
6126 end;
6128 // Âûáèðàåì óãîë ââåðõ:
6129 if FDirection = D_LEFT then
6130 angle := ANGLE_LEFTUP
6131 else
6132 angle := ANGLE_RIGHTUP;
6134 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6135 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6137 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6138 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6139 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128), //96
6140 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6141 Target.Rect.Width, Target.Rect.Height) and
6142 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6143 begin // òî íóæíî ñòðåëÿòü ââåðõ
6144 SetAIFlag('NEEDFIRE', '1');
6145 SetAIFlag('NEEDSEEUP', '1');
6146 end;
6148 // Âûáèðàåì óãîë âíèç:
6149 if FDirection = D_LEFT then
6150 angle := ANGLE_LEFTDOWN
6151 else
6152 angle := ANGLE_RIGHTDOWN;
6154 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6155 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6157 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6158 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6159 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6160 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6161 Target.Rect.Width, Target.Rect.Height) and
6162 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6163 begin // òî íóæíî ñòðåëÿòü âíèç
6164 SetAIFlag('NEEDFIRE', '1');
6165 SetAIFlag('NEEDSEEDOWN', '1');
6166 end;
6168 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
6169 if Target.Visible and
6170 (y1+4 < Target.Y+Target.Rect.Y+Target.Rect.Height) and
6171 (y1-4 > Target.Y+Target.Rect.Y) then
6172 begin
6173 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
6174 if ((FDirection = D_LEFT) and (Target.X < FObj.X)) or
6175 ((FDirection = D_RIGHT) and (Target.X > FObj.X)) then
6176 begin // òî íóæíî ñòðåëÿòü âïåðåä
6177 SetAIFlag('NEEDFIRE', '1');
6178 SetAIFlag('NEEDSEEDOWN', '');
6179 SetAIFlag('NEEDSEEUP', '');
6180 end;
6181 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
6182 if Abs(FObj.X-Target.X) < Trunc(gPlayerScreenSize.X*0.75) then
6183 if GetRnd(FDifficult.CloseJump) then
6184 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
6185 if Abs(FObj.X-Target.X) < 128 then
6186 a := 4
6187 else
6188 a := 30;
6189 if Random(a) = 0 then
6190 SetAIFlag('NEEDJUMP', '1');
6191 end;
6192 end;
6194 // Åñëè öåëü âñå åùå åñòü:
6195 if Target.UID <> 0 then
6196 if gTime-FLastVisible > 2000 then // Åñëè âèäåëè äàâíî
6197 Target.UID := 0 // òî çàáûòü öåëü
6198 else // Åñëè âèäåëè íåäàâíî
6199 begin // íî öåëü óáèëè
6200 if Target.IsPlayer then
6201 begin // Öåëü - èãðîê
6202 pla := g_Player_Get(Target.UID);
6203 if (pla = nil) or (not pla.Live) or pla.NoTarget or
6204 (pla.FMegaRulez[MR_INVIS] >= gTime) then
6205 Target.UID := 0; // òî çàáûòü öåëü
6206 end
6207 else
6208 begin // Öåëü - ìîíñòð
6209 mon := g_Monsters_Get(Target.UID);
6210 if (mon = nil) or (not mon.Live) then
6211 Target.UID := 0; // òî çàáûòü öåëü
6212 end;
6213 end;
6214 end; // if Target.UID <> 0
6216 FTargetUID := Target.UID;
6218 // Åñëè âîçìîæíûõ öåëåé íåò:
6219 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
6220 if targets = nil then
6221 if GetAIFlag('ATTACKLEFT') <> '' then
6222 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
6223 RemoveAIFlag('ATTACKLEFT');
6225 SetAIFlag('NEEDJUMP', '1');
6227 if RunDirection() = D_RIGHT then
6228 begin // Èäåì íå â òó ñòîðîíó
6229 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6230 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
6231 SetAIFlag('NEEDFIRE', '1');
6232 SetAIFlag('GOLEFT', '1');
6233 end;
6234 end
6235 else
6236 begin // Èäåì â íóæíóþ ñòîðîíó
6237 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6238 SetAIFlag('NEEDFIRE', '1');
6239 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6240 SetAIFlag('GORIGHT', '1');
6241 end;
6242 end
6243 else
6244 if GetAIFlag('ATTACKRIGHT') <> '' then
6245 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
6246 RemoveAIFlag('ATTACKRIGHT');
6248 SetAIFlag('NEEDJUMP', '1');
6250 if RunDirection() = D_LEFT then
6251 begin // Èäåì íå â òó ñòîðîíó
6252 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
6253 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
6254 SetAIFlag('NEEDFIRE', '1');
6255 SetAIFlag('GORIGHT', '1');
6256 end;
6257 end
6258 else
6259 begin
6260 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6261 SetAIFlag('NEEDFIRE', '1');
6262 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6263 SetAIFlag('GOLEFT', '1');
6264 end;
6265 end;
6267 // Åñëè åñòü âîçìîæíûå öåëè:
6268 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
6269 if (targets <> nil) and (GetAIFlag('NEEDFIRE') <> '') then
6270 for a := 0 to High(targets) do
6271 begin
6272 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
6273 if GetRnd(FDifficult.DiagFire) then
6274 begin
6275 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
6276 if FDirection = D_LEFT then
6277 angle := ANGLE_LEFTUP
6278 else
6279 angle := ANGLE_RIGHTUP;
6281 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6282 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6284 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6285 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6286 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6287 targets[a].Rect.Width, targets[a].Rect.Height) and
6288 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
6289 begin
6290 SetAIFlag('NEEDFIRE', '1');
6291 SetAIFlag('NEEDSEEUP', '1');
6292 end;
6294 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
6295 if FDirection = D_LEFT then
6296 angle := ANGLE_LEFTDOWN
6297 else
6298 angle := ANGLE_RIGHTDOWN;
6300 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6301 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6303 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6304 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6305 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6306 targets[a].Rect.Width, targets[a].Rect.Height) and
6307 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
6308 begin
6309 SetAIFlag('NEEDFIRE', '1');
6310 SetAIFlag('NEEDSEEDOWN', '1');
6311 end;
6312 end;
6314 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
6315 if targets[a].Line and targets[a].Visible and
6316 (((FDirection = D_LEFT) and (targets[a].X < FObj.X)) or
6317 ((FDirection = D_RIGHT) and (targets[a].X > FObj.X))) then
6318 begin
6319 SetAIFlag('NEEDFIRE', '1');
6320 Break;
6321 end;
6322 end;
6324 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
6325 if g_Weapon_Danger(FUID, FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y,
6326 PLAYER_RECT.Width, PLAYER_RECT.Height,
6327 40+GetInterval(FDifficult.Cover, 40)) then
6328 SetAIFlag('NEEDJUMP', '1');
6330 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
6331 ammo := GetAmmoByWeapon(FCurrWeap);
6332 if ((FCurrWeap = WEAPON_SHOTGUN2) and (ammo < 2)) or
6333 ((FCurrWeap = WEAPON_BFG) and (ammo < 40)) or
6334 (ammo = 0) then
6335 SetAIFlag('SELECTWEAPON', '1');
6337 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
6338 if GetAIFlag('SELECTWEAPON') = '1' then
6339 begin
6340 SelectWeapon(-1);
6341 RemoveAIFlag('SELECTWEAPON');
6342 end;
6343 end;
6345 procedure TBot.Update();
6346 var
6347 EnableAI: Boolean;
6348 begin
6349 if not FLive then
6350 begin // Respawn
6351 ReleaseKeys();
6352 PressKey(KEY_UP);
6353 end
6354 else
6355 begin
6356 EnableAI := True;
6358 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
6359 if (g_debug_BotAIOff = 1) and (Team = TEAM_RED) then
6360 EnableAI := False;
6361 if (g_debug_BotAIOff = 2) and (Team = TEAM_BLUE) then
6362 EnableAI := False;
6363 if g_debug_BotAIOff = 3 then
6364 EnableAI := False;
6366 if EnableAI then
6367 begin
6368 UpdateMove();
6369 UpdateCombat();
6370 end;
6371 end;
6373 inherited Update();
6374 end;
6376 procedure TBot.ReleaseKey(Key: Byte);
6377 begin
6378 with FKeys[Key] do
6379 begin
6380 Pressed := False;
6381 Time := 0;
6382 end;
6383 end;
6385 function TBot.KeyPressed(Key: Word): Boolean;
6386 begin
6387 Result := FKeys[Key].Pressed;
6388 end;
6390 function TBot.GetAIFlag(fName: String20): String20;
6391 var
6392 a: Integer;
6393 begin
6394 Result := '';
6396 fName := LowerCase(fName);
6398 if FAIFlags <> nil then
6399 for a := 0 to High(FAIFlags) do
6400 if LowerCase(FAIFlags[a].Name) = fName then
6401 begin
6402 Result := FAIFlags[a].Value;
6403 Break;
6404 end;
6405 end;
6407 procedure TBot.RemoveAIFlag(fName: String20);
6408 var
6409 a, b: Integer;
6410 begin
6411 if FAIFlags = nil then Exit;
6413 fName := LowerCase(fName);
6415 for a := 0 to High(FAIFlags) do
6416 if LowerCase(FAIFlags[a].Name) = fName then
6417 begin
6418 if a <> High(FAIFlags) then
6419 for b := a to High(FAIFlags)-1 do
6420 FAIFlags[b] := FAIFlags[b+1];
6422 SetLength(FAIFlags, Length(FAIFlags)-1);
6423 Break;
6424 end;
6425 end;
6427 procedure TBot.SetAIFlag(fName, fValue: String20);
6428 var
6429 a: Integer;
6430 ok: Boolean;
6431 begin
6432 a := 0;
6433 ok := False;
6435 fName := LowerCase(fName);
6437 if FAIFlags <> nil then
6438 for a := 0 to High(FAIFlags) do
6439 if LowerCase(FAIFlags[a].Name) = fName then
6440 begin
6441 ok := True;
6442 Break;
6443 end;
6445 if ok then FAIFlags[a].Value := fValue
6446 else
6447 begin
6448 SetLength(FAIFlags, Length(FAIFlags)+1);
6449 with FAIFlags[High(FAIFlags)] do
6450 begin
6451 Name := fName;
6452 Value := fValue;
6453 end;
6454 end;
6455 end;
6457 procedure TBot.UpdateMove;
6459 procedure GoLeft(Time: Word = 1);
6460 begin
6461 ReleaseKey(KEY_LEFT);
6462 ReleaseKey(KEY_RIGHT);
6463 PressKey(KEY_LEFT, Time);
6464 SetDirection(D_LEFT);
6465 end;
6467 procedure GoRight(Time: Word = 1);
6468 begin
6469 ReleaseKey(KEY_LEFT);
6470 ReleaseKey(KEY_RIGHT);
6471 PressKey(KEY_RIGHT, Time);
6472 SetDirection(D_RIGHT);
6473 end;
6475 function Rnd(a: Word): Boolean;
6476 begin
6477 Result := Random(a) = 0;
6478 end;
6480 procedure Turn(Time: Word = 1200);
6481 begin
6482 if RunDirection() = D_LEFT then GoRight(Time) else GoLeft(Time);
6483 end;
6485 procedure Stop();
6486 begin
6487 ReleaseKey(KEY_LEFT);
6488 ReleaseKey(KEY_RIGHT);
6489 end;
6491 function CanRunLeft(): Boolean;
6492 begin
6493 Result := not CollideLevel(-1, 0);
6494 end;
6496 function CanRunRight(): Boolean;
6497 begin
6498 Result := not CollideLevel(1, 0);
6499 end;
6501 function CanRun(): Boolean;
6502 begin
6503 if RunDirection() = D_LEFT then Result := CanRunLeft() else Result := CanRunRight();
6504 end;
6506 procedure Jump(Time: Word = 30);
6507 begin
6508 PressKey(KEY_JUMP, Time);
6509 end;
6511 function NearHole(): Boolean;
6512 var
6513 x, sx: Integer;
6514 begin
6515 { TODO 5 : Ëåñòíèöû }
6516 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
6517 for x := 1 to PLAYER_RECT.Width do
6518 if (not StayOnStep(x*sx, 0)) and
6519 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
6520 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
6521 begin
6522 Result := True;
6523 Exit;
6524 end;
6526 Result := False;
6527 end;
6529 function BorderHole(): Boolean;
6530 var
6531 x, sx, xx: Integer;
6532 begin
6533 { TODO 5 : Ëåñòíèöû }
6534 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
6535 for x := 1 to PLAYER_RECT.Width do
6536 if (not StayOnStep(x*sx, 0)) and
6537 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
6538 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
6539 begin
6540 for xx := x to x+32 do
6541 if CollideLevel(xx*sx, PLAYER_RECT.Height) then
6542 begin
6543 Result := True;
6544 Exit;
6545 end;
6546 end;
6548 Result := False;
6549 end;
6551 function NearDeepHole(): Boolean;
6552 var
6553 x, sx, y: Integer;
6554 begin
6555 Result := False;
6557 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
6558 y := 3;
6560 for x := 1 to PLAYER_RECT.Width do
6561 if (not StayOnStep(x*sx, 0)) and
6562 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
6563 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
6564 begin
6565 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
6566 begin
6567 if CollideLevel(x*sx, PLAYER_RECT.Height*y) then Exit;
6568 y := y+1;
6569 end;
6571 Result := True;
6572 end else Result := False;
6573 end;
6575 function OverDeepHole(): Boolean;
6576 var
6577 y: Integer;
6578 begin
6579 Result := False;
6581 y := 1;
6582 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
6583 begin
6584 if CollideLevel(0, PLAYER_RECT.Height*y) then Exit;
6585 y := y+1;
6586 end;
6588 Result := True;
6589 end;
6591 function OnGround(): Boolean;
6592 begin
6593 Result := StayOnStep(0, 0) or CollideLevel(0, 1);
6594 end;
6596 function OnLadder(): Boolean;
6597 begin
6598 Result := FullInStep(0, 0);
6599 end;
6601 function BelowLadder(): Boolean;
6602 begin
6603 Result := (FullInStep(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and
6604 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
6605 (FullInStep(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and
6606 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
6607 end;
6609 function BelowLiftUp(): Boolean;
6610 begin
6611 Result := ((FullInLift(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and
6612 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
6613 ((FullInLift(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and
6614 not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
6615 end;
6617 function OnTopLift(): Boolean;
6618 begin
6619 Result := (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
6620 end;
6622 function CanJumpOver(): Boolean;
6623 var
6624 sx, y: Integer;
6625 begin
6626 sx := IfThen(RunDirection() = D_LEFT, -1, 1);
6628 Result := False;
6630 if not CollideLevel(sx, 0) then Exit;
6632 for y := 1 to BOT_MAXJUMP do
6633 if CollideLevel(0, -y) then Exit else
6634 if not CollideLevel(sx, -y) then
6635 begin
6636 Result := True;
6637 Exit;
6638 end;
6639 end;
6641 function CanJumpUp(Dist: ShortInt): Boolean;
6642 var
6643 y, yy: Integer;
6644 c: Boolean;
6645 begin
6646 Result := False;
6648 if CollideLevel(Dist, 0) then Exit;
6650 c := False;
6651 for y := 0 to BOT_MAXJUMP do
6652 if CollideLevel(Dist, -y) then
6653 begin
6654 c := True;
6655 Break;
6656 end;
6658 if not c then Exit;
6660 c := False;
6661 for yy := y+1 to BOT_MAXJUMP do
6662 if not CollideLevel(Dist, -yy) then
6663 begin
6664 c := True;
6665 Break;
6666 end;
6668 if not c then Exit;
6670 c := False;
6671 for y := 0 to BOT_MAXJUMP do
6672 if CollideLevel(0, -y) then
6673 begin
6674 c := True;
6675 Break;
6676 end;
6678 if c then Exit;
6680 if y < yy then Exit;
6682 Result := True;
6683 end;
6685 function IsSafeTrigger(): Boolean;
6686 var
6687 a: Integer;
6688 begin
6689 Result := True;
6690 if gTriggers = nil then
6691 Exit;
6692 for a := 0 to High(gTriggers) do
6693 if Collide(gTriggers[a].X,
6694 gTriggers[a].Y,
6695 gTriggers[a].Width,
6696 gTriggers[a].Height) and
6697 (gTriggers[a].TriggerType in [TRIGGER_EXIT, TRIGGER_CLOSEDOOR,
6698 TRIGGER_CLOSETRAP, TRIGGER_TRAP,
6699 TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF,
6700 TRIGGER_ONOFF, TRIGGER_SPAWNMONSTER,
6701 TRIGGER_DAMAGE, TRIGGER_SHOT]) then
6702 Result := False;
6703 end;
6705 begin
6706 // Âîçìîæíî, íàæèìàåì êíîïêó:
6707 if Rnd(16) and IsSafeTrigger() then
6708 PressKey(KEY_OPEN);
6710 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
6711 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
6712 begin
6713 ReleaseKey(KEY_LEFT);
6714 ReleaseKey(KEY_RIGHT);
6715 Jump();
6716 end;
6718 // Èäåì âëåâî, åñëè íàäî áûëî:
6719 if GetAIFlag('GOLEFT') <> '' then
6720 begin
6721 RemoveAIFlag('GOLEFT');
6722 if CanRunLeft() then
6723 GoLeft(360);
6724 end;
6726 // Èäåì âïðàâî, åñëè íàäî áûëî:
6727 if GetAIFlag('GORIGHT') <> '' then
6728 begin
6729 RemoveAIFlag('GORIGHT');
6730 if CanRunRight() then
6731 GoRight(360);
6732 end;
6734 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
6735 if FObj.X < -32 then
6736 GoRight(360)
6737 else
6738 if FObj.X+32 > gMapInfo.Width then
6739 GoLeft(360);
6741 // Ïðûãàåì, åñëè íàäî áûëî:
6742 if GetAIFlag('NEEDJUMP') <> '' then
6743 begin
6744 Jump(0);
6745 RemoveAIFlag('NEEDJUMP');
6746 end;
6748 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
6749 if GetAIFlag('NEEDSEEUP') <> '' then
6750 begin
6751 ReleaseKey(KEY_UP);
6752 ReleaseKey(KEY_DOWN);
6753 PressKey(KEY_UP, 20);
6754 RemoveAIFlag('NEEDSEEUP');
6755 end;
6757 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
6758 if GetAIFlag('NEEDSEEDOWN') <> '' then
6759 begin
6760 ReleaseKey(KEY_UP);
6761 ReleaseKey(KEY_DOWN);
6762 PressKey(KEY_DOWN, 20);
6763 RemoveAIFlag('NEEDSEEDOWN');
6764 end;
6766 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
6767 if GetAIFlag('GOINHOLE') <> '' then
6768 if not OnGround() then
6769 begin
6770 ReleaseKey(KEY_LEFT);
6771 ReleaseKey(KEY_RIGHT);
6772 RemoveAIFlag('GOINHOLE');
6773 SetAIFlag('FALLINHOLE', '1');
6774 end;
6776 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
6777 if GetAIFlag('FALLINHOLE') <> '' then
6778 if OnGround() then
6779 RemoveAIFlag('FALLINHOLE');
6781 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
6782 if not (KeyPressed(KEY_LEFT) or KeyPressed(KEY_RIGHT)) then
6783 if GetAIFlag('FALLINHOLE') = '' then
6784 if (not OnLadder()) or (FObj.Vel.Y >= 0) or (OnTopLift()) then
6785 if Rnd(2) then
6786 GoLeft(360)
6787 else
6788 GoRight(360);
6790 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
6791 if OnGround() and
6792 CanJumpUp(IfThen(RunDirection() = D_LEFT, -1, 1)*32) and
6793 Rnd(8) then
6794 Jump();
6796 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
6797 if OnGround() and NearHole() then
6798 if NearDeepHole() then // Åñëè ýòî áåçäíà
6799 case Random(6) of
6800 0..3: Turn(); // Áåæèì îáðàòíî
6801 4: Jump(); // Ïðûãàåì
6802 5: begin // Ïðûãàåì îáðàòíî
6803 Turn();
6804 Jump();
6805 end;
6806 end
6807 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
6808 if GetAIFlag('GOINHOLE') = '' then
6809 case Random(6) of
6810 0: Turn(); // Íå íóæíî òóäà
6811 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
6812 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
6813 if BorderHole() then
6814 SetAIFlag('GOINHOLE', '1');
6815 end;
6817 // Åñëè íà çåìëå, íî íåêóäà èäòè:
6818 if (not CanRun()) and OnGround() then
6819 begin
6820 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
6821 if CanJumpOver() or OnLadder() then
6822 Jump()
6823 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
6824 if Random(2) = 0 then
6825 begin
6826 if IsSafeTrigger() then
6827 PressKey(KEY_OPEN);
6828 end else
6829 Turn();
6830 end;
6832 // Îñòàëîñü ìàëî âîçäóõà:
6833 if FAir < 36 * 2 then
6834 Jump(20);
6836 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
6837 if (FMegaRulez[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then
6838 if BodyInAcid(0, 0) then
6839 Jump();
6840 end;
6842 function TBot.FullInStep(XInc, YInc: Integer): Boolean;
6843 begin
6844 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
6845 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_STEP, False);
6846 end;
6848 {function TBot.NeedItem(Item: Byte): Byte;
6849 begin
6850 Result := 4;
6851 end;}
6853 procedure TBot.SelectWeapon(Dist: Integer);
6854 var
6855 a: Integer;
6857 function HaveAmmo(weapon: Byte): Boolean;
6858 begin
6859 case weapon of
6860 WEAPON_PISTOL: Result := FAmmo[A_BULLETS] >= 1;
6861 WEAPON_SHOTGUN1: Result := FAmmo[A_SHELLS] >= 1;
6862 WEAPON_SHOTGUN2: Result := FAmmo[A_SHELLS] >= 2;
6863 WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS] >= 10;
6864 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS] >= 1;
6865 WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10;
6866 WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40;
6867 WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1;
6868 else Result := True;
6869 end;
6870 end;
6872 begin
6873 if Dist = -1 then Dist := BOT_LONGDIST;
6875 if Dist > BOT_LONGDIST then
6876 begin // Äàëüíèé áîé
6877 for a := 0 to 9 do
6878 if FWeapon[FDifficult.WeaponPrior[a]] and HaveAmmo(FDifficult.WeaponPrior[a]) then
6879 begin
6880 FSelectedWeapon := FDifficult.WeaponPrior[a];
6881 Break;
6882 end;
6883 end
6884 else //if Dist > BOT_UNSAFEDIST then
6885 begin // Áëèæíèé áîé
6886 for a := 0 to 9 do
6887 if FWeapon[FDifficult.CloseWeaponPrior[a]] and HaveAmmo(FDifficult.CloseWeaponPrior[a]) then
6888 begin
6889 FSelectedWeapon := FDifficult.CloseWeaponPrior[a];
6890 Break;
6891 end;
6892 end;
6893 { else
6894 begin
6895 for a := 0 to 9 do
6896 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
6897 begin
6898 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
6899 Break;
6900 end;
6901 end;}
6902 end;
6904 function TBot.PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean;
6905 begin
6906 Result := inherited PickItem(ItemType, force, remove);
6908 if Result then SetAIFlag('SELECTWEAPON', '1');
6909 end;
6911 function TBot.Heal(value: Word; Soft: Boolean): Boolean;
6912 begin
6913 Result := inherited Heal(value, Soft);
6914 end;
6916 function TBot.Healthy(): Byte;
6917 begin
6918 if FMegaRulez[MR_INVUL] >= gTime then Result := 3
6919 else if (FHealth > 80) or ((FHealth > 50) and (FArmor > 20)) then Result := 3
6920 else if (FHealth > 50) then Result := 2
6921 else if (FHealth > 20) then Result := 1
6922 else Result := 0;
6923 end;
6925 function TBot.TargetOnScreen(TX, TY: Integer): Boolean;
6926 begin
6927 Result := (Abs(FObj.X-TX) <= Trunc(gPlayerScreenSize.X*0.6)) and
6928 (Abs(FObj.Y-TY) <= Trunc(gPlayerScreenSize.Y*0.6));
6929 end;
6931 procedure TBot.OnDamage(Angle: SmallInt);
6932 var
6933 pla: TPlayer;
6934 mon: TMonster;
6935 ok: Boolean;
6936 begin
6937 inherited;
6939 if (Angle = 0) or (Angle = 180) then
6940 begin
6941 ok := False;
6942 if (g_GetUIDType(FLastSpawnerUID) = UID_PLAYER) and
6943 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER) then
6944 begin // Èãðîê
6945 pla := g_Player_Get(FLastSpawnerUID);
6946 ok := not TargetOnScreen(pla.FObj.X + PLAYER_RECT.X,
6947 pla.FObj.Y + PLAYER_RECT.Y);
6948 end
6949 else
6950 if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and
6951 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then
6952 begin // Ìîíñòð
6953 mon := g_Monsters_Get(FLastSpawnerUID);
6954 ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
6955 mon.Obj.Y + mon.Obj.Rect.Y);
6956 end;
6958 if ok then
6959 if Angle = 0 then
6960 SetAIFlag('ATTACKLEFT', '1')
6961 else
6962 SetAIFlag('ATTACKRIGHT', '1');
6963 end;
6964 end;
6966 function TBot.RunDirection(): TDirection;
6967 begin
6968 if Abs(Vel.X) >= 1 then
6969 begin
6970 if Vel.X > 0 then Result := D_RIGHT else Result := D_LEFT;
6971 end else
6972 Result := FDirection;
6973 end;
6975 function TBot.GetRnd(a: Byte): Boolean;
6976 begin
6977 if a = 0 then Result := False
6978 else if a = 255 then Result := True
6979 else Result := Random(256) > 255-a;
6980 end;
6982 function TBot.GetInterval(a: Byte; radius: SmallInt): SmallInt;
6983 begin
6984 Result := Round((255-a)/255*radius*(Random(2)-1));
6985 end;
6987 procedure TBot.SaveState(var Mem: TBinMemoryWriter);
6988 var
6989 i: Integer;
6990 dw: DWORD;
6991 p: Pointer;
6992 begin
6993 inherited SaveState(Mem);
6995 // Âûáðàííîå îðóæèå:
6996 Mem.WriteByte(FSelectedWeapon);
6997 // UID öåëè:
6998 Mem.WriteWord(FTargetUID);
6999 // Âðåìÿ ïîòåðè öåëè:
7000 Mem.WriteDWORD(FLastVisible);
7001 // Êîëè÷åñòâî ôëàãîâ ÈÈ:
7002 dw := Length(FAIFlags);
7003 Mem.WriteDWORD(dw);
7004 // Ôëàãè ÈÈ:
7005 for i := 0 to Integer(dw)-1 do
7006 begin
7007 Mem.WriteString(FAIFlags[i].Name, 20);
7008 Mem.WriteString(FAIFlags[i].Value, 20);
7009 end;
7010 // Íàñòðîéêè ñëîæíîñòè:
7011 p := @FDifficult;
7012 Mem.WriteMemory(p, SizeOf(TDifficult));
7013 end;
7015 procedure TBot.LoadState(var Mem: TBinMemoryReader);
7016 var
7017 i: Integer;
7018 dw: DWORD;
7019 p: Pointer;
7020 begin
7021 inherited LoadState(Mem);
7023 // Âûáðàííîå îðóæèå:
7024 Mem.ReadByte(FSelectedWeapon);
7025 // UID öåëè:
7026 Mem.ReadWord(FTargetUID);
7027 // Âðåìÿ ïîòåðè öåëè:
7028 Mem.ReadDWORD(FLastVisible);
7029 // Êîëè÷åñòâî ôëàãîâ ÈÈ:
7030 Mem.ReadDWORD(dw);
7031 SetLength(FAIFlags, dw);
7032 // Ôëàãè ÈÈ:
7033 for i := 0 to Integer(dw)-1 do
7034 begin
7035 Mem.ReadString(FAIFlags[i].Name);
7036 Mem.ReadString(FAIFlags[i].Value);
7037 end;
7038 // Íàñòðîéêè ñëîæíîñòè:
7039 Mem.ReadMemory(p, dw);
7040 if dw <> SizeOf(TDifficult) then
7041 begin
7042 raise EBinSizeError.Create('TBot.LoadState: Wrong FDifficult Size');
7043 end;
7044 FDifficult := TDifficult(p^);
7045 end;
7047 end.