DEADSOFTWARE

fix playerstats netmessage; zero gTime before spawning players
[d2df-sdl.git] / src / game / g_player.pas
1 (* Copyright (C) Doom 2D: Forever Developers
2 *
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, version 3 of the License ONLY.
6 *
7 * This program is distributed in the hope that it will be useful,
8 * but WITHOUT ANY WARRANTY; without even the implied warranty of
9 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
10 * GNU General Public License for more details.
11 *
12 * You should have received a copy of the GNU General Public License
13 * along with this program. If not, see <http://www.gnu.org/licenses/>.
14 *)
15 {$INCLUDE ../shared/a_modes.inc}
16 {$M+}
17 unit g_player;
19 interface
21 uses
22 SysUtils, Classes,
23 {$IFDEF USE_MEMPOOL}mempool,{$ENDIF}
24 e_graphics, g_playermodel, g_basic, g_textures,
25 g_weapons, g_phys, g_sound, g_saveload, MAPDEF,
26 g_panel;
28 const
29 KEY_LEFT = 1;
30 KEY_RIGHT = 2;
31 KEY_UP = 3;
32 KEY_DOWN = 4;
33 KEY_FIRE = 5;
34 KEY_NEXTWEAPON = 6;
35 KEY_PREVWEAPON = 7;
36 KEY_OPEN = 8;
37 KEY_JUMP = 9;
38 KEY_CHAT = 10;
40 R_ITEM_BACKPACK = 0;
41 R_KEY_RED = 1;
42 R_KEY_GREEN = 2;
43 R_KEY_BLUE = 3;
44 R_BERSERK = 4;
46 MR_SUIT = 0;
47 MR_INVUL = 1;
48 MR_INVIS = 2;
49 MR_MAX = 2;
51 A_BULLETS = 0;
52 A_SHELLS = 1;
53 A_ROCKETS = 2;
54 A_CELLS = 3;
55 A_FUEL = 4;
56 A_HIGH = 4;
58 AmmoLimits: Array [0..1] of Array [A_BULLETS..A_HIGH] of Word =
59 ((200, 50, 50, 300, 100),
60 (400, 100, 100, 600, 200));
62 K_SIMPLEKILL = 0;
63 K_HARDKILL = 1;
64 K_EXTRAHARDKILL = 2;
65 K_FALLKILL = 3;
67 T_RESPAWN = 0;
68 T_SWITCH = 1;
69 T_USE = 2;
70 T_FLAGCAP = 3;
72 TEAM_NONE = 0;
73 TEAM_RED = 1;
74 TEAM_BLUE = 2;
75 TEAM_COOP = 3;
77 SHELL_BULLET = 0;
78 SHELL_SHELL = 1;
79 SHELL_DBLSHELL = 2;
81 ANGLE_NONE = Low(SmallInt);
83 CORPSE_STATE_REMOVEME = 0;
84 CORPSE_STATE_NORMAL = 1;
85 CORPSE_STATE_MESS = 2;
87 PLAYER_RECT: TRectWH = (X:15; Y:12; Width:34; Height:52);
88 PLAYER_RECT_CX = 15+(34 div 2);
89 PLAYER_RECT_CY = 12+(52 div 2);
90 PLAYER_CORPSERECT: TRectWH = (X:15; Y:48; Width:34; Height:16);
92 PLAYER_HP_SOFT = 100;
93 PLAYER_HP_LIMIT = 200;
94 PLAYER_AP_SOFT = 100;
95 PLAYER_AP_LIMIT = 200;
96 SUICIDE_DAMAGE = 112;
97 WEAPON_DELAY = 5;
99 PLAYER_BURN_TIME = 110;
101 PLAYER1_DEF_COLOR: TRGB = (R:64; G:175; B:48);
102 PLAYER2_DEF_COLOR: TRGB = (R:96; G:96; B:96);
104 type
105 TPlayerStat = record
106 Num: Integer;
107 Ping: Word;
108 Loss: Byte;
109 Name: String;
110 Team: Byte;
111 Frags: SmallInt;
112 Deaths: SmallInt;
113 Lives: Byte;
114 Kills: Word;
115 Color: TRGB;
116 Spectator: Boolean;
117 end;
119 TPlayerStatArray = Array of TPlayerStat;
121 TPlayerSavedState = record
122 Health: Integer;
123 Armor: Integer;
124 Air: Integer;
125 JetFuel: Integer;
126 CurrWeap: Byte;
127 NextWeap: WORD;
128 NextWeapDelay: Byte;
129 Ammo: Array [A_BULLETS..A_HIGH] of Word;
130 MaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
131 Weapon: Array [WP_FIRST..WP_LAST] of Boolean;
132 Rulez: Set of R_ITEM_BACKPACK..R_BERSERK;
133 WaitRecall: Boolean;
134 end;
136 TKeyState = record
137 Pressed: Boolean;
138 Time: Word;
139 end;
141 TPlayer = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
142 private
143 FIamBot: Boolean;
144 FUID: Word;
145 FName: String;
146 FTeam: Byte;
147 FAlive: Boolean;
148 FSpawned: Boolean;
149 FDirection: TDirection;
150 FHealth: Integer;
151 FLives: Byte;
152 FArmor: Integer;
153 FAir: Integer;
154 FPain: Integer;
155 FPickup: Integer;
156 FKills: Integer;
157 FMonsterKills: Integer;
158 FFrags: Integer;
159 FFragCombo: Byte;
160 FLastFrag: LongWord;
161 FComboEvnt: Integer;
162 FDeath: Integer;
163 FCanJetpack: Boolean;
164 FJetFuel: Integer;
165 FFlag: Byte;
166 FSecrets: Integer;
167 FCurrWeap: Byte;
168 FNextWeap: WORD;
169 FNextWeapDelay: Byte; // frames
170 FBFGFireCounter: SmallInt;
171 FLastSpawnerUID: Word;
172 FLastHit: Byte;
173 FObj: TObj;
174 FXTo, FYTo: Integer;
175 FSpectatePlayer: Integer;
176 FFirePainTime: Integer;
177 FFireAttacker: Word;
179 FSavedState: TPlayerSavedState;
181 FModel: TPlayerModel;
182 FPunchAnim: TAnimation;
183 FActionPrior: Byte;
184 FActionAnim: Byte;
185 FActionForce: Boolean;
186 FActionChanged: Boolean;
187 FAngle: SmallInt;
188 FFireAngle: SmallInt;
189 FIncCam: Integer;
190 FShellTimer: Integer;
191 FShellType: Byte;
192 FSawSound: TPlayableSound;
193 FSawSoundIdle: TPlayableSound;
194 FSawSoundHit: TPlayableSound;
195 FSawSoundSelect: TPlayableSound;
196 FFlameSoundOn: TPlayableSound;
197 FFlameSoundOff: TPlayableSound;
198 FFlameSoundWork: TPlayableSound;
199 FJetSoundOn: TPlayableSound;
200 FJetSoundOff: TPlayableSound;
201 FJetSoundFly: TPlayableSound;
202 FGodMode: Boolean;
203 FNoTarget: Boolean;
204 FNoReload: Boolean;
205 FJustTeleported: Boolean;
206 FNetTime: LongWord;
207 mEDamageType: Integer;
210 function CollideLevel(XInc, YInc: Integer): Boolean;
211 function StayOnStep(XInc, YInc: Integer): Boolean;
212 function HeadInLiquid(XInc, YInc: Integer): Boolean;
213 function BodyInLiquid(XInc, YInc: Integer): Boolean;
214 function BodyInAcid(XInc, YInc: Integer): Boolean;
215 function FullInLift(XInc, YInc: Integer): Integer;
216 {procedure CollideItem();}
217 procedure FlySmoke(Times: DWORD = 1);
218 procedure OnFireFlame(Times: DWORD = 1);
219 function GetAmmoByWeapon(Weapon: Byte): Word;
220 procedure SetAction(Action: Byte; Force: Boolean = False);
221 procedure OnDamage(Angle: SmallInt); virtual;
222 function firediry(): Integer;
223 procedure DoPunch();
225 procedure Run(Direction: TDirection);
226 procedure NextWeapon();
227 procedure PrevWeapon();
228 procedure SeeUp();
229 procedure SeeDown();
230 procedure Fire();
231 procedure Jump();
232 procedure Use();
234 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
235 procedure resetWeaponQueue ();
236 function hasAmmoForWeapon (weapon: Byte): Boolean;
238 procedure doDamage (v: Integer);
240 function followCorpse(): Boolean;
242 public
243 FDamageBuffer: Integer;
245 FAmmo: Array [A_BULLETS..A_HIGH] of Word;
246 FMaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
247 FWeapon: Array [WP_FIRST..WP_LAST] of Boolean;
248 FRulez: Set of R_ITEM_BACKPACK..R_BERSERK;
249 FBerserk: Integer;
250 FMegaRulez: Array [MR_SUIT..MR_MAX] of DWORD;
251 FReloading: Array [WP_FIRST..WP_LAST] of Word;
252 FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD;
253 FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState;
254 FColor: TRGB;
255 FPreferredTeam: Byte;
256 FSpectator: Boolean;
257 FNoRespawn: Boolean;
258 FWantsInGame: Boolean;
259 FGhost: Boolean;
260 FPhysics: Boolean;
261 FFlaming: Boolean;
262 FJetpack: Boolean;
263 FActualModelName: string;
264 FClientID: SmallInt;
265 FPing: Word;
266 FLoss: Byte;
267 FReady: Boolean;
268 FDummy: Boolean;
269 FFireTime: Integer;
270 FSpawnInvul: Integer;
271 FHandicap: Integer;
272 FWaitForFirstSpawn: Boolean; // set to `true` in server, used to spawn a player on first full state request
274 // debug: viewport offset
275 viewPortX, viewPortY, viewPortW, viewPortH: Integer;
277 function isValidViewPort (): Boolean; inline;
279 constructor Create(); virtual;
280 destructor Destroy(); override;
281 procedure Respawn(Silent: Boolean; Force: Boolean = False); virtual;
282 function GetRespawnPoint(): Byte;
283 procedure PressKey(Key: Byte; Time: Word = 1);
284 procedure ReleaseKeys();
285 procedure SetModel(ModelName: String);
286 procedure SetColor(Color: TRGB);
287 function GetColor(): TRGB;
288 procedure SetWeapon(W: Byte);
289 function IsKeyPressed(K: Byte): Boolean;
290 function GetKeys(): Byte;
291 function PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; virtual;
292 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
293 function Collide(Panel: TPanel): Boolean; overload;
294 function Collide(X, Y: Integer): Boolean; overload;
295 procedure SetDirection(Direction: TDirection);
296 procedure GetSecret();
297 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
298 procedure Touch();
299 procedure Push(vx, vy: Integer);
300 procedure ChangeModel(ModelName: String);
301 procedure SwitchTeam;
302 procedure ChangeTeam(Team: Byte);
303 procedure BFGHit();
304 function GetFlag(Flag: Byte): Boolean;
305 procedure SetFlag(Flag: Byte);
306 function DropFlag(Silent: Boolean = True): Boolean;
307 procedure AllRulez(Health: Boolean);
308 procedure RestoreHealthArmor();
309 procedure FragCombo();
310 procedure GiveItem(ItemType: Byte);
311 procedure Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte); virtual;
312 function Heal(value: Word; Soft: Boolean): Boolean; virtual;
313 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
314 procedure MakeBloodSimple(Count: Word);
315 procedure Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
316 procedure Reset(Force: Boolean);
317 procedure Spectate(NoMove: Boolean = False);
318 procedure SwitchNoClip;
319 procedure SoftReset();
320 procedure Draw(); virtual;
321 procedure DrawPain();
322 procedure DrawPickup();
323 procedure DrawRulez();
324 procedure DrawAim();
325 procedure DrawIndicator(Color: TRGB);
326 procedure DrawBubble();
327 procedure DrawGUI();
328 procedure Update(); virtual;
329 procedure RememberState();
330 procedure RecallState();
331 procedure SaveState (st: TStream); virtual;
332 procedure LoadState (st: TStream); virtual;
333 procedure PauseSounds(Enable: Boolean);
334 procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
335 procedure DoLerp(Level: Integer = 2);
336 procedure SetLerp(XTo, YTo: Integer);
337 procedure QueueWeaponSwitch(Weapon: Byte);
338 procedure RealizeCurrentWeapon();
339 procedure FlamerOn;
340 procedure FlamerOff;
341 procedure JetpackOn;
342 procedure JetpackOff;
343 procedure CatchFire(Attacker: Word; Timeout: Integer = PLAYER_BURN_TIME);
345 //WARNING! this does nothing for now, but still call it!
346 procedure positionChanged (); //WARNING! call this after entity position was changed, or coldet will not work right!
348 procedure getMapBox (out x, y, w, h: Integer); inline;
349 procedure moveBy (dx, dy: Integer); inline;
351 public
352 property Vel: TPoint2i read FObj.Vel;
353 property Obj: TObj read FObj;
355 property Name: String read FName write FName;
356 property Model: TPlayerModel read FModel;
357 property Health: Integer read FHealth write FHealth;
358 property Lives: Byte read FLives write FLives;
359 property Armor: Integer read FArmor write FArmor;
360 property Air: Integer read FAir write FAir;
361 property JetFuel: Integer read FJetFuel write FJetFuel;
362 property Frags: Integer read FFrags write FFrags;
363 property Death: Integer read FDeath write FDeath;
364 property Kills: Integer read FKills write FKills;
365 property CurrWeap: Byte read FCurrWeap write FCurrWeap;
366 property MonsterKills: Integer read FMonsterKills write FMonsterKills;
367 property Secrets: Integer read FSecrets;
368 property GodMode: Boolean read FGodMode write FGodMode;
369 property NoTarget: Boolean read FNoTarget write FNoTarget;
370 property NoReload: Boolean read FNoReload write FNoReload;
371 property alive: Boolean read FAlive write FAlive;
372 property Flag: Byte read FFlag;
373 property Team: Byte read FTeam write FTeam;
374 property Direction: TDirection read FDirection;
375 property GameX: Integer read FObj.X write FObj.X;
376 property GameY: Integer read FObj.Y write FObj.Y;
377 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
378 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
379 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
380 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
381 property IncCam: Integer read FIncCam write FIncCam;
382 property UID: Word read FUID write FUID;
383 property JustTeleported: Boolean read FJustTeleported write FJustTeleported;
384 property NetTime: LongWord read FNetTime write FNetTime;
386 published
387 property eName: String read FName write FName;
388 property eHealth: Integer read FHealth write FHealth;
389 property eLives: Byte read FLives write FLives;
390 property eArmor: Integer read FArmor write FArmor;
391 property eAir: Integer read FAir write FAir;
392 property eJetFuel: Integer read FJetFuel write FJetFuel;
393 property eFrags: Integer read FFrags write FFrags;
394 property eDeath: Integer read FDeath write FDeath;
395 property eKills: Integer read FKills write FKills;
396 property eCurrWeap: Byte read FCurrWeap write FCurrWeap;
397 property eMonsterKills: Integer read FMonsterKills write FMonsterKills;
398 property eSecrets: Integer read FSecrets write FSecrets;
399 property eGodMode: Boolean read FGodMode write FGodMode;
400 property eNoTarget: Boolean read FNoTarget write FNoTarget;
401 property eNoReload: Boolean read FNoReload write FNoReload;
402 property eAlive: Boolean read FAlive write FAlive;
403 property eFlag: Byte read FFlag;
404 property eTeam: Byte read FTeam write FTeam;
405 property eDirection: TDirection read FDirection;
406 property eGameX: Integer read FObj.X write FObj.X;
407 property eGameY: Integer read FObj.Y write FObj.Y;
408 property eGameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
409 property eGameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
410 property eGameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
411 property eGameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
412 property eIncCam: Integer read FIncCam write FIncCam;
413 property eUID: Word read FUID;
414 property eJustTeleported: Boolean read FJustTeleported;
415 property eNetTime: LongWord read FNetTime;
417 // set this before assigning something to `eDamage`
418 property eDamageType: Integer read mEDamageType write mEDamageType;
419 property eDamage: Integer write doDamage;
420 end;
422 TDifficult = record
423 public
424 DiagFire: Byte;
425 InvisFire: Byte;
426 DiagPrecision: Byte;
427 FlyPrecision: Byte;
428 Cover: Byte;
429 CloseJump: Byte;
430 WeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
431 CloseWeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
432 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
434 public
435 procedure save (st: TStream);
436 procedure load (st: TStream);
437 end;
439 TAIFlag = record
440 Name: String;
441 Value: String;
442 end;
444 TBot = class(TPlayer)
445 private
446 FSelectedWeapon: Byte;
447 FTargetUID: Word;
448 FLastVisible: DWORD;
449 FAIFlags: Array of TAIFlag;
450 FDifficult: TDifficult;
452 function GetRnd(a: Byte): Boolean;
453 function GetInterval(a: Byte; radius: SmallInt): SmallInt;
454 function RunDirection(): TDirection;
455 function FullInStep(XInc, YInc: Integer): Boolean;
456 //function NeedItem(Item: Byte): Byte;
457 procedure SelectWeapon(Dist: Integer);
458 procedure SetAIFlag(aName, fValue: String20);
459 function GetAIFlag(aName: String20): String20;
460 procedure RemoveAIFlag(aName: String20);
461 function Healthy(): Byte;
462 procedure UpdateMove();
463 procedure UpdateCombat();
464 function KeyPressed(Key: Word): Boolean;
465 procedure ReleaseKey(Key: Byte);
466 function TargetOnScreen(TX, TY: Integer): Boolean;
467 procedure OnDamage(Angle: SmallInt); override;
469 public
470 procedure Respawn(Silent: Boolean; Force: Boolean = False); override;
471 constructor Create(); override;
472 destructor Destroy(); override;
473 procedure Draw(); override;
474 function PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean; override;
475 function Heal(value: Word; Soft: Boolean): Boolean; override;
476 procedure Update(); override;
477 procedure SaveState (st: TStream); override;
478 procedure LoadState (st: TStream); override;
479 end;
481 PGib = ^TGib;
482 TGib = record
483 alive: Boolean;
484 ID: DWORD;
485 MaskID: DWORD;
486 RAngle: Integer;
487 Color: TRGB;
488 Obj: TObj;
490 procedure getMapBox (out x, y, w, h: Integer); inline;
491 procedure moveBy (dx, dy: Integer); inline;
493 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
494 end;
497 PShell = ^TShell;
498 TShell = record
499 SpriteID: DWORD;
500 alive: Boolean;
501 SType: Byte;
502 RAngle: Integer;
503 Timeout: Cardinal;
504 CX, CY: Integer;
505 Obj: TObj;
507 procedure getMapBox (out x, y, w, h: Integer); inline;
508 procedure moveBy (dx, dy: Integer); inline;
510 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
511 end;
513 TCorpse = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
514 private
515 FModelName: String;
516 FMess: Boolean;
517 FState: Byte;
518 FDamage: Byte;
519 FColor: TRGB;
520 FObj: TObj;
521 FPlayerUID: Word;
522 FAnimation: TAnimation;
523 FAnimationMask: TAnimation;
525 public
526 constructor Create(X, Y: Integer; ModelName: String; aMess: Boolean);
527 destructor Destroy(); override;
528 procedure Damage(Value: Word; vx, vy: Integer);
529 procedure Update();
530 procedure Draw();
531 procedure SaveState (st: TStream);
532 procedure LoadState (st: TStream);
534 procedure getMapBox (out x, y, w, h: Integer); inline;
535 procedure moveBy (dx, dy: Integer); inline;
537 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
539 function ObjPtr (): PObj; inline;
541 property Obj: TObj read FObj; // copies object
542 property State: Byte read FState;
543 property Mess: Boolean read FMess;
544 end;
546 TTeamStat = Array [TEAM_RED..TEAM_BLUE] of
547 record
548 Goals: SmallInt;
549 end;
551 var
552 gPlayers: Array of TPlayer;
553 gCorpses: Array of TCorpse;
554 gGibs: Array of TGib;
555 gShells: Array of TShell;
556 gTeamStat: TTeamStat;
557 gFly: Boolean = False;
558 gAimLine: Boolean = False;
559 gChatBubble: Integer = 0;
560 gPlayerIndicator: Integer = 1;
561 gPlayerIndicatorStyle: Integer = 0;
562 gNumBots: Word = 0;
563 gLMSPID1: Word = 0;
564 gLMSPID2: Word = 0;
565 MAX_RUNVEL: Integer = 8;
566 VEL_JUMP: Integer = 10;
567 SHELL_TIMEOUT: Cardinal = 60000;
569 function Lerp(X, Y, Factor: Integer): Integer;
571 procedure g_Gibs_SetMax(Count: Word);
572 function g_Gibs_GetMax(): Word;
573 procedure g_Corpses_SetMax(Count: Word);
574 function g_Corpses_GetMax(): Word;
575 procedure g_Shells_SetMax(Count: Word);
576 function g_Shells_GetMax(): Word;
578 procedure g_Player_Init();
579 procedure g_Player_Free();
580 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
581 function g_Player_CreateFromState (st: TStream): Word;
582 procedure g_Player_Remove(UID: Word);
583 procedure g_Player_ResetTeams();
584 procedure g_Player_UpdateAll();
585 procedure g_Player_DrawAll();
586 procedure g_Player_DrawDebug(p: TPlayer);
587 procedure g_Player_DrawHealth();
588 procedure g_Player_RememberAll();
589 procedure g_Player_ResetAll(Force, Silent: Boolean);
590 function g_Player_Get(UID: Word): TPlayer;
591 function g_Player_GetCount(): Byte;
592 function g_Player_GetStats(): TPlayerStatArray;
593 function g_Player_ValidName(Name: String): Boolean;
594 procedure g_Player_CreateCorpse(Player: TPlayer);
595 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: String; fColor: TRGB);
596 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
597 procedure g_Player_UpdatePhysicalObjects();
598 procedure g_Player_DrawCorpses();
599 procedure g_Player_DrawShells();
600 procedure g_Player_RemoveAllCorpses();
601 procedure g_Player_Corpses_SaveState (st: TStream);
602 procedure g_Player_Corpses_LoadState (st: TStream);
603 procedure g_Player_ResetReady();
604 procedure g_Bot_Add(Team, Difficult: Byte; Handicap: Integer = 100);
605 procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1; Handicap: Integer = 100);
606 procedure g_Bot_MixNames();
607 procedure g_Bot_RemoveAll();
609 implementation
611 uses
612 {$INCLUDE ../nogl/noGLuses.inc}
613 {$IFDEF ENABLE_HOLMES}
614 g_holmes,
615 {$ENDIF}
616 e_log, g_map, g_items, g_console, g_gfx, Math,
617 g_options, g_triggers, g_menu, g_game, g_grid, e_res,
618 wadreader, g_main, g_monsters, CONFIG, g_language,
619 g_net, g_netmsg, g_window,
620 utils, xstreams;
622 const PLR_SAVE_VERSION = 0;
624 type
625 TBotProfile = record
626 name: ShortString;
627 model: ShortString;
628 team: Byte;
629 color: TRGB;
630 diag_fire: Byte;
631 invis_fire: Byte;
632 diag_precision: Byte;
633 fly_precision: Byte;
634 cover: Byte;
635 close_jump: Byte;
636 w_prior1: Array [WP_FIRST..WP_LAST] of Byte;
637 w_prior2: Array [WP_FIRST..WP_LAST] of Byte;
638 w_prior3: Array [WP_FIRST..WP_LAST] of Byte;
639 end;
641 const
642 TIME_RESPAWN1 = 1500;
643 TIME_RESPAWN2 = 2000;
644 TIME_RESPAWN3 = 3000;
645 AIR_DEF = 360;
646 AIR_MAX = 1091;
647 JET_MAX = 540; // ~30 sec
648 PLAYER_SUIT_TIME = 30000;
649 PLAYER_INVUL_TIME = 30000;
650 PLAYER_INVIS_TIME = 35000;
651 FRAG_COMBO_TIME = 3000;
652 VEL_SW = 4;
653 VEL_FLY = 6;
654 ANGLE_RIGHTUP = 55;
655 ANGLE_RIGHTDOWN = -35;
656 ANGLE_LEFTUP = 125;
657 ANGLE_LEFTDOWN = -145;
658 PLAYER_HEADRECT: TRectWH = (X:24; Y:12; Width:20; Height:12);
659 WEAPONPOINT: Array [TDirection] of TDFPoint = ((X:16; Y:32), (X:47; Y:32));
660 BOT_MAXJUMP = 84;
661 BOT_LONGDIST = 300;
662 BOT_UNSAFEDIST = 128;
663 TEAMCOLOR: Array [TEAM_RED..TEAM_BLUE] of TRGB = ((R:255; G:0; B:0),
664 (R:0; G:0; B:255));
665 DIFFICULT_EASY: TDifficult = (DiagFire: 32; InvisFire: 32; DiagPrecision: 32;
666 FlyPrecision: 32; Cover: 32; CloseJump: 32;
667 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
668 DIFFICULT_MEDIUM: TDifficult = (DiagFire: 127; InvisFire: 127; DiagPrecision: 127;
669 FlyPrecision: 127; Cover: 127; CloseJump: 127;
670 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
671 DIFFICULT_HARD: TDifficult = (DiagFire: 255; InvisFire: 255; DiagPrecision: 255;
672 FlyPrecision: 255; Cover: 255; CloseJump: 255;
673 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
674 WEAPON_PRIOR1: Array [WP_FIRST..WP_LAST] of Byte =
675 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
676 WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
677 WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER,
678 WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
679 WEAPON_PRIOR2: Array [WP_FIRST..WP_LAST] of Byte =
680 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
681 WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
682 WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1,
683 WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
684 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
685 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
686 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
687 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
688 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
689 WEAPON_RELOAD: Array [WP_FIRST..WP_LAST] of Byte =
690 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
692 PLAYER_SIGNATURE = $52594C50; // 'PLYR'
693 CORPSE_SIGNATURE = $50524F43; // 'CORP'
695 BOTNAMES_FILENAME = 'botnames.txt';
696 BOTLIST_FILENAME = 'botlist.txt';
698 var
699 MaxGibs: Word = 150;
700 MaxCorpses: Word = 20;
701 MaxShells: Word = 300;
702 CurrentGib: Integer = 0;
703 CurrentShell: Integer = 0;
704 BotNames: Array of String;
705 BotList: Array of TBotProfile;
708 function Lerp(X, Y, Factor: Integer): Integer;
709 begin
710 Result := X + ((Y - X) div Factor);
711 end;
713 function SameTeam(UID1, UID2: Word): Boolean;
714 begin
715 Result := False;
717 if (UID1 > UID_MAX_PLAYER) or (UID1 <= UID_MAX_GAME) or
718 (UID2 > UID_MAX_PLAYER) or (UID2 <= UID_MAX_GAME) then Exit;
720 if (g_Player_Get(UID1) = nil) or (g_Player_Get(UID2) = nil) then Exit;
722 if ((g_Player_Get(UID1).Team = TEAM_NONE) or
723 (g_Player_Get(UID2).Team = TEAM_NONE)) then Exit;
725 Result := g_Player_Get(UID1).FTeam = g_Player_Get(UID2).FTeam;
726 end;
728 procedure g_Gibs_SetMax(Count: Word);
729 begin
730 MaxGibs := Count;
731 SetLength(gGibs, Count);
733 if CurrentGib >= Count then
734 CurrentGib := 0;
735 end;
737 function g_Gibs_GetMax(): Word;
738 begin
739 Result := MaxGibs;
740 end;
742 procedure g_Shells_SetMax(Count: Word);
743 begin
744 MaxShells := Count;
745 SetLength(gShells, Count);
747 if CurrentShell >= Count then
748 CurrentShell := 0;
749 end;
751 function g_Shells_GetMax(): Word;
752 begin
753 Result := MaxShells;
754 end;
757 procedure g_Corpses_SetMax(Count: Word);
758 begin
759 MaxCorpses := Count;
760 SetLength(gCorpses, Count);
761 end;
763 function g_Corpses_GetMax(): Word;
764 begin
765 Result := MaxCorpses;
766 end;
768 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
769 var
770 a: Integer;
771 ok: Boolean;
772 begin
773 Result := 0;
775 ok := False;
776 a := 0;
778 // Åñòü ëè ìåñòî â gPlayers:
779 if gPlayers <> nil then
780 for a := 0 to High(gPlayers) do
781 if gPlayers[a] = nil then
782 begin
783 ok := True;
784 Break;
785 end;
787 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
788 if not ok then
789 begin
790 SetLength(gPlayers, Length(gPlayers)+1);
791 a := High(gPlayers);
792 end;
794 // Ñîçäàåì îáúåêò èãðîêà:
795 if Bot then
796 gPlayers[a] := TBot.Create()
797 else
798 gPlayers[a] := TPlayer.Create();
801 gPlayers[a].FActualModelName := ModelName;
802 gPlayers[a].SetModel(ModelName);
804 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
805 if gPlayers[a].FModel = nil then
806 begin
807 gPlayers[a].Free();
808 gPlayers[a] := nil;
809 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [ModelName]));
810 Exit;
811 end;
813 if not (Team in [TEAM_RED, TEAM_BLUE]) then
814 if Random(2) = 0 then
815 Team := TEAM_RED
816 else
817 Team := TEAM_BLUE;
818 gPlayers[a].FPreferredTeam := Team;
820 case gGameSettings.GameMode of
821 GM_DM: gPlayers[a].FTeam := TEAM_NONE;
822 GM_TDM,
823 GM_CTF: gPlayers[a].FTeam := gPlayers[a].FPreferredTeam;
824 GM_SINGLE,
825 GM_COOP: gPlayers[a].FTeam := TEAM_COOP;
826 end;
828 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
829 gPlayers[a].FColor := Color;
830 if gPlayers[a].FTeam in [TEAM_RED, TEAM_BLUE] then
831 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
832 else
833 gPlayers[a].FModel.Color := Color;
835 gPlayers[a].FUID := g_CreateUID(UID_PLAYER);
836 gPlayers[a].FAlive := False;
838 Result := gPlayers[a].FUID;
839 end;
841 function g_Player_CreateFromState (st: TStream): Word;
842 var
843 a, i: Integer;
844 ok, Bot: Boolean;
845 b: Byte;
846 begin
847 result := 0;
848 if (st = nil) then exit; //???
850 // Ñèãíàòóðà èãðîêà
851 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
852 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
854 // Áîò èëè ÷åëîâåê:
855 Bot := utils.readBool(st);
857 ok := false;
858 a := 0;
860 // Åñòü ëè ìåñòî â gPlayers:
861 for a := 0 to High(gPlayers) do if (gPlayers[a] = nil) then begin ok := true; break; end;
863 // Íåò ìåñòà - ðàñøèðÿåì gPlayers
864 if not ok then
865 begin
866 SetLength(gPlayers, Length(gPlayers)+1);
867 a := High(gPlayers);
868 end;
870 // Ñîçäàåì îáúåêò èãðîêà
871 if Bot then
872 gPlayers[a] := TBot.Create()
873 else
874 gPlayers[a] := TPlayer.Create();
875 gPlayers[a].FIamBot := Bot;
876 gPlayers[a].FPhysics := True;
878 // UID èãðîêà
879 gPlayers[a].FUID := utils.readWord(st);
880 // Èìÿ èãðîêà
881 gPlayers[a].FName := utils.readStr(st);
882 // Êîìàíäà
883 gPlayers[a].FTeam := utils.readByte(st);
884 gPlayers[a].FPreferredTeam := gPlayers[a].FTeam;
885 // Æèâ ëè
886 gPlayers[a].FAlive := utils.readBool(st);
887 // Èçðàñõîäîâàë ëè âñå æèçíè
888 gPlayers[a].FNoRespawn := utils.readBool(st);
889 // Íàïðàâëåíèå
890 b := utils.readByte(st);
891 if b = 1 then gPlayers[a].FDirection := TDirection.D_LEFT else gPlayers[a].FDirection := TDirection.D_RIGHT; // b = 2
892 // Çäîðîâüå
893 gPlayers[a].FHealth := utils.readLongInt(st);
894 // Ôîðà
895 gPlayers[a].FHandicap := utils.readLongInt(st);
896 // Æèçíè
897 gPlayers[a].FLives := utils.readByte(st);
898 // Áðîíÿ
899 gPlayers[a].FArmor := utils.readLongInt(st);
900 // Çàïàñ âîçäóõà
901 gPlayers[a].FAir := utils.readLongInt(st);
902 // Çàïàñ ãîðþ÷åãî
903 gPlayers[a].FJetFuel := utils.readLongInt(st);
904 // Áîëü
905 gPlayers[a].FPain := utils.readLongInt(st);
906 // Óáèë
907 gPlayers[a].FKills := utils.readLongInt(st);
908 // Óáèë ìîíñòðîâ
909 gPlayers[a].FMonsterKills := utils.readLongInt(st);
910 // Ôðàãîâ
911 gPlayers[a].FFrags := utils.readLongInt(st);
912 // Ôðàãîâ ïîäðÿä
913 gPlayers[a].FFragCombo := utils.readByte(st);
914 // Âðåìÿ ïîñëåäíåãî ôðàãà
915 gPlayers[a].FLastFrag := utils.readLongWord(st);
916 // Ñìåðòåé
917 gPlayers[a].FDeath := utils.readLongInt(st);
918 // Êàêîé ôëàã íåñåò
919 gPlayers[a].FFlag := utils.readByte(st);
920 // Íàøåë ñåêðåòîâ
921 gPlayers[a].FSecrets := utils.readLongInt(st);
922 // Òåêóùåå îðóæèå
923 gPlayers[a].FCurrWeap := utils.readByte(st);
924 // Ñëåäóþùåå æåëàåìîå îðóæèå
925 gPlayers[a].FNextWeap := utils.readWord(st);
926 // ...è ïàóçà
927 gPlayers[a].FNextWeapDelay := utils.readByte(st);
928 // Âðåìÿ çàðÿäêè BFG
929 gPlayers[a].FBFGFireCounter := utils.readSmallInt(st);
930 // Áóôåð óðîíà
931 gPlayers[a].FDamageBuffer := utils.readLongInt(st);
932 // Ïîñëåäíèé óäàðèâøèé
933 gPlayers[a].FLastSpawnerUID := utils.readWord(st);
934 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
935 gPlayers[a].FLastHit := utils.readByte(st);
936 // Îáúåêò èãðîêà:
937 Obj_LoadState(@gPlayers[a].FObj, st);
938 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
939 for i := A_BULLETS to A_HIGH do gPlayers[a].FAmmo[i] := utils.readWord(st);
940 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
941 for i := A_BULLETS to A_HIGH do gPlayers[a].FMaxAmmo[i] := utils.readWord(st);
942 // Íàëè÷èå îðóæèÿ
943 for i := WP_FIRST to WP_LAST do gPlayers[a].FWeapon[i] := utils.readBool(st);
944 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
945 for i := WP_FIRST to WP_LAST do gPlayers[a].FReloading[i] := utils.readWord(st);
946 // Íàëè÷èå ðþêçàêà
947 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_ITEM_BACKPACK);
948 // Íàëè÷èå êðàñíîãî êëþ÷à
949 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_RED);
950 // Íàëè÷èå çåëåíîãî êëþ÷à
951 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_GREEN);
952 // Íàëè÷èå ñèíåãî êëþ÷à
953 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_BLUE);
954 // Íàëè÷èå áåðñåðêà
955 if utils.readBool(st) then Include(gPlayers[a].FRulez, R_BERSERK);
956 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
957 for i := MR_SUIT to MR_MAX do gPlayers[a].FMegaRulez[i] := utils.readLongWord(st);
958 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
959 for i := T_RESPAWN to T_FLAGCAP do gPlayers[a].FTime[i] := utils.readLongWord(st);
961 // Íàçâàíèå ìîäåëè:
962 gPlayers[a].FActualModelName := utils.readStr(st);
963 // Öâåò ìîäåëè
964 gPlayers[a].FColor.R := utils.readByte(st);
965 gPlayers[a].FColor.G := utils.readByte(st);
966 gPlayers[a].FColor.B := utils.readByte(st);
967 // Îáíîâëÿåì ìîäåëü èãðîêà
968 gPlayers[a].SetModel(gPlayers[a].FActualModelName);
970 // Íåò ìîäåëè - ñîçäàíèå íåâîçìîæíî
971 if (gPlayers[a].FModel = nil) then
972 begin
973 gPlayers[a].Free();
974 gPlayers[a] := nil;
975 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [gPlayers[a].FActualModelName]));
976 exit;
977 end;
979 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû
980 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
981 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
982 else
983 gPlayers[a].FModel.Color := gPlayers[a].FColor;
985 result := gPlayers[a].FUID;
986 end;
989 procedure g_Player_ResetTeams();
990 var
991 a: Integer;
992 begin
993 if g_Game_IsClient then
994 Exit;
995 if gPlayers = nil then
996 Exit;
997 for a := Low(gPlayers) to High(gPlayers) do
998 if gPlayers[a] <> nil then
999 case gGameSettings.GameMode of
1000 GM_DM:
1001 gPlayers[a].ChangeTeam(TEAM_NONE);
1002 GM_TDM, GM_CTF:
1003 if not (gPlayers[a].Team in [TEAM_RED, TEAM_BLUE]) then
1004 if gPlayers[a].FPreferredTeam in [TEAM_RED, TEAM_BLUE] then
1005 gPlayers[a].ChangeTeam(gPlayers[a].FPreferredTeam)
1006 else
1007 if a mod 2 = 0 then
1008 gPlayers[a].ChangeTeam(TEAM_RED)
1009 else
1010 gPlayers[a].ChangeTeam(TEAM_BLUE);
1011 GM_SINGLE,
1012 GM_COOP:
1013 gPlayers[a].ChangeTeam(TEAM_COOP);
1014 end;
1015 end;
1017 procedure g_Bot_Add(Team, Difficult: Byte; Handicap: Integer = 100);
1018 var
1019 m: SSArray;
1020 _name, _model: String;
1021 a, tr, tb: Integer;
1022 begin
1023 if not g_Game_IsServer then Exit;
1025 // Ñïèñîê íàçâàíèé ìîäåëåé:
1026 m := g_PlayerModel_GetNames();
1027 if m = nil then
1028 Exit;
1030 // Êîìàíäà:
1031 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1032 Team := TEAM_COOP // COOP
1033 else
1034 if gGameSettings.GameMode = GM_DM then
1035 Team := TEAM_NONE // DM
1036 else
1037 if Team = TEAM_NONE then // CTF / TDM
1038 begin
1039 // Àâòîáàëàíñ êîìàíä:
1040 tr := 0;
1041 tb := 0;
1043 for a := 0 to High(gPlayers) do
1044 if gPlayers[a] <> nil then
1045 begin
1046 if gPlayers[a].Team = TEAM_RED then
1047 Inc(tr)
1048 else
1049 if gPlayers[a].Team = TEAM_BLUE then
1050 Inc(tb);
1051 end;
1053 if tr > tb then
1054 Team := TEAM_BLUE
1055 else
1056 if tb > tr then
1057 Team := TEAM_RED
1058 else // tr = tb
1059 if Random(2) = 0 then
1060 Team := TEAM_RED
1061 else
1062 Team := TEAM_BLUE;
1063 end;
1065 // Âûáèðàåì áîòó èìÿ:
1066 _name := '';
1067 if BotNames <> nil then
1068 for a := 0 to High(BotNames) do
1069 if g_Player_ValidName(BotNames[a]) then
1070 begin
1071 _name := BotNames[a];
1072 Break;
1073 end;
1075 // Èìåíè íåò, çàäàåì ñëó÷àéíîå:
1076 if _name = '' then
1077 repeat
1078 _name := Format('DFBOT%.2d', [Random(100)]);
1079 until g_Player_ValidName(_name);
1081 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
1082 _model := m[Random(Length(m))];
1084 // Ñîçäàåì áîòà:
1085 with g_Player_Get(g_Player_Create(_model,
1086 _RGB(Min(Random(9)*32, 255),
1087 Min(Random(9)*32, 255),
1088 Min(Random(9)*32, 255)),
1089 Team, True)) as TBot do
1090 begin
1091 Name := _name;
1093 case Difficult of
1094 1: FDifficult := DIFFICULT_EASY;
1095 2: FDifficult := DIFFICULT_MEDIUM;
1096 else FDifficult := DIFFICULT_HARD;
1097 end;
1099 for a := WP_FIRST to WP_LAST do
1100 begin
1101 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
1102 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
1103 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1104 end;
1106 FHandicap := Handicap;
1108 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1110 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1111 if g_Game_IsServer and (gGameSettings.MaxLives > 0) then
1112 Spectate();
1113 end;
1114 end;
1116 procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1; Handicap: Integer = 100);
1117 var
1118 m: SSArray;
1119 _name, _model: String;
1120 a: Integer;
1121 begin
1122 if not g_Game_IsServer then Exit;
1124 // Ñïèñîê íàçâàíèé ìîäåëåé:
1125 m := g_PlayerModel_GetNames();
1126 if m = nil then
1127 Exit;
1129 // Êîìàíäà:
1130 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1131 Team := TEAM_COOP // COOP
1132 else
1133 if gGameSettings.GameMode = GM_DM then
1134 Team := TEAM_NONE // DM
1135 else
1136 if Team = TEAM_NONE then
1137 Team := BotList[num].team; // CTF / TDM
1139 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1140 lName := AnsiLowerCase(lName);
1141 if (num < 0) or (num > Length(BotList)-1) then
1142 num := -1;
1143 if (num = -1) and (lName <> '') and (BotList <> nil) then
1144 for a := 0 to High(BotList) do
1145 if AnsiLowerCase(BotList[a].name) = lName then
1146 begin
1147 num := a;
1148 Break;
1149 end;
1150 if num = -1 then
1151 Exit;
1153 // Èìÿ áîòà:
1154 _name := BotList[num].name;
1155 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1156 if not g_Player_ValidName(_name) then
1157 repeat
1158 _name := Format('DFBOT%.2d', [Random(100)]);
1159 until g_Player_ValidName(_name);
1161 // Ìîäåëü:
1162 _model := BotList[num].model;
1163 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1164 if not InSArray(_model, m) then
1165 _model := m[Random(Length(m))];
1167 // Ñîçäàåì áîòà:
1168 with g_Player_Get(g_Player_Create(_model, BotList[num].color, Team, True)) as TBot do
1169 begin
1170 Name := _name;
1172 FDifficult.DiagFire := BotList[num].diag_fire;
1173 FDifficult.InvisFire := BotList[num].invis_fire;
1174 FDifficult.DiagPrecision := BotList[num].diag_precision;
1175 FDifficult.FlyPrecision := BotList[num].fly_precision;
1176 FDifficult.Cover := BotList[num].cover;
1177 FDifficult.CloseJump := BotList[num].close_jump;
1179 FHandicap := Handicap;
1181 for a := WP_FIRST to WP_LAST do
1182 begin
1183 FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
1184 FDifficult.CloseWeaponPrior[a] := BotList[num].w_prior2[a];
1185 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1186 end;
1188 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1190 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1191 end;
1192 end;
1194 procedure g_Bot_RemoveAll();
1195 var
1196 a: Integer;
1197 begin
1198 if not g_Game_IsServer then Exit;
1199 if gPlayers = nil then Exit;
1201 for a := 0 to High(gPlayers) do
1202 if gPlayers[a] <> nil then
1203 if gPlayers[a] is TBot then
1204 begin
1205 gPlayers[a].Lives := 0;
1206 gPlayers[a].Kill(K_SIMPLEKILL, 0, HIT_DISCON);
1207 g_Console_Add(Format(_lc[I_PLAYER_LEAVE], [gPlayers[a].Name]), True);
1208 g_Player_Remove(gPlayers[a].FUID);
1209 end;
1211 g_Bot_MixNames();
1212 end;
1214 procedure g_Bot_MixNames();
1215 var
1216 s: String;
1217 a, b: Integer;
1218 begin
1219 if BotNames <> nil then
1220 for a := 0 to High(BotNames) do
1221 begin
1222 b := Random(Length(BotNames));
1223 s := BotNames[a];
1224 Botnames[a] := BotNames[b];
1225 BotNames[b] := s;
1226 end;
1227 end;
1229 procedure g_Player_Remove(UID: Word);
1230 var
1231 i: Integer;
1232 begin
1233 if gPlayers = nil then Exit;
1235 if g_Game_IsServer and g_Game_IsNet then
1236 MH_SEND_PlayerDelete(UID);
1238 for i := 0 to High(gPlayers) do
1239 if gPlayers[i] <> nil then
1240 if gPlayers[i].FUID = UID then
1241 begin
1242 if gPlayers[i] is TPlayer then
1243 TPlayer(gPlayers[i]).Free()
1244 else
1245 TBot(gPlayers[i]).Free();
1246 gPlayers[i] := nil;
1247 Exit;
1248 end;
1249 end;
1251 procedure g_Player_Init();
1252 var
1253 F: TextFile;
1254 s: String;
1255 a, b: Integer;
1256 config: TConfig;
1257 sa: SSArray;
1258 path: AnsiString;
1259 begin
1260 BotNames := nil;
1262 path := BOTNAMES_FILENAME;
1263 if e_FindResource(DataDirs, path) = false then
1264 Exit;
1266 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1267 AssignFile(F, path);
1268 Reset(F);
1270 while not EOF(F) do
1271 begin
1272 ReadLn(F, s);
1274 s := Trim(s);
1275 if s = '' then
1276 Continue;
1278 SetLength(BotNames, Length(BotNames)+1);
1279 BotNames[High(BotNames)] := s;
1280 end;
1282 CloseFile(F);
1284 // Ïåðåìåøèâàåì èõ:
1285 g_Bot_MixNames();
1287 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1288 config := TConfig.CreateFile(path);
1289 BotList := nil;
1290 a := 0;
1292 while config.SectionExists(IntToStr(a)) do
1293 begin
1294 SetLength(BotList, Length(BotList)+1);
1296 with BotList[High(BotList)] do
1297 begin
1298 // Èìÿ áîòà:
1299 name := config.ReadStr(IntToStr(a), 'name', '');
1300 // Ìîäåëü:
1301 model := config.ReadStr(IntToStr(a), 'model', '');
1302 // Êîìàíäà:
1303 if config.ReadStr(IntToStr(a), 'team', 'red') = 'red' then
1304 team := TEAM_RED
1305 else
1306 team := TEAM_BLUE;
1307 // Öâåò ìîäåëè:
1308 sa := parse(config.ReadStr(IntToStr(a), 'color', ''));
1309 color.R := StrToIntDef(sa[0], 0);
1310 color.G := StrToIntDef(sa[1], 0);
1311 color.B := StrToIntDef(sa[2], 0);
1312 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1313 diag_fire := config.ReadInt(IntToStr(a), 'diag_fire', 0);
1314 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1315 invis_fire := config.ReadInt(IntToStr(a), 'invis_fire', 0);
1316 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1317 diag_precision := config.ReadInt(IntToStr(a), 'diag_precision', 0);
1318 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1319 fly_precision := config.ReadInt(IntToStr(a), 'fly_precision', 0);
1320 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1321 cover := config.ReadInt(IntToStr(a), 'cover', 0);
1322 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1323 close_jump := config.ReadInt(IntToStr(a), 'close_jump', 0);
1324 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1325 sa := parse(config.ReadStr(IntToStr(a), 'w_prior1', ''));
1326 if Length(sa) = 10 then
1327 for b := 0 to 9 do
1328 w_prior1[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1329 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1330 sa := parse(config.ReadStr(IntToStr(a), 'w_prior2', ''));
1331 if Length(sa) = 10 then
1332 for b := 0 to 9 do
1333 w_prior2[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1335 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1336 if Length(sa) = 10 then
1337 for b := 0 to 9 do
1338 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1339 end;
1341 a := a + 1;
1342 end;
1344 config.Free();
1345 end;
1347 procedure g_Player_Free();
1348 var
1349 i: Integer;
1350 begin
1351 if gPlayers <> nil then
1352 begin
1353 for i := 0 to High(gPlayers) do
1354 if gPlayers[i] <> nil then
1355 begin
1356 if gPlayers[i] is TPlayer then
1357 TPlayer(gPlayers[i]).Free()
1358 else
1359 TBot(gPlayers[i]).Free();
1360 gPlayers[i] := nil;
1361 end;
1363 gPlayers := nil;
1364 end;
1366 gPlayer1 := nil;
1367 gPlayer2 := nil;
1368 end;
1370 procedure g_Player_UpdateAll();
1371 var
1372 i: Integer;
1373 begin
1374 if gPlayers = nil then Exit;
1376 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1377 for i := 0 to High(gPlayers) do
1378 begin
1379 if gPlayers[i] <> nil then
1380 begin
1381 if gPlayers[i] is TPlayer then
1382 begin
1383 gPlayers[i].Update();
1384 gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1385 end
1386 else
1387 begin
1388 // bot updates weapons in `UpdateCombat()`
1389 TBot(gPlayers[i]).Update();
1390 end;
1391 end;
1392 end;
1393 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1394 end;
1396 procedure g_Player_DrawAll();
1397 var
1398 i: Integer;
1399 begin
1400 if gPlayers = nil then Exit;
1402 for i := 0 to High(gPlayers) do
1403 if gPlayers[i] <> nil then
1404 if gPlayers[i] is TPlayer then gPlayers[i].Draw()
1405 else TBot(gPlayers[i]).Draw();
1406 end;
1408 procedure g_Player_DrawDebug(p: TPlayer);
1409 var
1410 fW, fH: Byte;
1411 begin
1412 if p = nil then Exit;
1413 if (@p.FObj) = nil then Exit;
1415 e_TextureFontGetSize(gStdFont, fW, fH);
1417 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p.FObj.X), gStdFont);
1418 e_TextureFontPrint(0, fH , 'Pos Y: ' + IntToStr(p.FObj.Y), gStdFont);
1419 e_TextureFontPrint(0, fH * 2, 'Vel X: ' + IntToStr(p.FObj.Vel.X), gStdFont);
1420 e_TextureFontPrint(0, fH * 3, 'Vel Y: ' + IntToStr(p.FObj.Vel.Y), gStdFont);
1421 e_TextureFontPrint(0, fH * 4, 'Acc X: ' + IntToStr(p.FObj.Accel.X), gStdFont);
1422 e_TextureFontPrint(0, fH * 5, 'Acc Y: ' + IntToStr(p.FObj.Accel.Y), gStdFont);
1423 end;
1425 procedure g_Player_DrawHealth();
1426 var
1427 i: Integer;
1428 fW, fH: Byte;
1429 begin
1430 if gPlayers = nil then Exit;
1431 e_TextureFontGetSize(gStdFont, fW, fH);
1433 for i := 0 to High(gPlayers) do
1434 if gPlayers[i] <> nil then
1435 begin
1436 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1437 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH * 2,
1438 IntToStr(gPlayers[i].FHealth), gStdFont);
1439 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1440 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH,
1441 IntToStr(gPlayers[i].FArmor), gStdFont);
1442 end;
1443 end;
1445 function g_Player_Get(UID: Word): TPlayer;
1446 var
1447 a: Integer;
1448 begin
1449 Result := nil;
1451 if gPlayers = nil then
1452 Exit;
1454 for a := 0 to High(gPlayers) do
1455 if gPlayers[a] <> nil then
1456 if gPlayers[a].FUID = UID then
1457 begin
1458 Result := gPlayers[a];
1459 Exit;
1460 end;
1461 end;
1463 function g_Player_GetCount(): Byte;
1464 var
1465 a: Integer;
1466 begin
1467 Result := 0;
1469 if gPlayers = nil then
1470 Exit;
1472 for a := 0 to High(gPlayers) do
1473 if gPlayers[a] <> nil then
1474 Result := Result + 1;
1475 end;
1477 function g_Player_GetStats(): TPlayerStatArray;
1478 var
1479 a: Integer;
1480 begin
1481 Result := nil;
1483 if gPlayers = nil then Exit;
1485 for a := 0 to High(gPlayers) do
1486 if gPlayers[a] <> nil then
1487 begin
1488 SetLength(Result, Length(Result)+1);
1489 with Result[High(Result)] do
1490 begin
1491 Num := a;
1492 Ping := gPlayers[a].FPing;
1493 Loss := gPlayers[a].FLoss;
1494 Name := gPlayers[a].FName;
1495 Team := gPlayers[a].FTeam;
1496 Frags := gPlayers[a].FFrags;
1497 Deaths := gPlayers[a].FDeath;
1498 Kills := gPlayers[a].FKills;
1499 Color := gPlayers[a].FModel.Color;
1500 Lives := gPlayers[a].FLives;
1501 Spectator := gPlayers[a].FSpectator;
1502 end;
1503 end;
1504 end;
1506 procedure g_Player_ResetReady();
1507 var
1508 a: Integer;
1509 begin
1510 if not g_Game_IsServer then Exit;
1511 if gPlayers = nil then Exit;
1513 for a := 0 to High(gPlayers) do
1514 if gPlayers[a] <> nil then
1515 begin
1516 gPlayers[a].FReady := False;
1517 if g_Game_IsNet then
1518 MH_SEND_GameEvent(NET_EV_INTER_READY, gPlayers[a].UID, 'N');
1519 end;
1520 end;
1522 procedure g_Player_RememberAll;
1523 var
1524 i: Integer;
1525 begin
1526 for i := Low(gPlayers) to High(gPlayers) do
1527 if (gPlayers[i] <> nil) and gPlayers[i].alive then
1528 gPlayers[i].RememberState;
1529 end;
1531 procedure g_Player_ResetAll(Force, Silent: Boolean);
1532 var
1533 i: Integer;
1534 begin
1535 gTeamStat[TEAM_RED].Goals := 0;
1536 gTeamStat[TEAM_BLUE].Goals := 0;
1538 if gPlayers <> nil then
1539 for i := 0 to High(gPlayers) do
1540 if gPlayers[i] <> nil then
1541 begin
1542 gPlayers[i].Reset(Force);
1544 if gPlayers[i] is TPlayer then
1545 begin
1546 if (not gPlayers[i].FSpectator) or gPlayers[i].FWantsInGame then
1547 gPlayers[i].Respawn(Silent)
1548 else
1549 gPlayers[i].Spectate();
1550 end
1551 else
1552 TBot(gPlayers[i]).Respawn(Silent);
1553 end;
1554 end;
1556 procedure g_Player_CreateCorpse(Player: TPlayer);
1557 var
1558 i: Integer;
1559 find_id: DWORD;
1560 ok: Boolean;
1561 begin
1562 if Player.alive then
1563 Exit;
1565 // Ðàçðûâàåì ñâÿçü ñ ïðåæíèì òðóïîì:
1566 if gCorpses <> nil then
1567 for i := 0 to High(gCorpses) do
1568 if gCorpses[i] <> nil then
1569 if gCorpses[i].FPlayerUID = Player.FUID then
1570 gCorpses[i].FPlayerUID := 0;
1572 if Player.FObj.Y >= gMapInfo.Height+128 then
1573 Exit;
1575 with Player do
1576 begin
1577 if (FHealth >= -50) or (gGibsCount = 0) then
1578 begin
1579 if (gCorpses = nil) or (Length(gCorpses) = 0) then
1580 Exit;
1582 ok := False;
1583 for find_id := 0 to High(gCorpses) do
1584 if gCorpses[find_id] = nil then
1585 begin
1586 ok := True;
1587 Break;
1588 end;
1590 if not ok then
1591 find_id := Random(Length(gCorpses));
1593 gCorpses[find_id] := TCorpse.Create(FObj.X, FObj.Y, FModel.Name, FHealth < -20);
1594 gCorpses[find_id].FColor := FModel.Color;
1595 gCorpses[find_id].FObj.Vel := FObj.Vel;
1596 gCorpses[find_id].FObj.Accel := FObj.Accel;
1597 gCorpses[find_id].FPlayerUID := FUID;
1598 end
1599 else
1600 g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX,
1601 FObj.Y + PLAYER_RECT_CY,
1602 FModel.Name, FModel.Color);
1603 end;
1604 end;
1606 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
1607 var
1608 SID: DWORD;
1609 begin
1610 if (gShells = nil) or (Length(gShells) = 0) then
1611 Exit;
1613 with gShells[CurrentShell] do
1614 begin
1615 SpriteID := 0;
1616 g_Obj_Init(@Obj);
1617 Obj.Rect.X := 0;
1618 Obj.Rect.Y := 0;
1619 if T = SHELL_BULLET then
1620 begin
1621 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID) then
1622 SpriteID := SID;
1623 CX := 2;
1624 CY := 1;
1625 Obj.Rect.Width := 4;
1626 Obj.Rect.Height := 2;
1627 end
1628 else
1629 begin
1630 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID) then
1631 SpriteID := SID;
1632 CX := 4;
1633 CY := 2;
1634 Obj.Rect.Width := 7;
1635 Obj.Rect.Height := 3;
1636 end;
1637 SType := T;
1638 alive := True;
1639 Obj.X := fX;
1640 Obj.Y := fY;
1641 g_Obj_Push(@Obj, dX + Random(4)-Random(4), dY-Random(4));
1642 positionChanged(); // this updates spatial accelerators
1643 RAngle := Random(360);
1644 Timeout := gTime + SHELL_TIMEOUT;
1646 if CurrentShell >= High(gShells) then
1647 CurrentShell := 0
1648 else
1649 Inc(CurrentShell);
1650 end;
1651 end;
1653 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB);
1654 var
1655 a: Integer;
1656 GibsArray: TGibsArray;
1657 Blood: TModelBlood;
1658 begin
1659 if (gGibs = nil) or (Length(gGibs) = 0) then
1660 Exit;
1661 if not g_PlayerModel_GetGibs(ModelName, GibsArray) then
1662 Exit;
1663 Blood := g_PlayerModel_GetBlood(ModelName);
1665 for a := 0 to High(GibsArray) do
1666 with gGibs[CurrentGib] do
1667 begin
1668 Color := fColor;
1669 ID := GibsArray[a].ID;
1670 MaskID := GibsArray[a].MaskID;
1671 alive := True;
1672 g_Obj_Init(@Obj);
1673 Obj.Rect := GibsArray[a].Rect;
1674 Obj.X := fX-GibsArray[a].Rect.X-(GibsArray[a].Rect.Width div 2);
1675 Obj.Y := fY-GibsArray[a].Rect.Y-(GibsArray[a].Rect.Height div 2);
1676 g_Obj_PushA(@Obj, 25 + Random(10), Random(361));
1677 positionChanged(); // this updates spatial accelerators
1678 RAngle := Random(360);
1680 if gBloodCount > 0 then
1681 g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
1682 Random(48), Random(48), Blood.R, Blood.G, Blood.B, Blood.Kind);
1684 if CurrentGib >= High(gGibs) then
1685 CurrentGib := 0
1686 else
1687 Inc(CurrentGib);
1688 end;
1689 end;
1691 procedure g_Player_UpdatePhysicalObjects();
1692 var
1693 i: Integer;
1694 vel: TPoint2i;
1695 mr: Word;
1697 procedure ShellSound_Bounce(X, Y: Integer; T: Byte);
1698 var
1699 k: Integer;
1700 begin
1701 k := 1 + Random(2);
1702 if T = SHELL_BULLET then
1703 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k), X, Y)
1704 else
1705 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k), X, Y);
1706 end;
1708 begin
1709 // Êóñêè ìÿñà:
1710 if gGibs <> nil then
1711 for i := 0 to High(gGibs) do
1712 if gGibs[i].alive then
1713 with gGibs[i] do
1714 begin
1715 vel := Obj.Vel;
1716 mr := g_Obj_Move(@Obj, True, False, True);
1717 positionChanged(); // this updates spatial accelerators
1719 if WordBool(mr and MOVE_FALLOUT) then
1720 begin
1721 alive := False;
1722 Continue;
1723 end;
1725 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1726 if WordBool(mr and MOVE_HITWALL) then
1727 Obj.Vel.X := -(vel.X div 2);
1728 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1729 Obj.Vel.Y := -(vel.Y div 2);
1731 if (Obj.Vel.X >= 0) then
1732 begin // Clockwise
1733 RAngle := RAngle + Abs(Obj.Vel.X)*6 + Abs(Obj.Vel.Y);
1734 if RAngle >= 360 then
1735 RAngle := RAngle mod 360;
1736 end else begin // Counter-clockwise
1737 RAngle := RAngle - Abs(Obj.Vel.X)*6 - Abs(Obj.Vel.Y);
1738 if RAngle < 0 then
1739 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1740 end;
1742 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1743 if gTime mod (GAME_TICK*3) = 0 then
1744 Obj.Vel.X := z_dec(Obj.Vel.X, 1);
1745 end;
1747 // Òðóïû:
1748 if gCorpses <> nil then
1749 for i := 0 to High(gCorpses) do
1750 if gCorpses[i] <> nil then
1751 if gCorpses[i].State = CORPSE_STATE_REMOVEME then
1752 begin
1753 gCorpses[i].Free();
1754 gCorpses[i] := nil;
1755 end
1756 else
1757 gCorpses[i].Update();
1759 // Ãèëüçû:
1760 if gShells <> nil then
1761 for i := 0 to High(gShells) do
1762 if gShells[i].alive then
1763 with gShells[i] do
1764 begin
1765 vel := Obj.Vel;
1766 mr := g_Obj_Move(@Obj, True, False, True);
1767 positionChanged(); // this updates spatial accelerators
1769 if WordBool(mr and MOVE_FALLOUT) or (gShells[i].Timeout < gTime) then
1770 begin
1771 alive := False;
1772 Continue;
1773 end;
1775 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1776 if WordBool(mr and MOVE_HITWALL) then
1777 begin
1778 Obj.Vel.X := -(vel.X div 2);
1779 if not WordBool(mr and MOVE_INWATER) then
1780 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1781 end;
1782 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1783 begin
1784 Obj.Vel.Y := -(vel.Y div 2);
1785 if Obj.Vel.X <> 0 then Obj.Vel.X := Obj.Vel.X div 2;
1786 if (Obj.Vel.X = 0) and (Obj.Vel.Y = 0) then
1787 begin
1788 if RAngle mod 90 <> 0 then
1789 RAngle := (RAngle div 90) * 90;
1790 end
1791 else if not WordBool(mr and MOVE_INWATER) then
1792 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1793 end;
1795 if (Obj.Vel.X >= 0) then
1796 begin // Clockwise
1797 RAngle := RAngle + Abs(Obj.Vel.X)*8 + Abs(Obj.Vel.Y);
1798 if RAngle >= 360 then
1799 RAngle := RAngle mod 360;
1800 end else begin // Counter-clockwise
1801 RAngle := RAngle - Abs(Obj.Vel.X)*8 - Abs(Obj.Vel.Y);
1802 if RAngle < 0 then
1803 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1804 end;
1805 end;
1806 end;
1809 procedure TGib.getMapBox (out x, y, w, h: Integer); inline;
1810 begin
1811 x := Obj.X+Obj.Rect.X;
1812 y := Obj.Y+Obj.Rect.Y;
1813 w := Obj.Rect.Width;
1814 h := Obj.Rect.Height;
1815 end;
1817 procedure TGib.moveBy (dx, dy: Integer); inline;
1818 begin
1819 if (dx <> 0) or (dy <> 0) then
1820 begin
1821 Obj.X += dx;
1822 Obj.Y += dy;
1823 positionChanged();
1824 end;
1825 end;
1828 procedure TShell.getMapBox (out x, y, w, h: Integer); inline;
1829 begin
1830 x := Obj.X;
1831 y := Obj.Y;
1832 w := Obj.Rect.Width;
1833 h := Obj.Rect.Height;
1834 end;
1836 procedure TShell.moveBy (dx, dy: Integer); inline;
1837 begin
1838 if (dx <> 0) or (dy <> 0) then
1839 begin
1840 Obj.X += dx;
1841 Obj.Y += dy;
1842 positionChanged();
1843 end;
1844 end;
1847 procedure TGib.positionChanged (); inline; begin end;
1848 procedure TShell.positionChanged (); inline; begin end;
1851 procedure g_Player_DrawCorpses();
1852 var
1853 i: Integer;
1854 a: TDFPoint;
1855 begin
1856 if gGibs <> nil then
1857 for i := 0 to High(gGibs) do
1858 if gGibs[i].alive then
1859 with gGibs[i] do
1860 begin
1861 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1862 Continue;
1864 a.X := Obj.Rect.X+(Obj.Rect.Width div 2);
1865 a.y := Obj.Rect.Y+(Obj.Rect.Height div 2);
1867 e_DrawAdv(ID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1869 e_Colors := Color;
1870 e_DrawAdv(MaskID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1871 e_Colors.R := 255;
1872 e_Colors.G := 255;
1873 e_Colors.B := 255;
1874 end;
1876 if gCorpses <> nil then
1877 for i := 0 to High(gCorpses) do
1878 if gCorpses[i] <> nil then
1879 gCorpses[i].Draw();
1880 end;
1882 procedure g_Player_DrawShells();
1883 var
1884 i: Integer;
1885 a: TDFPoint;
1886 begin
1887 if gShells <> nil then
1888 for i := 0 to High(gShells) do
1889 if gShells[i].alive then
1890 with gShells[i] do
1891 begin
1892 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1893 Continue;
1895 a.X := CX;
1896 a.Y := CY;
1898 e_DrawAdv(SpriteID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None);
1899 end;
1900 end;
1902 procedure g_Player_RemoveAllCorpses();
1903 var
1904 i: Integer;
1905 begin
1906 gGibs := nil;
1907 gShells := nil;
1908 SetLength(gGibs, MaxGibs);
1909 SetLength(gShells, MaxGibs);
1910 CurrentGib := 0;
1911 CurrentShell := 0;
1913 if gCorpses <> nil then
1914 for i := 0 to High(gCorpses) do
1915 gCorpses[i].Free();
1917 gCorpses := nil;
1918 SetLength(gCorpses, MaxCorpses);
1919 end;
1921 procedure g_Player_Corpses_SaveState (st: TStream);
1922 var
1923 count, i: Integer;
1924 begin
1925 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ
1926 count := 0;
1927 for i := 0 to High(gCorpses) do if (gCorpses[i] <> nil) then Inc(count);
1929 // Êîëè÷åñòâî òðóïîâ
1930 utils.writeInt(st, LongInt(count));
1932 if (count = 0) then exit;
1934 // Ñîõðàíÿåì òðóïû
1935 for i := 0 to High(gCorpses) do
1936 begin
1937 if gCorpses[i] <> nil then
1938 begin
1939 // Íàçâàíèå ìîäåëè
1940 utils.writeStr(st, gCorpses[i].FModelName);
1941 // Òèï ñìåðòè
1942 utils.writeBool(st, gCorpses[i].Mess);
1943 // Ñîõðàíÿåì äàííûå òðóïà:
1944 gCorpses[i].SaveState(st);
1945 end;
1946 end;
1947 end;
1950 procedure g_Player_Corpses_LoadState (st: TStream);
1951 var
1952 count, i: Integer;
1953 str: String;
1954 b: Boolean;
1955 begin
1956 assert(st <> nil);
1958 g_Player_RemoveAllCorpses();
1960 // Êîëè÷åñòâî òðóïîâ:
1961 count := utils.readLongInt(st);
1962 if (count < 0) or (count > Length(gCorpses)) then raise XStreamError.Create('invalid number of corpses');
1964 if (count = 0) then exit;
1966 // Çàãðóæàåì òðóïû
1967 for i := 0 to count-1 do
1968 begin
1969 // Íàçâàíèå ìîäåëè:
1970 str := utils.readStr(st);
1971 // Òèï ñìåðòè
1972 b := utils.readBool(st);
1973 // Ñîçäàåì òðóï
1974 gCorpses[i] := TCorpse.Create(0, 0, str, b);
1975 // Çàãðóæàåì äàííûå òðóïà
1976 gCorpses[i].LoadState(st);
1977 end;
1978 end;
1981 { T P l a y e r : }
1983 function TPlayer.isValidViewPort (): Boolean; inline; begin result := (viewPortW > 0) and (viewPortH > 0); end;
1985 procedure TPlayer.BFGHit();
1986 begin
1987 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1988 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1989 if g_Game_IsServer and g_Game_IsNet then
1990 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1991 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1992 0, NET_GFX_BFGHIT);
1993 end;
1995 procedure TPlayer.ChangeModel(ModelName: string);
1996 var
1997 locModel: TPlayerModel;
1998 begin
1999 locModel := g_PlayerModel_Get(ModelName);
2000 if locModel = nil then Exit;
2002 FModel.Free();
2003 FModel := locModel;
2004 end;
2006 procedure TPlayer.SetModel(ModelName: string);
2007 var
2008 m: TPlayerModel;
2009 begin
2010 m := g_PlayerModel_Get(ModelName);
2011 if m = nil then
2012 begin
2013 g_SimpleError(Format(_lc[I_GAME_ERROR_MODEL_FALLBACK], [ModelName]));
2014 m := g_PlayerModel_Get('doomer');
2015 if m = nil then
2016 begin
2017 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], ['doomer']));
2018 Exit;
2019 end;
2020 end;
2022 if FModel <> nil then
2023 FModel.Free();
2025 FModel := m;
2027 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2028 FModel.Color := FColor
2029 else
2030 FModel.Color := TEAMCOLOR[FTeam];
2031 FModel.SetWeapon(FCurrWeap);
2032 FModel.SetFlag(FFlag);
2033 SetDirection(FDirection);
2034 end;
2036 procedure TPlayer.SetColor(Color: TRGB);
2037 begin
2038 FColor := Color;
2039 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2040 if FModel <> nil then FModel.Color := Color;
2041 end;
2043 function TPlayer.GetColor(): TRGB;
2044 begin
2045 result := FModel.Color;
2046 end;
2048 procedure TPlayer.SwitchTeam;
2049 begin
2050 if g_Game_IsClient then
2051 Exit;
2052 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then Exit;
2054 if gGameOn and FAlive then
2055 Kill(K_SIMPLEKILL, FUID, HIT_SELF);
2057 if FTeam = TEAM_RED then
2058 begin
2059 ChangeTeam(TEAM_BLUE);
2060 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_BLUE], [FName]), True);
2061 if g_Game_IsNet then
2062 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_BLUE, FName);
2063 end
2064 else
2065 begin
2066 ChangeTeam(TEAM_RED);
2067 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_RED], [FName]), True);
2068 if g_Game_IsNet then
2069 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_RED, FName);
2070 end;
2071 FPreferredTeam := FTeam;
2072 end;
2074 procedure TPlayer.ChangeTeam(Team: Byte);
2075 var
2076 OldTeam: Byte;
2077 begin
2078 OldTeam := FTeam;
2079 FTeam := Team;
2080 case Team of
2081 TEAM_RED, TEAM_BLUE:
2082 FModel.Color := TEAMCOLOR[Team];
2083 else
2084 FModel.Color := FColor;
2085 end;
2086 if (FTeam <> OldTeam) and g_Game_IsNet and g_Game_IsServer then
2087 MH_SEND_PlayerStats(FUID);
2088 end;
2091 procedure TPlayer.CollideItem();
2092 var
2093 i: Integer;
2094 r: Boolean;
2095 begin
2096 if gItems = nil then Exit;
2097 if not FAlive then Exit;
2099 for i := 0 to High(gItems) do
2100 with gItems[i] do
2101 begin
2102 if (ItemType <> ITEM_NONE) and alive then
2103 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
2104 PLAYER_RECT.Height, @Obj) then
2105 begin
2106 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
2108 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
2109 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
2110 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
2111 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
2112 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
2114 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
2115 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
2116 (gGameSettings.GameType = GT_SINGLE) and
2117 (g_Player_GetCount() > 1)) then
2118 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
2119 end;
2120 end;
2121 end;
2124 function TPlayer.CollideLevel(XInc, YInc: Integer): Boolean;
2125 begin
2126 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
2127 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_WALL,
2128 False);
2129 end;
2131 constructor TPlayer.Create();
2132 begin
2133 viewPortX := 0;
2134 viewPortY := 0;
2135 viewPortW := 0;
2136 viewPortH := 0;
2137 mEDamageType := HIT_SOME;
2139 FIamBot := False;
2140 FDummy := False;
2141 FSpawned := False;
2143 FSawSound := TPlayableSound.Create();
2144 FSawSoundIdle := TPlayableSound.Create();
2145 FSawSoundHit := TPlayableSound.Create();
2146 FSawSoundSelect := TPlayableSound.Create();
2147 FFlameSoundOn := TPlayableSound.Create();
2148 FFlameSoundOff := TPlayableSound.Create();
2149 FFlameSoundWork := TPlayableSound.Create();
2150 FJetSoundFly := TPlayableSound.Create();
2151 FJetSoundOn := TPlayableSound.Create();
2152 FJetSoundOff := TPlayableSound.Create();
2154 FSawSound.SetByName('SOUND_WEAPON_FIRESAW');
2155 FSawSoundIdle.SetByName('SOUND_WEAPON_IDLESAW');
2156 FSawSoundHit.SetByName('SOUND_WEAPON_HITSAW');
2157 FSawSoundSelect.SetByName('SOUND_WEAPON_SELECTSAW');
2158 FFlameSoundOn.SetByName('SOUND_WEAPON_FLAMEON');
2159 FFlameSoundOff.SetByName('SOUND_WEAPON_FLAMEOFF');
2160 FFlameSoundWork.SetByName('SOUND_WEAPON_FLAMEWORK');
2161 FJetSoundFly.SetByName('SOUND_PLAYER_JETFLY');
2162 FJetSoundOn.SetByName('SOUND_PLAYER_JETON');
2163 FJetSoundOff.SetByName('SOUND_PLAYER_JETOFF');
2165 FSpectatePlayer := -1;
2166 FClientID := -1;
2167 FPing := 0;
2168 FLoss := 0;
2169 FSavedState.WaitRecall := False;
2170 FShellTimer := -1;
2171 FFireTime := 0;
2172 FFirePainTime := 0;
2173 FFireAttacker := 0;
2174 FHandicap := 100;
2176 FActualModelName := 'doomer';
2178 g_Obj_Init(@FObj);
2179 FObj.Rect := PLAYER_RECT;
2181 FBFGFireCounter := -1;
2182 FJustTeleported := False;
2183 FNetTime := 0;
2185 FWaitForFirstSpawn := false;
2187 resetWeaponQueue();
2188 end;
2190 procedure TPlayer.positionChanged (); inline;
2191 begin
2192 end;
2194 procedure TPlayer.doDamage (v: Integer);
2195 begin
2196 if (v <= 0) then exit;
2197 if (v > 32767) then v := 32767;
2198 Damage(v, 0, 0, 0, mEDamageType);
2199 end;
2201 procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte);
2202 var
2203 c: Word;
2204 begin
2205 if (not g_Game_IsClient) and (not FAlive) then
2206 Exit;
2208 FLastHit := t;
2210 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2211 if ((t = HIT_TRAP) or (t = HIT_SELF)) and (not FGodMode) then
2212 begin
2213 if not g_Game_IsClient then
2214 begin
2215 FArmor := 0;
2216 if t = HIT_TRAP then
2217 begin
2218 // Ëîâóøêà óáèâàåò ñðàçó:
2219 FHealth := -100;
2220 Kill(K_EXTRAHARDKILL, SpawnerUID, t);
2221 end;
2222 if t = HIT_SELF then
2223 begin
2224 // Ñàìîóáèéñòâî:
2225 FHealth := 0;
2226 Kill(K_SIMPLEKILL, SpawnerUID, t);
2227 end;
2228 end;
2229 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2230 FMegaRulez[MR_SUIT] := 0;
2231 FMegaRulez[MR_INVUL] := 0;
2232 FMegaRulez[MR_INVIS] := 0;
2233 FSpawnInvul := 0;
2234 FBerserk := 0;
2235 end;
2237 // Íî îò îñòàëüíîãî ñïàñàåò:
2238 if FMegaRulez[MR_INVUL] >= gTime then
2239 Exit;
2241 // ×èò-êîä "ÃÎÐÅÖ":
2242 if FGodMode then
2243 Exit;
2245 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2246 if LongBool(gGameSettings.Options and GAME_OPTION_TEAMDAMAGE) or
2247 (SpawnerUID = FUID) or
2248 (not SameTeam(FUID, SpawnerUID)) then
2249 begin
2250 FLastSpawnerUID := SpawnerUID;
2252 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2253 if gBloodCount > 0 then
2254 begin
2255 c := Min(value, 200)*gBloodCount + Random(Min(value, 200) div 2);
2256 if value div 4 <= c then
2257 c := c - (value div 4)
2258 else
2259 c := 0;
2261 if (t = HIT_SOME) and (vx = 0) and (vy = 0) then
2262 MakeBloodSimple(c)
2263 else
2264 case t of
2265 HIT_TRAP, HIT_ACID, HIT_FLAME, HIT_SELF: MakeBloodSimple(c);
2266 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, vx, vy);
2267 end;
2269 if t = HIT_WATER then
2270 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
2271 FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
2272 end;
2274 // Áóôåð óðîíà:
2275 if FAlive then
2276 Inc(FDamageBuffer, value);
2278 // Âñïûøêà áîëè:
2279 if gFlash <> 0 then
2280 FPain := FPain + value;
2281 end;
2283 if g_Game_IsServer and g_Game_IsNet then
2284 begin
2285 MH_SEND_PlayerDamage(FUID, t, SpawnerUID, value, vx, vy);
2286 MH_SEND_PlayerStats(FUID);
2287 MH_SEND_PlayerPos(False, FUID);
2288 end;
2289 end;
2291 function TPlayer.Heal(value: Word; Soft: Boolean): Boolean;
2292 begin
2293 Result := False;
2294 if g_Game_IsClient then
2295 Exit;
2296 if not FAlive then
2297 Exit;
2299 if Soft and (FHealth < PLAYER_HP_SOFT) then
2300 begin
2301 IncMax(FHealth, value, PLAYER_HP_SOFT);
2302 Result := True;
2303 end;
2304 if (not Soft) and (FHealth < PLAYER_HP_LIMIT) then
2305 begin
2306 IncMax(FHealth, value, PLAYER_HP_LIMIT);
2307 Result := True;
2308 end;
2310 if Result and g_Game_IsServer and g_Game_IsNet then
2311 MH_SEND_PlayerStats(FUID);
2312 end;
2314 destructor TPlayer.Destroy();
2315 begin
2316 if (gPlayer1 <> nil) and (gPlayer1.FUID = FUID) then
2317 gPlayer1 := nil;
2318 if (gPlayer2 <> nil) and (gPlayer2.FUID = FUID) then
2319 gPlayer2 := nil;
2321 FSawSound.Free();
2322 FSawSoundIdle.Free();
2323 FSawSoundHit.Free();
2324 FSawSoundSelect.Free();
2325 FFlameSoundOn.Free();
2326 FFlameSoundOff.Free();
2327 FFlameSoundWork.Free();
2328 FJetSoundFly.Free();
2329 FJetSoundOn.Free();
2330 FJetSoundOff.Free();
2331 FModel.Free();
2332 if FPunchAnim <> nil then
2333 FPunchAnim.Free();
2335 inherited;
2336 end;
2338 procedure TPlayer.DrawIndicator(Color: TRGB);
2339 var
2340 indX, indY: Integer;
2341 indW, indH: Word;
2342 indA: Single;
2343 a: TDFPoint;
2344 nW, nH: Byte;
2345 ID: DWORD;
2346 c: TRGB;
2347 begin
2348 if FAlive then
2349 case gPlayerIndicatorStyle of
2350 0:
2351 begin
2352 if g_Texture_Get('TEXTURE_PLAYER_INDICATOR', ID) then
2353 begin
2354 e_GetTextureSize(ID, @indW, @indH);
2355 a.X := indW div 2;
2356 a.Y := indH div 2;
2358 if (FObj.X + FObj.Rect.X) < 0 then
2359 begin
2360 indA := 90;
2361 indX := FObj.X + FObj.Rect.X + FObj.Rect.Width;
2362 indY := FObj.Y + FObj.Rect.Y + (FObj.Rect.Height - indW) div 2;
2363 end
2365 else if (FObj.X + FObj.Rect.X + FObj.Rect.Width) > Max(gMapInfo.Width, gPlayerScreenSize.X) then
2366 begin
2367 indA := 270;
2368 indX := FObj.X + FObj.Rect.X - indH;
2369 indY := FObj.Y + FObj.Rect.Y + (FObj.Rect.Height - indW) div 2;
2370 end
2372 else if (fObj.Y - indH) < 0 then
2373 begin
2374 indA := 180;
2375 indX := FObj.X + FObj.Rect.X + (FObj.Rect.Width - indW) div 2;
2376 indY := FObj.Y + FObj.Rect.Y + FObj.Rect.Height;
2377 end
2379 else
2380 begin
2381 indA := 0;
2382 indX := FObj.X + FObj.Rect.X + (FObj.Rect.Width - indW) div 2;
2383 indY := FObj.Y - indH;
2384 end;
2386 indX := EnsureRange(indX, 0, Max(gMapInfo.Width, gPlayerScreenSize.X) - indW);
2387 indY := EnsureRange(indY, 0, Max(gMapInfo.Height, gPlayerScreenSize.Y) - indH);
2389 c := e_Colors;
2390 e_Colors := Color;
2391 e_DrawAdv(ID, indX, indY, 0, True, False, indA, @a);
2392 e_Colors := c;
2393 end;
2394 end;
2396 1:
2397 begin
2398 e_TextureFontGetSize(gStdFont, nW, nH);
2399 indX := FObj.X + FObj.Rect.X + (FObj.Rect.Width - Length(FName) * nW) div 2;
2400 indY := FObj.Y - nH;
2401 e_TextureFontPrintEx(indX, indY, FName, gStdFont, Color.R, Color.G, Color.B, 1.0, True);
2402 end;
2403 end;
2404 end;
2406 procedure TPlayer.DrawBubble();
2407 var
2408 bubX, bubY: Integer;
2409 ID: LongWord;
2410 Rb, Gb, Bb,
2411 Rw, Gw, Bw: SmallInt;
2412 Dot: Byte;
2413 begin
2414 bubX := FObj.X+FObj.Rect.X + IfThen(FDirection = TDirection.D_LEFT, -4, 18);
2415 bubY := FObj.Y+FObj.Rect.Y - 18;
2416 Rb := 64;
2417 Gb := 64;
2418 Bb := 64;
2419 Rw := 240;
2420 Gw := 240;
2421 Bw := 240;
2422 case gChatBubble of
2423 1: // simple textual non-bubble
2424 begin
2425 bubX := FObj.X+FObj.Rect.X - 11;
2426 bubY := FObj.Y+FObj.Rect.Y - 17;
2427 e_TextureFontPrint(bubX, bubY, '[...]', gStdFont);
2428 Exit;
2429 end;
2430 2: // advanced pixel-perfect bubble
2431 begin
2432 if FTeam = TEAM_RED then
2433 Rb := 255
2434 else
2435 if FTeam = TEAM_BLUE then
2436 Bb := 255;
2437 end;
2438 3: // colored bubble
2439 begin
2440 Rb := FModel.Color.R;
2441 Gb := FModel.Color.G;
2442 Bb := FModel.Color.B;
2443 Rw := Min(Rb * 2 + 64, 255);
2444 Gw := Min(Gb * 2 + 64, 255);
2445 Bw := Min(Bb * 2 + 64, 255);
2446 if (Abs(Rw - Rb) < 32)
2447 or (Abs(Gw - Gb) < 32)
2448 or (Abs(Bw - Bb) < 32) then
2449 begin
2450 Rb := Max(Rw div 2 - 16, 0);
2451 Gb := Max(Gw div 2 - 16, 0);
2452 Bb := Max(Bw div 2 - 16, 0);
2453 end;
2454 end;
2455 4: // custom textured bubble
2456 begin
2457 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID) then
2458 if FDirection = TDirection.D_RIGHT then
2459 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False)
2460 else
2461 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, TMirrorType.Horizontal);
2462 Exit;
2463 end;
2464 end;
2466 // Outer borders
2467 e_DrawQuad(bubX + 1, bubY , bubX + 18, bubY + 13, Rb, Gb, Bb);
2468 e_DrawQuad(bubX , bubY + 1, bubX + 19, bubY + 12, Rb, Gb, Bb);
2469 // Inner box
2470 e_DrawFillQuad(bubX + 1, bubY + 1, bubX + 18, bubY + 12, Rw, Gw, Bw, 0);
2472 // Tail
2473 Dot := IfThen(FDirection = TDirection.D_LEFT, 14, 5);
2474 e_DrawLine(1, bubX + Dot, bubY + 14, bubX + Dot, bubY + 16, Rb, Gb, Bb);
2475 e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 1, Dot + 1), bubY + 13, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 1, Dot + 1), bubY + 15, Rw, Gw, Bw);
2476 e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 2, Dot + 2), bubY + 13, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 2, Dot + 2), bubY + 14, Rw, Gw, Bw);
2477 e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 3, Dot + 3), bubY + 13, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 3, Dot + 3), bubY + 13, Rw, Gw, Bw);
2478 e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 3, Dot + 3), bubY + 14, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 1, Dot + 1), bubY + 16, Rb, Gb, Bb);
2480 // Dots
2481 Dot := 6;
2482 e_DrawFillQuad(bubX + Dot, bubY + 8, bubX + Dot + 1, bubY + 9, Rb, Gb, Bb, 0);
2483 e_DrawFillQuad(bubX + Dot + 3, bubY + 8, bubX + Dot + 4, bubY + 9, Rb, Gb, Bb, 0);
2484 e_DrawFillQuad(bubX + Dot + 6, bubY + 8, bubX + Dot + 7, bubY + 9, Rb, Gb, Bb, 0);
2485 end;
2487 procedure TPlayer.Draw();
2488 var
2489 ID: DWORD;
2490 w, h: Word;
2491 dr: Boolean;
2492 Mirror: TMirrorType;
2493 begin
2494 if FAlive then
2495 begin
2496 if Direction = TDirection.D_RIGHT then
2497 Mirror := TMirrorType.None
2498 else
2499 Mirror := TMirrorType.Horizontal;
2501 if FPunchAnim <> nil then
2502 begin
2503 FPunchAnim.Draw(FObj.X+IfThen(Direction = TDirection.D_LEFT, 15-FObj.Rect.X, FObj.Rect.X-15),
2504 FObj.Y+FObj.Rect.Y-11, Mirror);
2505 if FPunchAnim.played then
2506 begin
2507 FPunchAnim.Free;
2508 FPunchAnim := nil;
2509 end;
2510 end;
2512 if (FMegaRulez[MR_INVUL] > gTime) and ((gPlayerDrawn <> Self) or (FSpawnInvul >= gTime)) then
2513 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then
2514 begin
2515 e_GetTextureSize(ID, @w, @h);
2516 if FDirection = TDirection.D_LEFT then
2517 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4,
2518 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False)
2519 else
2520 e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2,
2521 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False);
2522 end;
2524 if FMegaRulez[MR_INVIS] > gTime then
2525 begin
2526 if (gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2527 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM))) then
2528 begin
2529 if (FMegaRulez[MR_INVIS] - gTime) <= 2100 then
2530 dr := not Odd((FMegaRulez[MR_INVIS] - gTime) div 300)
2531 else
2532 dr := True;
2533 if dr then
2534 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 200)
2535 else
2536 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft);
2537 end
2538 else
2539 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 254);
2540 end
2541 else
2542 FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft);
2543 end;
2545 if g_debug_Frames then
2546 begin
2547 e_DrawQuad(FObj.X+FObj.Rect.X,
2548 FObj.Y+FObj.Rect.Y,
2549 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2550 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2551 0, 255, 0);
2552 end;
2554 if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then
2555 if (FMegaRulez[MR_INVIS] <= gTime) or ((gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2556 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM)))) then
2557 DrawBubble();
2558 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2559 if gAimLine and alive and
2560 ((Self = gPlayer1) or (Self = gPlayer2)) then
2561 DrawAim();
2562 end;
2565 procedure TPlayer.DrawAim();
2566 procedure drawCast (sz: Integer; ax0, ay0, ax1, ay1: Integer);
2567 var
2568 ex, ey: Integer;
2569 begin
2571 {$IFDEF ENABLE_HOLMES}
2572 if isValidViewPort and (self = gPlayer1) then
2573 begin
2574 g_Holmes_plrLaser(ax0, ay0, ax1, ay1);
2575 end;
2576 {$ENDIF}
2578 e_DrawLine(sz, ax0, ay0, ax1, ay1, 255, 0, 0, 96);
2579 if (g_Map_traceToNearestWall(ax0, ay0, ax1, ay1, @ex, @ey) <> nil) then
2580 begin
2581 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 255, 0, 96);
2582 end
2583 else
2584 begin
2585 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 0, 255, 96);
2586 end;
2587 end;
2589 var
2590 wx, wy, xx, yy: Integer;
2591 angle: SmallInt;
2592 sz, len: Word;
2593 begin
2594 wx := FObj.X + WEAPONPOINT[FDirection].X + IfThen(FDirection = TDirection.D_LEFT, 7, -7);
2595 wy := FObj.Y + WEAPONPOINT[FDirection].Y;
2596 angle := FAngle;
2597 len := 1024;
2598 sz := 2;
2599 case FCurrWeap of
2600 0: begin // Punch
2601 len := 12;
2602 sz := 4;
2603 end;
2604 1: begin // Chainsaw
2605 len := 24;
2606 sz := 6;
2607 end;
2608 2: begin // Pistol
2609 len := 1024;
2610 sz := 2;
2611 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2612 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2613 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2614 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2615 end;
2616 3: begin // Shotgun
2617 len := 1024;
2618 sz := 3;
2619 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2620 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2621 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2622 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2623 end;
2624 4: begin // Double Shotgun
2625 len := 1024;
2626 sz := 4;
2627 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2628 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2629 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2630 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2631 end;
2632 5: begin // Chaingun
2633 len := 1024;
2634 sz := 3;
2635 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2636 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2637 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2638 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2639 end;
2640 6: begin // Rocket Launcher
2641 len := 1024;
2642 sz := 7;
2643 if angle = ANGLE_RIGHTUP then Inc(angle, 2);
2644 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2645 if angle = ANGLE_LEFTUP then Dec(angle, 2);
2646 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2647 end;
2648 7: begin // Plasmagun
2649 len := 1024;
2650 sz := 5;
2651 if angle = ANGLE_RIGHTUP then Inc(angle);
2652 if angle = ANGLE_RIGHTDOWN then Inc(angle, 3);
2653 if angle = ANGLE_LEFTUP then Dec(angle);
2654 if angle = ANGLE_LEFTDOWN then Dec(angle, 3);
2655 end;
2656 8: begin // BFG
2657 len := 1024;
2658 sz := 12;
2659 if angle = ANGLE_RIGHTUP then Inc(angle, 1);
2660 if angle = ANGLE_RIGHTDOWN then Inc(angle, 2);
2661 if angle = ANGLE_LEFTUP then Dec(angle, 1);
2662 if angle = ANGLE_LEFTDOWN then Dec(angle, 2);
2663 end;
2664 9: begin // Super Chaingun
2665 len := 1024;
2666 sz := 4;
2667 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2668 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2669 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2670 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2671 end;
2672 end;
2673 xx := Trunc(Cos(-DegToRad(angle)) * len) + wx;
2674 yy := Trunc(Sin(-DegToRad(angle)) * len) + wy;
2675 {$IF DEFINED(D2F_DEBUG)}
2676 drawCast(sz, wx, wy, xx, yy);
2677 {$ELSE}
2678 e_DrawLine(sz, wx, wy, xx, yy, 255, 0, 0, 96);
2679 {$ENDIF}
2680 end;
2682 procedure TPlayer.DrawGUI();
2683 var
2684 ID: DWORD;
2685 X, Y, SY, a, p, m: Integer;
2686 tw, th: Word;
2687 cw, ch: Byte;
2688 s: string;
2689 stat: TPlayerStatArray;
2690 begin
2691 X := gPlayerScreenSize.X;
2692 SY := gPlayerScreenSize.Y;
2693 Y := 0;
2695 if gShowGoals and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2696 begin
2697 if gGameSettings.GameMode = GM_CTF then
2698 a := 32 + 8
2699 else
2700 a := 0;
2701 if gGameSettings.GameMode = GM_CTF then
2702 begin
2703 s := 'TEXTURE_PLAYER_REDFLAG';
2704 if gFlags[FLAG_RED].State = FLAG_STATE_CAPTURED then
2705 s := 'TEXTURE_PLAYER_REDFLAG_S';
2706 if gFlags[FLAG_RED].State = FLAG_STATE_DROPPED then
2707 s := 'TEXTURE_PLAYER_REDFLAG_D';
2708 if g_Texture_Get(s, ID) then
2709 e_Draw(ID, X-16-32, 240-72-4, 0, True, False);
2710 end;
2712 s := IntToStr(gTeamStat[TEAM_RED].Goals);
2713 e_CharFont_GetSize(gMenuFont, s, tw, th);
2714 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-72-4, s, TEAMCOLOR[TEAM_RED]);
2716 if gGameSettings.GameMode = GM_CTF then
2717 begin
2718 s := 'TEXTURE_PLAYER_BLUEFLAG';
2719 if gFlags[FLAG_BLUE].State = FLAG_STATE_CAPTURED then
2720 s := 'TEXTURE_PLAYER_BLUEFLAG_S';
2721 if gFlags[FLAG_BLUE].State = FLAG_STATE_DROPPED then
2722 s := 'TEXTURE_PLAYER_BLUEFLAG_D';
2723 if g_Texture_Get(s, ID) then
2724 e_Draw(ID, X-16-32, 240-32-4, 0, True, False);
2725 end;
2727 s := IntToStr(gTeamStat[TEAM_BLUE].Goals);
2728 e_CharFont_GetSize(gMenuFont, s, tw, th);
2729 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-32-4, s, TEAMCOLOR[TEAM_BLUE]);
2730 end;
2732 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID) then
2733 e_DrawFill(ID, X, 0, 1, (gPlayerScreenSize.Y div 256)+IfThen(gPlayerScreenSize.Y mod 256 > 0, 1, 0),
2734 0, False, False);
2736 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID) then
2737 e_Draw(ID, X+2, Y, 0, True, False);
2739 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
2740 begin
2741 if gShowStat then
2742 begin
2743 s := IntToStr(Frags);
2744 e_CharFont_GetSize(gMenuFont, s, tw, th);
2745 e_CharFont_PrintEx(gMenuFont, X-16-tw, Y, s, _RGB(255, 0, 0));
2747 s := '';
2748 p := 1;
2749 m := 0;
2750 stat := g_Player_GetStats();
2751 if stat <> nil then
2752 begin
2753 p := 1;
2755 for a := 0 to High(stat) do
2756 if stat[a].Name <> Name then
2757 begin
2758 if stat[a].Frags > m then m := stat[a].Frags;
2759 if stat[a].Frags > Frags then p := p+1;
2760 end;
2761 end;
2763 s := IntToStr(p)+' / '+IntToStr(Length(stat))+' ';
2764 if Frags >= m then s := s+'+' else s := s+'-';
2765 s := s+IntToStr(Abs(Frags-m));
2767 e_CharFont_GetSize(gMenuSmallFont, s, tw, th);
2768 e_CharFont_PrintEx(gMenuSmallFont, X-16-tw, Y+32, s, _RGB(255, 0, 0));
2769 end;
2771 if gShowLives and (gGameSettings.MaxLives > 0) then
2772 begin
2773 s := IntToStr(Lives);
2774 e_CharFont_GetSize(gMenuFont, s, tw, th);
2775 e_CharFont_PrintEx(gMenuFont, X-16-tw, SY-32, s, _RGB(0, 255, 0));
2776 end;
2777 end;
2779 e_CharFont_GetSize(gMenuSmallFont, FName, tw, th);
2780 e_CharFont_PrintEx(gMenuSmallFont, X+98-(tw div 2), Y+8, FName, _RGB(255, 0, 0));
2782 if R_BERSERK in FRulez then
2783 e_Draw(gItemsTexturesID[ITEM_MEDKIT_BLACK], X+37, Y+45, 0, True, False)
2784 else
2785 e_Draw(gItemsTexturesID[ITEM_MEDKIT_LARGE], X+37, Y+45, 0, True, False);
2787 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID) then
2788 e_Draw(ID, X+36, Y+77, 0, True, False);
2790 s := IntToStr(IfThen(FHealth > 0, FHealth, 0));
2791 e_CharFont_GetSize(gMenuFont, s, tw, th);
2792 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+40, s, _RGB(255, 0, 0));
2794 s := IntToStr(FArmor);
2795 e_CharFont_GetSize(gMenuFont, s, tw, th);
2796 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+68, s, _RGB(255, 0, 0));
2798 s := IntToStr(GetAmmoByWeapon(FCurrWeap));
2800 case FCurrWeap of
2801 WEAPON_KASTET:
2802 begin
2803 s := '--';
2804 ID := gItemsTexturesID[ITEM_WEAPON_KASTET];
2805 end;
2806 WEAPON_SAW:
2807 begin
2808 s := '--';
2809 ID := gItemsTexturesID[ITEM_WEAPON_SAW];
2810 end;
2811 WEAPON_PISTOL: ID := gItemsTexturesID[ITEM_WEAPON_PISTOL];
2812 WEAPON_CHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_CHAINGUN];
2813 WEAPON_SHOTGUN1: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN1];
2814 WEAPON_SHOTGUN2: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN2];
2815 WEAPON_SUPERPULEMET: ID := gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET];
2816 WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER];
2817 WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA];
2818 WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG];
2819 WEAPON_FLAMETHROWER: ID := gItemsTexturesID[ITEM_WEAPON_FLAMETHROWER];
2820 end;
2822 e_CharFont_GetSize(gMenuFont, s, tw, th);
2823 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+158, s, _RGB(255, 0, 0));
2824 e_Draw(ID, X+20, Y+160, 0, True, False);
2826 if R_KEY_RED in FRulez then
2827 e_Draw(gItemsTexturesID[ITEM_KEY_RED], X+78, Y+214, 0, True, False);
2829 if R_KEY_GREEN in FRulez then
2830 e_Draw(gItemsTexturesID[ITEM_KEY_GREEN], X+95, Y+214, 0, True, False);
2832 if R_KEY_BLUE in FRulez then
2833 e_Draw(gItemsTexturesID[ITEM_KEY_BLUE], X+112, Y+214, 0, True, False);
2835 if FJetFuel > 0 then
2836 begin
2837 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2838 e_Draw(ID, X+2, Y+116, 0, True, False);
2839 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID) then
2840 e_Draw(ID, X+2, Y+126, 0, True, False);
2841 e_DrawLine(4, X+16, Y+122, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+122, 0, 0, 196);
2842 e_DrawLine(4, X+16, Y+132, X+16+Trunc(168*FJetFuel/JET_MAX), Y+132, 208, 0, 0);
2843 end
2844 else
2845 begin
2846 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2847 e_Draw(ID, X+2, Y+124, 0, True, False);
2848 e_DrawLine(4, X+16, Y+130, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+130, 0, 0, 196);
2849 end;
2851 if gShowPing and g_Game_IsClient then
2852 begin
2853 s := _lc[I_GAME_PING_HUD] + IntToStr(NetPeer.lastRoundTripTime) + _lc[I_NET_SLIST_PING_MS];
2854 e_TextureFontPrint(X + 4, Y + 242, s, gStdFont);
2855 Y := Y + 16;
2856 end;
2858 if FSpectator then
2859 begin
2860 e_TextureFontPrint(X + 4, Y + 242, _lc[I_PLAYER_SPECT], gStdFont);
2861 e_TextureFontPrint(X + 4, Y + 258, _lc[I_PLAYER_SPECT2], gStdFont);
2862 e_TextureFontPrint(X + 4, Y + 274, _lc[I_PLAYER_SPECT1], gStdFont);
2863 if FNoRespawn then
2864 begin
2865 e_TextureFontGetSize(gStdFont, cw, ch);
2866 s := _lc[I_PLAYER_SPECT4];
2867 e_TextureFontPrintEx(gScreenWidth div 2 - cw*(Length(s) div 2),
2868 gScreenHeight-4-ch, s, gStdFont, 255, 255, 255, 1, True);
2869 e_TextureFontPrint(X + 4, Y + 290, _lc[I_PLAYER_SPECT1S], gStdFont);
2870 end;
2872 end;
2873 end;
2875 procedure TPlayer.DrawRulez();
2876 var
2877 dr: Boolean;
2878 begin
2879 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2880 if (FMegaRulez[MR_INVUL] >= gTime) and (FSpawnInvul < gTime) then
2881 begin
2882 if (FMegaRulez[MR_INVUL]-gTime) <= 2100 then
2883 dr := not Odd((FMegaRulez[MR_INVUL]-gTime) div 300)
2884 else
2885 dr := True;
2887 if dr then
2888 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2889 191, 191, 191, 0, TBlending.Invert);
2890 end;
2892 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2893 if FMegaRulez[MR_SUIT] >= gTime then
2894 begin
2895 if (FMegaRulez[MR_SUIT]-gTime) <= 2100 then
2896 dr := not Odd((FMegaRulez[MR_SUIT]-gTime) div 300)
2897 else
2898 dr := True;
2900 if dr then
2901 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2902 0, 96, 0, 200, TBlending.None);
2903 end;
2905 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2906 if (FBerserk >= 0) and (LongWord(FBerserk) >= gTime) and (gFlash = 2) then
2907 begin
2908 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2909 255, 0, 0, 200, TBlending.None);
2910 end;
2911 end;
2913 procedure TPlayer.DrawPain();
2914 var
2915 a, h: Integer;
2916 begin
2917 if FPain = 0 then Exit;
2919 a := FPain;
2921 if a < 15 then h := 0
2922 else if a < 35 then h := 1
2923 else if a < 55 then h := 2
2924 else if a < 75 then h := 3
2925 else if a < 95 then h := 4
2926 else h := 5;
2928 //if a > 255 then a := 255;
2930 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255, 0, 0, 255-h*50);
2931 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2932 end;
2934 procedure TPlayer.DrawPickup();
2935 var
2936 a, h: Integer;
2937 begin
2938 if FPickup = 0 then Exit;
2940 a := FPickup;
2942 if a < 15 then h := 1
2943 else if a < 35 then h := 2
2944 else if a < 55 then h := 3
2945 else if a < 75 then h := 4
2946 else h := 5;
2948 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50);
2949 end;
2951 procedure TPlayer.DoPunch();
2952 var
2953 id: DWORD;
2954 st: String;
2955 begin
2956 if FPunchAnim <> nil then begin
2957 FPunchAnim.reset();
2958 FPunchAnim.Free;
2959 FPunchAnim := nil;
2960 end;
2961 st := 'FRAMES_PUNCH';
2962 if R_BERSERK in FRulez then
2963 st := st + '_BERSERK';
2964 if FKeys[KEY_UP].Pressed then
2965 st := st + '_UP'
2966 else if FKeys[KEY_DOWN].Pressed then
2967 st := st + '_DN';
2968 g_Frames_Get(id, st);
2969 FPunchAnim := TAnimation.Create(id, False, 1);
2970 end;
2972 procedure TPlayer.Fire();
2973 var
2974 f, DidFire: Boolean;
2975 wx, wy, xd, yd: Integer;
2976 locobj: TObj;
2977 begin
2978 if g_Game_IsClient then Exit;
2979 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2980 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2982 if FSpectator then
2983 begin
2984 Respawn(False);
2985 Exit;
2986 end;
2988 if FReloading[FCurrWeap] <> 0 then Exit;
2990 DidFire := False;
2992 f := False;
2993 wx := FObj.X+WEAPONPOINT[FDirection].X;
2994 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
2995 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
2996 yd := wy+firediry();
2998 case FCurrWeap of
2999 WEAPON_KASTET:
3000 begin
3001 DoPunch();
3002 if R_BERSERK in FRulez then
3003 begin
3004 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
3005 locobj.X := FObj.X+FObj.Rect.X;
3006 locobj.Y := FObj.Y+FObj.Rect.Y;
3007 locobj.rect.X := 0;
3008 locobj.rect.Y := 0;
3009 locobj.rect.Width := 39;
3010 locobj.rect.Height := 52;
3011 locobj.Vel.X := (xd-wx) div 2;
3012 locobj.Vel.Y := (yd-wy) div 2;
3013 locobj.Accel.X := xd-wx;
3014 locobj.Accel.y := yd-wy;
3016 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
3017 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
3018 else
3019 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
3021 if (gFlash = 1) and (FPain < 50) then FPain := min(FPain + 25, 50);
3022 end
3023 else
3024 begin
3025 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
3026 end;
3028 DidFire := True;
3029 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3030 end;
3032 WEAPON_SAW:
3033 begin
3034 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
3035 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
3036 begin
3037 FSawSoundSelect.Stop();
3038 FSawSound.Stop();
3039 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
3040 end
3041 else if not FSawSoundHit.IsPlaying() then
3042 begin
3043 FSawSoundSelect.Stop();
3044 FSawSound.PlayAt(FObj.X, FObj.Y);
3045 end;
3047 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3048 DidFire := True;
3049 f := True;
3050 end;
3052 WEAPON_PISTOL:
3053 if FAmmo[A_BULLETS] > 0 then
3054 begin
3055 g_Weapon_pistol(wx, wy, xd, yd, FUID);
3056 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3057 Dec(FAmmo[A_BULLETS]);
3058 FFireAngle := FAngle;
3059 f := True;
3060 DidFire := True;
3061 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3062 GameVelX, GameVelY-2, SHELL_BULLET);
3063 end;
3065 WEAPON_SHOTGUN1:
3066 if FAmmo[A_SHELLS] > 0 then
3067 begin
3068 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
3069 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
3070 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3071 Dec(FAmmo[A_SHELLS]);
3072 FFireAngle := FAngle;
3073 f := True;
3074 DidFire := True;
3075 FShellTimer := 10;
3076 FShellType := SHELL_SHELL;
3077 end;
3079 WEAPON_SHOTGUN2:
3080 if FAmmo[A_SHELLS] >= 2 then
3081 begin
3082 g_Weapon_dshotgun(wx, wy, xd, yd, FUID);
3083 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3084 Dec(FAmmo[A_SHELLS], 2);
3085 FFireAngle := FAngle;
3086 f := True;
3087 DidFire := True;
3088 FShellTimer := 13;
3089 FShellType := SHELL_DBLSHELL;
3090 end;
3092 WEAPON_CHAINGUN:
3093 if FAmmo[A_BULLETS] > 0 then
3094 begin
3095 g_Weapon_mgun(wx, wy, xd, yd, FUID);
3096 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
3097 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3098 Dec(FAmmo[A_BULLETS]);
3099 FFireAngle := FAngle;
3100 f := True;
3101 DidFire := True;
3102 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3103 GameVelX, GameVelY-2, SHELL_BULLET);
3104 end;
3106 WEAPON_ROCKETLAUNCHER:
3107 if FAmmo[A_ROCKETS] > 0 then
3108 begin
3109 g_Weapon_rocket(wx, wy, xd, yd, FUID);
3110 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3111 Dec(FAmmo[A_ROCKETS]);
3112 FFireAngle := FAngle;
3113 f := True;
3114 DidFire := True;
3115 end;
3117 WEAPON_PLASMA:
3118 if FAmmo[A_CELLS] > 0 then
3119 begin
3120 g_Weapon_plasma(wx, wy, xd, yd, FUID);
3121 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3122 Dec(FAmmo[A_CELLS]);
3123 FFireAngle := FAngle;
3124 f := True;
3125 DidFire := True;
3126 end;
3128 WEAPON_BFG:
3129 if (FAmmo[A_CELLS] >= 40) and (FBFGFireCounter = -1) then
3130 begin
3131 FBFGFireCounter := 17;
3132 if not FNoReload then
3133 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj.X, FObj.Y);
3134 Dec(FAmmo[A_CELLS], 40);
3135 DidFire := True;
3136 end;
3138 WEAPON_SUPERPULEMET:
3139 if FAmmo[A_SHELLS] > 0 then
3140 begin
3141 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
3142 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3143 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3144 Dec(FAmmo[A_SHELLS]);
3145 FFireAngle := FAngle;
3146 f := True;
3147 DidFire := True;
3148 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3149 GameVelX, GameVelY-2, SHELL_SHELL);
3150 end;
3152 WEAPON_FLAMETHROWER:
3153 if FAmmo[A_FUEL] > 0 then
3154 begin
3155 g_Weapon_flame(wx, wy, xd, yd, FUID);
3156 FlamerOn;
3157 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3158 Dec(FAmmo[A_FUEL]);
3159 FFireAngle := FAngle;
3160 f := True;
3161 DidFire := True;
3162 end
3163 else
3164 begin
3165 FlamerOff;
3166 if g_Game_IsNet and g_Game_IsServer then MH_SEND_PlayerStats(FUID);
3167 end;
3168 end;
3170 if g_Game_IsNet then
3171 begin
3172 if DidFire then
3173 begin
3174 if FCurrWeap <> WEAPON_BFG then
3175 MH_SEND_PlayerFire(FUID, FCurrWeap, wx, wy, xd, yd, LastShotID)
3176 else
3177 if not FNoReload then
3178 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_WEAPON_STARTFIREBFG');
3179 end;
3181 MH_SEND_PlayerStats(FUID);
3182 end;
3184 if not f then Exit;
3186 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
3187 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
3188 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
3189 end;
3191 function TPlayer.GetAmmoByWeapon(Weapon: Byte): Word;
3192 begin
3193 case Weapon of
3194 WEAPON_PISTOL, WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS];
3195 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS];
3196 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS];
3197 WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS];
3198 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL];
3199 else Result := 0;
3200 end;
3201 end;
3203 function TPlayer.HeadInLiquid(XInc, YInc: Integer): Boolean;
3204 begin
3205 Result := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X+XInc, FObj.Y+PLAYER_HEADRECT.Y+YInc,
3206 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
3207 PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, True);
3208 end;
3210 procedure TPlayer.FlamerOn;
3211 begin
3212 FFlameSoundOff.Stop();
3213 FFlameSoundOff.SetPosition(0);
3214 if FFlaming then
3215 begin
3216 if (not FFlameSoundOn.IsPlaying()) and (not FFlameSoundWork.IsPlaying()) then
3217 FFlameSoundWork.PlayAt(FObj.X, FObj.Y);
3218 end
3219 else
3220 begin
3221 FFlameSoundOn.PlayAt(FObj.X, FObj.Y);
3222 FFlaming := True;
3223 end;
3224 end;
3226 procedure TPlayer.FlamerOff;
3227 begin
3228 if FFlaming then
3229 begin
3230 FFlameSoundOn.Stop();
3231 FFlameSoundOn.SetPosition(0);
3232 FFlameSoundWork.Stop();
3233 FFlameSoundWork.SetPosition(0);
3234 FFlameSoundOff.PlayAt(FObj.X, FObj.Y);
3235 FFlaming := False;
3236 end;
3237 end;
3239 procedure TPlayer.JetpackOn;
3240 begin
3241 FJetSoundFly.Stop;
3242 FJetSoundOff.Stop;
3243 FJetSoundOn.SetPosition(0);
3244 FJetSoundOn.PlayAt(FObj.X, FObj.Y);
3245 FlySmoke(8);
3246 end;
3248 procedure TPlayer.JetpackOff;
3249 begin
3250 FJetSoundFly.Stop;
3251 FJetSoundOn.Stop;
3252 FJetSoundOff.SetPosition(0);
3253 FJetSoundOff.PlayAt(FObj.X, FObj.Y);
3254 end;
3256 procedure TPlayer.CatchFire(Attacker: Word; Timeout: Integer = PLAYER_BURN_TIME);
3257 begin
3258 if Timeout <= 0 then
3259 exit;
3260 if (FMegaRulez[MR_SUIT] > gTime) or (FMegaRulez[MR_INVUL] > gTime) then
3261 exit; // Íå çàãîðàåìñÿ êîãäà åñòü çàùèòà
3262 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2) then
3263 exit; // Íå ïîäãîðàåì â âîäå íà âñÿêèé ñëó÷àé
3264 if FFireTime <= 0 then
3265 g_Sound_PlayExAt('SOUND_IGNITE', FObj.X, FObj.Y);
3266 FFireTime := Timeout;
3267 FFireAttacker := Attacker;
3268 if g_Game_IsNet and g_Game_IsServer then
3269 MH_SEND_PlayerStats(FUID);
3270 end;
3272 procedure TPlayer.Jump();
3273 begin
3274 if gFly or FJetpack then
3275 begin
3276 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
3277 if FObj.Vel.Y > -VEL_FLY then
3278 FObj.Vel.Y := FObj.Vel.Y - 3;
3279 if FJetpack then
3280 begin
3281 if FJetFuel > 0 then
3282 Dec(FJetFuel);
3283 if (FJetFuel < 1) and g_Game_IsServer then
3284 begin
3285 FJetpack := False;
3286 JetpackOff;
3287 if g_Game_IsNet then
3288 MH_SEND_PlayerStats(FUID);
3289 end;
3290 end;
3291 Exit;
3292 end;
3294 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
3295 if FGhost then
3296 FCanJetpack := False;
3298 // Ïðûãàåì èëè âñïëûâàåì:
3299 if (CollideLevel(0, 1) or
3300 g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y+36, PLAYER_RECT.Width,
3301 PLAYER_RECT.Height-33, PANEL_STEP, False)
3302 ) and (FObj.Accel.Y = 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
3303 begin
3304 FObj.Vel.Y := -VEL_JUMP;
3305 FCanJetpack := False;
3306 end
3307 else
3308 begin
3309 if BodyInLiquid(0, 0) then
3310 FObj.Vel.Y := -VEL_SW
3311 else if (FJetFuel > 0) and FCanJetpack and
3312 g_Game_IsServer and (not g_Obj_CollideLiquid(@FObj, 0, 0)) then
3313 begin
3314 FJetpack := True;
3315 JetpackOn;
3316 if g_Game_IsNet then
3317 MH_SEND_PlayerStats(FUID);
3318 end;
3319 end;
3320 end;
3322 procedure TPlayer.Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
3323 var
3324 a, i, k, ab, ar: Byte;
3325 s: String;
3326 mon: TMonster;
3327 plr: TPlayer;
3328 srv, netsrv: Boolean;
3329 DoFrags: Boolean;
3330 OldLR: Byte;
3331 KP: TPlayer;
3332 it: PItem;
3334 procedure PushItem(t: Byte);
3335 var
3336 id: DWORD;
3337 begin
3338 id := g_Items_Create(FObj.X, FObj.Y, t, True, False);
3339 it := g_Items_ByIdx(id);
3340 if KillType = K_EXTRAHARDKILL then // -7..+7; -8..0
3341 begin
3342 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-7+Random(15),
3343 (FObj.Vel.Y div 2)-Random(9));
3344 it.positionChanged(); // this updates spatial accelerators
3345 end
3346 else
3347 begin
3348 if KillType = K_HARDKILL then // -5..+5; -5..0
3349 begin
3350 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-5+Random(11),
3351 (FObj.Vel.Y div 2)-Random(6));
3352 end
3353 else // -3..+3; -3..0
3354 begin
3355 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-3+Random(7),
3356 (FObj.Vel.Y div 2)-Random(4));
3357 end;
3358 it.positionChanged(); // this updates spatial accelerators
3359 end;
3361 if g_Game_IsNet and g_Game_IsServer then
3362 MH_SEND_ItemSpawn(True, id);
3363 end;
3365 begin
3366 DoFrags := (gGameSettings.MaxLives = 0) or (gGameSettings.GameMode = GM_COOP);
3367 Srv := g_Game_IsServer;
3368 Netsrv := g_Game_IsServer and g_Game_IsNet;
3369 if Srv then FDeath := FDeath + 1;
3370 if FAlive then
3371 begin
3372 if FGhost then
3373 FGhost := False;
3374 if not FPhysics then
3375 FPhysics := True;
3376 FAlive := False;
3377 end;
3378 FShellTimer := -1;
3380 if (gGameSettings.MaxLives > 0) and Srv and (gLMSRespawn = LMS_RESPAWN_NONE) then
3381 begin
3382 if FLives > 0 then FLives := FLives - 1;
3383 if FLives = 0 then FNoRespawn := True;
3384 end;
3386 // Íîìåð òèïà ñìåðòè:
3387 a := 1;
3388 case KillType of
3389 K_SIMPLEKILL: a := 1;
3390 K_HARDKILL: a := 2;
3391 K_EXTRAHARDKILL: a := 3;
3392 K_FALLKILL: a := 4;
3393 end;
3395 // Çâóê ñìåðòè:
3396 if not FModel.PlaySound(MODELSOUND_DIE, a, FObj.X, FObj.Y) then
3397 for i := 1 to 3 do
3398 if FModel.PlaySound(MODELSOUND_DIE, i, FObj.X, FObj.Y) then
3399 Break;
3401 // Âðåìÿ ðåñïàóíà:
3402 if Srv then
3403 case KillType of
3404 K_SIMPLEKILL:
3405 FTime[T_RESPAWN] := gTime + TIME_RESPAWN1;
3406 K_HARDKILL:
3407 FTime[T_RESPAWN] := gTime + TIME_RESPAWN2;
3408 K_EXTRAHARDKILL, K_FALLKILL:
3409 FTime[T_RESPAWN] := gTime + TIME_RESPAWN3;
3410 end;
3412 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3413 case KillType of
3414 K_SIMPLEKILL:
3415 SetAction(A_DIE1);
3416 K_HARDKILL, K_EXTRAHARDKILL:
3417 SetAction(A_DIE2);
3418 end;
3420 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3421 if (KillType <> K_FALLKILL) and (Srv) then
3422 g_Monsters_killedp();
3424 if SpawnerUID = FUID then
3425 begin // Ñàìîóáèëñÿ
3426 if Srv and (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3427 begin
3428 Dec(FFrags);
3429 FLastFrag := 0;
3430 end;
3431 g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3432 end
3433 else
3434 if g_GetUIDType(SpawnerUID) = UID_PLAYER then
3435 begin // Óáèò äðóãèì èãðîêîì
3436 KP := g_Player_Get(SpawnerUID);
3437 if (KP <> nil) and Srv then
3438 begin
3439 if (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3440 if SameTeam(FUID, SpawnerUID) then
3441 begin
3442 Dec(KP.FFrags);
3443 KP.FLastFrag := 0;
3444 end else
3445 begin
3446 Inc(KP.FFrags);
3447 KP.FragCombo();
3448 end;
3450 if (gGameSettings.GameMode = GM_TDM) and DoFrags then
3451 Inc(gTeamStat[KP.Team].Goals,
3452 IfThen(SameTeam(FUID, SpawnerUID), -1, 1));
3454 if netsrv then MH_SEND_PlayerStats(SpawnerUID);
3455 end;
3457 plr := g_Player_Get(SpawnerUID);
3458 if plr = nil then
3459 s := '?'
3460 else
3461 s := plr.FName;
3463 case KillType of
3464 K_HARDKILL:
3465 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3466 [FName, s]),
3467 gShowKillMsg);
3468 K_EXTRAHARDKILL:
3469 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3470 [FName, s]),
3471 gShowKillMsg);
3472 else
3473 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3474 [FName, s]),
3475 gShowKillMsg);
3476 end;
3477 end
3478 else if g_GetUIDType(SpawnerUID) = UID_MONSTER then
3479 begin // Óáèò ìîíñòðîì
3480 mon := g_Monsters_ByUID(SpawnerUID);
3481 if mon = nil then
3482 s := '?'
3483 else
3484 s := g_Mons_GetKilledByTypeId(mon.MonsterType);
3486 case KillType of
3487 K_HARDKILL:
3488 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3489 [FName, s]),
3490 gShowKillMsg);
3491 K_EXTRAHARDKILL:
3492 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3493 [FName, s]),
3494 gShowKillMsg);
3495 else
3496 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3497 [FName, s]),
3498 gShowKillMsg);
3499 end;
3500 end
3501 else // Îñîáûå òèïû ñìåðòè
3502 case t of
3503 HIT_DISCON: ;
3504 HIT_SELF: g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3505 HIT_FALL: g_Console_Add(Format(_lc[I_PLAYER_KILL_FALL], [FName]), True);
3506 HIT_WATER: g_Console_Add(Format(_lc[I_PLAYER_KILL_WATER], [FName]), True);
3507 HIT_ACID: g_Console_Add(Format(_lc[I_PLAYER_KILL_ACID], [FName]), True);
3508 HIT_TRAP: g_Console_Add(Format(_lc[I_PLAYER_KILL_TRAP], [FName]), True);
3509 else g_Console_Add(Format(_lc[I_PLAYER_DIED], [FName]), True);
3510 end;
3512 if Srv then
3513 begin
3514 // Âûáðîñ îðóæèÿ:
3515 for a := WP_FIRST to WP_LAST do
3516 if FWeapon[a] then
3517 begin
3518 case a of
3519 WEAPON_SAW: i := ITEM_WEAPON_SAW;
3520 WEAPON_SHOTGUN1: i := ITEM_WEAPON_SHOTGUN1;
3521 WEAPON_SHOTGUN2: i := ITEM_WEAPON_SHOTGUN2;
3522 WEAPON_CHAINGUN: i := ITEM_WEAPON_CHAINGUN;
3523 WEAPON_ROCKETLAUNCHER: i := ITEM_WEAPON_ROCKETLAUNCHER;
3524 WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA;
3525 WEAPON_BFG: i := ITEM_WEAPON_BFG;
3526 WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET;
3527 WEAPON_FLAMETHROWER: i := ITEM_WEAPON_FLAMETHROWER;
3528 else i := 0;
3529 end;
3531 if i <> 0 then
3532 PushItem(i);
3533 end;
3535 // Âûáðîñ ðþêçàêà:
3536 if R_ITEM_BACKPACK in FRulez then
3537 PushItem(ITEM_AMMO_BACKPACK);
3539 // Âûáðîñ ðàêåòíîãî ðàíöà:
3540 if FJetFuel > 0 then
3541 PushItem(ITEM_JETPACK);
3543 // Âûáðîñ êëþ÷åé:
3544 if (not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) or
3545 (not LongBool(gGameSettings.Options and GAME_OPTION_DMKEYS)) then
3546 begin
3547 if R_KEY_RED in FRulez then
3548 PushItem(ITEM_KEY_RED);
3550 if R_KEY_GREEN in FRulez then
3551 PushItem(ITEM_KEY_GREEN);
3553 if R_KEY_BLUE in FRulez then
3554 PushItem(ITEM_KEY_BLUE);
3555 end;
3557 // Âûáðîñ ôëàãà:
3558 DropFlag(KillType = K_FALLKILL);
3559 end;
3561 g_Player_CreateCorpse(Self);
3563 if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and
3564 (gLMSRespawn = LMS_RESPAWN_NONE) then
3565 begin
3566 a := 0;
3567 k := 0;
3568 ar := 0;
3569 ab := 0;
3570 for i := Low(gPlayers) to High(gPlayers) do
3571 begin
3572 if gPlayers[i] = nil then continue;
3573 if (not gPlayers[i].FNoRespawn) and (not gPlayers[i].FSpectator) then
3574 begin
3575 Inc(a);
3576 if gPlayers[i].FTeam = TEAM_RED then Inc(ar)
3577 else if gPlayers[i].FTeam = TEAM_BLUE then Inc(ab);
3578 k := i;
3579 end;
3580 end;
3582 OldLR := gLMSRespawn;
3583 if (gGameSettings.GameMode = GM_COOP) then
3584 begin
3585 if (a = 0) then
3586 begin
3587 // everyone is dead, restart the map
3588 g_Game_Message(_lc[I_MESSAGE_LMS_LOSE], 144);
3589 if Netsrv then
3590 MH_SEND_GameEvent(NET_EV_LMS_LOSE);
3591 gLMSRespawn := LMS_RESPAWN_FINAL;
3592 gLMSRespawnTime := gTime + 5000;
3593 end
3594 else if (a = 1) then
3595 begin
3596 if (gPlayers[k] <> nil) and not (gPlayers[k] is TBot) then
3597 if (gPlayers[k] = gPlayer1) or
3598 (gPlayers[k] = gPlayer2) then
3599 g_Console_Add('*** ' + _lc[I_MESSAGE_LMS_SURVIVOR] + ' ***', True)
3600 else if Netsrv and (gPlayers[k].FClientID >= 0) then
3601 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR, 0, 'N', gPlayers[k].FClientID);
3602 end;
3603 end
3604 else if (gGameSettings.GameMode = GM_TDM) then
3605 begin
3606 if (ab = 0) and (ar <> 0) then
3607 begin
3608 // blu team ded
3609 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_RED])]), 144);
3610 if Netsrv then
3611 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_RED);
3612 Inc(gTeamStat[TEAM_RED].Goals);
3613 gLMSRespawn := LMS_RESPAWN_FINAL;
3614 gLMSRespawnTime := gTime + 5000;
3615 end
3616 else if (ar = 0) and (ab <> 0) then
3617 begin
3618 // red team ded
3619 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_BLUE])]), 144);
3620 if Netsrv then
3621 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_BLUE);
3622 Inc(gTeamStat[TEAM_BLUE].Goals);
3623 gLMSRespawn := LMS_RESPAWN_FINAL;
3624 gLMSRespawnTime := gTime + 5000;
3625 end
3626 else if (ar = 0) and (ab = 0) then
3627 begin
3628 // everyone ded
3629 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3630 if Netsrv then
3631 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3632 gLMSRespawn := LMS_RESPAWN_FINAL;
3633 gLMSRespawnTime := gTime + 5000;
3634 end;
3635 end
3636 else if (gGameSettings.GameMode = GM_DM) then
3637 begin
3638 if (a = 1) then
3639 begin
3640 if gPlayers[k] <> nil then
3641 with gPlayers[k] do
3642 begin
3643 // survivor is the winner
3644 g_Game_Message(Format(_lc[I_MESSAGE_LMS_WIN], [AnsiUpperCase(FName)]), 144);
3645 if Netsrv then
3646 MH_SEND_GameEvent(NET_EV_LMS_WIN, 0, FName);
3647 Inc(FFrags);
3648 end;
3649 gLMSRespawn := LMS_RESPAWN_FINAL;
3650 gLMSRespawnTime := gTime + 5000;
3651 end
3652 else if (a = 0) then
3653 begin
3654 // everyone is dead, restart the map
3655 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3656 if Netsrv then
3657 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3658 gLMSRespawn := LMS_RESPAWN_FINAL;
3659 gLMSRespawnTime := gTime + 5000;
3660 end;
3661 end;
3662 if srv and (OldLR = LMS_RESPAWN_NONE) and (gLMSRespawn > LMS_RESPAWN_NONE) then
3663 begin
3664 if NetMode = NET_SERVER then
3665 MH_SEND_GameEvent(NET_EV_LMS_WARMUP, (gLMSRespawnTime - gTime) div 1000)
3666 else
3667 g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [(gLMSRespawnTime - gTime) div 1000]), True);
3668 end;
3669 end;
3671 if Netsrv then
3672 begin
3673 MH_SEND_PlayerStats(FUID);
3674 MH_SEND_PlayerDeath(FUID, KillType, t, SpawnerUID);
3675 if gGameSettings.GameMode = GM_TDM then MH_SEND_GameStats;
3676 end;
3678 if srv and FNoRespawn then Spectate(True);
3679 FWantsInGame := True;
3680 end;
3682 function TPlayer.BodyInLiquid(XInc, YInc: Integer): Boolean;
3683 begin
3684 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3685 PLAYER_RECT.Height-20, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, False);
3686 end;
3688 function TPlayer.BodyInAcid(XInc, YInc: Integer): Boolean;
3689 begin
3690 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3691 PLAYER_RECT.Height-20, PANEL_ACID1 or PANEL_ACID2, False);
3692 end;
3694 procedure TPlayer.MakeBloodSimple(Count: Word);
3695 begin
3696 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
3697 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3698 Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
3699 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3700 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
3701 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3702 Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
3703 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3704 end;
3706 procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
3707 begin
3708 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
3709 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3710 Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
3711 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3712 end;
3714 procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
3715 begin
3716 if g_Game_IsClient then Exit;
3717 if Weapon > High(FWeapon) then Exit;
3718 FNextWeap := FNextWeap or (1 shl Weapon);
3719 end;
3721 procedure TPlayer.resetWeaponQueue ();
3722 begin
3723 FNextWeap := 0;
3724 FNextWeapDelay := 0;
3725 end;
3727 function TPlayer.hasAmmoForWeapon (weapon: Byte): Boolean;
3728 begin
3729 result := false;
3730 case weapon of
3731 WEAPON_KASTET, WEAPON_SAW: result := true;
3732 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: result := (FAmmo[A_SHELLS] > 0);
3733 WEAPON_PISTOL, WEAPON_CHAINGUN: result := (FAmmo[A_BULLETS] > 0);
3734 WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
3735 WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
3736 WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
3737 else result := (weapon < length(FWeapon));
3738 end;
3739 end;
3741 // return 255 for "no switch"
3742 function TPlayer.getNextWeaponIndex (): Byte;
3743 var
3744 i: Word;
3745 wantThisWeapon: array[0..64] of Boolean;
3746 wwc: Integer = 0; //HACK!
3747 dir, cwi: Integer;
3748 begin
3749 result := 255; // default result: "no switch"
3750 // had weapon cycling on previous frame? remove that flag
3751 if (FNextWeap and $2000) <> 0 then
3752 begin
3753 FNextWeap := FNextWeap and $1FFF;
3754 FNextWeapDelay := 0;
3755 end;
3756 // cycling has priority
3757 if (FNextWeap and $C000) <> 0 then
3758 begin
3759 if (FNextWeap and $8000) <> 0 then
3760 dir := 1
3761 else
3762 dir := -1;
3763 FNextWeap := FNextWeap or $2000; // we need this
3764 if FNextWeapDelay > 0 then
3765 exit; // cooldown time
3766 cwi := FCurrWeap;
3767 for i := 0 to High(FWeapon) do
3768 begin
3769 cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
3770 if FWeapon[cwi] then
3771 begin
3772 //e_WriteLog(Format(' SWITCH: cur=%d; new=%d', [FCurrWeap, cwi]), MSG_WARNING);
3773 result := Byte(cwi);
3774 FNextWeapDelay := WEAPON_DELAY;
3775 exit;
3776 end;
3777 end;
3778 resetWeaponQueue();
3779 exit;
3780 end;
3781 // no cycling
3782 for i := 0 to High(wantThisWeapon) do
3783 wantThisWeapon[i] := false;
3784 for i := 0 to High(FWeapon) do
3785 if (FNextWeap and (1 shl i)) <> 0 then
3786 begin
3787 wantThisWeapon[i] := true;
3788 Inc(wwc);
3789 end;
3790 // exclude currently selected weapon from the set
3791 wantThisWeapon[FCurrWeap] := false;
3792 // slow down alterations a little
3793 if wwc > 1 then
3794 begin
3795 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3796 // more than one weapon requested, assume "alteration" and check alteration delay
3797 if FNextWeapDelay > 0 then
3798 begin
3799 FNextWeap := 0;
3800 exit;
3801 end; // yeah
3802 end;
3803 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3804 // but clear all counters if no weapon should be switched
3805 if wwc < 1 then
3806 begin
3807 resetWeaponQueue();
3808 exit;
3809 end;
3810 //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
3811 // try weapons in descending order
3812 for i := High(FWeapon) downto 0 do
3813 begin
3814 if wantThisWeapon[i] and FWeapon[i] and ((wwc = 1) or hasAmmoForWeapon(i)) then
3815 begin
3816 // i found her!
3817 result := Byte(i);
3818 resetWeaponQueue();
3819 FNextWeapDelay := WEAPON_DELAY * 2; // anyway, 'cause why not
3820 exit;
3821 end;
3822 end;
3823 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3824 resetWeaponQueue();
3825 end;
3827 procedure TPlayer.RealizeCurrentWeapon();
3828 function switchAllowed (): Boolean;
3829 var
3830 i: Byte;
3831 begin
3832 result := false;
3833 if FBFGFireCounter <> -1 then
3834 exit;
3835 if FTime[T_SWITCH] > gTime then
3836 exit;
3837 for i := WP_FIRST to WP_LAST do
3838 if FReloading[i] > 0 then
3839 exit;
3840 result := true;
3841 end;
3843 var
3844 nw: Byte;
3845 begin
3846 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3847 //FNextWeap := FNextWeap and $1FFF;
3848 if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
3850 if not switchAllowed then
3851 begin
3852 //HACK for weapon cycling
3853 if (FNextWeap and $E000) <> 0 then FNextWeap := 0;
3854 exit;
3855 end;
3857 nw := getNextWeaponIndex();
3858 if nw = 255 then exit; // don't reset anything here
3859 if nw > High(FWeapon) then
3860 begin
3861 // don't forget to reset queue here!
3862 //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
3863 resetWeaponQueue();
3864 exit;
3865 end;
3867 if FWeapon[nw] then
3868 begin
3869 FCurrWeap := nw;
3870 FTime[T_SWITCH] := gTime+156;
3871 if FCurrWeap = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3872 FModel.SetWeapon(FCurrWeap);
3873 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
3874 end;
3875 end;
3877 procedure TPlayer.NextWeapon();
3878 begin
3879 if g_Game_IsClient then Exit;
3880 FNextWeap := $8000;
3881 end;
3883 procedure TPlayer.PrevWeapon();
3884 begin
3885 if g_Game_IsClient then Exit;
3886 FNextWeap := $4000;
3887 end;
3889 procedure TPlayer.SetWeapon(W: Byte);
3890 begin
3891 if FCurrWeap <> W then
3892 if W = WEAPON_SAW then
3893 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3895 FCurrWeap := W;
3896 FModel.SetWeapon(CurrWeap);
3897 resetWeaponQueue();
3898 end;
3900 function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean;
3902 function allowBerserkSwitching (): Boolean;
3903 begin
3904 if (FBFGFireCounter <> -1) then begin result := false; exit; end;
3905 result := true;
3906 if gBerserkAutoswitch then exit;
3907 if not conIsCheatsEnabled then exit;
3908 result := false;
3909 end;
3911 var
3912 a: Boolean;
3913 begin
3914 Result := False;
3915 if g_Game_IsClient then Exit;
3917 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3918 a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and arespawn;
3919 remove := not a;
3921 case ItemType of
3922 ITEM_MEDKIT_SMALL:
3923 if (FHealth < PLAYER_HP_SOFT) or (FFireTime > 0) then
3924 begin
3925 if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
3926 Result := True;
3927 remove := True;
3928 FFireTime := 0;
3929 if gFlash = 2 then Inc(FPickup, 5);
3930 end;
3932 ITEM_MEDKIT_LARGE:
3933 if (FHealth < PLAYER_HP_SOFT) or (FFireTime > 0) then
3934 begin
3935 if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
3936 Result := True;
3937 remove := True;
3938 FFireTime := 0;
3939 if gFlash = 2 then Inc(FPickup, 5);
3940 end;
3942 ITEM_ARMOR_GREEN:
3943 if FArmor < PLAYER_AP_SOFT then
3944 begin
3945 FArmor := PLAYER_AP_SOFT;
3946 Result := True;
3947 remove := True;
3948 if gFlash = 2 then Inc(FPickup, 5);
3949 end;
3951 ITEM_ARMOR_BLUE:
3952 if FArmor < PLAYER_AP_LIMIT then
3953 begin
3954 FArmor := PLAYER_AP_LIMIT;
3955 Result := True;
3956 remove := True;
3957 if gFlash = 2 then Inc(FPickup, 5);
3958 end;
3960 ITEM_SPHERE_BLUE:
3961 if (FHealth < PLAYER_HP_LIMIT) or (FFireTime > 0) then
3962 begin
3963 if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
3964 Result := True;
3965 remove := True;
3966 FFireTime := 0;
3967 if gFlash = 2 then Inc(FPickup, 5);
3968 end;
3970 ITEM_SPHERE_WHITE:
3971 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) or (FFireTime > 0) then
3972 begin
3973 if FHealth < PLAYER_HP_LIMIT then
3974 FHealth := PLAYER_HP_LIMIT;
3975 if FArmor < PLAYER_AP_LIMIT then
3976 FArmor := PLAYER_AP_LIMIT;
3977 Result := True;
3978 remove := True;
3979 FFireTime := 0;
3980 if gFlash = 2 then Inc(FPickup, 5);
3981 end;
3983 ITEM_WEAPON_SAW:
3984 if (not FWeapon[WEAPON_SAW]) or ((not arespawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
3985 begin
3986 FWeapon[WEAPON_SAW] := True;
3987 Result := True;
3988 if gFlash = 2 then Inc(FPickup, 5);
3989 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3990 end;
3992 ITEM_WEAPON_SHOTGUN1:
3993 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN1] then
3994 begin
3995 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
3996 if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
3998 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3999 FWeapon[WEAPON_SHOTGUN1] := True;
4000 Result := True;
4001 if gFlash = 2 then Inc(FPickup, 5);
4002 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4003 end;
4005 ITEM_WEAPON_SHOTGUN2:
4006 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
4007 begin
4008 if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
4010 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4011 FWeapon[WEAPON_SHOTGUN2] := True;
4012 Result := True;
4013 if gFlash = 2 then Inc(FPickup, 5);
4014 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4015 end;
4017 ITEM_WEAPON_CHAINGUN:
4018 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
4019 begin
4020 if a and FWeapon[WEAPON_CHAINGUN] then Exit;
4022 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
4023 FWeapon[WEAPON_CHAINGUN] := True;
4024 Result := True;
4025 if gFlash = 2 then Inc(FPickup, 5);
4026 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4027 end;
4029 ITEM_WEAPON_ROCKETLAUNCHER:
4030 if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
4031 begin
4032 if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
4034 IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
4035 FWeapon[WEAPON_ROCKETLAUNCHER] := True;
4036 Result := True;
4037 if gFlash = 2 then Inc(FPickup, 5);
4038 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4039 end;
4041 ITEM_WEAPON_PLASMA:
4042 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
4043 begin
4044 if a and FWeapon[WEAPON_PLASMA] then Exit;
4046 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4047 FWeapon[WEAPON_PLASMA] := True;
4048 Result := True;
4049 if gFlash = 2 then Inc(FPickup, 5);
4050 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4051 end;
4053 ITEM_WEAPON_BFG:
4054 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
4055 begin
4056 if a and FWeapon[WEAPON_BFG] then Exit;
4058 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4059 FWeapon[WEAPON_BFG] := True;
4060 Result := True;
4061 if gFlash = 2 then Inc(FPickup, 5);
4062 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4063 end;
4065 ITEM_WEAPON_SUPERPULEMET:
4066 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
4067 begin
4068 if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
4070 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4071 FWeapon[WEAPON_SUPERPULEMET] := True;
4072 Result := True;
4073 if gFlash = 2 then Inc(FPickup, 5);
4074 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4075 end;
4077 ITEM_WEAPON_FLAMETHROWER:
4078 if (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) or not FWeapon[WEAPON_FLAMETHROWER] then
4079 begin
4080 if a and FWeapon[WEAPON_FLAMETHROWER] then Exit;
4082 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
4083 FWeapon[WEAPON_FLAMETHROWER] := True;
4084 Result := True;
4085 if gFlash = 2 then Inc(FPickup, 5);
4086 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4087 end;
4089 ITEM_AMMO_BULLETS:
4090 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4091 begin
4092 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
4093 Result := True;
4094 remove := True;
4095 if gFlash = 2 then Inc(FPickup, 5);
4096 end;
4098 ITEM_AMMO_BULLETS_BOX:
4099 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4100 begin
4101 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
4102 Result := True;
4103 remove := True;
4104 if gFlash = 2 then Inc(FPickup, 5);
4105 end;
4107 ITEM_AMMO_SHELLS:
4108 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4109 begin
4110 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4111 Result := True;
4112 remove := True;
4113 if gFlash = 2 then Inc(FPickup, 5);
4114 end;
4116 ITEM_AMMO_SHELLS_BOX:
4117 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4118 begin
4119 IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
4120 Result := True;
4121 remove := True;
4122 if gFlash = 2 then Inc(FPickup, 5);
4123 end;
4125 ITEM_AMMO_ROCKET:
4126 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4127 begin
4128 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
4129 Result := True;
4130 remove := True;
4131 if gFlash = 2 then Inc(FPickup, 5);
4132 end;
4134 ITEM_AMMO_ROCKET_BOX:
4135 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4136 begin
4137 IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
4138 Result := True;
4139 remove := True;
4140 if gFlash = 2 then Inc(FPickup, 5);
4141 end;
4143 ITEM_AMMO_CELL:
4144 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4145 begin
4146 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4147 Result := True;
4148 remove := True;
4149 if gFlash = 2 then Inc(FPickup, 5);
4150 end;
4152 ITEM_AMMO_CELL_BIG:
4153 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4154 begin
4155 IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
4156 Result := True;
4157 remove := True;
4158 if gFlash = 2 then Inc(FPickup, 5);
4159 end;
4161 ITEM_AMMO_FUELCAN:
4162 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
4163 begin
4164 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
4165 Result := True;
4166 remove := True;
4167 if gFlash = 2 then Inc(FPickup, 5);
4168 end;
4170 ITEM_AMMO_BACKPACK:
4171 if not(R_ITEM_BACKPACK in FRulez) or
4172 (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
4173 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
4174 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
4175 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
4176 (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) then
4177 begin
4178 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
4179 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
4180 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
4181 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
4182 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
4184 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4185 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
4186 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4187 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4188 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4189 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
4190 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4191 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4192 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
4193 IncMax(FAmmo[A_FUEL], 50, FMaxAmmo[A_FUEL]);
4195 FRulez := FRulez + [R_ITEM_BACKPACK];
4196 Result := True;
4197 remove := True;
4198 if gFlash = 2 then Inc(FPickup, 5);
4199 end;
4201 ITEM_KEY_RED:
4202 if not(R_KEY_RED in FRulez) then
4203 begin
4204 Include(FRulez, R_KEY_RED);
4205 Result := True;
4206 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4207 if gFlash = 2 then Inc(FPickup, 5);
4208 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4209 end;
4211 ITEM_KEY_GREEN:
4212 if not(R_KEY_GREEN in FRulez) then
4213 begin
4214 Include(FRulez, R_KEY_GREEN);
4215 Result := True;
4216 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4217 if gFlash = 2 then Inc(FPickup, 5);
4218 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4219 end;
4221 ITEM_KEY_BLUE:
4222 if not(R_KEY_BLUE in FRulez) then
4223 begin
4224 Include(FRulez, R_KEY_BLUE);
4225 Result := True;
4226 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4227 if gFlash = 2 then Inc(FPickup, 5);
4228 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4229 end;
4231 ITEM_SUIT:
4232 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
4233 begin
4234 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
4235 Result := True;
4236 remove := True;
4237 FFireTime := 0;
4238 if gFlash = 2 then Inc(FPickup, 5);
4239 end;
4241 ITEM_OXYGEN:
4242 if FAir < AIR_MAX then
4243 begin
4244 FAir := AIR_MAX;
4245 Result := True;
4246 remove := True;
4247 if gFlash = 2 then Inc(FPickup, 5);
4248 end;
4250 ITEM_MEDKIT_BLACK:
4251 begin
4252 if not (R_BERSERK in FRulez) then
4253 begin
4254 Include(FRulez, R_BERSERK);
4255 if allowBerserkSwitching then
4256 begin
4257 FCurrWeap := WEAPON_KASTET;
4258 resetWeaponQueue();
4259 FModel.SetWeapon(WEAPON_KASTET);
4260 end;
4261 if gFlash <> 0 then
4262 begin
4263 Inc(FPain, 100);
4264 if gFlash = 2 then Inc(FPickup, 5);
4265 end;
4266 FBerserk := gTime+30000;
4267 Result := True;
4268 remove := True;
4269 FFireTime := 0;
4270 end;
4271 if (FHealth < PLAYER_HP_SOFT) or (FFireTime > 0) then
4272 begin
4273 if FHealth < PLAYER_HP_SOFT then FHealth := PLAYER_HP_SOFT;
4274 FBerserk := gTime+30000;
4275 Result := True;
4276 remove := True;
4277 FFireTime := 0;
4278 end;
4279 end;
4281 ITEM_INVUL:
4282 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
4283 begin
4284 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
4285 FSpawnInvul := 0;
4286 Result := True;
4287 remove := True;
4288 if gFlash = 2 then Inc(FPickup, 5);
4289 end;
4291 ITEM_BOTTLE:
4292 if (FHealth < PLAYER_HP_LIMIT) or (FFireTime > 0) then
4293 begin
4294 if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
4295 Result := True;
4296 remove := True;
4297 FFireTime := 0;
4298 if gFlash = 2 then Inc(FPickup, 5);
4299 end;
4301 ITEM_HELMET:
4302 if FArmor < PLAYER_AP_LIMIT then
4303 begin
4304 IncMax(FArmor, 5, PLAYER_AP_LIMIT);
4305 Result := True;
4306 remove := True;
4307 if gFlash = 2 then Inc(FPickup, 5);
4308 end;
4310 ITEM_JETPACK:
4311 if FJetFuel < JET_MAX then
4312 begin
4313 FJetFuel := JET_MAX;
4314 Result := True;
4315 remove := True;
4316 if gFlash = 2 then Inc(FPickup, 5);
4317 end;
4319 ITEM_INVIS:
4320 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
4321 begin
4322 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
4323 Result := True;
4324 remove := True;
4325 if gFlash = 2 then Inc(FPickup, 5);
4326 end;
4327 end;
4328 end;
4330 procedure TPlayer.Touch();
4331 begin
4332 if not FAlive then
4333 Exit;
4334 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
4335 if FIamBot then
4336 begin
4337 // Áðîñèòü ôëàã òîâàðèùó:
4338 if gGameSettings.GameMode = GM_CTF then
4339 DropFlag();
4340 end;
4341 end;
4343 procedure TPlayer.Push(vx, vy: Integer);
4344 begin
4345 if (not FPhysics) and FGhost then
4346 Exit;
4347 FObj.Accel.X := FObj.Accel.X + vx;
4348 FObj.Accel.Y := FObj.Accel.Y + vy;
4349 if g_Game_IsNet and g_Game_IsServer then
4350 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4351 end;
4353 procedure TPlayer.Reset(Force: Boolean);
4354 begin
4355 if Force then
4356 FAlive := False;
4358 FSpawned := False;
4359 FTime[T_RESPAWN] := 0;
4360 FTime[T_FLAGCAP] := 0;
4361 FGodMode := False;
4362 FNoTarget := False;
4363 FNoReload := False;
4364 FFrags := 0;
4365 FLastFrag := 0;
4366 FComboEvnt := -1;
4367 FKills := 0;
4368 FMonsterKills := 0;
4369 FDeath := 0;
4370 FSecrets := 0;
4371 FSpawnInvul := 0;
4372 FReady := False;
4373 if FNoRespawn then
4374 begin
4375 FSpectator := False;
4376 FGhost := False;
4377 FPhysics := True;
4378 FSpectatePlayer := -1;
4379 FNoRespawn := False;
4380 end;
4381 FLives := gGameSettings.MaxLives;
4383 SetFlag(FLAG_NONE);
4384 end;
4386 procedure TPlayer.SoftReset();
4387 begin
4388 ReleaseKeys();
4390 FDamageBuffer := 0;
4391 FIncCam := 0;
4392 FBFGFireCounter := -1;
4393 FShellTimer := -1;
4394 FPain := 0;
4395 FLastHit := 0;
4396 FLastFrag := 0;
4397 FComboEvnt := -1;
4399 SetFlag(FLAG_NONE);
4400 SetAction(A_STAND, True);
4401 end;
4403 function TPlayer.GetRespawnPoint(): Byte;
4404 var
4405 c: Byte;
4406 begin
4407 Result := 255;
4408 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4410 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4411 if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then
4412 begin
4413 if (Self = gPlayer1) or (Self = gPlayer2) then
4414 begin
4415 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
4416 if Self = gPlayer1 then
4417 c := RESPAWNPOINT_PLAYER1
4418 else
4419 c := RESPAWNPOINT_PLAYER2;
4420 if g_Map_GetPointCount(c) > 0 then
4421 begin
4422 Result := c;
4423 Exit;
4424 end;
4426 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
4427 if Self = gPlayer1 then
4428 c := RESPAWNPOINT_PLAYER2
4429 else
4430 c := RESPAWNPOINT_PLAYER1;
4431 if g_Map_GetPointCount(c) > 0 then
4432 begin
4433 Result := c;
4434 Exit;
4435 end;
4436 end else
4437 begin
4438 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
4439 if Random(2) = 0 then
4440 c := RESPAWNPOINT_PLAYER1
4441 else
4442 c := RESPAWNPOINT_PLAYER2;
4443 if g_Map_GetPointCount(c) > 0 then
4444 begin
4445 Result := c;
4446 Exit;
4447 end;
4448 end;
4450 // Òî÷êà ëþáîé èç êîìàíä
4451 if Random(2) = 0 then
4452 c := RESPAWNPOINT_RED
4453 else
4454 c := RESPAWNPOINT_BLUE;
4455 if g_Map_GetPointCount(c) > 0 then
4456 begin
4457 Result := c;
4458 Exit;
4459 end;
4461 // Òî÷êà DM
4462 c := RESPAWNPOINT_DM;
4463 if g_Map_GetPointCount(c) > 0 then
4464 begin
4465 Result := c;
4466 Exit;
4467 end;
4468 end;
4470 // Ìÿñîïîâàë
4471 if gGameSettings.GameMode = GM_DM then
4472 begin
4473 // Òî÷êà DM
4474 c := RESPAWNPOINT_DM;
4475 if g_Map_GetPointCount(c) > 0 then
4476 begin
4477 Result := c;
4478 Exit;
4479 end;
4481 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4482 if Random(2) = 0 then
4483 c := RESPAWNPOINT_PLAYER1
4484 else
4485 c := RESPAWNPOINT_PLAYER2;
4486 if g_Map_GetPointCount(c) > 0 then
4487 begin
4488 Result := c;
4489 Exit;
4490 end;
4492 // Òî÷êà ëþáîé èç êîìàíä
4493 if Random(2) = 0 then
4494 c := RESPAWNPOINT_RED
4495 else
4496 c := RESPAWNPOINT_BLUE;
4497 if g_Map_GetPointCount(c) > 0 then
4498 begin
4499 Result := c;
4500 Exit;
4501 end;
4502 end;
4504 // Êîìàíäíûå
4505 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
4506 begin
4507 // Òî÷êà ñâîåé êîìàíäû
4508 c := RESPAWNPOINT_DM;
4509 if FTeam = TEAM_RED then
4510 c := RESPAWNPOINT_RED;
4511 if FTeam = TEAM_BLUE then
4512 c := RESPAWNPOINT_BLUE;
4513 if g_Map_GetPointCount(c) > 0 then
4514 begin
4515 Result := c;
4516 Exit;
4517 end;
4519 // Òî÷êà DM
4520 c := RESPAWNPOINT_DM;
4521 if g_Map_GetPointCount(c) > 0 then
4522 begin
4523 Result := c;
4524 Exit;
4525 end;
4527 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4528 if Random(2) = 0 then
4529 c := RESPAWNPOINT_PLAYER1
4530 else
4531 c := RESPAWNPOINT_PLAYER2;
4532 if g_Map_GetPointCount(c) > 0 then
4533 begin
4534 Result := c;
4535 Exit;
4536 end;
4538 // Òî÷êà äðóãîé êîìàíäû
4539 c := RESPAWNPOINT_DM;
4540 if FTeam = TEAM_RED then
4541 c := RESPAWNPOINT_BLUE;
4542 if FTeam = TEAM_BLUE then
4543 c := RESPAWNPOINT_RED;
4544 if g_Map_GetPointCount(c) > 0 then
4545 begin
4546 Result := c;
4547 Exit;
4548 end;
4549 end;
4550 end;
4552 procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False);
4553 var
4554 RespawnPoint: TRespawnPoint;
4555 a, b, c: Byte;
4556 Anim: TAnimation;
4557 ID: DWORD;
4558 begin
4559 FIncCam := 0;
4560 FBFGFireCounter := -1;
4561 FShellTimer := -1;
4562 FPain := 0;
4563 FLastHit := 0;
4564 FSpawnInvul := 0;
4566 if not g_Game_IsServer then
4567 Exit;
4568 if FDummy then
4569 Exit;
4570 FWantsInGame := True;
4571 FJustTeleported := True;
4572 if Force then
4573 begin
4574 FTime[T_RESPAWN] := 0;
4575 FAlive := False;
4576 end;
4577 FNetTime := 0;
4578 // if server changes MaxLives we gotta be ready
4579 if gGameSettings.MaxLives = 0 then FNoRespawn := False;
4581 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4582 if FTime[T_RESPAWN] > gTime then
4583 Exit;
4585 // Ïðîñðàë âñå æèçíè:
4586 if FNoRespawn then
4587 begin
4588 if not FSpectator then Spectate(True);
4589 FWantsInGame := True;
4590 Exit;
4591 end;
4593 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.GameMode <> GM_COOP) then
4594 begin // "Ñâîÿ èãðà"
4595 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4596 FRulez := FRulez-[R_BERSERK];
4597 end
4598 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4599 begin
4600 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4601 FRulez := FRulez-[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK];
4602 end;
4604 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4605 c := GetRespawnPoint();
4607 ReleaseKeys();
4608 SetFlag(FLAG_NONE);
4610 // Âîñêðåøåíèå áåç îðóæèÿ:
4611 if not FAlive then
4612 begin
4613 FHealth := Round(PLAYER_HP_SOFT * (FHandicap / 100));
4614 FArmor := 0;
4615 FAlive := True;
4616 FAir := AIR_DEF;
4617 FJetFuel := 0;
4619 for a := WP_FIRST to WP_LAST do
4620 begin
4621 FWeapon[a] := False;
4622 FReloading[a] := 0;
4623 end;
4625 FWeapon[WEAPON_PISTOL] := True;
4626 FWeapon[WEAPON_KASTET] := True;
4627 FCurrWeap := WEAPON_PISTOL;
4628 resetWeaponQueue();
4630 FModel.SetWeapon(FCurrWeap);
4632 for b := A_BULLETS to A_HIGH do
4633 FAmmo[b] := 0;
4635 FAmmo[A_BULLETS] := 50;
4637 FMaxAmmo[A_BULLETS] := AmmoLimits[0, A_BULLETS];
4638 FMaxAmmo[A_SHELLS] := AmmoLimits[0, A_SHELLS];
4639 FMaxAmmo[A_ROCKETS] := AmmoLimits[0, A_SHELLS];
4640 FMaxAmmo[A_CELLS] := AmmoLimits[0, A_CELLS];
4641 FMaxAmmo[A_FUEL] := AmmoLimits[0, A_FUEL];
4643 if (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) and
4644 LongBool(gGameSettings.Options and GAME_OPTION_DMKEYS) then
4645 FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
4646 else
4647 FRulez := [];
4648 end;
4650 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4651 if not g_Map_GetPoint(c, RespawnPoint) then
4652 begin
4653 g_FatalError(_lc[I_GAME_ERROR_GET_SPAWN]);
4654 Exit;
4655 end;
4657 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4658 FObj.X := RespawnPoint.X-PLAYER_RECT.X;
4659 FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y;
4660 FObj.Vel.X := 0;
4661 FObj.Vel.Y := 0;
4662 FObj.Accel.X := 0;
4663 FObj.Accel.Y := 0;
4665 FDirection := RespawnPoint.Direction;
4666 if FDirection = TDirection.D_LEFT then
4667 FAngle := 180
4668 else
4669 FAngle := 0;
4671 SetAction(A_STAND, True);
4672 FModel.Direction := FDirection;
4674 for a := Low(FTime) to High(FTime) do
4675 FTime[a] := 0;
4677 for a := Low(FMegaRulez) to High(FMegaRulez) do
4678 FMegaRulez[a] := 0;
4680 // Respawn invulnerability
4681 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.SpawnInvul > 0) then
4682 begin
4683 FMegaRulez[MR_INVUL] := gTime + gGameSettings.SpawnInvul * 1000;
4684 FSpawnInvul := FMegaRulez[MR_INVUL];
4685 end;
4687 FDamageBuffer := 0;
4688 FJetpack := False;
4689 FCanJetpack := False;
4690 FFlaming := False;
4691 FFireTime := 0;
4692 FFirePainTime := 0;
4693 FFireAttacker := 0;
4695 // Àíèìàöèÿ âîçðîæäåíèÿ:
4696 if (not gLoadGameMode) and (not Silent) then
4697 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4698 begin
4699 Anim := TAnimation.Create(ID, False, 3);
4700 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4701 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4702 Anim.Free();
4703 end;
4705 FSpectator := False;
4706 FGhost := False;
4707 FPhysics := True;
4708 FSpectatePlayer := -1;
4709 FSpawned := True;
4711 if (gPlayer1 = nil) and (gLMSPID1 = FUID) then
4712 gPlayer1 := self;
4713 if (gPlayer2 = nil) and (gLMSPID2 = FUID) then
4714 gPlayer2 := self;
4716 if g_Game_IsNet then
4717 begin
4718 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4719 MH_SEND_PlayerStats(FUID, NET_EVERYONE);
4720 if not Silent then
4721 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4722 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32,
4723 0, NET_GFX_TELE);
4724 end;
4725 end;
4727 procedure TPlayer.Spectate(NoMove: Boolean = False);
4728 begin
4729 if FAlive then
4730 Kill(K_EXTRAHARDKILL, FUID, HIT_SOME)
4731 else if (not NoMove) then
4732 begin
4733 GameX := gMapInfo.Width div 2;
4734 GameY := gMapInfo.Height div 2;
4735 end;
4736 FXTo := GameX;
4737 FYTo := GameY;
4739 FAlive := False;
4740 FSpectator := True;
4741 FGhost := True;
4742 FPhysics := False;
4743 FWantsInGame := False;
4744 FSpawned := False;
4746 if FNoRespawn then
4747 begin
4748 if Self = gPlayer1 then
4749 begin
4750 gLMSPID1 := FUID;
4751 gPlayer1 := nil;
4752 end;
4753 if Self = gPlayer2 then
4754 begin
4755 gLMSPID2 := FUID;
4756 gPlayer2 := nil;
4757 end;
4758 end;
4760 if g_Game_IsNet then
4761 MH_SEND_PlayerStats(FUID);
4762 end;
4764 procedure TPlayer.SwitchNoClip;
4765 begin
4766 if not FAlive then
4767 Exit;
4768 FGhost := not FGhost;
4769 FPhysics := not FGhost;
4770 if FGhost then
4771 begin
4772 FXTo := FObj.X;
4773 FYTo := FObj.Y;
4774 end else
4775 begin
4776 FObj.Accel.X := 0;
4777 FObj.Accel.Y := 0;
4778 end;
4779 end;
4781 procedure TPlayer.Run(Direction: TDirection);
4782 var
4783 a, b: Integer;
4784 begin
4785 if MAX_RUNVEL > 8 then
4786 FlySmoke();
4788 // Áåæèì:
4789 if Direction = TDirection.D_LEFT then
4790 begin
4791 if FObj.Vel.X > -MAX_RUNVEL then
4792 FObj.Vel.X := FObj.Vel.X - (MAX_RUNVEL shr 3);
4793 end
4794 else
4795 if FObj.Vel.X < MAX_RUNVEL then
4796 FObj.Vel.X := FObj.Vel.X + (MAX_RUNVEL shr 3);
4798 // Âîçìîæíî, ïèíàåì êóñêè:
4799 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
4800 begin
4801 b := Abs(FObj.Vel.X);
4802 if b > 1 then b := b * (Random(8 div b) + 1);
4803 for a := 0 to High(gGibs) do
4804 begin
4805 if gGibs[a].alive and
4806 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
4807 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
4808 begin
4809 // Ïèíàåì êóñêè
4810 if FObj.Vel.X < 0 then
4811 begin
4812 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
4813 end
4814 else
4815 begin
4816 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
4817 end;
4818 gGibs[a].positionChanged(); // this updates spatial accelerators
4819 end;
4820 end;
4821 end;
4823 SetAction(A_WALK);
4824 end;
4826 procedure TPlayer.SeeDown();
4827 begin
4828 SetAction(A_SEEDOWN);
4830 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN;
4832 if FIncCam > -120 then DecMin(FIncCam, 5, -120);
4833 end;
4835 procedure TPlayer.SeeUp();
4836 begin
4837 SetAction(A_SEEUP);
4839 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP;
4841 if FIncCam < 120 then IncMax(FIncCam, 5, 120);
4842 end;
4844 procedure TPlayer.SetAction(Action: Byte; Force: Boolean = False);
4845 var
4846 Prior: Byte;
4847 begin
4848 case Action of
4849 A_WALK: Prior := 3;
4850 A_DIE1: Prior := 5;
4851 A_DIE2: Prior := 5;
4852 A_ATTACK: Prior := 2;
4853 A_SEEUP: Prior := 1;
4854 A_SEEDOWN: Prior := 1;
4855 A_ATTACKUP: Prior := 2;
4856 A_ATTACKDOWN: Prior := 2;
4857 A_PAIN: Prior := 4;
4858 else Prior := 0;
4859 end;
4861 if (Prior > FActionPrior) or Force then
4862 if not ((Prior = 2) and (FCurrWeap = WEAPON_SAW)) then
4863 begin
4864 FActionPrior := Prior;
4865 FActionAnim := Action;
4866 FActionForce := Force;
4867 FActionChanged := True;
4868 end;
4870 if Action in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN] then FModel.SetFire(True);
4871 end;
4873 function TPlayer.StayOnStep(XInc, YInc: Integer): Boolean;
4874 begin
4875 Result := not g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height-1,
4876 PLAYER_RECT.Width, 1, PANEL_STEP, False)
4877 and g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height,
4878 PLAYER_RECT.Width, 1, PANEL_STEP, False);
4879 end;
4881 function TPlayer.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
4882 var
4883 Anim: TAnimation;
4884 ID: DWORD;
4885 begin
4886 Result := False;
4888 if g_CollideLevel(X, Y, PLAYER_RECT.Width, PLAYER_RECT.Height) then
4889 begin
4890 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
4891 if g_Game_IsServer and g_Game_IsNet then
4892 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
4893 Exit;
4894 end;
4896 FJustTeleported := True;
4898 Anim := nil;
4899 if not silent then
4900 begin
4901 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4902 begin
4903 Anim := TAnimation.Create(ID, False, 3);
4904 end;
4906 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj.X, FObj.Y);
4907 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4908 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4909 if g_Game_IsServer and g_Game_IsNet then
4910 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4911 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 1,
4912 NET_GFX_TELE);
4913 end;
4915 FObj.X := X-PLAYER_RECT.X;
4916 FObj.Y := Y-PLAYER_RECT.Y;
4917 if FAlive and FGhost then
4918 begin
4919 FXTo := FObj.X;
4920 FYTo := FObj.Y;
4921 end;
4923 if not g_Game_IsNet then
4924 begin
4925 if dir = 1 then
4926 begin
4927 SetDirection(TDirection.D_LEFT);
4928 FAngle := 180;
4929 end
4930 else
4931 if dir = 2 then
4932 begin
4933 SetDirection(TDirection.D_RIGHT);
4934 FAngle := 0;
4935 end
4936 else
4937 if dir = 3 then
4938 begin // îáðàòíîå
4939 if FDirection = TDirection.D_RIGHT then
4940 begin
4941 SetDirection(TDirection.D_LEFT);
4942 FAngle := 180;
4943 end
4944 else
4945 begin
4946 SetDirection(TDirection.D_RIGHT);
4947 FAngle := 0;
4948 end;
4949 end;
4950 end;
4952 if not silent and (Anim <> nil) then
4953 begin
4954 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4955 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4956 Anim.Free();
4958 if g_Game_IsServer and g_Game_IsNet then
4959 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4960 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 0,
4961 NET_GFX_TELE);
4962 end;
4964 Result := True;
4965 end;
4967 function nonz(a: Single): Single;
4968 begin
4969 if a <> 0 then
4970 Result := a
4971 else
4972 Result := 1;
4973 end;
4975 function TPlayer.followCorpse(): Boolean;
4976 var
4977 i: Integer;
4978 begin
4979 Result := False;
4980 if FAlive or FSpectator then
4981 Exit;
4982 if (gCorpses = nil) or (Length(gCorpses) = 0) then
4983 Exit;
4984 for i := 0 to High(gCorpses) do
4985 if gCorpses[i] <> nil then
4986 if gCorpses[i].FPlayerUID = FUID then
4987 begin
4988 Result := True;
4989 FObj.X := gCorpses[i].FObj.X;
4990 FObj.Y := gCorpses[i].FObj.Y;
4991 FObj.Vel.X := gCorpses[i].FObj.Vel.X;
4992 FObj.Vel.Y := gCorpses[i].FObj.Vel.Y;
4993 FObj.Accel.X := gCorpses[i].FObj.Accel.X;
4994 FObj.Accel.Y := gCorpses[i].FObj.Accel.Y;
4995 break;
4996 end;
4997 end;
4999 procedure TPlayer.Update();
5000 var
5001 b: Byte;
5002 i, ii, wx, wy, xd, yd, k: Integer;
5003 blockmon, headwater, dospawn: Boolean;
5004 NetServer: Boolean;
5005 AnyServer: Boolean;
5006 SetSpect: Boolean;
5007 begin
5008 NetServer := g_Game_IsNet and g_Game_IsServer;
5009 AnyServer := g_Game_IsServer;
5011 if g_Game_IsClient and (NetInterpLevel > 0) then
5012 DoLerp(NetInterpLevel + 1)
5013 else
5014 if FGhost then
5015 DoLerp(4);
5017 if NetServer then
5018 if FClientID >= 0 then
5019 begin
5020 FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
5021 if NetClients[FClientID].Peer^.packetsSent > 0 then
5022 FLoss := Round(100*NetClients[FClientID].Peer^.packetsLost/NetClients[FClientID].Peer^.packetsSent)
5023 else
5024 FLoss := 0;
5025 end else
5026 begin
5027 FPing := 0;
5028 FLoss := 0;
5029 end;
5031 if FAlive and (FPunchAnim <> nil) then
5032 FPunchAnim.Update();
5034 if FAlive and (gFly or FJetpack) then
5035 FlySmoke();
5037 if FDirection = TDirection.D_LEFT then
5038 FAngle := 180
5039 else
5040 FAngle := 0;
5042 if FAlive and (not FGhost) then
5043 begin
5044 if FKeys[KEY_UP].Pressed then
5045 SeeUp();
5046 if FKeys[KEY_DOWN].Pressed then
5047 SeeDown();
5048 end;
5050 if (not (FKeys[KEY_UP].Pressed or FKeys[KEY_DOWN].Pressed)) and
5051 (FIncCam <> 0) then
5052 begin
5053 i := g_basic.Sign(FIncCam);
5054 FIncCam := Abs(FIncCam);
5055 DecMin(FIncCam, 5, 0);
5056 FIncCam := FIncCam*i;
5057 end;
5059 // no need to do that each second frame, weapon queue will take care of it
5060 if FAlive and FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
5061 if FAlive and FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
5063 if gTime mod (GAME_TICK*2) <> 0 then
5064 begin
5065 if (FObj.Vel.X = 0) and FAlive then
5066 begin
5067 if FKeys[KEY_LEFT].Pressed then
5068 Run(TDirection.D_LEFT);
5069 if FKeys[KEY_RIGHT].Pressed then
5070 Run(TDirection.D_RIGHT);
5071 end;
5073 if FPhysics then
5074 begin
5075 if not followCorpse() then
5076 g_Obj_Move(@FObj, True, True, True);
5077 positionChanged(); // this updates spatial accelerators
5078 end;
5080 Exit;
5081 end;
5083 FActionChanged := False;
5085 if FAlive then
5086 begin
5087 // Let alive player do some actions
5088 if FKeys[KEY_LEFT].Pressed then Run(TDirection.D_LEFT);
5089 if FKeys[KEY_RIGHT].Pressed then Run(TDirection.D_RIGHT);
5090 //if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
5091 //if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
5092 if FKeys[KEY_FIRE].Pressed and AnyServer then Fire()
5093 else
5094 begin
5095 if AnyServer then
5096 begin
5097 FlamerOff;
5098 if NetServer then MH_SEND_PlayerStats(FUID);
5099 end;
5100 end;
5101 if FKeys[KEY_OPEN].Pressed and AnyServer then Use();
5102 if FKeys[KEY_JUMP].Pressed then Jump()
5103 else
5104 begin
5105 if AnyServer and FJetpack then
5106 begin
5107 FJetpack := False;
5108 JetpackOff;
5109 if NetServer then MH_SEND_PlayerStats(FUID);
5110 end;
5111 FCanJetpack := True;
5112 end;
5113 end
5114 else // Dead
5115 begin
5116 dospawn := False;
5117 if not FGhost then
5118 for k := Low(FKeys) to KEY_CHAT-1 do
5119 begin
5120 if FKeys[k].Pressed then
5121 begin
5122 dospawn := True;
5123 break;
5124 end;
5125 end;
5126 if dospawn then
5127 begin
5128 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
5129 Respawn(False)
5130 else // Single
5131 if (FTime[T_RESPAWN] <= gTime) and
5132 gGameOn and (not FAlive) then
5133 begin
5134 if (g_Player_GetCount() > 1) then
5135 Respawn(False)
5136 else
5137 begin
5138 gExit := EXIT_RESTART;
5139 Exit;
5140 end;
5141 end;
5142 end;
5143 // Dead spectator actions
5144 if FGhost then
5145 begin
5146 if FKeys[KEY_OPEN].Pressed and AnyServer then Fire();
5147 if FKeys[KEY_FIRE].Pressed and AnyServer then
5148 begin
5149 if FSpectator then
5150 begin
5151 if (FSpectatePlayer >= High(gPlayers)) then
5152 FSpectatePlayer := -1
5153 else
5154 begin
5155 SetSpect := False;
5156 for I := FSpectatePlayer + 1 to High(gPlayers) do
5157 if gPlayers[I] <> nil then
5158 if gPlayers[I].alive then
5159 if gPlayers[I].UID <> FUID then
5160 begin
5161 FSpectatePlayer := I;
5162 SetSpect := True;
5163 break;
5164 end;
5166 if not SetSpect then FSpectatePlayer := -1;
5167 end;
5169 ReleaseKeys;
5170 end;
5171 end;
5172 end;
5173 end;
5174 // No clipping
5175 if FGhost then
5176 begin
5177 if FKeys[KEY_UP].Pressed or FKeys[KEY_JUMP].Pressed then
5178 begin
5179 FYTo := FObj.Y - 32;
5180 FSpectatePlayer := -1;
5181 end;
5182 if FKeys[KEY_DOWN].Pressed then
5183 begin
5184 FYTo := FObj.Y + 32;
5185 FSpectatePlayer := -1;
5186 end;
5187 if FKeys[KEY_LEFT].Pressed then
5188 begin
5189 FXTo := FObj.X - 32;
5190 FSpectatePlayer := -1;
5191 end;
5192 if FKeys[KEY_RIGHT].Pressed then
5193 begin
5194 FXTo := FObj.X + 32;
5195 FSpectatePlayer := -1;
5196 end;
5198 if (FXTo < -64) then
5199 FXTo := -64
5200 else if (FXTo > gMapInfo.Width + 32) then
5201 FXTo := gMapInfo.Width + 32;
5202 if (FYTo < -72) then
5203 FYTo := -72
5204 else if (FYTo > gMapInfo.Height + 32) then
5205 FYTo := gMapInfo.Height + 32;
5206 end;
5208 if FPhysics then
5209 begin
5210 if not followCorpse() then
5211 g_Obj_Move(@FObj, True, True, True);
5212 positionChanged(); // this updates spatial accelerators
5213 end
5214 else
5215 begin
5216 FObj.Vel.X := 0;
5217 FObj.Vel.Y := 0;
5218 if FSpectator then
5219 if (FSpectatePlayer <= High(gPlayers)) and (FSpectatePlayer >= 0) then
5220 if gPlayers[FSpectatePlayer] <> nil then
5221 if gPlayers[FSpectatePlayer].alive then
5222 begin
5223 FXTo := gPlayers[FSpectatePlayer].GameX;
5224 FYTo := gPlayers[FSpectatePlayer].GameY;
5225 end;
5226 end;
5228 blockmon := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X, FObj.Y+PLAYER_HEADRECT.Y,
5229 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
5230 PANEL_BLOCKMON, True);
5231 headwater := HeadInLiquid(0, 0);
5233 // Ñîïðîòèâëåíèå âîçäóõà:
5234 if (not FAlive) or not (FKeys[KEY_LEFT].Pressed or FKeys[KEY_RIGHT].Pressed) then
5235 if FObj.Vel.X <> 0 then
5236 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
5238 if (FLastHit = HIT_TRAP) and (FPain > 90) then FPain := 90;
5239 DecMin(FPain, 5, 0);
5240 DecMin(FPickup, 1, 0);
5242 if FAlive and (FObj.Y > Integer(gMapInfo.Height)+128) and AnyServer then
5243 begin
5244 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
5245 FMegaRulez[MR_SUIT] := 0;
5246 FMegaRulez[MR_INVUL] := 0;
5247 FMegaRulez[MR_INVIS] := 0;
5248 Kill(K_FALLKILL, 0, HIT_FALL);
5249 end;
5251 i := 9;
5253 if FAlive then
5254 begin
5255 if FCurrWeap = WEAPON_SAW then
5256 if not (FSawSound.IsPlaying() or FSawSoundHit.IsPlaying() or
5257 FSawSoundSelect.IsPlaying()) then
5258 FSawSoundIdle.PlayAt(FObj.X, FObj.Y);
5260 if FJetpack then
5261 if (not FJetSoundFly.IsPlaying()) and (not FJetSoundOn.IsPlaying()) and
5262 (not FJetSoundOff.IsPlaying()) then
5263 begin
5264 FJetSoundFly.SetPosition(0);
5265 FJetSoundFly.PlayAt(FObj.X, FObj.Y);
5266 end;
5268 for b := WP_FIRST to WP_LAST do
5269 if FReloading[b] > 0 then
5270 if FNoReload then
5271 FReloading[b] := 0
5272 else
5273 Dec(FReloading[b]);
5275 if FShellTimer > -1 then
5276 if FShellTimer = 0 then
5277 begin
5278 if FShellType = SHELL_SHELL then
5279 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5280 GameVelX, GameVelY-2, SHELL_SHELL)
5281 else if FShellType = SHELL_DBLSHELL then
5282 begin
5283 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5284 GameVelX+1, GameVelY-2, SHELL_SHELL);
5285 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5286 GameVelX-1, GameVelY-2, SHELL_SHELL);
5287 end;
5288 FShellTimer := -1;
5289 end else Dec(FShellTimer);
5291 if (FBFGFireCounter > -1) then
5292 if FBFGFireCounter = 0 then
5293 begin
5294 if AnyServer then
5295 begin
5296 wx := FObj.X+WEAPONPOINT[FDirection].X;
5297 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
5298 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
5299 yd := wy+firediry();
5300 g_Weapon_bfgshot(wx, wy, xd, yd, FUID);
5301 if NetServer then MH_SEND_PlayerFire(FUID, WEAPON_BFG, wx, wy, xd, yd);
5302 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5303 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5304 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5305 end;
5307 FReloading[WEAPON_BFG] := WEAPON_RELOAD[WEAPON_BFG];
5308 FBFGFireCounter := -1;
5309 end else
5310 if FNoReload then
5311 FBFGFireCounter := 0
5312 else
5313 Dec(FBFGFireCounter);
5315 if (FMegaRulez[MR_SUIT] < gTime) and AnyServer then
5316 begin
5317 b := g_GetAcidHit(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height);
5319 if (b > 0) and (gTime mod (15*GAME_TICK) = 0) then Damage(b, 0, 0, 0, HIT_ACID);
5320 end;
5322 if (headwater or blockmon) then
5323 begin
5324 Dec(FAir);
5326 if FAir < -9 then
5327 begin
5328 if AnyServer then Damage(10, 0, 0, 0, HIT_WATER);
5329 FAir := 0;
5330 end
5331 else if (FAir mod 31 = 0) and not blockmon then
5332 begin
5333 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
5334 if Random(2) = 0 then
5335 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
5336 else
5337 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
5338 end;
5339 end else if FAir < AIR_DEF then
5340 FAir := AIR_DEF;
5342 if FFireTime > 0 then
5343 begin
5344 if BodyInLiquid(0, 0) then
5345 begin
5346 FFireTime := 0;
5347 FFirePainTime := 0;
5348 end
5349 else if FMegaRulez[MR_SUIT] >= gTime then
5350 begin
5351 if FMegaRulez[MR_SUIT] = gTime then
5352 FFireTime := 1;
5353 FFirePainTime := 0;
5354 end
5355 else
5356 begin
5357 OnFireFlame(1);
5358 if FFirePainTime <= 0 then
5359 begin
5360 if g_Game_IsServer then
5361 Damage(2, FFireAttacker, 0, 0, HIT_FLAME);
5362 FFirePainTime := 12 - FFireTime div 12;
5363 end;
5364 FFirePainTime := FFirePainTime - 1;
5365 FFireTime := FFireTime - 1;
5366 if ((FFireTime mod 33) = 0) and (FMegaRulez[MR_INVUL] < gTime) then
5367 FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
5368 if (FFireTime = 0) and g_Game_IsNet and g_Game_IsServer then
5369 MH_SEND_PlayerStats(FUID);
5370 end;
5371 end;
5373 if FDamageBuffer > 0 then
5374 begin
5375 if FDamageBuffer >= 9 then
5376 begin
5377 SetAction(A_PAIN);
5379 if FDamageBuffer < 30 then i := 9
5380 else if FDamageBuffer < 100 then i := 18
5381 else i := 27;
5382 end;
5384 ii := Round(FDamageBuffer*FHealth / nonz(FArmor*(3/4)+FHealth));
5385 FArmor := FArmor-(FDamageBuffer-ii);
5386 FHealth := FHealth-ii;
5387 if FArmor < 0 then
5388 begin
5389 FHealth := FHealth+FArmor;
5390 FArmor := 0;
5391 end;
5393 if AnyServer then
5394 if FHealth <= 0 then
5395 if FHealth > -30 then Kill(K_SIMPLEKILL, FLastSpawnerUID, FLastHit)
5396 else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit)
5397 else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit);
5399 if FAlive and ((FLastHit <> HIT_FLAME) or (FFireTime <= 0)) then
5400 begin
5401 if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y)
5402 else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y)
5403 else if FDamageBuffer <= 120 then FModel.PlaySound(MODELSOUND_PAIN, 3, FObj.X, FObj.Y)
5404 else FModel.PlaySound(MODELSOUND_PAIN, 4, FObj.X, FObj.Y);
5405 end;
5407 FDamageBuffer := 0;
5408 end;
5410 {CollideItem();}
5411 end; // if FAlive then ...
5413 if (FActionAnim = A_PAIN) and (FModel.Animation <> A_PAIN) then
5414 begin
5415 FModel.ChangeAnimation(FActionAnim, FActionForce);
5416 FModel.GetCurrentAnimation.MinLength := i;
5417 FModel.GetCurrentAnimationMask.MinLength := i;
5418 end else FModel.ChangeAnimation(FActionAnim, FActionForce and (FModel.Animation <> A_STAND));
5420 if (FModel.GetCurrentAnimation.Played or ((not FActionChanged) and (FModel.Animation = A_WALK)))
5421 then SetAction(A_STAND, True);
5423 if not ((FModel.Animation = A_WALK) and (Abs(FObj.Vel.X) < 4) and not FModel.Fire) then FModel.Update;
5425 for b := Low(FKeys) to High(FKeys) do
5426 if FKeys[b].Time = 0 then FKeys[b].Pressed := False else Dec(FKeys[b].Time);
5427 end;
5430 procedure TPlayer.getMapBox (out x, y, w, h: Integer); inline;
5431 begin
5432 x := FObj.X+PLAYER_RECT.X;
5433 y := FObj.Y+PLAYER_RECT.Y;
5434 w := PLAYER_RECT.Width;
5435 h := PLAYER_RECT.Height;
5436 end;
5439 procedure TPlayer.moveBy (dx, dy: Integer); inline;
5440 begin
5441 if (dx <> 0) or (dy <> 0) then
5442 begin
5443 FObj.X += dx;
5444 FObj.Y += dy;
5445 positionChanged();
5446 end;
5447 end;
5450 function TPlayer.Collide(X, Y: Integer; Width, Height: Word): Boolean;
5451 begin
5452 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5453 FObj.Y+PLAYER_RECT.Y,
5454 PLAYER_RECT.Width,
5455 PLAYER_RECT.Height,
5456 X, Y,
5457 Width, Height);
5458 end;
5460 function TPlayer.Collide(Panel: TPanel): Boolean;
5461 begin
5462 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5463 FObj.Y+PLAYER_RECT.Y,
5464 PLAYER_RECT.Width,
5465 PLAYER_RECT.Height,
5466 Panel.X, Panel.Y,
5467 Panel.Width, Panel.Height);
5468 end;
5470 function TPlayer.Collide(X, Y: Integer): Boolean;
5471 begin
5472 X := X-FObj.X-PLAYER_RECT.X;
5473 Y := Y-FObj.Y-PLAYER_RECT.Y;
5474 Result := (x >= 0) and (x <= PLAYER_RECT.Width) and
5475 (y >= 0) and (y <= PLAYER_RECT.Height);
5476 end;
5478 function g_Player_ValidName(Name: string): Boolean;
5479 var
5480 a: Integer;
5481 begin
5482 Result := True;
5484 if gPlayers = nil then Exit;
5486 for a := 0 to High(gPlayers) do
5487 if gPlayers[a] <> nil then
5488 if LowerCase(Name) = LowerCase(gPlayers[a].FName) then
5489 begin
5490 Result := False;
5491 Exit;
5492 end;
5493 end;
5495 procedure TPlayer.SetDirection(Direction: TDirection);
5496 var
5497 d: TDirection;
5498 begin
5499 d := FModel.Direction;
5501 FModel.Direction := Direction;
5502 if d <> Direction then FModel.ChangeAnimation(FModel.Animation, True);
5504 FDirection := Direction;
5505 end;
5507 function TPlayer.GetKeys(): Byte;
5508 begin
5509 Result := 0;
5511 if R_KEY_RED in FRulez then Result := KEY_RED;
5512 if R_KEY_GREEN in FRulez then Result := Result or KEY_GREEN;
5513 if R_KEY_BLUE in FRulez then Result := Result or KEY_BLUE;
5515 if FTeam = TEAM_RED then Result := Result or KEY_REDTEAM;
5516 if FTeam = TEAM_BLUE then Result := Result or KEY_BLUETEAM;
5517 end;
5519 procedure TPlayer.Use();
5520 var
5521 a: Integer;
5522 begin
5523 if FTime[T_USE] > gTime then Exit;
5525 g_Triggers_PressR(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
5526 PLAYER_RECT.Height, FUID, ACTIVATE_PLAYERPRESS);
5528 for a := 0 to High(gPlayers) do
5529 if (gPlayers[a] <> nil) and (gPlayers[a] <> Self) and
5530 gPlayers[a].alive and SameTeam(FUID, gPlayers[a].FUID) and
5531 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5532 FObj.Rect.Width, FObj.Rect.Height, @gPlayers[a].FObj) then
5533 begin
5534 gPlayers[a].Touch();
5535 if g_Game_IsNet and g_Game_IsServer then
5536 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH, gPlayers[a].FUID);
5537 end;
5539 FTime[T_USE] := gTime+120;
5540 end;
5542 procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
5543 var
5544 locObj: TObj;
5545 F: Boolean;
5546 WX, WY, XD, YD: Integer;
5547 begin
5548 F := False;
5549 WX := X;
5550 WY := Y;
5551 XD := AX;
5552 YD := AY;
5554 case FCurrWeap of
5555 WEAPON_KASTET:
5556 begin
5557 DoPunch();
5558 if R_BERSERK in FRulez then
5559 begin
5560 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5561 locobj.X := FObj.X+FObj.Rect.X;
5562 locobj.Y := FObj.Y+FObj.Rect.Y;
5563 locobj.rect.X := 0;
5564 locobj.rect.Y := 0;
5565 locobj.rect.Width := 39;
5566 locobj.rect.Height := 52;
5567 locobj.Vel.X := (xd-wx) div 2;
5568 locobj.Vel.Y := (yd-wy) div 2;
5569 locobj.Accel.X := xd-wx;
5570 locobj.Accel.y := yd-wy;
5572 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
5573 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
5574 else
5575 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
5577 if gFlash = 1 then
5578 if FPain < 50 then
5579 FPain := min(FPain + 25, 50);
5580 end else
5581 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
5582 end;
5584 WEAPON_SAW:
5585 begin
5586 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5587 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
5588 begin
5589 FSawSoundSelect.Stop();
5590 FSawSound.Stop();
5591 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
5592 end
5593 else if not FSawSoundHit.IsPlaying() then
5594 begin
5595 FSawSoundSelect.Stop();
5596 FSawSound.PlayAt(FObj.X, FObj.Y);
5597 end;
5598 f := True;
5599 end;
5601 WEAPON_PISTOL:
5602 begin
5603 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
5604 FFireAngle := FAngle;
5605 f := True;
5606 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5607 GameVelX, GameVelY-2, SHELL_BULLET);
5608 end;
5610 WEAPON_SHOTGUN1:
5611 begin
5612 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5613 FFireAngle := FAngle;
5614 f := True;
5615 FShellTimer := 10;
5616 FShellType := SHELL_SHELL;
5617 end;
5619 WEAPON_SHOTGUN2:
5620 begin
5621 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
5622 FFireAngle := FAngle;
5623 f := True;
5624 FShellTimer := 13;
5625 FShellType := SHELL_DBLSHELL;
5626 end;
5628 WEAPON_CHAINGUN:
5629 begin
5630 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey);
5631 FFireAngle := FAngle;
5632 f := True;
5633 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5634 GameVelX, GameVelY-2, SHELL_BULLET);
5635 end;
5637 WEAPON_ROCKETLAUNCHER:
5638 begin
5639 g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID);
5640 FFireAngle := FAngle;
5641 f := True;
5642 end;
5644 WEAPON_PLASMA:
5645 begin
5646 g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID);
5647 FFireAngle := FAngle;
5648 f := True;
5649 end;
5651 WEAPON_BFG:
5652 begin
5653 g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID);
5654 FFireAngle := FAngle;
5655 f := True;
5656 end;
5658 WEAPON_SUPERPULEMET:
5659 begin
5660 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5661 FFireAngle := FAngle;
5662 f := True;
5663 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5664 GameVelX, GameVelY-2, SHELL_SHELL);
5665 end;
5667 WEAPON_FLAMETHROWER:
5668 begin
5669 g_Weapon_flame(wx, wy, xd, yd, FUID, WID);
5670 FlamerOn;
5671 FFireAngle := FAngle;
5672 f := True;
5673 end;
5674 end;
5676 if not f then Exit;
5678 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5679 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5680 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5681 end;
5683 procedure TPlayer.DoLerp(Level: Integer = 2);
5684 begin
5685 if FObj.X <> FXTo then FObj.X := Lerp(FObj.X, FXTo, Level);
5686 if FObj.Y <> FYTo then FObj.Y := Lerp(FObj.Y, FYTo, Level);
5687 end;
5689 procedure TPlayer.SetLerp(XTo, YTo: Integer);
5690 var
5691 AX, AY: Integer;
5692 begin
5693 if NetInterpLevel < 1 then
5694 begin
5695 FObj.X := XTo;
5696 FObj.Y := YTo;
5697 end
5698 else
5699 begin
5700 FXTo := XTo;
5701 FYTo := YTo;
5703 AX := Abs(FXTo - FObj.X);
5704 AY := Abs(FYTo - FObj.Y);
5705 if (AX > 32) or (AX <= NetInterpLevel) then
5706 FObj.X := FXTo;
5707 if (AY > 32) or (AY <= NetInterpLevel) then
5708 FObj.Y := FYTo;
5709 end;
5710 end;
5712 function TPlayer.FullInLift(XInc, YInc: Integer): Integer;
5713 begin
5714 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5715 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5716 PANEL_LIFTUP, False) then Result := -1
5717 else
5718 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5719 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5720 PANEL_LIFTDOWN, False) then Result := 1
5721 else Result := 0;
5722 end;
5724 function TPlayer.GetFlag(Flag: Byte): Boolean;
5725 var
5726 s, ts: String;
5727 evtype, a: Byte;
5728 begin
5729 Result := False;
5731 if Flag = FLAG_NONE then
5732 Exit;
5734 if not g_Game_IsServer then Exit;
5736 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5737 if (Flag = FTeam) and
5738 (gFlags[Flag].State = FLAG_STATE_NORMAL) and
5739 (FFlag <> FLAG_NONE) then
5740 begin
5741 if FFlag = FLAG_RED then
5742 s := _lc[I_PLAYER_FLAG_RED]
5743 else
5744 s := _lc[I_PLAYER_FLAG_BLUE];
5746 evtype := FLAG_STATE_SCORED;
5748 ts := Format('%.4d', [gFlags[FFlag].CaptureTime]);
5749 Insert('.', ts, Length(ts) + 1 - 3);
5750 g_Console_Add(Format(_lc[I_PLAYER_FLAG_CAPTURE], [FName, s, ts]), True);
5752 g_Map_ResetFlag(FFlag);
5753 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144);
5755 if ((Self = gPlayer1) or (Self = gPlayer2)
5756 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
5757 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
5758 a := 0
5759 else
5760 a := 1;
5762 if not sound_cap_flag[a].IsPlaying() then
5763 sound_cap_flag[a].Play();
5765 gTeamStat[FTeam].Goals := gTeamStat[FTeam].Goals + 1;
5767 Result := True;
5768 if g_Game_IsNet then
5769 begin
5770 MH_SEND_FlagEvent(evtype, FFlag, FUID, False);
5771 MH_SEND_GameStats;
5772 end;
5774 gFlags[FFlag].CaptureTime := 0;
5775 SetFlag(FLAG_NONE);
5776 Exit;
5777 end;
5779 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5780 if (Flag = FTeam) and
5781 (gFlags[Flag].State = FLAG_STATE_DROPPED) then
5782 begin
5783 if Flag = FLAG_RED then
5784 s := _lc[I_PLAYER_FLAG_RED]
5785 else
5786 s := _lc[I_PLAYER_FLAG_BLUE];
5788 evtype := FLAG_STATE_RETURNED;
5789 gFlags[Flag].CaptureTime := 0;
5791 g_Console_Add(Format(_lc[I_PLAYER_FLAG_RETURN], [FName, s]), True);
5793 g_Map_ResetFlag(Flag);
5794 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
5796 if ((Self = gPlayer1) or (Self = gPlayer2)
5797 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
5798 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
5799 a := 0
5800 else
5801 a := 1;
5803 if not sound_ret_flag[a].IsPlaying() then
5804 sound_ret_flag[a].Play();
5806 Result := True;
5807 if g_Game_IsNet then
5808 begin
5809 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5810 MH_SEND_GameStats;
5811 end;
5812 Exit;
5813 end;
5815 // Ïîäîáðàë ÷óæîé ôëàã:
5816 if (Flag <> FTeam) and (FTime[T_FLAGCAP] <= gTime) then
5817 begin
5818 SetFlag(Flag);
5820 if Flag = FLAG_RED then
5821 s := _lc[I_PLAYER_FLAG_RED]
5822 else
5823 s := _lc[I_PLAYER_FLAG_BLUE];
5825 evtype := FLAG_STATE_CAPTURED;
5827 g_Console_Add(Format(_lc[I_PLAYER_FLAG_GET], [FName, s]), True);
5829 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_GET], [AnsiUpperCase(s)]), 144);
5831 gFlags[Flag].State := FLAG_STATE_CAPTURED;
5833 if ((Self = gPlayer1) or (Self = gPlayer2)
5834 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
5835 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
5836 a := 0
5837 else
5838 a := 1;
5840 if not sound_get_flag[a].IsPlaying() then
5841 sound_get_flag[a].Play();
5843 Result := True;
5844 if g_Game_IsNet then
5845 begin
5846 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5847 MH_SEND_GameStats;
5848 end;
5849 end;
5850 end;
5852 procedure TPlayer.SetFlag(Flag: Byte);
5853 begin
5854 FFlag := Flag;
5855 if FModel <> nil then
5856 FModel.SetFlag(FFlag);
5857 end;
5859 function TPlayer.DropFlag(Silent: Boolean = True): Boolean;
5860 var
5861 s: String;
5862 a: Byte;
5863 begin
5864 Result := False;
5865 if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then
5866 Exit;
5867 FTime[T_FLAGCAP] := gTime + 2000;
5868 with gFlags[FFlag] do
5869 begin
5870 Obj.X := FObj.X;
5871 Obj.Y := FObj.Y;
5872 Direction := FDirection;
5873 State := FLAG_STATE_DROPPED;
5874 Count := FLAG_TIME;
5875 g_Obj_Push(@Obj, (FObj.Vel.X div 2)-2+Random(5),
5876 (FObj.Vel.Y div 2)-2+Random(5));
5877 positionChanged(); // this updates spatial accelerators
5879 if FFlag = FLAG_RED then
5880 s := _lc[I_PLAYER_FLAG_RED]
5881 else
5882 s := _lc[I_PLAYER_FLAG_BLUE];
5884 g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True);
5885 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144);
5887 if ((Self = gPlayer1) or (Self = gPlayer2)
5888 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
5889 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
5890 a := 0
5891 else
5892 a := 1;
5894 if (not Silent) and (not sound_lost_flag[a].IsPlaying()) then
5895 sound_lost_flag[a].Play();
5897 if g_Game_IsNet then
5898 MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False);
5899 end;
5900 SetFlag(FLAG_NONE);
5901 Result := True;
5902 end;
5904 procedure TPlayer.GetSecret();
5905 begin
5906 if (self = gPlayer1) or (self = gPlayer2) then
5907 begin
5908 g_Console_Add(Format(_lc[I_PLAYER_SECRET], [FName]), True);
5909 g_Sound_PlayEx('SOUND_GAME_SECRET');
5910 end;
5911 Inc(FSecrets);
5912 end;
5914 procedure TPlayer.PressKey(Key: Byte; Time: Word = 1);
5915 begin
5916 Assert(Key <= High(FKeys));
5918 FKeys[Key].Pressed := True;
5919 FKeys[Key].Time := Time;
5920 end;
5922 function TPlayer.IsKeyPressed(K: Byte): Boolean;
5923 begin
5924 Result := FKeys[K].Pressed;
5925 end;
5927 procedure TPlayer.ReleaseKeys();
5928 var
5929 a: Integer;
5930 begin
5931 for a := Low(FKeys) to High(FKeys) do
5932 begin
5933 FKeys[a].Pressed := False;
5934 FKeys[a].Time := 0;
5935 end;
5936 end;
5938 procedure TPlayer.OnDamage(Angle: SmallInt);
5939 begin
5940 end;
5942 function TPlayer.firediry(): Integer;
5943 begin
5944 if FKeys[KEY_UP].Pressed then Result := -42
5945 else if FKeys[KEY_DOWN].Pressed then Result := 19
5946 else Result := 0;
5947 end;
5949 procedure TPlayer.RememberState();
5950 var
5951 i: Integer;
5952 begin
5953 FSavedState.Health := FHealth;
5954 FSavedState.Armor := FArmor;
5955 FSavedState.Air := FAir;
5956 FSavedState.JetFuel := FJetFuel;
5957 FSavedState.CurrWeap := FCurrWeap;
5958 FSavedState.NextWeap := FNextWeap;
5959 FSavedState.NextWeapDelay := FNextWeapDelay;
5961 for i := 0 to 3 do
5962 FSavedState.Ammo[i] := FAmmo[i];
5963 for i := 0 to 3 do
5964 FSavedState.MaxAmmo[i] := FMaxAmmo[i];
5966 FSavedState.Rulez := FRulez;
5967 FSavedState.WaitRecall := True;
5968 end;
5970 procedure TPlayer.RecallState();
5971 var
5972 i: Integer;
5973 begin
5974 if not FSavedState.WaitRecall then Exit;
5976 FHealth := FSavedState.Health;
5977 FArmor := FSavedState.Armor;
5978 FAir := FSavedState.Air;
5979 FJetFuel := FSavedState.JetFuel;
5980 FCurrWeap := FSavedState.CurrWeap;
5981 FNextWeap := FSavedState.NextWeap;
5982 FNextWeapDelay := FSavedState.NextWeapDelay;
5984 for i := 0 to 3 do
5985 FAmmo[i] := FSavedState.Ammo[i];
5986 for i := 0 to 3 do
5987 FMaxAmmo[i] := FSavedState.MaxAmmo[i];
5989 FRulez := FSavedState.Rulez;
5990 FSavedState.WaitRecall := False;
5992 if gGameSettings.GameType = GT_SERVER then
5993 MH_SEND_PlayerStats(FUID);
5994 end;
5996 procedure TPlayer.SaveState (st: TStream);
5997 var
5998 i: Integer;
5999 b: Byte;
6000 begin
6001 // Ñèãíàòóðà èãðîêà
6002 utils.writeSign(st, 'PLYR');
6003 utils.writeInt(st, Byte(PLR_SAVE_VERSION)); // version
6004 // Áîò èëè ÷åëîâåê
6005 utils.writeBool(st, FIamBot);
6006 // UID èãðîêà
6007 utils.writeInt(st, Word(FUID));
6008 // Èìÿ èãðîêà
6009 utils.writeStr(st, FName);
6010 // Êîìàíäà
6011 utils.writeInt(st, Byte(FTeam));
6012 // Æèâ ëè
6013 utils.writeBool(st, FAlive);
6014 // Èçðàñõîäîâàë ëè âñå æèçíè
6015 utils.writeBool(st, FNoRespawn);
6016 // Íàïðàâëåíèå
6017 if FDirection = TDirection.D_LEFT then b := 1 else b := 2; // D_RIGHT
6018 utils.writeInt(st, Byte(b));
6019 // Çäîðîâüå
6020 utils.writeInt(st, LongInt(FHealth));
6021 // Êîýôôèöèåíò èíâàëèäíîñòè
6022 utils.writeInt(st, LongInt(FHandicap));
6023 // Æèçíè
6024 utils.writeInt(st, Byte(FLives));
6025 // Áðîíÿ
6026 utils.writeInt(st, LongInt(FArmor));
6027 // Çàïàñ âîçäóõà
6028 utils.writeInt(st, LongInt(FAir));
6029 // Çàïàñ ãîðþ÷åãî
6030 utils.writeInt(st, LongInt(FJetFuel));
6031 // Áîëü
6032 utils.writeInt(st, LongInt(FPain));
6033 // Óáèë
6034 utils.writeInt(st, LongInt(FKills));
6035 // Óáèë ìîíñòðîâ
6036 utils.writeInt(st, LongInt(FMonsterKills));
6037 // Ôðàãîâ
6038 utils.writeInt(st, LongInt(FFrags));
6039 // Ôðàãîâ ïîäðÿä
6040 utils.writeInt(st, Byte(FFragCombo));
6041 // Âðåìÿ ïîñëåäíåãî ôðàãà
6042 utils.writeInt(st, LongWord(FLastFrag));
6043 // Ñìåðòåé
6044 utils.writeInt(st, LongInt(FDeath));
6045 // Êàêîé ôëàã íåñåò
6046 utils.writeInt(st, Byte(FFlag));
6047 // Íàøåë ñåêðåòîâ
6048 utils.writeInt(st, LongInt(FSecrets));
6049 // Òåêóùåå îðóæèå
6050 utils.writeInt(st, Byte(FCurrWeap));
6051 // Æåëàåìîå îðóæèå
6052 utils.writeInt(st, Word(FNextWeap));
6053 // ...è ïàóçà
6054 utils.writeInt(st, Byte(FNextWeapDelay));
6055 // Âðåìÿ çàðÿäêè BFG
6056 utils.writeInt(st, SmallInt(FBFGFireCounter));
6057 // Áóôåð óðîíà
6058 utils.writeInt(st, LongInt(FDamageBuffer));
6059 // Ïîñëåäíèé óäàðèâøèé
6060 utils.writeInt(st, Word(FLastSpawnerUID));
6061 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6062 utils.writeInt(st, Byte(FLastHit));
6063 // Îáúåêò èãðîêà
6064 Obj_SaveState(st, @FObj);
6065 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6066 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FAmmo[i]));
6067 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6068 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FMaxAmmo[i]));
6069 // Íàëè÷èå îðóæèÿ
6070 for i := WP_FIRST to WP_LAST do utils.writeBool(st, FWeapon[i]);
6071 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6072 for i := WP_FIRST to WP_LAST do utils.writeInt(st, Word(FReloading[i]));
6073 // Íàëè÷èå ðþêçàêà
6074 utils.writeBool(st, (R_ITEM_BACKPACK in FRulez));
6075 // Íàëè÷èå êðàñíîãî êëþ÷à
6076 utils.writeBool(st, (R_KEY_RED in FRulez));
6077 // Íàëè÷èå çåëåíîãî êëþ÷à
6078 utils.writeBool(st, (R_KEY_GREEN in FRulez));
6079 // Íàëè÷èå ñèíåãî êëþ÷à
6080 utils.writeBool(st, (R_KEY_BLUE in FRulez));
6081 // Íàëè÷èå áåðñåðêà
6082 utils.writeBool(st, (R_BERSERK in FRulez));
6083 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6084 for i := MR_SUIT to MR_MAX do utils.writeInt(st, LongWord(FMegaRulez[i]));
6085 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6086 for i := T_RESPAWN to T_FLAGCAP do utils.writeInt(st, LongWord(FTime[i]));
6087 // Íàçâàíèå ìîäåëè
6088 utils.writeStr(st, FModel.Name);
6089 // Öâåò ìîäåëè
6090 utils.writeInt(st, Byte(FColor.R));
6091 utils.writeInt(st, Byte(FColor.G));
6092 utils.writeInt(st, Byte(FColor.B));
6093 end;
6096 procedure TPlayer.LoadState (st: TStream);
6097 var
6098 i: Integer;
6099 str: String;
6100 b: Byte;
6101 begin
6102 assert(st <> nil);
6104 // Ñèãíàòóðà èãðîêà
6105 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
6106 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
6107 // Áîò èëè ÷åëîâåê:
6108 FIamBot := utils.readBool(st);
6109 // UID èãðîêà
6110 FUID := utils.readWord(st);
6111 // Èìÿ èãðîêà
6112 str := utils.readStr(st);
6113 if (self <> gPlayer1) and (self <> gPlayer2) then FName := str;
6114 // Êîìàíäà
6115 FTeam := utils.readByte(st);
6116 // Æèâ ëè
6117 FAlive := utils.readBool(st);
6118 // Èçðàñõîäîâàë ëè âñå æèçíè
6119 FNoRespawn := utils.readBool(st);
6120 // Íàïðàâëåíèå
6121 b := utils.readByte(st);
6122 if b = 1 then FDirection := TDirection.D_LEFT else FDirection := TDirection.D_RIGHT; // b = 2
6123 // Çäîðîâüå
6124 FHealth := utils.readLongInt(st);
6125 // Êîýôôèöèåíò èíâàëèäíîñòè
6126 FHandicap := utils.readLongInt(st);
6127 // Æèçíè
6128 FLives := utils.readByte(st);
6129 // Áðîíÿ
6130 FArmor := utils.readLongInt(st);
6131 // Çàïàñ âîçäóõà
6132 FAir := utils.readLongInt(st);
6133 // Çàïàñ ãîðþ÷åãî
6134 FJetFuel := utils.readLongInt(st);
6135 // Áîëü
6136 FPain := utils.readLongInt(st);
6137 // Óáèë
6138 FKills := utils.readLongInt(st);
6139 // Óáèë ìîíñòðîâ
6140 FMonsterKills := utils.readLongInt(st);
6141 // Ôðàãîâ
6142 FFrags := utils.readLongInt(st);
6143 // Ôðàãîâ ïîäðÿä
6144 FFragCombo := utils.readByte(st);
6145 // Âðåìÿ ïîñëåäíåãî ôðàãà
6146 FLastFrag := utils.readLongWord(st);
6147 // Ñìåðòåé
6148 FDeath := utils.readLongInt(st);
6149 // Êàêîé ôëàã íåñåò
6150 FFlag := utils.readByte(st);
6151 // Íàøåë ñåêðåòîâ
6152 FSecrets := utils.readLongInt(st);
6153 // Òåêóùåå îðóæèå
6154 FCurrWeap := utils.readByte(st);
6155 // Æåëàåìîå îðóæèå
6156 FNextWeap := utils.readWord(st);
6157 // ...è ïàóçà
6158 FNextWeapDelay := utils.readByte(st);
6159 // Âðåìÿ çàðÿäêè BFG
6160 FBFGFireCounter := utils.readSmallInt(st);
6161 // Áóôåð óðîíà
6162 FDamageBuffer := utils.readLongInt(st);
6163 // Ïîñëåäíèé óäàðèâøèé
6164 FLastSpawnerUID := utils.readWord(st);
6165 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6166 FLastHit := utils.readByte(st);
6167 // Îáúåêò èãðîêà
6168 Obj_LoadState(@FObj, st);
6169 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6170 for i := A_BULLETS to A_HIGH do FAmmo[i] := utils.readWord(st);
6171 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6172 for i := A_BULLETS to A_HIGH do FMaxAmmo[i] := utils.readWord(st);
6173 // Íàëè÷èå îðóæèÿ
6174 for i := WP_FIRST to WP_LAST do FWeapon[i] := utils.readBool(st);
6175 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6176 for i := WP_FIRST to WP_LAST do FReloading[i] := utils.readWord(st);
6177 // Íàëè÷èå ðþêçàêà
6178 if utils.readBool(st) then Include(FRulez, R_ITEM_BACKPACK);
6179 // Íàëè÷èå êðàñíîãî êëþ÷à
6180 if utils.readBool(st) then Include(FRulez, R_KEY_RED);
6181 // Íàëè÷èå çåëåíîãî êëþ÷à
6182 if utils.readBool(st) then Include(FRulez, R_KEY_GREEN);
6183 // Íàëè÷èå ñèíåãî êëþ÷à
6184 if utils.readBool(st) then Include(FRulez, R_KEY_BLUE);
6185 // Íàëè÷èå áåðñåðêà
6186 if utils.readBool(st) then Include(FRulez, R_BERSERK);
6187 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6188 for i := MR_SUIT to MR_MAX do FMegaRulez[i] := utils.readLongWord(st);
6189 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6190 for i := T_RESPAWN to T_FLAGCAP do FTime[i] := utils.readLongWord(st);
6191 // Íàçâàíèå ìîäåëè
6192 str := utils.readStr(st);
6193 // Öâåò ìîäåëè
6194 FColor.R := utils.readByte(st);
6195 FColor.G := utils.readByte(st);
6196 FColor.B := utils.readByte(st);
6197 if (self = gPlayer1) then
6198 begin
6199 str := gPlayer1Settings.Model;
6200 FColor := gPlayer1Settings.Color;
6201 end
6202 else if (self = gPlayer2) then
6203 begin
6204 str := gPlayer2Settings.Model;
6205 FColor := gPlayer2Settings.Color;
6206 end;
6207 // Îáíîâëÿåì ìîäåëü èãðîêà
6208 SetModel(str);
6209 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
6210 FModel.Color := TEAMCOLOR[FTeam]
6211 else
6212 FModel.Color := FColor;
6213 end;
6216 procedure TPlayer.AllRulez(Health: Boolean);
6217 var
6218 a: Integer;
6219 begin
6220 if Health then
6221 begin
6222 FHealth := PLAYER_HP_LIMIT;
6223 FArmor := PLAYER_AP_LIMIT;
6224 Exit;
6225 end;
6227 for a := WP_FIRST to WP_LAST do FWeapon[a] := True;
6228 for a := A_BULLETS to A_HIGH do FAmmo[a] := 30000;
6229 FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
6230 end;
6232 procedure TPlayer.RestoreHealthArmor();
6233 begin
6234 FHealth := PLAYER_HP_LIMIT;
6235 FArmor := PLAYER_AP_LIMIT;
6236 end;
6238 procedure TPlayer.FragCombo();
6239 var
6240 Param: Integer;
6241 begin
6242 if (gGameSettings.GameMode in [GM_COOP, GM_SINGLE]) or g_Game_IsClient then
6243 Exit;
6244 if gTime - FLastFrag < FRAG_COMBO_TIME then
6245 begin
6246 if FFragCombo < 5 then
6247 Inc(FFragCombo);
6248 Param := FUID or (FFragCombo shl 16);
6249 if (FComboEvnt >= Low(gDelayedEvents)) and
6250 (FComboEvnt <= High(gDelayedEvents)) and
6251 gDelayedEvents[FComboEvnt].Pending and
6252 (gDelayedEvents[FComboEvnt].DEType = DE_KILLCOMBO) and
6253 (gDelayedEvents[FComboEvnt].DENum and $FFFF = FUID) then
6254 begin
6255 gDelayedEvents[FComboEvnt].Time := gTime + 500;
6256 gDelayedEvents[FComboEvnt].DENum := Param;
6257 end
6258 else
6259 FComboEvnt := g_Game_DelayEvent(DE_KILLCOMBO, 500, Param);
6260 end
6261 else
6262 FFragCombo := 1;
6264 FLastFrag := gTime;
6265 end;
6267 procedure TPlayer.GiveItem(ItemType: Byte);
6268 begin
6269 case ItemType of
6270 ITEM_SUIT:
6271 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
6272 begin
6273 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
6274 end;
6276 ITEM_OXYGEN:
6277 if FAir < AIR_MAX then
6278 begin
6279 FAir := AIR_MAX;
6280 end;
6282 ITEM_MEDKIT_BLACK:
6283 begin
6284 if not (R_BERSERK in FRulez) then
6285 begin
6286 Include(FRulez, R_BERSERK);
6287 if FBFGFireCounter < 1 then
6288 begin
6289 FCurrWeap := WEAPON_KASTET;
6290 resetWeaponQueue();
6291 FModel.SetWeapon(WEAPON_KASTET);
6292 end;
6293 if gFlash <> 0 then
6294 Inc(FPain, 100);
6295 FBerserk := gTime+30000;
6296 end;
6297 if FHealth < PLAYER_HP_SOFT then
6298 begin
6299 FHealth := PLAYER_HP_SOFT;
6300 FBerserk := gTime+30000;
6301 end;
6302 end;
6304 ITEM_INVUL:
6305 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
6306 begin
6307 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
6308 FSpawnInvul := 0;
6309 end;
6311 ITEM_INVIS:
6312 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
6313 begin
6314 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
6315 end;
6317 ITEM_JETPACK:
6318 if FJetFuel < JET_MAX then
6319 begin
6320 FJetFuel := JET_MAX;
6321 end;
6323 ITEM_MEDKIT_SMALL: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
6324 ITEM_MEDKIT_LARGE: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
6326 ITEM_ARMOR_GREEN: if FArmor < PLAYER_AP_SOFT then FArmor := PLAYER_AP_SOFT;
6327 ITEM_ARMOR_BLUE: if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6329 ITEM_SPHERE_BLUE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
6330 ITEM_SPHERE_WHITE:
6331 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
6332 begin
6333 if FHealth < PLAYER_HP_LIMIT then FHealth := PLAYER_HP_LIMIT;
6334 if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6335 end;
6337 ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True;
6338 ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True;
6339 ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True;
6340 ITEM_WEAPON_CHAINGUN: FWeapon[WEAPON_CHAINGUN] := True;
6341 ITEM_WEAPON_ROCKETLAUNCHER: FWeapon[WEAPON_ROCKETLAUNCHER] := True;
6342 ITEM_WEAPON_PLASMA: FWeapon[WEAPON_PLASMA] := True;
6343 ITEM_WEAPON_BFG: FWeapon[WEAPON_BFG] := True;
6344 ITEM_WEAPON_SUPERPULEMET: FWeapon[WEAPON_SUPERPULEMET] := True;
6345 ITEM_WEAPON_FLAMETHROWER: FWeapon[WEAPON_FLAMETHROWER] := True;
6347 ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6348 ITEM_AMMO_BULLETS_BOX: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
6349 ITEM_AMMO_SHELLS: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6350 ITEM_AMMO_SHELLS_BOX: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
6351 ITEM_AMMO_ROCKET: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6352 ITEM_AMMO_ROCKET_BOX: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
6353 ITEM_AMMO_CELL: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6354 ITEM_AMMO_CELL_BIG: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
6355 ITEM_AMMO_FUELCAN: if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
6357 ITEM_AMMO_BACKPACK:
6358 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
6359 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
6360 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
6361 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
6362 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
6363 begin
6364 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
6365 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
6366 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
6367 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
6368 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
6370 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6371 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6372 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6373 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6375 FRulez := FRulez + [R_ITEM_BACKPACK];
6376 end;
6378 ITEM_KEY_RED: if not (R_KEY_RED in FRulez) then Include(FRulez, R_KEY_RED);
6379 ITEM_KEY_GREEN: if not (R_KEY_GREEN in FRulez) then Include(FRulez, R_KEY_GREEN);
6380 ITEM_KEY_BLUE: if not (R_KEY_BLUE in FRulez) then Include(FRulez, R_KEY_BLUE);
6382 ITEM_BOTTLE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
6383 ITEM_HELMET: if FArmor < PLAYER_AP_LIMIT then IncMax(FArmor, 5, PLAYER_AP_LIMIT);
6385 else
6386 Exit;
6387 end;
6388 if g_Game_IsNet and g_Game_IsServer then
6389 MH_SEND_PlayerStats(FUID);
6390 end;
6392 procedure TPlayer.FlySmoke(Times: DWORD = 1);
6393 var
6394 id, i: DWORD;
6395 Anim: TAnimation;
6396 begin
6397 if (Random(5) = 1) and (Times = 1) then
6398 Exit;
6400 if BodyInLiquid(0, 0) then
6401 begin
6402 g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
6403 Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
6404 if Random(2) = 0 then
6405 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
6406 else
6407 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
6408 Exit;
6409 end;
6411 if g_Frames_Get(id, 'FRAMES_SMOKE') then
6412 begin
6413 for i := 1 to Times do
6414 begin
6415 Anim := TAnimation.Create(id, False, 3);
6416 Anim.Alpha := 150;
6417 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6418 Obj.Y+Obj.Rect.Height-4+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6419 Anim.Free();
6420 end;
6421 end;
6422 end;
6424 procedure TPlayer.OnFireFlame(Times: DWORD = 1);
6425 var
6426 id, i: DWORD;
6427 Anim: TAnimation;
6428 begin
6429 if (Random(10) = 1) and (Times = 1) then
6430 Exit;
6432 if g_Frames_Get(id, 'FRAMES_FLAME') then
6433 begin
6434 for i := 1 to Times do
6435 begin
6436 Anim := TAnimation.Create(id, False, 3);
6437 Anim.Alpha := 0;
6438 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6439 Obj.Y+8+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6440 Anim.Free();
6441 end;
6442 end;
6443 end;
6445 procedure TPlayer.PauseSounds(Enable: Boolean);
6446 begin
6447 FSawSound.Pause(Enable);
6448 FSawSoundIdle.Pause(Enable);
6449 FSawSoundHit.Pause(Enable);
6450 FSawSoundSelect.Pause(Enable);
6451 FFlameSoundOn.Pause(Enable);
6452 FFlameSoundOff.Pause(Enable);
6453 FFlameSoundWork.Pause(Enable);
6454 FJetSoundFly.Pause(Enable);
6455 FJetSoundOn.Pause(Enable);
6456 FJetSoundOff.Pause(Enable);
6457 end;
6459 { T C o r p s e : }
6461 constructor TCorpse.Create(X, Y: Integer; ModelName: String; aMess: Boolean);
6462 begin
6463 g_Obj_Init(@FObj);
6464 FObj.X := X;
6465 FObj.Y := Y;
6466 FObj.Rect := PLAYER_CORPSERECT;
6467 FModelName := ModelName;
6468 FMess := aMess;
6470 if FMess then
6471 begin
6472 FState := CORPSE_STATE_MESS;
6473 g_PlayerModel_GetAnim(ModelName, A_DIE2, FAnimation, FAnimationMask);
6474 end
6475 else
6476 begin
6477 FState := CORPSE_STATE_NORMAL;
6478 g_PlayerModel_GetAnim(ModelName, A_DIE1, FAnimation, FAnimationMask);
6479 end;
6480 end;
6482 destructor TCorpse.Destroy();
6483 begin
6484 FAnimation.Free();
6486 inherited;
6487 end;
6489 function TCorpse.ObjPtr (): PObj; inline; begin result := @FObj; end;
6491 procedure TCorpse.positionChanged (); inline; begin end;
6493 procedure TCorpse.moveBy (dx, dy: Integer); inline;
6494 begin
6495 if (dx <> 0) or (dy <> 0) then
6496 begin
6497 FObj.X += dx;
6498 FObj.Y += dy;
6499 positionChanged();
6500 end;
6501 end;
6504 procedure TCorpse.getMapBox (out x, y, w, h: Integer); inline;
6505 begin
6506 x := FObj.X+PLAYER_CORPSERECT.X;
6507 y := FObj.Y+PLAYER_CORPSERECT.Y;
6508 w := PLAYER_CORPSERECT.Width;
6509 h := PLAYER_CORPSERECT.Height;
6510 end;
6513 procedure TCorpse.Damage(Value: Word; vx, vy: Integer);
6514 var
6515 pm: TPlayerModel;
6516 Blood: TModelBlood;
6517 begin
6518 if FState = CORPSE_STATE_REMOVEME then
6519 Exit;
6521 FDamage := FDamage + Value;
6523 if FDamage > 150 then
6524 begin
6525 if FAnimation <> nil then
6526 begin
6527 FAnimation.Free();
6528 FAnimation := nil;
6530 FState := CORPSE_STATE_REMOVEME;
6532 g_Player_CreateGibs(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
6533 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
6534 FModelName, FColor);
6535 // Çâóê ìÿñà îò òðóïà:
6536 pm := g_PlayerModel_Get(FModelName);
6537 pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y);
6538 pm.Free;
6540 // Çëîâåùèé ñìåõ:
6541 if (gBodyKillEvent <> -1)
6542 and gDelayedEvents[gBodyKillEvent].Pending then
6543 gDelayedEvents[gBodyKillEvent].Pending := False;
6544 gBodyKillEvent := g_Game_DelayEvent(DE_BODYKILL, 1050, 0);
6545 end;
6546 end
6547 else
6548 begin
6549 Blood := g_PlayerModel_GetBlood(FModelName);
6550 FObj.Vel.X := FObj.Vel.X + vx;
6551 FObj.Vel.Y := FObj.Vel.Y + vy;
6552 g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
6553 FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
6554 Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
6555 Blood.R, Blood.G, Blood.B, Blood.Kind);
6556 end;
6557 end;
6559 procedure TCorpse.Draw();
6560 begin
6561 if FState = CORPSE_STATE_REMOVEME then
6562 Exit;
6564 if FAnimation <> nil then
6565 FAnimation.Draw(FObj.X, FObj.Y, TMirrorType.None);
6567 if FAnimationMask <> nil then
6568 begin
6569 e_Colors := FColor;
6570 FAnimationMask.Draw(FObj.X, FObj.Y, TMirrorType.None);
6571 e_Colors.R := 255;
6572 e_Colors.G := 255;
6573 e_Colors.B := 255;
6574 end;
6575 end;
6577 procedure TCorpse.Update();
6578 var
6579 st: Word;
6580 begin
6581 if FState = CORPSE_STATE_REMOVEME then
6582 Exit;
6584 if gTime mod (GAME_TICK*2) <> 0 then
6585 begin
6586 g_Obj_Move(@FObj, True, True, True);
6587 positionChanged(); // this updates spatial accelerators
6588 Exit;
6589 end;
6591 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6592 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
6594 st := g_Obj_Move(@FObj, True, True, True);
6595 positionChanged(); // this updates spatial accelerators
6597 if WordBool(st and MOVE_FALLOUT) then
6598 begin
6599 FState := CORPSE_STATE_REMOVEME;
6600 Exit;
6601 end;
6603 if FAnimation <> nil then
6604 FAnimation.Update();
6605 if FAnimationMask <> nil then
6606 FAnimationMask.Update();
6607 end;
6610 procedure TCorpse.SaveState (st: TStream);
6611 var
6612 anim: Boolean;
6613 begin
6614 assert(st <> nil);
6616 // Ñèãíàòóðà òðóïà
6617 utils.writeSign(st, 'CORP');
6618 utils.writeInt(st, Byte(0));
6619 // Ñîñòîÿíèå
6620 utils.writeInt(st, Byte(FState));
6621 // Íàêîïëåííûé óðîí
6622 utils.writeInt(st, Byte(FDamage));
6623 // Öâåò
6624 utils.writeInt(st, Byte(FColor.R));
6625 utils.writeInt(st, Byte(FColor.G));
6626 utils.writeInt(st, Byte(FColor.B));
6627 // Îáúåêò òðóïà
6628 Obj_SaveState(st, @FObj);
6629 utils.writeInt(st, Word(FPlayerUID));
6630 // Åñòü ëè àíèìàöèÿ
6631 anim := (FAnimation <> nil);
6632 utils.writeBool(st, anim);
6633 // Åñëè åñòü - ñîõðàíÿåì
6634 if anim then FAnimation.SaveState(st);
6635 // Åñòü ëè ìàñêà àíèìàöèè
6636 anim := (FAnimationMask <> nil);
6637 utils.writeBool(st, anim);
6638 // Åñëè åñòü - ñîõðàíÿåì
6639 if anim then FAnimationMask.SaveState(st);
6640 end;
6643 procedure TCorpse.LoadState (st: TStream);
6644 var
6645 anim: Boolean;
6646 begin
6647 assert(st <> nil);
6649 // Ñèãíàòóðà òðóïà
6650 if not utils.checkSign(st, 'CORP') then raise XStreamError.Create('invalid corpse signature');
6651 if (utils.readByte(st) <> 0) then raise XStreamError.Create('invalid corpse version');
6652 // Ñîñòîÿíèå
6653 FState := utils.readByte(st);
6654 // Íàêîïëåííûé óðîí
6655 FDamage := utils.readByte(st);
6656 // Öâåò
6657 FColor.R := utils.readByte(st);
6658 FColor.G := utils.readByte(st);
6659 FColor.B := utils.readByte(st);
6660 // Îáúåêò òðóïà
6661 Obj_LoadState(@FObj, st);
6662 FPlayerUID := utils.readWord(st);
6663 // Åñòü ëè àíèìàöèÿ
6664 anim := utils.readBool(st);
6665 // Åñëè åñòü - çàãðóæàåì
6666 if anim then
6667 begin
6668 Assert(FAnimation <> nil, 'TCorpse.LoadState: no FAnimation');
6669 FAnimation.LoadState(st);
6670 end;
6671 // Åñòü ëè ìàñêà àíèìàöèè
6672 anim := utils.readBool(st);
6673 // Åñëè åñòü - çàãðóæàåì
6674 if anim then
6675 begin
6676 Assert(FAnimationMask <> nil, 'TCorpse.LoadState: no FAnimationMask');
6677 FAnimationMask.LoadState(st);
6678 end;
6679 end;
6681 { T B o t : }
6683 constructor TBot.Create();
6684 var
6685 a: Integer;
6686 begin
6687 inherited Create();
6689 FPhysics := True;
6690 FSpectator := False;
6691 FGhost := False;
6693 FIamBot := True;
6695 Inc(gNumBots);
6697 for a := WP_FIRST to WP_LAST do
6698 begin
6699 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
6700 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
6701 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6702 end;
6703 end;
6705 destructor TBot.Destroy();
6706 begin
6707 Dec(gNumBots);
6708 inherited Destroy();
6709 end;
6711 procedure TBot.Draw();
6712 begin
6713 inherited Draw();
6715 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6716 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6717 end;
6719 procedure TBot.Respawn(Silent: Boolean; Force: Boolean = False);
6720 begin
6721 inherited Respawn(Silent, Force);
6723 FAIFlags := nil;
6724 FSelectedWeapon := FCurrWeap;
6725 resetWeaponQueue();
6726 FTargetUID := 0;
6727 end;
6729 procedure TBot.UpdateCombat();
6730 type
6731 TTarget = record
6732 UID: Word;
6733 X, Y: Integer;
6734 Rect: TRectWH;
6735 cX, cY: Integer;
6736 Dist: Word;
6737 Line: Boolean;
6738 Visible: Boolean;
6739 IsPlayer: Boolean;
6740 end;
6742 TTargetRecord = array of TTarget;
6744 function Compare(a, b: TTarget): Integer;
6745 begin
6746 if a.Line and not b.Line then // A íà ëèíèè îãíÿ
6747 Result := -1
6748 else
6749 if not a.Line and b.Line then // B íà ëèíèè îãíÿ
6750 Result := 1
6751 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6752 if (a.Line and b.Line) or ((not a.Line) and (not b.Line)) then
6753 begin
6754 if a.Dist > b.Dist then // B áëèæå
6755 Result := 1
6756 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6757 Result := -1;
6758 end
6759 else // Ñòðàííî -> A
6760 Result := -1;
6761 end;
6763 var
6764 a, x1, y1, x2, y2: Integer;
6765 targets: TTargetRecord;
6766 ammo: Word;
6767 Target, BestTarget: TTarget;
6768 firew, fireh: Integer;
6769 angle: SmallInt;
6770 mon: TMonster;
6771 pla, tpla: TPlayer;
6772 vsPlayer, vsMonster, ok: Boolean;
6775 function monsUpdate (mon: TMonster): Boolean;
6776 begin
6777 result := false; // don't stop
6778 if mon.alive and (mon.MonsterType <> MONSTER_BARREL) then
6779 begin
6780 if not TargetOnScreen(mon.Obj.X+mon.Obj.Rect.X, mon.Obj.Y+mon.Obj.Rect.Y) then exit;
6782 x2 := mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2);
6783 y2 := mon.Obj.Y+mon.Obj.Rect.Y+(mon.Obj.Rect.Height div 2);
6785 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6786 if g_TraceVector(x1, y1, x2, y2) then
6787 begin
6788 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6789 SetLength(targets, Length(targets)+1);
6790 with targets[High(targets)] do
6791 begin
6792 UID := mon.UID;
6793 X := mon.Obj.X;
6794 Y := mon.Obj.Y;
6795 cX := x2;
6796 cY := y2;
6797 Rect := mon.Obj.Rect;
6798 Dist := g_PatchLength(x1, y1, x2, y2);
6799 Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6800 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6801 Visible := True;
6802 IsPlayer := False;
6803 end;
6804 end;
6805 end;
6806 end;
6808 begin
6809 vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER);
6810 vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER);
6812 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6813 if FCurrWeap <> FSelectedWeapon then
6814 NextWeapon();
6816 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6817 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap = FSelectedWeapon) then
6818 begin
6819 RemoveAIFlag('NEEDFIRE');
6821 case FCurrWeap of
6822 WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
6823 WEAPON_SAW, WEAPON_KASTET, WEAPON_FLAMETHROWER: PressKey(KEY_FIRE, 40);
6824 else PressKey(KEY_FIRE);
6825 end;
6826 end;
6828 // Êîîðäèíàòû ñòâîëà:
6829 x1 := FObj.X + WEAPONPOINT[FDirection].X;
6830 y1 := FObj.Y + WEAPONPOINT[FDirection].Y;
6832 Target.UID := FTargetUID;
6834 ok := False;
6835 if Target.UID <> 0 then
6836 begin // Öåëü åñòü - íàñòðàèâàåì
6837 if (g_GetUIDType(Target.UID) = UID_PLAYER) and
6838 vsPlayer then
6839 begin // Èãðîê
6840 tpla := g_Player_Get(Target.UID);
6841 if tpla <> nil then
6842 with tpla do
6843 begin
6844 if (@FObj) <> nil then
6845 begin
6846 Target.X := FObj.X;
6847 Target.Y := FObj.Y;
6848 end;
6849 end;
6851 Target.cX := Target.X + PLAYER_RECT_CX;
6852 Target.cY := Target.Y + PLAYER_RECT_CY;
6853 Target.Rect := PLAYER_RECT;
6854 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6855 Target.Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6856 (y1-4 > Target.Y+PLAYER_RECT.Y);
6857 Target.IsPlayer := True;
6858 ok := True;
6859 end
6860 else
6861 if (g_GetUIDType(Target.UID) = UID_MONSTER) and
6862 vsMonster then
6863 begin // Ìîíñòð
6864 mon := g_Monsters_ByUID(Target.UID);
6865 if mon <> nil then
6866 begin
6867 Target.X := mon.Obj.X;
6868 Target.Y := mon.Obj.Y;
6870 Target.cX := Target.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6871 Target.cY := Target.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6872 Target.Rect := mon.Obj.Rect;
6873 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6874 Target.Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6875 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6876 Target.IsPlayer := False;
6877 ok := True;
6878 end;
6879 end;
6880 end;
6882 if not ok then
6883 begin // Öåëè íåò - îáíóëÿåì
6884 Target.X := 0;
6885 Target.Y := 0;
6886 Target.cX := 0;
6887 Target.cY := 0;
6888 Target.Visible := False;
6889 Target.Line := False;
6890 Target.IsPlayer := False;
6891 end;
6893 targets := nil;
6895 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6896 if (not Target.Line) or (not Target.Visible) then
6897 begin
6898 // Èãðîêè:
6899 if vsPlayer then
6900 for a := 0 to High(gPlayers) do
6901 if (gPlayers[a] <> nil) and (gPlayers[a].alive) and
6902 (gPlayers[a].FUID <> FUID) and
6903 (not SameTeam(FUID, gPlayers[a].FUID)) and
6904 (not gPlayers[a].NoTarget) and
6905 (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
6906 begin
6907 if not TargetOnScreen(gPlayers[a].FObj.X + PLAYER_RECT.X,
6908 gPlayers[a].FObj.Y + PLAYER_RECT.Y) then
6909 Continue;
6911 x2 := gPlayers[a].FObj.X + PLAYER_RECT_CX;
6912 y2 := gPlayers[a].FObj.Y + PLAYER_RECT_CY;
6914 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6915 if g_TraceVector(x1, y1, x2, y2) then
6916 begin
6917 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6918 SetLength(targets, Length(targets)+1);
6919 with targets[High(targets)] do
6920 begin
6921 UID := gPlayers[a].FUID;
6922 X := gPlayers[a].FObj.X;
6923 Y := gPlayers[a].FObj.Y;
6924 cX := x2;
6925 cY := y2;
6926 Rect := PLAYER_RECT;
6927 Dist := g_PatchLength(x1, y1, x2, y2);
6928 Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6929 (y1-4 > Target.Y+PLAYER_RECT.Y);
6930 Visible := True;
6931 IsPlayer := True;
6932 end;
6933 end;
6934 end;
6936 // Ìîíñòðû:
6937 if vsMonster then g_Mons_ForEach(monsUpdate);
6938 end;
6940 // Åñëè åñòü âîçìîæíûå öåëè:
6941 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6942 if targets <> nil then
6943 begin
6944 // Âûáèðàåì íàèëó÷øóþ öåëü:
6945 BestTarget := targets[0];
6946 if Length(targets) > 1 then
6947 for a := 1 to High(targets) do
6948 if Compare(BestTarget, targets[a]) = 1 then
6949 BestTarget := targets[a];
6951 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6952 if ((not Target.Visible) and BestTarget.Visible and (Target.UID <> BestTarget.UID)) or
6953 ((not Target.Line) and BestTarget.Line and BestTarget.Visible) then
6954 begin
6955 Target := BestTarget;
6957 if (Healthy() = 3) or ((Healthy() = 2)) then
6958 begin // Åñëè çäîðîâû - äîãîíÿåì
6959 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6960 SetAIFlag('GORIGHT', '1');
6961 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6962 SetAIFlag('GOLEFT', '1');
6963 end
6964 else
6965 begin // Åñëè ïîáèòû - óáåãàåì
6966 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
6967 SetAIFlag('GORIGHT', '1');
6968 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6969 SetAIFlag('GOLEFT', '1');
6970 end;
6972 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6973 SelectWeapon(Abs(x1-Target.cX));
6974 end;
6975 end;
6977 // Åñëè åñòü öåëü:
6978 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6979 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6980 if Target.UID <> 0 then
6981 begin
6982 if not TargetOnScreen(Target.X + Target.Rect.X,
6983 Target.Y + Target.Rect.Y) then
6984 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6985 if (Healthy() = 3) or ((Healthy() = 2)) then
6986 begin // Åñëè çäîðîâû - äîãîíÿåì
6987 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6988 SetAIFlag('GORIGHT', '1');
6989 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6990 SetAIFlag('GOLEFT', '1');
6991 end
6992 else
6993 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6994 Target.UID := 0;
6995 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
6996 SetAIFlag('GORIGHT', '1');
6997 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6998 SetAIFlag('GOLEFT', '1');
6999 end;
7000 end
7001 else
7002 begin // Öåëü ïîêà íà "ýêðàíå"
7003 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
7004 if g_TraceVector(x1, y1, Target.cX, Target.cY) then
7005 FLastVisible := gTime;
7006 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
7007 if (Abs(FObj.Y-Target.Y) <= 128) then
7008 begin
7009 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
7010 SetAIFlag('GORIGHT', '1');
7011 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
7012 SetAIFlag('GOLEFT', '1');
7013 end;
7014 end;
7016 // Âûáèðàåì óãîë ââåðõ:
7017 if FDirection = TDirection.D_LEFT then
7018 angle := ANGLE_LEFTUP
7019 else
7020 angle := ANGLE_RIGHTUP;
7022 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7023 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7025 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
7026 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7027 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128), //96
7028 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7029 Target.Rect.Width, Target.Rect.Height) and
7030 g_TraceVector(x1, y1, Target.cX, Target.cY) then
7031 begin // òî íóæíî ñòðåëÿòü ââåðõ
7032 SetAIFlag('NEEDFIRE', '1');
7033 SetAIFlag('NEEDSEEUP', '1');
7034 end;
7036 // Âûáèðàåì óãîë âíèç:
7037 if FDirection = TDirection.D_LEFT then
7038 angle := ANGLE_LEFTDOWN
7039 else
7040 angle := ANGLE_RIGHTDOWN;
7042 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7043 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7045 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
7046 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7047 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7048 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7049 Target.Rect.Width, Target.Rect.Height) and
7050 g_TraceVector(x1, y1, Target.cX, Target.cY) then
7051 begin // òî íóæíî ñòðåëÿòü âíèç
7052 SetAIFlag('NEEDFIRE', '1');
7053 SetAIFlag('NEEDSEEDOWN', '1');
7054 end;
7056 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
7057 if Target.Visible and
7058 (y1+4 < Target.Y+Target.Rect.Y+Target.Rect.Height) and
7059 (y1-4 > Target.Y+Target.Rect.Y) then
7060 begin
7061 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
7062 if ((FDirection = TDirection.D_LEFT) and (Target.X < FObj.X)) or
7063 ((FDirection = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
7064 begin // òî íóæíî ñòðåëÿòü âïåðåä
7065 SetAIFlag('NEEDFIRE', '1');
7066 SetAIFlag('NEEDSEEDOWN', '');
7067 SetAIFlag('NEEDSEEUP', '');
7068 end;
7069 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
7070 if Abs(FObj.X-Target.X) < Trunc(gPlayerScreenSize.X*0.75) then
7071 if GetRnd(FDifficult.CloseJump) then
7072 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
7073 if Abs(FObj.X-Target.X) < 128 then
7074 a := 4
7075 else
7076 a := 30;
7077 if Random(a) = 0 then
7078 SetAIFlag('NEEDJUMP', '1');
7079 end;
7080 end;
7082 // Åñëè öåëü âñå åùå åñòü:
7083 if Target.UID <> 0 then
7084 if gTime-FLastVisible > 2000 then // Åñëè âèäåëè äàâíî
7085 Target.UID := 0 // òî çàáûòü öåëü
7086 else // Åñëè âèäåëè íåäàâíî
7087 begin // íî öåëü óáèëè
7088 if Target.IsPlayer then
7089 begin // Öåëü - èãðîê
7090 pla := g_Player_Get(Target.UID);
7091 if (pla = nil) or (not pla.alive) or pla.NoTarget or
7092 (pla.FMegaRulez[MR_INVIS] >= gTime) then
7093 Target.UID := 0; // òî çàáûòü öåëü
7094 end
7095 else
7096 begin // Öåëü - ìîíñòð
7097 mon := g_Monsters_ByUID(Target.UID);
7098 if (mon = nil) or (not mon.alive) then
7099 Target.UID := 0; // òî çàáûòü öåëü
7100 end;
7101 end;
7102 end; // if Target.UID <> 0
7104 FTargetUID := Target.UID;
7106 // Åñëè âîçìîæíûõ öåëåé íåò:
7107 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
7108 if targets = nil then
7109 if GetAIFlag('ATTACKLEFT') <> '' then
7110 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
7111 RemoveAIFlag('ATTACKLEFT');
7113 SetAIFlag('NEEDJUMP', '1');
7115 if RunDirection() = TDirection.D_RIGHT then
7116 begin // Èäåì íå â òó ñòîðîíó
7117 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
7118 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
7119 SetAIFlag('NEEDFIRE', '1');
7120 SetAIFlag('GOLEFT', '1');
7121 end;
7122 end
7123 else
7124 begin // Èäåì â íóæíóþ ñòîðîíó
7125 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7126 SetAIFlag('NEEDFIRE', '1');
7127 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7128 SetAIFlag('GORIGHT', '1');
7129 end;
7130 end
7131 else
7132 if GetAIFlag('ATTACKRIGHT') <> '' then
7133 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
7134 RemoveAIFlag('ATTACKRIGHT');
7136 SetAIFlag('NEEDJUMP', '1');
7138 if RunDirection() = TDirection.D_LEFT then
7139 begin // Èäåì íå â òó ñòîðîíó
7140 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
7141 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
7142 SetAIFlag('NEEDFIRE', '1');
7143 SetAIFlag('GORIGHT', '1');
7144 end;
7145 end
7146 else
7147 begin
7148 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7149 SetAIFlag('NEEDFIRE', '1');
7150 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7151 SetAIFlag('GOLEFT', '1');
7152 end;
7153 end;
7155 //HACK! (does it belongs there?)
7156 RealizeCurrentWeapon();
7158 // Åñëè åñòü âîçìîæíûå öåëè:
7159 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
7160 if (targets <> nil) and (GetAIFlag('NEEDFIRE') <> '') then
7161 for a := 0 to High(targets) do
7162 begin
7163 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
7164 if GetRnd(FDifficult.DiagFire) then
7165 begin
7166 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
7167 if FDirection = TDirection.D_LEFT then
7168 angle := ANGLE_LEFTUP
7169 else
7170 angle := ANGLE_RIGHTUP;
7172 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7173 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7175 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7176 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7177 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7178 targets[a].Rect.Width, targets[a].Rect.Height) and
7179 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
7180 begin
7181 SetAIFlag('NEEDFIRE', '1');
7182 SetAIFlag('NEEDSEEUP', '1');
7183 end;
7185 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
7186 if FDirection = TDirection.D_LEFT then
7187 angle := ANGLE_LEFTDOWN
7188 else
7189 angle := ANGLE_RIGHTDOWN;
7191 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7192 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7194 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7195 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7196 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7197 targets[a].Rect.Width, targets[a].Rect.Height) and
7198 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
7199 begin
7200 SetAIFlag('NEEDFIRE', '1');
7201 SetAIFlag('NEEDSEEDOWN', '1');
7202 end;
7203 end;
7205 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
7206 if targets[a].Line and targets[a].Visible and
7207 (((FDirection = TDirection.D_LEFT) and (targets[a].X < FObj.X)) or
7208 ((FDirection = TDirection.D_RIGHT) and (targets[a].X > FObj.X))) then
7209 begin
7210 SetAIFlag('NEEDFIRE', '1');
7211 Break;
7212 end;
7213 end;
7215 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
7216 if g_Weapon_Danger(FUID, FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y,
7217 PLAYER_RECT.Width, PLAYER_RECT.Height,
7218 40+GetInterval(FDifficult.Cover, 40)) then
7219 SetAIFlag('NEEDJUMP', '1');
7221 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
7222 ammo := GetAmmoByWeapon(FCurrWeap);
7223 if ((FCurrWeap = WEAPON_SHOTGUN2) and (ammo < 2)) or
7224 ((FCurrWeap = WEAPON_BFG) and (ammo < 40)) or
7225 (ammo = 0) then
7226 SetAIFlag('SELECTWEAPON', '1');
7228 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
7229 if GetAIFlag('SELECTWEAPON') = '1' then
7230 begin
7231 SelectWeapon(-1);
7232 RemoveAIFlag('SELECTWEAPON');
7233 end;
7234 end;
7236 procedure TBot.Update();
7237 var
7238 EnableAI: Boolean;
7239 begin
7240 if not FAlive then
7241 begin // Respawn
7242 ReleaseKeys();
7243 PressKey(KEY_UP);
7244 end
7245 else
7246 begin
7247 EnableAI := True;
7249 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
7250 if (g_debug_BotAIOff = 1) and (Team = TEAM_RED) then
7251 EnableAI := False;
7252 if (g_debug_BotAIOff = 2) and (Team = TEAM_BLUE) then
7253 EnableAI := False;
7254 if g_debug_BotAIOff = 3 then
7255 EnableAI := False;
7257 if EnableAI then
7258 begin
7259 UpdateMove();
7260 UpdateCombat();
7261 end
7262 else
7263 begin
7264 RealizeCurrentWeapon();
7265 end;
7266 end;
7268 inherited Update();
7269 end;
7271 procedure TBot.ReleaseKey(Key: Byte);
7272 begin
7273 with FKeys[Key] do
7274 begin
7275 Pressed := False;
7276 Time := 0;
7277 end;
7278 end;
7280 function TBot.KeyPressed(Key: Word): Boolean;
7281 begin
7282 Result := FKeys[Key].Pressed;
7283 end;
7285 function TBot.GetAIFlag(aName: String20): String20;
7286 var
7287 a: Integer;
7288 begin
7289 Result := '';
7291 aName := LowerCase(aName);
7293 if FAIFlags <> nil then
7294 for a := 0 to High(FAIFlags) do
7295 if LowerCase(FAIFlags[a].Name) = aName then
7296 begin
7297 Result := FAIFlags[a].Value;
7298 Break;
7299 end;
7300 end;
7302 procedure TBot.RemoveAIFlag(aName: String20);
7303 var
7304 a, b: Integer;
7305 begin
7306 if FAIFlags = nil then Exit;
7308 aName := LowerCase(aName);
7310 for a := 0 to High(FAIFlags) do
7311 if LowerCase(FAIFlags[a].Name) = aName then
7312 begin
7313 if a <> High(FAIFlags) then
7314 for b := a to High(FAIFlags)-1 do
7315 FAIFlags[b] := FAIFlags[b+1];
7317 SetLength(FAIFlags, Length(FAIFlags)-1);
7318 Break;
7319 end;
7320 end;
7322 procedure TBot.SetAIFlag(aName, fValue: String20);
7323 var
7324 a: Integer;
7325 ok: Boolean;
7326 begin
7327 a := 0;
7328 ok := False;
7330 aName := LowerCase(aName);
7332 if FAIFlags <> nil then
7333 for a := 0 to High(FAIFlags) do
7334 if LowerCase(FAIFlags[a].Name) = aName then
7335 begin
7336 ok := True;
7337 Break;
7338 end;
7340 if ok then FAIFlags[a].Value := fValue
7341 else
7342 begin
7343 SetLength(FAIFlags, Length(FAIFlags)+1);
7344 with FAIFlags[High(FAIFlags)] do
7345 begin
7346 Name := aName;
7347 Value := fValue;
7348 end;
7349 end;
7350 end;
7352 procedure TBot.UpdateMove;
7354 procedure GoLeft(Time: Word = 1);
7355 begin
7356 ReleaseKey(KEY_LEFT);
7357 ReleaseKey(KEY_RIGHT);
7358 PressKey(KEY_LEFT, Time);
7359 SetDirection(TDirection.D_LEFT);
7360 end;
7362 procedure GoRight(Time: Word = 1);
7363 begin
7364 ReleaseKey(KEY_LEFT);
7365 ReleaseKey(KEY_RIGHT);
7366 PressKey(KEY_RIGHT, Time);
7367 SetDirection(TDirection.D_RIGHT);
7368 end;
7370 function Rnd(a: Word): Boolean;
7371 begin
7372 Result := Random(a) = 0;
7373 end;
7375 procedure Turn(Time: Word = 1200);
7376 begin
7377 if RunDirection() = TDirection.D_LEFT then GoRight(Time) else GoLeft(Time);
7378 end;
7380 procedure Stop();
7381 begin
7382 ReleaseKey(KEY_LEFT);
7383 ReleaseKey(KEY_RIGHT);
7384 end;
7386 function CanRunLeft(): Boolean;
7387 begin
7388 Result := not CollideLevel(-1, 0);
7389 end;
7391 function CanRunRight(): Boolean;
7392 begin
7393 Result := not CollideLevel(1, 0);
7394 end;
7396 function CanRun(): Boolean;
7397 begin
7398 if RunDirection() = TDirection.D_LEFT then Result := CanRunLeft() else Result := CanRunRight();
7399 end;
7401 procedure Jump(Time: Word = 30);
7402 begin
7403 PressKey(KEY_JUMP, Time);
7404 end;
7406 function NearHole(): Boolean;
7407 var
7408 x, sx: Integer;
7409 begin
7410 { TODO 5 : Ëåñòíèöû }
7411 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7412 for x := 1 to PLAYER_RECT.Width do
7413 if (not StayOnStep(x*sx, 0)) and
7414 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7415 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7416 begin
7417 Result := True;
7418 Exit;
7419 end;
7421 Result := False;
7422 end;
7424 function BorderHole(): Boolean;
7425 var
7426 x, sx, xx: Integer;
7427 begin
7428 { TODO 5 : Ëåñòíèöû }
7429 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7430 for x := 1 to PLAYER_RECT.Width do
7431 if (not StayOnStep(x*sx, 0)) and
7432 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7433 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7434 begin
7435 for xx := x to x+32 do
7436 if CollideLevel(xx*sx, PLAYER_RECT.Height) then
7437 begin
7438 Result := True;
7439 Exit;
7440 end;
7441 end;
7443 Result := False;
7444 end;
7446 function NearDeepHole(): Boolean;
7447 var
7448 x, sx, y: Integer;
7449 begin
7450 Result := False;
7452 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7453 y := 3;
7455 for x := 1 to PLAYER_RECT.Width do
7456 if (not StayOnStep(x*sx, 0)) and
7457 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7458 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7459 begin
7460 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7461 begin
7462 if CollideLevel(x*sx, PLAYER_RECT.Height*y) then Exit;
7463 y := y+1;
7464 end;
7466 Result := True;
7467 end else Result := False;
7468 end;
7470 function OverDeepHole(): Boolean;
7471 var
7472 y: Integer;
7473 begin
7474 Result := False;
7476 y := 1;
7477 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7478 begin
7479 if CollideLevel(0, PLAYER_RECT.Height*y) then Exit;
7480 y := y+1;
7481 end;
7483 Result := True;
7484 end;
7486 function OnGround(): Boolean;
7487 begin
7488 Result := StayOnStep(0, 0) or CollideLevel(0, 1);
7489 end;
7491 function OnLadder(): Boolean;
7492 begin
7493 Result := FullInStep(0, 0);
7494 end;
7496 function BelowLadder(): Boolean;
7497 begin
7498 Result := (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and
7499 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7500 (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and
7501 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7502 end;
7504 function BelowLiftUp(): Boolean;
7505 begin
7506 Result := ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and
7507 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7508 ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and
7509 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7510 end;
7512 function OnTopLift(): Boolean;
7513 begin
7514 Result := (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7515 end;
7517 function CanJumpOver(): Boolean;
7518 var
7519 sx, y: Integer;
7520 begin
7521 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7523 Result := False;
7525 if not CollideLevel(sx, 0) then Exit;
7527 for y := 1 to BOT_MAXJUMP do
7528 if CollideLevel(0, -y) then Exit else
7529 if not CollideLevel(sx, -y) then
7530 begin
7531 Result := True;
7532 Exit;
7533 end;
7534 end;
7536 function CanJumpUp(Dist: ShortInt): Boolean;
7537 var
7538 y, yy: Integer;
7539 c: Boolean;
7540 begin
7541 Result := False;
7543 if CollideLevel(Dist, 0) then Exit;
7545 c := False;
7546 for y := 0 to BOT_MAXJUMP do
7547 if CollideLevel(Dist, -y) then
7548 begin
7549 c := True;
7550 Break;
7551 end;
7553 if not c then Exit;
7555 c := False;
7556 for yy := y+1 to BOT_MAXJUMP do
7557 if not CollideLevel(Dist, -yy) then
7558 begin
7559 c := True;
7560 Break;
7561 end;
7563 if not c then Exit;
7565 c := False;
7566 for y := 0 to BOT_MAXJUMP do
7567 if CollideLevel(0, -y) then
7568 begin
7569 c := True;
7570 Break;
7571 end;
7573 if c then Exit;
7575 if y < yy then Exit;
7577 Result := True;
7578 end;
7580 function IsSafeTrigger(): Boolean;
7581 var
7582 a: Integer;
7583 begin
7584 Result := True;
7585 if gTriggers = nil then
7586 Exit;
7587 for a := 0 to High(gTriggers) do
7588 if Collide(gTriggers[a].X,
7589 gTriggers[a].Y,
7590 gTriggers[a].Width,
7591 gTriggers[a].Height) and
7592 (gTriggers[a].TriggerType in [TRIGGER_EXIT, TRIGGER_CLOSEDOOR,
7593 TRIGGER_CLOSETRAP, TRIGGER_TRAP,
7594 TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF,
7595 TRIGGER_ONOFF, TRIGGER_SPAWNMONSTER,
7596 TRIGGER_DAMAGE, TRIGGER_SHOT]) then
7597 Result := False;
7598 end;
7600 begin
7601 // Âîçìîæíî, íàæèìàåì êíîïêó:
7602 if Rnd(16) and IsSafeTrigger() then
7603 PressKey(KEY_OPEN);
7605 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7606 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7607 begin
7608 ReleaseKey(KEY_LEFT);
7609 ReleaseKey(KEY_RIGHT);
7610 Jump();
7611 end;
7613 // Èäåì âëåâî, åñëè íàäî áûëî:
7614 if GetAIFlag('GOLEFT') <> '' then
7615 begin
7616 RemoveAIFlag('GOLEFT');
7617 if CanRunLeft() then
7618 GoLeft(360);
7619 end;
7621 // Èäåì âïðàâî, åñëè íàäî áûëî:
7622 if GetAIFlag('GORIGHT') <> '' then
7623 begin
7624 RemoveAIFlag('GORIGHT');
7625 if CanRunRight() then
7626 GoRight(360);
7627 end;
7629 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7630 if FObj.X < -32 then
7631 GoRight(360)
7632 else
7633 if FObj.X+32 > gMapInfo.Width then
7634 GoLeft(360);
7636 // Ïðûãàåì, åñëè íàäî áûëî:
7637 if GetAIFlag('NEEDJUMP') <> '' then
7638 begin
7639 Jump(0);
7640 RemoveAIFlag('NEEDJUMP');
7641 end;
7643 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7644 if GetAIFlag('NEEDSEEUP') <> '' then
7645 begin
7646 ReleaseKey(KEY_UP);
7647 ReleaseKey(KEY_DOWN);
7648 PressKey(KEY_UP, 20);
7649 RemoveAIFlag('NEEDSEEUP');
7650 end;
7652 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7653 if GetAIFlag('NEEDSEEDOWN') <> '' then
7654 begin
7655 ReleaseKey(KEY_UP);
7656 ReleaseKey(KEY_DOWN);
7657 PressKey(KEY_DOWN, 20);
7658 RemoveAIFlag('NEEDSEEDOWN');
7659 end;
7661 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7662 if GetAIFlag('GOINHOLE') <> '' then
7663 if not OnGround() then
7664 begin
7665 ReleaseKey(KEY_LEFT);
7666 ReleaseKey(KEY_RIGHT);
7667 RemoveAIFlag('GOINHOLE');
7668 SetAIFlag('FALLINHOLE', '1');
7669 end;
7671 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7672 if GetAIFlag('FALLINHOLE') <> '' then
7673 if OnGround() then
7674 RemoveAIFlag('FALLINHOLE');
7676 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7677 if not (KeyPressed(KEY_LEFT) or KeyPressed(KEY_RIGHT)) then
7678 if GetAIFlag('FALLINHOLE') = '' then
7679 if (not OnLadder()) or (FObj.Vel.Y >= 0) or (OnTopLift()) then
7680 if Rnd(2) then
7681 GoLeft(360)
7682 else
7683 GoRight(360);
7685 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7686 if OnGround() and
7687 CanJumpUp(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*32) and
7688 Rnd(8) then
7689 Jump();
7691 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7692 if OnGround() and NearHole() then
7693 if NearDeepHole() then // Åñëè ýòî áåçäíà
7694 case Random(6) of
7695 0..3: Turn(); // Áåæèì îáðàòíî
7696 4: Jump(); // Ïðûãàåì
7697 5: begin // Ïðûãàåì îáðàòíî
7698 Turn();
7699 Jump();
7700 end;
7701 end
7702 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7703 if GetAIFlag('GOINHOLE') = '' then
7704 case Random(6) of
7705 0: Turn(); // Íå íóæíî òóäà
7706 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7707 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7708 if BorderHole() then
7709 SetAIFlag('GOINHOLE', '1');
7710 end;
7712 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7713 if (not CanRun()) and OnGround() then
7714 begin
7715 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7716 if CanJumpOver() or OnLadder() then
7717 Jump()
7718 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7719 if Random(2) = 0 then
7720 begin
7721 if IsSafeTrigger() then
7722 PressKey(KEY_OPEN);
7723 end else
7724 Turn();
7725 end;
7727 // Îñòàëîñü ìàëî âîçäóõà:
7728 if FAir < 36 * 2 then
7729 Jump(20);
7731 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7732 if (FMegaRulez[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then
7733 if BodyInAcid(0, 0) then
7734 Jump();
7735 end;
7737 function TBot.FullInStep(XInc, YInc: Integer): Boolean;
7738 begin
7739 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
7740 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_STEP, False);
7741 end;
7743 {function TBot.NeedItem(Item: Byte): Byte;
7744 begin
7745 Result := 4;
7746 end;}
7748 procedure TBot.SelectWeapon(Dist: Integer);
7749 var
7750 a: Integer;
7752 function HaveAmmo(weapon: Byte): Boolean;
7753 begin
7754 case weapon of
7755 WEAPON_PISTOL: Result := FAmmo[A_BULLETS] >= 1;
7756 WEAPON_SHOTGUN1: Result := FAmmo[A_SHELLS] >= 1;
7757 WEAPON_SHOTGUN2: Result := FAmmo[A_SHELLS] >= 2;
7758 WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS] >= 10;
7759 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS] >= 1;
7760 WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10;
7761 WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40;
7762 WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1;
7763 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL] >= 1;
7764 else Result := True;
7765 end;
7766 end;
7768 begin
7769 if Dist = -1 then Dist := BOT_LONGDIST;
7771 if Dist > BOT_LONGDIST then
7772 begin // Äàëüíèé áîé
7773 for a := 0 to 9 do
7774 if FWeapon[FDifficult.WeaponPrior[a]] and HaveAmmo(FDifficult.WeaponPrior[a]) then
7775 begin
7776 FSelectedWeapon := FDifficult.WeaponPrior[a];
7777 Break;
7778 end;
7779 end
7780 else //if Dist > BOT_UNSAFEDIST then
7781 begin // Áëèæíèé áîé
7782 for a := 0 to 9 do
7783 if FWeapon[FDifficult.CloseWeaponPrior[a]] and HaveAmmo(FDifficult.CloseWeaponPrior[a]) then
7784 begin
7785 FSelectedWeapon := FDifficult.CloseWeaponPrior[a];
7786 Break;
7787 end;
7788 end;
7789 { else
7790 begin
7791 for a := 0 to 9 do
7792 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7793 begin
7794 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7795 Break;
7796 end;
7797 end;}
7798 end;
7800 function TBot.PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean;
7801 begin
7802 Result := inherited PickItem(ItemType, force, remove);
7804 if Result then SetAIFlag('SELECTWEAPON', '1');
7805 end;
7807 function TBot.Heal(value: Word; Soft: Boolean): Boolean;
7808 begin
7809 Result := inherited Heal(value, Soft);
7810 end;
7812 function TBot.Healthy(): Byte;
7813 begin
7814 if FMegaRulez[MR_INVUL] >= gTime then Result := 3
7815 else if (FHealth > 80) or ((FHealth > 50) and (FArmor > 20)) then Result := 3
7816 else if (FHealth > 50) then Result := 2
7817 else if (FHealth > 20) then Result := 1
7818 else Result := 0;
7819 end;
7821 function TBot.TargetOnScreen(TX, TY: Integer): Boolean;
7822 begin
7823 Result := (Abs(FObj.X-TX) <= Trunc(gPlayerScreenSize.X*0.6)) and
7824 (Abs(FObj.Y-TY) <= Trunc(gPlayerScreenSize.Y*0.6));
7825 end;
7827 procedure TBot.OnDamage(Angle: SmallInt);
7828 var
7829 pla: TPlayer;
7830 mon: TMonster;
7831 ok: Boolean;
7832 begin
7833 inherited;
7835 if (Angle = 0) or (Angle = 180) then
7836 begin
7837 ok := False;
7838 if (g_GetUIDType(FLastSpawnerUID) = UID_PLAYER) and
7839 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER) then
7840 begin // Èãðîê
7841 pla := g_Player_Get(FLastSpawnerUID);
7842 ok := not TargetOnScreen(pla.FObj.X + PLAYER_RECT.X,
7843 pla.FObj.Y + PLAYER_RECT.Y);
7844 end
7845 else
7846 if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and
7847 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then
7848 begin // Ìîíñòð
7849 mon := g_Monsters_ByUID(FLastSpawnerUID);
7850 ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
7851 mon.Obj.Y + mon.Obj.Rect.Y);
7852 end;
7854 if ok then
7855 if Angle = 0 then
7856 SetAIFlag('ATTACKLEFT', '1')
7857 else
7858 SetAIFlag('ATTACKRIGHT', '1');
7859 end;
7860 end;
7862 function TBot.RunDirection(): TDirection;
7863 begin
7864 if Abs(Vel.X) >= 1 then
7865 begin
7866 if Vel.X > 0 then Result := TDirection.D_RIGHT else Result := TDirection.D_LEFT;
7867 end else
7868 Result := FDirection;
7869 end;
7871 function TBot.GetRnd(a: Byte): Boolean;
7872 begin
7873 if a = 0 then Result := False
7874 else if a = 255 then Result := True
7875 else Result := Random(256) > 255-a;
7876 end;
7878 function TBot.GetInterval(a: Byte; radius: SmallInt): SmallInt;
7879 begin
7880 Result := Round((255-a)/255*radius*(Random(2)-1));
7881 end;
7884 procedure TDifficult.save (st: TStream);
7885 begin
7886 utils.writeInt(st, Byte(DiagFire));
7887 utils.writeInt(st, Byte(InvisFire));
7888 utils.writeInt(st, Byte(DiagPrecision));
7889 utils.writeInt(st, Byte(FlyPrecision));
7890 utils.writeInt(st, Byte(Cover));
7891 utils.writeInt(st, Byte(CloseJump));
7892 st.WriteBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7893 st.WriteBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7894 end;
7896 procedure TDifficult.load (st: TStream);
7897 begin
7898 DiagFire := utils.readByte(st);
7899 InvisFire := utils.readByte(st);
7900 DiagPrecision := utils.readByte(st);
7901 FlyPrecision := utils.readByte(st);
7902 Cover := utils.readByte(st);
7903 CloseJump := utils.readByte(st);
7904 st.ReadBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7905 st.ReadBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7906 end;
7909 procedure TBot.SaveState (st: TStream);
7910 var
7911 i: Integer;
7912 dw: Integer;
7913 begin
7914 inherited SaveState(st);
7915 utils.writeSign(st, 'BOT0');
7916 // Âûáðàííîå îðóæèå
7917 utils.writeInt(st, Byte(FSelectedWeapon));
7918 // UID öåëè
7919 utils.writeInt(st, Word(FTargetUID));
7920 // Âðåìÿ ïîòåðè öåëè
7921 utils.writeInt(st, LongWord(FLastVisible));
7922 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7923 dw := Length(FAIFlags);
7924 utils.writeInt(st, LongInt(dw));
7925 // Ôëàãè ÈÈ
7926 for i := 0 to dw-1 do
7927 begin
7928 utils.writeStr(st, FAIFlags[i].Name, 20);
7929 utils.writeStr(st, FAIFlags[i].Value, 20);
7930 end;
7931 // Íàñòðîéêè ñëîæíîñòè
7932 FDifficult.save(st);
7933 end;
7936 procedure TBot.LoadState (st: TStream);
7937 var
7938 i: Integer;
7939 dw: Integer;
7940 begin
7941 inherited LoadState(st);
7942 if not utils.checkSign(st, 'BOT0') then raise XStreamError.Create('invalid bot signature');
7943 // Âûáðàííîå îðóæèå
7944 FSelectedWeapon := utils.readByte(st);
7945 // UID öåëè
7946 FTargetUID := utils.readWord(st);
7947 // Âðåìÿ ïîòåðè öåëè
7948 FLastVisible := utils.readLongWord(st);
7949 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7950 dw := utils.readLongInt(st);
7951 if (dw < 0) or (dw > 16384) then raise XStreamError.Create('invalid number of bot AI flags');
7952 SetLength(FAIFlags, dw);
7953 // Ôëàãè ÈÈ
7954 for i := 0 to dw-1 do
7955 begin
7956 FAIFlags[i].Name := utils.readStr(st, 20);
7957 FAIFlags[i].Value := utils.readStr(st, 20);
7958 end;
7959 // Íàñòðîéêè ñëîæíîñòè
7960 FDifficult.load(st);
7961 end;
7964 begin
7965 conRegVar('cheat_berserk_autoswitch', @gBerserkAutoswitch, 'autoswitch to fist when berserk pack taken', '', true, true);
7966 conRegVar('player_indicator', @gPlayerIndicator, 'Draw indicator only for current player, also for teammates, or not at all', 'Draw indicator only for current player, also for teammates, or not at all');
7967 conRegVar('player_indicator_style', @gPlayerIndicatorStyle, 'Visual appearance of indicator', 'Visual appearance of indicator');
7968 end.