DEADSOFTWARE

players: fix bot state loading
[d2df-sdl.git] / src / game / g_player.pas
1 (* Copyright (C) Doom 2D: Forever Developers
2 *
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, version 3 of the License ONLY.
6 *
7 * This program is distributed in the hope that it will be useful,
8 * but WITHOUT ANY WARRANTY; without even the implied warranty of
9 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
10 * GNU General Public License for more details.
11 *
12 * You should have received a copy of the GNU General Public License
13 * along with this program. If not, see <http://www.gnu.org/licenses/>.
14 *)
15 {$INCLUDE ../shared/a_modes.inc}
16 {$M+}
17 unit g_player;
19 interface
21 uses
22 SysUtils, Classes,
23 {$IFDEF USE_MEMPOOL}mempool,{$ENDIF}
24 e_graphics, g_playermodel, g_basic, g_textures,
25 g_weapons, g_phys, g_sound, g_saveload, MAPDEF,
26 g_panel;
28 const
29 KEY_LEFT = 1;
30 KEY_RIGHT = 2;
31 KEY_UP = 3;
32 KEY_DOWN = 4;
33 KEY_FIRE = 5;
34 KEY_OPEN = 6;
35 KEY_JUMP = 7;
36 KEY_CHAT = 8;
38 WP_PREV = 0;
39 WP_NEXT = 1;
40 WP_FACT = WP_PREV;
41 WP_LACT = WP_NEXT;
43 R_ITEM_BACKPACK = 0;
44 R_KEY_RED = 1;
45 R_KEY_GREEN = 2;
46 R_KEY_BLUE = 3;
47 R_BERSERK = 4;
49 MR_SUIT = 0;
50 MR_INVUL = 1;
51 MR_INVIS = 2;
52 MR_MAX = 2;
54 A_BULLETS = 0;
55 A_SHELLS = 1;
56 A_ROCKETS = 2;
57 A_CELLS = 3;
58 A_FUEL = 4;
59 A_HIGH = 4;
61 AmmoLimits: Array [0..1] of Array [A_BULLETS..A_HIGH] of Word =
62 ((200, 50, 50, 300, 100),
63 (400, 100, 100, 600, 200));
65 K_SIMPLEKILL = 0;
66 K_HARDKILL = 1;
67 K_EXTRAHARDKILL = 2;
68 K_FALLKILL = 3;
70 T_RESPAWN = 0;
71 T_SWITCH = 1;
72 T_USE = 2;
73 T_FLAGCAP = 3;
75 TEAM_NONE = 0;
76 TEAM_RED = 1;
77 TEAM_BLUE = 2;
78 TEAM_COOP = 3;
80 SHELL_BULLET = 0;
81 SHELL_SHELL = 1;
82 SHELL_DBLSHELL = 2;
84 ANGLE_NONE = Low(SmallInt);
86 CORPSE_STATE_REMOVEME = 0;
87 CORPSE_STATE_NORMAL = 1;
88 CORPSE_STATE_MESS = 2;
90 PLAYER_RECT: TRectWH = (X:15; Y:12; Width:34; Height:52);
91 PLAYER_RECT_CX = 15+(34 div 2);
92 PLAYER_RECT_CY = 12+(52 div 2);
93 PLAYER_CORPSERECT: TRectWH = (X:15; Y:48; Width:34; Height:16);
95 PLAYER_HP_SOFT = 100;
96 PLAYER_HP_LIMIT = 200;
97 PLAYER_AP_SOFT = 100;
98 PLAYER_AP_LIMIT = 200;
99 SUICIDE_DAMAGE = 112;
100 WEAPON_DELAY = 5;
102 PLAYER_BURN_TIME = 110;
104 PLAYER1_DEF_COLOR: TRGB = (R:64; G:175; B:48);
105 PLAYER2_DEF_COLOR: TRGB = (R:96; G:96; B:96);
107 type
108 TPlayerStat = record
109 Num: Integer;
110 Ping: Word;
111 Loss: Byte;
112 Name: String;
113 Team: Byte;
114 Frags: SmallInt;
115 Deaths: SmallInt;
116 Lives: Byte;
117 Kills: Word;
118 Color: TRGB;
119 Spectator: Boolean;
120 UID: Word;
121 end;
123 TPlayerStatArray = Array of TPlayerStat;
125 TPlayerSavedState = record
126 Health: Integer;
127 Armor: Integer;
128 Air: Integer;
129 JetFuel: Integer;
130 CurrWeap: Byte;
131 NextWeap: WORD;
132 NextWeapDelay: Byte;
133 Ammo: Array [A_BULLETS..A_HIGH] of Word;
134 MaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
135 Weapon: Array [WP_FIRST..WP_LAST] of Boolean;
136 Rulez: Set of R_ITEM_BACKPACK..R_BERSERK;
137 Used: Boolean;
138 end;
140 TKeyState = record
141 Pressed: Boolean;
142 Time: Word;
143 end;
145 TPlayer = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
146 private
147 FIamBot: Boolean;
148 FUID: Word;
149 FName: String;
150 FTeam: Byte;
151 FAlive: Boolean;
152 FSpawned: Boolean;
153 FDirection: TDirection;
154 FHealth: Integer;
155 FLives: Byte;
156 FArmor: Integer;
157 FAir: Integer;
158 FPain: Integer;
159 FPickup: Integer;
160 FKills: Integer;
161 FMonsterKills: Integer;
162 FFrags: Integer;
163 FFragCombo: Byte;
164 FLastFrag: LongWord;
165 FComboEvnt: Integer;
166 FDeath: Integer;
167 FCanJetpack: Boolean;
168 FJetFuel: Integer;
169 FFlag: Byte;
170 FSecrets: Integer;
171 FCurrWeap: Byte;
172 FNextWeap: WORD;
173 FNextWeapDelay: Byte; // frames
174 FBFGFireCounter: SmallInt;
175 FLastSpawnerUID: Word;
176 FLastHit: Byte;
177 FObj: TObj;
178 FXTo, FYTo: Integer;
179 FSpectatePlayer: Integer;
180 FFirePainTime: Integer;
181 FFireAttacker: Word;
183 FSavedStateNum: Integer;
185 FModel: TPlayerModel;
186 FPunchAnim: TAnimation;
187 FActionPrior: Byte;
188 FActionAnim: Byte;
189 FActionForce: Boolean;
190 FActionChanged: Boolean;
191 FAngle: SmallInt;
192 FFireAngle: SmallInt;
193 FIncCamOld: Integer;
194 FIncCam: Integer;
195 FSlopeOld: Integer;
196 FShellTimer: Integer;
197 FShellType: Byte;
198 FSawSound: TPlayableSound;
199 FSawSoundIdle: TPlayableSound;
200 FSawSoundHit: TPlayableSound;
201 FSawSoundSelect: TPlayableSound;
202 FFlameSoundOn: TPlayableSound;
203 FFlameSoundOff: TPlayableSound;
204 FFlameSoundWork: TPlayableSound;
205 FJetSoundOn: TPlayableSound;
206 FJetSoundOff: TPlayableSound;
207 FJetSoundFly: TPlayableSound;
208 FGodMode: Boolean;
209 FNoTarget: Boolean;
210 FNoReload: Boolean;
211 FJustTeleported: Boolean;
212 FNetTime: LongWord;
213 mEDamageType: Integer;
216 function CollideLevel(XInc, YInc: Integer): Boolean;
217 function StayOnStep(XInc, YInc: Integer): Boolean;
218 function HeadInLiquid(XInc, YInc: Integer): Boolean;
219 function BodyInLiquid(XInc, YInc: Integer): Boolean;
220 function BodyInAcid(XInc, YInc: Integer): Boolean;
221 function FullInLift(XInc, YInc: Integer): Integer;
222 {procedure CollideItem();}
223 procedure FlySmoke(Times: DWORD = 1);
224 procedure OnFireFlame(Times: DWORD = 1);
225 function GetAmmoByWeapon(Weapon: Byte): Word;
226 procedure SetAction(Action: Byte; Force: Boolean = False);
227 procedure OnDamage(Angle: SmallInt); virtual;
228 function firediry(): Integer;
229 procedure DoPunch();
231 procedure Run(Direction: TDirection);
232 procedure NextWeapon();
233 procedure PrevWeapon();
234 procedure SeeUp();
235 procedure SeeDown();
236 procedure Fire();
237 procedure Jump();
238 procedure Use();
240 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
241 procedure resetWeaponQueue ();
242 function hasAmmoForWeapon (weapon: Byte): Boolean;
244 procedure doDamage (v: Integer);
246 function refreshCorpse(): Boolean;
248 public
249 FDamageBuffer: Integer;
251 FAmmo: Array [A_BULLETS..A_HIGH] of Word;
252 FMaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
253 FWeapon: Array [WP_FIRST..WP_LAST] of Boolean;
254 FRulez: Set of R_ITEM_BACKPACK..R_BERSERK;
255 FBerserk: Integer;
256 FMegaRulez: Array [MR_SUIT..MR_MAX] of DWORD;
257 FReloading: Array [WP_FIRST..WP_LAST] of Word;
258 FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD;
259 FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState;
260 FColor: TRGB;
261 FPreferredTeam: Byte;
262 FSpectator: Boolean;
263 FNoRespawn: Boolean;
264 FWantsInGame: Boolean;
265 FGhost: Boolean;
266 FPhysics: Boolean;
267 FFlaming: Boolean;
268 FJetpack: Boolean;
269 FActualModelName: string;
270 FClientID: SmallInt;
271 FPing: Word;
272 FLoss: Byte;
273 FReady: Boolean;
274 FDummy: Boolean;
275 FFireTime: Integer;
276 FSpawnInvul: Integer;
277 FHandicap: Integer;
278 FWaitForFirstSpawn: Boolean; // set to `true` in server, used to spawn a player on first full state request
279 FCorpse: Integer;
281 // debug: viewport offset
282 viewPortX, viewPortY, viewPortW, viewPortH: Integer;
284 function isValidViewPort (): Boolean; inline;
286 constructor Create(); virtual;
287 destructor Destroy(); override;
288 procedure Respawn(Silent: Boolean; Force: Boolean = False); virtual;
289 function GetRespawnPoint(): Byte;
290 procedure PressKey(Key: Byte; Time: Word = 1);
291 procedure ReleaseKeys();
292 procedure SetModel(ModelName: String);
293 procedure SetColor(Color: TRGB);
294 function GetColor(): TRGB;
295 procedure SetWeapon(W: Byte);
296 function IsKeyPressed(K: Byte): Boolean;
297 function GetKeys(): Byte;
298 function PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; virtual;
299 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
300 function Collide(Panel: TPanel): Boolean; overload;
301 function Collide(X, Y: Integer): Boolean; overload;
302 procedure SetDirection(Direction: TDirection);
303 procedure GetSecret();
304 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
305 procedure Touch();
306 procedure Push(vx, vy: Integer);
307 procedure ChangeModel(ModelName: String);
308 procedure SwitchTeam;
309 procedure ChangeTeam(Team: Byte);
310 procedure BFGHit();
311 function GetFlag(Flag: Byte): Boolean;
312 procedure SetFlag(Flag: Byte);
313 function DropFlag(Silent: Boolean = True): Boolean;
314 procedure AllRulez(Health: Boolean);
315 procedure RestoreHealthArmor();
316 procedure FragCombo();
317 procedure GiveItem(ItemType: Byte);
318 procedure Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte); virtual;
319 function Heal(value: Word; Soft: Boolean): Boolean; virtual;
320 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
321 procedure MakeBloodSimple(Count: Word);
322 procedure Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
323 procedure Reset(Force: Boolean);
324 procedure Spectate(NoMove: Boolean = False);
325 procedure SwitchNoClip;
326 procedure SoftReset();
327 procedure Draw(); virtual;
328 procedure DrawPain();
329 procedure DrawPickup();
330 procedure DrawRulez();
331 procedure DrawAim();
332 procedure DrawIndicator(Color: TRGB);
333 procedure DrawBubble();
334 procedure DrawGUI();
335 procedure PreUpdate();
336 procedure Update(); virtual;
337 procedure RememberState();
338 procedure RecallState();
339 procedure SaveState (st: TStream); virtual;
340 procedure LoadState (st: TStream); virtual;
341 procedure PauseSounds(Enable: Boolean);
342 procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
343 procedure DoLerp(Level: Integer = 2);
344 procedure SetLerp(XTo, YTo: Integer);
345 procedure ProcessWeaponAction(Action: Byte);
346 procedure QueueWeaponSwitch(Weapon: Byte);
347 procedure RealizeCurrentWeapon();
348 procedure FlamerOn;
349 procedure FlamerOff;
350 procedure JetpackOn;
351 procedure JetpackOff;
352 procedure CatchFire(Attacker: Word; Timeout: Integer = PLAYER_BURN_TIME);
354 //WARNING! this does nothing for now, but still call it!
355 procedure positionChanged (); //WARNING! call this after entity position was changed, or coldet will not work right!
357 procedure getMapBox (out x, y, w, h: Integer); inline;
358 procedure moveBy (dx, dy: Integer); inline;
360 function getCameraObj(): TObj;
362 public
363 property Vel: TPoint2i read FObj.Vel;
364 property Obj: TObj read FObj;
366 property Name: String read FName write FName;
367 property Model: TPlayerModel read FModel;
368 property Health: Integer read FHealth write FHealth;
369 property Lives: Byte read FLives write FLives;
370 property Armor: Integer read FArmor write FArmor;
371 property Air: Integer read FAir write FAir;
372 property JetFuel: Integer read FJetFuel write FJetFuel;
373 property Frags: Integer read FFrags write FFrags;
374 property Death: Integer read FDeath write FDeath;
375 property Kills: Integer read FKills write FKills;
376 property CurrWeap: Byte read FCurrWeap write FCurrWeap;
377 property MonsterKills: Integer read FMonsterKills write FMonsterKills;
378 property Secrets: Integer read FSecrets;
379 property GodMode: Boolean read FGodMode write FGodMode;
380 property NoTarget: Boolean read FNoTarget write FNoTarget;
381 property NoReload: Boolean read FNoReload write FNoReload;
382 property alive: Boolean read FAlive write FAlive;
383 property Flag: Byte read FFlag;
384 property Team: Byte read FTeam write FTeam;
385 property Direction: TDirection read FDirection;
386 property GameX: Integer read FObj.X write FObj.X;
387 property GameY: Integer read FObj.Y write FObj.Y;
388 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
389 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
390 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
391 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
392 property IncCam: Integer read FIncCam write FIncCam;
393 property IncCamOld: Integer read FIncCamOld write FIncCamOld;
394 property SlopeOld: Integer read FSlopeOld write FSlopeOld;
395 property UID: Word read FUID write FUID;
396 property JustTeleported: Boolean read FJustTeleported write FJustTeleported;
397 property NetTime: LongWord read FNetTime write FNetTime;
399 published
400 property eName: String read FName write FName;
401 property eHealth: Integer read FHealth write FHealth;
402 property eLives: Byte read FLives write FLives;
403 property eArmor: Integer read FArmor write FArmor;
404 property eAir: Integer read FAir write FAir;
405 property eJetFuel: Integer read FJetFuel write FJetFuel;
406 property eFrags: Integer read FFrags write FFrags;
407 property eDeath: Integer read FDeath write FDeath;
408 property eKills: Integer read FKills write FKills;
409 property eCurrWeap: Byte read FCurrWeap write FCurrWeap;
410 property eMonsterKills: Integer read FMonsterKills write FMonsterKills;
411 property eSecrets: Integer read FSecrets write FSecrets;
412 property eGodMode: Boolean read FGodMode write FGodMode;
413 property eNoTarget: Boolean read FNoTarget write FNoTarget;
414 property eNoReload: Boolean read FNoReload write FNoReload;
415 property eAlive: Boolean read FAlive write FAlive;
416 property eFlag: Byte read FFlag;
417 property eTeam: Byte read FTeam write FTeam;
418 property eDirection: TDirection read FDirection;
419 property eGameX: Integer read FObj.X write FObj.X;
420 property eGameY: Integer read FObj.Y write FObj.Y;
421 property eGameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
422 property eGameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
423 property eGameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
424 property eGameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
425 property eIncCam: Integer read FIncCam write FIncCam;
426 property eUID: Word read FUID;
427 property eJustTeleported: Boolean read FJustTeleported;
428 property eNetTime: LongWord read FNetTime;
430 // set this before assigning something to `eDamage`
431 property eDamageType: Integer read mEDamageType write mEDamageType;
432 property eDamage: Integer write doDamage;
433 end;
435 TDifficult = record
436 public
437 DiagFire: Byte;
438 InvisFire: Byte;
439 DiagPrecision: Byte;
440 FlyPrecision: Byte;
441 Cover: Byte;
442 CloseJump: Byte;
443 WeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
444 CloseWeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
445 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
447 public
448 procedure save (st: TStream);
449 procedure load (st: TStream);
450 end;
452 TAIFlag = record
453 Name: String;
454 Value: String;
455 end;
457 TBot = class(TPlayer)
458 private
459 FSelectedWeapon: Byte;
460 FTargetUID: Word;
461 FLastVisible: DWORD;
462 FAIFlags: Array of TAIFlag;
463 FDifficult: TDifficult;
465 function GetRnd(a: Byte): Boolean;
466 function GetInterval(a: Byte; radius: SmallInt): SmallInt;
467 function RunDirection(): TDirection;
468 function FullInStep(XInc, YInc: Integer): Boolean;
469 //function NeedItem(Item: Byte): Byte;
470 procedure SelectWeapon(Dist: Integer);
471 procedure SetAIFlag(aName, fValue: String20);
472 function GetAIFlag(aName: String20): String20;
473 procedure RemoveAIFlag(aName: String20);
474 function Healthy(): Byte;
475 procedure UpdateMove();
476 procedure UpdateCombat();
477 function KeyPressed(Key: Word): Boolean;
478 procedure ReleaseKey(Key: Byte);
479 function TargetOnScreen(TX, TY: Integer): Boolean;
480 procedure OnDamage(Angle: SmallInt); override;
482 public
483 procedure Respawn(Silent: Boolean; Force: Boolean = False); override;
484 constructor Create(); override;
485 destructor Destroy(); override;
486 procedure Draw(); override;
487 function PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean; override;
488 function Heal(value: Word; Soft: Boolean): Boolean; override;
489 procedure Update(); override;
490 procedure SaveState (st: TStream); override;
491 procedure LoadState (st: TStream); override;
492 end;
494 PGib = ^TGib;
495 TGib = record
496 alive: Boolean;
497 ID: DWORD;
498 MaskID: DWORD;
499 RAngle: Integer;
500 Color: TRGB;
501 Obj: TObj;
503 procedure getMapBox (out x, y, w, h: Integer); inline;
504 procedure moveBy (dx, dy: Integer); inline;
506 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
507 end;
510 PShell = ^TShell;
511 TShell = record
512 SpriteID: DWORD;
513 alive: Boolean;
514 SType: Byte;
515 RAngle: Integer;
516 Timeout: Cardinal;
517 CX, CY: Integer;
518 Obj: TObj;
520 procedure getMapBox (out x, y, w, h: Integer); inline;
521 procedure moveBy (dx, dy: Integer); inline;
523 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
524 end;
526 TCorpse = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
527 private
528 FModelName: String;
529 FMess: Boolean;
530 FState: Byte;
531 FDamage: Byte;
532 FColor: TRGB;
533 FObj: TObj;
534 FPlayerUID: Word;
535 FAnimation: TAnimation;
536 FAnimationMask: TAnimation;
538 public
539 constructor Create(X, Y: Integer; ModelName: String; aMess: Boolean);
540 destructor Destroy(); override;
541 procedure Damage(Value: Word; SpawnerUID: Word; vx, vy: Integer);
542 procedure Update();
543 procedure Draw();
544 procedure SaveState (st: TStream);
545 procedure LoadState (st: TStream);
547 procedure getMapBox (out x, y, w, h: Integer); inline;
548 procedure moveBy (dx, dy: Integer); inline;
550 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
552 function ObjPtr (): PObj; inline;
554 property Obj: TObj read FObj; // copies object
555 property State: Byte read FState;
556 property Mess: Boolean read FMess;
557 end;
559 TTeamStat = Array [TEAM_RED..TEAM_BLUE] of
560 record
561 Goals: SmallInt;
562 end;
564 var
565 gPlayers: Array of TPlayer;
566 gCorpses: Array of TCorpse;
567 gGibs: Array of TGib;
568 gShells: Array of TShell;
569 gTeamStat: TTeamStat;
570 gFly: Boolean = False;
571 gAimLine: Boolean = False;
572 gChatBubble: Integer = 0;
573 gPlayerIndicator: Integer = 1;
574 gPlayerIndicatorStyle: Integer = 0;
575 gNumBots: Word = 0;
576 gSpectLatchPID1: Word = 0;
577 gSpectLatchPID2: Word = 0;
578 MAX_RUNVEL: Integer = 8;
579 VEL_JUMP: Integer = 10;
580 SHELL_TIMEOUT: Cardinal = 60000;
582 function Lerp(X, Y, Factor: Integer): Integer;
584 procedure g_Gibs_SetMax(Count: Word);
585 function g_Gibs_GetMax(): Word;
586 procedure g_Corpses_SetMax(Count: Word);
587 function g_Corpses_GetMax(): Word;
588 procedure g_Shells_SetMax(Count: Word);
589 function g_Shells_GetMax(): Word;
591 procedure g_Player_Init();
592 procedure g_Player_Free();
593 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
594 function g_Player_CreateFromState (st: TStream): Word;
595 procedure g_Player_Remove(UID: Word);
596 procedure g_Player_ResetTeams();
597 procedure g_Player_PreUpdate();
598 procedure g_Player_UpdateAll();
599 procedure g_Player_DrawAll();
600 procedure g_Player_DrawDebug(p: TPlayer);
601 procedure g_Player_DrawHealth();
602 procedure g_Player_RememberAll();
603 procedure g_Player_ResetAll(Force, Silent: Boolean);
604 function g_Player_Get(UID: Word): TPlayer;
605 function g_Player_GetCount(): Byte;
606 function g_Player_GetStats(): TPlayerStatArray;
607 function g_Player_ValidName(Name: String): Boolean;
608 function g_Player_CreateCorpse(Player: TPlayer): Integer;
609 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: String; fColor: TRGB);
610 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
611 procedure g_Player_UpdatePhysicalObjects();
612 procedure g_Player_DrawCorpses();
613 procedure g_Player_DrawShells();
614 procedure g_Player_RemoveAllCorpses();
615 procedure g_Player_Corpses_SaveState (st: TStream);
616 procedure g_Player_Corpses_LoadState (st: TStream);
617 procedure g_Player_ResetReady();
618 procedure g_Bot_Add(Team, Difficult: Byte; Handicap: Integer = 100);
619 procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1; Handicap: Integer = 100);
620 procedure g_Bot_MixNames();
621 procedure g_Bot_RemoveAll();
623 implementation
625 uses
626 {$INCLUDE ../nogl/noGLuses.inc}
627 {$IFDEF ENABLE_HOLMES}
628 g_holmes,
629 {$ENDIF}
630 e_log, g_map, g_items, g_console, g_gfx, Math,
631 g_options, g_triggers, g_menu, g_game, g_grid, e_res,
632 wadreader, g_main, g_monsters, CONFIG, g_language,
633 g_net, g_netmsg, g_window,
634 utils, xstreams;
636 const PLR_SAVE_VERSION = 0;
638 type
639 TBotProfile = record
640 name: ShortString;
641 model: ShortString;
642 team: Byte;
643 color: TRGB;
644 diag_fire: Byte;
645 invis_fire: Byte;
646 diag_precision: Byte;
647 fly_precision: Byte;
648 cover: Byte;
649 close_jump: Byte;
650 w_prior1: Array [WP_FIRST..WP_LAST] of Byte;
651 w_prior2: Array [WP_FIRST..WP_LAST] of Byte;
652 w_prior3: Array [WP_FIRST..WP_LAST] of Byte;
653 end;
655 const
656 TIME_RESPAWN1 = 1500;
657 TIME_RESPAWN2 = 2000;
658 TIME_RESPAWN3 = 3000;
659 AIR_DEF = 360;
660 AIR_MAX = 1091;
661 JET_MAX = 540; // ~30 sec
662 PLAYER_SUIT_TIME = 30000;
663 PLAYER_INVUL_TIME = 30000;
664 PLAYER_INVIS_TIME = 35000;
665 FRAG_COMBO_TIME = 3000;
666 VEL_SW = 4;
667 VEL_FLY = 6;
668 ANGLE_RIGHTUP = 55;
669 ANGLE_RIGHTDOWN = -35;
670 ANGLE_LEFTUP = 125;
671 ANGLE_LEFTDOWN = -145;
672 PLAYER_HEADRECT: TRectWH = (X:24; Y:12; Width:20; Height:12);
673 WEAPONPOINT: Array [TDirection] of TDFPoint = ((X:16; Y:32), (X:47; Y:32));
674 BOT_MAXJUMP = 84;
675 BOT_LONGDIST = 300;
676 BOT_UNSAFEDIST = 128;
677 TEAMCOLOR: Array [TEAM_RED..TEAM_BLUE] of TRGB = ((R:255; G:0; B:0),
678 (R:0; G:0; B:255));
679 DIFFICULT_EASY: TDifficult = (DiagFire: 32; InvisFire: 32; DiagPrecision: 32;
680 FlyPrecision: 32; Cover: 32; CloseJump: 32;
681 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
682 DIFFICULT_MEDIUM: TDifficult = (DiagFire: 127; InvisFire: 127; DiagPrecision: 127;
683 FlyPrecision: 127; Cover: 127; CloseJump: 127;
684 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
685 DIFFICULT_HARD: TDifficult = (DiagFire: 255; InvisFire: 255; DiagPrecision: 255;
686 FlyPrecision: 255; Cover: 255; CloseJump: 255;
687 WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
688 WEAPON_PRIOR1: Array [WP_FIRST..WP_LAST] of Byte =
689 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
690 WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
691 WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER,
692 WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
693 WEAPON_PRIOR2: Array [WP_FIRST..WP_LAST] of Byte =
694 (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
695 WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
696 WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1,
697 WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
698 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
699 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
700 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
701 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
702 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
703 WEAPON_RELOAD: Array [WP_FIRST..WP_LAST] of Byte =
704 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
706 PLAYER_SIGNATURE = $52594C50; // 'PLYR'
707 CORPSE_SIGNATURE = $50524F43; // 'CORP'
709 BOTNAMES_FILENAME = 'botnames.txt';
710 BOTLIST_FILENAME = 'botlist.txt';
712 var
713 MaxGibs: Word = 150;
714 MaxCorpses: Word = 20;
715 MaxShells: Word = 300;
716 CurrentGib: Integer = 0;
717 CurrentShell: Integer = 0;
718 BotNames: Array of String;
719 BotList: Array of TBotProfile;
720 SavedStates: Array of TPlayerSavedState;
723 function Lerp(X, Y, Factor: Integer): Integer;
724 begin
725 Result := X + ((Y - X) div Factor);
726 end;
728 function SameTeam(UID1, UID2: Word): Boolean;
729 begin
730 Result := False;
732 if (UID1 > UID_MAX_PLAYER) or (UID1 <= UID_MAX_GAME) or
733 (UID2 > UID_MAX_PLAYER) or (UID2 <= UID_MAX_GAME) then Exit;
735 if (g_Player_Get(UID1) = nil) or (g_Player_Get(UID2) = nil) then Exit;
737 if ((g_Player_Get(UID1).Team = TEAM_NONE) or
738 (g_Player_Get(UID2).Team = TEAM_NONE)) then Exit;
740 Result := g_Player_Get(UID1).FTeam = g_Player_Get(UID2).FTeam;
741 end;
743 procedure g_Gibs_SetMax(Count: Word);
744 begin
745 MaxGibs := Count;
746 SetLength(gGibs, Count);
748 if CurrentGib >= Count then
749 CurrentGib := 0;
750 end;
752 function g_Gibs_GetMax(): Word;
753 begin
754 Result := MaxGibs;
755 end;
757 procedure g_Shells_SetMax(Count: Word);
758 begin
759 MaxShells := Count;
760 SetLength(gShells, Count);
762 if CurrentShell >= Count then
763 CurrentShell := 0;
764 end;
766 function g_Shells_GetMax(): Word;
767 begin
768 Result := MaxShells;
769 end;
772 procedure g_Corpses_SetMax(Count: Word);
773 begin
774 MaxCorpses := Count;
775 SetLength(gCorpses, Count);
776 end;
778 function g_Corpses_GetMax(): Word;
779 begin
780 Result := MaxCorpses;
781 end;
783 function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
784 var
785 a: Integer;
786 ok: Boolean;
787 begin
788 Result := 0;
790 ok := False;
791 a := 0;
793 // Åñòü ëè ìåñòî â gPlayers:
794 if gPlayers <> nil then
795 for a := 0 to High(gPlayers) do
796 if gPlayers[a] = nil then
797 begin
798 ok := True;
799 Break;
800 end;
802 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
803 if not ok then
804 begin
805 SetLength(gPlayers, Length(gPlayers)+1);
806 a := High(gPlayers);
807 end;
809 // Ñîçäàåì îáúåêò èãðîêà:
810 if Bot then
811 gPlayers[a] := TBot.Create()
812 else
813 gPlayers[a] := TPlayer.Create();
816 gPlayers[a].FActualModelName := ModelName;
817 gPlayers[a].SetModel(ModelName);
819 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
820 if gPlayers[a].FModel = nil then
821 begin
822 gPlayers[a].Free();
823 gPlayers[a] := nil;
824 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [ModelName]));
825 Exit;
826 end;
828 if not (Team in [TEAM_RED, TEAM_BLUE]) then
829 if Random(2) = 0 then
830 Team := TEAM_RED
831 else
832 Team := TEAM_BLUE;
833 gPlayers[a].FPreferredTeam := Team;
835 case gGameSettings.GameMode of
836 GM_DM: gPlayers[a].FTeam := TEAM_NONE;
837 GM_TDM,
838 GM_CTF: gPlayers[a].FTeam := gPlayers[a].FPreferredTeam;
839 GM_SINGLE,
840 GM_COOP: gPlayers[a].FTeam := TEAM_COOP;
841 end;
843 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
844 gPlayers[a].FColor := Color;
845 if gPlayers[a].FTeam in [TEAM_RED, TEAM_BLUE] then
846 gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
847 else
848 gPlayers[a].FModel.Color := Color;
850 gPlayers[a].FUID := g_CreateUID(UID_PLAYER);
851 gPlayers[a].FAlive := False;
853 Result := gPlayers[a].FUID;
854 end;
856 function g_Player_CreateFromState (st: TStream): Word;
857 var a: Integer; ok, Bot: Boolean; pos: Int64;
858 begin
859 assert(st <> nil);
861 // check signature and entity type
862 pos := st.Position;
863 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
864 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
865 Bot := utils.readBool(st);
866 st.Position := pos;
868 // find free player slot
869 ok := false;
870 for a := 0 to High(gPlayers) do
871 if gPlayers[a] = nil then
872 begin
873 ok := true;
874 break;
875 end;
877 // allocate player slot
878 if not ok then
879 begin
880 SetLength(gPlayers, Length(gPlayers)+1);
881 a := High(gPlayers);
882 end;
884 // create entity and load state
885 if Bot then
886 gPlayers[a] := TBot.Create()
887 else
888 gPlayers[a] := TPlayer.Create();
889 gPlayers[a].FPhysics := True; // ???
890 gPlayers[a].LoadState(st);
892 result := gPlayers[a].FUID;
893 end;
896 procedure g_Player_ResetTeams();
897 var
898 a: Integer;
899 begin
900 if g_Game_IsClient then
901 Exit;
902 if gPlayers = nil then
903 Exit;
904 for a := Low(gPlayers) to High(gPlayers) do
905 if gPlayers[a] <> nil then
906 case gGameSettings.GameMode of
907 GM_DM:
908 gPlayers[a].ChangeTeam(TEAM_NONE);
909 GM_TDM, GM_CTF:
910 if not (gPlayers[a].Team in [TEAM_RED, TEAM_BLUE]) then
911 if gPlayers[a].FPreferredTeam in [TEAM_RED, TEAM_BLUE] then
912 gPlayers[a].ChangeTeam(gPlayers[a].FPreferredTeam)
913 else
914 if a mod 2 = 0 then
915 gPlayers[a].ChangeTeam(TEAM_RED)
916 else
917 gPlayers[a].ChangeTeam(TEAM_BLUE);
918 GM_SINGLE,
919 GM_COOP:
920 gPlayers[a].ChangeTeam(TEAM_COOP);
921 end;
922 end;
924 procedure g_Bot_Add(Team, Difficult: Byte; Handicap: Integer = 100);
925 var
926 m: SSArray;
927 _name, _model: String;
928 a, tr, tb: Integer;
929 begin
930 if not g_Game_IsServer then Exit;
932 // Ñïèñîê íàçâàíèé ìîäåëåé:
933 m := g_PlayerModel_GetNames();
934 if m = nil then
935 Exit;
937 // Êîìàíäà:
938 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
939 Team := TEAM_COOP // COOP
940 else
941 if gGameSettings.GameMode = GM_DM then
942 Team := TEAM_NONE // DM
943 else
944 if Team = TEAM_NONE then // CTF / TDM
945 begin
946 // Àâòîáàëàíñ êîìàíä:
947 tr := 0;
948 tb := 0;
950 for a := 0 to High(gPlayers) do
951 if gPlayers[a] <> nil then
952 begin
953 if gPlayers[a].Team = TEAM_RED then
954 Inc(tr)
955 else
956 if gPlayers[a].Team = TEAM_BLUE then
957 Inc(tb);
958 end;
960 if tr > tb then
961 Team := TEAM_BLUE
962 else
963 if tb > tr then
964 Team := TEAM_RED
965 else // tr = tb
966 if Random(2) = 0 then
967 Team := TEAM_RED
968 else
969 Team := TEAM_BLUE;
970 end;
972 // Âûáèðàåì áîòó èìÿ:
973 _name := '';
974 if BotNames <> nil then
975 for a := 0 to High(BotNames) do
976 if g_Player_ValidName(BotNames[a]) then
977 begin
978 _name := BotNames[a];
979 Break;
980 end;
982 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
983 _model := m[Random(Length(m))];
985 // Ñîçäàåì áîòà:
986 with g_Player_Get(g_Player_Create(_model,
987 _RGB(Min(Random(9)*32, 255),
988 Min(Random(9)*32, 255),
989 Min(Random(9)*32, 255)),
990 Team, True)) as TBot do
991 begin
992 // Åñëè èìåíè íåò, äåëàåì åãî èç UID áîòà
993 if _name = '' then
994 Name := Format('DFBOT%.5d', [UID])
995 else
996 Name := _name;
998 case Difficult of
999 1: FDifficult := DIFFICULT_EASY;
1000 2: FDifficult := DIFFICULT_MEDIUM;
1001 else FDifficult := DIFFICULT_HARD;
1002 end;
1004 for a := WP_FIRST to WP_LAST do
1005 begin
1006 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
1007 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
1008 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1009 end;
1011 FHandicap := Handicap;
1013 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1015 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1016 if g_Game_IsServer and (gGameSettings.MaxLives > 0) then
1017 Spectate();
1018 end;
1019 end;
1021 procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1; Handicap: Integer = 100);
1022 var
1023 m: SSArray;
1024 _name, _model: String;
1025 a: Integer;
1026 begin
1027 if not g_Game_IsServer then Exit;
1029 // Ñïèñîê íàçâàíèé ìîäåëåé:
1030 m := g_PlayerModel_GetNames();
1031 if m = nil then
1032 Exit;
1034 // Êîìàíäà:
1035 if (gGameSettings.GameType = GT_SINGLE) or (gGameSettings.GameMode = GM_COOP) then
1036 Team := TEAM_COOP // COOP
1037 else
1038 if gGameSettings.GameMode = GM_DM then
1039 Team := TEAM_NONE // DM
1040 else
1041 if Team = TEAM_NONE then
1042 Team := BotList[num].team; // CTF / TDM
1044 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1045 lName := AnsiLowerCase(lName);
1046 if (num < 0) or (num > Length(BotList)-1) then
1047 num := -1;
1048 if (num = -1) and (lName <> '') and (BotList <> nil) then
1049 for a := 0 to High(BotList) do
1050 if AnsiLowerCase(BotList[a].name) = lName then
1051 begin
1052 num := a;
1053 Break;
1054 end;
1055 if num = -1 then
1056 Exit;
1058 // Èìÿ áîòà:
1059 _name := BotList[num].name;
1060 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1061 if not g_Player_ValidName(_name) then
1062 repeat
1063 _name := Format('DFBOT%.2d', [Random(100)]);
1064 until g_Player_ValidName(_name);
1066 // Ìîäåëü:
1067 _model := BotList[num].model;
1068 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1069 if not InSArray(_model, m) then
1070 _model := m[Random(Length(m))];
1072 // Ñîçäàåì áîòà:
1073 with g_Player_Get(g_Player_Create(_model, BotList[num].color, Team, True)) as TBot do
1074 begin
1075 Name := _name;
1077 FDifficult.DiagFire := BotList[num].diag_fire;
1078 FDifficult.InvisFire := BotList[num].invis_fire;
1079 FDifficult.DiagPrecision := BotList[num].diag_precision;
1080 FDifficult.FlyPrecision := BotList[num].fly_precision;
1081 FDifficult.Cover := BotList[num].cover;
1082 FDifficult.CloseJump := BotList[num].close_jump;
1084 FHandicap := Handicap;
1086 for a := WP_FIRST to WP_LAST do
1087 begin
1088 FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
1089 FDifficult.CloseWeaponPrior[a] := BotList[num].w_prior2[a];
1090 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1091 end;
1093 g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
1095 if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
1096 end;
1097 end;
1099 procedure g_Bot_RemoveAll();
1100 var
1101 a: Integer;
1102 begin
1103 if not g_Game_IsServer then Exit;
1104 if gPlayers = nil then Exit;
1106 for a := 0 to High(gPlayers) do
1107 if gPlayers[a] <> nil then
1108 if gPlayers[a] is TBot then
1109 begin
1110 gPlayers[a].Lives := 0;
1111 gPlayers[a].Kill(K_SIMPLEKILL, 0, HIT_DISCON);
1112 g_Console_Add(Format(_lc[I_PLAYER_LEAVE], [gPlayers[a].Name]), True);
1113 g_Player_Remove(gPlayers[a].FUID);
1114 end;
1116 g_Bot_MixNames();
1117 end;
1119 procedure g_Bot_MixNames();
1120 var
1121 s: String;
1122 a, b: Integer;
1123 begin
1124 if BotNames <> nil then
1125 for a := 0 to High(BotNames) do
1126 begin
1127 b := Random(Length(BotNames));
1128 s := BotNames[a];
1129 Botnames[a] := BotNames[b];
1130 BotNames[b] := s;
1131 end;
1132 end;
1134 procedure g_Player_Remove(UID: Word);
1135 var
1136 i: Integer;
1137 begin
1138 if gPlayers = nil then Exit;
1140 if g_Game_IsServer and g_Game_IsNet then
1141 MH_SEND_PlayerDelete(UID);
1143 for i := 0 to High(gPlayers) do
1144 if gPlayers[i] <> nil then
1145 if gPlayers[i].FUID = UID then
1146 begin
1147 if gPlayers[i] is TPlayer then
1148 TPlayer(gPlayers[i]).Free()
1149 else
1150 TBot(gPlayers[i]).Free();
1151 gPlayers[i] := nil;
1152 Exit;
1153 end;
1154 end;
1156 procedure g_Player_Init();
1157 var
1158 F: TextFile;
1159 s: String;
1160 a, b: Integer;
1161 config: TConfig;
1162 sa: SSArray;
1163 path: AnsiString;
1164 begin
1165 BotNames := nil;
1167 path := BOTNAMES_FILENAME;
1168 if e_FindResource(DataDirs, path) = false then
1169 Exit;
1171 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1172 AssignFile(F, path);
1173 Reset(F);
1175 while not EOF(F) do
1176 begin
1177 ReadLn(F, s);
1179 s := Trim(s);
1180 if s = '' then
1181 Continue;
1183 SetLength(BotNames, Length(BotNames)+1);
1184 BotNames[High(BotNames)] := s;
1185 end;
1187 CloseFile(F);
1189 // Ïåðåìåøèâàåì èõ:
1190 g_Bot_MixNames();
1192 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1193 config := TConfig.CreateFile(path);
1194 BotList := nil;
1195 a := 0;
1197 while config.SectionExists(IntToStr(a)) do
1198 begin
1199 SetLength(BotList, Length(BotList)+1);
1201 with BotList[High(BotList)] do
1202 begin
1203 // Èìÿ áîòà:
1204 name := config.ReadStr(IntToStr(a), 'name', '');
1205 // Ìîäåëü:
1206 model := config.ReadStr(IntToStr(a), 'model', '');
1207 // Êîìàíäà:
1208 if config.ReadStr(IntToStr(a), 'team', 'red') = 'red' then
1209 team := TEAM_RED
1210 else
1211 team := TEAM_BLUE;
1212 // Öâåò ìîäåëè:
1213 sa := parse(config.ReadStr(IntToStr(a), 'color', ''));
1214 color.R := StrToIntDef(sa[0], 0);
1215 color.G := StrToIntDef(sa[1], 0);
1216 color.B := StrToIntDef(sa[2], 0);
1217 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1218 diag_fire := config.ReadInt(IntToStr(a), 'diag_fire', 0);
1219 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1220 invis_fire := config.ReadInt(IntToStr(a), 'invis_fire', 0);
1221 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1222 diag_precision := config.ReadInt(IntToStr(a), 'diag_precision', 0);
1223 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1224 fly_precision := config.ReadInt(IntToStr(a), 'fly_precision', 0);
1225 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1226 cover := config.ReadInt(IntToStr(a), 'cover', 0);
1227 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1228 close_jump := config.ReadInt(IntToStr(a), 'close_jump', 0);
1229 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1230 sa := parse(config.ReadStr(IntToStr(a), 'w_prior1', ''));
1231 if Length(sa) = 10 then
1232 for b := 0 to 9 do
1233 w_prior1[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1234 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1235 sa := parse(config.ReadStr(IntToStr(a), 'w_prior2', ''));
1236 if Length(sa) = 10 then
1237 for b := 0 to 9 do
1238 w_prior2[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
1240 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1241 if Length(sa) = 10 then
1242 for b := 0 to 9 do
1243 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1244 end;
1246 a := a + 1;
1247 end;
1249 config.Free();
1250 SetLength(SavedStates, 0);
1251 end;
1253 procedure g_Player_Free();
1254 var
1255 i: Integer;
1256 begin
1257 if gPlayers <> nil then
1258 begin
1259 for i := 0 to High(gPlayers) do
1260 if gPlayers[i] <> nil then
1261 begin
1262 if gPlayers[i] is TPlayer then
1263 TPlayer(gPlayers[i]).Free()
1264 else
1265 TBot(gPlayers[i]).Free();
1266 gPlayers[i] := nil;
1267 end;
1269 gPlayers := nil;
1270 end;
1272 gPlayer1 := nil;
1273 gPlayer2 := nil;
1274 SetLength(SavedStates, 0);
1275 end;
1277 procedure g_Player_PreUpdate();
1278 var
1279 i: Integer;
1280 begin
1281 if gPlayers = nil then Exit;
1282 for i := 0 to High(gPlayers) do
1283 if gPlayers[i] <> nil then
1284 gPlayers[i].PreUpdate();
1285 end;
1287 procedure g_Player_UpdateAll();
1288 var
1289 i: Integer;
1290 begin
1291 if gPlayers = nil then Exit;
1293 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1294 for i := 0 to High(gPlayers) do
1295 begin
1296 if gPlayers[i] <> nil then
1297 begin
1298 if gPlayers[i] is TPlayer then
1299 begin
1300 gPlayers[i].Update();
1301 gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1302 end
1303 else
1304 begin
1305 // bot updates weapons in `UpdateCombat()`
1306 TBot(gPlayers[i]).Update();
1307 end;
1308 end;
1309 end;
1310 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1311 end;
1313 procedure g_Player_DrawAll();
1314 var
1315 i: Integer;
1316 begin
1317 if gPlayers = nil then Exit;
1319 for i := 0 to High(gPlayers) do
1320 if gPlayers[i] <> nil then
1321 if gPlayers[i] is TPlayer then gPlayers[i].Draw()
1322 else TBot(gPlayers[i]).Draw();
1323 end;
1325 procedure g_Player_DrawDebug(p: TPlayer);
1326 var
1327 fW, fH: Byte;
1328 begin
1329 if p = nil then Exit;
1330 if (@p.FObj) = nil then Exit;
1332 e_TextureFontGetSize(gStdFont, fW, fH);
1334 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p.FObj.X), gStdFont);
1335 e_TextureFontPrint(0, fH , 'Pos Y: ' + IntToStr(p.FObj.Y), gStdFont);
1336 e_TextureFontPrint(0, fH * 2, 'Vel X: ' + IntToStr(p.FObj.Vel.X), gStdFont);
1337 e_TextureFontPrint(0, fH * 3, 'Vel Y: ' + IntToStr(p.FObj.Vel.Y), gStdFont);
1338 e_TextureFontPrint(0, fH * 4, 'Acc X: ' + IntToStr(p.FObj.Accel.X), gStdFont);
1339 e_TextureFontPrint(0, fH * 5, 'Acc Y: ' + IntToStr(p.FObj.Accel.Y), gStdFont);
1340 e_TextureFontPrint(0, fH * 6, 'Old X: ' + IntToStr(p.FObj.oldX), gStdFont);
1341 e_TextureFontPrint(0, fH * 7, 'Old Y: ' + IntToStr(p.FObj.oldY), gStdFont);
1342 end;
1344 procedure g_Player_DrawHealth();
1345 var
1346 i: Integer;
1347 fW, fH: Byte;
1348 begin
1349 if gPlayers = nil then Exit;
1350 e_TextureFontGetSize(gStdFont, fW, fH);
1352 for i := 0 to High(gPlayers) do
1353 if gPlayers[i] <> nil then
1354 begin
1355 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1356 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH * 2,
1357 IntToStr(gPlayers[i].FHealth), gStdFont);
1358 e_TextureFontPrint(gPlayers[i].FObj.X + gPlayers[i].FObj.Rect.X,
1359 gPlayers[i].FObj.Y + gPlayers[i].FObj.Rect.Y + gPlayers[i].FObj.Rect.Height - fH,
1360 IntToStr(gPlayers[i].FArmor), gStdFont);
1361 end;
1362 end;
1364 function g_Player_Get(UID: Word): TPlayer;
1365 var
1366 a: Integer;
1367 begin
1368 Result := nil;
1370 if gPlayers = nil then
1371 Exit;
1373 for a := 0 to High(gPlayers) do
1374 if gPlayers[a] <> nil then
1375 if gPlayers[a].FUID = UID then
1376 begin
1377 Result := gPlayers[a];
1378 Exit;
1379 end;
1380 end;
1382 function g_Player_GetCount(): Byte;
1383 var
1384 a: Integer;
1385 begin
1386 Result := 0;
1388 if gPlayers = nil then
1389 Exit;
1391 for a := 0 to High(gPlayers) do
1392 if gPlayers[a] <> nil then
1393 Result := Result + 1;
1394 end;
1396 function g_Player_GetStats(): TPlayerStatArray;
1397 var
1398 a: Integer;
1399 begin
1400 Result := nil;
1402 if gPlayers = nil then Exit;
1404 for a := 0 to High(gPlayers) do
1405 if gPlayers[a] <> nil then
1406 begin
1407 SetLength(Result, Length(Result)+1);
1408 with Result[High(Result)] do
1409 begin
1410 Num := a;
1411 Ping := gPlayers[a].FPing;
1412 Loss := gPlayers[a].FLoss;
1413 Name := gPlayers[a].FName;
1414 Team := gPlayers[a].FTeam;
1415 Frags := gPlayers[a].FFrags;
1416 Deaths := gPlayers[a].FDeath;
1417 Kills := gPlayers[a].FKills;
1418 Color := gPlayers[a].FModel.Color;
1419 Lives := gPlayers[a].FLives;
1420 Spectator := gPlayers[a].FSpectator;
1421 UID := gPlayers[a].FUID;
1422 end;
1423 end;
1424 end;
1426 procedure g_Player_ResetReady();
1427 var
1428 a: Integer;
1429 begin
1430 if not g_Game_IsServer then Exit;
1431 if gPlayers = nil then Exit;
1433 for a := 0 to High(gPlayers) do
1434 if gPlayers[a] <> nil then
1435 begin
1436 gPlayers[a].FReady := False;
1437 if g_Game_IsNet then
1438 MH_SEND_GameEvent(NET_EV_INTER_READY, gPlayers[a].UID, 'N');
1439 end;
1440 end;
1442 procedure g_Player_RememberAll;
1443 var
1444 i: Integer;
1445 begin
1446 for i := Low(gPlayers) to High(gPlayers) do
1447 if (gPlayers[i] <> nil) and gPlayers[i].alive then
1448 gPlayers[i].RememberState;
1449 end;
1451 procedure g_Player_ResetAll(Force, Silent: Boolean);
1452 var
1453 i: Integer;
1454 begin
1455 gTeamStat[TEAM_RED].Goals := 0;
1456 gTeamStat[TEAM_BLUE].Goals := 0;
1458 if gPlayers <> nil then
1459 for i := 0 to High(gPlayers) do
1460 if gPlayers[i] <> nil then
1461 begin
1462 gPlayers[i].Reset(Force);
1464 if gPlayers[i] is TPlayer then
1465 begin
1466 if (not gPlayers[i].FSpectator) or gPlayers[i].FWantsInGame then
1467 gPlayers[i].Respawn(Silent)
1468 else
1469 gPlayers[i].Spectate();
1470 end
1471 else
1472 TBot(gPlayers[i]).Respawn(Silent);
1473 end;
1474 end;
1476 function g_Player_CreateCorpse(Player: TPlayer): Integer;
1477 var
1478 i: Integer;
1479 find_id: DWORD;
1480 ok: Boolean;
1481 begin
1482 Result := -1;
1484 if Player.alive then
1485 Exit;
1487 // Ðàçðûâàåì ñâÿçü ñ ïðåæíèì òðóïîì:
1488 i := Player.FCorpse;
1489 if (i >= 0) and (i < Length(gCorpses)) then
1490 begin
1491 if (gCorpses[i] <> nil) and (gCorpses[i].FPlayerUID = Player.FUID) then
1492 gCorpses[i].FPlayerUID := 0;
1493 end;
1495 if Player.FObj.Y >= gMapInfo.Height+128 then
1496 Exit;
1498 with Player do
1499 begin
1500 if (FHealth >= -50) or (gGibsCount = 0) then
1501 begin
1502 if (gCorpses = nil) or (Length(gCorpses) = 0) then
1503 Exit;
1505 ok := False;
1506 for find_id := 0 to High(gCorpses) do
1507 if gCorpses[find_id] = nil then
1508 begin
1509 ok := True;
1510 Break;
1511 end;
1513 if not ok then
1514 find_id := Random(Length(gCorpses));
1516 gCorpses[find_id] := TCorpse.Create(FObj.X, FObj.Y, FModel.Name, FHealth < -20);
1517 gCorpses[find_id].FColor := FModel.Color;
1518 gCorpses[find_id].FObj.Vel := FObj.Vel;
1519 gCorpses[find_id].FObj.Accel := FObj.Accel;
1520 gCorpses[find_id].FPlayerUID := FUID;
1522 Result := find_id;
1523 end
1524 else
1525 g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX,
1526 FObj.Y + PLAYER_RECT_CY,
1527 FModel.Name, FModel.Color);
1528 end;
1529 end;
1531 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
1532 var
1533 SID: DWORD;
1534 begin
1535 if (gShells = nil) or (Length(gShells) = 0) then
1536 Exit;
1538 with gShells[CurrentShell] do
1539 begin
1540 SpriteID := 0;
1541 g_Obj_Init(@Obj);
1542 Obj.Rect.X := 0;
1543 Obj.Rect.Y := 0;
1544 if T = SHELL_BULLET then
1545 begin
1546 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID) then
1547 SpriteID := SID;
1548 CX := 2;
1549 CY := 1;
1550 Obj.Rect.Width := 4;
1551 Obj.Rect.Height := 2;
1552 end
1553 else
1554 begin
1555 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID) then
1556 SpriteID := SID;
1557 CX := 4;
1558 CY := 2;
1559 Obj.Rect.Width := 7;
1560 Obj.Rect.Height := 3;
1561 end;
1562 SType := T;
1563 alive := True;
1564 Obj.X := fX;
1565 Obj.Y := fY;
1566 g_Obj_Push(@Obj, dX + Random(4)-Random(4), dY-Random(4));
1567 positionChanged(); // this updates spatial accelerators
1568 RAngle := Random(360);
1569 Timeout := gTime + SHELL_TIMEOUT;
1571 if CurrentShell >= High(gShells) then
1572 CurrentShell := 0
1573 else
1574 Inc(CurrentShell);
1575 end;
1576 end;
1578 procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB);
1579 var
1580 a: Integer;
1581 GibsArray: TGibsArray;
1582 Blood: TModelBlood;
1583 begin
1584 if (gGibs = nil) or (Length(gGibs) = 0) then
1585 Exit;
1586 if not g_PlayerModel_GetGibs(ModelName, GibsArray) then
1587 Exit;
1588 Blood := g_PlayerModel_GetBlood(ModelName);
1590 for a := 0 to High(GibsArray) do
1591 with gGibs[CurrentGib] do
1592 begin
1593 Color := fColor;
1594 ID := GibsArray[a].ID;
1595 MaskID := GibsArray[a].MaskID;
1596 alive := True;
1597 g_Obj_Init(@Obj);
1598 Obj.Rect := GibsArray[a].Rect;
1599 Obj.X := fX-GibsArray[a].Rect.X-(GibsArray[a].Rect.Width div 2);
1600 Obj.Y := fY-GibsArray[a].Rect.Y-(GibsArray[a].Rect.Height div 2);
1601 g_Obj_PushA(@Obj, 25 + Random(10), Random(361));
1602 positionChanged(); // this updates spatial accelerators
1603 RAngle := Random(360);
1605 if gBloodCount > 0 then
1606 g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
1607 Random(48), Random(48), Blood.R, Blood.G, Blood.B, Blood.Kind);
1609 if CurrentGib >= High(gGibs) then
1610 CurrentGib := 0
1611 else
1612 Inc(CurrentGib);
1613 end;
1614 end;
1616 procedure g_Player_UpdatePhysicalObjects();
1617 var
1618 i: Integer;
1619 vel: TPoint2i;
1620 mr: Word;
1622 procedure ShellSound_Bounce(X, Y: Integer; T: Byte);
1623 var
1624 k: Integer;
1625 begin
1626 k := 1 + Random(2);
1627 if T = SHELL_BULLET then
1628 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k), X, Y)
1629 else
1630 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k), X, Y);
1631 end;
1633 begin
1634 // Êóñêè ìÿñà:
1635 if gGibs <> nil then
1636 for i := 0 to High(gGibs) do
1637 if gGibs[i].alive then
1638 with gGibs[i] do
1639 begin
1640 Obj.oldX := Obj.X;
1641 Obj.oldY := Obj.Y;
1643 vel := Obj.Vel;
1644 mr := g_Obj_Move(@Obj, True, False, True);
1645 positionChanged(); // this updates spatial accelerators
1647 if WordBool(mr and MOVE_FALLOUT) then
1648 begin
1649 alive := False;
1650 Continue;
1651 end;
1653 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1654 if WordBool(mr and MOVE_HITWALL) then
1655 Obj.Vel.X := -(vel.X div 2);
1656 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1657 Obj.Vel.Y := -(vel.Y div 2);
1659 if (Obj.Vel.X >= 0) then
1660 begin // Clockwise
1661 RAngle := RAngle + Abs(Obj.Vel.X)*6 + Abs(Obj.Vel.Y);
1662 if RAngle >= 360 then
1663 RAngle := RAngle mod 360;
1664 end else begin // Counter-clockwise
1665 RAngle := RAngle - Abs(Obj.Vel.X)*6 - Abs(Obj.Vel.Y);
1666 if RAngle < 0 then
1667 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1668 end;
1670 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1671 if gTime mod (GAME_TICK*3) = 0 then
1672 Obj.Vel.X := z_dec(Obj.Vel.X, 1);
1673 end;
1675 // Òðóïû:
1676 if gCorpses <> nil then
1677 for i := 0 to High(gCorpses) do
1678 if gCorpses[i] <> nil then
1679 if gCorpses[i].State = CORPSE_STATE_REMOVEME then
1680 begin
1681 gCorpses[i].Free();
1682 gCorpses[i] := nil;
1683 end
1684 else
1685 gCorpses[i].Update();
1687 // Ãèëüçû:
1688 if gShells <> nil then
1689 for i := 0 to High(gShells) do
1690 if gShells[i].alive then
1691 with gShells[i] do
1692 begin
1693 Obj.oldX := Obj.X;
1694 Obj.oldY := Obj.Y;
1696 vel := Obj.Vel;
1697 mr := g_Obj_Move(@Obj, True, False, True);
1698 positionChanged(); // this updates spatial accelerators
1700 if WordBool(mr and MOVE_FALLOUT) or (gShells[i].Timeout < gTime) then
1701 begin
1702 alive := False;
1703 Continue;
1704 end;
1706 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1707 if WordBool(mr and MOVE_HITWALL) then
1708 begin
1709 Obj.Vel.X := -(vel.X div 2);
1710 if not WordBool(mr and MOVE_INWATER) then
1711 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1712 end;
1713 if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then
1714 begin
1715 Obj.Vel.Y := -(vel.Y div 2);
1716 if Obj.Vel.X <> 0 then Obj.Vel.X := Obj.Vel.X div 2;
1717 if (Obj.Vel.X = 0) and (Obj.Vel.Y = 0) then
1718 begin
1719 if RAngle mod 90 <> 0 then
1720 RAngle := (RAngle div 90) * 90;
1721 end
1722 else if not WordBool(mr and MOVE_INWATER) then
1723 ShellSound_Bounce(Obj.X, Obj.Y, SType);
1724 end;
1726 if (Obj.Vel.X >= 0) then
1727 begin // Clockwise
1728 RAngle := RAngle + Abs(Obj.Vel.X)*8 + Abs(Obj.Vel.Y);
1729 if RAngle >= 360 then
1730 RAngle := RAngle mod 360;
1731 end else begin // Counter-clockwise
1732 RAngle := RAngle - Abs(Obj.Vel.X)*8 - Abs(Obj.Vel.Y);
1733 if RAngle < 0 then
1734 RAngle := (360 - (Abs(RAngle) mod 360)) mod 360;
1735 end;
1736 end;
1737 end;
1740 procedure TGib.getMapBox (out x, y, w, h: Integer); inline;
1741 begin
1742 x := Obj.X+Obj.Rect.X;
1743 y := Obj.Y+Obj.Rect.Y;
1744 w := Obj.Rect.Width;
1745 h := Obj.Rect.Height;
1746 end;
1748 procedure TGib.moveBy (dx, dy: Integer); inline;
1749 begin
1750 if (dx <> 0) or (dy <> 0) then
1751 begin
1752 Obj.X += dx;
1753 Obj.Y += dy;
1754 positionChanged();
1755 end;
1756 end;
1759 procedure TShell.getMapBox (out x, y, w, h: Integer); inline;
1760 begin
1761 x := Obj.X;
1762 y := Obj.Y;
1763 w := Obj.Rect.Width;
1764 h := Obj.Rect.Height;
1765 end;
1767 procedure TShell.moveBy (dx, dy: Integer); inline;
1768 begin
1769 if (dx <> 0) or (dy <> 0) then
1770 begin
1771 Obj.X += dx;
1772 Obj.Y += dy;
1773 positionChanged();
1774 end;
1775 end;
1778 procedure TGib.positionChanged (); inline; begin end;
1779 procedure TShell.positionChanged (); inline; begin end;
1782 procedure g_Player_DrawCorpses();
1783 var
1784 i, fX, fY: Integer;
1785 a: TDFPoint;
1786 begin
1787 if gGibs <> nil then
1788 for i := 0 to High(gGibs) do
1789 if gGibs[i].alive then
1790 with gGibs[i] do
1791 begin
1792 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1793 Continue;
1795 Obj.lerp(gLerpFactor, fX, fY);
1797 a.X := Obj.Rect.X+(Obj.Rect.Width div 2);
1798 a.y := Obj.Rect.Y+(Obj.Rect.Height div 2);
1800 e_DrawAdv(ID, fX, fY, 0, True, False, RAngle, @a, TMirrorType.None);
1802 e_Colors := Color;
1803 e_DrawAdv(MaskID, fX, fY, 0, True, False, RAngle, @a, TMirrorType.None);
1804 e_Colors.R := 255;
1805 e_Colors.G := 255;
1806 e_Colors.B := 255;
1807 end;
1809 if gCorpses <> nil then
1810 for i := 0 to High(gCorpses) do
1811 if gCorpses[i] <> nil then
1812 gCorpses[i].Draw();
1813 end;
1815 procedure g_Player_DrawShells();
1816 var
1817 i, fX, fY: Integer;
1818 a: TDFPoint;
1819 begin
1820 if gShells <> nil then
1821 for i := 0 to High(gShells) do
1822 if gShells[i].alive then
1823 with gShells[i] do
1824 begin
1825 if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
1826 Continue;
1828 Obj.lerp(gLerpFactor, fX, fY);
1830 a.X := CX;
1831 a.Y := CY;
1833 e_DrawAdv(SpriteID, fX, fY, 0, True, False, RAngle, @a, TMirrorType.None);
1834 end;
1835 end;
1837 procedure g_Player_RemoveAllCorpses();
1838 var
1839 i: Integer;
1840 begin
1841 gGibs := nil;
1842 gShells := nil;
1843 SetLength(gGibs, MaxGibs);
1844 SetLength(gShells, MaxGibs);
1845 CurrentGib := 0;
1846 CurrentShell := 0;
1848 if gCorpses <> nil then
1849 for i := 0 to High(gCorpses) do
1850 gCorpses[i].Free();
1852 gCorpses := nil;
1853 SetLength(gCorpses, MaxCorpses);
1854 end;
1856 procedure g_Player_Corpses_SaveState (st: TStream);
1857 var
1858 count, i: Integer;
1859 begin
1860 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ
1861 count := 0;
1862 for i := 0 to High(gCorpses) do if (gCorpses[i] <> nil) then Inc(count);
1864 // Êîëè÷åñòâî òðóïîâ
1865 utils.writeInt(st, LongInt(count));
1867 if (count = 0) then exit;
1869 // Ñîõðàíÿåì òðóïû
1870 for i := 0 to High(gCorpses) do
1871 begin
1872 if gCorpses[i] <> nil then
1873 begin
1874 // Íàçâàíèå ìîäåëè
1875 utils.writeStr(st, gCorpses[i].FModelName);
1876 // Òèï ñìåðòè
1877 utils.writeBool(st, gCorpses[i].Mess);
1878 // Ñîõðàíÿåì äàííûå òðóïà:
1879 gCorpses[i].SaveState(st);
1880 end;
1881 end;
1882 end;
1885 procedure g_Player_Corpses_LoadState (st: TStream);
1886 var
1887 count, i: Integer;
1888 str: String;
1889 b: Boolean;
1890 begin
1891 assert(st <> nil);
1893 g_Player_RemoveAllCorpses();
1895 // Êîëè÷åñòâî òðóïîâ:
1896 count := utils.readLongInt(st);
1897 if (count < 0) or (count > Length(gCorpses)) then raise XStreamError.Create('invalid number of corpses');
1899 if (count = 0) then exit;
1901 // Çàãðóæàåì òðóïû
1902 for i := 0 to count-1 do
1903 begin
1904 // Íàçâàíèå ìîäåëè:
1905 str := utils.readStr(st);
1906 // Òèï ñìåðòè
1907 b := utils.readBool(st);
1908 // Ñîçäàåì òðóï
1909 gCorpses[i] := TCorpse.Create(0, 0, str, b);
1910 // Çàãðóæàåì äàííûå òðóïà
1911 gCorpses[i].LoadState(st);
1912 end;
1913 end;
1916 { T P l a y e r : }
1918 function TPlayer.isValidViewPort (): Boolean; inline; begin result := (viewPortW > 0) and (viewPortH > 0); end;
1920 procedure TPlayer.BFGHit();
1921 begin
1922 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1923 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1924 if g_Game_IsServer and g_Game_IsNet then
1925 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1926 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1927 0, NET_GFX_BFGHIT);
1928 end;
1930 procedure TPlayer.ChangeModel(ModelName: string);
1931 var
1932 locModel: TPlayerModel;
1933 begin
1934 locModel := g_PlayerModel_Get(ModelName);
1935 if locModel = nil then Exit;
1937 FModel.Free();
1938 FModel := locModel;
1939 end;
1941 procedure TPlayer.SetModel(ModelName: string);
1942 var
1943 m: TPlayerModel;
1944 begin
1945 m := g_PlayerModel_Get(ModelName);
1946 if m = nil then
1947 begin
1948 g_SimpleError(Format(_lc[I_GAME_ERROR_MODEL_FALLBACK], [ModelName]));
1949 m := g_PlayerModel_Get('doomer');
1950 if m = nil then
1951 begin
1952 g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], ['doomer']));
1953 Exit;
1954 end;
1955 end;
1957 if FModel <> nil then
1958 FModel.Free();
1960 FModel := m;
1962 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1963 FModel.Color := FColor
1964 else
1965 FModel.Color := TEAMCOLOR[FTeam];
1966 FModel.SetWeapon(FCurrWeap);
1967 FModel.SetFlag(FFlag);
1968 SetDirection(FDirection);
1969 end;
1971 procedure TPlayer.SetColor(Color: TRGB);
1972 begin
1973 FColor := Color;
1974 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
1975 if FModel <> nil then FModel.Color := Color;
1976 end;
1978 function TPlayer.GetColor(): TRGB;
1979 begin
1980 result := FModel.Color;
1981 end;
1983 procedure TPlayer.SwitchTeam;
1984 begin
1985 if g_Game_IsClient then
1986 Exit;
1987 if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then Exit;
1989 if gGameOn and FAlive then
1990 Kill(K_SIMPLEKILL, FUID, HIT_SELF);
1992 if FTeam = TEAM_RED then
1993 begin
1994 ChangeTeam(TEAM_BLUE);
1995 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_BLUE], [FName]), True);
1996 if g_Game_IsNet then
1997 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_BLUE, FName);
1998 end
1999 else
2000 begin
2001 ChangeTeam(TEAM_RED);
2002 g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_RED], [FName]), True);
2003 if g_Game_IsNet then
2004 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM, TEAM_RED, FName);
2005 end;
2006 FPreferredTeam := FTeam;
2007 end;
2009 procedure TPlayer.ChangeTeam(Team: Byte);
2010 var
2011 OldTeam: Byte;
2012 begin
2013 OldTeam := FTeam;
2014 FTeam := Team;
2015 case Team of
2016 TEAM_RED, TEAM_BLUE:
2017 FModel.Color := TEAMCOLOR[Team];
2018 else
2019 FModel.Color := FColor;
2020 end;
2021 if (FTeam <> OldTeam) and g_Game_IsNet and g_Game_IsServer then
2022 MH_SEND_PlayerStats(FUID);
2023 end;
2026 procedure TPlayer.CollideItem();
2027 var
2028 i: Integer;
2029 r: Boolean;
2030 begin
2031 if gItems = nil then Exit;
2032 if not FAlive then Exit;
2034 for i := 0 to High(gItems) do
2035 with gItems[i] do
2036 begin
2037 if (ItemType <> ITEM_NONE) and alive then
2038 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
2039 PLAYER_RECT.Height, @Obj) then
2040 begin
2041 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
2043 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
2044 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
2045 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
2046 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
2047 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
2049 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
2050 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
2051 (gGameSettings.GameType = GT_SINGLE) and
2052 (g_Player_GetCount() > 1)) then
2053 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
2054 end;
2055 end;
2056 end;
2059 function TPlayer.CollideLevel(XInc, YInc: Integer): Boolean;
2060 begin
2061 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
2062 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_WALL,
2063 False);
2064 end;
2066 constructor TPlayer.Create();
2067 begin
2068 viewPortX := 0;
2069 viewPortY := 0;
2070 viewPortW := 0;
2071 viewPortH := 0;
2072 mEDamageType := HIT_SOME;
2074 FIamBot := False;
2075 FDummy := False;
2076 FSpawned := False;
2078 FSawSound := TPlayableSound.Create();
2079 FSawSoundIdle := TPlayableSound.Create();
2080 FSawSoundHit := TPlayableSound.Create();
2081 FSawSoundSelect := TPlayableSound.Create();
2082 FFlameSoundOn := TPlayableSound.Create();
2083 FFlameSoundOff := TPlayableSound.Create();
2084 FFlameSoundWork := TPlayableSound.Create();
2085 FJetSoundFly := TPlayableSound.Create();
2086 FJetSoundOn := TPlayableSound.Create();
2087 FJetSoundOff := TPlayableSound.Create();
2089 FSawSound.SetByName('SOUND_WEAPON_FIRESAW');
2090 FSawSoundIdle.SetByName('SOUND_WEAPON_IDLESAW');
2091 FSawSoundHit.SetByName('SOUND_WEAPON_HITSAW');
2092 FSawSoundSelect.SetByName('SOUND_WEAPON_SELECTSAW');
2093 FFlameSoundOn.SetByName('SOUND_WEAPON_FLAMEON');
2094 FFlameSoundOff.SetByName('SOUND_WEAPON_FLAMEOFF');
2095 FFlameSoundWork.SetByName('SOUND_WEAPON_FLAMEWORK');
2096 FJetSoundFly.SetByName('SOUND_PLAYER_JETFLY');
2097 FJetSoundOn.SetByName('SOUND_PLAYER_JETON');
2098 FJetSoundOff.SetByName('SOUND_PLAYER_JETOFF');
2100 FSpectatePlayer := -1;
2101 FClientID := -1;
2102 FPing := 0;
2103 FLoss := 0;
2104 FSavedStateNum := -1;
2105 FShellTimer := -1;
2106 FFireTime := 0;
2107 FFirePainTime := 0;
2108 FFireAttacker := 0;
2109 FHandicap := 100;
2110 FCorpse := -1;
2112 FActualModelName := 'doomer';
2114 g_Obj_Init(@FObj);
2115 FObj.Rect := PLAYER_RECT;
2117 FBFGFireCounter := -1;
2118 FJustTeleported := False;
2119 FNetTime := 0;
2121 FWaitForFirstSpawn := false;
2123 resetWeaponQueue();
2124 end;
2126 procedure TPlayer.positionChanged (); inline;
2127 begin
2128 end;
2130 procedure TPlayer.doDamage (v: Integer);
2131 begin
2132 if (v <= 0) then exit;
2133 if (v > 32767) then v := 32767;
2134 Damage(v, 0, 0, 0, mEDamageType);
2135 end;
2137 procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte);
2138 var
2139 c: Word;
2140 begin
2141 if (not g_Game_IsClient) and (not FAlive) then
2142 Exit;
2144 FLastHit := t;
2146 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2147 if ((t = HIT_TRAP) or (t = HIT_SELF)) and (not FGodMode) then
2148 begin
2149 if not g_Game_IsClient then
2150 begin
2151 FArmor := 0;
2152 if t = HIT_TRAP then
2153 begin
2154 // Ëîâóøêà óáèâàåò ñðàçó:
2155 FHealth := -100;
2156 Kill(K_EXTRAHARDKILL, SpawnerUID, t);
2157 end;
2158 if t = HIT_SELF then
2159 begin
2160 // Ñàìîóáèéñòâî:
2161 FHealth := 0;
2162 Kill(K_SIMPLEKILL, SpawnerUID, t);
2163 end;
2164 end;
2165 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2166 FMegaRulez[MR_SUIT] := 0;
2167 FMegaRulez[MR_INVUL] := 0;
2168 FMegaRulez[MR_INVIS] := 0;
2169 FSpawnInvul := 0;
2170 FBerserk := 0;
2171 end;
2173 // Íî îò îñòàëüíîãî ñïàñàåò:
2174 if FMegaRulez[MR_INVUL] >= gTime then
2175 Exit;
2177 // ×èò-êîä "ÃÎÐÅÖ":
2178 if FGodMode then
2179 Exit;
2181 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2182 if LongBool(gGameSettings.Options and GAME_OPTION_TEAMDAMAGE) or
2183 (SpawnerUID = FUID) or
2184 (not SameTeam(FUID, SpawnerUID)) then
2185 begin
2186 FLastSpawnerUID := SpawnerUID;
2188 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2189 if gBloodCount > 0 then
2190 begin
2191 c := Min(value, 200)*gBloodCount + Random(Min(value, 200) div 2);
2192 if value div 4 <= c then
2193 c := c - (value div 4)
2194 else
2195 c := 0;
2197 if (t = HIT_SOME) and (vx = 0) and (vy = 0) then
2198 MakeBloodSimple(c)
2199 else
2200 case t of
2201 HIT_TRAP, HIT_ACID, HIT_FLAME, HIT_SELF: MakeBloodSimple(c);
2202 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, vx, vy);
2203 end;
2205 if t = HIT_WATER then
2206 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
2207 FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
2208 end;
2210 // Áóôåð óðîíà:
2211 if FAlive then
2212 Inc(FDamageBuffer, value);
2214 // Âñïûøêà áîëè:
2215 if gFlash <> 0 then
2216 FPain := FPain + value;
2217 end;
2219 if g_Game_IsServer and g_Game_IsNet then
2220 begin
2221 MH_SEND_PlayerDamage(FUID, t, SpawnerUID, value, vx, vy);
2222 MH_SEND_PlayerStats(FUID);
2223 MH_SEND_PlayerPos(False, FUID);
2224 end;
2225 end;
2227 function TPlayer.Heal(value: Word; Soft: Boolean): Boolean;
2228 begin
2229 Result := False;
2230 if g_Game_IsClient then
2231 Exit;
2232 if not FAlive then
2233 Exit;
2235 if Soft and (FHealth < PLAYER_HP_SOFT) then
2236 begin
2237 IncMax(FHealth, value, PLAYER_HP_SOFT);
2238 Result := True;
2239 end;
2240 if (not Soft) and (FHealth < PLAYER_HP_LIMIT) then
2241 begin
2242 IncMax(FHealth, value, PLAYER_HP_LIMIT);
2243 Result := True;
2244 end;
2246 if Result and g_Game_IsServer and g_Game_IsNet then
2247 MH_SEND_PlayerStats(FUID);
2248 end;
2250 destructor TPlayer.Destroy();
2251 begin
2252 if (gPlayer1 <> nil) and (gPlayer1.FUID = FUID) then
2253 gPlayer1 := nil;
2254 if (gPlayer2 <> nil) and (gPlayer2.FUID = FUID) then
2255 gPlayer2 := nil;
2257 FSawSound.Free();
2258 FSawSoundIdle.Free();
2259 FSawSoundHit.Free();
2260 FSawSoundSelect.Free();
2261 FFlameSoundOn.Free();
2262 FFlameSoundOff.Free();
2263 FFlameSoundWork.Free();
2264 FJetSoundFly.Free();
2265 FJetSoundOn.Free();
2266 FJetSoundOff.Free();
2267 FModel.Free();
2268 if FPunchAnim <> nil then
2269 FPunchAnim.Free();
2271 inherited;
2272 end;
2274 procedure TPlayer.DrawIndicator(Color: TRGB);
2275 var
2276 indX, indY, fX, fY, fSlope: Integer;
2277 indW, indH: Word;
2278 indA: Single;
2279 a: TDFPoint;
2280 nW, nH: Byte;
2281 ID: DWORD;
2282 c: TRGB;
2283 begin
2284 if FAlive then
2285 begin
2286 FObj.lerp(gLerpFactor, fX, fY);
2287 fSlope := nlerp(FSlopeOld, FObj.slopeUpLeft, gLerpFactor);
2289 case gPlayerIndicatorStyle of
2290 0:
2291 begin
2292 if g_Texture_Get('TEXTURE_PLAYER_INDICATOR', ID) then
2293 begin
2294 e_GetTextureSize(ID, @indW, @indH);
2295 a.X := indW div 2;
2296 a.Y := indH div 2;
2298 if (FObj.X + FObj.Rect.X) < 0 then
2299 begin
2300 indA := 90;
2301 indX := fX + FObj.Rect.X + FObj.Rect.Width;
2302 indY := fY + FObj.Rect.Y + (FObj.Rect.Height - indW) div 2;
2303 end
2305 else if (FObj.X + FObj.Rect.X + FObj.Rect.Width) > Max(gMapInfo.Width, gPlayerScreenSize.X) then
2306 begin
2307 indA := 270;
2308 indX := fX + FObj.Rect.X - indH;
2309 indY := fY + FObj.Rect.Y + (FObj.Rect.Height - indW) div 2;
2310 end
2312 else if (FObj.Y - indH) < 0 then
2313 begin
2314 indA := 180;
2315 indX := fX + FObj.Rect.X + (FObj.Rect.Width - indW) div 2;
2316 indY := fY + FObj.Rect.Y + FObj.Rect.Height;
2317 end
2319 else
2320 begin
2321 indA := 0;
2322 indX := fX + FObj.Rect.X + (FObj.Rect.Width - indW) div 2;
2323 indY := fY - indH;
2324 end;
2326 indY := indY + fSlope;
2327 indX := EnsureRange(indX, 0, Max(gMapInfo.Width, gPlayerScreenSize.X) - indW);
2328 indY := EnsureRange(indY, 0, Max(gMapInfo.Height, gPlayerScreenSize.Y) - indH);
2330 c := e_Colors;
2331 e_Colors := Color;
2332 e_DrawAdv(ID, indX, indY, 0, True, False, indA, @a);
2333 e_Colors := c;
2334 end;
2335 end;
2337 1:
2338 begin
2339 e_TextureFontGetSize(gStdFont, nW, nH);
2340 indX := fX + FObj.Rect.X + (FObj.Rect.Width - Length(FName) * nW) div 2;
2341 indY := fY - nH + fSlope;
2342 e_TextureFontPrintEx(indX, indY, FName, gStdFont, Color.R, Color.G, Color.B, 1.0, True);
2343 end;
2344 end;
2345 end;
2346 end;
2348 procedure TPlayer.DrawBubble();
2349 var
2350 bubX, bubY, fX, fY: Integer;
2351 ID: LongWord;
2352 Rb, Gb, Bb,
2353 Rw, Gw, Bw: SmallInt;
2354 Dot: Byte;
2355 CObj: TObj;
2356 begin
2357 CObj := getCameraObj();
2358 CObj.lerp(gLerpFactor, fX, fY);
2359 // NB: _F_Obj.Rect is used to keep the bubble higher; this is not a mistake
2360 bubX := fX+FObj.Rect.X + IfThen(FDirection = TDirection.D_LEFT, -4, 18);
2361 bubY := fY+FObj.Rect.Y - 18;
2362 Rb := 64;
2363 Gb := 64;
2364 Bb := 64;
2365 Rw := 240;
2366 Gw := 240;
2367 Bw := 240;
2368 case gChatBubble of
2369 1: // simple textual non-bubble
2370 begin
2371 bubX := fX+FObj.Rect.X - 11;
2372 bubY := fY+FObj.Rect.Y - 17;
2373 e_TextureFontPrint(bubX, bubY, '[...]', gStdFont);
2374 Exit;
2375 end;
2376 2: // advanced pixel-perfect bubble
2377 begin
2378 if FTeam = TEAM_RED then
2379 Rb := 255
2380 else
2381 if FTeam = TEAM_BLUE then
2382 Bb := 255;
2383 end;
2384 3: // colored bubble
2385 begin
2386 Rb := FModel.Color.R;
2387 Gb := FModel.Color.G;
2388 Bb := FModel.Color.B;
2389 Rw := Min(Rb * 2 + 64, 255);
2390 Gw := Min(Gb * 2 + 64, 255);
2391 Bw := Min(Bb * 2 + 64, 255);
2392 if (Abs(Rw - Rb) < 32)
2393 or (Abs(Gw - Gb) < 32)
2394 or (Abs(Bw - Bb) < 32) then
2395 begin
2396 Rb := Max(Rw div 2 - 16, 0);
2397 Gb := Max(Gw div 2 - 16, 0);
2398 Bb := Max(Bw div 2 - 16, 0);
2399 end;
2400 end;
2401 4: // custom textured bubble
2402 begin
2403 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID) then
2404 if FDirection = TDirection.D_RIGHT then
2405 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False)
2406 else
2407 e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, TMirrorType.Horizontal);
2408 Exit;
2409 end;
2410 end;
2412 // Outer borders
2413 e_DrawQuad(bubX + 1, bubY , bubX + 18, bubY + 13, Rb, Gb, Bb);
2414 e_DrawQuad(bubX , bubY + 1, bubX + 19, bubY + 12, Rb, Gb, Bb);
2415 // Inner box
2416 e_DrawFillQuad(bubX + 1, bubY + 1, bubX + 18, bubY + 12, Rw, Gw, Bw, 0);
2418 // Tail
2419 Dot := IfThen(FDirection = TDirection.D_LEFT, 14, 5);
2420 e_DrawLine(1, bubX + Dot, bubY + 14, bubX + Dot, bubY + 16, Rb, Gb, Bb);
2421 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);
2422 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);
2423 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);
2424 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);
2426 // Dots
2427 Dot := 6;
2428 e_DrawFillQuad(bubX + Dot, bubY + 8, bubX + Dot + 1, bubY + 9, Rb, Gb, Bb, 0);
2429 e_DrawFillQuad(bubX + Dot + 3, bubY + 8, bubX + Dot + 4, bubY + 9, Rb, Gb, Bb, 0);
2430 e_DrawFillQuad(bubX + Dot + 6, bubY + 8, bubX + Dot + 7, bubY + 9, Rb, Gb, Bb, 0);
2431 end;
2433 procedure TPlayer.Draw();
2434 var
2435 ID: DWORD;
2436 w, h: Word;
2437 dr: Boolean;
2438 Mirror: TMirrorType;
2439 fX, fY, fSlope: Integer;
2440 begin
2441 FObj.lerp(gLerpFactor, fX, fY);
2442 fSlope := nlerp(FSlopeOld, FObj.slopeUpLeft, gLerpFactor);
2444 if FAlive then
2445 begin
2446 if Direction = TDirection.D_RIGHT then
2447 Mirror := TMirrorType.None
2448 else
2449 Mirror := TMirrorType.Horizontal;
2451 if FPunchAnim <> nil then
2452 begin
2453 FPunchAnim.Draw(fX+IfThen(Direction = TDirection.D_LEFT, 15-FObj.Rect.X, FObj.Rect.X-15),
2454 fY+fSlope+FObj.Rect.Y-11, Mirror);
2455 if FPunchAnim.played then
2456 begin
2457 FPunchAnim.Free;
2458 FPunchAnim := nil;
2459 end;
2460 end;
2462 if (FMegaRulez[MR_INVUL] > gTime) and ((gPlayerDrawn <> Self) or (FSpawnInvul >= gTime)) then
2463 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then
2464 begin
2465 e_GetTextureSize(ID, @w, @h);
2466 if FDirection = TDirection.D_LEFT then
2467 e_Draw(ID, fX+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4,
2468 fY+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+fSlope, 0, True, False)
2469 else
2470 e_Draw(ID, fX+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2,
2471 fY+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+fSlope, 0, True, False);
2472 end;
2474 if FMegaRulez[MR_INVIS] > gTime then
2475 begin
2476 if (gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2477 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM))) then
2478 begin
2479 if (FMegaRulez[MR_INVIS] - gTime) <= 2100 then
2480 dr := not Odd((FMegaRulez[MR_INVIS] - gTime) div 300)
2481 else
2482 dr := True;
2483 if dr then
2484 FModel.Draw(fX, fY+fSlope, 200)
2485 else
2486 FModel.Draw(fX, fY+fSlope);
2487 end
2488 else
2489 FModel.Draw(fX, fY+fSlope, 254);
2490 end
2491 else
2492 FModel.Draw(fX, fY+fSlope);
2493 end;
2495 if g_debug_Frames then
2496 begin
2497 e_DrawQuad(FObj.X+FObj.Rect.X,
2498 FObj.Y+FObj.Rect.Y,
2499 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
2500 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
2501 0, 255, 0);
2502 end;
2504 if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then
2505 if (FMegaRulez[MR_INVIS] <= gTime) or ((gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
2506 ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM)))) then
2507 DrawBubble();
2508 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2509 if gAimLine and alive and
2510 ((Self = gPlayer1) or (Self = gPlayer2)) then
2511 DrawAim();
2512 end;
2515 procedure TPlayer.DrawAim();
2516 procedure drawCast (sz: Integer; ax0, ay0, ax1, ay1: Integer);
2517 var
2518 ex, ey: Integer;
2519 begin
2521 {$IFDEF ENABLE_HOLMES}
2522 if isValidViewPort and (self = gPlayer1) then
2523 begin
2524 g_Holmes_plrLaser(ax0, ay0, ax1, ay1);
2525 end;
2526 {$ENDIF}
2528 e_DrawLine(sz, ax0, ay0, ax1, ay1, 255, 0, 0, 96);
2529 if (g_Map_traceToNearestWall(ax0, ay0, ax1, ay1, @ex, @ey) <> nil) then
2530 begin
2531 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 255, 0, 96);
2532 end
2533 else
2534 begin
2535 e_DrawLine(sz, ax0, ay0, ex, ey, 0, 0, 255, 96);
2536 end;
2537 end;
2539 var
2540 wx, wy, xx, yy: Integer;
2541 angle: SmallInt;
2542 sz, len: Word;
2543 begin
2544 wx := FObj.X + WEAPONPOINT[FDirection].X + IfThen(FDirection = TDirection.D_LEFT, 7, -7);
2545 wy := FObj.Y + WEAPONPOINT[FDirection].Y;
2546 angle := FAngle;
2547 len := 1024;
2548 sz := 2;
2549 case FCurrWeap of
2550 0: begin // Punch
2551 len := 12;
2552 sz := 4;
2553 end;
2554 1: begin // Chainsaw
2555 len := 24;
2556 sz := 6;
2557 end;
2558 2: begin // Pistol
2559 len := 1024;
2560 sz := 2;
2561 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2562 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2563 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2564 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2565 end;
2566 3: begin // Shotgun
2567 len := 1024;
2568 sz := 3;
2569 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2570 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2571 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2572 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2573 end;
2574 4: begin // Double Shotgun
2575 len := 1024;
2576 sz := 4;
2577 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2578 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2579 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2580 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2581 end;
2582 5: begin // Chaingun
2583 len := 1024;
2584 sz := 3;
2585 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2586 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2587 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2588 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2589 end;
2590 6: begin // Rocket Launcher
2591 len := 1024;
2592 sz := 7;
2593 if angle = ANGLE_RIGHTUP then Inc(angle, 2);
2594 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2595 if angle = ANGLE_LEFTUP then Dec(angle, 2);
2596 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2597 end;
2598 7: begin // Plasmagun
2599 len := 1024;
2600 sz := 5;
2601 if angle = ANGLE_RIGHTUP then Inc(angle);
2602 if angle = ANGLE_RIGHTDOWN then Inc(angle, 3);
2603 if angle = ANGLE_LEFTUP then Dec(angle);
2604 if angle = ANGLE_LEFTDOWN then Dec(angle, 3);
2605 end;
2606 8: begin // BFG
2607 len := 1024;
2608 sz := 12;
2609 if angle = ANGLE_RIGHTUP then Inc(angle, 1);
2610 if angle = ANGLE_RIGHTDOWN then Inc(angle, 2);
2611 if angle = ANGLE_LEFTUP then Dec(angle, 1);
2612 if angle = ANGLE_LEFTDOWN then Dec(angle, 2);
2613 end;
2614 9: begin // Super Chaingun
2615 len := 1024;
2616 sz := 4;
2617 if angle = ANGLE_RIGHTUP then Dec(angle, 2);
2618 if angle = ANGLE_RIGHTDOWN then Inc(angle, 4);
2619 if angle = ANGLE_LEFTUP then Inc(angle, 2);
2620 if angle = ANGLE_LEFTDOWN then Dec(angle, 4);
2621 end;
2622 end;
2623 xx := Trunc(Cos(-DegToRad(angle)) * len) + wx;
2624 yy := Trunc(Sin(-DegToRad(angle)) * len) + wy;
2625 {$IF DEFINED(D2F_DEBUG)}
2626 drawCast(sz, wx, wy, xx, yy);
2627 {$ELSE}
2628 e_DrawLine(sz, wx, wy, xx, yy, 255, 0, 0, 96);
2629 {$ENDIF}
2630 end;
2632 procedure TPlayer.DrawGUI();
2633 var
2634 ID: DWORD;
2635 X, Y, SY, a, p, m: Integer;
2636 tw, th: Word;
2637 cw, ch: Byte;
2638 s: string;
2639 stat: TPlayerStatArray;
2640 begin
2641 X := gPlayerScreenSize.X;
2642 SY := gPlayerScreenSize.Y;
2643 Y := 0;
2645 if gShowGoals and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
2646 begin
2647 if gGameSettings.GameMode = GM_CTF then
2648 a := 32 + 8
2649 else
2650 a := 0;
2651 if gGameSettings.GameMode = GM_CTF then
2652 begin
2653 s := 'TEXTURE_PLAYER_REDFLAG';
2654 if gFlags[FLAG_RED].State = FLAG_STATE_CAPTURED then
2655 s := 'TEXTURE_PLAYER_REDFLAG_S';
2656 if gFlags[FLAG_RED].State = FLAG_STATE_DROPPED then
2657 s := 'TEXTURE_PLAYER_REDFLAG_D';
2658 if g_Texture_Get(s, ID) then
2659 e_Draw(ID, X-16-32, 240-72-4, 0, True, False);
2660 end;
2662 s := IntToStr(gTeamStat[TEAM_RED].Goals);
2663 e_CharFont_GetSize(gMenuFont, s, tw, th);
2664 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-72-4, s, TEAMCOLOR[TEAM_RED]);
2666 if gGameSettings.GameMode = GM_CTF then
2667 begin
2668 s := 'TEXTURE_PLAYER_BLUEFLAG';
2669 if gFlags[FLAG_BLUE].State = FLAG_STATE_CAPTURED then
2670 s := 'TEXTURE_PLAYER_BLUEFLAG_S';
2671 if gFlags[FLAG_BLUE].State = FLAG_STATE_DROPPED then
2672 s := 'TEXTURE_PLAYER_BLUEFLAG_D';
2673 if g_Texture_Get(s, ID) then
2674 e_Draw(ID, X-16-32, 240-32-4, 0, True, False);
2675 end;
2677 s := IntToStr(gTeamStat[TEAM_BLUE].Goals);
2678 e_CharFont_GetSize(gMenuFont, s, tw, th);
2679 e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-32-4, s, TEAMCOLOR[TEAM_BLUE]);
2680 end;
2682 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID) then
2683 e_DrawFill(ID, X, 0, 1, (gPlayerScreenSize.Y div 256)+IfThen(gPlayerScreenSize.Y mod 256 > 0, 1, 0),
2684 0, False, False);
2686 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID) then
2687 e_Draw(ID, X+2, Y, 0, True, False);
2689 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
2690 begin
2691 if gShowStat then
2692 begin
2693 s := IntToStr(Frags);
2694 e_CharFont_GetSize(gMenuFont, s, tw, th);
2695 e_CharFont_PrintEx(gMenuFont, X-16-tw, Y, s, _RGB(255, 0, 0));
2697 s := '';
2698 p := 1;
2699 m := 0;
2700 stat := g_Player_GetStats();
2701 if stat <> nil then
2702 begin
2703 p := 1;
2705 for a := 0 to High(stat) do
2706 if stat[a].Name <> Name then
2707 begin
2708 if stat[a].Frags > m then m := stat[a].Frags;
2709 if stat[a].Frags > Frags then p := p+1;
2710 end;
2711 end;
2713 s := IntToStr(p)+' / '+IntToStr(Length(stat))+' ';
2714 if Frags >= m then s := s+'+' else s := s+'-';
2715 s := s+IntToStr(Abs(Frags-m));
2717 e_CharFont_GetSize(gMenuSmallFont, s, tw, th);
2718 e_CharFont_PrintEx(gMenuSmallFont, X-16-tw, Y+32, s, _RGB(255, 0, 0));
2719 end;
2721 if gLMSRespawn > LMS_RESPAWN_NONE then
2722 begin
2723 s := _lc[I_GAME_WARMUP];
2724 e_CharFont_GetSize(gMenuFont, s, tw, th);
2725 s := s + ': ' + IntToStr((gLMSRespawnTime - gTime) div 1000);
2726 e_CharFont_PrintEx(gMenuFont, X-64-tw, SY-32, s, _RGB(0, 255, 0));
2727 end
2728 else if gShowLives and (gGameSettings.MaxLives > 0) then
2729 begin
2730 s := IntToStr(Lives);
2731 e_CharFont_GetSize(gMenuFont, s, tw, th);
2732 e_CharFont_PrintEx(gMenuFont, X-16-tw, SY-32, s, _RGB(0, 255, 0));
2733 end;
2734 end;
2736 e_CharFont_GetSize(gMenuSmallFont, FName, tw, th);
2737 e_CharFont_PrintEx(gMenuSmallFont, X+98-(tw div 2), Y+8, FName, _RGB(255, 0, 0));
2739 if R_BERSERK in FRulez then
2740 e_Draw(gItemsTexturesID[ITEM_MEDKIT_BLACK], X+37, Y+45, 0, True, False)
2741 else
2742 e_Draw(gItemsTexturesID[ITEM_MEDKIT_LARGE], X+37, Y+45, 0, True, False);
2744 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID) then
2745 e_Draw(ID, X+36, Y+77, 0, True, False);
2747 s := IntToStr(IfThen(FHealth > 0, FHealth, 0));
2748 e_CharFont_GetSize(gMenuFont, s, tw, th);
2749 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+40, s, _RGB(255, 0, 0));
2751 s := IntToStr(FArmor);
2752 e_CharFont_GetSize(gMenuFont, s, tw, th);
2753 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+68, s, _RGB(255, 0, 0));
2755 s := IntToStr(GetAmmoByWeapon(FCurrWeap));
2757 case FCurrWeap of
2758 WEAPON_KASTET:
2759 begin
2760 s := '--';
2761 ID := gItemsTexturesID[ITEM_WEAPON_KASTET];
2762 end;
2763 WEAPON_SAW:
2764 begin
2765 s := '--';
2766 ID := gItemsTexturesID[ITEM_WEAPON_SAW];
2767 end;
2768 WEAPON_PISTOL: ID := gItemsTexturesID[ITEM_WEAPON_PISTOL];
2769 WEAPON_CHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_CHAINGUN];
2770 WEAPON_SHOTGUN1: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN1];
2771 WEAPON_SHOTGUN2: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN2];
2772 WEAPON_SUPERPULEMET: ID := gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET];
2773 WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER];
2774 WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA];
2775 WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG];
2776 WEAPON_FLAMETHROWER: ID := gItemsTexturesID[ITEM_WEAPON_FLAMETHROWER];
2777 end;
2779 e_CharFont_GetSize(gMenuFont, s, tw, th);
2780 e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+158, s, _RGB(255, 0, 0));
2781 e_Draw(ID, X+20, Y+160, 0, True, False);
2783 if R_KEY_RED in FRulez then
2784 e_Draw(gItemsTexturesID[ITEM_KEY_RED], X+78, Y+214, 0, True, False);
2786 if R_KEY_GREEN in FRulez then
2787 e_Draw(gItemsTexturesID[ITEM_KEY_GREEN], X+95, Y+214, 0, True, False);
2789 if R_KEY_BLUE in FRulez then
2790 e_Draw(gItemsTexturesID[ITEM_KEY_BLUE], X+112, Y+214, 0, True, False);
2792 if FJetFuel > 0 then
2793 begin
2794 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2795 e_Draw(ID, X+2, Y+116, 0, True, False);
2796 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID) then
2797 e_Draw(ID, X+2, Y+126, 0, True, False);
2798 e_DrawLine(4, X+16, Y+122, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+122, 0, 0, 196);
2799 e_DrawLine(4, X+16, Y+132, X+16+Trunc(168*FJetFuel/JET_MAX), Y+132, 208, 0, 0);
2800 end
2801 else
2802 begin
2803 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID) then
2804 e_Draw(ID, X+2, Y+124, 0, True, False);
2805 e_DrawLine(4, X+16, Y+130, X+16+Trunc(168*IfThen(FAir > 0, FAir, 0)/AIR_MAX), Y+130, 0, 0, 196);
2806 end;
2808 if gShowPing and g_Game_IsClient then
2809 begin
2810 s := _lc[I_GAME_PING_HUD] + IntToStr(NetPeer.lastRoundTripTime) + _lc[I_NET_SLIST_PING_MS];
2811 e_TextureFontPrint(X + 4, Y + 242, s, gStdFont);
2812 Y := Y + 16;
2813 end;
2815 if FSpectator then
2816 begin
2817 e_TextureFontPrint(X + 4, Y + 242, _lc[I_PLAYER_SPECT], gStdFont);
2818 e_TextureFontPrint(X + 4, Y + 258, _lc[I_PLAYER_SPECT2], gStdFont);
2819 e_TextureFontPrint(X + 4, Y + 274, _lc[I_PLAYER_SPECT1], gStdFont);
2820 if FNoRespawn then
2821 begin
2822 e_TextureFontGetSize(gStdFont, cw, ch);
2823 s := _lc[I_PLAYER_SPECT4];
2824 e_TextureFontPrintEx(gScreenWidth div 2 - cw*(Length(s) div 2),
2825 gScreenHeight-4-ch, s, gStdFont, 255, 255, 255, 1, True);
2826 e_TextureFontPrint(X + 4, Y + 290, _lc[I_PLAYER_SPECT1S], gStdFont);
2827 end;
2829 end;
2830 end;
2832 procedure TPlayer.DrawRulez();
2833 var
2834 dr: Boolean;
2835 begin
2836 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2837 if (FMegaRulez[MR_INVUL] >= gTime) and (FSpawnInvul < gTime) then
2838 begin
2839 if (FMegaRulez[MR_INVUL]-gTime) <= 2100 then
2840 dr := not Odd((FMegaRulez[MR_INVUL]-gTime) div 300)
2841 else
2842 dr := True;
2844 if dr then
2845 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2846 191, 191, 191, 0, TBlending.Invert);
2847 end;
2849 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2850 if FMegaRulez[MR_SUIT] >= gTime then
2851 begin
2852 if (FMegaRulez[MR_SUIT]-gTime) <= 2100 then
2853 dr := not Odd((FMegaRulez[MR_SUIT]-gTime) div 300)
2854 else
2855 dr := True;
2857 if dr then
2858 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2859 0, 96, 0, 200, TBlending.None);
2860 end;
2862 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2863 if (FBerserk >= 0) and (LongWord(FBerserk) >= gTime) and (gFlash = 2) then
2864 begin
2865 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
2866 255, 0, 0, 200, TBlending.None);
2867 end;
2868 end;
2870 procedure TPlayer.DrawPain();
2871 var
2872 a, h: Integer;
2873 begin
2874 if FPain = 0 then Exit;
2876 a := FPain;
2878 if a < 15 then h := 0
2879 else if a < 35 then h := 1
2880 else if a < 55 then h := 2
2881 else if a < 75 then h := 3
2882 else if a < 95 then h := 4
2883 else h := 5;
2885 //if a > 255 then a := 255;
2887 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255, 0, 0, 255-h*50);
2888 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2889 end;
2891 procedure TPlayer.DrawPickup();
2892 var
2893 a, h: Integer;
2894 begin
2895 if FPickup = 0 then Exit;
2897 a := FPickup;
2899 if a < 15 then h := 1
2900 else if a < 35 then h := 2
2901 else if a < 55 then h := 3
2902 else if a < 75 then h := 4
2903 else h := 5;
2905 e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50);
2906 end;
2908 procedure TPlayer.DoPunch();
2909 var
2910 id: DWORD;
2911 st: String;
2912 begin
2913 if FPunchAnim <> nil then begin
2914 FPunchAnim.reset();
2915 FPunchAnim.Free;
2916 FPunchAnim := nil;
2917 end;
2918 st := 'FRAMES_PUNCH';
2919 if R_BERSERK in FRulez then
2920 st := st + '_BERSERK';
2921 if FKeys[KEY_UP].Pressed then
2922 st := st + '_UP'
2923 else if FKeys[KEY_DOWN].Pressed then
2924 st := st + '_DN';
2925 g_Frames_Get(id, st);
2926 FPunchAnim := TAnimation.Create(id, False, 1);
2927 end;
2929 procedure TPlayer.Fire();
2930 var
2931 f, DidFire: Boolean;
2932 wx, wy, xd, yd: Integer;
2933 locobj: TObj;
2934 begin
2935 if g_Game_IsClient then Exit;
2936 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2937 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2939 if FSpectator then
2940 begin
2941 Respawn(False);
2942 Exit;
2943 end;
2945 if FReloading[FCurrWeap] <> 0 then Exit;
2947 DidFire := False;
2949 f := False;
2950 wx := FObj.X+WEAPONPOINT[FDirection].X;
2951 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
2952 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
2953 yd := wy+firediry();
2955 case FCurrWeap of
2956 WEAPON_KASTET:
2957 begin
2958 DoPunch();
2959 if R_BERSERK in FRulez then
2960 begin
2961 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2962 locobj.X := FObj.X+FObj.Rect.X;
2963 locobj.Y := FObj.Y+FObj.Rect.Y;
2964 locobj.rect.X := 0;
2965 locobj.rect.Y := 0;
2966 locobj.rect.Width := 39;
2967 locobj.rect.Height := 52;
2968 locobj.Vel.X := (xd-wx) div 2;
2969 locobj.Vel.Y := (yd-wy) div 2;
2970 locobj.Accel.X := xd-wx;
2971 locobj.Accel.y := yd-wy;
2973 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
2974 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
2975 else
2976 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
2978 if (gFlash = 1) and (FPain < 50) then FPain := min(FPain + 25, 50);
2979 end
2980 else
2981 begin
2982 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
2983 end;
2985 DidFire := True;
2986 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
2987 end;
2989 WEAPON_SAW:
2990 begin
2991 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2992 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
2993 begin
2994 FSawSoundSelect.Stop();
2995 FSawSound.Stop();
2996 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
2997 end
2998 else if not FSawSoundHit.IsPlaying() then
2999 begin
3000 FSawSoundSelect.Stop();
3001 FSawSound.PlayAt(FObj.X, FObj.Y);
3002 end;
3004 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3005 DidFire := True;
3006 f := True;
3007 end;
3009 WEAPON_PISTOL:
3010 if FAmmo[A_BULLETS] > 0 then
3011 begin
3012 g_Weapon_pistol(wx, wy, xd, yd, FUID);
3013 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3014 Dec(FAmmo[A_BULLETS]);
3015 FFireAngle := FAngle;
3016 f := True;
3017 DidFire := True;
3018 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3019 GameVelX, GameVelY-2, SHELL_BULLET);
3020 end;
3022 WEAPON_SHOTGUN1:
3023 if FAmmo[A_SHELLS] > 0 then
3024 begin
3025 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
3026 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
3027 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3028 Dec(FAmmo[A_SHELLS]);
3029 FFireAngle := FAngle;
3030 f := True;
3031 DidFire := True;
3032 FShellTimer := 10;
3033 FShellType := SHELL_SHELL;
3034 end;
3036 WEAPON_SHOTGUN2:
3037 if FAmmo[A_SHELLS] >= 2 then
3038 begin
3039 g_Weapon_dshotgun(wx, wy, xd, yd, FUID);
3040 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3041 Dec(FAmmo[A_SHELLS], 2);
3042 FFireAngle := FAngle;
3043 f := True;
3044 DidFire := True;
3045 FShellTimer := 13;
3046 FShellType := SHELL_DBLSHELL;
3047 end;
3049 WEAPON_CHAINGUN:
3050 if FAmmo[A_BULLETS] > 0 then
3051 begin
3052 g_Weapon_mgun(wx, wy, xd, yd, FUID);
3053 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
3054 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3055 Dec(FAmmo[A_BULLETS]);
3056 FFireAngle := FAngle;
3057 f := True;
3058 DidFire := True;
3059 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3060 GameVelX, GameVelY-2, SHELL_BULLET);
3061 end;
3063 WEAPON_ROCKETLAUNCHER:
3064 if FAmmo[A_ROCKETS] > 0 then
3065 begin
3066 g_Weapon_rocket(wx, wy, xd, yd, FUID);
3067 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3068 Dec(FAmmo[A_ROCKETS]);
3069 FFireAngle := FAngle;
3070 f := True;
3071 DidFire := True;
3072 end;
3074 WEAPON_PLASMA:
3075 if FAmmo[A_CELLS] > 0 then
3076 begin
3077 g_Weapon_plasma(wx, wy, xd, yd, FUID);
3078 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3079 Dec(FAmmo[A_CELLS]);
3080 FFireAngle := FAngle;
3081 f := True;
3082 DidFire := True;
3083 end;
3085 WEAPON_BFG:
3086 if (FAmmo[A_CELLS] >= 40) and (FBFGFireCounter = -1) then
3087 begin
3088 FBFGFireCounter := 17;
3089 if not FNoReload then
3090 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj.X, FObj.Y);
3091 Dec(FAmmo[A_CELLS], 40);
3092 DidFire := True;
3093 end;
3095 WEAPON_SUPERPULEMET:
3096 if FAmmo[A_SHELLS] > 0 then
3097 begin
3098 g_Weapon_shotgun(wx, wy, xd, yd, FUID);
3099 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3100 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3101 Dec(FAmmo[A_SHELLS]);
3102 FFireAngle := FAngle;
3103 f := True;
3104 DidFire := True;
3105 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
3106 GameVelX, GameVelY-2, SHELL_SHELL);
3107 end;
3109 WEAPON_FLAMETHROWER:
3110 if FAmmo[A_FUEL] > 0 then
3111 begin
3112 g_Weapon_flame(wx, wy, xd, yd, FUID);
3113 FlamerOn;
3114 FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
3115 Dec(FAmmo[A_FUEL]);
3116 FFireAngle := FAngle;
3117 f := True;
3118 DidFire := True;
3119 end
3120 else
3121 begin
3122 FlamerOff;
3123 if g_Game_IsNet and g_Game_IsServer then MH_SEND_PlayerStats(FUID);
3124 end;
3125 end;
3127 if g_Game_IsNet then
3128 begin
3129 if DidFire then
3130 begin
3131 if FCurrWeap <> WEAPON_BFG then
3132 MH_SEND_PlayerFire(FUID, FCurrWeap, wx, wy, xd, yd, LastShotID)
3133 else
3134 if not FNoReload then
3135 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_WEAPON_STARTFIREBFG');
3136 end;
3138 MH_SEND_PlayerStats(FUID);
3139 end;
3141 if not f then Exit;
3143 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
3144 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
3145 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
3146 end;
3148 function TPlayer.GetAmmoByWeapon(Weapon: Byte): Word;
3149 begin
3150 case Weapon of
3151 WEAPON_PISTOL, WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS];
3152 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS];
3153 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS];
3154 WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS];
3155 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL];
3156 else Result := 0;
3157 end;
3158 end;
3160 function TPlayer.HeadInLiquid(XInc, YInc: Integer): Boolean;
3161 begin
3162 Result := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X+XInc, FObj.Y+PLAYER_HEADRECT.Y+YInc,
3163 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
3164 PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, True);
3165 end;
3167 procedure TPlayer.FlamerOn;
3168 begin
3169 FFlameSoundOff.Stop();
3170 FFlameSoundOff.SetPosition(0);
3171 if FFlaming then
3172 begin
3173 if (not FFlameSoundOn.IsPlaying()) and (not FFlameSoundWork.IsPlaying()) then
3174 FFlameSoundWork.PlayAt(FObj.X, FObj.Y);
3175 end
3176 else
3177 begin
3178 FFlameSoundOn.PlayAt(FObj.X, FObj.Y);
3179 FFlaming := True;
3180 end;
3181 end;
3183 procedure TPlayer.FlamerOff;
3184 begin
3185 if FFlaming then
3186 begin
3187 FFlameSoundOn.Stop();
3188 FFlameSoundOn.SetPosition(0);
3189 FFlameSoundWork.Stop();
3190 FFlameSoundWork.SetPosition(0);
3191 FFlameSoundOff.PlayAt(FObj.X, FObj.Y);
3192 FFlaming := False;
3193 end;
3194 end;
3196 procedure TPlayer.JetpackOn;
3197 begin
3198 FJetSoundFly.Stop;
3199 FJetSoundOff.Stop;
3200 FJetSoundOn.SetPosition(0);
3201 FJetSoundOn.PlayAt(FObj.X, FObj.Y);
3202 FlySmoke(8);
3203 end;
3205 procedure TPlayer.JetpackOff;
3206 begin
3207 FJetSoundFly.Stop;
3208 FJetSoundOn.Stop;
3209 FJetSoundOff.SetPosition(0);
3210 FJetSoundOff.PlayAt(FObj.X, FObj.Y);
3211 end;
3213 procedure TPlayer.CatchFire(Attacker: Word; Timeout: Integer = PLAYER_BURN_TIME);
3214 begin
3215 if Timeout <= 0 then
3216 exit;
3217 if (FMegaRulez[MR_SUIT] > gTime) or (FMegaRulez[MR_INVUL] > gTime) then
3218 exit; // Íå çàãîðàåìñÿ êîãäà åñòü çàùèòà
3219 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2) then
3220 exit; // Íå ïîäãîðàåì â âîäå íà âñÿêèé ñëó÷àé
3221 if FFireTime <= 0 then
3222 g_Sound_PlayExAt('SOUND_IGNITE', FObj.X, FObj.Y);
3223 FFireTime := Timeout;
3224 FFireAttacker := Attacker;
3225 if g_Game_IsNet and g_Game_IsServer then
3226 MH_SEND_PlayerStats(FUID);
3227 end;
3229 procedure TPlayer.Jump();
3230 begin
3231 if gFly or FJetpack then
3232 begin
3233 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
3234 if FObj.Vel.Y > -VEL_FLY then
3235 FObj.Vel.Y := FObj.Vel.Y - 3;
3236 if FJetpack then
3237 begin
3238 if FJetFuel > 0 then
3239 Dec(FJetFuel);
3240 if (FJetFuel < 1) and g_Game_IsServer then
3241 begin
3242 FJetpack := False;
3243 JetpackOff;
3244 if g_Game_IsNet then
3245 MH_SEND_PlayerStats(FUID);
3246 end;
3247 end;
3248 Exit;
3249 end;
3251 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
3252 if FGhost then
3253 FCanJetpack := False;
3255 // Ïðûãàåì èëè âñïëûâàåì:
3256 if (CollideLevel(0, 1) or
3257 g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y+36, PLAYER_RECT.Width,
3258 PLAYER_RECT.Height-33, PANEL_STEP, False)
3259 ) and (FObj.Accel.Y = 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
3260 begin
3261 FObj.Vel.Y := -VEL_JUMP;
3262 FCanJetpack := False;
3263 end
3264 else
3265 begin
3266 if BodyInLiquid(0, 0) then
3267 FObj.Vel.Y := -VEL_SW
3268 else if (FJetFuel > 0) and FCanJetpack and
3269 g_Game_IsServer and (not g_Obj_CollideLiquid(@FObj, 0, 0)) then
3270 begin
3271 FJetpack := True;
3272 JetpackOn;
3273 if g_Game_IsNet then
3274 MH_SEND_PlayerStats(FUID);
3275 end;
3276 end;
3277 end;
3279 procedure TPlayer.Kill(KillType: Byte; SpawnerUID: Word; t: Byte);
3280 var
3281 a, i, k, ab, ar: Byte;
3282 s: String;
3283 mon: TMonster;
3284 plr: TPlayer;
3285 srv, netsrv: Boolean;
3286 DoFrags: Boolean;
3287 OldLR: Byte;
3288 KP: TPlayer;
3289 it: PItem;
3291 procedure PushItem(t: Byte);
3292 var
3293 id: DWORD;
3294 begin
3295 id := g_Items_Create(FObj.X, FObj.Y, t, True, False);
3296 it := g_Items_ByIdx(id);
3297 if KillType = K_EXTRAHARDKILL then // -7..+7; -8..0
3298 begin
3299 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-7+Random(15),
3300 (FObj.Vel.Y div 2)-Random(9));
3301 it.positionChanged(); // this updates spatial accelerators
3302 end
3303 else
3304 begin
3305 if KillType = K_HARDKILL then // -5..+5; -5..0
3306 begin
3307 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-5+Random(11),
3308 (FObj.Vel.Y div 2)-Random(6));
3309 end
3310 else // -3..+3; -3..0
3311 begin
3312 g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-3+Random(7),
3313 (FObj.Vel.Y div 2)-Random(4));
3314 end;
3315 it.positionChanged(); // this updates spatial accelerators
3316 end;
3318 if g_Game_IsNet and g_Game_IsServer then
3319 MH_SEND_ItemSpawn(True, id);
3320 end;
3322 begin
3323 DoFrags := (gGameSettings.MaxLives = 0) or (gGameSettings.GameMode = GM_COOP);
3324 Srv := g_Game_IsServer;
3325 Netsrv := g_Game_IsServer and g_Game_IsNet;
3326 if Srv then FDeath := FDeath + 1;
3327 if FAlive then
3328 begin
3329 if FGhost then
3330 FGhost := False;
3331 if not FPhysics then
3332 FPhysics := True;
3333 FAlive := False;
3334 end;
3335 FShellTimer := -1;
3337 if (gGameSettings.MaxLives > 0) and Srv and (gLMSRespawn = LMS_RESPAWN_NONE) then
3338 begin
3339 if FLives > 0 then FLives := FLives - 1;
3340 if FLives = 0 then FNoRespawn := True;
3341 end;
3343 // Íîìåð òèïà ñìåðòè:
3344 a := 1;
3345 case KillType of
3346 K_SIMPLEKILL: a := 1;
3347 K_HARDKILL: a := 2;
3348 K_EXTRAHARDKILL: a := 3;
3349 K_FALLKILL: a := 4;
3350 end;
3352 // Çâóê ñìåðòè:
3353 if not FModel.PlaySound(MODELSOUND_DIE, a, FObj.X, FObj.Y) then
3354 for i := 1 to 3 do
3355 if FModel.PlaySound(MODELSOUND_DIE, i, FObj.X, FObj.Y) then
3356 Break;
3358 // Âðåìÿ ðåñïàóíà:
3359 if Srv then
3360 case KillType of
3361 K_SIMPLEKILL:
3362 FTime[T_RESPAWN] := gTime + TIME_RESPAWN1;
3363 K_HARDKILL:
3364 FTime[T_RESPAWN] := gTime + TIME_RESPAWN2;
3365 K_EXTRAHARDKILL, K_FALLKILL:
3366 FTime[T_RESPAWN] := gTime + TIME_RESPAWN3;
3367 end;
3369 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3370 case KillType of
3371 K_SIMPLEKILL:
3372 SetAction(A_DIE1);
3373 K_HARDKILL, K_EXTRAHARDKILL:
3374 SetAction(A_DIE2);
3375 end;
3377 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3378 if (KillType <> K_FALLKILL) and (Srv) then
3379 g_Monsters_killedp();
3381 if SpawnerUID = FUID then
3382 begin // Ñàìîóáèëñÿ
3383 if Srv and (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3384 begin
3385 Dec(FFrags);
3386 FLastFrag := 0;
3387 end;
3388 g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3389 end
3390 else
3391 if g_GetUIDType(SpawnerUID) = UID_PLAYER then
3392 begin // Óáèò äðóãèì èãðîêîì
3393 KP := g_Player_Get(SpawnerUID);
3394 if (KP <> nil) and Srv then
3395 begin
3396 if (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
3397 if SameTeam(FUID, SpawnerUID) then
3398 begin
3399 Dec(KP.FFrags);
3400 KP.FLastFrag := 0;
3401 end else
3402 begin
3403 Inc(KP.FFrags);
3404 KP.FragCombo();
3405 end;
3407 if (gGameSettings.GameMode = GM_TDM) and DoFrags then
3408 Inc(gTeamStat[KP.Team].Goals,
3409 IfThen(SameTeam(FUID, SpawnerUID), -1, 1));
3411 if netsrv then MH_SEND_PlayerStats(SpawnerUID);
3412 end;
3414 plr := g_Player_Get(SpawnerUID);
3415 if plr = nil then
3416 s := '?'
3417 else
3418 s := plr.FName;
3420 case KillType of
3421 K_HARDKILL:
3422 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3423 [FName, s]),
3424 gShowKillMsg);
3425 K_EXTRAHARDKILL:
3426 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3427 [FName, s]),
3428 gShowKillMsg);
3429 else
3430 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3431 [FName, s]),
3432 gShowKillMsg);
3433 end;
3434 end
3435 else if g_GetUIDType(SpawnerUID) = UID_MONSTER then
3436 begin // Óáèò ìîíñòðîì
3437 mon := g_Monsters_ByUID(SpawnerUID);
3438 if mon = nil then
3439 s := '?'
3440 else
3441 s := g_Mons_GetKilledByTypeId(mon.MonsterType);
3443 case KillType of
3444 K_HARDKILL:
3445 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_2],
3446 [FName, s]),
3447 gShowKillMsg);
3448 K_EXTRAHARDKILL:
3449 g_Console_Add(Format(_lc[I_PLAYER_KILL_EXTRAHARD_1],
3450 [FName, s]),
3451 gShowKillMsg);
3452 else
3453 g_Console_Add(Format(_lc[I_PLAYER_KILL],
3454 [FName, s]),
3455 gShowKillMsg);
3456 end;
3457 end
3458 else // Îñîáûå òèïû ñìåðòè
3459 case t of
3460 HIT_DISCON: ;
3461 HIT_SELF: g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
3462 HIT_FALL: g_Console_Add(Format(_lc[I_PLAYER_KILL_FALL], [FName]), True);
3463 HIT_WATER: g_Console_Add(Format(_lc[I_PLAYER_KILL_WATER], [FName]), True);
3464 HIT_ACID: g_Console_Add(Format(_lc[I_PLAYER_KILL_ACID], [FName]), True);
3465 HIT_TRAP: g_Console_Add(Format(_lc[I_PLAYER_KILL_TRAP], [FName]), True);
3466 else g_Console_Add(Format(_lc[I_PLAYER_DIED], [FName]), True);
3467 end;
3469 if Srv then
3470 begin
3471 // Âûáðîñ îðóæèÿ:
3472 for a := WP_FIRST to WP_LAST do
3473 if FWeapon[a] then
3474 begin
3475 case a of
3476 WEAPON_SAW: i := ITEM_WEAPON_SAW;
3477 WEAPON_SHOTGUN1: i := ITEM_WEAPON_SHOTGUN1;
3478 WEAPON_SHOTGUN2: i := ITEM_WEAPON_SHOTGUN2;
3479 WEAPON_CHAINGUN: i := ITEM_WEAPON_CHAINGUN;
3480 WEAPON_ROCKETLAUNCHER: i := ITEM_WEAPON_ROCKETLAUNCHER;
3481 WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA;
3482 WEAPON_BFG: i := ITEM_WEAPON_BFG;
3483 WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET;
3484 WEAPON_FLAMETHROWER: i := ITEM_WEAPON_FLAMETHROWER;
3485 else i := 0;
3486 end;
3488 if i <> 0 then
3489 PushItem(i);
3490 end;
3492 // Âûáðîñ ðþêçàêà:
3493 if R_ITEM_BACKPACK in FRulez then
3494 PushItem(ITEM_AMMO_BACKPACK);
3496 // Âûáðîñ ðàêåòíîãî ðàíöà:
3497 if FJetFuel > 0 then
3498 PushItem(ITEM_JETPACK);
3500 // Âûáðîñ êëþ÷åé:
3501 if (not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) or
3502 (not LongBool(gGameSettings.Options and GAME_OPTION_DMKEYS)) then
3503 begin
3504 if R_KEY_RED in FRulez then
3505 PushItem(ITEM_KEY_RED);
3507 if R_KEY_GREEN in FRulez then
3508 PushItem(ITEM_KEY_GREEN);
3510 if R_KEY_BLUE in FRulez then
3511 PushItem(ITEM_KEY_BLUE);
3512 end;
3514 // Âûáðîñ ôëàãà:
3515 DropFlag(KillType = K_FALLKILL);
3516 end;
3518 FCorpse := g_Player_CreateCorpse(Self);
3520 if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and
3521 (gLMSRespawn = LMS_RESPAWN_NONE) then
3522 begin
3523 a := 0;
3524 k := 0;
3525 ar := 0;
3526 ab := 0;
3527 for i := Low(gPlayers) to High(gPlayers) do
3528 begin
3529 if gPlayers[i] = nil then continue;
3530 if (not gPlayers[i].FNoRespawn) and (not gPlayers[i].FSpectator) then
3531 begin
3532 Inc(a);
3533 if gPlayers[i].FTeam = TEAM_RED then Inc(ar)
3534 else if gPlayers[i].FTeam = TEAM_BLUE then Inc(ab);
3535 k := i;
3536 end;
3537 end;
3539 OldLR := gLMSRespawn;
3540 if (gGameSettings.GameMode = GM_COOP) then
3541 begin
3542 if (a = 0) then
3543 begin
3544 // everyone is dead, restart the map
3545 g_Game_Message(_lc[I_MESSAGE_LMS_LOSE], 144);
3546 if Netsrv then
3547 MH_SEND_GameEvent(NET_EV_LMS_LOSE);
3548 gLMSRespawn := LMS_RESPAWN_FINAL;
3549 gLMSRespawnTime := gTime + 5000;
3550 end
3551 else if (a = 1) then
3552 begin
3553 if (gPlayers[k] <> nil) and not (gPlayers[k] is TBot) then
3554 if (gPlayers[k] = gPlayer1) or
3555 (gPlayers[k] = gPlayer2) then
3556 g_Console_Add('*** ' + _lc[I_MESSAGE_LMS_SURVIVOR] + ' ***', True)
3557 else if Netsrv and (gPlayers[k].FClientID >= 0) then
3558 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR, 0, 'N', gPlayers[k].FClientID);
3559 end;
3560 end
3561 else if (gGameSettings.GameMode = GM_TDM) then
3562 begin
3563 if (ab = 0) and (ar <> 0) then
3564 begin
3565 // blu team ded
3566 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_RED])]), 144);
3567 if Netsrv then
3568 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_RED);
3569 Inc(gTeamStat[TEAM_RED].Goals);
3570 gLMSRespawn := LMS_RESPAWN_FINAL;
3571 gLMSRespawnTime := gTime + 5000;
3572 end
3573 else if (ar = 0) and (ab <> 0) then
3574 begin
3575 // red team ded
3576 g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_BLUE])]), 144);
3577 if Netsrv then
3578 MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_BLUE);
3579 Inc(gTeamStat[TEAM_BLUE].Goals);
3580 gLMSRespawn := LMS_RESPAWN_FINAL;
3581 gLMSRespawnTime := gTime + 5000;
3582 end
3583 else if (ar = 0) and (ab = 0) then
3584 begin
3585 // everyone ded
3586 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3587 if Netsrv then
3588 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3589 gLMSRespawn := LMS_RESPAWN_FINAL;
3590 gLMSRespawnTime := gTime + 5000;
3591 end;
3592 end
3593 else if (gGameSettings.GameMode = GM_DM) then
3594 begin
3595 if (a = 1) then
3596 begin
3597 if gPlayers[k] <> nil then
3598 with gPlayers[k] do
3599 begin
3600 // survivor is the winner
3601 g_Game_Message(Format(_lc[I_MESSAGE_LMS_WIN], [AnsiUpperCase(FName)]), 144);
3602 if Netsrv then
3603 MH_SEND_GameEvent(NET_EV_LMS_WIN, 0, FName);
3604 Inc(FFrags);
3605 end;
3606 gLMSRespawn := LMS_RESPAWN_FINAL;
3607 gLMSRespawnTime := gTime + 5000;
3608 end
3609 else if (a = 0) then
3610 begin
3611 // everyone is dead, restart the map
3612 g_Game_Message(_lc[I_GAME_WIN_DRAW], 144);
3613 if Netsrv then
3614 MH_SEND_GameEvent(NET_EV_LMS_DRAW, 0, FName);
3615 gLMSRespawn := LMS_RESPAWN_FINAL;
3616 gLMSRespawnTime := gTime + 5000;
3617 end;
3618 end;
3619 if srv and (OldLR = LMS_RESPAWN_NONE) and (gLMSRespawn > LMS_RESPAWN_NONE) then
3620 begin
3621 if NetMode = NET_SERVER then
3622 MH_SEND_GameEvent(NET_EV_LMS_WARMUP, gLMSRespawnTime - gTime)
3623 else
3624 g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [(gLMSRespawnTime - gTime) div 1000]), True);
3625 end;
3626 end;
3628 if Netsrv then
3629 begin
3630 MH_SEND_PlayerStats(FUID);
3631 MH_SEND_PlayerDeath(FUID, KillType, t, SpawnerUID);
3632 if gGameSettings.GameMode = GM_TDM then MH_SEND_GameStats;
3633 end;
3635 if srv and FNoRespawn then Spectate(True);
3636 FWantsInGame := True;
3637 end;
3639 function TPlayer.BodyInLiquid(XInc, YInc: Integer): Boolean;
3640 begin
3641 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3642 PLAYER_RECT.Height-20, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, False);
3643 end;
3645 function TPlayer.BodyInAcid(XInc, YInc: Integer): Boolean;
3646 begin
3647 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc, PLAYER_RECT.Width,
3648 PLAYER_RECT.Height-20, PANEL_ACID1 or PANEL_ACID2, False);
3649 end;
3651 procedure TPlayer.MakeBloodSimple(Count: Word);
3652 begin
3653 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
3654 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3655 Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
3656 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3657 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
3658 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3659 Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
3660 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3661 end;
3663 procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
3664 begin
3665 g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
3666 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
3667 Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
3668 FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
3669 end;
3671 procedure TPlayer.ProcessWeaponAction(Action: Byte);
3672 begin
3673 if g_Game_IsClient then Exit;
3674 case Action of
3675 WP_PREV: PrevWeapon();
3676 WP_NEXT: NextWeapon();
3677 end;
3678 end;
3680 procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
3681 begin
3682 if g_Game_IsClient then Exit;
3683 if Weapon > High(FWeapon) then Exit;
3684 FNextWeap := FNextWeap or (1 shl Weapon);
3685 end;
3687 procedure TPlayer.resetWeaponQueue ();
3688 begin
3689 FNextWeap := 0;
3690 FNextWeapDelay := 0;
3691 end;
3693 function TPlayer.hasAmmoForWeapon (weapon: Byte): Boolean;
3694 begin
3695 result := false;
3696 case weapon of
3697 WEAPON_KASTET, WEAPON_SAW: result := true;
3698 WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: result := (FAmmo[A_SHELLS] > 0);
3699 WEAPON_PISTOL, WEAPON_CHAINGUN: result := (FAmmo[A_BULLETS] > 0);
3700 WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
3701 WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
3702 WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
3703 else result := (weapon < length(FWeapon));
3704 end;
3705 end;
3707 // return 255 for "no switch"
3708 function TPlayer.getNextWeaponIndex (): Byte;
3709 var
3710 i: Word;
3711 wantThisWeapon: array[0..64] of Boolean;
3712 wwc: Integer = 0; //HACK!
3713 dir, cwi: Integer;
3714 begin
3715 result := 255; // default result: "no switch"
3716 // had weapon cycling on previous frame? remove that flag
3717 if (FNextWeap and $2000) <> 0 then
3718 begin
3719 FNextWeap := FNextWeap and $1FFF;
3720 FNextWeapDelay := 0;
3721 end;
3722 // cycling has priority
3723 if (FNextWeap and $C000) <> 0 then
3724 begin
3725 if (FNextWeap and $8000) <> 0 then
3726 dir := 1
3727 else
3728 dir := -1;
3729 FNextWeap := FNextWeap or $2000; // we need this
3730 if FNextWeapDelay > 0 then
3731 exit; // cooldown time
3732 cwi := FCurrWeap;
3733 for i := 0 to High(FWeapon) do
3734 begin
3735 cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
3736 if FWeapon[cwi] then
3737 begin
3738 //e_WriteLog(Format(' SWITCH: cur=%d; new=%d', [FCurrWeap, cwi]), MSG_WARNING);
3739 result := Byte(cwi);
3740 FNextWeapDelay := WEAPON_DELAY;
3741 exit;
3742 end;
3743 end;
3744 resetWeaponQueue();
3745 exit;
3746 end;
3747 // no cycling
3748 for i := 0 to High(wantThisWeapon) do
3749 wantThisWeapon[i] := false;
3750 for i := 0 to High(FWeapon) do
3751 if (FNextWeap and (1 shl i)) <> 0 then
3752 begin
3753 wantThisWeapon[i] := true;
3754 Inc(wwc);
3755 end;
3756 // exclude currently selected weapon from the set
3757 wantThisWeapon[FCurrWeap] := false;
3758 // slow down alterations a little
3759 if wwc > 1 then
3760 begin
3761 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3762 // more than one weapon requested, assume "alteration" and check alteration delay
3763 if FNextWeapDelay > 0 then
3764 begin
3765 FNextWeap := 0;
3766 exit;
3767 end; // yeah
3768 end;
3769 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3770 // but clear all counters if no weapon should be switched
3771 if wwc < 1 then
3772 begin
3773 resetWeaponQueue();
3774 exit;
3775 end;
3776 //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
3777 // try weapons in descending order
3778 for i := High(FWeapon) downto 0 do
3779 begin
3780 if wantThisWeapon[i] and FWeapon[i] and ((wwc = 1) or hasAmmoForWeapon(i)) then
3781 begin
3782 // i found her!
3783 result := Byte(i);
3784 resetWeaponQueue();
3785 FNextWeapDelay := WEAPON_DELAY * 2; // anyway, 'cause why not
3786 exit;
3787 end;
3788 end;
3789 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3790 resetWeaponQueue();
3791 end;
3793 procedure TPlayer.RealizeCurrentWeapon();
3794 function switchAllowed (): Boolean;
3795 var
3796 i: Byte;
3797 begin
3798 result := false;
3799 if FBFGFireCounter <> -1 then
3800 exit;
3801 if FTime[T_SWITCH] > gTime then
3802 exit;
3803 for i := WP_FIRST to WP_LAST do
3804 if FReloading[i] > 0 then
3805 exit;
3806 result := true;
3807 end;
3809 var
3810 nw: Byte;
3811 begin
3812 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3813 //FNextWeap := FNextWeap and $1FFF;
3814 if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
3816 if not switchAllowed then
3817 begin
3818 //HACK for weapon cycling
3819 if (FNextWeap and $E000) <> 0 then FNextWeap := 0;
3820 exit;
3821 end;
3823 nw := getNextWeaponIndex();
3824 if nw = 255 then exit; // don't reset anything here
3825 if nw > High(FWeapon) then
3826 begin
3827 // don't forget to reset queue here!
3828 //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
3829 resetWeaponQueue();
3830 exit;
3831 end;
3833 if FWeapon[nw] then
3834 begin
3835 FCurrWeap := nw;
3836 FTime[T_SWITCH] := gTime+156;
3837 if FCurrWeap = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3838 FModel.SetWeapon(FCurrWeap);
3839 if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
3840 end;
3841 end;
3843 procedure TPlayer.NextWeapon();
3844 begin
3845 if g_Game_IsClient then Exit;
3846 FNextWeap := $8000;
3847 end;
3849 procedure TPlayer.PrevWeapon();
3850 begin
3851 if g_Game_IsClient then Exit;
3852 FNextWeap := $4000;
3853 end;
3855 procedure TPlayer.SetWeapon(W: Byte);
3856 begin
3857 if FCurrWeap <> W then
3858 if W = WEAPON_SAW then
3859 FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
3861 FCurrWeap := W;
3862 FModel.SetWeapon(CurrWeap);
3863 resetWeaponQueue();
3864 end;
3866 function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean;
3868 function allowBerserkSwitching (): Boolean;
3869 begin
3870 if (FBFGFireCounter <> -1) then begin result := false; exit; end;
3871 result := true;
3872 if gBerserkAutoswitch then exit;
3873 if not conIsCheatsEnabled then exit;
3874 result := false;
3875 end;
3877 var
3878 a: Boolean;
3879 begin
3880 Result := False;
3881 if g_Game_IsClient then Exit;
3883 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3884 a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and arespawn;
3885 remove := not a;
3887 case ItemType of
3888 ITEM_MEDKIT_SMALL:
3889 if (FHealth < PLAYER_HP_SOFT) or (FFireTime > 0) then
3890 begin
3891 if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
3892 Result := True;
3893 remove := True;
3894 FFireTime := 0;
3895 if gFlash = 2 then Inc(FPickup, 5);
3896 end;
3898 ITEM_MEDKIT_LARGE:
3899 if (FHealth < PLAYER_HP_SOFT) or (FFireTime > 0) then
3900 begin
3901 if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
3902 Result := True;
3903 remove := True;
3904 FFireTime := 0;
3905 if gFlash = 2 then Inc(FPickup, 5);
3906 end;
3908 ITEM_ARMOR_GREEN:
3909 if FArmor < PLAYER_AP_SOFT then
3910 begin
3911 FArmor := PLAYER_AP_SOFT;
3912 Result := True;
3913 remove := True;
3914 if gFlash = 2 then Inc(FPickup, 5);
3915 end;
3917 ITEM_ARMOR_BLUE:
3918 if FArmor < PLAYER_AP_LIMIT then
3919 begin
3920 FArmor := PLAYER_AP_LIMIT;
3921 Result := True;
3922 remove := True;
3923 if gFlash = 2 then Inc(FPickup, 5);
3924 end;
3926 ITEM_SPHERE_BLUE:
3927 if (FHealth < PLAYER_HP_LIMIT) or (FFireTime > 0) then
3928 begin
3929 if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
3930 Result := True;
3931 remove := True;
3932 FFireTime := 0;
3933 if gFlash = 2 then Inc(FPickup, 5);
3934 end;
3936 ITEM_SPHERE_WHITE:
3937 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) or (FFireTime > 0) then
3938 begin
3939 if FHealth < PLAYER_HP_LIMIT then
3940 FHealth := PLAYER_HP_LIMIT;
3941 if FArmor < PLAYER_AP_LIMIT then
3942 FArmor := PLAYER_AP_LIMIT;
3943 Result := True;
3944 remove := True;
3945 FFireTime := 0;
3946 if gFlash = 2 then Inc(FPickup, 5);
3947 end;
3949 ITEM_WEAPON_SAW:
3950 if (not FWeapon[WEAPON_SAW]) or ((not arespawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
3951 begin
3952 FWeapon[WEAPON_SAW] := True;
3953 Result := True;
3954 if gFlash = 2 then Inc(FPickup, 5);
3955 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3956 end;
3958 ITEM_WEAPON_SHOTGUN1:
3959 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN1] then
3960 begin
3961 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
3962 if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
3964 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3965 FWeapon[WEAPON_SHOTGUN1] := True;
3966 Result := True;
3967 if gFlash = 2 then Inc(FPickup, 5);
3968 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3969 end;
3971 ITEM_WEAPON_SHOTGUN2:
3972 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
3973 begin
3974 if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
3976 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
3977 FWeapon[WEAPON_SHOTGUN2] := True;
3978 Result := True;
3979 if gFlash = 2 then Inc(FPickup, 5);
3980 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3981 end;
3983 ITEM_WEAPON_CHAINGUN:
3984 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
3985 begin
3986 if a and FWeapon[WEAPON_CHAINGUN] then Exit;
3988 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
3989 FWeapon[WEAPON_CHAINGUN] := True;
3990 Result := True;
3991 if gFlash = 2 then Inc(FPickup, 5);
3992 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
3993 end;
3995 ITEM_WEAPON_ROCKETLAUNCHER:
3996 if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
3997 begin
3998 if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
4000 IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
4001 FWeapon[WEAPON_ROCKETLAUNCHER] := True;
4002 Result := True;
4003 if gFlash = 2 then Inc(FPickup, 5);
4004 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4005 end;
4007 ITEM_WEAPON_PLASMA:
4008 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
4009 begin
4010 if a and FWeapon[WEAPON_PLASMA] then Exit;
4012 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4013 FWeapon[WEAPON_PLASMA] := True;
4014 Result := True;
4015 if gFlash = 2 then Inc(FPickup, 5);
4016 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4017 end;
4019 ITEM_WEAPON_BFG:
4020 if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
4021 begin
4022 if a and FWeapon[WEAPON_BFG] then Exit;
4024 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4025 FWeapon[WEAPON_BFG] := True;
4026 Result := True;
4027 if gFlash = 2 then Inc(FPickup, 5);
4028 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4029 end;
4031 ITEM_WEAPON_SUPERPULEMET:
4032 if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
4033 begin
4034 if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
4036 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4037 FWeapon[WEAPON_SUPERPULEMET] := True;
4038 Result := True;
4039 if gFlash = 2 then Inc(FPickup, 5);
4040 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4041 end;
4043 ITEM_WEAPON_FLAMETHROWER:
4044 if (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) or not FWeapon[WEAPON_FLAMETHROWER] then
4045 begin
4046 if a and FWeapon[WEAPON_FLAMETHROWER] then Exit;
4048 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
4049 FWeapon[WEAPON_FLAMETHROWER] := True;
4050 Result := True;
4051 if gFlash = 2 then Inc(FPickup, 5);
4052 if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
4053 end;
4055 ITEM_AMMO_BULLETS:
4056 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4057 begin
4058 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
4059 Result := True;
4060 remove := True;
4061 if gFlash = 2 then Inc(FPickup, 5);
4062 end;
4064 ITEM_AMMO_BULLETS_BOX:
4065 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4066 begin
4067 IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
4068 Result := True;
4069 remove := True;
4070 if gFlash = 2 then Inc(FPickup, 5);
4071 end;
4073 ITEM_AMMO_SHELLS:
4074 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4075 begin
4076 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4077 Result := True;
4078 remove := True;
4079 if gFlash = 2 then Inc(FPickup, 5);
4080 end;
4082 ITEM_AMMO_SHELLS_BOX:
4083 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4084 begin
4085 IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
4086 Result := True;
4087 remove := True;
4088 if gFlash = 2 then Inc(FPickup, 5);
4089 end;
4091 ITEM_AMMO_ROCKET:
4092 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4093 begin
4094 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
4095 Result := True;
4096 remove := True;
4097 if gFlash = 2 then Inc(FPickup, 5);
4098 end;
4100 ITEM_AMMO_ROCKET_BOX:
4101 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4102 begin
4103 IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
4104 Result := True;
4105 remove := True;
4106 if gFlash = 2 then Inc(FPickup, 5);
4107 end;
4109 ITEM_AMMO_CELL:
4110 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4111 begin
4112 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4113 Result := True;
4114 remove := True;
4115 if gFlash = 2 then Inc(FPickup, 5);
4116 end;
4118 ITEM_AMMO_CELL_BIG:
4119 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4120 begin
4121 IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
4122 Result := True;
4123 remove := True;
4124 if gFlash = 2 then Inc(FPickup, 5);
4125 end;
4127 ITEM_AMMO_FUELCAN:
4128 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
4129 begin
4130 IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
4131 Result := True;
4132 remove := True;
4133 if gFlash = 2 then Inc(FPickup, 5);
4134 end;
4136 ITEM_AMMO_BACKPACK:
4137 if not(R_ITEM_BACKPACK in FRulez) or
4138 (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
4139 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
4140 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
4141 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
4142 (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) then
4143 begin
4144 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
4145 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
4146 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
4147 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
4148 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
4150 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
4151 IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
4152 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then
4153 IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
4154 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then
4155 IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
4156 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
4157 IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
4158 if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
4159 IncMax(FAmmo[A_FUEL], 50, FMaxAmmo[A_FUEL]);
4161 FRulez := FRulez + [R_ITEM_BACKPACK];
4162 Result := True;
4163 remove := True;
4164 if gFlash = 2 then Inc(FPickup, 5);
4165 end;
4167 ITEM_KEY_RED:
4168 if not(R_KEY_RED in FRulez) then
4169 begin
4170 Include(FRulez, R_KEY_RED);
4171 Result := True;
4172 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4173 if gFlash = 2 then Inc(FPickup, 5);
4174 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4175 end;
4177 ITEM_KEY_GREEN:
4178 if not(R_KEY_GREEN in FRulez) then
4179 begin
4180 Include(FRulez, R_KEY_GREEN);
4181 Result := True;
4182 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4183 if gFlash = 2 then Inc(FPickup, 5);
4184 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4185 end;
4187 ITEM_KEY_BLUE:
4188 if not(R_KEY_BLUE in FRulez) then
4189 begin
4190 Include(FRulez, R_KEY_BLUE);
4191 Result := True;
4192 remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
4193 if gFlash = 2 then Inc(FPickup, 5);
4194 if (not remove) and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETITEM');
4195 end;
4197 ITEM_SUIT:
4198 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
4199 begin
4200 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
4201 Result := True;
4202 remove := True;
4203 FFireTime := 0;
4204 if gFlash = 2 then Inc(FPickup, 5);
4205 end;
4207 ITEM_OXYGEN:
4208 if FAir < AIR_MAX then
4209 begin
4210 FAir := AIR_MAX;
4211 Result := True;
4212 remove := True;
4213 if gFlash = 2 then Inc(FPickup, 5);
4214 end;
4216 ITEM_MEDKIT_BLACK:
4217 begin
4218 if not (R_BERSERK in FRulez) then
4219 begin
4220 Include(FRulez, R_BERSERK);
4221 if allowBerserkSwitching then
4222 begin
4223 FCurrWeap := WEAPON_KASTET;
4224 resetWeaponQueue();
4225 FModel.SetWeapon(WEAPON_KASTET);
4226 end;
4227 if gFlash <> 0 then
4228 begin
4229 Inc(FPain, 100);
4230 if gFlash = 2 then Inc(FPickup, 5);
4231 end;
4232 FBerserk := gTime+30000;
4233 Result := True;
4234 remove := True;
4235 FFireTime := 0;
4236 end;
4237 if (FHealth < PLAYER_HP_SOFT) or (FFireTime > 0) then
4238 begin
4239 if FHealth < PLAYER_HP_SOFT then FHealth := PLAYER_HP_SOFT;
4240 FBerserk := gTime+30000;
4241 Result := True;
4242 remove := True;
4243 FFireTime := 0;
4244 end;
4245 end;
4247 ITEM_INVUL:
4248 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
4249 begin
4250 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
4251 FSpawnInvul := 0;
4252 Result := True;
4253 remove := True;
4254 if gFlash = 2 then Inc(FPickup, 5);
4255 end;
4257 ITEM_BOTTLE:
4258 if (FHealth < PLAYER_HP_LIMIT) or (FFireTime > 0) then
4259 begin
4260 if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
4261 Result := True;
4262 remove := True;
4263 FFireTime := 0;
4264 if gFlash = 2 then Inc(FPickup, 5);
4265 end;
4267 ITEM_HELMET:
4268 if FArmor < PLAYER_AP_LIMIT then
4269 begin
4270 IncMax(FArmor, 5, PLAYER_AP_LIMIT);
4271 Result := True;
4272 remove := True;
4273 if gFlash = 2 then Inc(FPickup, 5);
4274 end;
4276 ITEM_JETPACK:
4277 if FJetFuel < JET_MAX then
4278 begin
4279 FJetFuel := JET_MAX;
4280 Result := True;
4281 remove := True;
4282 if gFlash = 2 then Inc(FPickup, 5);
4283 end;
4285 ITEM_INVIS:
4286 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
4287 begin
4288 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
4289 Result := True;
4290 remove := True;
4291 if gFlash = 2 then Inc(FPickup, 5);
4292 end;
4293 end;
4294 end;
4296 procedure TPlayer.Touch();
4297 begin
4298 if not FAlive then
4299 Exit;
4300 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
4301 if FIamBot then
4302 begin
4303 // Áðîñèòü ôëàã òîâàðèùó:
4304 if gGameSettings.GameMode = GM_CTF then
4305 DropFlag();
4306 end;
4307 end;
4309 procedure TPlayer.Push(vx, vy: Integer);
4310 begin
4311 if (not FPhysics) and FGhost then
4312 Exit;
4313 FObj.Accel.X := FObj.Accel.X + vx;
4314 FObj.Accel.Y := FObj.Accel.Y + vy;
4315 if g_Game_IsNet and g_Game_IsServer then
4316 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4317 end;
4319 procedure TPlayer.Reset(Force: Boolean);
4320 begin
4321 if Force then
4322 FAlive := False;
4324 FSpawned := False;
4325 FTime[T_RESPAWN] := 0;
4326 FTime[T_FLAGCAP] := 0;
4327 FGodMode := False;
4328 FNoTarget := False;
4329 FNoReload := False;
4330 FFrags := 0;
4331 FLastFrag := 0;
4332 FComboEvnt := -1;
4333 FKills := 0;
4334 FMonsterKills := 0;
4335 FDeath := 0;
4336 FSecrets := 0;
4337 FSpawnInvul := 0;
4338 FCorpse := -1;
4339 FReady := False;
4340 if FNoRespawn then
4341 begin
4342 FSpectator := False;
4343 FGhost := False;
4344 FPhysics := True;
4345 FSpectatePlayer := -1;
4346 FNoRespawn := False;
4347 end;
4348 FLives := gGameSettings.MaxLives;
4350 SetFlag(FLAG_NONE);
4351 end;
4353 procedure TPlayer.SoftReset();
4354 begin
4355 ReleaseKeys();
4357 FDamageBuffer := 0;
4358 FSlopeOld := 0;
4359 FIncCamOld := 0;
4360 FIncCam := 0;
4361 FBFGFireCounter := -1;
4362 FShellTimer := -1;
4363 FPain := 0;
4364 FLastHit := 0;
4365 FLastFrag := 0;
4366 FComboEvnt := -1;
4368 SetFlag(FLAG_NONE);
4369 SetAction(A_STAND, True);
4370 end;
4372 function TPlayer.GetRespawnPoint(): Byte;
4373 var
4374 c: Byte;
4375 begin
4376 Result := 255;
4377 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4379 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4380 if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then
4381 begin
4382 if Self = gPlayer1 then
4383 begin
4384 // player 1 should try to spawn on the player 1 point
4385 if g_Map_GetPointCount(RESPAWNPOINT_PLAYER1) > 0 then
4386 Exit(RESPAWNPOINT_PLAYER1)
4387 else if g_Map_GetPointCount(RESPAWNPOINT_PLAYER2) > 0 then
4388 Exit(RESPAWNPOINT_PLAYER2);
4389 end
4390 else if Self = gPlayer2 then
4391 begin
4392 // player 2 should try to spawn on the player 2 point
4393 if g_Map_GetPointCount(RESPAWNPOINT_PLAYER2) > 0 then
4394 Exit(RESPAWNPOINT_PLAYER2)
4395 else if g_Map_GetPointCount(RESPAWNPOINT_PLAYER1) > 0 then
4396 Exit(RESPAWNPOINT_PLAYER1);
4397 end
4398 else
4399 begin
4400 // other players randomly pick either the first or the second point
4401 c := IfThen((Random(2) = 0), RESPAWNPOINT_PLAYER1, RESPAWNPOINT_PLAYER2);
4402 if g_Map_GetPointCount(c) > 0 then
4403 Exit(c);
4404 // try the other one
4405 c := IfThen((c = RESPAWNPOINT_PLAYER1), RESPAWNPOINT_PLAYER2, RESPAWNPOINT_PLAYER1);
4406 if g_Map_GetPointCount(c) > 0 then
4407 Exit(c);
4408 end;
4409 end;
4411 // Ìÿñîïîâàë
4412 if gGameSettings.GameMode = GM_DM then
4413 begin
4414 // try DM points first
4415 if g_Map_GetPointCount(RESPAWNPOINT_DM) > 0 then
4416 Exit(RESPAWNPOINT_DM);
4417 end;
4419 // Êîìàíäíûå
4420 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
4421 begin
4422 // try team points first
4423 c := RESPAWNPOINT_DM;
4424 if FTeam = TEAM_RED then
4425 c := RESPAWNPOINT_RED
4426 else if FTeam = TEAM_BLUE then
4427 c := RESPAWNPOINT_BLUE;
4428 if g_Map_GetPointCount(c) > 0 then
4429 Exit(c);
4430 end;
4432 // still haven't found a spawnpoint, try random shit
4433 Result := g_Map_GetRandomPointType();
4434 end;
4436 procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False);
4437 var
4438 RespawnPoint: TRespawnPoint;
4439 a, b, c: Byte;
4440 Anim: TAnimation;
4441 ID: DWORD;
4442 begin
4443 FSlopeOld := 0;
4444 FIncCamOld := 0;
4445 FIncCam := 0;
4446 FBFGFireCounter := -1;
4447 FShellTimer := -1;
4448 FPain := 0;
4449 FLastHit := 0;
4450 FSpawnInvul := 0;
4451 FCorpse := -1;
4453 if not g_Game_IsServer then
4454 Exit;
4455 if FDummy then
4456 Exit;
4457 FWantsInGame := True;
4458 FJustTeleported := True;
4459 if Force then
4460 begin
4461 FTime[T_RESPAWN] := 0;
4462 FAlive := False;
4463 end;
4464 FNetTime := 0;
4465 // if server changes MaxLives we gotta be ready
4466 if gGameSettings.MaxLives = 0 then FNoRespawn := False;
4468 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4469 if FTime[T_RESPAWN] > gTime then
4470 Exit;
4472 // Ïðîñðàë âñå æèçíè:
4473 if FNoRespawn then
4474 begin
4475 if not FSpectator then Spectate(True);
4476 FWantsInGame := True;
4477 Exit;
4478 end;
4480 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.GameMode <> GM_COOP) then
4481 begin // "Ñâîÿ èãðà"
4482 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4483 FRulez := FRulez-[R_BERSERK];
4484 end
4485 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4486 begin
4487 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4488 FRulez := FRulez-[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK];
4489 end;
4491 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4492 c := GetRespawnPoint();
4494 ReleaseKeys();
4495 SetFlag(FLAG_NONE);
4497 // Âîñêðåøåíèå áåç îðóæèÿ:
4498 if not FAlive then
4499 begin
4500 FHealth := Round(PLAYER_HP_SOFT * (FHandicap / 100));
4501 FArmor := 0;
4502 FAlive := True;
4503 FAir := AIR_DEF;
4504 FJetFuel := 0;
4506 for a := WP_FIRST to WP_LAST do
4507 begin
4508 FWeapon[a] := False;
4509 FReloading[a] := 0;
4510 end;
4512 FWeapon[WEAPON_PISTOL] := True;
4513 FWeapon[WEAPON_KASTET] := True;
4514 FCurrWeap := WEAPON_PISTOL;
4515 resetWeaponQueue();
4517 FModel.SetWeapon(FCurrWeap);
4519 for b := A_BULLETS to A_HIGH do
4520 FAmmo[b] := 0;
4522 FAmmo[A_BULLETS] := 50;
4524 FMaxAmmo[A_BULLETS] := AmmoLimits[0, A_BULLETS];
4525 FMaxAmmo[A_SHELLS] := AmmoLimits[0, A_SHELLS];
4526 FMaxAmmo[A_ROCKETS] := AmmoLimits[0, A_SHELLS];
4527 FMaxAmmo[A_CELLS] := AmmoLimits[0, A_CELLS];
4528 FMaxAmmo[A_FUEL] := AmmoLimits[0, A_FUEL];
4530 if (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) and
4531 LongBool(gGameSettings.Options and GAME_OPTION_DMKEYS) then
4532 FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
4533 else
4534 FRulez := [];
4535 end;
4537 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4538 if not g_Map_GetPoint(c, RespawnPoint) then
4539 begin
4540 g_FatalError(_lc[I_GAME_ERROR_GET_SPAWN]);
4541 Exit;
4542 end;
4544 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4545 FObj.X := RespawnPoint.X-PLAYER_RECT.X;
4546 FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y;
4547 FObj.oldX := FObj.X; // don't interpolate after respawn
4548 FObj.oldY := FObj.Y;
4549 FObj.Vel.X := 0;
4550 FObj.Vel.Y := 0;
4551 FObj.Accel.X := 0;
4552 FObj.Accel.Y := 0;
4554 FDirection := RespawnPoint.Direction;
4555 if FDirection = TDirection.D_LEFT then
4556 FAngle := 180
4557 else
4558 FAngle := 0;
4560 SetAction(A_STAND, True);
4561 FModel.Direction := FDirection;
4563 for a := Low(FTime) to High(FTime) do
4564 FTime[a] := 0;
4566 for a := Low(FMegaRulez) to High(FMegaRulez) do
4567 FMegaRulez[a] := 0;
4569 // Respawn invulnerability
4570 if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.SpawnInvul > 0) then
4571 begin
4572 FMegaRulez[MR_INVUL] := gTime + gGameSettings.SpawnInvul * 1000;
4573 FSpawnInvul := FMegaRulez[MR_INVUL];
4574 end;
4576 FDamageBuffer := 0;
4577 FJetpack := False;
4578 FCanJetpack := False;
4579 FFlaming := False;
4580 FFireTime := 0;
4581 FFirePainTime := 0;
4582 FFireAttacker := 0;
4584 // Àíèìàöèÿ âîçðîæäåíèÿ:
4585 if (not gLoadGameMode) and (not Silent) then
4586 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4587 begin
4588 Anim := TAnimation.Create(ID, False, 3);
4589 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4590 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4591 Anim.Free();
4592 end;
4594 FSpectator := False;
4595 FGhost := False;
4596 FPhysics := True;
4597 FSpectatePlayer := -1;
4598 FSpawned := True;
4600 if (gPlayer1 = nil) and (gSpectLatchPID1 = FUID) then
4601 gPlayer1 := self;
4602 if (gPlayer2 = nil) and (gSpectLatchPID2 = FUID) then
4603 gPlayer2 := self;
4605 if g_Game_IsNet then
4606 begin
4607 MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
4608 MH_SEND_PlayerStats(FUID, NET_EVERYONE);
4609 if not Silent then
4610 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4611 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32,
4612 0, NET_GFX_TELE);
4613 end;
4614 end;
4616 procedure TPlayer.Spectate(NoMove: Boolean = False);
4617 begin
4618 if FAlive then
4619 Kill(K_EXTRAHARDKILL, FUID, HIT_SOME)
4620 else if (not NoMove) then
4621 begin
4622 GameX := gMapInfo.Width div 2;
4623 GameY := gMapInfo.Height div 2;
4624 end;
4625 FXTo := GameX;
4626 FYTo := GameY;
4628 FAlive := False;
4629 FSpectator := True;
4630 FGhost := True;
4631 FPhysics := False;
4632 FWantsInGame := False;
4633 FSpawned := False;
4634 FCorpse := -1;
4636 if FNoRespawn then
4637 begin
4638 if Self = gPlayer1 then
4639 begin
4640 gSpectLatchPID1 := FUID;
4641 gPlayer1 := nil;
4642 end
4643 else if Self = gPlayer2 then
4644 begin
4645 gSpectLatchPID2 := FUID;
4646 gPlayer2 := nil;
4647 end;
4648 end;
4650 if g_Game_IsNet then
4651 MH_SEND_PlayerStats(FUID);
4652 end;
4654 procedure TPlayer.SwitchNoClip;
4655 begin
4656 if not FAlive then
4657 Exit;
4658 FGhost := not FGhost;
4659 FPhysics := not FGhost;
4660 if FGhost then
4661 begin
4662 FXTo := FObj.X;
4663 FYTo := FObj.Y;
4664 end else
4665 begin
4666 FObj.Accel.X := 0;
4667 FObj.Accel.Y := 0;
4668 end;
4669 end;
4671 procedure TPlayer.Run(Direction: TDirection);
4672 var
4673 a, b: Integer;
4674 begin
4675 if MAX_RUNVEL > 8 then
4676 FlySmoke();
4678 // Áåæèì:
4679 if Direction = TDirection.D_LEFT then
4680 begin
4681 if FObj.Vel.X > -MAX_RUNVEL then
4682 FObj.Vel.X := FObj.Vel.X - (MAX_RUNVEL shr 3);
4683 end
4684 else
4685 if FObj.Vel.X < MAX_RUNVEL then
4686 FObj.Vel.X := FObj.Vel.X + (MAX_RUNVEL shr 3);
4688 // Âîçìîæíî, ïèíàåì êóñêè:
4689 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
4690 begin
4691 b := Abs(FObj.Vel.X);
4692 if b > 1 then b := b * (Random(8 div b) + 1);
4693 for a := 0 to High(gGibs) do
4694 begin
4695 if gGibs[a].alive and
4696 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
4697 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
4698 begin
4699 // Ïèíàåì êóñêè
4700 if FObj.Vel.X < 0 then
4701 begin
4702 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
4703 end
4704 else
4705 begin
4706 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
4707 end;
4708 gGibs[a].positionChanged(); // this updates spatial accelerators
4709 end;
4710 end;
4711 end;
4713 SetAction(A_WALK);
4714 end;
4716 procedure TPlayer.SeeDown();
4717 begin
4718 SetAction(A_SEEDOWN);
4720 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN;
4722 if FIncCam > -120 then DecMin(FIncCam, 5, -120);
4723 end;
4725 procedure TPlayer.SeeUp();
4726 begin
4727 SetAction(A_SEEUP);
4729 if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP;
4731 if FIncCam < 120 then IncMax(FIncCam, 5, 120);
4732 end;
4734 procedure TPlayer.SetAction(Action: Byte; Force: Boolean = False);
4735 var
4736 Prior: Byte;
4737 begin
4738 case Action of
4739 A_WALK: Prior := 3;
4740 A_DIE1: Prior := 5;
4741 A_DIE2: Prior := 5;
4742 A_ATTACK: Prior := 2;
4743 A_SEEUP: Prior := 1;
4744 A_SEEDOWN: Prior := 1;
4745 A_ATTACKUP: Prior := 2;
4746 A_ATTACKDOWN: Prior := 2;
4747 A_PAIN: Prior := 4;
4748 else Prior := 0;
4749 end;
4751 if (Prior > FActionPrior) or Force then
4752 if not ((Prior = 2) and (FCurrWeap = WEAPON_SAW)) then
4753 begin
4754 FActionPrior := Prior;
4755 FActionAnim := Action;
4756 FActionForce := Force;
4757 FActionChanged := True;
4758 end;
4760 if Action in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN] then FModel.SetFire(True);
4761 end;
4763 function TPlayer.StayOnStep(XInc, YInc: Integer): Boolean;
4764 begin
4765 Result := not g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height-1,
4766 PLAYER_RECT.Width, 1, PANEL_STEP, False)
4767 and g_Map_CollidePanel(FObj.X+PLAYER_RECT.X, FObj.Y+YInc+PLAYER_RECT.Y+PLAYER_RECT.Height,
4768 PLAYER_RECT.Width, 1, PANEL_STEP, False);
4769 end;
4771 function TPlayer.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
4772 var
4773 Anim: TAnimation;
4774 ID: DWORD;
4775 begin
4776 Result := False;
4778 if g_CollideLevel(X, Y, PLAYER_RECT.Width, PLAYER_RECT.Height) then
4779 begin
4780 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
4781 if g_Game_IsServer and g_Game_IsNet then
4782 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
4783 Exit;
4784 end;
4786 FJustTeleported := True;
4788 Anim := nil;
4789 if not silent then
4790 begin
4791 if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
4792 begin
4793 Anim := TAnimation.Create(ID, False, 3);
4794 end;
4796 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj.X, FObj.Y);
4797 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4798 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4799 if g_Game_IsServer and g_Game_IsNet then
4800 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4801 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 1,
4802 NET_GFX_TELE);
4803 end;
4805 FObj.X := X-PLAYER_RECT.X;
4806 FObj.Y := Y-PLAYER_RECT.Y;
4807 FObj.oldX := FObj.X; // don't interpolate after respawn
4808 FObj.oldY := FObj.Y;
4809 if FAlive and FGhost then
4810 begin
4811 FXTo := FObj.X;
4812 FYTo := FObj.Y;
4813 end;
4815 if not g_Game_IsNet then
4816 begin
4817 if dir = 1 then
4818 begin
4819 SetDirection(TDirection.D_LEFT);
4820 FAngle := 180;
4821 end
4822 else
4823 if dir = 2 then
4824 begin
4825 SetDirection(TDirection.D_RIGHT);
4826 FAngle := 0;
4827 end
4828 else
4829 if dir = 3 then
4830 begin // îáðàòíîå
4831 if FDirection = TDirection.D_RIGHT then
4832 begin
4833 SetDirection(TDirection.D_LEFT);
4834 FAngle := 180;
4835 end
4836 else
4837 begin
4838 SetDirection(TDirection.D_RIGHT);
4839 FAngle := 0;
4840 end;
4841 end;
4842 end;
4844 if not silent and (Anim <> nil) then
4845 begin
4846 g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4847 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
4848 Anim.Free();
4850 if g_Game_IsServer and g_Game_IsNet then
4851 MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
4852 FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 0,
4853 NET_GFX_TELE);
4854 end;
4856 Result := True;
4857 end;
4859 function nonz(a: Single): Single;
4860 begin
4861 if a <> 0 then
4862 Result := a
4863 else
4864 Result := 1;
4865 end;
4867 function TPlayer.refreshCorpse(): Boolean;
4868 var
4869 i: Integer;
4870 begin
4871 Result := False;
4872 FCorpse := -1;
4873 if FAlive or FSpectator then
4874 Exit;
4875 if (gCorpses = nil) or (Length(gCorpses) = 0) then
4876 Exit;
4877 for i := 0 to High(gCorpses) do
4878 if gCorpses[i] <> nil then
4879 if gCorpses[i].FPlayerUID = FUID then
4880 begin
4881 Result := True;
4882 FCorpse := i;
4883 break;
4884 end;
4885 end;
4887 function TPlayer.getCameraObj(): TObj;
4888 begin
4889 if (not FAlive) and (not FSpectator) and
4890 (FCorpse >= 0) and (FCorpse < Length(gCorpses)) and
4891 (gCorpses[FCorpse] <> nil) and (gCorpses[FCorpse].FPlayerUID = FUID) then
4892 begin
4893 gCorpses[FCorpse].FObj.slopeUpLeft := FObj.slopeUpLeft;
4894 Result := gCorpses[FCorpse].FObj;
4895 end
4896 else
4897 begin
4898 Result := FObj;
4899 end;
4900 end;
4902 procedure TPlayer.PreUpdate();
4903 begin
4904 FSlopeOld := FObj.slopeUpLeft;
4905 FIncCamOld := FIncCam;
4906 FObj.oldX := FObj.X;
4907 FObj.oldY := FObj.Y;
4908 end;
4910 procedure TPlayer.Update();
4911 var
4912 b: Byte;
4913 i, ii, wx, wy, xd, yd, k: Integer;
4914 blockmon, headwater, dospawn: Boolean;
4915 NetServer: Boolean;
4916 AnyServer: Boolean;
4917 SetSpect: Boolean;
4918 begin
4919 NetServer := g_Game_IsNet and g_Game_IsServer;
4920 AnyServer := g_Game_IsServer;
4922 if g_Game_IsClient and (NetInterpLevel > 0) then
4923 DoLerp(NetInterpLevel + 1)
4924 else
4925 if FGhost then
4926 DoLerp(4);
4928 if NetServer then
4929 if FClientID >= 0 then
4930 begin
4931 FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
4932 if NetClients[FClientID].Peer^.packetsSent > 0 then
4933 FLoss := Round(100*NetClients[FClientID].Peer^.packetsLost/NetClients[FClientID].Peer^.packetsSent)
4934 else
4935 FLoss := 0;
4936 end else
4937 begin
4938 FPing := 0;
4939 FLoss := 0;
4940 end;
4942 if FAlive and (FPunchAnim <> nil) then
4943 FPunchAnim.Update();
4945 if FAlive and (gFly or FJetpack) then
4946 FlySmoke();
4948 if FDirection = TDirection.D_LEFT then
4949 FAngle := 180
4950 else
4951 FAngle := 0;
4953 if FAlive and (not FGhost) then
4954 begin
4955 if FKeys[KEY_UP].Pressed then
4956 SeeUp();
4957 if FKeys[KEY_DOWN].Pressed then
4958 SeeDown();
4959 end;
4961 if (not (FKeys[KEY_UP].Pressed or FKeys[KEY_DOWN].Pressed)) and
4962 (FIncCam <> 0) then
4963 begin
4964 i := g_basic.Sign(FIncCam);
4965 FIncCam := Abs(FIncCam);
4966 DecMin(FIncCam, 5, 0);
4967 FIncCam := FIncCam*i;
4968 end;
4970 if gTime mod (GAME_TICK*2) <> 0 then
4971 begin
4972 if (FObj.Vel.X = 0) and FAlive then
4973 begin
4974 if FKeys[KEY_LEFT].Pressed then
4975 Run(TDirection.D_LEFT);
4976 if FKeys[KEY_RIGHT].Pressed then
4977 Run(TDirection.D_RIGHT);
4978 end;
4980 if FPhysics then
4981 begin
4982 g_Obj_Move(@FObj, True, True, True);
4983 positionChanged(); // this updates spatial accelerators
4984 end;
4986 Exit;
4987 end;
4989 FActionChanged := False;
4991 if FAlive then
4992 begin
4993 // Let alive player do some actions
4994 if FKeys[KEY_LEFT].Pressed then Run(TDirection.D_LEFT);
4995 if FKeys[KEY_RIGHT].Pressed then Run(TDirection.D_RIGHT);
4996 if FKeys[KEY_FIRE].Pressed and AnyServer then Fire()
4997 else
4998 begin
4999 if AnyServer then
5000 begin
5001 FlamerOff;
5002 if NetServer then MH_SEND_PlayerStats(FUID);
5003 end;
5004 end;
5005 if FKeys[KEY_OPEN].Pressed and AnyServer then Use();
5006 if FKeys[KEY_JUMP].Pressed then Jump()
5007 else
5008 begin
5009 if AnyServer and FJetpack then
5010 begin
5011 FJetpack := False;
5012 JetpackOff;
5013 if NetServer then MH_SEND_PlayerStats(FUID);
5014 end;
5015 FCanJetpack := True;
5016 end;
5017 end
5018 else // Dead
5019 begin
5020 dospawn := False;
5021 if not FGhost then
5022 for k := Low(FKeys) to KEY_CHAT-1 do
5023 begin
5024 if FKeys[k].Pressed then
5025 begin
5026 dospawn := True;
5027 break;
5028 end;
5029 end;
5030 if dospawn then
5031 begin
5032 if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
5033 Respawn(False)
5034 else // Single
5035 if (FTime[T_RESPAWN] <= gTime) and
5036 gGameOn and (not FAlive) then
5037 begin
5038 if (g_Player_GetCount() > 1) then
5039 Respawn(False)
5040 else
5041 begin
5042 gExit := EXIT_RESTART;
5043 Exit;
5044 end;
5045 end;
5046 end;
5047 // Dead spectator actions
5048 if FGhost then
5049 begin
5050 if FKeys[KEY_OPEN].Pressed and AnyServer then Fire();
5051 if FKeys[KEY_FIRE].Pressed and AnyServer then
5052 begin
5053 if FSpectator then
5054 begin
5055 if (FSpectatePlayer >= High(gPlayers)) then
5056 FSpectatePlayer := -1
5057 else
5058 begin
5059 SetSpect := False;
5060 for I := FSpectatePlayer + 1 to High(gPlayers) do
5061 if gPlayers[I] <> nil then
5062 if gPlayers[I].alive then
5063 if gPlayers[I].UID <> FUID then
5064 begin
5065 FSpectatePlayer := I;
5066 SetSpect := True;
5067 break;
5068 end;
5070 if not SetSpect then FSpectatePlayer := -1;
5071 end;
5073 ReleaseKeys;
5074 end;
5075 end;
5076 end;
5077 end;
5078 // No clipping
5079 if FGhost then
5080 begin
5081 if FKeys[KEY_UP].Pressed or FKeys[KEY_JUMP].Pressed then
5082 begin
5083 FYTo := FObj.Y - 32;
5084 FSpectatePlayer := -1;
5085 end;
5086 if FKeys[KEY_DOWN].Pressed then
5087 begin
5088 FYTo := FObj.Y + 32;
5089 FSpectatePlayer := -1;
5090 end;
5091 if FKeys[KEY_LEFT].Pressed then
5092 begin
5093 FXTo := FObj.X - 32;
5094 FSpectatePlayer := -1;
5095 end;
5096 if FKeys[KEY_RIGHT].Pressed then
5097 begin
5098 FXTo := FObj.X + 32;
5099 FSpectatePlayer := -1;
5100 end;
5102 if (FXTo < -64) then
5103 FXTo := -64
5104 else if (FXTo > gMapInfo.Width + 32) then
5105 FXTo := gMapInfo.Width + 32;
5106 if (FYTo < -72) then
5107 FYTo := -72
5108 else if (FYTo > gMapInfo.Height + 32) then
5109 FYTo := gMapInfo.Height + 32;
5110 end;
5112 if FPhysics then
5113 begin
5114 g_Obj_Move(@FObj, True, True, True);
5115 positionChanged(); // this updates spatial accelerators
5116 end
5117 else
5118 begin
5119 FObj.Vel.X := 0;
5120 FObj.Vel.Y := 0;
5121 if FSpectator then
5122 if (FSpectatePlayer <= High(gPlayers)) and (FSpectatePlayer >= 0) then
5123 if gPlayers[FSpectatePlayer] <> nil then
5124 if gPlayers[FSpectatePlayer].alive then
5125 begin
5126 FXTo := gPlayers[FSpectatePlayer].GameX;
5127 FYTo := gPlayers[FSpectatePlayer].GameY;
5128 end;
5129 end;
5131 blockmon := g_Map_CollidePanel(FObj.X+PLAYER_HEADRECT.X, FObj.Y+PLAYER_HEADRECT.Y,
5132 PLAYER_HEADRECT.Width, PLAYER_HEADRECT.Height,
5133 PANEL_BLOCKMON, True);
5134 headwater := HeadInLiquid(0, 0);
5136 // Ñîïðîòèâëåíèå âîçäóõà:
5137 if (not FAlive) or not (FKeys[KEY_LEFT].Pressed or FKeys[KEY_RIGHT].Pressed) then
5138 if FObj.Vel.X <> 0 then
5139 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
5141 if (FLastHit = HIT_TRAP) and (FPain > 90) then FPain := 90;
5142 DecMin(FPain, 5, 0);
5143 DecMin(FPickup, 1, 0);
5145 if FAlive and (FObj.Y > Integer(gMapInfo.Height)+128) and AnyServer then
5146 begin
5147 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
5148 FMegaRulez[MR_SUIT] := 0;
5149 FMegaRulez[MR_INVUL] := 0;
5150 FMegaRulez[MR_INVIS] := 0;
5151 Kill(K_FALLKILL, 0, HIT_FALL);
5152 end;
5154 i := 9;
5156 if FAlive then
5157 begin
5158 if FCurrWeap = WEAPON_SAW then
5159 if not (FSawSound.IsPlaying() or FSawSoundHit.IsPlaying() or
5160 FSawSoundSelect.IsPlaying()) then
5161 FSawSoundIdle.PlayAt(FObj.X, FObj.Y);
5163 if FJetpack then
5164 if (not FJetSoundFly.IsPlaying()) and (not FJetSoundOn.IsPlaying()) and
5165 (not FJetSoundOff.IsPlaying()) then
5166 begin
5167 FJetSoundFly.SetPosition(0);
5168 FJetSoundFly.PlayAt(FObj.X, FObj.Y);
5169 end;
5171 for b := WP_FIRST to WP_LAST do
5172 if FReloading[b] > 0 then
5173 if FNoReload then
5174 FReloading[b] := 0
5175 else
5176 Dec(FReloading[b]);
5178 if FShellTimer > -1 then
5179 if FShellTimer = 0 then
5180 begin
5181 if FShellType = SHELL_SHELL then
5182 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5183 GameVelX, GameVelY-2, SHELL_SHELL)
5184 else if FShellType = SHELL_DBLSHELL then
5185 begin
5186 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5187 GameVelX+1, GameVelY-2, SHELL_SHELL);
5188 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5189 GameVelX-1, GameVelY-2, SHELL_SHELL);
5190 end;
5191 FShellTimer := -1;
5192 end else Dec(FShellTimer);
5194 if (FBFGFireCounter > -1) then
5195 if FBFGFireCounter = 0 then
5196 begin
5197 if AnyServer then
5198 begin
5199 wx := FObj.X+WEAPONPOINT[FDirection].X;
5200 wy := FObj.Y+WEAPONPOINT[FDirection].Y;
5201 xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
5202 yd := wy+firediry();
5203 g_Weapon_bfgshot(wx, wy, xd, yd, FUID);
5204 if NetServer then MH_SEND_PlayerFire(FUID, WEAPON_BFG, wx, wy, xd, yd);
5205 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5206 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5207 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5208 end;
5210 FReloading[WEAPON_BFG] := WEAPON_RELOAD[WEAPON_BFG];
5211 FBFGFireCounter := -1;
5212 end else
5213 if FNoReload then
5214 FBFGFireCounter := 0
5215 else
5216 Dec(FBFGFireCounter);
5218 if (FMegaRulez[MR_SUIT] < gTime) and AnyServer then
5219 begin
5220 b := g_GetAcidHit(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height);
5222 if (b > 0) and (gTime mod (15*GAME_TICK) = 0) then Damage(b, 0, 0, 0, HIT_ACID);
5223 end;
5225 if (headwater or blockmon) then
5226 begin
5227 Dec(FAir);
5229 if FAir < -9 then
5230 begin
5231 if AnyServer then Damage(10, 0, 0, 0, HIT_WATER);
5232 FAir := 0;
5233 end
5234 else if (FAir mod 31 = 0) and not blockmon then
5235 begin
5236 g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
5237 if Random(2) = 0 then
5238 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
5239 else
5240 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
5241 end;
5242 end else if FAir < AIR_DEF then
5243 FAir := AIR_DEF;
5245 if FFireTime > 0 then
5246 begin
5247 if BodyInLiquid(0, 0) then
5248 begin
5249 FFireTime := 0;
5250 FFirePainTime := 0;
5251 end
5252 else if FMegaRulez[MR_SUIT] >= gTime then
5253 begin
5254 if FMegaRulez[MR_SUIT] = gTime then
5255 FFireTime := 1;
5256 FFirePainTime := 0;
5257 end
5258 else
5259 begin
5260 OnFireFlame(1);
5261 if FFirePainTime <= 0 then
5262 begin
5263 if g_Game_IsServer then
5264 Damage(2, FFireAttacker, 0, 0, HIT_FLAME);
5265 FFirePainTime := 12 - FFireTime div 12;
5266 end;
5267 FFirePainTime := FFirePainTime - 1;
5268 FFireTime := FFireTime - 1;
5269 if ((FFireTime mod 33) = 0) and (FMegaRulez[MR_INVUL] < gTime) then
5270 FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
5271 if (FFireTime = 0) and g_Game_IsNet and g_Game_IsServer then
5272 MH_SEND_PlayerStats(FUID);
5273 end;
5274 end;
5276 if FDamageBuffer > 0 then
5277 begin
5278 if FDamageBuffer >= 9 then
5279 begin
5280 SetAction(A_PAIN);
5282 if FDamageBuffer < 30 then i := 9
5283 else if FDamageBuffer < 100 then i := 18
5284 else i := 27;
5285 end;
5287 ii := Round(FDamageBuffer*FHealth / nonz(FArmor*(3/4)+FHealth));
5288 FArmor := FArmor-(FDamageBuffer-ii);
5289 FHealth := FHealth-ii;
5290 if FArmor < 0 then
5291 begin
5292 FHealth := FHealth+FArmor;
5293 FArmor := 0;
5294 end;
5296 if AnyServer then
5297 if FHealth <= 0 then
5298 if FHealth > -30 then Kill(K_SIMPLEKILL, FLastSpawnerUID, FLastHit)
5299 else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit)
5300 else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit);
5302 if FAlive and ((FLastHit <> HIT_FLAME) or (FFireTime <= 0)) then
5303 begin
5304 if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y)
5305 else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y)
5306 else if FDamageBuffer <= 120 then FModel.PlaySound(MODELSOUND_PAIN, 3, FObj.X, FObj.Y)
5307 else FModel.PlaySound(MODELSOUND_PAIN, 4, FObj.X, FObj.Y);
5308 end;
5310 FDamageBuffer := 0;
5311 end;
5313 {CollideItem();}
5314 end; // if FAlive then ...
5316 if (FActionAnim = A_PAIN) and (FModel.Animation <> A_PAIN) then
5317 begin
5318 FModel.ChangeAnimation(FActionAnim, FActionForce);
5319 FModel.GetCurrentAnimation.MinLength := i;
5320 FModel.GetCurrentAnimationMask.MinLength := i;
5321 end else FModel.ChangeAnimation(FActionAnim, FActionForce and (FModel.Animation <> A_STAND));
5323 if (FModel.GetCurrentAnimation.Played or ((not FActionChanged) and (FModel.Animation = A_WALK)))
5324 then SetAction(A_STAND, True);
5326 if not ((FModel.Animation = A_WALK) and (Abs(FObj.Vel.X) < 4) and not FModel.Fire) then FModel.Update;
5328 for b := Low(FKeys) to High(FKeys) do
5329 if FKeys[b].Time = 0 then FKeys[b].Pressed := False else Dec(FKeys[b].Time);
5330 end;
5333 procedure TPlayer.getMapBox (out x, y, w, h: Integer); inline;
5334 begin
5335 x := FObj.X+PLAYER_RECT.X;
5336 y := FObj.Y+PLAYER_RECT.Y;
5337 w := PLAYER_RECT.Width;
5338 h := PLAYER_RECT.Height;
5339 end;
5342 procedure TPlayer.moveBy (dx, dy: Integer); inline;
5343 begin
5344 if (dx <> 0) or (dy <> 0) then
5345 begin
5346 FObj.X += dx;
5347 FObj.Y += dy;
5348 positionChanged();
5349 end;
5350 end;
5353 function TPlayer.Collide(X, Y: Integer; Width, Height: Word): Boolean;
5354 begin
5355 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5356 FObj.Y+PLAYER_RECT.Y,
5357 PLAYER_RECT.Width,
5358 PLAYER_RECT.Height,
5359 X, Y,
5360 Width, Height);
5361 end;
5363 function TPlayer.Collide(Panel: TPanel): Boolean;
5364 begin
5365 Result := g_Collide(FObj.X+PLAYER_RECT.X,
5366 FObj.Y+PLAYER_RECT.Y,
5367 PLAYER_RECT.Width,
5368 PLAYER_RECT.Height,
5369 Panel.X, Panel.Y,
5370 Panel.Width, Panel.Height);
5371 end;
5373 function TPlayer.Collide(X, Y: Integer): Boolean;
5374 begin
5375 X := X-FObj.X-PLAYER_RECT.X;
5376 Y := Y-FObj.Y-PLAYER_RECT.Y;
5377 Result := (x >= 0) and (x <= PLAYER_RECT.Width) and
5378 (y >= 0) and (y <= PLAYER_RECT.Height);
5379 end;
5381 function g_Player_ValidName(Name: string): Boolean;
5382 var
5383 a: Integer;
5384 begin
5385 Result := True;
5387 if gPlayers = nil then Exit;
5389 for a := 0 to High(gPlayers) do
5390 if gPlayers[a] <> nil then
5391 if LowerCase(Name) = LowerCase(gPlayers[a].FName) then
5392 begin
5393 Result := False;
5394 Exit;
5395 end;
5396 end;
5398 procedure TPlayer.SetDirection(Direction: TDirection);
5399 var
5400 d: TDirection;
5401 begin
5402 d := FModel.Direction;
5404 FModel.Direction := Direction;
5405 if d <> Direction then FModel.ChangeAnimation(FModel.Animation, True);
5407 FDirection := Direction;
5408 end;
5410 function TPlayer.GetKeys(): Byte;
5411 begin
5412 Result := 0;
5414 if R_KEY_RED in FRulez then Result := KEY_RED;
5415 if R_KEY_GREEN in FRulez then Result := Result or KEY_GREEN;
5416 if R_KEY_BLUE in FRulez then Result := Result or KEY_BLUE;
5418 if FTeam = TEAM_RED then Result := Result or KEY_REDTEAM;
5419 if FTeam = TEAM_BLUE then Result := Result or KEY_BLUETEAM;
5420 end;
5422 procedure TPlayer.Use();
5423 var
5424 a: Integer;
5425 begin
5426 if FTime[T_USE] > gTime then Exit;
5428 g_Triggers_PressR(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
5429 PLAYER_RECT.Height, FUID, ACTIVATE_PLAYERPRESS);
5431 for a := 0 to High(gPlayers) do
5432 if (gPlayers[a] <> nil) and (gPlayers[a] <> Self) and
5433 gPlayers[a].alive and SameTeam(FUID, gPlayers[a].FUID) and
5434 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5435 FObj.Rect.Width, FObj.Rect.Height, @gPlayers[a].FObj) then
5436 begin
5437 gPlayers[a].Touch();
5438 if g_Game_IsNet and g_Game_IsServer then
5439 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH, gPlayers[a].FUID);
5440 end;
5442 FTime[T_USE] := gTime+120;
5443 end;
5445 procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
5446 var
5447 locObj: TObj;
5448 F: Boolean;
5449 WX, WY, XD, YD: Integer;
5450 begin
5451 F := False;
5452 WX := X;
5453 WY := Y;
5454 XD := AX;
5455 YD := AY;
5457 case FCurrWeap of
5458 WEAPON_KASTET:
5459 begin
5460 DoPunch();
5461 if R_BERSERK in FRulez then
5462 begin
5463 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5464 locobj.X := FObj.X+FObj.Rect.X;
5465 locobj.Y := FObj.Y+FObj.Rect.Y;
5466 locobj.rect.X := 0;
5467 locobj.rect.Y := 0;
5468 locobj.rect.Width := 39;
5469 locobj.rect.Height := 52;
5470 locobj.Vel.X := (xd-wx) div 2;
5471 locobj.Vel.Y := (yd-wy) div 2;
5472 locobj.Accel.X := xd-wx;
5473 locobj.Accel.y := yd-wy;
5475 if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
5476 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
5477 else
5478 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
5480 if gFlash = 1 then
5481 if FPain < 50 then
5482 FPain := min(FPain + 25, 50);
5483 end else
5484 g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
5485 end;
5487 WEAPON_SAW:
5488 begin
5489 if g_Weapon_chainsaw(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
5490 IfThen(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF], 9, 3), FUID) <> 0 then
5491 begin
5492 FSawSoundSelect.Stop();
5493 FSawSound.Stop();
5494 FSawSoundHit.PlayAt(FObj.X, FObj.Y);
5495 end
5496 else if not FSawSoundHit.IsPlaying() then
5497 begin
5498 FSawSoundSelect.Stop();
5499 FSawSound.PlayAt(FObj.X, FObj.Y);
5500 end;
5501 f := True;
5502 end;
5504 WEAPON_PISTOL:
5505 begin
5506 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
5507 FFireAngle := FAngle;
5508 f := True;
5509 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5510 GameVelX, GameVelY-2, SHELL_BULLET);
5511 end;
5513 WEAPON_SHOTGUN1:
5514 begin
5515 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5516 FFireAngle := FAngle;
5517 f := True;
5518 FShellTimer := 10;
5519 FShellType := SHELL_SHELL;
5520 end;
5522 WEAPON_SHOTGUN2:
5523 begin
5524 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
5525 FFireAngle := FAngle;
5526 f := True;
5527 FShellTimer := 13;
5528 FShellType := SHELL_DBLSHELL;
5529 end;
5531 WEAPON_CHAINGUN:
5532 begin
5533 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey);
5534 FFireAngle := FAngle;
5535 f := True;
5536 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5537 GameVelX, GameVelY-2, SHELL_BULLET);
5538 end;
5540 WEAPON_ROCKETLAUNCHER:
5541 begin
5542 g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID);
5543 FFireAngle := FAngle;
5544 f := True;
5545 end;
5547 WEAPON_PLASMA:
5548 begin
5549 g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID);
5550 FFireAngle := FAngle;
5551 f := True;
5552 end;
5554 WEAPON_BFG:
5555 begin
5556 g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID);
5557 FFireAngle := FAngle;
5558 f := True;
5559 end;
5561 WEAPON_SUPERPULEMET:
5562 begin
5563 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
5564 FFireAngle := FAngle;
5565 f := True;
5566 g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
5567 GameVelX, GameVelY-2, SHELL_SHELL);
5568 end;
5570 WEAPON_FLAMETHROWER:
5571 begin
5572 g_Weapon_flame(wx, wy, xd, yd, FUID, WID);
5573 FlamerOn;
5574 FFireAngle := FAngle;
5575 f := True;
5576 end;
5577 end;
5579 if not f then Exit;
5581 if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
5582 else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
5583 else if (FAngle = ANGLE_LEFTUP) or (FAngle = ANGLE_RIGHTUP) then SetAction(A_ATTACKUP);
5584 end;
5586 procedure TPlayer.DoLerp(Level: Integer = 2);
5587 begin
5588 if FObj.X <> FXTo then FObj.X := Lerp(FObj.X, FXTo, Level);
5589 if FObj.Y <> FYTo then FObj.Y := Lerp(FObj.Y, FYTo, Level);
5590 end;
5592 procedure TPlayer.SetLerp(XTo, YTo: Integer);
5593 var
5594 AX, AY: Integer;
5595 begin
5596 FXTo := XTo;
5597 FYTo := YTo;
5598 if FJustTeleported or (NetInterpLevel < 1) then
5599 begin
5600 FObj.X := XTo;
5601 FObj.Y := YTo;
5602 if FJustTeleported then
5603 begin
5604 FObj.oldX := FObj.X;
5605 FObj.oldY := FObj.Y;
5606 end;
5607 end
5608 else
5609 begin
5610 AX := Abs(FXTo - FObj.X);
5611 AY := Abs(FYTo - FObj.Y);
5612 if (AX > 32) or (AX <= NetInterpLevel) then
5613 FObj.X := FXTo;
5614 if (AY > 32) or (AY <= NetInterpLevel) then
5615 FObj.Y := FYTo;
5616 end;
5617 end;
5619 function TPlayer.FullInLift(XInc, YInc: Integer): Integer;
5620 begin
5621 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5622 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5623 PANEL_LIFTUP, False) then Result := -1
5624 else
5625 if g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
5626 PLAYER_RECT.Width, PLAYER_RECT.Height-8,
5627 PANEL_LIFTDOWN, False) then Result := 1
5628 else Result := 0;
5629 end;
5631 function TPlayer.GetFlag(Flag: Byte): Boolean;
5632 var
5633 s, ts: String;
5634 evtype, a: Byte;
5635 begin
5636 Result := False;
5638 if Flag = FLAG_NONE then
5639 Exit;
5641 if not g_Game_IsServer then Exit;
5643 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5644 if (Flag = FTeam) and
5645 (gFlags[Flag].State = FLAG_STATE_NORMAL) and
5646 (FFlag <> FLAG_NONE) then
5647 begin
5648 if FFlag = FLAG_RED then
5649 s := _lc[I_PLAYER_FLAG_RED]
5650 else
5651 s := _lc[I_PLAYER_FLAG_BLUE];
5653 evtype := FLAG_STATE_SCORED;
5655 ts := Format('%.4d', [gFlags[FFlag].CaptureTime]);
5656 Insert('.', ts, Length(ts) + 1 - 3);
5657 g_Console_Add(Format(_lc[I_PLAYER_FLAG_CAPTURE], [FName, s, ts]), True);
5659 g_Map_ResetFlag(FFlag);
5660 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144);
5662 if ((Self = gPlayer1) or (Self = gPlayer2)
5663 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
5664 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
5665 a := 0
5666 else
5667 a := 1;
5669 if not sound_cap_flag[a].IsPlaying() then
5670 sound_cap_flag[a].Play();
5672 gTeamStat[FTeam].Goals := gTeamStat[FTeam].Goals + 1;
5674 Result := True;
5675 if g_Game_IsNet then
5676 begin
5677 MH_SEND_FlagEvent(evtype, FFlag, FUID, False);
5678 MH_SEND_GameStats;
5679 end;
5681 gFlags[FFlag].CaptureTime := 0;
5682 SetFlag(FLAG_NONE);
5683 Exit;
5684 end;
5686 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5687 if (Flag = FTeam) and
5688 (gFlags[Flag].State = FLAG_STATE_DROPPED) then
5689 begin
5690 if Flag = FLAG_RED then
5691 s := _lc[I_PLAYER_FLAG_RED]
5692 else
5693 s := _lc[I_PLAYER_FLAG_BLUE];
5695 evtype := FLAG_STATE_RETURNED;
5696 gFlags[Flag].CaptureTime := 0;
5698 g_Console_Add(Format(_lc[I_PLAYER_FLAG_RETURN], [FName, s]), True);
5700 g_Map_ResetFlag(Flag);
5701 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
5703 if ((Self = gPlayer1) or (Self = gPlayer2)
5704 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
5705 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
5706 a := 0
5707 else
5708 a := 1;
5710 if not sound_ret_flag[a].IsPlaying() then
5711 sound_ret_flag[a].Play();
5713 Result := True;
5714 if g_Game_IsNet then
5715 begin
5716 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5717 MH_SEND_GameStats;
5718 end;
5719 Exit;
5720 end;
5722 // Ïîäîáðàë ÷óæîé ôëàã:
5723 if (Flag <> FTeam) and (FTime[T_FLAGCAP] <= gTime) then
5724 begin
5725 SetFlag(Flag);
5727 if Flag = FLAG_RED then
5728 s := _lc[I_PLAYER_FLAG_RED]
5729 else
5730 s := _lc[I_PLAYER_FLAG_BLUE];
5732 evtype := FLAG_STATE_CAPTURED;
5734 g_Console_Add(Format(_lc[I_PLAYER_FLAG_GET], [FName, s]), True);
5736 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_GET], [AnsiUpperCase(s)]), 144);
5738 gFlags[Flag].State := FLAG_STATE_CAPTURED;
5740 if ((Self = gPlayer1) or (Self = gPlayer2)
5741 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
5742 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
5743 a := 0
5744 else
5745 a := 1;
5747 if not sound_get_flag[a].IsPlaying() then
5748 sound_get_flag[a].Play();
5750 Result := True;
5751 if g_Game_IsNet then
5752 begin
5753 MH_SEND_FlagEvent(evtype, Flag, FUID, False);
5754 MH_SEND_GameStats;
5755 end;
5756 end;
5757 end;
5759 procedure TPlayer.SetFlag(Flag: Byte);
5760 begin
5761 FFlag := Flag;
5762 if FModel <> nil then
5763 FModel.SetFlag(FFlag);
5764 end;
5766 function TPlayer.DropFlag(Silent: Boolean = True): Boolean;
5767 var
5768 s: String;
5769 a: Byte;
5770 begin
5771 Result := False;
5772 if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then
5773 Exit;
5774 FTime[T_FLAGCAP] := gTime + 2000;
5775 with gFlags[FFlag] do
5776 begin
5777 Obj.X := FObj.X;
5778 Obj.Y := FObj.Y;
5779 Direction := FDirection;
5780 State := FLAG_STATE_DROPPED;
5781 Count := FLAG_TIME;
5782 g_Obj_Push(@Obj, (FObj.Vel.X div 2)-2+Random(5),
5783 (FObj.Vel.Y div 2)-2+Random(5));
5784 positionChanged(); // this updates spatial accelerators
5786 if FFlag = FLAG_RED then
5787 s := _lc[I_PLAYER_FLAG_RED]
5788 else
5789 s := _lc[I_PLAYER_FLAG_BLUE];
5791 g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True);
5792 g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144);
5794 if ((Self = gPlayer1) or (Self = gPlayer2)
5795 or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
5796 or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
5797 a := 0
5798 else
5799 a := 1;
5801 if (not Silent) and (not sound_lost_flag[a].IsPlaying()) then
5802 sound_lost_flag[a].Play();
5804 if g_Game_IsNet then
5805 MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False);
5806 end;
5807 SetFlag(FLAG_NONE);
5808 Result := True;
5809 end;
5811 procedure TPlayer.GetSecret();
5812 begin
5813 if (self = gPlayer1) or (self = gPlayer2) then
5814 begin
5815 g_Console_Add(Format(_lc[I_PLAYER_SECRET], [FName]), True);
5816 g_Sound_PlayEx('SOUND_GAME_SECRET');
5817 end;
5818 Inc(FSecrets);
5819 end;
5821 procedure TPlayer.PressKey(Key: Byte; Time: Word = 1);
5822 begin
5823 Assert(Key <= High(FKeys));
5825 FKeys[Key].Pressed := True;
5826 FKeys[Key].Time := Time;
5827 end;
5829 function TPlayer.IsKeyPressed(K: Byte): Boolean;
5830 begin
5831 Result := FKeys[K].Pressed;
5832 end;
5834 procedure TPlayer.ReleaseKeys();
5835 var
5836 a: Integer;
5837 begin
5838 for a := Low(FKeys) to High(FKeys) do
5839 begin
5840 FKeys[a].Pressed := False;
5841 FKeys[a].Time := 0;
5842 end;
5843 end;
5845 procedure TPlayer.OnDamage(Angle: SmallInt);
5846 begin
5847 end;
5849 function TPlayer.firediry(): Integer;
5850 begin
5851 if FKeys[KEY_UP].Pressed then Result := -42
5852 else if FKeys[KEY_DOWN].Pressed then Result := 19
5853 else Result := 0;
5854 end;
5856 procedure TPlayer.RememberState();
5857 var
5858 i: Integer;
5859 SavedState: TPlayerSavedState;
5860 begin
5861 SavedState.Health := FHealth;
5862 SavedState.Armor := FArmor;
5863 SavedState.Air := FAir;
5864 SavedState.JetFuel := FJetFuel;
5865 SavedState.CurrWeap := FCurrWeap;
5866 SavedState.NextWeap := FNextWeap;
5867 SavedState.NextWeapDelay := FNextWeapDelay;
5868 for i := Low(FWeapon) to High(FWeapon) do
5869 SavedState.Weapon[i] := FWeapon[i];
5870 for i := Low(FAmmo) to High(FAmmo) do
5871 SavedState.Ammo[i] := FAmmo[i];
5872 for i := Low(FMaxAmmo) to High(FMaxAmmo) do
5873 SavedState.MaxAmmo[i] := FMaxAmmo[i];
5874 SavedState.Rulez := FRulez - [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
5876 FSavedStateNum := -1;
5877 for i := Low(SavedStates) to High(SavedStates) do
5878 if not SavedStates[i].Used then
5879 begin
5880 FSavedStateNum := i;
5881 break;
5882 end;
5883 if FSavedStateNum < 0 then
5884 begin
5885 SetLength(SavedStates, Length(SavedStates) + 1);
5886 FSavedStateNum := High(SavedStates);
5887 end;
5889 SavedState.Used := True;
5890 SavedStates[FSavedStateNum] := SavedState;
5891 end;
5893 procedure TPlayer.RecallState();
5894 var
5895 i: Integer;
5896 SavedState: TPlayerSavedState;
5897 begin
5898 if(FSavedStateNum < 0) or (FSavedStateNum > High(SavedStates)) then
5899 Exit;
5901 SavedState := SavedStates[FSavedStateNum];
5902 SavedStates[FSavedStateNum].Used := False;
5903 FSavedStateNum := -1;
5905 FHealth := SavedState.Health;
5906 FArmor := SavedState.Armor;
5907 FAir := SavedState.Air;
5908 FJetFuel := SavedState.JetFuel;
5909 FCurrWeap := SavedState.CurrWeap;
5910 FNextWeap := SavedState.NextWeap;
5911 FNextWeapDelay := SavedState.NextWeapDelay;
5912 for i := Low(FWeapon) to High(FWeapon) do
5913 FWeapon[i] := SavedState.Weapon[i];
5914 for i := Low(FAmmo) to High(FAmmo) do
5915 FAmmo[i] := SavedState.Ammo[i];
5916 for i := Low(FMaxAmmo) to High(FMaxAmmo) do
5917 FMaxAmmo[i] := SavedState.MaxAmmo[i];
5918 FRulez := SavedState.Rulez;
5920 if gGameSettings.GameType = GT_SERVER then
5921 MH_SEND_PlayerStats(FUID);
5922 end;
5924 procedure TPlayer.SaveState (st: TStream);
5925 var
5926 i: Integer;
5927 b: Byte;
5928 begin
5929 // Ñèãíàòóðà èãðîêà
5930 utils.writeSign(st, 'PLYR');
5931 utils.writeInt(st, Byte(PLR_SAVE_VERSION)); // version
5932 // Áîò èëè ÷åëîâåê
5933 utils.writeBool(st, FIamBot);
5934 // UID èãðîêà
5935 utils.writeInt(st, Word(FUID));
5936 // Èìÿ èãðîêà
5937 utils.writeStr(st, FName);
5938 // Êîìàíäà
5939 utils.writeInt(st, Byte(FTeam));
5940 // Æèâ ëè
5941 utils.writeBool(st, FAlive);
5942 // Èçðàñõîäîâàë ëè âñå æèçíè
5943 utils.writeBool(st, FNoRespawn);
5944 // Íàïðàâëåíèå
5945 if FDirection = TDirection.D_LEFT then b := 1 else b := 2; // D_RIGHT
5946 utils.writeInt(st, Byte(b));
5947 // Çäîðîâüå
5948 utils.writeInt(st, LongInt(FHealth));
5949 // Êîýôôèöèåíò èíâàëèäíîñòè
5950 utils.writeInt(st, LongInt(FHandicap));
5951 // Æèçíè
5952 utils.writeInt(st, Byte(FLives));
5953 // Áðîíÿ
5954 utils.writeInt(st, LongInt(FArmor));
5955 // Çàïàñ âîçäóõà
5956 utils.writeInt(st, LongInt(FAir));
5957 // Çàïàñ ãîðþ÷åãî
5958 utils.writeInt(st, LongInt(FJetFuel));
5959 // Áîëü
5960 utils.writeInt(st, LongInt(FPain));
5961 // Óáèë
5962 utils.writeInt(st, LongInt(FKills));
5963 // Óáèë ìîíñòðîâ
5964 utils.writeInt(st, LongInt(FMonsterKills));
5965 // Ôðàãîâ
5966 utils.writeInt(st, LongInt(FFrags));
5967 // Ôðàãîâ ïîäðÿä
5968 utils.writeInt(st, Byte(FFragCombo));
5969 // Âðåìÿ ïîñëåäíåãî ôðàãà
5970 utils.writeInt(st, LongWord(FLastFrag));
5971 // Ñìåðòåé
5972 utils.writeInt(st, LongInt(FDeath));
5973 // Êàêîé ôëàã íåñåò
5974 utils.writeInt(st, Byte(FFlag));
5975 // Íàøåë ñåêðåòîâ
5976 utils.writeInt(st, LongInt(FSecrets));
5977 // Òåêóùåå îðóæèå
5978 utils.writeInt(st, Byte(FCurrWeap));
5979 // Æåëàåìîå îðóæèå
5980 utils.writeInt(st, Word(FNextWeap));
5981 // ...è ïàóçà
5982 utils.writeInt(st, Byte(FNextWeapDelay));
5983 // Âðåìÿ çàðÿäêè BFG
5984 utils.writeInt(st, SmallInt(FBFGFireCounter));
5985 // Áóôåð óðîíà
5986 utils.writeInt(st, LongInt(FDamageBuffer));
5987 // Ïîñëåäíèé óäàðèâøèé
5988 utils.writeInt(st, Word(FLastSpawnerUID));
5989 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
5990 utils.writeInt(st, Byte(FLastHit));
5991 // Îáúåêò èãðîêà
5992 Obj_SaveState(st, @FObj);
5993 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
5994 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FAmmo[i]));
5995 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
5996 for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FMaxAmmo[i]));
5997 // Íàëè÷èå îðóæèÿ
5998 for i := WP_FIRST to WP_LAST do utils.writeBool(st, FWeapon[i]);
5999 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6000 for i := WP_FIRST to WP_LAST do utils.writeInt(st, Word(FReloading[i]));
6001 // Íàëè÷èå ðþêçàêà
6002 utils.writeBool(st, (R_ITEM_BACKPACK in FRulez));
6003 // Íàëè÷èå êðàñíîãî êëþ÷à
6004 utils.writeBool(st, (R_KEY_RED in FRulez));
6005 // Íàëè÷èå çåëåíîãî êëþ÷à
6006 utils.writeBool(st, (R_KEY_GREEN in FRulez));
6007 // Íàëè÷èå ñèíåãî êëþ÷à
6008 utils.writeBool(st, (R_KEY_BLUE in FRulez));
6009 // Íàëè÷èå áåðñåðêà
6010 utils.writeBool(st, (R_BERSERK in FRulez));
6011 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6012 for i := MR_SUIT to MR_MAX do utils.writeInt(st, LongWord(FMegaRulez[i]));
6013 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6014 for i := T_RESPAWN to T_FLAGCAP do utils.writeInt(st, LongWord(FTime[i]));
6015 // Íàçâàíèå ìîäåëè
6016 utils.writeStr(st, FModel.Name);
6017 // Öâåò ìîäåëè
6018 utils.writeInt(st, Byte(FColor.R));
6019 utils.writeInt(st, Byte(FColor.G));
6020 utils.writeInt(st, Byte(FColor.B));
6021 end;
6024 procedure TPlayer.LoadState (st: TStream);
6025 var
6026 i: Integer;
6027 str: String;
6028 b: Byte;
6029 begin
6030 assert(st <> nil);
6032 // Ñèãíàòóðà èãðîêà
6033 if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
6034 if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
6035 // Áîò èëè ÷åëîâåê:
6036 FIamBot := utils.readBool(st);
6037 // UID èãðîêà
6038 FUID := utils.readWord(st);
6039 // Èìÿ èãðîêà
6040 str := utils.readStr(st);
6041 if (self <> gPlayer1) and (self <> gPlayer2) then FName := str;
6042 // Êîìàíäà
6043 FTeam := utils.readByte(st);
6044 // Æèâ ëè
6045 FAlive := utils.readBool(st);
6046 // Èçðàñõîäîâàë ëè âñå æèçíè
6047 FNoRespawn := utils.readBool(st);
6048 // Íàïðàâëåíèå
6049 b := utils.readByte(st);
6050 if b = 1 then FDirection := TDirection.D_LEFT else FDirection := TDirection.D_RIGHT; // b = 2
6051 // Çäîðîâüå
6052 FHealth := utils.readLongInt(st);
6053 // Êîýôôèöèåíò èíâàëèäíîñòè
6054 FHandicap := utils.readLongInt(st);
6055 // Æèçíè
6056 FLives := utils.readByte(st);
6057 // Áðîíÿ
6058 FArmor := utils.readLongInt(st);
6059 // Çàïàñ âîçäóõà
6060 FAir := utils.readLongInt(st);
6061 // Çàïàñ ãîðþ÷åãî
6062 FJetFuel := utils.readLongInt(st);
6063 // Áîëü
6064 FPain := utils.readLongInt(st);
6065 // Óáèë
6066 FKills := utils.readLongInt(st);
6067 // Óáèë ìîíñòðîâ
6068 FMonsterKills := utils.readLongInt(st);
6069 // Ôðàãîâ
6070 FFrags := utils.readLongInt(st);
6071 // Ôðàãîâ ïîäðÿä
6072 FFragCombo := utils.readByte(st);
6073 // Âðåìÿ ïîñëåäíåãî ôðàãà
6074 FLastFrag := utils.readLongWord(st);
6075 // Ñìåðòåé
6076 FDeath := utils.readLongInt(st);
6077 // Êàêîé ôëàã íåñåò
6078 FFlag := utils.readByte(st);
6079 // Íàøåë ñåêðåòîâ
6080 FSecrets := utils.readLongInt(st);
6081 // Òåêóùåå îðóæèå
6082 FCurrWeap := utils.readByte(st);
6083 // Æåëàåìîå îðóæèå
6084 FNextWeap := utils.readWord(st);
6085 // ...è ïàóçà
6086 FNextWeapDelay := utils.readByte(st);
6087 // Âðåìÿ çàðÿäêè BFG
6088 FBFGFireCounter := utils.readSmallInt(st);
6089 // Áóôåð óðîíà
6090 FDamageBuffer := utils.readLongInt(st);
6091 // Ïîñëåäíèé óäàðèâøèé
6092 FLastSpawnerUID := utils.readWord(st);
6093 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6094 FLastHit := utils.readByte(st);
6095 // Îáúåêò èãðîêà
6096 Obj_LoadState(@FObj, st);
6097 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6098 for i := A_BULLETS to A_HIGH do FAmmo[i] := utils.readWord(st);
6099 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6100 for i := A_BULLETS to A_HIGH do FMaxAmmo[i] := utils.readWord(st);
6101 // Íàëè÷èå îðóæèÿ
6102 for i := WP_FIRST to WP_LAST do FWeapon[i] := utils.readBool(st);
6103 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6104 for i := WP_FIRST to WP_LAST do FReloading[i] := utils.readWord(st);
6105 // Íàëè÷èå ðþêçàêà
6106 if utils.readBool(st) then Include(FRulez, R_ITEM_BACKPACK);
6107 // Íàëè÷èå êðàñíîãî êëþ÷à
6108 if utils.readBool(st) then Include(FRulez, R_KEY_RED);
6109 // Íàëè÷èå çåëåíîãî êëþ÷à
6110 if utils.readBool(st) then Include(FRulez, R_KEY_GREEN);
6111 // Íàëè÷èå ñèíåãî êëþ÷à
6112 if utils.readBool(st) then Include(FRulez, R_KEY_BLUE);
6113 // Íàëè÷èå áåðñåðêà
6114 if utils.readBool(st) then Include(FRulez, R_BERSERK);
6115 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6116 for i := MR_SUIT to MR_MAX do FMegaRulez[i] := utils.readLongWord(st);
6117 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6118 for i := T_RESPAWN to T_FLAGCAP do FTime[i] := utils.readLongWord(st);
6119 // Íàçâàíèå ìîäåëè
6120 str := utils.readStr(st);
6121 // Öâåò ìîäåëè
6122 FColor.R := utils.readByte(st);
6123 FColor.G := utils.readByte(st);
6124 FColor.B := utils.readByte(st);
6125 if (self = gPlayer1) then
6126 begin
6127 str := gPlayer1Settings.Model;
6128 FColor := gPlayer1Settings.Color;
6129 end
6130 else if (self = gPlayer2) then
6131 begin
6132 str := gPlayer2Settings.Model;
6133 FColor := gPlayer2Settings.Color;
6134 end;
6135 // Îáíîâëÿåì ìîäåëü èãðîêà
6136 SetModel(str);
6137 if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
6138 FModel.Color := TEAMCOLOR[FTeam]
6139 else
6140 FModel.Color := FColor;
6141 end;
6144 procedure TPlayer.AllRulez(Health: Boolean);
6145 var
6146 a: Integer;
6147 begin
6148 if Health then
6149 begin
6150 FHealth := PLAYER_HP_LIMIT;
6151 FArmor := PLAYER_AP_LIMIT;
6152 Exit;
6153 end;
6155 for a := WP_FIRST to WP_LAST do FWeapon[a] := True;
6156 for a := A_BULLETS to A_HIGH do FAmmo[a] := 30000;
6157 FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
6158 end;
6160 procedure TPlayer.RestoreHealthArmor();
6161 begin
6162 FHealth := PLAYER_HP_LIMIT;
6163 FArmor := PLAYER_AP_LIMIT;
6164 end;
6166 procedure TPlayer.FragCombo();
6167 var
6168 Param: Integer;
6169 begin
6170 if (gGameSettings.GameMode in [GM_COOP, GM_SINGLE]) or g_Game_IsClient then
6171 Exit;
6172 if gTime - FLastFrag < FRAG_COMBO_TIME then
6173 begin
6174 if FFragCombo < 5 then
6175 Inc(FFragCombo);
6176 Param := FUID or (FFragCombo shl 16);
6177 if (FComboEvnt >= Low(gDelayedEvents)) and
6178 (FComboEvnt <= High(gDelayedEvents)) and
6179 gDelayedEvents[FComboEvnt].Pending and
6180 (gDelayedEvents[FComboEvnt].DEType = DE_KILLCOMBO) and
6181 (gDelayedEvents[FComboEvnt].DENum and $FFFF = FUID) then
6182 begin
6183 gDelayedEvents[FComboEvnt].Time := gTime + 500;
6184 gDelayedEvents[FComboEvnt].DENum := Param;
6185 end
6186 else
6187 FComboEvnt := g_Game_DelayEvent(DE_KILLCOMBO, 500, Param);
6188 end
6189 else
6190 FFragCombo := 1;
6192 FLastFrag := gTime;
6193 end;
6195 procedure TPlayer.GiveItem(ItemType: Byte);
6196 begin
6197 case ItemType of
6198 ITEM_SUIT:
6199 if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
6200 begin
6201 FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
6202 end;
6204 ITEM_OXYGEN:
6205 if FAir < AIR_MAX then
6206 begin
6207 FAir := AIR_MAX;
6208 end;
6210 ITEM_MEDKIT_BLACK:
6211 begin
6212 if not (R_BERSERK in FRulez) then
6213 begin
6214 Include(FRulez, R_BERSERK);
6215 if FBFGFireCounter < 1 then
6216 begin
6217 FCurrWeap := WEAPON_KASTET;
6218 resetWeaponQueue();
6219 FModel.SetWeapon(WEAPON_KASTET);
6220 end;
6221 if gFlash <> 0 then
6222 Inc(FPain, 100);
6223 FBerserk := gTime+30000;
6224 end;
6225 if FHealth < PLAYER_HP_SOFT then
6226 begin
6227 FHealth := PLAYER_HP_SOFT;
6228 FBerserk := gTime+30000;
6229 end;
6230 end;
6232 ITEM_INVUL:
6233 if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
6234 begin
6235 FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
6236 FSpawnInvul := 0;
6237 end;
6239 ITEM_INVIS:
6240 if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
6241 begin
6242 FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
6243 end;
6245 ITEM_JETPACK:
6246 if FJetFuel < JET_MAX then
6247 begin
6248 FJetFuel := JET_MAX;
6249 end;
6251 ITEM_MEDKIT_SMALL: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
6252 ITEM_MEDKIT_LARGE: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
6254 ITEM_ARMOR_GREEN: if FArmor < PLAYER_AP_SOFT then FArmor := PLAYER_AP_SOFT;
6255 ITEM_ARMOR_BLUE: if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6257 ITEM_SPHERE_BLUE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
6258 ITEM_SPHERE_WHITE:
6259 if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
6260 begin
6261 if FHealth < PLAYER_HP_LIMIT then FHealth := PLAYER_HP_LIMIT;
6262 if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
6263 end;
6265 ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True;
6266 ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True;
6267 ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True;
6268 ITEM_WEAPON_CHAINGUN: FWeapon[WEAPON_CHAINGUN] := True;
6269 ITEM_WEAPON_ROCKETLAUNCHER: FWeapon[WEAPON_ROCKETLAUNCHER] := True;
6270 ITEM_WEAPON_PLASMA: FWeapon[WEAPON_PLASMA] := True;
6271 ITEM_WEAPON_BFG: FWeapon[WEAPON_BFG] := True;
6272 ITEM_WEAPON_SUPERPULEMET: FWeapon[WEAPON_SUPERPULEMET] := True;
6273 ITEM_WEAPON_FLAMETHROWER: FWeapon[WEAPON_FLAMETHROWER] := True;
6275 ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6276 ITEM_AMMO_BULLETS_BOX: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
6277 ITEM_AMMO_SHELLS: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6278 ITEM_AMMO_SHELLS_BOX: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
6279 ITEM_AMMO_ROCKET: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6280 ITEM_AMMO_ROCKET_BOX: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
6281 ITEM_AMMO_CELL: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6282 ITEM_AMMO_CELL_BIG: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
6283 ITEM_AMMO_FUELCAN: if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
6285 ITEM_AMMO_BACKPACK:
6286 if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
6287 (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
6288 (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
6289 (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
6290 (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
6291 begin
6292 FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
6293 FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
6294 FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
6295 FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
6296 FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
6298 if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
6299 if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
6300 if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
6301 if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
6303 FRulez := FRulez + [R_ITEM_BACKPACK];
6304 end;
6306 ITEM_KEY_RED: if not (R_KEY_RED in FRulez) then Include(FRulez, R_KEY_RED);
6307 ITEM_KEY_GREEN: if not (R_KEY_GREEN in FRulez) then Include(FRulez, R_KEY_GREEN);
6308 ITEM_KEY_BLUE: if not (R_KEY_BLUE in FRulez) then Include(FRulez, R_KEY_BLUE);
6310 ITEM_BOTTLE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
6311 ITEM_HELMET: if FArmor < PLAYER_AP_LIMIT then IncMax(FArmor, 5, PLAYER_AP_LIMIT);
6313 else
6314 Exit;
6315 end;
6316 if g_Game_IsNet and g_Game_IsServer then
6317 MH_SEND_PlayerStats(FUID);
6318 end;
6320 procedure TPlayer.FlySmoke(Times: DWORD = 1);
6321 var
6322 id, i: DWORD;
6323 Anim: TAnimation;
6324 begin
6325 if (Random(5) = 1) and (Times = 1) then
6326 Exit;
6328 if BodyInLiquid(0, 0) then
6329 begin
6330 g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
6331 Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
6332 if Random(2) = 0 then
6333 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
6334 else
6335 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
6336 Exit;
6337 end;
6339 if g_Frames_Get(id, 'FRAMES_SMOKE') then
6340 begin
6341 for i := 1 to Times do
6342 begin
6343 Anim := TAnimation.Create(id, False, 3);
6344 Anim.Alpha := 150;
6345 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6346 Obj.Y+Obj.Rect.Height-4+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6347 Anim.Free();
6348 end;
6349 end;
6350 end;
6352 procedure TPlayer.OnFireFlame(Times: DWORD = 1);
6353 var
6354 id, i: DWORD;
6355 Anim: TAnimation;
6356 begin
6357 if (Random(10) = 1) and (Times = 1) then
6358 Exit;
6360 if g_Frames_Get(id, 'FRAMES_FLAME') then
6361 begin
6362 for i := 1 to Times do
6363 begin
6364 Anim := TAnimation.Create(id, False, 3);
6365 Anim.Alpha := 0;
6366 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
6367 Obj.Y+8+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
6368 Anim.Free();
6369 end;
6370 end;
6371 end;
6373 procedure TPlayer.PauseSounds(Enable: Boolean);
6374 begin
6375 FSawSound.Pause(Enable);
6376 FSawSoundIdle.Pause(Enable);
6377 FSawSoundHit.Pause(Enable);
6378 FSawSoundSelect.Pause(Enable);
6379 FFlameSoundOn.Pause(Enable);
6380 FFlameSoundOff.Pause(Enable);
6381 FFlameSoundWork.Pause(Enable);
6382 FJetSoundFly.Pause(Enable);
6383 FJetSoundOn.Pause(Enable);
6384 FJetSoundOff.Pause(Enable);
6385 end;
6387 { T C o r p s e : }
6389 constructor TCorpse.Create(X, Y: Integer; ModelName: String; aMess: Boolean);
6390 begin
6391 g_Obj_Init(@FObj);
6392 FObj.X := X;
6393 FObj.Y := Y;
6394 FObj.Rect := PLAYER_CORPSERECT;
6395 FModelName := ModelName;
6396 FMess := aMess;
6398 if FMess then
6399 begin
6400 FState := CORPSE_STATE_MESS;
6401 g_PlayerModel_GetAnim(ModelName, A_DIE2, FAnimation, FAnimationMask);
6402 end
6403 else
6404 begin
6405 FState := CORPSE_STATE_NORMAL;
6406 g_PlayerModel_GetAnim(ModelName, A_DIE1, FAnimation, FAnimationMask);
6407 end;
6408 end;
6410 destructor TCorpse.Destroy();
6411 begin
6412 FAnimation.Free();
6414 inherited;
6415 end;
6417 function TCorpse.ObjPtr (): PObj; inline; begin result := @FObj; end;
6419 procedure TCorpse.positionChanged (); inline; begin end;
6421 procedure TCorpse.moveBy (dx, dy: Integer); inline;
6422 begin
6423 if (dx <> 0) or (dy <> 0) then
6424 begin
6425 FObj.X += dx;
6426 FObj.Y += dy;
6427 positionChanged();
6428 end;
6429 end;
6432 procedure TCorpse.getMapBox (out x, y, w, h: Integer); inline;
6433 begin
6434 x := FObj.X+PLAYER_CORPSERECT.X;
6435 y := FObj.Y+PLAYER_CORPSERECT.Y;
6436 w := PLAYER_CORPSERECT.Width;
6437 h := PLAYER_CORPSERECT.Height;
6438 end;
6441 procedure TCorpse.Damage(Value: Word; SpawnerUID: Word; vx, vy: Integer);
6442 var
6443 pm: TPlayerModel;
6444 Blood: TModelBlood;
6445 begin
6446 if FState = CORPSE_STATE_REMOVEME then
6447 Exit;
6449 FDamage := FDamage + Value;
6451 if FDamage > 150 then
6452 begin
6453 if FAnimation <> nil then
6454 begin
6455 FAnimation.Free();
6456 FAnimation := nil;
6458 FState := CORPSE_STATE_REMOVEME;
6460 g_Player_CreateGibs(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
6461 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
6462 FModelName, FColor);
6463 // Çâóê ìÿñà îò òðóïà:
6464 pm := g_PlayerModel_Get(FModelName);
6465 pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y);
6466 pm.Free;
6468 // Çëîâåùèé ñìåõ:
6469 if (gBodyKillEvent <> -1)
6470 and gDelayedEvents[gBodyKillEvent].Pending then
6471 gDelayedEvents[gBodyKillEvent].Pending := False;
6472 gBodyKillEvent := g_Game_DelayEvent(DE_BODYKILL, 1050, SpawnerUID);
6473 end;
6474 end
6475 else
6476 begin
6477 Blood := g_PlayerModel_GetBlood(FModelName);
6478 FObj.Vel.X := FObj.Vel.X + vx;
6479 FObj.Vel.Y := FObj.Vel.Y + vy;
6480 g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
6481 FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
6482 Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
6483 Blood.R, Blood.G, Blood.B, Blood.Kind);
6484 end;
6485 end;
6487 procedure TCorpse.Draw();
6488 var
6489 fX, fY: Integer;
6490 begin
6491 if FState = CORPSE_STATE_REMOVEME then
6492 Exit;
6494 FObj.lerp(gLerpFactor, fX, fY);
6496 if FAnimation <> nil then
6497 FAnimation.Draw(fX, fY, TMirrorType.None);
6499 if FAnimationMask <> nil then
6500 begin
6501 e_Colors := FColor;
6502 FAnimationMask.Draw(fX, fY, TMirrorType.None);
6503 e_Colors.R := 255;
6504 e_Colors.G := 255;
6505 e_Colors.B := 255;
6506 end;
6507 end;
6509 procedure TCorpse.Update();
6510 var
6511 st: Word;
6512 begin
6513 if FState = CORPSE_STATE_REMOVEME then
6514 Exit;
6516 FObj.oldX := FObj.X;
6517 FObj.oldY := FObj.Y;
6519 if gTime mod (GAME_TICK*2) <> 0 then
6520 begin
6521 g_Obj_Move(@FObj, True, True, True);
6522 positionChanged(); // this updates spatial accelerators
6523 Exit;
6524 end;
6526 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6527 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
6529 st := g_Obj_Move(@FObj, True, True, True);
6530 positionChanged(); // this updates spatial accelerators
6532 if WordBool(st and MOVE_FALLOUT) then
6533 begin
6534 FState := CORPSE_STATE_REMOVEME;
6535 Exit;
6536 end;
6538 if FAnimation <> nil then
6539 FAnimation.Update();
6540 if FAnimationMask <> nil then
6541 FAnimationMask.Update();
6542 end;
6545 procedure TCorpse.SaveState (st: TStream);
6546 var
6547 anim: Boolean;
6548 begin
6549 assert(st <> nil);
6551 // Ñèãíàòóðà òðóïà
6552 utils.writeSign(st, 'CORP');
6553 utils.writeInt(st, Byte(0));
6554 // Ñîñòîÿíèå
6555 utils.writeInt(st, Byte(FState));
6556 // Íàêîïëåííûé óðîí
6557 utils.writeInt(st, Byte(FDamage));
6558 // Öâåò
6559 utils.writeInt(st, Byte(FColor.R));
6560 utils.writeInt(st, Byte(FColor.G));
6561 utils.writeInt(st, Byte(FColor.B));
6562 // Îáúåêò òðóïà
6563 Obj_SaveState(st, @FObj);
6564 utils.writeInt(st, Word(FPlayerUID));
6565 // Åñòü ëè àíèìàöèÿ
6566 anim := (FAnimation <> nil);
6567 utils.writeBool(st, anim);
6568 // Åñëè åñòü - ñîõðàíÿåì
6569 if anim then FAnimation.SaveState(st);
6570 // Åñòü ëè ìàñêà àíèìàöèè
6571 anim := (FAnimationMask <> nil);
6572 utils.writeBool(st, anim);
6573 // Åñëè åñòü - ñîõðàíÿåì
6574 if anim then FAnimationMask.SaveState(st);
6575 end;
6578 procedure TCorpse.LoadState (st: TStream);
6579 var
6580 anim: Boolean;
6581 begin
6582 assert(st <> nil);
6584 // Ñèãíàòóðà òðóïà
6585 if not utils.checkSign(st, 'CORP') then raise XStreamError.Create('invalid corpse signature');
6586 if (utils.readByte(st) <> 0) then raise XStreamError.Create('invalid corpse version');
6587 // Ñîñòîÿíèå
6588 FState := utils.readByte(st);
6589 // Íàêîïëåííûé óðîí
6590 FDamage := utils.readByte(st);
6591 // Öâåò
6592 FColor.R := utils.readByte(st);
6593 FColor.G := utils.readByte(st);
6594 FColor.B := utils.readByte(st);
6595 // Îáúåêò òðóïà
6596 Obj_LoadState(@FObj, st);
6597 FPlayerUID := utils.readWord(st);
6598 // Åñòü ëè àíèìàöèÿ
6599 anim := utils.readBool(st);
6600 // Åñëè åñòü - çàãðóæàåì
6601 if anim then
6602 begin
6603 Assert(FAnimation <> nil, 'TCorpse.LoadState: no FAnimation');
6604 FAnimation.LoadState(st);
6605 end;
6606 // Åñòü ëè ìàñêà àíèìàöèè
6607 anim := utils.readBool(st);
6608 // Åñëè åñòü - çàãðóæàåì
6609 if anim then
6610 begin
6611 Assert(FAnimationMask <> nil, 'TCorpse.LoadState: no FAnimationMask');
6612 FAnimationMask.LoadState(st);
6613 end;
6614 end;
6616 { T B o t : }
6618 constructor TBot.Create();
6619 var
6620 a: Integer;
6621 begin
6622 inherited Create();
6624 FPhysics := True;
6625 FSpectator := False;
6626 FGhost := False;
6628 FIamBot := True;
6630 Inc(gNumBots);
6632 for a := WP_FIRST to WP_LAST do
6633 begin
6634 FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
6635 FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
6636 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6637 end;
6638 end;
6640 destructor TBot.Destroy();
6641 begin
6642 Dec(gNumBots);
6643 inherited Destroy();
6644 end;
6646 procedure TBot.Draw();
6647 begin
6648 inherited Draw();
6650 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6651 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6652 end;
6654 procedure TBot.Respawn(Silent: Boolean; Force: Boolean = False);
6655 begin
6656 inherited Respawn(Silent, Force);
6658 FAIFlags := nil;
6659 FSelectedWeapon := FCurrWeap;
6660 resetWeaponQueue();
6661 FTargetUID := 0;
6662 end;
6664 procedure TBot.UpdateCombat();
6665 type
6666 TTarget = record
6667 UID: Word;
6668 X, Y: Integer;
6669 Rect: TRectWH;
6670 cX, cY: Integer;
6671 Dist: Word;
6672 Line: Boolean;
6673 Visible: Boolean;
6674 IsPlayer: Boolean;
6675 end;
6677 TTargetRecord = array of TTarget;
6679 function Compare(a, b: TTarget): Integer;
6680 begin
6681 if a.Line and not b.Line then // A íà ëèíèè îãíÿ
6682 Result := -1
6683 else
6684 if not a.Line and b.Line then // B íà ëèíèè îãíÿ
6685 Result := 1
6686 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6687 if (a.Line and b.Line) or ((not a.Line) and (not b.Line)) then
6688 begin
6689 if a.Dist > b.Dist then // B áëèæå
6690 Result := 1
6691 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6692 Result := -1;
6693 end
6694 else // Ñòðàííî -> A
6695 Result := -1;
6696 end;
6698 var
6699 a, x1, y1, x2, y2: Integer;
6700 targets: TTargetRecord;
6701 ammo: Word;
6702 Target, BestTarget: TTarget;
6703 firew, fireh: Integer;
6704 angle: SmallInt;
6705 mon: TMonster;
6706 pla, tpla: TPlayer;
6707 vsPlayer, vsMonster, ok: Boolean;
6710 function monsUpdate (mon: TMonster): Boolean;
6711 begin
6712 result := false; // don't stop
6713 if mon.alive and (mon.MonsterType <> MONSTER_BARREL) then
6714 begin
6715 if not TargetOnScreen(mon.Obj.X+mon.Obj.Rect.X, mon.Obj.Y+mon.Obj.Rect.Y) then exit;
6717 x2 := mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2);
6718 y2 := mon.Obj.Y+mon.Obj.Rect.Y+(mon.Obj.Rect.Height div 2);
6720 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6721 if g_TraceVector(x1, y1, x2, y2) then
6722 begin
6723 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6724 SetLength(targets, Length(targets)+1);
6725 with targets[High(targets)] do
6726 begin
6727 UID := mon.UID;
6728 X := mon.Obj.X;
6729 Y := mon.Obj.Y;
6730 cX := x2;
6731 cY := y2;
6732 Rect := mon.Obj.Rect;
6733 Dist := g_PatchLength(x1, y1, x2, y2);
6734 Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6735 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6736 Visible := True;
6737 IsPlayer := False;
6738 end;
6739 end;
6740 end;
6741 end;
6743 begin
6744 vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER);
6745 vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER);
6747 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6748 if FCurrWeap <> FSelectedWeapon then
6749 NextWeapon();
6751 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6752 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap = FSelectedWeapon) then
6753 begin
6754 RemoveAIFlag('NEEDFIRE');
6756 case FCurrWeap of
6757 WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
6758 WEAPON_SAW, WEAPON_KASTET, WEAPON_FLAMETHROWER: PressKey(KEY_FIRE, 40);
6759 else PressKey(KEY_FIRE);
6760 end;
6761 end;
6763 // Êîîðäèíàòû ñòâîëà:
6764 x1 := FObj.X + WEAPONPOINT[FDirection].X;
6765 y1 := FObj.Y + WEAPONPOINT[FDirection].Y;
6767 Target.UID := FTargetUID;
6769 ok := False;
6770 if Target.UID <> 0 then
6771 begin // Öåëü åñòü - íàñòðàèâàåì
6772 if (g_GetUIDType(Target.UID) = UID_PLAYER) and
6773 vsPlayer then
6774 begin // Èãðîê
6775 tpla := g_Player_Get(Target.UID);
6776 if tpla <> nil then
6777 with tpla do
6778 begin
6779 if (@FObj) <> nil then
6780 begin
6781 Target.X := FObj.X;
6782 Target.Y := FObj.Y;
6783 end;
6784 end;
6786 Target.cX := Target.X + PLAYER_RECT_CX;
6787 Target.cY := Target.Y + PLAYER_RECT_CY;
6788 Target.Rect := PLAYER_RECT;
6789 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6790 Target.Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6791 (y1-4 > Target.Y+PLAYER_RECT.Y);
6792 Target.IsPlayer := True;
6793 ok := True;
6794 end
6795 else
6796 if (g_GetUIDType(Target.UID) = UID_MONSTER) and
6797 vsMonster then
6798 begin // Ìîíñòð
6799 mon := g_Monsters_ByUID(Target.UID);
6800 if mon <> nil then
6801 begin
6802 Target.X := mon.Obj.X;
6803 Target.Y := mon.Obj.Y;
6805 Target.cX := Target.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
6806 Target.cY := Target.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
6807 Target.Rect := mon.Obj.Rect;
6808 Target.Visible := g_TraceVector(x1, y1, Target.cX, Target.cY);
6809 Target.Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
6810 (y1-4 > Target.Y + mon.Obj.Rect.Y);
6811 Target.IsPlayer := False;
6812 ok := True;
6813 end;
6814 end;
6815 end;
6817 if not ok then
6818 begin // Öåëè íåò - îáíóëÿåì
6819 Target.X := 0;
6820 Target.Y := 0;
6821 Target.cX := 0;
6822 Target.cY := 0;
6823 Target.Visible := False;
6824 Target.Line := False;
6825 Target.IsPlayer := False;
6826 end;
6828 targets := nil;
6830 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6831 if (not Target.Line) or (not Target.Visible) then
6832 begin
6833 // Èãðîêè:
6834 if vsPlayer then
6835 for a := 0 to High(gPlayers) do
6836 if (gPlayers[a] <> nil) and (gPlayers[a].alive) and
6837 (gPlayers[a].FUID <> FUID) and
6838 (not SameTeam(FUID, gPlayers[a].FUID)) and
6839 (not gPlayers[a].NoTarget) and
6840 (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
6841 begin
6842 if not TargetOnScreen(gPlayers[a].FObj.X + PLAYER_RECT.X,
6843 gPlayers[a].FObj.Y + PLAYER_RECT.Y) then
6844 Continue;
6846 x2 := gPlayers[a].FObj.X + PLAYER_RECT_CX;
6847 y2 := gPlayers[a].FObj.Y + PLAYER_RECT_CY;
6849 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6850 if g_TraceVector(x1, y1, x2, y2) then
6851 begin
6852 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6853 SetLength(targets, Length(targets)+1);
6854 with targets[High(targets)] do
6855 begin
6856 UID := gPlayers[a].FUID;
6857 X := gPlayers[a].FObj.X;
6858 Y := gPlayers[a].FObj.Y;
6859 cX := x2;
6860 cY := y2;
6861 Rect := PLAYER_RECT;
6862 Dist := g_PatchLength(x1, y1, x2, y2);
6863 Line := (y1+4 < Target.Y+PLAYER_RECT.Y+PLAYER_RECT.Height) and
6864 (y1-4 > Target.Y+PLAYER_RECT.Y);
6865 Visible := True;
6866 IsPlayer := True;
6867 end;
6868 end;
6869 end;
6871 // Ìîíñòðû:
6872 if vsMonster then g_Mons_ForEach(monsUpdate);
6873 end;
6875 // Åñëè åñòü âîçìîæíûå öåëè:
6876 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6877 if targets <> nil then
6878 begin
6879 // Âûáèðàåì íàèëó÷øóþ öåëü:
6880 BestTarget := targets[0];
6881 if Length(targets) > 1 then
6882 for a := 1 to High(targets) do
6883 if Compare(BestTarget, targets[a]) = 1 then
6884 BestTarget := targets[a];
6886 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6887 if ((not Target.Visible) and BestTarget.Visible and (Target.UID <> BestTarget.UID)) or
6888 ((not Target.Line) and BestTarget.Line and BestTarget.Visible) then
6889 begin
6890 Target := BestTarget;
6892 if (Healthy() = 3) or ((Healthy() = 2)) then
6893 begin // Åñëè çäîðîâû - äîãîíÿåì
6894 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6895 SetAIFlag('GORIGHT', '1');
6896 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6897 SetAIFlag('GOLEFT', '1');
6898 end
6899 else
6900 begin // Åñëè ïîáèòû - óáåãàåì
6901 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
6902 SetAIFlag('GORIGHT', '1');
6903 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6904 SetAIFlag('GOLEFT', '1');
6905 end;
6907 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6908 SelectWeapon(Abs(x1-Target.cX));
6909 end;
6910 end;
6912 // Åñëè åñòü öåëü:
6913 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6914 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6915 if Target.UID <> 0 then
6916 begin
6917 if not TargetOnScreen(Target.X + Target.Rect.X,
6918 Target.Y + Target.Rect.Y) then
6919 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6920 if (Healthy() = 3) or ((Healthy() = 2)) then
6921 begin // Åñëè çäîðîâû - äîãîíÿåì
6922 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6923 SetAIFlag('GORIGHT', '1');
6924 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6925 SetAIFlag('GOLEFT', '1');
6926 end
6927 else
6928 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6929 Target.UID := 0;
6930 if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
6931 SetAIFlag('GORIGHT', '1');
6932 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6933 SetAIFlag('GOLEFT', '1');
6934 end;
6935 end
6936 else
6937 begin // Öåëü ïîêà íà "ýêðàíå"
6938 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
6939 if g_TraceVector(x1, y1, Target.cX, Target.cY) then
6940 FLastVisible := gTime;
6941 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
6942 if (Abs(FObj.Y-Target.Y) <= 128) then
6943 begin
6944 if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
6945 SetAIFlag('GORIGHT', '1');
6946 if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
6947 SetAIFlag('GOLEFT', '1');
6948 end;
6949 end;
6951 // Âûáèðàåì óãîë ââåðõ:
6952 if FDirection = TDirection.D_LEFT then
6953 angle := ANGLE_LEFTUP
6954 else
6955 angle := ANGLE_RIGHTUP;
6957 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6958 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6960 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6961 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6962 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128), //96
6963 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6964 Target.Rect.Width, Target.Rect.Height) and
6965 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6966 begin // òî íóæíî ñòðåëÿòü ââåðõ
6967 SetAIFlag('NEEDFIRE', '1');
6968 SetAIFlag('NEEDSEEUP', '1');
6969 end;
6971 // Âûáèðàåì óãîë âíèç:
6972 if FDirection = TDirection.D_LEFT then
6973 angle := ANGLE_LEFTDOWN
6974 else
6975 angle := ANGLE_RIGHTDOWN;
6977 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6978 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
6980 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6981 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
6982 Target.X+Target.Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
6983 Target.Y+Target.Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
6984 Target.Rect.Width, Target.Rect.Height) and
6985 g_TraceVector(x1, y1, Target.cX, Target.cY) then
6986 begin // òî íóæíî ñòðåëÿòü âíèç
6987 SetAIFlag('NEEDFIRE', '1');
6988 SetAIFlag('NEEDSEEDOWN', '1');
6989 end;
6991 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
6992 if Target.Visible and
6993 (y1+4 < Target.Y+Target.Rect.Y+Target.Rect.Height) and
6994 (y1-4 > Target.Y+Target.Rect.Y) then
6995 begin
6996 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
6997 if ((FDirection = TDirection.D_LEFT) and (Target.X < FObj.X)) or
6998 ((FDirection = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
6999 begin // òî íóæíî ñòðåëÿòü âïåðåä
7000 SetAIFlag('NEEDFIRE', '1');
7001 SetAIFlag('NEEDSEEDOWN', '');
7002 SetAIFlag('NEEDSEEUP', '');
7003 end;
7004 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
7005 if Abs(FObj.X-Target.X) < Trunc(gPlayerScreenSize.X*0.75) then
7006 if GetRnd(FDifficult.CloseJump) then
7007 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
7008 if Abs(FObj.X-Target.X) < 128 then
7009 a := 4
7010 else
7011 a := 30;
7012 if Random(a) = 0 then
7013 SetAIFlag('NEEDJUMP', '1');
7014 end;
7015 end;
7017 // Åñëè öåëü âñå åùå åñòü:
7018 if Target.UID <> 0 then
7019 if gTime-FLastVisible > 2000 then // Åñëè âèäåëè äàâíî
7020 Target.UID := 0 // òî çàáûòü öåëü
7021 else // Åñëè âèäåëè íåäàâíî
7022 begin // íî öåëü óáèëè
7023 if Target.IsPlayer then
7024 begin // Öåëü - èãðîê
7025 pla := g_Player_Get(Target.UID);
7026 if (pla = nil) or (not pla.alive) or pla.NoTarget or
7027 (pla.FMegaRulez[MR_INVIS] >= gTime) then
7028 Target.UID := 0; // òî çàáûòü öåëü
7029 end
7030 else
7031 begin // Öåëü - ìîíñòð
7032 mon := g_Monsters_ByUID(Target.UID);
7033 if (mon = nil) or (not mon.alive) then
7034 Target.UID := 0; // òî çàáûòü öåëü
7035 end;
7036 end;
7037 end; // if Target.UID <> 0
7039 FTargetUID := Target.UID;
7041 // Åñëè âîçìîæíûõ öåëåé íåò:
7042 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
7043 if targets = nil then
7044 if GetAIFlag('ATTACKLEFT') <> '' then
7045 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
7046 RemoveAIFlag('ATTACKLEFT');
7048 SetAIFlag('NEEDJUMP', '1');
7050 if RunDirection() = TDirection.D_RIGHT then
7051 begin // Èäåì íå â òó ñòîðîíó
7052 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
7053 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
7054 SetAIFlag('NEEDFIRE', '1');
7055 SetAIFlag('GOLEFT', '1');
7056 end;
7057 end
7058 else
7059 begin // Èäåì â íóæíóþ ñòîðîíó
7060 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7061 SetAIFlag('NEEDFIRE', '1');
7062 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7063 SetAIFlag('GORIGHT', '1');
7064 end;
7065 end
7066 else
7067 if GetAIFlag('ATTACKRIGHT') <> '' then
7068 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
7069 RemoveAIFlag('ATTACKRIGHT');
7071 SetAIFlag('NEEDJUMP', '1');
7073 if RunDirection() = TDirection.D_LEFT then
7074 begin // Èäåì íå â òó ñòîðîíó
7075 if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
7076 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
7077 SetAIFlag('NEEDFIRE', '1');
7078 SetAIFlag('GORIGHT', '1');
7079 end;
7080 end
7081 else
7082 begin
7083 if GetRnd(FDifficult.InvisFire) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7084 SetAIFlag('NEEDFIRE', '1');
7085 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7086 SetAIFlag('GOLEFT', '1');
7087 end;
7088 end;
7090 //HACK! (does it belongs there?)
7091 RealizeCurrentWeapon();
7093 // Åñëè åñòü âîçìîæíûå öåëè:
7094 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
7095 if (targets <> nil) and (GetAIFlag('NEEDFIRE') <> '') then
7096 for a := 0 to High(targets) do
7097 begin
7098 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
7099 if GetRnd(FDifficult.DiagFire) then
7100 begin
7101 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
7102 if FDirection = TDirection.D_LEFT then
7103 angle := ANGLE_LEFTUP
7104 else
7105 angle := ANGLE_RIGHTUP;
7107 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7108 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7110 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7111 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7112 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7113 targets[a].Rect.Width, targets[a].Rect.Height) and
7114 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
7115 begin
7116 SetAIFlag('NEEDFIRE', '1');
7117 SetAIFlag('NEEDSEEUP', '1');
7118 end;
7120 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
7121 if FDirection = TDirection.D_LEFT then
7122 angle := ANGLE_LEFTDOWN
7123 else
7124 angle := ANGLE_RIGHTDOWN;
7126 firew := Trunc(Cos(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7127 fireh := Trunc(Sin(DegToRad(-angle))*gPlayerScreenSize.X*0.6);
7129 if g_CollideLine(x1, y1, x1+firew, y1+fireh,
7130 targets[a].X+targets[a].Rect.X+GetInterval(FDifficult.DiagPrecision, 128),
7131 targets[a].Y+targets[a].Rect.Y+GetInterval(FDifficult.DiagPrecision, 128),
7132 targets[a].Rect.Width, targets[a].Rect.Height) and
7133 g_TraceVector(x1, y1, targets[a].cX, targets[a].cY) then
7134 begin
7135 SetAIFlag('NEEDFIRE', '1');
7136 SetAIFlag('NEEDSEEDOWN', '1');
7137 end;
7138 end;
7140 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
7141 if targets[a].Line and targets[a].Visible and
7142 (((FDirection = TDirection.D_LEFT) and (targets[a].X < FObj.X)) or
7143 ((FDirection = TDirection.D_RIGHT) and (targets[a].X > FObj.X))) then
7144 begin
7145 SetAIFlag('NEEDFIRE', '1');
7146 Break;
7147 end;
7148 end;
7150 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
7151 if g_Weapon_Danger(FUID, FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y,
7152 PLAYER_RECT.Width, PLAYER_RECT.Height,
7153 40+GetInterval(FDifficult.Cover, 40)) then
7154 SetAIFlag('NEEDJUMP', '1');
7156 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
7157 ammo := GetAmmoByWeapon(FCurrWeap);
7158 if ((FCurrWeap = WEAPON_SHOTGUN2) and (ammo < 2)) or
7159 ((FCurrWeap = WEAPON_BFG) and (ammo < 40)) or
7160 (ammo = 0) then
7161 SetAIFlag('SELECTWEAPON', '1');
7163 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
7164 if GetAIFlag('SELECTWEAPON') = '1' then
7165 begin
7166 SelectWeapon(-1);
7167 RemoveAIFlag('SELECTWEAPON');
7168 end;
7169 end;
7171 procedure TBot.Update();
7172 var
7173 EnableAI: Boolean;
7174 begin
7175 if not FAlive then
7176 begin // Respawn
7177 ReleaseKeys();
7178 PressKey(KEY_UP);
7179 end
7180 else
7181 begin
7182 EnableAI := True;
7184 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
7185 if (g_debug_BotAIOff = 1) and (Team = TEAM_RED) then
7186 EnableAI := False;
7187 if (g_debug_BotAIOff = 2) and (Team = TEAM_BLUE) then
7188 EnableAI := False;
7189 if g_debug_BotAIOff = 3 then
7190 EnableAI := False;
7192 if EnableAI then
7193 begin
7194 UpdateMove();
7195 UpdateCombat();
7196 end
7197 else
7198 begin
7199 RealizeCurrentWeapon();
7200 end;
7201 end;
7203 inherited Update();
7204 end;
7206 procedure TBot.ReleaseKey(Key: Byte);
7207 begin
7208 with FKeys[Key] do
7209 begin
7210 Pressed := False;
7211 Time := 0;
7212 end;
7213 end;
7215 function TBot.KeyPressed(Key: Word): Boolean;
7216 begin
7217 Result := FKeys[Key].Pressed;
7218 end;
7220 function TBot.GetAIFlag(aName: String20): String20;
7221 var
7222 a: Integer;
7223 begin
7224 Result := '';
7226 aName := LowerCase(aName);
7228 if FAIFlags <> nil then
7229 for a := 0 to High(FAIFlags) do
7230 if LowerCase(FAIFlags[a].Name) = aName then
7231 begin
7232 Result := FAIFlags[a].Value;
7233 Break;
7234 end;
7235 end;
7237 procedure TBot.RemoveAIFlag(aName: String20);
7238 var
7239 a, b: Integer;
7240 begin
7241 if FAIFlags = nil then Exit;
7243 aName := LowerCase(aName);
7245 for a := 0 to High(FAIFlags) do
7246 if LowerCase(FAIFlags[a].Name) = aName then
7247 begin
7248 if a <> High(FAIFlags) then
7249 for b := a to High(FAIFlags)-1 do
7250 FAIFlags[b] := FAIFlags[b+1];
7252 SetLength(FAIFlags, Length(FAIFlags)-1);
7253 Break;
7254 end;
7255 end;
7257 procedure TBot.SetAIFlag(aName, fValue: String20);
7258 var
7259 a: Integer;
7260 ok: Boolean;
7261 begin
7262 a := 0;
7263 ok := False;
7265 aName := LowerCase(aName);
7267 if FAIFlags <> nil then
7268 for a := 0 to High(FAIFlags) do
7269 if LowerCase(FAIFlags[a].Name) = aName then
7270 begin
7271 ok := True;
7272 Break;
7273 end;
7275 if ok then FAIFlags[a].Value := fValue
7276 else
7277 begin
7278 SetLength(FAIFlags, Length(FAIFlags)+1);
7279 with FAIFlags[High(FAIFlags)] do
7280 begin
7281 Name := aName;
7282 Value := fValue;
7283 end;
7284 end;
7285 end;
7287 procedure TBot.UpdateMove;
7289 procedure GoLeft(Time: Word = 1);
7290 begin
7291 ReleaseKey(KEY_LEFT);
7292 ReleaseKey(KEY_RIGHT);
7293 PressKey(KEY_LEFT, Time);
7294 SetDirection(TDirection.D_LEFT);
7295 end;
7297 procedure GoRight(Time: Word = 1);
7298 begin
7299 ReleaseKey(KEY_LEFT);
7300 ReleaseKey(KEY_RIGHT);
7301 PressKey(KEY_RIGHT, Time);
7302 SetDirection(TDirection.D_RIGHT);
7303 end;
7305 function Rnd(a: Word): Boolean;
7306 begin
7307 Result := Random(a) = 0;
7308 end;
7310 procedure Turn(Time: Word = 1200);
7311 begin
7312 if RunDirection() = TDirection.D_LEFT then GoRight(Time) else GoLeft(Time);
7313 end;
7315 procedure Stop();
7316 begin
7317 ReleaseKey(KEY_LEFT);
7318 ReleaseKey(KEY_RIGHT);
7319 end;
7321 function CanRunLeft(): Boolean;
7322 begin
7323 Result := not CollideLevel(-1, 0);
7324 end;
7326 function CanRunRight(): Boolean;
7327 begin
7328 Result := not CollideLevel(1, 0);
7329 end;
7331 function CanRun(): Boolean;
7332 begin
7333 if RunDirection() = TDirection.D_LEFT then Result := CanRunLeft() else Result := CanRunRight();
7334 end;
7336 procedure Jump(Time: Word = 30);
7337 begin
7338 PressKey(KEY_JUMP, Time);
7339 end;
7341 function NearHole(): Boolean;
7342 var
7343 x, sx: Integer;
7344 begin
7345 { TODO 5 : Ëåñòíèöû }
7346 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7347 for x := 1 to PLAYER_RECT.Width do
7348 if (not StayOnStep(x*sx, 0)) and
7349 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7350 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7351 begin
7352 Result := True;
7353 Exit;
7354 end;
7356 Result := False;
7357 end;
7359 function BorderHole(): Boolean;
7360 var
7361 x, sx, xx: Integer;
7362 begin
7363 { TODO 5 : Ëåñòíèöû }
7364 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7365 for x := 1 to PLAYER_RECT.Width do
7366 if (not StayOnStep(x*sx, 0)) and
7367 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7368 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7369 begin
7370 for xx := x to x+32 do
7371 if CollideLevel(xx*sx, PLAYER_RECT.Height) then
7372 begin
7373 Result := True;
7374 Exit;
7375 end;
7376 end;
7378 Result := False;
7379 end;
7381 function NearDeepHole(): Boolean;
7382 var
7383 x, sx, y: Integer;
7384 begin
7385 Result := False;
7387 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7388 y := 3;
7390 for x := 1 to PLAYER_RECT.Width do
7391 if (not StayOnStep(x*sx, 0)) and
7392 (not CollideLevel(x*sx, PLAYER_RECT.Height)) and
7393 (not CollideLevel(x*sx, PLAYER_RECT.Height*2)) then
7394 begin
7395 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7396 begin
7397 if CollideLevel(x*sx, PLAYER_RECT.Height*y) then Exit;
7398 y := y+1;
7399 end;
7401 Result := True;
7402 end else Result := False;
7403 end;
7405 function OverDeepHole(): Boolean;
7406 var
7407 y: Integer;
7408 begin
7409 Result := False;
7411 y := 1;
7412 while FObj.Y+y*PLAYER_RECT.Height < gMapInfo.Height do
7413 begin
7414 if CollideLevel(0, PLAYER_RECT.Height*y) then Exit;
7415 y := y+1;
7416 end;
7418 Result := True;
7419 end;
7421 function OnGround(): Boolean;
7422 begin
7423 Result := StayOnStep(0, 0) or CollideLevel(0, 1);
7424 end;
7426 function OnLadder(): Boolean;
7427 begin
7428 Result := FullInStep(0, 0);
7429 end;
7431 function BelowLadder(): Boolean;
7432 begin
7433 Result := (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and
7434 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7435 (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and
7436 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7437 end;
7439 function BelowLiftUp(): Boolean;
7440 begin
7441 Result := ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and
7442 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
7443 ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and
7444 not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
7445 end;
7447 function OnTopLift(): Boolean;
7448 begin
7449 Result := (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7450 end;
7452 function CanJumpOver(): Boolean;
7453 var
7454 sx, y: Integer;
7455 begin
7456 sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
7458 Result := False;
7460 if not CollideLevel(sx, 0) then Exit;
7462 for y := 1 to BOT_MAXJUMP do
7463 if CollideLevel(0, -y) then Exit else
7464 if not CollideLevel(sx, -y) then
7465 begin
7466 Result := True;
7467 Exit;
7468 end;
7469 end;
7471 function CanJumpUp(Dist: ShortInt): Boolean;
7472 var
7473 y, yy: Integer;
7474 c: Boolean;
7475 begin
7476 Result := False;
7478 if CollideLevel(Dist, 0) then Exit;
7480 c := False;
7481 for y := 0 to BOT_MAXJUMP do
7482 if CollideLevel(Dist, -y) then
7483 begin
7484 c := True;
7485 Break;
7486 end;
7488 if not c then Exit;
7490 c := False;
7491 for yy := y+1 to BOT_MAXJUMP do
7492 if not CollideLevel(Dist, -yy) then
7493 begin
7494 c := True;
7495 Break;
7496 end;
7498 if not c then Exit;
7500 c := False;
7501 for y := 0 to BOT_MAXJUMP do
7502 if CollideLevel(0, -y) then
7503 begin
7504 c := True;
7505 Break;
7506 end;
7508 if c then Exit;
7510 if y < yy then Exit;
7512 Result := True;
7513 end;
7515 function IsSafeTrigger(): Boolean;
7516 var
7517 a: Integer;
7518 begin
7519 Result := True;
7520 if gTriggers = nil then
7521 Exit;
7522 for a := 0 to High(gTriggers) do
7523 if Collide(gTriggers[a].X,
7524 gTriggers[a].Y,
7525 gTriggers[a].Width,
7526 gTriggers[a].Height) and
7527 (gTriggers[a].TriggerType in [TRIGGER_EXIT, TRIGGER_CLOSEDOOR,
7528 TRIGGER_CLOSETRAP, TRIGGER_TRAP,
7529 TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF,
7530 TRIGGER_ONOFF, TRIGGER_SPAWNMONSTER,
7531 TRIGGER_DAMAGE, TRIGGER_SHOT]) then
7532 Result := False;
7533 end;
7535 begin
7536 // Âîçìîæíî, íàæèìàåì êíîïêó:
7537 if Rnd(16) and IsSafeTrigger() then
7538 PressKey(KEY_OPEN);
7540 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7541 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7542 begin
7543 ReleaseKey(KEY_LEFT);
7544 ReleaseKey(KEY_RIGHT);
7545 Jump();
7546 end;
7548 // Èäåì âëåâî, åñëè íàäî áûëî:
7549 if GetAIFlag('GOLEFT') <> '' then
7550 begin
7551 RemoveAIFlag('GOLEFT');
7552 if CanRunLeft() then
7553 GoLeft(360);
7554 end;
7556 // Èäåì âïðàâî, åñëè íàäî áûëî:
7557 if GetAIFlag('GORIGHT') <> '' then
7558 begin
7559 RemoveAIFlag('GORIGHT');
7560 if CanRunRight() then
7561 GoRight(360);
7562 end;
7564 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7565 if FObj.X < -32 then
7566 GoRight(360)
7567 else
7568 if FObj.X+32 > gMapInfo.Width then
7569 GoLeft(360);
7571 // Ïðûãàåì, åñëè íàäî áûëî:
7572 if GetAIFlag('NEEDJUMP') <> '' then
7573 begin
7574 Jump(0);
7575 RemoveAIFlag('NEEDJUMP');
7576 end;
7578 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7579 if GetAIFlag('NEEDSEEUP') <> '' then
7580 begin
7581 ReleaseKey(KEY_UP);
7582 ReleaseKey(KEY_DOWN);
7583 PressKey(KEY_UP, 20);
7584 RemoveAIFlag('NEEDSEEUP');
7585 end;
7587 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7588 if GetAIFlag('NEEDSEEDOWN') <> '' then
7589 begin
7590 ReleaseKey(KEY_UP);
7591 ReleaseKey(KEY_DOWN);
7592 PressKey(KEY_DOWN, 20);
7593 RemoveAIFlag('NEEDSEEDOWN');
7594 end;
7596 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7597 if GetAIFlag('GOINHOLE') <> '' then
7598 if not OnGround() then
7599 begin
7600 ReleaseKey(KEY_LEFT);
7601 ReleaseKey(KEY_RIGHT);
7602 RemoveAIFlag('GOINHOLE');
7603 SetAIFlag('FALLINHOLE', '1');
7604 end;
7606 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7607 if GetAIFlag('FALLINHOLE') <> '' then
7608 if OnGround() then
7609 RemoveAIFlag('FALLINHOLE');
7611 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7612 if not (KeyPressed(KEY_LEFT) or KeyPressed(KEY_RIGHT)) then
7613 if GetAIFlag('FALLINHOLE') = '' then
7614 if (not OnLadder()) or (FObj.Vel.Y >= 0) or (OnTopLift()) then
7615 if Rnd(2) then
7616 GoLeft(360)
7617 else
7618 GoRight(360);
7620 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7621 if OnGround() and
7622 CanJumpUp(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*32) and
7623 Rnd(8) then
7624 Jump();
7626 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7627 if OnGround() and NearHole() then
7628 if NearDeepHole() then // Åñëè ýòî áåçäíà
7629 case Random(6) of
7630 0..3: Turn(); // Áåæèì îáðàòíî
7631 4: Jump(); // Ïðûãàåì
7632 5: begin // Ïðûãàåì îáðàòíî
7633 Turn();
7634 Jump();
7635 end;
7636 end
7637 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7638 if GetAIFlag('GOINHOLE') = '' then
7639 case Random(6) of
7640 0: Turn(); // Íå íóæíî òóäà
7641 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7642 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7643 if BorderHole() then
7644 SetAIFlag('GOINHOLE', '1');
7645 end;
7647 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7648 if (not CanRun()) and OnGround() then
7649 begin
7650 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7651 if CanJumpOver() or OnLadder() then
7652 Jump()
7653 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7654 if Random(2) = 0 then
7655 begin
7656 if IsSafeTrigger() then
7657 PressKey(KEY_OPEN);
7658 end else
7659 Turn();
7660 end;
7662 // Îñòàëîñü ìàëî âîçäóõà:
7663 if FAir < 36 * 2 then
7664 Jump(20);
7666 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7667 if (FMegaRulez[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then
7668 if BodyInAcid(0, 0) then
7669 Jump();
7670 end;
7672 function TBot.FullInStep(XInc, YInc: Integer): Boolean;
7673 begin
7674 Result := g_Map_CollidePanel(FObj.X+PLAYER_RECT.X+XInc, FObj.Y+PLAYER_RECT.Y+YInc,
7675 PLAYER_RECT.Width, PLAYER_RECT.Height, PANEL_STEP, False);
7676 end;
7678 {function TBot.NeedItem(Item: Byte): Byte;
7679 begin
7680 Result := 4;
7681 end;}
7683 procedure TBot.SelectWeapon(Dist: Integer);
7684 var
7685 a: Integer;
7687 function HaveAmmo(weapon: Byte): Boolean;
7688 begin
7689 case weapon of
7690 WEAPON_PISTOL: Result := FAmmo[A_BULLETS] >= 1;
7691 WEAPON_SHOTGUN1: Result := FAmmo[A_SHELLS] >= 1;
7692 WEAPON_SHOTGUN2: Result := FAmmo[A_SHELLS] >= 2;
7693 WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS] >= 10;
7694 WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS] >= 1;
7695 WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10;
7696 WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40;
7697 WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1;
7698 WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL] >= 1;
7699 else Result := True;
7700 end;
7701 end;
7703 begin
7704 if Dist = -1 then Dist := BOT_LONGDIST;
7706 if Dist > BOT_LONGDIST then
7707 begin // Äàëüíèé áîé
7708 for a := 0 to 9 do
7709 if FWeapon[FDifficult.WeaponPrior[a]] and HaveAmmo(FDifficult.WeaponPrior[a]) then
7710 begin
7711 FSelectedWeapon := FDifficult.WeaponPrior[a];
7712 Break;
7713 end;
7714 end
7715 else //if Dist > BOT_UNSAFEDIST then
7716 begin // Áëèæíèé áîé
7717 for a := 0 to 9 do
7718 if FWeapon[FDifficult.CloseWeaponPrior[a]] and HaveAmmo(FDifficult.CloseWeaponPrior[a]) then
7719 begin
7720 FSelectedWeapon := FDifficult.CloseWeaponPrior[a];
7721 Break;
7722 end;
7723 end;
7724 { else
7725 begin
7726 for a := 0 to 9 do
7727 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7728 begin
7729 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7730 Break;
7731 end;
7732 end;}
7733 end;
7735 function TBot.PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean;
7736 begin
7737 Result := inherited PickItem(ItemType, force, remove);
7739 if Result then SetAIFlag('SELECTWEAPON', '1');
7740 end;
7742 function TBot.Heal(value: Word; Soft: Boolean): Boolean;
7743 begin
7744 Result := inherited Heal(value, Soft);
7745 end;
7747 function TBot.Healthy(): Byte;
7748 begin
7749 if FMegaRulez[MR_INVUL] >= gTime then Result := 3
7750 else if (FHealth > 80) or ((FHealth > 50) and (FArmor > 20)) then Result := 3
7751 else if (FHealth > 50) then Result := 2
7752 else if (FHealth > 20) then Result := 1
7753 else Result := 0;
7754 end;
7756 function TBot.TargetOnScreen(TX, TY: Integer): Boolean;
7757 begin
7758 Result := (Abs(FObj.X-TX) <= Trunc(gPlayerScreenSize.X*0.6)) and
7759 (Abs(FObj.Y-TY) <= Trunc(gPlayerScreenSize.Y*0.6));
7760 end;
7762 procedure TBot.OnDamage(Angle: SmallInt);
7763 var
7764 pla: TPlayer;
7765 mon: TMonster;
7766 ok: Boolean;
7767 begin
7768 inherited;
7770 if (Angle = 0) or (Angle = 180) then
7771 begin
7772 ok := False;
7773 if (g_GetUIDType(FLastSpawnerUID) = UID_PLAYER) and
7774 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER) then
7775 begin // Èãðîê
7776 pla := g_Player_Get(FLastSpawnerUID);
7777 ok := not TargetOnScreen(pla.FObj.X + PLAYER_RECT.X,
7778 pla.FObj.Y + PLAYER_RECT.Y);
7779 end
7780 else
7781 if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and
7782 LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then
7783 begin // Ìîíñòð
7784 mon := g_Monsters_ByUID(FLastSpawnerUID);
7785 ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
7786 mon.Obj.Y + mon.Obj.Rect.Y);
7787 end;
7789 if ok then
7790 if Angle = 0 then
7791 SetAIFlag('ATTACKLEFT', '1')
7792 else
7793 SetAIFlag('ATTACKRIGHT', '1');
7794 end;
7795 end;
7797 function TBot.RunDirection(): TDirection;
7798 begin
7799 if Abs(Vel.X) >= 1 then
7800 begin
7801 if Vel.X > 0 then Result := TDirection.D_RIGHT else Result := TDirection.D_LEFT;
7802 end else
7803 Result := FDirection;
7804 end;
7806 function TBot.GetRnd(a: Byte): Boolean;
7807 begin
7808 if a = 0 then Result := False
7809 else if a = 255 then Result := True
7810 else Result := Random(256) > 255-a;
7811 end;
7813 function TBot.GetInterval(a: Byte; radius: SmallInt): SmallInt;
7814 begin
7815 Result := Round((255-a)/255*radius*(Random(2)-1));
7816 end;
7819 procedure TDifficult.save (st: TStream);
7820 begin
7821 utils.writeInt(st, Byte(DiagFire));
7822 utils.writeInt(st, Byte(InvisFire));
7823 utils.writeInt(st, Byte(DiagPrecision));
7824 utils.writeInt(st, Byte(FlyPrecision));
7825 utils.writeInt(st, Byte(Cover));
7826 utils.writeInt(st, Byte(CloseJump));
7827 st.WriteBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7828 st.WriteBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7829 end;
7831 procedure TDifficult.load (st: TStream);
7832 begin
7833 DiagFire := utils.readByte(st);
7834 InvisFire := utils.readByte(st);
7835 DiagPrecision := utils.readByte(st);
7836 FlyPrecision := utils.readByte(st);
7837 Cover := utils.readByte(st);
7838 CloseJump := utils.readByte(st);
7839 st.ReadBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
7840 st.ReadBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
7841 end;
7844 procedure TBot.SaveState (st: TStream);
7845 var
7846 i: Integer;
7847 dw: Integer;
7848 begin
7849 inherited SaveState(st);
7850 utils.writeSign(st, 'BOT0');
7851 // Âûáðàííîå îðóæèå
7852 utils.writeInt(st, Byte(FSelectedWeapon));
7853 // UID öåëè
7854 utils.writeInt(st, Word(FTargetUID));
7855 // Âðåìÿ ïîòåðè öåëè
7856 utils.writeInt(st, LongWord(FLastVisible));
7857 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7858 dw := Length(FAIFlags);
7859 utils.writeInt(st, LongInt(dw));
7860 // Ôëàãè ÈÈ
7861 for i := 0 to dw-1 do
7862 begin
7863 utils.writeStr(st, FAIFlags[i].Name, 20);
7864 utils.writeStr(st, FAIFlags[i].Value, 20);
7865 end;
7866 // Íàñòðîéêè ñëîæíîñòè
7867 FDifficult.save(st);
7868 end;
7871 procedure TBot.LoadState (st: TStream);
7872 var
7873 i: Integer;
7874 dw: Integer;
7875 begin
7876 inherited LoadState(st);
7877 if not utils.checkSign(st, 'BOT0') then raise XStreamError.Create('invalid bot signature');
7878 // Âûáðàííîå îðóæèå
7879 FSelectedWeapon := utils.readByte(st);
7880 // UID öåëè
7881 FTargetUID := utils.readWord(st);
7882 // Âðåìÿ ïîòåðè öåëè
7883 FLastVisible := utils.readLongWord(st);
7884 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7885 dw := utils.readLongInt(st);
7886 if (dw < 0) or (dw > 16384) then raise XStreamError.Create('invalid number of bot AI flags');
7887 SetLength(FAIFlags, dw);
7888 // Ôëàãè ÈÈ
7889 for i := 0 to dw-1 do
7890 begin
7891 FAIFlags[i].Name := utils.readStr(st, 20);
7892 FAIFlags[i].Value := utils.readStr(st, 20);
7893 end;
7894 // Íàñòðîéêè ñëîæíîñòè
7895 FDifficult.load(st);
7896 end;
7899 begin
7900 conRegVar('cheat_berserk_autoswitch', @gBerserkAutoswitch, 'autoswitch to fist when berserk pack taken', '', true, true);
7901 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');
7902 conRegVar('player_indicator_style', @gPlayerIndicatorStyle, 'Visual appearance of indicator', 'Visual appearance of indicator');
7903 end.